Showing posts with label culture. Show all posts
Showing posts with label culture. Show all posts

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.

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.

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.

Friday, 9 September 2016

Council City Clom Vah

"The discrepancy between the rough cliffs and the friendly citizens, the bright port and light-dappled city, the carelessness and involvement of Clom Vah is nothing short of puzzling, and amazing."
— Lerronor Stronghand, traveller
Clom Vah is the council city of Gdera. All Gderan states and peoples send emmissaries here for talk, trade, and dispute. It lies at the bend of the Mahal Bay on the east coast, atop a sheer cliff, and is built into the gigantic trees of the Great Green forest, the boroughs connected with hanging bridges, high streets, passenger birds, or even sailgliders. Its only competition in importance is mighty Gderet's capital Etnaprishta.
Most famous is the Clomvahian voice hall, the largest there is, roofless and housing the sitting dryads' statues, as well as a large number of voices, and a veritable army of listeners.
"There's no point in denying one's own fault, and stupidity and pride along with it. Better, and wiser, to admit, and fix, and no tears will have to be shed."
— Gderan saying
The Clomvahians dress in vividly coloured chestcloth and hip-wrap, and what skin shows is bedecked with large jewelry and graphical shapes of paint. They are, as most Gderans, happy to share living space, and Clom Vah's streets are bustling with animals. Clomvahians embrace the new, are optimistic to a fault, very forthcoming, outspoken, and open-hearted. Some visitors are irritated by this, but the chance of meeting an actual Clomvahian amidst all the travellers is only one in three.


Artists' notes
I remembered adventure novels of my childhood, describing the foreign ways of exotic peoples, and wanted some of that to be mirrored in Clom Vah's culture - almost radical, but suitable to their environment; certainly strange, but relatable; and smart, even noble, once understood. The idea for the traditional dress came from the elven race sheet. I recently developed institutions of Clom Vah which will be introduced later, like the Mage's School.

Thursday, 1 September 2016

Listeners

Listeners are the voices' armed forces and carry out their orders. Many were voices themselves and trust them implicitly, but anyone can become a listener when approved by the voices; some join the ranks as pilgrimage or for repenting crimes and sins.
Some rulers grant listeners ambassadorial status and help in their tasks, others point out that listeners, other than voices who are utterly truthful, are just regular people and might have their own agenda. The treatment of listeners has been in debate for ages.
"The council doesn't care if the voices send an army of listeners! We will not agree to any search of the catacombs unless we hear it from a voice that they need to!"
— Short Jugiel, councilman
All listeners are skillful warriors, focusing on traditional weaponry associated with the Four, as well as experts in manners and travel. Accompanying the infirm voices is a common task, but they do much more; they seek out collectors, negotiate with elementarians, acquire artifacts... They often hire more hands for extensive tasks.
"No, I have no idea why I am taking a sealed spear across half of Lozir and into the Singing Ryaq. That's what trust is for, and I trust the voices with my spirit."
— Shagruun, listener

Artists' notes
Stuff for legends is what listeners are. Some of the greatest heroes currently alive are in service to the voices, like Vranu Whiteblade. Many of the fantasy settings I enjoy, particularly computer rpgs like the Elder Scrolls, have several orders to join, and the listeners are one of those - handing out tasks of increasing difficulty to the heroes, with appropriately increasing prestige for surviving each one.

Sunday, 26 June 2016

Technology and development

Kitas' technological development sees sophisticated husbandry methods, strong, durable materials for large structures, ship trade routes between continents, and medicine that can remedy common ailments. People don't starve on the streets or die of everyday diseases. But travel is lengthy, exotic goods rare, and payments are done in natural goods rather than gold.
Common technologies include pocket sunclocks, spyglasses, and lighters. On a larger scale, glass windows, concrete, aqueducts fed by norias, domed buildings, and cannons make regular appearances. Farmers know about crop rotation, creation of black earth, and use clever irrigation methods. Medicine includes knowledge of epidemics, and use of anaesthetics.
"Straws were drawn who had to camp closest to the cannon site. Just the month before, a powder stock had blown its crew to bits so small there weren't even spirits left."
— Gabunda Hes, soldier
Spells play only a tiny role in technology; speakers are too quickly exhausted for everyday affairs and artifacts are notoriously ill-mannered. Instead, engineers invent tirelessly, with important schools in Lebridge and Bargassa, making mechanics powered by wind and water commonplace. However, the mages' taste for detail, and the wizards' open minds still put speakers at the forefront of scientific progress.
"Oh, curse this mechanical clock. The slightest movement, it misses the time. I'll never buy one of those idiotic Sawan contraptions again, and stick with the good stuff from Bargassa."
— Tilibriin, Ryaqan merchant


Artists' notes
I've learned a lot about what mechanics were possible in ancient times, and the Greek or Chinese were far more advanced than most people would think, so I had no problem putting complex, timed mechanics into play, and founded the two large engineering schools from which nearly anything can be expected. Technological advancement also allows for more interesting buildings, larger settlements, and peoples cultivating unfavourable lands. 

Friday, 10 June 2016

The Discordant Cities

"I don't care who thinks to be the first, greatest, or smartest. If I lose one more shipment of medicines because of their daft squabbling, I'll make them Tsiranian, and that will be that."
— Mainalhar II. of Tsir
The first of the Discordant Cities was Eligei, which was a rhu'khach city until they left, and returned to greatness some centuries later. Then the ruling families of Eligei began to quarrel all the time, until finally two of them left and founded new cities nearby. Then fighting started there too, citizens left, and founded their own cities. As they are located in the Tsiranian Gulf in Lozir, with rich fishing grounds and moderately fertile lands, new cities can survive easily. Today, they are twelve, and constantly fight among themselves. Pirates and mercenaries are set on each others' trade routes, cities are spied upon and sabotaged, embargoes enacted, and alliances are as short-lived as the morning dew.
"All the Oparikans have to do is acknowledge that Tassaar makes the better frigates, or we can just show them if they won't believe it. What do they take us for - Henassetans?!"
— Benengei, Tassaarian
On the other side of the gulf lies Lozir's largest kingdom, Tsir. The Tsiranian traders also fall victim to the dirty tricks of the Discordants, and the traditionally grumpy government grows impatient. Urlakal used to send diplomats, but since the Dimnerians invaded and the royal Urlakal family was exiled, it has been too unstable, and the Dimnerians are uncompassionate. Council city negotiators are still sent from Plokin, but the only solution - unification of the ridiculously likeminded cities - is openly attacked as an affront to the cities' sovereignty by all twelve.


Artists' notes
When I dotted city states onto the maps, a whole lot appeared around the Tsiranian Gulf, and I wondered how they got along. The more they became, the less they did, and now the "Streitende Städte" are a mischievous bunch of rascals. It spun away into the political situation of the entire region; Urlakal's civil war fitted perfectly. I love it when the open ends of my world connect seamlessly.

Tuesday, 12 April 2016

The mul'ahman

The mul'ahman, or diggers, are a species that is very quiet and barely ever noticed, and they're fine with that. A mul'ahman is a stocky person averaging 1,50m in height, covered in dark brown to black, velvety fur with small eyes and lots of white whiskers. Their shoulders and arms are very muscular, their clumsy fingers make shovels, and indeed diggers do dig surprisingly fast. Not being too good with colours, their clothes come in trademark earthen tones.

"They are gentle, well-mannered, peaceful, and value musical instruments over weapons. We wish we could convince more to come to us as sappeurs; still, Mul'geranan is probably our best neighbour. Sadly, it is also our shortest border."
— Diramanashka, Brightholder
The diggers' most known settlement is the state Mul'geranan in southern Sawa, where the underground dwellers live undisturbed; unlike other species, they show little interest in other folk. Because of their small numbers, they are left to their own devices, but enjoy company when given the chance.
"It has long been discussed if we should invite above-grounders to live with us, but we fear our love of slowness might be to our disadvantage, and so we keep discussing. Slowly."
— Nambi, mul'ahman

Artists' notes
These guys are just so nice. I don't even have anything planned for them yet. One might think such a calm people among all the rowdy neighbours of Brighthold would be in constant danger, but because of their peacefulness, Brighthold keeps them safe. I considered throwing them out several times, because they're so literally anthropomorphic, but I looked around my species and let it slide.
Now, this is probably really the last species in Genius Loci, although I won't promise there aren't any living in the far mountains or the deep south or wherever.

Tuesday, 22 March 2016

Council city Gamahan

"Seriously, there's only two species in your village? Odd."
— Kalimaik Gennidar, Gamahanian, to a traveller

Gamahan is Sawa's council city, and as such invites emissaries from all lands and tribes for talk and trade. Like all three council cities it's an own state, and may be the oldest city in the world; legend tells it stands where the spearbearer put down the spear Lefenned for the first time after the making of the world. The architecture is rich and diverse, and filled with primeval mechanics that are taken care of by the engineers from the neighbouring state Lebridge. Gamahan spreads over a cliff, with two thirds up above, and the rest down in the plains.

Gamahan means "circled land" in the old language Sorit, and the four city walls are perfect circles, spreading flawlessly over the cliffs. Each of the four boroughs is dedicated to one element and shows it proudly, with the western quarter (the Forest or Green Borough) being practically a forest, while craftsmen flock in the eastern quarter (the Earthen or Yellow Borough). The city's center is the Plaza of the Heavens, a gigantic open space surrounded by the world's supposedly most ancient structures, among them the famous Magician's School. Gamahan is infamous for its predatory paperwork - travellers may find themselves dutiable citizens sooner that they think.

"I'm supposed to pay taxes for what now?"
— Taqil Horan, new citizen

Most places have a traditional costume, but Gamahanians dress eclectically, only striving for a simple elegance. Common clothes are straight trousers and short-sleeved pullover shirt. In the third circle, nobody wears a hat; otherwise, clothes are combined freely.


Artists' notes
I made an ambitious street plan of Gamahan early on which had to be discarded because of its many mistakes; but the general structure, and some of the deep secrets have never changed. Although almost everything else about the council cities' role has - the geographic location, population, inner workings...
I don't dare call the image a matte painting, but it's drawn over a photo. I use this technique for concepts sometimes.

This article was sponsored by Samuel Ruggieri ( CEO http://voyagergames.com ) via my Patreon account ( http://www.patreon.com/JenniferLange )

Thursday, 14 January 2016

Seafolk

"If you think the Star Sea is littered with treasure islands, you really have no idea what it looks like under the surface. Let me show you."
— Krriinana, seagirl
Seafolk live in the seas, of course, preferring saltwater, but they live in brackwater as well. They are humanoid, but with an long, sluglike tail instead of legs. Seafolk have a skin pattern of filled irregular dots, six webbed fingers, and large black eyes. They don't have to breathe air, are weak but agile, and have good senses.
"Some had been worried after the construction of the canals, how the seafolk would fit in. But the children, of course, used the basins and flooded steps to be jolly with the seafolk kids, and when they grew up, seafolk seemed quite normal."
— Wyrnan, Avnidaran
Seafolk live with the other species where they can, as normal members of society. While being limited to saltwater, architecture often accomodates for them with tiny canals or stacked basins, and some rich cities even built waterfilled tunnels and elevators for them, like the Greater Talash-Kehs capital, Mourinor.
Off the coasts, the seafolk harvest the treasures of the seas; they farm algae and clams and herd fish, they act as pilots for ships, and as midwifes for garren - who have certain ideas about their eggs - and of course they find pearls and corals. Famous products are the clam soap made from fat clams, and algae silk.


Artists' notes
Of course there are mermaids in my setting. They're just not the tradiotic vixens luring seafarers to their death, they're people. I most enjoy the idea of cities with tunnels and canals and fountains so seafolk can be about with everyone else. I wonder what their relationship with the fleeters may be, as those prefer freshwater and the seafolk lives in the oceans.

Monday, 28 December 2015

Pendulors

Pendulum makers create many items used in supernatural affairs; pendulums for mappers and travellers to find their way, or totems and echo tubes for spirit collectors in which they trap the deads' spirits. The items themselves aren't enchanted in any way, or at least don't need to be, but the tiny details can make a speaker's or collector's life much easier, like the proper colour and quality.
"Buy from Trenan in Southern Third Street, his totems are reasonably strong. Those from the fourth floor pendulors are too difficult to burn in cleansings."
— Gajikar, to a fellow collector
Pendulums can be used to find all sorts of things related to what they're made of, and can be surprisingly precise. The craftsmanship doesn't really matter, a clam on a string will do, but will find too many things. This is the real art of pendulum-making; to create a pendulum that will find only what is sought.

Artists' notes
When I invented totems, it was clear that not just every idiot could make good ones, and I doubted all collectors had the time to make them themselves, and so "Pendelmacher" were invented. I always liked the idea of holding pendulums over maps to find a specific site or item. And because many gems and metals have certain esoteric properties, there would be someone who makes special pendulums for finding water or Area thresholds or whatever. 

Friday, 20 November 2015

Agorisai

"How hard can it be?"
— Agorisan motto
Agorisai in the Vernan Bay of northern Lozir is a widely visible landmark and is considered the oldest city after the council cities. It was built by the rhu'khach, evident by the ending -ai; every new building is erected on the ruins of an older one, and so the city is growing towards the sky. Streets are named after people, tribes, cities, events, and the number of the floor, for example, Ganronian Seventh Street.
Agorisans are good craftsmen, optimistic, and think they can do everything themselves, from cooking jam to drawing protective circles. They're aware of their city's political and economical power and are generous, if not entirely above a small self-serving deal here and there.
"We were thrown out of our own house by the goldfairies, and re-invited nine days later when the construction work was done, keeping the floor above from caving in. They could have just told us so. Or their human staff, for that matter."
— Rahimbe, Agorisan
Agorisans wear at least four layers of clothing, rich in traditional patterns, and colourfully dyed, with sandals and painted feet, and the hair knotted high on the head.
Foreigners love the beautiful clothes, but barely understand the heraldic meanings.

The city's creative architecture and old buildings are left from the Diamond Age when the rhu'khach ruled, their palaces and official buildings are spread over the city's rock spires. Being so old, Agorisai is also littered with relics left by spells and Area travellers. For example, one can't see the opposite side of the street of Telfur's Ninth Road; Gald's Tree changes the floor every year, and it's custom to donate its sweet fruit to the voice hall.


Artists' notes
When it became clear to me that the rhu'khach of old had an empire, they had to have left some ruins or such, but then I thought, why ruins? People of Earth still live on the same sites today than thousands of years ago, so why not keep the cities of the rhu'khach thriving as well.
Now that I've arrived at inventing cities, there is a whole new world of detail open to consider. I want them to be at least slightly real - while I loved the depiction of Minas Tirith in the LotR movies, and agree that for the purpose of storytelling I didn't care where it gets its food, with no apparent farmland for miles around, I do want to take care that my cities can be supplied. People have always been creative about making their living place work, so I don't worry about every tiny detail, just the general needs - water, farmland, trade routes and so forth.

Thursday, 1 October 2015

Volcanism in Sawa and elsewhere

"Some think the lands of fire must be hot. Parts of it are; mostly it's northern and cold, but the Sawan houses are always warm. And so, the seemingly aggressive nature comforts its denizens."
— Gergadi, merchant 
The continent of fire is covered in evidence of its restless underground. There are proper volcanoes, but also geysirs abound, lava lakes, boiling mud, and fields of tiny smoking craters; rivers or lakes may be acidic due to the volcanic soil. Much of the land is covered in cold lava or ash, has lava tunnels, covered thinly with glasslike stone, and other dangers to travellers.
However, the Sawans have learned ages ago to use fire to their advantage. They reroute hot springs into their homes and bath houses, use hot air vents for drying and heating, and are very clever in building means to guide lava around what should not go up in flames. Greenworkers know the best plants to seed on ash-covered fields to break up the hardened lava.
"I know eruptions can't be predicted precisely, but I was promised it would go off sometime this week - without fresh lava I don't know how to keep the schedule!"
— Fenagi Tahar, entrepeneur

Sawa is not the only land to feature volcanoes. There are two belts around the world as well as some single or grouped volcanoes. Notably the Thrower mountains in northeast Lozir, and the Burning Islands of the Ryaq have large volcanoes.


Artists' notes
Volcanoes are so cool. I particularly love pyroclastic clouds and the lightning inside ash clouds during eruptions, and still I'm glad not to live around any active ones. I had to pull a bit of fantasy green thumbs, though, as new volcanic soil isn't nearly as fertile as "rich in minerals" sounds. It does make for beautiful geysirs though, with colourful minerals layering on their rims.

Friday, 24 July 2015

Hallromms

Hallromm butterflies have thick pelt and long antennae, the six wings have a wingspan of half a meter, and the six legs are equipped with flexible toes that let them cling to nearly any surface. They are generally friendly and easily trained.
Dustships started using hallromm butterflies as messengers long ago, but nowadays they are popular everywhere, especially after new breeds proved to be more cold resistant. They carry letters in strap-on belly bags, and in some places heavy in short range messages the air is fluttering with hallromms. The butterflies insist on their own bushes to which they return faithfully - dustships keep those on one of the floating rocks.
Hallromms enjoy having their bellies stroked, leave tiny marks on elvish skin, and are mildly intelligent, at least enough to play with the omnipresent bugfairies.

"The bugfairies have painted the hallromms again. One almost lost an antenna trying to clean itself, but washing isn't a solution either, I'll break them to pieces. I'd ask the fairies to fix it, but I'm scared of what they'll do - probably paint the original colours back or something."
— Hetcal, Lozirian

Artists' notes
Originally hallromms (German: Hallrömm) were only found on dustships, but somehow a few years passed in Genius Loci while hallromms were around, and then they were popular on the ground as well. This is actually the first painting of them, I had just a few scribbles of their anatomy before.

Wednesday, 8 July 2015

Cities and settlements

Most of Kitas is rural, many peoples are nomads, and have settlements they only use half the year or even only tents. Notable cities are the three council cities for one - Gamahan in central Sawa, Plokin on Lozir's western coast, and Clom Vah in the Gderan Mahal Bay - gigantic cities dating back to the dawn of time, each over a million inhabitants large with uncounted visitors. It's here that all countries of the continent gather for talk and trade, and the council cities regard themselves not as power players but mitigators.
Secondly, the rhu'khach cities are the next oldest and therefore largest settlements. Recognizable by the ending -ei or -ai (like Agorisai or Eligei), their architecture is unmistakable, and their infrastructure is well-planned.

 "The architecture of Akosh and Ukosh is quite pleasant, even if the denizens are weird, but I like Nalvar's Isuanda best. It's beautiful at every time of year, and not as crowded as the council cities."
— Drasam Murish, traveller
There are many other notable towns and cities; there is some debate however, dating back millenia, if the likemindedness of city dwellers doesn't attract placespirits too easily, and thus, growth of settlements should be discouraged altogether. The inhumanity of seeing this through stops doubters from acting - usually - but the debate remains, and indeed, some peoples believe it firmly enough to not gather in settlements larger than small villages.
"The Discordant Cities have irked Zir again with a newly hired pirate fleet that Grimoga set on Henasset, but that attacked Ziranian traders, too. I don't think Zir will be forgiving about their idiotic politics much longer."
— Wekanar Hissomirr, Lozirian

Other famous cities are the powerful Nalsiir in eastern Gdera and Elisacett in its far south; the Tritowns Nini, Oryor, and Drani; Brighthold's capital Sokarnon; and the engineering school's home, Bargassa.


Artists' notes
Cities are such fun to invent and so painful to paint. Given that I arrived at a world pretty much littered with relics and ongoing spells like autumn leaves covering the forest floor, it might well be safer in the woods than in the cities, concerning otherworldly entanglements, where much fewer people have come through who could have left trouble behind.

Thursday, 4 June 2015

Art on deviantArt: Lozirian cave cities

A concept not previously published in the blog is now on deviantArt: Lozirian cave cities.
There may be an article on them someday, but for now, other articles take priority.

Saturday, 23 May 2015

Sanity

Loss of sanity and various forms of lunacy are common in lands where you might fall into a parallel world at any time, or lose your mind to solitude. The different species are prone to various forms of mental issues. Some views are considered insane as well, like racism. The survivors of spirit attacks, either by the dead or placespirits, are never sane again, but results may vary.

Dwarves cannot endure loneliness and become erratic and obsessive when exposed to solitude; this is normally addressed by making sure dwarves need not be alone.
Elves easily suffer from delusions or paranoia. They often feel like they're missing out on some greater truth they could understand if only they opened up towards... something. It can be difficult to keep track of the longlived elves and their issues to get them help in time. These are but two examples; all species have their peculiarities.

"At first it looked like a simple poisoning, nothing to worry about. Then she started seeing things and talked to the forest. On the fourth day, she bit Relgaan and fled into the canyon; Relgaan has never spoken again."
— Orewasse, traveller
Time and again, people leaving the Area think themselves to be the servants of Starmaker, and of course her favourite. These raving lunatics pursue unfathomable goals, sometimes even violently, and almost always end up in the voices' care.
Goldfairies are hard to understand at the best of times. They all have secret goals and one together, it seems; they can often be found talking to themselves or the furniture, and stop in midsentence when they become aware of company. It requires patience to handle them.
"Sanity is a matter of circumstances. Are the Redforesters insane for living in poison? Is it mad to build on a volcano?"
— Hafana, scholar

Artists' notes
There are plenty of dangers - wild animals, illnesses, curses, volcanoes, elementarians... but I didn't want to leave out insanity. After all, it's a good explanation for some rulers' behaviour. And I like it better than them being eeeeviiiil; since I ruled out the Evil from Genius Loci, I thought it'd be better to blame it on loss of mind when rulers become cruel.

Friday, 15 May 2015

Garren clothing

"I'm not wearing that. I'll look like a humped idiot. I'll rather freeze my tail off."
— Badhea, Gderan gar
The garren have a crest down their back, from between the eyes to the tip of the tail. This argues with clothes, but craftsmen have long found solutions.
Garren shirts and trousers have straps sewn on to go over the crest's dips. Stiff, backless shirts are held up by the sleeves, or are worn with a ring on the neck and another around the waist. Garren can have the crest slit to fit fasteners through, or have it pierced with a knobbed fastener to tie clothing to; this is usually done by hairdressers. Buttons can be glued to either side of the crest with strong resin, and wearers may need help buttoning up. And of course, some simply wear pull-over clothes; when made of heavy fabric, they weigh the skinny crest down.
Trousers are cut to allow room for the tail but have some excess down the tail to cover the buttocks thoroughly; some regional costumes enclose the entire tail. Garren clothes are more expensive when they are snug fits.
"These tail bags are nicely warm."
— Badhea, traveller
Aesthetically, a standup crest is sightlier as well as more comfortable, and well-tailored dresses are prettier than bulging backs. Garren much prefer warmth, and cold regions sport special makes that enclose the crest separately. Morégar have it easier, with straps that fit right between the separate spikes. In general, since the garren are changeably colourful and care for aesthetics, sufficient garren population means the traditional dress takes their needs into account.


Artist's notes
I've had discussions about my lizard people wearing normal clothes, with trousers and shirts despite their crests. My argument stands; if the dominant culture says to wear clothes, you will wear whatever keeps you warm and decent - what's the point of looks when you die of cold?

Sunday, 15 February 2015

Flight

Flying is a popular travel method and sport in Lozir, the land of earth and air, but just as well in the Gderan blue forest and parts of the Ryaq's island realms. The few flying animals that can be trained into mounts are rare and often expensive or difficult to keep, but technology - thanks to the efforts of the Bargassian engineers - is quite advanced on materials and techniques and makes flying possible for many folks.

 "I heard the rrani lords raid dustships. Don't know if it's true, but I wouldn't put it past them, and it certainly would explain why dustships are such a rare sight here in the Ryaq - or at least better than some weird notion about our weather."
— Kenaha Chimeen, Ryaqer
The most widespread version of flight is done with sailflyers, which are used throughout Lozir; the blue forest has very similar equipment. A triangular rigging is fitted with a sail, and pilots need to jump off heightened positions for takeoff. The flats around the Lozirian rock island were difficult to travel by air before the denizens erected the sailtowers, which are climbed to gain the necessary altitude.
Flying with animals is an entirely different matter. The large, docile dur birds of Gdera carry passenger baskets, while the fierce rrani are flying predators of the Ryaq, prestigious but difficult to manage and seen almost exclusively with the rrani lords' tribes.

"... and then I almost lost a finger in the hinge when the spring suddenly slammed shut. Other than that, this new foldable sailer is ingenious, I will definitely have one made."
— Onbimgi aht Runar, Bargassian

Finally, there are the dustships with their ever so secretive crews, and sometimes a garden ship can still be found in Gdera. Garden ships grow an enormously large garden of gaseous plants and hang a handful of tiny huts below, where little more than a large family lives, and the ships are very fragile. Few are left, and their dwellers are considerd a peculiar lot.


Artists' notes
Oh, flying, mankind's oldest dream. Seriously, it's one of the coolest things in fantasy to make up flying creatures and airships and things that will never work with our physics, but are so wonderful to imagine having. Of course in the blue forest people can also just jump off the next tree and float down slowly, because the air is so light there, but that's not flying, that falling with style (end of quote ;)).

Tuesday, 27 January 2015

Nuralk Trochkompin

Nuralk is the world's most famous poet and commonly called by his first name. He is already several centuries old but still travels a lot, and rarely has the time to be a university teacher in his home city Mourinor in the Great Talash-Keh realm.
Nuralk's works have become the standard for any and all bards, and are widely known. Among his greatest works are the epos "The Four" and the poem collection "The Mists of Yallahan", both of which were translated into many languages, and serve many learners of foreign languages to get a grasp of rhyme and rhythm. Aside from his accomplishments in the literature and entertainment world, youths love him for making his wild hairdo of felted strands, barely tamed with tin beads, fit for good society (more or less).
"I have romanticized rebellions and told out rulers, insulted several orders, met a seraph, and almost caused war on at least three occasions, but my most discussed deed is: was my use of the Four's verse in "The Four" genius or theft?"
— Nuralk, poet
Also, Nuralk has made a name for himself by claiming he met a seraph. The seclusive people have not left their floating cities in millenia, but apparently this one came to talk; about what, Nuralk has never remembered, nor what the seraph looked like, except that he or she "walked like silk in the wind", which has since become a popular flattery.
"Valiantly prosperous, the bright land holds/ ashen and blood-smeared, the sharp land folds/ furiously blind, upheaving dim remains, the namesake groans/ thus is Sawa, the fiery, where each mountain moans."
— Nuralk, children's verse to remember Sawan states
Artists' notes
This guy was a really early celebrity while I created Genius Loci. Bards are a great thing in fantasy games, books, and whatnot; I remember several cool rpg companions, and also the joy of having bards sing the song of the Dragonborn in TES V: Skyrim.