Some sentient races so rarely interact with human beings as to be known only to true scholars -- or visitors to Night Harbor, where impossible-seeming encounters occur nightly. Legends persist as well, in some societies, about sentient beings of types completely unknown to Black Steel. Some unique cases may indeed exist of individuals bearing no resemblance to any known sentient species, presumably brought into being by sorcery, but fiction and fancy certainly include entities -- sentient and otherwise -- that never have existed, and even that never could. Sometimes, as well, descriptions fail so utterly to convey the thing described that they are worse than useless: Describing merfolk as "half man, half fish" is merely misleading, but this type of description grows ridiculous in (too-numerous) extreme cases. A traveler from the north who sees a horned viper in the Shalasa desert might return and exaggerate it in the telling to "the body of a serpent, the strength of a lion, and the horns of a goat," and it might come in time to be depicted as the most chimerical of mythical beasts, mingling the features of all three of these animals in whatever fashion strikes the artist's fancy, so that the description passed down to future generations bears no relation whatever to the desert snake itself. For this reason, sentient creatures never yet encountered by Black Steel personnel will not be included here unless described with sufficient precision and consistency by reliable witnesses that their existence can be attempted to be believed.
It nevertheless remains possible that sentient species may exist -- perhaps even many of them -- of which Black Steel personnel as yet have no knowledge at all. Though far-reaching, Black Steel's explorations have certainly not taken its people everywhere, nor have they been exhaustive even in those regions -- such as the tangled Grat'han jungles -- into which they have made forays repeatedly. Indeed, there are some sentients with whom Black Steel personnel have communicated personally, particularly in Night Harbor, while learning almost nothing about the true nature of their species:
One wine dealer in Night Harbor, from whom the Rat Pack made a number of purchases, appeared to be one of the legendary beasts known as "Spell Drinkers" -- a many-limbed beast that reputedly sucks in sorcerous power the way humans suck in breath, and uses that power to weave sorceries of its own with its long, gangly three-fingered limbs. The Rat Pack, none of whose members have any sorcerous vision, could neither confirm nor deny the creatures' reputation, but a number of Black Steel members witnessed one apparently making use of its power in performances -- and later, a deadly duel -- with the Shalasian wizard "Magnifico" Mandello, who managed to overcome it and destroy it entirely.
Another denizen of Night Harbor, known to the Rat Pack as Arrow, appeared entirely human, but proved able to change her shape at an instant's notice, even to forms that were not human-like at all. The extent and origins of this ability, her true form, and the nature of such other capabilities as she might possess, were not discovered before she and the Rat Pack parted company.
Berlokh used to have a quiet friendship with a creature he called "Eyes," a small, nocturnal being with large green eyes that seemed to glow, who lived in Shalaton and called himself a Sheltzin. "Eyes" implied that he was part of a community of some size in the city, and that most were highly adept at hiding. He also implied, but did not demonstrate, that at least some Sheltzin -- such as himself -- were capable of wielding sorcery. Berlokh has since lost touch with "Eyes," but Grynne believes at least one Sheltzin now resides in the Scabbard.
Grim, a some-time resident of Night Harbor, has described still stranger creatures who walk its streets, often with gory details about the fates of those who put themselves at such creatures' mercy. Some of these stories might even be true, though even these are no doubt, as Jarvis puts it, "strongly flavored with exaggeration and invention." Anyone who may wish to identify the kernels of truth in these stories -- or indeed which of Grim's stories even harbor a kernel of truth -- is certainly welcome to ask him and try.
A basic reference source for the Black Steel interactive fantasy story, taking place in an imaginary world of our own invention, but with close ties to basic "swords-and-sorcery" fantasy
Showing posts with label races. Show all posts
Showing posts with label races. Show all posts
Friday, December 31, 2010
Tuesday, November 30, 2010
Nethygi
(Note: Insufficient information is available at this point to guess at the place of the Nethygi in the natural ecology in the Black Steel world, although a handful of educated guesses can of course be made.)
Though some can be seen walking the streets of Night Harbor or purchasing wares in its famed slave market, and though - during the quiet war between certain Shalasian powers and an enclave of shadow elves and their allies - Thaqz has actually killed one, the Nethygi (this is the plural form; the singular is Nethygian) are largely an unknown quantity to Black Steel and to human beings in general. In appearance, they are a mass of powerful tentacles (probably five or six; no one in Black Steel has ever had both the opportunity and desire to actually count them) emerging from a head some half a meter in diameter, much more nearly round than that of an octopus. Their tentacles also lack octopus-like suckers, but are lined with bony ridges, perhaps in the nature of nails or horns, at least along the ends of their inner surfaces. All the Nethygi ever encountered by or described to Black Steel personnel have had extremely pale white skin.
In their dealings with human beings, perhaps aware of the revulsion with which most humans see them, Nethygi typically stand "upright" on their tentacles, and wrap themselves in long cloaks, often cowled, that completely conceal their tentacular "bodies" except when they part the cloak to reach for something. It may be that interacting with Nethygi is at least slightly more palatable to the average human when a Nethygian can be imagined as at least a vaguely human-like or humanoid being. Even so, the illusion of near-humanity must be consensual; no matter how carefully cloaked and cowled, no Nethygian in motion or in speech would ever be mistaken for a human.
The Nethygian vocal apparatus is capable of roughly reproducing human language, but not apparently without effort, and never perfectly. Nethygians speaking human words sound something like someone trying to talk while choking, hissing, and gargling alternately or simultaneously. No member of Black Steel has ever heard Nethygi speaking in their own language, though they may speak in voices too low or high to hear, or communicate by nonverbal means -- some informants in Night Harbor claim to have seen Nethygi silently twine their tentacles with one another's when presented with the sort of business deal that should require consultation.
The ease or regularity with which Nethygi can attain sorcerous power is unclear, but it is apparent that some, at least, have magical ability. The Nethygian that Thaqz slew, for instance, managed to induce a seizure in him before the wizards whom Thaqz had led to its hiding place came to his assistance, allowing Thaqz to break free and strike the killling blow.
Though some can be seen walking the streets of Night Harbor or purchasing wares in its famed slave market, and though - during the quiet war between certain Shalasian powers and an enclave of shadow elves and their allies - Thaqz has actually killed one, the Nethygi (this is the plural form; the singular is Nethygian) are largely an unknown quantity to Black Steel and to human beings in general. In appearance, they are a mass of powerful tentacles (probably five or six; no one in Black Steel has ever had both the opportunity and desire to actually count them) emerging from a head some half a meter in diameter, much more nearly round than that of an octopus. Their tentacles also lack octopus-like suckers, but are lined with bony ridges, perhaps in the nature of nails or horns, at least along the ends of their inner surfaces. All the Nethygi ever encountered by or described to Black Steel personnel have had extremely pale white skin.
In their dealings with human beings, perhaps aware of the revulsion with which most humans see them, Nethygi typically stand "upright" on their tentacles, and wrap themselves in long cloaks, often cowled, that completely conceal their tentacular "bodies" except when they part the cloak to reach for something. It may be that interacting with Nethygi is at least slightly more palatable to the average human when a Nethygian can be imagined as at least a vaguely human-like or humanoid being. Even so, the illusion of near-humanity must be consensual; no matter how carefully cloaked and cowled, no Nethygian in motion or in speech would ever be mistaken for a human.
The Nethygian vocal apparatus is capable of roughly reproducing human language, but not apparently without effort, and never perfectly. Nethygians speaking human words sound something like someone trying to talk while choking, hissing, and gargling alternately or simultaneously. No member of Black Steel has ever heard Nethygi speaking in their own language, though they may speak in voices too low or high to hear, or communicate by nonverbal means -- some informants in Night Harbor claim to have seen Nethygi silently twine their tentacles with one another's when presented with the sort of business deal that should require consultation.
The ease or regularity with which Nethygi can attain sorcerous power is unclear, but it is apparent that some, at least, have magical ability. The Nethygian that Thaqz slew, for instance, managed to induce a seizure in him before the wizards whom Thaqz had led to its hiding place came to his assistance, allowing Thaqz to break free and strike the killling blow.
Sunday, October 31, 2010
Dragons
(Note: The origins and nature of dragons are so deeply shrouded in mystery that attempting to classify them in any meaningful way is essentially hopeless. Certainly they are deeply bound up with the sorcerous world, but the sheer range of draconic descriptions, together with their rarity -- most places in the Black Steel world tell stories about dragons, but many have been passed down for generations since the last sighting -- make it nearly impossible to make any definite statement about dragons as a whole, or indeed to consistently separate myth from the world's reality. Their size and rarity are such however that their origins are uncertain in the extreme; the continuation of a species with such an apparently tiny population spread over such widely distant regions would likely be as impossible by strictly non-magical biological means as would their flight and very living existence given their enormous size. As such, whether dragons constitute a single species, or whether the notion of species or any other taxonomical classification applies to such beings, is by no means a certainty.)
Dragons are so rarely seen by human beings, and legends of their appearance are so diverse, that describing even their physical appearance is an uncertain business at best. It is entirely possible that many reported "dragon" sightings were actually of other types of creatures altogether, from transformed sorcerors to non-sentient beasts. This article will restrict itself to dragons that share the most common characteristics associated with their wide-ranging descriptions: Thinking beings, enormous in size, with at least vaguely reptillian features and functional wings.
Most reasonably-contemporary reports of dragons come from areas rarely frequented by humans, which could well simply mean that travelers to distant places like to embellish or invent the events of their journeys, or that unusual creatures seen in previously-unexplored places may be called "dragons" by default. Some believe that for reasons of their own, dragons actively avoid human habitations however -- while others hold that the wilderness areas frequented by dragons remain untamed wilds simply because humans who attempt to claim them do not survive the attempt.
Black Steel personnel, in their far-flung and disparate travels, with the penchant of certain of their important members for exploration of the unknown, and their interest in unusual and magically-charged places, have themselves encountered an exceptional number of dragons for a group of their size: A total of two dragons, or possibly three. (The first, seen briefly and at a distance, might have been some other especially large flying creature, mistaken for a dragon by those who saw it.) Obviously, this is not a sample from which a great deal of information can be inferred, but dragons are obviously capable of wielding sorcerous power -- the dragon best known to Dargon and Quix in fact agreed to act as their tutor in its use -- and of communicating in language comprehensible to human beings. Any description of draconic nature overall however must wait for more information to be gathered, if enough of it ever can be.
Dragons are so rarely seen by human beings, and legends of their appearance are so diverse, that describing even their physical appearance is an uncertain business at best. It is entirely possible that many reported "dragon" sightings were actually of other types of creatures altogether, from transformed sorcerors to non-sentient beasts. This article will restrict itself to dragons that share the most common characteristics associated with their wide-ranging descriptions: Thinking beings, enormous in size, with at least vaguely reptillian features and functional wings.
Most reasonably-contemporary reports of dragons come from areas rarely frequented by humans, which could well simply mean that travelers to distant places like to embellish or invent the events of their journeys, or that unusual creatures seen in previously-unexplored places may be called "dragons" by default. Some believe that for reasons of their own, dragons actively avoid human habitations however -- while others hold that the wilderness areas frequented by dragons remain untamed wilds simply because humans who attempt to claim them do not survive the attempt.
Black Steel personnel, in their far-flung and disparate travels, with the penchant of certain of their important members for exploration of the unknown, and their interest in unusual and magically-charged places, have themselves encountered an exceptional number of dragons for a group of their size: A total of two dragons, or possibly three. (The first, seen briefly and at a distance, might have been some other especially large flying creature, mistaken for a dragon by those who saw it.) Obviously, this is not a sample from which a great deal of information can be inferred, but dragons are obviously capable of wielding sorcerous power -- the dragon best known to Dargon and Quix in fact agreed to act as their tutor in its use -- and of communicating in language comprehensible to human beings. Any description of draconic nature overall however must wait for more information to be gathered, if enough of it ever can be.
Wednesday, September 29, 2010
Dwarves
(Note: I use the name "dwarf" -- and the plurarl "dwarves," borrowing from Tolkien again to avoid the lame "dwarfs" -- with some reluctance; shortness is by no means the primary characteristic of these people, and they do not resemble the one-dimensional comic-relief "dwarves" of modern fantasy stories any more closely than real roman legions resembled the caricatures in "Asterix the Gaul." Nevertheless, this short, stocky, commonly bearded people will be called "dwarves" inevitably, so I may as well accept the name and move on.)
Very little is known about the dwarven peoples or their society, except as it bears on their interaction with humankind. Even in Korv, where dwarves are regular and numerous visitors to human cities and play an important role in both government and trade, the dwarves appear to simply participate in human society and do not offer demonstrations of their own. Even Dargon and Quix, who visited a dwarven outpost in the far north, shared meals with them, and slept under their vaulted subterranean roof on two nights, never saw a single dwarven woman or child. The extent of dwarven caves beneath the earth is unknown; the number and types of languages they speak among themselves is unknown -- among humans, they usually speak the local human language by courtesy, or a few words in some language of their own mostly in case of emergency. Their religious bents, if any, are unknown; their numbers worldwide are unknown; their relationship with shadow elves is largely unknown, though they seem not on the whole to be friends; since both dwell in darkness beneath the earth, it might be imagined that they would interact closely, in war or peace -- more closely at least than either interacts with surface dwellers -- but no evidence of their relationship or its nature has been found to date, and the few dwarves who say anything about it typically deny any contact with the shadow elves -- as one dwarf reportedly put it, "We keep to ourselves in my home, and they do not trouble us there." While dwarven lifespans are known to be significantly longer than humans', their full extent is likewise unknown.
The relationship between dwarven people and the world's sorcerous forces is steeped in uncertainty. These forces seem to bend in upon or around dwarves in such a way as to thwart both spells and sorcerous vision, more so than with any other known species. Some wizards theorize that dwarves use a powerful form of sorcery unique to themselves, either intentionally or biologically (like the elves, who rely on sorcery for their long lifespans, and the giants who do so to maintain their massive size) to support their long lives and typically tremendous strength for their size, bending the fabric of the magical forces around them so completely as to prevent other sorcerous power from interfering. Others argue that the dwarves have actually developed resistance or immunity to magical forces, and are completely incapable of using sorceries of ther own. Whatever the truth of the matter, rumors persist that dwarves are capable of imparting their unique relationship with sorcerous forces upon objects they fashion by hand -- such as weapons, armor, and shields with unique properties including resistance to magical spells. Whether it resembles human magic or not however, Dwarves do appear to possess supernatural powers of some kind: They are known in Korv, for instance, to fashion books in large numbers, with letters and pictures exactly identical from copy to copy, faster and more precisely than any team of copyists could be imagined to work; and to build weapons that launch metal balls at incredible speeds by igniting an obviously magical -- but to a wizard's eyes, not apparently sorcerous -- powder.
Like woodland elves, dwarves have had enough commerce with humankind to develop a reputation based more on actual interactions than mythological archetypes. They are known for mainly honest dealings, but also for stubbornness about their terms, and suspicion of human promises. In Thorm Casati's assessment, a reputation as misers was likely established around dwarves because of their /lack/ of greed; he has found that dwarves on the whole seem to be difficult to trick or entrap simply because there seems to be little or nothing with which to lure them into a position of jeopardy -- especially since their patience, perhaps arising from their long-lived nature, allows for careful investigation of claims before agreeing to anything; a typical Dwarven response to "hard sell" tactics is to take his business elsewhere. And of course all these notes represent the average, typical, or reputed ways of dwarves; as with woodland elves, the idea of "mavericks" or "renegades" who defy typical dwarven stereotypes is well understood among humankind, though of course by definition, the nature of such mavericks or renegades can hardly be guessed in advance.
Very little is known about the dwarven peoples or their society, except as it bears on their interaction with humankind. Even in Korv, where dwarves are regular and numerous visitors to human cities and play an important role in both government and trade, the dwarves appear to simply participate in human society and do not offer demonstrations of their own. Even Dargon and Quix, who visited a dwarven outpost in the far north, shared meals with them, and slept under their vaulted subterranean roof on two nights, never saw a single dwarven woman or child. The extent of dwarven caves beneath the earth is unknown; the number and types of languages they speak among themselves is unknown -- among humans, they usually speak the local human language by courtesy, or a few words in some language of their own mostly in case of emergency. Their religious bents, if any, are unknown; their numbers worldwide are unknown; their relationship with shadow elves is largely unknown, though they seem not on the whole to be friends; since both dwell in darkness beneath the earth, it might be imagined that they would interact closely, in war or peace -- more closely at least than either interacts with surface dwellers -- but no evidence of their relationship or its nature has been found to date, and the few dwarves who say anything about it typically deny any contact with the shadow elves -- as one dwarf reportedly put it, "We keep to ourselves in my home, and they do not trouble us there." While dwarven lifespans are known to be significantly longer than humans', their full extent is likewise unknown.
The relationship between dwarven people and the world's sorcerous forces is steeped in uncertainty. These forces seem to bend in upon or around dwarves in such a way as to thwart both spells and sorcerous vision, more so than with any other known species. Some wizards theorize that dwarves use a powerful form of sorcery unique to themselves, either intentionally or biologically (like the elves, who rely on sorcery for their long lifespans, and the giants who do so to maintain their massive size) to support their long lives and typically tremendous strength for their size, bending the fabric of the magical forces around them so completely as to prevent other sorcerous power from interfering. Others argue that the dwarves have actually developed resistance or immunity to magical forces, and are completely incapable of using sorceries of ther own. Whatever the truth of the matter, rumors persist that dwarves are capable of imparting their unique relationship with sorcerous forces upon objects they fashion by hand -- such as weapons, armor, and shields with unique properties including resistance to magical spells. Whether it resembles human magic or not however, Dwarves do appear to possess supernatural powers of some kind: They are known in Korv, for instance, to fashion books in large numbers, with letters and pictures exactly identical from copy to copy, faster and more precisely than any team of copyists could be imagined to work; and to build weapons that launch metal balls at incredible speeds by igniting an obviously magical -- but to a wizard's eyes, not apparently sorcerous -- powder.
Like woodland elves, dwarves have had enough commerce with humankind to develop a reputation based more on actual interactions than mythological archetypes. They are known for mainly honest dealings, but also for stubbornness about their terms, and suspicion of human promises. In Thorm Casati's assessment, a reputation as misers was likely established around dwarves because of their /lack/ of greed; he has found that dwarves on the whole seem to be difficult to trick or entrap simply because there seems to be little or nothing with which to lure them into a position of jeopardy -- especially since their patience, perhaps arising from their long-lived nature, allows for careful investigation of claims before agreeing to anything; a typical Dwarven response to "hard sell" tactics is to take his business elsewhere. And of course all these notes represent the average, typical, or reputed ways of dwarves; as with woodland elves, the idea of "mavericks" or "renegades" who defy typical dwarven stereotypes is well understood among humankind, though of course by definition, the nature of such mavericks or renegades can hardly be guessed in advance.
Friday, August 27, 2010
The Undead
Many of the creatures called "Undead" by human beings are nothing more than inert corpses, animated with the appearance of life by a form of sorcerous power. Others are effectively bestial creatures: Corpses of once-sentient beings acting as hosts to animating parasites with nothing resembling human sentience or intelligence at all. These types of creatures are normally known as Walking Dead and Ghouls, respectively, when the precise nature of the spell or parasite is not known. There do exist some sentient beings however who by the work of extraordinary sorcerous power -- sometimes but not always their own -- extend their existence in the world beyond the natural lives of their bodies, sometimes preserving their corpses to serve as the vessels for their sentient spirits, sometimes generating artificial bodies for themselves, and sometimes existing as entirely non-corporeal beings. In theory there is no reason to suppose that undead beings would be any more "good" or "evil" than living ones, but in practice the choice to become undead (when it is voluntary) is unlikely to be compatible with -- nor is the fact of existing in an Undead form for any length of time conducive to -- what most human beings would regard as sanity.
The sorcerous power necessary for the transition from living to undead being is such that nearly every case is unique; nevertheless, some commonalities have been inferred, such as the difficulty of maintaining undead existence in direct sunlight or the presence of large numbers of people. Just how universal these are however, and the possible nature of others, remains unknown.
Several broad categories of undead existence have been used to distinguish between them on the basis of their ties to their once-living bodies (or to any body at all). The best-known names for the best-known categories are:
Liches: Undead spirits still bound to their once-living bodies. This broad category includes beings cursed to live beyond death in decaying bodies (sometimes preserved by artificial means, as in the case of Mummies) and those whose bodies are preserved, renewed, or both by sorcerous means.
Vampires: Undead spirits bound to a version of their once-living bodies that are capable of sustaining themselves by various physical means (most commonly involving the drinking of blood to restore lost fluids, tissues, and energy).
Revenant Spirits: Undead spirits no longer tied to their actual once-living bodies that nevertheless interact with the world by embodying themselves (usually repeatedly, temporarily, and by sorcerous means).
Ghosts: Undead spirits no longer bound to their once-living bodies in any way, retaining their undead existence completely independent of any corporeal form they may seem to assume -- if any.
The sorcerous power necessary for the transition from living to undead being is such that nearly every case is unique; nevertheless, some commonalities have been inferred, such as the difficulty of maintaining undead existence in direct sunlight or the presence of large numbers of people. Just how universal these are however, and the possible nature of others, remains unknown.
Several broad categories of undead existence have been used to distinguish between them on the basis of their ties to their once-living bodies (or to any body at all). The best-known names for the best-known categories are:
Liches: Undead spirits still bound to their once-living bodies. This broad category includes beings cursed to live beyond death in decaying bodies (sometimes preserved by artificial means, as in the case of Mummies) and those whose bodies are preserved, renewed, or both by sorcerous means.
Vampires: Undead spirits bound to a version of their once-living bodies that are capable of sustaining themselves by various physical means (most commonly involving the drinking of blood to restore lost fluids, tissues, and energy).
Revenant Spirits: Undead spirits no longer tied to their actual once-living bodies that nevertheless interact with the world by embodying themselves (usually repeatedly, temporarily, and by sorcerous means).
Ghosts: Undead spirits no longer bound to their once-living bodies in any way, retaining their undead existence completely independent of any corporeal form they may seem to assume -- if any.
Monday, July 26, 2010
Seashore Sirens
(Note: Like other types of beastmen, the sirens of the Grat'han coasts are presumed to owe their origins to sorcerous activity, or to the realization of human myth through pantheonic intervention.)
With the obvious exceptions of their enormous wings, taloned feet, birdlike tails, and feathers, the seashore sirens of Grat'ha are very nearly human in appearance -- it might be even more apt to say elven -- both in the features of their faces and the basic bone structures of their bodies, with the important exception that all their bones, birdlike, are hollow, and typically more slender than a human's. Seashore sirens have no hair anywhere on their bodies -- even their eyebrow ridges are bare, and their eyelids have no lashes -- but typically have thick, hair-like crests of long feathers growing back and downward from the tops and backs of their heads and necks. Their wings too are covered with feathers, as are portions of their backs, typically spreading from their wings (protruding from the same areas as human shoulder-blades) down toward their waist, by which point the feathered area normally extends all the way around so that their entire bodies from the waist down are usually covered in feathers, until the base of their talon-feet. Like those of elves and giants, their bodies rely upon sorcerous energy for the ability to function and to fly, and their bodies are therefore more fragile in death than in life. Black Steel personnel have to date encountered only female sirens, and nothing is presently known about males -- not even whether they exist at all, or how sirens might reproduce.
The sirens of the Grat'han coast are primarily but not exclusively nocturnal, and seem to prefer to make their homes -- or perhaps merely hunting camps -- in high, forbidding, inaccessible coastal locations; the most successful choose craggy peaks that are difficult to reach by land or sea. Detritus in these homes suggests that their diet consists primarily of fish, complimented with a smattering of land animals, occasionally including human beings. Sirens are of course best known for their singing -- songs that were once believed to be wordless as birdsong, but that have been discovered, in at least some cases, to comprise a complex language of emotion. The sirens' songs are famous for their supernatural allure, and in fact Theril has observed them and found the songs themselves interwoven with enchantment -- a "spell" whose weaving appears to be built into siren heredity as much as are their wings and feathers. It has been speculated that individual sirens sing slightly different enchantments, each unique in the fashion of human voices, but Theril has not as yet made enough observations to support or undermine this theory. Certainly the core spellweave is identical in all known cases, with an effect meant to overwhelm the senses of any living animal within its range and draw them toward the source of the singing. The audible song itself of course varies from siren to siren and from moment to moment; as far as Theril can tell, the nature of the verbal song has little or no bearing on that of the spell that is woven through it.
The most successful sirens probably survive primarily on such fish as fall under the enchantment (whether the enchantment penetrates the water or whether only leaping fish are affected has not yet been closely studied) and throw themselves ashore, and animals that stumble over precipices in their attempt to move closer. Lone creatures are always in greatest danger from seashore sirens' songs; living beings naturally resist sorcerous effects, so there is usually safety in numbers among social animals (and especially thinking beings) as creatures that have not fallen under the spell can shepherd, stop, or protect those who have. While seashore sirens can be vicious fighters if cornered, they normally prefer to flee through the air when confronted with forceful resistance, though some will attempt to gather stones and hurl them from the air at animals or people who try to fight them without effective ranged weapons or the means of flight. Sea birds are not believed to be specially immune to the sirens' songs, but of course are not subject to the hazards of grounded or sea-going creatures moving blindly toward the source of the songs, and apparently are not eaten by seashore sirens. Avian behavior in response to siren songs has not yet however been observed in detail.
Long assumed to be of simian intelligence at best, sirens were exterminated or driven out when they made homes in the regions of human settlements, but the Rat Pack (who else?) recently had an opportunity of dealing peacefully with a highly successful group of seashore sirens living on a particularly inhospitable crag just off the Grat'han coast in a little-traveled corner of Thornton Bay. They reported that the sirens used thrown rocks to deliberately start an avalanche to block the Rat Pack's path of advance, displaying a level of tool use and planning far beyond animal means. They also showed signs of mourning and possibly funereal rites for their dead, and further efforts resulted in communication and even negotiation through emotive song. Some still believe this enclave is unique in this respect, perhaps in effect representing a new species, but whether for this enclave alone or for some or all of the rest, the seashore sirens of Grat'ha must be counted among the thinking beings of the world. Whether they can wield magic beyond or apart from the spell intrinsic to their song is as yet unknown.
With the obvious exceptions of their enormous wings, taloned feet, birdlike tails, and feathers, the seashore sirens of Grat'ha are very nearly human in appearance -- it might be even more apt to say elven -- both in the features of their faces and the basic bone structures of their bodies, with the important exception that all their bones, birdlike, are hollow, and typically more slender than a human's. Seashore sirens have no hair anywhere on their bodies -- even their eyebrow ridges are bare, and their eyelids have no lashes -- but typically have thick, hair-like crests of long feathers growing back and downward from the tops and backs of their heads and necks. Their wings too are covered with feathers, as are portions of their backs, typically spreading from their wings (protruding from the same areas as human shoulder-blades) down toward their waist, by which point the feathered area normally extends all the way around so that their entire bodies from the waist down are usually covered in feathers, until the base of their talon-feet. Like those of elves and giants, their bodies rely upon sorcerous energy for the ability to function and to fly, and their bodies are therefore more fragile in death than in life. Black Steel personnel have to date encountered only female sirens, and nothing is presently known about males -- not even whether they exist at all, or how sirens might reproduce.
The sirens of the Grat'han coast are primarily but not exclusively nocturnal, and seem to prefer to make their homes -- or perhaps merely hunting camps -- in high, forbidding, inaccessible coastal locations; the most successful choose craggy peaks that are difficult to reach by land or sea. Detritus in these homes suggests that their diet consists primarily of fish, complimented with a smattering of land animals, occasionally including human beings. Sirens are of course best known for their singing -- songs that were once believed to be wordless as birdsong, but that have been discovered, in at least some cases, to comprise a complex language of emotion. The sirens' songs are famous for their supernatural allure, and in fact Theril has observed them and found the songs themselves interwoven with enchantment -- a "spell" whose weaving appears to be built into siren heredity as much as are their wings and feathers. It has been speculated that individual sirens sing slightly different enchantments, each unique in the fashion of human voices, but Theril has not as yet made enough observations to support or undermine this theory. Certainly the core spellweave is identical in all known cases, with an effect meant to overwhelm the senses of any living animal within its range and draw them toward the source of the singing. The audible song itself of course varies from siren to siren and from moment to moment; as far as Theril can tell, the nature of the verbal song has little or no bearing on that of the spell that is woven through it.
The most successful sirens probably survive primarily on such fish as fall under the enchantment (whether the enchantment penetrates the water or whether only leaping fish are affected has not yet been closely studied) and throw themselves ashore, and animals that stumble over precipices in their attempt to move closer. Lone creatures are always in greatest danger from seashore sirens' songs; living beings naturally resist sorcerous effects, so there is usually safety in numbers among social animals (and especially thinking beings) as creatures that have not fallen under the spell can shepherd, stop, or protect those who have. While seashore sirens can be vicious fighters if cornered, they normally prefer to flee through the air when confronted with forceful resistance, though some will attempt to gather stones and hurl them from the air at animals or people who try to fight them without effective ranged weapons or the means of flight. Sea birds are not believed to be specially immune to the sirens' songs, but of course are not subject to the hazards of grounded or sea-going creatures moving blindly toward the source of the songs, and apparently are not eaten by seashore sirens. Avian behavior in response to siren songs has not yet however been observed in detail.
Long assumed to be of simian intelligence at best, sirens were exterminated or driven out when they made homes in the regions of human settlements, but the Rat Pack (who else?) recently had an opportunity of dealing peacefully with a highly successful group of seashore sirens living on a particularly inhospitable crag just off the Grat'han coast in a little-traveled corner of Thornton Bay. They reported that the sirens used thrown rocks to deliberately start an avalanche to block the Rat Pack's path of advance, displaying a level of tool use and planning far beyond animal means. They also showed signs of mourning and possibly funereal rites for their dead, and further efforts resulted in communication and even negotiation through emotive song. Some still believe this enclave is unique in this respect, perhaps in effect representing a new species, but whether for this enclave alone or for some or all of the rest, the seashore sirens of Grat'ha must be counted among the thinking beings of the world. Whether they can wield magic beyond or apart from the spell intrinsic to their song is as yet unknown.
Wednesday, June 30, 2010
Werebeasts
(Note: Unlike other types of beastmen, such as merfolk, horned men, and even most serpentfolk, the werebeasts of the Black Steel world are clearly and presently magical in nature. While we rely on inference with beastmen of other types, there is no question that the very existence of werebeasts is attributable to the actions of wizards or pantheonic forces, as their transformations result from the action of enchantments that are discernible to anyone sufficiently practiced in the use of sorcerous vision.)
A thorough study of the transformation of humans into animals and the other way around would be the work of several lifetimes, and there are few workable definitions of the term werebeast that would shorten the task considerably. By the simplest and broadest definition, a werebeast is any creature under a spell that, when triggered, will turn it into a creature of a different species. In many cases however, such "werebeasts" are best considered as enchanted beings of a particular species, regarding the spell as an external force acting upon them. The exceptions are few as cases, but much more commonly found, because each case includes large numbers of individual werebeasts: Creatures that can pass on their enchantment to others by straightforward and repeatable means.
In Theril's estimation, the most common form of werebeastial descent is through the process of natural childbirth. Some werebeasts are capable of breeding within their own racial group, passing on their enchantment from one generation to the next, and there is speculation, but little evidence, that some are even capable of breeding with members of at least one of the natural species into which their enchantments transform them, and bearing werebeast children. Legends persist of means by which a werebeast can transform an already-existant being into one of its kind -- typically by "infecting" a victim with a bite, though other means appear in more unusual stories -- but Black Steel personnel have to date found no definite evidence of such an occurrence outside of folklore, and Theril doubts the long-term viability of a bite-propogated werebeast community. Indeed, the preponderance of evidence she has collected on groups of werebeasts in and around Grat'ha is highly suggestive of a family organization, with all the telltale signs of hereditary similarities. She grants the possibility that in more civilized lands, where werebeast communities of any kind are unlikely to prove lasting, "unusual" enchantments might be the norm among those rare cases where werebeasts appear at all, but remains skeptical of the idea of bite-based spell transmission, primarily because working a spell capable of performing such a feat would be difficult in the extreme, and would seem to serve no purpose that could not be more accomplished by simpler means. When the possibility of pantheonic intervention is raised in defense of the legends, Theril's typical response is, "Show me one case." So far, no one has met her challenge.
Some werebeasts show clear signs of rational thought in both human and bestial forms; recent experience in Grat'ha suggests that some are even capable of wielding sorcery. Others, in at least one form, seem to exhibit behavior consistent with their current animal species, or of a particular species into which they can transform. (Most werebeasts shift between only two forms, one of them usually human, but rare occasions have been reported of beings with three, or even more.) Yet others consistently act with such ferocity, rage, and violence as few creatures of the world ever sustain for long naturally, driven presumably by their particular enchantments, further clouding the question of who or what a werebeast truly is. As a result, any reasonably concise description of werebeast thought, culture, or society would be hopelessly misleading or incomplete, even if Black Steel personnel had any significant experience of studying such a society.
Among the popular myths about werebeasts are stories of transformations that wait for the light of the full moon, and about tremendous resiliance or resistance to harm in battle. Some say, for instance, that only a specially-blessed or silver-coated weapon can harm werebeasts. In some of these tales, there appear to be kernels of truth: Werebeasts are often larger, more cunning even when not actually rational, more ferocious, or otherwise more dangerous than their natural counterparts, and the act of transformation sometimes allows them to survive or more speedily recover than would a normal being from such wounds as they sustain. The notion that silver might be necessary or useful to defeating such creatures is strictly a northern myth, most likely spread by peasants who saw the gleam of a trained warrior's properly-upkept sword and attributed his success to his "silver" blade instead of his skill. When asked about specially-blessed weapons, Theril once responded, "It's quite normal for frightened people to trust in their priests and their faith to protect them, regardless of whether they can or do or need to help anything." Nothing she's seen since then has given her reason to change her stance. And as for full-moon transformations, the experience of Black Steel personnel has been that it is purest nonsense; some werebeasts appear to change forms at nightfall and revert at daybreak, and others to switch back and forth seemingly at will, but the time of month appears irrelevant.
A thorough study of the transformation of humans into animals and the other way around would be the work of several lifetimes, and there are few workable definitions of the term werebeast that would shorten the task considerably. By the simplest and broadest definition, a werebeast is any creature under a spell that, when triggered, will turn it into a creature of a different species. In many cases however, such "werebeasts" are best considered as enchanted beings of a particular species, regarding the spell as an external force acting upon them. The exceptions are few as cases, but much more commonly found, because each case includes large numbers of individual werebeasts: Creatures that can pass on their enchantment to others by straightforward and repeatable means.
In Theril's estimation, the most common form of werebeastial descent is through the process of natural childbirth. Some werebeasts are capable of breeding within their own racial group, passing on their enchantment from one generation to the next, and there is speculation, but little evidence, that some are even capable of breeding with members of at least one of the natural species into which their enchantments transform them, and bearing werebeast children. Legends persist of means by which a werebeast can transform an already-existant being into one of its kind -- typically by "infecting" a victim with a bite, though other means appear in more unusual stories -- but Black Steel personnel have to date found no definite evidence of such an occurrence outside of folklore, and Theril doubts the long-term viability of a bite-propogated werebeast community. Indeed, the preponderance of evidence she has collected on groups of werebeasts in and around Grat'ha is highly suggestive of a family organization, with all the telltale signs of hereditary similarities. She grants the possibility that in more civilized lands, where werebeast communities of any kind are unlikely to prove lasting, "unusual" enchantments might be the norm among those rare cases where werebeasts appear at all, but remains skeptical of the idea of bite-based spell transmission, primarily because working a spell capable of performing such a feat would be difficult in the extreme, and would seem to serve no purpose that could not be more accomplished by simpler means. When the possibility of pantheonic intervention is raised in defense of the legends, Theril's typical response is, "Show me one case." So far, no one has met her challenge.
Some werebeasts show clear signs of rational thought in both human and bestial forms; recent experience in Grat'ha suggests that some are even capable of wielding sorcery. Others, in at least one form, seem to exhibit behavior consistent with their current animal species, or of a particular species into which they can transform. (Most werebeasts shift between only two forms, one of them usually human, but rare occasions have been reported of beings with three, or even more.) Yet others consistently act with such ferocity, rage, and violence as few creatures of the world ever sustain for long naturally, driven presumably by their particular enchantments, further clouding the question of who or what a werebeast truly is. As a result, any reasonably concise description of werebeast thought, culture, or society would be hopelessly misleading or incomplete, even if Black Steel personnel had any significant experience of studying such a society.
Among the popular myths about werebeasts are stories of transformations that wait for the light of the full moon, and about tremendous resiliance or resistance to harm in battle. Some say, for instance, that only a specially-blessed or silver-coated weapon can harm werebeasts. In some of these tales, there appear to be kernels of truth: Werebeasts are often larger, more cunning even when not actually rational, more ferocious, or otherwise more dangerous than their natural counterparts, and the act of transformation sometimes allows them to survive or more speedily recover than would a normal being from such wounds as they sustain. The notion that silver might be necessary or useful to defeating such creatures is strictly a northern myth, most likely spread by peasants who saw the gleam of a trained warrior's properly-upkept sword and attributed his success to his "silver" blade instead of his skill. When asked about specially-blessed weapons, Theril once responded, "It's quite normal for frightened people to trust in their priests and their faith to protect them, regardless of whether they can or do or need to help anything." Nothing she's seen since then has given her reason to change her stance. And as for full-moon transformations, the experience of Black Steel personnel has been that it is purest nonsense; some werebeasts appear to change forms at nightfall and revert at daybreak, and others to switch back and forth seemingly at will, but the time of month appears irrelevant.
Monday, May 31, 2010
Serpentfolk
(Note: While sorcerous intervention of one form another is assumed to have played a part in the history of essentially all beastman species, including the likes of merfolk, in none is the fact so apparent -- or the case so muddled -- as that of serpentfolk. Such insights into their origins as Black Steel personnel have encountered may hint at the means of all beastman origins ... or might be a case of convergence or imitation that only confuses the issue further. It is all but certain that there are human-like beings with serpent features who began life as strictly human entities, and acquired their serpent-like characteristics thanks to the intervention of magical forces directed by entities whom they worshiped ... and who themselves appear in shapes often associated with serpentfolk. Whether this form represents anything more than a reflection of the worshipers' beliefs and mythology, and the extent or nature of such corporeal beings' divinity -- whatever that means -- remains to be seen.)
Black Steel personnel have seen serpentfolk of so many different descriptions within the jungles of Grat'ha alone -- to say nothing of those they encountered in Night Harbor -- that a general description seems impossible. One reason for this -- perhaps among many -- was discovered when Herring and Theril first met Dotrum in the jungles: His own eyes have serpent-like slits instead of pupils, and he said that this was part of a blessing he received from the "jungle gods," as a mark of distinction, so that he would be recgonized for his service to them. The "jungle gods" to whom he refers apparently manifest in the form of serpents or serpentfolk of various descriptions, and convey gifts of serpent-like features upon those of their faithful to whom they give special blessings -- tokens that win their bearers much esteem in Grat'ha, apparently, presumably because it is associated with the form taken by the "jungle gods." Because these gifts are conveyed individually, they tend to be ... individual. Any number of different serpent features have been recorded, from eyes to scales to a tail for legs to an upper body and heads like a multi-headed serpent's instead of a human being's, reflecting the choices or natures of either "jungle gods" or their worshipers, or the specific gifts conveyed to specific members of the serpent faith. The types of serpents whose features are represented are likewise innumerable, such that it might be fair to say there is no such race as "serpentfolk" -- only human beings or those whom they worship, affected by something in the nature of the jungles' native mythology.
Further confusion arises from the encounters Herring and Theril have had with serpents and serpentfolk in Grat'ha who appear or purport to be gods themselves; as Theril put it, the behavior of some is more godlike than that of others. A group of serpents and serpentfolk who were worshiped as gods by local Grat'han tribes were observed to eat greedily, take routine and mundane interest in material things for their material uses, and lead slaves around the jungles to carry the offerings they received from their worshipers, without appearing to notice Herring and Theril as they watched and followed, though the pair were cloaked only with a simple spell apiece. Nilassashe, on the other hand, a serpent woman who traveled alone through the jungles and met with Herring and Theril personally, and whom Dotrum and two of his one-time companions worshiped as a goddess, really seemed, behaved, and reacted -- to the extent the words mean anything to an atheist like Theril -- like a divine being.
Outside the Grat'han jungles and their vicinity, Black Steel personnel have seen serpentfolk only in Night Harbor, and only in passing. Rat Pack members, notoriously unreliable in their reports unfortunately, claim to have seen serpentfolk whose human features were as pale as might be expected in those climes, naturally unlike that of serpentfolk native to Grat'ha. Their descriptions are all essentially similar anatomically however -- the pale-skinned serpentfolk seen in Night Harbor resemble merfolk so closely as to raise questions of whether they are related in some fashion, though the serpentfolks' tails are significantly longer and of course do not end in flukes. Unless the Rat Pack's members are making the whole thing up.
The sorcerous aptitude of mortal serpentfolk within Grat'ha is assumed to be the same as for any group of human beings, at least to the extent they are actually humans modified by gifts of the "jungle gods." Since the tribal conditions in Grat'ha render the transmission of sorcerous knowledge all but impossible between would-be wizards all but impossible, it will be difficult to put the matter to a test. Theril observed that Nilassashe had spells of some kind woven around her, but whether these were related to active sorcery or to the nature of her existence or to some effect of myth and faith in the sorcerous world is as yet unknown.
Black Steel personnel have seen serpentfolk of so many different descriptions within the jungles of Grat'ha alone -- to say nothing of those they encountered in Night Harbor -- that a general description seems impossible. One reason for this -- perhaps among many -- was discovered when Herring and Theril first met Dotrum in the jungles: His own eyes have serpent-like slits instead of pupils, and he said that this was part of a blessing he received from the "jungle gods," as a mark of distinction, so that he would be recgonized for his service to them. The "jungle gods" to whom he refers apparently manifest in the form of serpents or serpentfolk of various descriptions, and convey gifts of serpent-like features upon those of their faithful to whom they give special blessings -- tokens that win their bearers much esteem in Grat'ha, apparently, presumably because it is associated with the form taken by the "jungle gods." Because these gifts are conveyed individually, they tend to be ... individual. Any number of different serpent features have been recorded, from eyes to scales to a tail for legs to an upper body and heads like a multi-headed serpent's instead of a human being's, reflecting the choices or natures of either "jungle gods" or their worshipers, or the specific gifts conveyed to specific members of the serpent faith. The types of serpents whose features are represented are likewise innumerable, such that it might be fair to say there is no such race as "serpentfolk" -- only human beings or those whom they worship, affected by something in the nature of the jungles' native mythology.
Further confusion arises from the encounters Herring and Theril have had with serpents and serpentfolk in Grat'ha who appear or purport to be gods themselves; as Theril put it, the behavior of some is more godlike than that of others. A group of serpents and serpentfolk who were worshiped as gods by local Grat'han tribes were observed to eat greedily, take routine and mundane interest in material things for their material uses, and lead slaves around the jungles to carry the offerings they received from their worshipers, without appearing to notice Herring and Theril as they watched and followed, though the pair were cloaked only with a simple spell apiece. Nilassashe, on the other hand, a serpent woman who traveled alone through the jungles and met with Herring and Theril personally, and whom Dotrum and two of his one-time companions worshiped as a goddess, really seemed, behaved, and reacted -- to the extent the words mean anything to an atheist like Theril -- like a divine being.
Outside the Grat'han jungles and their vicinity, Black Steel personnel have seen serpentfolk only in Night Harbor, and only in passing. Rat Pack members, notoriously unreliable in their reports unfortunately, claim to have seen serpentfolk whose human features were as pale as might be expected in those climes, naturally unlike that of serpentfolk native to Grat'ha. Their descriptions are all essentially similar anatomically however -- the pale-skinned serpentfolk seen in Night Harbor resemble merfolk so closely as to raise questions of whether they are related in some fashion, though the serpentfolks' tails are significantly longer and of course do not end in flukes. Unless the Rat Pack's members are making the whole thing up.
The sorcerous aptitude of mortal serpentfolk within Grat'ha is assumed to be the same as for any group of human beings, at least to the extent they are actually humans modified by gifts of the "jungle gods." Since the tribal conditions in Grat'ha render the transmission of sorcerous knowledge all but impossible between would-be wizards all but impossible, it will be difficult to put the matter to a test. Theril observed that Nilassashe had spells of some kind woven around her, but whether these were related to active sorcery or to the nature of her existence or to some effect of myth and faith in the sorcerous world is as yet unknown.
Thursday, April 29, 2010
Horned Men
(Note: Like wolfmen and other types of beastmen, the origins of so-called "horned men" may have involved the intervention of sorcerous power, directed by human ideas and mythology. As with other species, it is not presently known whether actual wizards were in some way responsible, or whether they were created by less-direct sorcerous means, such as a pantheonic echo of human mythology. There do exist alternate hypotheses however that Horned Men may in fact have evolved naturally, probably from bears in some ways resembling the modern grizzly. Until reasonable evidence can be gathered, it is difficult to judge the strength of different hypotheses of the species' origin.)
The race most commonly referred to as Horned Men by human beings are built much along the lines of standing grizzly bears, but with hind legs and lower body better adapted to standing, walking, and running two-legged, and forelegs more closely resembling human arms, right down to the presence of an opposable thumb on each hand. Their skulls and brain cases are of course much larger than grizzlies', peaked by the enormous horns that give the race its name. These horns vary somewhat in shape and size along hereditary lines, some tending toward a spiral shape like a unicorn's, some curving slightly backward as they grow, some straight and smooth. They grow throughout the Horned Man's adolescence, but cease to grow upon maturity, even if damaged or broken. Horned Men communicate mostly verbally; their powerful vocal apparatus is flexible enough to make themselves understood in human language when they learn it, though their speech is extremely gutteral and there are a number of human vowels and other phonemes they can not duplicate properly. In some Horned Man cultures, the horns of defeated enemies are used to sound war calls or even for long-range communication, but this supplements verbal speech in all known cases, never appearing to replace it, even in combination with gesture and boy language (both of which are of course of great importance in Horned Man societies, as in so many others).
Black Steel personnel have as yet encountered only male Horned Men; females are reportedly significantly smaller than the males, with much smaller horns. Together with their children, they are fiercely protected by their male kinsfolk, living in well-hidden homes with numerous measures planned for their secret escape should those homes be found and invaded.
What Black Steel personnel know of Horned Man culture is almost entirely limited to the warrior culture of the one or two tribes which include members who have signed on with the Black Steel military. The fact that some of these were able to speak local human languages prior to meeting with Black Steel personnel suggests that some degree of commerce, or at least parley, does occur between Horned Man and native human tribes in the area, but there have been few opportunities of inquiring into its nature. The warrior culture with which Black Steel personnel are familiar unsurprisingly extolls physical strength and prowess, relying on (usually-)nonfatal duels (most often fought unarmed, though a Horned Man's natural weapons are dangerous enouigh in themselves) to resolve even the smallest disputes. Moreover, though Black Steel personnel aren't squeamish about much, some are nevertheless unhappy about the Horned Men's tradition of eating the bodies of worthy opponents slain in battle, and their desire to be eat or be eaten by their Horned Man comrades should they fall in battle themselves.
If Horned Men are capable of wielding sorcery in any fashion, news of it has yet to reach Black Steel personnel. If more were known about their culture or home life in general, such information might hint at their possible sorcerous aptitude, but as things stand, it is only possible to say that the warrior culture to which those Horned Men who have interacted with Black Steel thus far belong -- including those who have joined the organization as well as those defeated by its forces -- is not at all conducive to sorcerous studies.
The race most commonly referred to as Horned Men by human beings are built much along the lines of standing grizzly bears, but with hind legs and lower body better adapted to standing, walking, and running two-legged, and forelegs more closely resembling human arms, right down to the presence of an opposable thumb on each hand. Their skulls and brain cases are of course much larger than grizzlies', peaked by the enormous horns that give the race its name. These horns vary somewhat in shape and size along hereditary lines, some tending toward a spiral shape like a unicorn's, some curving slightly backward as they grow, some straight and smooth. They grow throughout the Horned Man's adolescence, but cease to grow upon maturity, even if damaged or broken. Horned Men communicate mostly verbally; their powerful vocal apparatus is flexible enough to make themselves understood in human language when they learn it, though their speech is extremely gutteral and there are a number of human vowels and other phonemes they can not duplicate properly. In some Horned Man cultures, the horns of defeated enemies are used to sound war calls or even for long-range communication, but this supplements verbal speech in all known cases, never appearing to replace it, even in combination with gesture and boy language (both of which are of course of great importance in Horned Man societies, as in so many others).
Black Steel personnel have as yet encountered only male Horned Men; females are reportedly significantly smaller than the males, with much smaller horns. Together with their children, they are fiercely protected by their male kinsfolk, living in well-hidden homes with numerous measures planned for their secret escape should those homes be found and invaded.
What Black Steel personnel know of Horned Man culture is almost entirely limited to the warrior culture of the one or two tribes which include members who have signed on with the Black Steel military. The fact that some of these were able to speak local human languages prior to meeting with Black Steel personnel suggests that some degree of commerce, or at least parley, does occur between Horned Man and native human tribes in the area, but there have been few opportunities of inquiring into its nature. The warrior culture with which Black Steel personnel are familiar unsurprisingly extolls physical strength and prowess, relying on (usually-)nonfatal duels (most often fought unarmed, though a Horned Man's natural weapons are dangerous enouigh in themselves) to resolve even the smallest disputes. Moreover, though Black Steel personnel aren't squeamish about much, some are nevertheless unhappy about the Horned Men's tradition of eating the bodies of worthy opponents slain in battle, and their desire to be eat or be eaten by their Horned Man comrades should they fall in battle themselves.
If Horned Men are capable of wielding sorcery in any fashion, news of it has yet to reach Black Steel personnel. If more were known about their culture or home life in general, such information might hint at their possible sorcerous aptitude, but as things stand, it is only possible to say that the warrior culture to which those Horned Men who have interacted with Black Steel thus far belong -- including those who have joined the organization as well as those defeated by its forces -- is not at all conducive to sorcerous studies.
Sunday, March 28, 2010
Wolfmen
(Note: Like lizardfolk and other beastmen, wolfmen probably came into existence through the intervention of sorcerous power -- perhaps applied by human individuals, or perhaps applied by pantheonic reflections of human beliefs. It is not too much of a stretch to infer that their genesis is much older than that of most other beastmen however, as their resemblance to any particular animal other than humanity itself, notwithstanding their common name, is so distant and geographically varied as to suggest that a process of natural evolution may have occurred since the presumed period of sorcerous intervention. Dating that period in the absence of reliable fossil evidence is of course difficult, and other hypotheses of wolfman development may turn out to be better supported by the evidence as more comes in.)
"Wolfmen" is in the running for least accurate descriptive name in regular human use around the world -- and the competition is fierce, in Theril's opinion. They are no more nearly a cross between a wolf and a man than a bat is a cross between a bird and a monkey. Some humans -- especially among those who have had regular interaction with "wolfmen" and have some idea of what a wolf actually looks like -- refer to them by other names, the most common of which is simply "beastmen." Since this name would lead to confusion with the larger (though semi-arbitrary) category and frankly isn't very useful, Black Steel personnel tend to stick with "wolfmen" when they refer directly to this race at all. More often, Black Steel personnel use wolfmen's tribal or personal names and ignore the racial question altogether.
The wolfman best known to Black Steel personnel is of course Warphlad's longtime friend, Hegrakz -- a member of Black Steel himself, trained in team combat by Daryan and Warphlad -- and his reports on his native society, together with such information as can be gleaned from Black Steel's other encounters with wolfmen, form a reasonable basis for certain general observations, to the extent that "wolfmen" represent a single species at all.
Wolfmen encountered by Black Steel personnel have appeared for the most part to resemble large-limbed humans, covered in thick fur and with elongated (though not especially wolflike) snouts filled with teeth clearly intended for tearing meat, and pointed ears they are able to rotate consciously. Their build is typically stocky by human standards, though their overall size varies, perhaps (like humans' and especially goblins') due to environmental factors of various kinds. Their fur is normally brown to red-brown, sometimes with with black fur in spots, stripes, or other patterns, but reportedly tends to grey in the rare cases when they survive to reach old age. Wolfmen (commonly at least) sport short, furry tails, and tend to walk or run with what most humans regard as a peculiar gate, but perhaps because of their tendency (in Black Steel's experience) to dress in armor of one kind or another, their bodies appear otherwise to be essentially humanoid in shape. Hegrakz reports that -- in the village where he grew up at least -- armor was worn by important males even at home when "off-duty" apparently as a projection of their power and importance. Females in his village normally dressed themselves as well, but with colorful fabrics and such jewelry as could be had rather than armor of any kind. Unlike lizardfolk scales, wolfman fur does not appear to be paler, thinner, or softer in front than behind, at least in the cases that Black Steel personnel have seen.
Little is known of wolfman communities or lifestyles apart from what Hegrakz has described of his own -- a village with stringent laws viciously enforced and sometimes reinvented on the fly by the leading -- typically just the most physically powerful -- members of the community. Labor and especially hunting prowess were valued in word, but only power of physical oppression was valued in the fact of every-day society. Hegrakz himself -- having recognized the dynamic from an early age -- became one of the more capable and violently dangerous "leaders" of his community before being captured by a Black Steel military unit; he credits his childhood aptitude for yielding effectively to obviously superior force for his survival -- and his ability to recognize the realities of a situation, and lack of personal investment in his own village's culture, for his successful adaptation to the multiracial society into which he has since been integrated. On the whole, he claims to like his new situation better. "More wealth at the top, more wealth at the bottom, more wealth at every level. Better conversation. Better chance of still having what I want when I get old -- and of living to see the day. What's not to like?" To the frustration of the likes of Telaeri however, his knowledge of the culture he left behind is limited to practical, utilitarian considerations. As he frankly explains, "I was too busy climbing and staying on top to take an interest in the finer points of things."
Wolfmen -- at least in Hegrakz's villages and such others as Black Steel has become aware of -- unquestionably craft their own tools and clothing, though they are certainly not above taking what they can from other communities. Hegrakz is aware that communication occurred with other villages -- not always of other wolfmen -- sometimes in the course of war, sometimes in relative peace. He recognized some of the messengers, but otherwise took no special interest at the time. In any case, it appears likely to Telaeri that Hegrakz's perspicacity in seeing the true power structure of his community looked right past what may have been a rich, perhaps intertribal, artisan culture that -- at least in his village -- existed beneath and almost in spite of the power play in which Hegrakz involved himself.
If this is so, it may lend support to the notion that wolfmen are entirely without sorcerous aptitude. It remains possible that human prejudices are behind this conclusion, but in spite of the wolfmen's manifest sentience, they have never been reported, even in any tale or legend known to Black Steel, to wield sorcerous power -- not even in the form of shamanism.
"Wolfmen" is in the running for least accurate descriptive name in regular human use around the world -- and the competition is fierce, in Theril's opinion. They are no more nearly a cross between a wolf and a man than a bat is a cross between a bird and a monkey. Some humans -- especially among those who have had regular interaction with "wolfmen" and have some idea of what a wolf actually looks like -- refer to them by other names, the most common of which is simply "beastmen." Since this name would lead to confusion with the larger (though semi-arbitrary) category and frankly isn't very useful, Black Steel personnel tend to stick with "wolfmen" when they refer directly to this race at all. More often, Black Steel personnel use wolfmen's tribal or personal names and ignore the racial question altogether.
The wolfman best known to Black Steel personnel is of course Warphlad's longtime friend, Hegrakz -- a member of Black Steel himself, trained in team combat by Daryan and Warphlad -- and his reports on his native society, together with such information as can be gleaned from Black Steel's other encounters with wolfmen, form a reasonable basis for certain general observations, to the extent that "wolfmen" represent a single species at all.
Wolfmen encountered by Black Steel personnel have appeared for the most part to resemble large-limbed humans, covered in thick fur and with elongated (though not especially wolflike) snouts filled with teeth clearly intended for tearing meat, and pointed ears they are able to rotate consciously. Their build is typically stocky by human standards, though their overall size varies, perhaps (like humans' and especially goblins') due to environmental factors of various kinds. Their fur is normally brown to red-brown, sometimes with with black fur in spots, stripes, or other patterns, but reportedly tends to grey in the rare cases when they survive to reach old age. Wolfmen (commonly at least) sport short, furry tails, and tend to walk or run with what most humans regard as a peculiar gate, but perhaps because of their tendency (in Black Steel's experience) to dress in armor of one kind or another, their bodies appear otherwise to be essentially humanoid in shape. Hegrakz reports that -- in the village where he grew up at least -- armor was worn by important males even at home when "off-duty" apparently as a projection of their power and importance. Females in his village normally dressed themselves as well, but with colorful fabrics and such jewelry as could be had rather than armor of any kind. Unlike lizardfolk scales, wolfman fur does not appear to be paler, thinner, or softer in front than behind, at least in the cases that Black Steel personnel have seen.
Little is known of wolfman communities or lifestyles apart from what Hegrakz has described of his own -- a village with stringent laws viciously enforced and sometimes reinvented on the fly by the leading -- typically just the most physically powerful -- members of the community. Labor and especially hunting prowess were valued in word, but only power of physical oppression was valued in the fact of every-day society. Hegrakz himself -- having recognized the dynamic from an early age -- became one of the more capable and violently dangerous "leaders" of his community before being captured by a Black Steel military unit; he credits his childhood aptitude for yielding effectively to obviously superior force for his survival -- and his ability to recognize the realities of a situation, and lack of personal investment in his own village's culture, for his successful adaptation to the multiracial society into which he has since been integrated. On the whole, he claims to like his new situation better. "More wealth at the top, more wealth at the bottom, more wealth at every level. Better conversation. Better chance of still having what I want when I get old -- and of living to see the day. What's not to like?" To the frustration of the likes of Telaeri however, his knowledge of the culture he left behind is limited to practical, utilitarian considerations. As he frankly explains, "I was too busy climbing and staying on top to take an interest in the finer points of things."
Wolfmen -- at least in Hegrakz's villages and such others as Black Steel has become aware of -- unquestionably craft their own tools and clothing, though they are certainly not above taking what they can from other communities. Hegrakz is aware that communication occurred with other villages -- not always of other wolfmen -- sometimes in the course of war, sometimes in relative peace. He recognized some of the messengers, but otherwise took no special interest at the time. In any case, it appears likely to Telaeri that Hegrakz's perspicacity in seeing the true power structure of his community looked right past what may have been a rich, perhaps intertribal, artisan culture that -- at least in his village -- existed beneath and almost in spite of the power play in which Hegrakz involved himself.
If this is so, it may lend support to the notion that wolfmen are entirely without sorcerous aptitude. It remains possible that human prejudices are behind this conclusion, but in spite of the wolfmen's manifest sentience, they have never been reported, even in any tale or legend known to Black Steel, to wield sorcerous power -- not even in the form of shamanism.
Sunday, February 28, 2010
Lizardfolk
(Note: Like the merfolk and other beastmen, the Lizardfolk appear highly unlikely to have evolved naturally without the intervention of human beings -- whether through direct applications of sorcery or or via mythology reflected through pantheonic power. As in other cases, it is of course likely that the species has evolved in the time since sorcerous powers took a hand in its development, and one can imagine a distant future in which different species descended from lizardfolk bear more in common with each other, even superficially, than any do with either lizards or humans. For the present however, the advent of the lizardfolk species appears to be recent on an evolutionary scale, and even lizardfolk isolated from each other in wildly different circumstances, and assumed by ignorant human societies to represent entirely distinct types of creatures, would be found if brought together to still be members of the same species.)
Best known to Black Steel personnel through their association with "Grim" -- a junior member of the Rat Pack in good standing -- lizardfolk are among the most common form of "beastmen" along the Fire Coast and around the Broken Sea. Lizardfolk bodies are covered in leathery scales that range in color from grey to green to brown, sometimes with camouflage patterns (but never with chameleon-like active camouflage abilities) -- almost always with paler or even white bellies and inner limbs, where their scales are noticably softer and suppler -- and their heads and eyes are decidedly reptillian, with forked tongues, and sharp needle-like teeth. Their fingers and wide-splayed toes are webbed with thick flaps of skin, and end in small, sharp claws, while their short legs and the arrangement of their hips allow them to run on all fours or swim as comfortably as they walk erect. Lizardfolk also have long, slender tails -- about the same length as the head and torso together -- which they use for balance when running, and as an extra propeller or rudder in the water. "Grim" claims (and many members of Black Steel believe) that lizardfolk also have a highly adapted sense of smell. When the subject comes up, Jacques insists that this is so much stuff and nonsense -- that Grim merely makes a show of sniffing at the air so he can feel like he's special, and can't smell any better than a "regular-type person." Jarvis always takes Grim's side however, often drawling, "It can hardly be expected to work when Jacques is nearby; you can't smell anything over his body odor."
Lizardfolk typically live in isolated communities, usually in wetland areas or on barren sea shores -- barren by human standards at least. They are well adapted to wetland life, and can make at least a subsistence-level living there, mostly by hunting and fishing. Those who live on the sea shores make their living almost entirely from or on the sea. As might be expected of a species with such numerous and isolated communities, lizardman cultures are highly diverse, within the range of their limited means. The facts of their environment limit the utility of metal tools or precision instruments of any kind, and most lizardfolk artwork, dress, and handiwork appears primitive by human standards for this reason. Even the lizardfolk "Sea Raiders" scattered around the rocky islands of the Broken Sea -- a group neither coordinated nor intending to identify with one another, nor even necessarilly aware of one others' existence from community to community, defined strictly by their means of making a living -- who commonly wear and use clothing, jewelry, and tools comparable to those of more civilized peoples, have never yet been known to build such things themselves; in fact, the objects in question are not only comparable but identical to those used by civilized, sea-going people, as the Sea Raiders subsist in large part on the goods they lift from recent shipwrecks or steal by stealthy night-time raids on ships at sea. Indeed, as they encounter specialized objects outside the context of their regular use, Sea Raiders have often been remarked to put their stolen bounty to ... unusual uses: One lizard chieftain, for instance, was recently witnessed wearing a gaudy necklace made entirely from forks and spoons. Grim himself may have originated in a more northerly lizardfolk tribe that behaved in the style of the Sea Raiders, or in one of the many wetlands tribes in the marshes just south of Illenia, or lived in both at different times of his life; he might be able to shed additional light on the lifestyles and cultures of those with whom he lived, but it's hard to say. Though he is happy to tell seekers-after-knowledge about his personal history, Grim's tales are, to use Jarvis's phrase, "somewhat unreliable in the matter of accuracy." Having spoken with Grim at some length on various occasions, Scaelorrel at least has inferred that some of the lizardfolk tribes of the north likely have rich oral traditions, which presumably bear as much relationship to their actual histories as does the beautiful maiden figurehead of a ship to the plant from which the paint for it was made.
With the exception of Sea Raiders out seeking wealth, lizardmen normally avoid the society of other sentient beings, defending their home ground when necessary but otherwise keeping to themselves. There are exceptions however, both of individuals who have managed to join some human or multispecies society -- with Grim as the leading example as far as Black Steel is concerned -- and of entire tribes that managed to overcome mutual mistrust, language barriers, culture clashes, and terrain-related difficulties to establish commerce with members of local human or goblinoid communities. Such trade is usually primitive and limited in scale, but does suggest an alternative to the type of relationship that exists between Sea Raiders and seafaring peoples, or the virtually nonexistant one between insular lizardfolk tribes and anyone outside their tribes of any description.
As with any sentient species whose members still mostly live in isolated tribes and primitive conditions, little can be said about the sorcerous aptitude of lizardfolk. Certainly they do not share the universal reliance upon and comfort with it of such beings as the elves, but if their potential were comparable to that of human beings, it would hardly be surprising, given their circumstances, if no wizards ever blossomed among them. Neither the necessary numbers to maintain a living tradition for long, nor the necessary institutions to retain knowledge beyond the lifetime of a student of sorcery, are present in any known lizardfolk society. Legends persist (as they do with nearly all beastmen) of shamanistic powers attributed to tribes' religious leaders, perhaps due to pantheonic action of some variety, but the veracity of these tales may be comparable to ... well, to Grim's personal histories.
Best known to Black Steel personnel through their association with "Grim" -- a junior member of the Rat Pack in good standing -- lizardfolk are among the most common form of "beastmen" along the Fire Coast and around the Broken Sea. Lizardfolk bodies are covered in leathery scales that range in color from grey to green to brown, sometimes with camouflage patterns (but never with chameleon-like active camouflage abilities) -- almost always with paler or even white bellies and inner limbs, where their scales are noticably softer and suppler -- and their heads and eyes are decidedly reptillian, with forked tongues, and sharp needle-like teeth. Their fingers and wide-splayed toes are webbed with thick flaps of skin, and end in small, sharp claws, while their short legs and the arrangement of their hips allow them to run on all fours or swim as comfortably as they walk erect. Lizardfolk also have long, slender tails -- about the same length as the head and torso together -- which they use for balance when running, and as an extra propeller or rudder in the water. "Grim" claims (and many members of Black Steel believe) that lizardfolk also have a highly adapted sense of smell. When the subject comes up, Jacques insists that this is so much stuff and nonsense -- that Grim merely makes a show of sniffing at the air so he can feel like he's special, and can't smell any better than a "regular-type person." Jarvis always takes Grim's side however, often drawling, "It can hardly be expected to work when Jacques is nearby; you can't smell anything over his body odor."
Lizardfolk typically live in isolated communities, usually in wetland areas or on barren sea shores -- barren by human standards at least. They are well adapted to wetland life, and can make at least a subsistence-level living there, mostly by hunting and fishing. Those who live on the sea shores make their living almost entirely from or on the sea. As might be expected of a species with such numerous and isolated communities, lizardman cultures are highly diverse, within the range of their limited means. The facts of their environment limit the utility of metal tools or precision instruments of any kind, and most lizardfolk artwork, dress, and handiwork appears primitive by human standards for this reason. Even the lizardfolk "Sea Raiders" scattered around the rocky islands of the Broken Sea -- a group neither coordinated nor intending to identify with one another, nor even necessarilly aware of one others' existence from community to community, defined strictly by their means of making a living -- who commonly wear and use clothing, jewelry, and tools comparable to those of more civilized peoples, have never yet been known to build such things themselves; in fact, the objects in question are not only comparable but identical to those used by civilized, sea-going people, as the Sea Raiders subsist in large part on the goods they lift from recent shipwrecks or steal by stealthy night-time raids on ships at sea. Indeed, as they encounter specialized objects outside the context of their regular use, Sea Raiders have often been remarked to put their stolen bounty to ... unusual uses: One lizard chieftain, for instance, was recently witnessed wearing a gaudy necklace made entirely from forks and spoons. Grim himself may have originated in a more northerly lizardfolk tribe that behaved in the style of the Sea Raiders, or in one of the many wetlands tribes in the marshes just south of Illenia, or lived in both at different times of his life; he might be able to shed additional light on the lifestyles and cultures of those with whom he lived, but it's hard to say. Though he is happy to tell seekers-after-knowledge about his personal history, Grim's tales are, to use Jarvis's phrase, "somewhat unreliable in the matter of accuracy." Having spoken with Grim at some length on various occasions, Scaelorrel at least has inferred that some of the lizardfolk tribes of the north likely have rich oral traditions, which presumably bear as much relationship to their actual histories as does the beautiful maiden figurehead of a ship to the plant from which the paint for it was made.
With the exception of Sea Raiders out seeking wealth, lizardmen normally avoid the society of other sentient beings, defending their home ground when necessary but otherwise keeping to themselves. There are exceptions however, both of individuals who have managed to join some human or multispecies society -- with Grim as the leading example as far as Black Steel is concerned -- and of entire tribes that managed to overcome mutual mistrust, language barriers, culture clashes, and terrain-related difficulties to establish commerce with members of local human or goblinoid communities. Such trade is usually primitive and limited in scale, but does suggest an alternative to the type of relationship that exists between Sea Raiders and seafaring peoples, or the virtually nonexistant one between insular lizardfolk tribes and anyone outside their tribes of any description.
As with any sentient species whose members still mostly live in isolated tribes and primitive conditions, little can be said about the sorcerous aptitude of lizardfolk. Certainly they do not share the universal reliance upon and comfort with it of such beings as the elves, but if their potential were comparable to that of human beings, it would hardly be surprising, given their circumstances, if no wizards ever blossomed among them. Neither the necessary numbers to maintain a living tradition for long, nor the necessary institutions to retain knowledge beyond the lifetime of a student of sorcery, are present in any known lizardfolk society. Legends persist (as they do with nearly all beastmen) of shamanistic powers attributed to tribes' religious leaders, perhaps due to pantheonic action of some variety, but the veracity of these tales may be comparable to ... well, to Grim's personal histories.
Sunday, January 31, 2010
Merfolk
(Note: The species most commonly called the Merfolk is one of many that may be collected under the category of beastmen -- a category defined by certain assumptions about their origins, and already discussed under its own heading. It seems unlikely in the extreme that such creatures would have evolved naturally unless perhaps they were a seagoing people who evolved the human appearance of their upper bodies as a form of mimesis to attract human sailors or coastal people and win their sympathy -- probably a rather far-fetched theory. It therefore must be assumed that sorcerous power and human intention -- or pantheonic intervention based on human mythology or the like -- was involved in their origins. It is nevertheless possible of course that the species has since evolved from the form into which it was originally manipulated; differences between merfolk populations in isolated regions would likely be suggestive if we wish to learn when the species came to be.)
Of the many varieties of beastmen known or believed to inhabit the world, the ocean-dwelling merfolk are the best known to Black Steel personnel, thanks to Daryan's long-standing relationship with Greyilah from the northern sea and -- most importantly -- the sizable merfolk colony in Scabbard Harbor, with which Black Steel has established close diplomatic and economic ties, even going so far as to construct canals within the city to facilitate trade, communication, and commerce in spite of the natural barrier between air-breathing dwellers on land and gilled inhabitants of the seas. Though distant and casual observers -- or lazy ones -- are apt to say that merfolk are human from the waist up and fish from the waist down, those who actually interact with them know better: Though fish-like in appearance, their "tails" spread horizontally like a dolphin's fluke, with muscles arranged accordingly, and attempting to identify the point where their "human" body ends and their "fish tail" begins is essentially meaningless; no part of their body is entirely human in structure or design, from their amphibious breathing apparatus to their long arms and necks and exceedingly flexible spines. Their scales and skin tones tend toward white in front, with the scales often pale green or grey in color, and sometimes even a very pale blue, both but darken toward the backs, where dark green, grey, or even midnight-blue scales approaching black are not uncommon, as well as much darker skin which itself may sometimes be faintly tinted with blue or green. The scales do not end in a neat line above the hips as they are portrayed in the work of ill-informed artists, like the waistline of a dress, but extend around the sides and up the back, sometimes as far as the space between the shoulder blades in back. Merfolk hair is likewise almost always dark in color -- essenitally black -- though sometimes with greenish or bluish tints. The common wisdom around the Scabbard is that merfolk hair is always straight, but Theril isn't convinced; she postulates, "It's always straight because it's always sopping wet."
Among the merfolk of Scabbard Harbor, long hair is a sign of high station in both men and women; the leaders of their small tribe bind back their long locks while hunting with strands of seaweed, with fishermens' lines recovered from snags, or with fine line or wire bartered or purchased from their neighbors in The Scabbard proper. Simple tribesmen, from kelp farmers to fishherds to the soldiers of the village's standing undersea garrison, use stone or coral knives to keep their hair cut short, with craftsmen, war band leaders, and heads of families falling in between -- but commerce with The Scabbard has brought with it a growing sense of egalitarianism, to the point that some "lower-class" merfolk citizens have taken to visiting hair stylists along the canals to crop their short hair evenly or even in complicated styles meant to show off their best features as they swim. Making up for other signs of station, such as jewelry made from shells, corals, and pearls, or even human jewelry worked in The Scabbard specifically for underwater use, is naturally more difficult, but the greatest leveling influence of The Scabbard is simply its elevation of standard of living across the village. Resources and luxuries to which few or none of the merfolk had ever had access before -- ceramics are particularly valued -- have become so readily available that the community's leaders could hardly deny their people access even if they wished to do so. In turn, they provide such resources as they can gather more conveniently than can their shore-bound neighbors, from seafood and sea jewels to salvage from ships that sank off-shore.
It would be a mistake to assume that "merfolk culture" is exemplified by that of the Scabbard harbor colony, either before or after their extensive contact with The Scabbard itself; on the contrary, according to Daryan and Greyilah's testimony at least, distant merfolk tribes seem to have little in common apart from what is made necessisary by their environment, anatomy, and physiology. Though there are many similarities in language between the village where she was born and the one in Scabbard Harbor, they are clearly two entirely distinct languages, though with similarities. For Greyilah, learning to live among the merfolk of Scabbard Harbor -- not only for linguistic reasons -- was a difficult and challenging feat, and it was her eventual success that recommended her as an ambassador of sorts to merfolk communities around Kaiimar, whose language differs yet again from that of Scabbard Harbor's, though with much greater similarities, and whose customs and hierarchies vary from village to village enormously. Overcoming barriers to communication and trust will not be easy work in her situation, and it remains to be seen whether any merfolk support can be had for the battle for Kaiimar. It should be said that Greyilah's travels -- much aided and motivated by surface-dwelling humans -- are nearly unique among merfolk she or Black Steel personnel have met. At least among the tribes she has visited, most merfolk have little or no commerce with one another or other sentient races, and rarely travel far from their home villages. Of course, it may be that there are tribes in other regions of the sea whose tales and traditions are bound up with travel -- Black Steel's contacts simply haven't met any ... or didn't know it if they did.
Perhaps in large part because of their tendency -- among those Black Steel personnel have met -- to live in small, distinct communities, merfolk have never been reported to weave sorceries in the fashion of a wizard. As noted elsewhere, sorcerous potential is so rare among humans, and requires so much training before it can be realized, that a small human village without outside contact would have virtually no chance of maintaining the knowledge necessary for actual wizards ever to grow up there. If something similar is true for merfolk, they might individually be even more likely than humans to harbor sorcerous potential and yet never discover it. Of course, priests and shamans among the merfolk are reputed to wield or to be the vessels for extraordinary and miraculous powers, but the nature of such powers -- and indeed the truth of such reputations -- is the subject of much debate and uncertainty.
Of the many varieties of beastmen known or believed to inhabit the world, the ocean-dwelling merfolk are the best known to Black Steel personnel, thanks to Daryan's long-standing relationship with Greyilah from the northern sea and -- most importantly -- the sizable merfolk colony in Scabbard Harbor, with which Black Steel has established close diplomatic and economic ties, even going so far as to construct canals within the city to facilitate trade, communication, and commerce in spite of the natural barrier between air-breathing dwellers on land and gilled inhabitants of the seas. Though distant and casual observers -- or lazy ones -- are apt to say that merfolk are human from the waist up and fish from the waist down, those who actually interact with them know better: Though fish-like in appearance, their "tails" spread horizontally like a dolphin's fluke, with muscles arranged accordingly, and attempting to identify the point where their "human" body ends and their "fish tail" begins is essentially meaningless; no part of their body is entirely human in structure or design, from their amphibious breathing apparatus to their long arms and necks and exceedingly flexible spines. Their scales and skin tones tend toward white in front, with the scales often pale green or grey in color, and sometimes even a very pale blue, both but darken toward the backs, where dark green, grey, or even midnight-blue scales approaching black are not uncommon, as well as much darker skin which itself may sometimes be faintly tinted with blue or green. The scales do not end in a neat line above the hips as they are portrayed in the work of ill-informed artists, like the waistline of a dress, but extend around the sides and up the back, sometimes as far as the space between the shoulder blades in back. Merfolk hair is likewise almost always dark in color -- essenitally black -- though sometimes with greenish or bluish tints. The common wisdom around the Scabbard is that merfolk hair is always straight, but Theril isn't convinced; she postulates, "It's always straight because it's always sopping wet."
Among the merfolk of Scabbard Harbor, long hair is a sign of high station in both men and women; the leaders of their small tribe bind back their long locks while hunting with strands of seaweed, with fishermens' lines recovered from snags, or with fine line or wire bartered or purchased from their neighbors in The Scabbard proper. Simple tribesmen, from kelp farmers to fishherds to the soldiers of the village's standing undersea garrison, use stone or coral knives to keep their hair cut short, with craftsmen, war band leaders, and heads of families falling in between -- but commerce with The Scabbard has brought with it a growing sense of egalitarianism, to the point that some "lower-class" merfolk citizens have taken to visiting hair stylists along the canals to crop their short hair evenly or even in complicated styles meant to show off their best features as they swim. Making up for other signs of station, such as jewelry made from shells, corals, and pearls, or even human jewelry worked in The Scabbard specifically for underwater use, is naturally more difficult, but the greatest leveling influence of The Scabbard is simply its elevation of standard of living across the village. Resources and luxuries to which few or none of the merfolk had ever had access before -- ceramics are particularly valued -- have become so readily available that the community's leaders could hardly deny their people access even if they wished to do so. In turn, they provide such resources as they can gather more conveniently than can their shore-bound neighbors, from seafood and sea jewels to salvage from ships that sank off-shore.
It would be a mistake to assume that "merfolk culture" is exemplified by that of the Scabbard harbor colony, either before or after their extensive contact with The Scabbard itself; on the contrary, according to Daryan and Greyilah's testimony at least, distant merfolk tribes seem to have little in common apart from what is made necessisary by their environment, anatomy, and physiology. Though there are many similarities in language between the village where she was born and the one in Scabbard Harbor, they are clearly two entirely distinct languages, though with similarities. For Greyilah, learning to live among the merfolk of Scabbard Harbor -- not only for linguistic reasons -- was a difficult and challenging feat, and it was her eventual success that recommended her as an ambassador of sorts to merfolk communities around Kaiimar, whose language differs yet again from that of Scabbard Harbor's, though with much greater similarities, and whose customs and hierarchies vary from village to village enormously. Overcoming barriers to communication and trust will not be easy work in her situation, and it remains to be seen whether any merfolk support can be had for the battle for Kaiimar. It should be said that Greyilah's travels -- much aided and motivated by surface-dwelling humans -- are nearly unique among merfolk she or Black Steel personnel have met. At least among the tribes she has visited, most merfolk have little or no commerce with one another or other sentient races, and rarely travel far from their home villages. Of course, it may be that there are tribes in other regions of the sea whose tales and traditions are bound up with travel -- Black Steel's contacts simply haven't met any ... or didn't know it if they did.
Perhaps in large part because of their tendency -- among those Black Steel personnel have met -- to live in small, distinct communities, merfolk have never been reported to weave sorceries in the fashion of a wizard. As noted elsewhere, sorcerous potential is so rare among humans, and requires so much training before it can be realized, that a small human village without outside contact would have virtually no chance of maintaining the knowledge necessary for actual wizards ever to grow up there. If something similar is true for merfolk, they might individually be even more likely than humans to harbor sorcerous potential and yet never discover it. Of course, priests and shamans among the merfolk are reputed to wield or to be the vessels for extraordinary and miraculous powers, but the nature of such powers -- and indeed the truth of such reputations -- is the subject of much debate and uncertainty.
Thursday, December 31, 2009
Beastmen
(Note: The designation "Beastmen" is obviously one of human invention, but the same might possibly be said of the beastman races themselves. Though calling these beings "crosses between humans and wild beasts" would be a gross oversimplification at the very best, and lumping them all into the same category is fairly ludicrous, many sentient races do exist in the Black Steel world with bipedal stances or other clearly human-like features [or elven- or goblin-like, which amounts to the same thing] along with features from fur to scales to tearing jaws to tails that are associated by most humans with nonsentient beasts. It is fair to hypothesize that powerful sorcerous forces, whether in human hands or directed by pantheonic powers bound to human worship, guided or forced the development of beings so like those featured in typical human myths in our own world. It's unfortunately a difficult hypothesis to test however within the Black Steel world. Perhaps if mythological artifacts and signs of sorcerous power appeared in the archaeological record prior to the earliest signs of "beastmen" of any variety, it would be suggestive, or sorcerous means might be found of uncovering the history of magical "tampering" with a genetic line -- perhaps far in the world's future, when and if they discover the concept of genetics and the structure of DNA. At all events, beastmen clearly are not /homo sapiens/ but constitute a number of different species; unless certain werebeasts are counted among them, an issue which will need to be discussed separately -- it appears they are unable to breed with humans or indeed at all outside of their own beastman species.)
Some species of beastmen are known well enough to Black Steel personnel, and play an important enough role in that nation, to deserve separate and individual discussions. Prominent among these are the Merfolk of Scabbard Harbor, with their cousins in numerous places across the sea, apparently including some in the vicinity of Kaiimar, but Black Steel has also had extensive experience with a few others as well: Lizardfolk (including the "Sea Raiders" often mistakenly regarded as a distinct species) and so-called Wolfmen (whose appearance doesn't fairly resemble wolves) have sometimes been friends, enemies or both; indeed, "Grim" is a member of the Rat Pack regardless of his saurian appearance, and Hegrakz, a Black Steel member of some years' standing regardless of his thick fur and elongated snout (not really wolf-like in spite of the race's too-prevalent name) was long a member of Daryan's elite team, while a number of Horned Men participate in Black Steel's heavy combat forces. Moreover, Herring and Theril and the few others who have traveled in Grat'ha have encountered a number of Serpentfolk, perhaps related to one the Rat Pack met in Night Harbor, though there appear to be numerous varieties, some apparently humans who were "blessed" by serpent gods, others supposedly serpent gods themselves in corporeal form. There is also the matter of werebeasts, which seem to exist in surprising variety, and deserve (at least) a separate discussion as well. Whether these (and others, such as Seashore Sirens are included among the beastmen is simply a matter of how far one arbitrarily chooses to extend an already arbitrary and extensive category.
In theory, any number of beastman species could exist; there are certainly myths, which may or may not be based on facts (or result in pantheonic or other sorcerous manipulation such that facts might be based on them) of numerous varieties, from hawk, eagle, crow, or sparrow people to lion men (and presumably lioness women) to goat-like satyrs or others beastmen resembling cattle or sheep. There are few confirmed sightings, but rare exceptions do exist, perhaps the results of individual blessings or curses, or members of larger, little-known communities; the Rat Pack has actually befriended a "Bat Woman" for instance, who lives in Night Harbor; sadly, that group has proven less interested than some of their peers in investigating their friends' background and heritage, and so Theresa's origins, like those of so many other reported beastmen, remain a mystery.
See Also the general article on the People of the Black Steel World and specific articles on the types of beastmen best known to Black Steel:
Horned Men
Lizardfolk
Merfolk
Seashore Sirens
Serpentfolk
Werebeasts
Wolfmen
Some species of beastmen are known well enough to Black Steel personnel, and play an important enough role in that nation, to deserve separate and individual discussions. Prominent among these are the Merfolk of Scabbard Harbor, with their cousins in numerous places across the sea, apparently including some in the vicinity of Kaiimar, but Black Steel has also had extensive experience with a few others as well: Lizardfolk (including the "Sea Raiders" often mistakenly regarded as a distinct species) and so-called Wolfmen (whose appearance doesn't fairly resemble wolves) have sometimes been friends, enemies or both; indeed, "Grim" is a member of the Rat Pack regardless of his saurian appearance, and Hegrakz, a Black Steel member of some years' standing regardless of his thick fur and elongated snout (not really wolf-like in spite of the race's too-prevalent name) was long a member of Daryan's elite team, while a number of Horned Men participate in Black Steel's heavy combat forces. Moreover, Herring and Theril and the few others who have traveled in Grat'ha have encountered a number of Serpentfolk, perhaps related to one the Rat Pack met in Night Harbor, though there appear to be numerous varieties, some apparently humans who were "blessed" by serpent gods, others supposedly serpent gods themselves in corporeal form. There is also the matter of werebeasts, which seem to exist in surprising variety, and deserve (at least) a separate discussion as well. Whether these (and others, such as Seashore Sirens are included among the beastmen is simply a matter of how far one arbitrarily chooses to extend an already arbitrary and extensive category.
In theory, any number of beastman species could exist; there are certainly myths, which may or may not be based on facts (or result in pantheonic or other sorcerous manipulation such that facts might be based on them) of numerous varieties, from hawk, eagle, crow, or sparrow people to lion men (and presumably lioness women) to goat-like satyrs or others beastmen resembling cattle or sheep. There are few confirmed sightings, but rare exceptions do exist, perhaps the results of individual blessings or curses, or members of larger, little-known communities; the Rat Pack has actually befriended a "Bat Woman" for instance, who lives in Night Harbor; sadly, that group has proven less interested than some of their peers in investigating their friends' background and heritage, and so Theresa's origins, like those of so many other reported beastmen, remain a mystery.
See Also the general article on the People of the Black Steel World and specific articles on the types of beastmen best known to Black Steel:
Horned Men
Lizardfolk
Merfolk
Seashore Sirens
Serpentfolk
Werebeasts
Wolfmen
Monday, November 30, 2009
Legendary Giants
(Note: Lumping giant humanoid creatures into two broad categories -- essentially "Earth Giants" and "Not Earth Giants" -- is almost as arbitrary as grouping humanoid creatures by their bulk and height. Nevertheless, some division must be made, and this seems to be a useful one. The term "legendary giants" is more appropriate on the Fire Coast however than in places like Grat'ha, where cyclopes, at least, far from matters of nebulous legend, are known to exist beyond question.)
By far the most common humanoid giants are those collectively known as earth giants, but legends persist of others with strange features or powers, perhaps developed over the course of centuries or millenia by the ancestors of these giants themselves, or perhaps originated by powerful sorceries or ritual magics that transformed one or more communities in their entirety. Black Steel personnel have managed to locate unmistakable living cyclopes on several occasions, and have on a very few occasions (including very recently in the course of Herring and Theril's present journey through the jungles of Grat'ha) spotted a giant of enormous size that for one reason or another they supposed might be one of the so-called "fire giants" -- whatever that designation means.
Cyclopes are popular subjects of fables along the Fire Coast, which -- as fables usually do -- disagree rather thoroughly about their numbers, lifestyle, size, and intelligence. Black Steel personel have encountered several live cyclopes however, particularly in the region of Grat'ha, and have therefore come to a tentative conclusion that these monstrous one-eyed giants -- monstrous on the strength of their size alone, with some over six meters in height -- actually represent a viable, breeding species, which survives in the fertile lands of Grat'ha in a fashion roughly similar to that of "mountain giants" in more arid climes. The story of these creatures' origins is likely an intriguing one if it could be uncovered, as it is hard to imagine a one-eyed race of giants coming to be unless as the result of extraordinarily powerful sorcerous forces. Those Fire Coast myths that refer to these creatures' origins at all typically speak of a terrible pantheonic curse. Cyclopes encountered by Black Steel to date have mostly been aggressive and dull-witted by human standards, and certainly incapable of wielding sorcerous power, but these numbers remain too small to draw serious conclusions, in spite of the close contact Black Steel personnel have had with them -- including three that were coaxed by magic (and then slowly weaned from their bewitchments) to join Black Steel's forces themselves. The needs of these gigantic creatures are so enormous that, when not provided by a more civilized and far-reaching entity like Black Steel, they leave cyclopes as necessarily solitary or near-solitary creatures, likely meeting only to bear and raise children in the fertile, food-rich jungles themselves. It is therefore likely that few traditions of any kind are passed down beyond the bare necessities of survival, leaving open the theoretical possibility of magical aptitude that simply but inevitably goes undiscovered, unnurtured, and untaught.
Talk of magic-wielding giants on the Fire Coast comes in many varieties, but the most common references -- particularly in the far north -- are to "Fire Giants" who live in the deeps of that land's volcanoes, and cause eruptions when they go to war, and to "Frost Giants" who bring the winter each year (and against whom, many legends tell, Shaer and/or Athoth do annual battle, to force their retreat and permit the spring to return). They are said to be the personal servants of Karha, the Winter Maiden, whose beautiful ice palace -- sometimes spoken of as a place in the far north of the world, other times as her home beyond the world in the realms of the pantheon -- stands at the heart of many legends of its own. Fire Giants are likewise sometimes said to be the servants of Varekh, but sometimes to be renegades from his rule of the earth and stone. Reports of the powers, size, and strength of these giants vary, and if Black Steel personnel have ever met such a creature, they saw no sign of any particular power. Some claim to have seen a fire giant walking the streets of Night Harbor, but have no proof that it was such a creature apart from its being "huge!" and its bright red hair. Herring and Theril recently met a giantess deep in Grat'ha as well with dark skin and blood-red hair, estimated at five meters in height or more, but were not able to communicate with her. She spoke to them in a language they did not know, climbed the massive tree where they were perched, and settled herself in a kind of saddle formed by the stumps of its fallen upper branches, apparently to watch the jungles around her (a sentry, perhaps?) or just to relax in the sun. She or others like her might explain Grat'han tales of "fiery" or "fire-head" giants, but it is difficult to establish any connection between these tales and the "fire giant" legends of the north.
Other tales speak of giants capable of walking invisibly across the world -- how even an invisible giant could actually pass unobserved among humans is rarely addressed in the tales -- watching the doings of distant lands, raining magical forces down on their enemies, or transforming themselves or their victims into beasts, structures, or stones, among other incredible powers. If such stories have any basis in truth, it has not been confirmed or discovered by any Black Steel personnel.
By far the most common humanoid giants are those collectively known as earth giants, but legends persist of others with strange features or powers, perhaps developed over the course of centuries or millenia by the ancestors of these giants themselves, or perhaps originated by powerful sorceries or ritual magics that transformed one or more communities in their entirety. Black Steel personnel have managed to locate unmistakable living cyclopes on several occasions, and have on a very few occasions (including very recently in the course of Herring and Theril's present journey through the jungles of Grat'ha) spotted a giant of enormous size that for one reason or another they supposed might be one of the so-called "fire giants" -- whatever that designation means.
Cyclopes are popular subjects of fables along the Fire Coast, which -- as fables usually do -- disagree rather thoroughly about their numbers, lifestyle, size, and intelligence. Black Steel personel have encountered several live cyclopes however, particularly in the region of Grat'ha, and have therefore come to a tentative conclusion that these monstrous one-eyed giants -- monstrous on the strength of their size alone, with some over six meters in height -- actually represent a viable, breeding species, which survives in the fertile lands of Grat'ha in a fashion roughly similar to that of "mountain giants" in more arid climes. The story of these creatures' origins is likely an intriguing one if it could be uncovered, as it is hard to imagine a one-eyed race of giants coming to be unless as the result of extraordinarily powerful sorcerous forces. Those Fire Coast myths that refer to these creatures' origins at all typically speak of a terrible pantheonic curse. Cyclopes encountered by Black Steel to date have mostly been aggressive and dull-witted by human standards, and certainly incapable of wielding sorcerous power, but these numbers remain too small to draw serious conclusions, in spite of the close contact Black Steel personnel have had with them -- including three that were coaxed by magic (and then slowly weaned from their bewitchments) to join Black Steel's forces themselves. The needs of these gigantic creatures are so enormous that, when not provided by a more civilized and far-reaching entity like Black Steel, they leave cyclopes as necessarily solitary or near-solitary creatures, likely meeting only to bear and raise children in the fertile, food-rich jungles themselves. It is therefore likely that few traditions of any kind are passed down beyond the bare necessities of survival, leaving open the theoretical possibility of magical aptitude that simply but inevitably goes undiscovered, unnurtured, and untaught.
Talk of magic-wielding giants on the Fire Coast comes in many varieties, but the most common references -- particularly in the far north -- are to "Fire Giants" who live in the deeps of that land's volcanoes, and cause eruptions when they go to war, and to "Frost Giants" who bring the winter each year (and against whom, many legends tell, Shaer and/or Athoth do annual battle, to force their retreat and permit the spring to return). They are said to be the personal servants of Karha, the Winter Maiden, whose beautiful ice palace -- sometimes spoken of as a place in the far north of the world, other times as her home beyond the world in the realms of the pantheon -- stands at the heart of many legends of its own. Fire Giants are likewise sometimes said to be the servants of Varekh, but sometimes to be renegades from his rule of the earth and stone. Reports of the powers, size, and strength of these giants vary, and if Black Steel personnel have ever met such a creature, they saw no sign of any particular power. Some claim to have seen a fire giant walking the streets of Night Harbor, but have no proof that it was such a creature apart from its being "huge!" and its bright red hair. Herring and Theril recently met a giantess deep in Grat'ha as well with dark skin and blood-red hair, estimated at five meters in height or more, but were not able to communicate with her. She spoke to them in a language they did not know, climbed the massive tree where they were perched, and settled herself in a kind of saddle formed by the stumps of its fallen upper branches, apparently to watch the jungles around her (a sentry, perhaps?) or just to relax in the sun. She or others like her might explain Grat'han tales of "fiery" or "fire-head" giants, but it is difficult to establish any connection between these tales and the "fire giant" legends of the north.
Other tales speak of giants capable of walking invisibly across the world -- how even an invisible giant could actually pass unobserved among humans is rarely addressed in the tales -- watching the doings of distant lands, raining magical forces down on their enemies, or transforming themselves or their victims into beasts, structures, or stones, among other incredible powers. If such stories have any basis in truth, it has not been confirmed or discovered by any Black Steel personnel.
Saturday, October 31, 2009
Earth Giants
(Note: It is hardly possible that all giants are of the same species, but the argument might be made about the so-called "earth giants," and even that (at least some) earth giants represent a race (or several races) of /Homo sapiens/. It appears that a common evolutionary adaptation to the availability of sorcerous power in the Black Steel world is to take advantage of that power to support a body too large to function on the basis of physical strength alone, leading to the likes of giant insects, giant lizards ... and apparently, giant human beings. The number of giants that evolved naturally, and the number that evolved thanks to the interference of -- or were created outright by -- sentient beings wielding powerful sorceries, is difficult to estimate, particularly if the tales are true of certain giants who themselves consciously weaving sorcery. (The sorcerous adaptations that allow creatures to survive at enormous size are unconscious in nature -- giant insects are not sentient as a rule -- and may even occur on the cellular level.) If a race of, say, giant elves consciously guided its own evolution via woven magics, would that represent natural development, sorcerous interference, or both?)
Giants come in various sizes (from very big to just enormous) and self-appointed giant killers tend to classify them by size, sometimes crudely, as in, "We've got a seventeen footer out by Barleymoor," other times by misappropriating more useful descriptive names. When a "woodland giant" is reported descending upon a town out of barren mountains, it is usually for this reason, though of course, being sentient beings, giants of any classification do not always live up to their names.
Most giants familiar to Black Steel personnel, and apparently the most common giants in the world by a wide margin, are those known collectively as "earth giants" -- those whose appearance, behavior, and abilities are essentially in line with those of humans, goblins, and (for the sake of argument at least) elves, apart from their vast size. Such giants are by and large reputed to be slow-witted, clumsy creatures with nasty mean streaks, and the reputation is not entirely unearned, at least in the experience of Black Steel personnel. Moreover, it appears that the larger giants are likewise on the whole less agile, both physically and mentally. Thus, though legends of magic-wielding earth giants do exist, it seems unlikely, especially among the largest of giants, that they are actually capable of mastering the intricacies of sorcerous power -- and indeed, Black Steel personnel have never encountered a spell-wielding earth giant. The issue of mean-spiritedness is another matter however, and Osiavia has posited that it is primarily related to hunger -- more common among larger giants simply because they have to work harder just to feed their enormous bodies -- and indeed, the giants with which Black Steel personnel have direct dealings always seem more relaxed and personable after a good, hearty meal (though this could perhaps be said of almost anybody). It is imaginably possible that even their intellectual limitations arise from the same source -- the need to feed such massive bodies certainly leaves little time for contemplation, study, or other intellectual pursuits. It would be an interesting experiment to attempt to raise giant children from birth among human peers, providing for their feeding and other needs, but the expense would be enormous, to say nothing of the logistics of the thing, or the difficulty of acquiring a meaningful number of newborn giant children.
Presumably for reasons related to the availability of food and other resources, the largest giants are also the least numerous, and the least likely to form large communities. Those that are small enough to do so successfully without exhausting local food supplies faster than they can move to new localities typically gather in tribes reminiscent of goblinoid and primitive human communities. Such tribal giants are most commonly known as ogres, and are often of less than three meters in height; the smallest among them can sometimes pass as unusually large, brawny humans or goblins if properly attired, among those unable to see into their magical nature. (Younger giants can sometimes pass as full-grown members of smaller races as well, but this is rare, as -- for instance -- a giant child usually looks like an oversized child rather than a human teenager.) Ogres themselves appear on the whole to regard the distinction between themselves and humans or goblins as one essentially of family and upbringing rather than of race or species. There has never to Black Steel knowledge been an attempt (as there have been, always ill-fated, in the case of goblinkind) to "unite all ogrekind" -- the name doesn't appear to carry much weight in most ogre societies. It should be noted however that ogres have been known to act as mercenaries, or to unite in larger numbers than they could sustain themselves, under the direction of more civilized sentients, capable of supplying food and other resources for them from much further afield than the ogres themselves could reach. Black Steel itself has done this to a certain extent in building up Charracks's defensive force for The Edge, and another case was witnessed by Thaqz in a deep cavern complex near Shalaton, supposedly organized by shadow elves, though the real situation was not wholly clear.
Giants who average much above three meters in height, with the rest of their bodies more or less in proportion, can rarely support themselves in tribal communities of reasonable size. They therefore tend to gather in much smaller family groups, the size and numbers of which presumably depend on the size of the giants and the availability of food and other resources in the region. Those who live in forests and other food-rich localities -- sometimes including lightly-held human borderlands, where they can steal or extort food from human agricultural communities -- typically exist as small, settled nuclear families. On reaching maturity, male giants from such family groups typically set out to find mates among other giant families, and once a match is made, both mates leave their parent groups in search of a place that can support them in the long term while they raise a family of their own. Since woods provide such a rich environment for finding food and material for clothing, shelter, and tools, giants of this type often settle in forests, and are commonly known as woodland giants. It may well be however that giants of sizes normally associated with such small family groups would be able to support much larger communities if they could make use of human agricultural techniques; none who do so however have yet been discovered by Black Steel personnel. On the other hand, giants of this size can sometimes be brought together in large groups by the intervention of another sentient society capable of bringing food and other material together from distant places for the purpose of sustaining the giants together. Black Steel itself has done this, and is managing to support no less than twenty earth giants of great size -- ranging between about three and five meters in height, with bulk at least in proportion -- among its various land holdings.
The largest of the earth giants could hardly support themselves in a significant community even in the lushest of fertile lands. Named rather for their typically tremendous size, "mountain giants" don't necessarily live in mountains, but they may well /look/ like mountains to the terrified and impressionable people who survive to tell their stories. Naturally, these stories are greatly exaggerated however -- whether by tellers in search of glory or by memories colored by fear -- and in spite of the tremendous size often attributed to them, mountain giants rarely exceed five meters in height (though with massive bulk even for that size) in the experience of Black Steel personnel. In areas with little access to food, giants of a size typically associated with woodland giants or even ogres may behave as larger giants do in more fertile realms, further blurring the distinctions between size- or behavior-based classifications.
Often solitary, or moving in very small family groups, mountain giants are likely to be nomadic -- moving out of an area as or before they over-hunt it rather than even trying to live there and conserve its resources -- or range far from settled homes to hunt, for similar reasons. Mountain giants have also been known to rely on human beings to generate sufficient food for their needs in an area of reasonable size. Those who do so by stealing from or murdering the humans who provide their sustenance rarely profit by it, as human ingenuity, in the form of wizards, heroes, or cleverly prepared militia with traps and home-made siege machinery, inevitably slays such monsters or drives them away, but more amicable arrangements are sometimes made with some success, and Black Steel does count several mountain giants among the earth giants with whom it works. For the most part however, mountain giants tend to avoid populated areas, traveling or ranging through relatively untamed wilderness instead, and only stealing from -- preferably distant -- human farmers and the like on rare enough occasion to avoid deadly reactions from major human communities.
One final curiosity relating to magic-based gigantism is an apparently increased probability of conjoined twins. In particular, a form extremely rare among human beings, but noticably common among the smaller giants (relatively speaking, naturally) is that of a body with two heads. In Black Steel's experience, such two-headed giants are best treated as two separate sentient entities who happen to share the same body, and in dealing with them thus, Black Steel has even managed to bring two pairs (which is to say, two bodies and four heads) of them into their military community.
Giants come in various sizes (from very big to just enormous) and self-appointed giant killers tend to classify them by size, sometimes crudely, as in, "We've got a seventeen footer out by Barleymoor," other times by misappropriating more useful descriptive names. When a "woodland giant" is reported descending upon a town out of barren mountains, it is usually for this reason, though of course, being sentient beings, giants of any classification do not always live up to their names.
Most giants familiar to Black Steel personnel, and apparently the most common giants in the world by a wide margin, are those known collectively as "earth giants" -- those whose appearance, behavior, and abilities are essentially in line with those of humans, goblins, and (for the sake of argument at least) elves, apart from their vast size. Such giants are by and large reputed to be slow-witted, clumsy creatures with nasty mean streaks, and the reputation is not entirely unearned, at least in the experience of Black Steel personnel. Moreover, it appears that the larger giants are likewise on the whole less agile, both physically and mentally. Thus, though legends of magic-wielding earth giants do exist, it seems unlikely, especially among the largest of giants, that they are actually capable of mastering the intricacies of sorcerous power -- and indeed, Black Steel personnel have never encountered a spell-wielding earth giant. The issue of mean-spiritedness is another matter however, and Osiavia has posited that it is primarily related to hunger -- more common among larger giants simply because they have to work harder just to feed their enormous bodies -- and indeed, the giants with which Black Steel personnel have direct dealings always seem more relaxed and personable after a good, hearty meal (though this could perhaps be said of almost anybody). It is imaginably possible that even their intellectual limitations arise from the same source -- the need to feed such massive bodies certainly leaves little time for contemplation, study, or other intellectual pursuits. It would be an interesting experiment to attempt to raise giant children from birth among human peers, providing for their feeding and other needs, but the expense would be enormous, to say nothing of the logistics of the thing, or the difficulty of acquiring a meaningful number of newborn giant children.
Presumably for reasons related to the availability of food and other resources, the largest giants are also the least numerous, and the least likely to form large communities. Those that are small enough to do so successfully without exhausting local food supplies faster than they can move to new localities typically gather in tribes reminiscent of goblinoid and primitive human communities. Such tribal giants are most commonly known as ogres, and are often of less than three meters in height; the smallest among them can sometimes pass as unusually large, brawny humans or goblins if properly attired, among those unable to see into their magical nature. (Younger giants can sometimes pass as full-grown members of smaller races as well, but this is rare, as -- for instance -- a giant child usually looks like an oversized child rather than a human teenager.) Ogres themselves appear on the whole to regard the distinction between themselves and humans or goblins as one essentially of family and upbringing rather than of race or species. There has never to Black Steel knowledge been an attempt (as there have been, always ill-fated, in the case of goblinkind) to "unite all ogrekind" -- the name doesn't appear to carry much weight in most ogre societies. It should be noted however that ogres have been known to act as mercenaries, or to unite in larger numbers than they could sustain themselves, under the direction of more civilized sentients, capable of supplying food and other resources for them from much further afield than the ogres themselves could reach. Black Steel itself has done this to a certain extent in building up Charracks's defensive force for The Edge, and another case was witnessed by Thaqz in a deep cavern complex near Shalaton, supposedly organized by shadow elves, though the real situation was not wholly clear.
Giants who average much above three meters in height, with the rest of their bodies more or less in proportion, can rarely support themselves in tribal communities of reasonable size. They therefore tend to gather in much smaller family groups, the size and numbers of which presumably depend on the size of the giants and the availability of food and other resources in the region. Those who live in forests and other food-rich localities -- sometimes including lightly-held human borderlands, where they can steal or extort food from human agricultural communities -- typically exist as small, settled nuclear families. On reaching maturity, male giants from such family groups typically set out to find mates among other giant families, and once a match is made, both mates leave their parent groups in search of a place that can support them in the long term while they raise a family of their own. Since woods provide such a rich environment for finding food and material for clothing, shelter, and tools, giants of this type often settle in forests, and are commonly known as woodland giants. It may well be however that giants of sizes normally associated with such small family groups would be able to support much larger communities if they could make use of human agricultural techniques; none who do so however have yet been discovered by Black Steel personnel. On the other hand, giants of this size can sometimes be brought together in large groups by the intervention of another sentient society capable of bringing food and other material together from distant places for the purpose of sustaining the giants together. Black Steel itself has done this, and is managing to support no less than twenty earth giants of great size -- ranging between about three and five meters in height, with bulk at least in proportion -- among its various land holdings.
The largest of the earth giants could hardly support themselves in a significant community even in the lushest of fertile lands. Named rather for their typically tremendous size, "mountain giants" don't necessarily live in mountains, but they may well /look/ like mountains to the terrified and impressionable people who survive to tell their stories. Naturally, these stories are greatly exaggerated however -- whether by tellers in search of glory or by memories colored by fear -- and in spite of the tremendous size often attributed to them, mountain giants rarely exceed five meters in height (though with massive bulk even for that size) in the experience of Black Steel personnel. In areas with little access to food, giants of a size typically associated with woodland giants or even ogres may behave as larger giants do in more fertile realms, further blurring the distinctions between size- or behavior-based classifications.
Often solitary, or moving in very small family groups, mountain giants are likely to be nomadic -- moving out of an area as or before they over-hunt it rather than even trying to live there and conserve its resources -- or range far from settled homes to hunt, for similar reasons. Mountain giants have also been known to rely on human beings to generate sufficient food for their needs in an area of reasonable size. Those who do so by stealing from or murdering the humans who provide their sustenance rarely profit by it, as human ingenuity, in the form of wizards, heroes, or cleverly prepared militia with traps and home-made siege machinery, inevitably slays such monsters or drives them away, but more amicable arrangements are sometimes made with some success, and Black Steel does count several mountain giants among the earth giants with whom it works. For the most part however, mountain giants tend to avoid populated areas, traveling or ranging through relatively untamed wilderness instead, and only stealing from -- preferably distant -- human farmers and the like on rare enough occasion to avoid deadly reactions from major human communities.
One final curiosity relating to magic-based gigantism is an apparently increased probability of conjoined twins. In particular, a form extremely rare among human beings, but noticably common among the smaller giants (relatively speaking, naturally) is that of a body with two heads. In Black Steel's experience, such two-headed giants are best treated as two separate sentient entities who happen to share the same body, and in dealing with them thus, Black Steel has even managed to bring two pairs (which is to say, two bodies and four heads) of them into their military community.
Monday, September 21, 2009
Goblinkind
(Note: "Goblin" and "goblinoid" are the standard terms of reference for a particular, largely-nocturnal race of /Homo sapiens/ in the Black Steel world. Like humans and elves, they could probably be divided into various geographically and culturally distinct "subraces," but almost no one ever attempts to define such categories for goblinoids, since differences of culture and even physical appearance tend to vary widely even within a small geographic area among goblinkind; the extent of the differences between "subraces" are so insignificant in comparison with those that are often found between local tribes that such divisions are typically ignored completely by students of goblin lore -- which, as with "subraces" of humans, likewise confined to superficial differences such as in skin color, is about as much attention as they deserve. Of course, the human desire to categorize things typically leads to other divisions of goblinkind into "subraces" of other varieties, typically associated with size or ferocity, but these don't represent even true subraces at all; they refer to common developmental or cultural factors that may occur in similar ways in widely-separated places and have nothing to do with heredity.)
Humans use any number of different words to refer to beings, real or imagined, who are at once like and unlike them enough to cause revulsion. From goblin to bugaboo to bogey, with countless variations like "hobgoblin" and "bogeyman," arguably extending to the likes of "barbarian" and "brute," most of these words have come at one time or another to be used for goblin peoples. While some insist that certain words specify certain "types" of goblins, this usage is utterly inconsistant from one human land to another; one nation's "bugbear" is another one's "gob."
Physically, goblins resemble humans with somewhat over-sized ears, noses, and eyes, relatively long arms, and a large quantity of body hair. Their skin is typically grey, but their hair is almost always black among goblins in their prime, tending toward grey or white like human hair if they manage to survive to old age. Their eyes may be red, brown, grey, or black, though red is believed to be the most common. Goblin noses usually appear as though the nostrils were permanently flared, and their canine teeth tend to be longer than the average for those of humans or elves. There are number of subtler differences in their facial structure as well, which make goblins immediately recognizable to anyone familiar with them -- and, by the standards of most human observers, contribute to their hideous ugliness. For what it's worth, goblins appear to be of divided opinion about human appearances, running the full spectrum from copious praise for human beauty to revulsion at human ugliness. Even if all concerned were really telling the truth as they saw it however, it must be remembered that all were goblins who (more-or-less-)willing decided to interact with humans, so it is unlikely to be a truly representative sample.
Primarily a nocturnal race, typically living in dense forests and the shallow parts of caves, goblins do appear to have some anatomical and physiological advantages that help them to see better in the dark, and to rely more heavily on their other senses than do humans, but it is important to bear in mind that these differences are small in comparison with those between different species; goblins can't see in total darkness, and in truth, most of their ability to function better than most humans at night comes down to practice and training, honed over the course of many generations as night-bound creatures.
Most humans regard goblins as intrinsically and entirely evil creatures -- some due to prevailing mythologies, some due to assumptions that anything ugly must be evil, and some due to bitter experience. While the notion that "evilness" is a natural, hereditary trait of goblinkind is clearly ludicrous -- Black Steel personnel are well aware that goblins can be as peaceful, empathetic, trustworthy, and virtuous as any human being, as inhabitants of Gorlog's village have amply demonstrated on many occasions -- the hatred that has grown up between humans and goblinkind is indisputable, and its most violent atrocities rather one-sided. Where most humans would just as soon avoid goblin caves and never interact with the creatures, goblin culture almost universally extolls murder, pillage, rape, and destruction of humans and their property. In this case, the rare exception -- such as Gorlog's village, where unmistakably goblinoid people, growing up in a culture of tolerance for their human neighbors, are almost universally friendly to those neighbors, happily trading, teaching, learning, and sharing labor and protection with them -- really does seem to prove the rule. Whatever the cause, most goblin cultures seem to extoll violence and larceny toward human beings, in spite of their manifest native capacity to form more peaceful societies. It has been argued by a few -- nearly always by those who do not themselves dwell near hostile goblin tribes -- that greater tolerance of and friendship toward goblinkind on the part of human beings would lead to peaceful relations between the two peoples, but it is not only said but amply demonstrated throughout history that goblin tribes willing simply to refrain from attacking and stealing from their human neighbors are almost always left in peace, and yet it is rare for goblin tribes to take this step, no matter how peaceful or tolerant their human neighbors may be. Such research as Black Steel has been privvy to suggests that most goblin tribes would have to abandon most of their cultural heritage in order to long interact peacefully with human beings. Of course, individual goblins are as capable as humans of rejecting the mores of their native societies, and the most tolerant of human cities are likely to include small populations of "renegade" goblins -- to say nothing of Night Harbor, where not only all human races, but any number of sentient species mingle and conduct their various trades, in an atmosphere of extreme latent danger, but mostly peaceably.
The extent of magical aptitude among goblinkind is hard to guess, though it certainly is not as widespread as among elven peoples. Given the typical size of their tribes, their most common cultural mores -- typically intolerant of learning -- and the rarity of communication from tribe to tribe, it would be unsurprising to find no wizards among goblinkind even if a much greater proportion of their population were natively capable of wielding magic than is true of humanity. In fact, Black Steel personnel have never encountered a goblin wizard -- unrealized potential is harder to assess -- and though goblin shamans are sometimes claimed to possess miraculous powers, there has been no opportunity for Black Steel to confirm any of these as more than stories.
Goblins and human beings breed true -- it is not clear whether the same is true of elves and goblins -- and the children of such pairings are typically strong and healthy, blending the racial characteristics of their parents. Berlokh, Thaqz's assistant, is the example best known to Black Steel personnel of these. Among human societies, anyone with both goblin and human ancestry in their family's recent history is said to have "goblin blood," especially when physical characteristics -- from red eyes to subtle differences in the shape of the face -- give them away. The term "goblin blood" is usually considered an insult among humans, and used as such, and some human nations have been known to ban people with known goblin heritage from citizenship, or even to exile or imprison them upon discovery, but it has been said that these receptions are preferable to those normally received at the hands of goblin tribes into whose clutches humans with or without goblin blood have fallen. At all events, Black Steel does not make goblin blood a bar to citizenship, whether or not there is any human blood at all mixed in, and the use of the term "goblin blood" as an insult among humans is rare in the extreme in a nation where using it in that fashion would insult not only the target of the words, but a number of Black Steel's allies and military personnel who truly have goblin blood, or are goblins entirely.
Humans use any number of different words to refer to beings, real or imagined, who are at once like and unlike them enough to cause revulsion. From goblin to bugaboo to bogey, with countless variations like "hobgoblin" and "bogeyman," arguably extending to the likes of "barbarian" and "brute," most of these words have come at one time or another to be used for goblin peoples. While some insist that certain words specify certain "types" of goblins, this usage is utterly inconsistant from one human land to another; one nation's "bugbear" is another one's "gob."
Physically, goblins resemble humans with somewhat over-sized ears, noses, and eyes, relatively long arms, and a large quantity of body hair. Their skin is typically grey, but their hair is almost always black among goblins in their prime, tending toward grey or white like human hair if they manage to survive to old age. Their eyes may be red, brown, grey, or black, though red is believed to be the most common. Goblin noses usually appear as though the nostrils were permanently flared, and their canine teeth tend to be longer than the average for those of humans or elves. There are number of subtler differences in their facial structure as well, which make goblins immediately recognizable to anyone familiar with them -- and, by the standards of most human observers, contribute to their hideous ugliness. For what it's worth, goblins appear to be of divided opinion about human appearances, running the full spectrum from copious praise for human beauty to revulsion at human ugliness. Even if all concerned were really telling the truth as they saw it however, it must be remembered that all were goblins who (more-or-less-)willing decided to interact with humans, so it is unlikely to be a truly representative sample.
Primarily a nocturnal race, typically living in dense forests and the shallow parts of caves, goblins do appear to have some anatomical and physiological advantages that help them to see better in the dark, and to rely more heavily on their other senses than do humans, but it is important to bear in mind that these differences are small in comparison with those between different species; goblins can't see in total darkness, and in truth, most of their ability to function better than most humans at night comes down to practice and training, honed over the course of many generations as night-bound creatures.
Most humans regard goblins as intrinsically and entirely evil creatures -- some due to prevailing mythologies, some due to assumptions that anything ugly must be evil, and some due to bitter experience. While the notion that "evilness" is a natural, hereditary trait of goblinkind is clearly ludicrous -- Black Steel personnel are well aware that goblins can be as peaceful, empathetic, trustworthy, and virtuous as any human being, as inhabitants of Gorlog's village have amply demonstrated on many occasions -- the hatred that has grown up between humans and goblinkind is indisputable, and its most violent atrocities rather one-sided. Where most humans would just as soon avoid goblin caves and never interact with the creatures, goblin culture almost universally extolls murder, pillage, rape, and destruction of humans and their property. In this case, the rare exception -- such as Gorlog's village, where unmistakably goblinoid people, growing up in a culture of tolerance for their human neighbors, are almost universally friendly to those neighbors, happily trading, teaching, learning, and sharing labor and protection with them -- really does seem to prove the rule. Whatever the cause, most goblin cultures seem to extoll violence and larceny toward human beings, in spite of their manifest native capacity to form more peaceful societies. It has been argued by a few -- nearly always by those who do not themselves dwell near hostile goblin tribes -- that greater tolerance of and friendship toward goblinkind on the part of human beings would lead to peaceful relations between the two peoples, but it is not only said but amply demonstrated throughout history that goblin tribes willing simply to refrain from attacking and stealing from their human neighbors are almost always left in peace, and yet it is rare for goblin tribes to take this step, no matter how peaceful or tolerant their human neighbors may be. Such research as Black Steel has been privvy to suggests that most goblin tribes would have to abandon most of their cultural heritage in order to long interact peacefully with human beings. Of course, individual goblins are as capable as humans of rejecting the mores of their native societies, and the most tolerant of human cities are likely to include small populations of "renegade" goblins -- to say nothing of Night Harbor, where not only all human races, but any number of sentient species mingle and conduct their various trades, in an atmosphere of extreme latent danger, but mostly peaceably.
The extent of magical aptitude among goblinkind is hard to guess, though it certainly is not as widespread as among elven peoples. Given the typical size of their tribes, their most common cultural mores -- typically intolerant of learning -- and the rarity of communication from tribe to tribe, it would be unsurprising to find no wizards among goblinkind even if a much greater proportion of their population were natively capable of wielding magic than is true of humanity. In fact, Black Steel personnel have never encountered a goblin wizard -- unrealized potential is harder to assess -- and though goblin shamans are sometimes claimed to possess miraculous powers, there has been no opportunity for Black Steel to confirm any of these as more than stories.
Goblins and human beings breed true -- it is not clear whether the same is true of elves and goblins -- and the children of such pairings are typically strong and healthy, blending the racial characteristics of their parents. Berlokh, Thaqz's assistant, is the example best known to Black Steel personnel of these. Among human societies, anyone with both goblin and human ancestry in their family's recent history is said to have "goblin blood," especially when physical characteristics -- from red eyes to subtle differences in the shape of the face -- give them away. The term "goblin blood" is usually considered an insult among humans, and used as such, and some human nations have been known to ban people with known goblin heritage from citizenship, or even to exile or imprison them upon discovery, but it has been said that these receptions are preferable to those normally received at the hands of goblin tribes into whose clutches humans with or without goblin blood have fallen. At all events, Black Steel does not make goblin blood a bar to citizenship, whether or not there is any human blood at all mixed in, and the use of the term "goblin blood" as an insult among humans is rare in the extreme in a nation where using it in that fashion would insult not only the target of the words, but a number of Black Steel's allies and military personnel who truly have goblin blood, or are goblins entirely.
Monday, August 31, 2009
Elvenkind
(Note: The name "Elf," with the plural "elves" borrowed from Tolkien basically just because "elfs" doesn't have a very good ring to it, is used as a convenience to refer to the race (of /Homo sapiens/) in the Black Steel world that most closely resembles creatures of that name from typical medieval fantasy. Assumptions made about elves on the basis of fantasy stories however, especially in regard to specific sub-races to which parallels are attempted to be drawn, are as likely to be mistaken as correct however; the elves of the Black Steel world are a far cry from the near-demigods of the Silmarillion or -- in spite of their genetic heritage -- the funny-eared-humans of modern fantasy. The impacts of multi-century lifespans and native sorcerous power are difficult to overstate.)
Apart from a few superficial differences common to most elven people, the elves known to Black Steel fall well within the range of human appearance; most of the elves Black Steel personnel have met could pass for humans simply by adapting fashions that conceal their few clearly distinguishing features (exceptions are usually because of eye colors that fall outside the normal human range). Their appearance can be deceiving however; unlike humans, all known members of the elven race are bound up with sorcerous forces from birth, one impact of which is in an aging process that is typically very different from humankind's and at all events slowed enormously. Elves (or at least people with elven blood, like Nimlo) raised in human society seem for years to behave more or less as might be expected of other human beings with manifest sorcerous potential, if anything can really be said to be expected behavior for such rare and unpredictable individuals, but as humans age around them and their appearance and health remain similar to that of human teens, such elves inevitably begin to diverge from their human neighbors socially, emotionally, and intellectually. Elves actually raised in the society of their blood relatives, surrounded by family and friends who have lived for centuries and expect to live for centuries more, wilding sorcerous power as naturally as they use their hands and feet, can appear almost alien in their sensibilities to human beings.
Elven people appear to interact with sorcerous forces much more naturally than human beings; even elven children seem capable of harnessing such forces to some degree, whereas even humans with enormous sorcerous potential normally require a great deal of training before they can work even the simplest magical feats. Given this, and the enormous lifespans to which elves can devote the study of sorcery, it might be expected that elven wizards would achieve skill and power beyond the scope of any member of humanity. It is possible that this has proven true on rare occasion, but in fact most elves encountered by Black Steel personnel have proven far less skilled in sorcerous arts than a typical trained human wizard; the cause appears to be essentially cultural: Most elven societies seem to take their sorcerous power for granted. With the capacity for its use so prevalent -- indeed universal -- it is apparently extremely rare for elves to concentrate their efforts on the art of sorcery as human wizards do (indeed, thanks to the relatively small population of elves in the world, it might be more fair to say such elves are not just extremely rare but nearly -- or in fact -- nonexistant). It is rumored that this does not always hold true in shadow elven societies, and so that shadow elves exist who are capable of mind-boggling feats of sorcery, but rumors of power or terror regarding the shadow elves, often contradictory, are numerous and improbable in the extreme.
Like humans, elvenkind is divided by some into a handful of "subraces" defined by superficial differences such as skin color, and usually separated geographically and culturally; also like humans, most people appear to ascribe more importance to these differences than they deserve. Certain myths about the distinctions between the elven peoples are almost universally believed among humankind -- especially among those who have actually met few or no elves in their lifetimes -- for instance that dark-skinned shadow elves are universally evil and monstrously powerful, and that the rarely-seen starlight and moonlight elves are universally noble, wise, and good, but it has been the experience of Black Steel personnel that such myths are so much stuff and nonsense. The shadow elves they have encountered, for instance, from Thualah in Shalaton to the enclaves in Night Harbor, appear to run the full range from altruistic and selfless to self-serving and merciless to frankly insane. While there are no doubt cultural considerations that affect shadow elves' relationships with humankind, every indication Black Steel has witnessed suggests that there exists wide variation among individual shadow elves and their various cultural groups. Likewise, though Black Steel personnel have encountered too few starlight elves as yet to form any special opinion of them, the moonlight elf they know better than any other elf at all sets rather a poor standard for honest, wise, or altruistic nobility. Woodland elves, in the meantime -- the race best known to Black Steel and to most human beings -- have regional reputations no less diverse than those of human nations.
Elves and humans are known to breed true, and people in human societies with recent elven ancestry are said to have "elven blood." While such people are typically longer-lived than other humans (sometimes much longer-lived) and are much more likely to be born with sorcerous potential (indeed, this accounts for the only real possibility of inheritable sorcerous potential among human beings) they are often also physically frail (more so than most elves or humans) and all of these distinctions, along with any other elven characteristics they may inherit, tend to peter out over the course of a few generations of "dilution" with human bloodlines. Nevertheless, some human families claim elven blood as a point of distinction and pride even after centuries of "dilution" (to say nothing of opportunities for infidelity to break the chain of inheritance ... or the chance that such bloodlines are complete fabrications) and children with elven blood -- by adoption or conception -- are much sought after in certain circles of human society.
Apart from a few superficial differences common to most elven people, the elves known to Black Steel fall well within the range of human appearance; most of the elves Black Steel personnel have met could pass for humans simply by adapting fashions that conceal their few clearly distinguishing features (exceptions are usually because of eye colors that fall outside the normal human range). Their appearance can be deceiving however; unlike humans, all known members of the elven race are bound up with sorcerous forces from birth, one impact of which is in an aging process that is typically very different from humankind's and at all events slowed enormously. Elves (or at least people with elven blood, like Nimlo) raised in human society seem for years to behave more or less as might be expected of other human beings with manifest sorcerous potential, if anything can really be said to be expected behavior for such rare and unpredictable individuals, but as humans age around them and their appearance and health remain similar to that of human teens, such elves inevitably begin to diverge from their human neighbors socially, emotionally, and intellectually. Elves actually raised in the society of their blood relatives, surrounded by family and friends who have lived for centuries and expect to live for centuries more, wilding sorcerous power as naturally as they use their hands and feet, can appear almost alien in their sensibilities to human beings.
Elven people appear to interact with sorcerous forces much more naturally than human beings; even elven children seem capable of harnessing such forces to some degree, whereas even humans with enormous sorcerous potential normally require a great deal of training before they can work even the simplest magical feats. Given this, and the enormous lifespans to which elves can devote the study of sorcery, it might be expected that elven wizards would achieve skill and power beyond the scope of any member of humanity. It is possible that this has proven true on rare occasion, but in fact most elves encountered by Black Steel personnel have proven far less skilled in sorcerous arts than a typical trained human wizard; the cause appears to be essentially cultural: Most elven societies seem to take their sorcerous power for granted. With the capacity for its use so prevalent -- indeed universal -- it is apparently extremely rare for elves to concentrate their efforts on the art of sorcery as human wizards do (indeed, thanks to the relatively small population of elves in the world, it might be more fair to say such elves are not just extremely rare but nearly -- or in fact -- nonexistant). It is rumored that this does not always hold true in shadow elven societies, and so that shadow elves exist who are capable of mind-boggling feats of sorcery, but rumors of power or terror regarding the shadow elves, often contradictory, are numerous and improbable in the extreme.
Like humans, elvenkind is divided by some into a handful of "subraces" defined by superficial differences such as skin color, and usually separated geographically and culturally; also like humans, most people appear to ascribe more importance to these differences than they deserve. Certain myths about the distinctions between the elven peoples are almost universally believed among humankind -- especially among those who have actually met few or no elves in their lifetimes -- for instance that dark-skinned shadow elves are universally evil and monstrously powerful, and that the rarely-seen starlight and moonlight elves are universally noble, wise, and good, but it has been the experience of Black Steel personnel that such myths are so much stuff and nonsense. The shadow elves they have encountered, for instance, from Thualah in Shalaton to the enclaves in Night Harbor, appear to run the full range from altruistic and selfless to self-serving and merciless to frankly insane. While there are no doubt cultural considerations that affect shadow elves' relationships with humankind, every indication Black Steel has witnessed suggests that there exists wide variation among individual shadow elves and their various cultural groups. Likewise, though Black Steel personnel have encountered too few starlight elves as yet to form any special opinion of them, the moonlight elf they know better than any other elf at all sets rather a poor standard for honest, wise, or altruistic nobility. Woodland elves, in the meantime -- the race best known to Black Steel and to most human beings -- have regional reputations no less diverse than those of human nations.
Elves and humans are known to breed true, and people in human societies with recent elven ancestry are said to have "elven blood." While such people are typically longer-lived than other humans (sometimes much longer-lived) and are much more likely to be born with sorcerous potential (indeed, this accounts for the only real possibility of inheritable sorcerous potential among human beings) they are often also physically frail (more so than most elves or humans) and all of these distinctions, along with any other elven characteristics they may inherit, tend to peter out over the course of a few generations of "dilution" with human bloodlines. Nevertheless, some human families claim elven blood as a point of distinction and pride even after centuries of "dilution" (to say nothing of opportunities for infidelity to break the chain of inheritance ... or the chance that such bloodlines are complete fabrications) and children with elven blood -- by adoption or conception -- are much sought after in certain circles of human society.
Thursday, July 30, 2009
Humankind
(Note: This discussion will cover the race generally known to Black Steel personnel as humans; other races of the same species -- i.e. who can bear fertile children with humans -- will be described in more detail in another post.)
Perhaps the most adaptible and versatile creatures in the world, humans are more adept than any other known sentient race -- with the possible exception of shadow elves -- at forming large and coherent societies with highly specialized individual roles. Though some insect colonies demonstrate an even greater level of specialization, humankind's exceptional intelligence allows individuals to change roles effectively to fulfill important and unexpected needs, and allows the society at large to develop advanced tools that permit a single human to perform a wide range of specialized tasks more effectively than the most naturally-specialized animal or insect. Some races and species may have developed tools of magical or physical nature more advanced and specialized than humans', but none appear to do so with such a wide range of purposes, and in such a wide range of habitats. Extreme enviornments such as underground caves, steep mountains, dense forests, and frozen tundra may harbor races or species better adapted to their singular needs, but none can adapt as well as humans to them all -- and even without overspecialization, humankind rules undisputed over the world's most fertile hills and plains. Dragons can challenge any race and species in any single battle, anywhere in the world, but they are few in number, and have not been tested in true war against the bulk of humanity.
A physical description of human beings is on the whole so well known to Black Steel personnel that any description would be superfluous; over ninety percent of Black Steel's membership, and over ninety percent of the population of The Scabbard and The Edge, after all, is strictly human. Moreover, Black Steel is among the most welcoming of essentially-human nations to other sentient populations, and in most countries with which Black Steel has dealings, the human population comprises well over ninety-nine percent of all legal citizens. Notable exceptions include the nation of Korv and the city of Kolmarch; Tornbring Vale has almost no human population, and is the only sizable non-human nation of which Black Steel leadership is definitely aware. Indeed, the only nation known to Black Steel personnel to incorporate so many different races as Black Steel itself, in nearly such great numbers relative to the dominant population, is the city of Illenia in the far northwest. This might be due in part to the quiet influence of Night Harbor, Illenia's sister-city or nemesis (depending on who you ask) across its bay, whose population is so diverse and mixed as to defy any attempt to name a dominant species.
Human populations do vary considerably in appearance from region to region, but in spite of ill-informed stories to the contrary, such hereditary differences appear to be virtually confined to superficial appearance. The stories in question, when based on anything more than sheer invention and prejudice, find their kernels of truth in cultural and environmental differences between the humans of different regions. It was long claimed, for instance, that the dark-skinned people of Grat'ha were physically stronger and hardier, but less intelligent and less capable of wielding magic, than the lighter-skinned people who live further north, and even that the people who live in the Grat'han interior were more physically powerful than the Grat'hans of the coastal plains. Increased exploration of Grat'ha however, and especially commerce with the tribes of that region, has exploded these myths. The "superhuman strength" of Grat'han natives, for instance, is in fact an invention of storytellers to explain those peoples' ability to survive in the dangerous and hostile jungles without discovering -- or perhaps without admitting -- the skill, experience, traditions, and training that give Grat'han humans their real advantages in their native environment. The rarity of sorcerous power among humans in Grat'ha is almost certainly attributable to their relatively isolated, tribal existence, as the rarity and non-hereditary nature of sorcerous potential among human beings, together with the necessity of extensive education to bring such potential to reality, renders it virtually impossible for a sorcerous tradition to develop without extensive, tolerant, and thorough means of communication across a large human population.
By the nearest estimates Black Steel personnel have been able to discover, roughly one percent of humans are born with the potential to consciously interact with the sorcerous world, and thus to weave sorcery. Of these, perhaps one in ten in the civilized world will eventually learn to control and use this ability in a meaningful way, as most lack the extraordinary mental discipline and capacity for learning and intuition required to weave magic effectively, and it is not unusual for a potential wizard to go undiscovered, or simply to refrain from the intensive course of study necessary to apply sorcerous gifts. It is interesting to note that the potential for a human being to become a wizard does not appear to be influenced by any yet-discovered environmental factors, nor does it follow lines of heredity, apart from the rare cases of humans with recent elven ancestry. Indeed, very rare cases have been reported of humans who lacked the potential to weave sorcery developing that potential later in life, under circumstances difficult to characterize due to the uncertainty of the records and their extreme rarity. For now, whether at birth or otherwise, the cause of sorcerous potential among humans remains a mystery.
In spite -- or perhaps because -- of their rarity, human wizards often grow more skilled in their art than those of races or species more naturally steeped in the world of sorcery. While it may be that great wizards among elven peoples do exist, merely avoiding interaction with the outside world (or never interacting to this point with Black Steel personnel at least) this appears to be another case of humanity's predilection for opportunistic specialization giving them a foothold and even a position of strength in a realm to which others are better adapted naturally.
Perhaps the most adaptible and versatile creatures in the world, humans are more adept than any other known sentient race -- with the possible exception of shadow elves -- at forming large and coherent societies with highly specialized individual roles. Though some insect colonies demonstrate an even greater level of specialization, humankind's exceptional intelligence allows individuals to change roles effectively to fulfill important and unexpected needs, and allows the society at large to develop advanced tools that permit a single human to perform a wide range of specialized tasks more effectively than the most naturally-specialized animal or insect. Some races and species may have developed tools of magical or physical nature more advanced and specialized than humans', but none appear to do so with such a wide range of purposes, and in such a wide range of habitats. Extreme enviornments such as underground caves, steep mountains, dense forests, and frozen tundra may harbor races or species better adapted to their singular needs, but none can adapt as well as humans to them all -- and even without overspecialization, humankind rules undisputed over the world's most fertile hills and plains. Dragons can challenge any race and species in any single battle, anywhere in the world, but they are few in number, and have not been tested in true war against the bulk of humanity.
A physical description of human beings is on the whole so well known to Black Steel personnel that any description would be superfluous; over ninety percent of Black Steel's membership, and over ninety percent of the population of The Scabbard and The Edge, after all, is strictly human. Moreover, Black Steel is among the most welcoming of essentially-human nations to other sentient populations, and in most countries with which Black Steel has dealings, the human population comprises well over ninety-nine percent of all legal citizens. Notable exceptions include the nation of Korv and the city of Kolmarch; Tornbring Vale has almost no human population, and is the only sizable non-human nation of which Black Steel leadership is definitely aware. Indeed, the only nation known to Black Steel personnel to incorporate so many different races as Black Steel itself, in nearly such great numbers relative to the dominant population, is the city of Illenia in the far northwest. This might be due in part to the quiet influence of Night Harbor, Illenia's sister-city or nemesis (depending on who you ask) across its bay, whose population is so diverse and mixed as to defy any attempt to name a dominant species.
Human populations do vary considerably in appearance from region to region, but in spite of ill-informed stories to the contrary, such hereditary differences appear to be virtually confined to superficial appearance. The stories in question, when based on anything more than sheer invention and prejudice, find their kernels of truth in cultural and environmental differences between the humans of different regions. It was long claimed, for instance, that the dark-skinned people of Grat'ha were physically stronger and hardier, but less intelligent and less capable of wielding magic, than the lighter-skinned people who live further north, and even that the people who live in the Grat'han interior were more physically powerful than the Grat'hans of the coastal plains. Increased exploration of Grat'ha however, and especially commerce with the tribes of that region, has exploded these myths. The "superhuman strength" of Grat'han natives, for instance, is in fact an invention of storytellers to explain those peoples' ability to survive in the dangerous and hostile jungles without discovering -- or perhaps without admitting -- the skill, experience, traditions, and training that give Grat'han humans their real advantages in their native environment. The rarity of sorcerous power among humans in Grat'ha is almost certainly attributable to their relatively isolated, tribal existence, as the rarity and non-hereditary nature of sorcerous potential among human beings, together with the necessity of extensive education to bring such potential to reality, renders it virtually impossible for a sorcerous tradition to develop without extensive, tolerant, and thorough means of communication across a large human population.
By the nearest estimates Black Steel personnel have been able to discover, roughly one percent of humans are born with the potential to consciously interact with the sorcerous world, and thus to weave sorcery. Of these, perhaps one in ten in the civilized world will eventually learn to control and use this ability in a meaningful way, as most lack the extraordinary mental discipline and capacity for learning and intuition required to weave magic effectively, and it is not unusual for a potential wizard to go undiscovered, or simply to refrain from the intensive course of study necessary to apply sorcerous gifts. It is interesting to note that the potential for a human being to become a wizard does not appear to be influenced by any yet-discovered environmental factors, nor does it follow lines of heredity, apart from the rare cases of humans with recent elven ancestry. Indeed, very rare cases have been reported of humans who lacked the potential to weave sorcery developing that potential later in life, under circumstances difficult to characterize due to the uncertainty of the records and their extreme rarity. For now, whether at birth or otherwise, the cause of sorcerous potential among humans remains a mystery.
In spite -- or perhaps because -- of their rarity, human wizards often grow more skilled in their art than those of races or species more naturally steeped in the world of sorcery. While it may be that great wizards among elven peoples do exist, merely avoiding interaction with the outside world (or never interacting to this point with Black Steel personnel at least) this appears to be another case of humanity's predilection for opportunistic specialization giving them a foothold and even a position of strength in a realm to which others are better adapted naturally.