Fleshwarp Ancestry


Lost Omens Campaign Setting General Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I have been doing a deep dive into the Fleshwarp Ancestry to find causes of fleshwarping from 1E sources. Hopefully as more 1E sources of fleshwarping migrate into 2E we will see how they interact with the Fleshwarp Ancestry.

Fleshwarp Ancestry

Heritages
Created Fleshwarp
Mutated Fleshwarp
Shapewrought Fleshwarp
Technological Fleshwarp

What’s Missing: These areas where is noticed gaps in the Fleshwarp Ancestry and hopefully we will see these addressed sometime in the future.
Adapted Heritage Unlike most Fleshwarps who lose all Traits connected to their ancestral lineage, Adapted Fleshwarps still retain the Trait of their closest biological Ancestry. For example an Adapted Fleshwarp born from human parents would gain both the Fleshwarp and Human Traits.
Fleshwarp Alteration (General Ancestry Feat): While the Fleshwarp Ancestry is perfect for characters that begin their careers as Fleshwarps, it unfortunately does not provide an option for established characters to gain a fleshwarp ancestry feat. Some players may gain a fleshwarp as a result of their adventuring but not necessarily gain the Fleshwarp Ancestry. This is especially true once we have options for Fleshcrafting and Necrografting in 2E. A general Ancestry Feat allowing players to pick up a Fleshwarp Ancestry Feat may be a simple solution. (See Fleshcraft and Necrograft below).
Id Awakened Heritage: Fleshwarps that use the power of the mind over the body to fleshwarp their bodies are sometimes called id mutants. These id warped fleshwarps often have strong mental resiliency or psychic powers. However, losing all mental control to ones id can prove dangerous.
Mongrelmen Trait Much like those humans who later became Morlocks, the Mongrelmen were also humans that fled the destruction of Azlant by fleeing underground. Unlike the Morlocks, the Mongrelmen were able to maintain their humanity by adopting a policy of extreme adaptation. The Mongrelmen actively encouraged mutations in their bloodlines in an effort to ensure they could adapt and survive in the Darklands. Mongrelmen could potentially be included in the Fleshwarp Ancestry, however, they would need to gain a Trait to distinguish them as a group while still leaving all Heritages and Ancestry Feats available. This would also allow for Mongrelmen specific Ancestry Feats.
Necrocrafted Heritage: Unlike most Created Fleshwarps who were made as living beings, Fleshwarps made with Necrocraft have negative healing and are considered undead by mindless undead. (See Necrocraft below).
Runewarp Heritage: While similar in some ways to other fleshwarps, runewarps interact with magic differently than most fleshwarped individuals. This Heritage, along with supporting Ancestry Feats can fully realize runewarped Fleshwarps. (See Runewarp below).

Known Sources of Fleshwarping
Drow Fleshwarp: This fleshwarping was taught to the Drow by the Demon Lord Haagenti. This is one of the most well-known and studied forms of fleshwarping. Results of this fleshwarping has led to the creation of the following monsters: Drider, Ghonhatine, Grothlut, Halsora, Irnakurse, Oronci, Gomnit, Jashoi, Dreshkan, Mulventok, and Webspinner Cloakers. Some Drow inflict a more mild form of Drow Fleshwarping that results in a Poison Minion. This warping results in individuals that constantly produce Mawbane Poison. (See Poison Minion).
Godwarp: Deities such as Dagon, Thuskchoon, and Yig are all know to impose divine fleshwarping. Either the presence of these deities or the gifts they bestow to their follows allow for the warping of flesh. This differs from Haagenti who taught the Drow the arcane secrets of fleshwarping. See: Deformities of Yig (see Yig’s Cult), Horrific Appearance (Thuskchoon, unique Ability), Mutagenic Strike (Dagon, Sentinel Boon).
Fleshwarp: Fleshwarp is an umbrella term that covers most forms of fleshwarping. Drow fleshwarping is the most well-known, but other forms can occur either naturally, from exposure, or intentionally. Many forms of fleshwarping can result living fleshy byproducts. This includes fleshdregs, fleshforge dregs, fleshforge prototypes, and fleshdreg swarms, while sin seekers were intentional creations of fleshwarping.
Fleshcraft: Fleshcrafting is a lesser from of fleshwarping. Instead of warping the original form fleshcrafting grafts living tissue from one creature onto another creature. Most places that intentionally teach and practice fleshwarping also practice fleshcrafting.
Id Warp: One of the least understood forms of fleshwarping, id warping taps into the power of the mind to permanently alter the body. There are theories that for some barbarians who enter a rage, the benefits gained are from a form of id warping. (See Id Mutant)
Mana Warp: The wild and unpredictable magic of the Mana Wastes frequently causes fleshwarping as a result of exposure. (See Mana Waste Mutant). The Spellscar Fext is a type of undead that results from the warping energies of the Mana Wastes.
Mutant: Mutations can result from any number of sources, be it magical, chemical, technological, or biological. Mutant tends to be a catchall term from any Ancestry or Creature that has a mutation. These mutations need not be visible or external. (See Mutant)
Mutant Goblin: More so than most Ancestries, Goblins tend to exhibit adapted mutations. In addition to having both the Fleshwarp and Goblin Traits, Goblin Fleshwarps are size small instead of medium. See Adapted Heritage above.
Necrocraft: Necrocrafting blends Necromancy and Fleshwarping to create undead known as Necrocrafts. Like with any magical crafting, mistakes can be made. This can sometimes result in a living Fleshwarp that has similarities to undead such as having negative healing.
Necrograft Necrografting is a form of Fleshwarping primarily practiced in Geb. These Fleshwarps have undead body parts grafted on or into their bodies. These undead body parts become quasi living again providing the host with strange benefits. While some necografts provide their host benefits, some can be dangerous or harmful.
Runewarp Runewarping is a form of fleshwarping that was practiced in ancient Thassilon. Runewarping was original taught by Qlippoth Lord Yamasoth to the Runelord of Warth. This form fleshwarping was nearly lost, however, with the emergence of New Thassilon, runewarping is starting to be studied and taught once more. Runewarping tends to create mutations that allow individuals to smell magic, resist magic, and even consume magic. Runewarping has created the different sinspawn, runewarped creatures, sinwarped creatures, shriezyx, shriezyx queens, hungerer lamia-kin, and possibly the kurchrima lamia-kin.

Other Sources of Fleshwarps and Mutations:
Mutant Eye is a common mutation in Nex and the Mana Wastes. (See Mutant Eye).
Warped Mind is mental fleshwarp found most commonly among those who have been exposed to the Worldwound.
Numerian Fluids are known to cause fleshwarping. (See Numerian Fluids).
Those using occult magic to become an Earth Child can gain fleshwarp mutations if they are unsuccessful in their transition to an Earth Child. (See Earth Child Wild Talent).
Dream Crystal Toxin is one of the few known ways to reliably open the mind and become an id mutant fleshwarp. However, the results may leave the individual unstable. (See Dream Crystal Toxin and Id Mutant).
Spellscar Fever frequently results in individuals becoming Mana Wastes fleshwarps. (See Spellscar Fever).
Breach to the Quickening Haunts are echoes of the First World that have leaked on the Material Plane. Those caught in this mixing of planes can be fleshwarped gaining various mutations. (See Breach to the Quickening)
The Forced Mutation Spell temporarily fleshwarps individuals, however, this is only temporary.
The Waters of Lamashtu Spell creates of fluid of powerful liquid that can fleshwarp the mind and body. This often results in the individual becoming monstrous, however, some may have enough resistance that they are reborn as a fleshwarp.
The Fair is Foul Spell is a curse commonly used by witches to fleshwarp those who have crossed them.
Some individuals actively seek to encourage fleshwarping mutation in mind or body. The Mutation Mind and Mutated Defender Archetypes are good examples of those who have learned to actively encourage fleshwarping within themselves.
Not surprising the Alchemist Class’ mutagens cause temporary fleshwarping. This technique is also used by the Mutation Warrior Archetype.
The Velstrac Demagogue Raetorgash includes mutation as one of their areas of concern.
Drakainia are fearsome monsters that actively birth fleshwarped people and creatures and can cause others to do the same.
Warped Ones are the result of individuals or souls that have been infused with fleshwarping energies by powerful Abyssal entities. Warped ones spend eternity constantly undergoing fleshwarping. These fleshwarping energies are so strong that they can affect any living creature that comes close to a warped one.
The thick oozing substance known as the Black-Blood of Orv fleshwarps creatures into beings called Black-Blooded Creatures. These creatures do not usually continue their existence in a state of sanity.

If you can think of anything I didn’t catch please share.


There are also the Ilee, the species who live on the planet Apostae. They are fleshwarped from birth, with children created from a loose blueprint of the genetic codes of their parents, sometimes with some extra thrown in.

Also, I don't think you could include necrocrafts as a form of fleshwarp. At least in their original bestiary entry, necrocrafts were undead created solely from the remains of other undead; no living subjects required. They were basically animated objects, but undead.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Thank you for reminding me about the Ille, they could definitely work well with the Fleshwarp Ancestry.

I agree that necrocrafts are questionable. I went ahead and included them because necrocrafting is kind of a blend between necromancy and fleshwarping.

I almost included Skinstitches, Carrion Golems, and Flesh Golems, these are all close to being Created Fleshwarps, but as Constructs they typically don't have anything that would be considered a mind. However, if you take awakened constructs into consideration, then that shifts the bar much closer to a Created Fleshwarp.

Either way there are lots of fun and interesting possibilities with the Fleshwarp Ancestry!


Some of these, certainly, would work as mutant ancestry feats. Mutant Eye seems like a clear one, and some of the mana wastes abilities (i.e. wild magic) could also be an ancestry feat.

That said, these all look really cool! Mongrelmen especially seem like they'd be perfect for a player race that's expressed through the fleshwarp ancestry.

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