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.

Wednesday, 4 March 2015

Headless Nakani

When the sometimes imcomprehensible Nakani was called "headless" first, she took the edge off this insult's knife by wearing the nickname proudly. Nakani has been accused of many things, and even freely admits she is at the center of quite a few plots and conspiracies, some of dazzling reach and consequence, like the dethronement of King Mahetbe, or the fall of the Gisterian Stones.

"Headless? No. As you can see. But restrictionless, which is what most people seem to be using the great gift of mind for."
— Headless Nakani
Nakani is a whisperer and powerful in artifact creation, combat, and endurance, and a master with the starblades, a staff weapon invented by the Order of the Violet; it's rumoured she were their leader, but she only admits to being a member. The mysterious order has a house in Agorisai, where Nakani can often be found, but it's unclear if it's their headquarters, although most suspect it to be.
Nakani has six dead husbands, more tattooed signs than signmakers deem safe, no fear, and razorsharp wits and tongue. And she is quite brilliant, and an advisor valued by many rulers.
"By the Spirit, she claims she had made it so that the road crosses the fields, and the echo inevitably met its maker, both eradicating each other. And this was her solution when we asked her to rid us of both the echo and Hetambe, nine years ago?"
— Councilwoman Tangange

Artists' notes
Nakani was fun to design, but first came as the idea of a spokesperson of the Order of the Violet - the very idea there is one, is considered half insane by almost everyone. I like the weirdos who speak almost entirely in riddles but turn out to be right every time, so you inevitably start to listen to even their strangest ideas, because the solutions always work.

Sunday, 15 February 2015

Flight

Flying is a popular travel method and sport in Lozir, the land of earth and air, but just as well in the Gderan blue forest and parts of the Ryaq's island realms. The few flying animals that can be trained into mounts are rare and often expensive or difficult to keep, but technology - thanks to the efforts of the Bargassian engineers - is quite advanced on materials and techniques and makes flying possible for many folks.

 "I heard the rrani lords raid dustships. Don't know if it's true, but I wouldn't put it past them, and it certainly would explain why dustships are such a rare sight here in the Ryaq - or at least better than some weird notion about our weather."
— Kenaha Chimeen, Ryaqer
The most widespread version of flight is done with sailflyers, which are used throughout Lozir; the blue forest has very similar equipment. A triangular rigging is fitted with a sail, and pilots need to jump off heightened positions for takeoff. The flats around the Lozirian rock island were difficult to travel by air before the denizens erected the sailtowers, which are climbed to gain the necessary altitude.
Flying with animals is an entirely different matter. The large, docile dur birds of Gdera carry passenger baskets, while the fierce rrani are flying predators of the Ryaq, prestigious but difficult to manage and seen almost exclusively with the rrani lords' tribes.

"... and then I almost lost a finger in the hinge when the spring suddenly slammed shut. Other than that, this new foldable sailer is ingenious, I will definitely have one made."
— Onbimgi aht Runar, Bargassian

Finally, there are the dustships with their ever so secretive crews, and sometimes a garden ship can still be found in Gdera. Garden ships grow an enormously large garden of gaseous plants and hang a handful of tiny huts below, where little more than a large family lives, and the ships are very fragile. Few are left, and their dwellers are considerd a peculiar lot.


Artists' notes
Oh, flying, mankind's oldest dream. Seriously, it's one of the coolest things in fantasy to make up flying creatures and airships and things that will never work with our physics, but are so wonderful to imagine having. Of course in the blue forest people can also just jump off the next tree and float down slowly, because the air is so light there, but that's not flying, that falling with style (end of quote ;)).

Friday, 6 February 2015

Mappers

Among the travelling professsions, mapmakers or mappers are equally regarded and well-paid as discarded as scoundrels and liars. Indeed, in the many changing lands recent maps can be invaluable, and the mappers know it. Whether the traveller has to put up with overgrown paths in Gdera, new volcanoes in Sawa, or treacherous desert ways in Lozir, without knowing the lay of the land no-one gets anywhere. Maps can be pricey, depending on their age and quality. Mapmakers are scientists, surveyors, and merchants in equal parts, which makes the average mapmaker proud, self-confident, and devious.
"Contrary to popular belief, we do care what happens to our maps. It's not about criminals hiding stashes - we couldn't care less - but that people believe us to be amateurs when the map's wrong. We are very, very good."
— Mexin, mapmaker
Mapmakers usually have a speciality; some map power lines, coasts, weather, political borders or cities, mountains or rivers, seaways or inland paths, or any number of things. They are also sometimes hired by criminals for "special maps", or devious potentates to fake maps for the political opponent - these projects make half of the mapmakers' bad reputation, and are a cause for conflict within the profession. A reliable mapmaker improves the public perception of a king, and is highly sought after.
The Mappers' Guild is one of the most adamant organisations there are, it - unlike some members - is uttely incorruptable and sworn to science only.
"We should have bought a more recent map."
— Elirad Truum, traveler

Artist's notes
I like character types that are regarded as scum by some and heroic adventurers by others. Mapmakers are free in their choice of work and very knowledgeable and well-travelled, people children in the villages crowd around in the tavern. And what more interesting thing to find or be presented with than a map?

Tuesday, 27 January 2015

Nuralk Trochkompin

Nuralk is the world's most famous poet and commonly called by his first name. He is already several centuries old but still travels a lot, and rarely has the time to be a university teacher in his home city Mourinor in the Great Talash-Keh realm.
Nuralk's works have become the standard for any and all bards, and are widely known. Among his greatest works are the epos "The Four" and the poem collection "The Mists of Yallahan", both of which were translated into many languages, and serve many learners of foreign languages to get a grasp of rhyme and rhythm. Aside from his accomplishments in the literature and entertainment world, youths love him for making his wild hairdo of felted strands, barely tamed with tin beads, fit for good society (more or less).
"I have romanticized rebellions and told out rulers, insulted several orders, met a seraph, and almost caused war on at least three occasions, but my most discussed deed is: was my use of the Four's verse in "The Four" genius or theft?"
— Nuralk, poet
Also, Nuralk has made a name for himself by claiming he met a seraph. The seclusive people have not left their floating cities in millenia, but apparently this one came to talk; about what, Nuralk has never remembered, nor what the seraph looked like, except that he or she "walked like silk in the wind", which has since become a popular flattery.
"Valiantly prosperous, the bright land holds/ ashen and blood-smeared, the sharp land folds/ furiously blind, upheaving dim remains, the namesake groans/ thus is Sawa, the fiery, where each mountain moans."
— Nuralk, children's verse to remember Sawan states
Artists' notes
This guy was a really early celebrity while I created Genius Loci. Bards are a great thing in fantasy games, books, and whatnot; I remember several cool rpg companions, and also the joy of having bards sing the song of the Dragonborn in TES V: Skyrim. 

Tuesday, 20 January 2015

Brighthold

The vast majority of political, financial, and social positions lies with women in the highly militarized Sawan country Brighthold, weapons-related professions being closed to men. So, men stay at home during their wifes' long war tours, and take care of the large families and fort-like homes.
Brighthold has the world's largest and best-led army, and keeps the many bickering tribes and nations around in order. Their heroines are known far and wide, their skills undisputed and admired, their honour unquestionable. At home, Brightholders enjoy the simple life, social gatherings with bards, and their families. The Crowned is chosen by the Nobles' Assembly, and has never yet been cruel or unskilled.
"We just left the west, and we have to go back already and settle down the neighbours we just defended? Why can't the world stay saved for a day or two?"
— Unedirokar, soldier
Although Brighthold lies in the south, as a plateau it is windy and rather cool in temperature.
The Brighthold wear consists of leathers and pelts, exquisitely worked and adorned with animal tails, rims, pearlwork, and embroidery; woven fabrics are rare and expensive. The notable "underwear" is a leather suit covered with the typical, irregular metal plates. Brightholder civilians are proverbially "better armoured than other armies' skirmishers". Men's and women's clothing differs only slightly in elaboration and practicality.
"Ah, whenever my wife is home she disrupts our routines, leaves messes, and frightens the children with her challenges and loud behaviour. Still, we love her; I wish she'd stay longer so we could have another child - but alas, some tribe in the north is sure to rattle their spears and she'll leave sooner than we think."
— Halakamiron, husband
Artists' notes
I can't remember how Brighthold ("Lichtfeste") became a matriarchy, but it stuck and now I have all kinds of plot lines around it. It's not a feminist statement, though, I believe the only way to live in peace is if we agree genders aren't different. Brighthold was one of the earliest and because of its extremes most notable countries I invented; the costume is inspired by the Native Americans' and always fun to come up with.

Thursday, 8 January 2015

The Splinter War

The most devastating war Kitas ever had to endure lasted over a century. Started by subversive forces of shapechangers reaching for power, long suppressed conflicts broke out everywhere. Naturally, shapeshifters were hard to discover; their tactics were political and their network tight. Starting in northwest Sawa, the war burned its path eastwards, travelled to Lozir and then Gdera; it was finally managed to develop means to discover shapeshifters, but it took great effort to pacify the realms enough to employ them.

The real reasons of the shapeshifters' warmongering are lost in history; whether they wanted to rebuild afterwards, simply sought destruction, or followed some other plot, is unknown.
"It's not that we think our men were worth any less than us. It's that we don't trust them - after the cruelties committed by them in the Splinter War, they have no business being around weapons."
— Kiromatonak Stillhand, Brighthold scribe
After the war, the maps had to be redrawn. Shapeshifters were hunted and killed, shapeshifting was outlawed. Natural shifters were presumed extinct, spells forbidden, the name used as an insult.
Two millenia later, the shapeshifters' role in society was rediscovered, along with the forgotten spells. Scientists made a great effort for its acceptance and today, very slowly, shapeshifting is growing back into society.
"You should overcome the Splinter War. Even if it was such a great incision, you cannot linger on it forever - how will you brighten the future if the past throws such shadows?"
— The Kirnanas fleeter
Artists' notes
The original German "Splitterkrieg" might be more accurately translated as "Shatter War" but I didn't like how it sounds.
The Splinter War is a deep cut in history - there's a before and an after, and both are very different. So much was destroyed that entire countries have been forgotten. The war and the difference to before will be interesting along the way of telling the story of Genius Loci.
Why, do you ask, have the Four not helped? Because the Splinter War started at the end of one cycle and prevented the new one from beginning. The Years of Sorrow were not four years that time, but decades of a world without the Four to protect it from itself.