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Dec 28, 2013

Interlude

So after a significant downtime (Christmas celebrations yo) I'm now going to try and resume writing here on the blog.
While I am now back I am currently unsure what to do next. So, if anyone is actually reading this blog I would like you to leave a comment, or contact me through my email and tell me what you want me to go into next.

Dec 20, 2013

New setting: Hak’tar

A canine cousin-species to the M’ella, the Hak’tar were quick to create a advanced civilization (at least compared to their cousins), and mastered bronze working and masonry, building great feats of architecture in their temple-cities.
They also got into conflict with the M’ella because of their complete disregard of the natural cycle, and due to the fact that they embraced dark, alien gods from beyond the universe. Intangible things foreign to the concepts of the world they came from, offering them their hearts’ desires in exchange for worship and obedience.
And what the Hak’tar desired was immortality. Something their gods eventually granted them… in a way.
The immortality they were granted was not an eternal life, but the return of the soul to the body after death, trapping the subject in eternal unlife. This practice was then perfected by the Hak’tar, creating vessels for the soul so that it would not die if the body collapsed, as well as ways to preserve the body, preventing it from decomposing.
Additionally, the lich-priests of the Hak’tar mastered the art of animating the dead, creating unliving puppets to serve their every need.

This, of course, did not go over well to the gods of the universe, specifically the god of Death took offense to this transgression of the natural order. He then created the first seekers to beat down the infection that he considered the undead.
Long wars between the “civilized” Hak’tar and the M’ella tribes followed, but in the end the Hak’tar were forced to flee when their alien gods failed to protect them from the wrath of the world’s gods.

The few remaining Hak’tar settlements in existence are put in isolated places such as vast deserts or secluded valleys, where the Hak’tar death-lords and lich-priests brood upon their eventual return, and the destruction of those who stood against them.

Dec 15, 2013

New setting: Notable brigands and mercenaries

Before the shift, the most notable mercenary company in the known world was the Iron wolves. A group based in the borderlands to the goblin territories.
Much of their fame has derived from the fact that they built a fort in the main mountain pass between the goblin empires and the human lands, completely stemming the tide of goblin raids and invasions north and west.

The mercenary company settled this fort, holding it for two hundred years. A deed that got them labeled as heroes and dauntless warriors, whose name was the cause of many a toast in the taverns of the eastern territories of Elidrophyn.
The fact that the Iron wolves acted under strict regulations, and were trained to perfection before they were allowed to officially wear the crest of the company only served to further this nigh-mythical status.
After the shift, the sea that cut off access to the northern territories from the goblin lands was moved, making the goblins capable of marching their numberless legions around the Wolf pass, surrounding and besieging the Iron wolves’ citadel from both sides.

The citadel fell, and most of the iron wolves with it. It is a battle spoken of as a legendary last stand, where over a million goblins are said to have met their end, thus making it the bloodiest battle in known history.
The few regiments of the Iron wolves who survived were divided, half considered the fact that the city-states that had sworn to come to their aid were to blame for the destruction of their citadel and the death of their commander as they did not show up in their time of need. These regiments seceded from the iron wolves, renaming themselves the Dire wolves, becoming a mighty force of vengeance against the governments of the nations that currently rule the realm.

The dire wolves retain much of the basic code of the Iron wolves, as well as their desire for perfection. But even though they have rules and a code of honor, they have become brigands and bandits; they have infiltrated organized crime and revolutionist movements. Their paths are many and divided, but their goal is one: Take down all governments and avenge the betrayal of the nations.

The remaining half of the old Iron wolves chose to keep the name, and continue their legacy as their old commanders envisioned. Having lost their home, their influence and most of their companions the Iron wolves are beset by strife and hardship, and tend to travel the world in the traditional wolf packs of the Iron wolves; small squads of three or four members, with each pack acting as a separate entity from the main command structure of the company.
The squads are expected to upkeep the old iron wolf code. To never take jobs that include harming civilians, to never slay a non-combatant, and to respect the laws of whatever realm they happen to be acting within.

More often than not, the Iron wolves end up in bitter conflict with their former brothers in arms, the dire wolves.

Dec 9, 2013

The new setting: Demigods

What are demigods, exactly?
Well, that is a rather difficult question to answer. But in essence the people that can be considered demigods are of two different natures.

The first, and most classical of the two are the offspring of a god and a mortal. People born with certain gifts, often varied in source and significance. These people vary between gifted people, to people of herculean might and legacy. One example of a merely gifted demigod could be a man whose only additional traits are longevity, and perhaps a simple spell he can use naturally. Meanwhile the traits of a herculean demigod could be nigh invincibility or superhuman strength or something akin to that.

The other, rarer version of people that could be classified as Demigods are the supreme mortals.
Mortals that have crossed beyond the limitations of their state, and achieved something akin to divine power. Examples of these supreme creatures could be Cain, father of Vampires. These creatures are enormously powerful.

Chaosmagic begins

So, progress with chaosmagic has been very slow, since the workload in the university has been high lately. I do have a couple of spells, though, that will likely be first-rank chaos spells.

Chaos bolt - 1d6 damage. If you roll even on the spellcast dice, you get to fire a new bolt at a new target.

Manaburst - ?? damage. Your intelligence determines the range in meters in front of you. Cone attack. (if 20 int, all targets in front of you within 20 meters take damage) You deal your intelligence in magic damage, removing the amount you rolled on your spellcast dice. (example: You roll 7 on your spell dice, and your intelligence is 20. You deal 13 damage to all targets in front of you within 20 meters)

These are sadly all I have so far, but I will go on working with chaos magic as soon as I have time.

Dec 5, 2013

Now on Tumblr

So, I decided to get a Tumblr where anyone can ask me anything. You can find it here, and there's pretty much no restrictions as to what you may ask, about me as a person or about my work. I do, on the other hand, reserve the right not to answer questions if I find them TOO personal or in too bad taste.

Dec 4, 2013

Art: Fredrik Borgman


The artist Fredrik Borgman's rendition of the three dominant peoples of the central continents.
More of his work can be found here and here

The races portrayed are Azur, Humans and Ifrits. Named in the order that they are shown.