From:  Jason Carnahan <kazekyrstal@yahoo.com>
Date:  Tue Jan 22, 2002  8:14 pm
Subject:  [DT-T] Wastelings

Here is the finalized information on the Waste Creatures, called
Wastelings.

These creatures become riders and dragons by feeding off the minds of
these riders and dragon pairs. They are creations of the wastes, and are
attracted by the magic in the link. The creatures can sense the magic of an
active link, and will be drawn to it, like the smell of baking cookies. mmmm

A creation of a new wasteling is completed when a fully adult wasteling
breathes out a DNA mist. This mist would contain the DNA of the creature. If
this mist comes in contact with a human or dragon wound, The infection starts.
The wound has to be deep enough to get the mist venom into the blood stream.
The infected would only be possessed if the mist DNA could reach the rest of
the body. Here are the indications of infection.

The first day, there is almost no way to find any indication of the infection.
The second and third days, are also hard to tell, as here the body of the host
may indicate different symptoms. These are the result of the body trying to
fight off the foreign body. It may be fever, sniffles, headache, or possibly no
indication at all.
The fourth and fifth days after infection is when the first signs can be seen.
An infected person would get better from the symptoms that gave the impression
of the body being ill. During this time, the human consciousness would begin to
forget things. Names, places, things he/she may have known in their lives.
At about the sixth day the new wasteling consciousness begins to take control.
The new wasteling is an amalgam of wasteling DNA and the host’s DNA. With the
wasteling’s being dominant. This is a sort of sexual reproduction, assuring
that the wastelings aren’t all just clones of each other. After the sixth day,
the host will begin to feel a distortion like dizziness, and will find
themselves doing things they normally wouldn’t do. Here is also where the link
starts to work on any that are unprocessed. If a rider is infected and the
dragon not, then on the sixth day, the mind of the dragon will start to show
lethargy and missing of memories, as the wasteling’s instinct to keep itself
hidden until that time when it can infect the other mind.
On the seventh day, the point of no return approaches for the host. At about
this time, the wasteling will take full control, awakening into its own
consciousness, and begin to attack the other mind in its chosen body. This
battle is the only time that the consciousnesses can either win out and become
dominant, or lose and be absorbed to become memory. After this time, there is
no way to remove the wasteling. Trying to do so, would be like trying to remove
the brain out of a human. At this point the wasteling DNA is completely
integrated in the host’s cells.
On about the tenth day after the infection, if the wasteling is in control then
the host’s body will begin to create the mist DNA in pouches on the underside
of the tongue. These pouches are an excellent way to identify a wasteling
possessed human or dragon. On this day, if the possessed host’s joined partner
is not also a wasteling, then they wound, and purposefully infect them. This
usually causes one of the two in the link to become subversent to the one who
created it.

A wasteling has no definite lifespan, while they and their captured bodies
can be killed just like a non infected host, they will not die of old age. The
magic that infects and controls the host regenerates, and removes the effects
of age. The wasteling tends to get a stretched and ageless look. Most end up
being killed by other wastelings, or normal humans long before this sets in.

The wastelings have the ability to bend the waves of telepathy and make
another being think they see, smell, or even taste and feel something that is
not there. This is an advanced form of mental illusion.

After the infection has progressed and the host mind is overtaken by the
wasteling, all memories and skills are retained, only the sentience is lost.

With the addition of memories and skills, all phobias, fears, and mental
problems from a host transfer over to the wasteling. These are not as strong,
and can be resisted, but they never leave, and are almost always an annoyance
to the adult wasteling.

The wasteling almost always has a connection to the one who created it,
they can sense, their parent once then get about fifty miles from the
offspring. The offspring is almost always subversent to the parent,
instinctually. This changes from time to time, and wastelings have been known
to kill their parents so as to be able to do what they wish. But it is not
common.

A wasteling has an abnormal infatuation with blood, This usually causes
the creature to be blood thirsty and evil. This is usually thought as shock
when a wasteling stops and stares at blood.

Wastelings also unfortunately attract wraiths. Where a wasteling goes
there is almost assuredly an influx of wraith activity. They have no control of
this, and can sometimes lead to a total destruction of a wasteling community.

For the most part, the wastelings will act like humans and dragons, they
are different in personality and morals like their normal counterparts. There
will be evil wastelings, and good wastelings, the problem comes in that the
evil wastelings are usually the strong wastelings, and they tend to survive
longer and be more widespread than a moral or ‘good’ wasteling.

The queen in the group of rogues, is most extremely an evil wasteling. She
is ruthless and diabolical in her hatred of the warren structure. If there were
no warrens, then there would be a much easier time for her and her offspring to
attack and create more of their kind. Her ultimate goal, is to enslave all
beings under her command. Keeping dragons and their partners as only a breeding
stock. Much like cows are created only to be eaten….

Sincerely,
Jason Carnahan
Aka
Telnor Admin