Malcubi Species in Kosmos Game | World Anvil

Malcubi

Though they may be frail and uncouth, the services the Spawn of Talia render to the cause of Evil cannot be understated. Like a cancer, their kind grows in the heart of the enemy, not by the hand of the Darklords, but the will of the Barbed Goddess alone. A blade, a curse, a horde - these are all fine weapons, yet so too is the subtle theft of the malcubus, and often by their couplings can great strife be wracked upon the forces of Good. Through the gift these creatures call 'Cycle', a single malcubus may strike again and again, shedding faces as quickly as garments - and even in discovery, they may wreak havoc, for where one malcubus is found, surely their corruption simmers under the surface.
— From 'A Treatise on the Proper Use of the Lesser Races Sinister', Xanos Neverbane
   

Physiology & Morphology

   

Distinctive Features

Malcubi are creatures without a form of their own, taking easily to disguise and typically spending most of their lives indistinguishable from a normal member of another race. Even when not in such a guise, they appear largely as a member of whatever race they are currently Cycled into, and thus can vary as widely as all the races of Good and Evil. When they choose to reveal them, Malcubi manifest notably distinct features, which identify their true nature regardless of their greater form. As they age, their ability to take on various forms waxes and wanes, with the eldest of them permanently showing their overt nature.   Firstly, Malcubi possess smooth, curling horns protruding from above the temples. Though bone at the core, they are covered in smooth, living keratin, and often assume a black or dark grey aspect. A Malcubus who maintains their overt form will find they are never wholly shed, they shrink, grow, or change shape over Cycles, like the antler of a deer. In addition, in place of soft feet they possess hooves, solid and keratinous but cloven as those of the goat, though it forms a whole circle at the back. The forefront of the bottom is somewhat yielding and retains a sense of touch, though it is also resilient. Legend tells that a malcubus' horns are the source of their power, this is untrue - indeed, they seem to serve little purpose, aside from being distinctive.   Similarly, malcubi possess a tail, hanging just below the knees at rest, not much thicker than a man's thumb, coated in soft, velvety fur of the same color as the hair. The tail ends in a large heart-shaped tip that conceals a stinger injecting an intoxicating venom. This stinger is long and tough enough to penetrate thin clothes. This venom is not lethal, but clouds the mind and fogs the senses. It is used both as a defensive weapon and as a component of their perverse desires. Some say that a particularly subtle Malcubi can sting a victim unaware in the midst of conversation, and those befuddled by wine or women are often said to be 'succubus-stung'.   Finally, and perhaps most strikingly, they have wings, consisting of three parts - the first two about an arm-span in length, the third about twice that, terminating in a sharp tip, and a series of ribs fall from the upper wing limb. A membrane stretches across the tip of these ribs, from the tip of the forewing to the small of the back, where it meshes with the skin, forming a discordantly small surface. The entire wing is coated in the same velvet as the tail - save for a small horn at the back of the upper wing joint. Due to their small size, these are not useful for flight, and usually malcubi keep their wings draped slightly over their shoulders. Their tips are sharp and potentially hurtful, but not a great extent. However, at times, a malcubus might receive the blessing of the dark gods, and be granted the power of flight for a time.  

The Cycle

  The most crucial pattern of a Malcubus' life is that known as the Cycle, laid into their perversion and purpose. For Malcubi appear male or female, but are not, not quite - a Succubus cannot bear children, nor an Incubus sire them. Instead they waver from one sex to another, and some say there is no such thing as a succubus or incubus, only a malcubus in male or female guise.   Most are born as succubi, appearing as their mother's race, and retain that form until their first coupling. A few are born as incubi, and likewise retain that form until their first coupling. Upon this coupling, however, they transform themselves into a likeness of their erstwhile companion - not a precise likeness, but a resemblance, perhaps a relative, though at the same a trace of the prior form remains. This cycle comes swiftly and with discomfort, with the transformation typically completing within a day. And it is drastic, a waifish halfling wench standing half a span tall may, by dawn of the next day, be a hulking ogre two spans high, sharing only the manner of hair. And yet, upon another coupling, she may take the form of a beautiful grey-eyed nymph. As uncouth and unlikely as this particular path may be, it nonetheless shows how far their cycles may span. Likewise to the body, the Malcubus' mind is also affected by the cycle, though perhaps not as drastically, but nevertheless can manifest greatly removed demeanor from their prior cycle, though there is no loss in memory or identity.   The Malcubus' saccae being sensitive to humors, only congress with a member of the opposite sex triggers the cycle, and never time, self-indulgence, or abnormal acts. Yet, curiously, the union of a succubus and incubus will trigger the cycle for both of them.  

Breeding

The purpose of the Malcubus is to, like a cuckoo, siphon the natural virility of the forces of good and insinuate their taint in such children. Though capable of no true generation, they steal the essence of true men, corrupt it, and deposit it within unwitting women. Through this, though the resulting the child is fathered by the original man from which the seed was taken, will unwittingly bear the taint, revealed as a Malcubus when they come of age.   The anatomy of a Malcubus is largely similar to that Man, Orc, or elf, and the genitive organs appear the same at first appearance, but are in practice quite distinct, possessing neither womb nor testes. The natural state of malcubus is receptive - that is, female. Her false womb is divided into two main lobes, or saccae, which are large many-chambered spongy bodies, laying alongside the main chamber of the womb. When a man lays with a succubus, his seed is drawn within the saccae, and her womb begins to contract. Within hours the body inverts itself, and he is now an incubus, the saccae contracting and descending as false testes, and remitting the original man's now tainted seed. When he deposits this seed within a woman, the processes reverses and the Cycle begins again.   Though it was once believed that Malcubi simply stored men's seed, and the saccae were conceived of as like a bladder, this is now believed to be incorrect. Instead, the feminine saccae somehow consumes the seed drawn into its folds, storing it in essence rather than in truth. As it inverts, the saccae become colder and less engorged, and the glands instead begin to produce the 'recorded' essence. Modifications to this recording account for the corruption carried by Incubi, and possibly also for their remarkable cross fertility. Others, however, counter that this deviates from Divine wisdom that Malcubi can produce nothing original, and suggest that perhaps the seed is stored in dried state. In any event, further contemplation has been forbidden to the faithful.   As a final note, though Malcubi eat the food of nature, they are also said to feed upon the essence of their lovers, both physical and spiritual. Every perversion chips away at the life of their victim, not enough to kill, but slowly and subtly leading to sickness and ill-health. In return, the Malcubus' body is renewed, restoring vigor and abating old age. Thus provided such unholy sustenance, Malcubi live for great spans - yet, if they relent, they will quickly degenerate, as though the weight of years were to fall upon them in a single day. To say otherwise is heresy.

Society

  Malcubi 'society' is marked by their peculiar transitory nature, and their frequent isolation and dissociation from their own kind, leading most to feel more at home among their false family than their true kind, which is pointed to as sure evidence of their abominable nature. It is also suggested that this shows what commonalities they do tend to share must be truly universal - though some would dispute this, the logic is clear.   Even raised among others, Malcubi tend to be vain and concerned with their appearance, taking special effort to ensure they look good, both via conventional methods (makeup, dress), but also through the choosing of mates to 'benefit' their next cycle. Due to their infectious nature, they are deceptive, suspicious, and flighty. Likewise, their transitory nature is a crucial point, especially among those living among those faithfully follow the Venal Strictures. Most adopt a preferred identity, usually the one they are born in, and seek to keep to it, but others take perverse pride in their ambiguity and enjoy flaunting their fluidity when and how they can get away with it.

Among Evil

Malcubi are not particularly common among the Forces of Evil, and even among them rarely are they wholly among their own kind. However, it is perhaps notable that while among the Good nations a Malcubus can only be destroyed, they are accepted - at least somewhat - among Evil, though even there they are oft pariahs. Nonetheless they often form a wide spectrum of relationships with other society.   Though the terminology and even the degree varies, most Malcubi divide themselves into several categories based on origin. First are pedigrees or nobles, a somewhat sarcastic term for those who were raised by their Malcubus 'parent'. Foundlings are likewise raised by a Malcubus, but not (probably) the one who facilitated their birth. Bastards or Uncovereds are those raised knowing of their nature by non-Malcubi. Covereds or Surprises are those raised by non-Malcubi who did not know of their nature. Turnskins or Walkers refer to those who were raised among Good races but left when they learned of their nature, while Spoils or Contraband refers to those who were raised among Good but captured and/or rescued by Evil. There are also a variety of terms for those still among the races of Good, which tend to range from the pitying to the contemptous.   While they are rarely concentrated in any one place sufficiently to form a society of their own, Malcubi among Evil tend to be open about their status more often than not, and take great pride in their sexuality. While some see themselves as essentially members of whatever race or society they are part of, others go to great effort to maintain a distinction - or have it forced on them. Likewise ideas of 'parentage' vary, with some malcubi believing themselves to be a kind of 'third parent' and bonding with those who carry their particular taint, others seeing no kinship whatsoever, most falling somewhere in the middle.   One of the largest cultural touchstones among Malcubi is the Thousand Flowers cult - worshipping Talia through the Cycle as a sacrament. Such as the piety and devotion to the cause of Evil of this cult that it has gained great respect and authority. Most Malcubi are assumed to be part of this cult, and it is a rare malcubus not subject to its influence in some degree. Other popular cults among Malcubi include those generally known as 'Thorns', who devote themselves wholly to infiltrating the forces of Good. 'Spoils' are particularly common in its membership, and the Witch-Cults. A few, usually those who have not undergone their first cycle, make a point of denouncing the generally accepted stereotypes. Nykos is rather popular in this regard.  
Orcs
Orcs making up the great mass of Evil, a great many Malcubi find themselves among Orcs, generally to their misfortune. Brutish and simple, Orcs do not give a great deal of respect to Malcubi's more ephemeral nature: Most malcubi find themselves as Gon'urku: path-peons or camp followers, performing tasks considered beneath a warrior, while also providing 'entertainment' - the Cycle will, after all, eventually make them attractive to Orcs. More cunning Orc warlords may recognize the potential Malcubi offer, and employ them in important - but dull - positions most Orcs detest, or as scouts or infiltrators. A few have gained genuine respect as warriors, though this is an uphill struggle. A particularly unique approach are the Adun'nol - brother-wives, warriors who serve as skirmishers as well as performing the unpleasant tasks of gon'urku in Succubus guise, but mate with orc warriors on the eve of battle and fight beside them in Incubus guise.   Orcs often treat Malcubi with an undercurrent of suspicion, recognizing them as wily and treacherous. This often manifests as concerns of subversion or infiltration, and particularly adultery. Stories of deception, cowardly murder, impersonation and cuckoldry - usually in that order are rife. The abbreviated, possibly adulterated ending of the 7th Saga of Amak'Tul is a distinct example - in the prospective original, his Adun'nol avenges his death, and impregnates his wife as a final act of faithfulness, while in the modified, usually abbreviated version, Amak'Tul lays with a gon'urku who betrays him, impersonates him, and leads his tribe to ruin.  
Dark Elves
Malcubi are perhaps most common among the societies of Dark Elves, befitting their mutually debased nature. They are, of course, usually slaves, but slaves of higher class than most races, oftentimes living in their master's manse. They not only act as personal servants in elven guise - far more aesthetically pleasing than most Evil races - but also serve as clerks and overseers for lesser slaves. Others are sent on infiltration missions into their master's rivals, or against the forces of Good. As the Dark Elf appetite for luxury is rapacious, they are always seeking more, and many Malcubi offer themselves to the Dark Elves for the relative security that offers.   A final usage is an adaptation of a debased form of elven magic, capable of purging the Malcubus taint, scarring the saccae such that they can no longer modify the copied seed. In this manner, Malcubi may be used to arrange proxy-couplings between their masters, allowing them to freely pursue both politically favorable marriage and superior breeding, without causing scandal. Though this 'neutering' is painful, these slaves are among the most prized, and generally granted special priviledges.  
Goblins
Goblins are happy to make use of anything and anyone they can get their hands on, and Malcubi are hardly an exception. At the same time, they are ever-alert for treachery, and Malcubi tend to raise their suspicions strongly. Additionally, even when raised among them, Malcubi rarely share Goblin's inclination or talent for tinkering. Sometimes goblins will employ Malcubi as secret agents, but their paranoia typically leads them to trust them too little to have any effectiveness - and indeed, many goblins are sufficiently suspicious as to hire 'minders' for any known Malcubi.   Nevertheless, they are not exceptionally uncommon. Most are semi-forcibly employeed by one Prince or another, and hired out as necessary. While they can perform any role from manual labor to workshop assistance to vital administrative tasks, such as accounting (the only thing a goblin trusts less than a Malcubus is a goblin with money on the line), some of the most clever have realized their versatility is truly useful. Their ability to take any form is not only useful in negotiations - they can even enable goblins to peddle their wares in the lands of Good, which is dangerous close to falling, but not quite, but also practically. They can be physically powerful, or dexterous, or numerous other things. To this end, a particular variant of the of the Thousand Flowers, the Clockwork
Kobolds
 
Ogres
   
Lycantrophes
  Trolls As they do not breed conventionally, Trolls and Malcubi interact little.   Imps   Entertainment, mostly
  • What? Don't sexually work that way.
  • Eugenics Tools, Infiltraitors
  • ... Ibid, actually.>
  • Among Good

    Malcubi are a persistent thorn in the side of good, and their unique nature means that, despite being spawn of the Evil Gods, most are found among the nations of Good. Though only a few survive to adulthood, as ignorance and the greater ardor of their first cycle leaves them vulnerable - on occasion, these foolish creatures fail to take even the most rudimentary of measures. The agents of Good have learned well to identify the signs - though their efforts are oft hindered by the treachery of 'family' enthralled by the cuckoo in their midst - those who remain are made yet more cunning, living secret lives beneath the notice of their community, shifting from identity within their Cycle. Most are vagrants, rarely forming relationships of any substance as justice and the Cycle chases them, merely partaking in a series of dalliances and brief encounters before moving on. Yet, the same Malcubus may interact with one person in many guises, and thus maintain a one-sided relationship, working against or even favoring this unwitting individual. Thus, wise folk of Good are always suspicious when a stranger seems to familiar, for it may be a Malcubus seeking to lure them back into their web.   Other Malcubi do not flit from identity to identity, but try to delay the cycle and maintain a persistent identity - this, too, is perilous, as the longer the Cycle is foregone the greater the risk they lose control of their abilities. Nevertheless, though this variety is less profligate in breeding and thus may seem less dangerous, the long-standing insidious corruption they may instill is a most dire threat, much as with the corruption of holy family bonds exploited by fledgling malcubi. Paladins have been forced to burn more than one city bewitched to take up arms in defense of a malcubus guised as a respectable member of the community. The most dangerous of malcubi exploit both of these techniques, whoring their way to positions of great power, which they employ to great effect against the forces of Good.   Sometimes Malcubi form knowing partnerships with the Fallen of good races, though being a debased lot amongst even worse, such relationships are frought with peril, maintained with suspicion and control, and those who knowingly aid a Malcubus, whatever the reason, are to be the subject of the most virulent of hatred. Similarly, many Malcubi themselves Fall - or claim to. Oftentimes, a Malcubus raised among Good will blasphemously claim to have a true allegiance to righteousness, but under the tortures of the Order most confess to having always served the Dark Gods. For those few who continue to befoul the purity of the Light Gods only the direst of punishments will suffice, of which nothing shall be spoken.  
    Humans
    Humans are the Good race among which Malcubi are most widespread, an almost common pestilence - though as the plague kills the body, they can kill the soul. Fear of Malcubi is widespread, and many folk-lores for their detection and expurgation exist, though few of these actually work, or indeed, address a real problem. Many issues that are in fact rooted in mundane infidelity are blamed on malcubi. Regrettably, however, this theoretical vigor does not always extend to the practical. Those afflicted by the presence of a malcubus too often avert their attention, considering it not their business, or not a danger. Likewise, it is common for deceived mothers to refuse to acknowledge the truth of their daughters nature, stay their hand, or even, in the extreme, deliberately conceal the cuckoo's true nature.   It is for this reason that humanity most needs the stern Inquisitors, warriors educated in all the ways that Evil and heresy hide, sent into the countryside to seek corruption mercilessly and relentlessly. They can do what others are too weak-willed to do, and punish those who give succor to the enemy. There are many such orders, and while most do not specifically devote themselves to the hunting of Malcubi, among those who do are the Scold's Bridles, the Hidden Eye, and perhaps most interestingly, the Smiling Sisters, an order devoted to Ami, noted for their methodical approach - going undercover to unravel the intrigues laid by Malcubi, particularly adept at peeling away the cover of ordinary unfaithfulness, exposing secrets, and tricking Malcubi into revealing themselves. They are likewise famous for rarely executing humans, instead ordering a communal airing of sins and collective shaming.   When a Malcubus is found, the purity of the community must be restored. Most commonly, this is by fire, but throwing the creature into a deep lake or river, where their sins will be swallowed up and carried away, is also commonplace. The Smiling Sisters prefer a slight variant, where those implicated hold the cuckoo under the water for increasing lengths of time, ending with the mother carrying out the final drowning.  
    Elves
    It is incredibly rare to learn of a Malcubus among the Elves, and almost as rare for one to actually be there. The Elves take matters of blood very seriously, and thus Malcubi rarely have the chance to thrive. Any children are tracked and pedigreed with the utmost certainty, and for it to be missed that a child changed something as fundamental as sex is seemingly unthinkable. Likewise, the elves are wise and place the hygiene of their race above sentiment, and finally the magic of the elves is such that every elf receives a graft at birth that renders them barren, until they are judged fit by the Elders of the Folkmeet. Nevertheless, despite all this, on occasion Elven society is parasitized by a Malcubus, more often than not arising from an Evil plot. Tragically, these are sometimes not recognized until the plot is long fulfilled, with only the spoor of the malcubus revealing their presence.   It is the responsibility of the Wardens to both guard against infiltration and deal with its consequences. When treachery is suspected, they are empowered to conduct the necessary measures, such as searching houses, interviewing potential witnesses, and reviewing the pedigree of any newcomers. Those suspected will be subjected to testing and interrogation, covertly if possible. Some who would attempt such infiltration are stopped at the border, but the more skilled are dangerously likely to leave little trace, and the Wardens learn only after the fact, when their schemes are unleashed or perhaps when an abominable half-breed is presented to them. In this case, they conduct a thorough review of the suspects relations, and have many techniques for revealing nascent malcubi. An immature malcubus does not undergo the Cycle, but here, too, elven blood magic can reveal the abortive transformation.   Once found, the punishment is simple - the subject is taken beyond the boundaries of the Folklands, stripped naked and tied to the ground via stakes, and annointed in oil in a clear, bright place. A series of magical wards are employed to repel larger predators which might curtail the Malcubus' torment. Then, the subject is simply left in the sun, slowly dying of exposure. At times, fungal spores, bamboo shoots, or biting insects might be applied to amplify pain as well. Oftentimes, the catspaws used in the investigation will be crucified in a ring around the victim, for their crime of pretense.  
    Dwarves
    Malcubi are fairly uncommon among the Dwarves, as they prize order and loyalty to the clan, and - though they would resent the statement - detest impurity nearly as much as the Elves. Likewise the wan ways of the Malcubus would seem to stand out in a culture so committed to action and duty. Nevertheless, infestations are not unknown, though they rarely progress far beyond the immature stage, usually concentrated in low-class dwarves not members of any guild, where the populace are less strictly watched, or in the aftermath of military campaigns.   However, the threat of the Malcubus to the community is properly recognized as dire, and any honorable dwarf would denounce such a threat, and thus Fallen collaborators are vanishingly rare - and such traitors are treated even more harshly than their manipulators. Should Malcubus could be traced to a nearby community of Men, Hobbits, or even other Dwarves, this is grounds for Vendetta. More locally, when a Malcubus is found or suspected, the Judges will investigate, consulting the hold's records for any suspicious activity, such as unknown ancestors or migration. Those who cannot satisfactorily prove their innocence will be swiftly executed, or pledged to the Slag. In the latter case, they will be watched particularly closely for any signs of dithering. If the case is particularly clear or egregious, the subject will be stoned to death rather than beheaded.  
    Hobbits
    It is not particularly common to find Malcubi among the halflings, but some suspect they are dangerously commonplace, though covert, and others suggest it is unclear whether this is due to action on the Hobbit's part or simply disinterest from the Malcubi. For like humans they are dangerously lax in their vigil, though for different reasons. Though private and clannish, they seem to treat violation by the forces of Evil merely as a subject of gossip, and likewise are secretive in matters of marriage and children. It is still somewhat rare for Malcubi to truly thrive among them, but nonetheless entire Shires have Fallen, most famously Quaidshire.   Theoretically, the Reeves of each town are empowered to investigate such treachery, and generally they actually do, though they are not always through in their methodology. This forces other, more ardent parties to pick up the slack, such as human Inquisitors or Dwarven Judges - there are also a small number of Hobbit inquisitors who possess a fervor their fellows lack. Often the Reeves resist the authority of these forces, but invoking the Gods of Good usually brings them to sense. It is no wonder they are reluctant: these outside parties very often find that the Reeves have been lax in their duties - in one case, the Reeves were found to have simply asked the parasites If they were 'evil creatures bent on corruption and terror and whatnot' - unsurprisingly, the Order of the Silver Arrow had no choice but to burn the Mayor, the Reeves, and every one of the village heads for indolence bordering on treachery.   On the occasion the Reeves do actually find a Malcubus, it is commonplace for them to hand them over the outside authorities for punishment, perhaps so that they look like they're actually doing something. On other occasions they are simply hanged, as is the Hobbit's practice, which many call yet another sign of their lack of moral clarity.  
    Nymphs & Satyrs

      Heroes

    Though the concept of a Malcubus hero might seem absurd, such figures do exist, though they are rare. While some employ their Heroic abilities in service of subversion, most turn to a different path, aiding the forces of Evil in more direct ways. Though many more traditional heroes are doubtful of their ability, many have proven themselves.

    Additional Information

    Geographic Origin and Distribution

    Virtually Cosmos-wide. Only the purest enclaves, or small and lucky settlements, are totally devoid of their presence.

    Civilization and Culture

    Relationship Ideals

    Most Malcubi live secret lives beneath the notice of their community, shifting from identity to identity with their Cycle, and thus rarely form relationships of any substance - rather, a series of dalliances and brief encounters before moving on. Yet, the same Malcubus may interact with one person in many guises, and thus maintain a one-sided relationship, working against or even favoring this unwitting individual. This wise folk of Good are always suspicious when a 'stranger' seems too familiar, for it may be a Malcubus seeking to lure them back into their web. Sometimes, Malcubi form knowing partnerships with the fallen of Good races, but these relationships are frought with peril, maintained through suspicion and control. Malcubi who live among their Evil kind are, perhaps, more fortunate, and occasionally form relationships with those of other wicked races, or even their own. In this event, they may form a wide spectrum of friendship, rivalry, and agreement. Even in this case, however, they often maintain a careful distance. Rarest of all are relations between two Malcubi disguised among the races of Good - these relationships are intense and dangerous, for the participants and for the Good people of Cosmos. Rarely do Malcubi commit themselves to lovers, being too flighty for anything like marriage, though they may return to the same lover again and again. Some serve as a 'third partner' in polygamous marriages, an arrangement common among the Dark Elves and known as 'Relairie'.

    Culture and Cultural Heritage

    It is difficult to ascribe a 'culture' to a race that is naturally so diffuse, and yet, there are two great driving factors to Malcubus 'culture'. First is the Cycle, and second is their parasitic concealment within other nations.
    Alignment: Evil   Counterpart:
    Lifespan
    ~30 years, potentially vastly extended.
    Average Height
    .8m - 3m, strongly depending on Cycle.
    Average Weight
    35 kg - 500 kg, strongly depending on Cycle.

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