Wednesday, 9 October 2013

Deidre.

Deidre knew she should have left earlier that evening. It was a long walk back from the village to her farm and as the light began to fade she suddenly felt extremely vulnerable. She clutched her basket close to her as she strode quickly along the path that led to the copse; she knew that once she was through that, it was only a short way from the safety of her farm house. She pulled her cloak hood up and gripped it firmly in place with her spare hand, shielding her from some of the cold of the late evening. It was then that she noticed how quiet everything was. There were no bird calls or animal noises and it even seemed like the trees were holding their breath.

Deidre quickened her pace and almost broke into a jog. Her heart was racing and she knew that something wasn’t right… then she heard a low, booming growl that set the hairs on her neck on edge. She immediately dropped her basket and ran towards the copse and as she did so the growling moved from her right to her left, keeping pace with her. It seemed so close but she kept running. The copse was only a few metres away and she knew that once she was inside it she would have a chance. She reached the edge and thought she had made it until she tripped and tumbled roughly to the floor. She immediately tried to regain her feet but she was trapped; her ankle was caught firmly in the grip of a tree root and she reached down to free herself. When she touched the root, she froze; it was covered with smooth scales. She tried desperately to prise her ankle free but the more she struggled the tighter the grip became.

Deidre started to cry with panic as she struggled in vain to free herself. Then she heard the deep, booming, growl again and turned sharply to face it. At first she could see nothing but then two fiery orange eyes appeared from behind closed eyelids and stared directly into Deidre’s soul. Deidre’s eyes opened wide and her mouth opened in shock as she stared into the Dragon’s eyes, the low resonating growl rumbled through her body as she finally gave way to terror and wet herself. She couldn’t even bring herself to scream as the Dragon tilted its head to shift its view of her. She noticed every tiny detail of the Dragon’s face; the dark shiny scales, the rough texture of its eye lids, the flicking, forked tongue but mostly the fiery orange eyes. The Dragon almost seemed to be grinning…

… Suddenly Deidre felt the grip on her ankle loosen and instinctively pulled herself free and dashed into the copse. There was a well trodden path and she rushed, headlong down it, as fast as her feet would carry her. She could see her heavy built, stone house in the near distance and she knew that once she was inside, she would be safe. Without thinking, she burst from the copse and continued her panic-stricken run towards her house. She was wailing and screaming as her tears streamed down her face. She was so close that she could see the dim light of the fire through the window and smell the animals in the yard.

Without warning she felt a heavy blow down her left side and she was thrown from the path and landed in a heap on the grass. She hurriedly found her feet and although she was in pain she continued towards her house crying uncontrollably. She got another few metres before another heavy blow threw her across the path in the opposite direction. She landed heavily and was winded. Her ribs and thigh were broken and she couldn’t get back to her feet. She rolled over onto her back and opened her eyes. There was a pair of fiery, orange eyes staring down at her. The deep vibrato growl rumbled in the background as Deidre realised that there was no escape. She felt the dragon's rough tongue slide up her torn dress where her ribs had bled and closed her eyes tightly. The last thing she ever heard was a triumphant roar before the Dragon tore her head off.

Thursday, 3 October 2013

The Fell Drake of Mount Amber.

There was once a time when travelling around Mount Ember was a pleasant experience. The rocky slopes were littered with tightly cropped vegetation and the air was filled with the scent of the wild plants and herbs that grew there. Often, the mountain goats would venture close enough to be hunted and occasionally, if you were very lucky, you would see a Goblin in the twilight who was out gathering herbs. 

Everything changed when a young Dragon arrived and took up residence in a cave at the base of the mountain.



The Dragon was a young Drake (a male Dragon) with dark grey scales and fierce green eyes. His crest, when flared, was a bright red and he was as lithe and cunning as a weasel. When he turned up, he had come from a victory and was smeared with the blood of a fellow Drake who he had slaughtered on the plains. He was tired from the fight and found sanctuary in the mouth of a mine after ruining the entrance so that nothing could emerge from the depths of the mountain. When he was happy with his cave, he slept for a week. 

The first anyone knew of the Drake was a terrible roar from mountains and over the following weeks, the animals disappeared from the slopes and the birds fell silent. The grasses began to grow long and the sweet smell of flowers was replaced by the acrid stench of death and Dragon sign. Hunters stopped going to Mount Amber and the area was deemed too dangerous to approach. 

Over the years, many a slayer went to the cave to kill the Drake but when they arrived he could rarely be found and if he happened to be there when they arrived, he soon departed before combat could be initiated; often lashing out with his tail as he flew past to unseat a horseman or knock a Slayer to the ground. 

For twenty years the slayers have been thwarted and to this day the Drake haunts the mountain. He is widely recognised as the Fell Drake of Mount Amber but the Slayers know him as the Dark Fox of Amber, the Shadow of Amber or the Black Wraith of Amber. Amongst the Slayers, his Fire-Stone would be the prize of their collection although it would be a wily Slayer indeed to actually claim it.

Saturday, 10 August 2013

The Healer in the wood.

The Mhurni healer carefully made his way along the partially paved path that led to the edge of the forest. As he neared the shady area beneath the trees, he stopped suddenly, stooped briefly and picked a small plant from the side of the path. He studied it for a moment before dropping it carefully into a small ceramic pot, closing the lid and putting it back into the satchel that he had removed it from a few moments before. The Mhurni smiled peacefully for a moment before looking at the tree-line and breathing in the fresh morning air. He briefly looked at the sky with a contented look on his face before continuing along the path into the forest.

The forest was perfect. The sunlight shone through the spring-green leaves and filled all of the open spaces with glorious yellow hues. There was a gentle breeze that carried the scent of a thousand flowers among the trees and the Mhurni felt the healing power of the earth spirit as he slowed his walk along the path so that he could breathe in the glorious morning. He stopped for a moment before opening his satchel and removing a selection of small ceramic pots. He laid a small cotton cloth on the ground and placed the various pots upon it before placing his satchel beside it. The Mhurni patted his pockets before retrieving his pipe and tobacco. He filled the pipe with the specially mixed tobacco and lit the pipe whilst puffing on it to get the air flowing. Moments later he was surrounded by aromatic smoke as he wandered about the clearing studying the herbs and plants that grew there. Occasionally, the Mhurni would pick a few leaves from a plant or pick the cap off a mushroom before returning to the pots to deposit what he had collected. After a short while, his progress slowed to a point where he felt the need to sit down. The tobacco had worked its magic and the glazed look on the Mhurni’s face was testament to the journey he was about to undertake. He breathed heavily on his pipe and watched the smoke swirl and dance in front of his dilated pupils. He hummed deeply and the patterns in the smoke coalesced into the shape of the earth spirit causing him to smile contentedly. The Mhurni sat heavily on the forest floor amongst the leaves and mulch and stared blankly ahead.

Every scent was as potent as smelling salts. Every sound was like the chiming of bells. Every sight was as sharp as looking through a magnifying glass and the slightest breeze sent shivers through the Mhurni’s body. He closed his eyes and reached out with his mind and he found the smiling face of the earth spirit.

Time passed and the light grew dim in the forest. Evening was drawing in and the Mhurni was still sat where he had sat for the better part of the afternoon. Momentarily, his eyes opened and it was plain to see that the soporific effect of his tobacco had worn off as his eyes had returned to normal. He carefully got to his feet and stretched before walking out of the clearing and into the forest. He walked directly to a rather inconspicuous looking plant and pulled it from the ground with its roots intact. He smiled broadly before thanking the earth spirit, returning to his pots and placing the plant carefully into one of them. He did this another couple of times before he was satisfied that all of his pots were full. He tidied everything away and picked up his satchel before kneeling and kissing the ground with spoken thanks to the earth spirit. He then got to his feet and hurried along the path from the forest and back to his home. When he left the forest he was greeted by a party of four Dwarfs and they were all wearing chain-mail and carrying spears and shields. They lived next to the Mhurni village and had become concerned that the healer may have been injured so they had gone to investigate. The Mhurni greeted them cordially before walking past them and off to his dwelling. He looked back and had a quiet chuckle to himself as they tried desperately to keep up with his loping gait. When he returned to his dwelling he raced inside, dropped off his satchel and returned to his doorway with four wooden beakers of fluid for his escort. He had to wait for a moment before they appeared, sweating and breathing heavily at his doorway, before he proffered the drinks in their direction with a bow. The Dwarfs accepted the kindness and drank the cups dry. They knew that a glass of Mhurni brew was as strong and refreshing as many of the Dwarf brewed ales and they were not disappointed. The Mhurni bid them farewell and returned to his satchel. He fished out all of his pots and selected a large mortar from his shelf. Carefully he selected leaves and components from some of his plants and began to mash them into a pulp with a sturdy, granite pestle. He added a small amount of water and poured the contents into a copper pan and placed it onto the hob. He then turned over an hour glass before applying pressure to the power-stone in the oven; creating intense heat beneath the pan.

Later that night, the Mhurni healer left the safety of the village and quietly made his way along the path that led to the Dwarf keep near the base of the mountain. When he arrived he was quickly welcomed inside and ushered to see the ale-man’s daughter. He entered her bedchamber and found her beset by a terrible fever. The Mhurni removed her bed clothes and lifted her nightshirt before laying his hand on her stomach. He hummed deeply and called upon the earth spirit for her blessing before removing his hand and re-covering her. Quickly, he reached into his satchel and withdrew the medicine that he had brewed that day. He selected a small, sweet wafer from a wooden tube that hung on a leather strip around his neck and dipped it into the medicine; soaking up a draft of the medicine in the process. He then opened the girl’s mouth and placed the wafer beneath her tongue before closing her mouth and holding it tightly shut.

The girl shook all over and began to convulse so the Mhurni held her down. Her mother cried out and her father stepped forward before the Mhurni turned to them and reassured them that it was to be expected. Seconds later, the girl became still and her body relaxed. The Mhurni removed his hands and made sure the girl was comfortable before turning to the two Dwarf parents.
“She will be fine in the morning. The earth spirit helped me to select the herbs and told me how to prepare the medicine. She will bear two children for her husband when he is chosen. The earth spirit has made a prophecy that her first born will be a girl and will lead a revolution in the art of sword-craft. The second born is to be a son who will follow in his grandfather’s trade and will be proud to represent the keep at the Leavensbrook Ale Festival” said the Mhurni healer.
“Thank you master healer” said the two parents and they bowed low in appreciation. The father dashed off quickly and returned with a small cask and an even smaller wooden box “for your trouble” said the father.
“It was no trouble but thank you for the generosity” replied the Mhurni and he also bowed low before tasting what was in the cask “you are a master of your trade, master Dwarf” he said. He then opened the small wooden box and inside was an inch-long effigy of the earth mother, made from red-gold and threaded onto an intricately linked, white gold, chain. “You do me the greatest honour... this is the work of George Hendrikson... a fine hobbyist!” said the Mhurni and he bowed again before fastening the pendent around his neck whilst grinning broadly; he was acutely aware of the embarrassment that the Dwarf would have endured to even enter a hobbyists shop. Both the Dwarfs were full of pride at his words and they took his advice to watch their daughter over night to make sure that she was comfortable. They were also warned to listen to her, should the earth spirit speak through their daughter and pass on some wisdom.

Seven years later, the ale-man’s daughter gave birth to a daughter; as the earth spirit had foretold. Two years later a son was born. The daughter went on to find a meteorite in the fields that turned out to contain a mix of metals that combined to make a blade that could shatter iron. The metal was steel and it led to massive innovation in the sword-smith’s art. The son followed in his grandfather’s trade and brought great renown to his family through his skill at brewing.

Thursday, 25 July 2013

A Dragon's view.

The sun rose leisurely above the horizon and moments later, its warmth spread across the land. It had been a cold night and the dew sparkled in the new light of the day. All across Reptiliad, the sounds and movement of awakening began and deep in the forest, a pair of topaz coloured eyes gently opened to greet the dawn. The forest Dragon flashed its tongue across the surface of each of its eyes and shrugged; raising all of its scales to release the collection of dew whilst gently shivering to help the process. Very carefully, it slowly stretched its wings and retracted them before surveying the nearby woods for any life. Through the eyes of a Dragon, every little speck of heat shone as brightly as a star and the dragon quickly found prey that was large enough to sate its immediate hunger.

The badger checked the sky and the ground as it foraged in the dead leaves on the forest floor. It was on the edge of a clearing and was returning to its set after a night of hunting and socialising. It was a male of good age so was fully grown and had sired many a cub. It paused sharply and sniffed the air before continuing to forage.

The forest Dragon flexed its muscles and stretched its broad wings before dropping from its roost in the tall oak tree and gliding off towards its prey. Its tongue continuously flashed out to taste the air and the air was moist and dense; excellent for hunting.

The badger sensed movement and froze. He quickly sniffed the air and looked around but he couldn’t smell anything unusual and his eyesight was poor so he couldn’t see any movement either.

The forest Dragon could see the heat signature getting closer so it tucked its wings in closer to its body to gain speed for the attack. It felt the air rushing over its smooth scales and heard the rushing of the air as the speed increased. The forest Dragon could almost taste the beast as it thrust its front talons forward for the kill.

The badger sensed danger and immediately made a bolt for its set. Its legs hammered the ground as it fled purposefully towards safety. It was only feet away when the impact happened. Then there was silence for what seemed like an age.

The badger gingerly peered out of its set, making sure that it was still deep enough to feel safe. It could hear the sharp cracking sounds of bones being broken by powerful jaws. It could smell the unmistakable odour of blood and that was enough for it to back down into the depths of its set and take no further interest in what was going on.

The deer didn’t stand a chance. It was young and inexperienced and didn’t hear the Dragon until it was too late. The knife-long talons of the Dragon punctured its chest cavity with no resistance and the deer was dead before the weight of the killer pinned it to the floor. The forest Dragon raised its head and roared before shearing chunks of flesh from the deer with its razor-sharp fangs and gulping them down. In moments, the deer was gone and the forest Dragon delicately licked the ground to drink as much of the blood as it could. Once it had finished, the Dragon flexed its wings and with a burst of effort flapped itself into the air and off up above the canopy of the forest. Its hunger was sated and it was a glorious day so the forest Dragon relaxed into a soaring posture and enjoyed the heat of the new morning.

It was good to be a Dragon.

Wednesday, 24 July 2013

The strangest thing.

My name is Narls Bjornsson and I am a Dragon slayer by trade; with seven fire-stones to my credit. I am looking forward to the day when one of the forges sponsor me but I seem to be doing okay without their support although it is tough work. I have followed some big hitters in the past but they tend to get in before you have a chance yourself and if I’m going to put my life on the line, I want to get the fire-stone as a reward so I have gone solo now.

Well, I say I’ve gone solo but for some reason, I seem to have adopted a follower. His name is Blit miner and for some inexplicable reason, one of the forges has seen fit to give him a suit of specialist armour to wear. Now it is a rarity for a Goblin to wear heavy armour in the first place but to wear power-stone armour is, to be honest, unique. I’ve never heard of another one; usually the Goblins take up a bow and fire at a distance but Blit, he’s a bit special. Not only does he have the special armour, he’s got four fire-stones to his credit and he got them from close combat with Dragons.

Now, you’ve seen how big a Goblin is and how heavy power-stone armour can be so you can imagine that most of the power goes to helping Blit move around but there is also a sting in his armour. He looks pretty funny to be honest; a bit like the head of a blunt mace but with arms and legs. He has a heavy visor that drops down and covers his face completely and a small boiler with short stacks on it. The weirdest thing is that he doesn’t carry any weapons. He just waddles around and goes head to head with the Dragon.

Can you imagine how ridiculous it looks when a knee-high ball of metal goes waddling up to a Dragon to fight it? Well Blit doesn’t care he waddles straight up; puffing and clanking. Normally, he’ll dodge a bit but then he just gets swallowed and you think he’s done for but that armour of his is special. It’s super tough and can withstand the bites and stomach fluids of a Dragon and when Blit is ready he activates the secret weapon. Once that happens, powerful spikes spring out and retract over and over again and the inside of the Dragon is peppered with holes. It is a horror to watch and you almost feel sorry for the Dragon as it retches and claws at itself to rid the pain from its guts. After a while, the Dragon falls down dead and once it is all still, Blit emerges from its mouth with a fire-stone in his hand.

I’ve talked to him about why he hasn’t gone back to the mines and he says that if he ever gets scared of the outside, he just closes his visor and he feels safe again. I think another reason is that he has become quite a celebrity and enjoys the opportunity to tell his tales and get rewarded. I must admit that I have become quite fond of the little chap… and he’s the only one I know who can drink as much ale as I do without falling over although I’m not sure whether some of that is down to his armour holding him up rather than his constitution.

Yes, I’d say we make a good team; me and Blit.

Monday, 15 July 2013

The Ballad of Glack Miner


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Sunday, 14 July 2013

It's not just a job.

Simon 'The Pious' strode forward into the forest. He knew what he was going to face. The locals called it the Great Wyrm and it lived in Spring-Tide forest. It was a fell beast of emerald green; a full fifty yards long. It's teeth were like short-swords and it's eyes were as orange as the dying embers of a fire. The Great Wyrm was a man-killer and it had taken a full baker's dozen so Simon knew it was time to slay the beast and bring peace to the land again so he set off into the forest with fire in his eyes and faith in his heart.


Sunday, 7 July 2013

A few words on population

Throughout Reptiliad, there are various levels of population but there is a tendency for the various tribes to stick to the areas they are most suited to.

The Dwarfs are most likely to have the largest population in Reptiliad but there will always be difficulty in proving this because the Goblins may exceed their numbers but are rarely above ground long enough to find out. The Dwarfs tend to live near to the mountains but like to have a mix of open plain and forest nearby. That gives them the benefits of being close to the source of the stone they need for their castles, close to the Goblins who mine the ores for weapons and power-stone and it also means that they have good access to grazing land and hunting grounds. They were the second of the humanoid races to arrive on Reptiliad after the Goblins but it is not really known whether the Goblins originate from the continent or whether they travelled to it.

Whether the Goblins travelled to Reptiliad or not is widely discussed but it can certainly be said that they have been there the longest of the humanoid races. There are large populations of Goblins who almost exclusively live below ground, in the mountains of the continent. They like to make tunnels that give them access to the forests so that they can go hunting for animals at night and they tend to steer clear of open spaces because they tend to become agoraphobic. It is a good thing for the Goblins that they have such a good trading relationship with the Dwarfs because they would have difficulty travelling too far to trade with other tribes. The Dwarfs are always happy to go into the mines to trade and the Goblins are always happy to entertain them.

The humans are the most recent of the humanoid races to arrive on Reptiliad. They came in great long ships that were filled with food, seeds and domesticated animals so they were prepared to settle the land. It came as a great surprise to them that there were not more people in the land... until they encountered Dragons for the first time. Luckily for them, the Dwarfs were able to help them out and they quickly struck up trade agreements that enabled the Dwarfs to obtain fine cloth and a variation of foods in return for their building expertise. This helped the humans to get a foothold in the land while they built up their farms and fortifications. Many a human has been saved by the sturdy architecture of their Dwarf-build house. The protection that they have received has enabled them to properly settle and build up their numbers but they have only been on Reptiliad for a hundred years or so and their numbers are few when compared to the other races.

The Dhurni live in the northern territories and are most numerous of the dinoran races. Although they are nomadic, there are many separate caravans that travel the wastes and they are excellent at surviving where others would falter. There are more Dhurni than humans but they are far fewer in number than the Dwarfs or Goblins. Little is known about their arrival in Reptiliad and some even suggest that they may be an off-shoot of the Dragon species but this is absurd because they are mammalian, not reptilian in design. What is certain about the Dhurni is that although they are fairly slight and sinewy in build, they are immensely strong and agile and they excel at hunting.

The Mhurni have the lowest population of all the races on Reptiliad and the Dwarfs are always desperate to prevent it reducing further. The Mhurni tend to live at the junctions of different environments and like to have a mix of mountain, plain and forest within easy reach so that they can harvest the various ingredients they need for their medicines and alchemy. Whether it is as a result of the drugs they take, the alcohol they drink or the vapours that they breathe, is uncertain but the Mhurni breed very slowly and if they suffer casualties from Dragon predation it hits them the hardest of all the races on Reptiliad. As has been mentioned already, the Dwarfs are always concerned about the Mhurni for fear that they are left without the ability to trade for power-stone so they are extremely protective of the gentle race. The Mhurni, on the other hand, are not easily looked after because they like their own simple ways and are usually far to intoxicated to worry about things like keeping away from danger.

Occasionally, there are other visitors that either don’t stay long or are taken by the Dragons. These tend to be people who lack the confidence to mingle with the local tribes and, in isolation, falter and pass away over time. There are also those that are shipwrecked who may find shelter in one of the tribes or will be swept up by a hunting Dragon or killed by one of the many beasts. Raiders often visit Reptiliad but they tend to be surprised at just how well the locals defend themselves and each other and usually leave with fewer numbers and a wish never to return. As a result, there can be a wide range of different races in the land at any time and occasionally, they may stay long enough to make a legend of their own.

A late night visitor.

My name is Robert Brown and I live on this farm. My father’s father landed his kingship on the beach here and we have farmed in this valley ever since. We managed to trade with the stout fellows and they built us this fine house out of the best stone; strongly locked together using their skills of masonry. It is a good job too otherwise my family may have been lost to me.

Only last month we were awoken by the sound of the hounds barking. We quickly dressed and gathered our pitchforks and went the front door. I am glad it was securely closed because there was a terrible noise from outside before the hounds fell silent and then we heard the heavy footfalls of a Dragon. I went over to one of the narrow windows and looked out but all I saw was a large, yellow eye peering back at me. I told Maud to get back and shelter in the corner and she did as I told her; she’s a good wife, that woman.

Then the door started to heave under the force of the Dragon’s talons and the ground shook as it tried to force a way in. I could only think of my son and daughter so I rushed to their room and fetched them out to sit with their mother in the corner. They were terribly afraid but they knew they had to stay quiet and they did as they were told. Moments later the Dragon was on the stone roof and we could hear the scraping of his sharp claws as he tried to get to us. I must say that those stout fellows make a solid building because, try as he might, the Dragon couldn't get inside and after a long while of digging and scraping, it gave up and thumped back onto the ground outside. I managed to get a good look at it as it sloped off towards the milkers; it was a wonderful jade green colour and had a bright orange frill on its head. I know the pen dragons don’t tend to have bright colours on them so it must have been a drake and he was at least half grown; about five times the length of one of the milkers.

It was a terrible thing to see the Dragon catch one of the frightened cows. I’ll never forget the look of terror on its face as the Dragon flapped into the air and dropped heavily on its back, pinning it down and biting into its neck; killing it outright. The Dragon tore chunks from the cow and gulped them down before it had lightened the animal enough to carry. It then flapped into the air again and grasped the remains of the cow with its rear claws before it flew off with it. As it left it screeched loudly but then it was gone and everything was quiet. I made sure Maud and the children were safe before I went outside to have a look and when I opened the door I could see the deep claw-marks in the heavy oak panels and up the walls of the house.
The hounds were left in their own blood and entrails; poor things. They’ll be getting a good send off later for doing such a good job. Fortunately, the Dragon only killed the one cow but the rest were clinging to the fence with terror in their eyes... there’d be no milk from them for a day or so and what they produced for a week afterwards was only good for cheese making. Apart from that, we’d got off pretty lightly and I can’t praise the stout fellows enough for their masterful building skills; we’d have been lost if it wasn’t for them.

When it got light the next day, you could see all the foot prints and claw marks around the place and you could tell where the Dragon had dragged his tail along the ground. We collected the hounds together and wrapped them in cloth so that we could send them off and we were lucky because a Mhurni traveller happened to be passing and he helped to raise the pyre and prepare an offering to the goddess. We made sure he was well fed and watered before he left and he left some strong smelling herbs to settle the milkers down so we were truly blessed. Those Mhurni really know how to make you feel better about things but I have always felt strange in their company... they are so different to us, you know.

Friday, 5 July 2013

The Ballad of Snorri Brakkison.



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The land of Reptiliad

Reptiliad

Reptiliad is about the size of Australia and has a wide range of environments. From the frozen, Northern Territories through the verdant Midlands to the baking heat of the Southern Tropics, there is everything from snow to the baking heat of an arid desert. With such a wide range of climates, it is easy to see why there are so many different plants and animals across the land. In the forests live all manner of ape, rodent and marsupial with brightly coloured birds and insects flitting from bough to bough. In the snowy areas live hardy goats, mountain lions and large bears and above them soar giant eagles eagerly searching for grouse and snow rabbits. The deserts are home to large insects, rodents and marsupials that tend to sleep in burrows during the day so they are rested enough to feed at night. Of all the beasts that roam the land, the greatest are the Dragons and they are the only reptiles that can be found. It is not known why this is but there are no lizards or any other kind of reptile in Reptiliad and there are no frogs, newts or other amphibians either.

There are tales flying horses, multi headed dogs and various other mystical creatures but these creatures are only ever spotted by lone hunters in the depths of the forests or in the vast featureless deserts so the sightings are never proven and there is yet to be a captured example. Who knows? Maybe these beasts do exist and are waiting to make themselves known.

All over Reptiliad there are strange and wonderful herbs growing beside giant trees and all manner of flora. In the swamps, carnivorous plants wait to snare their victims and in the deserts cactus sit along side a wide range of hardy lichens and short grasses.

Reptiliad is surrounded by the Great Sea that is home to many different species of fish. The sea floor is covered with coral and there are many different types of mollusc and shellfish that live amongst the fronds of the various sea grasses. There are larger fish like sharks and there are whales and porpoise but these tend to be few and far between due to the predations of the sea Dragons.

Fifty miles off shore from Reptiliad is The Atoll. This is a land mass that is made up of three volcanoes. They are dormant but every so often, they rumble to let everyone know that they are still there. Many Dragons live on the Atoll because it is so warm but they have to fly to the mainland to feed as there is little life on the Atoll.

Thursday, 4 July 2013

The Mercenaries... the Slayers.

The Slayers

The Slayers are a mixed bunch from various tribes who have taken up the challenge of ridding the populated areas of Dragons. Mostly gathered together in small bands of four or five, these bands are usually made up of Dwarfs and Humans but will occasionally have the odd Goblin or Dhurni in amongst them. A Mhurni will never become a mercenary or join them on their travels but will tend to their wounded should the need arise. These mercenary Slayers tend to travel from settlement to settlement; trading stories of their brave deeds for food, refreshment and lodgings. Amongst normal society, the Slayers are revered and are always welcomed. They are graded by the amount of fire-stones they have gathered and a ‘ten-stoner’ is considered a worthy and skilled veteran who will be treated very well as a guest in a noble household.

There are few Slayers that ever become a ten-stoner and fewer still who get much further but legends tell of rare veterans who have amassed a hundred fire-stones and who went to battle in smoking suits of power-stone armour; brandishing barbed spears and massive war-hammers.

This is a time of legends.


The Residents of Reptiliad.

The Dwarfs

The Dwarfs are a robust race; famed for their metal working and manufacturing skills. They trade with the Goblins of the mountains for the ore which is extracted by their miners. Generally speaking, the Goblins trade ore for processed metals and tools. They understand that the Dwarfs will make the best use of the ore they provide and will make tools to specific requirements so the Goblins trade almost exclusively with them.

In the main, the Dwarfs are self contained. They build strong stone castles with heavy battlements and almost impregnable keeps; close to the mountains. They have learned through experience, the need to keep their entrances small to prevent dragons getting in and also have specially designed tunnels that reach from the castle to the fields so that anyone caught in the open has a safe means of escape. Within each castle there are forges and smelting buildings; enabling the Dwarfs to refine ore, manufacture weapons/tools and create the components that the workshops need to build their machines. They rarely bother with precious metals because they have limited practical use; instead, they cast them into ingots to trade with the other races. Occasionally, there will be a Dwarf who gets asked to make jewellery and fine adornments and becomes quite adept at it. These Dwarfs are commonly known as ‘hobbyists’, a term that is quite derogatory amongst society.

Dwarfs farm cattle, root vegetables and hops. Any other foodstuff is traded from the other tribes for metal-work of some description. The hops are put to good use in the breweries of the Dwarfs and many a traveller has been brought low by the strength of Dwarf-made ale.

Many Dwarfs take the mercenary path and work hard to save up for the best of armour and weapons before going off to seek Dragons for slaying. Those that take this path are a good mix of inexperienced youth and hardy warriors who have been involved in many a Dragon attack. Often, a renowned warrior will be sponsored by a smith or foundry and will be given a suit of power-stone armour to wear. These suits of armour are extremely expensive and are highly valued for their protective ability and the strength that they provide. It is usual for mercenaries to gather together in small units so that they increase their likelihood of survival. These units will often have a veteran with a number of younger, less experienced warriors who are learning as they go.

The Humans

The humans are fairly new to Reptiliad and have had to learn quickly to survive. They are mostly farmers who grow all manner of crops; including cotton, wheat, corn and a variety of root and other vegetables. Their prime food animals are sheep but they also keep beef, goats and chickens. When they arrived, they quickly got to know the Dwarf tribes and were able to trade fabrics and food for the expertise and manpower to build small castles of their own. Although not as heavily defensive as a Dwarf castle, the human settlements are efficient and provide protection for all those in the nearby houses but lack the escape tunnels. Most of the farmers live outside the castle walls in stone built houses that have a certain amount of land attached to them. That land will normally have a mix of crops and animals that provides enough food for the owner with enough additional produce for trading.

Amongst the humans are those who risk life and limb to hunt in the forests for game. These hunters are the ones who are most likely to become mercenaries and often take the path of Dragon hunter. Occasionally, a particularly effective Human hunter will be gifted a suit of power-stone armour in much the same way as the Dwarfs although this is quite rare. Generally, a human slayer will wear Dwarf-made plate or mail armour over sturdy leather under-armour and they will carry all manner of spears, bows and swords with which to hunt dragons.

The Goblins

The Goblins live in the mountains in deep mines and caves. There are two distinct clans of Goblin; the miners and the foremen. The miners look more feral and vicious; with wide eyes, sharply pointed teeth and ears and the foremen look more reasonable; with drooping ears, wise eyes and a more approachable demeanour.

The miners scour the mountains for the ore that the Dwarfs require for their various creations. They also tend the fungi plantations and hunt for food animals in and around the mountains; everything from insects, bats and birds to rabbits and very occasionally, small deer.

The foremen are traders and leaders. They are wily and cunning; extracting the best trades possible for the various ores that the miners extract. They control their tribe fairly; distributing goods evenly and without prejudice. The foremen’s mantra is ‘everyone fed, everyone clothed and everyone warm’ but on top of this, tools and equipment are distributed to enable everyone to do their jobs.

The Goblins are small creatures and as such, don’t turn to mercenary work unless they have a particular need to leave the mines. As unlikely as it sounds, there are times where the odd Goblin becomes claustrophobic and has to leave the safety of his home. Most of the time, a Goblin like this will live in Dwarf society; helping a grateful farmer with planting and sowing but there have been extremely rare occasions where a particularly adventurous Goblin has joined a human hunting party and ended up as an archer in a mercenary band; usually these individuals are treated as mascots but there have been unconfirmed accounts of a particularly accurate Goblin archer bringing down a dragon with an arrow to the eye.

The Dhurni

The Dhurni are very similar in appearance to their distant relatives; the Mhurni but have fur over their bodies instead of bare hide. This has helped the Dhurni survive the cold wastes of the northern territories. The Dhurni are primarily nomadic hunters who roam the wild areas in mounted caravan trains; living off the land. Occasionally, they have small herds of food animals that join them on their travels but mostly they rely on what they can hunt or gather from the wild.

The Dhurni live in round tents made of hide and usually have one sturdy building that is used for communal meetings and feasting. These sturdier buildings have walls made from rolled up strings of wired-up wooden posts that are surrounded by hide and a roof that is made from wooden panelling that breaks down into small chunks for transportation. The Dhurni need to remain mobile so they ensure that whatever they carry is both essential and transportable; having little need for luxuries. There are two exceptions to this; ale and jewellery. The ale comes from the Dwarfs in return for some of the furs and skins that are collected on their travels but the jewellery is made by the Dhurni from various bones, beads and antlers; with the occasional gemstone or piece of precious metal.

No mercenary has ever come from a Dhurni caravan train but that does not mean that they are not skilled warriors. They are extremely effective with bow and spear and they are much stronger than a Human so can wield a sword or club with little effort. The Dhurni are family centric; living for the good of the family and to leave it would bring great shame to them. A lone Dhurni would soon perish through lack of purpose so any that become separated from their families (through dragon attacks) join others as ‘adopted’ family members. There have been occasions where a Dhurni has joined a mercenary band but only as an ‘adopted’ family member and it will take no part in the slaying of dragons but will hunt for food and look after the needs of the group. If attacked, a Dhurni in this situation would defend the group fervently but killing a dragon is not something a Dhurni would actively seek because they aren’t able to be eaten or used for trade and are considered a waste of good hunting energy.

The Mhurni

The Mhurni live near the forest, mountains and fields so that they have the best access to the herbs and wild flowers that are essential to their lore. They are mostly healers and herbalists who forage for their ingredients as well as growing them. As they are the primary healers in Reptiliad, they are an integral part of all of the tribe’s lives and they are visited often for cures and remedies. Their curative gifts are traded for all manner of things from food to cloth or even ale and jewellery. In addition to their healing abilities, the Mhurni are able to convert silver-stone into power-stone by means of alchemy. They are the only tribe that is able to do this and the Dwarfs are particularly protective of them as a result. Sometimes, when the Dragon population near a Mhurni settlement gets a little bit too large, a Dwarf hunting party will actively hunt them down in a bid to protect their allies and will often have a small garrison of troops attached to a Mhurni settlement for this very task.

The Mhurni tend to be peaceful creatures that live in wattle and daub huts with thatched roofs. They will have a small garrison of warriors at hand for defence but they play no active part in the hunting of dragons. On many occasions, the Dwarf tribes have tried to build them more effective defences but the Mhurni are happiest in their own dwellings so are prone to moving on if the Dwarfs intrude too much.

The Mhurni are shamanistic creatures who worship the earth and all that is in it and the skies above. They are partial to various hallucinogens and are quite often drunk. They are always placid and well natured and this has helped them to deal with the sick, traders and politicians in an equally effective manner. Many of the Mhurni become alchemists who work closely with the Dwarfs to create machines that use power-stone to come to life. Sometimes the alchemists become so caught up with the various Dwarf-made machines that they trade power-stone for their own machines. Often, these machines will be little more than powered pin-wheels or automata but occasionally, more purposeful machines are traded. Sometimes, injured Mhurni alchemists will obtain powered limbs to improve their abilities or replace those lost in an unfortunate explosion; creation of power-stone can be quite dangerous, especially when the alchemist is drunk or under the influence of hallucinogens.

Wednesday, 3 July 2013

The System and Power-Stone.

The System

Life in Reptiliad is relatively peaceful and the various tribes get on well with each other most of the time. They are all united by the common enemy; Dragons. Populations tend to be small and wide-spread so as to make them easy to defend and also not big enough to encourage Dragons to ‘investigate’. As a result, fighting amongst each other is deemed far too dangerous and likely to lead to the destruction of a settlement. When there is trouble that could lead to warfare amongst the tribes, a tribal court is assembled (with elders from each of the tribes) to hear the charges and come up with a peaceful solution to the problem. If all else fails, the wisdom of the sport is used to settle scores. The sport is a mix of skill and luck and is deemed a worthy instrument for the gods to send a legally binding message to the disgruntled parties. It is also a good opportunity to drink, gamble and make merry in a multi-cultural environment. The sport is nine-pin bowling; chosen for the luck and skill involved but also for the fact that there is no likelihood of any injuries occurring.

One thing that the sport does is to level out the players so that there are no advantages. For example; if a Dwarf was to fight a Goblin, the Dwarf is likely to win because of his size, strength and likelihood of being good in a brawl. A Dhurni is very strong and could easily best any human in a fight so it is plain to see that physical differences make a fair fight impossible.

Power-Stone


Power-stone is mined by Goblins, prepared by Mhurni alchemists and used by Dwarfs who insert it into mechanical armour and various other mechanical devices. The stone produces a powerful static charge that can be used as a heat source for steam-power without the need for flames or fire. It can also be used to electrify weaponry. The stone needs to be compressed to produce power and has a finite life-span that depends on the quality and preparation of the stones. Power-stone is readily available and relatively cheap but the preparation is dangerous and manufacturing the machinery it will power can also be expensive. Dragons are immune to the electrical charge generated by the stone so any electrical weapons are not as effective against dragons as they are against other creatures. All of the tribes make use of Power-stone for various purposes from lighting to weapons but the Dwarfs are the main consumers.

On the Continent of Reptiliad, Dragons are king.

Dragons

The Dragons of the land come in many shapes, sizes and designs; depending on where they live. Sea Dragons lack wings and have clawed flippers instead of talons, forest Dragons have short, broad wings and long fingers so that they can fly unhindered between trees and grasp branches firmly and mountain Dragons have long wings built for soaring and soaking up the heat of the sun. What is common amongst them is the fact that they have thick scales, are reptile in appearance and make dangerous opponents. They are clever and cunning creatures with a deadly hunting skill and natural weapons to back up their speed, strength and agility. Generally speaking, Dragons are solitary and territorial. They are as likely to fight one another as they are to attack anyone else and as a result, male and female Dragons will only put up with each other’s company for long enough to mate. There are no couples-for-life. Usually, they will only take wild animals and livestock to eat but there have been lots of occasions where a hungry Dragon will risk invading a settlement to feast on those dwelling within and they count hunters that they find in the woods as easy prey. Dragons tend to be camouflaged in line with their territories so tend to have lots of greys, greens, browns and blues in their colouration.

It is commonly known that Dragons hoard shiny things. What isn’t so widely known is that these items are not specifically gold or jewels but also armour, weaponry, pieces of mirror, glass, fish scales etc… so many mercenaries looking for wealth have often been disappointed by the hoards that they uncover. Another well known fact is that Dragons cannot be tamed and will die in captivity (if suitably strong containment can be built) so no one will ever attempt to capture them.

When a Dragon dies, its carcass dissolves over a period of a couple of weeks; leaving nothing but a single stone that comes from its fire-gland. Why this happens is a mystery but there are wives-tales that speak of demons and dark powers at work; this keeps children away from the carcass and prevents them from bringing home body parts that smell horrendously before they disappear. Once the Dragon has dissolved the stone that remains is unremarkable in almost every way except that it is polished to a glossy sheen and is jet black. Dragon slayers collect the ‘fire-stones’, which are no bigger than a musket ball, from the dragons they kill. It is thought that the dragons can sense when too many fire-stones are kept together because the most successful dragon slayers are often beset by more dragons than anyone else… although it could just be that dragons are hateful towards slayers and will kill them in preference to beasts and livestock if they get the opportunity.


Throughout the land there is only a single fire-breathing dragon; the White Dragon. He is the largest and most feared of all Dragons and is an albino of great age and wisdom. Many have tried to best him and their armour sits amongst the finery of his hoard. He dwells in the northern territories and is the most territorial of all the dragons. The Dhurni are all too familiar with the fire-trails of the White Dragon and are sometimes forced to flee their caravans for the protection of the mountains; only to return to find one or two beasts of burden missing.