The Forgotten Few
Nephilim: A junk-word term used to describe the diverse descendants of X’ion’s genetically engineered army. Created to wage war on the Archons and their creations, before being abandoned by their creator, X’ion, once the war was won.
The Nephilim have an eclectic, primal, and often violent society supported by advanced biological technology. While publicly no longer loyal to X’ion, many Nephilim pursue genetic perfection at any cost.
» +1 Bio Tech, Engineering, and Exotic.
» +1 to all Spare Time Rolls.
» +1 Recover.
» Gain Language: High X’ion or Primal X’ion.
» -1 Conversation.
» -2 Culture.
» Complication: Prejudice from Kaltorans and Legion.
Play a Nephilim if you:
» Value innate ability and science over all else.
» Are motivated by intellect and instinct.
» Like to defy presumptions.
» Possibly want to look like a monster.
» Believe the end always justifies the means.
» Don’t mind modifying your body and genetics.
» Average Height: 1-2.5m.
» Average Weight: 50-290kg.
» Average Life Span: 20-300 (est.) years.
» Wide range of appearances.
» Often have features of mammals, fish, and/or insects.
Home World: Eden
Before the Great X’ion War, Eden was the Kaltoran home world. Once covered in thriving megacities, lush forests, and great lakes, it is now a wasteland of deserts, salt plains, and ruins. Its surface is littered with giant craters, radiation, poisonous gases, and roaming monsters.
Decades after the Great War and without supplies, the Nephilim ships slowly fell into disrepair. In a desperate attempt to survive, they landed (or according to some, crashed) many of their ships onto the surface of Eden.
Over the remains of these ancient warships, the Nephilim built Necronus, a towering black metal and biological city. The weak masses live amongst the crumpled bases of its many towers, while the most powerful live at the top – a position that must be constantly maintained through force and influence as their towers continue to grow taller.
Life is cheap in this brutal society that values both intelligence and strength. Largely shaped by perceived genetic superiority, the Nephilim split themselves into three broad categories: Purebloods, Hybrids, and Emissaries.
Purebloods are ancient Nephilim who fought in the Great War or are pure blood descendants of those that did. Often large and imposing, they are a living reminder of their people’s past service to their creator, X’ion.
Hybrids are the diverse and mixed offspring of the Purebloods. Diverse in appearance and nature, Hybrids make up the bulk of the Nephilim population.
Emissaries are the newest of the Nephilim. Created only a few years ago, they are born fully grown, with a head full of knowledge and memories that are not their own. With the aim of alleviating cultural tension with the other races, they are bred with a physical form closer to those of their former enemies. However, their Nephilim form is not hidden, only softened.
Nephilim culture has very few laws and is only stabilised by the self-serving wills of its powerful leaders, who are largely unconcerned with the masses. While the Nephilim are easily the most powerful military force in the Haven system, they know that long-term survival and prosperity depends on their forming some kind of functional relationship with the other races – a feat that is incredibly difficult given their war history, old ties to X’ion, appearance, and brutal culture.
Blunt, dismissive, focused, proud, honest, instinctual, intelligent, ruthless, and fierce.
Beytah, Hegh, Heghta, Hraks, Huch, Jagh, Jatmey, Lonta, Mangghom, Ngabtah, Porghmey, Qeh, Qehpu, Sagh, Yempu, or Wabmey.
Example Nephilim Character
Hraks is only three years old, a child by most races’ standards. But she was born fully grown, her head filled with valuable skills and fake memories, which give context to her personality and thoughts. As a Nephilim Emissary, her purpose is to mingle with the other races, a task she was built for.
Spending time in the local space port bars, she was able to pick up work as a medic for a small mercenary group. Life as a mercenary was ideal for Hraks, allowing her to gain real memories and expand her skills, especially in biological technology and combat.
Despite her constant confidence and gifts, the other races often find Hraks difficult to deal with. Her appearance is a constant reminder of darker times, and her blunt way of speaking often causes confrontations. But things would inevitably change. The races would eventually become acclimatised to each other, the past would be forgotten, and they would learn that the Nephilim know best.