Sunday, November 23, 2025

The Tainted

This post covers the last batch of "ancestries" typically available in my Krevborna games: the tainted. The tainted are deviant branches of mankind’s family tree. They are strange peoples who owe their existences to ancestral curses, the introduction of monstrous bloodlines, or the warping effects of sin.


Bagheeta

The accursed bagheeta trace their origins to the lands of Old Mudraal. The magical calamity that destroyed the mighty necromantic empire of Old Mudraal also created the first bagheeta by fusing human bodies with the feline spirits of great cats. 

After the cataclysm reduced Old Mudraal to a wasteland, the bagheeta left to settle elsewhere. Some now call Krevborna their home, though they take pains to conceal the truth of their tainted ancestry and try to blend into the local populace. Bagheeta usually look fully human, but a bagheeta’s facial features become feline and they gain sharp claws and fangs when they are angered.


Cambions

In the ancestry of all cambions is a progenitor who fornicated with a devil. The fruits of this blasphemous union are a family inheritance of diabolic traits including horns, a tail, and cloven hooves. Not all members of a demonically tainted bloodline are born as cambions; the corruption appears seemingly at random within a family.

In areas of Krevborna dominated by the Church, cambions are shunned at best and hunted at worst. Cambions are drawn toward vices and sin; some cambions valiantly resist this temptation, choosing instead to live as paragons of virtue and restraint.


Dhampir

Dhampir are people with a mixed vampire and human heritage. As such, they are most commonly found in vampire-haunted Sibersk, though they may be found throughout Krevborna. Some houses of vampiric nobles treat dhampir as equal members of the family, while others regard them as inferior, weak-blooded aberrations. 

Though pale and possessing an undeniably morbid aura, dhampir are not immediately obvious as people of inhuman ancestry. All dhampir thirst for blood, though some resist the urge to imbibe mortal essence. Ironically, some of the most proficient vampire hunters in Krevborna are dhampir.


Drakoi

No one is “born” a drakoi. Rather, being a drakoi is a condition, something akin to a dreadful disease—albeit a malady of a spiritual nature. Drakoi are sinners so consumed by their misdeeds that their bodies evidence the foulness of their souls. Since dragons are emblems of sin, it follows suit that the drakoi are human beings who have become dragon-like. Their bodies grow squamous, their teeth elongate into fangs, and their fingers curl into claws; some grow tails or horns.

Despite their sinful natures, the drakoi serve a dual purpose to the Church of Holy Blood: they are cautionary tales that allow the Church to enforce its strictures and are sought-after converts. After all, what could be a better mark of the Church’s power than bringing about the atonement of someone so enmeshed in perfidy that their body has transformed into something biblically monstrous?


Greshnik

Greshnik are the descendants of humans transformed by the eldritch power of Zhylassa, an abomination from the Outer Dark who currently sleeps within the depths of the Khorva Sea. Most greshnik possess normal human appearances when they are born, but during puberty they begin to take on a fish-like forms. Eventually, a greshnik becomes hairless, loses their lips, ears, and noses, and gains bulging eyes, rubbery skin, and gills. 

Greshnik are most commonly found in coastal areas, particularly within the city of Piskaro; they cannot bear to be far from the sea for very long. Greshnik are always plagued with nightmares—they dream of the sea's secrets, of dedicating themselves to Zhylassa’s foul service, and finding the mad sunken city of Fathom’s Reach.


Lycans

Lycans, also known as “wolfbloods,” are humans whose bloodlines have inherited the curse of lycanthropy in a minor, but persistent and incurable, form. Lycans generally pass as normal members of mankind, though their bodies possess obvious bestial traits, such as sharp teeth, yellow eyes, or a profusion of thick hair. When angered or provoked, a lycan’s form becomes more wolfen, sprouting shaggy pelts, claws, and ravening fangs.

Lycans often heed the call of the wild and find themselves drawn to places of fierce natural beauty. Forging a life in the savage wilds is frequently a lycan’s best bet for continued survival. 


Nefari

Long ago, a flight of angels tasked by the Word and the Light with keeping watch over mankind were tempted by great lusts and seduced their charges instead of safeguarding them from sin. The nefari are the progeny born from these sacrilegious trysts. Even though the initial nefari have interbred with mankind over generations, the taint of the fallen angels remains within their bloodlines; children born to angelic-infected lineages are invariably nefari.

Each nefari possesses the divine power of the Word and the Light’s angelic servants. They are universally comely, perfectly formed and terribly beautiful to behold. A nefari can draw upon their heritage to manifest angelic wings and halos of divine light that prove their otherworldly nature.


Savage Worlds Stats

Below are some notes on using these ancestries in Savage Worlds.

Bagheeta: the stats for the rakshasans in the Fantasy Companion are almost there, but swap Ancestral Enemy for Amorous. 

Cambions: the infernals in the Fantasy Companion are already a great fit.

Dhampir: the graveborn in the Fantasy Companion is a good fit, though I wonder if the Sunlight Sensitivity shouldn't be replaced with something else. Not that dhampir in Krevborna aren't actually undead.

Drakoi: the dragonfolk in the Fantasy Companion work well for this, especially given the variant possibilities.

Greshnik: To make a greshnik character, use these abilities and penalties:

  • Aquatic: Aquarians cannot drown in water and move at their full Pace when swimming.
  • Low Light Vision: Aquarians are used to the darkness of the depths. They ignore penalties for Dim and Dark illumination.
  • Night Terrors: Because of the horrific dreams that assail the greshnik, they subtract 1 from all Spirit rolls.
  • Outsider: Greshnik subtract 2 from Persuasion rolls made to influence those who aren’t her own kind. 
  • Toughness: Life in the depths of their watery world has made aquarian flesh dense and resilient. Add +1 to their Toughness.
Lycans: to make a lycan, use this assortment of ancestral abilities and penalties:
  • Accursed Ancestry: Lycans suffer a -1 penalty to all Spirit rolls.
  • Bestial Rage: The beast is always ready to spring forth and cause carnage. All lycans possess the Berserk Edge.
  • Bite: In their bestial forms, lycan fangs cause Str+d4 damage and may be used on grappled foes.
  • Bloodthirsty: Lycans never takes prisoners unless under the direct order of the person they consider the leader of their "pack." 
  • Claws: In their bestial forms, lycans have claws that cause Str+d6 damage and are AP 2. 
  • Easily Angered: Lycans subtract 2 when resisting Taunt attacks.
  • Heightened Sense of Smell: A keen sense of smell gives lycans +2 to Survival rolls made to track if the target has a scent and the trail is no more than a day old.
  • Hunted: Lycans must always be wary of monster hunters who might mistake them for full-blooded werewolves. 
  • Low Light Vision: Lycans ignore penalties for Dim or Dark illumination (but not Pitch Darkness).
  • Monstrous Weakness: Attacks made with silvered weapons deal +4 damage against Lycans.
Nefari: The celestials in the Fantasy Companion are well-suited for the nefari.

16 comments:

  1. It has always amused me to imagine that Krevites … Bornans … Bornese? … Krevites tend to almost uniformly carry one or more of the folkloric traits of the Carpathian vampire (Unibrown, widow’s peak, index finger as long as the middle finger, fairly pointed canines, slightly-pointed ears) as a nod to the nature of the Church of Holy Blood and it’s long-term impact on the region.

    Also because it will hopefully keep players just a wee bit twitchy at being surrounded by a population who all have Resting Vampire Face (In my mind’s eye the natives of Ulvborna were generally the ‘werewolf’ to Krevborna’s ‘vampire’*).


    *Not least because the shared suffix of those names made me imagine Legendary Twins called ‘Krev’ and ‘Ulv’ who were ancestors to these two nations (‘-borna’ = ‘born’ could well be what we amateur linguists call a ‘false friend’ though).

    ReplyDelete
    Replies
    1. Genes? In Gothic Fantasy Horror? I can’t understand where they get the denim.🤪

      Delete
  2. I apologise for perhaps misusing this thread, but it’s the youngest Krevborna thread and I wanted to ask a question which has just occurred to me - do you have any thoughts on what the continent Krevborna is situated in might be called?

    My own first thought was ‘Gotha’ (Actually, my first thought was ‘Gothos’ which seemed a bit too GRR Martin), but ‘Lamia’, ‘Scylla’ and ‘Echidna’ have also occurred to me.

    Also, fair warning, I have been trying to sum up my notions for the various nations mentioned a sited in Krevborna’s general neighbourhood and may try to share some with you (The notion that at least some of these foreign nations could represent the same setting as played with different game systems - for example, Rhomlund = Krevborna as played with ZWEIHANDER = ‘A grimly perilous Gothic broadsheet’).

    ReplyDelete
    Replies
    1. In the last few campaigns I've run, the continent is called Urazya. Although, the actual neighboring countries are quite different from the v1 book. The v2 book will get little write-ups on them. Maybe that should be my next blog post?

      Delete
    2. Spelling is fun!😉

      Also, if there have been major changes in the geopolitical neighbourhood I would most certainly love to know about them, “an it please you” - I admit to having been especially interested by the snippets about those other lands in the first edition because my instinct with any published setting is to settle down in the gaps and start doodling to fill them in.

      I also promise not to howl TOO loudly as my ‘Fanon’ is brutally superseded by actual canon.🫢

      Delete
  3. Almost forgot to add, please let me know if any of this is Out of Line.

    ReplyDelete
  4. While I’m a little nervous about having done before the now much-anticipated ‘KREVBORNA: A TALE OF PTERRA’* post hits this blog, I wanted to post my best attempt at something like ‘KREVBORNA - A Gothic Blood Opera’ for each of the foreign nations mentioned in the original sourcebook and will do my best to avoid posting more than a brief précis of that mental image afterwards.

    READER YE BE WARNED.


    *The ‘P’, of course, is silent and essential to my own personal amusement: count yourself lucky, I was THIS close to making it ‘KREVBORNA: A TALE OF TERRA’.

    ReplyDelete
  5. SVATLUND - An Imperial Gothic Arabesque

    Krevborna’s biggest trading partner because it’s a serious contender for the role of local Superpower and in some ways a neighbour so alarming most Krevites are happiest when they stick to their side of the ‘Sheep Dip’ (Nicknamed for a legendarily unlucky golden ram according to some, for the long-standing wool trade according to others but in either case a small but formidable sea separating West from East Urazya).

    Best summed up as the Ottoman Empire if it grew out of Kievan Rus rather than Anatolia (Spreading from Muscovy to the Middle East to North Africa), an immense area of land being steadily knitted together from various former powers (Some of them storied and almost all older than Svatlund) under the authority of the local Caliph (Whose family is younger in the Elementary Faith than most of it’s subjects).

    The Elementary Faith itself is very old and almost certainly worshipping Djinn, some of them more benevolent than other: whetuer these are the Angels who serve the same Divine from which the Church of Saintly Blood ultimately flowed remains a topic of no small controversy, albeit a moderately quiet one (Plenty of people want to win a fight with Svatlund, but previous few want to risk losing one).

    ReplyDelete
  6. OKAMI - A Demon Gothic Theatrical

    When the greatest single power in the land is a Demon Emperor, you thank your lucky sun, moon and stars that he’s mostly happy to let others run the islands for him.

    Unfortunately for the Okami Isles, the Demon Emperor has a habit of appointing weak Shoguns in the interests of amusing himself with their efforts to reign in overmighty subjects whilst His Majesty conducts the essential but supremely boring rituals required to keep various disorganised supernatural psychopaths from getting too out of line at expense of His Majesty’s mortal subjects.

    Give or take the odd ‘special favour’ to keep everyone from taking His Majesty for granted (Also note that whilst all the islands of Okami are floating islands, some float in the sea and some float in the sky).

    ReplyDelete
  7. RHOMLUND - A Perilous Gothic March

    The most extensive realm west of Svatlund and it’s number one challenger for the role of local superpower, the Grand Duke of Svatlund is currently negotiating with the Church of Saintly Blood for recognition as a King-Emperor in order to finally be able to pull rank on the disparate collection of fiefs currently held together by several generations of useful marriages, a proud history of surviving diverse hordes over the centuries (Including at least one Host of Hell that erupted from mouth beneath the lands on which Rhomlund has been erected), a mutual interest in not being swallowed separately by Svatlund and a shared devotion to the Church of Saintly Blood for stepping up to take the place of legendary, but now lost Hero Gods of Old (Some of whose believers were only finally converted to the Blood within living memory. MORTAL living memory, even).

    Famously grim, perilous and FANCY (At least when it comes to matters sartorial), as well as deeply-paranoid about rats, it’s the single most human power in all Urazya and dangerously-prone to think of all problems as nails and see itself as the hammer.

    ReplyDelete
  8. ZILHEIM - A Fateful Gothic Gramerye

    The northernmost realm of Urazya, Zilheim is famous for it’s armouries because of it’s ready access to excellent reserves of ore, long history with the Dwerrows (Some of it even friendly) and abiding tendency to export violent opportunists (Including the ultimate ancestors of the Svatlund Caliphate’s ruling elite, amongst others).

    Well, that and a warrior culture breeding aristocrats with a nasty habit of treating regicide as the sport of kings since the Age of Giants ended with the fall of the Dark Lord of the High Kingdom to those whom he had long struggled to catch and to hold in his thrall.

    In the absence of the fallen giants, smaller but no less potent evils have filled the gap, leaving feuds, ghosts, grieving families and diverse horrors to harrow realms already blood-chillingly cold by nature.

    Still, Zilheim works it’s way slowly into the modern age yard by yard - not least as it’s long tradition of seamanship turns from reaving to merchant-venturing - with some believing that the recent ascension of a single monarch to the thrones of the major local kingdoms after all the other dynasties exhausted themselves with blood feuds is another promising sign.

    He may be a rather weedy scholarly eccentric who could well be more than half-mad, but when the wind blows South he can tell a hawk from a handsaw - and he’s absolutely obsessed with Witches.

    Given that local witches have exploited, then cultivated and forever profited by local political, as well as social strife, this might even be sensible attitude: quite frankly the perennial fears and uncertainties faced by the residents of a regional power seeking to outgrow it’s home region, but finding themselves caught between Rhomlund and Svatlund (Being lucky enough to have the Norse Sea between them and Rhomlund, but with a lingering toehold on the Urayzan mainland bringing them a little too close to the Caliphate for comfort), not to mention caught up in the push and pull of the Elementary Faith, fond memories of the old Hero Gods and a local schism in the Church of Saintly Blood (At least some of the locals feel that the Blood can be metaphorical, as well as literal: unfortunately some of these feel that the Blood is a metaphor for ‘Inherent Superiority’ because Pride is The Devil’s personal Deadly Sin for a reason), the local Witchery’s knack for fortune telling and Fate-weaving can be exploited to the full.

    Now if only the local witches could avoid the consequences of making their credo ‘Do As Thou Wilt’ when some of their more human members insist on hearing that as “An it harm none, do as thou wilt.”

    This so what happens when you build a Witch Cult from Hags, Witches, Early Modern Neo-Pagans and some local Wise Women.

    ReplyDelete
    Replies
    1. NOTE: Having done a little research into the names of various Scandinavian volcanoes I am now tempted, deeply tempted, to call the late, unlamented Dark Lord ‘Helgrindur’ (Because that is a suitably Metal name for an EVIL High King of the Giants).

      I suspect that calling him ‘The Lord of Metal’ (or perhaps ‘The Lord of Black Iron’) might be slightly more Gothic: anyway, my idea of Zilheim is that it has a past best summed up as ‘Against The Giants by JRR Tolkien with contributions by GRR Martin’ and has been rather chewing itself up ever since they lost a Dark Lord to direct their energies against.

      Also that the reigning local monarch is part Hamlet, part James VI & I.

      Delete
  9. I’m running a little short of time, so I’ll only post the ‘taglines’ for the other realms tonight: whether I return to them with my basic notions for these ‘sub-settings’ we’ll have to wait and see.


    KOSK - A Gothic Murder Ballad

    ESTBORNA - A Gothic Grail Masquerade

    ULVBORNA - A Gothic Armageddon


    MUDRAAL - A Gothic Elder Testament

    ReplyDelete
  10. N.B. Am I right about this being a Gothic setting? After all, how
    could anybody tell…😉

    ReplyDelete