Showing posts with label Midania. Show all posts
Showing posts with label Midania. Show all posts

Monday, February 1, 2021

Scouting Report From the Northern Reaches

 Following the conclusion of Comalan's first interstellar war, which saw the liberation of the botanical world of Allene and the end of the aggression they faced from the aquatic world of Mennon, a victory celebration in Dalaska was marred by the capture of a suspicious individual lurking in the city's vacant Chaotic temple. The man remains imprisoned in Heron, having refused to answer any questions. Among his personal effects, the authorities found only a wooden token depicting a wolf standing on a mountaintop and a single document, which only raised more questions.

Though we have discovered much of note in this expedition, it seems appropriate to address the phenomenon that launched our expedition. The mystery of the skybound stars took little time to solve after making landfall on the northern continent. Our journey has taken us across three borders and everyone we've spoken to has spoken with mixtures of worry and excitement that the four nations of this continent, and the system of islands to their immediate east have all banded together to make war beyond the confines of our world. They accomplished this with five large vessels that can fly beyond our skies into the reach of the plane of stars. Even now, their cause is difficult to wrap my head around. One thing is clear, however: despite the spider's foolhardy challenge to their lands, the northerners are unconcerned with any threats from our side of the world.

Our tactical assessment remains inconclusive, however. What our people must understand about the northerners is that, while they have developed some interesting technology--particularly in the southern nation, but some notable examples exist along the eastern shores of Resta and among the visitors from the isles of Midania-- the source of their power lies firmly within the free practice of magic. Here, there are no Eye Witches and Shadow Witches. Their disparate cultures hold distinct views on magic, with the northernmost country being the only region to hold anything approaching a realistic attitude towards the gifts of the Judges. The worst offenders lie within the eastern region of the continent, where magic is practiced freely by commoner and noble alike while two armies of spellcasters wield the official sanction of their royalty.

While this land, known as Resta, wields more magical power under its banner than every single banner that stands over our lands combined, what makes them most dangerous is their political ties to the other countries in the North. While the others have conflicts to exploit, the neutrality and wealth of this kingdom make them a friend to all. Any campaign on this continent must not begin here for to attack them is to provoke four other nations as well.

This leaves the other four nations, which are bound with Resta in an accord of convenience against their otherworldly enemies. But beneath this facade of unity sands two essential alliances, from which the strongest threat stands apart entirely. The southland has developed a warm relationship with the woodlands to the west despite the stark social differences in their cultures. These southern nation, which is called Galeon, feels a lot like home in terms of both society and climate, save for their tolerance of the caste system of their strange, long-eared neighbors. Imagine forming an alliance with the Black Crown and you will understand the confusion with which I observed the relationship between these unlikely allies. There is justified unease among the people of Galeon over this association, but a growing alliance among each of the powers who threaten respectively seems to make it necessary.

The other alliance consists of the archipelago to our northeast and the northlands from which I write this report. The Galeans have come to fear the island nation for their powerful navy. and its recent conflicts with Galean fishermen and oceanic research vessels. Here in the northern nation of Heron, the people are forthcoming with discussion of their centuries-old enmity with the woodlanders of Tanis. While their hostilities have been set aside for now, they are half-expected to resume with the defeat of their common foe. Shrewd politicians from the isles have capitalized on this hatred and the friendship between their foes and Galeon--with whom Heron shares a cold, mildly cordial relationship as is-- to form a compact. Similar to the all-encompassing threat I've referred to in Resta, to launch an attack on Heron is to declare war on Midania as well--and vice cersa.

If you're looking for a weakness in this realm, there are a few bright sides to the dark tidings I've reported so far. The first is that, while their technology has taken unexpected leaps, their most advanced weapons may have been a match for ours no less than twenty years ago. The second is the population itself. From what we've been able to tell, our banner alone carries half as many bodies as all of their combined. If we could get enough ships through the storms, we could overwhelm  each country one at a time. If Raven Hills combines their might with ours, we could claim the entire continent before the red banners realize what's happening.

In conclusion, the northern realm carries a lot of power, but it is not untamable. Although it remains the prerogative of his imperial highness and the Senate whether action in the north realm is appropriate, I offer the following actions in my duty as a scout.

Resta-- This nation is not to be trifled with. Its combination of magical power and political connections make a direct assault on their throne the most dangerous proposal one could make to the Senate. However, their flagrant abuse of the Judges' laws makes them a clear target. A campaign against them must be carefully planned, but cannot be executed swiftly enough from what I can see. But if we conquer their allies or cut their diplomatic connections first, we can put an end to their twisted abuse of magic with little trouble.

Galeon- Limited contact is recommended. Given their agreeable culture, pre-emptive aggression towards this country could be detrimental to morale and their strange ethic of nonintervention would make them poor military allies. Attempts to sabotage their diplomacy with Tanis would be simple and worthwhile, but only to deprive a much higher-priority target of a crucial ally. Whatever we do, we can expect contact with their impeccable spy network. But that is all the more reason to avoid making an enemy of them too quickly.

Tanis- The woodlands are a suitable target for our opening move. The oppressive caste system that guides their society is something few would miss and their reliance on magic is second only to Resta's. Fortunately, nonviolence is their way, so if diplomacy fails, there is little to stop us from subduing them with force once we break through their meager defenders.

Midania- Midania is second in two critical ways. Behind Resta, their legendary navy and political savvy makes them our second-largest threat and their geographically scattered population places them behind Tanis when ranking easy targets. It may be necessary to disable their fleet if our entire army is to make it across the sea.

Heron- Opening a campaign that far north would be most difficult for logistical reasons and their average martial skill could make the empress worry. Not to mention the fact that, while their culture is not as similar to ours as Galeon's, their respect for magic makes them among the least troubling force on the continent. An alliance with Raven Hills would make such a prospect even more unattractive for the same reason I wouldn't ask our own people to attack Galeon. If there was any reason to recommend an attack against Heron it would be the cabal of flame casters that seem to be leading a push to accept magic in the same perverted way the rest of the realm has.

Finally, I would recommend caution around those the north realm folk call Avatars. Their renown is high throughout the entire realm and they are spoken of in the same tones as our own Heroes. But since all of them were involved in this otherworldly campaign, any report I could give on them would be inconclusive. They are said to have been given incredible powers by the Judges, who they have dared to assign names to. It is claimed that each wields the power of a Judge, but the truth of that cannot be determined until they return to the realm. My investigation will continue with these individuals. However the Emperor and Senate choose to act on this information, I reaffirm my commitment to expand the reach of our light.

Tuesday, September 25, 2018

Adventures in Comalan: The Fever Plains

Following the aftermath of Salica's retribution for the War of the Gods, Akis' imperial capitol--now known as Midania--has long since had a featureless landscape in which the only people that can live comfortably are the sai'mul. Since the sai'mul have no need for anything but social interaction, all civilization on the once vibrant island have condensed to a handful of coastal cities. This leaves most of the inland space in Midania largely uninhabited. But an empire once thrived here, which explorers frequently note as the cause of their interest in the island. Those who go searching for the ruins of Old Akis, however, must pass through a desolate landscape of gravel and stone. While it is generally agreed by those who've flown over the area that there is little to see here, there has proven to be much to experience here nonetheless for those who walk upon it.

A Katrinean explorer by the name of Mortimer Baltar chronicled his experience in this land in the year 2E274. His journal documents an incredibly surreal month out on what he dubbed "the Fever Plains."

Day 19

The unbearable heat seems to have let up today, but my thermometer disagrees. Could I be getting used to the climate or is this another symptom of my delirium? I can barely read the words I've written on this page. I've found shelter in a cave that is mercifully empty, but it's not the heat that's blurring my vision. There's something in the air. It's not only hindering my vision; it's causing the sights I can discern to be joined by impossible features. I thought I saw a tree near a pond this morning. I was only just thinking that a tree would be the last thing I expect to see out here and there it was. Or so it seemed. When I reached the pond, I saw nothing there but a pile of petrified wood splinters. It was like I was seeing this bit of land back when it was still alive.

What Mr. Baltar saw was an early, yet relatively mild example of the Fever Plains' most notable feature. Those who camp in the region tend to discover that the wildest figures of their imagination consistently appear as hallucinations. These vivid images can expose travelers to the sort of adventures that only they can conceive of. While it isn't widely understood how this is possible, experts have since come to attribute the cause to a layer of magical energy that rests higher off the ground than it would naturally occur. It is said that inhaling these particles causes them to eventually saturate the brain and project images from both their conscious and subconscious minds. While many are led to ask why this only seems to happen in Midania, there are far too many possible explanations to cover in this guide. For a comprehensive listing of the many theories surrounding the nature of the Fever Plains, we recommend Dr. Rolf Whitetree's book, Natural Mysteries of the Land.

Regarding the adventures one can experience in this place, however, we can safely assume that the only limit to what one can see here rests within the traveler's imagination. However, the Midanian government has asked that we warn travelers not to visit these lands without a guide, which can be hired in any of the island's cities. Sai'mul are immune to the hallucinatory effects of the island's ambient magic and so are the only people who can help you should you begin to lose sight of yourself. While extended stays are a difficult undertaking in a place without fauna or vegetation so far from civilization, it is still recommended that no one with a living brain stays longer than a month, as the effects of pure magical energy on the brain aren't widely understood. Despite this, those who spend a week living out their wildest fantasies in the Fever Plains often come back with a plethora of memories that persist even as the magic wears off and their minds return to normal.

Wednesday, August 15, 2018

Tales of the Starlight Crusade: The Maulan Officer

Excerpt from:

New Age Press

Ames the 1st, 3E8

Karashartal Names Maulan as Vice-Captain
By Lyra Blackstone

FIDES- The newly established Starlight Crusade Headquarters is abuzz with anticipation as the first of its forces begin to arrive from throughout the known world. The captains of the Crusade's five vessels each seem to be in particularly good spirits as they welcome the first of the officers who will serve under them. The Avatar Atunis Astersong, who captains the Karashartal has selected a stable of Midania's most prestigious faces to help him staff Midania's vessel, from mariknights to Katrinean shaman. But none of these appointments have gotten more attention than his selection of a maulan by the name Largo as his second-in-command. Largo currently commands the crew of the mariknight flagship, the Light's Grace in the place of its original captain, Harley Rumgourd-- who remains among the prisoners the Starlight Crusade seeks to rescue from the planet Mennon

Even among the Mariknights' commanders, Largo is a controversial figure. When reached for comment, Captain Dan Skye of the Wavehammer elaborates, "He's been denied a promotion to captain for years because only his own captain and the Admiral [Atunis Astersong] seem to trust him. 

The New Age Press has reached out to the Avatar and Karashartal Captain for comment regarding the maulan. Astersong stresses that Largo has demonstrated all of the merits necessary for his position and has proven to be trustworthy. When told that his trust is contrary to conventional wisdom among both the other mariknights and his Restan countrymen regarding the maulans--who are said to lack free will and live only for Lady Maula's amusement--he maintained this position. 

"As someone who has known Largo for several years, I can safely say that he is a highly competent leader who can think critically and act of his own accord. If experts somehow do not believe this is possible, I would say that they need to reexamine their beliefs... We've served together in dangerous situations. On top of that, I have seen him command respect from the mariknights who have served under him. They all trust him as I do."

On the Avatar's advice, the New Age Press has reached out to Largo for comment on the controversy surrounding his appointment. Although he had a reputation for being a man of few words, the subject of his trustworthiness is something he is admittedly quite passionate about.

"I understand everyone's concerns since I wasn't born to have free will. Mortals understand that the gods have plans for them while my kind exist only to satisfy even the most petty whims of our mistress. That can terrify people who remember when she was a threat to them."

Largo went on to explain that maulans become subject to less of Lady Maula's attention as they get older. By the time they reach the age of ten, they are all but ignored. Without the wishes of the Death Goddess to motivate them, maulans face an existential crisis that will sound familiar to many of Midania's sai'mul citizens.

"The first question we ask ourselves at this point in our lives is what we exist for. When the one whose pleasure we exist to create no longer cares enough about what you do, there is no comfort that mortals can offer because we know that we are fundamentally different from them."

Largo was summoned by the First Archknight shortly before the Champion of Geos seized the Restan throne 56 years ago. Although Maulans were afforded legal protection during the early years of the Geosian Regime, these protection were rescinded when rebel Maulans banded together for an ill-fated assault on Resta's Gilded Keep. Although Largo was not involved in this attack, he went into hiding with the templars who fled from Resta and formed the Holy Key Knights.

"Geos didn't wish us any harm because his love for his sister extended to her playthings, but when the other Gods were banished from the world, she willingly went with them. When she did, she left many of us behind without a purpose for decades! Most of us who develop a will of our own as a result of our Mistress' neglect choose to throw our lives away at her feet with the hope of amusing her even slightly. But since we couldn't find her to do so, we were forced to live among the mortals until she could return. It was during that time I learned how to sail from the templars."

Largo served as a helmsman on the Holy Key Knights' vessel, the Gods' Vengeance for the duration of the regime. It was in this new life on the sea that Largo found a purpose to drive him forward when he would have preferred to die. Following the Archknight Rebellion--in which the Second Archknight liberated the Fadalians and Resta from Geos' rule-- newly-crowned Restan monarch Kyle Baldus richly rewarded the members of the Holy Key Knights who participated in Kartal Marle's quest, but only thanked Largo in the belief that he couldn't wish for much more.

"I didn't mind being passed over for land and titles and the like because I found something more important along the way. I love sailing. That's how I found myself becoming a mariknight in the first place!"

Largo managed to acquire and restore a derelict ship following the disbandment of the Holy Key Knights. With this vessel, he ran a small business that offered chartered voyages to places that mortal sailors feared to approach. Though he was still feared for what he was, he found several clients among those he claims had a "death wish." That was until he was recalled to the Temple of the Children in Foldo in the first time since the Fadalians' banishment.

"The saddest part is that no matter how much joy we find in the world or how much pain she has given us, it's impossible for us to drop our loyalty to Lady Maula completely. More than thirty years later, I was prepared to rip off my own skin for her amusement."

But Largo's summons were initiated not by the Death Goddess, but by Aennin Moonstep. Maula's Avatar would enlist his services on behalf of Lord Astersong and gift him with a more modern vessel. That was when Largo took Astersong to Midania to aid in his mission to revive the mariknights at Lady Salica's bequest.

"I took him all around the Dervish Ocean, met a man who survived from the original mariknights as a sai'mul and just... became one of them. Nobody ever asked me what I wanted, Harley just assumed that I was there to be in the new fleet. I went along with it at first because I thought it would benefit the Avatar that I was commanded to help, but when Atunis left, I stuck around because I was having too much fun to leave my new crew behind." 

Largo has reportedly been considered a valued member of the first mariknight ship to sail for Midania's new fleet. Although the mystical abilities of the mariknights of old were once unique to Captain Rumgourd, he served as the Vice-Captain of the Light's Grace due to the seniority conferred by his sailing experience until he became the highest-ranking member of the crew. His assumption of command following Captain Rumgourd's abduction has been contested by other captains in the fleet throughout his career. Despite this, Lord Astersong remains confident that Largo the maulan has earned the trust he and his crew show him and that he will be a great asset to the Starlight Crusade.

Thursday, May 31, 2018

The Magister's Rage, Part 16



All thought of the risks in my strategy flooded my mind as my body lay there dying. Given a choice, I would not have gone about it the way I had. The pain you might expect from falling from a cliff was nothing compared to the terrible agony I actually felt upon crashing to the rocks. The magic in the blood I had previously absorbed was all I had to keep my soul tethered to my body for long enough to act. Combining two forbidden schools of magic, I used my remaining power to bind my soul to the black diamond that I held in my pocket. I had no reasonable expectation of my spell being successful, but I had gambled on the long-lost connection between Garanda and myself providing me access to his sparesoul.

Fortunately, I was not mistaken.

Using my soul magic, I discarded my broken body and took up residence in this new shell. The experience of entering someone else's soul was usually one of wandering through a facsimile of a place where that person felt most comfortable. However, Garanda's soul resembled stone landscape beneath an empty void. There were mortal remains littering the ground, some of which I recognized. My soul went cold when I recognized the blank faces of Ethan Reed and his companions. I turned away in discomfort and wandered in another direction until I nearly stumbled over the bodies of people I once recognized as members of my old blood mage coven.

There were no walls around me, but I felt constricted. There was no water around me, but I felt as if I could drown. I had seen and done so much with the coven and during the Archknight Rebellion that I should have been desensitized to these sights, but here it did not matter. Garanda's soul was nothing like the mortal souls I have seen up to and since that day. He was nothing more than the sum of his atrocities, a single-minded monster who lived only to kill. He was nothing like the Maulans who were allied with him, who at least had no free will. He reveled in his purpose. In this moment, I had come to understand my adversary far more than I ever had before. With Maula's sympathies re-aligned with those of her family, this aberration had no reason to exist--but he was too resilient to stop.

It was a mistake to think I could be rid of such a destructive force of nature. After all, is it even possible for Garanda to die? I was convinced then as I am now that he will only do so when Maula allows it and, until that day comes, it was critical to control him. Fortunately, Broger had left me with an invaluable tool that would work for that purpose. So, I knelt down toward one of the fallen blood mages and forced myself to pick him up. I dropped him next to one of our sisters then walked away to grab another body. Seeing nothing else I could do with this soul at present I resolved to clean my surroundings. I was relieved to see that my magic still functioned in this place, as it allowed me to pile these reminders of Garanda's victims and burn them away. 

Throughout my attempts to clear the soul of his crimes, I had hoped for the chance to interact with even the faintest fragment of his soul. But he didn't seem to be present. It was unusual, even among practitioners of soul magic, to see a soul occupy more than a single space. Thus, the existence of his own body would prevent him from appearing here. That was fine, however. Now that I had unfettered access to his soul for a change, I had a power over him he could only have accounted for if he were cooperating more closely with Broger than I thought. There would be no perceived glory in his slaughter any more, nor would he be tainted by the stench of death. Without these reminders of his violence staining his soul, I could only imagine with glee how he would change.

As for an encounter, well that need only have waited until Garanda noticed what I was doing to him. I was certain that when he did, he would come after his sparesoul again. So, I waited. I waited for Kartal to subdue Adaling and restore my cousin's control over her body. I waited for Voltairine to reach my then-dead body and retrieve the stone. I waited for my companions to get to safety. All this time, I remained aware of my surroundings but could see and feel nothing. I could only hear their voices cutting through the silence in my temporary shelter; mourning my passing, reassuring Adamora that she was no more at fault for what had befallen me than I was for Garanda's murders. I called to them, willing them to hear that I had not yet expired in spirit, but my words could not escape the object in which I had imprisoned myself.

I would have shouted myself hoarse had I been in possession of vocal cords at the time. I relentlessly called to them as they discussed alternate plans to defeat Garanda without me and I continued to do so when they exhausted this topic of discussion and went their separate ways for the night. They left the sparesoul with Voltairine, who had grown clearly weary and confused with the recent string of traumatic sights that come with my journey. She picked up the sparesoul and stared into it, inundating my entire view with her sad eyes. I wished to comfort her, to let her know that she had borne the burdens she had taken from me with more grace than I could ever have expected. But I had since given up on trying to talk. I could only think in this place, so I thought of the name of the one who had impressed me so much. As I did so, however, she jumped in her seat and hissed my name in shock. It seemed that holding the sparesoul allowed her to hear my thoughts.

Scarcely believing my fortune, I communicated with her between minds. I informed her that my death was arranged to be temporary and that this was the only I could think of to overcome Garanda's superior strength. I warned her that Garanda would be coming for the sparesoul as a result of what I had been doing with it. She was terrified at the thought of being found with his soul, but I assured her that I could protect her and everyone else in this state, which was true. When I saw him again, I would have sufficient access to his soul to prevent him from harming anyone else--or doing anything I would not approve of, for that matter.

The next morning, Kartal and Adamora returned to inform Voltairine that Garanda was not coming for me. Instead, he had opted to draw me to him by focusing his wrath on my hometown of Palon. Fear for the safety of my daughters was certainly an incredible lure, but quite unnecessary. After hearing this bit of news, Voltairine then told them of my survival and what she could understand of my plot to subdue Garanda once and for all. Now that I knew where he could be found and my companions knew that I still remained to oppose him, there could be no question that I would be coming for him. When we were close to each other once more, I would have the power to interact with his soul fragments and exert even more power over him than I already had. 

So they set out, with me stowed safely on Voltairine's person, toward the culmination of over 60 years'  mutual hatred. I was ready to end this.

Continue to Part 17!

Saturday, May 5, 2018

The Magister's Rage Part 15



Following my previous encounter with Flinbek, I found an unexpected clue that would finally lead me to both my Adamora's sparesoul and my own. In his haste to escape the wreckage of his poorly considered trap, he left some of his blood behind. Although I felt guilty for doing so at the time for reasons that no longer matter, this allowed me to scry for him using the teachings of Samson Amul. It had been many years since I had used blood magic but, after many months without progress, this opportunity was not worth discounting. I found what I was looking for almost immediately. Flinbek had taken both of the artifacts to a village called Storm Cliff, located on the modern-day Midanian territory of Eagle Island.

At the time, I had told no one of my use of blood magic. Kartal had made himself aware of these activities as a Chaotic templar like himself is considered to have a responsibility to police such magic. In my shame, I told only him of how I came to find Flinbek. With news of a direction in which to head finally being found, Adamora saw no reason to delay our departure, but I was less certain. Even with the work Broger had done to change my magical signature, the use of blood magic in particular opened me up to a threat that was once forgotten. I was forced to send Voltairine, Adamora and Kartal to Eagle Island without me while I awaited the consequences of my simple scrying spell.

Samson came to me that night after my companions were long gone and sneaked into my room, thinking to awaken me unawares. Having anticipated his coming, though, I stayed up to greet him. Years ago, when the bodies of Garanda and myself were one, it would have been the height of foolishness to confront him alone. I remembered how it was only thanks to Garanda that I had scared him away the last time we met. Without the Demon Knight to plague and protect me, I should have been at his mercy. But this was sixty years ago. He had plenty of time in which to expand his master of blood magic, but my travels had allowed me to learn how to use soul magic, control my silverfist form, and apply my use of magic in a true combat situation. Whatever his intent, I was ready to face him.

As it turned out, however, I needn't have worried. His intent to kill me before had been rooted in fear that I would expose him and the coven. Even when I was personally safe from his reprisal, I chose not to do so. This was particularly out of concern for my children's safety, but many years of silence had apparently won back some measure of trust from the coven. He had come to find me in a dingy little motel in Ridge not with murderous intent, but to ask for my help.

The coven had decided to follow a new path in my absence; a plan to bring legitimacy to the art of blood magic so that no one had to practice it in the shadows any longer. At this point I regret to say that I refused his request. With my preoccupation with Garanda and my personal mistrust for Samson combined, I dared not spare the time. I told him that some of the things we had done together proved that the use of blood magic didn't deserve such legitimacy. To my surprise, he accepted this sentiment as fair and changed the subject without any fuss.

He instead began to ask me about my life since leaving the coven and, to my further response, I told him everything. I informed him how the fear he had inflicted on my wife and children caused me to lose my family. I explained how I had come to learn soul magic and how this caused me to become separated from Garanda. I told him of how I had commenced a quiet search for him while working with the resistance to the former Geosian regime in Resta. I even told him of then-recent events and why I chose to use one of the skills he had taught me for the first time in ages.

The Samson Amul I had initially met would have tried to convince me that the answers to all of my problems lied in the blood magic that only he could teach me, but the one I spoke to that night gave me some useful advice instead. In his limited understanding of soul magic, he suggested that therein lied my key to finally bringing Garanda to heel. I already knew this to be the case, but as he asked questions about how I might use soul magic in this case, new thoughts began to form. So it was that the two of us parted on much better terms than we had previously. He left with newfound knowledge of soul magical theory and some recommendations for books with which to begin to study it. I, on the other hand, left for Eagle Island with a plan.

When I caught up to my companions, it was to learn that they had already confronted Flinbek. In his haste to retreat with his life, he had left the black diamond that contained Garanda's soul behind, which had been picked up by Voltairine. I had arrived just as Flinbek, who was then possessed by the power of Adaling's sparesoul, had been cornered at the edge of the bluff outside the village. Using the shadow witch's power, he nearly dropped Voltairine over the edge but I managed to pull her back while Kartal engaged our foe. Flinbek did escape despite our best efforts, but not with the sparesoul.

It was then that I began to lay out my plan for stopping Garanda. What made him particularly dangerous was his freedom from me. While Adaling remained confined to her sparesoul and whoever possessed it, Garanda had his own body. This was the problem I would have to alleviate in order to end the threat he posed, but that was easier said than done with his power. Even if I had found more blood to absorb in order to enhance my strength and magic, his time inside my mind had imbued him with all of the knowledge I had up to the day he was released. Thus, there was nothing stopping him from doing the same thing, least of all my own sense of morality.

I had realized from my discussion with my former master that I would never overpower Garanda. Thus, the only hope I had was to force him out of the body that Broger had given him. With the power of the black diamond, I had the means to do so, but I did not have enough confidence in my growing theory to explain it to anyone else. Instead, I took the diamond from Voltairine and put it in my pocket. I told her not to worry for me. As I plotted my next move, however, Adaling acted up once more by possessing my cousin. With her magic in its original hands, it was easier for her to toss me over the edge. Kartal would have to suppress her without my help, I thought to myself as I fell.

What she didn't know is that she had played right into my plan.

Continue to Part 16

Thursday, April 5, 2018

Zara, the Adjutant of Kerun

Zara, the Adjutant of Kerun
Zara was named adjutant by his dear friend and confidant, Voltairine Maloran, with whom he shares a long past that is mired in mystery and rumor. In recent years, he is known by his association with the Phoenix Blade and the kinship he found with its leader, a fellow Midanian named Takaa. He has made many friends in his travels, and it is common to hear stories involving him from the clubs of Rashara to the seedy pubs of Dalaska. He is generally known for his kind, if eccentric nature, and his love for flowers and animals. He has more than once been compared to the legendary Talib, who circled the world several times after pointing to a line of stars in the sky and vowing to follow wherever it pointed.

***


Zara took a deep breath as he felt the air around him move. It had continued to pick up as the sun dipped lower behind the rolling Galean hills. He noted the slight breeze and took it into account as he aimed carefully, looking down the shaft and adjusting the angle of his arrow. He released the shot and smirked in approval as the point stuck the center of the target, prompting an eruption of cheers and whistles from the small, drunken crowd that had congregated nearby. 

Volt watched, wide-eyed, as she hung on the shoulder of a handsome oni who had joined their caravan. The man seemed preoccupied with her, but she was engrossed in the impromptu shooting contest that had broken out. She turned her gaze to Zara’s opponent — a bearded, golden haired human with a refined Restan accent. He frowned as he eyed Zara’s perfect shot, and took several moments to line up his own. Everyone fell silent, careful not to distract the shooters and inadvertently tip the game in anyone’s favor. 

With a whirr, the man’s arrow stuck the center of the target, prompting another round of cheers from the crowd, who seemed to be taking nobody’s side in particular. They were simply glad for the entertainment. Zara smiled charmingly at the man. “Nice shot, mate.”

The Restan snickered, looking Zara up and down derisively. “The target is a bit close. And a bit still for what I’m used to.” He fumbled casually with his bowstring before fixing his gaze on Zara again, narrowing his eyes. He seemed particularly disgusted with the poppies Zara had braided into his locs. 

Zara ignored the man’s aloof manner and simply nodded in agreement. “In that case, let’s have a bit more fun with it, yeah?” He nodded to Volt, who cocked an eyebrow curiously before grinning and running off towards their wagon. The Restan eyed the woman with interest before she disappeared. Zara continued to study the man, noting his reaction to Volt. The woman emerged a few moments later, carrying a bushel of apples. Zara grinned approvingly as she approached him, giving the Restan man a coy glance. The tall Midanian reached into the bushel and pulled out one of the apples before leaning in towards Volt and kissing her on the cheek before covertly whispering something in her ear. A subtle smile curled her lips as she backed away. “Ready?” Zara asked the Restan man with a playful smirk, tossing the apple between his hands.

The man returned Zara’s smirk haughtily and raised his polished bow. “When you’re ready, Sir,” he replied. 

Zara pulled his arm back and tossed the apple high into the air. His eyebrows perked as it disappeared with a crunch, the arrow taking it out as it peaked. “Nice one!” Volt cheered and whooped loudly for the Restan, giggling and prompting the first genuine smile from the man. She tossed him an apple, and he looked to Zara. Zara nodded.

Zara raised his bow as he followed the apple’s path through the air. He pinpointed it, and moved his arrow a hair’s width to the left. His arrow grazed the side of the apple, prompting a groan from the crowd. “Damn!” he swore, snapping his fingers. “Guess I’m a bit more out o' practice than I thought!”

The Restan man snickered. “Too bad. I suppose fending for oneself is no substitute for proper training.”

“I guess not! Better luck next time, Zara!” Volt called to him with a vacuous tilt of her head. She giggled and stood up, filling a tankard of mead and taking it to the Restan man with a smile on her face. Zara eyed the pair and set down his bow and quiver, doing his best to look dejected as the crowd began to disperse. He shot a covert smirk and wink to Volt when he was sure the Restan’s back was turned. 


***


Volt grinned as she drove their wagon through the darkness, the trees thickening around them as they followed the road north.

“He’s tied up nice and tight, yeah?” Zara asked with a laugh as the air whipped against his face. 

“You know I’m good at knots!” Volt replied. “And anyway, he’s out cold. Prolly will be till we get him back to Resta!”

Zara sighed and leaned back, smiling as he ran his fingers over the finely-crafted bow the Restan man had been shooting with a few hours earlier. “Damn, this is a nice piece. That dick don’t deserve it. Guess that’s one o’ the reasons we do this, though,” he mused, spotting a small line of engraved text on the weapon. “Esia,” he whispered. His eyebrows perked.

“Keep it!” Volt called over to him with a smile as her braids whipped behind her. “It’s just a little bit o’ justice, you know?”

“Yeah, I guess.” Zara sighed soulfully as he gazed down at the item for a few more moments before pulling his gaze up towards the night sky.

Volt sighed, her own smile fading as she spoke with an uncharacteristically serious tone. “At least he won’t be able to hurt no one else anymore. I hope the spellwarriors don’t find out, but it kinda seems like those ladies have done this sorta thing before. At least, I hope so.” She slowed the wagon down as she started to catch a chill. “Karatal can be rough.”

Zara stowed the bow in his pack before folding a blanket behind his head as he continued to stargaze.“Yeah, but you’re right though. They seem like they know what’s up.” 


***


An arrow whirred towards a target and pierced it dead through the center as a few sunbeams poked through the grey sky over Midania. 

“Ooh! Nice shot!” Volt called with a whoop as the sable-haired woman lowered the bow with a surprised smile.

“You’ll have to thank that funny Midanian for me,” she replied as she lifted the bow and ran her fingers over the delicate spirals that were carved into the ruddy wood. “This is a nice item. Not surprising, since it came off that blonde bastard. Shame he couldn’t use all that money to buy a damn conscience, though.”

Volt snickered as she leaned against one of the pillars holding up the rickety building behind her. “Well, he doesn’t need neither where he is now. As for the bow, Zara seems to think it’s rare or something.”

“Well, we’ll be careful,” the woman replied, raising an eyebrow. “We always are.”


Saturday, March 24, 2018

Adventures in Comalan: Turtle Island

For years following the Archknight Rebellion, the unification of Midania's republic of island clans has been the desperate objective of the sai'mul who longed for the recognition they earned for their role in ending Karen Blackstone's reign as Queen of Resta. It was unfortunately for most of this time that the sai'mul of Mainland Midania failed to make any meaningful connections with the other islands that once flew the banners of the Akisian Empire. Credit for the progress that allowed Midania to finally join with Katrine, Sister, Eagle Isle, and Ravager Isle in their new nation would ultimately go to the Mariknights, as well as the Avatar who sanctioned their revival. They would acquire the lost secrets the original mariknight fleet left behind on a deserted island in a remote corner of Midania's territory known as Turtle Island. This has allowed the newly formed fleet to reclaim its supremacy over the world's oceans and facilitate safer travel between the islands.

Since the Republic of Midania's official foundation, Turtle Island has been designated as an unincorporated territory. While it remains a place of some importance to the Mariknights and the Midanian government, travel there is restricted to those on official business. This island's shores are defended by Mariknights with the same ferocity usually reserved for the country's precious hopefish population. Little is known about this place, even within the public of Midania itself, but few would miss the almost perfect dome of stone that composes the island's only peak and comprises its namesake. But apart from the common knowledge that the island resembles a massive turtle, the island's entire nature is one of the world's largest mysteries. But ask the adventurers who claim to be experts on the island and you will hear only the tale of the people who once lived there before the dawn of the Akisian Empire.

It is said that in the First Age, a river ran along top of the mountain and created a gigantic waterfall that emptied into the ocean. It was under this waterfall, in a secluded cove that early mages first began to experiment with water magic. By manipulating the flow of this waterfall, the tribe of Turtle Island are said to have drawn Salica's attention to the islands in the first place. As the first practitioners of the Doctrine of Storms made their covenant with their new goddess, a strange light that was believed to be a sign of Salica's feelings for the people of Akis began to grow in the sky over Turtle Island. Believed to be a potential source of power, the first Emperor of Akis sent his sturdiest fifty boats with full crews of hardened corsairs to occupy this land. His ambition was to create a legacy that was great enough to erase that of his father-- the last chieftain of his once-modest island.

But when the corsairs attempted to assail the island, they were repelled by water mages and acolytes of Salica's new doctrine, who enjoyed nearly limitless power thanks to the might of the ocean itself. With their control of the water, they were able to keep the Akisians from landing entirely, although their attackers were undeterred by their miraculous abilities. For a year, the fleet rotated ships to keep the island under siege until the frustrated Emperor sent his entire fleet to overwhelm the island. Day and night, ships attempted to make a landing until the defenders fell from exhaustion. Turtle Island became the first island annexed into the Akisian Empire, but this heavy battle came at the cost of allowing the people of Turtle Rock access to influence their new countrymen with the Doctrine of Storms.

While the story that Turtle Rock is where the Doctrine of Storms originated is popular in most parts of the world, this is a fact that is critically debated among Restan theological scholars as well as the more remote citizens of the Midania. Indeed, while the events of the story are widely considered to be true, there is some confusion about the timeline of Salica's earliest interactions with Comalan among her devoted. Although no waterfall remains as evidence of the once-sacred source of water magic, one thing about Turtle Island remains clear: the ferocity of the mariknights who patrol the surrounding region and the absolute secrecy with which the island is regarded in the modern age speak of more than just historical reverence. That makes Turtle Island an enticing, but quite illegal, destination for any of the bravest adventures with the vision to hire the most skilled sailors to evade its naval patrol.

Sunday, March 4, 2018

The Magister's Rage Part 12



As we made our way back to Resta, I spoke with Takaa at length about his brother, probing him specifically about the origin of his magical propensities. As it turned out, Flinbek had once been ostracized by his village for harboring a foreigner who was known to practice magic. Takaa recalled his detail with some irony since having done the same thing with me. But while Flinbek's guest hid among the Ravagers, she had repaid his hospitality with some lessons in her craft. When these private lessons were discovered by their parents, the witch had been driven out of the village, never to be seen again. Takaa had assumed that she had died in the wilderness like most foreigners do, but I wasn't so convinced. To my mind, there was no way a witch of enough knowledge and skill to teach Flinbek soul magic in such a short time could have perished so easily.  I believed that a magic user of this caliber could have easily made her way back to Mortanis, so there was still a chance that she could be found. So, I asked Takaa her name.

And he told me her name was Adaling.

Hindsight struck me heavily upon hearing that name. Adaling was a counterpart to Garanda, a spirit of a long-deceased witch that had been inflicted upon my dear cousin Adamora just as the Demon Knight once plagued me. It had been many years since I had given the Dread Witch much thought because I had always heard that Adamora had been far more successful than I at resisting our curse. As a Serene priestess, she had learned far sooner than I of the pacifying spell that I once used to repress the evil that I carried. To discover then that Adaling had acted on her own after all was both a reminder of my shameful neglect towards a similarly suffering family member and a crushing symbol of the fate that awaits me. Even in the caring hands of Serenity, we would never truly be safe from our demons.

Upon landing in Karatal, I left Takaa to explore the relative technological marvels of the port city's industrial region and turned back toward the coast for a new destination. I flew east to Crescent Isle, a private island belonging to my extended family located close to the coast. It was there that I hoped to find Adamora, but by then the house was occupied only by my uncle Kaleth. He explained to me that his daughter had left the island for an pilgrimage to the Towers of Tranquility five years previously and failed to check in. The last person to have seen her was Kaleth's former ward, now a templar named Kartal Marle. 

Finding Kartal was a simple matter since the Archknight Rebellion's conclusion. The Archknight Rebellion describes the various events that led to the Gods' renewal and the ascension of the current Restan King, Kyle Baldus. However, this term fails to account for the simple fact that the movement was driven by multiple groups. Such is how I came to learn, only after the fact, that Kartal had performed a critical role in releasing the Gods from their exile. Such a legendary feat had earned him a lot of attention and he was rewarded for his victory with a unique command as head of the Goodwill Company. This army, instituted by King Baldus, exists to thank Resta's allies for their roles in saving our country by lending their support abroad. While I do not approve of their interventionist mission, the Goodwill Company's existence signaled my old friend's location wherever they marched.

I would find Kartal in the western sea, sailing for Midania on a diplomatic mission. Having heard of my exploits not only at Hem Academy, but with my blood coven, he was far from pleased to see me. I could understand his reservations in speaking with me, but I lacked the luxury of time spent warming him to me again, so I asked my questions anyway. Through his deflections, I could tell that he knew something about Adamora's location, but he could not trust me with a single answer. Perhaps he worried that I was seeking Adaling at Garanda's bidding. Whatever his reasons, I could tell he had no intention of being helpful.

This was a troublesome position to find myself in because there was no clear path to the information I required. Reasoning for his trust would be difficult because he was known to be stubborn. There was also no hope of forcing an answer from him because he was too intelligent to be manipulated and notoriously powerful. He had trained for his entire adult life to help protect others from Adaling and, as far as he was concerned, this responsibility required him to become Garanda's equal as well. I was not up to testing my power against his at that point, especially since we were on a ship surrounded by his subordinates.

Instead, I resolved to follow his ship to Midania while I thought of another plan. For any other troublesome gatekeeper to the information I needed, I would have considered employing some magic to bewitch them into talking with me. But Kartal was a seasoned templar anointed in the traditions of Chaos and was thus trained to resist my spells. The one advantage I had over him was my intellect and the only way to exploit this advantage was gradually. Fortunately, my familiarity with his childhood has supplied me with knowledge of a specific weakness of his. Under threat of revealing his secret, which I shall respectfully conceal in my writing, I convinced him to let me join his expedition.

Upon landing on Midania, the Goodwill Company faced an unforeseen problem: the sai'mul did not immediately welcome their presence. There is no wonder why this was so to my mind. Resta was in a state of rebuilding after a long imperialistic regime that attempted to force an alternate religion on everyone had destroyed its reputation. It was clear to me at this point that the Goodwill Company's foundation was a mistake, but if I wanted Kartal's cooperation, I couldn't allow him to fail this mission. So, I took to the streets and began to talk to the sai'mul, approaching every one with an open mind, full of curiosity. Aside from being of benefit to my own goals, I was eager to embrace this opportunity to hear stories from new perspectives.

Upon interacting with the people of Midania, one common desire which I could assist with was increasingly clear. This was an island that was inhabited by lost souls of many different breeds, including masterful warriors, powerful wizards, and wistful dreamers. Though, this was the most socially diverse society I had ever encountered, they all seemed to share a cruel reality devoid of wonder since they were walled off from conventional magic. So it was that I found a way to help the Goodwill Company ingratiate themselves with the common people of Midania. I rounded up a group of former wizards and offered to teach them some new skills that did not require a divine activation. Most of those I had asked were suspicious when they discovered soul magic among my offerings, which I later learned was antithetical to Salican culture, but were eager to learn what I knew of the arcane and of blood magic.

I was reluctant to teach the sai'mul blood magic and tried to excuse myself from that particular proposition by expressing uncertainty that someone without a living blood stream could even learn it. The locals were persistent in at least determining if my suspicions about this handicap were true, so I relented and tested one of them in a simple technique: siphoning blood. As it turned out, sai'mul were perfectly capable of using blood magic, but not with their own blood. I offered them some of the blood that I had taken from Victory Trail not only out of desperation for the next step in my search but out of curiosity. They accepted my gift gratefully and I learned that an undead body can't degrade blood that has been used in blood magic. In exchange for bringing just a bit of magic to their island, I found allies who were willing to vouch for the Goodwill Company on my behalf.

Kartal was shocked when the elders of the island, the precursors of their national congress, summoned him. When he returned, he had come back with word of the Goodwill Company's first mission which was to rout pirates in the north sea. While his crew prepared to set sail, Kartal took me aside and told me he was aware that I had something to do with this change in his fortune before questioning me as to how. His curiosity brought back some semblance of the rapport we had as children, which provided an opportunity for me to tell him my story. When I finished, Kartal apologized for hindering me in the belief that his sworn responsibility should have extended to stopping Garanda as well.

He then told me what I needed to know, that Adamora had run away to the Marble Desert in southern Tanis to isolate herself from others. She had taken on the pseudonym Telandra Dawnstrike and chose to wander the sands in secret. The urgency with which I thought of Flinbek required haste, so I said goodbye to Kartal and his Goodwill Company before flying back west once more, bound for Tanis.

Continue to Part 13

Friday, February 23, 2018

The Magister's Rage, Part 11



When Flinbek introduced himself to me in Victory Trail, he offered a critical clue as to where I might find out more about him. In the islands that comprise the newly established Republic of Midania, there is a far different naming conventions. As I've come to learn, the cultures of Ravager, Sister, and Eagle Peak carry an old Akisian tradition forbidding the use of a name belonging to someone else living on the island. When he declared himself a citizen of Ravager Isle, I could only have been referring to a single living person when I flew to the island to question people about him.

Naturally, approaching people of an unfamiliar culture to question them about one of their own is not so simple. Everyone around was immediately suspicious of me when I arrived in the city of Clawrest on my sky rug. It was then that I discovered their culture is highly suspicious of any magic. This is the sort of information that one might want to have learned before arriving, but this much information about the land was simply unavailable at the time. I paid for my mistake by watching my rug shredded into useless strips of cloth. I was spared any further consequences with an ironic warning: the land itself would punish me for interfering with the natural world. The onlookers left me to gather the scraps of my rug with a chorus of jeers and laughter. I was then expelled from the city and sent into the island's deadly expanse with little more than the supplies with which I had left Tanis.

My first priority when turned upon the wild was to find shelter and repair my sky rug. Food and drink weren't a concern, but to survive on my own in this place, I would need to prepare a means of escape. I found refuge between the branches of an overgrown eucalyptus tree and spent a long and tense, but ultimately peaceful day stitching the shreds of torn cloth back together. By the time I had restored my rug to working condition, however, I took note of another problem: my magic was beginning to fail me. The natural environment was devoid of the magical energy one takes for granted in Mortanis and something there had been draining my own since I arrived.

Seeing no recourse, I rolled and packed my rug the next morning and fashioned a crude staff from one of the tree's branches. I then set out into the wild without my magic to protect me in search of another settlement. The day that followed was fraught with terror as I wandered through a gauntlet of wolves, wild cats, monstrously over-sized spiders and aggressive crows. Exhausted and dripping with blood, I staggered into the outskirts of a smaller village named Stonegaze and collapsed in front of what appeared to be an open workshop.

When I returned to consciousness, I found myself in the company of a young man I would come to know as Takaa. The workshop was his, and he had quite the hobby when it comes to machinery. He made his living there as a gunsmith, providing adventurers with better weapons to protect them from the local fauna. I traded with him for a simple crossbow he had in stock. I was not specifically trained to use any of his weaponry, but I knew that anything he could offer was an improvement over my rudimentary staff. Takaa mistook my desperation for genuine interest, however, and spoke long and passionately about his stores of handcrafted mechanical weapons. After reluctantly listening to him speak, I began to forge a bond with him while recovering from my injuries.

After a week in the village, the Ravagers began to open up to me. It was then when I learned of their patron deity, the Holy Ravager. As I learned more about him, I began to find common ground with them in my own Chaotic values. Just as Chaos demands strength in all mortals, the Ravagers grew up in a land that demands strength in exchange for survival. Fanged and venomous animals challenged these people on a daily basis and they were able to find meaning in this perpetual fight for their lives. If I wanted to earn the respect of the locals, I would need to embrace the very same danger.

So, I began to join Takaa on his hunts in the wild. Whether he sought food, forage and bone he could trade, or raw metals from the nearby quarry, every step outside of the village invited contact with the beasts of Ravager. For my part, I held my own reasonably enough with the help of my new crossbow. Although using a ranged weapon wasn't the same as throwing spells, learning to aim was a simple enough adjustment. I was far from proficient, but I managed not to be a burden to my host. Another month of assisting Takaa had made us more friendly, to the point of casually asking what brought me to the island.

When I asked Takaa about Flinbek, though, something drastically changed our dynamic. He responded that no one named Flinbek lived in Stonegaze. Although there was no getting anything about the man I sought out of him, Takaa was far from a convincing liar. My attempts to impress upon him the importance of finding Flinbek, which went so far as to tell him about Garanda, were met only with repeated insistence that the two men didn't know each other. He ran off then to go on a solitary run to forage some wild greens and I was left alone in his workshop. Curious to discover what Takaa was hiding, I searched through his belongings and found something I never expected to see.

In a deeply-buried box, I found a store of magical objects; paper seals, candles, and a crystal focus, among other things. The most disturbing part of this collection was a vial full of what I recognized as hollowsoul fluid. I had seen this substance only once before, back when I was studying with Broger, and knew it to be the liquefied remains of a once-living soul. Something like this could only exist in the collection of a dedicated and amoral wizard, but how could someone like that live in secret among the Ravagers? I confronted Takaa with these objects, he seemed more concerned with my understanding of what these objects are than with my discovery of them.

As it turned out, the collection did not belong to him, but his estranged younger brother. The two had been at odds since their youth, when their parents both died; their father from a snake bite, then their mother to mysterious circumstances weeks later. Their estrangement would finally come two years previously when Takaa discovered this magical paraphernalia. He had demanded it destroyed, and assumed it had been since he never saw it again until I found it. Although he had tried to put it everything behind him, it was my presence that made his problem began to seem impossible to ignore any longer. For his brother was the one I was looking for.

Having finally found what I needed, I took Flinbek's old belongings with the hope that I could use them to locate him. But Takaa was not satisfied with simply leaving me to follow his brother. After I explained to him more clearly what I believed Flinbek was involved in, he took stopping his brother as a personal responsibility. With a few of his best weapons packed, he asked me to take him with me back to Mortanis in exchange for his further insight on his brother. I agreed to this arrangement and siphoned some of the magic from Flinbek's hollowsoul to power my sky rug so that we could leave the island. My use of magic made Takaa uneasy, but I figured he would have to get used to seeing it once we get back to Resta.

Tuesday, January 16, 2018

The Mariknights

When sailing the eastern seas of Comalan, it is rare to cross paths with another ship that doesn't fly a certain flag above it's mast. Salica's kraken insignia floats proudly before a blood-spattered sail. This is the mark of Akis' Imperial Navy, a fleet of magical corsairs known as Mariknights. With astounding control of their movement on the sea, deadly swordsmanship, and the ability to control the very water around them, these swashbuckling soldiers were once the pride of the Sea Empire until the empire fell in the dawn of the Second Age. Before this point, the very sight of a single well-armed mariknight was once enough to keep the meek away from the oceans and a single one of their ships was enough to turn the course of other vessels with even the most hardened and zealous templar crews. They were legendary for their ability to fight on open waves and were consequently synonymous with terror on the sea.

When the empire fell, a disgraced mariknight captain was pulled under the waves by Karashartal and pinned beneath a massive boulder, where he slept throughout the Second Age. But on a stormy day in the Third Age, his body was found under the sea by the Avatar of Salica. He came with a message from their goddess warning that the mariknights would need to sail once more in order to protect Comalan and was relieved to find that the captain hadn't completely died. As a sai'mul, the alcoholic Mariknight named Harley Rumgourd rose from his watery prison and pledged to start a new fleet of Mariknights that the new Midania could be proud of. With Atunis Astersong named their honorary Admiral, he dubbed the Mariknights' new flagship, the Light's Grace and entrusted its command to Harley and his recent maulan friend, Largo. Together, they have sailed tirelessly in search of all of the secrets which once made their fleet great.

By reputation, the mariknights are all considered to be fearsome warriors who are to be avoided at sea with few exceptions. This is made even more terrifying by the knowledge that many of them are now sai'mul, who are seen as relatively invulnerable. In truth, modern Mariknights are primarily concerned with defending the islands under Midania's banner from sailors from Mortanis with imperialistic designs for each of them. As the sole military force of the young nation, mariknights were instilled with a strong sense of pride, both in who their ancestors were and in the future of their country. This is a strength for them that is countered by the lack of discipline throughout the entire fleet. While this is a problem they remain dedicated to working on, it stems from their general disdain for hierachy. Each ship has its own captain who decides where the crew sails and who they attack, each captain has a vice captain who carries out their orders, and each ship reports to their Admiral. Besides these three distinctions, everyone from hardened veterans to talented newcomers have the same level of decision making power within the fleet. But this half-measured approach to authority has created a power vacuum that leads to rivalry and sometimes outright hostility between different crews. Only the Admiral is trusted to mediate these disputes, but they are far too common for each instance of violence between mariknights to get his attention.

Individually, a mariknight is trained in countless skills to power their reputation as fearsome warriors and perfect sailors alike. Every one of them is trained to manipulate water at will through magic, which makes them nearly invincible on the sea or near any other body of water. This effect is limited by proximity to the water itself, which is why mariknights are trained to carry massive clay vessels which contain a supply of water they can weaponize later. When carrying these vessels becomes impractical, they are also trained to be deadly fighters with their sabers. On a mariknight ship, everyone has to be useful in more than one way to guarantee their survival which is why the members of each ship's crew is trained not only to fight, but in some duty related to the sailing of the ship itself. Make no mistake, though. Everyone, from the ship's cook to its helmsman to its navigator, is a deadly warrior.

Monday, January 15, 2018

Midania

The Island Republic of Midania, or simply Midania, is a nation of various island states spread through the northwestern seas. They are the modern descendants of Akis, an empire which sought dominion over all of the seas. When this empire fell, the various islands which composed it fell into isolation which lasted for the entirety of the Second Age. When the Miracle of the Lost Creeds brought Mariknights back to the seas, however, the former empire's capitol of Midania reached out to the other islands of the lost empire. The result of their collaboration was the establishment of a unified republic with Midania as its new capitol. Since then, the islands have worked to unify disparate cultures under a new identity tied to the glory of Akis, but which improves on the mistakes which led to its fall.

The Republic gives equal representation to each of the islands under its banners, so the direction of Midania is driven by many different cultures. They are led by two central powers that are idealized as completely equal: a Chief Council consisting of three representatives from each island who determine national policy, and a president who is elected by popular will of all citizens to carry out the Council's will and mediate the Council. While five islands comprise the republic now, its leaders resolve to find and annex all of the islands which were once part of Akis into a new, diverse society. Their government finds inspiration to do so in the many different ways Salica interacts with the various islands.

Mainland Midania- The capitol of the republic and former capitol of the Sea Empire. It was once a barren, lifeless land occupied only by sai'mul. Since the formation of the country, sai'mul have welcomed living travelers from other islands to bring life back to this place. Sages of Eagle Island and shaman from Katrine have collaborated to restore the earth, allowing the mainland to flourish as a vibrant hub for all Midanians. While sai'mul comprise the majority population of the island, many living Midanians now call it home too, as of the Third Age. This is said to be aided by the blessing of Salica, who can ease the worries of sai'mul in no other way than to guarantee this island pleasant weather at all times.

Katrine- The forest island of Midania has a shamanic culture dedicated to moral balance and truth. They once followed a Moon Goddess named Katrine until it was revealed that she was a character created by Salica herself. Salican priests who have studied the matter can only conclude that she projects a more mature image of herself to Katrine.

Sister- The jungle island has a druidic culture that is dedicated to the absolute preservation of their natural environment. Many of the fauna that share this island with the locals are unique to this place, which makes them suspicious of potential poachers. Like the people of Katrine, they once worshiped a goddess who shared the name of the isle. While Sister has proven to be yet another alter ego of Salica, Serene priests can easily see the inspiration in their ways. Some people see this name as a point of mockery given that Serenity is literally Salica's sister.

Ravager Isle- This rugged, chaparral land is home to some of the world's most dangerous animals both large and small, which has produced a hardened culture who forsakes comfort for the perceived glory of fighting the land itself. They are tempered in the ways of the holy Ravager, a violent deity that Chaotics now realize in retrospect is Salica's attempt at parodying their god.

Eagle Island-This region consists of two large rocky plateaus jutting side by side out of the water, forming a mile-wide channel between them. Residents of this land are few and there is little to keep them there. Their culture is a philosophical one which emphasizes deep contemplation in all followers of their local deity, the Grey Eagle. The Eagle is said to represent Crane, but Intalan scholars will question the meaning of Salica's interpretation of Crane for generations due to the lack of infrastructure that the locals willingly accept while lost in their aimless contemplation. 

People

Ekera of Sister, The Avatar of Serenity- A former protector of Sister who now serves Serenity as her Avatar.

The Mariknights- A fleet of magical corsairs who protect Midania's sovereign waters with deadly swordsmanship and their mastery over water itself.

Other Locations

Vortex Archipelago- A set of islands which surround a huge maelstrom and are battered by storms. The dangers of this place are obvious, but the potential rewards are a beacon for adventurers.



Friday, January 12, 2018

Adventures in Comalan: Vortex Archipelago

Close to the center of the world lies a forbidden place, an archipelago consisting of seven islands surrounding a great maelstrom. It is here where Karashartal, the mother of all krakens, makes her nest. This region is known as the Vortex Archipelago or, as Salican priests like to call it, the Birthplace of the Storm. It is in this treacherous part of the sea that the Doctrine of Storms was originally penned and it remains a powerful font of Salica's energy to this day. While it rests within the territory of Midania, it is uninhabited and no Midanian ship bothers to guard it. That is because the local environment, with its near-constant battery of thunderstorms and its terrifyingly large kraken population.

Even  with the dire warnings to stay away inherent in every inch of these lands, the fact that it is considered holy land is not lost on the hundreds adventurers who explore its center-most island. The Isle of Endless Rain hosts a slick, muddy mountain whose pinnacle glows with a shimmering blue light. It is said that those who bask in its glow can feel a sense of rejuvenation as their troubles begin to melt away. This is an experience that the templars who compose Resta's navy in particular covet as part of their training. In making the perilous journey to the summit, they cleanse themselves of their doubts, guilt, and fears to better prepare them for their duties at sea.

Further to the south is the Thunder Spires, a jagged crag of an island whose natural spires are made of a mineral that conducts lightning. It has been written by many visitors that a graveyard lies underneath the surface containing the remains of a lost civilization believed to have belonged to the same tribe from which Karashartal originated. Kraken activity is particularly heavy around this island, which makes it a draw for hunters, who camp there in droves beneath rubber shades to confront these fearsome beasts. While many accept that the krakens frequent this area as a result of Karashartal's residual loyalty to her human tribe, there are some who believe that the beasts are also protecting the treasure of the pirates who doomed the people that once lived there.

The Vortex Archipelago is a location synonymous with Adventures in Comalan because it weighs mortal risk against mind-blowing reward. Similar locations which resonate with divine magic exist, but this is the only place that such magic has ever been seen with the naked eye. To those who venerate Salica, there is nowhere that better embodies the forbidden paradise for only the most faithful to enter.

Sunday, November 19, 2017

The Isle of Katrine

History

Katrine was originally one of the territories of Akis, a seafaring empire of island states that span the seas east of the continent of Mortanis. The were active participants in Akis’ fleet of Mariknights until the end of the First Age, when the fallout of the War of Gods brought their capitol to ruin. With Akis in shambles, the people of Katrine retreated to their island to protect their families from the famine that gripped the entire eastern sea and there they stayed without their imperial leaders to guide them.

Prior to the foundation of Midania’s republic, the people of Katrine were the most isolationist of the island cultures that the sai’mul annexed. This is because, unlike Ravager, Sister, and Owl Island, Katrine’s society is self-sustaining. This limited their need for trade and has resulted in a long tradition of ignorance of other cultures. Despite this, they were cordial to the occasional sailors who cross their shores, although they were typically forbidden from landing.

They joined the rest of the world in the Third Age, when the sho’kai of the planet Mennon staged one of the battles of their invasion of Comalan close to their island. It was on this day that the people of Katrine met people from both Resta and Midania for the first time, who had banded together to help repel the aquatic aliens. Following this battle, the sai’mul of the newly declared republic invited the people of Katrine to join their nation. 

This new alliance was uneasy, owing to the people’s distrust of their new undead allies and the Restan citizenship of the Avatar of Salica, who they credit most with their salvation from the invaders. This all changed when Katrine was bombed by sea, forcing most of its population to retreat to Midania. This tragedy was blamed on Jager Harret, a former Avatar of Chaos, and his templar crew from Resta.

Since then, the people of Katrine are loyal additions to Midania and most are openly critical of templars and the nation of Resta in general.


Culture

Katrine has a progressive culture with a simplistic view of morality. Their values are based on a set of fundamental truths that define the spirit of their choices. They are cautious, but accepting of new ideas and compare their worth to their local proverbs.

  • One who takes what belongs to another is unjust.
  • One who brings bodily harm to another is cruel.
  • One who takes the life of another person is an abomination.
  • One who controls another through fear is a cretin.
  • One who condemns another to struggle has a guilty heart.
  • One who forces their body onto another has no heart.
  • One who deceives is to be censured.
  • One who seeks benefit from another’s misfortune is to be condemned.


Rather than a formal system of laws, one’s actions are judged on an individual basis. This duty falls to the shaman, who are tasked with mediating any personal grievances based on the spirit of one’s choices. 


The Shaman

The shaman have an innate ability to sense deception and will use this ability to determine a fair outcome for any dispute. They are trained in the ways of combat and have formed pacts with the spirits of their ancestors to fight alongside them if conditions require their justice to be extreme. These spiritual powers also find extensive use in defending people from the terror of the deadly storms that regularly threaten the island.

The shaman also use storm magic to influence the weather, actively ensuring that the forests that border each settlement are full of healthy trees and its farms grow the healthiest crops.


The Moon Goddess

The people of Katrine spent all of the Second Age worshiping a goddess of the same name, who was believed to be represented by the moon. These beliefs were called into question when they met the Avatar of Salica, Atunis Astersong. As he completed a ritual to enlist Katrine’s aid in the battle against the sho’kai, he learned that Katrine is an alternate persona of Salica herself. Atunis was hesitant to reveal this truth, believing that they should be entitled to their own conceptions of his goddess. Despite this, rumors began to circle both Midania and Mortanis of Salica’s tendency to adopt alternate personas because of a growing belief that the individual deities worshiped on the other major islands of Midania were all Salica. This forced Atunis to confirm this fact with the caveat that he didn’t believe that this news should alter their customs. Unfortunately, other Midanians didn't agree with this notion and have pressured the people of Katrine to acknowledge their goddess' true identity over the Avatar's protests. Since then, the people of Katrine have endeavored to get back in touch with their Salican roots and have fully embraced her Doctrine of Storms, blending them with their longstanding traditions of the moon goddess.

Wednesday, November 8, 2017

Ekera of Sister, Avatar of Serenity

Ekera of Sister, Avatar of Serenity



Ekera, despite being seen as an enigmatic, and sometimes fearsome figure, is a well-loved and trusted avatar not only to those of her own faith, but with those who follow other gods. While her ways have garnered some criticism from the most orthodox followers of Serenity, she is most notable for being an avatar who successfully blends the tenets of other faiths with the Serene, making her popular with the interfaith community. 

***

Ekera was born on the island of Sister and was raised to be a proud member of her community. She valued her family, community, and the well-protected ecosystem of the island. Growing up, she found she excelled in physical activities and was also powerfully gifted in the use of Serene magic, so she committed herself to serving her community as a protector who would guard her island and its people from anyone who would threaten them. Ekera had a very straightforward plan for her life — she wanted to protect her island, build a family, and live out her final years as a respected healer. However, this was not meant to be.

One seemingly ordinary day, Ekera was patrolling the edge of the wilds when she spotted a team of strange men attempting to disembark the island with a large tiger in tow, who seemed to be bound in some kind of magical chain and in clear distress. Ekera, who was sworn to protect her island and all of her creatures, attacked the men in a rage. Though she managed to take out three of the invaders, the others were able to escape in what looked to be a large, gilded ship emblazoned across the side with the words Siren of Solan. Ekera returned to the community, ashamed of her failure, but determined to make things right again. She gathered enough supplies for a long trip and headed out on the first ship bound for Resta.

From Solan, Ekera was able to track the kidnappers to a wealthy estate in the Restan countryside, where she found a menagerie filled with a variety of exotic animals — including the tiger that had been stolen from Sister. It was heavily guarded, but she fought her way through the defenses in order to free the creature, along with several other caged animals. Just as the pair was about to escape, however, they would find themselves confronted by the wealthy Restan man whose menagerie she had liberated, along with more mercenaries she could count. She and the beast took out dozens of fighters together in a glorious battle that ended with the tiger tearing out the rich man’s throat before it and Ekera were overwhelmed and killed by the remaining soldiers. 

As she died, Ekera thought that this would be her final waking moment before moving on to the afterlife. This would explain the surprise she felt as she awoke several hours later in the back of a moving wagon, covered by a sheet of burlap. At first, she thought she may have survived the battle somehow, but she quickly realized that she was no longer a living person, but was a sai’mul — one who has died without passing into the afterlife. 

This realization devastated Ekera. She was severed from her connection to the divine magic she once valued so deeply, and she knew that not only could she never return to Sister, she would be separated from her family and community even after they passed to the next life. For several days, she simply wandered, seeking out places that reminded her of home, while trying her best to avoid other people. She made a small camp in Lightning Ridge, where she contemplated what she should do. Despite feeling disconnected from the gods she had once revered so highly, she almost felt as if they had given her an answer as she spotted a pair of poachers stalking through the ridge, wheeling a large cage of chinchillas — likely to be bred and sold, or slaughtered for their pelts. Ekera liberated the chinchillas and handily scared off the poachers. 

From then on, Ekera spent her years caring for the place she now considered her home. She appreciated the company of the animals around her, but she was still pained by the disconnect she felt from other humans. She wore a hooded cloak to conceal her features whenever she felt in danger of encountering other people, and rarely spoke to anyone. This way of life continued for nearly a decade. 

Ekera continued to quietly search for ways to regain her connection with the gods enough to perform Serene magic once more. This search would take her life on another unexpected turn when she visited the lab of Richard Broger, who was known for researching the nature of sai’mul and various types of soul magic. It was here that she met Elidol Dawnstrike, the man who would become the Avatar of Chaos. The pair bonded over their undeath, and Ekera would soon be pulled into the quest that would lead her to become the Avatar of Serenity, granting her what she had originally sought in her initial journey — a renewed connection to Serene magic. Her relationship with Elidol, as well as her status of Avatar, led to a new sense of purpose for Ekera, as well as a stronger sense of connection with other people.