Mutant
Mutants are creatures that have been altered by the power of mirajin, transforming into something that may or may not resemble what they once were.Any unprotected, non-dreamkincorporeal and organic creature can be mutated, though results can and will vary widely. It is also not unheard of for automatons and machines exposed to mirajin to change in operation, but the differences may be much more difficult to spot.
Precautions Against Mutation
Despite the widespread fear, mirajin mutation is uncommon in most regions.
Miracrystal is by far the most common source of mirajin energy, even excluding the Fatis Mirajin's personal influence. All miracrystal available for public access has been depleted-- this takes the majority of the energy out of the crystal, making it far safer for daily use and exposure.
While exposure to depleted miracrystal can cause mutation, it takes so long for any changes to manifest in this case that concern is minimal at best for most mortal creatures.
For example, constant, 24-hour exposure to a piece of depleted miracrystal roughly the size of an adult's fist would take roughly 250 years to manifest any notable physical or mental change in a person with no protection.
Even if a mortal were exposed in this way from the very moment of their birth onward, only an Aeneskiwould live long enough to have any chance of seeing any effect!
By comparison, constant exposure to a similarly-sized piece of raw miracrystal would cause significant mental changes in roughly 15 years, with minor physical mutation beginning around 5 to 10 years later-- simply wearing a dreamshard or other protective gear would negate any cause for concern.
The Fatis Mirajin itself, on the other hand, is a raw miracrystal of immense proportions-- Greatmother Opus, a 16-foot-tall dragonis said to sleep curled around its base, and flora and fauna as far as the Chimre-Dreamsong borderline are significantly affected by its presence!
Chimre's government-- the Silent Rose Organization, in other words-- is well aware of the effects the giant crystal's presence has on the country. Still, the Mirajin has presumably remained in the same general area for hundreds, if not thousands of years, giving it ample time to gradually change the surrounding landscape.
Despite this, common visitors and even native Chimri people are in little danger, provided they follow region guidelines.
All Silent Rose members are given special dreamshard pendants from admittance into the organization, and non-dreamkin civilians can purchase dreamshard rings and pins from jewelry shops and ports throughout the country for a minimal fee. Wearing one of these or keeping it in a pocket at all times within Chimre ensures personal safety-- being caught outside of a private residence without one is a misdemeanor!
In average circumstances, mutation is a real risk factor only for people of certain occupations, such as Doctors, Mages, alchemists, Artisans and occupational workers who handle or work around large quantities of raw miracrystal or similar substances on a regular basis.
Where Precautions Fail
...but sometimes, circumstances are indeed beyond average.
Accidents happen, such as unexpectedmiraplasmexposure from back-alley laboratory refuse, incompleteenvenomationbyrogue leupaks, or falling into a long-abandonedBoralionburrow, full of massive raw miracrystals.
Malevolent--or simply curious-- scientists may attack with mirajin-laced darts, or a lawbreaker may be taken in and carted away by the Silent Rose, doomed to merciless experimentation by Corro Docs.
These and more are all possibilities-- and in most cases, the end result is frightening, painful, and permanent mutation.
No two identical mutants exist; each one is a random product of their own subconscious thoughts and the Reverie's mercurial touch.
A mutant may gain beneficial abilities as a result of their transformation, but unless the process was deliberate and very careful (typically only the case when a well-paid and benevolent Cosmo Doc and a willing patient is involved), they are often matched by detrimental, frightening, or bizarre new features.
"Typical" Mutants
As stated above, no two mutants are the same-- the possibilities, fantastic and loathsome alike, are virtually endless.
Still, here are some general ideas for consideration.
Minor Mutations
These mutations are good for characters who have suffered low-grade or brief mutation, or those who had work done by a Cosmo Doc.Cosmetic:
- Distorted facial features, fingers or toes,
- Unnatural skin, hair, scale, or eye color or patterning
Functional:
- Functional distorted facial features (beneficial or detrimental)
- Thicker or thinner skin
- Slight build alteration/distortion
- Sharp/long teeth, claws, or fingernails
- Gills
- Webbed or fused fingers or toes
- Horns or Antlers
- Tails
Major Mutations
Major mutations are typically seen on mutants who suffered exposure to high amounts of mirajin.Talented (and expensive!) Cosmo Docs may be able to recreate some of these mutations-- but they almost always come with a price, either physical or mental.
- Distorted, misplaced, multiple, or lost limbs, heads or faces
- Scaly, spiny, woody, warty, slimy, gelatinous, shriveled, or melting skin (Or alternately, bare, scaleless/furless skin for creatures that should have either)
- Extra facial features (Or loss of them)
- Extreme build alteration/distortion
- Abnormal size (from 25% to 200% of original height or weight)
- Functional wings (...but flight has to be learned!)
- Distorted, misplaced, malfunctional, multiple, new, or lost internal organs or bones
- Apparent hybridization (a mutant may come to resemble a hybrid between a species or object and their original form, but only superficially.)
- Boils, tumors, or growths (including partially-formed creatures!)
- Crystallization of bones, scales, hair, nails, claws, and/or horns
Mental Effects
Mutants both minor and severe often suffer mental changes or damage as a result of exposure; these may manifest immediately with mutation, or develop over time.People exposed to high levels of mirajin may develop one or more of these issues long before physical mutations appear.
- Extreme/erratic irritability, aggression or depression
- Hallucination (audio, visual, or both)
- Partial or complete amnesia
- Blackouts
- Multiple personality
- Insanity
- Loss of sentience
See also
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