Chronicles of Ascension
Margr are variform abhumans. While no two look alike, most have some aspect of goat— a goat head, goat horns, goat legs, goat hooves, or some combination or varying degrees thereof. Margr live lives of terrible violence, killing each other (or really, anything they ﬁnd) out of rage, sport, or lust. They breed and mature quickly, however, so their numbers never seem to diminish. They travel in small bands, scouring the dry wastelands, led by the strongest and most savage.
Margr wear trophies of their dead opponents but are poor crafters, so these displays are crude at best— severed heads on hooks, ears or ﬁngers threaded on cords as necklaces, and so forth. This means that, on top of everything else, margr stink of rotting meat at all times.
Margr tend to wield spears or long-hafted axe weapons. They wear leather, hide, or scraps of other types of armor. Margr are vicious and bloodthirsty. They are not smart, but they are crafty, making them difﬁcult to fool. Killing their leader sends them into a frenzy of confusion and fear.
Margr might be the most numerous of all abhumans. This is certainly true in the Steadfast and the southern portions of the Beyond. Margr harass civilized people on a regular basis, raiding villages or trade caravans. Some communities put bounties on their heads, hoping that mercenaries will eliminate the threat, but most people think of margr as creatures of almost supernatural evil— demons or devils— and do their best to hide from them.
Thankfully, the nomadic margr usually move on after a few raids.
Murdens are abhumans. They walk upright but would never be mistaken for humans. Backs hunched dramatically forward, skin covered in shiny black down, huge black eyes perched above a sharp, dirty yellow beak— these things seem almost like enormous ravens with spindly arms rather than wings. Tattered leather cloaks cover their backs, and many carry a leather bag or wear one on a strap to hold the various objects they have collected.
Murdens don’t speak. They communicate with one another telepathically. However, their telepathy annoys other intelligent creatures. The presence of a living murden ﬁlls the minds of nearby creatures with a sort of mental static. Add this irritation to their paranoid mindset, their cruelty, their selﬁshness, and their duplicitous, scheming nature, and there is little to like about a murden.
These abhumans live in small bands in wooded regions, in mountains, and on the shores of large bodies of water.
Typically, murdens bear slings and long, wicked blades. When possible, they attack from the shadows with ambushes and hit-and-run tactics. They normally ﬂee in the face of real danger. Although it is inadvertent, their inherent telepathic powers are irritating and harmful to nearby creatures, who perceive it as an annoying static that scrambles thought. Those who have experienced a murden’s static ﬁrsthand report that strange voices and long-forgotten memories sometimes arise in the mental interference in haunting and disturbing ways.
Communicating with murdens is very difﬁcult, but they seem to understand at least a little of the human languages and can convey information through gestures or drawings in the sand. Trusting them, however, is a fool’s mistake, for they delight in lies and trickery for its own sake.
Sathosh are gaunt abhumans that have a long tentacle writhing from where their face should be. They are silent, and they see and communicate via subsonic pulses they emit almost constantly. It is perhaps easier to think of them as having hyper-acute hearing and a sort of sonar.
Sathosh are communal creatures, thriving on the presence of others of their kind and living without any type of hierarchy. They are kind and loving to one another but hateful and cruel to all other life.
Sathosh dwell in packs of at least six—and usually closer to twelve—anywhere but the coldest climes. Sathosh feed on the blood of creatures they slay, absorbing it through their tentacle.