Tuesday, 5 May 2026

Draconic Shenanigans - Magic of Hestia



Hello my lovely darlings and to address the elephant in the room, yes I’m over a month late. All I can say is Easter Holidays and trying to catch up with other deadlines meant I’ve seriously slid on this project. The Infant come Child come Pre-teen Distraction has also been having a rough time and that, well I would say that it leaks out on to his surroundings but its more of a flood. Sundays are becoming hard ‘cause he knows that the next day is Monday and the masks have to go back on. He’s learning to mask, which is what our kind has to do to get by in this world, but he’s still learning how to carry the weight of that and some times it drops. It gets heavy and it is hard enough to keep it up as an adult, as a child? It gets exhausting. So once again a huge shout out to my patreons on patreon for keeping the lights on and the coffee pot full. Without you this fight would not be happening so let’s get stuck into the main event of this post – the magic of Hestia.

Here is where I need to explain some things about the tabletop roleplaying system that my co-writers and I used to play the game that was then written up as Draconic Shenanigans. A lot of tabletop roleplaying systems go in deep on the magic systems for the games. They are highly detailed and regimented with what spells your character can access dictated by what type of spellcaster you chose to be, so a wizard can only access only set of spells where as a druid can access another and say, a psychic, or psyonic, can access only yet another. This means the thickest part of the book tends to be the magic lists.

Savage Worlds is not like that. With Savage Worlds they do a base list of spells and then it is up to the players what trappings they put on them. Trappings are the visual description of the spell effects.

For example, the spell Bolt. This is a spell that does damage at range. For a wizard the trappings of this would be, say, a literal bolt of lightning that jumps from the wizard’s finger tips to give the target a most shocking time. For a cleric, this could be a ray of holy fire that delivers their god’s divine judgement and for a bard it could be a fist made of musical notes that smacks their enemy over the earhole. It is all the same spell, the rules are the same, the damage is the same but the look of it, the trappings, are different.

This is why the look of Jeremiah’s spells, or prayers as he calls them, change over the course of the story. The one that changed the most, because he used it the most, was the Fear spell. This started as a vague, dark cloud that befuddled the minds of his targets and caused them to panic. I then came across a description of the Umbrum, a mythological species of horse things said to look like regular horses from a distance but when you get close you realise they are not horses at all, only by then it’s far too late as these things are predatory and ruddy fast. Throw in on top of that the noises made by the ‘other ones’ from the film ‘Ghost’ and you have the ‘things’ from the uncanny valley that Jeremiah’s later use of the Fear spell called up from the shadows to freak out his own allies and absolutely terrify his enemies. Right by the end of the campaign Jeremiah’s Fear spell altered again and those that were smacked by its affect were granted the ‘gift’ of seeing a vision of Jeremiah’s god. Seeing as Klu’ga’nath is not a kindly or gentle god such visions have a detrimental effect on the minds of those that see them. That is the problem with clerics, the gods they pray to do not have to be kind, forgiving, loving gods. Klu’ga’nath is case in point. Klu’ga’nath, the false dragon god, is a zealot, a fanatic, a god who not only does not understand mortal weakness but outright despises it. He demands perfection, he demands purity and any who fall short of his demands are worthless, valueless, useless in his eyes, dross, scum, filth fit only to be destroyed both in mind and body, their souls shredded to ruin and cast out of existence. In short, he is a god that no sane man would pray to. Kind of says a lot about Jeremiah.

So, as discussed in my previous blog post, the gods of Hestia are born from the belief of their followers. Their clerics, people who have dedicated their lives to the service of their god, can tap into the power of their god to transform their prayers from regular prayers into words of power that change the world. In short the clerics of the gods of Hestia can perform miracles and it is in the gods interest to be some what generous with their answering of prayers as regular miracles mean that people will believe more fervently in them rather than just going through the motions of belief because they are afraid of the judgement of the religious power structure.

That then asks the question, where does other magics come from? All I can say to that is Hestia is a more geologically and therefore energy active world than our own. The wild energy of creation is still flowing more freely through the rocks and soil of Hestia. This means that people can be born whose bloodline is touched by the power of this wild energy and therefore tap into it.

These people are usually called sorcerers or sorceresses. In many ways they are some of the most powerful magic wielders as their abilities are limited only by what their minds can conceive. I took inspiration from David and Lee Edding’s Belgariad Series for the sorcerers in that I modelled their abilities on the Will and the Word. A sorcerer on Hestia concentrates on what he wants to manifest in the world and then speaks a word or phrase to act as the release valve of the power he carries in his connection to the raw stuff of creation. However, his concentration must be absolute on what he wants because a slip of thought can either warp the manifestation out of alignment or in the worse cases cause catastrophic back blow. There are stories of sorcerers who have blasted themselves and half a city out of existence in a moment of inattention.

Mages or wizards, both male and females, have a different method of creating magic and it varies by race. It is said that creation did not randomly spark into existence on the back of sheer chance, the learned people of Hestia speak of a director, a guide, who spoke the instructions of creation and laid down the rules of existence. Therefore, language itself has an innate power, descending as it does from the first words spoken by the author of creation. Every tongue, every word contains an echo, however, slight, of the first words uttered in reality. Mages, through long study, careful experimentation and some times sheer dumb luck have discovered over millennium of effort, the combinations and formulary that channel some of that first burst of creation. Passing their knowledge down, master to student, they have gradually built up a repertoire of spells that have reliable effects. These are not always spoken languages. Some Mages have found that certain combinations of finger movements result in controlled bursts of magic. These finger gestures maybe the echoes of a lost, non-verbal language.

This is a human centred understanding of Wizard kind. Among some races spells are performed by the inking or carving of a set of characters, also known as glyphs or runes and they have different explanations for why some people have the ability to become wizards and others don’t. Among the dwarfs and gnomes it is believed that a wizard’s power comes from within their minds and souls, that it is like a reservoir of power within themselves and that when a wizard shapes the glyphs they tap that power, that the glyph and the word acts as the doorway through which the wizard’s mind is made purely manifest upon the world. Dwarfs have a fair number of these wizards among their number while gnomes do not. Gnomes instead speak of the Current. They describe it as a flow of light through the world, a river of power that permeates all things both living and none living. Their magic wielders carve runes that channel and shape the flow, directing it to the shape they wish. It should be noted that there are many gnomes among the Children of Kronzyn and a fair number of them are powerful users of the runes of Kronzyn.

No matter what form they take mages, wizards or by whatever name they are known, require many years of study and careful experimentation to truly harness their powers, hence why there is a long standing rivalry between sorcerers and wizards. Wizards believe that sorcerers are rash, fool hardy amateurs who lack the ability to properly control themselves and risk both themselves and others. Sorcerers often see wizards as bigoted, stuck up snobs, who refuse to accept any nuisance or adaptability into their thinking. There have been stories of sorcerers who asked to be accepted into wizard colleges to prove they had what it took to be a wizard but even if they pass all the tests, even with flying colours, they are rarely accepted among their peers and are often held back, even denied graduation for ‘lacking form’ or ‘being a disgrace to the profession’.

Witches are another branch of magic looked down upon by wizards and clerics alike. These magic users walk the line between wizard and druid. They pull their power from the natural world with years of study and many hours of service. Whereas wizards are often gazing at the stars, trying to understand the cosmos, or involved with the mighty currents of history and politics, witches are down at street level, discovering the herbs that grant healing and bandaging the wounded. Witches study the natural world until they can gain the power to manipulate it, though many witches say they are granted permission to use it. Who grants this permission? The world, the land, Hestia herself, the witches say, the world grants the permission on the understanding that the power will be paid for. There are of course ugly rumours circulating to discredit witches, rumours that speak of child theft, cannibalism and transformation spells used to punish those that defy the witch’s power. Who started these rumours are unclear but they are grotesqueries of the truth. Yes witches are intimidating – they do not give help to cowards. Yes witches are harsh – they lend no power to the weak. Yes witches stand in isolation – they will not bow to following the thoughtless herd. However, none who come to their door in honest need are turned away. They will push, they will test, they will put those that come to them to the trial but that is to test their quality. Witches see more with their gimlet eyes in a second than many will see in a life time and none are beyond their judgement or their questioning. A witch will judge a king as pathetic and a peasant as powerful, she will question a priest and dismiss a judge and she questions herself just as much. The reason most witches live in isolation is because they are avoiding the temptations of power and the annoyance of people. Witches are intelligent, clever and full of thought, therefore talking to stupid, petty people is a trial that grates on the nerves and wears on the soul. Witches know that too much exposure to the small minds of grubby, selfish souls may tempt them to punish the stupid and if the stupid are punished for being stupid, small minded, bigoted, arrogant and ignorant then there would be no end to the punishing and the world still would not change. Witches know that you cannot force people to change, they will only change when they want to change and they will not want to change until you force them. Witches have better things to do than waste their energy playing stupid games where you only win stupid prizes and so they limit their contact with others so that they are not tempted to make all the stupids in the world believe that they are nothing but small, white rabbits. This is what proves, more than anything, that the tales are nothing but propaganda. A witch would not spend the power on turning someone into a small white rabbit, if nothing else the gassing off of excess mass would be a total energy drain. Instead, if a witch was going to be bothered about dealing with someone that petty, they would instead make the person believe that they have been turned into a small, white rabbit, when physically they have not been altered one iota, though the stupid are more likely to be bewitched into believing that they have been turned into pigs so that everyone would be confronted with the truth of what they really are. Witches stand at the edges of society, guarding the boarders of life and death, truth and lies, holding up the mirror so that society has to take a good long look at itself and truly see what it is. They are always feared and never really thanked because who speaks kindly to the one who does the messy, stinking work of saving humanity from itself? Witches do not allow a wrong to stand, they confront the self righteous and those who value performance over the real work and if they meet a mind that has been twisted out of shape by trying to fit itself to a standard that was never healthy then they will untwist it, forcibly if necessary. A witch will not allow someone to sit in comfort if that comfort will bring evil into the world. ‘If the work hurts then get on and do it and it will stop hurting sooner’, is the attitude of a witch. Approach with care, caution and profound respect. And if a witch approaches you? Brace yourself!

Druids tend to be confined to communities on the edge of civilization, moving and shifting with the breath of wind and weather, their minds filled with the beauty and terror of forces that barely care for ‘higher’ races at best and outright dismiss them at worse. Nature is gentle and punishing by turns, both ruthless and nurturing. Druids, or shamans, as they are sometimes known, learn Nature’s capricious moods and guide their communities to move with her rather than fight against her because in the battle between Nature and those who would build walls to contain her Nature with always win. It may take years, centuries even, but steel and stone will always break before root and water in the end. If you move to a new area and the original people point to the valley you want to settle and say ‘it turns to water’ you had better believe that they are talking literally and not figuratively. Such a warning was gained the hard way over generations and sometimes they have come with death toils that will have pushed communities to the edge of extinction.

A druid’s roots go deep into the flesh and bones of Hestia, they feel her rhythm as a change in their own heartbeat. Much of their powers are used in the seeing of things as they are, as they were and possibly as they will come to pass. They read weather and water and stone. They can predict the weather and predict animal movements through the world and as they grow in power they gain the ability to influence the motions of the world. Young druids can cause explosions of plant growth and form bonds with domestic animals that are beyond the normal levels. Those growing in power can bend water to their will and calm wild beasts, forming powerful bonds with those untamed. The very strongest can take on the form of animals themselves and call down the thunder of storms. An extreme few are bonded to the very rocks and can trigger earthquakes that can level whole cities and break the backs of civilizations.

In many ways druids are the most terrifying when they go wrong, for not only can they call on the power of flood, fire, volcano and earthquake, they can also call on the power of the microscopic. There are legends of druids, who having watched their people be pushed back to the edge of existence, have broken, going mad at the sight of ancestral lands desecrated for the sake of mines and drilling and foundries, the cries of mortal suffering under the lash and chain blending and echoing with Nature’s distress until their minds shattered under the weight of pain and they reached for the darkest, the most foul, the most unclean. Often there is no sign of what is to come to begin with and then the first headaches begin.

The pain comes on savagely, often to the point that the touch of the pillow is enough to make the infected scream. High fever follows, hard enough to make the heart gallop and stutter. The racking cough splits the throat and can cause bleeding in the lungs. If there are other diseases in the community then the two will run hand in heart, a unholy matrimony with death as its child. For those that some how survive there is often a lassitude so deep they cannot chew and often struggle to even drink. Careful nursing is required but that risks the lives of the nurses and the possibility of transmission.

The name of Ulrich Seaport is remembered with dread. A settlement of sixteen hundred regular residences and a transient population of about five hundred sailors, it hosted a yearly social event that attracted a further thousand visitors to the festival the very night the bells of quarantine rang out and the gates were shut, the ships cast a drift or burned in their docks to prevent the plague spreading further.

Two weeks later a relief ship discovered twenty six survivors, all under the age of twelve. The ship stayed in port for a month as a precaution, the sailors busying themselves with the funeral pyre they built in the main square for the whole time, the flames never extinguished, the fallen becoming the fuel that kept it burning until the stench of it lingered for a year and a day. The kingdom fell into decline afterwards, its major trade route broken, agriculture disrupted across a whole region and the terror of further out breaks leading to witch hunts, hysteria, riots, civil disruption, moral degradation, unsettling cults and dancing fever. Whether enough of the land’s original people had survived the years of occupation to take repossession of what once was theirs remains to be seen but the total and utter smash of the kingdom has led some to speculate that it was orchestrated by a Tomb Dragon to claim another kingdom for its horde. Certainly the capital appears to not be crumbling in the way one would expect for an abandoned settlement.

In the land of Sumwesi there appears to be a system of magic and energy control unlike anything encountered else where. The animal people of the scattered islands have perfected a system of magic that relies on the motion of the body to cast. This is not the small finger motions of wizards, this is motion that flows with power, soars with grace and strikes with force. Witnessing it is said to witness something between a battle and a dance, a poetry written in motion in which the elements of the world become the dance partner in the rhythm and melody of power. There are said to be five distinct styles, each focusing and channelling one of the five elements – fire, water, metal, air and wood. Each system takes decades of study and practise to master and is unusual in that someone who lacks the proper connection with the element can learn them. Indeed, each and every element system can be learnt by someone who has no ability to control the element. These ‘unconnected’ students often train in separate dojos after the second kata is mastered for their own protection and to not give the ‘connected’ students an unfair advantage, but the systems all teach balance, coordination, grace and control. Most of the people of Sumwesi will learn at least three katas as part of their education to encourage restraint, ability and confidence, whilst those who are connected are encouraged to go further to have a better mastery of their abilities. Most can only learn one system and connect to the accompanying element. If they try and learn other systems they will do so as an Unconnected. This however, does not mean that learning the other systems is without worth. Indeed the sages who are willing to spend the time learning other systems as an Unconnected are often the most powerful in their own system, learning to blend and adapt the techniques of both systems into a sum greater than is parts.

It is said that Ching Song, the Black Shoulder Kite who was queen of the pirates of the Eastern Sea, the Hou who was pardoned and honoured by the Emperor of Tiansin, was an Air Connected who had studied both Fire and Water systems before she took to the life of a pirate and raider. It would certainly explain why her vast armada was never scattered by storms and often moved further and faster than expected and would lend credence to the reports of her ships out manoeuvring pursers by sailing directly against the wind. If true it would mean that she was an Air Connected that out ranked just about every other Connected of any system that has ever lived.

Maybe once in three generations or so someone will be born or hatched who can master more than one system. Rare to the edge of legendary, these exceptional Connected often find their lives burdened with the expectations of those around them. They are often seen as prophets, leaders,missionaries or worse of the worse, ‘chosen ones’ sent to fix the world. Many try to hide their abilities or even leave the islands all together to force the rest of their society to accept responsibility for their own actions, their own problems and their own salvation. Others accept their position of leadership, often becoming the lords of the defensive castles or the founders of one of the Abbey communities. If they are forced to go to war they are literal forces of nature that can hold the centre of a battle line on their own.

Due to their singular magic system the people of Sumwesi distrust other magic users and rarely allow any to land on their shores. This maybe because, rightly or wrongly, magic users of other disciplines are often blamed for the Sundering events that have marred their history and their islands, leaving some islands stripped to the bare rock and others collapsed into the sea. The Badgers and Hares of the larger Islands speak of dark areas of forest and jungle where things not quite right by the laws of Hestia skulk and lair, their ever hungry eyes roving, trying to discover any unfortunate who has wandered into their reach. Some communities whisper of things that fly on dragon like wings and yet are not dragons and have unnatural hungers, leeching off their victims for weeks or even months before the victims’ health reaches a tipping point and they collapse, sickening rapidly and often perishing. The peoples of Sumwesi believe these things to be creatures spawned by the dark work of magic users not from the islands and is another reason why they look at the ‘fur and featherless’ with distrust and suspicion.

The more uncommon users of magic are the Relic Makers. Most often coming from the Rune Weavers of gnome kind or the glyph smiths of the Dwarfs there have been those from other magic systems who have learnt this trade, though sometimes it has been a group of magic users from several different disciplines who have pooled their power, their expertises and their abilities to create projects between them. Either way the relic makers create an item and then imbibe a particular spell or effect into the item. This a long and weighty process, often demanding many strange, rare or dangerous ingredients to complete and only rarely can these items be reused, most often they are consumed by the creation of the relic, either directly incorporated into the relic or spent as catalysts to ‘set’ the magic into the item.

Though there are legends of certain locations or complete buildings that are relics, most are small enough to make them easy to carry by the owner or they are self mobile. Many are musical instruments or pieces of clothing or even items of jewellery. Many bards who channel their power through their music use such relic instruments to either increase their power or as the source of their power, while other bards have been instrumental in making these instruments, either by themselves or as part of a team of relic makers.

Most relics will have an activation system. In an item of clothing for example, this maybe putting the hood up or doing up a certain button. In jewellery it is often twisting a portion of the item.

There does appear to be passive relics of power as well. One of the most unusual are the paintings that move, the characters in them carrying on lives within the confines of the canvas. There are stories of these being cursed items. In one tale a little girl vanished from the village, only for her image to appear in a painting in the manor house. The image of the little girl would change position and activity in the painting though no one ever saw her change her place. She also aged as a living human would, eventually disappearing from the canvas after about seven decades. A younger daughter of the manor family left the residence ten years after the girl first appeared in the picture and never returned, moving to one of the port cities and then across the sea. While in the city it is said that she was the patreon of an extremely talented painter, commissioning him to paint not the rich and famous but to hirer the poorest and most destitute to sit for his paintings, often bringing him the models herself and paying both him and them handsomely for the results. These paintings were said to have an extremely life like quality to them, the eyes seeming to track the people who looked at them and their skin having a life like texture beyond what is usually possible with an artist’s brush. Unfortunately none of the original works remain, though a few were copied by art students practising their techniques. The originals all degraded a little over roughly seventy years after they were painted and no efforts of restoration seemed able to save them.

Other magic paintings are made with the full consent of the subject. These painting appear as ordinary paintings until the subject has died. Then the wizard can perform a ritual to imprint the canvas with a copy of the subject’s personality. These paintings can move under observation and even speak with the observer, they seem to be a perfect copy of the original subject’s personality. It appears that where there are a collection of these paintings the subjects, including animals depicted, can visit each others canvases and host visitations. How vulnerable the canvases are to damage is debatable and unsettled as, for obvious reasons, none of the magic canvases are volunteering for destruction tests. The other question asked is how much distance the transfer between canvases can take place over. There are rumours of at least one government experimenting with using the canvases as a method of fast communication across the width of the kingdom. If it is true that the transfer between canvases have the ability to cover a deal of distance then it occurs to the scholar that the kingdom that possesses a fair collection of these magic paintings will have the ability to spread information and knowledge faster and more accurately than any other, enabling them to respond in a more timely manner to changing circumstances than many other authorities.

As mentioned there are some bards who’s music is more than just music. Often these bards are using an instrument that provides the power to create the effects of the spells the bards want to cast. However, it would be a mistake to believe that these bards are totally without skill as most Instrument Relics require their owners to attune to the instrument, a process that if it fails means that the instrument will not unleash its full power for the user, acting as a high quality, well tuned instrument but nothing more than that. If however, attunement is achieved, then the bard gains an ally that will increase the effect of their art and take it to a whole new level. Music is a language that speaks across all cultural boarders and all differences in tongues. A mother’s lullaby requires no translation and a marching beat stirs the soul no matter which clan you call home. A skilled bard can move hardened hearts to tears and inspire courage in the hearts of cowards. With a Instrument Relic in their hands, a bard with skill can move whole armies to the attack and convince a dragon to lay down in peaceful rest.

Then, of course, there are the bards who have a magic of their own without a Magic Relic to create it. These bards are most likely a variety of the sorcerers, people who have been touched by the wild, raw magic of creation who, instead of channelling their power through a spoken word, channel the power within through the music they create. Very often the only sign that these bards are any different from their fellows is that they do not need their instrument in their hands to cast their spells. Instead their song carries a power and an authority that few kings can match. The fame of these Bards can become legendary and Lords and Kings compete to house them in their castles and manors. These bards can elevate a feast to a festival, they can make enemies who vowed eternal hatred break down in tears together, they have even been known to turn armies against their commanders.

The most famous of the Bards, one who’s fame has crossed oceans and survived time, was one Michael Azrael.

Native to the land further east than east, the land that became the Burning Continent, Michael’s work had already started spreading across the sea to Tiansin and Jamhodan by the trade routes. Indeed the night before the Day of Disaster, a performance of a new work by Michael Azrael was hosted in the Grand Theatre of The Etucan, the capitol of the lands under the Domilii’s control, a performance that filled every seat and had the audience clamouring for more. No less than three encores were demanded before the curtain finally closed and critics and audience alike waxed lyrical in restaurant and coffee houses for hours afterwards. The following morning the Theatre company announced a whole month of performances of Michael Azrael’s magnum opus. By noon half of the performances were fully booked. By evening everyone on the Burning Continent was dead, the sky torn open by ravening energies that rewrote reality and the streets crawling with things that might once have been furniture. Once. The world lost a great talent and a great joy, only fleeting fragments of Michael’s work remaining, scattered across the lands where the trade routes had carried them.

Last and least understood of the magics used by the people Hestia, are the psyonics. Needing neither speech nor gesture nor rune nor formula, psyonics simply hit with the sheer force of their minds. They cannot alter the terrain or do physical damage to inanimate objects but in away that makes them worse as they can decimate a community and leave little to no trace of their attack. Mind to mind they are one of the most terrifying foes to face. They cannot teleport but they can make their foes believe they have. They cannot physically break bones with their powers, but they can make their foes feel as if they have. They can overwhelm the mind with visions of terror, they can destroy the psych with voices of loved ones whispering hatred and disgust, they can drown the soul in despair until it fractures. They attack where you are the most vulnerable and the scars of a battle with a psyonic are invisible so many do not understand or even believe what the victim faces. This leads to further damage as belittling, dismissal, ridicule, chastisement and blame are used to try and modify the person back to what they ‘should’ be. Some manage to mentally bandage themselves back together, others shatter completely. Madness often follows while others leave society all together, taking themselves off into the wilds to live alone without the standards of others forcing them into a mould they can no longer fit. Many die out there in the wilds beyond the edges, some become creatures with no empathy and no remembrance of fellowship to others, attacking lone travellers for the clothes on their backs and the food in their packs. A few manage to turn their private pain, carried in isolation and fear, into a serenity that can save whole landscapes, salvation growing with each acorn planted, one at a time until ten thousand young trees appear as just a drop in the ocean and the change, flowing from the hands and heart and mind of someone so broken that some days they can barely function, comes so slowly as to be thought of as some natural caprice of Hestia herself. How many forests of the world are the gifts of those so crushed with suffering that they could no longer bare their own kind and yet it flowed back to the world as a generosity that speaks of a strength that could rival the gods? And yet the question remains – does this amazing generosity out weigh the suffering that caused it? Does the marvel of these gifts given with no want of recognition undo the suffering of the hundreds of those who shatter completely under the force of the psyonic’s attacks and the after shocks that come from survival? It occurs to the author that perhaps the real question should be why are survivors pressed to the edges for holding a pain that is invisible to others?

And there you have it, the magics of Hestia, including a few the main four have met as well as some they haven’t managed to run into yet. I hope my lovely darlings enjoyed despite this one being a month late. All I can do is apologise for that and I will try my best to get the next on out on time. The only problem is that I do have a clue what to write about next. If you have any suggestions please drop me a suggestion on my social medias, which will all be linked below.

Thank you for reading to the end my lovely darlings, be safe and be kind.

Wednesday, 1 April 2026

Draconic Shenanigans – Gods of Hestia

  




Hello my lovely darlings! Well I’m not sure how this one is going to go down because of how attitudes are polarizing at the moment but I am back for another go at the blog post. And I only have about two days to script this, type it up, film it and get it posted on to patreon. No pressure.

For those watching on Patreon, thank you ever so much, you truly keep the lights on. I know that I haven’t been doing the random Patreon of the Week shout outs that I promised to do over on facebook and that is because as of yet I don’t have any paying patreons over on patreon. I am still keeping my fingers crossed that I’ll start getting those all allusive payments but until I do I haven’t got anything to say on that score.

The book project is stretching me thin to the point of splitting. The art is sucking up more time than I thought possible and I’ve barely looked at the proof reading. I don’t know if I’m going to have it done in time for the submission date in June, which is why I haven’t announced a publishing date yet. I’m not even sure I’m going to have the first one done in time for Christmas so I apologise for that.

The truth is I’ve been struggling for a month or more with a government form to beg for a continuation of support with the Infant Distraction and it is… it has just about driven me insane. I don’t think that is much of an exaggeration. They say you can’t pour from an empty cup but that is precisely what the powers-that-be demand you do when you’re a SEND parent. Throw in on top of that the fact that I’ve been one half of the caring team for my seriously disabled mother for the last twenty six years and… well I’m sure you get the picture.

Now I’m sure some of you are asking ‘just why the hell are you trying to take on being a writer and an artist on top of all that as well?’ Well the answer is ‘being a familiar carer doesn’t pay the bills’. I’ve already lost a third of my income just before Christmas last year because the changing goals meant I no longer fit the criteria. Nothing in my life has changed, in many ways it has become harder and more stressful than ever before, but apparently the powers-that-be no longer consider eighteen and a half hour shifts of hyper-vigilance to make sure the sky doesn’t cave in via either kidney failure or ADHD/ASD meltdown to be enough of a job to warrant support. The fact that I have saved the powers-that-be some here between £540,000 and £690,000 in live-in carer wages doesn’t seem to computer. I’m not asking for more support with the form I’ve spent the last month filling in, I’m just asking tht they don’t take any more away but that is up to the powers-that-be and who knows whether there will be any mercy when they apply the letter of the law.

Hence why I’m now trying to be a writer and an artist on top of every thing else. I’ve been at this for two and a half years now and it has not been enough to start the sales coming in so it would be no use waiting for all support to be cut off before I started. As for why I chose writer and artist, it depended on what I could squeeze in around all my caring responsibilities. Writing and artwork can and often is, done at midnight after the caring responsibilities have gone to bed, literally, which is why I get five and a half hours sleep if I’m lucky.

So again I say, thank you, ever so much to the patreons I eventually get, you truly keep the lights on and the coffee flowing. I need coffee, a lot of coffee.

Any way, on to the meat of this blog – the gods of Draconic Shenanigans.

Admittance here, I am a huge Terry Pratchett fan so I went for a ‘Small Gods’ system of divinity for the world of Hestia. For those unfamiliar with the Discworld theory of gods, this means that gods are born from the collective belief in their existence. Gods are born, grow and rise. It also means that they can wither. Gods are dependent on the belief of their followers for their existence but because most religions say that their gods can never die it means that most gods continue on, even after the last of their followers have perished. They go on as voices on the wind, mindless and powerless, whimpering and terrified. Some, a few, manage to find new followers, reviving on the flush of new belief. They grow new devotions that are echoes of their original cults, their names and aspects adapted for a new age. Often they gain the mythos of a dying and rising god veneered on to their original form, a reflection of the cycle of life, withering and rebirth themselves have been through.

Others unfortunately, become demons. They cannot bare the fact that people live without caring that they exist. The idea that they are now irrelevant is a violation neither their egos nor their psyches can survive. They shatter. Strangely enough it is often the gods who were particularly benevolent in their ‘lives’ that are the most vulnerable to this fate. It appears that the ‘betrayals’ of being forgotten when they themselves had invested so much into the relationship with their followers leads to an extreme resentment of the fickle ways of mortals, especially as these god domains are often destroyed be a combination of climate crisis, famine, disease and the aggression of more selfish neighbours, particularly the followers of more violent rival gods. The benevolent god, having spent their power on the early crisis in the chain, find their strength dwindling as their followers die. Having poured themselves out for their people, these failed and fallen gods come to resent the fact that doing what is right leads to no reward, that the universe is blind to justice and that goodness leads only to suffering. Consumed by this cognitive dissonance the withered god warps into a shadow opposite of their earlier incarnation, often taking on animalistic features that blend with their original form, retaining some of their original powers but changed into something monstrous. For an example, a gentle, beautiful goddess of fertility and motherhood can become a scaly skinned, antlered demon of lust, birthing abominable hybrid beings into the world. Some speculate that this is where the werewolf curse originates from, while others contend that the sadistic cruelty of the Tomb Dragons comes from the species being adulterated by the attentions of a withered god, possibly the god of the Creators of the Locutians, withered and twisted by the loss of his followers and turned into something monstrous.

Of the three gods that have been mentioned in Draconic Shenanigans and the wider blog two have proper names an one is known more by her title. Of these three the titled one is, if not the most powerful then certainly the eldest, having existed in one form or another for uncounted millennia.

The Lady of Fate

Known only by her title the Lady of Fate is she who holds luck in her hands. She has no temple, no priesthood, no chosen city or country, no prescribed method of worship or set rota of prayers. She observes no Holy Days or Fast Days, no true method of calling her attention. She has existed ever since the first game of chance or challenge where someone breathed a silent prayer to any god who may have been listening. She is the last spin of the dice, the last throw of the javelin, she is the one who listens to desperation and sometimes answers...and sometimes does not. She is a capricious and tricksy god because all pray to her as the games continue and sometimes she’ll answer one and sometimes the other. Love her if you must but never fully rely on her, for all luck is hers, both the good and the bad. If you do not wish to lose then don’t play the game for she will not hold favourites forever. If you have the stomach to fail sometimes then she is a god who will always listen, just be ready to roll with the punches if you lose her favour for any unknown reason.

Tra’kan’hini

A goddess who has held on in the margins, never fully withering but never fully growing either. Considered by many Ash Elves to be an evil influence, her aspects are more misunderstood than this simple binary. The majority of Ash Elf deities are as cruel and heartless as their people, proud, haunty, violent and cunning, they glory strength and despise empathy, compassion and gentleness. Among the Ash Elves strength is measured in who you can hurt and shame and break without reprisal. They have no room for kindness and are always willing to do anything to anyone to gain their own wants and desires. They defer pleasure only as long as it takes to remove barriers to that pleasure. As among Ash Elves the screams of the betrayed are considered the greatest pleasure, true connection and trust are a weakness easily exploited and disposed of among them.

Into this toxic stew steps Tra’kan’hini.

Considered evil and corrupting by the Ash Elves, it is she who asks for mercy, she who looks at the battered and the broken and sees not a thing worthy only of contempt but someone worthy of relief, someone worthy of cure, someone worthy of a chance to try again. If abused people where broken plates, Tra’kan’hini is the sort of being who would repair the breaks with gold, seeking not to deny the trauma ever happened but rather to accept and hold the breaks until something more beautiful can come of them. Tra’kan’hini would give all what they need for them to find peace enough that instead of passing pain on and continuing the chain of harm, they can grow something new with eyes clear of hate.

Tra’kan’hini would certainly be on terms of respect with the witch who asked the right questions for Jerome Wright to turn aside from the path of the Witch Hunter. That is exactly the sort of work that is considered sacred duty in Tra’kan’hini’s honour.

Seeing as Tra’kan’hini is an outcast god among her own people she has no set temple. There are a few scattered shrines in the Underworld to her and a few in the upper world founded by Ash Elves that have left their home, their clans and their kin. The shrines in the Underworld are perpetually under threat of destruction by the majority of the Ash Elves and as such they are cunningly hidden. Some even say that they can only be found by those truly searching for Tra’kan’hini’s help to escape the Underworld. However, an Ash Elf must understand that if they take Tra’kan’hini’s path they will never return to the Underworld. They will be forever marked as estranged from their kin, damned in the eyes of the Matriarch’s as traitors to their own Clan and unwelcome, unwanted and unclear to all other Clans. Tra’kan’hini allows those who truly pray for something different to find something different but to do so they must sacrifice all connection to the savage gods who have ruled their lives up to that point. The measure of love is what you are willing to give up for it.

In return those who worship her gain a quiet guardian and protector. Tra’kan’hini moves quietly through the world, her strength the endurance of the care giver, the doctor who always sees a patient never a problem, the nurse who manages a smile at the end of a fourteen hour shift, the mother who sits up all night at her child’s bed side and still makes breakfast for others in the morning. That is who Tra’kan’hini is, she is the light that shines, the lantern held high in the dark, her shining moonlight giving hope and comfort to those who need it. Though not an aggressive god she will stand at the side of her followers when they face down danger, lending her strength to their arms and protecting their minds from those who would enslave, distort and deceive. After she will comfort and heal the hurt. Tra’kan’hini holds the door so others can enter and exit her sanctuary. Tra’kan’hini longs for peace, stability, comfort and calm. Not the comfort of laziness and unending leisure, the comfort of having a secure purpose in a community where all know and perform their duty, serving each other with care and contentment.

She is also not afraid. Tra’kn’hini expects her followers to be brave in the face of cruelty, speaking and acting against the tyrant, the unjust and the abuser. They have been rescued from slavery and persecution, therefore it is their duty to aid others in that plight. They are tasked with speaking truth to power, even at personal cost, because the malignant, the baleful and the malign do not need people to say yes to work their evil upon the world, they just needed nobody to say no. Tra’kan’hini is hated by the other Ash Elf gods as her way runs so counter to theirs and she does not sit quietly with that judgement, striving constantly against her cruel siblings. As such her followers are expected to follow her example.

Tra’kan’hini has no set rota of prayers nor does she truly have a priesthood. Instead it is up to the individual follower to decide how much of their time they are willing to dedicate to her worship and how they will do so. Washing a plate, if it is done for the good of others can be an act of worship to Tra’kan’hini, especially if it is done as part of a meditation to her. Tra’kan’hini would rather have a short, heartfelt prayer said with true devotion that a half an hour ramble. Indeed, just her name spoken in desperate need and with true feeling has been enough to summon her attention and her protection.

Kronzyn

The Collector, the Walker, He of Many Faces, the Listener, the Comforter.

Kronzyn has many titles, as is to be expected of a god that has survived multiple natural disasters, colonialism, exodus, and homelessness.

Originally a god of the Shulmi elves, Kronzyn’s belief spread into the Tiansin Empire after the survivors of his people crossed the sea five hundred years ago, fleeing the Day of Destruction that engulfed the Burning Continent, and was for a time deeply rooted in that place. In recent times though it appears that his non-Shulmi followers, known as the Children of Kronzyn, are being persecuted and driven from their homes. Whether or not this will decrease his power or whether it will lead to his religion finding a new and fertile soil to grow in is yet to be seen. Kronzyn is a god that is fully capable of slotting into multiple different pantheons for his aspect is both niche and adaptable.

In his rawest form Kronzyn is a death god. He is not however an ever hungry, ever devouring, ever punishing death god. He is a death god fully in love with life. He looks upon life with all its fleeting, fragile beauty and loves the sheer, ever changing splendour of it. He does not bring suffering or destruction. Quite the opposite, he wants his followers to lead long, happy, secure lives. He wants them to have large, healthy families, he wants them to try as many new things as possible. Kronzyn loves the master who has perfected a single craft to the peak of their ability and the jack-of-all traders with equal measure, for each will bring him a beautiful story when they finally walk with him. Kronzyn has all the time in the world and all things must come to him in the end.

Kronzyn is the Walker, he who guides the souls of the fallen across the Black Sands to the Gates of Eternity. And if you cannot walk he crawls with you and if you cannot crawl he carries you. Kronzyn is the Listener, he who hears out the story of your life and as he listens he makes the artefact that encapsulates your life the most. A life of great duality may produce two artefacts, it would take an exceptional like to create three. When he has seen you through the Gates of Eternity he will enshrine your artefact in his galleries where it will be kept safe for all eternity. Kronzyn remembers every life he has ever heard from our fathers and our grandfathers and back and back and back.

Kronzyn is the Comforter. In his natural form he is neither he nor she nor any species. Kronzyn is androgynous and bland, his face more akin to a blank theatre mask than anything of living tissue. However, when he comes to walk beside one who is crossing the Black Sands he wears whatever face will bring the most peace and rest, from the elvish maid to the stern human warrior to even a wise old badge who hums the tune to ‘Seeds of the Time’. Which ever face will bring the most comfort, Kronzyn wears while he listens to your tale and creates the artifact that holds your life’s record within his galleries.

The galleries of Kronzyn are a legend spoken of in hushed whispers by both his followers and non-believers alike. The compendium of aeons of lives, a museum that holds all the knowledge that ever was, wizards, clerics and necromancers unfaithful to Kronzyn alike have begged and dreamed and craved for the chance of one day, one hour among those sacred shelves. If Kronzyn has ever allowed a scholar the honour of walking among those shelves is unknown, though his followers do speak of clerics necromancers of Kronzyn who, through long devotion, fasting and honest prayer, have been allowed a glimpse of the Galleries of Eternity, a brief glance at the Collector’s Collection. Some speculate that to see it all would be enough knowledge to break the minds of mortals with overwhelm, every event seen from so many different angles of different witnesses battering the consciousness of a single mortal into submission. It is said that there is no mortal strong enough to be the Receiver of Total Memory.

Being a god of death Kronzyn’s clerics cultivate power over the dead but not in the usual manner of necromancers. Indeed in the Empire of Tiansin the Children of Kronzyn pay for the bodies of the dead and they do not accept the victims of murder. The followers of Kronzyn know, they always know if a person’s life has been cut short, their story unfinished, Kronzyn cheated of the tale that should have been his. They work within the law of the land but they can be creative with how they apply the letter of that law. The law says that the accused must be brought forth without visible stain or blemish. The followers of Kronzyn do not need to leave stain or blemish to wring the true tale from the accused’s resisting tongue, they know far more subtle ways to convince a liar to tell the truth.

For those who’s bodies come with the due respect at the end of their lives, the Children of Kronzyn strip said body of all that could cause corruption and stink. They treat the bones with reverence, binding them with twisted ribbons of silver and finally animate them with music. These skeletons march as soldiers beside living kin, toil on foundries or dig in mines, the last act of service their mortal remains giving to their still living kin being preventing their children from having to endure the chain, the whip and the lash of being slaves.

Kronzyn has a structured priesthood of service but it is built on merit rather than elected rank. The runes of Kronzyn take time to learn and longer to master and the teaching of them is to be given for free to any who show aptitude for them. All youngsters of the Children of Kronzyn receive the basic education in the runes, those that show any skill in their shaping are taken on for further study if they pass their tests. Just as their god moves fluidly between male and female, young and old, so the Children of Kronzyn recognise value not in what you were born as or how old you are but who you strive to be at every age. Oldest might be coldest, locked in their way of thinking that matched a world that no longer exists. As such the Children of Kronzyn practise a form of governance unusual in the world of Hestia. They discuss the issues facing their community at the evening meal every night. If something needs to be decided for sure and certain a vote is cast by those over the age of eighteen, though the questions and observations of children are not ignored. ‘Out of the mouths of babes and children Kronzyn draws his wisdom’ is a proverb amongst them. This is different to the Shulmi Elves that travel the Great Duct Plains as the Shulmi Elves still practise the structure of their ancestors.

Among the Shulmi Elves there is still the Council of Chiefs, chosen by the menfolk to lead them. Men hunt, fight in wars and provide the muscle for the heavy lifting of the tribe’s work, whilst the women organise camp, gather and raise the families. The Council of Chiefs will decide if it is necessary for the tribe to move or go to war but it is always the elder of the Mother Lodge who gives the last nod of agreement to ratify these decisions. Without that nod the move does not happen or the war does not start. The Mother Lodge reminds all that every decision carries the weight of the damage it will do to seven generations. Among the Shulmi Elves children do not owe their parents anything, instead parents owe their children everything including teaching them how to leave no permanent scar upon the land.

Among the Shulmi Elves Kronzyn is but one of their Great Spirits, though one of the most honoured as he is the last and most sure. His is the last hand that holds you as you walk the White Road across the Black Sands to the Gates of Eternity. He steadies elders, walks beside warriors and carries the children who do not survive the rigours of childhood. All bless him as the last comfort and the last guide.

There is also a legend among the Shulmi Elves that in the last days of the war against the Domilii, before the Sky and Earth was rent with unholy power, their greatest warrior took on the form and aspect of Kronzyn’s justice giver, standing between them and those who would have destroyed Kronzyn’s people and ended all the stories, every where, all at once. They say this warrior could face down legion and turn aside whole armies, that whole tribes and war bands dashed themselves to pieces striving against him. They say it was the grief of Kronzyn that gave this warrior warning that they were all being led astray by the Domilii and enabled him to see so many of their people safely to the coast and away across the sea before the final calamity smote the Continent and rained unnatural fire from the sky. These legends state that this warrior, the chosen of Kronzyn, did not perish in the horror of that day, instead swearing to find the one who could undo what the Domilii had wrought and setting out across the world on this quest, gathering stories in the manner of Kronzyn as he went. Whether he wanders still is unknown but the Burning Continent still smoulders and blackens the most Easterly sky with it’s poisons. And Kronzyn still waits to walk with the Domilii across the Black Sands.

So there you have it, some of the gods of Draconic Shenanigans. I hope you enjoyed this look into the mythos of Hestia and if you have an idea for another god, you can drop me a comment on my social medias. You are most welcome.

Take care of yourselves my lovely darlings, be kind and be safe.

Wednesday, 18 March 2026

Draconic Shenanigans - The King's Special


 

Hello my lovely darlings, welcome to this my second attempt at vlogging. For those of you watching on Patreon, thank you for tossing a coin to your writer, it truly helps keep the lights on and the coffee flowing. I need coffee, a lot of coffee.

Thankfully I have been pushed in the direction of a free video editing software but I’m not very good with it yet. Some of you may have also noticed the date and time in the top left corner of the first video I ever made was also totally off and that was my camera. I simply didn’t notice that little detail during recording last time and in fact it wasn’t until it was uploading on to Patreon that I saw it. I have managed to sort the settings on the camera so that shouldn’t be there now. It has certainly made me realise just how much work the special effects in fantasy and sci-fi movies are. It has certainly given me a greater appreciation of the companies who allow their editing teams the time and support they need to really put their all into their craft. Now on to the main event.

For this the second instalment of my attempts at doing a decent video I decided I would do a run down of the four main characters, the four that are not under my immediate control as they belong to my co-writers, who piloted them as their characters for the game sessions. I know that I have done a pretty deep analysis for two of them by an in world lore dive but this one I thought I’d do an overview of each of them as I see their place in the story, what their function in the King’s Special is and how they tick as I have the in road on their head space. Though my players played these characters they did give me a fairly loose reign when it came to describing their thoughts and internal logic and reasoning for their actions, hence why my name will be top of the cover. Considering the hours of work I’ve put into this as director, producer and main script writer I thought that I deserved at least that amount of recognition, even if the money will be a five way split. So to take up the challenge of this blog post let’s get into it.

First up, as she is the one who I managed to finish artwork for first, is Kaelin. Kaelin… Kaelin has been through hell. If you remember the content warning from my first vlog I did mention tackling themes of high demand religions, stagnated societies and distorted family systems. Well Kaelin is scoring two out of three. Kaelin’s grandfather is a religious fanatic who firmly believes that the werewolves are the Aryan race of the world. He’s the very worse of human and wolf and a total perversion of both species. Regular wolves don’t want to be near this guy, if nothing else because he is the living embodiment of entitled patriarchy, whereas wolves are a matriarchal species so, as I said, he’s a perversion of both wolves and humans. Kaelin’s grandfather is the worse of what elites can devolve into – accident of birth mistaken for right, privilege used as an excuse and entitlement excusing any desire. He is strength without care, power grown bloated and rotten with no responsibilities to shape it. Kaelin grew up in fear, hyper vigilance her only safety, compliance her only defence and disassociation only refugee. Kaelin wears the mask of the sullen, sour mouthed discontent who doesn’t care about anyone around her because caring, compassion, friendship were weaknesses, weapons in the hands of her own family that she couldn’t afford because her father was just as bad as her grandfather. As for her mother, well, if she survived passed birthing Kaelin’s mother would have little chance of deconstructing enough to be able to think of getting away. The werewolves under Kaelin’s grandfather do not take no for an answer and are willing to break bones to force submission. In short, Kaelin has been wearing a mask for so long she doesn’t know if there is anything underneath it. She’s stuck in a survival mode where she has to run and fight and always expect everyone to either abandon her or try to stab her in the back. The sad part is that she only left the werewolf troop because she calculated the odds and realised it was a case of leave or wind up dead. She didn’t leave for a better life because she can’t imagine such a thing exists and if she could she wouldn’t believe that it is meant for one such as her. She only left because she wanted to die on her own terms, she wanted a chance for her no to mean something. That and she was sick of the killing. Kaelin has killed and will kill and she kills easily but that’s what she hates most of all – the fact that killing has become too easy. She knows that she should care more than she does so she tries to survive by sneaking and stealing but all too often someone tries to push her boundaries and the wolf in her reacts without thought. Kaelin has a serious case of complex shell shock and wants rid of it but the human mind seeks what it knows and recognises familiar patterns as security. To Kaelin safety, security and peace feels like a threat.

In terms of her function within the King’s Special, I believe Kaelin is the team sneak and the voice of cynical reason. If they need something ‘collected’ without the permission of those in authority Kaelin is the one to get it. She is also the one to be the voice of reason when someone says ‘what’s the worse that can happen?’ Kaelin’s instant response? ‘A lot.’ And she immediately starts planning half a dozen exit strategies. Despite that she can’t do tact if her life depends upon it and Ulrich despairs of teaching her decent table manners.

Next up is Ulich Brekka. Ulrich Brekka is another one hiding behind masks. The son of a noble man and a ‘kept woman’ of the traveller folk, Ulrich has an exotic look and a chip on his shoulder. He disguises it behind exquisite manners and a rapier wit but every now and then his opinion of the nobility shines through, not in the least because he was sent to the King’s Special after gouging a whole gambling club of noblemen. Ulrich’s way with the cards is nothing short of god like. If Ulrich has a god it is the Lady of Fortune, the one who is nameless but holds luck in her hands. He did think that he’d fallen out of favour with her but the number of risks he has taken and weathered out in the course of journeying with the King’s Special might be the message that he was never out of favour with the Lady of Fortune but rather that she needed her favourite on this team to tip the dice on the fate of the world itself. As the King’s Special has travelled further and faced more of the foe, the course of events is appearing lees like a local problem and more like a foul force that has long been rotting in the dark corners of the world is reaching out to try and tear the pillars of the world asunder. It is the soul of the selfish, the baleful, the malign, the self serving, the self grandeurfying, the one who has no thought for others but only thought of the self. And quite without meaning to Ulrich has found himself right in its way. But this is again where I say there are no chosen ones in my stories, only people, people choosing to build up or tear down. The King’s Special could have chosen to simply slice through the Ash Elves chosen to see them as nothing but the dangerous ‘other’ that needed to be put down and instead Ulrich choses to see the potential of something else. Ulrich is the one who chanced his arm and had a go at charming the leader of the Ash Elf squad they were up against. As I said it was not what I originally planned for the campaign and I was so grateful that it was at the end of a game session as I had to have a major rethink about the story line and I needed a couple of weeks in which to do that. When the rethink was done, I feel that the story improved ten times over. If any thing I think it was that moment that I decided that it would be worth turning into a full book project.

In terms of the purpose Ulrich serves within the King’s Special he is most definitely the face man. He has the silver tongue, the looks and the charm. He knows how to use good manners and clever words to persuade people to him, rather than try and intimidate people into serving him. He swims in the world of diplomacy and can haggle like a professional. He also has a reckless streak half a mile wide. You have to be fairly reckless to even think about trying to seduce a lady of the Ash Elf clans and that sheer recklessness is what won her round. Which now means that Ulrich also has the responsibility of rehabilitating a race and a society that has spent ten thousand years locked in a cycle of cruelty and righteousness, fully convinced that they were the one true people. There again if there was anyone who could talk some sense into them it would be Ulrich. He does rather seem to have his hands full with the job, not only teaching Lady Zilvra how to bargain as an equal with those she once thought of as lesser beings but also teaching her relatives the power that comes from being able to trust the warriors at your shoulders not to stab you before the enemies arrive. Granted they are learning that the best quality of recognising shared worth comes with its own price. If you have strength enough to build a home and time enough to hold your friend steady then the price is love enough to break a heart. They are learning it slow but they are learning despite the pain that brings.

Thorian Vandervast is big, green and despite everything against it, he is a gentle soul. In many ways he is the innocent that the world miss uses. Yes he is as tough as old boots and yes he hits like a length of rebar that has a sharp edge but he likes hugging puppies, facing an enemy that can hit back just as hard and good solid food. There isn’t a sneaky, dishonest bone in Thorian’s body. He’s honest to a fault and struggles to understand the idea that others can be deceptive. This has made him an easy target for those that like playing with the mental health of others, though his is finally developing a healthy dose of suspicion of some people. He’s not sure exactly what it is that is telling hi that certain persons are trying to make him do bad stuff but he is beginning to pick up little tells in voice and expression that tell him that what this person is suggesting is bad stuff.

The orc children are a race who’s origin and history developed as I wrote the story. They are the result of a lich’s attempts to create an army in the dark that were as hardly and aggressive as orc but as controllable as humans, however, eventually the orc children stood up and took the lashes from the hands of those driving them and choked them with said whips. The orc children rose up and said ‘we is people and people don’t get beat and whipped and cut simply for existing. We is people and you ain’t going to beat us no more’. Yeah, their creator got stamped to death beneath the boots of his own creations and then the orc children cut their way out of the Underworld, quite literally, going through the dwarfs to reach the surface, hence why they haven’t had a good relationship with the dwarfs ever since. About the friendliest interaction the orc children have with the dwarfs is a game of kick around. This is where the orc children manage to capture a band of dwarfs and disarm them of their regular weapons. The dwarfs are then given big, knobbly clubs of bodock wood and tossed in the circle. The orc children then use the said dwarfs as the balls in a game of kick around. The dwarfs are allowed, even encouraged, to fight back using the bodock clubs, battering away at their foes. The game ends when either the dwarfs escape or the orc children are too tired to chase them any more and yes injured from a game of kick around are common. Thorian has reported that he has an aunt who has never been the same since receiving a head injury during a game of kick around. Apparently she falls asleep with her eyes open in the middle of the day and her dreams are something really weird. To the orc children the risk of injury is what makes it fun. If there was no risk then there would be no fun.

Despite what could be expected, the orc children are the most equal society the King’s Special has met so far. Among the orc children a man looks after his women cause she’s precious and a women looks after her man cause he is precious and that is all there is too it. You don’t give each other any reason to stray and if your woman has children already it just goes to show that she can have some, the future ones will be yours. Disputes over inheritance get settled with a fist fight, usually as noisily as possible. Orc children don’t smile at your face and stab you in the back, if they like you bear hugs all round, if they don’t like you they’ll smack you one. Saying that there is one rule in orc children society that is unbreakable – anyone under twelve years old is untouchable. Over twelve? You are expected to be able to pick up a weapon and defend yourself. Under twelve? They do no harm and anyone who does harm to a child in front of an orc child will be lucky to get their block knocked off. Orc children are known for pulling the arms off people who have harmed children.

In many ways Thorian has become the heart of the King’s Special. He’s the glue that keeps them together. He can match Ulrich’s recklessness, he’s there to give Kaelin space and watch her back and he’s even keeping an eye on Jeremiah and trying to make the fallen priest toe the line. He’s big and strong and knows that he’s not the smartest member of the team but he has a huge sense of loyalty and an innate sense of justice. As far as Thorian is concerned if you pick on someone who can hit back just as hard then that’s a nice little fight; if you pick on someone who can’t fight back then you is nothing more than a bully and he doesn’t much like bullies. Thorian might not be the brightest but if you are his friend he’ll have your back no matter what comes.

Lastly and it is very much lastly we have Jeremiah. There is always one. There is always one who truly, truly deserved to be in jail and unfortunately for this particualr King’s Special that one is Jeremiah. Jeremiah was left as a foundling on the Abbey steps and the Abbey is probably wishing that whoever did that drowned him in a bucket instead. Jeremiah was always an unpleasant child, much given to bullying and tormenting those around him. The problem became so bad that the Abbot himself wound up taking responsibility for Jeremiah’s education. He tried, he really did try every softer version of discipline he could but loss of privileges, extra responsibilities, lectures, social stories, even fasting, nothing of it worked, not even fasting and Jeremiah’s greatest appetite, besides tormenting others, has always been food. In the end the Abbot resorted to the discipline wand and finally the heavier cane, hating himself and his failure in every blow. Even that didn’t seem to work and the Abbot was on the verge of despair when Jeremiah seemed to experience sudden revelation and became a model student, rising rapidly through the Abbey ranks and becoming the favourite of the Abbot, chosen to take his place upon the Abbot’s death. This was, unfortunately, merely a cover for his heresy. Jeremiah is a dissenter and a disciple of Klu’ga-nath, the Dragon God. To be more accurate, Klu’ga-nath is a false god, a being created eons ago by the Locutians as they tried to recreate their own creators. Klu’ga-nath breaks the laws of physics in ways regular magic can’t do, he is a living quantum equation, he is light made solid, flesh made of raw energy with the breath of a neutron star as his weapon of chose. He is a cataclysm waiting to happen to those he deems unworthy of life, which is just about everyone. Therefore Jeremiah pleases his god by bringing forth as much misery and suffering as he can.

I have to admit my player made Jeremiah way more unpleasant than I could have hoped to manage. Unless the character is an outright villain, I tend to write my unpleasant characters with a lot more caution. My nasty characters tend to be more sneaky, keeping an eye on exit routes and having back up options of plausible deniability ready just in case their plans go belly up. My player moved Jeremiah much more decisively and overtly than I would have dared, committing a cold blooded murder in the very first gaming session as Jeremiah wrecked his vengeance upon the Abbey of the Divine Mercy. If it wasn’t for Hartseer’s intervention it would have been a massacrer so Jeremiah has always been a lot more openly evil and vicious than I would have been able to write on my own. In Table Top role play game group terminology Jeremiah is what many would call a ‘murder hobo’. If it moves he wants to kill it. If it moves and talks he wants to befriend it, betray it and then kill it. I tried to build in consequences for his acts of selfishness but it didn’t really put him off, not even having his clothes starched to the point of being stiff as boards for freaking out the washing maid with visions of spiders worked. Even the other players started ganging up on him for his acts of murder but it didn’t work. It was after the incident with Stink-of-the-Midden that I decided enough was enough and I knew exactly what was going to happen when Jeremiah had stolen all three of those books and fed them enough to finish the restoration. Granted it took about another year for me to be able to follow through on that decision but it was worth the long game. It didn’t quite play out how I originally envisioned it as my players had different ideas but it still played out damn cool so I was happy with how the smack down worked out. Want to know how it happened? You’ll have to read Draconic Shenanigans to find out, either as the blog or as the book when it comes out. Just a word though – the text is being refined and edited as it goes towards being book ready. As to what purpose Jeremiah served in the King’s Special, it is the unpleasant one. The one willing to do the morally reprehensible stuff to get the job done. The one willing to do the cheap shots to level the playing field for the team. There was a time where I thought that he was moving past his murder hobo ways, learning to keep it more in line with an anti-villain, the one willing to hurt those who deserve to be hurt but it turned out he wasn’t, he was learning to make the mask more convincing. I knew that the moment he went in for the kill on Hartseer. There was no going back at that point so I knew it was time for the last dance of chances for this story arc. And now I’m trying to get the book ready to publish. Four pieces of chapter art done, another two started and two and a half chapters proof read. See all my lovely darlings on the other side, be safe and be kind.

 

 

 

Tuesday, 3 March 2026

Draconic Shenanigans - Inspirations

Inspirations 

 


Hello my lovely darlings, this is going to be my first video loaded first to Patreon and then to Youtube so I have no idea how this is going to land. I also have no editing software so every stutter, stumble and blooper is going to be recorded. At least there is one good thing from that – my lovely darlings will know that this is human made and not A.I. I wouldn’t mind A.I. if it was doing the dishes and the ironing; I object to it doing my writing and my art. As to why I don’t have editing software? It starts with m, ends with y and has one in the middle. In short, lolly, dough, bread, specky, call it what you will it all amounts to the same thing – cold, hard cash. So to those of my lovely darlings that are watching this on Patreon, thank you ever so much for flipping a coin to your writer. For those watching on Youtube or reading on the blog, if you can flip a coin to your writer you will get early access to any video I manage to do, including the full author readings when I have a chance to do them, exclusive 4 x 6 sighed copies of the chapter art to collect and the potential of a shout out on my random ‘Patreon of the week’ shout outs over on facebook.

Now to the meat of this video.

It seemed to me the best introduction I could do into the world of Hestia and therefore my writing as a whole would be to run down some of my inspirations. From reading other writers interviews, that does seem to me to be the question most commonly asked – ‘where do you get your inspirations from?’ In my case? Absolutely every where. Every book I’ve read, every film, every TV series and real life because, let’s face it, we live in a world where death by molasses flood at your Uncle’s funeral is a possibility and has happened. As much as it is kind of hypercritical of me as I am publishing this on the Internet, it would be pretty cool if everyone put down their phones for a moment and had a look around. The world is insane and I bet your grandparents could tell you some absolutely insane stories. I know mine did, including fleeing to Manchester to escape the blitz of London only for the Manchester blitz to start that very night. As I said, the world is insane and no matter how crazy the co-incidences sound they will have happened in the real world.

Circling back round to my writing, it depends on the character as to where I pull my inspiration. Some of them only need one or two prompts to exist, others can have half a dozen or more. In fact, let’s take it from the top – Draconic Shenanigans itself. Where did I get the idea for Draconic Shenanigans as a whole story?

Well that would be thanks to Dungeon Dad, who back in 2023, did a whole video about the D and D creature known as the Purple Dragon. The offspring of a red dragon and a blue dragon, the sum is most definitely greater than its parts but what really caught my imagination and jump started the whole thing was the detail about a Purple Dragon’s horde. Purple Dragons collect people or to be more accurate they collect societies. One particular family is the Mr Big for a country’s organised crime? Most likely Purple Dragons wearing their human faces. A ruler that balances conservative and progress to a nicety, engaging not in a reign of tyranny but rather a slow, quiet drizzle that means people are actually grateful for the stability he cultivates? Definitely a Purple Dragon wearing a mortal face.

So that was where the idea of Draconic Shenanigans first took root. It started not with the main characters but with the side character of King Tatsuya. After that it was the very simple germ of a quest to give to the main characters– go to a frontier town, discover why it had stopped sending its taxes and sort the problem out. This is where I need to admit something – Draconic Shenanigans was not written solely by me. I had four co-writers who will be acknowledged and named on the front cover of the book. These wonderful people were my player characters. I ran Draconic Shenanigans as Table Top Roleplay Game, writing up each game session as if they were the chapters of a book and publishing them on my blog. It was when they proved so popular that I decided that I would compile them all into a proper book, with chapter art and publish the story as a series. It was a good job I decided to make it a series because the manuscript for the first draft of the first story arc topped out at one thousand, one hundred and ninety nine pages so instead of a single volume I’m going to publish as two halves, hopefully in July and November.

After all Charles Dickens did not write books, he wrote stories in a magazine, releasing two to four chapters a month and taking several years to complete a story. It was only because his stories proved so popular with all classes of society and rich people came to the publishers saying ‘we like his work but magazines are rather low brow, do you think that you could do them as proper books?’ that his work was complied into said books. It is amazing what can happen when publishers smell money.

So that was the inspiration behind the genesis of Draconic Shenanigans and how it developed into a fully fledged book project. As for the characters they were a little more complex and in some cases extra inspirations were added in as the story progressed and they grew.

I suppose the best example of a non-main character that was started by only a few inspirations would be Hartseer. Also known as the King’s Blade, Hartseer is what you could call the probation officer for the main characters. He is there to try and teach them to curb their worst behaviours and to also drag them back if they try and bunk off the job. I have to admit I did expect the four player or main characters to take off for the hills the first chance they got and it surprised me when they didn’t. What was even more surprising was that it was Thorian, the orc child, who worked out that King Tatsuya wasn’t going to give them total freedom, that the King was going to send someone after them to make sure the job was done and that they didn’t try to run away without doing their duty as the King’s Special.

As for what inspired Hartseer, besides the need to have a probation officer who the more murderous of the team couldn’t just kill the first time they decided he was inconvenient? Well let’s just say that there is a some what large and rather famous film franchise that in 2003 introduced a character who not only rocked in his first animated appearance, his back story was amazing, calling into question just how good the good guys were as it exposed the institutional rot ruling their lives. And then, for some reason I certainly don’t understand, they nerfed the character. For some reason the creators totally over wrote the original backstory and turned him into a 2D moustache twirler of a rather badly done cartoon villain. A lot of us fans… were not impressed. The thing is my Gug, my grandfather, always used to say ‘can you do better? If you can’t. Don’t criticize.’ Well, I’d like to think that I had a fair stab at doing better. The other inspiration for Hartseer at the beginning was a clip of a horror movie I saw on Youtube. I’m not usually into horror, for the most part I find it turns my stomach, but this clip became the inspiration for Hartseer’s warrior’s cheque. The warrior’s cheque was a hair style equivalent to a braid and in Hartseer’s case you do not want to see him angry enough to let his hair down. Every single wire strand of Hartseer’s ‘hair’ is a living entity under his control and they seem to be able to alter their length depending on his need. If you get entangled in that rattling, whipping briar patch, it will tightening like cheese wire. The more you struggle the more it will tighten and thicken and start growing metal thorns. In short, if you don’t have the sense to give up and hold still it will step up from cheese wire to barbed wire to finally razor wire and it will be tightening down the entire time. I originally imagined it as his way of mostly non-lethally detaining King’s Specials who tried to run out on their duties but as my players didn’t go that route I had to wait quite a long time to reveal the King’s Blade in his full and terrifying glory.

Those two were the initial spark for Hartseer, the later inspirations that added themselves to him and deepened the colours of the character was that I changed his original race from human to Shulmi elf. The Shulmi elves are inspired by both the original peoples of the New World and of the higher elevations of Central Asia. Unfortunately I am no Tolkien. I will admit that now. I haven’t even been able to learn a second verbal language to run beside English so there was no way that I could create a new language out of thin air for the different races. Therefore I relied on already existing languages to give voices to the different tongues of Hestia. Unfortunately, at the time, I could not find a translator I trusted to tell me a respectful translation of the language of the original peoples of the New World. Therefore I chose Irish Gaelic as the language of the Shulmi.

The reasons for this were meant with the highest respect for our shared kindred of manufactured suffering; the god forsaken boarding houses and residential schools where the authorities tried to destroy the inheritance of the original peoples of the New World were pioneered in Ireland. The only reason Irish Gaelic survives as a language is because some teachers were willing to risk their lives to teach it in the hedgerows schools when teaching the Gaelic was considered an act of treason, punishable by hanging unto death under British Law. Residential schools were pioneered in Ireland, refined in the New World into eugenics and then exported back to Europe in the 1920’s. That went well, didn’t it just?

As for why I say our shared kindred? It is because although I was born in Britain of British parents, my maternal bloodline runs unbroken back to Ireland. The Great Hunger is etched into my very DNA, as is the dreadful algebra of survival. So I suppose I probably should put a content warning in here as I do not shy away from themes my audience may find uncomfortable or challenging, tackling as I do subjects of high demand religions, stagnated societies and distorted family systems.

The other thread that connects the Irish to the original peoples of the New World is the gift of the Choctaw to Midleton in County Cork during the Great Hunger. Having only just survived the Trail of Tears the Choctaw gave generously to save others who were starving. It was a moment of pride for me when Ireland ‘paid it forward’, sending aid to the Navajo and Hopi during Covid-19 so I say again, the decision to make the Irish Gaelic the language of the Shulmi Elves was made with the greatest respect for our two peoples.

Now as to the characters that had multiple inspirations, I’m going to go with my favourite characters - Estella and Valodrael.

Estella Blackstar is a very young woman from the Kingdom, one could say Empire, of Tiansin. Valodrael is her Void Dragon companion come passenger come possessor but it is not a malignant possession as they do seem to have a very healthy working agreement.

The inspirations behind these two started with one of the very first Web comics ever published back before the term Web Comic was conceived and one that I haven’t been able to find since because I can’t remember the title of it. However, the story was the important part and that started with a very young girl walking through what is obviously the red light district late at night… and she is being followed. When she turns down the side alley they follow her in and think they have her cornered when it proves to be a dead end. One of the ones following her says something along the lines of ‘hello sweetie’, at which point she turns round and reveals a demented smile beneath eyes that are totally black from corner to corner and from lid to lid. Her reply is ‘this is going to hurt… a lot!’ where upon something else boils out of her, out of her shadow, out of the shadow around them. It is honestly hard to say but it definitely did hurt them, a lot. The next frame is her looking up with a regular smile, asking ‘do you feel better for that?’ The artist never did a reveal with the full creature, it was just an extreme close up of it picking what appeared to be a rolex watch out from between its fangs with a foot long claw and the type set they used for its speech made it look like the words were about to drip off the bottom of the page as it said ‘you always take me to the nicest places’. That little gem sat in my head for about fifteen years and then started meeting up with other little moments.

Estella grew from the question, what could convince a girl to make a bargain with some sort of eldritch abomination? That lead me to high demand purity culture and what happens to young women when they agreement is neither sort nor wanted nor necessary for what happens to them. In short, Estella was on a time limit. She had about five months before her own family ended her for the dishonour she had brought on them. For some reason it is never the man who is punished in these events.

The other major inspirations that came in later were a couple that slotted in behind Estella, not directly for her character but rather tying her family line in with the bloodline of another set of characters. Those songs were ‘Distance’ by Oh Geez Not Again and ‘Left Behind’ Caleb Hyles.

‘Distance’ starts with:

You and me, we’ve been thick as thieves, all our lives,

Picked me up when we had lost it all, been left behind.

Spent our days in the wilds of our own minds come sun or rain.

Til the night you got home late and I knew something had changed.

Now I’m begging for scraps of your attention

Where, oh where did I go wrong?


I could say its nothing, I could give you space,

I could cover for you when the question’s raised,

I’m pacing patient but I don’t think that will fix this,

This distance, between us, it’s driving me mad.”

‘Left Behind’ leads with:

Why did you leave me behind?

Or has she warped your mind?

I still have no clue.

Trapped. Yes you must be trapped!

But how can I find you when you left me no…

Map?”

The end punches with:

I hope you’re safe and I hope I’ll see you again,

I wish you could say why you had to run away,

Was I the burden I always thought I was.

Please forgave me, I am human to.

I’m sorry. Please, come home.”

That lead to a deep dive into themes of abandonment, generational trauma, indoctrination and the healing that leads to going no contact on a relationship you recognise as toxic. It also lead into discussions around purpose and responsibility. There are no ‘chosen ones’ in my stories, just people, people doing what they can when they can, people making the choice to build up or tear down, people being people with all their messy, human contradictions and consistencies, their victories and regrets. And I suppose that is the difference between good and evil – evil can’t regret. Hartseer had regret and has spent nearly five hundred years trying to earn redemption through service to a better cause. The one who turned Hartseer into what he now is has no regret and has spent nigh on five hundred years seething that he did not get what he thinks is rightfully his.

Back on track, Valodrael obviously started with the eldritch thing in that proto Web comic and then I added to the mix the Umbral Dragon from the Savage Worlds Pathfinder Bestiary Book Two (try saying that ten times faster), a dash of alien parasite from another film franchise and even just a touch of Emperor Belos from The Owl House when he goes all gloop monster form. I have to admit I absolutely loved writing the scene where Valodrael pulls himself together and whispers in Jeremiah’s ear ‘Excuse me, but do you know where around here I might find a completely soulless husk?’ love more the fact that Jeremiah pretty much turns round and says ‘try the lobby’.

It was certainly more than enough that I have to be careful that Valodrael doesn’t steal every scene he’s in. I would call Valodrael an anti-villain. He’s a bad guy who will do good stuff for… reasons. This dragon has the old school villain swagger. He knows exactly what he is and he is totally unashamed of it. So much so that about four months after I first introduced Estella and Valodrael I discovered the existence of the film Osmosis Jones. A certain virus instantly matched Valodrael’s energy so much so that he joined the inspirations behind Valodrael. In fact about the only thing that puts any sort of leash on Valodrael’s behaviour is the fact that he doesn’t want to disappoint Estella. He has the intelligence to recognise that abusing his host is just folly and then there’s the fact that Estella is the only one to ever call him friend. He’s intrigued by thing called friendship and wishes to explore it furhter. Quite a bit further if he can regain his own flesh and blood and if she says yes.

Lastly I have to thank my co-writers for all the high jinx they get up to when we are working on this story. I will say they totally threw a spanner in the works of what I planned but it came out ten times better for it. The most major example of this was who was supposed to be the Big Bad Evil of this story arc. Originally it was supposed to be the Ash Elves with the werewolves as their lower status allies but then, in one of the fights, one of my players absolutely aced it to get past the squad leader’s body guards and played the love interest card on the squad leader, meaning she promptly adored him. It utterly railroaded my original plot but also made it ten times better as I was forced to do a rethink leading to the creation of the clan structure of the Ash Elf society, the rules governing their version of matriarchy and creating the questions of what happens when a highly isolationist, highly elitist socety faces a change they can’t ignore. In the case of the Ash Elves their werewolf allies turned on them and now the Ash Elves are looking down the gun barrel of extinction. They can no longer stand alone, believing that they are the one true people, they have to have allies and to have allies means they have to climb down off their high horse and start seeing other people as people. It is not a smooth transition.

So there you have it my lovely darlings, some of the inspirations behind Draconic Shenanigans. If you watched this over on Patreon, thank you so much for tossing a coin to your writer, to everyone who watched on Youtube or read the transcript on my blog, thank you just for watching. If you want to follow the project check out the blog, facebook, instagram etc. I also have my own brand of artwork separate from Draconic Shenanigans called Gothic Dragons. I post about them as well. Links down below. See you all in the future my lovely darlings, be safe and be kind.