Showing posts with label Kindred. Show all posts
Showing posts with label Kindred. Show all posts

Monday, October 14, 2013

Iconic Monk: Garkk

By Scott Bingham

“We should take up the Mage’s contract and the Blacksmith’s be daMMNGH…” Whatever else the opposing Foreman had to say quickly became a muffled mix of curses and cries of pain as he disappeared beneath a flurry of blows. His violent work done, Garkk separated himself from the tangled mess and hopped upon his chair, bellowing across the Assembly Hall.

“The Mages shorted our members from our last contractual agreement. Besides, if we favor the Blacksmiths and support their claim upon the downtown warehouses, we pit the two against one another! They would enter into a bidding war with us the benefactors!” Roars of support were soon followed by heated argument and more than a few fists were thrown. Garkk nodded to himself in satisfaction. He had spoken clearly and his influence among the Assembly was growing. The goblin looked across the Hall to the Grand Foreman, his greedy eye falling upon the Gavel. It would be his. With every meeting and gathering of the Assembly, Garkk was making himself heard and gaining support from among the other guilds. It was only a matter of time.

Every goblin faces the realization of their limited lifespan and the need to either live a meaningful life or to die a glorious death. A young goblin called simply “Garkk” determined that his was a life meant for more than the sweet enticements of battle and the call of a bloody and magnificent death. Garkk was set upon becoming a someone, a person of influence who would be remembered for more than their grisly and blood soaked end.

After taking the Goblinmark, Garkk threw himself into his work as a laborer and as a fighter. His talent as a fist fighter shined and he was taken under the wing of the Kindred Monks. Through their extensive training he learned to master “The Haze”, the fury fueled focus of their order. However, despite his life among his brethren and the influence of the Kindred whole, Garkk grew dissatisfied with just how far he could rise among his peers. With every passing day he grew convinced he needed to depart Kindred lands and pursue his desire among a different culture, one wherein he could climb higher than any among his Kinsmen.

Nonetheless validated among his people and considered one of high standing, Garkk left the pits of the Kindred and found his way to Hub. From there the young goblin wasted no time in joining up with one of the lesser of the Workmen’s Guilds, his fervor and determination as a laborer allowing him to rise quickly through the ranks of the guild. The Goblinmark inspired Garkk to further the interests of the guild and to keep them free of any outside manipulation. This also led Garkk to spend more than his share of time serving on the Brute Squads, readily enforcing the tenacious authority of the Guild. Within the short span of a decade, Garkk was elected by his guild to act as Foreman.

Though considered to be a bit volatile, Garkk has proven himself to be effective among the Grand Assembly with both voice and fist. Garkk has cast himself among the Assembly as one who holds the needs and best interests of the Workmen’s Guild most dear, acting as advocate of the Guild’s authority and their aspiration to hold the respect of the other Guilds. It is among The Rabble that Garkk finally saw his path made clear. Setting his sights upon the Illustrious Gavel of the Assembly, Garkk would fight and bellow and draw the support from the other guilds until his vision was realized and the title of Grand Foreman his. Garkk fervently seeks to make the position more than it is and feels that he alone can fulfill such a role. 
 
Garkk’s end lay not at the edge of a blade but in the memories of all the Guilds and the entirety of Desylinn as the one who had united the Workmen’s Guild, bringing meaning and respect to the title of Grand Foreman.

Monday, September 16, 2013

Kobolds: An Overview


By Frank Gori

Kobolds were first created when a pair of warring dragons (traditionally told as a red dragon and an iron dragon in a deadly lover’s quarrel) dueled one another across the Fertile Lands. When dragon blood mixed with the seeds of the Nameless still in the soil, the firstblood Kobolds were born.

Kobold elders remind younglings that Kobolds dwell in the earth because it is from the Earth they came. Dragons are their mother-kin and Kindred are their brother-kin though both are flawed.

The firstblood tribes were powerful half dragons and soon began a campaign of sneaking into dragon lairs and taking their eggs. The eggs were hatched and the resulting hatchlings killed and bled into the soil making yet more kobolds of every color. The Kobolds of hatchling-blood were smaller and less dangerous then their first born kin and soon subjugated.

A generation of dragons saw their clutches stolen and united briefly to destroy the Kobold race. Dwarven clans still see it as their duty to kill any kobolds who trespass Dwarven lands. Kobolds in turn slay Dwarves above any other foe. The Great Slayer War succeeded, to a point. The firstbloods, who killed hatchlings, were destroyed, but the hatchling blooded generation proved to be more adaptable then their siblings. They bred fast and in clutches, matured rapidly, fled from battle, and learned to master stealth and traps. Those who hunted kobolds soon came to regret their chosen profession and the hostilities eventually ceased, for a time.

Knowledge is a tricky thing, though and the secret of creating Kobolds was not forgotten. Eventually an arrogant gold dragon called Midarious carelessly spent the lives of her dwarven servitors in a destructive war with a blue. She managed to capture her rival after a year-long siege. Midarious coveted her rival’s keep but had no dwarves left to defend it, thus she decided to get creative.

Midarious bled her rival carefully and flew to the Fertile lands. Another tribe of kobolds were born. Realizing she needed servants more loyal to her she bled herself, creating another tribe to rule the first. She enjoyed watching her blood rule her rivals and decided she wanted more. 

Midarious’ Kobolds went forth and gathered hatchling blood kobolds and interbred them making a hybrid race from her offspring and the hatchling kobolds. As their numbers swelled she began enslaving dwarves form other dragon clans and driving her rivals out of an ever increasingly wide swath of territory.

Weaker dragons, dissatisfied with their lot in life, soon swore in to Midarious’ banner and made more kobold firstbloods. They instructed them to mix with hatchlings until the present Kobold race was created, over the course of a score of years. Kobolds have elaborate tales about each of these dragons and their individual blood ties to them. 

A short brutal war followed that saw the Dragon elders gathering most of dragon kind against the Midarious Rebellion. The social order of dragonkind was threatened as Midarious twisted her blood and magic to make all manner of horrors from tatzlewyrms and drakes to peludas and hodogs.
Midarious was defeated and her minions slain or scattered. The Rite Of Dra-keth was her punishment which weakened and tormented her for hundreds of years. It is sometimes whispered that her vanity and arrogance pleased Maries and he sent one of his clerics for her to consume. The sacrifice bestowed his kiss and soothed her suffering behind the icy chill of indifference.

Sometimes referred to as The Revenge Rebellion, Midarious came back to her senses during the millennial hibernation which was also during the rise of the Marian Empire. She no longer had her wings; her magic and breath tormented her with Bliss and Despair, but she was still strong  and powerful. She helped the elves conquer when it pleased her, but mostly she gathered kobolds and had them scour the land for draconic keeps to assault killing dozens of sleeping dragons in thirst for vengeance.

Before the Kindred rose up, and before the dragons reawakened, she bounded north. Some say she found Maries’ icy embrace and is frozen with him, at his feet. Elves sometimes refer to her as the subjugated lover, others as Maries’ favorite pet, neither of which sits well with Kobolds.
Chieftains of Kobold tribes sometimes carry a wing scale of Midarious. Warrens often have a golden shrine to her, and a shrine to the Nameless. They are regarded as mother and father to the present race of Kobolds. Those Kobolds born with golden scales are treated as rulers and trained by the ruling caste.

Present day Kobolds are widespread but insular and rarely interact with the other races, sticking to their warrens. The social structure of most warrens is caste based, with scale coloration being a determining factor in one’s social standing and occupation. Each warrens has slightly different castes based on the oral traditions of the tribe therein, which occasionally leads to intertribal warfare.
The resulting offspring from Kobold that breed across caste lines are called Mudscales and are the lowest caste and generally only fit to clean the night-soil of their betters. Those that dare leave the tribe and warrens to strike off for the greater world are splinterscales and regarded as little better than mudscales.

Splinterscales generally head for Hub and attach themselves to Kindred neighborhoods. The transition is often difficult as the population diversity and attitudes of outsiders is extremely strange to the newly emerged splinterscale. Hiding remains an instinct and Kindred reactions are highly individual.

Reptile races like the Lash-ti-nowish and Geato Abira are given a measure of trust and respect. This is especially true of the lizard-women for whom most kobold men find attractive, though unattainable. Lizard-women for their part recognize the value of Kobold allies. Lash-ti-nowish enjoy the kobold sense of humor which is generally derogatory to mammals. The Lash also enjoy price gouging the insular tribes which won’t likely look for an alternate trading partner. 

Kristog and Kindred are tolerated. Kobolds like the song of the Krishtog and at least they aren’t mammals. Kindred and Kobolds share a father in a way, and are therefore a minor exception to the Kobold's general distrust of mammals.  Humans and Gren aren’t to be trusted. Humans try too hard to adapt, and Gren, while properly sized, try to control the Fertile Lands which the Kobolds regard as their fatherland. Dwarves and Elves are the Kobold's blood enemies. Dwarves actively try to purge the Kobold race from time to time.  As to the elves, Maries took away their mother and slew their father, his children are not friends.


Thursday, June 6, 2013

The Winding Road: Caravanner Malleck

by Frank Gori


The Sawhorse Tavern was crowded tonight. The Workmen’sGuild had a meeting, so it wasn't just A-shift stragglers and B-shift regulars; the whole guild was out tonight. The place reeked of sawdust, sweat, and sour beer. More than a few eyes found Malleck, despite his hooded cloak and shadowy corner booth.  This made him uncomfortable. The Chaos Man chose this venue for that very effect, to throw Malleck off balance.

There was a buzz of agitation in the room. The workmen were riled up about something, so it was a dangerous night to be an outsider in one of their establishments. Had Malleck been meeting another, he would have simply veiled himself with magic. The Chaos Man, however, would be offended if he did, and Malleck would rather not wait another three months for a meeting.

A group of young orcish apprentice carpenters belonging to one of the more radical sub-guilds kept sizing Malleck up with quick glances. Sooner or later, one might get drunk, call him Tu’rid, and mockingly challenge him. The Workmen’s Guild made it easy to read a member’s affiliations by a quick glance to the tool belts they all wore. The white leather belts told him they were apprentices, the painted red hammer worn on the left hip loop their profession and sub-guild, but the blue-handled hatchet was a newer insignia tool he didn't recognize.

The story of Malleck’s mixed blood was there to read in his face. His tusks indicated orc blood, but the small size and lack of under-bite revealed that he was not a full blood. His surname, “Smallbite”, was given to half-orcish bastards for this very reason. The elegantly pointed ears and the slightly-canted, severely green eyes both indicated elvish blood, which was always the problem. Kindred races were generally blasé of racial intermingling, except of course for the stigma associated with badbloods. To the ignorant and intolerant, his very face was an insult to the Nameless One, who died of treachery at the hands of his brother Mar’ies - the first elf.  From the Nameless One’s body were born theKindred.

This dive could be trouble for Malleck, which is why he brought a Sunder. The Blacksmiths Guild hired out mercenary bodyguards, called Sunders, to the Merchants' Guild all the time. Malleck always hired the same one: a lizard man named Zool. Malleck had never seen Zool’s wares as a smith, but the man was a virtuoso with his strange array of scimitar, spiked buckler (which he strapped to his sword arm), hand crossbow, and what Malleck suspected was a dash of magic. Zool was giving the orcs a look that killed their curiosity, for the moment.

The Chaos Man was over an hour late again, making Mal wonder when he would arrive. What game the Chaos Man would play this time was the next question? No matter what face he wore (if indeed the Chaos Man was just one individual) there was always a game of some sort during their meetings. When he first wore the face of a horridly scarred minotaur, the game was questions: he would ignore each statement that wasn't a question, and only answer questions with another question. It was a terribly irritating way to negotiate, but the Caravanner didn't earn his position in the guild by lacking the ability to adapt. On the second meeting, the Chaos Man was a Dwarf with mismatched eyes who wished to play an elaborate version of stones that required drinking. Though the Chaos Man never appeared to be the same person, he always remembered prior conversations and business, always played games, and was always late.

Theories in Mal's files back at the guild varied widely. Some said he was one man who wore a thousand faces.  Others insisted that the Chaos Man was actually just a title, a position that was in a near constant state of flux. Whoever he was, he always maintained the deadly sort of confidence that comes from the power to kill. As long as Malleck could get the deal he came to make, he didn't care who he was dealing with.

Despite the passage of centuries, there were outlying villages close to the frozen heart of the North that still maintained loyalty to the Empire. Reputedly one, Tribute, had ore so fine and pure that the Blacksmiths Guild would pay triple per shipment. If the Caravanner could establish a route, he’d likely be elevated; such discoveries and dealings made careers within the Merchants' Guild. Most importantly, Liara would be proud of him.

Liara rarely showed emotion, but Malleck believed she held a mother’s love for the adopted orphans she took into the guild. Behind her whispered orders and small tight smiles was a woman that cared deeply for once discarded-children. She herself was discarded, in a way. She adopted from the orphanages frequently, and many of her orphans rose high in the guild. While more cynical minds might think she adopted and raised orphans to ensure the guild's upper ranks were filled with the fiercely loyal, others said she saw something special in each adoptee. Malleck chose to regard Liara as his true mother, as opposed to the woman that left him on the steps of an orphanage without so much as a note. To Malleck the guild was family, and family was everything.

To make his family proud, Malleck needed the deal to go through. Liara would not risk a caravan north unless Malleck could secure additional security from the Mages' Guild. Trading with the loyalist mining town was a risk, but the potential reward was high.  The journey was perilous, particularly if the frozen elves decided to attack. Fire magic could serve as a deterrent, but...

The ring of a crossbow bolt striking the rapidly drawn blade of Zool less than half a foot from his face reminded Malleck of Liara’s 12th rule: “Never disregard the present situation.” Someone screamed “Shenanigans,” and the whole bar erupted into chaos. Except, of course, for the group of five orcs who were calmly approaching with naked steel.

Monday, May 20, 2013

Regions of Desylinn - The West



The Library of Salastria
The original capital of the fallen Mariean Empire, Salastria is now a major city and entity unto itself due to the Grand Library maintained by the Shards, the living golems of Desylinn. The Shards consider Salastria their home, for it was in the capital they were created as body guards, and it is here they earned their freedom from the elves, and from death. Though a small city surrounds the Library it is the Library itself which is the center of Shard culture. Originally built by Sorcerer-King Aries the First to educate all elves, regardless of status, it is a suppository of knowledge for the world. The ability to confiscate all documents that entered Salastria, as well as dedicated scholars submitting research directly to the repositories both made the Library the source of knowledge for the Empire. The Library is built like a giant staircase, one side having three large steps and the opposite a long drop to the ground. The Library is the largest structure made by mortals in Desylinn, visible for miles on the tundra surrounding the ancient capital. The building is still the major repository for knowledge and the Shards living there still collect research and confiscate documents as the elves did before. The massive structure contains vaults, warehouses, libraries, and multiple shrines to Nhoj and The Oldest. The Surface has hothouse gardens and additional structures on of each of the three steps: the first tier holds hothouse gardens and menageries, the second has large amphitheaters and numerous fountains for public performances, and the top tier, the Third Step, contains training grounds and barracks for the Shards. The interior of the library is restricted to the living golems. They will allow non-shards on the surface of the first two tiers (or Steps) where concerts, plays and oratories are regularly performed. Like the interior though, non-shards are never allowed on the Third Step.

Ruins of Old Mariea
Mariea was the first Empire in the lands of Desylinn. Created by the Elves who journeyed south from the Lands of Mari’es, it only took one of their generations before they conquered the chaotic tribes of the Vok-lyn to the south. What became the Empire of Mariea started here, and remnants of the once great cities of ice still line the frozen coasts of this land. In the extreme north is hostile tundra and great glacial inlets. A large taiga forest spans the center of the region, hiding small cities and villages of the once noble elves. To the south of this boreal forest lay the Mariean Wastelands, a salted and uninhabitable area created as a barrier and deterrent by the Kindred races, a reminder to the Elves of their new place in the world. Though small, even by Kindred standards, a few noteworthy cities exist in the region: Tribute in the far northeastern part of Old Mariea, near the foothills of the northern range of the Dragon Mountains is a mining town with unprecedented ore. The residents of Icehome, on the northern coast, see it as their grim duty to send their dead brothers and sisters back to the Northland in bricks of ice. All are also devote members of the Chantries of Mar, and help outfit pilgrimages to the frozen god’s throne as well. Crossroads, the most accessible city in the region, sits at the junction of the Great Imperial Highway and two smaller tracks, one leading north to Icehome, and the other east to Tribute. While not technically an Elven city, it has a significant elven population, many of which are still loyal to the idea of the Mariean Empire. 

The Vok-lyn
The original homeland of the Kindred races, the Vok-lyn spans the center of the western half of the continent. It spans from the west coast to Bai Qiang -the great white wall built by the dwarves- on the plain that divides the ranges of the Dragon Mountains in the east. The region still bears traces of violent volcanic activity, reminders of the Brothers War that was fought in the ages of the gods. The volcanic scars are notable along the coasts and in the bordering mountains to the north and south of the region. Near the center of the Vok-lyn is the giant caldera known as the “God’s Head.” Visible for leagues in all directions, it is all that remains of the broken skull of the Nameless One who crashed to the world in the ages before. From here the Kindred and the Unkhan clans gather the “Tears of the Dead God” a curative that, while painful, is effective at treating injuries and diseases.  The largest of volcanic scars serve as natural walls and barriers from some of the less abundant, but more dangerous fauna that roam the region. The most abundant fauna are the giant aurochs which roam the eastern grasslands, and the dire lions following their herds. The eastern portion of the Vok-lyn is claimed by the Kindred, building small towns around the artificial mounds used to build the “pits” that are central to their culture. Most of the towns are built along the Imperial Highway, others along the Snakes Highway that lead out of the Dragon Sands to the south. The western regions, particularly past the God’s Head, are claimed by the Unkhan, those who do not practice Kindred culture. The Unkhan have a tendency for brutality, especially those tribes encountered furthest from the influence of the Kindred. Many of these tribes still hunt each other for food, practice blood rites and revere the Brothers (particularly Daikado), frequently making sacrifices to appease them

The Dragon Sands:
Surrounded on the north and east by mountains and the west and south by coastline, the Dragonsands are one of the more isolated regions of Desylinn.  Created by the goddess Tiala as a birthing bed, it is separated into ten distinct regions and ruled over by the Lash-ti-Nowish, or Snake-people. Each of the regions is held by a different group of snakes corresponding to a different color of dragons. The regions are mostly desert, rocky and scrub like near the mountains, with massive sand dunes near the center and sandy tropical beaches along the southern coasts. The lowest, central portion of the region is known as The Black Sands, and this is where those that have broken the edicts of the Lash-ti-Nowish are sent as punishment. This is also where the Temple of Water is located. Those sent into the Sands can exonerate themselves by returning to one of the border cities with a cup of water from the temple, A feat almost unheard of. The cities of the Snake-people are built around the oases scattered through the desert. Called Mirages by the snakes the cities are created out of Dragonglass and are only visible at night under the light of the moon and the stars. The exception is the coastal cities of the Coppersands. It was these cities where the copper Snake-people would bring the humans gathered on the southern islands to sell to the elves during the time of the Empire. These cities are where the Snake Highway ultimately lead, the long roadway built and maintained by the Snake-people to transport slaves and goods through the Dragon Sands to the Mariean Empire.

Southern Island
Just south of the Dragonsands, off the coast of the mainland is the first of two archipelagos that make up the Southern Islands. Mostly tropical, the islands are home to the humans of Desylinn. The northern islands, nearest to the coast are called the Sha-lish-otah by the Lash-ti-Nowish, who still have a few small cities on the largest islands. The majority of the population is the human islanders who revere the goddess Ariga and form small coastal villages. The villages form loose confederacies ruled over by a high chief, usually not more than a day or twos journey by boat away from each other. Messages are sent by fast kayak, while entire war parties will amass on multi-hulled boats aided by both sail and oar. Since the fall of the Empire there is a relative peace in the region, as the war parties no longer have a reason to turn over captives to the Copper Snake-people. Trade is still robust though as many of the fruits and animals of the islands are valued by the Snake-people, as well as the wood and bone crafted jewelry and tools (which are often traded to the dwarves as exotic goods). The interiors of the islands are wild and untamed. Villages send hunters inland, though most do not stray more than a mile or so from the coasts. Wild creatures, bizarre forgotten monsters and terrible giant lizards roam the interior of the largest islands. It’s rumored that on the largest island, called Go’Daiki’e by the tribes that live along it’s coast, a long tunnel burrows from the foot of a dormant volcano  to the face of Daikado himself and a great temple to the imprisoned god guards the tunnel. Many of the tribes of the island break tradition and venerate the imprisoned god, and lone visitors to the larger villages will often go missing.

Thursday, April 25, 2013

Races of Desylinn (Part 2)



This is the second in a two part series on Race. Part One is here.

Humans: 
Created from the tears of the goddess Ariga, Humans are found on the chain of island archipelagos south of mainland Desylinn. Several common cultures exist among the island, but one separates itself, the Kingdom of Arigunta found on the largest island called Go’Arig. Throughout most of the islands the Humans form small coastal villages, where the men are warriors and the primary leaders. They spend their time hunting, fishing and occasionally raiding other villages for goods or women. The women take on the role of childrearing, maintaining small fields, and raising livestock. There is a strong tradition of tattooing done by most cultures throughout the islands, prominently on the men, who see it as a rite of passage. Women have tattoos as well, though not as frequently. The Humans have the most diverse languages of all the races; those on the northern archipelago nearest to Desylinn speaking a form of Lash-ti-Nowish, while those nearer to Go’Arig speaking variations of the Go’Arigi language. On the continent of Desylinn Humans are numerous, filling in whatever roles are needed. Originally sold as slaves to the Elves by the snakemen during the Empire, they have no firmly established kingdoms or countries as they are vastly outnumbered by other races. Many live in Hub or the surrounding Eartlinn where they are treated with less prejudice. There are a significant number in the Citiesof the Lost as well, and while they do not dominate these cities, they have come to hold some political clout there. 

Not a single race, but a confederacy originally made up of five distinct races: orcs, trolls, ogres, goblins and minotaurs. The Kindred have since become one of the predominant forces in Desylinn.  Born from the fallen teeth, brains and blood of the Nameless One, the Kindred are united in their origin and history. Little more than cattle to the Imperial Elves, the Kindred formed the bulk of the armies during the War of the Five, and the Kindred helped create a brand new society to fill the void left by the Empire’s collapse. The Kindred accept anyone who desires to adopt a “True Parent” and the mark of one of the khans. Each khan, corresponding to the five original races, serves distinct roles: the Orckhan, or “The Voice” serve as diplomats, singers, storytellers. The Trollkhan or “The Hands” serve as shamans, healers and scouts.  The Gobkhan or “The Legs” serve as shock troops, general warriors, and doing general labor for the Kindred. The Minokhan or “the Arms” are artisans, smiths, masons, creating great works of beauty. The Minokhan have many members not of the minotaur race among them. Finally the Ogrekhan or “The Back” serve as historians and mystics, keeping the history of the Kindred in scars etched across their backs. The Kindred value individuals based on merit.

Krishtog: 
A solitary race created by Ishari after the creation of the Geato Abira and the races of the Kindred, the Krishtog or "frogpeople" live in isolation in the bogs and forest along the borders of The Great Southern Forest and the Geato Marsh. Living in small family units the Krishtog, of all the races, seek self-sufficiency and isolation over everything else. Males and females may form mated pairs, but do not see monogamy as being important. They do not have specific gender roles until breeding time, as it is through child birth the sexes are distinguished. The couple journeys to great breeding trees surrounded by large spawning pools. The tadpoles are left in the pools, but only a small handful survive. Each individual Krishtog is responsible for their own livelihood as well as their own survival. The conditions in the Krishtogalog aren’t harsh though, and while some dangerous beasts pose a threat the frogmen’s tree climbing and strong legs enabling them to leap great distances keep them relatively safe.  The Krishtog make simple tools and weapons for use in their everyday life, emphasizing utility over decorum. Not completely bereft of art, the Krishtog have long complex songs which they sing often and without warning. Krishtog are rare, even in the territories they call home. Those found outside the Krishtogalog are often bards of note, or strange warriors known for singing in battle, and many have become well known throughout Desylinn. 

Lash-ti-Nowish (Snakemen): 
Created by Ssita in the Dragon Sands far to the southwest of Desylinn, the “snakes”, like the Dwarves, are divided into ten separate clans matching specific dragons. Unlike the Dwarves, there is no strong unity with the Dragons and the Snakemen take little interest in the great beings. The face of the Lash-ti-Nowish is the Gold Clan, who serve as diplomats to the other races. The other well-known clan is the Copper Clan, who sailed to the northernmost human islands to negotiate slave trades for the Elves during the Empire. The Snakemen live in hidden cities during the day, which only come to life at night, lit by starlight. While they have a defined society, they make no distinction between genders and have no tradition of marriage. Most Lash-ti-Nowish are nocturnal, as the harsh desert conditions of the Dragon Sands give even the Snakemen pause. They enjoy a highly efficient metabolism, allowing them to go days at a time without eating. This also forces them to periodically go into hibernation, called hrarstar, in which they shed their skin. This hibernation can occasionally last years.  The eldest of the Lash-ti-Nowish, the Old Ones, lead the society as judges and advisors for the rest of the Snakemen.  Uncommon through the rest of Desylinn, many Gold and Copper Lash-ti-Nowish can be found acting as merchants, particularly in Hub and in the remnants of Mariea.  

The Shards: 
Unique among the races of Desylinn, they are the youngest, not truly mortal, and not directly created by a god. Emperor Aries II created the first golems from the souls of loyal guards, sealing them into lodestones within the golem bodies. Once the last Empress, Arcadia, took control of the Empire the golems served as her personal guard and lost any sense of identity they once had. During the War of the Five the golems were released, becoming conscious agents in the world. Daras, the goddess of all life and death moved to take their lost souls, but her hand was stayed by Nhoj. He wished to see what would happen with the new "race".  Daras then vowed to never take the souls of the golems, so when they die their souls join with the Unbroken, a collective consciousness of souls from deceased Golems. Each Golem’s soul is but a shard of that greater consciousness, so creating more shards requires sharing your spiritual energy and placing it into a new, unanimated golem body. The Shards each serve the Great Library in their youth, a tenure which may last centuries. Part of the learning process involves the scribing of memories into their lodestones, making them permanent. Most Shards are found at or near the library, though some venture out, seeking new experiences to write upon their lodestones.

Friday, March 22, 2013

Kindred: An Overview

by John Belliston



“These Frozen Elves from the North. They say their divine blood lets them rule us. I say, blood is red water the earth drinks. Would you be ruled by wine? Would you make a beverage your master? We were ruled by our flesh and our blood in the Old Days. What did it grant us? Slavery to the Frozen Men for a hundred generations. Look into the eyes of those that stand around you. Those that kill with you. Those that die with you. Are they less your brothers? Does the wine of their blood make them less worthy of love and respect? No. NO! They have proven the worth of their blood by spilling it. They prove their flesh by the scars that mark it. Troll, minotaur, abira, human, these mean nothing. They are hollow titles given us to strip away the strength we wield together. Today. In this battle we become brothers, become a new Kindred that cannot be sundered. The Elves are naught but fragile ice and hollow lights. We shall smash against them as a wave of Earth and Fire! Their blood, the blood of the traitorous Frozen God, this is their strength. That is the might that lets them claim their rights of conquest. Let us make the ground slick with their strength! Let the earth grow drunk on their splattered might! A Kindred Born! A Kindred Born! A Kindred Born!”

The chant spread. A thousand thousand fists thrust into the air. A thousand thousand voices rose into a warcry.

The Nameless One's death gave them life. The dragon Ancreoro's sacrifice gave them purpose. For two thousand years slavery hammered them against the anvil of Empire. Finally the philosophies of the Five Glorious Transcendent drew them forth as a blade, to reshape the world. These are the Kindred. Their birth is the story of this new dawn. What they have become brings hope for the future.

Your worth is not in your blood, but in the worth of your choices and your actions. In order to understand the Kindred you must understand the difference between being a blood orc and being a True orc, or Orkhan. When a Kinsmen speaks of an orc, troll, goblin, minotaur, or ogre, they refer to the khan they have chosen, rather than the blood they bear. It is quite common to see humans, lizardwomen, gren, or even elves all bearing the Marks of a particular khan. In the eyes of Kindred and the law there is no difference between a human Orkhan and an orc Orkhan.

All peoples start in the world as Tur’id, a word with the dual meaning of both "child" and "baby teeth." In the eyes of the Kindred, Tur’id can be protected and guided to find their True Parent or “Khan-mik,” who will initiate them into adulthood. Only then do you find your Kinship and place in the culture.

Orkhan

The Orkhan are the mouth of the Kindred. They act as the face to the outside world. They are by far the most social of the Kindred and the least offensive to those outside the Kindred society. Those that seek to become Orkhan are usually charismatic individuals of any type, and there are even elves who have taken the Orcmark. They serve the Kindred as diplomats, singers, and storytellers. To create the Orcmark a heated iron chain is put around the prospective Orkhan’s neck and left to cool, to symbolize their stolen voices.

Trolkhan

The Trolkhan are the hands of the Kindred. They are the War-shamans, scouts, and healers. Of all the Kindred they have the most Fire in them. Their natural regenerative capacity stems from their natural fire burning the wounds away. Those willing to do whatever is necessary strive for the honor of the Trollmark. Any individual seeking to push the boundaries of society will be found worthy. The Trollmark is created by thrusting a red-hot knife through one hand, reminding the Trolkhan their hands were useless during the Empire.

Gobkhan

The role of the legs rests on the Gobkhan. They are shock troops and the physical labor base. A blooded goblin grows slightly more slowly then other Kindred, but unlike the others they never stop growing. After a certain period of time the only options they have available are to wait for their heart to explode or to die in glorious combat. Their limited life spans make them more and more driven the older they become. Many abiran "lizardwomen" and a handful of stubborn humans bear the Goblinmark, which is created by heating iron cuffs around the potential Gobkhan’s ankles and letting them cool. This is symbolic of their role as the legs of the Kindred but also acts as a reminder of the chains which once cut into ever-growing flesh.

Minokhan

The Minokhan are the smiths, artisans, and masons, serving as the arms of the Kindred. Their strength turns the destructive impulses of the Kindred into a force of creation and beauty. Of all the Kinships this one has the most members who are not blooded minotaurs. As part of their Rite of True Parenting a Minotaur crafts the brand they choose to bear for the rest of their life. The Minomark is a brand on the arm, symbolizing that they were considered less than people, traded as cattle.

Ogrekhan

The Ogrekhan are the backbone of the Kindred, the historians and mystics. It was on their hide the old Fleshreaders secretly carved the histories of their people. Without them the teachings of the great dragon Ancreoro would have been lost. To create the Ogremark, the potential Ogrekhan has a heated iron yoke placed across his shoulders, reminding them of their place both current and past.

If you are willing to make the proper sacrifices, then all that the Kindred have to offer is yours. If not? In their eyes you will forever be “Tur’id,” less than even a child. Amongst the Kin no difference exists between Tur’id and an outsider. Under the law all who have not chosen a khan are considered children. This mindset has on occasion brought about serious tensions with some of the longer lived races. No matter the nature of your birth, any child can choose to pay the price and become an adult, with no exceptions. This is perhaps the truest strength of the Kindred. Blood is red water the earth drinks, so anyone can be your family as long as they are willing to prove it.