#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.

 

 

#Lore24 – Entry #66 – Fantasy Month #6 – Demon Lord Suzu’Reitani, Bringer of Calamity

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

I was rather curious as to why Felaria had today’s prompt delivered in written form, and my curiosity was quickly sated, for one does not invoke the name of demons verbally, especially those as ancient and powerful as this particular Demon Lord, lest their sight and wrath fall upon you.  That is traditional wisdom, and one must perform the proper ritual to communicate with a denizen of the lower realms (and what a ritual it must be to reach a demon lord), but perhaps it is best not to take chances?

The great Demon Lord Suzu’Reitani, Queen of Succubi and the Bringer of Calamity, thusly named for it was her coming that led to the Great Cataclysm that shook the very foundations of the world some two-thousand years ago.  Though much history was lost following the great upheaval, we do have records that state quite clearly that it was her entry into the world that led directly to the downfall of the kerryn goddess Sarresh and sealed the fate of the kerryns to be forever enslaved, less they cause another disaster that would see the world utterly destroyed.

This of course, like many things in history, is up for interpretation, for there is ample evidence that it was the Elvish Dominion that called forth the demons into the world, though they’ll never admit to such a thing, certainly.  This discussion is for another time, however.

This great demon lord sought to conquer Andyllion and use it as her bastion in her desires to claim the entirety of our realm as her own.  From what is generally accepted, she masterminded the many wars that marred the decades before the Great Cataclysm, using her many daughters to plant seeds of deceit, bending wills to her own devices, and building the great onyx tower that would serve as the beacon for opening a gateway to her domain and allowing her to come through to claim the world.  The true nature of her failure to take the world as her own has been lost in the chaos caused by the destruction of the great gateway tower, but we do know that her destruction in this world is what triggered the Great Cataclysm that reshaped the very surface of the world, toppling nations, destroying countless civilizations, and forever changing the fabric of our world.

The true depths of her machinations are still far from being fully explored, though her legacy has certainly remained.  To this day there are still those whose ancestry can be traced directly to her blood, for all mazoku are descended from her daughters, their demonic features easily marking them as such, as does the fact that they are almost entirely female, with estimates of less than one-percent of the mazoku being male.  Many creatures maintain demonic qualities, for Suzu’Reitani’s taint runs deep, and her kind are known to breed with anything, and true demons are still not unheard of, though full manifestation in the material world is thankfully rare.  However, there are still many cults worshiping demons, some perhaps even dedicated to Suzu’Reitani herself, though such worship is strictly outlawed and must necessarily remain hidden.

Thankfully another true demon lord has not been summoned into the realm, and hopefully none are planning such madness again.  It is the ever-present danger presented by demons, their unmatched capacity for destruction, that orders of exorcists, like that of the Holy Order of Rashnikova, still exist, and are rarely if ever bored.  Those caught worshipping and summoning demons are dealt with harshly, no mercy granted, and none expected, for one who dedicates themselves to such darkness are far too dangerous to be left to their machinations.

 

 

#Lore24 – Entry #65 – Fantasy Month #5 – Maidenbane Vines

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

A rather disgusting creature of uncertain origin to be sure.  The Emperor’s gardens have some of these on display, as do some private collectors, and rumors abound that they are actually popular with the elite of Draconis Magna as ways of experiencing their own depravity, though I suppose more often it is the kerryns who are forced to endure the touch of these creatures within the city.  Contrary to the name, Maidenbane Vines don’t exclusively target females, and don’t go after virgins first, as many an unfortunate (or I suppose fortunate, depending on one’s proclivities) man has discovered. 

Maidenbane Vines can generally be found within thick growth woods or jungles, most often near areas of civilization, for their primary food source is humanoids, though it is rare that one dies to these creatures, usually only those unfortunate enough to fall victim to them when no help is forthcoming, and perhaps only if they are particularly susceptible to the secretions of the vines or are unlucky enough to find themselves in a colony of the monsters.  These vines are difficult to spot, blending in well with regular vegetation, or perhaps even hiding the bulk of themselves underground until they burst forth to attack an unsuspecting victim.  Visually, they appear like any other vine, though if the creature hasn’t fed in a while, their color shifts from greenish hues to pinks and reds, growing from a central trunk that shares similar coloration to surrounding trees.  There is another telltale sign of their presence, their scent, which is sweet and thick, like certain other plants, but with a distinct honey-like quality, which only grows stronger once the plants become active.

Striking from ambush, Maidenbane Vines will lash out at their targets with multiple tendrils, usually half a dozen or so, and in some cases of extremely old plants, up to two dozen have been observed.  Their strikes are not usually deadly, but meant to daze and disorient, then constrict upon the chosen victim, wrapping them up and drawing them closer to the main body of the plant.  These vines are especially adept at immobilizing its targets, for its tendrils are not only strong, but their secretions serve to pacify the victim, filling them with lustful desires.  The plants are likewise adept at stripping the pacified victims of their gear and clothing, tearing through clothing with ease and finding gaps in armor or breaking straps when needed.  Once a victim is sufficiently restrained and pacified through overwhelming lust, the plant’s main body will open, revealing its moist interior, and extending its particularly phallic stamen, and the plant will begin to feed in ways that I could go into detail on, but will only describe as deeply erotic for the sake of brevity.

Once sufficiently sated, the Maidenbane Vine will then retreat back within its shell to languish after its meal, and release the likely exhausted victim, who, if unable able escape at this point, may suffer another attack hours later.  In most cases, the victim is fatigued and covered in the plant’s nectar secretions, perhaps with some amount of bruising and a rash on their skin, but generally unharmed (aside from, perhaps, their dignity), left feeling extremely aroused and perhaps even craving more if they are particularly vulnerable to the plant’s secretions.  The plant itself is at its most vulnerable when it has a victim within its grasp and is ready to feed, for its interior is extremely soft compared to its outer shell and the resiliency of its vines.  It is not unheard of to distract these creatures using slaves, then attack them once they begin feeding for an easy kill.

As to the origins of the Maidenbane Vines, they were first recorded following the demonic incursion and Great Cataclysm some two-thousand years ago, and tend to be more common the closer one comes to the original incursion point.  Further evidence of a demonic origin comes with their peculiar vulnerability to holy magic and their tendency to be able to sense those who can use it.  Those of particularly strong faith can sometimes force these creatures to retreat, similar to how they can turn undead, and divine energy can harm the creatures similarly to how it harms denizens of the lower realms, though it is not nearly as effective.  The plants, sensing the divine gift, will often try to attack a priest or priestess first, and with a greater animosity, though curiously only those who follow those gods of a generally good nature, further cementing their likely demonic origins. 

 

 

#Lore24 – Entry #64 – Fantasy Month #4 – Bands of Grounding

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

Perhaps this is Felaria’s way of grounding my expectations of travel?  It would certainly fit her sense of humor.  Was I a bit too hopeful yesterday, a bit too eager to explore?  Perhaps I was; I did speak a lot about lands beyond the library, perhaps too much, though I heard no complaints from the others, and Gray Tiger was quite fascinated with what I had to say.

Anyway, Bands of Grounding, also known as Grounding Bands or mana-siphoning restraints, while a bit on the archaic side in terms of aesthetics, are no less effective at their intended purpose, restraining those who are capable of casting spells and constantly draining their energy reserves so they cannot cast spells, even with the use of their hands and mouths.  At the core of the design of these items are heavy-duty shackles and collars, often stout enough to restrain even the strongest of orcs, beset with numerous iron spikes, and multiple attachment points for chains and locks.  Securing even one such band to a spellcaster can result in diminished casting ability as their most powerful magics are siphoned away and their overall capacity for magic is reduced.  A full set of these restraints (consisting of bands on ankles and wrists, and a collar around the neck) will completely nullify even the most powerful spellcasters in minutes. 

Some observations regarding the design of these devices: 

1) The spikes, while instrumental in safely discharging the captured arcanist’s magical reserves, can be harmful to an overly animated arcanist or to those around them, should they know how to defend themselves without the use of magic, as was told to me by Gray Tiger, who has witnessed such things himself during his time training within his clan in the capital. 

2)  These devices are typically made of the densest metals, and/or with little regard for their overall weight and bulkiness; many spellcasters are physically weak due to long years of study, and thus encumbering them will further hinder their abilities. 

3)  The use of chains on the bands is entirely optional, and usually serves only to further restrain the wearer or secure them in place for transport or incarceration. 

4) The older designs of the Bands of Grounding had separate locks, which proved to be a security risk for spellcasters capable of picking locks, and though still in use in some distant regions of the Empire, have been replaced by the newer design, which rely upon spell-coded locks, their individual keys kept secured in another location until needed, or by the newest modification, which creates a kind of magnetic seal powered by the wearer’s own magical reserves, only removable by a separate control device.  As an additional security feature, the keys on the more modern designs are attuned so that if one restrained by the Bands attempts to use the keys, on themselves or others who are contained within the bands, they will receive a severe electrical shock, stunning them and causing a significant amount of pain.

5) A significant portion of the wealthy of the Empire often have sets of these created without their mana-siphoning enchantments as decorations for their kerryn slaves, perhaps with more refinement to the design, as something of a fashion accessory, some in silver or gold, or even encrusted with jewels in the case of the exceptionally wealthy.  The audacity of the wealthy nobles and merchants who make such displays is truly staggering.

Speaking from my personal experience with these devices during the course of my training, the feeling of having your magical reserves siphoned away is unsettling, leaving you with a distinct numbness within.  Given the high mobility style of swordplay I’ve adopted, the additional bulk of the restraints made it quite awkward to mount a proper defense, and I wound up poking myself several times with the spikes as I tried to move about, much to Filaria’s amusement, I might add.  I certainly could not think of a more insidious way to restrict magic users from using their abilities.

 

 

#Lore24 – Entry #63 – Fantasy Month #3 – Witches of the Ways / Wayfare Witches

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

Perhaps today’s prompt indicates that soon we will travel?  I can only hope; as much as I enjoy the archives, a trip out of these (perhaps overly) serene walls would not go amiss.  At least not a long trip.  And I suppose the peace here isn’t all bad.  I certainly wouldn’t mind seeing the southern lands this time of year, for the chill from the north is felt a bit too often these days. 

On to the topic at hand, less my fantasies overtake my more rational line of thought.  The Wayfare Witches, or alternatively, the Witches of the Ways, are perhaps the largest and most widespread of the known covens on the face of Andyllion, known to be found throughout not only the Imperium Draconis but throughout known civilization and perhaps beyond into the wilds beyond.  I suppose calling them a coven would be stretching things; some do tend to band together and practice secret rituals from time to time, but others seem to be following their ways without affiliation to a larger group.  Even then, from what the records indicate, their organization is extremely loose and informal, and operates perhaps with some amount of divine or otherworldly guidance, perhaps at the behest of the gods of nature and travel. 

The Witches are typically found outside of the largest cities, frequently operating the various travelers’ inns and rests along the roadways that connect civilized lands, or in the case of their seafaring sisters, within the safe ports located throughout the islands dotting the seas and oceans; rarely they will appear within large cities, but they are known to be found in even the most unexpected and inhospitable climes, such as the great swamps like the Muckenmyre or the icy Frigid Steppes.  A wise traveler will seek shelter beneath the roof of a Wayfare Witch, assuming their intentions are honest and they can offer a proper payment.  Payment varies with the individual or group, depending on the whims of the witch, but are usually reasonable and fair:  coin or a modest piece of jewelry in the case of a traveling noble, or something as simple as sharing a story or song for those of less wealth.  Some witches will accept favors to be repaid when able, and woe be to those who try to weasel out of the deal, or worse, try to harm a witch within their domain.

Generally seen as goodly and kind, offering shelter and aid (food, a hiding place, healing, etc.), especially to those fleeing conflict or those injured during their travels, the Witches of the Ways are not without their fangs.  Like most who practice the craft, they are adept at curses, and if crossed, will not hesitate to lay one upon the offending individual or party.  Their revenge is rarely, if ever, seen coming, and never immediately, and may be as simple as months of annoyances along the ways (imagine getting a pebble in one’s boot every day for a year), or as severe as outright ruin and calamity for the offenders in the cases of the most severe offenses; the disastrous campaign of Akakios Andriadis two centuries ago during the attempt to expand the Empire’s reach to the west saw his entire expeditionary force wiped out and reportedly consumed by the kobolds of the Flammesand Desert, supposedly after one of his subordinates assaulted a Witch’s apprentice and he refused to see them properly punished for the offense (said apprentice was a kerryn, and thus, the thought of punishing a soldier for such an act was deemed laughable), as the legends say.  Actual evidence of this is lacking, however.

The inner workings of the order are mostly a mystery to those outside of it, for the Witches closely guard their rituals and practices.  It is said that new members are brought in once a Witch finds a fitting apprentice, regardless of who or what they may be (they are a remarkably open-minded group, even within the Empire), spending many years learning before they either take over for an aging witch or go on to create their own Wayrest.  They do have places of power in which they hold their most sacred rituals, though these are usually difficult if not impossible to find if one is not allowed to.  Supposedly one can be invited into these places, or can seemingly stumble upon them during their explorations, but only if the local coven deems them worthy or if they can serve the witches in some way.  Once the need has been met, the place of power cannot be found again, supposedly, without an additional invitation. 

 

 

#Lore24 – Entry #62 – Fantasy Month #2 – Draconis Magna, Capital of the Empire

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

It seems Felaria has addressed my complaints about specificity and given me a simpler prompt for today:  Draconis Magna, the Imperial capitol.  Surely, I could voice complaint about specificity once again, as discussing the capital is no simple task for the fountain of knowledge overflows with the broadness of the subject, but since Mother has narrowed focus, then I shall obediently oblige.

The seat of the Great Dragon Emperor, blessed and chosen of the gods to reign over the great Imperium Draconis, the throne currently held by Luxus Drakon Raikos the Fourth; for the sake of brevity I shall not list his many, MANY titles, otherwise I would be here far longer than is required of this entry.  I feel that I must pause here in my discussion of the capital and note the insistence upon draconic imagery and naming conventions throughout the empire when true dragons have been gone from this world since times predating the Great Cataclysm two thousand years ago; it is truly astounding to me that their legends have continued to persist for so long, especially in the minds of humans, and that their nature can evoke such thoughts of power and dominance amongst the populace.  I would have thought that demonic iconography would have found greater prominence given their pervading influences since the Cataclysm and higher than average population of demon-blooded throughout the Empire than other parts of the world, but that is a mystery to discuss at another time, perhaps when Felaria feels the need to prompt me to do so.

Draconis Magna lies upon the shores of Gulf Draconum, upon the Dragon’s Breath delta at the mouth of the Great Goldenscale River, a country unto itself, really, a metropolis spanning some five-hundred square miles, the very heart of the Empire from which all power flows.  The city is well defended, housing a significant army and naval forces, as well as the Tower of the Grand Arcanum, the most powerful of arcanist orders.  All culture would seem to flow from here as well, as the city is known to be the center of the arts, filled with bards and artists of all kinds, chasing fame and fortune at the hands of the nobility, though by the time great works reach the ends of the Empire, they have long been out of fashion within the city itself.

The most powerful of the nobility reside here, vying for power and the ear of the Emperor, and perhaps, uncoincidentally, the variety of pleasures to be found is nigh unfathomable.  Supposedly if one seeks a particular form of entertainment, it can be found in Draconis Magna, no matter how vile it may be.  Having only visited the capital a handful of times myself, I have never experienced the darker side of the city’s pleasures, but the tales are too prevalent not to hold some truth.  It is the kerryn slaves I feel for the most in this regard, for they are the ones suffering the worst the city has to offer, and of course it is by the Emperor’s decree, dating back many centuries, so who would possibly argue against what happens to them?  There have been attempts to overturn the decree of course, but such protests have not lasted long, and quite often those involved have vanished under not-at-all mysterious circumstances.

There does seem to be growing unrest within the high walls of Draconis Magna by many accounts from visitors to the library.  Rumors of rebellion in the outlying regions continue to grow, and some wonder if the Emperor’s power is on the decline after the family has held power for so many generations.  Supposedly even the slaves, kerryn and otherwise, are growing discontent and starting trouble, but as yet, I have no actual proof of this.  Perhaps this is why the Emperor has begun efforts to expand the empire further, and has been seeking lost relics in the many ruins found in the wildlands, and is even looking across the seas to other lands to plunder?  It seems a time of unrest may not be far off, if history is to be repeated.  Perhaps it is even time for a new age to be born, however violently, into existence?