LORE24 ENTRY #26 – Scrying Magic

Category – Spell/Magic

In the age of high technology and space travel, magic has certainly waned, but among the various types of magic, perhaps it is scrying that has maintained its presence the most, even though it is perhaps the least flashy of disciplines.  Even though most spying revolves around corporate and governmental intrigues with the use of technology and guile, most mega corporations, with DSM as the most prevalent, have some degree of magical scrying at their disposal; wise corporations always invest in some form of warding in their most sensitive areas, and perhaps even on their most important people, to prevent this long-distance espionage.

Little has changed regarding the practice of scrying.  It still requires a medium with which to view distance places, typically through some kind of water-filled bowl or a mirror, both enchanted and attuned to the scrying magics.  It is then a matter of the skill of the arcanist making the attempt to scry, with factors such as distance, knowledge of the target, quality of scrying medium, and consideration of magical protections against scrying determining the amount of success in the attempt.  An experienced scrying specialist will be able to locate and view a chosen target across vast distances, across multiple star systems even, with perfect clarity and without the target being aware they are being remotely viewed.  

The dangers of scrying are not necessarily as high as other magical disciplines, but are unique in their own way.  A certain amount of subtlety is required, because the very act of scrying creates a magical link between the scryer and the target.  Thus, if a scryer presses too hard, or tries for too long, there is a growing chance that the target will become almost instinctually aware that they are being watched, and those trained in resisting scrying will learn to further hone these instincts.  Further, magical protections against scrying typically just hide the target or area from viewing, but some more advanced warding spells will be able to cause harm to the remote viewer, creating a violent feedback that can potentially kill them.  Scrying specialists, while performing their viewings, are also vulnerable, unable to easily defend themselves while they are engaged in the act, meaning they will have to have created prior arrangement for their own defense.  There have been instances in which two or more corporate scrying specialists have engaged in long-distance hunting operations against one another, trying to find weaknesses in each others’ defenses that would reveal one’s location before the other, and allow them to send out a strike force to deal with them.

 

LORE24 ENTRY #25 – Merkava

Category – Creature

Merkava are a breed of moles common on Andyllion, but there have been variations of this creature found on multiple worlds throughout the galaxy.  Typically found in varying climates, and these moles are generally seen as harmless, though have, on occasion, been deemed a nuisance if the population gets to be too large.  When this happens, it is not uncommon for settlements to experience sudden sinkholes or structural damage due to the digging of these creatures.

The merkava are similar in size, shape, and appearance to other moles, but have a unique property that indicates that they have ties back to the elemental planes, namely that each of the creatures has some kind of elemental resistance, most commonly fire, cold, or acid.  This seems to be an environmental adaptation, as the merkava are often found in environments that most races would consider harsh, such as tundra or volcanic regions, and seem to thrive because of this trait.

Some orcish tribes in ancient times held the merkava in high regard as an animal spirit that represented triumph over adversity in harsh conditions, and also as guides to the underworld and the land of the dead, given their burrowing nature.  These beliefs have since faded, but the ancient stories have survived thanks to the efforts of various historians throughout the centuries. 

 

 

LORE24 ENTRY #24 – Incarcerus IV

Category – Place

Incarcerus IV is a rather notorious, if mostly forgotten, planet held by the dark elves, and was once one of their largest prisons (the fourth such  planetary prison, as its name indicates).  Located in a distant and rarely traveled system, this planet was originally an uninhabitable rock that was terraformed using one of the ancient arca-tech tarraforming devices that radically changed the planet into a perfectly habitable world.  Though the records are inconclusive, it would seem that the planet was originally meant as an isolated colony world, but due to poor resource availability, was converted into a solitary prison planet once the dark elves had fully taken control of the galactic prison system.  The space around the planet itself is covered by a still-functioning security net filled with various devices that will warn ships away from the planet, and attack those that are not authorized for approach, ensuring that most will avoid coming too close, to say nothing of attempting a landing or a jailbreak. 

However, at some point, the planetary terraformer went out of control, causing a global catastrophe that destroyed much of the population and reshaped the surface of the planet, which had been left behind by the dark elf wardens when they escaped the planet.  Though most assumed the world was destroyed and left completely uninhabitable, this was not the case.  Though the world was left greatly changed during the upheaval, quite a large number of the former prison colonies survived, and once the worst of the destruction had ended, these survivors picked up the pieces and formed their own societies and began to rebuild.  Though filled with dangerous areas and sometimes radically shifting weather due to continued malfunctions from the terraformer, the planet is perfectly livable, and there are multiple large countries and peoples across its surface.

Currently, the world has reached a technological state consistent with the real-world late Victorian era, with steam-based technology, continent-spanning rail systems, dangerous frontier towns, prevalent repeating cartridge-based firearms, and smaller pockets of a more “civilized” nature.  Due to the occasional upset from the malfunctioning terraformer, it seems that most technological advances have been halted at this level, preventing the local populations from advancing to a level that would allow them to attempt to escape into space, though most have long since forgotten the original purpose of the planet and its former status as a prison.  

 

LORE24 ENTRY #23 – Warding Magic

Category – Spell / Magic

One of the most studied forms of magic for its protective benefits, warding magic is a often a much deeper topic than one may initially surmise, and is prevalent in all modern branches of mysticism.  Primarily, warding magic is meant to protect either a location or object, or living beings, from some form of harm or other magic.  This is usually in the form of magically charged symbols, or wards, that are placed upon the target.  Wards can have a range of effects, from a constant protective ward that mitigates some form of damage, a ward shielding something from detection (typically via scrying), or a triggered trap that can cause harm.

Some example warding spells include:

Ward of Protection – This is a broader range of spells, depending on one’s mystic path, which is most often used to protect the caster or others around them from harm in some way.  This could take the form of a protective barrier that mitigates damage from typical sources (melee weapons, projectile weapons), the environment (extreme heat and cold, high pressure environments, or even vacuum), or other sources of a magical nature (elemental attack spells, etc).  These often take the form of an intangible aura around the subject, or a more focused, but smaller, visible shield of force, depending on application.  Some more powerful variations of these wards can even reflect the damaging source back toward the one who used it.

Ward of Concealment – These types of wards are meant to hide an object or person from detection, typically through magical scrying, though can also negate detection from mundane vision and other senses in some variations.  There may be no visual clue that such a ward is in place, without using arcane sight, but these wards can either completely hide a subject, or make their detection extremely difficult for an unskilled mystic.  Some wards only affect single senses, such as smell or hearing, while more advanced versions affect all senses, even those magical in nature.  A variation of this ward is the Ward of Tracking, which, when placed upon a target, will allow the caster to magically track the target over vast distances.

Ward of Destruction – These are often called offensive or combat wards, and are triggered to explode when the set triggering condition is met, dealing some form of damage to the ones triggering them, or releasing another spell on the target.  The most typical form of this ward is not unlike a landmine, causing an explosion of magical or elemental energy when someone steps within its area; some casters have been known to use multiple such wards to entrap a target during the course of a battle, and this variation of the spell has been refined to be easily used without much preparation or time, and are often called ‘landmine spells,’ even if they can be attached to any surface.  More advanced forms interweave additional spells within them, or increase the range or effect of the explosive effect.

 

LORE24 ENTRY #22 – Valefari Raptors

Category – Creature

One of the first creatures encountered when explorers and settlers first established communities on Valefar V were the fierce Valefari Raptors.  As farmers and ranchers began to grow, these creatures made themselves known, attacking livestock and their minders with ferocity.  The Valefari raptor is a small to medium sized predatory reptilian, standing between three and seven feet tall, with the alpha males tending toward the larger end, with brightly colored hides in shades of green, red, and orange, often striped, with angular heads with mouths filled with razor-sharp teeth and powerful legs with wicked talons on their foreclaws and feet.  

These vicious predators will attack in well-organized packs of three to twelve, though much larger groups have been observed, numbering two dozen or more, though these are typically smaller creatures.  The raptors possess a very keen intelligence, much greater than your average animal, and are capable of creating ambushes and attack plans, often striking and retreating only to come back when least expected.  They rarely if ever show fear, and will attack with a ferociousness that some have described as bordering on a berserker rage; they have even been known to attack vehicles.  Making them even more difficult to deal with, unlike most wild animals, the Valefari raptors have no fear of fire, as they are mostly immune to it.  It has been theorized based on analysis of remains and captured live specimens that these beasts have a demonic heritage.

The most effective means of dealing with the raptors have proven to be vigilant scouting and monitoring of the frontier, backed up by automatic weapons and explosives.  The more successful ranchers have even taken to using small VTOL craft with mounted machine guns to sweep the borders of their property and keep the raptors at bay.  Thankfully, it seems to be working, as raptor attacks have been drastically reduced as the creatures have moved on to easier hunting grounds, though they are still quite terrifying to run across in the wilds. 

 

LORE24 ENTRY #21 – Alyssa Cortavelli

Category – Person

Alyssa Cortavelli is a Succubus crime lord and information broker based on Sentinel Prime, part of the larger Cortavelli crime family that has its fingers in multiple systems.  Her base of operations is called the Demon’s Den, a hotel turned nightclub with a strong flavor of BDSM subculture.  Though she is somewhat new to the underworld, her eye for detail and talents learned from her years as a corporate investigator have served her well, and she has quickly become a well known and trustworthy source of illicit information, goods, and services.  She was quick to surround herself with talented people who supplemented the areas in which she was deficient, and has close ties to the church of Yurisaya, often being spotted with its local members.

Alyssa did not always have criminal ambitions, nor was she particularly interested in having a reputation.  In her early years, she actually turned her back on her family, choosing instead to learn proper business methods, going to school and earning her way up through the corporate ladder.  Unlike her more infamous sisters, Alyssa was a “changeling”, and appeared completely human at birth and in her early years.  Always something of an outcast, giving up on her family ties and taking the name Cordova, she worked hard, strictly controlled her indulgences, and passed for human for several years.  It was only when her company, Redstone-Starsazza Property Management, was taken over by DSM that her life would change forever.  Expecting to be laid off and already planning her next move, Alyssa was not prepared to find herself at the mercy of none other than Rivalle Volcari herself.  The cruel head of DSM had taken a personal interest in Alyssa, having easily found out about Alyssa’s heritage and falsified records of her true nature, and threatened her with severe penalties should she not continue with her duties.  Rivalle would proceed to subject Alyssa to an ever-growing list of indignities that would eventually lead Alyssa to losing herself for a time, indulging in the pleasures and “sins” she had for many years carefully avoided.  Over the months and years Alyssa served Rivalle, her appearance would change from an unassuming human woman to the succubus she is today.

Now, Alyssa has striking red skin and glowing yellow eyes, a pair of wicked horns curling up from her forehead, wearing her dark hair long, typically in a ponytail.  Previously rather average in appearance, her body has filled out as her demonic heritage asserted itself, now quite shapely with much of it on display, as Alyssa prefers to wear low-cut tops and short skirts, most often as tight as possible, and quite frequently made of latex.  Though she only stands about five and a half feet tall, she typically appears to be around six feet due to the high heels she wears, and is not the least bit shy about using her succubus charms to put those she deals with off balance, whether she is being seductive or intimidating.  She now appears much like her sisters, who, after some rather uneasy reunions, have embraced her and brought her into the family properly, Alyssa having proved that she is now fully dedicated to their life of crime.

Having established herself on Sentinel Prime, Aylssa is something of a local celebrity now, having risen from practically nothing to a respected business owner with one of the most popular clubs on the planet.  Her club is a known neutral zone where plenty of clandestine meetings take place, and she has forged a reputation for discretion in sensitive matters.  She also has a reputation befitting her demonic appearance should someone cross her, having devised multiple inventive and humiliating punishments for those who would cause trouble within her domain; perhaps owing to her time under the thumb of Rivalle Volcari, she would much rather see them suffer than simply killing them.  

 

 

LORE24 ENTRY #20 – Seal-Tech

Category – Technology

Amongst the most controversial and feared arca-tech (arcane technology) in the known galaxy is Seal-Tech, unique to the dark elves, its secrets fiercely protected behind walls of secrecy.  Used primarily in the dark elf-controlled prison system (a lucrative business in its own right given their successful business model), on its surface, Seal-Tech is used as a means of controlling the prisoner population.  At first glance, one could assume that Seal-Tech was simply an advanced form of latex, typically seen in the form of a skin-tight bodysuit prisoners are placed within, sometimes with attached restraints, and able to be recolored at a signal from a controller to indicate various statuses of the wearer, even report back on their general state of health.  It is known to be much more durable than standard latex, and generally is reasoned to be used because nothing could be hidden on a person wearing it.

Below the surface, however, Seal-Tech is much more advanced and insidious.  Having gone through multiple advances over the centuries, Seal-Tech, while indeed latex at its core, is far more than a simple rubber compound.  The reason behind the name is primarily from the most powerful of the material’s abilities, namely the ability to seal away the magic of those wearing it, completely blocking the ability of arcanists and even divine or druidic casters from casting their spells.  The ability of the material to reshape itself on command also makes it perfect for immobilizing hostile prisoners and limiting their ability to cause trouble or even use basic implements, able to form a variety of restraint devices (straps, cuffs, mittens, gags, an inescapable sack to immobilize the wearer, and more).  In the most recent iterations of the technology, the dark elves have managed to incorporate a life-sustaining magic into the mix, which serves to keep a prisoner wearing the suit nourished without the need for actual food (though once their sentence is complete and the suits removed, they are ravenously hungry and must eat immediately), as well as self-cleaning functions so that the suits never have to be removed.

The truly nefarious nature of Seal-Tech is tied to its near-indestructability; once a person has been placed within a suit of Seal-Tech, they cannot remove it.  If the suit is damaged, even with cold, fire, or other means, to the point of being completely burned away, somehow, the Seal-Tech will regrow and reform itself in a matter of minutes (older iterations of the technology took much longer to reform itself, hours or days).  Though outwardly able to affected by magic, it is highly resistant to magical analysis, and the nature of its legendary resilience has yet to be determined, though many arcanists surmise that it is tied to a very advanced form of curse magic.  Others have theorized that Seal-Tech is somehow related to the dark elves’ patron goddess Yurisaya, as her faithful followers often make use of the material for their own purposes, and are known to work closely with the prison system to provide care, discipline, and spiritual guidance to prisoners.

 

LORE24 ENTRY #19 – Kerryn

Category – Cultural

The Kerryn are a race of humanoids who appear similar to humans, but with feline features, most notably feline ears atop their heads, extended canine teeth, cat-like eyes, tails, and in some cases, fingernails that can be used as claws.  They are generally of average height to shorter height, between five and six feet tall, and with agile builds.  Their reflexes and agility are greater than the average human, on par with elves.  They are possessed of more sensitive hearing, better night vision, and a keen sense of smell, and tend to live for several hundred years, making them the second-longest lived race in the known space after the elves (or perhaps the third if one counts the Shokushu-juu, though no one besides themselves are certain how long they actually live).  Generally they are considered friendly and personable, rather easy-going in nature, and are generally seen as quite attractive by most other races.  

In modern times, Kerryns are prevalent throughout the galaxy, most often living amongst the other races, though have claimed some nations and worlds as their own, though they don’t outright refuse other races (though they remain somewhat wary of elves, as do most races).  Kerryns are generally rather free-spirited and are known to wander from time to time in their long lives, sometimes spending a century or so exploring one particular area of interest before deciding to move on and try something new, somewhere new; it is not uncommon that married couples will embark on periods of wandering and exploration once the children are raised and out of the house.  Most Kerryn societies also tend to have a strong sense of independence and a love of freedom, given multiple historical examples of their kind being oppressed by other races, and as such often have a unified defense force on their worlds and within their borders, with all Kerryns spending some time training in basic self-defense and use of weapons while they are young before pursuing their preferred interests.

Unique amongst the races, Kerryns are known to be very close with their past lives, often experiencing flashes of them as they go about their daily lives.  Often, these flashes give them unique insights or knowledge that may not be readily available to others.  These flashes are stronger in some, and the “old souls” experience them with much more frequency and clarity than others.  The Kerryn mother goddess, Sarresh, sees to it that her children are reborn from time to time regardless of their sins in life, giving them another chance to improve themselves.  Perhaps related to their past-life experience, those Kerryns who have dedicated themselves to the service of the goddess are known to receive prophetic visions, though these are often difficult to decipher.

LORE24 ENTRY #18 – The UCSD-0001 Incident

Category – Event

A demonstration of power by the megacorp DSM, the UCSD-0001 incident, more commonly known as the Ruvale Blockade outside the official channels, was a show of force by the company, proving that they had the resources and manpower to quickly and efficiently blockade an entire planet in order to secure stolen corporate resources and capture those responsible.  Officially, this demonstration/training exercise went off with only minor issues, the largest of which being a chemical spill aboard one of DSM’s cruisers that resulted in significant damage to the ship’s hangar, and the actual blockade was was fully enforced, tested, and released within 72-hours.  The response of the local populace was stated to be “negative and vocal, but overall insignificant” regarding the inconvenience.

Unofficially, there was much more to the blockade, all of it revolving around the discovery of a relic of unknown origin by a mining company working upon one of more distant planets in the Ruvale system, their corporate headquarters based on Ruvale itself.  The object, listed as “Unknown Crystalline Storage Device – 0001” in company records, was roughly spherical in shape, and only about an inch in diameter.  Within the red-colored gemstone, which was as hard as diamond, were microscopic symbols that were determined to be of an ancient Draconic language; the object itself radiated magic energy.  All attempts at reading the data within the device were unsuccessful, and the mining company reached out to other groups for assistance in deciphering the data contained within the object.

This search for an arcanist put the compnay, and UCSD-0001 on DSM’s radar.  Once DSM had attained knowledge of this relic, their CEO, Rivalle Volcari, immediately initiated hostile takeover procedure of the mining company.  Within two weeks, the company was part of DSM, but its former CEO had gone missing, along with UCSD-0001, just before the final steps were completed.  Moving with remarkable swiftness, having confirmed that the object had yet to leave Ruvale, DSM initiated further measures to fully blockade the planet and secure the object.  The relic had been confirmed to have been taken by the former CEO, and had then been stolen by a third party.  A fast-response security team was dispatched to Ruvale to secure the relic, but the thieves managed to fight their way through the security team and subsequently disappeared.

Initially, a massive manhunt was started locally, with the capitol city, Radermere, being locked down by local law enforcement, working with DSM’s operatives.  Within forty-eight hours, having yielded no results, DSM green-lit the planetary blockade to secure the relic, and their nearest ships were pulled off their assignments and redirected to Ruvale, with others following within a handful of hours.  Hackers intercepted encoded corporate transmissions, however, and word was able to spread on Ruvale of the coming blockade.  Those in the know began preparations to leave the system immediately and spread the word to everyone who would listen.  As it would turn out, the thieves responsible for stealing UCSD-0001 were more resourceful than DSM could have imagined, and were able to smuggle themselves and the relic off-world during the mass exodus of ships that were leaving the planet as the first of DSM’s fleet arrived.

 

LORE24 ENTRY #17 – Kanna the Crusher

Category – Person

Kanna “The Crusher” is a famous pit-fighter known across multiple systems for being the most skilled fighter around.  Based on the planet Ruvale, she runs “The Crush”, a spacer’s bar and fighting arena where she is the reigning champion with an ongoing challenge to anyone willing to accept it:  beat her in a fight, win the big prize, which is currently over 200,000 credits.  Though many have tried, none have managed to defeat her in a fight.

Kanna is a massive female orc, standing over seven feet tall and is built like an equinarian (meaning she’s loaded with muscle and appears to be amongst the strongest humanoids walking), her green skin covered in intricate tribal tattoos in red and white inks, and below those dozens of scars from her many fights, her shoulder-length hair also white, unkempt and wild, her eyes a distinct reddish tint.  Kanna’s muscular form is rarely covered in more than a furry bikini with matching furry bands around her wrists and ankles.  She is not known to have ever been spotted wearing shoes, either.  Outside the ring, she is friendly and outgoing, often mingling with her customers and getting to know them as they enjoy some food and drink and the other entertainment her establishment offers.

In a fight, however, she is all business.  Kanna can certainly be vicious, but unlike many orcs, seems to control her bloodlust, never letting herself get flustered or out of control.  Her movements are always intentional, no movements wasted, as are her strikes.  To date, there hasn’t been a challenger who has managed to best her in battle, her knowledge of unarmed fighting styles seemingly unmatched.  Depending on the attitude of the challenger, she may not hesitate in simply putting them down for the count, or she may play with them, trading maneuvers and wearing them down, drawing them in to see if they have predicted her feints.  Though Kanna is a master of many styles, as her moniker implies, she has a preference for grappling.  A vast majority of her fights end with her opponents being crushed in her arms or between her legs, or even underfoot, with her twisting their limbs in a painful submission hold.  Rumors persist that she gets quite excited having smaller beings under her feet, but thus far, nobody has been brave enough to confirm the rumors.

Unbeknownst to nearly everyone, Kanna is not only amongst the deadliest unarmed fighters in the known galaxy, but she is also a skilled arcanist, casting spells of moderate power, though her true talents are in tattoo magic; many of her tattoos were created through her own efforts, and provide various benefits to her.  Those who are aware of her arcane talents assume that she has enhanced her body with her magics, and it is her magical tattoos which are responsible for her impressive combat abilities.  The truth of the matter is known to only Kanna herself and Shi Sukimori, the kerryn arcane gunslinger whom mentored Kanna in the mystic arts, though there are rivals who, having found out about Kanna’s magical tattoos, are plotting to find out the truth for themselves, whatever it may take.