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.

Wednesday, 19 October 2016

The Burners

The principle of the South is new beginnings without compromise or remorse, trying the new and unknown, and the Burners do what they can to follow that. They can be harmless enough, when they form spontaneous choirs in the streets or disturb sessions of parliament that were entirely foreseeable. But also quite bad, when they upset delicate balances, or burn down entire cities to redistribute wealth.

"Burn it! Start new! What do you expect this old thing to do for you? Has it served you more than once? Can it even ever again? Burn it! Free yourself!"
— Burner Tshaklai, to a citizen

Artists' notes
"Köhler" is a charcoal-burner, but it seemed so long that I went with just burners instead. They came up when I thought about what kinds of spiritual currents there would be in Genius Loci, and of course there are those who hold up one principle of the Four above all else. Potentially problematic, when that principle is "starting over, unburdened by the past".

Thursday, 6 October 2016

The Standing Stones of Vrebin

As any standing stones, nobody can say when they were erected or who did it, and if one falls, they stand up again. Vrebin in southeastern Lozir is a widely known and mighty place of power. Around a handful of tall rock spires lie some buildings and ritual places; it is particularly attuned to cleansings and whisperings, and so, many craftsmen and collectors come here to do their work. Like most, the stones stand on a power knot. The actual city Vrebin lies some distance away, but is named after the same speaker, who first established the standing stones as a ritual place.
"I am going to Vrebin to become a speaker. I have long dreamt of it, as many of my family are speakers too - now I will join them. It must be wonderful to finally feel the Fifth Power."
— Enmit Riumnin, villager
Many places of power are protected by speakers, but of only one tradition at a time. If both traditions send guardians however, they always fulfill their duties harmoniously. The wizard and mage in charge of the Vrebin stones are known to be reasonable and understanding, but still hard as nails - they will not tolerate any violation of the rules. Among their duties is the keeping of the peace, but they also are caretakers of several dangerous artifacts, the mightiest being the Bloodcollar - the infamous necklace that, despite its power, is undesirable to most, because it got all its wearers killed; several times even by placespirits.
"Five attempts to steal the Bloodcollar, like there's a war coming. Don't they understand how dangerous the cursed thing is? I will send listeners to smoke the raiders out."
— Guard Olripe, to Guard Vastumid
Artists' notes
Menhirs are really cool, and I like "nobody sees how it happens" a lot, and made them erect themselves, like grass growing. When I came up with artifacts, I asked myself, where would they put the really dangerous ones? The answer is of course, you'll put it in a place where people are so powerful they can defend it against virtually anything. And so, standing stone sites are vaults for the most dangerous artifacts.

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.