Saturday, 11 November 2017

Sayings

Many proverbs and expressions are derived from local cultures, others are more general. Greetings more often than not are common all around the world and in any language.

• "Light with you" is the most common greeting for meeting and parting. Light is an important part of spirituality as the symbol of the Great Spirit itself, and is used in many sayings.
• "Safe ways" are wished on respected people leaving and is hardly ever said as a mere ritual, but the speaker either means it, or omits saying it altogether.
• "Guard of the Four" is a shortened greeting when parting, to grant the leaving party the protection of the Four, the greatest force of order, who have also been known to happen upon travellers who're lost or in trouble.
• "Silence!" is hardly a standard greeting, but is used among those who think being a speaker is bad. The voiceless are the counterpart to the speakers, and thus, keeping the silence will keep it that way.
"The older natives spoke almost entirely in proverbs and were so hard to understand even our polyglot friend Mianrat scratched his head in puzzlement. Fortunately the younger people spoke quite regularly, even though their elders frowned at their lack of finesse. Or so we think they said."
— Pelehnot, traveller

• "By the Great Spirit", "in the Spirit's name", or "by all the spirits" are called out in shock or awe. With large protective nature spirits around, they may be called on instead; flourishes include attributes of those spirits like "by the eternity of the Spirit", or "by Molmorur's mumble".
• "Dalgango" is an insult. Dalgangos are pack animals that are considered dirty, mean, and stupid.
• "Iskilanian" describes most honourable fulfillment of duty, even in danger to oneself. It goes back to the message runner Iskilan, who crossed the frozen sea to deliver the letter preventing a war between two countries.
• "Kmalian teapot" is a thing that is superfluous, gets way too much attention, or is suspected to be useless altogether.
• "black-handed accuser" refers to the custom on Accusation holiday (17th day of Judgment). Everyone's sorrows are heard, but every grievance requires one finger to be blackened, and so a black-handed accuser is one who is never happy.
"My friend claims that nature spirits have proverbs too, but hasn't found what they refere to. He thinks its the Great Spirit; the larger spirits have also been found to quote former Four, which took quite some historical research and a bunch of wrinkly elves, but it seems true."
— Verelin, mage


Artists' notes
A world of fun, inventing proverbs. One standard expression may come from sounding awesome, and then it needs a cultural background, and then I have new historical events. Some were harder to translate from German and have been left out for now, like "magisch" and "zauberhaft", referring to the mages or wizards, respectively.

Saturday, 7 October 2017

Lessevehnes

Most animals of the blue forest strike the traveller as odd, but lessevehnes have made some think they inadvertently landed in the Area. Lessevehnes have incredibly long legs and necks, and flexible antlers, with which they gather fruit, and make noise as well. The water-blue fur is so soft it can barely be felt. Always do they look as if the wind could take them away, and they never run, only walk. Lessevehnes are not hunted, but their antlers are used for a special musical instrument in the blue forest.

"The bard played wonderfully on her instrument, but when we met a living lessevehn weeks later in the forest, and heard what it could do with its antlers - the bard's skill really paled to insignificance."
— Hafjim, traveller


Artists' notes
I painted a creepy giant beast ages ago for a surreal card game, and the basic idea stuck with me until I could make it work for these beasties. It's fun to make animals stick to the general impression of the single coloured forests.

Wednesday, 30 August 2017

Frullahan

Northern Gdera is where Frullahan lies, between polar Chasland, Elnarland, Dannamar, Omarhan, and small Nalwar, and southern neighbour of cursed Grandrock. Politically, it's unimportant but influential at the same time - there are few alliances and trade partners, but the baseless, twitchy actions of Frullahan puzzle the neighbours frequently and have them take action. A long-dead mage king had led numerous campaigns to conquer surrounding territory, which leads to conflict to this day; since Frullahan makes no gestures of giving back any of it.
"Many have suspected the king sought for the Deep Archive in the expansions, but scouring the conquered lands hasn't turned it up either. Others think the Archive always belonged to the Frulla, and the contents made him take so much land."
— Zounana, historian
The Frulla - the country's largest tribe - are liberal and carefree, but laborious and perfectionistic, and often compared to goldfairies because of it. Their traditional attire supports the assumption that they're not quite right in the head; Frullahanians carelessly throw together colours, adding foreign patterns and accessoires in no apparent order. Typical are the belted long shirt with vertical stripes in various widths, and the jacket with shoulders quilted from triangular pieces.
Frullahan is known among historians and treasure-hunters as the home of the Deep Archive. What it contains is wildly debated and sprung many legends; it is said to be guarded by a fleeter, and while many thieves, robbers, and adventurers have tried to find it, none succeeded.
"Yeah, the capital has been restructured again. We voted on it, but less than half wanted to cover the river, so we built the aqueduct instead and use it for traffic now; but there's already debate if more towers wouldn't be better. With bells."
— Hetcheckran, Frullahanian

Artists' notes
These wonderful countries of which you've hardly ever heard, but that turn out to pretty exciting. With people that barely make sense at first, and secretive rationales to their actions. Frullahan, as so many countries, has more to offer than I admitted to here, so let's see where telling the Genius Loci story takes us.

Sunday, 20 August 2017

Golbehls

A golbehl ist a Gderan animal that feels so unloved it's become a proverb. Golbehls are slender, long-legged animals with grey fur and red ears, the markings in the whiskered face make it always look sad. Golbehls quickly approach humans to become friends, but are so easily startled and so emotionally fragile that they just as quickly leave their would-be masters; only to try again with someone else days later. Only in the ninth year of being a pet do golbehls quite suddely evolve into loving, perceptive, and hard-working companions. Then they have unmatched qualities as guards, are smart and quick on the uptake, and can learn surprising tricks. Always do they need much love and appreciation. Golbehls are only kept by few, envied trainers, but many try training a golbehl.
Golbehls live in the lesser green forest and can become fourty years old in the wilderness, and much older in captivity.


"Golbehls are so hard to train it's always a suprise seeing somebody with one, and I've met them as companions of people from adolescents to elders and soldiers to housekeepers. Even the romantic raganaj have no advantage in training them; but a surprising amount of brownforesters are accompanied by golbehls."
— Kihpabe, traveller


Artists' notes
I've been typing 'til my fingers bled inventing animals and plants for all regions lately, and now it's high time to sketch some and make them public. Simple sketches will have to do for many, however.

Thursday, 13 July 2017

The Waters of Lurekin

The Waters of Lurekin are an assembly of waterfalls, ponds, and rivers in Gderet. The delta is beautiful on its own, but the waters are also a place of power with some fame in the region. Numerous old battlefields in the vicinity mean lots of spirit collectors, who come here to cleanse themselves of the spirits trapped within them. Also, fleeters seem to have a liking for the spot and can often be met in and around the waters.

"By all rights the Waters should be within Nalsiir's borders. It's unfair they put down their oversized weight to rob us of our rights to possess such an important place. One day they'll learn they can't treat us this way."
— Bakaada Tsureen, Nalsiirian

The waters are a famous place to make the voiceless into speakers, granting formerly ordinary people the power to cast spells by channeling the Fifth Power. There is also a fairly large hall of voices here that manages to remain almost entirely invisible to the visitors unless actively sought, even if the place is teeming with listeners who also accompany the visitors to dangerous tasks if necessary.

"Lurekin is a fascinating name. It's the name of a nearby city that now lies in ruins; three speakers of the name are known, but only two came through here; finally, there's an artifact called Lurekin's cap, which isn't a hat at all."
— Ma'apik, historian


Artists' notes
That mages aren't only born but can also be made is one of my most important decisions about Genius Loci, I think. It's also nice for the artistic side because, naturally, places where such a change can be accomplished will be mysterious, legendary, remarkable in many ways and therefore, fun to paint.

Thursday, 6 July 2017

Medicine

Most people know their house medicine against everyday sicknesses and small injuries. For anything beyond, apothecaries provide sophisticated healing aids, and larger cities at the least have proper hospitals with surgeons and therapists. Dwarves with their delicate hands make great surgeons, and speakers come to all medical professions and exact their obsessive ways to become experts in their fields.
The red forest provides poisons which, in proper dosage, are medicinally useful, and there is barely a sickness for which a cure cannot be found in there; but it's difficult to travel, and many cures still await their discovery.
"I was astonished when they brought me a redforester - a sick redforester? I couldn't find what was wrong with her until a desperate attempt, following a seemingly outlandish theory, revealed the cure to be tsemakar venom and the matching antidote. Apparently, redforesters need to be poisoned daily to be well."
— Jraneh, apothecary
Elves are proverbially "more different than others", and display a range of differing reactions to normal medicine. But in the end, every species has its preferences; garren show better healing when the medicine is applied hot, raganaj when it's based on animals, both as well as dwarves show in their colouring when they're not well.
Most sicknesses affect all species, if not always with the same symptoms; bluefinger disease, for example, does the same to everyone, while only shankeh can get straipiness, and only humans suffer from the cold (which is a source of amusement to other species - stand them in cold water, they get sick. Hilarious.).
"My shankeh patients would have needed rest to heal properly, but their need to run always drove them out of bed and their condition worsened. So I finally, if arguably, turned to the practice of either putting a nail into the knee, or breaking the leg altogether."
— Vranejar, Gamahanian doctor


Artists' notes
There's always this chance when building a world that you either make it a hellhole where everything's dangerous and rotten, or way too nice because every problem has been solved, so I design diseases and poisons carefully (and civil wars, insanity, and tyrannies). The red forest may well treat everything there is from cancer to the common cold, but finding anything is bloody difficult. Literally.
It's fun to come up how elves react differently to things, and define the miniscule differences between species' physiology, seen from a medic's perspective. There are of course lists of these, but I won't bore you with them.

Friday, 30 June 2017

Art on deviantArt: Repaints, Nightly Traveller, Red Forest

I have recreated or rather expanded some older works for Genius Loci: the Yellow Forest Borderlands, Fog in the Ryaq, and the Salt Flats. Now they're much more grand and therefore closer to what I had wanted them to be. The Nightly Traveller from a recent blog post was also published on deviantArt, and finally, there's another landscape piece of the red forest.

Sunday, 25 June 2017

Bans

There are many breeds of bans, who can be used as pets, hunting beasts or even beasts of burden, or as guards for house, family, or herds. The best-liked ban breeds are plushy herderbans, whose fur is also worn; hunting bans in all sizes, from small energetic tunnelbans to the mighty surabans with their powerful jaws; and of course the affectionate and intelligent kalagrenos, who make excellent pets and learn many tricks. Wild bans are rare, although some small packs of domesticated bans that run wild exist.
"Between my orla, ban, yaaf, and myself, I think I'm the worst hunter. But at least the best cook, and I swear they are going for the fat prey first because it tastes best when roasted."
— Chrekor, hunter
The most basic build of bans is slender with long legs, thin horizontal ears and a narrow snout. They are omnivores but prefer meat, and hunt for smaller animals like amphibians and rodents, but also eat up insect states. The bans in northern Gdera specialize in catching birds. Preferences and character often depend on breed; some dislike water while others won't get out again; some are husky and lazy while others won't stand still. The appearance is equally dependent - from plush, multicoloured fur to being covered with wire, and from flat, shortlegged hunters to gracious, fragile runners, everything goes.


Artists' notes
Bans take the place of dogs in Genius Loci. After some consideration I threw out all Earth names for creatures, and have them look differently. It's just too tempting to make all kinds of weird animals that do what well-known animals do normally - mounts, cattle, pets. Now there are pervons instead of cats, wempons instead of camels, bans instead of dogs, and I'm happy.

Thursday, 15 June 2017

The Nightly Travellers

"We had followed them into the valley, and found there an obstacle course of sorts, made of Areal thresholds. Apparently they train to leave, make, and enter them as a sport - it's no wonder we were never able to catch them."
— Rastann, guard
There are orders aside the speakers that look for wisdom and truth. The Nightly Travellers believe it can be found in the Area, and live almost exclusively there. As the nature of the Area makes reconnaissance nearly impossible, nobody knows what they are doing there, where they camp or live, and where they will come out. Also, since paths are shorter in the Area, they can travel vast distances very quickly, and have thus always eluded capture.
"I will take your daughter with me. She shall learn to weave, spin, and dye the mountainsides and shallow seas."
— Night Traveller Hmakinga
The Nightly Travellers are not the friendly helpers they claim they are. They steal children, to raise them in the Area. People staying within the Area for long often become strange and incomprehensible, and nobody knows what this upbringing does to the children.
When Nightly Travellers leave the Area, they create astonishing, intricate Areal relics of strange effects, and rulers become worried when they are sighted.


Artists' notes
There are a whole lot of other, friendlier orders with altruistic goals, but describing the freakish, strange orders with intransparent agendas is fun. The others will get their time as well, of course. Meeting a Nightly Traveller is like the opening scene of an urban fantasy novel, when you see a modern mage do something incredible with casual ease.

Monday, 5 June 2017

Ghabnah and Turachgekhan

The speakers have entirely opposite (but to the voiceless, indistinguishable) plans how to achieve understanding of the world. Wizards believe that the world will make sense only as a whole, while mages seek to understand each detail first, then assemble them all. Both ways have been codified early in history by the greatest thinkers of their time, who are today's idols of their respective beliefs, Ghabnah and Turachgekhan.

Ghabnah, who is thought to have been a beja mage, wrote the first magical tome collecting the spells strung together from the words of power. This First Book of Magic, or Ghabnah's Book, also contains the principles mages should follow. It is constantly being revised and modernized, and there are different interpretations of her thoughts.

"Look at any one thing and find that it is made of parts. Learn their workings - learn every thing's workings, and you may finally understand the world's workings as well."
— Ghabnah

Wizards follow the teachings of Turachgekhan, a rhu'khach sage, who said that the world is wondrous and whole, and can be only understood if one dares to broaden one's mind to encompass it. Today, wizards are acknowledged as skilled holistic thinkers. Each spell is invented at the time it is cast and has widespread effects.

"Look at how marvelous the world is intertwined, and everything inseparable from everything else. We know the Great Spirit is at the foundation of it all, but we only know this, we do not grasp it - and when we finally do, I believe it will be most grand."
— Turachgekhan

Neither Ghabnah nor Turachgekhan said anything about hating on the other half of the human supernaturals. Some very optimistic philosophers even believe in unification of both schools. The fact however remains that in six millenia, no-one has learned both the way of the mages and wizards.


Artists' notes
There had to be idols among the speakers, and the most important idols would of course be the founders of their way of life. There's much to say about speakers, spells, and the philosophies. It's sometimes thought that maybe spells are "poisonous", because it's only after casting their first spell that speakers are set in one way.

Tuesday, 11 April 2017

Suras

Of the greater predators in the great green forest of Gdera, suras are probably the largest - animals that are bigger still usually are herbivores. Suras are six meters long without the tail, and have a powerful jaw. Their thick, saggy, blue-grey skin has a small mane of greenish brown fur. Hunting sura is dangerous and needs well-trained surabans to accompany the hunters; but several parts are considered delicacies, and the skin is a great trophy.
Suras are perfectly aware of their place at the top of the food chain, and are often impolite to travellers by striding into camps, taking food and scaring pets. But, suras will not usually openly seek trouble, and the greatforesters have taken to wearing sura bells; small bundles of bells worn at the ankle, to announce themselves to the predators and make them take a different route. Suras are true to their homeland and easy to expect.

"Our nearest neighbours exiled their head hunter last year. It turned out that she had not, as she claimed, hunted and killed the sura alone, whose skin she wore; but that she had bought it from nomad traders. Sentries say she made a hut up on the fallen sky fig; we tell the children to stay away from her."
— Haamhile, Greatforester

Artists' notes
Suras aren't even that important (but how can any animal be, when there are so many), they are mostly the reason for a local custom of wearing bells to make suras go elsewhere. I do believe however, that some animals will quickly learn that bells in the forest mean food, toys, and easy prey. And the choice between meeting a sura, and being pestered by nureewings may just go the way of not wearing bells; at least suras don't attack without provocation.

Wednesday, 29 March 2017

Art on deviantArt: Red forest, burrmo, Vrebin

The recently posted Standing Stones of Vrebin (see the article here) are now on dA as well, as are a concept of the red forest - ever so delightful to plan a poisonous forest - and the fierce burrmo (who also already made an appearance here). And last but not least, a repaint of the Watching Tree, an older image showing the Area.

Friday, 17 March 2017

The Lonely Queen, Dil-tona

Perhaps one of the most dreaded people alive, Queen Dil-tona rules in western Lozir. She is known for her elaborate curses. The issue with that is, of course, that curses fall back on the curser to some degree, and the sheer amount of curses muttered by the queen is enough to make anyone else snap. That she still seems more or less sane is puzzling to experts of the field. It is unknown from whence she came, and even how exactly she came by the throne is forgotten, although most genealogists agree she wasn't a child of the former king. They say Dil-tona is a Dohl Churon, which might account for her great supernatural powers.

"My aunt came from only the outer fringes of Dil-tona's realm, and still was caught up in a curse that made her lose words all the time, and that took almost a year to get rid of. She hasn't set foot in Lozir since."
— Grawada Imnirun, merchant

The realm of Dil-tona is not closed to outsiders but few travel there, and few natives leave - not all the neighbouring lands accept them either, because they're afraid of what the refugees might carry. Curse-carrying is unusual and difficult, but the queen masters even that almost effortlessly, feeding the fears.
Nevertheless, the queen is beautiful, and as love goes, some men with heart feel they could save the queen - or the land - by softening Dil-tona. None have succeeded, and by now the row of wooers' graves is almost longer than the line of the wooers themselves.

"Who knows how many of the curses of the Empty Lands trace back to the Lonely Queen. One can only hope the stories about her finding love and being cured by it are true, and that someone endures to give it to her."
— Sraminar, Lozirian noble


Artists' notes
Creepy rulers, cursed somehow, who can only be swayed by true love, or the famous true love's kiss, is a classic in fairy-tales, and as such has of course found its way into Genius Loci. I won't tell if that can actually turn Dil-tona from a bloodthirsty lunatic into a lovable woman. But it would be nice if being loved could do anything, wouldn't it?
The sketch is a design sketch, and I'm not set on it yet. Making an atmospheric illustration for Dil-Tona is of course mandatory, but it'll have to wait since it's been so long since my last article here.

Thursday, 22 December 2016

Spirit lanterns

Nature spirits guarantee good health for their homestead, which is most interesting for plants and the people who care for those. A lantern is supposed to attract tiny spirits by burning incense; the then occupied lantern can, very carefully, be taken away and the spirit offered a new home in a plant of choice. Especially plants grown indoors or in greenhouses, or in otherwise inaccessible places, can lack a spirit which would normally turn up eventually.
Larger spirits are not as impressed by lanterns, unless there are many, but apparently they still notice them.

"Those blasted children stole my lanterns again. My crop of famkafeathers will be mediocre at best - but the wild rurgra trees ot the end of the street are just brimming with spirits. They will bear excellent fruit this year, I'm sure."
— Revchira, greenhouse owner
Lanterns are regionally different but often playfully designed to appeal to spirits, and are filled with carefully chosen incense, containing bits of the plant the lantern-owner wishes to become home to a spirit. Some also have windchimes, or are bird-shaped to glide down through hopefully spirit-inhabited spaces.


Artists' notes
These were a random bit in a drawing once, but the idea was pretty. Mostly spirits will just arrive one day, but in the middle of the desert or winter-dark lands, a little help is appreciated. Great Forest children conduct runs, snatching up an many lanterns as they can, and watch how many spirits come to see them. 

Tuesday, 13 December 2016

Mindsmiths

A mindsmith is someone whose job it is to forge a mind into something less raw. The smiths themselves often laugh at that description, but the name stuck with folks. They are a proper profession - unlike voices, who have a calling - and are taught in small schools. Their methods range from philosophical debate, to torture-like practices best described as brainwashing, to meticulous mental exercises, and each only takes on one pupil at a time. Former voices may take this profession, and all plasmats are seen as mindsmiths.

"It's true that Lady Etto was one of the rebel leaders - she had started the capital's fires. When the mindsmiths returned her some years after her capture, they advised us to not waste her skills. She's been invaluable in the city's protection, and the murder attempts on her become fewer every year."
— Djigferra Solmor, citizen
Mindsmiths are often called upon to educate someone for a difficult position. They are found in royal households, teach diplomats or lunatics, but are also employed to "fix" criminals who seem utterly unwilling to behave. No pupil of theirs ever complained about the treatment, and all agree that it was a strenuous but worthwhile experience. Nobody taught by a mindsmith has not risen to greatness.
Known pupils are the Crowned Aslahenead of Brighthold, or Digaëner from the Summerstar Isles. Among the most famous mindsmiths are the plasmat Kortife of Echamien, and Avaqui Der, who teaches in Gdera.
"I can't complain about the captain's ways, but she sure doesn't seem human - she's nigh-infallible, barely rests, always has an answer, and iron-clad principles. As long as we're on the same side, I feel invincible beside her."
— Quahna, dust sailor


Artists' notes
The danger of brainwashing cannot be overestimated. And it is so easily done. In fantasy however, I can downplay dangers, and reap the benefits of one-on-one teaching with no other goal than perfection of a person. Mindsmiths are the legendary teachers one finds so delightfully often in Asian tales. I don't even want to know what they do with fake mindsmiths, but it can't be good.

Tuesday, 6 December 2016

Mainalhar II of Tsir

Mighty Tsir in northeastern Lozir is surrounded by the warlike Discordant Cities in the north (which it can easily hold at bay), the wastes to the west (which bring some distance to its more neurotic neighbours south), Urlakal (that has recently been turned into a tyranny by civil war), and Brunnavah (the neurotic neighbour, mortally afraid of speechcraft) to the south, and Starwatch to the east (its only quiet neighbour. Maybe too quiet).
"The proximity of Urlakal's renamed capital Uhlenburg to its Tsiranian border throws a dark shadow ahead. The new rulers claim part of Tsir used to belong to them - let us hope the Tsiranian army can hold its own in that far-flung corner of the map."
— Getnamir, Tsiranian parlamentarian
Mainalhar I was a weak and warlike ruler, under strong influence by his egotistical cabinet. When the much-beloved prince Mainalhar II recently took the throne, he began to change many things. The relatively young gar has so far managed to strike a good balance between a firm hand and diplomacy. If he can keep the country's interests unsabotaged by the Discordants, and make safe the border to Urlakal, Tsir's future is looking quite bright.
Mainalhar II is unmarried, and for the moment doesn't look like he takes any interest in partnership at all, instead investing all his strength into politics.


Artists' notes
I have quoted a stressed Mainalhar before, threatening the Discordants, but that was a rare moment. That corner of Lozir is slowly forming into an interesting place. 

Tuesday, 29 November 2016

The Horr


[...]
After two and a half days locked in their cabins - luxurious cabins, but even a golden cage was still a cage - it was relieving to finally get fresh air again. It had been an unpleasant surprise when the captain had announced they weren't even allowed to watch the takeoff. Furthermore, not leave the preinstructed corridors or make any drawings of the ship, interview the crew, or a number of other, seemingly absurd instructions, that had made Orjugran call them a delusional band of oversuspicious scoundrels, just less polite. Captain Korslamin had laughed about the garren outbreak of disapproval, but only shortly; explained that she expected everyone to follow the rules, and that she would personally put a spell on any deviant.
Now, the maneuvers that might have told the passengers how the legendary dustship flew seemed complete, and the crew was friendly; so was the weather, which was unexpectedly sunny for a spring day in the Pillar Street.
Orjugran, who was happily lolling about in the sun, Vasmir, with an excited Mokri on his shoulder, and Benové met on the middle deck, where other passengers were stretching their legs as well. Vasmir blinked into an almost cloudless sky; the days before and during departure it had rained in varying strength.
"It gets drier towards Lozir", Benové yawned, "in case you're wondering why the rain stopped." The mapper was knowledgeable about climates and could tell them much about their travel destinations besides that. She stretched and, a little more awake, leaned on the railing betweeen Vasmir and Orjugran. Mokri had went to play with some other solano and a ball.
Below them stretched the sea, dotted with single rock spires. Many spots were so shallow the ground could be seen - reefs, shipwrecks as well, countless fish. Vasmir regretted to have missed the seafolk settlements off the coast. But the trip with the dustship was worth some sacrifices. The movement was completely smooth, and the Gral-én'tach was so big it seemed like a village. The crew had leisure while things were calm, and played with each other, the solano, or the many flying animals living aboard. On the afterdeck, the message master was teaching some of the half-meter-tall hallromm butterflies and his apprentice, a handful of yaafs chased each other around the masts. Vasmir followed the hallromms with his eyes to the first of the three floatrocks above the ship. He spotted a stately bush on it, covered in pink blossoms, which was buzzing with the coming and leaving butterflies. Benové sighed blood-curlingly and conversation-demanding. Vasmir noticed she had for the first time taken off her many bags. She looked slim and, most of all, bored.
"No maps? Papers, compasses, measuring tools?", Vasmir bantered. Benové looked to the sailors. Four out of five wore wizard's belts, and she had seen over twenty collectors. After Korslamin's urgent instructions, she didn't want to imagine the reaction if she turned up with drawing tools. She groaned inside. Maps of the Pillar Street were really lucrative, and the air view was fantastic.
"I suspect I couldn't take it as well as you when they threw me overboard, just because my solan dug a hole through two decks", she said loftily. Vasmir looked, made uncertain, for Mokri, who was peacefully playing with her companions. No signs that the pound-o'-rodent would bring doom upon the world's largest dustship. Orjugran giggled.
"Well", Vasmir answered with dignity, "if one will create destruction worthy of mention in history, one should at least survive it to tell the bards the story correctly."
Benové inclined her head to show she yielded, Orjugran applauded lightly.
"The Gral-én'tach will not fall from the skies from a simple digging fit of a solan." The sailor nimbly set down on the railing and took the half step down to the deck. The railing didn't reach the hip of the many raganaj sailors. Her solan, an wiry creature, spryly scurried over her middle wing to the ropes and hurried to the playground. "They tell each other how things are done aboard. Don't worry", she turned to Vasmir, grinning.
The sailor's name was Map'heela, she was amiable and very proud of the ship. It was her pleasure to indulge them with stories about passengers and journeys, the weather was pleasant, the sea colourful in the shallow waters and mysterious in the deep. When Benové had Map'heela about to take her to the navigator to gain permission to map, the sea arched below them. Moments later a smooth island rose, quickly gliding forwards, followed by an enormous tailfin that slapped the water thunderously.
"The horr."
Map'heela said it quietly into their astonishment. The tailfin had been just the first, many more backs and fins followed; some horr rose up further from the water and fell back heavily. The swarm was seemingly endless. It was said it was so big, it all but spanned the world. Orjugran was at first stiff with astonishment, then broke into ardent restlessness, ran to and fro and gestured wildly, while she buried Map'heela in questions.
"Do they pass Gdera in the north or south? Do they rest in the Ryaq? How many are there? How old do they become? Is it true they eat ships?"
"That you can check yourself", Map'heela laughed, then jumped over the railing to follow other sailors into the rigging. The shadow of the floatrocks quickly crossed the deck while the ship was lowered, until they were only a few dozen meters from the surface, and could see the young horr under their parents. Some fountains they blew up almost reached the ship, and it seemed to Vasmir like the horr also came up higher out of the water now. The Gral-én'tach was enormous, but the horr dwarfed it. Orjugran hung far over the railing, tail twitching excitedly.
"Can we go too?", she inquired breathlessly and punched Vasmir with the elbow. She pointed towards one of the smaller rocks, which had so far been floating below the ship. Now they were low over the water, and two carried raganaj and other passengers. Vasmir liked flying with Orjugran, but it was part of the game to play hard to get.
"I dunno; with all those fountains and your twitchy tail, we might drop into this grinding apparatus of fish."
"Oh, I'll warn you, and I'll hold perfectly still", Orjugran assured him eagerly. Devotedly, and suppressing a grin, he held open his arms. Orjugran stepped on his foot, stressing to hold her trembling tail still, and held on to Vasmir's arm. Vasmir swung over the railing and let them fall. At least his worries about the fountains were real, but Orjugran kept her word and warned him about every single one. The floatrock was just large enough they could stand on it comfortably, but Vasmir had to use his wings to keep them from falling, while Orjugran was pointing in every direction. The procession of horr endlessly swam past them. After three hours, they had crossed its width and rose up again, and Vasmir and Orjugran returned aboard. Benové and a crewmember sat in comfortable, slightly oversized low seats; she just laid finishing strokes on a map.
"Navigator Pakrahna bought my powerline maps", she said contently, stamped the paper and handed it over with both hands.
"We appreciate quality", said the navigator and returned Benové's politeness. Orjugran loosed her flood of impressions on Benové, enriched with gestures and sound effects. Finally, she sat down exhaustedly. A moment she was still, then started rummaging around in her pockets. Finally, she pulled a paper out that had been folded many times, on which she put two marks with Benové's pen. Mokri, who sat on Orjugran's chair's back, squeaked inquiringly.
"Go on a dustship - check. See the horr - check", Orjugran said more than satisfied and put away the paper. "Now, a hiller in Lozir, and I'll call this journey a success."

Artist's notes
I hope my use of prepositions isn't awful. I'll be happy for corrections. This is one of my first attempts to provide prose for Genius Loci and was written in German first. From names to my personal expressions this was hard to translate; I think it went okay, but I'd love to hear opinions.

Die Horr

Artist's notes
This was the original German text to the translated English version above that I provide here for your interest. While I ususally get along fine in English, I am a native in a different tongue.

[...]
Nach zweieinhalb Tagen eingesperrt in ihren Kabinen - verschwenderisch ausgestatteten Kabinen, aber auch ein goldener Käfig war ein Gefängnis - war es wohltuend endlich an die Luft zu kommen. Es war eine unerfreuliche Eröffnung gewesen als die Kapitänin angekündigt hatte, sie dürften nicht einmal dem Abheben zusehen. Außerdem nicht die vorgeschriebenen Korridore verlassen oder irgendwelche Zeichnungen des Schiffs anfertigen, die Mannschaft ausfragen und noch eine Anzahl anderer teils absurd scheinender Anweisungen, die Ordschugran dazu veranlasst hatten die Mannschaft als wahngeplagte Bande von vermutlichen Halsabschneidern zu bezeichnen, nur weniger höflich. Kapitänin Korslamin hatte über den garrischen Unmutsausbruch gelacht, aber nur kurz, erklärt, dass sie Folgsamkeit erwartete, und jeden beflüstern würde der die Anweisungen missachtete.
Jetzt waren anscheinend alle Manöver abgeschlossen, die den Mitreisenden hätten verraten können wie das legendäre Staubschiff flog, und die Mannschaft war freundlich; ebenso wie das Wetter, das unerwartet sonnig für den Frühling in der Säulenstraße schien.
Ordschugran, die sich wohlig in der Sonne räkelte, Wasmir mit einer aufgeregten Mokri auf der Schulter und Benowe trafen sich auf dem Mitteldeck, auf dem auch andere Passagiere herum spazierten. Wasmir blinzelte in den fast wolkenlosen Himmel; die Tage vor und während des Abflugs hatte es wechselnd stark geregnet.
"Es wird trockener Richtung Lozir", gähnte Benowe, "falls ihr euch wundert warum es nicht mehr regnet." Die Kartnerin kannte sich mit den meisten Klimalagen aus und hatte auch sonst viel zusätzliches Wissen über ihre Reiseziele zu bieten. Sie streckte sich und stützte sich etwas wacher zwischen Ordschugran und Wasmir auf die Reling. Mokri tummelte sich mit einer Handvoll Solano mit einem Ball.
Unter ihnen erstreckte sich das mit einzelnen Felsnadeln gepunktete Meer. An vielen Stellen war es so flach dass man den Boden sehen konnte - Riffe, auch Wracks von Seeschiffen, unzählige Fische. Wasmir bedauerte dass er die Seevolksiedlungen vor der Küste verpasst hatte. Die Fahrt auf dem Staubschiff aber war einige Entbehrungen wert. Die Bewegung war absolut glatt, und die Gral-én'tach war so groß dass sie den Eindruck eines kleinen Dorfs machte. Die Mannschaft hatte Freizeit während die Fahrt so ruhig war, und spielte miteinander, den Solano oder den vielen Flugtieren die auf dem Schiff zuhause waren. Auf dem Hinterdeck bildete der Botenmeister einige der halbmetergroßen Hallrömmfalter und seinen Lehrling aus, eine Handvoll Jaafe jagte sich um die Masten. Wasmir folgte den Hallrömms mit den Augen bis zum vorderen der drei Flugfelsen die über dem Schiff hingen. Er entdeckte einen stattlichen Busch darauf, mit rosa Blüten bedeckt, um den ein emsiges Kommen und Gehen der Schmetterlinge herrschte. Benowe seufzte markerschütternd und gesprächsheischend. Wasmir fiel auf dass sie das erste Mal ihre vielen Taschen abgelegt hatte. Sie wirkte schmal und vor allem gelangweilt.
"Kein Kartenwerk? Papiere, Zirkel, Messgerät?", fragte Wasmir neckend. Benowe sah zu den Seglern. Mehr als vier Fünftel von ihnen trugen Zauberergürtel, und sie hatte über zwanzig Sammler gesehen. Nach Korslamins eindringlichen Anordnungen mochte sie sich nicht vorstellen wie die Reaktion ausfiele wenn sie mit Zeichenwerkzeug aufkreuzte. Sie stöhnte innerlich. Karten der Säulenstraße brachten wirklich viel Geld ein, und die Luftperspektive war fantastisch.
"Ich glaube nicht dass ich so gut wie du überstünde wenn sie mich über Bord würfen, nur weil mein Solan ein Loch durch zwei Decks buddelte", erwiderte sie leichthin. Unsicher blickte Wasmir zu Mokri, die friedlich mit ihren Gefährten spielte. Keine Anzeichen dass der pfundschwere Nager den Untergang des größten Staubschiffs der Welt herbeiführen würde. Ordschugran kicherte.
"Nun", erwiderte Wasmir würdevoll, "wenn man schon geschichtsträchtige Zerstörung anrichtet sollte man sie wenigstens überleben können um danach die Dichter zu belehren."
Benowe neigte den Kopf um ihre Aufgabe zu bedeuten, Ordschugran applaudierte verhalten.
"Die Gral-èn'tach stürzt nicht von einem einfachen Grabanfall eines Solan ab." Eine Matrosin setzte leichtfüßig auf der Reling auf und ging mit einem halben Schritt aufs Deck hinunter. Die Reling reichte den zahlreichen Raganaj an Bord nicht bis zur Hüfte. Ihr Solan, ein drahtiges Geschöpf, wieselte flink über ihren mittleren Flügel in die Seile und beeilte sich zum Spielplatz zu kommen. "Sie erzählen einander wie's an Bord läuft. Keine Sorge", wandte sie sich grinsend an Wasmir.
Die Matrosin hieß Map'hila und war freundlich und deutlich stolz auf das Schiff. Bereitwillig erzählte sie von Fahrten und Passagieren, das Wetter war angenehm, das Meer farbenprächtig im flachen Wasser und geheimnisvoll im tiefen. Als Benowe Map'hila schon fast soweit hatte sie zum Navigator zu bringen um eine Genehmigung zum Kartieren zu bekommen, wölbte sich unter ihnen das Meer nach oben. Augenblicke später erhob sich eine glatte Insel die schnell vorwärts glitt, dann folgte eine gewaltige runde Schwanzflosse, die mit einem Donnerknall aufs Wasser schlug.
"Die Horr."
Map'hila sagte es ruhig in ihr Staunen hinein. Die Schwanzflosse war nur die erste gewesen, es folgten viele weitere Rücken und Flossen; einige Horr stiegen weiter aus dem Wasser empor und ließen sich schwer fallen. Der Schwarm schien kein Ende zu nehmen. Es hieß er sei so groß dass er fast die Welt umspannte. Ordschugran war erst in Staunen erstarrt, dann in begeisterte Unruhe verfallen, wuselte hin und her und gestikulierte wild, während sie Map'hila mit Fragen überschüttete.
"Schwimmen sie nördlich oder südlich um Gdera herum? Rasten sie im Ryaq? Wie viele sind es? Wie alt werden sie? Ist es wahr dass sie Schiffe essen?"
"Das kannst du selbst überprüfen", lachte Map'hila während sie über die Reling sprang und anderen Matrosen ins Segelwerk folgte. Die Schatten der Felsen liefen übers Deck während sie an Höhe verloren, bis sie nur noch wenige Dutzend Meter über dem Wasser hingen und die Jungtiere unter den Eltern ausmachen konnten. Einige der Fontänen reichten fast ans Schiff heran, und es schien Wasmir als ob die Horr jetzt auch höher aus dem Wasser kamen. Die Gral-én'tach war riesig, aber die Horr waren um einiges größer. Ordschugran hing mit erregt peitschendem Schwanz weit über die Reling.
"Können wir auch?", fragte sie atemlos und boxte Wasmir mit dem Ellbogen. Sie zeigte auf einen der kleinen Felsen die bisher weit unter dem Schiff gehangen hatten. Jetzt waren sie nur noch knapp über dem Wasser, und zwei trugen Raganaj und Passagiere. Wasmir flog gern mit Ordschugran, aber es gehörte dazu dass er sich zierte.
"Ich weiß nicht; mit den Fontänen und deinem Schwanz stürzen wir womöglich in dieses Mahlwerk aus Fisch."
"Oh, ich warne dich, und ich halte ganz still", versicherte Ordschugran eifrig. Ergeben und unterdrückt grinsend hielt Wasmir die Arme auf. Ordschugran stellte sich auf seinen Fuß und hielt mühsam den zitternden Schwanz still während sie sich an Wasmirs Arm klammerte. Wasmir schwang sich sitzend über die Reling und ließ sich fallen. Zumindest seine Sorge über die Fontänen war echt, aber Ordschugran hielt Wort und berichtete von jeder einzelnen. Der Fels war gerade groß genug um bequem darauf zu stehen, aber Wasmir musste die Flügel einsetzen damit die in alle Richtungen zeigende Ordschugran nicht fiel. Der Zug der Horr schwamm unendlich an ihnen vorbei. Nach drei Stunden hatten sie seine Breite überquert und stiegen wieder höher, sodass Wasmir und Ordschugran an Bord zurückkehrten. Benowe und ein Schiffer saßen in bequemen, etwas übergroßen Sitzpfuhlen; sie legte letzte Hand an die Legende einer Karte.
"Navigator Pakrana kaufte meine Kraftlinienkarten", erklärte sie zufrieden, stempelte das Papier und überreichte es beidhändig.
"Wir wissen Qualität zu schätzen", sagte der Navigator und erwiderte Benowes Höflichkeit. Ordschugran ließ ihre Flut von Eindrücken auf Benowe los, unterstrichen mit Gesten und Lautmalereien. Schließlich ließ sie sich erschöpft in einen Pfuhl fallen. Einen Moment hielt sie still, dann begann sie in ihren Taschen zu kramen. Schließlich zog sie einen oft gefalteten Zettel hervor, auf dem sie mit Benowes Stift zwei Markierungen setzte. Mokri piepste fragend.
"Staubschiff fliegen - jepp. Horr sehen - jepp", sagte Ordschugran überaus zufrieden und räumte den Zettel wieder weg. "Jetzt noch einen Berger in Lozir und ich nenne diese Reise einen Erfolg."

Sunday, 13 November 2016

The Eastwesterners

"A few years ago, some wise guy thought if he murdered an Eastwesterner, there would be an open spot for him. It speaks for their skill that the fool survived his stunt. I think they made him a listener as punishment, but that won't improve his chances either."
— Adjila, Gamahanian
The Eastwesterners are the famed defenders of the great city Gamahan. They defend the city first and foremost, while they also have less known objectives. Their honour is legendary, as is their strength; their main weapons are the five-man-bow and the hammeraxe, even the raganaj among them wear full armour and can still fly, in short, the Eastwesterners are a sight to behold.
The Eastwesterners are a small order, with little more than two hundred members at any time. The city council may call upon them, but rarely does, and so the Eastwesterners frequently lend their strong arm to the voices and their unfathomable goals.
"As students we used to imagine legendary warrior team-ups, and we all agreed: The most impressive would be a bunch of Eastwesterners and a handful of Brightholdians. We excitedly shuddered at the thought; I do hope that a need for something like that never arises."
— Renolen Megurin, captain
The legendary feat of the Eastwesterners was the protection of Gamahan during the Splinter War. When the shapeshifter armies invaded, the Eastwesterners were the spearpoint of the counterattack, and their devastating blows, fierce tactics, and unwavering line freed Gamahan within only days; a service the Gamahanians have not forgotten.


Artists' notes
Factions, orders, and guilds are among my favourite subjects in computer rpgs; which to choose, how to balance the sometimes contradictory principles, what ranks to obtain in which order to gain what special feats and skills...
Ever since I learned of the existence of oversized bows - to be drawn lying down and using both hands and feet, with arrows the size of spears - I wanted to have a fantasy element where that is the actual main weapon, and here we are.

Wednesday, 9 November 2016

Burrmo

The burrmo are large predators of the Great Forest in Gdera. They are about three meters long, with a plushy tail, long head, and dirty-looking greenish fur. Burrmo are man-eaters - literally, in a group of people, they'll go for the humans first. Otherwise they hunt appropriately large quarry. The burrmos' ferocity is infamous, and being allowed to wear any part of them is an honour; most wanted are the thick fur and hide, claws, and teeth. Several body parts make a festive dish for hunters. Only skilled and extremely shrewd hunters will get a burrmo, however.
"Korr the mage invented burrmo-steel, that is all but indestructible. Entirely appropriate, but the good joke didn't bring my arm back."
— Kalvemar, hunter
Burrmos have been long known for stealing children from humans and other species, and also other animals. Rrani, gubras, even pervons have been seen hunting alongside them and obvioulsy been part of the pack. The best known abductees are the burrmo princes Darous and Darem, elven twins that have been their spokesmen for years, and are taken as bad omens by travellers these days. The actual lord or lady of the burrmo are not publicly known.
"They dropped down from the branches, struck down everyone but the humans, ate the iunas, and fled with their victims. Nine days later two of them emerged from the forest again. They never said how the got away from the burrmos, but they had been given provisions and pointed the way. I later heard they left the Forest for good."
— Ninkang, Greatforester

Artists' notes
I love inventing animals, and burrmo are among my current favourites, from their spelling to the abduction habit, but sketching them was hard. This is often the case for especially my critters since there are so many possibilites and my descriptions usually come first; but writing and drawing work differently, and sometimes I describe things that are really hard to get across visually.