Crooks

Created: 24 October 2023, 21:42:31 UTC
Last updated: 14 January 2024, 01:05:17 UTC

ORIGIN
ANATOMY
SHAPESHIFTING
SURVIVAL/LIFESTYLE
 

Origin

Crooks, similarly “Crookeds”, are a sentient magical parasite species currently living on the stray continent of Skire (Landmass). Starting out as Wormlings, they travel in search of a suitable host body.  It is believed that Crooks formed because of their innate desire to protect the land of Skire and its creator by any means necessary; twisting the CCCat original blueprint as far as they could and detaching from the Hivemind to achieve this goal. This change from the original CCCat blueprint is what granted them their name, as they were considered “Crooked” versions of their predecessors. 

While the Crook's purpose to Skire was the exact same as CCCats (to recycle magic), they would seek to go about it a different, more direct way. They sought to destroy the ichor-possessed entities which caused magic to become tangled or sunken, rather than continuously undo the damage done. Unfortunately, this change in form and quest for individualism did not go unnoticed. The CCCat Guardian, Everything, feared this evolution of the wormkin and believed it a threat to its designated species - CCCats.  With little regard for what would become of Crooks, Everything would choose to seek a terrible quest: to have Crooks banished to an Alter World until it felt the time would be right.

This feat was made possible by Faceless Guide, a CCCat rumored to possess the most powerful space magic known to Skireans. This power was granted by none other than its Guardian, Everything. The time in which Crooks were trapped in this Alter World is known as The Banishment, and during the 200 years* that it lasted no Crook was able to safely live on Skire without risk of being found and banished. Stealing the Guardian Nothing's eye, Everything fed lies to Nothing and convinced it that it's form was also a CCCat. Everything told Nothing that Crooks were a risk to CCCats and Skire, for Everything could not see into the fates of Crooks the way it could for CCCats. The true Crook Guardian, Nothing, would not know of it's title until much later. When Nothing discovered Everything's deceit the two Guardians fought, causing a rift between the two Guardian siblings and their powers for a period of time. This is believed to have allowed Crooks return to Skire, and allowed Nothing's transformation into it's true Crook form. Nothing's change would sound a silent signal  to Skire; that Crooks would now walk the land of Skire with a Guardian to watch over them.

*banishment timeline is subject to change
 

Anatomy

A Crook begins life as a Wormling in a similar fashion to their sister species, CCCats. However, the process of forming and fully developing into a Crook differs substantially. Their bodily structure is entirely built off of a defiance to the Hivemind; disregarding the CCCat blueprint. Despite this, some similarities between the two species still exist. Like CCCats, Crooks can grow and change reproductive organs at will, but do not and cannot physically reproduce. 

When a Crook takes a host, the body is changed both internally and externally. The first of many changes is to absorb all unneeded organs, which provides the energy needed to transform the bones, muscles, and skin into something more suitable.

While Crooks break the CCCat blueprint, they still have a body plan most individuals follow:

  • Four limbs, each with an opposable set of fingers. The forelimbs and hands are bulky; used as brute-force weapons to fend off enemies.
  • Exposed bone at the knuckle of each finger and thumb; often forming a spikey protrusion.
  • True eyes located on the face. There can be 2-3 true eyes; 2 on the sides of the face and an optional one on the forehead.
  • A muzzle, which can vary in shape and structure, with a defined patch of furless skin or gums around it. 
  • Exposed teeth and nostrils within the face patch.
  • A secondary inner mouth residing at the back of the throat. This inner mouth has humanoid teeth and its own tongue.
  • At least two retractable Tendrils (The original Wormling) protruding along the back of the skull and/or neck.
  • An eye cluster (3 eyes minimum) located somewhere on the body, which allows the Crook to keep control of its host.

The outer appearance and patterning of a Crook is a combination of it's host's appearance, as well as whatever personal sight, sound, or feeling the individual wished to preserve for their identity. 

Crook Biped Height

Crooks can have a small range of heights (white) and can have one main size they take naturally. Beyond their main size they can size up or down one from that main size. Chibi and Monster sizes (orange) are unique to only myth-traited Crooks, and Extra Tiny or Extra Large sizes (Gray) are unique to Oddity-traited Crooks.

Anatomy Continued-

Like CCCats, Crooks don't need most of their host organs, but there are some extras that Crooks choose to make use of rather than absorb. They need to eat to sustain their magic levels, so a stomach must be kept. They can eat just about anything; converting it back into pure magic to fuel themselves. Crooks have and require blood, and can suffer gravely if they lose too much of it, but do not require oxygen. Instead they use their magical essence in tandem with their food-to-magic cycle to keep their blood nutrient-full. 

Though Crooks do not need to breathe to live, they often keep their host's lungs and larynx; morphing them to have high-capacity for air. The larynx is split into one or two extra pathways. These modified lungs and 'voice boxes' help them to produce their defensive screech, and allow them to make multiple sounds at once.

Mouth
Crook Inner Mouth

When Wormkin began to adapt the Hivemind blueprint to become more CCCat rather than Seer, Crooks developed their own set of rules; choosing to remember and embrace their Seer roots while still accepting the rules of the truce between humans and Wormlings. Crook's disbanding from the Hivemind's persuasion allowed them to retain more memories of their time as Seers and thus retain more of their traits. 

The inner mouth of a Crook may be one of the most striking remnants of their human-host predecessors. Where the throat begins, a full set of human teeth and jaws are present, attached to the roof of the main mouth and at the base of the tongue. The humanoid mouth can open and close independently of the main jaw, and a Crook will have no trouble talking to you while its mouth is seemingly wide open. 

The pulled-back skin of the muzzle formed as the Crook's face grew past the spherical blueprint of the CCCat; teeth and jaws growing outwards into a shape more suited for biting, grabbing, and tearing through flesh rather than just protecting an eye orb. In addition to the inner mouth's windpipe, Crooks have two more on either side of it. These two outer windpipes are equipped with jaw muscles that allow them to open, close, and breathe even when their internal mouth is closed. 

Cluster Eyes

A Crook's eye cluster is their connection to their host body. The eye orb that was once separate is fused into this cluster, bonding the brain and body together. The number of eyes present in a cluster depends on how closely bonded the Crook's wormling is to it's host. Less eyes in a cluster means the bond is weaker, whereas more eyes means a greater bond was created between Wormling and host. 

Cluster eyes can form in one large group or be split symmetrically. For example, a cluster may appear in one large grouping on the chest, or into two smaller groupings on the shoulders. In much rarer cases, a Crook might develop several clusters along different non-symmetrical parts of it's body, like on one arm and one leg.

Unlike the Crook's true eyes that can see both in magic-sight and human-like sight, the Cluster eyes see only in magic-sight. This magic sight through the cluster eyes is compounded, and dependent on where the cluster is, a Crook might be able to see and be aware of its entire surroundings at all times, making sneaking up on a Crook incredibly difficult.

Tendrils
Crook common Tendril placement

A Crook's tendrils are the closest thing they have to crowns. Unlike a CCCat's crowns, a Crook's tendrils are a vestigial trait mainly used as an additional sense of touch, investigation, or as eating tools. 

Since their disconnect from the Hivemind in their Wormling stage, Crooks are unable to use the Hivemind to communicate. This also means that Crooks cannot communicate telepathically, even between others of their own species. One positive of tendrils not having the same purpose as crowns, is that harm done to them is much less severe. Any trauma will inflict pain, but the tendrils can be healed back to full growth if given enough time. Harm to the tendrils does not interfere with their ability to control their host. 

 

ShapeShifting

Crooks possess the ability to shapeshift into different forms, most notably a humanoid form.  Though the time and progression of a shift can differ between individuals, it is generally quick. Their size in each of their forms correlates to their respective size as a Crook, but their humanoid form tends to stay within usual human heights and sizes. 

When a Crook shifts forms, they keep the majority of their design the same. Their teeth also remain the same; matching any traits they may have in Crook form. Like CCCats, Crooks can shapeshift into a Faun, Centaur, Sphinx, or Humanoid form. However, Crooks are known to be much more flexible in appearance than CCCats. Any and all scars or wounds carry over to the other forms. 

A Crook in their human form looks very similar to a regular human, though some of their more prominent traits like their knuckle bones, facial skin patch, and cluster eyes will always be visible. 

Faun


Forms_Individual_CrookFaun.png

Requirements

◆Upper half humanoid (follows humanoid rules).

◆Lower half matches Crook lower body.

◆Cluster Eyes.


Optional

◆Tendrils can emerge at will.

◆Tail present.

◆Humanoid half can have any skin tone or match the Crook's markings. Markings can appear instead colored like the skin tone. Humanoid half may have human ears.

◆May have hands with 4 to 5 fingers and claws or fingernails.

Centaur


Forms_Individual_Crooktaur.png

Requirements

◆ Crook torso emerges from the base Crook body.

◆ Crook lower body.

◆Cluster Eyes.
 


Optional

◆ Upper half humanoid (follows humanoid rules).

◆ Markings remain similar in placement to the standard form.

◆ Should not add any new markings or colors.

Sphinx


Forms_Individual_CrookSphinx.png

Requirements

◆ Humanoid face (follows humanoid rules).

◆ Crook body.

◆Cluster Eyes.

 

Optional

◆Tendrils can emerge at will.

◆Tail present.

◆Humanoid face can have any skin tone or match the Crook's markings. Markings can appear instead colored like the skin tone. Humanoid half may have human ears.

humanoid


Forms_Individual_CrookHuman.png

Requirements

◆Face Patch.
◆Nose.
◆Sharp teeth that match the Crook's teeth.
◆True Eyes match Crook's eye traits.
◆ Knuckle Bones
◆Cluster Eyes.

Optional

◆ Tendrils can emerge at will.

◆ Tail present.

◆ Humanoid form can have any skin tone or match the Crook's markings. Markings can appear instead colored like the skin tone. Humanoid half may have human ears.

◆ May have Crook feet or humanoid feet, and hands with 4 to 5 fingers and claws or fingernails.

(Open images in a new tab to see full detail)

Along with their ability to shapeshift into other forms, a Crook can change its gender at will. Crooks start and by default are genderless, but can alter their body in human-like anatomical ways for however they wish to present. This can be anything from anatomical structure (such as larger hips or broader shoulders) to genitalia if they so choose. They are able to change this at any time, and they can mix and match in order to best suit their own desired presentation.

 

Survival

Crooks are a tenacious species and are known to fight ferociously; being more vulnerable to perma-death, they have a much stronger instinct to fight for their lives. Their body plans are in many ways optimized to do as much damage as possible to their enemies. The most dangerous enemy to a species that is built to fight and kill is its own kind, and because of this any fights that break out between Crooks are usually deadly. 

Crooks have structured themselves to be extremely strong fighters, and compared to other Skireans are far better at waging powerful attacks and striking enemies down quickly. The Crook's strategy to strike fast and deal as much damage as possible does have its flaws though. In a battle, a Crook may expend too much of its energy at once, hindering its ability to heal and recover. It is not unusual to see a Crook collapse from exhaustion even if their wounds are not severe. 

In the untamed regions of Skire where hunting is necessary to survive, many Crooks hunt in packs called 'Protections'. These Protections can be impersonal, but more commonly a Protection consists of close-knit individuals. These groups might all be close friends, found family, or romantic pairs and polycules. It is almost upon instinct that Crooks form groups of 3 or more to go anywhere rather than go alone. 

During The Banishment, Crooks hunted other Crooks for sustenance, as any other source of energy was extremely scarce. It was commonplace knowledge that a singlet Crook would eventually be preyed upon. Some Crooks would enter a Protection only for the promise of safety, but the need for complete trust often resulted in the Protection's members growing very close. Even after The Banishment this phenomena has not ceased, as many Crooks still work to overcome the instincts the Alter World ingrained in them.

Crooks need to eat resources in order to sustain themselves, however it is usually proportionate to the energy they spend magically. A Crook can go an extended period of time without needing to eat if they maintain a relatively simple lifestyle and do not spend much time casting magic. Some Crooks with extremely relaxed lifestyles have been able to  almost completely remove their need to eat at all. They need to be careful if that is the lifestyle they desire, as anything that may borrow magic from the Crook will drain bits of their essence, which would need to be replenished eventually. 

Mortality

The lifespan of a Crook is normally hundreds of years. As long as they do not take substantial damage that they cannot heal themselves, or become unable to properly cycle their magic, they could potentially live forever. Compared to CCCats, a Crook's healing ability is not as powerful and mortal wounds are far more common.

Crooks have the ability to reconnect and reform their bodies after death if not properly disposed of.  Even the removal of the body part that houses the cluster eyes is not enough to fully kill a Crook. If a Crook loses a limb where the cluster eyes were, they will regrow the cluster eyes at the nearest possible point. Until the cluster is regrown, a Crook will be incapacitated; unable to fully control its host body without the cluster. The most commonly believed way to truly end a Crook is to dismember the body into a multitude of pieces. However, to fully kill a Crook one must go to extreme efforts to destroy the head and true eyes via powerful acid or intense flames. Once this is done, the remainder of the body should be scattered far away. 

Lifestyle & Socializing

Crooks are not ones to follow the norms in any aspect of their existence. Rather than mimic the culture of the place they live, they might often become contrarians, and challenge expectations of those around them. They are commonly found in the wastelands or cities, but many Crooks have been known to embrace the wild. Unlike CCCats who have powerful connections to each other and wish to not harm one another, Crooks have been known to readily slay their own kind, especially those outside their immediate Protection. It is not seen as odd or evil to do so, as many Crooks saw it as a way of life for many many years in The Banishment. The 'Kill or be killed' mindset persists in them to this very day. 

Despite a Crook’s lack of external lips and inclusion of an inner mouth, they can still speak and form words easily. Their speech often echoes in dual tones; the inner mouth causing resonation and repetition of words and sounds. Another apt description would be as if two voices were speaking over one another at the same time, though one voice usually sounds clearer. The second voice will usually sound quieter and a bit hoarse, as if being heard from the end of a long tunnel. It is very easy to discern a Crook speaker from any other Skirean due to their unique speech patterns. 

Crooks are known for their particularly horrifying ability to create ear-piercing screams. These screams have been described as 'wails of death'. This unique scream is only used by Crooks in dire situations like a call for help, a battle cry, or to hopefully scare whatever is attacking them away. Skireans have claimed to be able to hear a Crook's scream from miles away; the fading cry sounding similar to an eerie whale call. 

Crooks borrow their written language, Caster Speak, from CCCats. Their titles and ways of referring to themselves follow similar patterns to their sister species because of this. The main difference is that they entirely rid words and symbols that refer to their species as a whole entity due to their removal from the Hivemind. Their written titles often borrow from 'Unique Life" or "One's Own Story", however they often stick to simple adjectives or descriptors mixed with their personal name. 

For example, one might write Myir's Caster Speak name to literally translate to "Myir-Dangerous" or "Myir the Dangerous" rather than just spelling out Myir. These emotion-based surnames are usually added by the person writing about the individual. If a Crook has never met the subject of their writing, there is no emotional adjective/descriptor attached to the name. 

On the other hand, it is often seen as disingenuous or self-fulfilling to give oneself their own emotional surname. In the case that the same emotional surname is often used for a Crook, then it is more acceptable to include it when writing about oneself, so that they are more easily recognized. 

Individuality is extremely important to Crooks; they are neither part of the Hivemind nor a species in their own eyes. They would rather be seen as an individual alone.

Using a Crook’s name or “you” is an indifferent praise for them, as they care a lot more about sound inflection when speaking of them, to them, or about them. Since Crooks have two voices when speaking, it is very easy to slide in a literal undertone of distaste or displeasure, and they listen very intently for it. When speaking to a Crook, they normally prefer you speak their name and/or call them by “you” in a smoother manner, ideally where both sounds of the voices almost sync together.

Skirean Relations

After the finalization of The Truce, the relationship between CCCats and Humans began to stabilize and become peaceful. However, Crooks still believed in the old ways of their Seer predecessors; protecting Skire (Landmass) being their strongest priority. This caused unease and fear between them and Humans. Humans believed that a Crook Wormling would devour a human host alive, and all that remained of them was the screaming mouth of the human victim trying to claw its way back out. Humans also believed that Crooks followed the desire of their predecessors and wished to dismantle The Truce. These beliefs made the species far more intimidating to humans than their CCCat counterparts. This fear was short-lived, however, as not much time passed before all of the Crooks disappeared into the Alter World during The Banishment. 

Following their release from the Alter World, the question began to surface; what did Crooks think of the other species? Some Crooks still hold a grudge or hostility towards CCCats and Humans, believing that they were responsible for their imprisonment. Others came to terms with or suspected that their banishment was far beyond the capabilities of Humans and CCCats, and that there was a higher power involved. Over time, most hostility from Crooks regarding The Banishment has turned towards the Skirean Gods. 

Due to the length of time that Crooks were banished, many Humans and CCCats didn’t know Crooks existed until they returned.

There are some who have pieced together that the Space Mage known as Faceless Guide had a leading role in locking the Crooks away for 200 years. To this day there are Crooks who have made it their soul motive to hunt Faceless Guide down and make him pay for what he did. Depending on which Crook you ask, the opinion on Faceless Guide varies. They either despise him, consider him a tool and/or toy for the Skirean Guardians, or pity him for seemingly being forced to work for the Guardians against his will. Whether it was against his will is still up for debate. 

 


The information on this page was originally compiled by @PalletEclipse

Additions, edits, and re-write by spockirkcoy

visuals by WellHidden and Frog