Showing posts with label Gren. Show all posts
Showing posts with label Gren. Show all posts

Monday, June 10, 2013

Secrets of Desylinn: The Creation of the Gren

By Frank Shaw

In the days before the Seal, while the Brothers waged their war across the lands of Desylinn the Wild Ones – Shala the Wild One of Beauty, Daros the Wild One of Desire, and Kuro the Wild One of Passion- played their games with the mortal races openly without interference from other gods. They roamed far and wide teaching their knowledge to the people of Desylinn and reveling in the strange world that was open to them. One day they travelled far to the North to the seat of Mar’ies who held court with his children the elves in a great palace of ice. Shala, the Wild One of Beauty suggested they present themselves to the stern god, and ask a boon of him. The three gods debated and after a time they decided to ask Mar’ies for a keg of ice wine, made by the elves as a gift to the god from ice lilies which only grew on the Ice God’s continent.
They arrived at Mar’ies’ palace to find a great line of elves waiting for audience, each bearing gifts for the cold god. The elves formed orderly lines and presented themselves to him. He would grant them a boon, showing his pleasure. Send them away to seek out improvement if found lacking. Or freeze them with his breath and shatter their remains if they incurred his wrath. Kuro, who had taken the form of a fat bloated ogre, rushed forward impatiently, knocking elves out of the way as he did. When he arrived at the front of the line he exclaimed “Here We are!” to Mar’ies. The god’s cold disapproving glare froze those who came under it except the Wild Ones. Shala and Daros, who had taken the forms of elves, arrived shortly after Kuro and bowed low to the cold god and greeted him in a manner befitting him.
Mar’ies, with a dreadful scowl, asked them what they wanted. Before Shala or Daros could respond to the cold god, Kuros shouted: “Wine! Strong drinks of course! Women and Men! Music! We shall make merry!”
Mar’ies, angry at the outburst cursed the gods. Kuro jested at him: “Uncle aren’t we equals on this world? Your curses are nothing to us when we’re together” He said gesturing back to Shala and Daros.
Mar’ies rose from his throne piled high with gifts from the elves, and bid them leave in a icy voice. Shala and Daros, not wishing to incur the cold god’s anger any longer, made to withdrawal. But Kuro, who was disappointed with the response to his call for merrymaking, turned to address those elves not frozen by the cold god’s breath: “Children of Mar’ies, do you not have any life in you? Are you all so meek that this frigid god on his throne of ice can forbid you from revelry? Let’s fill his halls with song! Let’s fill his halls with dance! Let’s fill his halls with love making and heat his cold dead heart!”
Kuro picked up a keg of ice lily wine near the throne tucking it beneath his arm. He began to sing an orcish love song in a deep booming voice. Mar’ies, in his great stature, gathered up the Wild One who he towered over. Taking him in hand he flung him, the keg still tucked gently under Kuro’s arm, out of the palace and back to the mainland of Desylinn.
Shala and Daros found Kuro sometime later. The god had drunk more than his fill of the ice lily wine and had passed out in the wild Fertile Lands. Seated atop of their slumbering brother Shala and Daros discussed Mar’ies, and what they had seen while in his lands.
“The elves adore him, yet he does nothing for them.” Shala pondered. She had taken the form of a sinewy Lash-ti-nowish and had to play in a puddle of mud her sleeping brother had awoke for a moment to create.
“This is true. He punishes them without thought and rewards them without care. I could see neither rhyme nor reason for his judgments.” Daros said. He had changed his sex, but still held the form of an elf.
Shala began to make figures from the mud and twigs lying nearby. “We have been in all the lands of this world, welcomed by all. Teaching each peoples the things we know and all have welcomed us, but the elves.” She smiled. “If they will not welcome us then we shall make them. “ Shala studied Daros and begun to fashion a tiny statue from the muck she had absentmindedly been playing in. She created long ears, longer than an elf’s, and sharp ridges to define the brow. The cheek-bones she made angular, and a sharp chin, nearly pointed. She gave the doll a slender frame, and grasped the nearby shadows from a pine tree turning them to thread to bind the doll.
Daros delighted at his sister’s sculpture. Taking the keg of wine out of his sleeping brother’s fists he took a swig and offered some to Shala. He took the doll and examined while Shala drank. “This little man is almost like an elf. Make a few more so he is not lonely.” He then let out a loud tumultuous belch, blowing it at the doll and gifting it with life.
Shala, now drunk off the wine began to make more dolls. She created seven more, all of them female, while Daros breathed life into each with great belches between drinks of wine. Soon eight of the creatures stood around the gods curious and confused, seven women and a single man. Daros noted the discrepancy. Shala laughed and responded “Why should it matter?
It was then Kuro awoke with a great start and a bellowing roar. The children of the three gods huddled in fear around Shala and Daros. He laughed at the little creatures, taking delight in their fear of him. He laughed at his sister’s and brother’s antics in creating them. He laughed in delight and gathered them up still cowering. Running to the northern shore he shouted across the sea to the cold god on his throne. “Mar’ies! Ol’ frozen heart! We’ve made our own elves to play with!” The Ice God peered across the sea with cold angry eyes to see what the God of Passion spoke of. There on the shore Kuro had surrounded his self with the eight little creatures who made an obvious mockery of the elves. The cold god spoke: “May those with seed burn too hot to plant it. Let those in who it would quicken feel their fury.” His curse fell on the lone male amongst the little creatures.
The Wild Ones, laughing at the anger of Mar’ies, gave their children a bit of wine, saving most for the male to cool him of Mar’ies’ curse. Seeing this Mar’ies bid his elves to seek out and destroy all the ice lilies in his land. However a few seeds of the plant were stuck in the cracks of the keg stolen by Kuro, and soon found a place to grow on the cold beaches of the Fertile Lands.

Tuesday, May 28, 2013

Desylinn Regions Part Three - South Central and East



Krishtogalog
Between the escarpment of the Geato Marsh Plateau and ominous Great Southern Forest is a region of marshy land and incomprehensibly tall trees called the Krishtogalog. The sparsely populated region is home to the Krishtog, the frog-peoples of Desylinn and the name of the massive trees they use to breed and rear their young. The Krishtog form small family groups that act individually with no competition for food or territory. Game is abundant in the region, though dangerous, and the trees that soar hundreds of feet in the air provide ample room for sleeping, scouting, and socializing through the complex harmonious songs that the Krishtog sing. Their sonorous speech and deep resonating voices fill the air with melodious music. Their songs convey the joy they find in life through hunting, exploring or loving. Groups will sing at night near cooking fires retelling tales and legends of their race with complex beautiful harmonies. They also sing to deliver messages through the region and call to protect the birthing trees.

Krishtog trees are massive soaring hundreds of feet into the air, nearly as wide as they are tall the branches have wide hollows that form pools of water collected by the roots and from rain fall. The largest trees act as natural aquifers and waterfalls flow from the pools keeping the waters fresh and pure. These trees are used as the birthing pools for the frog-people. The eldest of the Krishtog race protect the trees, and the younglings that survive and emerge from the pools are taught the basics of survival and the songs of their people. Protection of the Krishtog trees is the only time that the race can be seen fighting together in large groups.

The only city in the region is Qynjb, built in and around the trunk of a dead Krishtog tree. Most of the population is made up of banished criminals, typically from dwarven and lizard folk lands, scouts for the Music Guild of Hub, and those that are resisting the call of the Great Southern Forest. Krishtog frequently visit the city, trading game for the pretty trinkets that can be found there.

Great Southern Forest
South of the Geato Marsh Plateau and the Krishtagolog is the Great Southern Forest, a land with a corrupting magical influence, bizarre creatures and potently magical plants. Created as a monument for the love that the goddess Ariga once had for the god Mar, the vast forest ranges from alpine forests in the rugged foothills of the Blackfire and the Dragon mountains, to thick tropical jungles near the coast.

The magic of the forest infuses the wildlife with strange magical properties. Many plants have innate magical effects, like potions or elixirs. Intelligent animals are common, some awakened creatures, others transformed mortals with animalistic tendencies. Wild fae-like creatures are also found here, created by the magic on mortals as well. The primary residents of the forest are druids, who feel the call of the region, and Treemen, long lived sentient trees that help guard woods from intruders.

One of the most heavily guarded places is The Grove of the First Kiss where Ariga and Mar first made the love they once shared manifest. It is said that anyone who can reach the grove will receive their hearts desire. Treemen, druids and fae guard the grove vehemently with powerful magical wards or brute force, making finding it a nearly impossible task.

Few settlements are found in the forest due to the strange magic of the region, most are small villages or enclaves of druids, fae or animals. The only city, Grandfather, is near the center of the forest and built around one of the sleeping “Darag” a group of elder Treemen tasked with forever guarding the forest. Grandfather soars hundreds of feet high, his crown lost in the clouds above, and can be seen from as far north as the Krishtogalog on a clear day. The city is made up of druids, touched mortals who’ve not succumbed to changes yet and awakened animals. Along the southern coast are scattered human settlements. The strange nature of the forest is slightly weaker here, but has still managed to give the humans a strange preternatural appearance with some gaining magical abilities.

The Fertile Lands
The lands where the legs and loins of the Nameless One fell to the ground after being cast out of the heavens has become a natural uncultivated breadbasket. Splitting the eastern side of the continent with the Blackfire Moutains the Fertile Lands is home to the Gren and the Free Cities of Desylinn. With rich soil, easily recognizable edible plants and abundant wild game, foraging here is an effortless task.

The entire region is crisscrossed with a spider web of roadways and trails that go nowhere. It’s here where the seven Families of the gren wander in their multitudinous tribes and clans. Most ply the roads in large wagons modeled after slave wagons used by the Empire. Others still roam the region with tents and packs, but all use the large hounds called the chulla as pack animals, hunting companions and guard dogs. A Gren clan’s camp is a welcoming sight to weary travelers, their hospitality and reputation for celebration make for a rewarding end to a day’s journey.

The Lands are divided into three distinct areas: To the far north is the Cold Veldt, tundra running west to east along the coast. Though the area suffers from a short growing season it still manages to have an abundant harvest during the short summers. The middle region, called the Green, is a mix of taiga in the north and temperate forests to the south. Full of wild root vegetables, lettuce, asparagus and hundreds of varieties of berries as well as small game it’s a popular route for the Gren. The largest region, the Gold Hills, is the true breadbasket of the land and was controlled by the Empire from the outpost of Tarn Modeshi. Spanning the bottom two-thirds of the Fertile Lands this large plain of rolling hills is broken up by small wooded regions. Grains grow easily in this region with lots of roaming wild herds of grazing animals. Villages of other races can be found through this area, mostly of mixed races though a few Kindred Pits are found in the western portion near the border of Eartlinn.  

The Free Cities
Originally only Bann Tordech, Niathal, and Chaido the Free Cities, also known as the Cities of the Lost, were havens for those escaping the reach of the Mariean Empire. The five cities are influential to the regions surrounding them and mark the borders of the Fertile Lands with only Tarn Modeshi in the center in the heart of that region.

Tarn Modeshi sits where the Orginnligh and the Faichligh rivers meet. The city marks the end of the Great Imperial Highway, and was the Empire’s capital fortress for the region. Surrendered without bloodshed during the War of the Five it became a haven for anyone seeking to escape the slaughter. It’s ruled by a council of disparate factions all vying for control of the region, including a large group of human-blooded elves who still maintain significant numbers in the city.

On the border with Eartlinn, the city Qlaz is hailed as the Gateway to the Fertile Lands. Founded by a Lash-tinowish slave caravan that stopped to wait out the War of the Five it maintains a large population of snake-people, as well as humans who descended from the original slaves.

 Nestled in the low lying foothills of the Blackfire Mountains is the city Chaido. Thought to originally be an abandoned dwarven outpost from the Age of Myth Chaido is controlled by a council of leaders from Cult of the Unmakers, the Bloody Sacrament of Daikado, a contingent of Blacksmiths that try to keep law in the lawless city and a Mage’s school, made up of mostly wizards. Chaido is a stopping point for those seeking to travel into the Blackfire Mountains.

On the eastern coast is the city of Bann Tordech at the mouth of the Greater Orginnligh River. Bann Tordech, The Warrior’s City, was founded as a refugee village for half-elves during the Mariean Empire. It’s known to ban alchemists as a way to keep out poisons (seen as dishonorable) and most Gren clans. The people of the city are soldiers first focusing on other vocations second and can mobilize into a disciplined military at a moment’s notice.

On the Cold Veldt between the north coast and the Green is the city of Naritha. It’s the smallest of the Free Cities and home to the winter camp of one of the seven Families of Gren. The permanent population is small, mostly hunters and farmers who take advantage of the abundant but short growing season. The town is peaceful with a population of dwarves, Turid Kindred and elves and is one of the few locations outside the Ruins of Old Mariea with a Chantry of Mar. Every few years strange visitors come down from the coast taking “willing” citizens with them when they leave.

Blackfire Mountains
Making up the southern half of the eastern side of Desylinn is the strange cursed peaks of the Blackfire Mountains. Named after the black flames that appear on the mountain peaks that can be seen from a great distance, the mountains are cursed, corrupting those who stay too long with physical and psychological changes. It’s here where Bahu hid the worst of the Remnants of the First War and little is known about the mountains or the area beyond them.

Rumors of corrupted mortals and strange abominations are common and those that go into the mountains either never come back or become monstrous. They become larger, grow extra limbs, eyes, mouths, their skin turns to metal, glass, or stone, or they speak with voices not their own. Chaido is the nearest settlement, but rumors persist of monasteries of the Brothers or the Cults of the Unmaker  high in the peaks built by mad holy men. One rumored monastery is The Monastery of the Broken Mind, where all the monks have forgotten their pasts.

Tales abound about the mountains: strange race of translucent men, a race of winged four-armed warriors, pools of sentient acid, spells that have gained life or a city made of glass. The few people that have come back and maintained a portion of their sanity have confirmed such stories, saying that is the least of what the mountains and the lands beyond hold.

Monday, April 22, 2013

Races of Desylinn (Part 1)



Races of Desylinn:  
Each group which makes up one of the races of Desylinn has found a unique place in the world. The races struggle to get along, even 600 years after the collapse of the first great tyranny of the world. The vacuum left from the overthrow of Empire of Mariea remains unfilled. The strongest of the races are mired in tradition and taboo, while the weakest are greatly isolated from the rest of the world.  From the dwarves in the mighty Dragon Mountains to the Humans in the island chains to the south, only Eartlinn and Hub have become diverse and they are set to replace the tyranny of the elves with the meritocracy of the Kindred. Below are the races of Desylinn. 

Created by goddess Tiala and the god Bahu to be companions to the Dragons, the dwarves are the oldest of the mortal races of Desylinn. Originally carving the females from stone and forging the males from ore, the dwarves are resolute with strong traditions which have lasted for generations. Due to their unique creation, Dwarves have social taboos surrounding metal and stone: men may only work with metal, women only with stone. This results in two distinct gender roles: Dwarven men are artisans, particularly blacksmiths, and warriors. Dwarven women keep hearth and home but are also merchants, though they keep a male on staff to handle any metal. This separation of material has led to many items in dwarven society being made of fine ceramics or wood, in order to avoid the social stratification. The Dwarves are divided into ten "clans", one for each type of dragon they honor, and are further divided along class lines. The priests are at the top and act as liaisons with the ancient dragons, which advise or rule each clan. Next the clan leaders and bureaucrats who guide the people in day to day affairs, and then artisans, merchants and the noble warrior class all hold different forms of honor in the society at large. Finally come the peasants, who make up a bulk of the dwarven race and who’s labors form the backbone of the society.  Initially unwilling allies to the Elves during the Empire, the dwarves have become a powerful yet troubled people since the Empire’s downfall. 

The children of the god Maries, the long lived elves, were one of the most powerful races in the world of Desylinn. Having conquered a majority of the continent during the Empire of Mariea the tall, haughty Elves were brought low six centuries ago by armies of escaped slaves and their allies. Now the elves are a petty reflection of their cruel grandeur, all bearing the mark of Kadie's "kiss" on their cheek. Many of the Elves who live in Eartlinn, or the other lands of Desylinn mar this brand of their races shame in order to interact with others in the world. This is not always true of those remaining in Mariea. Elves generally consider men and women equal, either sex able to serve in any position. The only strong taboo in Elven culture is mixing their divine blood with lesser races. As such, Half-Elves are generally rejected and reared by the non-Elf parent. The Elves are once again finding their place in this new world. The older generation was alive during the War of the Five and the downfall of their nation. The younger generation feels the divine call of their forbearers and while most attempt to find a place in the Kindred, the Dwarven lands, Hub or even the Cities of the Lost, some desire to recreate what the Elves once had, even at the cost of their relationship with other races. 

Created from the tears of the grieving Ishari and the blood of the Nameless One, the Geato Abira, or lizard folk, are reclusive. Judging each merchant, explorer, or envoy individually the lizard folk extend their trust warily. The exception is those who bear the marks of the Kindred, as they are allowed to pass freely through Abiran lands. The lizard folk have five genders, the most numerous being the Sal, or females, and the Taro, or males. The females are larger and strong than the males and have much higher status, becoming warriors and esteemed citizens. The males are a sub-class in their culture, with few rights and less power. The firm leaders of the Geato Abira are the seers or Sala-ma, females with an extra pupil giving them the power of seership.  Some males are born with this pupil and are also able to become seers known as Taresal, and while granted more respect than normal males, they still have little power. The fifth gender is the Sal-Talon, females which grow to be immense, far beyond normal size. These become honored warriors and have garnered much respect in Geato Abiran society. Many lizard folk are found outside their traditional territory, as the youth of the race are encouraged to venture into the world to understand how the other races live before coming home to take their place in society.

Created by the Wild Ones in mockery of the elves, the gren are a chaotic, nomadic people who value joyous celebration over politics and power. The Seven Great Families of Gren wander across the lands in large wagons pulled by massive hounds called chulla. The men and women of the Gren have clear gender roles, with men hunting, fishing, chulla training, and acting as warriors on the rare occasion a threat emerges. The gren women keep and maintain the large wagons, which have come into use since the fall of the Empire of Mariea. Women also serve as the primary clan leaders, and serve as diplomats and ambassadors. The Gren are naturally magical, as the power of the three gods who created them instilled innate abilities in each sex. The males have Rage, which makes them fearsome and bloody warriors, while the females have the calming power of the Soothing, which keeps the Rage in check and makes Gren males docile and playful. The Gren have a strong sence of vendetta, seeking to right perceived wrongs. Though not typically lethal, these acts of vengeance go beyond their otherwise playful attitude. Gren are eager to explore the world and seek the “new” wherever they go. Most still reside in the Fertile Lands, but it is common to see a clan of Gren traversing rocky Dwarven highways or digging out of the mire in the Geato Marsh, as the Gren see all of Desylinn as their home.

While Elves can breed with several races in Desylinn, the most common half-breed is  between Elves and Humans. During the Empire of Mariea, Humans were common house slaves to the Elves, being less temperamental than Gren and more civilized than the Kindred. It was not uncommon for Humans to be enticed into coupling with their owners. The resulting offspring were typically raised by their Human parent, or the staff of the house if the Human slave was executed as punishment for the child, a common practice. The adult Half-Elf would be granted limited freedom in Elven society, usually working "slave" jobs for little pay. They had the ability to wander, but were treated with serious disdain and hatred. Orc and Elf pairings occasionally resulted in a child as well, but unlike half-human children they were put to death when discovered. Called “Bad-bloods” because of their in ability to breed, during the time of the Empire there was no place for these mixed-blood people.  Human-Elf half breeds are still common today and unlike their Half-Orc/Half-Elf counterparts they either breed true human or true elf offspring. In Hub and the surrounding Eartlinn they have found a firm place in each of the Guilds, and many Half-Elves take Kindred Marks. Since the collapse of the Empire, Half-Elves have gained a certain legitimacy which they never had before.

(Part 2 Here)

Wednesday, March 13, 2013

Gren: An Overview

by Frank Shaw


The Gren are perhaps the smallest of the peoples of the lands of Desylinn. Traversing the lands in great wooden wagons pulled by the massive hounds they call c’hulla, they are either welcomed as joyful entertainers, makers of elixirs and troubadours or turned away as suspicious thieves and scoundrels. Standing on average just a little over three feet and being generally slender of stature many of Gren slip into the “scoundrel” role easily. It’s only one of the many talents and abilities the Gren possess. Gren men are skilled hunters and woodsmen, some mastering animal husbandry. Gren women have honed their ability to craft potions and elixirs, as well as looking into the depths of magic. The wisest, of these women - called the Maitre - lead the clans of Gren in their roaming, and guide their individual tribes on their journeys throughout Desylinn. 


Gren can be found across the lands, from all male gangs lurking in the alleyways of Hub to lone rogues in the employ of the Lash-ti-Nowish as trade brokers. Most Gren are found in the Fertile Lands where the earthy soil bursts forth with bountiful fruits, vegetables, and grain all year round. Here the game is so plentiful even a Troll's appetite could be sated. The Gren wander the land, burying any raw and uneaten wild yams and tubers at the start of each journey and scattering seeds from each meal along their path. This plentiful land aides the Gren in their seemingly carefree lifestyle, but it is rare to find a lone wagon in the Fertile Lands, and rarer still to encounter the same Gren in any given caravan more than once. 

Createdby the Wild Ones during the early days of the Empire of Mari'es, in mockery of the Elves, the Gren carry a startling resemblance to the facial features of the Elves. With oval shaped faces and large almond eyes, prominent cheek-bones, long slender noses and tapering ears, the Gren have honed perception and the ability to see as well in twilight conditions as in daylight. Favoring practical clothing, with splashes of color during their day to day activities, the Gren swap out their practical garb for garish costumes for their myriad and varied festivals. The only thing the Gren might love more than singing and drinking is the lure of magic.

Magic holds a special place in Gren life; most women are Oracles or alchemists. While many men are fighters and barbarians, there are sorcerers among them, feeding on their powerful emotional spectrum to cast their dazzling magic. These sorcerers generally leave clan and tribe behind, making their long pilgrimage to the larger cities along the old Elven roads, to seek their fortune in Hub, or to the heart of the Blackfire Mountains, following rumors of mysterious spell casters hiding in the rocks and crannies of the great peaks. 

Compared to the rest of Desylinn the Gren are a peaceful race, but it is wise not to cross these seemingly passive people. Although outright battle is unheard of between the Gren Families, both men and women are trained in how to use weapons and the fearsome c’hulla can go from docile hounds to ravenous beasts in the blink of an eye. Most importantly every Gren wagon has a stockpile of wands, potions and other items created to sell and barter to other races that they can use in a pinch for preservation and protection. Those clans wandering outside the Fertile Lands are trained in mounted combat as well, and usually keep several c’hulla unharnessed for when they need to mount up and defend the clan. 

If crossed by an individual, the Gren are typically less lethal. Stealing is not part of their cultural identity, but taking something to right a wrong, or even better, leaving something nasty behind in its stead is a common practice for the Gren. Cheating on a deal, humiliating a Gren, or even standing one up for lunch could lead to some unpleasant ramifications for a member of another race. Most of the time the vengeance is only as bad as the perceived crime. Some Gren, especially lone males or gangs of males, may take vengeance to the extreme, permanently harming those foolish enough to cross them. 

Gren may be the smallest of the Desylinn races, but are rarely the most overlooked.