Friday, 17 October 2014

Hunes

Standing an average of two meters, hunes are the tallest people after raganaj. They are pale, almost white, and sport two thumbs - one on either side of their delicate but strong hands. Hunes are mute. They can make sounds but not form words, although they understand perfectly well, and sophisticated sign languages help them to communicate.
Hunes travel by branch, swinging along with great strength, and in the thick forests of Gdera achieve a good speed, and because of this they mostly live in Gdera. Hunes love eating, but for some reason, however much they eat, they never grow fat.
"Bedanga is called the silent lands for its majority of hunes, and indeed it's very quiet - certainly not because of their political insignificance... They have a surprisingly lovely singing voice, though."
— Nened Tramnak, Nalsiir trader
Hunes are a gentle and understanding people. They like company but can well be alone; because of their muteness, they are often granted a few childlike exceptions from social expectations - a role that not all hunes fancy, and there are notable warriors, scientists, and speakers among them. The royal family of the Gderan state Bedanga are hunes. Their muteness lessens somewhat in the Years of Sorrow, but no hune has ever spoken outside the Area.
"The third bowarcher might have been a hune. Or an albino, the records aren't clear. But then, aren't hunes albinos?"
— Anannta, mage
Artists' notes
The name is a phonetic comparison to the German word Hüne, which means a very tall person, but giant is too tall, so here we are. Speak: hoons. Hunes were among the major races once but when I made them mute I moved them more to the sidelines, where they now hang out with other known but mysterious folk, like the mul'ahman.

Saturday, 4 October 2014

The Lower Green forest

Mostly called the Lower forest, this is the most "average" forest of Gdera. However, when called "the forest with no tricks" by outlanders, the natives laugh. The Lower forest is infamous with its inhabitants for its cunning beasts, fast overgrowth, and devious predators. No other forest is as skilled in illusionary art; abandoned settlements are quickly covered up, and so, many secrets lie beneath the thick blanket of moss. The Lower forest isn't picky about climate and is the first to reclaim devastated lands, and holds the soil the best. Minerals colour the wood of many tree species, which sell well and sometimes name the country, like Whitewood.
"When Gal was founded, they found ruins in the building sites. When digging deeper, there were layers of them; eventually an elder mapmaker discovered there had been five villages on the same spot before. Why they were abandoned, nobody knows. Or if."
— Nirr Molgenkan, villager
The natives take pride in being generalists - they may not be as specialised as other forests' inhabitants, but they know something of everything. The many changes throughout the year encourage adaptability and cunning; the natives are admired teachers and engineers, and feared generals and politicians.
"That a nureewing should be smarter than a person is only funny until one distracts you, while a gang of perwons steals your foodpack and you find them sharing the loot in the trees."
— Hrenno, traveller
Artists' notes
Wow, an actually nice forest - how did I ever come up with this one. Animals here are much closer to what we know. No plants eat you, there's nowhere to fall to your death. Like the European or Native American forest of the legend age, anything can happen in here and no-one will be the wiser; you go around a hill and vanish. There might even be an affinity towards the Area...
With this, all types of forest on Gdera have been described.

Thursday, 18 September 2014

Travelling by Area

Because the Area doesn't follow the same laws of nature as the Here, it can be used for several purposes, fast travel being the most common. Most paths are shorter in the Area - if one knows how to walk them.
And travelling such a weird place is tricky: all who leave the Area are left with an urge. The compulsion is never the same, rarely dangerous, but often inconvenient, and irresistible.

"After we had reached the gathering, we had barely explained ourselves when we collectively broke away and drew several perfect circles on the mountainside. It became weirder still when the resident stone giant came by, nodded, and hurried off."
— Ashgarnor, emmissary
The Area can be travelled in corporeal or mental state, or by "half-travel". Each has its ups and downs; only corporeal travel allows to transport items and be almost immune to the whispered urges, but doesn't allow changing the environment. Mental travel grants great control over the environment, and protects against injury, but there's a danger of mistaking the dreamlike world of the Area for reality. Half-travel means one can be touched, but influence and carry very little.
Some places have a counterpart in the Area and serve as landmarks; most do not appear in the Area, while yet others are indigenous.
"I bought red floatdust for an insane price after leaving the Area. I thought I was ruined; the next day, one of Glazier's aides happily bought the whole stash. Shortly thereafter, glass armour was introduced, of which I was sent several pieces. I wonder..."
— Atchilemarek of the Roaring Tam, Brighthold merchant
Artists' notes
The Area is not just there for decoration, it has its uses, ranging from strange to creepy. It's quite something if a place has a mirror image in the Area - many things are represented, but not exactly as they're in the Here. Since teleportation is so damn difficult, many who had to be somewhere yesterday use these routes.

Tuesday, 9 September 2014

Multiracial society

"Of course I don't mind my neighbour being a naj. With her standing a full meter taller than me, we chat on the stairs."
— Zile, dwarf
"... here we have the berry cakes, and the beverages. Make sure the elves don't get any of the blue jugs. If anyone asks, the berries make most likely a stripey leg pattern for the garren, and dwarven hair bluish magenta, but tell them it depends on which vegetables they had."
— Garahinar, banquet overseer
Artists' notes
Very soon after coming up with my world I decided that I wanted to break the racial barriers established by many fantasy settings, and instead aim for a more "sci fi" way of races living together. And so, there are not "elven lands" or "dwarven mountains" (although it might be called such after its population majority), but in general, all races can be found everywhere. Racism in Genius Loci is considered a mental illness, the ultimate failure of rationality, and is very rare - with a few notable exceptions (I do need bad guys). Also, gender doesn't matter. The differences between the species are so great, that those between sexes of the same species go unnoticed.
Cultural heritage is defined by culture more than race, and an elf and a gar from the same land will get along much easier than two elves from different lands. Of course, you'll probably marry so you can have children, but with the new rise of shapeshifting spells, more mixed-species couples have formed; adoption has always crossed racial barriers anyway.
Society does employ the natural strengths of races, putting the strong raganaj in warrior services, and the dextrous dwarves in crafts and surgery. This is still only a preference and not a rule.

Tuesday, 2 September 2014

The seraph cities

Before the Splinter War, the seraphs lived within the community, a flying people known for their crafts, and to best knowledge, shared their floatstone cities.
However, in the War, Nirill fell, and when Minaaré was invaded shortly after, the attackers were turned back within the day. The day after that, all grounddwellers forgot how to reach the cities, what was in them, and even what a seraph looks like. Since then, the seraph cities can still be seen, but not a single person has entered. The extent of the Forgetting is so massive that it's certain they cast a spell - and frighteningly, still keep it up, some two millenia later.
"Nuralk says he met one; he claims they walk like silk in the wind, but can remember little else. One can't help but wonder who else may have met seraphs and forgotten, when even their pictures on Agorisai's palaces were erased."
— Dasnellaar, writer
Theories speculate the Forgetting wasn't intentional, that seraphs have meanwhile died out, or were successfully invaded by the shapeshifter armies after all. It has been in much debate how to handle the situation. All attempts to reach the cities have failed. The Bargassian and Lebridgian engineers can't come up with a solution, and no flyer however good can make the trip. The only sign they might still be there are floatdust miners in Rhagastone, who occassionally are found bound and gagged when they became too clever at the marked borders.

Artists' notes
I used to have them as regular folks around, but then picked them from the list of peoples shrouded in mystery and only to be found later in the plotline. Never fear, honoured audience, all will be revealed in time (I never said when that is, though ;)). Let's just say, seraphs must be one hell of a bunch of speakers, keeping such a spell up for this long.

Tuesday, 26 August 2014

Elementarians: Plasmats

Plasmats are the elementarians of fire and the south. They are made of hot air, made visible by structures of molten dirt - the enormous heat tranforms any material into precious stones, and plasmat gems are said to have great supernatural properties. Their shape is a bulky legless torso with a flat head and strong arms, the size changes fluidly between several and several dozen meters. It's the plasmats' choice what they burn. They have a good feeling for earth's heat and often travel to new volcanoes to greet them.

"Overcoming weaknesses is a principle of the south, and my plasmat teacher really made it a point. When he sent me into the world, I felt like I had been thoroughly reconstructed."
— Crowned Aslahenaed of Brighthold
Plasmats are seen as harbingers of change and are counted among the good omens. They are also muses and can light the spark of inspiration in both leaders and artists, who seek them out to be taught. Plasmat mentors are relentless, but very successful, and all their apprentices have done great deeds. It's said the rhu'khach had been under their blessing.
"I heard a plasmat is on his way to the Gorngon plateau. I guess soon it won't be so flat anymore."
— Ferha, messenger
Artists' notes
I am rather fond of the name plasmat. I was looking for nice, innovative names for elementarians, and classic dryads and stone giants were nicely completed by fleeters and plasmats, I think. Teaching great heroes is a bit inspired by the centaur that taught Hercules - mythical creature teaching mortal.

Sunday, 17 August 2014

Apothecaries

Alchemist and apothecary are interchangeable terms and refer to someone making chemistry goods for a living. The science demands a lot of precision and tables, which all satisfies the likings of mages, who are the majority of apothecaries; unlike other sciences, where speakers are only a fraction of all practitioners.
Apothecaries create medicaments, soaps, dyes and inks, acids, and perfumes, and their knowledge is useful for an array of other professions, like mining, botany, tannery, or medicine.
"I am looking for a new medicine against greyskin disease. It proves to be very tricky; so far I have found several antidotes, a complex fertilizer, and ingredients that make black earth grow a quarter faster, but nothing I aimed for."
— Sdarin Farree, apothecary
Many apothecaries are surrounded by a nimbus of danger and crime. Indeed, some of the substances they use are either dangerous themselves or can only be procured under doubtful circumstances. In any case, all apothecaries love the imports of Gdera's colourful forests and Lozirian minerals, and can make good money with their rare and dangerous profession.
"At first we thought the homebody apothecary would be dead by afternoon. But she was quick with analyzing and antidotes and had saved three of us by evening. We are grateful she accepted to join the tribe, and have suffered much fewer losses since then; although she still complains we hadn't any decent biscuits."
— Rawwa Fue Kun, red forest nomad
Artists' notes
Alchemy is one of my favourite fantasy subjects. I must have spent dozens of hours in every part of The Elder Scrolls making potions. I think it's neat to cook up strange elixirs from weird ingredients, and it's fun to come up with alchemical uses for things. I don't think I will make alchemy a big point in Genius Loci, but it's nice to have a job like this for added interest.