Disclaimer: Views are of the blogger's own and does not (necessarily) reflect actual common-sense.

Showing posts with label Just Follow Lore. Show all posts
Showing posts with label Just Follow Lore. Show all posts

Wednesday, 15 July 2020

A Crucible's Lore: Sellswords

Well, it's been a long time since I last wrote something under this label. Right now, viewership for my blog has been dropping. Does it matter? Actually, the answer is no. The reason why is that what I've written so far was merely and solely intended for self-expression purposes. Am I a fighter? Yes because of the Darwinian sins of my country. I no longer bear grudges against the sinners of this nation, but I'm still raging at the hypocrisy within us all in hope of someone noticing my struggles. To be honest, I have no faith in sane-minded words because I don't expect the normal to understand the abnormal. As a result, I realised a long time ago that I never regretted writing A Requiem From Winter Past where I unwittingly flushed so much of myself into Aeravor. Of course, there were moments of juvenile insanity which I truly regretted in the process. My decision to use Park Shin-Hye as the physical blueprint for Irelia Eliaden was effectively the beginning of madness and I'm not about to play a game of moral hardball. Seriously, one such episode involving the second English alphabet is more than enough grief. Don't know what I'm talking about? Better you don't. Know what I'm talking about? Enjoy below the most accurate portrayal of the situation then.



"Be the man the self-righteous hates and every captive envies. This is how you've lived, right? Fighting and pleasure as if the next dawn will never come. Laughing at death like a mocker retaining his pride till his final breath. Farewell, Aeravor dies Steelborn. Farewell to the man I love. Farewell to the world we cherish and curse."
-Kagetsu no Ji'Yeon

"The world has never accepted you because you're too kindhearted. That's why you died. I will be your sword. I will become an enemy of this world in your place. But I won't destroy it because that's not what you want."
-Aeravor






Soldiers of fortune:
Every person has a price, every price its pride. Such is the story of every sellsword's life. Male or female, each will gladly do another man's work so long the fee is right. Rape, murder, or arson, every foul deed is fair so long the payer is generous enough to be wise. Granted morals do not dictate scoundrels, but it takes a fool to believe there is no honour among them. Play even a single card wrong and you may just get a sword stuck at the throat.

The world beyond fortifications and walls is never a haven. In fact, it is debatable whether gods exist in a world where monsters and demons seem more commonplace than actual saints. Mercenaries don't just do the dirty work for others but also more gladly for themselves. Ignore the seemingly intelligent telling only how much they charge per blade in hand. It is either that or one is better off conned by an honest whoreson. They raid villages. They attack caravans travelling unprotected because there are those too miserly to save their own lives. Woe to every man, woman, and child in different ways depending on which.

How many of them are out there? Scholars estimate their numbers to be no less than a few scores of thousand within the borders of Hallenia alone. Sceptics scoff and claim no great number of knaves could ever survive in a vicious realm. Regardless of opposing views, it takes an insane sage to try counting them all.

Code of the Sword:
Knights swear by their status and ladies fair while the clergy swear by their gods and buildings. As for intellectuals, they swear by their merit and sellswords do the same. What is meritocracy to every mercenary? There are three codes of merit, none of them related to how many heads claimed or how many maidens deflowered.

Merit of Loyalty refers to the belief that once someone entered a life of the purse and sword, there is no retreat. Cowards are not merely unwelcomed, they will be killed on sight. Many are those retired only to expire somewhere down the road. Loyalty is not about profession alone, but also family. Blood ties mean nothing unless one's parents happened to be sellswords. In this case, that makes their children sellswords. Mercenaries band together for life, every organisation big or small thriving and perishing under the yoke of lifelong allegiance. Hence, betraying one's brethren for another group shall not be given mercy. The sentence is the same as how Teutonians deal with treason: Hanged, drawn, and quartered with the sole difference being the verdict applying to both men and women.

Merit of Respect does not mean acknowledgement like how others do. Warriors of the coin may spit on a fellow scoundrel's beliefs or character, but they consider every alliance sacred, every such foe respected. Any woman can be ravished, but not one from the same trade. Any life can be slaughtered, but torture reserved for a fellow mercenary is a taboo unless a need for information arises. Every child of sellsword birth below fourteen must be given the choice between life or death. Anyone intentionally killing an infant or even an unborn life belonging to one of the same must be executed after a trial involving at least two or three witnesses, the one wielding the sword being the first who saw the act. Anyone guilty of false testimony shall be put to death upon convicted, the punishment nothing less than being riddled alive with arrows while tied to a stake. If there is no way to reach a conclusion, then trial by combat will be the final resort.

Merit of Feats is one which every such fighter takes most seriously. Loyalty cannot be revoked. Respect is a right given to any and all. But it is the number of battles and duels won defining greatness, victories earned proof of glory. Alas, fame is a double-edged sword. Not only does it inspire awe and recognition, but it also conceives hunger akin to the want in bringing a pantheon down.

Conflicts, booty, and bounty:
There are two ways to obtain land and resources: Either raiding hamlets and villages or attacking each other. The former is both the easier option and more dangerous one. After all, there can only be this much minor losses incurred before the authorities start to act. Moments like this do exist with smaller bands trampled by organised military better armed and armoured. Thus, battles fought between sellswords and sellswords happen more commonly than one may imagine. At the same time, it is possible for two or more mercenary factions to reach an alliance for greater gains. In this case, the Merit of Feats would be invoked where the loot must be split accordingly.

Another way of earning wealth is bounty hunting. In this case, evidence has to be given if the target has joined a mercenary group. Once displayed, a duel to the death between the hunter and hunted will commence. Due to this involving the least hassle so long the information provided is correct, bounty hunting becomes a common way of earning gold and even Merit of Feats for smaller bands.

The Confederation:
Out of all mercenary companies, three of them stand out as the most exceptional ones: Knightroses, Men of Redmarch, and Swordcloaks. Instead of engaging in outright competition, the three decided to enter a peculiar alliance dictating no conflict between them in terms of lands and resources under each faction's control. However, it allows military engagement between each other so long the hirers belong to opposing ends. Due to this, the trio is also collectively known as the Confederation of Swords or the Confederation for short.

Knightroses:
What makes this faction stands out from the rest is not its strength and influence but rather this is an organisation entirely made up of women. When and how the Knightroses was founded remains a mystery not even its current members know. One thing could be sure, however: The founder went by the name Brynheildr and this would become both name and title of every leader taking charge. Upon entry, the new members must undergo perhaps the cruellest rite of passage. That is the gouging of every left eye. And this is not including the need to drink a chalice of childsbane juice unless the novice already drank it against her will.

Those of the Knightroses do not believe in a rigid hierarchy of roles but every individual's worth defined by how well she performs in every aspect of mercenary life. Those proving themselves capable in certain tasks can be trusted with more of the same. Because nobody can be an expert in all trades, its senior members are known throughout the mercenary world as some of the most capable taskmasters.

Their manner of recruitment is seen as daring to some and utterly brazen to others. Not only are recruiters common in small settlements, but the frequent sight of them in places like slave markets and bordellos have become every gossiper's favourite pastime. Money, threats, and even more than a few bloodied noses if necessary. Such is the daily life of lightly armoured women armed with short blades visibly belted.

The closest thing to a ranking system would be a four-tiered one with the leader at the very top. As Brynheildr, she is entitled the total freedom to involve herself in any task from menial chores and smithing to recruitment and training. However, she must be at the forefront in any battle directing the troops, for leadership and bravery remains her creed and deed, life and death.

The second tier belongs to the Valkyrs. Well-armed and heavily armoured, they are the elite of martial capability said to rival the Homm'Nua and Homm'Eot. Serving as Brynheildr's personal bodyguards and brigade at her disposal, they are the ones protecting their mistress, many an exploit involving rearguard action and cavalry charge credited to them. Often there is a saying "A well-equipped woman walking around in plate armour is likely a bloody spinster Valk". In fact, rumour has it that either an unlucky or foolhardy Relentless One fell beneath their blades and spears during a verbal exchange gone awry. While the denizens of Gastony dismiss such talk as trivial lies, elven informants leak word that one of their kind is known to laugh with the current Brynheildr over "some kind of retarded idiot".

The third tier would be the stalwarts. They are the senior members of the faction. Not only do they perform the same roles as the rest, but they also oversee the delegation of tasks.

The last one goes to the ones called soldiers. Covering every manner of work possible, they form the faction's backbone.

Tactically, Knightroses favour the phalanx approach comprising of medium infantry in ranks of four. The first rank would be armed with swords and round shields while those in the second carry spears and bucklers. The third rank belongs to the ones circling around to execute flanking manoeuvres armed with axes while the final row comprises of crossbow users riding steeds and raining down mayhem of steel. Skirmishers are in charge of reconnaissance and taking out the ranged units through any means available, be it bombing, sniping, or sabotage. Cavalry wise, riders of mail have earned the nickname Death's Maids for their daring charge and fearless approach. Granted they would only attack if there is a weak link to exploit, but that does not prevent bards from telling tales of blaring horns, bloodied spears, and the trampled dead.

Men of Redmarch:
Founded during the year CA 230 in the aftermath of a failed rebellion in what would be called The Bloody March, an event named after the manner which those convicted were executed while their women, children, and elderly folk looked on as naked corpses impaled on spikes. The Men of Redmarch originally intended themselves to be freedom fighters, those who thought better to run and fight the next day than die. Sadly, liberty was nothing to gold and precious gems. From their beginning as slaves to their status as freedmen, this has always been a faction where every member is a male. The rationale behind this was that wives and children are a fatal burden, a lesson painfully learnt in the past. Never trusting in chivalry with constant mockery directed at the honourable hypocrites, they have gathered for themselves notoriety as opportunistic whoresons. Indeed there is a saying that goes "Better to be killed by a Knightrose bitch than to be conned by a Redmarch whoreson". The methods they employ to recruit new members are also anything but above reproach. Bully a respectable merchant family into giving up their sons? Permissible. Taking in a beggar boy from the streets only to make him just as bad as his oppressors, if not worse? It always happens. Violate a woman, forcing her to conceive, and leave her be all alone unless the baby is a girl? This is why they are regarded as whoresons. A knife across a member's throat once he is of no use, be it old age, an accident, or plainly not good enough? That's called mercy.

Needless to say, other mercenaries are leery of them at best and displaying outright contempt if one is talking about the Knightroses. Yet, their ability with daggers wielded or thrown is feared throughout the industry. This also results in hearsay of assassinations carried out in the most professional fashion, a claim these scoundrels of scoundrels mysteriously brush off as "make-believe fairy tales lying to those poor little children" despite a penchant for boasting from how much gold swindled to how many whores bedded in a single night.

Unlike every other sellsword company, the Men of Redmarch do not engage in what they call above-ground activities. While they respect the need to shed blood, these conniving knaves understand the value of information. To quote the famed Yaguryeo military strategist Heihou no Tae'Guk, "Battles can be won by might, but wars are lost because of not enough known". In fact, the Men of Redmarch would commemorate every fifteenth day of every month to him. This is despite no self-respecting Yaguryeo not calling this the highest blasphemy. No one knows exactly how they exact information. Some say through bribery, others speculate the usage of threats. Then there are whispers pointing at dealings with Histalonia, a plausible theory considering the Island of Dreams being either a deceptive nickname or sarcasm gone unintentionally wrong. No matter where the truth lies, one thing is sure: None would ever divulge the secret to their success.

The manner of their wealth and influence is nothing short of unorthodox. Instead of smithies, barracks, and stables, they focus on establishments within the safety of walls and guards. From banks and guilds to inns and brothels, no place is free from their grasp so long money can be earned and recruits obtained. As a result, it is difficult, if not totally impossible, to fathom a guess on their actual numbers.

Perhaps the most infamous practice they indulged in is charging an informant's fee three-tenths of every bounty's price. Considering a different head would command a different price, this is a difficult pill to swallow. But swallow it a bounty hunter must. Compounding to the exasperation is that their findings would be worded in such a way that reward and difficulty become mutual synonyms. Their argument of justification? If mercy is worth one-tenth of a fee, then justice should be worth more than twice.

Swordcloaks:
Masters of guerilla strategy and tactical movements fooling even the most experienced commanders, the Swordcloaks have a rightful claim to be called the Scourge of Men. Eschewing the tried and proven way of attrition warfare, lack of knowledge merely contributes further to awe and fear, the latter more apparent. Some say they know magic with arrows of blue fire loosed from finely-crafted bows, others claim their skill in steel able to fell three men in a stroke. If true, one can be forgiven in shuddering to think whether the Homm'Nua has sent their finest for a reason.

Nothing is known about their agenda or even if they are here on a certain mission spanning untold years. Elves do have a long lifespan and one can be sure those who were among them are still alive and ever skilful. Yet, the Swordcloaks do not just take in full-blooded members. Half-elves are also part of them although a curious soul would wonder whether it's possible for a lucky bastard to bed an elven maid or an equally fortunate human lass enjoying a night of tryst with her elven prince.

One thing is common knowledge, though. And that is their leader's identity: Ioin dies Bladefort. The reason behind this is twofold. The first is that he is the second and current Armslord, a title reserved solely for whoever leading them, after Esca vron Findersbriar was recalled back to the elven royal court. The second? His reputation as a master duelist terrifying even the most hard-hearted fighters. From slaying demons to killing fully armoured knights with nonchalant ease, there is only this much perceived myth can be scoffed before it turns into something else altogether. Eye-witnesses testify to someone who can only be best described as a living dead, his eyes of emerald green betraying nary an emotion, let alone fear and wrath.

In a song now regaled by travelling minstrels of elven blood, there was this meeting between the Confederation. Attended by leaders and a selected few, the reason remains a mystery. However, one part of it never fails to snare the audience like a sorcerer playing his pipe.

A single stride and silent step, a graceful son of Homm'Nua became a wall. His back faced an enraged Brynheildr, for she did nothing unworthy. His visage faced Deigas Wagens, for his lewdness threatened to mock a meeting between the gods. Hand never departed from the pommel of a sabre forged from best elven steel, this was the only way. Ioin dies Bladefort, Armslord of Swordcloaks, his dead eyes of emerald piercing the soul of a shameless leader from Redmarch. A moment passed, an eternal pause. Then the Ghost of D'Aubens spoke, his voice smooth and lyrical, tremors coursing down every listener's mortal spine.

"End your jape, Deigas. Brynheildr, cease your rage. If it is a fish you want, a dead one will be what you get."

His shoulders slightly tensed, this was Ioin's threat. The one facing his back had no reason to test her luck, the one facing his visage laughing off the words. Alas for the prideful fool, all could hear a coward if he was to make a sound five leagues off.

How true is such a tale? This, no one knows. But one may be able to glean something from the reactions. For it is said that the Knightroses are now known to give a toast to "that elven dead fish who taught a living fish a lesson" while the Men of Redmarch would never ever bring the moment up again.

Wednesday, 2 January 2019

A Crucible's Lore: Magic and affinity

Okay, this is John L'Otter spending his New Year's Eve in the comfort of his den. Unlike most Singaporeans, you won't see him at MBS. Unlike most Americans, John isn't interested in spending such a day at NYC. Like the typical writer, he's more comfortable typing out stuff. Maybe that's why he's a sea otter instead of a river otter or beaver.
Dated-31 Dec 2018

Note: This post is the official retcon to any previous post dealing with magic.
Dated-9 Aug 2020

Magic:
Those who do not know magic call it an art, but those who use it call it power. Art cannot save lives but power can. Art cannot destroy but power can. There is nothing soothing about the latter, for destruction is never a form of beauty unless in the eyes of the demented. As for the former, every life saved means at least another life lost as a result.

Magic is classified into three categories; Thaumaturgy, metallurgy, and traits. Thaumaturgy is the usage of magic without physical boundaries. Metallurgy, on the other hand, is magic used within a physical form. Because the craftsman is never the same as his craft, magic is merely a non-living thing used by the living. Hence, there is a wall separating either from crossing over to the other. The living cannot be sustained by what is not, the non-living cannot be given life by what is alive, and the wielder cannot be subjugated by what is wielded lest he is corrupted. In fact, rumours have it that the Age of Renown was ended due to one such person.

Thaumaturgy:
Thaumaturgy is a power subjugating the laws of nature and expressing the resultant change in the form of visible power. It is imagination overcoming logic, a supernatural force capable of severing lives and binding the living. There are five runes in total, one for each Circle. Namely, Order, Chaos, Life, Dearth, and Speech. To use thaumaturgy, two runes are needed together with what the user desires to happen. One rune as the bridge between the wielder and that waiting to be used, the other rune shaping further the resultant force. Below is the list of what the respective runes do when thaumaturgy is triggered:
Order represents the justification of organising. Therefore the rune Nem is synonymous with stability and strengthening from the outside.

Chaos represents the justification of what cannot be controlled. Therefore the rune Lug is synonymous with power overflowing from one end to the other.

Life represents the justification of being alive. Therefore the rune Aen is synonymous with power and strength coursing inside.

Dearth represents the justification of demise. Therefore the rune Mor is synonymous with loss occurred.

Speech represents the justification of connection. Therefore the rune Bri is the only constant whenever magic is used.

Metallurgy:
Metallurgy is magic worked in the reverse direction. Instead of subjugating the laws of nature, power is used to reinforce. Instead of expressing itself through what is visible, change expresses itself through what is invisible. Unlike thaumaturgy, it does not overcome logic but rather works with it. Like thaumaturgy, it begets the severing of lives and the binding of the living. Unlike thaumaturgy, only one rune is needed: Bri. Like thaumaturgy, there must be something shaping further the resultant force. Namely, the user's elemental affinity. If the rune Bri is a tree, the elemental affinity is its root and the Circle of that affinity is the soil.

Elemental affinity:
Individuals during an era defined, prospered, and ended by magic were able to use it, each one's elemental affinity deciding the nature of manifestation. Elemental affinity is not what binds the individual to the supernatural force of magic, for in this current age not all are able to use it. Rather, elemental affinity will only trigger upon the individual experiencing what it means to command magic. Each person can only have one elemental affinity with the freedom of choice giving way to a game of random chance. Below is the list of properties of all elemental affinities:
Spring: Magic and steel beget burgeoning life, for spring is the season where life arrives in the most vibrant way. Thus, let what is wielded invigorate with every swing and every hit. The Age of Renown's term for spring would be Earr.

Summer: Magic and steel beget a burning surge, for summer is the season of passion and power. Thus, let what is wielded consume with every swing and every hit. The Age of Renown's term for summer would be Samh.

Autumn: Magic and steel beget fortitude at a cost, for autumn is the season of preparing for what lies ahead. Thus, let what is wielded give strength in proportion to what is lost when power flows. The Age of Renown's term for autumn would be Fomh.

Winter: Magic and steel beget determination indomitable, for winter is the season to survive. Thus, let what is wielded fortify resolve when power flows. The Age of Renown's term for winter would be Geim.

Physical affinity:
Physical affinity refers to the individual's inclination when it comes to weapon mastery. While it's possible to be a learner of all trades, this is not something which intuition and reasoning can agree with each other. To be a master of none requires intellect and nothing else. To be a master of something, the mind must be understood as a union of rationality and instinct. To reach the peak, the mind must bring out the best in the body while the physical must ensure the effectiveness of the mental. Otherwise, no fire can ever be sustained without wood. Below is a list of examples of physical affinity:
Sword: The mind decides where to slash, when to thrust, and how to parry. The body decides how deep the blade bites and how stable the footing.

Dagger: The mind decides when to flick, where to pierce, and how to bait. The body decides when to stand, when to advance, and when to fall back.

Arrow: The mind decides where to let loose, who to aim, and when to run. The body decides how much ground can be covered in the shortest time possible.

Spear: The mind decides when to attack, how to guard, and how far the distance. The body decides how fast and forceful every move is.

Tome: The mind decides what the situation is, how to exploit it, and when to destroy. The body decides how far the mind can go.

The Unchanged:
There are two forms of living proof pointing to the past when the Age of Renown was truly alive. Even though an age defined by magic in both its rise and fall was already over, reminders do exist in the form of non-living pieces and living beings. The Reverted and Unchanged belong to the latter, those whose lives are deeply rooted in the past instead of moving unfettered towards the future.

The Unchanged are literally living objects of the past, for the Age of Renown was one defined by the political power wielded by the Homm'Nua and Homm'Eot. The former refers to the elves while the latter refers to the dwarves. Despite the ability to use both thaumaturgy and metallurgy, the elves are of Chaos while the dwarves are of Order. This results in an expression of power known as a Testimony.  Magical expression from the elven race is able to overflow, its name the Testimony of Flood. The same force from the dwarven folk is hard to overcome, its name the Testimony of Rock. Perhaps this is a key reason why the Homm'Nua are wary of the Relentless Ones albeit the Homm'Eot are more accommodating in comparison. Below is the list of Unchanged races and what to expect from each:
Homm'Nua: Commonly known as elves to the vulgar races, they are native to the Isle of Mists where the kingdom of D'Armur is. Ruling from D'Argatem with a number of their brethren seen beyond the boundaries of their motherland, the destruction of the Age of Renown was unable to compromise their ability to perform magic.

Homm'Eot: Commonly known as dwarves to the humble races, they are native to the Islands of Crags where the kingdom of Eisenstein holds absolute rule. Adopting a non-interference policy unless force is needed, there are those who nevertheless ply their metal crafting trade within mainland Causacea and the island city-state of Histalonia. If there is a way to anger an otherwise composed dwarf, using the word Frankensteiner as a way of addressing would be it. Some speculate this is due to a misplaced understanding of their ability, for Eisenstein is a nation rich in metal ore. Most laugh it off for the same reason.

Half-blood: Individuals of either dwarven blood or elven lineage, they belong to neither parent entirely. But because magic is in the blood of both the Homm'Nua and Homm'Eot, half-elves and half-dwarves alike possess whatever magic ability inherited from the powerful half of their parentage. Despite what some scholars may say, the half-bloods are nowhere inferior to their pure-blooded kindred. A fact which is a constant source of chagrin to the Homm'Nua and amusement to the Homm'Eot.

Relentless Ones: Conceived from a decision made by their founder Eijon de Morte, the Relentless Ones possess both Testimonies. At the same time, they are also called Monsters of the Gods by the locals of Gastony, the very place they call home. The elves look down on them, the dwarves respect them, and the rest fear them. This is a race where power and instability converge.

The Reverted:
The Reverted, on the other hand, are individuals whose ability to use magic is awakened through personal trauma. But because traumatic events would lead to a mental shutdown, those unable to do so are a rarity, perhaps even an unnatural occurrence. Mentally defective or not, the Reverted are neither elves nor dwarves, let alone the Relentless Ones. As a result, their supernatural capabilities are expressed in the form of traits, something which the Unchanged also possess. The Reverted are scattered all over the world, be it Causacea, the Southlands, or the Furthest East. However, the underground city of Deis does have a considerable number of them although the Holy Quintet Church's intention is a question only the decision-makers know.

Traits:
Traits are another form of magic, but not like thaumaturgy and metallurgy. Rather it is a manifestation thereof. For the Unchanged, it can be racial and individual. For the Reverted, it is always about the individual. As a result, while the Unchanged do have more options in the event of a fight, the Reverted do boast of the element of surprise. At the same time, a hypothetical conflict between two users of magic would be further complicated by the fact that a Reverted and an Unchanged can match each other when it comes to raw power. No matter what, it is fortunate to know that such wars will never happen for a good reason: The existence of demons.

Sunday, 23 December 2018

A Crucible's Lore: The Nine Circles

Total Recall note:
This is John posting a... well, total recall note. Not literally a total recall, but you get the drift. Anyway, this post is originally one devoted to the Nine Circles. In John speak, we'd be talking about this. But there's a problem: The original deal was too much of a generic JRPG junk. Not to diss the Japanese, but people do learn as they age. Let alone a sea otter. Then again, maybe not.

Dated-19 Dec 2018

Lore: The Nine Circles
Origin:
Known during the Age of Renown or perhaps earlier when no one knows what and who walked this world, the Nine Circles can only be defined as nine planes of existence sustaining all things.
Circle of Order and known as the Canopy
Circle of Chaos and known as the Root
Circle of Ice and known as the Emptiness
Circle of Fire and known as the Destruction
Circle of Speech and known as the Bridge
Circle of Life and known as the Magic
Circle of Trees and known as the Dream
Circle of Steel and known as the Reality
Circle of Dearth and known as the Abyss

These are the nine forces at work, some say since the beginning of the Map. Yet, they are not the reason behind the creation of all things. In fact, no one knows what is the source from which all things came into being, let alone how. Whatever taking place prior to the Age of Renown or even whether there was any life back then is a mystery which most likely not even the wisest mind can understand.

Roles of the Nine:
Each Circle enforces one specific aspect of the Map which is the sole concept defining the whole universe. They cover the Map from the non-physical to the physical. However, scholars currently are only able to discern their respective roles and not the exact location. Archaeological findings from the Age of Renown offered only little with the historical text below as the only source of information.

The Circle of Order serves as the upper limit of the Map, hence the Canopy. It is to restrain all things and place them under control, for this has always been the duty of Order. It is a vessel holding the contents of the world with the lid atop shut.

The Circle of Chaos serves as the lower limit of the Map, hence the Root. Without Chaos, Order can never exist, for every existence must be justified by a specific purpose. It is a tree sustained by its roots rather than the branches.

The Circle of Ice points to the necessity of demise, for all things travel in an endless cycle. Emptiness is but a vital link. A hollow shell both waiting and meant to be filled like winter leading to spring.

The Circle of Fire points to the necessity of Destruction. Like fire melting ice, annihilation justifies emptiness and not the other way around. Like water produced as a result, obliteration begets rebirth. Like water extinguishing a fire, rebirth supplants barrenness.

The Circle of Speech is that of a Bridge connecting every Circle to every living world. It is the justification of self-expression. First the Nine Circles, then every form of life. It is a right which can only be taken away and not to be denied.

The Circle of Life is the source of Magic and justification of the living. Yet, what is alive cannot become what is magic as power is never a life unto itself. Hence, the relationship between user and the used is of two parallel lines moving forward and never a craftsman mastered by his craft.

The Circle of Trees is one giving birth to the presence of dreams. Like every forest defined by oak, birch, and softwood, the right to harbour ideals defines every person's life. Thus, the Circle of Trees is also called the Dream.

The Circle of Steel is one symbolising Reality and the authority of all which are real. Its unyielding hold is a constant reminder of what any living world is like: The conflict between realism and idealism justifying the need for both instead of either.

The Circle of Dearth is a constant source of fluster for the lesser races. Convincing themselves that people are flawed but inherently good, who was responsible for creating this greatest contradiction? If this foolery cannot be compared to an abyss, what else then can fulfil this role?

Elements:
While the current Age of Illumination identifies the four seasons as Spring, Summer, Autumn, and Winter, they are identified as the four elements during the Age of Renown. They are seen as part and parcel of the natural order, they are also the forces from whence magic is made possible.

Association with the Nine Circles:
Elements do not operate alone by themselves. Magic itself is a beast which needs to be sustained and the four elements are for this very purpose. But to make it possible, every manner of fuel must have its source. To justify their existence, a link must be forged between the elements and four of the Nine Circles.
Spring: Circle of Trees
["Spring arrives, the trees heralding its song."]
Summer: Circle of Fire
["Summer follows, fires of passion being lit."]
Autumn: Circle of Steel
[Autumn comes, a bridge leading to woe."]
Winter: Circle of Ice
["Winter appears, the cold travelling like tireless wolves."]

Runes:
There are five runes in total, one allocated to each of five Circles. If the Circles of Trees, Fire, Steel, and Ice are linked to the elements, then the Circles of Order, Chaos, Life, Dearth, and Speech are linked to the runes. These five alphabets form the foundation upon which magic can be used.
Circle of Order: Nem (That Which Restrains)
Circle of Chaos: Lug (That Which Overwhelms)
Circle of Life: Aen (That Which Flows)
Circle of Dearth: Mor (That Which Silences)
Circle of Speech: Bri (That Which Speaks)

Anchor:
Every being of the highest self-awareness possesses an anchor. This is what separates those of greater reasoning from those of lesser reasoning. Like a ship steadied by a weight dropped to the very depths of the sea, likewise every high being's anchor roots him to a Circle. Because what roots a person is the root itself, each one's anchor goes by the name of the Circle where it is dropped. Because the Nine Circles justify every effect as the cause, the anchor also does the same when it comes to the individual's personal tendencies and potential.
Circle of Trees:
Tendency-Idealism and Stubbornness (Sea of Hope)
Potential-Recovery (Currents of Tenacity)

Circle of Fire:
Tendency-Heart and Tempestuous (Sea of Impetus)
Potential-Fury (Currents of Consumption)

Circle of Steel:
Tendency-Pragmatism and Cynicism (Sea of Realism)
Potential-Resolve (Currents of Determination)

Circle of Ice:
Tendency-Composure and Apathy (Sea of Calm)
Potential-Observation (Currents of Silence) 

Circle of Life:
Tendency-Vibrancy and Folly (Sea of Beginning)
Potential-Leadership (Currents of Galvanisation)

Circle of Dearth:
Tendency-Understanding and Despair (Sea of Destination)
Potential-Momentum (Currents of Nothing)

Circle of Speech:
Tendency-Expression and Deceit (Sea of Words)
Potential-Control (Currents of Strings)

Overlapping:
Despite every high being having only one anchor, personality is always the proof of freedom and identity. Hence, traits associated with an individual's anchor do not constitute to his entire being. Therefore, there are always plenty of instances where any unrelated anchor's tendencies and potential do overlap. In this case, the individual's anchor tendencies would assume control with its potential seen as the dominant one.


P.S: John has to stop here for a reason. Due to his family not being able to understand him, John may truly need a radiographer girlfriend.

Thankfully, John has this song to thank as a counteroffensive against the foreign invasion.

Add P.S: Sea otters are certified jerks. Because John L'Otter isn't one to drag his future radiographer girlfriend down, he decides instead to remind people to enjoy 25th December while it lasts. Because 24 hours later, we'll be seeing the same old movie involving stuff ranging from the history of slavery in America to racism in Singapore. Not to mention as well Assad most likely still bossing Syria.

Saturday, 24 November 2018

A Crucible's Lore: The Relentless Ones

John is back. And John is going to do a copy and paste again. This time around, it's the lore from The Skald And His Goddess blog. But John will be adding a few quotes.

Update:
This is the revamped version of Aeravor's race. There won't be many changes. Due to the plans listed here, however, John decides to revert this post to draft mode until the tweaks are done.

Dated-22 Nov 2018

Lore: The Relentless Ones
Origin:
The Relentless Ones. Beings created by an elven sellsword named Eijon de Morte. Despised, respected, and rightfully feared, such has been how the Homm'Nua viewed them. Despised because they were descended from a traitor, for de Morte is always the last name no elf ever desires. Respected because of their role in keeping the demons in check, a deed which all elves are grateful for. Rightfully feared, for they command capabilities which can slay any elf of lesser ability outright. While history has never accounted for their origin, it is worthy of note that unofficial records of their existence were dated as early as the aftermath of the War of the Three Thrones. It was also an era where tales of demons first emerged albeit intellectuals have always derided such stories as old wives' tales meant to scare the gullible and children into doing good. But ask the elves and they'd tell you otherwise. For demons are both a part of us and our worst foes ever. Should the lesser races fall, the Homm'Nua will surely be next. After the Homm'Nua, no one knows what they will do next.

Where in the name...:
The elves have a certain knowledge concerning them. Whether it is because of any racial connection is something never revealed despite both races sharing common features. Both people have always kept a distance from each other. Indeed the only thing separating the Wolves of Gastony from the Homm'Nua lies in the colour of their hair, which is always as white as the purest snow.

According to the History of Three Kingdoms written by the historian Tabarius Glayn, Edmonte II, the High Lord during that time, sealed a royal edict giving the fief of Gastony as "a gesture of goodwill and sincerity towards my friend Eijon de Morte. He who fought for my honour undeservedly stained and nearly lost".

Present before ruler and nobles alike were sellswords either half-elven or pure. Led by a fiery half-elf Lokrina Talonarc, lover and wife of the famed hero Leorn Talonarc, every of their number possessed eyes of azure blue and hair the colour of winter snow. Pay heed to what Tabarius had to say:

{They were fighters wielding steel and powers unseen. Each boasted an aura of a wolf, members of a pack lined up rank and file behind the leader. Their eyes were of azure blue, each one's hair woven from winter's loom. They were like a force of nature promising only either aid or destruction, a storm of ice and lightning. Let no fool rile their men, neither should any take liberties with their women. Lest your throat be sliced and fire leaving nothing for the crows.}

Eijon de Morte:
It is widely accepted that he was the leader before Lokrina assumed the position. Concerning his fate, some said he might have left behind his followers to pursue a life of peace while others insisted that he most likely died a violent death. After all, those living by the sword rarely find peace with and in themselves. Either way, anything written beyond the boundaries of history can never ever be verified. What is true with nary a doubt, though, is that this was a friend of Edmonte II, the Vengeful King.

Capabilities:
The few who have witnessed how these individuals fight attested to the seemingly insane: They possess the ability to teleport at will. At the same time, their technique is one of refined savagery where bestial aggression, fluid strokes, and lethal force are involved.

At the same time, it is whispered that they have the ability to mask themselves. Most likely via some sort of magic, they are said to have the innate ability to cast some sort of illusion over themselves where they can effectively assume the guise of any visage of any race.

As for the most absurd of claims, rumours have it that they are intended as a natural counterforce against demons, that this has always been the only reason for their existence. A statement which has earned many a sneering look from scholars and the knowledgeable but never from the Homm'Nua.

Three powers in force:
Bind-Magic is never the answer to getting things done but it helps. Binding involves tying down the individual to what defines the physical world. This is done via one rune being used on the target with the other applied on the Circle of Steel responsible for justifying the existence of Reality. This results in either physical alteration on a temporary basis or the target being shackled. Not by visible bonds but invisible chains. Not externally but internally. However, Binding can only be used on a Relentless One.

Mark-This is another usage of magic, this time around on any target apart from a fellow Relentless One. Like a wolf marking its territory, this ability marks out the boundary of a Relentless One's territory. If it is a party instead of an individual, then only one member using this ability is enough. The process of Marking involves four runes being used to decide the territory's boundaries. Within the designated territory, any Relentless One can freely teleport about.

Fury-Unlike Bind and Mark, Fury is less of a power and more of what a Relentless One is about. Fury can be a boon when converted to focus but potentially disastrous if left unchecked. To any Relentless One, it is both rather than either. For inner rage to them is something inherent rather than nurtured by circumstances. In this aspect, the Relentless Ones do not belong to the world they walk in. This is both the source of martial focus and the reason behind inevitable corruption.

The six runes:
Runes are the only way which magic can be used, be it thaumaturgy or metallurgy. For the Relentless Ones, there are four runes exclusive to them. Two of them are for Binding while the remaining four apply to Marking.

Binding runes-Unn ("That Which Sustains") and Rud ("That Which Strengthens")
Marking runes-Dur ("That Which Marks The North"), Mod ("That Which Marks The West"), Mag ("That Which Marks The East"), and Vid ("That Which Marks The South")


Quotes related to the Relentless Ones:
"A wolf knows best every man, but not necessarily the opposite. We don't protect the living. We merely protect the world from what is wrong with the living."
~Istel

"Men enjoy hunting wolves, their pelts as fancy cloaks and heads adorning every hall. In return, wolves devour men in the form of Relentless Ones hunting down demons. Contradiction is the husband, irony is the wife, and every living mortal is their child."
~Aor

"You call me 'friend', but you're nothing more than a small part of my life. Be the king you've always wanted to be, Edmonte. As for me, I have a job to do and it's called creation."
~Eijon de Morte

"Eijon de Morte and the Relentless Ones.. what is created will always reflect the creator. I failed to save Jinn when he decided to end his life as a hero. And now, I have to be reminded of the same mistake."
~Alaudea von Stormhearth

"Jinn el-Lish saved the world even though he's never a hero and never would be. Eijon de Morte was another Jinn and now we have the Relentless Ones. History is such a pain in the arse."
~Esche de Lancebarb

"Eijon could have taken Alaudea's offer to be part of her... shall I say, family. The same for Jinn. That's how the Homm'Nua saved the world twice."
~Ioin de Bladefort

"If the Homm'Eot are a people created from Order and the Homm'Nua a people conceived from Chaos, then the Relentless Ones are definitely a combination of both. Aeravor, do you know how much you're worth despite the obvious?"
~Erik Soaren

"Three words associated with these barbaric bastards not part of us: Bind, Mark, and Fury."
~A racial insult by the elves directed towards the Relentless Ones

"The men go forth to hunt while we the women stay back to guard. Sounds rigid, but it works."
~Alandra

"What binds them, they are able to use. What they mark, death will follow. What degrades them, this is their greatest power. Those were the words my mother told me before her time was up."
~Irevia Eliaden

"Of course the Hands and Feet would be outraged at Your Majesty's choice of paramour. The fact that they still rever Her Departed Majesty doesn't mean they respect her decision to love a traitor's son."
~Auranc de Hallstone

"Men and women crave might because it's always right. Aeravor's friends got plenty of that, though. So don't tell me to sign my death warrant."
~Deios Symon

"There are no gods, yet anybody can be one. There are no gods, but demons exist because of them. The Reverted shut themselves from what they know and the demon hunters haunt themselves with what they understand. As for the Relentless Ones, they don't give a damn."
~Lars Alterfate



P.S: This post took John a few days to finish. As a result, he realises that writing A Requiem From Winter Past may well be the only good deed he can ever hope to do.

Add P.S: John does not know that river otter wearing a turban and donning a beard. Tony Single Stark, on the other hand, is his Facebook friend.

Monday, 27 August 2018

A Crucible's Lore: The Twenty-Six Runes

Okay, it's official. Due to new (?) rules, John has to share this blog's posts via Twitter instead of Facebook. This talking/typing otter won't go into the specifics, but let's just say that so far so good, Twitter Jack is generous enough to turn a blind eye to what John posted. After all, it won't be surprising if Miura Doragonkoroshitaro is truly a persona non grata to the moral crusaders both local and abroad. Not to mention both the left and right as well.

At the same time, John may need to review his decision to use Tristan Aias as an insult to the rape culture in India. The reason why being the question of whether such an approach is truly feasible plotwise. While it's nice sending a moral message stopping short of "Castrate the m*********er", John is not about to force it in the worst way possible. Of course, the key word is "may". However, only time will tell because John is more of a solver compared to the late Mr Lee Kuan Yew's planner style. It's a bit like comparing Zhou Yu with Zhang Zhao, Cheng Yu with Xun Yu, or Fa Zheng with Zhuge Liang. But definitely never even 1/10 as impressive.


Lore: The Twenty-Six Runes
Origin:
They said three aspects of the world are what sustains it in three different ways. The Nine Circles sustain the aspect of reality. The Four Deums sustain the aspect of seasons. As for the Twenty-Six Runes, they sustain the aspect of climate. Reality is the cause of seasons, seasons are defined by climate. This is the natural order of things through which the supernatural is conceived. Without the Nine Circles, the Four Deums cannot exist. Without the Four Deums, the Twenty-Six Runes can never come into being. Without the three, magic cannot be created. As for lacking one or two out of the three, such a thing will never happen. For the Map cannot unmake what made it in the first place, what created it has no reason to commit an act defying the need to survive.

The Twenty-Six Runes as listed below:
Ark: Rune of beginning

Bos: Rune of life
Cre: Rune of melting
Dri: Rune of surging
Eld: Rune of Wood
Flo: Rune of Water
Gon: Rune of Earth

Hil: Rune of destruction
Irr: Rune of surging
Jov: Rune of passion
Kan: Rune of Wood
Lit: Rune of Air
Mar: Rune of Fire

Nid: Rune of harvesting
Oin: Rune of adversity
Per: Rune of death
Que: Rune of Metal
Rav: Rune of Air
Sor: Rune of Earth

Twi: Rune of nothing
Und: Rune of death
Val: Rune of hope
Wod: Rune of Metal
Xar: Rune of Air
Yir: Rune of Water

Zif: Rune of oblivion

The relevance of deums:
Because the relationship between the Three Aspects can never be undone or altered, magic is also governed by the same relationship. Because climate defines seasons, the respective sets of runes also indicate the relevant deum in the form of various aspects of that very season. Below is the list of which set of runes fall under which deum:
Runes under the deum of Earrach-Bos, Cre, Dri, Eld, Flo, Gon
Runes under the deum of Samhradh-Hil, Irr, Jov, Kan, Lit, Mar
Runes under the deum of Fómhar-Nid, Oin, Per, Que, Rav, Sor
Runes under the deum of Geimhreadh-Twi, Und, Val, Wod, Xar, Yir

Runes under the axis of Nihilo-Ark, Zif

The usage of runes:
Rather than a fixed form of supernatural phenomenon (for this is the true form of magic rather than just a show of unnatural power), runes are effectively words bringing such phenomena to life. Because what is supernatural cannot be conceived by natural means, either there has to be a substitute to what is natural or something else to aid a natural mind which otherwise would be unable to do so.

This is where runes come in. No rune can be used singularly. There must be two runes used at the same time. There are two types of runes under any deum: Effect and Element. To create magic, one effect rune and one element rune must be used. No other combination is allowed, for magic is, in fact, an unpredictable force if conceived in the wrong manner.

The usage of runes from two different deums concerning thaumaturgy:
It is, in fact, doable despite scholars arguing over whether it can be done. However, only effect runes can be used in this manner.

The importance of element runes:
Element runes not only are the other half when it comes to magic. It is also the mark of the user. Every individual is tied to one specific deum, a decision made since birth by some random force at work. Therefore, which deum an individual is tied to is shown via which element runes can be used by that person.

List of effect runes under each deum:
Earrach-Bos, Cre, Dri
Samhradh-Hil, Irr, Jov
Fómhar-Nid, Oin, Per
Geimhreadh-Twi, Und, Val

List of element runes under each deum:
Earrach-Eld, Flo, Gon
Samhradh-Kan, Lit, Mar
Fómhar-Que, Rav, Sor
Geimhreadh-Wod, Xar, Yir

Representation of effect runes:
Instead of a specific effect, an effect rune represents a certain aspect of the deum it is tied under. Because runes symbolise the climate, hence effect runes represent the relevant aspect of the seasonal climate. Below is the list of effect runes and what each of them represents:
Bos: Life represents what sustains all living creatures, it is the blooming of flowers and sprouting of leaves. The rune of Bos is used in healing thaumaturgy.

Cre: Melting represents what happens after winter has passed, it is the conversion of ice and frost to water. The rune of Cre is used in any thaumaturgy involving the removal of harmful effects.

Dri: Surging represents the overabundance of good things, it is a reminder to all that too much of what is good is never good. The rune of Dri is used in overloading thaumaturgy in the same way how too much power can impede progress.

Hil: Destruction represents the possible worst in summer, for it is also a season of storms. The rune of Hil is used for thaumaturgic powers causing direct damage.

Irr: Surging during the summer may look the same as surging during spring. However, summer is a season of unbridled energy. Hence, surging in the case of Irr actually involves the kind of overloading thaumaturgy that results in damage. An effect resembling a fire gone out of control rather than a fire meant to destroy.

Jov: Passion is what summer is all about, for energy and emotions are intrinsically tied to each other. The rune of Jov is used in thaumaturgy dealing with mental and physical strengthening in every possible aspect.

Nid: Harvest is where little or plenty is gathered into the barn house. As harvesting is all about taking in order to survive, the rune of Nid involves taking something from the outside to sustain what is inside.

Oin: Adversity points to where autumn is leading the world. It is about forbearance in days of difficulty. The rune of Oin is used in thaumaturgy adding strength to weakness instead of strengthening what is already strong.

Per: Death in autumn is the process itself. It is a reminder of what all life must go through and enter with no chance of return. The rune of Per is used in taking the life out of another bit by bit, drop by drop. Not for the sake of sustaining, but for the sake of ending.

Twi: Nothing is what winter is telling everyone. Compared to other seasons, there is nothing to be seen during winter. The rune of Twi is used to reduce the existent to the non-existent and maintain what is non-existent in its current state. Not life itself, but rather magic.

Und: Death in winter is never a process but the absolute end. This is what separates winter from autumn in this area. The rune of Und is never about the attempt to take a life. Rather, it is akin to the death sentence being announced and carried out.

Val: Hope is what remains during winter. A hope for spring, that like all things shall fade, all things shall come back again. The rune of Val is the only power standing between woe and a reverse in fortune. It is a force capable of impeding the strength of enemies, a power lending fortitude to allies and self alike.

The usage of actual elements:
Elements, in this case, refer to the actual ones dictated by nature. They are fire, earth, water, air, lightning, and ice. These elements have nothing to do with the runes or deums. Rather, they are always at the disposal of the user when it comes to thaumaturgy. The usage is classified into two types: Litera and Figura. Litera refers to using and shaping elements in their original form. Figura is all about using the essence of elements instead of form. An example of the former would be conjuring a massive conflagration while the latter example would be speeding up the user's physical movement speed.


P.S: Brain is empty at the moment. Will be doing more soon. Hopefully. At the same time, there's a need to sleep earlier due to something on every Tuesday starting from tomorrow. Therefore, John has to do his routine stuff for Neverwinter Online. To end this post, John decides to up two videos. The latter is Rin summoning her Archer, the former is the kind of song John would imagine for that very scene.


Sunday, 17 June 2018

A Crucible's Lore: Wolves

Okay, John is back. Also, John isn't pumped up for any writing. Actually, John isn't feeling well. So John decided to leave his World Cup strategy/tactical posts for a later day. This post is effectively a copy and paste.

Lore: Wolves
Origin:
There are those who say the world is nothing more than a dream, something materialised by slumbering gods. Whether such people are sages or madmen, no one knows. Of all the creatures existing, there are those seen as objects of taboo. For instance, crows are associated with death. Therefore, the sight of one during any wedding ceremony is always seen as an ill omen amounting to divorce or death. Then, there are wolves. Always associated with evils of every kind, be they lesser, greater, or middling, wolves have been the fulcrum of nightmarish tales. From children devoured to maidens ravished, unto even how the world will end, these creatures have been effectively used as a deterrent to the wayward individual. Perhaps in an attempt to mock the self-righteous, there is a common saying amongst sellswords: A wolf knows best every man.

Physique:
An average wolf on fours stands at slightly below the hip level. However, larger ones are known to be at the waist level. A wolf's body weight is more than enough to overpower the average human being, its jaws used for mauling and crushing bones. Wolves tend to hunt in packs ranging from ten to slightly less than twenty, their hunger always seemingly insatiable. Yet, their endurance has always been proven exceptional, to say the least. It is said that the least of any pack can go without food and water for a day or two while the stronger ones can last in this manner for slightly less than a week. Whether this has any grain of truth remains to be seen, for the fear towards wolves knows no bounds.

Mannerism and lone wolves:
Like any beast and bird in the wild, wolves are fiercely territorial. The males do the hunting, but the females are the ones protecting the den. Every pack has three tiers of hierarchy. The leader, also known as the alpha, leads the pack. The alpha is also the only member of the pack given the right to mate and breed. As a result, the alpha male would always guard jealously every female member of the pack. The second tier is known as the beta. The role of a beta wolf serves as what a scholar would call a regent. Yet, it must be stated that the notion of a second-in-command is never existent in any pack. The alpha is the only authority in the pack. The beta's role is to take over the pack leadership in the event where the alpha is either dead or incapacitated (although the latter would always lead to the former). And that includes also the ownership over the females of the pack. The third tier is the gamma. This bottom level of the pack hierarchy refers to the rest of the pack, those who can only afford to follow the leader.

In terms of size, the alpha is always the largest and strongest. The beta will either be of the same size as the omega wolves or somewhere between the two. Either way, the beta is certainly the second strongest. To select a beta, the alpha would always call for a challenge from its own pack. Whichever member answering the call would have to prove itself by wrestling the alpha to the ground. In the event of failure, the challenger would be spared. However, that'd mean losing the right to challenge for the second time. 

Lone wolves, on the other hand, are those driven from the pack. Also known as the omega, such a wolf tends to be the survivor of any power struggle where the loser was spared from death. Unlike the selection of the beta where it is the alpha issuing the challenge, an omega is the result of a failed attempt to seize power; an act of its own doing rather than the leader's desire. In any pack, a code of honour is always practised. Strength represents two things: The right of leadership and the right of respect. For any omega, it is always the latter. But because insubordination is never an option, a rebel which has proven itself is forced to leave lest it gets attacked mercilessly by the rest of the pack.

Despite the apparent, lone wolves can easily be dangerous foes as it is even more territorial than its peers. Left with nothing apart from the will to survive, such a beast is capable of putting up a fight more stubborn than many creatures of the forest. As a result, hunters tend to shun wolves whenever they can. For neither dealing with the collective nor the individual is safe in every manner of the word.

How they hunt:
As hunters, wolves are known to be ferocious flankers. Unlike pack felines like lions and sandcats, wolves do not rely on ambush. Instead, they would chase the prey after the alpha makes a howl. Experts in terrain navigation, every pack consists of two units. The first is known as the harrier unit. Always the majority half, the harrier unit is led by both the alpha and beta. The harriers are in charge of starting the chase and going for the kill. The second is known as the flanker unit. While flankers belong to the minority half, the timing of their attack in any hunt is always crucial to success. The flankers are never tasked with killing the prey. Rather, their job is to either scatter or waylay (depending on whether the prey belongs to a group or a solitary one). Since leadership is always absolute in the pack, the flankers are only allowed to cripple the quarry with the harrier unit dealing the killing blow. In fact, scholars have recently started debating whether such an approach was the inspiration for cavalry tactics as we know it now.

Tactics:
Every hunt begins with a howl. This acts like a war horn where the call for battle can be heard by both ally and foe. To maximise the efficiency of this call to hunt, the alpha is always seen standing on the high ground. Once the pack converges below the high ground, the alpha would descend from its perch, the hunt officially commenced.

Initially, both the harriers and flankers will run as a single unit. Should the hunt be in forest terrain, their aim would be to split the flankers from the pack once they get close enough. If it is in open terrain, then the flankers would be given free reign on when to split, the decision made seemingly in unison. If the prey is pursued on rocky ground, the flankers would move ahead as the advance unit.

Habitation and cultural impact:
Although never seen in the south due to its arid climate, wolves can be seen elsewhere. In the Furthest East, they are commonly seen at plains and plateaus. The same goes for those in Slarvea although Slarvean wolves tend to have bulkier physique compared to the athletic build of those in the land of Cinhas. In the Kalaran Empire, they are the least sighted due to civilisation expanding at a fast rate. However, the Imperial Zoo still boast of a wolf or few. In the forests of Teutonia and mountains of Tamuria, there they thrive.

To the Cinhas, wolves are always hated. For they are commonly associated with avarice and political greed, two traits every Cinha detests most in any person. At the same time, Cinha superstitions have a very close association with animals where any form of contact would most likely result in the relevant reaction.

To the Tamurians, they are the symbol of individual strength and collective unity, two traits most appreciated in the Tamurian culture. As a result, Tamurians always leave behind the best portion of every kill for these creatures.

For the Causaceans, wolves are seen as more than just dangerous critters needing to be culled. On one hand, the locals know too well the nightmarish tales, their minds and hearts accepting whatever told by minstrels and boasting bards. Farmers see them as a danger to their livestock and livelihood, a reaction rightfully warranted. Whether they are the main source of the aforementioned tales remains a subject of debate among intellectuals. Due to every farmer's woes, hunters see wolves as a good chance to earn money while avoiding them if no reason for conflict can be found.

At the same time, wolves form an integral part of the Causacean culture. For instance, it is commonly said that Justicar Lleric I, the first ruler of the originally unified Causacea, was nursed by a female wolf which had lost her pups before finally adopted by a farmer's family. During his battles against the invading Tamurians and Sudhlits, he was tasked with commandeering the cavalry, his banner of choice being a howling wolf encircled by an olive wreath. In fact, the consensus among scholars is that even though there is no proof of any supernatural or emotional connection, the strategy employed by the wolves did serve as an inspiration. Justicar Eylia, the only female ruler and fourth monarch of Causacea, was known to have a wolf's nature according to the historian Skopios Tacticus, a trait used to describe a headstrong and unruly personality. Her only son, Crown Prince Loui also inherited such a trait. Unlike his mother whose wolf nature was more of a boon than a hindrance, this became the reason for his untimely death via an accident due to a dare. As a result, her husband, Consort Jak Valdis, had to protect the family via political machinations lest an untimely disaster obliterated the royal lineage. For he perceived this not to be a mere accident, but an insidious attempt by an unseen usurper.

Quotes related to wolves:
"A wolf knows best every man."
~A common sellsword saying

"The difference between a wolf and a dog lies in one not knowing itself as a selfish coward while the other understands its own reflection."
~Ziron Lapis

"I've dealt with wolves before for the sake of pay. Trust me, Aeravor. You've got a wolf nature. You remind me of someone I used to know. Her name was Eylia."
~Erik Sohren

"There are two ways to tell a person that he's screwed. One is taking an arrow in the knee. The other is entering a she-wolf's den."
~Tristan Aias

"Wrestling with a lone wolf requires two things. The first is having a knife hidden in your boot. The other? Knowing beforehand that the critter would rather die with pride than to be your pet dog."
~Every hunter's advice to a junior

"Not everyone in Teutonia likes wolves. But only an idiot would deny the kind of service they gave us. Remember Justicar Lleric the First?"
~Ser Jon Woodgeist the Young

"To be honest, I don't believe Adine will be raped by a pack of wolves. Then again, there has to be a reason why people believe in this kind of nonsense. I mean the wolves, not my daughter."
~Crocker Tayne

"May you give birth to a pup."
~A common Tamurian greeting to a pregnant woman which is also regarded as a blessing

"Let my followers and their descendants be wolves instead of just being like wolves."
~Gandr de Morte

"Wolves are selfish, greedy, and savage. Traits defining any person alive under the sun and moon."
~Brynhilda

"Tame a dog and you get a servant. Tame a wolf and you get your own death."
~A common Cinha saying

"A dog is either a coward or a loyal servant. As for a wolf, it's either an unpredictable animal or a proud beast serving no master apart from itself."
~Erik Sohren
[x]

Well, John may as well do some random rambling here. Just to fill up some more space. Recently, he saw a trailer or few. For N ages, Japan has never been doing original anime. By that, John refers to anime shows with an original plot. No manga, games, or light novels. Original script for an original anime. Needless to say, John has to thank Anthony for letting him know what is Sirius the Jaeger. And no, Anthony isn't an otter.








Some things noted by John in the trailers together with whatever info he got from the official site.

1. The vampires do sound like some sort of Darwinistic organisation. If this kind of script was done in Hollywood, chances are that it'd be chucked out of the window. By John's guess anyway.

2. The Hyakko Party sounds like some sort of far-left organisation rather than some kind of alt-right KKK. Again if this kind of script was done in Hollywood, chances are that it'd be chucked out of the window. By John's guess anyway.

3. In case anyone was wondering whether Sirius the Jaeger was done by a group of Christians, please be noted that the Japanese never give a damn to whatever red-blue divide happening across the ocean. And besides, Japan is the country with the second least Christian impact. (source of info) 

4. Did John spot a Nasu moment? Like how Nasu uses Christianity as a more positive form of inspiration (e.g. the Emiyas), Sirius the Jaeger mentioned the presence of an Ark. In fact, the kanji seemed to indicate this much (i.e. 聖櫃).

5. Anyone noticed a vague visage of a wolf in one of the trailers? Yeah, that blue flame moment. Is that some sort of Sirius?

6. The Jaegers do hunt like a pack of wolves even though Yuliy is the only wolf. Half-werewolf to be exact.

7. Werewolves are Asian, vampires are Europeans. It's like telling John that Abraham was Asian and Charles Darwin was a white. Hopefully, Warner Bros won't pull the plug because of what John said.

8. John's churchmates are known to be somewhat musically inclined towards classical music. The Jaegers use classical musical instrumental cases to hide their weapons. This is getting insane.

9. Yuliy's character seems to reflect that of John's. Okay, that's going way too far.

10. Yuliy is definitely a Russian/Slav. His name leaked it all like a Comey.

11. Dorothea is most likely a Latin American Hispanic rather than an Iberian Hispanic. In other words, everyone can see that she's non-white.

12. Okay, anyone predicting a romance between Yuliy and Naoe Ryoko? This is effectively a romance between two characters from two different worlds, both the outer and inner.

13. Jimmy "not Kimmel" Fallon is partly of Irish heritage. Fallon is an Irish-American Jaeger who enjoys talking. So it's not really that bad for the Democrats. After all, Sirius the Jaeger is meant to be enjoyed.