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The reason there are so many different races on Hestia is because they were originally made, not evolved.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.

Tuesday, 5 May 2026

Draconic Shenanigans - Magic of Hestia



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wednesday, 1 April 2026

Draconic Shenanigans – Gods of Hestia

  




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

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

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

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

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

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

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

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

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

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

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

The Lady of Fate

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

Tra’kan’hini

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

Into this toxic stew steps Tra’kan’hini.

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

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

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

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

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

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

Kronzyn

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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