Wednesday 31 July 2013

Short Update.

It has been a while since I have posted anything here. There's a reason for that. I've joined deviantart recently and have been posting on there. You can find all my latest works at zamidge.deviantart.com !

--Jake

Thursday 27 June 2013

City of the Mad - Part 1

City of the Mad started off as a writing project for my Writer's Craft course back in my highschool days. Due to the time restraints, I left it as a rather abbreviated version of my original idea. I got near perfect grades for it, but I still thought that I could do so much more with the universe I had created. So here it is. City of the Mad, the full version. I'm still not sure how long it will take to cover, but it will probably take a while to cover the whole story. Thus, I'll leave you with part one for now. I'm a bit excited to press the publish button as I type this, so please excuse me if I've accidentally left any typoes/other errors in. There shouldn't be any, if not, very few.
1
   For the first time in ten years, Jorin took a step out of his prison cell. The spell keeping the guards asleep was still in effect. Jorin had collected just enough astral energy over the decade to cast two spells: one to put the guards to sleep, the other to destroy the door to his cell. If he wanted to cast any more spells while indoors, he would have to find his ring. Jorin sighed. He was not even sure if the mage's prison kept or destroyed their prisoners' meteorite rings. He figured that the best place to start looking would be the warden's office, running parallel to his cell. Quietly, Jorin opened the door to the office and peeked in. The warden sat at his desk, but he too, was asleep. This was not due to Jorin's trickery either. The Mundanes have gotten lazy, Jorin said to himself.
   The warden kept an organized collection of unique and interesting meteorite rings in a display case in the far corner of his room. Many were simply ordinary meteorite rings with elaborate engravings and polishing, but Jorin could sense immense power from others. The warden was quite the fool to leave such power lying around to be retaken, Jorin thought. After rifling through the display case, Jorin came across a familiar ring. It was his from ten years ago. The curse was undoubtedly still on the ring, and Jorin was unsure of whether he would fall under its influence again. That was, after all, how he ended up in the best defended mage prison to start with. Jorin was faced with the moral dilemma of whether or not to put on his ring. He was but a boy of six when he discovered the cursed ring. Those were the last memories of his childhood spent free. He did not know why he was imprisoned, but he knew it must have partially been due to his ring's curse. It made him lose all control over himself, and it could very well happen again, but Jorin no longer had time to continue debating with himself.
   He could hear footsteps getting closer, and soon after the angry voices of guards trying to wake up the sleeping guards outside. Jorin took a deep breath, closed his eyes, and slipped on his cursed ring. It was a feeling unlike anything he had ever experienced. It was as if his entire body was dunked into ice cold water, and every blood cell in his body froze over. Immediately, cruel and violent thoughts gripped his mind, and he had to struggle to control them. His vision started to fade, and he became disoriented momentarily. When he regained control shortly after, he found himself on the floor of the warden's office. Jorin stood up just in time to greet the two guards entering the office.
   "Warden, sir, are you oka--" The first guard's face grew white as death when he saw Jorin.
   "I'm not sure why I am here, but I'd like to be let go now." Jorin said in as cheerful a tone as he could manage. It was a long shot, but still worth a try.
   "I didn't think murderers had a sense of humour." The second guard said, looking at the first guard.
   The first guard drew his sword and raised his shield, pointing both at Jorin. "T-the only way you will be sent away from here is in a coffin!" Before the guard could charge at Jorin, his body was torn apart by one of Jorin's spells. Blood now coated the walls of the room and, to Jorin's amazement, the warden was still fast asleep. He couldn't help but laugh. The second guard thought he was laughing at the fact that he just tore a man limb from limb using magic.
   "W-warden?" the man whimpered, before turning to flee the room.
   Jorin raised the man off his feet. He remained there, magically suspended in the air, trying in vain to stop himself from flipping over midair. The guard was now upside down, and began screaming for help.
   "Sorry." Jorin said, before conjuring a sharp bone pillar and impaling the man on it. It was then that Jorin knew he could control himself, having just felt remorse. The ring screamed at him, and Jorin's vision darkened again. When everything was back to normal, the blood was drained from the walls and dead guards, and he felt slightly reinvigorated. Evidently, it would take Jorin some time before he would be able to fully control the ring's compulsions. Jorin sighed deeply, and grabbed the key ring from the still sleeping warden's desk before leaving the office.
   Jorin proceeded down the cell block. Many of the cells were empty, but some contained prisoners, quite surprised to see a fellow inmate walking the halls freely. It was the perfect time for an escape, as most of the guards were temporarily sent to garrison the city of Stonewall that very night. The prisoners pounded on their cell doors, begging for their freedom, but Jorin was unsure of how many of these men and women he could trust. Many mages are imprisoned by The Mundanes for little other reason other than the fact that they are mages, but Jorin knew that in order for them to be imprisoned at this particular institution, they must have committed a serious crime. He lowered his head, and left the prisoners to their fates.
   At the end of the corridor was an arched entranceway into the main lobby of the building. To the right of Jorin, a girl stood at the door of her cell, staring at him. She looked about the same age as Jorin, perhaps even younger. She had long, blond hair that seemed well groomed for a prisoner. Her sapphire blue eyes were glistening as if she had recently been crying. Jorin cursed under his breath, and turned to face the girl. He felt compelled to  help her, perhaps due to the fact he had not seen anyone as pretty as her in a long time, or perhaps because she did not pound at her door and scream at him like the other inmates. She dropped her gaze and scowled when he made eye contact. There was silence for a time.
   "Who are you?" Jorin eventually asked. She remained silent for a time.
   "You first." she replied, looking back up at him. Her expression was one of sadness, or perhaps of worry.
   "I... there isn't much to tell. I was imprisoned here for a long time. I decided I wanted to escape. I don't know much more than that." Jorin told the truth. He was for the most part uncertain of how he came to be here.
   "What is your name?" she asked, after yet another long pause. Whoever this girl was, she was adept at tugging at Jorin's emotions. He felt obligated to answer every one of her questions truthfully.
   "Jorin." He answered. She scowled once more.
   "Family name?" She asked.
   "I... I don't know. I don't remember ever having a family."
   At this point, the girl started crying spontaneously, as if she was suddenly reminded of something. "You expect me to believe that?" She asked through tears. "Who sent you for me? If it was Godwyn, you can tell him I'd rather stay here." She brushed away her tears to look up and scowl at him again.
   "Godwyn? That's a Mundane name. By the stars, why would a Mundane come to rescue you?" Jorin asked sardonically, almost laughing at the unlikelihood of it all. Mundanes and mages virtually never got along.
   The girl's scowl turned into a look of surprise, and then back to sadness. She diverted he gaze towards the floor again. "So you really are a mage." She finally said.
   "Yeah. Any reason for you to think otherwise?" He asked in response, raising his right hand so she could see his ring. Another look of shock gripped her face. He had forgot about the markings on his hands. They were black demonic runes, seemingly tattooed onto the backs of his hands. Jorin was unsure of how they came to be there.
   "I... see." The girl said faintly. Jorin grew eager to divert the conversation away from himself.
   "Now it's my turn. Who are you?" Jorin asked her. The question was met with silence. The girl was still looking downward, evidently trying to fight back her tears.
   "It doesn't matter, does it? I'll be sent to be executed soon enough." she replied. It was Jorin's turn to be shocked. Mages imprisoned here were seldom executed, instead being kept alive for questionings, research, and torture.
   "Executed! How many Mundanes have you killed to get that sentence?" was Jorin's response.
   "Nobody. It's... difficult to explain. I'm looking to reclaim something, and the Roy-" she paused.
   "Hmm?"
   "... And the Mundanes didn't like that." she finished.
   "I see." Something about her struck Jorin as odd, but he couldn't shake off the idea of helping her. "Well, I'm leaving. We can talk more once we get out of here."
   "We?" she replied. Jorin was too busy fantasizing about running rescuing her that he only then realized his slip of the tongue.
   "Err... I'm leaving. You can come with me, if you like." Jorin thought he saw her smile faintly, but her expression quickly changed back to sad.
   "I have nowhere left to go. I may as well be here." She said. "And what makes you think I trust you?" She added coldly.
   "But they'll execute you. Surely you would rather..." Jorin was having a hard time understanding her, and he began wondering how long it would be before more guards showed up. "Forget it. I'm opening your cell. Follow me, or don't. The choice is yours." Jorin crushed the lock with magic, and turned for the lobby entrance.
   "But-" he was gone before she could finish.

Thursday 20 June 2013

Character Summary: Gharr

Another race from my "Venture" series. Below is a general overview of the race.

Origin

The Gharr are a reptilian race currently undergoing a costly civil war. Not much recorded history remains regarding their past. They were once an industrious race, rapidly developing new technologies. Many megacorporations rose to power on the Gharr homeworld, Trichus (Note that Trichus is the largest moon orbiting Furax. The Gharr are the only intelligent race in the solar system originating from a moon). These megacorporations would race each other to become the leader in unveiling new technology. Somewhere along the line, this tech race turned into an arms race. Entire armies of mercenaries were hired under certain corporations' banners. Gharr civilians were forced into the companies' problems when the bombs began to fall. A nuclear war between companies was launched, and the near entirety of Trichus became a warzone. The innocent caught in the turmoil were forced to adapt, or succumb and be engulfed by the flames of war. The civil war started nearly one hundred years ago, and little has changed on Trichus since then. It is now the grandchildren of the corporations' CEOs launching the bombs, and the grandchildren of once innocent civilians doing whatever it takes to live another day.

Appearance

Many people who have actually seen a Gharr under their mask say they look much like the lizards of their homeworld. With their masks on, they appear almost as ghosts, solemn and silent. The only way to communicate with one such mask on is via radio (to hear a Gharr talk while under a mask is to merely hear a series of muffled and unintelligible murmurs), so anyone not connected to a Gharr's radio network cannot communicate with one. They move quietly, so as not to draw too much attention to themselves, and often end up as thieves or pickpockets when off-world. Their skin is typically vibrant red or green, and their eyes give off an eerie yellow, green, or red glow through the eyepieces of their masks. They range anywhere from 4 feet to 7 feet tall when fully grown. To make up for their lack of hair, Gharr sometimes acquire facial tattoos, often symbolizing a laudable achievement they have completed in their travels.

A Commoner's Life on Trichus

Trichus' landscape is ravaged by war. The once lush fields are pockmarked by craters, and the previously fertile earth of Trichus is little more than dust and ashes. The former songs of birds in the trees is replaced by the distant sounds of echoing gunfire. If ever before there was an embodiment of what the apocalypse has in store, it would be Trichus. The Gharr as a species are fortunately quick to adapt, becoming exponentially more resistant to the surface's high traces of radiation by the generation. Even so, wearing specially designed masks and suits to deter radiation and toxic fumes often proves efficacious in prolonging a Gharr's life on the surface of Trichus. Thus, from their day of birth, Gharr are given gas masks that are to be worn at all times with very few exceptions. The typical day in the life of a Gharr civilian consists of scavenging the abandoned buildings and city streets for anything of use. If a Gharr spots another they do not recognize, it is considered wise to shoot first and ask questions later. If the unknown Gharr is a mercenary working for one of the megacorporations, there is a good chance they will either kill you for supplies, or force you under the corporation's banner. If the unknown Gharr is also a civilian, chances are that they too will kill you for supplies.

Megacorporations on Trichus

There is no government on Trichus, nor has there ever been. Leadership was provided by those with the most wealth, or, in other words, the heads of the most powerful tech companies on Trichus. The heads of such companies today live far from the luxurious, extravagant lifestyles their ancestors once did, but they are still almost just as influential, and even more corrupt. With money being an irrelevant resource in a full-blown apocalypse, these leaders bargain using their superior resources and firepower, bribing and forcing civilians to work for them to crush their rivals. Many Gharr civilians willingly yet reluctantly go to these corporations, as it is even worse to survive alone on Trichus. There are three major corporations in existence on Trichus today (in order from largest to smallest): Zaxxico, Zalundar Industries, and Glyph.

Character Summary: Kalu

This is a race of the "Venture" series. Below is a general overview of the race.

Appearance

The Kalu are comparatively smaller than other races, usually not exceeding 6 feet tall, but no less capable than other races. Their eyes are completely red or black, and their skin is usually a grey or black colour. A certain cannibalistic tribe of Kalu known as the "Kashikiri" (A word from an old Kalu dialect meaning "pure") retain the bat-like appearance of their ancestors. Most Kalu have a natural hair colour of black or grey. A popular fashion among Kalu females is to wear feathers in their hair.

Origin

The Kalu are a very cultured and often curious race deeply mired in ancient tradition and politics. Their ancestors resembled feathered bats, known as Kalu'vinn (A phrase from a Kalu dialect meaning "The People Before"). These Kalu'vinn could fly and hunted in hordes, often preying upon weaker Kalu'vinn swarms. Many weaker hordes began hiding in caves and on the surface. Eventually, evolution traded the Kalu'vinn's wings for tools more suited to a life on the surface: arms and longer legs. The fighting between hordes never stopped, however. Kaluva lacks an abundance of species, and the Kalu, traditionally being carnivores, often found themselves consuming the flesh of other Kalu. This practice was abolished by the Vard and remained so after the liberation of Kaluva, but not all Kalu factions approved of this.

Factions

In order to be anything on Kaluva, a Kalu must become a member of a faction. Each faction has very different morals and beliefs, which often leads to conflict amongst Kalu officials. Most Kalu factions have willingly disposed of their violent, cannibalistic past, substituting armed conflicts for political debates, or even strategic war simulations. Either way, the wisest faction typically comes out on top. Despite the successfulness of these nonviolent resolutions the largest and most powerful faction among the Kalu remains the Kashikiri. They do not abide by these peaceful means of negotiation, and have forcefully made their way to the top influentially. Still the traditionalist cannibals that their ancestors were, these Kalu remove their competition from power by force, and no other faction is powerful enough to stop them. Thus, many Kalu factions have little choice but to comply with the Kashikiri when they get involved.

Diplomacy

Despite their poor reputation, the Jincar have made many attempts to resolve their disagreements with the Kalu over the years to little avail. Though the official language of Kaluva is Kalu'shoski (The People's Voice), many different factions choose to speak their own dialects, making communication between Jincar and other factions problematic (with over one hundred factions on Kaluva, it is virtually impossible to learn each and every dialect in use today). A diplomacy effort lead by Jessan Vos, the Jincari Emperor's third son, is currently underway on Kaluva, though very little positive progress has yet been made.

Setting Summary: Trinnus (Star)

This will be a brief overview of the solar system, Trinnus, the place in which the first story of the "Venture" series will take place.

Trinnus (the ancient Jincari word for "Domain" or "Home") is a large solar system mainly comprised of garden worlds and super-Earths. It is the home solar system of all of its known inhabitants, including the Jincar. The largest planet in the system is Ghasha, a super-Earth, whereas the smallest is Aldi, a dwarf planet orbiting closest to the star. Comparatively speaking, the star is several million years older than Sol, but not much greater in size. It also has a significantly larger "habitable zone" than that of the human solar system. No known race in the solar system is understood to have yet achieved interstellar travel.

Known native intelligent races inhabiting Trinnus are as follows:

- Jincar
- Ca
- Bamori
- Avaari
- Kalu
- Gharr
- Vard (extinct)

Impact Event

A collision of the close-orbiting planets Ghasha and Kaluva has been recently detected by both Kalu and Jincari scientists. The result will be the near-immediate destruction of both planets (and possibly their neighbors) followed by many years of dangerous meteor showers on other inhabited planets. Any large amount of iron from either planet's core coming into contact with the star will also cause severe damage to the star's lifespan. The Jincar and Bamori have been working on large ships capable of interstellar travel to transport most of the solar system's population to another solar system. However, supplies for ship parts are beginning to run scarce on Ghasha, and due to the war between the Jincar and Kalu, most Kalu nations have stopped sending supplies to the construction effort for various reasons. Unless the conflict is soon resolved, the impact event will result in the deaths of many, or perhaps all life in Trinnus. Rumours have been spread that the Avaari are currently working on similar ships to spare themselves and others from the event, but Avaari officials will neither confirm nor deny such rumours.

Other Notes (may be subject to expansion):

- The estimated population of intelligent life in the solar system is about 3.5 trillion.

Thursday 13 June 2013

The Bandit King Pt. 1 - A Dragon Age Fanfic

   This story has been an idea I have been tossing around in my mind for quite some time now. I am very much in love with the Dragon Age universe, and have always had, like so many others, the dream of working in the gaming industry. I combined my passion for both these things to create the story of Kassar, a half-human, half-kossith warrior from a small and remote fishing village in Rivain. In his struggle to find purpose, he is shaped by and will make his mark upon a world deeply immersed in conflict. If you happen across this story in your internet travels, and if you happen to like it, do share it with your friends. It will help me become noticed by... well, somebody (you miss 100% of the shots you don't take, and other five-cent cliches sure to make you groan). With that out of the way, our story begins. Relax and enjoy.


   Kassar stood amidst the charred rubble of his home. This sight was of no shock or sadness to him; his home and the village it was in being destroyed one decade ago. It was his choosing to live among the ruins, waiting to be found by the Qunari. Ten years ago, Kassar's home town, a small fishing village in Rivain, was attacked by Tal Vashoth and razed to the ground. This was also the day of Kassar's first kill, despite him being only eight years of age at the time. He remembered clumsily throwing his father's sword, and the dull thud it made as it entered the Tal Vashoth's chest. Both of his parents were killed that night. In fact, he was the only one in the village to survive. One could call it luck, or perhaps the fact that he often went unnoticed. Kassar was a half breed. His mother was Kossith, and his father was Human, a pairing very rarely seen in all parts of Thedas. This always left Kassar as the odd one out amongst the other children, being neither human nor Kossith. Combining this with his disinclination towards social interaction, he was often completely overlooked, despite his unique appearance.  Before the night his village was sacked, Kassar was in training to become Karashok - a soldier of the Qun. He received his training sword on his fifth birthday, had used it  to duel with other children around his age until three years later. Indeed, Kassar was born a warrior, and fighting was virtually all he knew.
   Kassar never left his village after it was destroyed, instead choosing to continue his training. His father's sword was one of the few possessions he had after the raid, and he put it to good use. Kassar would wake up every morning and practice from memory the very blade techniques the Tal Vashoth used to slay his fellow villagers. He mastered them in time, and aimed to use his finesse as proof enough to become Karashok should he ever be found by a Qunari patrol. For ten years he had waited and practised and meditated, until he finally found what he had seeked: purpose.
   It was a misty morning, and the gentle ocean breeze swept across Kassar's face. He stood, facing the ocean with the cool wind in his hair as he trained. It wasn't until noon that he spotted three heavy-set silhouettes approaching him on the beach. As they grew nearer Kassar saw that they were Kossith. Kassar initially prepared himself for another attack by Tal Vashoth, but noticed that these figures were different. They walked with a confidence he had not seen in bandits, and were much better equipped than the Tal Vashoth that made their home in the jungle. They grew even closer and Kassar could now see that the men approaching him were Qunari. They wore heavy red leather gloves and the tips of their spears seemed expertly crafted. Their faces and upper torsos were covered in the red war paint of the Ashaad - scouts. The Qunari locked their cold, unflinching gaze upon Kassar as they reached him.
   "Shanedan," Kassar greeted them. "I have waited here for-"
   "Tal-Vashoth. A lookout, most likely." The apparent leader of the Qunari group said.
   "It has not attacked and it has not fled. Why?" Asked another.
   "I wish to join the Qun," Kassar said. "I have waited many years for your arrival."
   "Parshaara. You are Tal-Vashoth. There is only one way for you to find the Qun." The leader retorted, raising his spear.
   "It shows confusion." The third Ashaad said. This was true. Kassar was unsure why the leader of these scouts was showing hostility towards him. He had heard stories of the Qunari and how they would accept anyone who wished to become Viddathari, yet this band of Qunari seemed ready to slay him on the spot.
   "I am not Tal-" Kassar was interrupted again before he could explain himself.
   "It is a ruse. Vinek kathas." The leader stated.
   At that, the three Ashaad readied their spears and attempted to surround Kassar. Instinctively, Kassar drew his sword and immediately pressed the attack. He knew that the moment these three opponents encircled him, he was slain. He swung at the Ashaad nearest him. The scout was unprepared for such a sudden offensive and raised the wooden haft of his spear just in time to catch the blow. Consequently, the spear broke in half. To Kassar's surprise, the scout dropped the broken spear and charged at him with his bare hands, screaming. He had just time enough to raise his sword, impaling the scout. He freed the dying scout from his blade using his foot, and turned to face his two remaining aggressors. The remaining two fell rather easily. The leader of the Ashaad prepared a predictable thrusting strike with his spear. The strike was effortlessly dodged by Kassar, and the leader fell to the sand, his throat cut. The final Ashaad showed his first sign of emotion at that point: shock. This expression quickly subsided and the final scout attacked with even more vigour. After avoiding and parrying a blitz of thrusting strikes from the remaining scout, Kassar sensed an opening and capitalized on it, mortally wounding the scout. The scout lay gasping on the sand for some time, clenching the heavily bleeding wound. Kassar took the scout's spear, and respectfully placed it beside the dying man. The Qunari nodded to him, and the rugged gasping stopped. The shoreline was quiet once more, save the chirping of songbirds and the rolling of the waves, eagerly washing away the ugly crimson stains amidst the sand.
   Kassar meditated on the battle and what came before it. The Qunari called him Tal Vashoth, perhaps mistaking Kassar for one of the bandits in the jungle. In truth, Kassar did not know what he was. He was rejected by the Qun, and now had no purpose. The only thing he knew in his life was training and battle. Perhaps, he thought, he was indeed Tal Vashoth. Perhaps the Qunari indeed saw his own lack of purpose and immediately labelled him as the role he most easily fit. After hours of contemplation, Kassar decided it best to prove his theory by seeing if his Tal Vashoth neighbours in the jungle would take him in.
   The next morning, Kassar prepared to depart from the ruins of his old home in search of the Tal Vashoth outpost. As he turned to leave, he hesitated, and decided it best to leave his father's sword where it came from. To Kassar, it had become a piece of the ruins, and removing a part from the greater whole seemed inappropriate. Kassar stood in the centre of the ruined village, and plunged the blade deep into the sand. As he looked back at it, the blade glistened radiantly in the sun, a proud monument to all that transpired there the past decade. Kassar couldn't help but feel a sudden pang of sadness. The ruined village and beach were all that he knew, and he understood very well that he might not see neither again.

Thursday 6 June 2013

Character Summary - Avaari

This is another race from my "Venture" series. Below is a general overview of the race.

Origins

The Avaari are extremely reclusive and little is known about how they came to be. Originating from the extremely cold planet of Atvar, they were the last slave race to the Vard. The Avaari are the only race composed primarily of a gas. They are capable of surviving, even when their body is destroyed. Simply put, the Avaari are gaseous entities who choose to live inside an organic husk. It is suspected that the Avaari were some sort of gaseous parasitic organism in their primal stages of evolution. These parasites would enter the host and feed off of their brain matter. They eventually evolved and dominated a particularly vulnerable race on the planet, entering their neural pathways and influencing their thoughts. When the race reproduced, a new parasite was also born in the child. The two races evolved together over many generations and, somehow, eventually became as one, with the "parasite" completely in control. There is much skepticism regarding this theory, and the Avaari neither confirm nor deny it.

Appearance and Culture

The Avaari, in their physical form, are a two-legged humanoid species capable of surviving in intense cold. Their skin is either navy blue or jet black. Their hair is navy blue or black, and their eyes glow a vibrant blue. They are around the same size, if not a bit taller than a Jincar. Their earlobes are ever so slightly longer than other races, and they appear almost pointed. Culturally, the Avaari are typically a solemn, peaceful race, but will not shy away from a fight if it is absolutely necessary. They are also know for their religious fanaticism. The vast majority of Avaari follow the religion, Atvari Avaarai. Little is known about the religion's finer details, but in short, practitioners worship the force that created the universe, whatever that may be. They also seem to revere dark matter. Avaari only die when the brain matter of their body is completely destroyed, which, depending on the individual, may take anywhere from 90 to 300 years. Some Avaari consume brain matter at a faster rate than others, hence such a broad lifespan range. During the Avaari's final decades in an organic body, they may experience progressively worsening symptoms of dementia, similar to but more severe than senility in other races. This can be fixed through the Avaari discovery of advanced neural implants, and this is the only external sign of aging the Avaari's body will go through until death. When the body dies, the Avaari's essence lives on as a light blue gaseous entity. In this form, an Avaari cannot communicate vocally, or manipulate its physical surroundings by normal means, but still shows awareness and memory of what it once was. They are all but immortal in this form, only capable of being destroyed by combustion of the gas that makes up their being. Lehvahri, or Soulflight, marks the Avaari's departure from  its bodily form. Soulflight is named such because shortly after the body dies (anywhere between 1-12 hours), a radiant ball of bright light launches itself out of the Avaari body, before gently dissipating into the air.

Vardic Enslavement

The Vard had a very hard time enslaving the Avaari. The first of the Vard to walk their planet's surface were quickly labelled missing in action. Their frozen and severed heads were found alongside the ship they arrived in weeks later. It wasn't long before the Vard retaliated.  Due to the extreme cold of Atvar, the Vard had to wear specially designed insulation suits on the planet's surface. These primitive suits were very thick and clunky, making combat in them nearly impossible. When Vardic land mechs were dropped onto the planet's surface, their hydraulics systems froze almost instantly. Months later, the Vard developed an improved suit, with better insulation capability and less bulk, and the ground assault began. The Avaari still had the advantage, but the Vard, slowly but surely, managed to capture more and more Avaari. They were experimented upon extensively, and it was the Vard who discovered that the Avaari in gaseous state could be used as a form of cheap, long-lasting, and efficient fuel. What they did not know until later was that Avaari in gaseous state still had sentience. When the first Avaari-fueled Vard starships went into space and engaged the Jincari fleet, they were surprised to discover that all of their fuel was suddenly gone. Left floating dead in space with no power, the Jincari fleet decimated the defenseless Vard starships before they could even get their backup power generators online.

Military

Of the 250 million Avaari (excluding gaseous) in existence today, only 100,000 of them are soldiers. These soldiers, however, do not serve any sort of government. Instead, they serve the religious leaders of Atvari Avaarai. These soldiers are very meticulously trained over many years, until they can be defined as "super soldiers". The military is separated into 3 syndicates: Vindicator, Redemption, and Intelligence. The Vindicator Syndicate is the strong arm of the Avaari's military. They are the front line soldiers and vanguards of the Avaari. The Vindicator Syndicate is divided into 2 sub-branches: ground and air. The Redemption Syndicate are the medics and technicians of the military. They must support the Vindicator Syndicate quickly and efficiently under hostile conditions. Lastly, the Intelligence Syndicate is responsible for operations involving stealth and espionage. They are infamous for their ability to enter hostile territory, do their job, and get out long before anyone even realizes they were there. The Intelligence Syndicate is believed to be the most active branch of the Avaari military today.

Intelligence Syndicate on Ghasha

Several files regarding advanced Vardic technology for a spacecraft capable of travelling between solar systems were stolen from a maximum security Jincari research lab 2 years ago. The same day scans picked up the outline of a military-class spacecraft faintly resembling signatures associated with Avaari space vessels leaving Ghasha's orbit. When confronted about it, Avaari officials dismissed the claims as "baseless and insulting accusations". After a Jincar-led investigation of Avaari labs served little more than to anger the Avaari, the case was quickly dropped, and Jincari diplomats made a formal apology to the Avaari.

Religion

The Avaari religion revolves around the universe and whatever force that created it. It is a belief that all walks of life are children of the stars. The Avaari do not know who or what created the universe, but they know that whatever did create it is worthy of worship and preservation. They know that, in time, all materials needed for the birth of stars will be expended, and the birth of new stars will halt. Their goal is to ensure that the cycle of life continues by preserving whatever force that created our universe. This is all that is presently known about the religion to non-Avaari walks of life, though it is made obvious that this is not all there is to their faith. Practitioners of Atvari Avaarai seem to also revere the stars and dark matter. Why they do so, however, remains a mystery.

Telekinetic Abilities

Some Avaari are capable of manipulating physics in certain ways. Vindicators have been known to wipe out battalions of Vard using their mind alone. They use this "gift" sparingly, however, as they claim it drains them of their time spent in physical form. Records attest to this. Avaari Vindicators involved in the liberation of their homeworld used these powers frequently, their physical bodies dying shortly after their mission had been complete. Scientists have been interested in these powers since they were uncovered, but are always turned away by the Avaari.

   "This glorious Universe that we live in is larger than any of our minds can ever hope to fathom. Do you truly think that all of it can be put into an equation? That every piece of it fits into the the puzzle that we call science?"
                                              - Khasagar Ivii of the Vindicator Syndicate, upon being asked the nature behind the Vindicator's power.

Tuesday 28 May 2013

Character Summary - Bamori

Origins

The Bamori are a lupine race from the rocky planet, Furax. It is a very dry world with very little vegetation (most plant life that exists on Furax is a type of photosynthetic algae or lichen). Scientists are still uncertain how any life came to exist on such a desolate planet, but the Bamori have survived, thrived, and made the most of their planet's landscape. The Bamori's ancient ancestry is linked to a species of large, intelligent dogs that was capable of hunting in large packs and preparing primitive traps. The only thing that separated these dogs from the ones a human would know is their large size, and the fact that their front paws had the evolutionary beginnings of fingers for extra traction and balance in their planet's rocky environment. The Bamori lived and hunted in packs until they were forced to change by a foreign enemy. The Vard first arrived on Furax relatively few in number. They stationed a small science crew in the central crater of Furax (notably the only place in which trees can naturally be found in abundance on the planet), believing it to be the only place in which life could exist on the planet. It wasn't until a group of Bamori hunters arrived at the Vardic science outpost that the Vard were proven wrong. The Vard scientists promptly captured the hunters and performed experiments and interrogations on them. They learned the Bamori language, and the locations of all major Bamori settlements. It was later that the Vard learned that the Bamori made excellent Shashl'agaa (a Vardic phrase that most accurately translates into "beast of burden"), and the Vard sent larger expeditionary groups to the planet's surface. The Bamori were the third "slave race" to the Vard.

Appearance & Culture

The Bamori strongly resemble the werewolves of human folklore, though significantly more civil than such. Bamori fur is typically brown, but it can also be silver, black, or a mix of all three. Bamori will commonly braid or wear beads or jewelry in their fur. This practice is especially common for Bamori officials; they are often seen with expensive jewelry from all across the solar system covering them from head to toe. Another popular practice among the Bamori elite is braiding their fur and allowing it to grow long. It looks strange to the other species of the solar system, but it is seen as a very popular style in Bamori culture. Such a style hinders a Bamori's ability to maneuver, and thus any intelligent Bamori soldier chooses to keep his or her fur short. A Bamori's eyes, again, strongly resemble those of a wolf or dog, though genetic modification of a Bamori embryo is capable of changing this fact.

Jincari Loyalty

The Bamori are known to be the only race openly friendly and even allied with the Jincar at present. When the Vard controlled Furax, a large portion of the Jincari liberation effort was spent on the Bamori homeworld. Noro, a seasoned and respected Jincari leader of the liberation front, fought and died alongside the enslaved Bamori chieftains to reclaim Furax for its native people. To this day, the Bamori and Jincar's cooperation with each other during the liberation of Furax has inspired many books, plays, and movies, and the Bamori are still grateful for the Jincar's efforts so many years ago. Being on such good terms with the Bamori, the Jincar have shared some of their knowledge of Vardic weapons and technology with them, making the two strongest military powers in the solar system the allied Bamori and Jincar.

Additional Notes

- Politically, the Bamori are traditionally tribals, but have slowly started to adopt more of the Jincar's imperial customs.
- Despite their appearance, a Bamori's naturally keen eyesight and reaction time have made them some of the solar system's most successful and respect air aces in military history. The Bamori's starship fleet is the largest and most powerful of all the other races.
- Bamori culture accepts and even promotes selective breeding, and chieftains are allowed to mate with any female they desire. Because of this, the most mentally and physically capable of the Bamori are often descendants of chieftains.
- Bamori are one of the few races that cannot interbreed with any other presently known civilized race.

Saturday 11 May 2013

Character Summary - Ca

The Ca are a race from my "Venture" series. Below is a general background of the race.
Characteristics
The Ca are tribals, heavily bound in long years of tradition. They are often wiry individuals, and the average adult Ca is just a bit shorter than a Jincar (most Jincar range from 6'-7' fully grown whereas most Ca range from 5'8"-6'7"). Their skin is typically a deep purple, and their heads are usually longer than those of other races. Their teeth consist of only canines, and their eyes are completely red. Their legs are incredible strong, and slightly resemble the hind legs of a feline. The Ca are known for their natural strength, their home planet's gravity being about 1.5G.
Origins
The Ca are a very tradition-bound race with many unique characteristics. Originating from the small, tropical planet of Aldi, the Ca have had the longest history of dealing with foreign races. Many thousands of years ago, the Ca were responsible for the destruction of two other sentient races on their planet. It is said that the other two races were allied, and started chopping down the Ca's forests for lumber. The Ca tribes entered their enemies' villages under the cover of night, killing many without drawing any attention to themselves. When morning came, they retreated back into their jungle homes, leaving only a pile of corpses as evidence of their presence. It is said that the two races' populations were halved in under a week, and became fully extinct after one year (using Ghasha's time scale). hundreds of years after this, the Ca had their first contact with the Vard. Their ship landed in the middle of the jungle, destroying many trees in the process. When the Vard emerged, they were met with a hail of spears from the treetops. To this day, the empty husk of the old Vardic ship is used as the first major Ca city. It was many decades after that that the Vard sent a larger force, and, despite a vast number of casualties, eventually managed to overwhelm the Ca tribe leaders with their presence. The leaders subjected themselves and their people willingly to slavery under the Vard, as a show of respect for their superior military force. The Vard were not merciful. Over the next few years, thousands of Ca were shipped from their planet to Ghasha to work on the City of Gold.
Tradition
Being a militaristic race, The Ca have a very high respect for physical strength, similar to the Vard (though less inclined than the Vard towards unprovoked violence). Of the 900,000 Ca currently in existence, about 90% of them are warriors or mercenaries. They have little regard for politics and during wars, they will most often only take sides if there is something in it for them, though once they do take sides they are fiercely loyal. The Ca still living on Aldi do so in tribes. Control of land and borders is constantly changing through physical or diplomatic means, making an accurate world map of each tribe's territory virtually impossible to create. The central hub for trade and commerce is in the refurbished husk of the old Vardic ship that landed so many years ago. Though it is considered their "Capital City", few Ca actually live in this ship, aside from the rare merchant or galactic politician. The Ca, though they have access to them,. seldom use modern technology for combat. All forms of guns are considered "weapons of the weak", and thus, any Ca fighter that wants his or her reputation to remain intact chooses to fight with a different weapon. The go-to weapon among the Ca military is the spear. Though this may sound like a foolish choice against enemies wearing highly advanced suits of armour, the Ca have advanced the craft of their spears to a more modern level. The tips are made with a rare element  currently known only to be found on the Avaari homeworld of Atvar, known as Atvarium. It is a light green, clear, ethereal substance that most commonly takes the form of a gas. In exchange for being taught by the Avaari how to craft weaponry from Atvarium, the Ca tribes send some of their best warriors to Atvar to bolster the peaceful Avaari race's defenses.

Thursday 4 April 2013

Character Summary - Jincar

Yet another one of the many races from the "Venture" series. This is a general overview of the race.

Physical Characteristics
Jincari people are normally tall, with long, pointed ears and pale skin. Though the most common Jincar iris colour is a luminescent bright yellow, there are some who are born with blue, red or black irises (a result of interbreeding and/or gene splicing). Natural hair colours for Jincar include blond and white. Internal body temperature is significantly lower than that of humans (29 degrees Celsius whereas a human's CBT is 37 degrees Celsius).  Not much else differs from human physiology.

Origins
The Jincar are a typically proud race, with a humble origin. When they evolved from their primate forefathers on Ghasha the Jincar lived in close knit tribes. One could note that a significant factor in the development of the Jincar as a species was the Vard. When the Jincar were taking their first baby steps after becoming a sentient race, the Vard were already a powerful, space-travelling one. Before their sentience, the Vard would hunt the Jincar for their meat and for trophies. For millions of years, the Jincar lived in the colossal shadow of the Vard. The tribes quickly learned that the Vard were extremely dangerous and any attempted interactions with them was terminated. The tribes would live nomadically for hundreds of years in the densely forested outskirts of Vardic cities. To the Vard, the primitive Jincari tribes were nothing more than a vermin to be exterminated, and thus, the Vardic profession, lek'aam'ak (roughly translated to "pest control") was born. The lek'aam'ak would enter the forested areas tribes would commonly wander, using advanced weapons and tactics to trap and wipe out the Jincar that were deemed too close to city perimeters. What few tribes that survived migrated to the cold, desolate, and unforgiving northern and southern regions of the planet. Life here was rough and merciless, and many more Jincar would die to the elements. Over many generations, the Jincar became a cunning, hardy race, shaped by the harsh landscape in which they lived. They rapidly advanced technologically by stealing and studying the technology of the remote and often unguarded Vardic research outposts in the the northern and southern poles of the planet. The Vard eventually retaliated, but the Vard, despite advanced weapons and equipment, proved no match for the combined force of the Jincar tribes and a brutal ice storm that swept through around the time the Vard arrived in Jincari lands. The Jincar would continue to live freely and advance as a civilization for 109 more years until the Vard arrived again with an overwhelming force, killing thousands and enslaving the survivors. The Jincar were the first known "slave race" to the Vard.

Eradication of the Vard
After the liberation of the City of Gold, news of the uprising spread quickly among those still enslaved. The Vard were forced off their home planet, though they swore this was only a temporary setback. A few Vardic forces attempted to reclaim their city over the next years with no success. This proved to the other slave races that their Vardic masters could be defied. More uprisings formed on the Kalu and Bamori homeworlds, and, though they weren't as successful as the uprising on Ghasha, the two slave races both managed to reclaim a small portion of their homeworlds. Back on the world of Ghasha, the Jincar's hardiness remained tested for centuries by a seemingly endless amount of Vardic forces. Nearly every Jincar above 13 years of age in the City of Gold had combat experience. This continued until the current emperor of the Jincar's predecessor, Mallian Vos, united the slave races and fought a long, bloody war against the Vard, eventually eliminating their presence entirely from the solar system. Mallian continued his rule until dying of natural causes twelve years after the war. He was succeeded by his son, Mallian Vos II, who also fought in the last years of the war.

Jincari "Elusiveness"
The City of Gold's construction was the result of slave labour from many different races, but only the Jincar rule the city. Many races, primarily the Ca, Jincar, and Kalu, have ancestors who died in the production of the city. Though the liberation of the city was approximately 80% a Jincari one, much controversy has been raised over the years regarding this issue. In year 11302 (Jincari calendar, about nine years after the war with the Vard), a meeting was called between the  leaders of each civilization in the solar system to address the issue. The Kalu, having been responsible for the entire construction of the majority of the portions of the city, demanded at least 50% ownership of the city. The other races would be given specific districts which their races were responsible for creating to live in. The A.I acting as arbiter for the meeting (a Jincar-made A.I designed to be completely neutral, and make decisions based on facts given) ultimately decided that the Jincar would remain in complete ownership of the city, but that embassies would be given to each race in the City of Gold. The A.I was quickly accused of being rigged in the Jincar's favour, but was stolen and destroyed by Kalu extremists before a proper investigation of the A.I's coding could be made. Tensions between the Jincar and most other races, especially their close planetary neighbors, the Kalu, continued to rise for two years more. Things finally came to a head when a Kalu embassy worker planted bombs in several districts of the city. The bombs were intended to cause more destruction than deaths, being placed in remotely populated but valuable parts of the city. The embassy worker was caught planting a bomb in the basement of the Golden Palace, and was summarily executed. Days later, another Kalu embassy worker started a violent riot with the help of several workers from other embassies, beating a Jincar official to death in the process. Those responsible for the riot were tried and publicly executed the next day, followed by Mallian II's public announcement of the expulsion of all foreign races from the City of Gold (Though technically Mallian I was still emperor at this time, the decision was made by his son after Mallian I entered a coma several weeks earlier). Since then, nobody without Jincari blood has been allowed into the city, save for civilization leaders on official business. Due to their poor reputation, Jincar refrain from living outside of their homeworld of Ghasha.

Expedition to Kaluva
In recent years, the Kalu have become increasingly hostile towards the Jincar. An expeditionary force has been sent to the Kalu homeworld of Kaluva in an attempt to improve relations, lead by Mallian II's third son, Jessan Vos. Though mainly a diplomatic mission, the expeditionary force also seeks to eliminate the presence and influence of the numerous Kaluvian extremist groups on the planet. These extremist groups are often aggressive and irrational, leading most attempts to deal with them to be violent ones.

Sunday 31 March 2013

Name change - "Colliding Worlds" to "Venture"

Yep, title explains it all. From now on, the "Colliding Worlds" series will be referred to as the "Venture" series. Big deal, I know, but you'll get over it.

I'm Jake Dixon, and I approve this message.

Saturday 30 March 2013

Setting Summary: City of Gold

This is the main Jincari City in my "Colliding Worlds" series (Still subject to change; still don't like that name).

The Making Of
The Vard were the original founders of this city, intended to be, as a whole, a monument to all the Vard could accomplish. To the Vard, it was a testament to the glory of their nation, spanning across the entire solar system. To the other races, it is a city built from the blood and anguish of their ancestors.  The Vard designed the city, but ordered labour from millions of slaves to construct it. It is uncertain how many slaves died in the production of the city, but it is estimated that the average lifespan of a slave working on its production was about 21 days. Known to be the largest city in the solar system, the City of Gold can hold almost two billion citizens, and is now the capital city of the Jincari Empire. The city features stunning scenery and landscapes, extravagant golden buildings which touch and even surpass the clouds, and is home to 97% of the Jincari elite, and roughly 55% of the entire Jincari race. At the very centre of the city lies the Imperial Palace in which the royal Jincari family lives. It is, undeniably, the most spectacularly designed building in the entire city. Among the numerous balcony gardens in the palace, it features a many secret passageways, along with the solar system's most extensive library. Of the Jincari empire, the only bloodline to serve as emperor is the Vos family. The current Emperor is Mallian Vos II, age one hundred and ten.

The Uprising
(This is a favourite tale among the Jincar, and many renditions of the story have been created. The most historically accurate rendition is as follows)
The final job for the slaves in the City of Gold was to construct a massive Colosseum from which the Vardic citizens could watch as slaves would be forced to fight a plethora or fearsome creatures until they were killed. About halfway through the construction process, Sala Vos, a young Jincari slave working on the Colosseum (before her eventual ascension to the throne as the first Jincari ruler in over 3 centuries), saw a unique opportunity to give herself and her fellow slaves a chance to resist their masters and fight back. Many unwary Vard overseers watching over the production of the Colosseum would forget or leave their weapons laying about the construction site after the day was over. Sala eventually stole enough of these weapons to distribute to most of the slaves working on the Colosseum. One morning, the unsuspecting Vard overseers had their weapons turned against them by their own slaves. The battle, planned out by Sala,  lasted less than one hour. This took the Vard by such surprise, that the city leaders did not find out until after the entire sector was under the control of the slaves. After such a decisive victory, Sala took it upon herself to lead a liberation of the entire city. In the many years that followed, the rebels retained their grasp of the arena sector, using the Vard's secret passages and reluctance to destroy their own city against them. During the day, the former slaves would defend the walls of the sector. At night, they would use their knowledge of the city's numerous secret passageways to carry out elaborate hit-and-run surprise attacks throughout various other city sectors. Seven years later marked the death of the Vardic empress after a successful ambush staged by the rebels on palace grounds. Three months later, the leaderless and disoriented Vard were forced to retreat entirely from their city, and Sala was hailed as a hero among the Jincar.

Friday 29 March 2013

Character Summary: The Vard

The Vard are a race from my "Colliding Worlds" (Title will very probably be subject to change) story universe. This is a general history of the race.

Generic Overview
Before the mass extermination of the Vard from the galaxy, the Vard were a proud, brutish, and cruel race. They created the City of Gold many years ago, a city from which the Vardic leaders would rule with an iron fist. The Vard have always been a violent race, and their bodies have evolved and adapted to their violent and ancient history. The Vard are believed to have evolved from a cunning species of amphibian. Their  bodies and eyes give off a bio-luminescent glow well suited for vision in low-light environments. Their teeth are long and jagged, as are the claws on their hands and feet. Virtually everything about them, both male and female, was adapted for one purpose: to dominate their foes. Discerning gender among Vard is quite simple; Vard females have long, spiny tails, while males possess no tail. The evolutionary reason for this dissimilarity is unknown, though it does give Vardic females a distinct advantage during traditional duels for power and status, thus, most great Vard warlords were female.

Species Origin
The amphibians the Vard are believed to have evolved from show interesting characteristics, some of which the most recent living Vard maintained. These amphibians, known as Zzglock (named after legendary Vardic Warlord Zzglock'a), had a similar head and spinal structure to the Vard, though they walked on all fours, unlike their more advanced evolutionary successors. The Zzglock were mainly aquatic, native to Ghasha (now known as Silonis under Jincari regime), the planet in which the City of Gold was built. What made the Zzglock so sophisticated compared to other primordial species was their ability to rapidly adapt to a vast range of living conditions. Jincari storytellers tell of Vardic warlords who were capable of similar feats, being capable of adapting to the environment before your very eyes. Though this is most often seen as merely an embellishment for their tales, Jincari biologists speculated that  roughly 30% of Vard still possess the "rapid evolution" gene, allowing the Vard to settle and even thrive on foreign planets that would be otherwise inhospitable.

Hierarchy
The Vard by nature enjoyed violence, and had built up a sophisticated hierarchical rule based on this. The Vard did not see any purpose for laws, and thus none were ever strictly enforced. Most of their society would abide the will emperor/empress/warlord out of fear of being destroyed. The emperor is in charge during times of "peace" (the term is used loosely in this context, as Vardic culture was seldom peaceful), and the Warlord is in charge during times of war. Initially, both roles are fulfilled by the most senior and wealthy Vard. This rule is only broken when A'zzshali ga'ghash (Literally translated from Vardic to "the weak shall die") is invoked. This was an ancient and often very gruesome duel to the death between the current leader and one challenger. This rite was seen as glorious for both the winner and the loser, for both dying in battle and culling the weak was considered honourable. As for currency and ownership of property, currency was used, though it was seen as a cowardly means to acquire your desires, the more favourable option being to simply take the object of your desire by force. Many of the physically weaker Vard would become very rich and purchase their societal status through deception and subtlety. These Vard were not very well respected among their fellows, often referred to by the derogatory term, a'mhalsz'a, or "one that purchases his honour".

Selective Breeding
Vardic females would only mate with the strongest of males. It is believed that the Vard do not have any emotions relating to "love" or "affection", and, if any exist, they are only based around physical prowess. This form of selective breeding has further increased the Vardic race's physical competence over the generations. The strong thrived, and the weak would be eventually rooted out.




Monday 25 February 2013

Introduction

In case you do not know me personally and have stumbled across this blog by happenstance, allow me to introduce myself. I am Jake, and this is a random assortment of thoughts and ideas for stories I have conjured up which may or may not be interesting reading material. Here you will find character profiles, plot summaries, maybe even full short stories if the ideas ever get past the planning stage (sadly, they usually don't). This blog is more intended for personal purposes, but if any of the aforementioned things catch your interest, you're more than welcome to stay, enjoy, and comment on all of my crazy ideas.