I'm trying to get away from only showing concepts of Genius Loci, and provide proper paintings instead. Of course, they take much more time, and sometimes it simply takes too long to keep up the speed of three or four blog entries per month, especially since some need more than one image. Such is the case with the coming article on mounts. For now, there's the zehgraams (German: Segramen) on deviantArt: http://ranarh.deviantart.com/art/Genius-Loci-Zehgraam-race-563588823
And also with some WIPS and sketches on cgsociety.
Friday, 9 October 2015
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

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.
Tuesday, 8 September 2015
Lord of gubras Gahatenge
Gubras are popular if difficult pets. They are hard to tame, and have a reputation of being grumpy and only moderately child-friendly. Most famous today are the gubras of eastern Lozir. Many tribes hunt them for trophies or to keep them as pets; when one hunter's spear broke off in the proud gubra lord's flank, Gahatenge urged his kin to leave the treacherous humans, and return to the wild.
Some of those who followed immediately had to fight their way out, and since the command, meetings between wild and tamed gubras are even more difficult. While Gahatenge has a temper, he is a wise and far-sighted ruler, and it was expected he would forgive those who stayed; that he has not done so, observers find unsettling.
The lord appears as a muscular, tall southern man neglecting his hair, his elongated neck and pronounced teeth giving away his origin. He has been reported to hunt with his kin alongside humans, but not since his return call.
Artists' notes
I like giving animals characteristics, reasons, and arguments that people simply can't follow. Animals might argue, why build a cathedral when a hut serves the same purpose, and at the same time insist a certain flower mustn't be eaten for obscure reasons.
"Why I recall my kin? I am their lord, and you show so little respect for me - what will you do to them? I fear for my people. And as I see that some will not heed my command, I was right to."
— Gahatenge, to a listener

The lord appears as a muscular, tall southern man neglecting his hair, his elongated neck and pronounced teeth giving away his origin. He has been reported to hunt with his kin alongside humans, but not since his return call.
"I wonder why something as simple as a spearhead drives Gahatenge to such grim measures. He is a powerful warrior, and judging by his scars, surely he must have endured worse?"
— Wanailaka, wizard
Artists' notes
I like giving animals characteristics, reasons, and arguments that people simply can't follow. Animals might argue, why build a cathedral when a hut serves the same purpose, and at the same time insist a certain flower mustn't be eaten for obscure reasons.
Monday, 24 August 2015
The Stairs of Grandrock
Gdera's northernmost country Grandrock is hard to reach because of its position high up its plateau, a series of cliffs and steep rocks making up its southern border, encompassing the entire land. This is not natural, however. Long ago, a placespirit - whose reason for existence is wildly debated - caused the plateau to rise, effectively cutting off Grandrock from the southern lands. Ages later, another placespirit enslaved anyone nearby to erect an elephantine staircase up the sheer cliffs. When the stairs were done, the remaining workers threw themselves off the cliff. Needless to say, the natives dislike the cliffs very much and won't even lead their flocks near it. To the unaware traveller though, the stairs are a blessing; their rise is perfect, and there are even niches to rest in on the long way up.
If the staircase itself is cursed is debated as well. There is an unusual amount of dead spirits around and on it, and the majority of those who die here become spirits. The Grandrockers take no chances and, while money doesn't stink, they much prefer traders arriving by boat or by Area over those that took the stairs.
Every decent fantasy setting needs some monumental landmarks, doesn't it? There are a few in Genius Loci, but the stairs are among the useful ones, which I discovered while telling their story is worse to the natives than an entirely useless one. It's like employing knowledge gained through torture - you can't ignore it, but you feel dirty using it.
"Yes, we're safe from invasion. We were safe from Frullahan's insane expansions. Nobody enters the lands unnoticed, the cliffs are all but impossible to climb. As captain of the guard, I praise the stairs. As a being with a heart, I despise its memory."The plateau is the most widespread relic known to remain of a placespirit, whose powers are normally restricted to their direct domain, which can still be very large, but not usually along an entire country's border. This has given rise to the belief the spirit was the result of a speaker exhausting herself to death with a spell, although there's no proof of that.
— Quarin Tolmor, the queen's guard
If the staircase itself is cursed is debated as well. There is an unusual amount of dead spirits around and on it, and the majority of those who die here become spirits. The Grandrockers take no chances and, while money doesn't stink, they much prefer traders arriving by boat or by Area over those that took the stairs.
"We have no friends. Our neighbours are scared, travellers are few, allies are too hard to reach because of the plateau. I hear some pity us, but they don't call either. We are quite alone."Artists' notes
— Penaka Ultor, citizen
Every decent fantasy setting needs some monumental landmarks, doesn't it? There are a few in Genius Loci, but the stairs are among the useful ones, which I discovered while telling their story is worse to the natives than an entirely useless one. It's like employing knowledge gained through torture - you can't ignore it, but you feel dirty using it.
Thursday, 13 August 2015
Art on deviantArt: Asgaan
The illustration previously published in the article on animal lords can now be seen on deviantArt as Asgaan, queen of the orlas.
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."
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.
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

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, travellerThere 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.
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