Friday, 12 August 2016

Funi Oldjor

The funi oldjor are creatures of legendary might. In A'ruhs, the rhu'khach language, their name means "king of honour". Funi, as they are called for short, live in the Lozirian wilderness. They are hunters, and it is said they choose one opponent whom they hunt down, to challenge them to a duel. And that there's no escape from them. The duel need not end in death, but there is a certain etiquette to follow; it's considered impossible to hunt a funi outside of a duel it chose itself, and on the few occasions it was tried, the funi created terrible devastation. The few survivors swore the funi could whisper.
"Then it bowed to me. And then it came charging. I parried, I struck, I jumped aside; it bit, it kicked, it tumbled me like a ball. Finally, breathlessly, I came to stand again, but only just; it bowed again. I bowed back. Then it left. I have never come home from hunt without quarry again."
— Eralin, Lozirian hunter 
A funi oldjor is as tall as a human, slender, and white with dark saddle and mouth, and has a red-tipped tail. It's said this red colour was the blood of its slain enemies when it swishes through it.
Funi have recently gained even greater renown when their rulers, Lord Giva and Lady Tchiboyé, came to human society to teach them shapeshifting.
"The speakers think one of them is a human, but don't know which one. So human shapeshifters never died out after all? Or is shapeshifting a gift a beast lord gives their love?"
— Genarha, Lozirian


Artists' notes
Ah, mythological beasts, I could invent them all day. These are rooted deeply in the history of Genius Loci already, since their lords came forward to teach the lost art of shapeshifting again. And they are the first who were a couple, almost all other lords I invented are single. Except for the burrmo, who stole children.

Sunday, 31 July 2016

The Making of the World

Before the beginning of Kitas, the Great Spirit gave mighty foci to the Four, and they created the world with them. First, the Axeswinger made the unliving world, the land and air; then the Spearbearer made it move by giving the fire; then the Swordmaster brought compromise between endurance and change by adding water to unify both. Finally, the Bowarcher put living creatures into the world. When this was done, the sun rose for the first time, and the Four died, and were chosen anew by the Great Spirit among the new beings.

"The Four are equally obvious and secretive, and while you will always know them when you meet, we usually know little about the Four. Where they came from, who they were; with some notable exceptions, like Lady Ghelined."
— Farganah, historian

How long it took them to make the world is unknown, and theories are wildly debated among scientists. Just as unknown is the species of the First Four, but there is a traditional canon assuming the Axeswinger to be a rhu'khach, the Swordmaster a beja, the Spearbearer a raganaj, and the bowarcher an elf. Since nobody today knows the shape of a rhu'khach anymore, the Axeswinger is commonly depicted as either a tall human or a fantastic creature assembled from different sources.


Artists' notes
This is how Kitaians assume the world was made. Because the Four are the primordial beings resembling gods in Genius Loci - making them kinda important -, I come back to them time and again. Being one of The Four is a title, not a trait; they're not reborn, but new Four are chosen every cycle. 

Wednesday, 20 July 2016

Sabiré's Wall

Glaspia, a southern Gderan country, spent centuries pushing its border northwards. Its neighbours might have objected, if it hadn't been for the wall of Sabiré, growing in Glaspia's hinterlands for almost three millenia. During a speaker war in 3602EL, the spell relic was caused, and the wall that rose due to it didn't stop growing until two centuries ago. It is only a few hundred meters wide, but now over four thousand meters high and several hundred kilometers long. It influences local weather significantly and has created drylands on its western side.
"Ah, the mages around here never let you hear the end of it. A wizard appears, and they start whispering there's going to be another wall, as soon as we cast a spell. It might be interesting to the voiceless that most civilized regions were disrupted by mages' spell relics, not wizards'."
— Emketju, wizard
As all landmarks of importance, Sabirè's Height, as the wall is also called, is inhabited by a nature spirit. Ednini is very tall, and strange. He has not been at the wall for long, but his presence has caused local plantlife to improve greatly. Unlike other spirits, Ednini speaks a lot, is easily upset, and wants company. But since most people think the wall to be cursed, scary, or uncomfortable, he has little of it and jealously guards what few people he has.
"I almost pitied him, being so alone, if he hadn't been so creepy. There are almost no mid-sized spirits around the wall, only Ednini and the tiny ones in the plants he helps growing, and in some rocks. Maybe spirits, too, go mad when left alone?"
— Wenemmes, traveller

Artists' notes
This is one of those places where the things you hear about it are almost all wrong, over the top or way too harmless, and most things you can't learn at all. Nature spirits had personalities before, but with Ednini I discovered they could be influenced by supernatural affairs as well. 

Sunday, 3 July 2016

Area thresholds

"This was the fourth threshold we stepped through in these mountains. The map says nothing about it, so they must be new - I worry who would poke holes into the Here in six valleys."
— Szagrat, traveller
An Area threshold is where one can step over into the Area. Natural thresholds are, as many things about the Area, seemingly random - any crossing could lead into the Area, a riverbank, a door, a line between shadow and light.
Artificial or drawn thresholds are easy to make, but require precision, and are best done by signmakers. Each of the four corners, then the opening, of the threshold-to-be is marked with the First Sign "Create Threshold". Because this last, fifth sign must therefore always be made into the air, and First Signs are complicated, it's hard to successfully create a threshold artificially.
"That was your tenth, no, eleventh, attempt at it. I suppose we can always wait for a Nightly Traveller to happen by when you're having such trouble with that damn threshold... I'm just joking!"
— Jagir, to Vramde


Artists' notes
Because Genius Loci is also built as a roleplaying world, sometimes I think in terms of difficulties for dice rolls. But imagining how it actually looks is exciting; making a threshold should be mysterious and strange. Most travellers know how to make one, even if not all are good at it.

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. 

Wednesday, 15 June 2016

Art on deviantArt: White forest dwarf and Standing Stones, and an announcement

New artworks have been published on deviantArt: a concept of a dwarf girl from the white forest, and a landscape concept of standing stones. You can learn more about dwarves in their article:

I want to increase the amount of artciles published here. I also want a picture to go with every article, and therein lies the problem; I create Genius Loci solely in my spare time, and making images takes much longer than writing articles. I will therefore also use sketches to illustrate my articles from now on. When I get around to creating a finished piece for any subject, it will of course be shared here as well.

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.