CW: surgical horror.
Thanks to PRIME, I have biomancy on the brain. A significant debt also to the very great Meal of Oshregaal.
Whence they come, none know - their great courts and palaces are rumoured to lie hidden across the endless country of the great Imperial hinterlands, lost in ancient valleys or at the peaks of impassable mountains, shrouded in mists and trackless jungles, outside time, beyond the reach of recorded history.
In body they resemble the great apes of the underworld, but they are larger, thinner, longer-limbed. They cut and sew their flesh into forms that please them. They take the heads of dogs, birds, lizards, and insects - some have heads that look human - and they discard and remake them as they see fit. Their bodies are, likewise, sewn-together and changeable things. They hold themselves erect and dignified, and their cloth and finery are all of exquisite make. They are skin-eaters, man-eaters, butchers, gluttons.
It is said that, in their great ballrooms, their reception halls, their hunting lodges, their manors and palaces, animals walk on their hind legs, and bow to one another, and jockey for positions of prestige. It is also said that humans who spend time in those demesnes become docile, stupid, incurious; that the nobles slaughter hundreds of these mannish cattle at a time to provision their great blood feasts.
The academics of the Capital note similarities to the Royal Woses of the indigenous Baronial cultures, but their conclusions are various and unconvincing. There are many old stories of beasts taking human lovers and remaking themselves as humans, or of their lovers being remade as beasts; of monstrous offspring made to look human and human offspring given the heads of dogs or cattle; of face and body games without end.
HD4 - 6, depending on seniority. Armed with an oversized rapier +1 made from surgical steel (damage as heavy weapon, used in one hand), with access to oversized pistols (2d8), sabres (as heavy) and hunting rifles (2d12). Also has natural weapons (fangs and claws) as a medium weapon. Always wearing fine clothing and jewellery befitting their station; many changes in costume - a dinner jacket for meals, a hunting jacket for hunts, a formal costume for the awarding of honours, etc. etc. Unarmoured. Movement: as monkey, or as posture-obsessed aristocrat, switching between the two as needed. Disposition: as human-devouring carnivore ape or etiquette-obsessed aristocrat, switching between the two as needed.
Switches in demeanour happen instantly and are extremely unnerving.
Beast Nobles attack twice in melee.
Each Beast Noble rolls once (or twice if HD6) on both the Baroque Works and Noble Gear tables.
All Beast Nobles have 10 INV worth of internal pockets sewn into their strange bodies. They alone know how to access and open these cavities, which will never be found on inspection.
All Beast Nobles regenerate 1 hp per minute, and if not killed outright can regrow limbs and organs over several days.
Humans who meet the eyes of an enraged Beast Noble must test CHAR or be rooted to the spot in terror. Until they can master themselves (save CHAR), they roll to hit with disadvantage. Once saved, they no longer need to test. Hirelings and similar instead test morale.
Beast nobles can run on all fours at twice the speed a human can sprint, and can climb anything climbable.
All Beast Nobles can dance a waltz, command troops, run a household, make a speech, debate convincingly, speak rhetoric, geometry, and other practical arts, and confidently assert their superior good sense to those of lesser rank. They recognise and will respect the privileges of nobility from other cultures, and will know its customs (how to bow, the proper forms of address, etc.) They hate the White City, and do not recognise its Emperor. They take slights and breaches of etiquette extremely seriously - a commoner offender will usually be caned and eaten, a noble challenged to a duel, and fought to the death.
All Beast Nobles are supernaturally gifted surgeons. They see no distinction between cosmetic and medical surgeries, and undertake both with equivalent enthusiasm. They can (for example) replace limbs, transplant organs (including brains), perform blood transfusions, sculpt flesh, bone, keratin, and cartilage, sew someone's head onto another body, etc. Anything that a near future science fiction culture could do with advanced surgical tech can be done by the Beast Nobles. In addition to their usual equipment, all carry scalpels, bone saws, anaesthetics, disinfectants, threads and needles, and other necessaries for surgery sewn into their internal pockets. These together take 2 INV. A Beast Noble given the room to work can safely administer surgery on a wet jungle floor, without risk of complications or infection.
Beast Nobles are very happy to practice their talent in exchange for favours of various kinds. If they like you they might raise you to a position of prominence in their court - if they do this they will insist that you change your body to become a little more beast-like. It is unseemly to be so human.
Beast Nobles, like White Apes, are biologically immortal. The oldest have been alive for many, many centuries.
Lords of Misrule
Humans in the company of Beast Nobles slowly revert to a cattle-like state. Animals in the company of Beast Nobles slowly develop into a court.
NPC humans simply become cattle-like over the course of a week or so. At the end of this process, which is gradual, they will be unable to speak, will walk on all fours, and will be penned by the Beat Nobles in stys and stables attached to their great estates.
Human PCs must test INT each day, with advantage, or lose a point of INT. If they lose three points this way, they lose the capacity to read and write. If they lose six points, they lose the capacity of speech. If they lose nine points, they become a feral NPC. All of these penalties are permanent, but can be immediately reversed by allowing the Beast Nobles to sculpt your body into a more beast-like form. Each small alteration (ears, fangs, etc.) reverse a single lost point of INT. Larger alterations may reverse more points, and they may have other effects (natural attacks, wall climbing, better or worse hearing or smell, etc.) at the discretion of the DM. You will be visibly a monster in human lands forever after.
Animal PCs in the company of the Beast Nobles save WIS each day, but lose no attributes on failure. After three failures, they gain the ability to walk on two legs. At six, they gain the ability to read and write like a five year old (and hold a pen). At nine they gain the ability to speak, and replace their usual animal intelligence with a human one. These changes are also permanent.
NPC animals (hounds, pack animals, etc.) undergo this process automatically, and become ensouled and sentient hirelings over the course of one week. These hirelings will demand rank, and clothing and styles as befits them, which the Beast Nobles will be happy to impart.
Court Attendants
The Courts themselves will be filled with lesser beasts of unclear natural origin, all having undergone the same layered surgeries as their Noble rulers. They will be dressed as footmen, pages, scribes, and other functionaries. Many wear tall hats, or elaborate neckerchiefs, cummerbunds, etc. All are toadies, and obsessed with station and etiquette. They will shriek and bluster, or faint in revulsion, if you get the correct forms of address wrong.
Stats as commoner, or as men-at-arms for a guard.
Hunting Dogs
Things that were once people, now used as pack hounds on the great human hunts. Long, long limbs, uncomprehending eyes, elongated jaws. Smell the air and the ground. Treated with great affection and given choice treats by their masters.
HD1, bite as medium weapon (+1 to-hit and to damage rolls if more than one attacking the same target, or if attacking a prone target), unarmoured, speed: twice human, disposition: loyal hounds, vicious and well trained, easily frightened with flares, fire, and explosives. Smell and hearing as a bloodhound.
Living Furniture
Some human captives (and some beasts that displease their masters) are surgically transformed into things: furniture, light fixtures, cutlery, portraits. These artefacts can sometimes be seen dancing, singing, humming, and shuffling around under their own power. The degree of sentience that they retain is best not dwelled on.
Large (table, wardrobe): as bear but deals bludgeoning and moves at half speed.
Medium (chair, chest, nightstand): as war hound but deals bludgeoning and moves at half speed.
Small (teacup, fourchette, candelabra): as rat but deals bludgeoning and moves at half speed.
All living furniture can be used in its original purpose: chandeliers give off light, wardrobes can be used to store clothes, cutlery functions as expected, etc. This is only true is the thing is being docile and well-behaved, which it won't be if it doesn't like you.
Baroque Works
- Acidic Blood. Deals 1 acid damage to melee attackers each time they deal damage, or d3 acid damage if they deal a crit.
- Great Black Wings. Can fly, as a huge eagle.
- Neurotoxins. Unarmed attacks prompt a CON save, with paralysis for a turn on failure. If you fail two of these in a single combat, the paralysis lasts for one hour.
- Barbed Tail. One additional attack in melee, as medium weapon.
- Bioluminescence. Eyes or some other patch of skin glows as a torch at all times.
- Four Armed. Smaller pair sewn into the chest and often kept folded away. Function exactly as usual - can be used to make another attack in melee if so armed, can use bows or shields, etc.
- Twin. A second Beast Noble (with only 1HD) is kept safely hidden in a large cavity where the intestines would normally be. They are usually asleep.
- Metal Skeleton. Half damage from bludgeoning. Sinks in liquid.
- Refractor Eyes. 360 degrees of vision.
- Biological Furnace. When sated, deals 1 radiation damage per turn to everything in melee contact, no save. When starving, devolves into a completely bestial rage, killing and eating anything it can get its hands on. Needs huge amounts of raw meat to stay sated - like two humans a day.
Noble Gear
- Heirloom Sword. An enormous, two handed sword, with a blade of blue-green glass. As gigantic weapon, can be used to attack at a range of 10ft - you swing it and wounds open up with flashes of what looks like moonlight - spooky action at a distance.
- Heirloom Plate. As normal steel plate armour. The finish is mottled, like an oil slick.
- Porcelain Mask. Worn with a large black opera cloak. Unless dramatically unmasked, the Beast Noble will pass as a very tall human in human lands.
- Bullwhip. Attendants and Hunting Dogs accompanying the Beast Noble roll morale with advantage.
- Cigarillo Case. Silver, inlaid. Contains 30 excellent quality oversized cigarillos. They make excellent gifts; even hated foes might agree to share a smoke before a duel.
- Jewelled Dagger. As a medium weapon that heals the Beast Noble for d6 every time it kills something.
- Angel of History. A free attack once per turn on anything that the Beast Noble can see. Deals d10 fear damage, and d4 psychic damage. Disrupted by anything that would disrupt an entity.
- Ruby the Size of a Fist. Worth 20k silver, easily. No special properties.
- Glass Shoes. Exquisitely made. The Beast Noble moves at half speed to avoid breaking them. If you break them by rolling a crit in melee against the Noble, the Noble will lose the ability to speak, focus on you destruction and ignore everything else, and gain a +2 to hit and to damage rolls against you for the rest of the combat.
- Human Butler. A perfectly loyal human retainer with d4 templates in a randomly selected Baronial class, wearing a three piece suit, a monkey mask, and holding a sabre and pistol. Impeccably discreet, won't hesitate to remove riffraff. Roll a d6: on a 6, this is actually the Beast Noble's true love and soulmate - they will not wear a mask, but are instead dressed in exquisite formal wear. Both will protect the one another with their lives, and swear frenzied, bloody, terrible revenge if their lover is slain.