Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Monday, 5 June 2017

Ghabnah and Turachgekhan

The speakers have entirely opposite (but to the voiceless, indistinguishable) plans how to achieve understanding of the world. Wizards believe that the world will make sense only as a whole, while mages seek to understand each detail first, then assemble them all. Both ways have been codified early in history by the greatest thinkers of their time, who are today's idols of their respective beliefs, Ghabnah and Turachgekhan.

Ghabnah, who is thought to have been a beja mage, wrote the first magical tome collecting the spells strung together from the words of power. This First Book of Magic, or Ghabnah's Book, also contains the principles mages should follow. It is constantly being revised and modernized, and there are different interpretations of her thoughts.

"Look at any one thing and find that it is made of parts. Learn their workings - learn every thing's workings, and you may finally understand the world's workings as well."
— Ghabnah

Wizards follow the teachings of Turachgekhan, a rhu'khach sage, who said that the world is wondrous and whole, and can be only understood if one dares to broaden one's mind to encompass it. Today, wizards are acknowledged as skilled holistic thinkers. Each spell is invented at the time it is cast and has widespread effects.

"Look at how marvelous the world is intertwined, and everything inseparable from everything else. We know the Great Spirit is at the foundation of it all, but we only know this, we do not grasp it - and when we finally do, I believe it will be most grand."
— Turachgekhan

Neither Ghabnah nor Turachgekhan said anything about hating on the other half of the human supernaturals. Some very optimistic philosophers even believe in unification of both schools. The fact however remains that in six millenia, no-one has learned both the way of the mages and wizards.


Artists' notes
There had to be idols among the speakers, and the most important idols would of course be the founders of their way of life. There's much to say about speakers, spells, and the philosophies. It's sometimes thought that maybe spells are "poisonous", because it's only after casting their first spell that speakers are set in one way.

Friday, 17 March 2017

The Lonely Queen, Dil-tona

Perhaps one of the most dreaded people alive, Queen Dil-tona rules in western Lozir. She is known for her elaborate curses. The issue with that is, of course, that curses fall back on the curser to some degree, and the sheer amount of curses muttered by the queen is enough to make anyone else snap. That she still seems more or less sane is puzzling to experts of the field. It is unknown from whence she came, and even how exactly she came by the throne is forgotten, although most genealogists agree she wasn't a child of the former king. They say Dil-tona is a Dohl Churon, which might account for her great supernatural powers.

"My aunt came from only the outer fringes of Dil-tona's realm, and still was caught up in a curse that made her lose words all the time, and that took almost a year to get rid of. She hasn't set foot in Lozir since."
— Grawada Imnirun, merchant

The realm of Dil-tona is not closed to outsiders but few travel there, and few natives leave - not all the neighbouring lands accept them either, because they're afraid of what the refugees might carry. Curse-carrying is unusual and difficult, but the queen masters even that almost effortlessly, feeding the fears.
Nevertheless, the queen is beautiful, and as love goes, some men with heart feel they could save the queen - or the land - by softening Dil-tona. None have succeeded, and by now the row of wooers' graves is almost longer than the line of the wooers themselves.

"Who knows how many of the curses of the Empty Lands trace back to the Lonely Queen. One can only hope the stories about her finding love and being cured by it are true, and that someone endures to give it to her."
— Sraminar, Lozirian noble


Artists' notes
Creepy rulers, cursed somehow, who can only be swayed by true love, or the famous true love's kiss, is a classic in fairy-tales, and as such has of course found its way into Genius Loci. I won't tell if that can actually turn Dil-tona from a bloodthirsty lunatic into a lovable woman. But it would be nice if being loved could do anything, wouldn't it?
The sketch is a design sketch, and I'm not set on it yet. Making an atmospheric illustration for Dil-Tona is of course mandatory, but it'll have to wait since it's been so long since my last article here.

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.

Wednesday, 11 May 2016

Collector's tools


Spirit collectors can work entirely without tools if needed, but prefer using them. They're usually made by pendulors, and totems and tubes need to be of certain quality - broken totems release their spirits.

The wooden totems are for trapping dead spirits. They are blue at first, turning brown when inhabited, and are painted with spirit-bonding patterns. The figure is sitting with folded arms, and must be of the appropriate species; a rope can be pulled through for hanging them up. In the cleansing rituals to unite the dead with the Great Spirit, the totem is destroyed.
"It was custom for collectors on their way to the cleansing to wear blue as a warning. Crowds parted around them, but more than once, the rebels shot them to release all spirits in the masses, causing great turmoils."
— Benerare Pikale, historian
Spirits are reflected like light and cannot escape rings, going in circles forever. Echo tubes are therefore made from mirroring materials. They can be glass tubes that are screwed shut or crystals closed with clasps, while metal tubes are not commonly used - since there is no light inside, there's also no reflection, and supposedly this makes them less useful.
"And when they had reached the clifftops, they started throwing down items we took for bottles, that shattered on the ground, but we soon realized in horror that they were echo tubes releasing their spirits among us."
— Ratirra Merruh, listener
The collectors' rings also use the ring principle. Young collectors start with them on arms and legs, moving them outwards gradually. A collector's body is a vessel, every inch makes room for more and greater spirits, and the rings are like stoppers. Seasoned collectors wear their rings on toes and fingers.


Artists' notes
Needless to say, there are also legendary collectors' rings or echo tubes that supposedly work better than the average. I always liked all the precautions you are supposed to take when interacting with the supernatural - turning mirrors to the wall, guarding thresholds with brick dust or salt, and so on. With equipment, there's also the storytelling element of precautions gone wrong, to add danger and difficulty to the task. 

Friday, 1 April 2016

Art on deviantArt: Curse, Starmaker squared, and Agorisai

More art published on deviantArt: Curses, also described in a blog articleStarmaker - the avatar of the Area - and the city of Agorisai, that recently had its blog article published.

Monday, 15 February 2016

Coats

Coats are a special kind of artifact, mostly done by whisperers. They're marks, applied along the body's vertical side axis, down the flanks and over the soles, and some emphasise certain body parts. Coats are meant to be permanent, and one needs to be very skilled to make a coat that works, and can be taken off. They are to be tattooed, burnt, or cut in, but with lots of work, they can be made with less crippling methods.
A coat basically turns the wearer into an artifact; she is subject to Signs and makes a bit more noise in the Fifth Power, but the benefits justify these small comfort problems.
"It's a lot of work closing the coats on the children every morning, but I can't let them outside without Firecoats and not die of worry. I hear the Xom burn them in after birth."
— Vahir Daquinor, Sawan whisperer
Coats each do one thing, albeit very thoroughly. The most popular are Dry Coats, that prevent the wearer from losing water by breathing or sweating; Flying Coats, that make one able to "swim" in the air; and Firecoats, which enable wearers to go even through boiling lava.
A coat must be a continuous line around the wearer, and because of their violent making and unique inks, are unmistakable and can rarely be hidden.

"Using a Shadowcoat makes this crime especially treacherous, and therefore the purpetraitor shall be put to death by fall, to be executed in one week's time, unless proven guiltless."
— Pe-kalhaniar judgement


Artists' notes
"Mantel" translates to both cloak and coat. I decided to call it coat to not invoke the idea this might be a cape or any other sort of clothing, but coat, as in an animal's pelt. Sometimes I worry that I might lose perspective on the intended nature of Genius Loci and make it too grim, too dark and frightening. But, people do weird things to fit in, to get a bonus, to appeal to someone, and while some customs in my world are strange, I think none of them border on human sacrifice, crusades, or unvalued life as seen in other settings.

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. 

Monday, 2 November 2015

Curses

Anyone can speak curses. A curse simply states that something bad should happen to someone and one must really mean it - it can't be done simply by muttering angrily. Curses must contain their solution, although how exactly this works is a matter of great debate among scholars. Speaking a curse pre-emptively - that is, without provocation and without having been wronged before by that person - means trouble to the curser, and something bad will inevitably fall back on him, there is no defense against that.
"Sure, young couples are sweet. But the speakers that moved into Draseem's tower have cursed each other half a dozen times since their arrival, and I do believe the neighbours are losing patience with the floods and fires the two set on each other."
— Zallajin, citizen
Curses cannot be spoken across the threshold into the Area, and therefore, people there are safe; the rare skill of creating curse-carriers can turn someone into a time bomb of sorts to go and meet the target and inflict the curse then.
The potential power of curses is virtually limitless. Entire peoples and countries have been cursed; however, the backlash is proportional and so, it takes someone very special to lay a curse on a tribe. The most famous curser is the Lonely Queen Dil-tona.
When a curse cannot be solved by following the instructions, voices can also help. Most of all curses do not last long.
"My uncle swears father sighed in relief when we broke the curse, some two hundred kilometers away, as if he knew. But he has never slept well again. And my sister hums always the same tune, then abruptly stops when someone approaches. We wonder if the voices might help get them back as they once were."
— Kliamara Talvreen, villager
Known curse in existence are for example Hilnired, who will wander until finding his general, whose resting place nobody knows; or the tribe of the Tsoltreemes, who cannot leave their land until making peace with their neighbours, which they refuse.
Other curses are suspected but could so far not be proven; the Brightholdian men might be cursed, as well as the burrmo princes, or the Kasillian crown.


Artists' notes
Curses are a dangerous device in fantasy. Therefore I tried to make sense of my curses' workings; you can't do it involuntarily, and they can be solved. On the other hand, they can kill you instantly.
Dil-tona will get her own article.

Sunday, 18 October 2015

Whisperers


Whisperers have been described as the juvenile form of speakers. Indeed, whisperers that become powerful enough eventually turn into speakers, losing their abilities in exchange for the capacity of channeling the Fifth Power into spells. Whisperers are born, but one cannot learn to be a whisperer, while becoming a speaker is possible to anyone. Whisperers' abilities are always limited in number and strength. Some whisperers go to great lengths to keep their skills just low enough to not become speakers, to avoid the inevitable fanaticism both traditions are stricken with.
"I change the Fifth Power. My family forbade me to learn a profession, to marry, to have friends with strange ideas. I will live for nine centuries, and I'll never be anything but the power source for the speakers of my clan."
— Namtiin Giwanjur, whisperer
Whisperers' abilities are any of: resistance or complete immunity to mental control; empathy; telekinesis; shapeshifting their appearance; incredible physical resistance; manipulating the Fifth Power's strength; teleportation; silvercords; reading objects' past; supernatural combat skills; nearly irresistible skills of persuasion; artifact creation.

All whispering skills are limited to the user, they cannot use them outside of themselves. Therefore, while their teleportation is by far the most reliable, they cannot transport people with them, and cannot lift anything with their mental touch, but only protect or enhance themselves. Whisperers are subject to the mystical number five - mastership of five skills makes them speakers. They are treated wildly different throughout the cultures; some employ their unique talents like regular jobs, others see a duty for them, still others fear them, or value their talents but disregard the whisperers' individuality.
"Damned spells! I could jump from here to a room in Agorisai without fail when I whispered, now I can barely see the city upon my arrival!"
— Jukolar, wizard
Artists' notes
I wonder how it must be to have the choice to either never further your abilities or become a fanatic. Glad I don't have to make it. Whisperers' most important ability is to make artifacts - one could say that most have been made by them, although there are no more whisperers than speakers, who also can make them.

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.
"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."
— Quarin Tolmor, the queen's guard
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.
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."
— Penaka Ultor, citizen
Artists' notes
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.

Friday, 24 April 2015

Artifacts

Artifacts are commonly objects which have a spell or spell-like effect on them, but living creatures can also be enchanted, and being cursed or blessed is - scientifically - being enchanted or bewhispered (the terms are interchangeable). Not all artifacts are made on purpose, but by the times or circumstances. Indeed, exposing a thing to the same situations can turn it into an artifact; using a sword in honourable duels repeatedly might make it demand chivalric behaviour of its bearer and support her greatly while she does so, but refuse to obey if not. Some powerful artifacts will not be wielded by everyone.
"I created many artifacts when I was still a whisperer. I never thought they would take a liking to me - that damned dagger nearly killed the guard for me."
— Shirozuk, wizard
The most famous artifacts are of course the Four Weapons, the bow Gajtualih, the axe Khachgallah, the sword Rwannakah, and the spear Lefenned, which allegedly have limitless control over their elements and principles. They cannot be held by others than the Four unless they allow it.
Other widely known artifacts include the Whiteblade, the Bloodcollar, Blightfang, the Heavenspear, and Krinsar's Dowry.
"You cannot really predict an artifact's outcome, much like a child's character cannot be determined; you'd be a fool to try. But nurture it, guide it, and it will lend its power to a worthy bearer, and with luck, help them make a better tomorrow."
— Fanigla, pendulum-maker

Artists' notes
Everyone loves artifacts, as do I. Ged in Tales from Earthsea by Studio Ghibli said "I doubt you're powerful enough to wield it [the sword] yet", and that set how I wanted to have my artifacts - just like Mjolnir can only be wielded by Thor. I also like the fact that artifacts can create themselves without any magic involved. I suppose the greater artifacts will be like having a companion, with their demands. And of course computer games had their influence in artifact sets, like Krinsar's Dowry, which consists of five pieces.

Sunday, 15 March 2015

Shapeshifting

Following the disastrous worldwide conflict of the Splinter War in the 48th and 49th century, shapeshifting was outlawed by any country that considered itself civilized. It was agreed that shapeshifting changed one's heart; how should one be unaffected by turning into beasts or monsters?
About three centuries ago, however, evidence was unearthed that indeed the mind remains untouched by the change. Of course, even if news travel fast, not everyone today knows or accepts this. It might take shapeshifters centuries to regain acceptance.
"Naturally, the shapeshifters fulfilled a role in society that, when left empty, created a hole that we only now slowly begin to understand."
— Vatarna, mage, in a lecture
Shapeshifters are spell users, whisperers, or were born with the ability. Whisperers can only change slightly. Spells are powerful, but don't last very long. Born shifters, depending on skill, can change their appearance or physiology indefinitely, and turn into creatures or even things. These are still feared today even by openminded experts.
Although it's hereditary, few shapeshifters are born. It's more likely to have shifter children when the parents shifted much, but most shapeshifting is done with spells. Much spellcasting in turn means the children are likely to be speakers, and speakers are never shapeshifters.
"The elves were the first to jump at the chance of changing their outsides. I suppose it was to be expected - if regular twins want to be different, how must it be to look like everyone in town?"
— Blinai Namtoneh, historian

Artists' notes
I had created a huge war with shapeshifters early on. The logical conclusion was that shapeshifters would fall victim to genocide; prejudice and paranoia would bring anyone to the gallows who was suspected to have the gift. I then found that I robbed myself of a charming magical feature of fantasy worlds and thought hard how to get it back. I finally decided that the relentless effort and insatiable curiosity of the mages could rediscover the truth, and here we are.

Tuesday, 30 December 2014

Signs and Marks

"The giant went towards the village and began to drag his feet. We climbed the cliff of Morning Gorge to see, and found he was encircling the entire settlement in signs, herds and all."
— Kell Nor Haseban, villager 
 Marks protect against evil or unwanted supernatural matters. The most common examples are protective circles against dead spirits and marks against placespirits, but they can also influence mana flow and aspectation.
There are two alphabets. The First Signs were discovered in the first age, soon after the Rise of Light, and are lavish, graphical patterns. The second are the Wild Marks, whose discovery is lost in history; they are shapes of primeval strength. Both alphabets work like natural laws, not cultural endeavours, and were not invented, but discovered. Thus, while First Signs have been in use for millenia and are widely understood, every now and then new Wild Marks can still be found.

"When we were small, we once changed the fifth sign of our least favourite aunt's bedroom protection on one of her dreaded visits... she had to be kept in bonds for three weeks after she gravely injured our grandfather, until a collector came to free her from possession. So I had the signs in my own house laid in steel."
— Marligan, farmer
Unfortunately, signs cannot be made permanent. While placeholders help redrawing signs correctly, they are powerless without proper ritual. Placeholders aid against malevolent or accidental changes, and important signs are laid in steel and stone. There are other limitations to signs; they must be made on stable ground and cannot be drawn on carpets or even ships; they aid but don't offer full protection unless in the most extensive versions.
Aside from professional markmakers, speakers, collectors, and voices make heavy use of signs.

Artist's notes
This article was equally difficult to write as the one about speakers, there are so many details to signs and markmaking. Inventing the alphabets graphically took much preparation and for a long time I wasn't sure if they would be put down at all, but I realized that I wanted to describe them better and use them in paintings sooner or later. They might not be final like this, but for now I'm rather happy with their designs. 

Sunday, 23 November 2014

The Fifth Power and Places of Power

The Fifth Power is the energy used to cast spells. A speaker uses her body as a conduit for outside energy, lets it flow through her, forms it with her will, and releases the spell. The Fifth Power will slowly flow back in; this process can be hastened by drawing the right signs onto tongue or throat, or by swallowing substances like clams or potions. Some artifacts can also provide the Fifth Power. Speakers say the flowback feels like a numb limb waking, but in the entire body.
The Fifth Power fluctuates in strength - with the exception that there are no natural powerless zones - but more importantly, it is strongly aspected. Aspects can favour or punish any kind of spell; spells cast on windy days, spellcasters wearing blue, spells that last longer than a day, spells that are cast by raganaj, healing spells, memory spells, or anything else.
"Like this, it can only go wrong. I need three totems, a pound of Fifth clams, a collector's handbook, and someone to dampen the aspects in the forest. Maybe, just maybe, it can still be stopped."
— Vanagram, mage
Places and lines of power are a changeable network of more saturated zones that allow casting without the danger of cataclysmic failure, and are sought out by artifact makers and researchers. Casting along lines of power allows for much greater distances - in case of wizards, sometimes across the continent. Places of power are nearly always marked by standing stones, guarded by either mage or wizard and often safeguarding dangerous artifacts.
"When the new markmaker started, she confused the placeholders and the entire inner building was aspected to favour emotional spells, which kicked all twelve gold fairies right out of the libraries. They threw a tantrum, of course - we were all bandaged for a week."
— Trenorwyl, engineer
Artists' notes
My fiancé invented the name of the Fifth Power - half as a joke - which suited me just fine, as Kitas is governed by the mystical numbers four and five; and between the four elemental energies, plus the spirit as the fifth element, having the will-managed magical power called a fourth or fifth something was great. It remains to be difficult to manage this crucial and complex part of my world - how does each tradition profit from the Fifth Power's strength? 

Monday, 30 June 2014

Darkhearts

Maybe three in a generation have the dark mark above their heart, only two were ever unlucky enough to be born with it. It is a bad omen, its bearers often venture on difficult quests to be rid of it. Some say it can be acquired by coming too close to a placespirit, or refusing to become a voice, or travelling the Area.
Darkhearts hold speechcraft power rivaled only by elementarians and the Four. The minds of the dark mark's bearers quickly shatter. They become paranoid, vain, and cruel, all the while impressing an almost inescapable lure on their swiftly growing mass of followers, which they badly mistreat. Almost all darkhearts had to be brought down violently and usually called a placespirit into existence while dying, which laid further waste to the land.
"We loved our adventurous life. When Astinoi, who had always been gloomy and sensitive, discovered the dark mark on himself, that life shattered like glass. We searched feverishly for help, but when it covered his heart fully, he flung himself down the cliffs into the lake."
— Tirakanfar, traveller
That darkhearts are both dangerous and rare make them a scarcely researched subject; on the bright side, darkhearts can't be made on purpose, unlike spirit possession. The cause for their coming and probable cures are largely unknown, and they can't be anticipated or avoided. Until the mark covers the entire heart, there's hope; it doesn't grow by any known rules. Voices will help, by sending darkhearts-to-be on dangerous quests, which often claim their lives; but if successful, they die unblemished.
"Artifacts are hard enough to understand; if made by darkhearts, I wish there was a bottomless pit we could throw them into. Kanmarra's collar alone destroyed half the standing stones in Suyemor in only a day."
— Hinukaya aht Kanamm, whisperer
Artists' notes
Darkhearts put a firmly black spot on Genius Loci's bright and hopeful map. But I like the poor fellows somehow; and there aren't as many as the article may make it sound, mind you: only three per generation, in the entire world. Except that they will be known throughout it if they fully bloom.

Friday, 6 September 2013

Speakers: Mages and Wizards

There are two schools of spellcasters: Mages and Wizards, together called speakers.
Mages follow the teachings of Ghabnah, who postulated that in order to understand the world, one must first understand every aspect of it. Mages cast formulaic spells that produce reliable effects depending on skill.
Wizards believe in the wisdom of Turachgekhan, who claimed that only by understanding how everything is connected, can the universe be understood. Wizard spells are powerful, but cannot be repeated the same way.

"Calling us undisciplined - ridiculous. Only a fool will fail to recognize the effort to juggle all the world in one's mind."
— Numi Ashkarot Bel, wizard

Both are equally regarded by society, have equal numbers, and show equal power. They are often at each others throats for absurd reasons; speaker wars are usually short, but devastating.
Because of their philosophies, wizards tend to occupations supporting widespread knowledge, and prefer social sciences; while mages like to quantify, and do so in natural sciences. This is supported by mages having a natural knack for all measurements, and wizards' gut feelings being always right.

"Laughing about tables and equations suits the wizards well. How will you recognize two things are related if you didn't understand either in the first place?"
— Absil Blackmane, maga

Despite their disrespect for one another, the two factions let candidates choose freely. Mages provide schools and exams proving the young mage's cunning. Wizards travel and keep their ranks loose, and often devote themselves to one or two of the Four elements and their principles.

Artist's notes
The speakers are sometimes difficult to balance, but I love the idea of scientism vs. intuition, and I am undecided which I like better. Most fantasy settings I know feature more groups, like witches, druids, several mage's guilds etc. Because there only two parties in Genius Loci, their members will be more versatile and individual.

Sunday, 19 May 2013

Spirit collectors

"It is said that Baqimba of the East was a collector before he turned evil and caused so much death and destruction. He is held as the example of ultimate failure that could befall any collector."
— Wennikim Olikaa, historian
The spirits of the dead are dangerous. They can only cause harm, and should be unified with the Great Spirit. That's done by spirit collectors, who entrap spirits within themselves or totems, carry them to ritual places, and cleanse them out. However, dead spirits constantly struggle for control, and so collectors are always at battle with them. Possessed collectors harness the power of all other spirits trapped within their bodies and are a force not to be trifled with.

"Within the turmoil, the court's collector was cut deeply. I'll never forget his expression as he held the wound closed and swallowed the deadly poison capsule from his necklace, taking the spirits trapped within him into death - else, none would have walked out of the court alive."
— Nuwanor, palace guard

Every inch of a collector's body is room for more spirits. Spirits can escape through openings and ends of the body - mouth, hands, feet, etc. To make the collector's life easier, they are sealed with rings which also mark the extent to which the collector uses his body. Young collectors wear rings on the upper arms and forelegs, moving them further out with more experience.

Artist's notes
Collectors have great potential for being tragic figures. When they loose their concentration, all hell breaks loose. I wanted a profession that's instantly recognisable and causes both fear and awe in the general public. Plus, the shaman-inspired costumes are fun to design. I imagine there are lots of collectors in the world, trying to keep up with death as spirits pop up all over the place, trying to sort out the more dangerous first, and grouping together for larger rituals. There's a bit of exorcist/vampire hunter flair to them.