Vagary

The only true disembodied beings in the Coil, the Vagary (AKA: spirits, ghosts, beyonders, caesurites) are arguably the single most important, and dangerous, of the beings to be found. Their origins are unknown, though speculation varies wildly from simple ghosts to other-dimensional gods. The truth? No one knows. The only certainty is that these inhabitants of the Caesura are vital to reality in ways that we have yet to discover.

As a whole, the Vagary they make horror films seem tame, white-eyed and white-fanged wraiths content only with destruction and possession of bodies and reality. They are unearthly beauties concealing souls of ice, and phantasms whose mere appearance drives men insane. These spirits are trapped, and rage against their imprisonment. They dream of escape, so that they can free their siblings and eat the world. You have probably read of the most famous of them, Cthulhu.

The Vagary operate in a non-Euclidean universe that we can only comprehend (if at all) via complex mathematical equations. Whatever they are, there are definitely the most important part of the equation that is the Compact. Being the very essence of chaogenesis, their existence is the bulk of the reason that the Caesura transforms Lex.

Numina: none
Common Rade: none
Appearance: smoky blue ghosts and wraiths

Oubliet

AKA tossers, the forgotten ones

House Oubliet is the largest of the Vagary Houses. Throughout history, a large number of heretics, criminals, lepers, and madmen have been thrown into the Caesura. Some Banna who Pierced the Caesura lost their way, and the larger proportion of Maestroes attempting to cross the Caesura on their own could not find their way through.

When these vagabonds enter the true stuff of the Caesura, their bodies transform and dissipate, and their minds are reconfigured for multidimensional existence. The bulk do not deal with the change very well – they go mad. This madness, called Sinsanity by scholars, is extreme, well beyond the worst criminal insanity found in the Coil. The madness is multidimensional, and the Oubliet are outside any ability to describe or categorize. It’s enough to say that they’re supremely dangerous.

An additional characteristic of the Oubliet is their inability to transform Lex and Magic. The Oubliet therefore dilute the strength of the Caesura, and it is becoming less able to make the changes that the Compact ensured.

A small number of Oubliet retain their sanity, however, and these consciousnesses are the ones most keenly searching for escape. Only one individual has ever escaped to become a useful member of society, the Maestro Nehoc, who possessed the body of a mindless serpent and reshaped it with a powerful Rapture. Still walking in world as a four-armed Naga, Nehoc is the secret founder of the Pale, and makes use of his organization’s members to discover a way to cleanse the Caesura of the insane Oubliet.

Appearance: human and ghostly

Tulpa

AKA egregores, servitors

The Tulpa are an anomalous House of the Vagary – they are the created spirits. By effort of passion, will, or magic, spirits are created. Some are simply manifestations of emotions, true spirits of love of hate or inspiration. Others are manifestations, created with specific intents.

Of all the Vagary, the Tulpa are the only ones frequently and safely summoned. Once the spirit has been created, they’re summoned and bound into an object. The enchanted object then has the powers bestowed upon the Tulpa at creation.

Not all Tulpa are embedded like this, though. The Tulpa of strong emotions live on in the Caesura without any ties to the material world, Tell or Plasm. After the Oubliet, these are most numerous of the Vagary.

The Tulpa are not dangerous, of themselves. They’re not insane – those remaining in the Caesura are simply focused, all their drives and goals filtered through the lenses of their creation. They have some ability to transform the energies filtering through them, but as might be expected, such change follows very specific lines.

The War can be partly placed at the feet of the Tulpa. Because strong emotions create them, they’re constant sources of similar force, creating constant winds of hatred, fear, and anxiety blowing into both Dominions. These storms are notorious in the Plasm, where they’re recognized, and avoided or magically countered. The Tell fares less well in dealing with Tulpastorms.

The War is subtle, but there have been wars in the Tell lacking such shallow nuance. World wars, “police actions”, and other atrocities committed here have often been more influenced by Tulpastorms than most realize. The few Pale Guardians that recognize them do what they can to counter their effects, but without a strong network, their success is limited.

Appearance: ghostly spheres and glowing runes and eyes

Phemra

AKA the once

House Phemra, the least active of all the Vagary, is composed of the spirits of nature. Absorbed when the Caesura was first created, the wide swath of Hyle separating the incipient Dominions was transformed and given intelligence. Mountains, rivers, forests, all the creatures and plants in them – changed in an instant.

Hills and woods given intelligence and non-euclidean angles make for wandering topographies, and in part explain the incongruities seen when a traveler crosses the Caesura. The landscape, if it can be called that, moves. The streams wander, the wooded paths have gone feral, and the meadows are predators.

Though all of the Phemra are active, the once-beasts and the once-trees are the most predatory. These ravenous Vagary hunt, and hunt well, consuming the essence of their fleshy victims and leaving empty shells. Some of these shells remain preserved in the Caesura, floating eternally in the bent spaces between. Others, found by some means incomprehensible to us, are possessed, and years after their entry, make an exit into one of the Dominions.

The Phemra aren’t the greatest risks facing a traveler, but they’re significant, between changing waypoints and rapacious scenery.

Appearance: like seeing the world in a broken mirror

Rasa

AKA ghosts, haunts

These are the true ghosts, the spirits of the worlds caught in a broken reality. The Rasa are also the most likely to escape the bonds of the Caesura; their spirit bodies are made of a different stuff, and slide between the dimensions of the Dominions and the Caesura like wind through the trees.

No one is certain how the Rasa came to be, whether they were trapped by the Caesura somehow, or if certain Numen are drawn in for some reason. There are hundreds of theories, but if the counterexamples are to be trusted, none of them touch the truth.

While House Rasa as a whole is most likely to escape the Worldwall, they’re the least dangerous. The occasional exhibition of poltergeist behaviors is the most active you’ll ever see a Rasa, and they’re rare. Most are content to haunt their particular spaces, and rarely interact with the living world more than that.

Rasa are uncommon, in the Caesura or out of it. It’s said that in the Caesura, the congregate in streams, and you’ll never see a Rasa until you step into a Rasa-stream. Then you’ll be soaked in them. Modern Plasmal folklore has it that this is how they “escape” from the Caesura, but it doesn’t explain the distribution of known haunts, and most scholars are fairly sure it’s just an urban legend.

Appearance: ghosts

Torpora

AKA old ones, outer gods

House Torpora is the House where Cthulhu lies dreaming. Its members are beings from other dimensions, realities, and planes of existence.

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