Tuesday, 7 July 2026

Draconic Shenanigans - Hestia Historical

   


 

 

Well hello my lovely darlings and welcome back to another instalment of the Lore of Hestia and to start with I guess I need to say I’m sorry. As this one didn’t take too much brain wracking to think of the subject I thought that it would be fairly quick to write and here I am nearly a month late, the proof reading has stalled, the artwork has stalled and my head space… isn’t great. Even the coffee isn’t keeping me going and Patreon is playing silly buggers in the backrooms so the support isn’t coming through, hence why I haven’t been sending out the exclusive prints. I am looking into alternatives, particularly Ko-fi. If nothing else I love the feel of the phrase ‘send me a coffee on Ko-fi’ in my mouth but if you know any others I would be mega appreciative so please DM on facebook, link will be in the description below.

It turned out that trying to work out just what has gone down in the big histories of Hestia was more difficult than I first thought especially as I realised that I wanted to contradict something I had written in the Hestia Locator. I’m not sure I’m allowed to do this but there again this is my work, I’m allowed to decide what goes and I can always update the Hestia Locator at a later date if I want to release it as a World Book Day publication. I think I will go with that. World Book Day publications? Flip but I aim my sights high.

With the Hestia Historical I’m aiming to do a summary of the major historical events that have shaped the world and still affect the lives of the major characters even just by an awareness of the lingering after effects that still move the world. To make it easier on myself I’m going to do the dates by how many years before the events of Draconic Shenanigans the history took place, so shall we begin?

182000 Years Ago – The Creation of the Begetters

The Ancients in their continuing cycle of war and conquest created the Begetters as infiltrators, spies and assassins, as well as resource collectors from the deep sea. They were treated as so disposable they were even viewed as a food source by their creators, the Ancients, after a few thousand years had passed and the numbers of the Begetters had reached a certain critical mass. To have living weapons so numerous that they could be culled as a food source suggests that the Ancients became the dominant race on Hestia and faced no major defiance to their ascendency. It certainly tracks with the conclusions of wizards and learned folk who study the stone bones that are occasionally discovered in eroded cliff sites and in quarries and mines. These scholars state that there is a definite decrease in the diversity and numbers of individuals in species at this time in the rock formations while at the same time there are formations of stone plateaus that bare striking similarities to cemeteries, especially as some of the bodies appear to have been buried with personal items. These people, if they are the Ancients show signs of being of reptile decent with carnivorous diets but a high calorie in take, as suggested by the bone pits fossil beds that are sometimes discovered near these cemeteries. These bone pits show signs of the bodies having been processed for food and so far there have only been a few specimens of the cemetery species found within these bone pits. As these singular individuals bare the evidence of brutal injuries at the time of death it is speculated that these were executed criminals denied proper burial or even the victims of murder that had be dumped in the communal rubbish pit to hide the evidence.

It is unclear how the Begetters reproduced in this time as their cartilage based skeletons leave very little in the way of impressions in the rock. It is possible that the Anicents believed they could control their creations by controlling their method of reproduction, vat growing new hosts for the larvae.

171000 Years Ago – Changing Epoch

After eleven thousand years a shift appears in the fossil record. The cemeteries of the Ancients massively increase in size, suggesting several rounds of pandemics, especially as the number of juvenile individuals increase. At the same time the bone pits also depict a change becoming composed of a greater number of marine skeletons of both fish and early sea going mammals. Though the Begetters only remember themselves as both tools of war and marine harvest it is possible that the marine exploitation purpose was an adaptation of their use as the civilization began to experience ecological distress as over exploitation of land based food webs started leading to environmental collapse. At the same time there appears to be a resurgence in the number of opposing species. It appears that a rival race, possible an early mammalian began a campaign of aggression starting at the south pole and spreading northwards. It would be highly unusual for a rival clave of animal life to rise to challenge the dominant species while the dominant species had not gone through an extinction event, let alone a rival intelligent species evolving on the same planet naturally after the dominant intelligent species had come into its full power so it is possible that this was the last project of one of the species the Begetters were made to destroy coming to fruition. It is possible that it could be the origin of the goblins. Goblins, with their rapid breeding rate and quick minds, are highly adaptable to changing circumstances and are exceptional, when they are given the chance to prove it, at similar tactics to the Begetters. They are also difficult for Begetters to control with their psionic abilities. It would certainly explain the disdain all races share for goblins, it could be an inherited attitude from the Begetters as the Begetters would not be kind to the species that helped destroy their beloved creators as the Begetters held the Ancients in the highest regard even when the Ancients were using them as a food source. The Begetters subscribed hard to the mind set of ‘honour your father and mother all the days of your life’ and ‘the clay has no right to say to the potter why did you make me like this?’

Whether this theory of the Goblin’s origin is true or not remains to be seen but the fact remains that who ever the new challenger was they became a serious threat to the Ancients’ continued dominion of the planet, coinciding as they did with environmental upheaval.

168000 Years Ago – Death of the Ancients

Either by accident or design an iron rich asteroid was pulled into unstable orbit around Hestia and its trajectory rapidly degraded. Impact became inevitable within months. The meteor came in at a low angle on the coast of a shallow sea and smashed down into heavily sulphured rock. Some of the Ancients managed to survive the initial crash down but the black out was near instant and total. The site of the impact was close to the equator so the aerosol cloud covered both hemispheres within a matter of days. Global temperatures crashed out in less than a week, snow falling on deserts and ice claiming the tropics. The sun did not rise on the face of Hestia for six months. Within two thousand years the last of the Ancients had vanished, their cities hollowed out by earthquake, tsunami, ash fall, chaos and disease, the isolated pockets of population falling below viable genetic diversity. Infertility, genetic defect and an inability to adapt to the changing climate destroyed the species’ ability to recover.

It appears that the Begetters had already been allowed to begin to experiment with using prisoners of war as hosts for the larvae. This is probably a mark of how much the Ancients were already struggling with their decline if they were no longer able to vat grow new hosts for the larvae but at the same time could not afford to discontinue the use of the Begetters to prop up their society despite the fact that allowing them a reproductive method outside of their Creator’s complete control introduced a independence into the Begetters species that would have been dangerous if they were ever able to over come the instinctive reverence of their creators.

As it is, the Begetters were mentally traumatised by the day of impact and where unable to maintain the psionic link with their dwindling creators and retreated to the deep sea.

166000 Years Ago – The Savage Years

Hiding in the dark depths where the environment remained more stable the Begetters hunted the ecosystems that clustered around the volcanic vents of sea mounts and the upwells of volcanic islands, feeding off of octopus, squid and cuttlefish for their higher brain capacity whilst using the deep diving, early Cetaceans as hosts for the larvae. It is possible that the myths of mermaids and mermen are truly ancient legends of the Cetacean hosted Begetters, distorted and misremembered due to the sheer depth of time that now separates the modern world from then. In a way it would makes sense that such beings are depicted as having human style faces as the Begetters would have used their psionic powers to lure prey towards them. Witnesses who survived would not have had the understanding as to why their companions willingly walked towards their doom and would explain it with stories of amazing beauty or siren song that beckoned the victims to their deaths.

Eventually the position of Grand Director came to be. These Begetters were mentally strong enough to dominate others of their kind, gradually wielding together bands of Begetters that did not view each other as potential food and could co-ordinate to take down the larger prey items more easily. This societal shift also saw more of the larvae survive to maturity, granting a larger genetic pool available for implantation. This in turn enabled Grand Directors to be more rigorous with their selection processes.

106000 Years Ago – The Hungry Years

Although the evolution of the Grand Directors stabilised the society of the Begetters, shifts in the climate of the world continued to push their ability to survive to the edge of what was physically possible and their number remained dangerously low, some saying that at times they were on the edge of what was genetically possible, with a total global populations equalling no more that five thousand.

While the Begetters struggled beneath the waves, on the land shifts were also taking place. As the continents slowly rose and sank due to repeated ice ages the descendents of the goblins who survived the Day of Impact were able to cross growing land bridges to rediscover continents that some of their relatives had died out on in the centuries following the meteor strike. There they met new beings. It appears that the ancestors of the gnomes had evolved during the thousands of years since the Day of Impact. They may also have had an advantage over regular evolution as there is the distinct possibility that their existence was started by the same race that began the goblins. Or indeed, the Ancients may have created the gnomes in an effort to save their own species, creating a diminutive race intelligent enough to farm and hunt and work both metal and magic but need less food to sustain themselves and therefore be a sustainable food source for their creators when other land animals had perish. If this speculation is correct then the gnomes out lived their creators.

In striving against each other the gnomes and goblins pushed their development even further. Some times not for the better.

42000 Years Ago – Time of the Repulsive Fire

It is unclear if this was a violent event or whether it was more a case of long term environmental degradation but the Time of the Repulsive Fire has left an enduring, terrifying mark on the face of Hestia. Seeing as the most notable remnants of this time are the Tombs of the Repulsive Fire then it is likely that it was more a case of pollution rather than catastrophic war as the Tombs would have taken time, effort and preparation to complete. These effigies are massive, artificial mountains of stone, cut with such precision that you cannot slide a knife blade between then irregularly shaped blocks. Made of granite and ringed with barbed fences of a metal as strong as iron but unrusted these monuments stand sentential to a time where magic and technology were pushed to the very limit of what was safely possible. Nobody knows for certain what was buried under this massive structures but the fact that such pains were taken to keep it contained should be warning enough. Wizards who have studied the Tombs with scrying magic say that the core of the structure is constructed of two hundred ton blocks of granite fitted into sockets carved into the bedrock in an interlocking pattern designed to resist ground deformation. Those that have dared to open the outer anti chamber have discovered a room where the ceiling is decorate with star charts incised with a precision rarely seen outside of elf work. According to the learned these star charts record the movements of the heavens that have tracked across the skies for the last forty thousand years and the ones that will come in the next sixty thousand. Carved in languages dead, ancient, old and more modern, the same warning decorates the walls over and over again:-

This is not a place of honour,

No great deed or powerful king is remembered here.

Nothing of value is here, only that which brings death.

We laid our hands upon that which powers all life

And thought we could command it

But we awakened the repulsive fire

That smoulders within living flesh unseen.

The repulsive fire brings no light and warms with no flame

But it rots flesh from within.

Hair falls away, teeth rot out, the skin ulcers,

The infected weep blood and cough foam.

If you open the inner door the repulsive fire

Will no longer be contained and

We will have failed to protect you.”

Wizards who have dared scry beyond the second door speak of a single tunnel that winds deep into the solid bedrock, plugged with layers upon layers of fullers earth. They say that they can sense something laying deeper but state that they cannot identify it, the spells overloaded by a coarse susurration. In short the Tombs of the Repulsive Fire buzz. Any right thinking person stays as far away from them as possible but there is however, unfortunately, evidence that at least one of these tombs was opened fully in the past. The mass graves that have been discovered in the region are difficult for wizards and scholars to excavate as the bones are incredibly fragile, apparently hollowed out by some force while the people where still alive. Some show signs of areas of the bones dying from several days to several weeks before final mortality of the whole body. The only reason any of these bones can be recovered at all is because when they were first buried they were encased with a rock that poured as a cold liquid. The soft parts of the body rotted away after the rock had set solid, leaving the bones laying within hollows depicting the original person. Some of the smaller hollows did not have any recoverable remains and were instead filled with plaster to reveal the faces of the children who had perished in these mass casualty events. The tombs of Repulsive Fire now lay undisturbed, even the maddest of liches and most evil of wizards avoiding them. There are some poisons universally reviled, even by the worst.

17700 Years Ago – Rediscovery of the Surface World

After over a hundred millennia the Begetters turned their strange eyes to the surface and rose from the depths once more. What triggered this emergence is unknown but it was probably driven by the arrival of shipwrecks sinking into the depth as the gnomes and goblins developed maritime technology. That or traces of the Repulsive Fire shifting down through the water column may have alerted them to the fact there was civilisation upon the surface again.

The gnomes found favour with the rising power of the depths, the first amphibious Begetters probably hosted within gnome bodies. The goblins, as stated before, paid and paid harshly for the transgressions of their ancestors against the Ancients, a punishment that has dragged on ever since.

Gradually, as the number of amphibious, gnome hosted Begettors increased they pushed further in land, following river courses and then developing methods of hauling enough water across long distances to keep themselves alive as they probed into environments with limited water availability. As exploration was increased and resources gathered the Begetters began to rediscover the technologies of their creators and to wield it to what the gnomes and the goblins had discovered.

Rapid transportation networks were built, energy relays that produced light and heat from air movements and carriages that moved by the power of vegetable waste being fermented. Of course this was not over night, Locutus was not a city built in a day or even a year.

Thousands of years of struggle, strife, accident, disease and disaster, both natural and artificial, had to pass as the Begetters slowly refined their approach to surface living and the Hives struggles to adjust to a world where abundance was a possibility and therefore aggressive competition was no longer necessary.

17000 Years Ago – The Genesis of the ‘Lesser’ Races

Having revived their Creator’s technology the Begetters turned their pursuit of mastery of the world to the flesh craft the Ancients had been capable of. This decision was possibly encouraged by the fact that the progress of the Begetters empire was limited by the size of their servants. The gnomes are a tough people, you have to be in a world where a goat is a viable mount, a dog is a preditor that can destroy you at a bite and a house cat can leave you savaged but there is a limit to their carrying capacity and their resilience to injury.

These years saw the creation of the lesser races.

First where the orcs. Most likely created from goblins, probably as another show of how much the Begetters detested the race that had helped destroy their beloved creators, the orcs were huge, strong boned, tough, heavy with muscle and resistant to damage but their brains were very little and inflexible. In short they had the strength for the heavy lifting needed to create an empire but not the brains to resent their serfdom or at least, if they resented it they did not have the creativity to imagine something different and therefore begin to strive towards that freedom.

The second were the dwarfs. Most likely made from gnome stock the dwarfs doubled the size and hardness of the people. They are strong, stubborn and fully capable of fine work. They positively thrive on challenge and adversity. Putting barriers in front of a dwarf is just giving him obstacles to over come. The harder the trial the more a dwarf will dig their heels in and fight all the more, whether that is a physical contest or trying to craft the best item they can. Dwarfs do not give ground on anything and it takes someone asking to learn from them for them to reorganise their thinking. For example, instead of telling a dwarf they are wrong, it is more affective to say to them, “Would you help me with something? To my understanding this fact and this fact is true but this third fact is also true and it contradicts the conclusion drawn solely from the first two. Can you help me puzzle this out?” Put like that dwarfs are more likely to sit down and discuss your reassessment of the situation seriously than if you just tell them they are wrong. Whatever task you put in front of dwarfs to do they will do, no matter how long it takes.

The humans in many ways where the Begetters greatest achievement. They are not the strongest or the toughest or the most magically gifted but they can throw accurately with their bare hands, they are curious, self driven, self organizing, innovative and ever increasing. Humans pile achievement up upon each other, over and over again, they pass knowledge, skill and experience down one generation to the next as well as laterally across the generation. They are psionically active enough to be a food source but not so psionically active to be a channel to the Begetters control. Though many humans remain the conformity driven, social reward creatures they were created to be, a few show greater potential, feeling and thinking more deeply with a heightened pattern recognition and sensory attunement. Mentally these individuals are often the driving force of humanity’s advancements as they are capable of understanding a higher platform of knowledge.

The elves were the crown jewel of the Genesis Project. If some humans are capable of a higher understanding then all elves are already at that level. They are also extremely resilient to disease and their life spans are far in excess of a human. They are also tall for the most part, graceful, agile and have the ability to process the information their heightened senses feed them without being overwhelmed by it. Their innate ability for wizard magic also far surpasses anything humans can do. Indeed, it is possible that elves are the original masters of wizard magic as they speak of being able to see the ‘pattern’ within everything and they describe magic as being able to adjust the pattern.

With the creation of the elves the Begetters gained the perfect hosts for the Larvae, tall, statuesque, resistant to disease, enhanced sense that compound with their own upon implantation of the Larvae and with the increased life span that guaranteed the Begetters out living all but the most fortunate of the lesser races. It is possible that to begin with only the Grand Directors were allowed to be implanted within elvish hosts, though how the Hives guaranteed that particular larvae was going to be a Grand Director is impossible to tell but eventually all the Begetters were granted elvish hosts.

15000 Years Ago – The Gold Age of the Begetters Empire

With their perfected servants growing and thriving the Begetters themselves flourished as never before. For two thousand years they cast their net wider and more perfectly than any civilisation after. They pushed the boundary of what magic and thought could produce though it appears that they never attempted to repeat the folly that had led to the time of the Repulsive Fire. In that way they appeared to be more intelligent than those that had come before. Instead a new balance between that which was made by the hands of intelligent beings and the wild tangle of Mother Nature arose. The cities of the Begetters shone. They glimmered, they sparkled, walls of crystal so clear you could see for miles through them that also made an energy unlike any other simply from the fall of sunlight or the patter of rain. Green corridors stretched across the desert, thoughts were transmitted by great echo rooms from one side of the world to the other and great transportation networks moved living beings and material goods across continents within days. It was a time of wonder.

13000 Years Ago – The Start of the Ancients Reborn Program

Despite all of their own achievements the Begetters never lost their aching need for their own creators. The lost of the Ancients was a gapping raw hole within their collective psyche, a wound they had not recovered from and that still gnawed at them. No matter how high they built their towers, no matter how prosperous their cities, no matter how advanced their techno wizardry it was never enough. Legends say that they even reached for the stars, constructing or creating or growing vessels that either climbed or drove or swam towards the stars above but it was never enough. They were still desperate children, orphaned by the storms of history and still desperately trying to please the memories of their dead parents. They felt the pain of their loss every day, watching the last true descendants of their creators fly and peck and sing without words. It was forever a screaming injustice to them that the only bloodline descendants of the Ancients descended from the lowest of the low castes, beings whose minds were never strong and who had been kept only as pets, pleasing to the eye for their bright colours and relaxing to the ears for their chirruping song but not holding on to their vast intellects and brilliance for invention. It ate the Begetters hollow to know that their Beloved creators where sunk so low.

Perhaps then it is no surprise that the Begetters, having perfected their flesh crafting abilities, turned their attention to the recovery of their creators. It was a slow process, made of false starts, dead ends and failed projects. It is possible that the drakes,Harpies, Lindenworms and talking animals people of Sumwesi are products of this time. Gradually, painstakingly the Begetters, built and tweaked and refined their creations, inching ever closer to the finished product.

What was born in the gleaming laboratories of the Begetters was not their creators but something that elevated the Ancients into a new form that would shake the world with its existence.

The dragons had arrived.

Nobody knows which subspecies was born first now but the first five rose on wings of red, blue, yellow, black and white. It is possible that the Glacier Dragons, being more bestial and time blind were the first and the process was refined for the subsequent sub-species but no matter the order of them arising the dragons were as intelligent, as powerful and as capable as the Begetters. For the Begetters it was their true golden age. They loved and were loved by the dragons and with them ruled the world from the heights of the heavens to the depths of the seas. Theirs was the world and everything in it and it was beautiful.

10000 Years Ago – The Day of Rebellion/ The God War

The Begetters were never still in their worship and reverence of their creators. The dragons were powerful, beautiful, awesome and could still be improved. After the Begetters discovered the existence of the esoteric dragons they realised that the design could be perfected even further. Armed with this knowledge they returned to their flesh craft and recruited the greatest and most talented of the elves to help them infuse their creations with magic at every level of their creation.

The results were the Astral Dragons and the Void Dragons. As described in the Draconic Encyclopedia, Astral Dragons and Void Dragon could rival the power levels of angels, the Astral Dragons able to jump in and out of reality to be able to travel vast distances across the world in the blink of an eye while their Void Dragons cousins can cause earthquakes to shudder through the world and mountains to spew fire to the heavens. They used magic as easy as breathing and could out live even other dragons but they were still incomplete. The Astral Dragons were married to order whilst the Void Dragons danced with chaos. As such they were always opposed to each other and tension bubbled just below the surface. Distressed by this imperfection the Begetters once again turned to their flesh crafting art, seeking to unite the forces of chaos and order within one flesh.

The result were the Iridium Dragon Twins… and the Begetters’ own doom.

The reasons for the rebellion that erupted against the Begetters is unknown. After so many thousands of years and the conflicts that have followed the reasons, if they were ever articulated, have been lost to time and war. As stated in the Gods of Hestia it is possible that a lineage of the Tomb Dragons had become corrupted, their blood mingled with that of a Twisted God, their thoughts turned ever to death and destruction but it is just as likely that it was the Iriduim Dragon’s own decision to bring down the race that had given them birth to free those who still toiled in chains. The Begetters may have used chains of mental control and dominion but they were still chains.

In a single day and night of destruction the continent spanning, world encompassing empire of the Begetters was cast down, never to rise again. The legendary Ash Elves are said to have their genesis in this moment. Remaining loyal to the Begetters they retreated into the dark, honey comb labyrinth of the Underworld, here they are said to plot and scheme for the day that their Masters return and they rise to become their most faithful and rewarded servants.

Unfortunately, if the lesser races expected a time of peace and prosperity after they became free then they were sorely disappointed. If anything the Iridium Dragons were too powerful and when that power was turned to the unbending, unrelenting, unforgiving mindset of a fanatic then the world trembled beneath its wroth. One of the Iridium Dragons sort to embody the qualities of a true ruler, just, fair, mild in his speech and caring in his ways, understanding of the frailty of mortals and willing to reach down into the mud to lift up those that had fallen. If the fallen had fallen not only through bad choices but also bad character then he was willing to allow the Gealach Dragons to work their dream magic and lock the dangerous ones away in their Fae realms where they could do no harm.

The other was the embodiment of a jealous and angry God, judgemental, exacting, unrelenting and unforgiving. There was no room for failure, there was no room for flaw, there was no forgiveness. The town was not judged on if it contained any good men, the presence of a single bad one was enough to spell its doom. And bad did not mean someone who was selfish, greedy and harmful to their community, bad just meant someone who broke the rules and children were not exempt from judgement, neither was ignorance an excuse. Perfection was demanded and any that failed to meet that exacting standard with every heart beat of every breath in every second of the day were destroyed, their bodies turned into a pillar of salt along side every member of their family, including babes in arms.

The God War was savage and unleashed a destruction not seen upon Hestia since the death of the Ancients. Every race, every dragon rose in rebellion against the Iridium Dragon of Judgement, including his own twin. Despite the massed efforts of every thinking person on Hestia it was impossible to kill the Iridium Dragon and every effort to do so only resulted in more Destruction, as the shining cities toppling, verdant forest burnt until they smouldered, whole regions turned to deserts as the salt killed every living thing in the soil. By the time the Iridium Dragon was contained and sealed within his prison the skies of Hestia were black with soot, the land wept poisons and the seas frothed with energies that seethed and writhed. It is possible that the first sorcerers and sorceresses appeared at this time. It would certainly explain why the elves hold sorcerers in such disregard. Elves do not like things that are spawned in chaos. It is certain that many of the dragonkin bloodlines had their beginnings here, the other dragons attempting a very direct method of creating more powerful versions of the other races as it seems that the Iridium Dragon of Judgement was able to spawn his own army to try and challenge all the living races of the world.

By the time the dust began to settle the dreadful algebra of survival had driven a permanent wedge between the races and they would never again be as united as they had been.

5600 Years Ago – The Genesis of the Orc Children

The name of the lich who created the Orc Children is now unknown, lost to time and the depths of the Underworld where he’d been creating them. Neither does anybody know how he managed to combine the bloodline of human and orc. One could say that it is most likely that people do not want to know but the most likely answer is that he had managed to resurrect at least some of the Begetter’s flesh crafting skills. No matter how or where or why it happened the orc children came into being. It was unlikely that it was out of love. Liches, those dark wizards so evil that they have turned their magic to the end of preserving their own lives at the expensive of everyone else, do not love. Obsession? Perhaps. Possession? Maybe. Control? Most definitely but not love. Love involves a giving up, a letting go, a surrender of control that Liches are not capable of but what they do have is time. As long as they are maintaining their soul anchor Liches cannot die and so they have all of time to complete their plans. Therefore, it is likely that the orc children were created as part of a long and intricate plan to invade the surface world, their muscle and brute strength designed to out match and out weigh the forces that mankind would be able to bring to bare in the fractured politics that followed the God War and that have persisted until today.

Where in the Undeworld this Lich was laired is unknown but the Underworld is rarely explored, seeing as it is difficult to keep sense of your direction at the best of times down there. It is known for sure though that it must have been the Underworld because that is where the orc children emerged from when they broke their chains. I suppose that now is as good time as any to note that although 5600 years ago is when the orc children are said to have had their beginning nobody knows for certain when the first orc child came to into existence as their genesis was hidden in the dark. 5600 years ago is when the orc children fought their way up though the dwarf kingdoms to the surface. It seems strange that creatures who were the lowest of low minions knew that they had to break the soul anchor first before they attacked the Lich themselves. Legends and oral history from the orc children themselves speak of a messiah figure who came to them and shared their suffering before leading them forth from their captivity. Some scholars wonder if it truly was a messiah or a tomb dragon who had discovered a civilization that it could bring to complete and utter smash. If it was a tomb dragon then it was completely successful in its desire to bring the creator of the orc children to utter destruction and started a war between the dwarfs and orc children that has never fully ceased or healed to boot.

4300 years ago – Appearance of the Goturi

Unlike the orc children who appeared on the world’s stage with a bang, the Goturi arrived quietly. One day they were not there, the next day they were. The knowledge of their existence spread slowly, one visit to civilization at a time. Travellers on the road spoke of strange scaly folk that looked like dragon kin but were no bigger than goblins. Villages muttered of ‘the blue scalies’ who could shoot rats at a hundred paces with bow and arrows. Towns folk gawked and muttered, watching the groups of short people who moved with confidence and assurity, offering their services as mercenaries to the highest bidder. To begin with they were laughed at. They displayed why you shouldn’t laugh at a goturi. Legend has it one of the goturi shot the apple out of the pig’s mouth at the Lord Mayor’s banquet through the prongs of the carving fork, whilst standing outside the open window of the hall. The laughing stopped after that and merchants began taking their offer of guard protection more seriously. The goturi quickly earned themselves a place in the surface world.

As for where they came from there is no certainly but it appears that an apprentice of the Lich who created the orc children wished to repeat the experiment, only this time with the blood of goblins mixed with that of dragons or more likely dragonkin. Though it is certain that they killed their creator before making their way out into the world it remains unclear if they destroyed their foe’s soul anchor before attacking their physical form. The goturi will not answer questions about this, becoming tight lipped and cautious, almost as if they fear to speak of it may bring some awful fate down upon themselves. If the lich did manage to reform themselves after their own death then, so far, they have not moved against their disobedient creations. One has to wonder to what end the goturi where made or whether it was for idol amusement.

1654 Years Ago – Armasar Mockblight Begins Teaching at the University of Cowbridge

The island nation of Albion sits across the wide channel of sea that separates it from the North West continent. It has one of the most volatile coast lines in the world, surrounded as it is by warm waters flowing up from the south while frigid water pouring down off the northern icy latitudes stirs this mixture to boiling point. Despite of this, or maybe because of it, the people of Albion where known as superb sailors, already building trade routes and establishing colonies on landmasses far from the home island.

The University of Cowbridge was one of the oldest of such institutes, its founding marking the rebirth of a higher education that hadn’t been seen since the fall of the Begetters Empire, its halls ringing with the brightest and the best of the island’s minds, the professors expected to be the most experienced and learned of their respected fields. Armasar Mockblight arrived to take up the mantle of foreign history instructor in the University and to curate the attached museum. Appearing as a slightly older human male with ash white hair, piercing blue eyes and a nose that had been broken at some point, Armasar Mockblight’s lectures emphasised the superiority of the Albion way of life and civilization.

1613 Years Ago – The Albion Empire Begins Its Expansion

After forty three years of indoctrination of Mockblight’s teaching to the younger and younger generation The Albion Empire began its expansion, codifying the colonies as part of the Empire and writing the Divine Providence of Conquest into their laws. The archives of the museum grew like never before as items and artifacts flowed from the growing tendrils of the empire back into the Homeland. In the end the museum was moved to a purpose built establishment in Londinium, the Capital City, which also placed Armasar Mockblight close at hand to the powers structures of the Empire. His advice always seemed to profit the Albion Empire as it continued to grow.

1183 Years Ago – The Albion Empire Reaches Its Largest Expanse

The Albion Empire held territory across the world, from the land now known as the Burning Continent, where they were in constant conflict with the lands of the Domilii of then to islands in Sumwesi. There was territory on both coasts of the Southern Continent as well as in the Interior and holdings on the East Coast of Jamhodan. Riches and exotics flowed into the Albion heartland, although always to the highest ranks of society. The greater majority of the population of the Albion heartland toiled in great workshops or busied away as the servants in grand houses and smaller establishments. Life was hard for a maid of all work, who could expect to live her life by the clock from before sun up to midnight all the working days of her life, including Holy Days, though one has to wonder if their lives were better than the ‘companion’ servants.

Often of exotic birth ‘companion’ servants where hired (one could say bought) to be the companions of the young daughters of noble and landed families, though some of the richer merchants also purchased these beings. The companion servants were usually girls though some boys were also granted companion servants, who usually had double duty as whipping boys. Companion servants were taught etiquette, language though allowed, even encouraged, to keep their accents to denote their ‘other’ status, literature, handy crafts and art. They were to be the companions of their assigned mistress or master, constantly at their beck and call, to keep them distracted in their free time with witty conversation, gentle games and to show well at parties where younger children were permitted to attend. It was a mark of status for a family to be able to afford the education and upkeep of a companion servant. Sometimes companion servants were retained, becoming their assigned master or mistress’s confidant and body servant as they grew up. Some became retainers in their old age but they were a very few. Most companion servants were seen as childhood toys that were to be put aside when the child grew up. Marked by their ‘other’ status they could not freely gain employment outside the homes of the rich but neither where they welcome in the servant quarters as they were tainted by association with ‘them upstairs’. Elderly companion servants often wound up homeless and destitute, fitting no where in their new country but unable to gain passage back home to the countries of their birth. A few managed to clump together in travelling bands of wandering traders, turning their hands to singing, dancing and performance to make ends meet but travelling folk have ever had a bad reputation and they were never able to settle in any one area for long.

And Armasar Mockblight continued to curate at the Albion Museum.

1104 Years Ago – The Ablion Empire Begins To Lose Control Due To Its Size

Several volcanoes in the territory of Sumwesi erupted within the space of ten years starting in 1104 years before the modern day. Though individually the eruptions were not severe enough to be called more than a local disaster, the accumulative effects of so many eruptions triggered global instability of the weather patterns. Rainy seasons shifted, decreased or increased at sporadic intervals, resulting in reduced harvests, tainted harvest or even outright famines. Crawling after the hunger there came the disease. Within two years three point five percent of the total population of the known world died out due to water born diseases. Though this does not sound a huge number it was not spread evenly, with some towns untouched while other cities lost entire districts. The numbers of the dead were such in some places they remained unburied, drawing in vermin that then turned their attention to what food sources remained, perpetuating the cycle of famine and disease.

Over the span of two decades there was a noticeable decrease in the human population in the Albion Empire.

With the weakening of the Empire’s health and commerce, enemies without and within arose. In some areas rival kingdoms saw the chance to claim territory from the weakened Empire, in others, indigenous populations, long suppressed and exploited arose in revolt against their overlords. With trade and commerce weakened and decreased, dispatches couldn’t move fast enough to keep up with the pace of events leading to disorganised emergency responses that could even make the situation worse as the weather driven disasters continued with wild fires and floods happening at increased rates, further disrupting daily life. As indigenous populations were often left out of recovery plans, it served to heighten resentment and discontent. Independence movements began to grow.

1061 Years Ago – Armasar Mockblight Preposes The Day of Reclamation

With some of the distant providences breaking away from the Empire and its control weakening over most of the others, the Kings and ministers of Albion turned once again to Armasar Mockblight, their teacher, mentor and guide for so many years that they could not consider making a decision without at least some of his advice.

Armasar’s advice this time should have terrified them but in a land were loyalty was to the Empire only and patriotism was the currency of survival and authority was unquestioned it seemed to be the absolute solution to all their problems and none queried if there would be a cost.

Armasar outlined a grand ritual that would pull on the loyalty and devotion of every citizen of the Albion Empire and would result in the Kings of Albion ruling forever over their lands and holding influence over their Empire for all of time.

Armasar Mockblight didn’t lie but neither did he speak the whole truth but desperate to preserve their failing Empire and guarantee its immortality, the Kings and Ministers accepted his advise and set the decrees in motion. First they introduced a ‘citizenship test’ for all school leavers to prove their loyalty to the Empire. Access to ‘Trusted Professions’ was limited to those who had passed the test.

Gradually the list of ‘Trusted Professions’ was increased as was the vigour of the test. After several high profile cases where harm was done by those who had forged their grade on the Citizen Test Certificate a new system was brought in. Citizens and their grade were designated by a tattoo on the palm of the right hand, displayed vividly during the salute. The rank of job you could obtain was dictated by your tattoo and its colour. The official inks were also state controlled and distributed. It was worth someone’s life to try and black market the inks.

1011 Years Ago – The Day of Reclamation

As more and more people strove to obtain the highest level of Citizenship and the tattoo that went with it, being a tattooed citizen of the Empire became the perquisite to be able to trade, own property and even be employed within the borders of the Empire. Those who failed the Citizen Test were unable to participate within the borders of the Empire, they were outlaw, outcast and unwanted. Their only safety was the black market and organised crime, a dangerous shadow world that more often than not sucked people in and spat them back out as ruined husks. The safest companions within the shadow world were the Roaming Bands, descended from the Companion Servants that had been turned out in the cold. They were still seen as ‘problem’ people and had to learn how to survive completely hidden within the few wild spaces left within the Homeland as their performing way of life was no longer safe, particularly for their children but if a ‘renegade’ could reach a Travelling Band and earn their trust then they had a better chance of survival, especially for the women. The shadow world of the Black Market had a habit of swallowing young women who failed their Citizen Test, chewing them up and spitting them out broken.

Finally the day of Reclamation was announced and people began travelling to their designated hubs ready for the great day, while Albion wizards, tattooed with the highest grade of citizenship set up the great runic mirrors to channel and broadcast the energies of the great ritual. At the appointed time the Ritual of Reclamation ignited… and the world came crashing in on the people of Albion.

The Ritual revealed itself to be a massive necromantic spell. Across the Empire loyal conclaves of tattooed citizens dropped dead only to shamble back to their feet as undead monstrosities that clawed their way towards the living. It was even worse in the Albion homeland. The people with the highest Citizenship tattoo dropped first, trembling and twitching as the Ritual drained their life force. Seeing as this included the wizards who set up the runic mirrors that were controlling the spell it meant that once it was started it couldn’t be halted. The lower ranks had to watch their higher ranked friends and comrades fight and flail and perish and know what was coming for them. By the end of the day the Heartland of the Albion Empire was a land of the living dead and the Tomb Dragon Armasar Mockblight danced over the wasted land on outstretched wings, gloating over his prize.

If any of the unmarked children of the Albion Empire survived the Day of Reclamation is unclear but the island remains shrouded in an unmoving gloom, the coast foggy and overcast. The few expeditions that have dared travel close to its shores report that it is still a land of the restless dead, ghosts and banshees howling in the night, while zombies and skeletons shamble through the ruins of once great cities. Any who live there now must be a hard, suspicious, dower lot who know only the hard edge of survival.

Granted Armasar Mockblight did not lie to the Kings and Ministers of Albion. The Ghoul Court now rules for eternity from their crumbling halls and their influence over all their holdings still lingers. The countries that boardered the proveniences of the empire or who gained their independence from it in the fifty years preceding the Day of Reclamation still fearing that one day the Albion Empire will come crawling across the sea again, snarling and clawing as the dead try and claim the living.

And the Albion National Museum still belongs to Armasar Mockblight or so the legend goes.

531 Years Ago – The Residential Program For The Assimilation Of The Shulmi Elves

The Far Continent had been ruled over by a theocracy for several thousand years, governed by a Council of Prelates and its elected head, known as the Domilii upon his ascension (the Domilii was never a women). The position of Domilii was elected for life and ruled as an absolute authority in both this world and the next, or so his people believed.

The Domilii’s authority was enforced by a standing army lead by an elite unit of warriors called the Paladins. These mystic warriors were said to be blessed with divine powers by their god and lived apart from the rest of their people. One of their duties was to watch for children who possessed the ‘Spark of the Paladins’. These children would be surrendered to the Paladins and taken to begin their training within one of the Chapter Houses. The children were surrendered willingly, it was a point of civic pride for a family to be able to boast that one of their bloodline had been accepted into the ranks of the Paladins. The surrendering was often celebrated by both family, friends and neighbours to mark how much they had been able to give to uphold the greater good. Parents were not sad that their children were taken by the Paladins to serve the state, instead they welcomed the chance to prove how much they loved their people for the measure of love is how much you are willing to give up for it.

Once housed within the Chapter House of the Paladins to which they had been assigned the children immediately had their names changed and their surnames removed. After that the gruelling training began to reshape them from ordinary citizens into the Paladins Holy enough to be partnered with an Astral Dragon. Personal attachment and emotions were seen as flaws to be stamped out as quickly as possible. If a child seemed to be becoming attached to a teacher, a classmate or an Astral Dragon they were disciplined. If that did not work then they were transferred to a different Chapter House to break the bond and it would be impressed upon them that they had been moved because they were not good enough but now they might earn being good enough if they put the effort in to modify their behaviour. The Domiliis did not allow for deviance from the expected norms of society and the society had many nasty little tools to force the conformity, not the least being he penalization of whole families if one member could not conform.

Those who outright refused to conform or could not bend their minds into the shape needed to conform, where treated even worse.

The only reason the Shulmi Elves had not been crushed was because the struggle against the Albion Empire had diverted attention and resources away from the effort it would need to crush them. Already forced off their ancestral lands into reservations, the Shulmi Elves lived quietly because to live loudly resulted in their already restricted numbers being culled even further.

After the destruction of the Albion Empire the Theocracy of the Domilii struggled with the pockets of undead that rose spontaneously in the years that followed. That and people willing to risk the judgement of the Paladins to harness the power of necromancy that flowed more strongly in the following centuries. Due to this the Shulmi were left alone for a while longer.

Unfortunately, eventually, the world stabilized enough that the Domilii and the Prelates could decide that they needed to clean house. It was decided that the Shulmi Elves were the source of the heresies afflicting the general populace, making them more inclined to question the Holy Edicts and discontent with the sacrifices they were expected to make to prove that they loved their families, their communities and their God. Some were even daring to be sad when their children were given to the Paladins for training. Worse there was the suspicion that some of the reservations were acting as a breeding ground for the Void Dragons. As these chaos bringing beast were exceptionally powerful, direct confrontation was considered to be inadvisable.

Then a new Domilii was elected. Having rode a wave of sympathy after his family was murdered by forces unknown not long after he was ordained as a lowly priest and proved himself competent and measured, this Domilii had suggested a new method to bring the Shulmi within the fold.

Special schools were built where the Children of the Shulmi could be housed while they were cured of their heretical mind set and returned to their people as missionaries to lead them to the freedom and truth of the belief of the true god and the right way of living. The children were forced into these schools with the threat of the Domilii’s army and the Paladins at the boarders of the reservation. After the smoke had risen from two reservations the others folded to the pressure.

508 Years Ago – The Shulmi Rise in Rebellion

The Boarding School program was meant to teach the Shulmi to be ‘proper’ people. Instead, the few children who managed to graduate and return to the reservations had no knowledge of their Mother Tongues, no idea of their people’s beliefs and no understanding of their way of life. They had no common ground by which they could convince their parents to change their minds. If anything it made the divide between the Shulmi and the humans even greater. And then the true purpose of the Boarding School program was revealed. In nearly thirty years of the Boarding School program not a single child who had been to one of those places had children of their own. Not only had they been stripped of language, culture and identity, they had been stripped of fertility. The Boarding School program wasn’t to facilitate the assimilation of the Shulmi Elves, it was to disguise their eradication. For the first time ever the Mother Lodge faced answering a question without the thought of how it would affect the seventh generation because there wasn’t going to be a seventh generation. That knowledge was an unholy terror to the Shulmi and the Mother Lodges realised that they were faced with a hideous set of futures:

If they did nothing there would be no seventh generation.

If they rose in rebellion and they lost there would be no seventh generation.

If they rose in rebellion and they won then there might, MIGHT, be a seventh generation.

For the first time in their history it was the Mother Lodge who demanded a war. It was the Mother Lodge who walked into the Chieftain's hut and took down the great sabre off the back wall. It was the Mother Lodge that bared the blade and spoke the words of anger and hate into the world.

The Shulmi rose like never before and no reservation wall was strong enough to contain them.

506 Years Ago – The Appearance of the Steel Killer

For two years the Shulmi rebellion balanced on the edge of a knife, for every victory a defeat, for every child saved another lost, for every residential school burnt to the ground a camp reduced to ashes. Hit and run tactics were only so effective when the Paladins could track a thought and their Astral Dragon mounts could cover distance as fast as blinking.

And then the Paladins ran up against the Steel Killer.

They thought he was new leader of the Shulmi. They were wrong. Hartseer had found his daughter’s body after she had taken a rope to her pain when she discovered that she had been sterilized. His wife starved herself to death, her heart malforming under the weight of the grief. He had been leading one of the most successful Shulmi campaigns against the Domilii’s Army and the Paladins when he vanished for a time. When he returned it was in a skin of metal and eyes of glass, unblinking, unflinching, unbreaking before the Paladin’s power. The Paladins learnt fear.

The Steel Killer had no scent the Astral Dragons could track, no heartbeat a Paladin could sense and never tired in his relentless pace. Some said the Steel Killer wielded two blades, some said four, all knew that he could not be turned aside from his first avowed intent – the execution of the Paladins upon the field of battle. The Steel Killer did not eat, did not sleep and never tired. It seemed he’d co-ordinated multiple attacks over whole Provinces, leading a battle in the heartland of one Province on the first day and then commanding a raid on a Paladin encampment on the boarder of the next the following morning. The starlight elemental weapon of the Astral Dragons had no effect against metal and they learnt the hard way that biting at the Steel Killer was not a brilliant idea after one of the eldest died choking to death on Hartseer, its mouth and upper throat shredded to pieces by his ripping blades.

The Steel Killer became the highest priority target of the campaign, above even Traitor Paladins who were using the same powers as the Paladins.

Under his leadership the Shulmi were not just raiding but taking and holding land, the Provinces falling under their control one by one.

497 Years Ago – The Day of Destruction

In nine years, the Steal Killer brought the Domilii’s kingdom to the edge of collapse, cities isolated, besieged, forced to negotiate with the Shulmi for supplies. The Provinces under the control of the Mother Lodges were even stabilizing as the Mother Lodges had no intention of doing to others what had been done to them, seeking instead to comb the snakes from the hair of their enemy’s leaders so that proper discussions and discourse could take place.

Then suddenly the Shulmi withdrew, the whole population migrating on mass within the space of days towards the west coast, the Steel Killer spearheading the advance. Like an avalanche the Shulmi descended on one of the North West ports and their intension became clear – mass evacuation. What triggered this change of tactics was unknown but the Domilii’s army gave chase, hounding the Shulmi every step of the way. The Kill Team finally brought their prey to bare as the ships were loaded, the Steel Killer cornered and desperate. He still fought like a demon as the battle exploded around them.

Perhaps it was an accident, the teams not trained as well as they believe or perhaps it was an act of desperation, a commander deciding that friendly fire was preferable to the Steel Killer escaping once more. Either way the fight between Hartseer and the Paladins was bracketed with an experimental weapon and hell was unleashed. The cliff top gave way and all of the combatants fell into the cavern below, swallowed by the ground itself.

If a rescue attempt for the Paladins was ever mounted is unknown for not an hour later the Great Destruction shattered the Far Continent. Starting from Etucan, the capital city, it appears the Great Destruction was some sort of vast magical spell gone wrong. Extremely, totally wrong.

Rock melted without heat, organic things warped and twisted into new forms, flesh merged and mingled, machines started multiplying like living things, buildings crawled like animals. The air itself changed and the sky was consumed by fires of unnamed hues, the colour of outer space bleeding into reality.

Across the world the ley lines twisted sideways, what was unleashed on the now Burning Continent echoing round the globe of Hestia over and over again. It is said that many of the hybrid beasts such as the chimera, Minotaurs and Ablets have their genesis in this time, the young of both man and beast corrupted before they were even born. It took decades for Hestia to even part way heal and the Far Continent is now known as the Burning Continent and none have dared return there.

And there you have it, the most influential events in Hestia’s history, stretching from deepest prehistory to nearly the present day. I hope you enjoyed it and now I’ll go and start on the next one.

Be safe out there my lovely darlings and as always, be kind.

Sunday, 24 May 2026

Draconic Shenanigans – Peoples of Hestia

  

 


Right, lacking any other inspiration for the next blog post, I’ve decided to do an overview of the peoples of Hestia. This may restomp ground already covered but I’m running a little dry of ideas at the moment. Lots of deadlines, not a lot of time, the book not much closer to being done and my coffee pot is beginning to run low so once again a huge shout out to my patreons you really do help to keep the lights on and coffee flowing. I is needing coffee, lots of coffee.

So to start having a look at all the weird and wonderful collection of people who make up the races of Hestia.

First and by far the most numerous would be the humans. Always in a hurry, always busy, always doing something, with humans there is always hurry and worry and scurry. Some of the longer lived races rather unkindly but some what accurately describe humans as swarming. Unfortunately this is rather built into the instinctive structure of the human race.

The reason there are so many different races on Hestia is because they were originally made, not evolved. The Begetters, an ancient, secretive race created the first four races of Hestia - orcs as the heavy lifters, dwarfs as refiners and smiths, elves as the archivists and the humans as the food source. Therefore a rapidly increasing, self supporting farm stock was sort after and the human race was built accordingly. Unfortunately now that the Begetters have fallen there is no one to cull the stock and so the numbers ever increase, pouring out across the world and coming into conflict with both themselves and other races. Not only do humans have a vastly increased breeding rate but they also have an insatiable drive to compete. Like all farmer’s the Begetters kept the best as breeding stock and culled from the least useful, taking out the most sickly and those that displayed behaviour that endangered the herd. Therefore humans and particularly men, competed harshly to proved that they are worthy of the breeding rights, to prove that they are worthy of life. Lacking the original drive for these instincts, they have metastasised into the greed of wanting more and more and more. The race is no longer to simply stay alive but rather to have the most, gain the most, horde the most. In that way it is unsurprising that humans and dragons have the greatest amount of conflict, their avarice and greed are matched perfectly in each other and so the competition builds and spills over into violence. One has to wonder if dragons are the only creatures capable of curtailing humans’ swarming might. In conflict with other races, even those such as orcs and the giant insects of the world, humans seem to be able to always win. The losses maybe horrifying, the ground littered with the dying and the dead but the swarm continues, riding over and pulling down much bigger creatures than themselves.

The human need for conflict is so great that they’ll even invent reasons to go to war with each other. Due to their wide distribution the human race has diversified and started adapting come evolving to better fit the terrain they find themselves in. Due to this those that live in the tropics have skin of a darker hue while those far in the east have a golden tone. These are natural adaptations to the diverse environments humans have found themselves in and yet some humans use the differences in appearance as excuse for exclusion, persecution and outright war. It is the same with culture. Culture is a method of conducting agriculture, law, custom and belief that serves the community the best in guaranteeing the greatest number of people survive long enough to produce children and preferably see their grandchildren at least born. Due to differences in terrain, climate and available materials cultures can differ greatly, some times even within a country as some countries have quite distinctive micro climates and yet, some how, many different groups of humans are convinced that their way of conducting their lives is the only correct and righteous way of doing so. They will even go so far as to try and force their way of living on to others, by the sword is necessary, despite that their own culture maybe completely detrimental, even disastrous in the new climate. There are a few human kingdoms that seem to be resistant to the affliction of always wanting more but there does not seem to be a pattern as to what triggers this resistance and sometimes the infection returns and the cycle of war begins to repeat again.

As a species humans are the jack of all traders. Though the likes of the Sidhbe Elves will sneer and say that humans master nothing of what they attempt and are nosy, brutish and smelly into the bargain, one has to admit that perhaps it is not so much the individual achievements that should be counted but rather the collective effort that should be admired. Humans do not have the time to master craft to the degree that the dwarves can and neither do they have the natural aptitude for magic the elves possess. Humans are not as tough as the orcs and orc children and they don’t have the sheer quickness of the goblins and yet they thrive. Humans maybe the jack of all trades and master of none but they appear to be better than the master of one.

Despite the disdain the Sidhbe and Metsaan elves display for the human race there are a few cases of Half Elves and occasionally elvish features appear in human bloodlines, suggesting relationships in the past. The High Elves and Forest Elves rarely recognise these human blooded children. Of all the elvish races the Shulmi of the Great Depression seem the most comfortable with admitting to the existence of these children, even allowing the couples who created them to remain within their communities. Granted this maybe because the Shulmi, having been pushed to the edge of existence, recognised the fact that they may not have a diverse enough bloodline stock to guarantee the continued health of their descendants. As mentioned in the Gods of Hestia, the Shulmi conduct their lives with one thought forever on the damage their decisions with inflict upon the seventh generation. Even so human blooded elves remain rare and neither race is entirely comfortable with their existence.

Elves have the massively extended life span compared to humans and natural flair for wizard magic that humans lack. This often makes them haughty at best and arrogant at worse. It is best to tread with care around elves as their manners are complicated and their standards different to humans. If in doubt it is best to remain still and silent. Despite this pride in their lore and culture, elves are not immune to their own internal schisms. Though rarely spilling over into the outright bloodshed that all too often marks human politics, elf power struggles can be a bitter, poisonous brew. They may not use anything lethal but that is only because they consider it poor form to have to use the methods of a human. There are many levels of ‘forgetting’ within the elvish courts. One slip up at a party, an ill timed glance, a word not perfectly pitched can result in the one at fault being frozen out of the social circles of the court. Gradually the disappointment finds their influence decreased and decreased, pushed further and further from influence, relegated to the positions of least influence and therefore least likely to be allowed to make the match that they wish for.

Probably due to their extreme longevity and almost mythical good health elves, particularly the Sidhbe, have an innate distaste of illness and disability. They are willing to accept the scars from honourable combat although even that is a risk as it only takes a whisper of recklessness or cowardice or incompetence to turn honourable combat into a smear campaign that wrecks an elf’s reputation and casts them into the cold palace of the outer most ring of the settlement.

On occasion the Sidhbe have practised an even worse punishment for physical imperfection – exile. What is worse this exile is often not declared, leaving the one who has been exiled to live in hope of returning to their home.

Example

Vil’tinoos Erevan was a younger son of a noble house in one of the glittering, pearlescent spires of the Sidhbe courts. As the second child of a union, his birthing saw to the ascension of his father’s and grandfather’s estates. As mentioned in the Hestia Locator, children are rare and cherished among the Sidhbe so a family who has multiple children will see their fortunes improve, if those children are able to deport themselves to the standards expected. Vil’tinoos Erevan was such a child. He passed every test demanded by his education and was as silent and reserved as elvish manners could wish and yet… And yet there was a quality to him that made even his own parents uneasy about him. His gaze was too penetrating, his expression too still and when he did speak, his carefully chosen words asked questions that the rest of the Sidhbe court was uncomfortable with answering. There was something… something pressurized about Vil’tinoos, the difference between him and his elder brother was that his eldest brother swam in the treacherous currents of the court with ease, enthusiasm even, where as Vil’tinoos was squeezing himself into the shape demanded of him. That squeezing did not, however, erase the parts of himself he was not showing, rather they were being compressed, like a yew bow being draw until it describes a near perfect semi-circle. Vil’tinoos carried a tension about him that the rest of the court could sense but never name.

Then came the illness.

A decade after Vil’tinoos had come of age, he had begun the long and complicated process of courting the daughter of a house aligned with his father’s interests and event were progressing well when he was suddenly struck down by a stunningly savage illness. True illness or poison, it was never truly determined which it was. What was evident was that Vil’tinoos lay close to death for nearly a year and was recuperating for nearly a decade. When he finally returned to public duties the court was horrified. Vil’tinoos had been aged until he looked older than his grandfather; hair gone from the bright silver of his people to a dull zinc, crow lines, a phenomena not seen among elves, gathered at the corners of his eyes and mouth and worse, his hands trembled, particularly in the cool weather of autumn and winter. When he spoke all could hear the edged growl in his voice that the illness had left behind. Within weeks rumours began that the illness had somehow imprinted him with the barbaric blood of humankind.

Before the year was out his father arrange for him to become the ambassador to the human court of Faransah. Faransah is one of the largest of the north western countries and its north coastline forms the first point of contact south of the sea route that separates the Albion homeland from the mainland. Therefore it historically acted as the buffer zone between the land of the elves and that ever expansive empire. Only a couple of times in history were the forces of Albion able to punch through the Faransah lines and dig into the elf lands. The elves will not admit it but they found themselves hard pushed to survive these campaigns, especially as they could not replace the loses as quickly as the humans could. In a war of attrition, humans will always win against the elves. Due to this the Sidhbe courts were forced to keep pseudo friendly relationships with the kings of Faransah and Vil’tinoos Erevan was sent to be the spokesman of the Sidhbe in the human court, as there is still fear of the Ghoul Court of Albion or worse, a descendant of Armasar Mockblight coming across the ocean to try and bring another country to total smash.

The farewells between Vil’tinoos and his family and betrothed were cool but that was not unexpected. Affection is not a feature of life in the Sidhbe courts and his illness had made his father’s influence in the court unstable. He adjusted to life in the human court with the same silent watchfulness that had marked his behaviour in the Sidhbe court, learning the language and customs but it was always a performance, he was an outsider looking in. He wrote official reports to the Sidhbe court, more personal letters to his family and his most personal letters to his betrothed, when the weather allowed his hands to remain steady enough to hold the brush to shape the characters of the elvish alphabet.

Thus it continued for many decades with Vil’tinoos maintaining his aloofness, writing his reports and waiting to recalled to the Sidhbe courts. The human officials who interacted with him reported in their own language, the same thing that the elvish courts had noted, that tension, ever more marked now after his illness, the sense of something pressurized behind his cool mask.

The only one who saw something else in him was Morwenna Flamesong. Morwenna was a survivor from a travelling circus that had been attacked in the mountain passes and her presence is probably why the survivors were sent to the capital to become performers in the court – she was one of the Tuired. These people will be described in greater detail later but the outline is that they came into being after the Day of Destruction scoured the Burning Continent. In some societies their existence is considered to be an evil that needs to be stamped out as quickly as possible. In others they are considered curios and fortunately for Morwenna the court of Faransah was one such place. Her appearance and skill as a dancer certainly earned her bread in the court... and Vil’tinoos’ attention. He watched like a man ahamed of his watching and tried to keep away but court functions did not allow for total avoidance. That and Morwenna had some skill as a healer and was the only one who could create and administer a salve that calmed the trembling and pain that wracked his hands during the winter in the snow prone latitudes. Under her administrations his condition finally began to ease, even if it meant his interest in her was fed. An elf’s control and self discipline are legendry for a reason but there is no doubt that Morwenna was aware of the fire burning under the snow bank, even if Vil’tinoos was trying to smoother it below the cold.

The tension might have held forever if it had not been for a misplaced letter having been bundled by accident into a missive sent from the Sidhbe Court. The letter had been sent from the Lord that should have been Vil’tinoos’ father-in-law to his father and described the Lord’s satisfaction with the union between their two houses and commiserated at length over the ‘necessary steps’ Vil’tinoos’ father had been forced to employ to remove the previous barrier to this happy conclusion and reassured him that he was not blamed for having to send the flawed result away to be contained within the human lands.

The control and self discipline of elves is legendary.

Vil’tinoos wrote several carefully worded letters to his father, his brother and the elf maid he had considered his betrothed all this time and included a gift of a silver and diamond necklace as fine as human smiths could make in the last one.

What resulted was a visit from his cousin who came to return the ‘human dross’ and inform him that his sister-in-law no longer wished to correspond with him.

Three days later Morwenna demanded entrance to his quarters because she would not allow him to wallow any longer. That and his hands need their treatment again. In a strange way the humans did not seem surprised at all when it became open knowledge that the elvish ambassador and the Tuired entertainer where interested in one another. What surprised the human court was when Vil’tinoos adopted human customs to announce their engagement, an engagement he did not report to his father or the Sidhbe court.

His marriage to Morwenna finally seemed to loosen something Vil’tinoos had been holding tight for centuries. He was still quite and considered in both action and word but there wasn’t the terrible icy stillness that he had been holding rigid for so long and he began to emerse more fully in the society of Faransah, studying law and theology in equal measure, though there was something beyond even that. What that something was remained unclear until his father arrived without an official announcement. Apparently, somehow, news of Vil’tinoos’ decisions had reached home. But if his father had expected him to accept his censor without question then he was in for a rude surprise as Vil’tinoos and Morwenna faced him together and the necklace Vil’tinoos had once sent for his betrothed sparkled around Morwenna’s neck. Vil’tinoos was unrepentant and outright refused to return home without his wife at his side and when his father made to physically chastise Morwenna, he let the elvish retinue and the human court see what he had been pressurizing for so many years. Vil’tinoos had no need for the delicate, complicated gestures of elvish wizardly that his hands could no longer manage, a click of his fingers was enough to unleash the dark fire that flared and flowed round him like veils of heat but scorched the very breath from his father’s lungs. Vil’tinoos was a sorcerer born and a thumping powerful one at that. His threat to humble the grandest wizards in the Sidhbe court was not an idle one but would have resulted in Vil’tinoos outshining his father and grandfather in a way that would have not only eclipsed their influence but also damaged it – elves do not like sorcerers as they do not fit neatly into the power structures, intrigues and categorization that rules the Sidhbe courts.

Still gasping for breath, Vil’tinoos’ father mounted his horse and told Vil’tinoos that he was no son of his sire, something that Vil’tinoos already knew, thanks to that misplaced, hateful letter. Vil’tinoos’s father also told the human king that he expected the ambassador’s quarters to be ready for the new Ambassador, something that Vil’tinoos wasn’t worried about. The Sidhbe court would scheme and plot and manoeuvre for decades, if not a century, as no one would want the dishonour of having to send a member of their family to be the Ambassador in the human court. He had time and he intended to use it.

By the time the new Elvish Ambassador arrived in Faransah, the twins were ten years old, their younger brother was eight and the youngest twins were just beginning to toddle. One has to wonder if the scheming and plotting of the Sidhbe courts has resulted in a bloodline bottleneck as infertility is a mark of such a thing, whereas Vil’tinoos and Morwenna seemed to have no trouble in having many children. It is also possible that elves, with their control and decorum, self discipline and dedication to etiquette, simply cannot muster the fires of passion necessary to produce many children to their names. Seeing as Vil’tinoos had started adding a flare of his very own to his wife’s performances, there is no doubt that Vil’tinoos had found a depth of passion few elves can touch.

The new Elvish Ambassador also found his quarters ready as Vil’tinoos and his family were no longer living in the Palace. Vil’tinoos had complete his training and had moved his family to the law quarter of the city, beginning the career that would eventually see him named The Righteous Judge. Morwenna still entertained at the Royal Court as well as founding a Theatre Company and permanent stage. What was unspoken was that Morwenna had a nose for corruption in high places and had founded a network through the people who travelled the most intimate places of the rich and powerful and yet were the most invisible – the servants. The work was slow as Vil’tinoos cautioned care to make sure they were not suspected but between them and the Royal family, they slowly began to undo decades of corruption and nepotism that had been steadily undermining the authority of the Crown and choking the reforms necessary to guarantee that the rewards of commerce where fairly shared between the few and the many who served them. The Righteous Judge and his Tuired wife are well loved by his adopted people.

The Tuired as mentioned in the above example came into being after the Day of Destruction scoured the Burning Continent. They are people touched by the twisting of the ley lines that racked the world at that time. In the first three decades after magic was wrenched sideways, malformed births among man and beast were common. Indeed many of the hybrid chimaeras and monstrous beasts were created during this time as magic destabilized and nature twisted out of shape. For nearly a century all magic users had to be careful to avoid their skills turning on them and destroying them or worse, turning them into monsters. Though this time of instability has calmed and settled, the effects are still running through the life stream of Hestia herself. The Tuired are one of the results of this.

In appearance they are very similar to the race of their parents, though at birth there is always an obvious sign of their true nature, beside their skin colour. They all have tails that continue the length of their spine. In some lands, these children are disposed of the moment they are born, some going so far as to fill the babe’s mouth with ash before they can cry for the first time. In others they are accepted as curiosities but rarely as full citizens.

Though there are similarities to their parent’s race, there are also marked differences, besides the afore mentioned tails. Some are also born for a digitigrade stance with their feet ending in hooves, either the solid hooves of horses or the bulk stompers of cattle. Some even have the delicate hooves of deer or the climbing grippers of goats. Of those that have normal toes most have claws instead of nails, while some even have the foot structures of owls and eagles. Either way Tuired prefer to go unshod and they are surprisingly quiet and graceful when they walk. Their skin colours are exotic and unusual, ranging from cerise pink to purple to blue. Some have even been green, leading to misidentification as orc children. Black as the void or white as snow are also possible. Though their hair is usually similar to their skin counter shades are also possible. Morwenna Flamesong, wife of the Righteous Judge, had skin the colour of amber in fire light but hair the blue black of a raven’s wing.

One of the most distinctive features of a tuired is the set of horns that grow from their brows as they age. These seem to develop differently from individual to individual and appear to be connected to what the individual dedicates their lives to. A tuired who values strength above all, be that marshal strength of arms or a civilian career that values strength such as a wood cutter, will develop heavy thick horns, usually joined in the middle like an oxen or ram’s horns. They will often be ridge and curve or coiled in the manner of afore mentioned beasts. You do not want to take a head butt from one of these people. Their tails are usually thick with pointed ends, which are sometimes barbed. No matter your personal opinions of Tuired it is better to treat these people with respect, they tend to hit like a run away wagon.

A tuired who dedicates their life to Nature and growing things, be that as a druid or a farmer or even a healer that uses natural rather than divine healing, tend to develop horns akin the antlers of a stag or the horns of an antelope. These are often decorated with flowers or vines, becoming little ecosystems in their own right. Others have pets that perch upon the antlers and help keep watch for them. The end of their tails often develop a fur tuff like a lion’s or kirin’s tail depending on their age and their dedication to nature.

Tuireds who take to academic pursuits be that of the mundane or magical variety, usually have small, asymmetrical horns, often with a second set developing once they start applying or practising in their field. Think the historian who develops a second set of horns once she begins teaching in the field, mentoring younger students to discover the patterns of history so that they could try and stop the echoes of harm. Their tails are also forked with one side being shorter than the other.

Tuireds dedicated to religious ideals can be problematic. While all clerical tuireds have their horns grow in a wide arch, eventually joining in the middle to form a halo above their heads while the end of their tails do the same forming a loop often adorned with rings, there are no outward signs of which god the tuireds are following. Tuireds are treated with both fascination and fear in equal measure and many are mistreated. Many of those who join the clergy do so with the mind set of ‘they feared me for no reason, I’ll prove them wrong’. A few turn to darker gods, their pain curdling into ‘they hated me for no damn good reason, I’ll give them one!’ Sometimes you have to wonder if the latter isn’t right. If a system demands the destruction of a child to preserve itself then that system deserves to be burnt to the ground, does it not? Perhaps people should ask themselves more often why they have a problem with people who are different from themselves.

Tuireds who swim in the waters of society tend to have the thinnest, most delicate looking horns. They are smooth and up pointed, they can waver but never twist or curl. Their tails are thin and usually come to a delicate point or are spread and flattened in a fan shape that is sometimes made of feathers. The are performers, singers, dancers and acrobats. They can also be merchants, courtiers and spy masters. Any profession that requires people skills in abundance is the job for this kind of tuired and they thrive in it.

There are also combinations of these types. Morwenna’s horns where delicate ripples of ebony, polished to white at the tips and branching near the base to give the appearance of a more ornate pair of giant Muntjac deer antlers.

Though humans seem to produce the most tuired, probably due to their rapid breeding rate, they have appeared in other races as well, though the elves are not admitting to whether or not there have ever been any born among them. One of the lesser known qualities of the tuireds is that they have a high resistance to heat and fire, even their hair refusing to catch in the flames. Due to this one of the races where they have appeared and have been accepted openly are the dwarfs. Though the number of tuired dwarfs are low they have more than earned their place among their dwarven kin. Usually blue of skin and red of hair, brows crowned with heavy rams horns, they can work all day in the forge and foundry without tongs or heat protection, handling glowing metal with bare fingers, judging the temperature by feel and so that they know exactly how much force to put behind their blows to shape their work to their desire. The dwarfs were unsure as to how to respond to these different children to begin with but they could fight and wrestle with the best of their crèche mates and rolled with the punches in just the way their parents wanted them to. A dwarf tuired’s horns start developing lot sooner than the horns of most tuireds so their crèche mates learn early to not try and head butt them. Once their abilities with heat and forge were discovered then many dwarf parents decided that they were as proud as proud could be of their different children. Once the eldest of the dwarf tuireds drank his grandfather under the table at his coming of age party their reputation was assured.

Dwarfs are short, usually four foot fall at the most, barrel chested, thick of limb and heavily bearded. Their manners are brusk and sometimes abrasive. Dwarfs favour straight talking. They do not like ‘twisty’ language, if you have something to say spit it out straight and say it plain. They are people of their environment; mines do not lend themselves to much talking and neither do foundry and forge. You need a big voice and short words to be heard over the clash of pick and the ring of hammer. Despite this, under their hard shells dwarfs have an appreciation for beauty and grandeur, it is just different from the elves. Whereas elves favour the flowing forms of nature, dwarfs favour geometric shapes and repeating hard patterns. They are also good singers but again of a different sort. Whereas elf music is ethereal and played on pipe and string, floating over the land until you can hardly tell where music begins and the sounds of nature end, dwarf music favours deep, pulsing rhythms and big voiced brass instruments, the sort of music that announces itself in no uncertain terms and demands your attention. Dwarfs love mighty anthems and bellowing shanties that can keep the work gangs pulling in time and stir the blood as the tankards clink afterwards. Dwarfs favour hot meat, strong ale and work that makes you sweat. Strength, grit and sheer bloody minded determination are the values of a dwarf. They are also known for carrying grudges. Dwarfs may not be as long lived as elves but they are longer lived than humans and they trust slowly. For everyday they suspect you, you must give a year of dedication to earn their respect. About the only way to short cut this condition of their respect is to save a dwarf’s life, be that in battle or disaster. Dwarfs take their debts very seriously and the only thing more valuable to them than their own lives in the lives of their children. If you can save the life of a dwarf child then your family will be able to call upon the aid of the dwarf clan for eternity.

Dwarf children are raised more communally than most children as both parents rarely give up work entirely, though parents of young children have much shorter shifts at the forge. As such there will be crèches near the forge and foundries for the children to play on while Ma and Da work. The play of dwarf children involves a lot of rough and tumble and physically trying their strength against each other. As mentioned when discussing tuired dwarfs, headbutting is not uncommon. As the children grow and develop fine co-ordination they are introduced to weighs and push logs and then miniature versions of their parents tools and soft rocks on which to practise, mostly rock breaking to begin with but most start to develop an interest in shaping the rock as they grow and refine their skills. Once they reach sixty years old they start their apprenticeship in the mines. The work is hard and long and exactly the sort of thing dwarfs thrive on. Some stay in the mines and work their way up to being shift leaders and Overseers while others become surveyors and safety managers, studying the rocks to find the pockets of riches the dwarfs seek and to make sure that the ceiling isn’t going to cave in on their heads as they work. The fear of dwarfs is to be trapped on the wrong side of a rock fall, with air and water but no exit. The idea of starving to death slowly in the dark is the fear that is written into the bones of every dwarf. It is why most dwarf shafts and galleries are sunk in pairs through the rock, usually with cross tunnels between them to provide emergency exits in case of disaster. It also means that if a cave in does block access to the exits then the rescue teams have a more accurate calculation of which direction to dig in to break through to those trapped.

Others young dwarfs go on into the rock workers at a hundred and twenty years old, the architects and artists of the dwarf people. They style is usually sturdy and geometric to the eyes of those used to more natural patterns and flowing forms but again this is partly due to their environment. Dwarf statues are often carved from the support pillars of the caverns and therefore have to fore-fill their primary purpose first and foremost – holding up the ceiling.

Other dwarfs after coming of age at a hundred and twenty years of age on into the foundries, pursuing their career in the refining and shaping of metals. Though some elves practise metallurgy it is a career looked down upon by many of them for the heat and sweat and indignity of the muck that comes with it. Dwarfs are the metal workers beyond compare. Some dwarfs also work in leather to produce the protective clothing needed for the metal workers and to also line the armour that they produce. Dwarf armies march with heavy tread, every warrior clad in plate armour over ring mail over boiled leather. A human would buckle under the weight unless they had trained from infancy to stand with all that metal riding on them, especially with the weigh of the war hammers dwarfs wield into the bargain. Each and every dwarf on the war path is a reinforced fortress and when they lock into a battleline, enemy warriors break upon them like waves crashing on to shore. They have no cavalry because what would horses eat underground? What they have is the sort determination that grinds down mountains. Dwarfs on the march are a glacier gouging away at the landscape until it is shaped how the glacier is comfortable with. It is best not to start wars with dwarfs. If nothing else they do not suffer from the infertility of issues of the elves, with many dwarf couples having at least one child every decade so, though not quite as fast as humans, dwarfs are on a more equal footing if it comes to a war of attrition.

The ones who are most often at war with the dwarfs are the orcs. Originally made to be the bulk lifters and carriers of the world, the orcs discovered a knack for surviving in the wold and savage places after the Begetters fell. Orcs were not made to have much between their ears and as such their lives are ruled by main strength and instinctive power structures. Orcs live more in packs than communities, bound together by family ties and respect for the largest and strongest. You can not gain an orc’s respect by talking, you will only gain it by being able to thump harder and stronger then he, or she, can.

Orc weapons and armour tend to be made from the pieces of other race’s equipment that orcs have repurposed to their needs. Their diet is omnivores and usually raw, though some packs have rudimentary fire use skills. Their camps are messy but in many ways orcs leave very little damage behind them when they are travelling on the wild lands as they take only what they can carry. Nature grows over torn under brush and fire pits fairly rapidly. It is only when orcs come raiding into more civilized lands that they start becoming problematic. They seem to find buildings and cultivated fields an affront and will do they best to tear them up and smash them down. Perhaps it is a racial memory of being enslaved by clever, more civilized beings that drives their destructive tendencies. Due to this need to destroy the efforts of more civilized peoples, most kingdoms have at least militia squads patrolling the border lands, while those that are close to wild lands tend to have standing armies of professional soldiers standing ready to defend the settlements and farms that feed the nation.

Orcs are large, standing head and shoulders above the average human and twice as broad across the shoulders. Their eyes are small and adapted for low light vision, their mouths broad and adorned with a pair of upward pointing thick tusks at the corners, rather like those of a wild boar. Their broad noses possess an excellent sense of smell and their hearing is surprisingly good. Their frames bulge with muscle and their hands are large with thick, knobbly knuckles. Their language is basic, mostly guttural, animal sounds but they understand more of the language of other races than one would suppose and one would be a fool to under estimate their natural cunning. Though they often blindly run towards a challenge, there are packs that will use the ambush tactic of wolves to weigh the odds in their favour.

It has been many centuries since a serious orc incursion has taken place. It seems that they were severely affected by the Day of Destruction and the three decades of instability that followed as well as the ever increase of human held lands. The more humans assert their dominance on the world the less room there is for the likes of the orcs, even their rapid reproduction failing to keep up with the losses of the wars they fight with men and dwarves.

The salvation of the orcs might come from a most unlikely place. Centuries ago, before the Albion Empire was destroyed a Lich who’s name has been lost to time decided to attempt magically combining the strains of both orc and human. As far as scholars can deduce he wished to create a peoples as strong, resilient and disposable as the orcs while being as controllable as humans. The orc children are still larger than humans on average, thick with muscle and prohibitively strong. They are tough, hardy, thriving in mountains and cold climates where their size and bulk help insulate them against the cold and the hazards that come with such terrain. Their eyes are more in proportion with the rest of their faces but they still have the boar tusks of their orc ancestors. They tend to be a brighter green colour than their orc ancestors and this seems to be a mark of health among them. The orc children tend to have an appreciation for sunlight and some tribes have developed sun worshipping tendencies, particularly in the early spring. Orc children are still not as far along in developing their own culture as other races but they are more organised than their orc ancestors, building huts of wood and cold tanned hides as well as palisades of sharpened logs in rudimentary settlements. They have a strong grasp of fire usage, favouring roast meat and baked tubers for the main stay of their diet. They do not cultivate the land but some tribes are developing a sort of gardening habit, carrying a seed stock of roots with them when they move and planting them at the new location. They are also developing a rudimentary skill at making beer, though they appear very vulnerable to more distilled beverages. As already mentioned they are developing the techniques for cold tanning hides, though their prefer to leave the fur on so their tanning work does not smell as bad as many human communities. Tannins are extracted from acorns and oak galls and cold soaked into the hides. Softening is done by folding and chewing and is a task often done in winter when blizzards and avalanches mean that the tribes can’t travel. Though most orc children gain their metal weapons and tools by either taking them or bartering for them from other races, some tribes are beginning to master the skills necessary to smelt and forge their own. These tribes also show signs of mastering charcoal burning and cob construction. These tribes are often found in the swampy, marshy terrain at the foot of some mountain ranges where humans are still not comfortable living as it is difficult to cultivate the ground. The orc child tribes of the mountains and tundra areas are usually more nomadic and temporary in their occupation of the ground.

Due to their history they have a long running antagonism with the dwarves. In the grand flow of time it wasn’t really either of the races’ fault, just bad timing, location and desperation. The orc children were desperate to get away from the realm they had been imprisoned in, following the water courses upward and they stumbled into the dwarves’ realm without any intent to cause destruction. The dwarves saw something that looked like an orc incursion, smelt like an orc incursion and sounded like an orc incursion and reacted as such. There has been bad blood between the races ever since. Orc children have a similar problematic relationship with humans, though for a slightly different reason. Orc children want a corner of the world where the land is big, where there is big prey, big trees, big rivers and plants that can be brewed into good beer but they are rarely left alone in those places. Just when they think they have found somewhere that they’ll be left alone, humans show up. In some places the orcs have won the contest, in others they have lost and in some… an understanding has been reached, the humans will leave them alone as long as the orc children are willing to trade across the boundary, usually swooping the hides and bones of big predators, gems, amber and salt for metal weapons and tools, woven wool and linen as well as some food stuffs.

With the Metsaan elves they have managed to come to an unspoken cease fire, they do not trespass into Metsaan forests and Metsaan do not shoot over the border at the orc children. Will this arrangement hold? Maybe, maybe not, time will tell. If any tuireds have been born among the orc children it has not been confirmed but it is possible.

How the goblin people are related to the orcs is hotly debated and still not confirmed. The prevailing theory at this time is that goblins may be the seed stock that were then enhanced to create the original orcs. The goblins who remain are a diminutive race, two and a half foot tall at the most, green of skin, sharp of teeth, large of ears and eye. Their features are sharp and their fingers are covered in glue, at least they must be as just about everything they touch sticks to them. Goblins tend to have nattering, grating voices, speaking in squeaks and squeals. They are a most unfortunate people. They have a bad reputation and live down to it because they are refused any chance to rise above it. If they manage to remain hidden for long enough, they construct burrows in hill sides, usually hidden in briar patches and bramble thickets. Goblins are a people clinging on to the very edge of existence scrounging off the scraps and rubbish of other, bigger people. Their lives are ruled but the dreadful algebra of necessity and they know that they have no security. Every day could be the one where the spades come for the children, every day the dogs could be set on the old ones, every day could be the last breath they breathe. In some countries goblin baiting is considered an acceptable sport. This usually involves throwing an adult goblin into a pit with a pack of dogs to see how long they last but sometimes it is a sackful of goblin children tipped into the pit with a single dog to see how many the dog can kill before the goblin pups can swarm together to either climb out of the pit or kill the dog. In other places hunters will take a bagged goblin out and let the dog pack get a good sniff of it before tipping it out on the ground and letting it have a head start before the dogs are let off their leashes and set to the hunt.

With the way the weight of the world is stacked against them goblins have come up with a naming convention all their own. Goblins are not named by their parents, nor do they choose their own. Instead goblins are named after the first place they nearly die. This leads to names such as Stab-of-the-Knife, Stamp-of-the-Horse, Kick-of-the-Boot and even the memorable Stink-of-the-Midden. Goblins are a people who are seen as things rather than people at best and seen as outright vermin at worse. Is it any wonder then that one of their favourite things to steal is alcohol, seconded by the weeds that some people smoke as a relaxant? I can quote a goblin as saying ‘it don’t make you hurt less, it just makes you stop caring that you hurt for a while’. Goblins are a people ground down by the world, ground down to the point that even they think that there must be some great wrong in their racial past that means that they deserve the punishment they receive. They don’t know what it is but they figure that must be why the world treats them so cruelly. If they have any thoughts to the next life then they don’t share them. They are a people without hope and who’s fault it that? The common goblin greeting is ‘cling’. This is short for ‘cling together or cling apart but mostly cling on’.

A race that is clinging on better are the goturi. Created by an apprentice of the Lich who authored the creation of the orc children, the goturi are a magically created cross between the goblins and dragonkin. They are the same size as goblins,bipedal with a digitigrade stance. Their fingers are nimble, their voices high pitched, their eyes quick. Their faces are echoes of their dragon ancestors, with purple nose horns flexible ear fins and pale, goat like horns. Their wings, though small, are capable of lifting them in flight. Their scales are usually shining blue and their eyes green. Their tails flick in cat like patterns.

They favour fringed trousers and loose, cuff less shirts, if they bother with shirts at all. Older members usually decorate their shirts with intricate bead patterns and wear long knotted neck cloths as a mark of rank. In cold weather they favour voluminous overcoats. Both shirts and coats have to be specially tailored to accommodate their wings. Goturi respect age and experience, even in other races. They organise themselves around councils of elders. Below the elders are the extended family, below the extended family is the immediate family and then finally the individual. Individuals are expected to discover their talents and then use them to serve the community. To the goturi everyone is a cog that turns in the great machine that is community. They valve privacy and personal space very little, exercising the ability to go into an alone place inside their minds to satisfying the need for alone time while their hands are still busy with their tasks.

The goturi, due to their diminutive size, could have ended up in the same position as their goblin ancestors if it was not for one thing – their skill with the bow. All goturi carry a short bow and a quiver of arrows. Their arrows are either stone or metal tipped and well fletched and their accuracy is legendary. Some goturi travelling bands earn their way rat hunting and I say rat hunting and not catching as goturi can skewer a rat at fifty paces with an arrow. They have been known to drop flying starlings and even take large beetles out of the air. They have also mastered a method of rapid fire with the bow by holding three arrows ready to notch and another three in the fist that holds the bow. In short goturi punch well above their weight on the battlefield, able to inflict casualties much above their numbers among infantry and able to put an arrow through the visor slit of a mounted knight. They are also extremely agile and have been known to shoot the knight off his charging horse, jump, catch the now slack reins, swing up on to the horse’s back and continue firing whilst standing on the saddle. Some goturi earn coins by putting on shows of agility and shooting ability. Goturi are usually encountered as small bands of adventurers who are out to earn coin and buy supplies, as well as to see more of the world. They are usually plucky and upbeat, rolling easily with the turns of the world. Some even turn to the path of the mercenary, guarding caravans and merchant trains, their bows ready and their quick eyes watching. Goturi are a small people who have earned respect in the world.

Another small people are the gnomes. Again it is unclear where the gnomish people come from as none of the bigger folk have an origin story for them. Gnomes themselves say that they were here first, that they saw the tall people arrive and that they’ll see them leave. If this is true then it is a possibility that gnomes are actually the base stock of dwarf, human and elf, the ones that were altered to create all others. The gnomes reside most in the little kingdom of Muldwa. This fertile basin of rolling hills and farm land is peaceful and quiet, most of its population content, it appears, to slowly till the soil and grow what is needed for their daily bread. However, Muldwa is a bureaucracy that has kept itself sleek and moving because their country’s survival depends upon it. A small, soft country Muldwa should have been snapped up years ago and the only reason it has not is because of the two packs of Assassin Dragons calling the mountains around them home. Muldwa trades openly and extensively with its less fertile neighbours to have the coin to keep hiring said Assassin Dragons to keep them safe from the greed of said neighbours. The gnomes of Muldwa know that they are a small people, easily stepped on by the rest of the world and they are taking steps to protect themselves against that outcome. Though gnomes found else where appear to be jokers and to never be taking life too seriously, a wise person will realise that they are ever watchful and listen intently to everything they hear. The gnomish network spreads far and wide and it is unclear whether Muldwa is the central hub of the web or whether it is one of many hubs that interact with each other whilst over seeing events in their local vicinity. It behoves a ruler, merchant or adventure to pay attention to the local gnomes’ quarter and to be on friendly terms with them, even if that friendship is not openly shown. After all, a secret friendship can yield more reward for less risk in the circles of politics.

In the east gnomes are common amongst the ranks of the Children of Kronzyn and are often powerful practitioners of the Runes of Kronzyn though as mentioned before, the Tiansin Empire appears to be undergoing a period of social upheaval and the Children of Kronzyn are being expelled from the land. What the result of break down in the gnomish network will be is hard to tell at this stage and it remains to be seen as to what has suddenly caused this change in attitude. If the gnomes known they are not telling.

The other concentration of gnomes appears to be the island nation of Opia. Here the people are divided into two different lifestyles; the nomadic of the lower jungle terrain that live and hunt gather in the dense jungle, their lives leaving very little mark in the forest, whilst the gnomes living in the high mountains dwell in cloistered cliff side communities, tilling and gardening the thin soil with care so as to not exhaust it. There must be some connection between these monastic communities and the rest of the world as all the walking monks appear to originate from here. How they travel the ocean to the rest of the continent is unclear but Muldwa does seem to trade in items that would be difficult to grow within their climate.

Gnomes adapt easily to the culture of whatever land they walk in. Clothes, social structure, mannerisms, mode of speech, gnomes will flex with it all. They seem to make it their mission to be so unremarkable that everyone trusts them. The only ones who do not follow this trend as the walking monks. These child sized monks wander on sandal clad feet, their pale yellow robes layered over as many clothes as they need to stay warm. They seem small, defenceless as they make their solitary ways through the world and yet no one seems to interfere with them. One has to wonder what magic they may possess beyond just being so amiable that no one has the heart to harm them. The question also remains, asking just what it is that they are looking for but they never answer that query.

The final major player on the world stage in the dramas between the races are the dragonkin. As mentioned in the Draconnic Encyclopedia some of the dragon species are capable of shapeshifting magic, taking on the forms of other species, though the common moniker this passed time is given rather hints at the most common form taken. ‘Going human’ is frowned upon by some dragon species, dismissed by some and revelled in by others. The most notorious of the dragons for ‘going human’ are the Tomb Dragons, who use the ability to infiltrate civilisations to bring them to total and utter smash. Thankfully Tomb Dragons rarely dally in more personal relationships while they are in their alternative forms because the resultant children would reveal their true nature.

At birth they tend to be small babies with some midwives speculating that this is to prevent the double shoulders getting stuck during birthing. Dragonkin look very like goturi when they are first born, though their scales are usually the same shade as their dragon parent, but they grow rapidly, often over topping their human parents by the middle of their second decade, with heavier frames and large horns. They are intimidating and know it. Many become defenders of their people, putting their size and strength to good use.

The dragon species with the most dragonkin offspring are the Tropic Dragons of the great Southern Continent. Tropic Dragons live longer than human and dwarves but not as long as elves. As such they share the understanding of time that the smaller races have and see them not as pests but as people. They are the most affectionate of the dragon species and often count the ability to go human as the mark of coming of age. Some clans go so far as to dictate that their first children are to be born of unions with the smaller people to tie the two races together and forge alliances to protect their lands. Therefore Tropic Dragonkin have opportunities that dragonkin of other lines often lack. Whether as Dragonkin from other lands often find themselves restricted by their size and strength, the social expectation ruling their existence, Tropic Dragonkin are encouraged to find their own paths. The two species have interbreed so completely that there are rumours of creatures that look more like scaly men than dragonkin as well as legends of the opposite of dragons; instead of dragons who can go human, they speak of humans who can go dragon.

No matter which career path a dragonkin choses or the bloodline they descend from, they all try to increase the connection to their draconic ancestry, seeking to understand their connection to that level of power. If they manage to nurture the bound to the bloodline then they will develop the ability to use the elemental weapon of their dragon bloodline. Thankfully this is usually achieved only once they are old enough and mature enough to not misuse the ability.

And there you have it, a deep dive into the races of Hestia. I hope you enjoyed this look into another source of all the drama that bedevils the King’s Special and now I need to get back to proof reading the book. Be safe my lovely darlings and be kind.