Tuesday, September 27, 2022

The Lolea



The Workplace Recommends Dexterity
Art from Bloodborne


Per The Twelve Laws, Artisans never stop learning. Their education is perpetual, a machine that winds around itself, fueled by wind, wine, and blood. Graduates from the Artisinal Schools move on to join the ranks of coordinators and warmages in the military arm of The Republic or return to their hometowns to serve as courtiers. Occasionally, however, a student will show some prestigious bout for talent early on in their studies, and their name will be called separate from their classmates. Rarely does this occur in a single graduating class, but all who witness the sight of well-dressed inquisitors fear what is to come.


Lolea are executioners. Plucked most often from the classrooms of the Artisinal Schools, Lolea are curated by inquisitors and other Artisans (particularly professors) for inordinate talent, selecting those in the top percentile of their classmates. A Lolea's purpose is to serve both as warden and executioner, defending the school's interests and the well-being of its students. Their hand is expected when intruders breach the walls, or when a mage's rituals go awry, and violent acts must be performed. They are killers, calculating and ever-watchful, and these young artisans' training regimen ensures that. If the training lacks impact, trauma eventually achieves the same.


Not all Lolea are trained artisans, but all understand the danger of chaos left undivided. Numerous Lolea have been conscripted from the ranks of soldiers and guildsmen, seen by some of the former as a sign of honour and respect. Others are hired from less-pleasing backgrounds and then shipped off to the farthest corners of The Republic, serving as intermediaries. Occasionally a Lolea will retire from their services only to return to the job market touting their skills, a mage-slayer for hire. Demand is high among The Twin Provinces.


The Appearance Is Different But Ask An Artisan; The Vibe Is The Same
Art by Saeed Farhangian



The Lolea

Skill Proficiencies: Arcana, Insight
Tool Proficiencies: Any one set of Artisan's Tools
Equipment: A set of Artisan's Tools, a steel mirror, 10 feet of chain, a signet or badge of your corresponding patron, and a belt pouch containing 5 gp
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Optional Feat: Mage Slayer

Feature: Architect Slayer

You were brought upon the chambers of great constabularies and artisinal schools, serving as a last defence against the chaos. As someone who serves (or served) among the ranks of the Lolea, your title pulls immediate respect. Soldiers and academics will nod as you pass; your presence is welcome in positions headed by the military and anti-magical environments, and those in positions of power may grant you small benefits otherwise unfit for your station. Artisans will often spite you, and those who choose not to satisfy your ego will likely discredit you entirely. 


Call of Honor

The lifestyle of a Lolea begins with equal parts talent and image. No matter how qualified you may be, you cannot join the ranks of the mage slayers unless you are chosen to be one. When trying to figure out how your character's patronage came to be, consider the table below for ideas.

d6Lore
1I was assigned my position through hard work and rank-climbing. Those in my detachment chose me worthy.
2I earned my role through nepotism: a bloodline of stalwart killers.
3I was chosen by my artisinal school to ward against my classmates. 
4 Inquisitors approached me sometime after graduation. In exchange for wealth and comfort, I must shadow other Artisans; my friends and my partners.
5I earned this position by being unorthodox. My esoteric talents perpetrate my lifestyle, a trait others found compelling.
6Another Lolea granted me his title as punishment for a deed I'd done.



Suggested Characteristics
Being a Lolea is not an easy task, nor is it explained away as one. Many cope with their occupation by finding other vices to confide in, while others take pride in their work. Not all executioners work on behalf of the Artisinal Schools either: plenty of dedicated individuals (with or without the proper education) are willing to perform the same tasks for coin. Whatever your background, your duties remain the same, and those who genuinely believe in protecting the greater populace will surely be rewarded.

d8Personality Trait
1I am cold and unflinching. Violence is a necessity; death must be dealt.
2I am empathetic toward those I supervise.
3I hate working alone and, if possible, perform all of my tasks in pairs.
4Hypervigilance has kept my partners and me alive.
5There has never been a moment where I have doubted what I've done.
6I am a strict loyalist to the laws of man.
7I carry an odd glibness in my words, fragments from another time.
8I perform any task to the highest bidder.

d6Ideal
1Order. My actions are for the greater good, to protect the world from the whims of chaos. (Lawful)
2Utilitarianism. The needs of the many outweigh the fears of the few. (Neutral)
3Pride. The occult disgusts and terrifies me, so I must stand in their way for posterity's sake. (Evil)
4Pleasure. The acts I perform grant me untold satisfaction. I will do it again and again until the earth is dry. (Chaotic)
5Service. I will perform my duties with the utmost respect. There will be no victims while I serve. (Good)
6Avarice. No man has ever word a job for free, not of their own accord. (Neutral)


d6Bond
1This is the blade of the colossus, which strikes down the architect and all its crafts.
2My sigils are in the eyes of a thousand dead men. My armour is the vessel for a messenger of death.
3Those who share my craft are more than siblings; they are the roots which hold me taut.
4I am a soldier first and a Lolea second. My allegiances are to The Republic and its many suzerains.
5Magic is a gateway to things beyond the veil of understanding. By perfecting it, I become truly superior to those I supervise.
6The Artisans think themselves slick, devoid of imperfection or rot. I am living proof of their foretold annihilation.

d6Flaw
1The last time I faltered, people died. Never again.
2Artisans are simply frogs who have yet to realize they are in the pot. 
3This job is a chore; these tasks are a farce. I wish I was at home in my underwear.
4I am sensitive to the sight and smell of blood.
5Work has desensitized me to social situations. I find it difficult to converse about things besides my occupation.
6I am suspicious of everyone and everything related to the supernatural, even my closest friends.

Thursday, September 22, 2022

Witches, Part 1


What distills from pain but pure, delicious rage?
Art by Sackcloth & Ashes

There are two distinctive schools of thought within the artisinal schools of The Republic; the study of transmuting reality through tangible things, The Occult, and the study of that which lies beyond our purview. Although studies have begun in recent regarding paranormal effects such as that of the Elkem's Yr Drannas, their discoveries are fledgling, and resources are spread thin between the two remaining processes. Of the two, The Occult receives more praise, as well as most of the funding.

It is well-known that forces within the universe exist far beyond our human understanding. Villages and cities are haunted by the presence of the Mirages, Artisans are ripped apart by the mysterious acts of chaos, and the continent slowly cracks under the weight of an indefinitely stormy sky. Hardship and strife are a natural state of being, but humanity has always held the opportunity to somewhat level its playing field. 

In the past, they went by different names; Eldermen, Gods, Faith. Terms once combined in symbiosis were stripped of their original context, leaving their corpse to rot. But nothing in nature dies for long, and the restoration of these old & primal powers has returned with booming voices.

The Primeval Forces
 are a catch-all phrase for the many gifts of the old world. Its servants take many shapes, most notably druids and nature spirits, but occasionally a particular creature or location will attract its pleasant (or repugnant) touch. Witches constitute a social commune dating back to pre-storm practices, but have become entangled in academic circumstances.

Bubbling Oils

Witches constitute a minority within the hierarchy of occult-casters in The Republic. This is partly thanks to the trouble surrounding their practitioning, as while artisans typically come from all backgrounds, walks of life and identities, Witch covens are strictly feminine. There are multiple theories as to why this decision was made, and any estimate would likely be correct. Still, the most obvious answer is typically the appropriate one: groups of women sought to study in an environment that suited their own needs and amenities, rather than the comforts of those who considered themselves superiors.

Note: I want to explore themes such as casual sexism and the effectiveness of a collective response to its grasp, but it's fair to say that not everybody will be comfortable reading or playing with it. Not every setting needs sexism for a compelling story or world, nor does it need racism, classism, or other bigotry. Create according to the material you wish to emulate and the narrative you'd like to create. Not everyone will be comfortable with this kind of thing; if it cannot be omitted, that's fine. Not everyone has to like it.

By the way, feminine doesn't have to mean born a woman.
Art by Aleksander Brodzinski

Of the many covens discoverable throughout the continent, only two lie beneath The Republic's jurisdiction, specialized colleges akin to the artisinal schools. All witches are spellcasters, even those physically incapable of learning Occult techniques, for there are no rules regarding who can and cannot learn magic. Availability is a different problem, but the steady flow of new witches from the colleges has proven their worth tenfold. 

Bound by a similar artisinal dictorum to the academies, Witches are notably not bound by The Twelve Laws, instead aligned with a complex collection of rules and stipulations. Coven Laws differ between bodies, save for the two Academic Covens, which have yet to abscond from The Republic.


Broiling Cauldrons

There are two fields of study within the realm of a Witch; the explosive, chaotic energy of The Occult and the slower, seeping patronage of The Primeval Forces. Rarely called by its full name, most witches call their particular practice Alchemy or Herbology—the art of creation through concoctions. 

Witches rarely devote themselves entirely to acts of the Primal; instead, they combine Occult magic with profound, more applied techniques. The Republic makes a notable distinction between their work and the work of an Artisan, for Witches combine the effects of both worlds, creating something else entirely. Fast-acting movements combined with a slow, methodical outlook provide a perspective within the world of magic completely unlike its contemporaries.

Community

The vast majority of covens in Bromeilles are decentralized. While the number of would-be witches aspiring to join the academic covens is great, they are a minority compared to those filled with runaways and convicts. 

When you dress only for the sky, we all dazzle like stars.
Art by Qistina Khalidah

Joining a coven is much like joining a fraternity or a cult. Initiation is required, a pledge to one's oaths or tenants, and a pact of loyalty to your new sisters which stretches beyond the veil of life and death. Your fellow witches are your teachers, your Matron most of all, but they are also your students. Covens are commonly an open space for discussion, practice and evolution. Change is accepted in full, and emotional conflicts are recognized and validated.

Every coven holds true a different set of beliefs. Like an institution, witches attract different individuals and promote certain kinds of behaviour according to their values. Organized most typically by region and the primary source of magic they practice, Witch Schools are frequently associated with colour, and every witch has at least a rudimentary understanding of their coven's magic.

Coven Magic

  1. White Magic: Unity, Purity, Health, Nurturing
  2. Black Magic: Death, Protection, Compulsion, Individuality
  3. Red Magic: Passion, Energy, Violence, Concentration
  4. Blue Magic: Creativity, Patience, Understanding, Wisdom
  5. Green Magic: Empathy, The Natural, Peace, Health
  6. Purple Magic: Acuity, Spirituality, Manipulation, Perception
  7. Orange Magic: Change, Luck, Creativity, Goodwill
  8. Tide Magic: Balance, Control, Freedom, Strength
  9. Lunar Magic: The Natural, Secrecy, Family, Freedom
  10. Blood Magic: Health, Spirituality, Individuality, Control
  11. Steel Magic: Violence, Balance, Compulsion, Patience
  12. Tea Magic: Kindness, Balance, Perception, Spirituality


Monday, September 19, 2022

Mind Before Matter

    Around 1440 AD, the german inventor Johannes Gutenberg introduced Europe to the sublime gift of the printing press. His own twist on the invention sent shockwaves throughout the continent, having effects potentially unknown even to him at the time. Literary skyrocketed, hierarchies shattered, and all of a sudden the educated elite found themselves privy to reading the same material as serfs, who happily flipped away at their own copy of the bible. Johannes Gutenberg changed hundreds of millions of lives in a thousand unforeseen ways, and his contributions (as well as his contemporaries in the east) have objectively changed our society for the better. 

How much information do you think a book can store? Theoretically the answer is an infinite amount, because all you would have to do is shrink the font and increase the number of pages, but how much information really is that? We consider a novel that's less than 200 pages a novella, which somehow isn't a book but is also just enough detail to be considered complete. Dictionaries are hundreds of pages of words, with definitions for those words, using the exact same terms it defines. One of the grandest pieces of literature of all time is a Super Smash Bros fanfiction. It's over 4,000,000 words long.

But knowledge is cumulative, and just because you write something doesn't mean it has any intrinsic intellectual value. A monkey with a typewriter could write all the most extraordinary works that'll ever exist, but it would have to type gibberish first. Who's going to supply all of that paper? Is there something to be salvaged in the pile of scrap? Should we make a book out of it?


Imagine this is your brain. Or maybe you're an evil zoologist.


Our brain answers these questions monotonously and with a mere (on average) 20 watts of energy. Constantly and throughout our day, like clockwork, our mind will reshuffle itself like a deck of cards. Reminders will pop up in your head, old memories from past moments will flood into consciousness, and all the while, older memories are quietly thrown out the back. Do you know what you had for breakfast this morning? Do you remember the first time you cried? 

The human brain is a fascinating organism, but it is an organ, and as far as we know, in the current state of things, these organs are limited by space. Actual evidence about how we store this information is limited. Ironically, the thing the brain knows least about is itself. But there is one nugget of truth we can know for sure: We use it. 

Our brain makes room for other memories and allows us to experience things without remembering them. We designate specific memories as more valuable than others, birthdays or important dates, until we eventually replace those memories with different ones. Diseases of the mind ravage us. By the time we die, we'll have experienced a lifetime of memories, both lost and found, and the ones we hold on to will define how we write verses of our history.

Or just be an elf; they remember everything.


Light-Weightedness, Light-Headedness

I like elves. There's a natural appreciation to be had for the concept, especially the effect they've had on popularizing fantasy and all of its variations. Tolkien had a good thing going with them; tall, swanky, perfectionist figures with fae-like features and an impeccable historical edge. But of the many crumbs of knowledge left behind in LOTR's wake, one bothers me, specifically when it is hijacked (at times incidentally) by other IPs. That crumb is memory. 

I don't hate the notion, far from it, but I hate how it is treated. Call me out for being finicky, tell me I'm picking at straws, I'll accept those taunts, but I refuse not to die on this hill. Elves in LOTR are synonymous with spirit creatures, but their relatives in TTRPG settings, such as the Forgotten Realms, do not have this benefit. They are living things with lives and expiration dates, but it's more or less assumed that with their long lifespans comes a long memory, exacerbated through trancing.

Living long does not need to be synonymous with memory. In fact, people who live a long time often forget quite a lot more. A solid majority of people suffer some form of memory loss by the time they enter their 60s.

Art by Lizzart

"Oh, but author!" you may say, running your fingers through speculative evolution textbooks, "Elves aren't human! They're an entirely different species; obviously, they won't have the same form of memory as us!" and you would be correct. That is why I argue that if your elves are disconnected entirely from human mechanics, why not explore that? If the human brain is arguably inferior in terms of raw storage space, why in the seven hells wouldn't a human being explore that beyond ethical concerns? 

I want to reiterate when I say that you 
do not have to do any of these things. Your story is yours; I fully support any and all approaches to the medium, including the softest soft fiction. As a representative of the H.F.F. (Hard Fiction Fans), however, I cannot help but push an alternative perspective.


Humans explore art partly because our lives are so short. Fragile and brief, we create things that will far outlive us. In a thousand years, our society will be nearly unrecognizable to us, but our novels and sculptures will surpass even the ideas which made them. Is that process lost entirely when your species remembers generations past? At what rate does a culture record history that isn't at risk of being forgotten? 

Is it only long-term memories? Can a member of that race recall ancient history as if he were there but deflect the memory of his meals like a mesh screen deflects flies? What changes can be found in their diets compared to another race? Is it specialized? Do they consume far more than other races, or are they just efficient with their energy? If I plucked two prods into their brain, could I turn on a lightbulb? For how long?

When an alien writes a novel, what words does it think will fit best?


What Makes A Brain?

Within Elkem enclaves, there is a silent understanding of the weight of one's words. Language was one of the first things taken from the Sun-Walkers when they arrived in Bromeilles, and it has cost them centuries to stitch something together resembling it. Most of those alive now were born on the cracked continent, but the population of pre-storm Elkem is still staggeringly high, an act proven to be no small feat.

It's the ears and skin texture specifically that, to me, fit the Elkem's design. You can imagine how difficult it is to do things myself when you can't draw!
Art from Ava's Demon, a webcomic by Michelle Czajkowski Fus

Elkem culture is an exceptionally compact encyclopedia. What knowledge has been lost— save for fragments—is presumed to be gone forever, but what remains on the minds and persons of its kind is ripe for the taking. Elders are revered among the colonies, comforted and protected for the secrets they have yet to share. The oldest are treated with a deistic fervour, known as Ytrl, where they become specialized in their role.

Human biology differs greatly from incursors. What few connections can be drawn are made regarding limbs and general shape, but the most confusing difference lies in the brain. An Elkem's mind is composed of three distinct lobes, the whole approximating sack more than a spheroid, with its third positioned in front of the others just below the eyes. This third lobe almost exclusively handles the processing of visual stimuli, providing the rest of the brain with the space required to perform its calculations.

Elkem physiology supports slow-acting but constant processing. While Republic-backed studies have shown a marginal decrease in quick-response proficiency compared to humans, their ability to retain and expout information is substantially improved so long as they remain un-malnourished. 

State-sanctioned expeditions to the Elkem enclaves have revealed the presence of massive tree-like growths constructed with the help of an unknown fungal biopsy. Ytrl are often found within the growths in varying degrees of entanglement, presumably fed either by hand or the growths themselves. Despite their condition, these Elkem are still capable of speech, a feat the others treat with reverence. 

Every word spoken from the shaman's mouth is frantically inscribed in an exalted process. Every bit of information, from the devout to the seemingly mundane to the incomprehensible, is stored and retained for study. The enclaves call it Yr Grullik: "The Message". 

Knowledge is sacred to the Elkem. Knowledge of any capacity, of any calibre, is a requirement for archivization and study. This is often confusing from the perspective of archivists' within The Republic, but the cultural impact is prevalent. Humans, in their brief and fragile lives, attempt to refine the details of their history to the finest grain of sand, constructing a picture of reality which lacks any bloat or redundancy. To the Elkem, everything known is already known, but the new is an act of the sublime. What is found may never be found again, nor may it ever be experienced by another living thing, and so it must be saved.

It is a violent, emotional conflict. While the archivists of The Republic dream of a return to the old world, the sculptors of the Elkem struggle to recover what remains of it.
Down the rabbit hole.
Mycelium Sun by Raya Wolfsun