#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?

#Lore24 – Entry #61 – Fantasy Month #1 – Andyllion

 

From the journal of Angeliqua “Goldeneyes” Cartacustos:

 

Felaria continues to insist upon testing my knowledge, and so I will write, once more, upon the topic she has chosen for this day.  I am not entirely certain as to why she insists upon me keeping such a personal record recalled from my own mind when we have access to the entirety of the Imperial Archives, but so be it; I am but the apprentice and she the wizened Head Archivist, after all.  Mother knows best, as they say.

For today she has chosen…Andyllion, the world upon which we all live.  I’m not exactly sure where to start with the topic, considering it’s literally a world of possibility.  The entirety of it surely hasn’t been explored, and more of it has been lost to time and calamity than we can possibly know.  As far as known facts…the world hosts a pair of moons, Mika and Elara, a yearly length of three-hundred-seventy-five days, and a daily length of twenty-five hours.  There are at least seven known continents, Ashun, Emoris, Mizunko, Saenaphia, and Yastryka, plus the frozen north and south polar regions that have been almost entirely unexplored. Dozens of smaller island groups serve as a loose connecting tissue between them, and vast uncharted seas lie beyond those.

Should I begin detailing the flora and fauna found amongst the various continents?  Or perhaps some details of the kingdoms as well as their people?  Shall I describe the civilized races, or perhaps the more savage ones inhabiting the wildlands?  Or perhaps the civilizations we know to be long collapsed and their ruins left to crumble, forgotten and inhabited by monsters and abominations?  Or perhaps I should detail the cataclysm that nearly destroyed it some two-thousand years ago?  Simply naming the world as a topic!  Surely, she could have made it something more specific!  One could literally write volumes on Andyllion; volumes have been written on Andyllion in fact, and I’ve read most of them!

Oh, praise the gods and the Great Dragon Emperor himself!  An arcanist seeks knowledge, and the other archivists are otherwise occupied!  Felaria’s pages will have to wait until they have been served; I shall hope that they are particularly unskilled at performing their own research and require the rest of the day digging through the archives, for I must serve the people, after all!