ive wanted to make a proper new iteration on my harpies for a bit but i couldnt really make up my mind if i wanted them to be quadruped like the basilisks, but then i decided they shall be so, but it took some bit to figure out in what way because i wanted their silhouette to read a lot smaller/upright. but NEOW i think i figured out something i like...
taxonomically they are also now closer to basilisks (again). lashed harpies have a range that overlaps a lot with the basilisks as its common for them to live in integrated societies with one another and they have likely co-evolved for a long time probably stemming communal nesting early in their evolution. also i gave them funny skin eyelashes because its silly.
harpies in the scandinavian peninsula+regions of finland have a loosely united civilisation which is still nonetheless very decentralised and it's more like a bunch of separate "city states" that have diplomatic/trade relations with one another and are relatively independent. im still cooking that part so dont worry abouts it. But anyway in many of these cities they have integrated basilisks populations to various degrees but the political state of that integration varies from city to city. in sartrill (the harpy/basilisk city relevant to pareidolia) the basilisk community is a relatively recent integration, while in others the integration might have been present for centuries.
i still have to cook up that bit of lore more eventually but (brain melts into puddle and i throw these images at u and runs away)
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Added a lot of POV lore but idk how to introduce this so uhhh, have a rant about how mortality works!
Mortals:
Basic humanity. Mortal, normal lifespan, no powers, no magic unless you kill a dragon.
Patrons:
Basically this worldâs version of demigods. If a god decides they like a mortal enough, they can grant them a fraction of their power. You get different abilities depending on what god granted you their power (ex: Rowan being immortal in the âdoesn't age but can die of normal meansâ sense; Cas being immortal in the âcannot die at all, ages slowlyâ sense).
They exist on the same plane as mortals since they once were mortals, and are confined to the mortal plane, but can interact with their patron god.
The Dead:
When you die, you are elevated off of the mortal plane into a world of eternal nothingness. It is described in book 1 as âthe color you see when you close your eyesâ. Not black, not darkness, just nothing, for the rest of eternity, being guarded over by Somne.
The Gods:
The gods are dramatized versions of egregores (an autonomous, non-physical "thought-form" or collective mind created by a group focusing emotional energy on a shared symbol, idea, or purpose[google]). They are formed because of a collective belief in a certain thing, and their power is entirely tied to how many people continue to believe or worship them.
Lower Gods:
Most deities. Formed sporadically later on in history as separate cultures and religions formed, their powers vary
They cannot directly interact with mortals due to the restrictions put on them after the deistic war(havenât posted about this yet but itâs basically this huge war that happened that ended with Phoenix ripping a continent in half :D), but they have found loopholes for this because they enjoy meddling.
They can possess living mortals, but their souls will begin to fight back, no matter the situation, and their physical body will begin to decay and rot because it cannot handle the power. To avoid this, it is easiest to just possess a freshly dead mortal--their bodies are fresh enough to function, but without the consciousness fighting against the deity.
Higher Gods:
Phoenix and Somne. The first gods that formed, and therefore the oldest and most powerful, because they have the most worshippers.
They are able to freely interact with the mortal world as they please and have somewhat of a rule over the lower gods.
The Divine and Dreadful Face in the Frost, and the Final College of The Triangle
Slowly melting one hundred miles North of the Ruins of Tyralinthian, there has scarcely survived the gaunt remainder of a reinforced castle cut from primeval frost. In the Forgotten Times, it was a colossal fumarolic chimney in the very center of the Frozen South. Transformed by humanity thousands of years ago into a divine idol, this site of antiquity is internally carved out at its base to house medium-sized armies and externally fashioned to honor the harrowing faces of the flesh giants who ruled AtmaâZae for ten millennia. In an Age that came long before, the gryphons, the dragons of the sea and primates from the Northeast all worshipped the mighty and supposedly immortal ogres. Each race was eager to demonstrate fealty and ingenuity with their signature innovations, crafting and gathering styles. The Ancient Gods accepted enormous offerings of collected and carefully netted natural resources and food from the gryphons. The sea drakes presented powerful gifts of a far more ritualistic and magickal nature to their ten-millennia campaign to the North. But the ogres were most impressed with men and women of the Realm, and secretly feared them, for their natural talents in synthesizing raw materials and magic into systems and structures that were far more advanced than anything the mighty but simple-minded ogres could possibly conjure in their wildest and most dream-like machinations. Having only taken minor structural damage from recent distant seismic activity and sitting in the middle of a newly marginally toxified atmosphere, this already dilapidated construct was designed to stand strong by a species that was considered a simple and disposable ape throughout the previous Ages. Frequently retrofitted for multifarious uses by both the flesh giants and humanity over the course of eleven-thousand years, this site has served as a place of gaining divine favour, a military outpost for small and middle-sized armies of crusading ogrish soldiers, a research laboratory for a famous plague doctor, and most recently a mere landmark and iconic tourist attraction. In these, the Days of Ash, it has become the final residence for a hermitic order of high mages who have lost their ancestral home to the Nemesis.
Once known as Ugg-So-Gnixx, ogrish for The-Face-In-The-Southern-Frosts, crusader ogres passed over and ever northward through this harsh, bitter cold region, once noted geographically for its many tall fumaroles spitting out steam and gases directly from the Core of the World. While the ogresâ numbers diminished rapidly for their holy war with a species of competing giants, they became keenly aware of the existence of another smaller-statured species in the Far Northeast. Unlike the gryphons and naga of the World, this species of ascended and intelligent monkeys could not fly or breathe underwater, but possessed remarkably well-honed survival skills, versatile communication abilities and imaginative methods for crafting weapons and edifices from nothing more than hacked wood and rough stones. Around twelve thousand years ago, originally emerging from the Sapien Rainforest along the eastern continental coastline, these apes had come out from dense and wet tree lands to build their first settlement by the Eastern Sea, which had no name, and was landmarked by three emergent pyramids as an extension of their worship and reverence to the three closest stars: Xear, Nuc, and Qo. The flesh giants, although initially ambivalent toward the intelligent apes, quickly recognized this genus as a potential threat to their continent-wide reign. The ogres approached the apes with an offer; supplant sun worship for ogre worship and serve them in their war efforts against their eight-legged arch nemesis or be instantly annihilated. Under duress, 30,000 of these monkeys were uprooted from their new home and forced to travel over a thousand miles by foot to the Frozen South to prove their endurance and ability. The Gods instructed the apes to create a symbol in the frost that reflected the formidable face of their new deities. Choosing the regionâs tallest natural ice tower as a construction site, humans quickly fashioned pickaxes and shovels to hallow out complex lower and upper tunnels and windows. Like worker ants, the monkeys from the Northeast reshaped its outer icy turret into something that would hopefully make the flesh giants appear aesthetically dignified. For the ogres were ugly, and nothing more than their slave masters. Using improvisational methods of formation and reinforcement, this tower would have long ago melted away if not properly internally supported by whole tree trunks, wood pulp and sawdust. Within months of its construction, the ogres became impressed with the pragmatic, quickly mobilized and artistic efforts of the apes. And the apes were kept alive allowed, for now, to serve.
Renamed Pschivraxx after the fifth God-King and the Worldâs most prominent plague doctor, this Great Scientist used this deeply secluded and distant tower to analyze and research unconventional alchemic methods to ward off the Second Contagion that ravaged the population of AtmaâZae approximately 400 yesteryears ago. While nearly one-third of humanity had been wiped out by this endemic disease, which turned veins black and caused one side of the neck to swell until asphyxiation, the God of the Infected invented sophisticated new herbal formulations in this location, combining common herbal ingredients and heavy metals broken down into powders such as magnesium and calcium to create a humble remedy. Known as the Pansy Pill, it was a mineral rich, swallowable and easy-to-mass-produce white tablet derived from this regionâs own vitamin-rich arctic pansy flowers to ward and kill off the deadly bacteria that caused the great infection. Pschivraxx visited each of the major continental cities and townships of AtmaâZae and recommended elementary sanitation methods to purge build ups of the Second Contagion in local waterways, sewers and alleyways. Famously, Pschivraxx would goad and yell at town mayors and regional governors in front of their own citizens to get their hands dirty and personally help with the removal of trash, rat nests, and corpse-infested piles of junk from creeks and narrow passageways so that fresh water and foot traffic could safely pass through their townships once again. Now populated by around 150 surviving high mages from Tyralinthian, the highest-ranking wizards and sorcerers of The Triangle were called to this site by an unknown force only to discover Pschivraxxâs library, crafting facilities, study chambers, and laboratories in slightly scathed but serviceably working condition. This is now the last College of the Magi, and its few remaining conjurers work tirelessly to find the source of and solution to the Unlearning, which still remains a mystery after four decades of continent-wide decay.
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âSee?â Alma said, smiling nervously, âShe doesnât know what she wants, Breshka.â
The aging eyes stared into Lisl's. âShe doesnât know how to say what she wants.â
âEnough,â Kurt said. The rumble in his voice warned the two women to let the subject drop. He turned to his daughter, âDid you mend my sleeve?â
She shook her head.
âMend it now. Iâll need it tomorrow.â
Alma spoke up, âSheâs not finished eating, Kurt.â
He sighed, âShe should have mended it earlier, then. Go on, Lisl.â
Lisl took one last spoonful--the last before the dregs--before moving to her seat by the hearth. She placed the large shirt on her lap, her heart heavy. She knew why he needed it tomorrow. He planned to speak to the village priest about officiating her marriage to Ernst Jorgensen.
She breathed in ragged gasps, trying to blink the tears away as she sewed. Breska's words had filled her with consternation. She did not know what her future might have been beyond Gernt.
Those strange inklings drew her back to her thoughts of the mountains beyond. For a brief fleeting moment, she let her mind drift to that unknown; to that world of such wonders, she doubted it could even exist.
A cold shaft from the cracks in the wall brought her back to herself. The possibilities didnât matter, her future had been decided for her. She could not refuse her parents, nor the Jorgensens. In a few weeks, all would be settled.
A tear fell on her thimble. Why did her grandmother ask such strange questions? Why did she speak so rashly? Lisl threaded the needle through the rough cloth. Perhaps Breshka only meant to disrupt her marriage to Ernst. She probably only preferred Wilhelm because that she thought that Lisl would be able to travel.
Lisl smiled bitterly. At her ripened age, Breshka should know that Lisl would be required to mind their cottage here in Gernt, especially once she became pregnant.
A chair scraped the floor before her. Lisl looked up to see Breshka settling opposite her. The wrinkled hand patted her knee.
âI used to knit stockings for your father,â she mused, âand I swear by the eldest oak, every evening another hole found its way into the stitches.â
The girl attempted to smile, but the effort faded and she looked down at her sewing.
âNo matter how hard I scolded him, he was always careless,â Breshka continued, as if Lisl was still interested, âjust like the Urwin boy. He never listened to his mother, either.â
âAnd what happened to the Urwin boy, Grammama?â she said, deciding to humor the old woman.
Breshka shook her head. âWhat else? He wandered into the forest after supper. The bright light he followed was the lantern hitched to a lonely cart, drawn by a single goat...â
Lisl chuckled softly. Here came the tales. The stories of disobedient children lost forever to the gremlins in the woods, of pregnant mothers brought to term by a mysterious brew in the hollow of a mushroom, and of course, a final warning never to anger Uhyga.
âStrange you always warn me to please Uhyga, yet you tell me I should leave Gernt,â Lisl mumbled.
âGernt is one spot, Lisl. One weed on a vast mountainside.â Her eyes darkened. âUhyga is a cruel mistress. Displeasing the mountain brings a bad omen on us all.â
In the silence, Lisl glanced up to see Breshkaâs icy stare fixed upon her. Suddenly, the old woman leaned closer. Her eyes grew wide and hollow, like a ghostâs. Lisl felt sucked into her gaze, unable to turn away.
âYou'll know them soon, child. Better tales than I do. You'll know them firsthand.â
âLisl!â
Lisl shook, turning hurriedly to Alma. âY-yes, mother?â
âFinish mending quickly. You must wake early to churn the butter for the market cart.â
âI finished,â Lisl said, standing before Breshka forced another tale on her. She left her fatherâs shirt on the table and hurried to the ladder leading to her loft.
âGoodnight, Mama and Papa,â she called, âGoodnight, Granmamma.â
She mounted the rungs as their âgood nightsâ called behind her. As she settled on her mat, she pulled off her over skirt and dress top. Stretching out her underdress, she breathed a sigh and settled beneath her quilt.
Hushed voices spoke rapidly below her. She guessed what they were saying, but she could soon hear them easily.
âSheâs not a child anymore,â Kurt said.
âThen treat her that way, Kurt, and let her marry Pierâs boy.â Breshka said hotly, âJorgensens are fools and donât know their fronts from their backs!â
âShe has no ambitions, Breshka,â Alma pleaded, âErnst will be good for her. Heâs a gentle soul.â
âHeâs sharp as a stump. His mind isnât like hers, Alma.â
âHer mind is a dreamerâs mind,â Kurt interrupted. âSheâs a sullen thing, Mother, because of your tales.â
Breshka snorted and muttered something about history and past mistakes.
The argument continued, but Lisl burrowed under her pillow.
From the corner of her eye, she sensed a presence. Perhaps it was a thought, a fleeting notion trapped between wakefulness and sleep. Her dreaming eye saw a tangle of vines and roots, filled with the fog between branches, carrying the scent of sweet decay and rotting leaves.
Her eyes still closed, she raised her arm, reaching for the form. She could never touch it, but in the dark of her loft, why not pretend? Leaning closer in her dream, the lucid form kissed her--not her lips, nor her face--but she felt it, quieting the chaos in her soul.
"Thank you," she whispered, not understanding why.
She fell asleep before she could wonder.
*~*~*~*~*~*~*
tags: @melpomenelamusa, @sorrowful-hyacinth, @catgirllivvy
I'd love some feedback on a magic system I'm trying to refine! Specifically, Necromancy. Obviously, Necromantic content warnings apply.
It's quite long (1,400~ words), and pasting from Google Docs? Tumblr's bulleted list format seems to only use numbers, which can make it a little confusing to read.
Not looking for anything in particular, just curious for overall feedback and if there's any huge glaring errors that def need to be noticed now and not when I need them in the story.
Minor spoiler warnings for The Crownwardens.
Magic is illegal. The Lycea (Like the Stellan Lyceum) are allowed to study certain types of magic exclusively for bettering Leseron, but theyâre the ONLY sanctioned sorcerers. Illegal magic gets you jail time. Depending on the severity, it could be a life sentence.
The only âmagicâ that is entirely legal is whatever power you are blessed with should you become Crownwarden (this world's version of a "superhero," each power is unique to the Crownwarden that wields it and, as of the start of the story, there are only four).
Necromany, however, is expressly forbidden. Illegal Necromancy gets you executed. If someone kills a suspected Necromancer without proof, there will be a trial. If there is sufficient immediate proof of Necromancy that can be presented to a court without the presence of the Necromancer, anyone is legally protected against the act of immediately killing that Necromancer and then bringing proof to a court. Not only will they be deemed innocent, they will also be handsomely rewarded.
This has been set in place because so little is known after the afterlife, and it is a great risk to tamper with such things. Additionally, in the Age of Myth (before King Wendell became the first Crownwarden) feral undead roamed the land. King Wendell single-handedly wiped them out using his Crownwarden powers, bringing undead into extinction and ushering in the Age of Wendellâs Watch. He then forbade the practice of Necromancy to keep such a thing from ever happening again.
The King had some Lycea scholars study Necromancy in secret so that the knowledge would be there should they ever have to defend the kingdom from rogue Necromancers, but all official records deny that this ever happened.
The following are the things learned and theorized by the Lycea Scholars about Necromancy when pondering the largest five questions of death and the afterlife.
What exactly survives when someone dies?
The Essence survives. It is a combination of three fundamental pieces: The Soul, The Memory, and The Anchor.
The Soul is the continuation of what a person is. It acts of its own free will in accordance to what it wishes. New experiences can alter who it fundamentally is.
The Memory is the continuation of what the person was. It acts only in accordance to the most important memories constructed during life, and new memories it makes cannot alter its personality. It can learn new rules, but it cannot become a different person. It cannot experience triumph so complete that its personality changes, or grief so thorough that it loses part of who it was.
The Anchor is why the person is and was. The Anchor is either a thing or place or person or action that drove the person toward life. If they died fulfilled or having ultimately given up on everything, there is no Anchor and the Soul (but not the memory) may resist being brought back.
Therefore, Necromancy is placing one or more parts of an Essence into a corpse. None of them can be placed in a living being. However, a whole Essence can be placed inside of a living being. This is called Possession.
At least one fundamental piece of an Essence is required for Necromancy. Without any of these, the vessel is just an empty body and cannot be animated. In any known way.
Incomplete Necromancies create the following:
The Soul
A Phantom. This is a being that is the essence of the person being resurrected, but they have no memories of who they are and no reason to return.
The Memory
An Echo. This is a being of pure memory with no essence of the person being resurrected and no reason for them to return.
The Anchor
A Revenant. This is a being with no memories, no personality, and no essence. It is only a goal that must be completed being channeled through a corpse.
The Soul + The Memory
A Vestige. This is a being with the essence of who the person was and the memory of how they became who they are, but no reason for them to return.
The Soul + The Anchor
A Hollow. This is a being with the essence of a person and their reason for being, but without memory or recollection of who they are.
The Memory + The Anchor
A Shade. This is a being with the memories and reason for being of the person resurrected, but without the essence of who they are and thus no ability to meaningfully change. It can learn new rules, but it cannot become a different person. It cannot experience triumph so complete that its personality changes, or grief so thorough that it loses part of who it was.
The Soul + The Memory + The Anchor
There is no word for this as it has never been done and is assumed to be impossible. This is a true resurrection.
Ghostcasting is the act of manipulating one or more parts of an Essence, but without the presence of a corpse.
Despite its oxymoronic ideation (since Necromancy is âManipulating a Corpse with one or more parts of an Essenceâ) Ghostcasting is often considered by scholars to be âperforming Necromancy without a corpse.â
It is only theorized to exist due to the known quantities of Necromancy, but there has been no meaningful proof that it exists.
What happens immediately after death?
Death is the act of the body ceasing and its Essence being separated from the corpse.
Severance is the act of the Essence moving to a temporary kind of afterlife called The Veil.
The Veil is where the Essence resides until it decomposes, like a corpse, into the three fundamental pieces, The Soul, The Memory, and The Anchor. Then these three pieces decompose, often at random and wildly different rates. When all three fundamental parts have fully decomposed, an Essence and its parts are beyond the touch of Necromancy.
It is theorized that âbeyond the touch of Necromancyâ is another location, often just called The Beyond.
This is considered the one true afterlife by those that treat the theory as fact.
Does a person retain any autonomy after death?
An Essence has full autonomy in the Veil. As long as it has freshly died and has not yet decomposed into its 3 fundamental pieces.
When an Essence decomposes, The Memory and The Anchor have no autonomy. The Soul can still resist if the Anchor has fully decayed, but it cannot outright deny.
What does Necromany cost?
Necromancy costs parts of the casterâs Essence.
Manipulating a complete Essence is theorized to require all three of its fundamental parts from the caster, which is why true resurrection hasnât been done. Itâs assumed that, when completed, the caster dies (as the casterâs full Essence is gone). The theory has never been tested through sanctioned research because no scholar has volunteered to die for it. Additionally, no credible record of a successful attempt exists.
The Necromancer sacrifices a part of his Soul, Memory, and/or Anchor to manipulate the corresponding fundamental piece of an Essence.
Manipulating the Soul can erode who the person is. If they do it too much, they lose their Soul and turn into a Shade.
Manipulating the Memory can erode the casterâs memory. When it is fully erased, they become a Hollow.
Manipulating the Anchor can erode the reason someone has for existing. When it is fully eroded, they become a Vestige.
This is quite rare, as erosion of the Anchor often ends in suicide before the Anchor has fully eroded.
This is the true dangerous cost of Necromancy: what happens to an eroded Essence?
Do those pieces move to The Veil?
If a fundamental piece of an Essence, or the Essence as a whole, was sacrificed, where does it go?
Does a Necromancer swap theirs for the one they are manipulating, or is their being erased?
Does a Necromancer go to The Beyond if they die from Necromancy? Or do they just cease to exist and get no participation in any form of Afterlife? Is there even a difference?
How does becoming Crownwarden affect an Essence?
It is not known what happens to a Crownwarden when they are killed, because it has never been done.
The current theory is that becoming Crownwarden permanently fortifies a personâs Essence so that it cannot erode.
Upon Death, it is theorized that the Essence skips Severance and The Veil entirely, and goes immediately into The Beyond.
It is also theorized that their Crownwarden power is returned to its source, wherever that may be.