(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.
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
Sunday, March 28, 2010
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.