#Lore24 – Entry #76 – Fantasy Month #16 – Greatmother Magda

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

I’ll admit that I’m not as well-versed in the particulars of the orcish Badaxe clan as I should be, but they are a rather secretive lot, and very closely tied to the Emperor in significant ways, making up the bulk of his elite honor guard, in fact.  Gray Tiger has spoken highly of his people, and has shared many stories of them, but the inner workings of the orcs are still very much mysterious.  Yet, in spite of my lack of knowledge of the clan on a more nuanced level, I am familiar with the name Greatmother Magda. 

Magda is the eldest of the Badaxe clan’s shamans, ancient even by humanity’s standards, let alone the generally shorter lifespans of the orcs.  Though I haven’t seen or met her myself, she is reportedly frail and very much crone-like, but still regarded as tough as the stone of the mountainous clan-home itself and shows no sign of slowing down even with her advanced age.  She is always accompanied by her loyal guards, and rumored husbands, Scrumpy and Wurzel, who likewise are ancient, and are often seen to be guarding the gates to the clan-home.  Gray Tiger has mentioned many times when he had witnessed them covered in frost on the mornings following their vigils, yet they can still fight better than most warriors a quarter of their age. 

Magda herself, as a shaman, is in close contact with the spirits and in tune with the natural world like few others but is further renowned for her talents of farseeing and prophecy.  Many have sought entry into the clan-home to seek her wisdom, though few have been successful as the orcs tend to charge a hefty price set by Magda herself in return for her services (though at least a few accounts exist in the records of individuals who she has allowed to see her for as little as a few copper pieces or a seemingly worthless bauble).  She has frequently been spotted within Draconis Magna at the Imperial palace accompanied by her guardians and members of the elite orcish Black Guard, and the Emperor has long relied upon her guidance.  Though I could not pull any specifics from Gray Tiger, he has at least confirmed that Magda is well-versed in crafting curses as well and will not hesitate to lay one upon any who would offend her or her people. 

The current clan-chief, Mantok Badaxe, likewise holds her wisdom in high regard, as is proper for a wise orcish leader, I’m told by Gray Tiger.  Heeding her advice has led to further gains by the clan outside of their ties to the Emperor, and led to newly established settlements for the Badaxe orcs around the Empire, and, as slow as it is, greater acceptance in general society by humanity and, however begrudgingly, the elves and dwarves. 

I cannot, however, get confirmation from Gray Tiger on the nature of the rumored dour prophecies given by Magda in recent years.  These have been kept very well under wraps by the Emperor, and may in fact have world-shaking implications, though whether these are kept hidden to ease the potential for panic in the populace or in an attempt to circumvent them, I can’t honestly say.  Perhaps one day soon I will have an opportunity to meet Magda myself; she has visited the Great Library on a few occasions, though before my time, so there is always a chance.  Though I would certainly value the chance to meet her, I cannot help but be afraid of what I may learn of my own fate, should she deem me worthy of sharing such knowledge.

#Lore24 – Entry #75 – Fantasy Month #15 – Dragontail Isles

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

I would very much like to travel the seas someday, and perhaps at least view the Dragontail Isles from a distance, for exploring these islands is, at the very least, extremely dangerous, but the potential gains could be immeasurable if a proper expedition could be mounted and the gods were willing.  The Dragontail Isles are a smaller island chain that is attached to the southern region of a larger archipelago, the Dragonmaw, and are the only part of the archipelago that have been explored in any way since the Great Cataclysm, if not before.  Ancient magics of unimaginable power protect the main body of the Dragonmaw, and dangers far more mundane yet just as deadly protect the Dragontail Isles.

Consisting of a dozen small islands and countless atolls between them (the reefs of which make navigation through the area extremely challenging, as the alternative name for the Isles being the Great Graveyard of Ships indicates), the Dragontails share a generally long and narrow profile, and seem to have been formed through volcanic activity.  The climates are generally tropical, with frequent storms blowing in from the seemingly eternal tempests surrounding the greater Dragonmaw region, and most of the islands have some significant coverage of cypress trees in the coastal swampy areas, with some possessing nearly flat profiles, while others possess some significant rocky, nearly mountainous, areas.  The largest of these isles is approximately five miles long and two wide at the widest point.

The islands have varied inhabitants, though the locals mostly consist of pirate groups who use a few of the coves, and who have struck deals with the primary local population, kobolds.  The kobolds living here are tribal in nature, and generally more savage than those found within the Empire and other settled lands, and are especially territorial, not taking well at all to those who would dare set foot upon their lands.  They can be dealt with in some cases, as the pirates who make use of the islands have proven, likely through gifts and tribute (perhaps an echo of the ancient dragons receiving such gifts from those who would appease them).  Records are filled with stories from survivors of the savagery of these kobolds, who tend to slaughter interlopers without mercy, using their trained drakes as flying and swimming mounts and beasts of war.  Notably, some tribes are reportedly quite skilled saboteurs for all of their savage nature:  able to breathe beneath the waves, they approach moored vessels under the cover of night or during storms and proceed to tear the ships apart from below, collecting any stored treasures at their leisure once the crews have been dealt with.

It is the many hundreds of confirmed shipwrecks over the centuries that draw treasure hunters to the Dragontails, and one island in particular draws the most attention, Cypress Isle, the tip of the tail, so to speak.  Furthest from its sister islands, Cypress Isle is surrounded by the remnants of lost ships, but still has the easiest approach of all the islands in the chain.  Though not the largest, it has the most history associated with it, with tales of treasures buried upon it spanning centuries, and confirmed signs of habitation by groups other than the local kobolds, with at least one ruined fortification still visible along the coast.  Accounts from multiple survivors of shipwrecks upon the island likewise report smaller signs of civilization deeper within, reportedly even a graveyard haunted by the restless spirits.  It is the accounts of these survivors that also help to fuel the belief in great treasures upon the island, for their accounts are filled with descriptions of markers that supposedly point to treasures, manmade swamps filled with wrecked ships beneath the surface, even pits filled with deadly traps and ancient treasures.

Of course, such tales are not unique to this region, for there are countless such islands spread across the face of Andyllion, but I will admit, as skeptical as I am of such stories, enough similarities exist amongst the tales, and from multiple time periods, to make such stories at least plausible.  Likely there is a significant amount of wealth to be found from the shipwrecks alone, but what the kobolds do with their plunder hasn’t been determined.  Some assume they simply add it to their vast treasure hoards hidden within the volcanic tunnels below the islands, while some believe they may transport it, perhaps through these same tunnels or via their drakes, to the islands of the Dragonmaw, for it seems only the kobolds are able to reach these lands (as observed by a handful of explorers who noted their flight patterns from a distance, then tried to follow them in, only to be rebuffed by the storms).  I wonder if there is some intelligence to the storms, or simply an ancient magic preventing any who doesn’t share some form of draconic heritage from approaching them.  An expedition consisting entirely of kobolds could perhaps test the theory, but it is doubtful that any kingdom would fund such a folly. 

#Lore24 – Entry #74 – Fantasy Month #14 – Bookish Bulwarks

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

If Mother thinks she’s getting a long entry on this topic today, she’s got another thing coming.  What can I really say to fill a page when it comes to bookish bulwarks?  Not that I have time to waste, of course; I will be tending to General Kormides within the hour and I overslept after all of the preparations I put forth yesterday.

Well, to put it quite simply, these are special frames, typically composed of forged iron or steel, which are built with a reinforced face that serves as a quickly accessible shield, thusly named because the frames themselves are meant to be secured around larger-sized books.  These bulwarks are generally employed by traveling scholars who frequently venture into hostile areas and may not have time nor inclination to properly store their tomes when a battle breaks out.  While a bit bulky and more awkward than a standard shield, with proper training, these bulwarks can be employed with the same effectiveness as a standard shield.

Variations on the design exist of course, and within the Order, it has become something of a custom for us to craft, or at least, to design, our own variation on such a thing, for when we venture out from the Great Library, we are expected to properly detail our journeys.  Some examples exist in which the bulwarks have been crafted from mythril to lighten the burden, while some of the more talented arcanists amongst us have adapted Rings of Shielding to work with the premise, instantly creating a shield of magical force that encompasses their tome with a negligible change in weight while offering equal, if not superior, protection, as a standard shield. 

I’ll finish by saying that I am at once fascinated and horrified by the concept of bookish bulwarks.  While they are certainly practical from a specialized usage standpoint, the idea of using a book as a shield just sits wrong with me.  Granted, there have been many instances on record in which a book, even small ones, have saved the life of an individual from a sudden dagger strike, or been used as a weapon of desperation, but still…to mistreat a tome in such a way?  It just seems counter to our goals, but, I suppose, pragmatism wins the day in the end. 

 

#Lore24 – Entry #73 – Fantasy Month #13 – Saressh, Fallen Goddess of the Kerryns

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

Though hard for your average person to comprehend, the idea of something more powerful than a god is rather sobering and indeed frightening, but the example of the fallen Saressh is one that more people should be aware of, were it not for the standing decree by the first Emperor that her name shall not be spoken, lest another calamity be put in motion.  Can dead gods hear their names when spoken by mere mortals?  Do gods truly die when the faith of their followers is lost, or do they simply take on other forms and evolve into other deities?  Does the mere speaking of their name hold power, even if they no longer exist?  I’m hardly a theologian and certainly not a priestess of any sort, but I can still discuss the topic somewhat, from a historical perspective, at least.

Historically speaking, gods and goddesses come and go.  Historical records are replete with examples of such vanished deities, though usually not such recent examples as in the case of Saressh, mother of the Kerryns, goddess of protection, good health and procreation, pleasure, prophecy, and cats.  Most often, we’ve found remnants of lost civilizations and along with them, at best, scattered carvings alluding to the existence of the lost deity, vague hints of their nature, little in the way of daily practices or rituals.  This is especially true in the case of those lesser deities worshipped by the monstrous races, though some conjectures exist that lean toward the idea that the same deities simply take on different names through the ages, given the similar natures and domains shared by many deities we have recorded.

Such is not the case with Saressh, however.  Though mostly seen as a dark goddess who guided her people into demon worship, and was later consumed by said demons, records would, in my opinion, indicate something far more insidious at work behind the scenes.  As the Deep Archives are filled with preserved examples of Saressh’s teachings, priestly paraphernalia, and records of many of her followers, I have had some chance to study her ways, and without dedicating myself to diving deeper, Saressh absolutely does not seem the type to have her children turn to worshipping demonic forces.  Quite the opposite, really.

It is my opinion that Saressh was defamed during the period preceding the Great Cataclysm, when tensions between nations were high and wars were common, likely by agents of the Elvish Dominion, known for their extensive and masterful use of propaganda, lessons the current Empire still makes use of.  The Elvish Dominion was far more powerful than it is today, at least on this side of the world, and had great influence over many of the human-led nations, for humanity still saw them as mostly a benevolent force, wisest amongst the long-lived races of the world.  During this period of great unrest, it came to be that the Aerians were on the verge of extinction through the combined efforts of the Elvish Dominion and the growing human nations, and when things were at their darkest, the Kerryns stepped in as a neutral group, brokering a peace that would give the war-hungry Aerians a chance to recover and try to change their ways; kerryns of the day were certainly optimistic.  This alliance, born of compassion from the Kerryn people, would perhaps ultimately lead to their downfall and the destruction of the Aerians who had dedicated themselves to the defense of the Kerryn people for their act of kindness.

Circling back to the topic of Saressh, it is known that during the years preceding the Great Cataclysm, when the wars had somewhat settled and tensions were beginning to cool, something happened to her faithful clergy.  Madness began to spread throughout their ranks, and the power of their magic began to wane.  Some theorize that Saressh had been slain in the divine realm already, and it simply took time for her death to be felt within the realm of mortals, while other theories indicate that perhaps she was beset on all sides by her enemies, chiefly among them the demonic forces of the Demon Lord Suzu’Reitani, whose power served to corrupt the very flow of power from Saressh to her people, before she was ultimately slain.  Regardless, it was soon after the madness began to spread through her clergy and the faith of her people began to wane that war once again broke out when the Aerians led an offensive against the lost desert nation of Al Sisamanah when they had enslaved a kerryn princess that would eventually marry the Aerian prince who led the campaign (this is entirely a topic unto itself, and I shall not delve into it further here).

It was during this time that demons began to travel more freely between their realm and our own, and the records of other churches of prominence during the era, namely those of Lashanna, goddess of Justice, and the twin goddesses of desire, Erisaya and Yurisaya, and the god of death, Mausolus, confirm this with the sharp increase in reported cases of demonic possession and outright manifestation of them within our world.  Though, curiously enough, records on the subject from the Elvish Dominion are entirely lacking in detail, there is more than enough evidence from other sources during this time to at least create a plausible case that the elves were responsible for allowing demonkind into our world, and simply shifted the blame to the kerryns and the aerians, as they were their primary enemies at time (the might of the Aerians, reinforcing the more peaceful kerryns, with their formidable diplomatic talents, may well have led to a new age of peace, though with the Elvish Dominion in a much smaller and less influential role as nations were slowly but inevitably turned against them as their underhanded methods were repeatedly exposed).  Curiously enough, such conjectures are as forbidden to discuss aloud as that of the topic of Saressh herself; some may call this mere coincidence, but I am not among their ranks.

I could continue for some time further about Saressh and the many topics surrounding her mysterious death (is she even dead?  Perhaps she still exists in some form or another, her power dispersed amongst the demonic forces of Suzu’Reitani?), but my duties must take precedent.  I am to assist General Loukas Kormides with a study of historic battles in the northern regions on the morrow, and have much study and preparation to perform today.

 

#Lore24 – Entry #72 – Fantasy Month #12 – Nymphanos

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

Sometimes called the Gateway to the Southern Wildlands, as it is situated on the edge of the Great Narokayo Jungle, Nymphanos is a fortified city ruled by the Elvish Dominion, one of the larger cities to exist close to the Empire’s border while remaining officially neutral, though favorable to the Empire’s goals, as long as they don’t involve harming their protected areas or encroaching upon their territory.  Nymphanos is often seen as a trade hub for exotic goods from the south, including large amounts of both elvish and dwarven crafts.

Nymphanos, as its name suggests, was once a much smaller settlement, and more traditionally elvish in nature, situated amongst the trees and hosting a much larger population of sylvan and fae creatures, with a notably large population of nymphs.  Some accounts of the earliest explorers claim it to have been a paradise, albeit one that you could only see once in your life, though if you had to have a final image burned into your head, scores of literally blindingly beautiful nymphs is certainly one to go out on.  Of course, as the Empire grew and spread its borders, the great jungles of the Narokayo were pushed back, and there were many battles fought between elf and man until a lasting peace was established and Nymphanos was made into the entry point to the Wildlands beyond.  Thus far, the wildland elves who control the city have not pushed back on their borders (though of course there is always rumor that it is being planned), and the last five hundred years or so have seen no further attempts by the Empire to expand beyond the established borders.

To this day, many of the elves native to the region share some nymph heritage, though the majority of the nymphs have moved on to the deeper and still isolated parts of the jungle.  Those that still remain in Nymphanos are actively involved in their ruling council, and are known to deal with Imperial officials directly from time to time, usually from within the Great Silver Oak within the Dewshine Meadow at the center of the city, though they tend not to display their full supernatural beauty lest a diplomatic incident occur (though there are plentiful healers within the city that are capable of curing such a malady). 

I would very much like to visit Nymphanos someday, to see the wildlands beyond, perhaps, but to at least walk amongst an elvish city and experience the culture of such a robust trade center outside of the Empire.  I can recall Felaria telling me that she has visited the city on occasion, though she remembers it being much smaller and little more than an outpost at the time, hardly the great elvish city amongst the trees or the modern-day city it would then become.  I can only imagine what it is like to live such a long life; truly such a thing is unfathomable by humanity.

#Lore24 – Entry #71 – Fantasy Month #11 – Ruins of Shinsei Daitoshi

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

A rather sad topic today, but such is the nature of history.  Once the capital city of a great Kerryn empire, Shinsei Daitoshi was destroyed following the Demonic Incursion approximately two-thousand years ago, when the sealing of the dimensional breach resulted in a terribly destructive explosion, which in turn triggered the Great Cataclysm that followed, reshaping the very face of Andyllion in the process.  The true history of the city, even its true name, and the kerryn empire that it once served, has been greatly obscured and erased by decree of the first Great Dragon Emperor during the same decree that saw the kerryns themselves perpetually enslaved, lest they be allowed to cause another calamity with their demon-summoning ways.  Or so the official history states.

As a side-note here, I feel that I must note that the Order itself was founded in the century following these decrees and the foundations of the Empire, in an attempt to preserve as much history as possible from those who would seek to bury or destroy it.  Such is the way of tyrants, I suppose.

Back to the topic at hand:  The ruins of Shinsei Daitoshi still remain, however, and lie several weeks travel to the west of Draconis Magna, beyond the Ashenvale and the Broken Spine Peaks, in the region now known as the Demon Blight, a magic-scoured wasteland filled with poisonous plants, deadly creatures, and horrible monstrosities, many of which bear the taint of demons to this day.  For those adventurers brave enough to venture into the region, the city ruins can be found roughly two-days travel beyond the start of the Blight, many of the ancient buildings still standing on the outskirts, but now crumpling ruins and just as likely to house vengeful spirits of the past as a demon-tainted monster hungry for a meal. 

Beyond the outskirts, the ruins become so much rubble, eventually leading to the center of the city, where the Gateway Crater now lies, spanning over a mile in diameter and just as deep by several accounts of those who have been there and returned alive, though later accounts state that it has since, at least partially, filled with toxic water infused with the lingering demonic essence in the area.  The entire region is likewise a wild zone for magical energies, with terrible arcane storms flaring up without warning, and spellcasting of all types becoming unreliable at best, dangerous to its wielders and their allies at worst, as the very magical essences are twisted and corrupted as they are cast, resulting in wild, unexpected outcomes, though most accounts indicate explosive results are the most common. 

And yet, there are always those foolhardy enough to risk venturing into the region and the city center, for there are still treasures to be uncovered, long lost secrets to scour from the destruction, lying buried in the rubble or in the vast underground tombs that were once the very buildings that composed the city.  The Emperor has of course decreed that such ventures are outlawed, but that has done little to stop such activities, as there are many places beyond the empire where such secrets are worth a fortune. 

I must admit that even I have a desire to at least see the ruins of Shinsei Daitoshi for myself, to walk amongst the ancient kerryn buildings and witness the Gateway Crater for myself.  I can only imagine what history has yet to be uncovered there, and perhaps what secrets may be uncovered that the Emperor wishes to remain thus.  I have much training to do yet, and will also admit to having little worldly experience in adventuring, so it is unlikely that I’ll ever venture there, but still, one can dream, though it may be considered a strange and terrible dream.  As a student of history, however, I feel rather obligated to uncover as much of it as possible in the small length of time I have upon this world.

#Lore24 – Entry #70 – Fantasy Month #10 – Dragon-blown Glass and Metal

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

Ah, a lovely topic today, for I rarely have cause to delve into the arts, for certainly the dragon-blown crafts of the kobolds are certainly art.  I say of the kobolds, but the nature of dragon-blown glasses and metals are, as the name suggests, originally the domain of the ancient dragons themselves, preserved through the ages by their dedicated servants who remained after they vanished from the world.

Though many would proclaim the dwarven smiths to be the best craftsmen around, a strong case exists for the kobold master artisans to be considered equals in such praises.  Though far rarer than dwarven craftsmen, the kobolds’ draconic heritage grants them quite a unique advantage when working with certain materials, namely metal and glass.  I can only surmise as to the truth of the matter, but the general enmity that exists between dwarves and kobolds, at least those within and around the Empire, may have its origins in the ongoing argument over who can craft better weapons and armor; the kobold master glassmakers have a decided lead in that area, while the dwarves remain the best stonemasons upon the face of Andyllion. 

Kobolds, by their very nature, are capable of a very limited form of draconic breath, the nature of which is determined by their particular draconic heritage, and they have adapted the draconic method of crafting using that breath in their work.  The masters of the art have trained themselves to such a degree as to have a much greater and more potent form of breath than the average kobold and exhibit a much more finely-tuned control of that breath, using it to alter the very makeup of the material which they are crafting.  Though one would assume a fiery breath is used, any form of kobold breath can be adapted using their secret techniques, from icy cold, to acid, to lightning and even the rarer variations, each having a unique effect upon the items crafted, which will inherit some of the elemental nature of the breath that forged them.

As to the nature of dragon-blown glass, it is exceptionally more resilient than standard glassware, able to survive drops of several feet without chipping or breaking, lasting for many centuries and having been known to survive even shipwrecks and collapsing buildings in some cases.  Further, depending on the nature of the breath that forged the item, it will maintain an essence of that breath, and display unique properties.  A dragon-blown teapot crafted using a fiery breath, for example, will keep its contents piping hot for hours, whereas a carafe blown by a cold breath will keep its contents cool for hours, even in the heat of a desert environment.  Many of the most rare and delicate arcane ingredients are stored in dragon-blown bottles and jars, and the best arcanists use dragon-blown alchemical equipment.

When it comes to dragon-blown metals, standard iron and steel weapons tend to retain elemental properties of the breath that forged them, meaning that they will either resist that particular element in the case of armor or a shield, or produce an elemental effect upon a strike from the weapon (a wound caused by a weapon blown by an acidic breath would cause an acidic burn upon the flesh, for example), making these weapons highly sought after when dealing with the likes of trolls and other rapidly healing creatures, or those that have an elemental aspect to their nature, or in areas where magic is unreliable or nullified.  When used upon other metals, such as mythril, the effects are heightened, or may be entirely different depending on the nature of the forge, and the metal is generally made more resistant to damage and erosion.  It is not unheard of for multiple kobold master smiths to combine their efforts into single items of great power, blending or altering the effects of their breaths in astounding ways.  Supposedly one of the armors favored by the Emperor himself was forged by kobold smiths centuries ago.

I should also note that some examples of true dragon-blown glasses and metals still exist, but are exceptionally rare and worth kingdoms, basically priceless.  Though likely never to see the light of day again, the Emperor is known to have at least three examples of these crafts within his personal collection, handed down from the very start of the Empire.  Rumors abound that one can still find such treasures hidden within the Dragontail Isles, but the ancient magics still keep explorers away from the archipelago, aside from the Tip of the Tail, a small island commonly called Cypress Isle due to the abundance of such trees growing there.  If I’m not mistaken, there are also examples of such ancient crafts found across the seas, held within the city of Arcavarlon.

 

 

 

#Lore24 – Entry #69 – Fantasy Month #9 – Mazoku

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

Another general topic today, it seems.  Well, so be it. 

“Mazoku” is the name given to those of humanoid or near-humanoid ancestry who have visible signs of a demonic taint in their bloodline.  The term likely originates from the early days of the Demonic Incursion, when the first demons were coming through the dimensional barriers and sewing their seeds throughout the world, simply to distinguish between a true demon and those who were merely spawned from demons.  Records from the period are somewhat unclear on exactly what differentiated a Mazoku from a half-demon spawn, but there are distinct differences between the two that may be somewhat generational; the first creatures born of demon-kind upon the world were distinctly much more demonic and stronger in nature, whereas the Mazoku only share some of the same general features and only a fraction of the supernatural power of a true or even half demon.  Though the bloodlines have thinned, and there are reports of attempts to cleanse the taint from certain families, it still remains quite strong, with no indication of being cleared any time soon.

Mazoku are decidedly chaotic in their physical makeup and tend toward having a more free-spirited and chaotic nature about them, owing to their heritage.  An astonishingly high number of them are female, some estimates putting the number at well over ninety-five percent being born as such.  This is undoubtedly due to the heritage of the Demon Lord Suzu’Reitani and her Daughters (some theories indicate that every demon that came through during the Incursion were her children), the power of the demonic blood overriding normal reproduction.  Female Mazoku are commonly called ‘succubus’, whereas the ever-rare male examples are called “incubus”.  All, regardless of their original heritage (be it human, elf, dwarf, kobld, kerryn, orc, etc.) share similar physical traits in addition to those of the race which birthed them, namely unnatural skin colors, most commonly in shades of red, blue, white, purple, and black, as well as some form of horns growing from their heads, usually from the forehead or upon the sides of the head, and most usually have tails of some form.  They also tend to have sharper teeth, goat-like eyes, and claw-like fingernails.  Other demonic features seem to be rarer, including actual claws, cloven hooves, thicker scaled flesh, wings (some of which being actually capable of flight), and unnaturally strong resistances to certain elements, such as fire or ice or even acid and electricity.

Owing to their heritage as descendants of the Succubus Queen, Mazoku tend to be of exceptional, perhaps even supernatural, beauty, and are commonly described as being remarkably charismatic and persuasive.  Further, many have some limited inborn magical talents, tending most commonly toward emotional manipulation and charm-based effects, but in some cases presenting as elemental manipulation or the creation of illusions.  Many of them are natural sorcerers, and excel in the magical arts.

Socially, at least within the Empire, Mazoku remain a minority within the population, but prejudices here are much less severe (perhaps due to the kerryns generally being the lowest of the races, or perhaps due to their higher numbers here?) than other nations, and often they are just as capable of gaining powerful leadership positions through their own merits as anyone else (take the High Inquisitor Elvoix Vaktra Flamescale, a kobold-born Mazoku, for example).  Feelings on the Mazoku vary in other parts of the world, from ambivalence to outright fear and persecution depending on where you are.  Though I haven’t traveled and studied in the lands beyond the great oceans, enough accounts exist to safely assume that Mazoku are generally not as well tolerated beyond the Empire in most other places, but I would quite enjoy the chance to make determinations on the subject myself one day.

 

 

#Lore24 – Entry #68 – Fantasy Month #8 – Hoe of Destruction

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

I’m not certain how Felaria decided upon this topic, for it was certainly an obscure one that I barely recalled, but then again, she has memories spanning multiple centuries whereas I’m barely into my twentieth year; she was likely there at the time it was created, perhaps even had firsthand knowledge of it for all I know.

Despite what the vulgar argot may imply upon hearing the name “Hoe of Destruction”, this is not actually a prostitute with destructive tendencies, nor is it something with demonic origins, or so the legends say.  As odd as the name sounds, the original Hoe of Destruction was a powerful magic tool, literally a modified gardening tool, which was fitted with a much wider and heavier blade than normal, reinforced and somehow balanced to be used as a weapon, not unlike a halberd.  It is unclear as to whether the weapon was forged by someone in particular, or if it was simply shaped through raw magical manipulation, but credit to its creation goes to Odegast the Defoliator, known thusly due to his rather vocal disdain for the elves and fae creatures of the wildlands beyond the southern borders of the elvish stronghold of Nymphanos.

Some seven centuries ago, Odegast, a powerful arcanist of the age, developed a strong enmity to the afore mentioned elves of Nymphanos, though the nature of the dispute is unclear, and may have been entirely one-sided, though I cannot recall specifically if I’ve ever heard any tales or read any specific texts on the subject.  Regardless, the accepted fact of the matter is that Odegast began harassing the elves and their sylvan allies in the region, using his not-insignificant magical talents to destroy many of their food-producing settlements.  When he was nearly killed by the elvish arcanists in retaliation, he went silent for a time, plotting revenge and vowing to right the wrong that was done to him (whatever that may have been; it is entirely possible, and perhaps very likely, that Odegast was in fact insane). 

So, he devised a most insidious method of revenge, and created the Hoe of Destruction.  A single tool or weapon alone would not be enough, however, so he refined the design and created many weaker versions of the defoliating tool, the magics within them cleverly concealed and difficult to detect, and had them distributed amongst the lands around Nymphanos.  For a time, the population could not understand why they suffered such a blight that led to famine in the region, but once it was discovered what Odegast had done, vengeance was swift and brutal.  Odegast’s lair was stormed and despite his significant defenses, he was eventually slain.  The original Hoe of Destruction was supposedly clutched in his hands until his dying breath, and then thrown into the sea and lost to the waves. 

The weapon itself, along with its lesser versions, had the ability to kill plant life when used as a gardening tool, poisoning the soil and the plants themselves, causing them to rot and die.  The magic of the original weapon/tool was also supposedly effective against plant creatures as well, dealing more severe wounds that supposedly caused infection and rot quickly upon being struck.  Since the weapon has been lost, and the records from that era are lacking, it is uncertain as to whether this is entirely accurate.

 

 

#Lore24 – Entry #67 – Fantasy Month #7 – The Res’Taringal Rebellion

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

A broad topic, conspiracy, but I suppose I should give my thoughts on the most recent, most prominent example of such a thing.  I’m hardly an investigator, and I’m certainly not one for gossip, but there have been dozens passing through town and the library who have spoken of this, and when the Emperor’s officials are putting out decrees about the official version of events that run counter to what has come through whispered tales, then it certainly seems that a conspiracy is afoot.  Or perhaps, was, in this case.

Though the Emperor has decreed that none shall utter the name, for the entirety of the offending house has been…dissolved…and the matter settled, never to be spoken of again, the Library has already recorded many statements on what could be called the “Res’Taringal Rebellion”, several by my own hand.  All is not well within the Empire, it seems, and the fact that a powerful house was able to garner enough support to actually launch a serious rebellion speaks volumes unto itself. 

Though the truest nature of the Res’Taringal Rebellion has already become distorted through Imperial propaganda and faulty memories of those who heard the story second hand (at best), some details can be safely assumed to be true, based on historical precedent:

  • Located within the province of Hadria Augustus (which, due to its geography and available resources, made an excellent place to launch such a rebellion), House Res’Taringal had the clout to offer some opposition to the Emperor.  Well respected within the Senate, established through centuries of dedication to the Empire, trained in both military operations and political intrigues, and keenly aware of the rumblings of discontent, Victor and Vanessa Res’Taringal were perhaps the most suited to such a task.
  • In spite of the various groups supporting them, the Rebellion as a whole remained mostly an underground movement, as none would dare to oppose the Emperor openly, at least not in a way such as this. Disagreements over policy and debate on various topics are expected, but nothing on this scale.  One could rather safely assume that this Rebellion, though well planned, struck before the proper foundations had settled.  Were the Res’Taringals too ambitious, or did other factors force them to move too soon?
  • Fought in the name of Kerryn independence, and with great ambitions for a renewed and stronger, more compassionate Empire, the Rebellion, in my opinion, was doomed to fail from the start. The Emperor and his line have not maintained their grip on power for so long without good reason.  His resources are basically impossible tot match, and he has a firm grip on not only the general populace, but also several outlying powers, most prominently the orcs of the Badaxe clan.  Furthermore, the Res’Taringals failed to stir up the kerryns themselves; though they may have perhaps meant well, the kerryns must want to be free, and until that desire is sparked within them, it simply will not happen.  What would the point be, and how would the kerryns possibly understand how to even live with freedom when they have not done so for over two millennia now?  It will take a unifying figure, I think, from within the kerryn population itself, strong of will and personality, with great power, to break the chains binding their spirits. 

I imagine that it will be some time before another rebellion of this scale is tried, perhaps centuries.  The Res’Taringal name has been stricken from all records, their holdings dissolved amongst the loyal followers of the Emperor, and their line removed from existence, the leaders executed within the capital prisons.  Perhaps Felaria will live to see it, but I suspect I’ll have long been gone by then, the gods willing I live to see a ripe old age.