《The Homunculus Knight》About the World of Vardis

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About Dwarves

Dwarves and Trolls are two very old myths that Tolkien took and codified into fantasy archetypes. These myths come from the Scandinavian Pennisula and have a long interesting story that I have a pet theory about. I think the legends are inspired by people finding Neanderthal bones. Or, if you want to get really crazy, encountering relic populations. (Read Eaters of the Dead by Michael Crighton for more on that idea) The old legends have that Dwarves and Trolls turn to stone in sunlight and are both associated with being underground. So I've taken this idea and run with it in HK. I dunno if or when I'll ever get to explore the best fantasy race, which is, of course, Dwarfs. So I thought I'd write up a little thing here.

In HK, the Dwarves (Dwergaz) are descendents of a population of Neanderthals who, when pressed by Cro-magnon, took a novel solution to survive. They delved deeper into the caves they called home. Journeying into the deeps on command of their God. Eventually, finding an entire subterranean ecosystem. Mushroom forests, crystal caverns, lakes untouched by sun or star, an entire section of the world unknown to the surface. Upon finding this promised land, the Neanderthals did what humans did best. Adapted to their environment and expanded. Growing into a prosperous people who learned the best ways to survive the depths. Exploring the Deeps and facing its myriad challenges. An entire cousin species of Homo Sapien developed in the depths, eventually almost entirely forgetting the surface. Only rediscovering the world beyond the caves roughly 5000 years before HK starts. When a tribe in search of a new home stumbled out of a cave mouth and into the middle of the White Mountains. It took a few more centuries for the slowly expanding surface Dwarfs to even realize there was more to the surface beside the frigid mountain peaks.

Eventually, the Dwarfs came into contact with Humans, and the two cousin species found common ground. The secrets of metallurgy were traded for food and knowledge of animal husbandry. Most conflicts are averted by the simple fact no sane Dwarven Clan would want to settle anywhere outside of the mountains. Nowadays, most mountain ranges in Erebu hold at least one Dwarven Hold. Operating as city-states or collections of city-states. Below the surface, there are larger Dwarven kingdoms, but they tend to be fairly insular and see little need to involve themselves with the surface. This has started to change in the last millennium as the Dwarven People have been rocked (heh) by a twofold disaster. The Dwarven Pantheon has gone silent, and remote Holds deep below the surface are being picked off one by one. Something down in the deep is waging war against the Dwergaz, and the Gods have abandoned their people in their time of need. Whatever is down there, the Dwarves are remaining tight-lipped. Refusing to discuss "The Enemy" with non-dwarves.

As for Trolls, well, the Neanderthals were not the first group to venture into the depths. The Trolls descend from a very, very unfortunate group of Great Apes who got lost down in the depths about a million years ago. The Dwarves claim their gods guided them down into the deeps and helped them adapt to the strange new environment. But in the HK universe, for every benevolent deity, there is a fell equivalent. Something lured those poor Chimps into the deeps and twisted them into something new. To give you some context, Trolls are basically hairless Chimpanzees two meters tall when hunched over. Oh, and they have a healing factor, and most of the positive traits of Simian kind bred out of them. And because we can't have nice things, they are also being pushed to the surface.

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About Werefolk and Werecreatures

Another fantasy classic I wanted to put my own spin on. In the HK universe. Werebeasts are the result of a very nasty curse created by a Fell God hoping to force the Free Peoples to descend into bestial cruelty. This Fell God, The Lord of Gore, is the God of savage cruelty. A patron of those who kill for pleasure and enemy to any who deny their worst instincts. To spread his twisted perspective, he sired Thirteen Dark Spirits, one for each Full Moon of the year. Each took the form of a different predator and was released into the physical world. Here they rampaged for years, slaughtering and terrorizing anyone and anything. Only sparing those who showed sufficient viciousness in face of their attacks. Instead biting these survivors and turning them into the first Werebeasts

Many of these Ur-Werebeasts were utter monsters. People more animal than person. Who exalted in this new power and its blood-hunger. Each of them spreading the curse to the few survivors of their attacks, causing an epidemic of monsters to spread across the world roughly three millennia ago. But this is where things get interesting. More and more Werebeasts were proving to be of strong moral character. People who resisted the curse to best they could. Eventually, attracting the attention of Aunt Huntress, Aunt Seeress, and Mother Earth. The three goddesses took pity on these noble Werebeasts and altered the curse. While they couldn't remove or destroy it, they could give the Werebeasts a fighting chance. Early Werebeasts were doomed to quickly lose control and devolve into monsters. Later, ones with enough willpower could resist the curse and even master it. Becoming champions of Aunt Huntress and mighty heroes who used the power for good.

The children of these "Curse-Tamers" inherited the Curse of Therianthropy to a lesser degree. Displaying animalistic features (Abnormal eye colors, fangs, claws, denser musculature, etc) but not the ability to transform like a true Werecreature. Until a rather curious incident when a feral-Werewolf attacked one of his children. The child not only survived but killed her maddened father. Being reinfected with the curse had a surprising result. The child could transform one of her arms into that of a Werewolf. Later experimentation with this phenomenon showed that if a Werefolk is infected, they can transform parts of their body in a strange hybrid transformation. With a very small percentage being able to awaken as "Full blooded" Werebeasts. The exact body parts or number of them a Werefolk will "awaken" upon infection vary dramatically. With their ancestry, temperament, and level of infection all playing parts. For example, a Werefolk with a Werebeast for one parent and a Werefolk for another will have a much stronger Awakening. With maybe 1/10 of them becoming true Werebeasts.

As for their abilities, Werebeasts have all the strengths of their bestial half with the intelligence of their humanoid half. Even a Werebeast gone fully feral will be a dangerous predator capable of long-term planning and other forms of higher-order thought. All Werebeasts suffer from the instincts and aggression of the curse, with many finding novel ways to suppress or master it. This aggression and their strength waxes and wanes with the Moon. During a Full Moon, a Werebeast is at its strongest but also the least in control. Aside from their animal abilities, Werebeasts and, to a lesser extent, Werefolk heal at an accelerated rate. Capable of shrugging off crippling injuries within hours or even minutes under the Full Moon. Silver negates this healing factor, and injuries inflicted with silver heal normally. Wolfsbane is also extremely poisonous to Werecreatures, both Beast and Folk. With a silver blade coated in Wolfsbane a death sentence to all but the hardiest or luckiest Werecreature.

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About Hybrids

The HK World is a diverse place with numerous sapient peoples that intermingle, and when people intermingle, they tend to make new people. Hybrids are not uncommon because of this. With many humans having traces of other species in their ancestry. I say humans, in particular, since an odd biological quirk makes half-human hybrids significantly more viable than other mixes. Whereas non-human hybrids, like, say a Orc/Dwarf are almost always sterile. A half-human will be able to have offspring with either parent species. But Fertility will steadily decrease down the generations if a Hybrid has kids with non-humans. Like a 3/4 Orc will have a harder time having kids, while a 3/4 Human will rarely have issues. Meaning that Humans tend to have traces of other species in their genetic heritage, but the other species don't. Of course, magic can be used to bypass some of these issues. Certain rites of Mother Earth, Sister Sun, and Brother Moon that might cure infertility could help make a hybrid or legacy hybrid capable of having kids. But that magic can be tricky and will just kick the fertility problem down to the next generation.

Werefolk are an oddity since they aren't technically a distinct sapient species but a cursed/diseased subsection of one. Most Werefolk we encounter are from human stock, but other types do exist. The curse's hold does weaken over the generations, but the Werefolk practices of reinfecting/inoculating themselves pretty much prevent that from happening.

Non-humanoid hybrids do exist thanks to shape-shifting magic. More than a few powerful magical bloodlines trace themselves back to a Dragon who took on a humanoid shape for a few years. Giants are the product of Jotunn interbreeding with Humans, but they are a distinct viable species like most children of the Jotunn. The less that is said about the Children of the Sidhe, the better. While Seraphs and Hellkyn can't reproduce, they can curse/bless a person so their children will be touched by Divine or Demonic magic. Seraphs rarely do this since it can have dangerous consequences for both the child and themselves. Only taking the gamble in desperate situations. Hellkyn have fewer compunctions and will gladly infect people with their taint if they can. In fact, Succubi/Incubi are an entire breed of Demon who specialize in this. Ripping off pieces of their victim's souls and infecting them with Demonic corruption.

Vampires and other undead are obviously sterile. A particularly insane Vampire might find a way to create offspring the traditional way through magic. But the "child" would be, at best stillborn. At worst, well you don't want to know.

SPOILERS FOR CHAPTER 17.

Cole is sterile, by the way. Isabelle had no desire to learn if any kids he might have would inherit his immortality. She was/is a mad scientist, but not mad enough to risk creating a species of unkillable monsters whose very existence is a crime against the gods.

SPOILER FOR BOOK II CHAPTER 10 and 11

About the Black Coral.

The idea that evil is a mutagen is nothing new. Its a very, very old trope from folklore and legends. Hellspawn are my take on this. Life exposed to Demons rapidly mutates into vicious parodies of themselves. The Shadow Spores are a great example of this. Being common black mold turned into colonies of moving shadows. Poisoning and isolating prey for the Demon. But the life cycle of the Shadow Spores is more than just acting as an environmental hazard. They also break down the Demon's prey. The Black Coral being a terrible mix of growth medium, digestive system, and excreta.

These mutations are not random. Hellspawn are both bioweapon and infrastructure for the Hells. Turning the indigenous life of whatever world they invade to their purpose. Thankfully Hellspawn are completely nonviable without a Demon's magical support. Their biology is often nonsensical or too specialized to actually work without magical assistance. Demons can turn pockets of life into Hellspawn, their size and complexity depending on the Demon's strength. With a full Demonic infestation creating perverse ecosystems suited for them alone. Once banished/destroyed the Demon's hellspawn will usually die off in a matter of days or weeks. Certain Demons are more capable of producing Hellspawn, not relying on "generic" patterns like the ones we saw in the Warrens. A number of monstrous species trace back to these more talented Demons and their creations.

About Higher/Greater Undead

We've talked a lot about Lesser Undead with Rattlers, Ghouls, and Wraiths. So it's time to talk about Greater Undead. An Undead is considered Greater if it meets a few criteria.

1. Unnatural Origin. Rattlers, Ghouls, and Wraiths can occur simply as a side effect of life. Being a magical problem but a 'natural one.' Greater Undead might be made of bones, flesh, or ectoplasm like their Lesser kin, but their origin needs to be related to some external factor. (Wights are reanimated through Necromancy. Not created by a trapped soul or polluted Aether)

2. Power and Intelligence. Greater Undead are capable of at least some independent thought. While also being potentially dangerous to a trained warrior. (Draugr remember skills they had in life, and the weakest of them are stronger and more durable than any mundane person.)

3. Independence and Endurance. Greater Undead need to be able to survive their creator and either repair or maintain themselves. (A Vampire can survive its Sire's death and feed on Blood to survive. A Flesh Golem can replace damaged parts if it knows how.)

If an Undead meets those three criteria, they are Greater. But how exactly they came to be can vary. Three broad categories exist, marking the most common origins.

Curseborn- Undead created by a Curse. Vampires and Draugr are the two most famous examples of this kind. Curses are wounds in the Aether created by an emotional and magical disturbance of incredible power. Acting like self-perpetuating spells. Curses come in all shapes and sizes, but Curseborn Undead are a fairly common effect of them. Existing as Victims or Agents of the Curse, usually both. A Curse can be broken, destroying the Undead connected to it. But this is generally only feasible on small-scale Curses, not ones influenced or created by Gods.

Spellborn- The products of advanced Necromancy. Powerful intentional magic was put into their creation. Resulting in a Monster of meaningful intelligence and ability. Lychs, WIghts, and Flesh Golems fall into this category. Most Spellborn are bound to a Necromancer's will, but they can usually survive the death of their creator. Resulting in very powerful Monsters running rampant until someone or something destroys them.

Hellborn- Demons can possess people. But possessing a Corpses is easier. To survive in the material world, Demons need bodies, and many weaker Demons lack the resources to get a proper one. So instead, they just animate Corpses to act as shells. Hellborn Undead are usually a side-effect of Demonic Corruption. Weak Demons entering the world in the wake of their betters and taking what bodies they can. But sometimes, they are created by Mages without enough sense or better options. Summoning up a Demon and giving it a "cheap body" to use. Technically most Beyonders can possess a Corpse, but Seraphim and Sidhe won't usually stoop to this method to influence Vardis.

About Monsters

Monsters, as defined in Vardis, are creatures whose origin and nature are connected to magic. In essence, a Monster is anything that could not exist in a world untouched by the Beyond. Undead, Werefolk, and even Cole fall into this category. But when people talk about Monsters in Vardis, they usually refer to Monstrous/Magical Beasts. Animals altered magically, either by intentional spells or Aether-born mutations. Griffins are a great example of this. Griffins did not naturally evolve but are a product of the Aether's influence. Being a fusion of feline and bird of prey. They also need magic to exist. Without the innate magical influence on their biology, they wouldn't be able to fly or reproduce. The Aether influences the world, turning ideas and thoughts into reality. For intelligent life, this becomes magic and spells. For animals, it results in mutations.

An animal who lives in a place with an active Aether or is exposed to lots of magical energy will sometimes mutant or, more often, have mutant offspring. The nature of these Mutations are fairly random but vaguely correlates to a desire of the animal. These are usually pretty simple, like "I wanna be bigger" or "I wish predators couldn't see me." Griffins and their sub-species are the results of many a poor Feline wishing they could catch prey that flew away. Mutants are not reproductively viable with their original species. But can be with a Mutant with similar or identical mutations. So the conditions for a stable breeding population of Mutants to exist and become a species of Magical Beast is rare but not impossible. Manipulating this process and selectively breeding a new species of Monster is something Magi and the like have done on many an occasion. Sometimes with impressive results like Hippogryphs and Dire Otters. More often, with another breed of horror lose in the world.

The Homunculus Knight focus mainly on the Undead. But I still want to try and make a magical and living world for the story to take place. Mutants and Monsters are part of that, and when Cole and Natalie start traveling again, expect them to run into some strange creatures.

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