Showing posts with label race. Show all posts
Showing posts with label race. Show all posts

Tuesday, 12 April 2016

The mul'ahman

The mul'ahman, or diggers, are a species that is very quiet and barely ever noticed, and they're fine with that. A mul'ahman is a stocky person averaging 1,50m in height, covered in dark brown to black, velvety fur with small eyes and lots of white whiskers. Their shoulders and arms are very muscular, their clumsy fingers make shovels, and indeed diggers do dig surprisingly fast. Not being too good with colours, their clothes come in trademark earthen tones.

"They are gentle, well-mannered, peaceful, and value musical instruments over weapons. We wish we could convince more to come to us as sappeurs; still, Mul'geranan is probably our best neighbour. Sadly, it is also our shortest border."
— Diramanashka, Brightholder
The diggers' most known settlement is the state Mul'geranan in southern Sawa, where the underground dwellers live undisturbed; unlike other species, they show little interest in other folk. Because of their small numbers, they are left to their own devices, but enjoy company when given the chance.
"It has long been discussed if we should invite above-grounders to live with us, but we fear our love of slowness might be to our disadvantage, and so we keep discussing. Slowly."
— Nambi, mul'ahman

Artists' notes
These guys are just so nice. I don't even have anything planned for them yet. One might think such a calm people among all the rowdy neighbours of Brighthold would be in constant danger, but because of their peacefulness, Brighthold keeps them safe. I considered throwing them out several times, because they're so literally anthropomorphic, but I looked around my species and let it slide.
Now, this is probably really the last species in Genius Loci, although I won't promise there aren't any living in the far mountains or the deep south or wherever.

Thursday, 14 January 2016

Seafolk

"If you think the Star Sea is littered with treasure islands, you really have no idea what it looks like under the surface. Let me show you."
— Krriinana, seagirl
Seafolk live in the seas, of course, preferring saltwater, but they live in brackwater as well. They are humanoid, but with an long, sluglike tail instead of legs. Seafolk have a skin pattern of filled irregular dots, six webbed fingers, and large black eyes. They don't have to breathe air, are weak but agile, and have good senses.
"Some had been worried after the construction of the canals, how the seafolk would fit in. But the children, of course, used the basins and flooded steps to be jolly with the seafolk kids, and when they grew up, seafolk seemed quite normal."
— Wyrnan, Avnidaran
Seafolk live with the other species where they can, as normal members of society. While being limited to saltwater, architecture often accomodates for them with tiny canals or stacked basins, and some rich cities even built waterfilled tunnels and elevators for them, like the Greater Talash-Kehs capital, Mourinor.
Off the coasts, the seafolk harvest the treasures of the seas; they farm algae and clams and herd fish, they act as pilots for ships, and as midwifes for garren - who have certain ideas about their eggs - and of course they find pearls and corals. Famous products are the clam soap made from fat clams, and algae silk.


Artists' notes
Of course there are mermaids in my setting. They're just not the tradiotic vixens luring seafarers to their death, they're people. I most enjoy the idea of cities with tunnels and canals and fountains so seafolk can be about with everyone else. I wonder what their relationship with the fleeters may be, as those prefer freshwater and the seafolk lives in the oceans.

Sunday, 20 December 2015

Art on deviantArt: Tribal shankeh, Northeastern Blades, Plasmats

More speedpaintings of different subjects are published on deviantArt now: a portrait of a tribal shankeh, the Northeastern Blades - a powerful set of artifacts -, and the plasmat concept. You can also learn more about them in their respective blog articles about shankeh, artifacts, and the plasmats.

Sunday, 13 December 2015

Halfbreeds


Elves, humans, dwarves, and beja can have children together. Children of elves are all elves themselves, there are no half-elves. This leaves three kinds of halfbreeds to be considered.
It's been in debate for millenia what influence the mental traits of the parents have, if any.

Kelromes are children of humans and beja. They have four eyes, which all see normally, without the beja's sight of ultraviolet. Their skin is dark, and the humans' fitness is easily inherited; unlike humans, kelromes do not get a cold. The extra eyes are lost in the second generation, unless both parents are kelromes.
"No, my hair is rather docile, thank the spirits. My father shaves twice daily and cuts his hair with what can only be called a shortsword."
— Martel, verkenor
Parunees have dwarven and beja parents. They have two eyes, the thick hair of dwarves, and slightly darker skin. Their hair stops growing at some point and isn't quite as colourful as a pureblooded dwarf's, tending to darker tones. Parunees are strongly built, can see through stone like their dwarven parents, and live much longer than beja.
"I serve alongside raganaj in the guard, that's not something just anyone can handle. Thanks be to mother for her strong bones, and to father for his height."
— Aldjagran, guard
Verkenors are children of dwarves and humans. They can see at night as well as dwarves but not through stone, their hair is long and thick but of plain colours. Especially with northern humans, they are strong, their height is between both parents. Like parunees, verkenors live for very long.


Artists' notes
Just like there are tiny differences between the single appearances of the species, so are halfbreeds not entirely the same. Most of the mixed-blood traits are lost in the second generation unless the second parent is also the same halfbreed. Racism being considered insane in most places, I can't imagine people being called names for being not pureblooded. It will be interesting to see what Kitaians think about the new halfbreed possibilities, with shapeshifter spells on the march.

Art on deviantArt: Mapper and beja bard

The illustration shown previously for the article on mappers was posted on deviantArt, as well as a new piece of a beja bard that I like very much, especially as I painted animals in that image (there are, oh, so many animals, and I rarely get around to paint any).
Mapper on deviantArt, and mappers on the blog
Beja bard on deviantArt, and beja on the blog

Friday, 15 May 2015

Garren clothing

"I'm not wearing that. I'll look like a humped idiot. I'll rather freeze my tail off."
— Badhea, Gderan gar
The garren have a crest down their back, from between the eyes to the tip of the tail. This argues with clothes, but craftsmen have long found solutions.
Garren shirts and trousers have straps sewn on to go over the crest's dips. Stiff, backless shirts are held up by the sleeves, or are worn with a ring on the neck and another around the waist. Garren can have the crest slit to fit fasteners through, or have it pierced with a knobbed fastener to tie clothing to; this is usually done by hairdressers. Buttons can be glued to either side of the crest with strong resin, and wearers may need help buttoning up. And of course, some simply wear pull-over clothes; when made of heavy fabric, they weigh the skinny crest down.
Trousers are cut to allow room for the tail but have some excess down the tail to cover the buttocks thoroughly; some regional costumes enclose the entire tail. Garren clothes are more expensive when they are snug fits.
"These tail bags are nicely warm."
— Badhea, traveller
Aesthetically, a standup crest is sightlier as well as more comfortable, and well-tailored dresses are prettier than bulging backs. Garren much prefer warmth, and cold regions sport special makes that enclose the crest separately. Morégar have it easier, with straps that fit right between the separate spikes. In general, since the garren are changeably colourful and care for aesthetics, sufficient garren population means the traditional dress takes their needs into account.


Artist's notes
I've had discussions about my lizard people wearing normal clothes, with trousers and shirts despite their crests. My argument stands; if the dominant culture says to wear clothes, you will wear whatever keeps you warm and decent - what's the point of looks when you die of cold?

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, 4 November 2014

Gold fairies

Gold fairies are creatures around 60 centimeters high with softly feathered wings and long arms. Their colour ranges from pale gold to deep glittering orange. Gold fairies are a little smarter than bug fairies, averaging a ten-year-old; their behaviour is a strange mixture of serenity and ferocity, and narrow-minded folk often dislike them.
"I am here to keep order. You must follow this shelf plan. Everything depends on order. Your foolish assistant learned this is no joke to me, no? So follow."
— Adnad, gold fairy
They keep to themselves, and live in either open nature or crowded cities, seeking out merchants' storages, libraries, printing-offices, and laboratories, making their living as aides by keeping shelves and storages in order. Otherwise, gold fairies are left alone and flock in small groups. They can be seen carrying packages about, or building things (to unknown ends; they're neither art nor mechanics). They prefer flying over walking, and regard their legs as decorative, occasionally useful appendages, rather than regular body parts.
Like bug fairies, gold fairies have their own way of Speechcraft and are equally unteachable. Mages have lost sanity and digits trying to study it.
"Always an occasion when goldfairies come to the shop. Last time they left with all my silver wire, half a litre of coloured ink, and a Kmalian teapot. Then went into the bakery and bought all the yellow pastries. I've stopped wondering what they do with the stuff."
— Ompiro, shopkeeper
Artists' notes
Gold fairies were a little neglected at first, but now I find those weirdoes very nice - fairies with jobs. These are the kind you find observing you when you turn around. Stealing a nail from your outside windowsill, or inscribing your shoes' soles. Carefully collecting artifact shards for unknown purposes. In a word: creepy. But pretty ;)

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.

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.

Thursday, 20 February 2014

Racial subtypes

"The dancers were hennaj who almost floated, and amo, who were coloured in such a way that, when they stood together, they could form different Wild Signs. And the main character was played by an almost black suu who overtowered them all, it was quite a sight."
— Zambosa, opera guest

Artists' notes
I decided late in development to create subtypes for races other than humans. At first I thought it would be too much, but then I found it too human-centristic to make small differences into subtypes for them, but not others. So, there are now more appearances for the major races. Don't forget that there are many changes in the colours of the colourful peoples dwarves, naj, and garren, while humans always have dark hair and brown eyes in various shades, and beja are always black haired with blue or black eyes. In a way, it was almost more fun to develop the subtypes later than alongside the races, because I had all the hard work done of creating them and fitting them into the world. Naturally, since neither shankeh nor elves have any different subtypes, they do not appear here.
I also worked out halfbloods. I think it will be arbitrary to some extent which of their parents' features they inherit, and there really are only three kinds of halfbloods since only dwarves, humans, and beja mix - elves' children are all elves themselves and don't cause me any work, and raganaj, shankeh, and garren don't interbreed.

Wednesday, 6 November 2013

Bug fairies

"If I ever find one of you in the pantry again I'll whisper a spell to the door, clear? Have you at least taken care of the pests under the windowsill, or were you too full with berrycake?"
— Mrinbira, farmer
Bug fairies are stick-thin creatures fourty centimeters high, with deep purple, hard skin, four membrane wings, and spikes on their limbs. Genders cannot be told apart, and nobody knows how they reproduce.
Bug fairies are called after their favourite prey, and are welcome in settlements where they hunt down pests. Unfortunately, bug fairies are dim-witted, cheeky, and wild-mannered. They are popular babysitters, though - bug fairies love children and look out for them with great care. They appear in flocks and are independent, but are very fond of homes and equipment made for them by bigger people. Bug fairies are hardly taken serious, but have an understanding of speechcraft that's not to be trifled with (and are utterly oblivious to academic education).
"My great people made us a house of whitewood that rides on the iunas when we travel to the summer pastries. We're very proud and grateful, and we will die before harm comes to their children."
— Vanvan-ira, Ashstone tribe fairy
Artist's notes
Every decent fantasy setting needs some koboldy creatures to get on your nerves, but still be useful. I imagine bug fairies zooming about, shouting and playing, tugging and poking, using the dinner table for a playground... there are many comical small folk in movies and other fantasy worlds that were inspiring for bug fairies, and many characters from the Mumins book series by Torve Janssen.
I'm not sure yet if either of the two fairykind will have magical properties, but I tend towards no. It's just too cruel to be ground to dust for potions, and I dislike magically overpowerful flippy crazies.



Tuesday, 8 October 2013

Elementarians

Elementarians are four kinds of supernatural beings closely associated with their respective elemental principles. These are the dryads of the west, element of life; the stone giants of the east, element of earth and air; the plasmats of the south, element of fire; and the fleeters of the north, element of water. While they personify their forces, they are not slaves to it, and if the core principle of fire is new beginnings, a plasmat can still be stubborn and set in tradition.
"My mother's storage was inhabited by a gold fairy. Once I saw him put up paper cutouts of elementarians, and act as if they met and discussed. I wonder to this day if he played or relived a memory."
— Ji-Bo Yi'Amako, trader
All elementarians are tall and require huge living spaces. They are not races, but groups of individuals - their societies, are largely unknown, if they even exist. They do get along with each other and don't struggle when they meet; just like the four elements are but parts of creation that cannot stand alone, but are strongest together.
"Sabriena of the Ground was the most attuned to elementarians in magic history. She documented meetings with all of them, and it was her who found out about stone giants' names."
— Gaurakamat Inkstrider, mage
Artists' notes
I felt an additional explanation of the elementarians was in order since every fantasy setting handles its elemental forces differently. The four elementarians are as mentioned not slaves to their principles, after all, they aren't element-als, but element-arians. Big difference. I don't even know if there any elementals yet or how they would be, but probably dumber.

Sunday, 23 June 2013

Genius Loci races: Beja

"I wish me and my husband could do more of my favourite things together; swimming, boating, diving. But he gets a cold every time we get wet from early autumn to late spring. Humans just aren't build for the coast, I guess."
— Anwynn, sawan
Beja (speak: beh-ya) have almost black skin, black hair, and two pairs of either black or bright blue eyes. Their upper eyes can see in dim light and under water. Beja are expert breathholders, and rarely get sick from contact with water, be it infection or pneumonia. Those facts have led to the widespread folklore connection between beja and the element water; the Swordmaster is often depicted as a beja.

Beja tend to deep thought and often become philosophers and politicians. The famous Ghabnah, founder of the mages' tradition and author of the Book of Magic (commonly called Ghabnah's book), was a beja. The most dreaded ability of beja is their life control - a beja can drop dead on the spot, simply by willing it. Hence, they make both exceptionally bad hostages and easy targets for assassinations, and societies are careful to not back them into a corner.

"Life was worth little in ancient Hremur; it was common to consider suicide in dire stress. Many beja died this way, but only when the beloved prince willed his life to end for an insignificant matter of honour did the culture begin to change, to preserve at least his brother."
— Anderfar, historian
Artist's notes
I always eagerly await comments about the seasick feeling one gets when looking at a beja, and I have to say it is one of my most successful designs. Earlier versions had black lower and blue upper eyes, but I think all four eyes in the same colour looks nicer. Beja have the storytelling advantage of seeming very human, but allow me to whip up some exotic little feature anytime I need to.

This concludes the racial templates - all major races of the Genius Loci setting have now been described: garren, humans, elves, dwarves, shankeh, raganaj, and beja. There are other races, like the goodminded, digging mul'ahman or the mute "Hünen", or the mysterious seraphs or rhu'khach, who will be presented later.

Tuesday, 2 April 2013

Genius Loci races: Shankeh

One of the strangest people of Kitas; the shankeh are long-legged, with blue skin, hair, and eyes, with long heads and four fingers. Their nickname "messengers" is in fact a sign of respect. Indeed most shankeh are message runners, with a reputation of being incorruptable. Shankeh eat an enormous amount of salts, making their food inedible to others.

"It has been decided to instate a staff of shankeh in the council, to put an end to blackmail and corruption regarding false messages, wrong deliveries, and loss of mail."
— spokeswoman Ruuno Efdill

Their mentality is often difficult to understand. The reason for this may be their lifespan: at fifty-six years of age shankeh start aging quickly, and die no more than three months after their sixtieth birthday.
Because they pledge most of their time doing what they love most - running -, to the community, shankeh are highly regarded. Unlike most peoples of Kitas, shankeh keep to themselves. They have a universal culture of their own, less dependent on origin and birthplace, and are allowed many exceptions from social rules.

"If given a choice, no, I would not want to know my time of death; but since I do, I plan my life. The voices taught us to be happy with what we have and not ponder how unfair it seems that everyone else has twice the time we are given."
— Wankerah, shankeh, at twenty years of age


Artist's notes
I find shankeh both tragic and cool. There is a background why shankeh are so very different, but I don't think I'll reveal that just yet. That said, they are a great storytelling device - the trustworthy messenger can get into all kinds of troubles, or ask for help, hand over dangerous messages to innocents, or the wrong people... infinite possibilities of what could go wrong.