Cornelivs Maximvs – Beings of interest

There are many creatures and categories of beings that are of particular interest to the Empire in the Cornelivs Maximvs series. They are either valuable to the imperials and something they can explore or dangerous and a target to exterminate. In some cases, like with psychers, it is often a mix of both, some are worth training, while others are too dangerous to be left alive. Today we shall look into a few of those beings and their major traits.

Elvish Blade Dancers

The elves have many paths that lead to a mastery of war, that of the Blade Dancers is the path of beauty and grace. Mostly, but not exclusively, composed of females, the Blade Dancers are always slim and agile warriors, moving fast through the battlefield and using their swords, spears or glaives in a beautiful and deadly dance, cutting their enemies to pieces as they seemingly jump around effortlessly. They often use howls and screams as a way to demoralize and taunt their enemies, making it difficult to keep focused on the fight.

Elvish Jumpers

The Jumpers use teleportation devices to avoid obstacles on the battlefield or surprise enemies by ambushing them and then vanishing, as quickly as they appeared. The devices use a smaller scale version of portal technology, creating a temporary portal between two or more previously selected coordinates within a few hundred meters of the device. It is a powerful technology, which combined with the fast firing elvish shard rifles, allows the Jumpers to cause serious damage to any enemies unlucky enough to find themselves ambushed by them. There are risks with this technology however and applicants to become Jumpers must learn to select their targets adequately or they might end up stuck inside a wall and die terribly, as their particles mix with those of the surrounding materials.

Elvish Warlocks

Warlocks are powerful psychic warriors, trained to become masters of both their psychic abilities and fighting with swords, spears or similar weapons, which they use both as a physical weapon and as a psychically infused object, allowing them to perform strikes at a very high speed and causing more damage than that expected of their weapon, especially because they don’t need to actually puncture their enemy, with shock waves, electrical shocks or any other psychic manifestations causing damage on their target even from a short distance. Psychers of other races can typically counter most of their attacks with psychic shields or similar creations, but for any other warriors facing a Warlock is almost certainly a death sentence.

Elvish Seers

Seers are psychic warriors focused on delving into the endless possibilities of the future. They often lead the war hosts of the elves, trying to make sure the best of the outcomes of their visions is met, by acting in some way that changes the future into the desired branch. The future is a fickle thing and changing it in any way alters many more than what would be expected, causing chain reactions that might cause more damage than the natural flow of events. Observing an event might actually change its outcome, meaning that the visions of the seers are not always the true course of events, making it difficult for elves to always act in the most adequate way possible. Psychers of weaker races would typically go mad if they saw the amount of possibilities that the future may hold for them, with the seers watching thousands or millions of different outcomes of their own visions of the future, trying to navigate into the safest route.

Xenomorph Cult Mages

Mages are the psychic members of the Xenomorph Cults, serving as both a beacon of the psychic bound of the Founders and a powerful caster on the battlefield. Not as individually powerful as humans psychers, Mages can still be dangerous if they are allowed to join together and allow their link to all the members of the cult to serve as a source of additional power, granting them abilities that match those of the most powerful elvish psychers, at least while they are allowed to remain together. They usually display electrical based or shock wave based psychic powers, with the other psychic disciplines being quite rare among them.

Special Forces Wizards

Wizards are human psychers belonging to the Special Forces. Trained in the same ways as the regular members of the Special Forces, but receiving additional implants to improve their psychic abilities, even the weakest Wizard possesses a significant amount of power, being able to turn the tide of a combat by using their powers. They support their battle brothers in their fights against all sorts of enemies, using a combination of the typical heavy gear of the Special Forces and their psychic abilities. Often they are used as interrogators and they are responsible for cataloguing and safely destroying any psychically infused artefacts that the Special Forces might discover during their missions.

Human Psychers

Human psychers are a variety of different psychically capable people, displaying a set of abilities that the Empire defines as psychic. Many have electrical powers, some have the ability to cast spectres, others make use of pyromancy, while biomancers control animals and plants around them. These abilities have various degrees of power and many psychers are unaware of their abilities, until they are discovered by another psycher, an imperial agent or by the entities of the interdimensional space. Most of these abilities are innate to the psycher, but they can be improved through training and discipline, turning them into powerful warriors, interrogators and much more.

Not all people display their powers at the same age, with some psychers demonstrating their powers during the early stages of their childhood, while others only gain noticeable powers after they became adults. This makes it difficult to assess psychic potential in a population, with a person scanned showing no signs of their powers simply because they had not yet developed, causing many issues with psychers becoming prey to daemons due to their lack of discipline to avoid the voices that speak with them from within the interdimensional space.

Technomancers

Some people have a particular affinity with music, others with sports, displaying natural skills in those fields. Technomancers have an affinity with technology and are able to create, repair and improve many devices beyond the comprehension of must humans in the Empire. Imperial scientists argue that technomancers are likely a very different type of psycher, being able to manipulate materials and technology, rather than displaying some of the more typical powers of a psycher. Regardless of the origin of such abilities, technomancers have created many technological marvels, but also many nightmares.

Their ability to create devices beyond the comprehension of most scientists and engineers led the Empire to hunt them down mercilessly for millennia, fearing that their creations could be used by the rebellious humans resisting the control of the Emperor or the expansion into ancient human colonies beyond the borders of the Empire. There was also fear that technomancers might be corrupted by the barbarian gods, creating diabolical machines for the oldest enemies of the Empire. Due to this hunt, technomancers are a rarity within the Empire, with most of them hiding their capabilities as best as possible, in order to avoid catching the attention of anyone trying to kill them, even though the Empire no longer officially hunts technomancers.

Diviners

There are psychers with the ability to see the future as it will happen and the steps that will lead to that future. They are called Diviners and their powers are often sought after by those in search of answers. Unlike Seers, Diviners only watch one or two ramifications of a given event, with their visions only changing if someone changed the flow of events somehow. Their visions will be typically related with those in close proximity to them, with few ever seeing an event involving a complete stranger or a person physically far away from them. They are seen as the source of the reference timeline of events, in opposition to the Seers who see all the possible ramifications of the current timeline. Diviners are very rare, even among elves, although human Diviners have become strangely more common than they had been for millennia, a potential sign of humankind’s psychic ascension or the interference of the demonic gods.

Night Hunters

The Night Hunters are blind creatures living on the dark planets of the dark elves. They have developed an accurate sense of smell, which allows them to track prey in complete darkness. Dark elves have learned how to control these creatures and often use them to hunt the dangerous animals living on the dark planets. Once a Night Hunter has the scent of something, they will never stop hunting it, going any length to bring it down. Whenever the dark elves need to hunt a particular enemy down, the Night Hunters are unleashed with devastating results.

Published by danielsaramanho

An engineer with a passion for reading and writing, Daniel Saramanho has always dreamt about publishing his own book one day. With the Cornelivs Maximvs series he was able to fulfill this dream, with Renegades being published as the first book of the series, although more are planned to be published soon. The Green Scorpion is a significant part of the personality of Daniel and the symbol can be seen in many places, including the stories that he writes. The Scorpion is both a blessing and a curse, a physical marking that influenced his personality positively, forcing him to strive to accomplish more than would be expected. Sci-fi is a common topic in Daniel’s notebooks that serve as a base for the stories, but other series are in development, including a medieval fantasy series called Chronicles of Arleaf. Game modding is a hobby that Daniel has pursued for several years and the Veteran Mod for Dawn of War: Dark Crusade has been available for several years to prove that passion.

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