About the HK world (Part 2)
About the Old Empire (The Velvet Rose pt 1)
The idea of an ancient wonderous civilization that fell in ages past is nothing new. It's actually something of a mainstay in fantasy and even Western literature. An interesting byproduct of the cycle of empires and dark ages that has plagued the world for a very long time. My addition to the tradition of Valaryia, Netheril, Atlantis, Rome, Minoa, Nod, Númenor, Rakata, Dwemer, and countless others is the Old Empire or the Iskan Imperium. Originally a collection of city-states ruled by a Sidhe lord, the ancient Iskani were cultivated as soldier slaves for performance wars against rival lords. But the problem with training slaves as soldiers are eventually, they become very good at fighting. The discovery of an iron deposit and some godly aid helped the eventual slave revolt succeed.
Now this wouldn't be the first time some clever humans or other peoples defeated their Sidhe masters, but this time the victory wasn't short-lived. The Iskani practiced a very unique form of magic called Lictorium, combining ancient human magics, and stolen fae secrets alongside a little divine and infernal inspiration into the ability to combine lesser magical talents into something greater. Hundreds of mundane people could invest their little spark of power into a Lictor or Magistrate who could cast spells to match any Sidhe. These early imperials put this magic to good use and did.... things to ensure the Sidhe gave their lands a wide birth. Psychically broadcasting the dying mind of a Sidhe having molten iron poured into every orifice is a hell of a way to warn off potential reprisals.
Over a period of five hundred years, the Iskani expanded out from their homelands, conquering and liberating every human population they came across. Adding them to the burgeoning Empire and slowly becoming the only powerful nation truly ruled by humans. But this would quickly change; the Sidhe had fallen into a bloody civil war, and the Iskan Imperium took full advantage of the rising tide of chaos. Alliances were formed, rebellions planned, knowledge shared, and schemes hatched. A great war for the destiny of the world would soon begin, but even as Iskani Emperor named his son Iskandar, meaning 'savior of our people' and eleven Gods marked the infant, the reason for the Sidhe civil war came to light.
Some of the Sidewalkers, the Fair Folk, wanted to keep the world as is, enjoying the delights of a mundane world. Others wanted to drag the planet and all its inhabitants into the Beyond, adding it to the realms of Faerie. The world-drowners won the war and set their eyes on the grand rebellion. Millions did worse than die in the ensuing eldritch apocalypse. But in the face of all this madness, two heroes arose, Iskandar, the sword of mankind, and his beloved Mira, the Highest Priestess. Together they led the world against the Sidhe and did something impossible; they won.
In the years after Iskandar's death and Mira's sacrifice, the Empire reached new heights, soon spanning the entire western continent and existing as one of the new great powers of the world. Creating a civilization that reached new heights both magically and culturally. Until someone found an interesting side effect of Lictorium, the magical connections it made could do more than just transfer power. The cost of infernal deals could be thrust onto others, and suddenly, the bedrock of civilization became its undoing. Leading to the day of the black sun and the ensuing bloody centuries. It's been close to a thousand years since the empire fell, but its legacy lives on in countless ways.
About Jotunn (Velvet Rose pt 2)
Jotunn is often translated as 'Giant' this is not strictly correct, 'Consumer' or "Hungry One' is probably more accurate. In Norse mythology, Jotunn are a species of shape-changing beings of primordial origin and power. Those older ideas are what inspired the Jotunn of Vardis, not the later syncretic Frost Giants of popular imagination.
Jotunn in Vardis are extremely powerful shapeshifters attuned to elemental magical forces. They have no true form, the closest being whatever shape their parents took while reproducing. No one knows exactly where the first Jotunn came from, but it's theorized they were originally spirits adapted to living in the Mundane universe, sort of like inverse Fae, who are creatures adapted to living in the Beyond. What is known, is every Jotunn can take the form or features of any organism they've 'consumed.' (This could be literally eating them, or it could be gaining an understanding through more esoteric means.) The downside to this power is if a Jotunn stays in a singular form for too long, they can risk becoming 'lost' in it. Instincts and primal behavior infect the Jotunn's mind and can even reduce them to thinking they are the form they've taken. To combat this, Jotunn usually alter whatever shape they take in some way. Increasing the size, mixing together different animal features, infusing themselves with elemental magic, that sort of thing. It helps keep them sane and grounded but can lead to some very freaky-looking Jotunn. (As the art above shows)
Jotunn are also reproductively viable with any species as long as they take a compatible form. The problem is hybrids don't fully inherit their parent's abilities. Instead of becoming a new Jotunn, they become a mutated member of their non-Jotunn parent. This is a problem, a very big problem, as most of these mutations are extreme size. While being born like average offspring, the Jotunspawn will grow at an exceptional rate, requiring a tremendous amount of food. If the Jotunspawn is fed sufficiently, it will eventually grow into a giant version of the parent species with some elemental magical talent. If they aren't fed enough well... a four-meter-tall adolescent is going to give into instincts that are not pretty. Lack of food will stunt the mental and magical development of the Jotunnspawn. So will the methods they used to gain the required... calories. This is how you end up with Feral Giants, slightly brain-damaged feral humanoids the size of a house. Horror stories of entire villages devoured by a rampaging child-giant are disturbingly common.
In ages past, Jotunn would care for their offspring, and many species of monsters descend from successful Jotunnspawn. Kingdoms of undamaged Giants once existed, ruled over by Jotunn god-kings, and existing as fairly stable societies. Then the Sidhe happened, and the Jotunn were hunted to near extinction. Jotunn and Fae rarely get along, and the Sidhe took full advantage of their era of dominance to try and exterminate their rivals. Many of the Jotunn who survived were broken by the hunts. Some becoming lost in a bestial form, existing as 'godly-animals' in the wildest corners of the world. Others have become obsessed with restoring what was lost, siring legions of offspring in hopes of ensuring their species has a future, even a degenerated one. Because sometimes, very, very rarely, a Jotunnspawn will awaken into a true Jotunn, in a phenomenon not even the Jotunn understands. So sure, thousands of malformed monsters might be sired, but if that can produce a handful of Jotunn, then so be it. As for why Jotunn don't simply mate with each other and build new kingdoms, well, they are still hunted and are on the run. The bodies and souls of Jotunn and Jotunnspawn are extremely valuable for all sorts of reasons. Meaning Jotunn and their descendants exist as rare, monstrously powerful relics of a bygone age feared and hunted for their power.
About Temple Organization (Book III Prologue)
High Titles- Powerful distinctions placed upon the favored servants of a God
Divine Avatar- In ages past, the Gods could take a physical form by fusing with unique individuals. Those rare people who embodied a God's nature and purpose perfectly could become one with them. Acting as a temporary physical body for the God, at the cost of slowly subsuming the Avatar's original mind and soul. The more power the Avatar used, the faster this process happened, inevitably resulting in the Avatar 'ascending' into the Beyond as part of the God. The Avatar would cease to exist as a person and, at best, become a flicker of memories and emotion within the God. Since the Final Gates were created, no Divine Avatars have existed.
Prophet- All Priests can gaze into the Aether, but some can gaze into the Beyond. Achieving a state of holy madness where they can look upon Magic itself and gain insights into reality. Because they can look into the Beyond, Prophets can more accurately see a God's intent and even communicate with them directly. This knowledge and insight provided by this connection is... taxing on the mortal mind, and most Prophets have 'atypical' perspectives on reality.
Paladin- Agents of a God instilled with a very tiny piece of divinity in their soul. This spiritual modification grants a variety of powers and helps the Paladin enact their Gods will with more independence and proactivity than Priests can.
Anchorite- Priests who've overtaxed their connection with a God to the point their mind, body, and soul are mutated by a God's power while they still live. Slowly transforming into something closer to an Elder Seraph than a person.
Saint- The title given to any person anointed by a God in death, becoming a Seraph in their God's service. The transformation of a mortal into something divine has side effects on the world, which the Temples know how to recognize. For example, personal items and remains of the Saint can gain new or enhanced supernatural properties as relics.
Stigmatized- People marked for some important purpose or fate by a God. The Stigma mark placed upon them usually comes with a token of holy guidance or protection in the form of an embedded miracle or similar.
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Ordained Ranks- Terms for those who've sworn their vows and formed a connection with a God.
Hierophant- The connection between God and Priest steadily grows with time and devotion. Hierophant is the title given to Priests who've gained a strong enough connection to cast major miracles or doby similar feats by themselves. Often Hierophants act as leaders within a Temple, but wandering or monastic Hierophants do exist.
High Priest- Title given to the senior Priest at a Temple. Usually found in minor Temples devoted to multiple Gods. With Hierophants or councils of Hierophants fulfilling this role in major Temples.
Priest- Someone whose vows have been accepted by their God and who devotes their existence to serving that deity and the community they belong to. The type and number of vows vary between Priests and Gods but usually involve swearing to uphold a God's will and use their power to help and heal where they can. By upholding these vows, a Priest forges and grows a connection to a God, letting them channel their power into the world. Many of the different types of Priests (Rest-Bringers, Corpse-Tenders, etc, for Master Time) are defined by what vows they take.
Acolyte- Priests in training who've made a single vow. Rarely an Acolyte will stop their training but keep their vow, becoming 'half-priests,' living as common folk who can still call upon flickers of divine power.
Monk- People who've been fully ordained but take vows not related to the community but to a particular task or idea. Myriad monastic orders exist, serving a God in more esoteric or unusual ways. Monk is the unisex distinction for anyone who is part of a Monastic Order. Members of these orders are usually referred to as Brother/Sister/Sibling in place of a title.
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Unordianed Ranks- Terms for servants of a God who are not ordained or otherwise gifted with power.
Pankrator- A martial Paragon sworn to a particular god. Fearsome holy warriors who often act as bodyguards to Priests engaged in dangerous activities. Sometimes this title is given to Priests who are also martial Paragons.
Templar- Generic term for any unordained warrior who serves a Temple. Acting as guards, soldiers, and anything else the Temples need a strong sword arm for.
Stewards (sometimes called workers or servants)- Unordained people who serve the Temple in bureaucratic or menial ways.
Penitents- Criminals who serve a Temple as part of their punishment. Usually, people who the Temple and local Court view as 'salvageable' are given this sentence in hopes of helping them.
Deacon- Non-Priests who work for the Temple in a non-servant role. Unordained healers, archivists, and similar who work within the Temple structure.
About Dwarven Steel (Book III: Chapter 1)
With Cole's new set of armor becoming a thing, I figured I'd write a little about dwarven steel. I'd thought about this for a while how to do magical metals, it's an old idea, a very old idea in fact, but much like most of fantasy, it was codified by Tolkien. I thought about coming up with some new metals and reusing some old ones, which I have, like adamantine and orichalcum, but ultimately decided on an interesting solution. Steel has been the gold(heh) standard for weapons and armor ever since humans first figured out how to make it. So why try and reinvent the alloy when I can simply come up with new versions of it? This leads us to dwarven steel, a broad term for magically treated steel.
Every piece of dwarven steel is as much an alloy as it is an enchantment. Magic is infused into the material at every step of the smelting and forging process, imbuing the steel with subtle, if useful arcane effects. Every Dwergaz Hold has a unique formula for its steel, which the smiths of said Hold guard jealously. A smith capable of truly refining the formula, even in an infinitesimal way, will be hailed as a hero within a Hold. Most forms of steel have multiple variations based on the initial formula for different purposes. So it's possible for different Holds to have types of steel with practically identical properties, but with each Hold viewing theirs as the obviously superior one. The politics and squabbling based on these formulas and their different derivatives have filled entire dwarven sagas. With most Holds having one 'traditional' variety, they attach their name to and claim fiercely. Usually, this is the alloy they consider most uniquely belonging to the Hold's history.
A few well-known types of Dwarven Steel and other alloys-
Singing Steel: The metal very efficiently absorbs and dissipates kinetic energy. Usually causing the steel to vibrate and make noise, hence the name. Armor forged from this alloy is prized among monster hunters for its ability to take blows that should pulp and person. Long-term users of this material tend to suffer hearing loss, though, thanks to the gong-like noise the steel can produce if struck hard. Emma is trained in making this variety of Hakon Steel.
Bone Steel: Capable of limited self-repair, returning to its original form if given time and resources. These objects can be 'set' like a bone, hence the name, and repaired very quickly by a Magi or Smith who knows what they are doing. This healing property makes it favored for holding complicated runes and enchantments since damage to the imbued spell can be quickly fixed. Cole's halberd is an odd variant of this type.
Fire Steel: Steel meant to retain extreme amounts of heat for lengths of time and not suffer for it. High-quality fire steel can stay red hot for hours with practically no effect on its durability. Favored both by warriors wanting flaming swords and homemakers desiring easy cooking.
Frost Steel: The inversion of fire steel that retains very little heat and withstands extreme temperatures. Traditionally placed on the top of mountains in the deep of winter to 'charge' them for entire seasons if used correctly. Invaluable for dwarven society with its ability to help preserve food and cool off subterranean spaces.
Calamity Steel: Very difficult to make alloy that alters its personal gravity in response to magical energy. Only a select few elder smiths of ancient holds can reliably produce this substance. Legends speak of a flying mountain once home to the Hold that originally created the material. Failed batches of Calamity steel have been known to cause earthquakes or localized gravity irregularities. Both of which tend to be rather well... calamitous when happening deep inside a Dwarven Hold.
Feather Steel- Extremely light but shockingly strong, favored for use in equipment and tools that don't need weight behind them to be used properly. Ringmail undershirts of the metal are extremely popular among those fearing a knife in the dark.
Bane Metal- Silver/Stargent alloy that violently disrupts the magic of anything it's touching. Where stargent just protects from magic and dulls it, Bane Metal actively harms a person's ability to use magic. Like a Magi in stargent manacles would be unable to properly effect the aether, one touched by Bane Metal would risk having a spell or any magical effort backfire badly. Only the difficulties in making the metal prevent it from being more commonly used on magical prisoners.
Healer's Gold- Enchanted Electrum that increases a body's ability to filter toxins and heal itself. Expensive and known to cause metabolic problems with overuse. Still sought by healers and hypochondriacs everywhere.
Cleaner's Copper- Copper with enhanced antimicrobial effects. A number of very powerful healing spells and enchantments use this substance to work. Most wealthy Temples will have a strip of it lining the doorway into their clinic.
Other magical alloys and metals do exist, but the sheer variety and fame of Dwarven Steel make it a byword for any enchanted metal. Enchanting itself is something I'll talk about later, but the basics of it are finding a way to give an object a proper reflection in the Aether than sculpting that reflection to hold/be a spell. Because inanimate objects don't innately have a reflection in the Aether or at least a big one, materials that have more 'weight' in the mind work better. Like precious metals, gemstones, and bone...
About Vampire Banes (Book III: Chapter Three)
The first vampire, the Rabisu, was a Priest-Queen of Sister Sun in a previous epoch; the fact so many vampire banes burn them and how their damaged flesh turns to ash isn't a coincidence.
Father Sky- Thresholds: Vampires become weaker when entering a home they haven't been invited to. The more of a home the location is, the stronger this effect. So a place of business, inn or tenement might barely hamper them, while a well-loved family house would cripple them if not invited. "As patriarch and ruler, Father Sky forbids the unclean from entering a family's private kingdom."
Mother Earth- Sulfur: Vampire flesh burns when exposed to sulfur, and its smell is extremely repugnant to them. Plant and animal byproducts high in sulfur are physically painful for them to be near. "Sulfur is the roiling bile of the Earth, spewed up in disgust at a mother's betrayal."
Brother Moon- Silver: Similar to sulfur, this metal burns and irritates vampire flesh. Mirrors backed with silver can see through a Vampire's illusions and reveal the truth. "The Brother sheds tears over his Sister's pain. Vowing to protect her from another betrayal"
Sister Sun- Sunlight: Not only does it reduce vampires to ash, but it also instills a phobia-level fear in them. Any part of a vampire exposed to sunlight burns away to soot and bones nearly instantly while inflicting terrible pain. "The Sister's wrathful gaze brings ruin upon the traitor."
Uncle Trickster- Nothing: The god of liars said he offered no curse to the vampires; why should they believe him?
Uncle Maker- Stagnation: A slow poison, over centuries of unlife, vampires will suffer in their ability to learn new skills or improve old ones. Only through great persistent effort can an ancient vampire continue to grow and learn. (Un)fortunately vampire society has adapted and developed numerous techniques to blunt this weakness. "Those who claim eternal perfection have no need of the gift of making"
Aunt Huntress- Fear: People and animals feel a subtle instinctual fear of vampires. An unconscious wariness that might save something from becoming ensnared. Luring beauty and psychic domination can overrule this fear but sometimes it's enough to save a life. "All that lives beneath branch and bough recoils from what rises from blood and bone."
Aunt Seeress- Memory: As vampires age, their minds become cluttered with memories, degrading their sanity and recollection as they pass beyond a mortal span. To quail this slow dementia, vampires must occasionally enter a long torpor, sleeping for years as their unconscious mind sorts and processes lifetimes of information. The older a vampire gets, the longer they must sleep for this process to work. Many intelligent vampires practice forms of mental and magical memory enhancement to delay and speed up these torpors. "A mind can only hold so much before it starts to leak"
Mistress Void- Shame: Faith embodied in holy symbols or hallowed ground reminds vampires of what they've given up and what they've become. Not just burning and breaking but reminding them of their crimes. "Reject your home, your origin, your gods, and they will, in turn, reject you."
Master Time- Time: Everything a vampire knows and cares for will eventually erode away. Eternity is not freedom; it's the ultimate prison. "All will become stale; all will become rotten; the passage of time grinds a soul to misery"
Misbegotten War- Heart: Staking a vampire through the heart knocks them out. Instantly forcing them into a torpor that only ends once the impaling object is removed. Wooden stakes don't knock the vampire out but paralyzes them, trapping them awake inside their own dead flesh. "Strike true and strike hard; seal the darkness with war's own fury."
About Draconic Servitors (Book III: Chapter Four)
Dragons are utter juggernauts of magical and physical power. Prideful, domineering, and unshakably confident, they view themselves as intrinsically superior to all other life. A claim they never hesitate to back with arcane fire or ruthless fangs. But despite all their innate strength, the wisest Dragons understood singular power, no matter how monolithic has its weaknesses. To truly rule, a ruler needs subjects. Using flesh magic and their own unique powers, the Dragons crafted entire species of servitors. Enhancing the 'lesser species' with their power or creating pale shadows of dragonkind subservient to them. When the Sidhe hunted the great wyrms during their conquest, they neglected to purge all of these servitors, and many became 'feral' without a Dragon to rule them. While the Dragons are slowly rebuilding, they have neglected to address these feral servitors, generally viewing them as a non-issue. Which from their perspective, they pretty much are, not so much from scared mortals losing sheep to a Wyvern.
Common Draconic Servitors
Wyverns: Huge four-limbed winged reptiles created as beasts of burden and battle. In ages past, wherever a Dragon flew, they were accompanied by a flight of wyverns who acted as escorts and pack mules for any treasure the Dragons might 'find.' To these purposes, wyverns are capable of carrying heavy loads over long distances and are also surprisingly durable. The bite of the Wyvern is extremely toxic, but they lack any real magic other than the slight enchantments that help them fly and function with their extreme size. In the current Epoch, wyverns are considered extremely dangerous monsters and apex predators in mountain biomes.
Scalings: Short reptilian humanoids resembling a mixture of a goblin and a dragon. Originally a tribe of goblins who fled their Sidhe master and sought refuge with an Ancient Dragon, these proto-Scalings were transformed to better serve their new overlord. Short-lived, agile, and reasonably intelligent, Scalings are a communal people with a compulsion for servitude. Entire clans of them will serve a Dragon, cleaning and maintaining their master's lair in exchange for protection and prosperity. Powerful Dragons will often have entire towns of Scalings living in and around their lair as eager vassals. Dragon-less Scalings often become nomadic, looking for a new master to serve. A number of Dragonblood families have managed to attract and keep the loyalty of these 'rogue Scalings'
Lindwyrms: Lizard-like creatures the size of a leopard. Extremely flexible, with clawed limbs, Lindwyrms can change their scale color and texture to camouflage themselves incredibly well. Gifted with an excellent sense of hearing and smell, along with serpent-like heat-sensing, they were created as infiltrators and assassins. Venomous and cooly intelligent, Lindwyrms can slip into shockingly small spaces while avoiding most mundane guards. The myriad secret passages within Dragons' lair are often protected by nests of these ambush predators. Having a Lindwyrm take up residence in a mineshaft is considered a justifiable reason to shut down an entire delving operation.
Drakes: Bideal, wingless reptiles the size of a large wolf. They are pack hunters with the ability to modulate their own metabolism; Drakes were created as guard dog-equivalents. Capable of entering periods of near-hibernation when unneeded and then rousing to vicious aggression when called. Possessing a strong sense of smell and a very limited form of pack telepathy, Drakes are virtually impossible to escape without skill or luck. Thankfully for those they hunt, this telepathy can be used against them, distracting or incapacitating an entire pack with psychic attacks. Rogue Drakes are one of the few species of Draconic Servitors non-dragons have had any success domesticating, with larger breeds of the species being the favored mount of some Dwarvish Holds.
Wyvelings: Four-limbed winged reptiles the size of a bird-of-prey. Lesser cousins of Wyverns, these servitors are shockingly intelligent and worryingly inquisitive. Capable of agile flight, mimicking sounds, and even breathing a little fire, Wyvelings were created as pets and messengers for Dragonkind. Naturally attracted to shiny objects and magical artifacts, they are sometimes called 'scaled magpies' by those unfortunate enough to lose possessions to them. Rarely will a Wyveling accept a non-dragon as their owner, becoming a devoted and devious familiar. Some of the greatest Magi and thieves alike have called a Wyveling theirs.
I want to eventually do a spin-off of Homunculus Knight staring a Dragon, where these creatures become more than a bit of world-building. But that's another story and pretty far down the line. Probably after Book III of HK, I'll start doing more than brainstorming that, but for now, I'm gonna keep to Cole and Natalie's story.
About Runes and Spells (Book III: Chapter 5)
Runes and Spells are terms I've been using since the start of book 1, but I've never really delved into what they exactly are until now. But first a bit of background Magic is all about altering reality by altering the Aether, a magical atmosphere that permeates the universe and is altered by emotions, actions, and magic. Spells and Runes are mental constructs designed to help a person shape the Aether quickly and efficiently. Spells are mental aids and visualizers that help a Spellweaver/Mage quickly and efficiently sculpt the Aether into the effect they wish. While Runes are sort of 'pre-made' spells that let more complicated magic be packed into a single pictogram for easier use.
To cast a Spell, a Spellweaver needs focus, intent, awareness, power, and a clear understanding of what is involved in the magic they wish to weave. Focus and intent are fairly self-explanatory, with individual Spellweavers creating methods to help with this, like Cole's rhymes, a series of hand gestures, or something similar. As for awareness, power, and understanding, the different types of Spell Weavers have their own unique methods. Awareness is just simply the ability to sense the Aether. While most sapients can do this, it's done unconsciously and very poorly, amounting to little more than gut feelings and similar. Gods naturally bolster the awareness of their Priests and Paladins, while Shamans and Magi require an innate knack even to start their training. Power is also pretty simple, being what the Spellweaver is drawing on to affect the Aether. Priests call upon their Gods, Shamans their Sprits, while Magi use their own mind and other sources like gemstones or Aetheric currents. Understanding is a bit tricker and honestly has more to do with the individual Spellweaver than anything else. It's how well they can comprehend whatever forces they are using in a spell. This could be through mathematical equations on heat exchange or through deep spiritual connections to the nature of fire and its history. It's about having a nearly intuitive understanding of what's being magically affected; the greater the understanding, the easier and more complicated spells can be. Compared to Magi, Priests, and Shamans have this easier as their connection to otherworldly minds lets them 'cheat.' It's why lots of Magi chose to specialize in a single field; it's easier to devote themselves to one practice and really master it, than be spread out across numerous magical types. As for Savants, they are, well... Savants, they don't fully know what they are doing and can just manipulate a concept/element on an intuitive level that annoys the hell out of anyone whose been forced to learn in the hard way.
As for how this relates to our main characters. Cole is a very, very shitty Magi, his ability to manipulate the Aether is shoddy, and his mind doesn't lend itself to powering his magic. So Cole's workaround is to basically throw enough blood and intent at whatever he's doing and hope it works. His little rhymes and spoken phrases are spells, ways he can focus his mind and visualize what he wants his blood to do. Natalie has a very dull ability to sense the Aether, only picking up the most 'loud' things, and her mind sometimes has issues focusing on a single thing for long periods. Artwork is one of the exceptions to this, and it's why she's got a bit of a knack for rune-based Necromancy, as we've seen.
Runes are spells consolidated into a rigid but concise pictogram that contains the spell, requiring only focus and magical energy to activate. They are basically magical circuits meant to allow spells to be stored, shared, and used efficiently at the cost of being more rigid than normal spells. Meaning that it's much more difficult to alter a rune than it is a spell. Like Cole's spark-stone produces flames hot as a campfire, he can force the stone to produce a hell of a lot of fire by feeding it excess power, but he can't control the details of the flame like a Fire Magi might with spell-conjured flame. But despite this downside, Runes can be used to quickly cast very powerful spells, streamlining the process in some very effective ways. Because of this, some of the really talented Magi learn to memorize Runes so they can call them up in the Aether, even stringing them together to cast more complicated spells very quickly. But for most people they use Runes inscribed on an object, storing the spell and the mechanics behind inside the Aetheric imprint of an item. Materials with more of an Aetheric imprint (Precious metals, gems, bone, etc) can hold Runes easier and more effectively.
Okay, so this is a lot and not in any way a fully comprehensive guide to magic in the HK world. But it is an attempt to express some of my ideas in a hopefully coherent fashion. I'm a fan of 'rubbery' magic (neither hard nor soft), where there are basic rules and techniques involved, but magic is also... well, magical. In my mind, magic should be esoteric, ephemeral, mystical bullshit that defies our understanding. Sure, people can figure out some of it and learn ways to manipulate it, but they are toying with cosmic forces they sorta kinda have the jist of.
About Lychs (Book III: Chapter 10)
Lychs are a rare and powerful form of Higher Undead, considered one of the peaks of Undeath alongside Vampires and Corpse Choirs. (Ghoul/Wraith Hiveminds) Being the result of a talented Magi seeking immortality, Lychs are, by their nature, incredibly magically adept, possessing all their living skill and the knowledge of ages. The process of becoming a Lych is an extremely complicated series of rituals that can result in fates worse than even damnation if performed incorrectly. These rituals require a prospective Lych to craft a container capable of holding their mind and soul, then successfully transferring said mind and soul to that container. The exact details of the container, or phylactery, can vary between Lychs, as can how their essence is attached to it. Intricately carved gemstones laden with enchantments and runes are the most commonly used variety of phylactery, but more exotic options do exist. Generally, the exact details of Lychdom can vary between the Magi who undergo the ritual, with each Lych-to-be modifying the rites as they see fit. Some Lychs animate their original remains as life-like puppets, whereas others become intensely powerful Wraiths foregoing a physical body and using their magic to interact with the world.
Becoming a Lych is fairly easy on paper, with much of the mechanics involved being well-practiced elements of higher-level Necromancy. Where issues arise are the details of how the Lych will exist and, more importantly, the innate complications of a living being conducting Necromancy upon itself. A good metaphor for the complexity of becoming a Lych would be a skilled surgeon trying to do an organ transplant on themselves. With the right tools and training, it might be possible, but most likely, it just be a fairly elaborate form of suicide. Because of this, only Magi dancing the lines of desperate, crazy, and brilliant pursue Lychdom. Even if a Lych does successfully ascend, there are myriad manners of complications that might arise. They might become trapped in their phylactery, steadily going insane from isolation. Or maybe the transfer suffered some leakage, and parts of their memory and personality are damaged by the process. Ultimately it's a very risky path to become a Lych, and only the most skilled Magi can hope to achieve it with any modicum of success.
So for all these dangers, why would a Magi risk it? Well, it's not just the call of eternal life and all that represents that motivates someone to become a Lych. There is one final weakness of Lychdom that is also its greatest strength. Lychs cannot produce new soul-stuff like a living creature can, but they can steal that of others. What this means is by existing, making memories, having emotions, and using some sort of magic, a Lych steadily burns through their very soul. Slowly but steadily, a Lych will rot without new infusions of soul-stuff, developing symptoms similar to Psychopathy, brain damage, and Alzheimer's. Which you can imagine is not good for the Lych or anyone around them. To combat this, a Lych can subsume the souls and minds of other living creatures, consuming their very being. This isn't just turning a living being into fuel like with a Vampire; it's absorbing their memories and magical potency. You can probably guess how a Magi with few moral qualms might find this power extremely useful. A Lych could defeat an enemy Magi or even a Monster, consume its power, and grow in strength. Some Lychs do find ways to 'nibble' on mortals, draining a little from lots while also enhancing their phylactery to reduce the loss of soul-stuff, but they cannot exist without occasionally 'topping off' by devouring the essence of another being, preferably a powerful one. Because of this, Lychs is considered something of a magical apex predator, extremely dangerous beings who, if well-fed, can easily reach the limits of Mundane life.
(The Lych of Vindabon teeters on the brink of surpassing Mundane existence (as in existing outside the Beyond.) So his stockpile of soul-stuff is considerable, and he rarely needs to feed. But when the time arises... Well, he's in a very good position to know where to find powerful Magi whose death might just benefit the world, or at least himself.)
Social ranks in the Duchies (Book III: Chapter 16)
Since the story will be doing more with the Duchy politics, I wanted to do a basic list of the social ranks of the Red Empire, be they undead or mortal.
Archduke: First among equals, founder of the Duchies and the heir apparent to the true Imperial throne. The current and only ever holder of this title is Ferenc Drakovich, a former Imperial general now founder of the Wyrmoi bloodline. While the Archduke is the de facto ruler of the entire Duchies he pretends to follow the old Imperial system, unwilling to crown himself Emperor until his legitimacy is unquestioned. (i.e., he rules all of Erebu, and no other successor states exist)
Duke/Duchess: Rulers of a duchy, thirteen in total, counting the Archduke. Each of them is an extremely powerful and ancient Vampire; some are the direct spawn of the Archduke others are paragons of different bloodlines who follow the Archduke's dream for a variety of reasons. Each duchy reflects its rulers, having been shaped consciously or unconsciously by its fearsome immortal owner. Some Dukes have been replaced over the centuries, either executed for treachery, killed in battle, or supplanted by skilled subordinates. The dukes and duchesses are a nest of rivalries, political schemes, and low-level insanity, kept in line by the Archduke's various agents and their own squabbles.
Voivode: Term for one of the Archduke's inner circle. These Vampires (and other monsters) are given responsibility over a facet of the Duchies' governance. Their personal holdings are akin to a lord and located in the Archduke's territory, but their influence is felt across the entire Duchies and beyond. Each Voivode is highly skilled and fanatically loyal to the Archduke, extending and exerting his power over the Duchies. Because of their specialized role and close connection, the Archduke the Voivodes are given extreme carte blanche to fulfill their duties.
Count/Countess: Vassals to individual Dukes and rulers of entire counties. These are the classical members of the undead peerage, potent nobles who oversee entire regions and scheme against rivals and potential usurpers. Counts command the fealty of numerous vassals who rule over the individual towns and cities of their territory. The title of Count is considered highly desirable among the undead nobles, as it is achievable to any Vampire with the talent and skill to take and hold the position. Because of this, Counts exist on a knife edge, balancing their treacherous vassals and rival Counts in an eternal game of deathly politics.
Lords/Lady: This title is awarded to two distinct categories of Vampire. The first is rulers of cities or large towns, being feudal lords sworn to a Count or Duke. These lords rule a prosperous settlement and its surrounding area, acting much like any other powerful feudal aristocrat. The second category is powerful members of a Duke or Voivode's court. While usually landless, these lords wield political and magical power akin to their landed fellows, but instead of governing their own territory are important subordinates to the leaders of the Duchies.
Baron/Baroness: The lowest rank of landed nobility, these are the petty rulers of towns and villages. Barons are often loyal scions of a higher ranking noble given ownership of a town or a scrap of territory as a reward. With little room for social advancement but decent wealth, Baronhood attracts the less ambitious Vampires, as it provides a comfortable nest and food source with minimal threats. Because of this, many Barons tend to be idle and decadent, enjoyers of unlife, not monsters of undeath.
Knight of an Order: Across the Duchies, there are numerous knightly orders sworn to different causes and goals. Each order was founded by a Duke or the Archduke and draws authority from them. Landless and reliant on their order's resources, Knights of an Order are still dangerous and effective in whatever skills the order prioritizes. The Orders attract Vampires and rarely other monsters who desire a purpose beyond their personal enrichment or power. These Knights find themselves scattered across the Duchies, serving nobles who have requested or earned the aid of the Order's members.
Lay Nobility (Esquire/Dame): These are the courtiers of more powerful Vampires. Usually young, usually stupid, and always desperate for more, the lay nobility are equal part expendable pawn and long-term investment. It takes close to fifty years for most Vampires to become truly dangerous and master their instincts and power; Esquires and Dames are usually Vampires in that risky period of their lives. There is a high rate of attrition among lay nobility, with rivalries, annoyed superiors, and general hazards culling the unworthy from their ranks.
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Thralls: Living property of Vampires. Thralls are offered a number of protections and privileges in comparison to other mortals. Bound by the Sting and sometimes other magic, Thralls are the primary food source and servant of Vampires. Most Vampires cultivate talented and effective Thralls as useful tools. Thralls are protected from any Vampire or predator other than their owner, who can use and dispose of them as they wish. The lure of the Sting and the relative safety and comfort of thralldom ensures many mortals eagerly seek this position. They go as far as to train their bodies and minds to attract Vampire attention.
Citizens: Mortals born in the Duchies and entitled to the protection of the Vampires. Citizens cannot be harmed without legal justification, but law and justice are decided by the Vampires. Most citizens live fairly normal lives in the numerous towns and cities dotting the Duchies, keeping to themselves and surviving the best they can. Citizens have a limited ability to migrate through the Duchies and can even leave the Duchies with trade convoys if the right palms are greased.
Serfs: Newly conquered peoples, prisoners of war, and criminals. Serfs are considered property and livestock; they are traded between nobles like any resource. The grandchildren of Serfs are granted citizenship, but proving one's lineage or escaping this short ugly life isn't easy. Only some regions of the Duchies use serfs, as the practice of 'true' slavery rankles some Vampires, either for moral, economic, or more obscure reasons. Still, in border regions, serfs are acquired through raiding and trading for various uses. Serfs are moved around as their owners see fit and are often used as 'seed populations' for new settlements. Living labor, while more expensive than dead labor, has its advantages; the ability to produce dead labor is one of them.
About Aetheric Resonance (Book III: Chapter 18)
With it being Halloween, I figured it would be a good opportunity to talk about the Aether and how it can take on certain properties. I've mentioned Aetheric contamination many times, referring to it as Miasma or similar since Book 1, but this is just part of 'Aetheric Resonance.' The very basics of the concept is large amounts of similar emotions and magic will have a tangible effect on the local Aether. At the very minimum, this resonance can be felt by soul-bearing beings, with more magically attuned people/animals sensing more. As we've seen, places of tragedy and horror where the Undead lurk have an aura of creepiness about them. This isn't just unique to undeath either; consecration of holy places is, in essence, a more structured version of this phenomenon. Spirits are pretty much born of people anthropomorphizing the local Aether and its properties and, by extension, are very sensitive to changes in resonance. Demons do all sorts of nasty things to wherever they infest, and really powerful magical beings can cause shifts in the Aether just by their presence.
Aetheric Resonance is more than just a vibe to the local metaphysics; it empowers magic sympathetic to the resonance. I've talked a little bit about this with Wolfgang's schemes and ritual work; Necromancy and some of its cousins are stronger and easier to use in places of death and loss. It's one of the big reasons Necromancers tend to be such sick bastards and why the magic is so frowned upon. A person marinating in that kind of environment, as in actively embracing and using the suffering in the Aether, isn't going to be nice or sane for long. Vampires have some level of resistance to this, but that's more like an animal adapting to their native environment than anything else.
Natural and mortal-made features can also cause Resonance simply because they've provoked similar emotions in people who live or pass through them. Like pyromancy gets a boost in deserts and in summer. The sympathetic nature of magic can be combined with this to do interesting things. Like a Magi or Shaman might use a small bottle of desert sand to empower their spells. This is pretty much the secular equivalent of Priests and Paladins using blessed objects. There are some Shamans who specialize in using this magical sympathy and Aetheric Resonance to empower and even shape Spirits, leading to some interesting chicken-egg debates in magical circles.
Resonance naturally dissipates with time if not reinforced by new emotions or magical constructs. Unfortunately, this can take a very long time unaided and can be stirred back up fairly easily. We saw this back in the farm the bandits sacked; their wanton cruelty fed the dying resonance of loss caused by a war a few generations ago, hence the Grinners. Shamans and Priests can do things to help or hinder this process. Taking it upon themselves to wash away corruption and cement good resonance into places. Part of these duties involve dealing with Aetheric storms, which are basically when Resonance becomes a self-reinforcing cycle. The plague that rocked Glockmire and the ensuing corpse-tide were basically part of such a storm. There are also paradoxes, or cauls, where two or more contradicting masses of resonance smash into each other and generally make a mess of things.