Thursday, July 24, 2014

Understanding the Netherworld

Please note that this is only a general summary of the world of the Helsing. Many arcane races have been left out and there are many aspects to the history and society of the Netherworld that have not been covered here. I intend to come back and update this regularly.

Spellwork
“There are technically five major schools of magic, but originally there were only four,” he said. “Each one had its own overall theory of magic and how it was done. The school of alchemy saw everything in terms of the elemental powers of Oranos, Gaia, Krenus, Oceanus, and Helios, which were supposed to be semi-divine entities which manifested in both physical and arcane forms. It also held that there were lesser elements which were each subordinate to one of the greater ones. The mystical school was mostly popular among the mages of the Germanic tribes and other barbarians, and believed everything came down to certain archetypes. There were many different kinds of archetypes, but the human ones, the ones they considered most important, were the Hunter, the Artisan, the Virgin, the Fool, the Sage, the Warrior, and the Farmer. Then there was the poetic school, which didn’t have archetypes like the earlier two, but instead believed that power and wisdom were to be found in stories. Those belonging to the poetic school would collect and memorize stories and they would base their spells off of passages from their collections. The fourth school came mainly out of the Far East, and it was called the ethereal school. That one was all about magical energy, almost like some kind of supernatural physics, although it did believe that there was raw magical energy called ‘qi’ in the East and ‘ether’ in the West, and there was also energy that was bound to some kind of archetype very much like the elements of the alchemical school. Then under Alexander the Great the documentation of all four schools began, which led to the archival school. The archival school’s emergence wasn’t completed until the rise of the Roman Empire, but it became the modern theory of magic in most of the world. It accepts the knowledge of all the old schools but it doesn’t treat any of them as comprehensive, and it focuses more on the words of power than on anything else, although it has room for many different perspectives.
    “Below the schools of magic there are also the crafts and the arts, both of which go into the makeup of any spell. The craft of any given spell is determined by its method, the way that it’s cast. The major crafts are the craft of brewing (which is all about potions), the craft of wielding (which uses magical items and is most commonly applied as wandwork), the craft of thalmaturgy (a craft that uses runes and circles and symbolic items to perform ritual spells), the craft of questing (which is when you have to do certains tasks like winning the treasure of some creature in order for the spell to be fulfilled), the craft of theurgy (which calls upon or summons a magical being and then appeals to them either for power or for the full effect of the spell), and the craft of incanting (which relies upon archaic languages, the words of power, and body movements). Typically, spells will be performed through at least two crafts, and the selection depends on the skills of the mage in question and the situation in which it’s cast.
    “Finally, spells are classified according to their art, which is based on their effect. The major arts are evocation, transfiguration, enchanting, divination, conjuration, illusion, healing, and charms. However, there are scores of subcategories for arts, and many of the subcategories fit into more than one of the major arts. Do you want me to get into the minor categories like pyromancy and scrying and all that?”
    Dante waved a hand and said, “No, that’s good enough. I’ll quiz you on particulars later, but for now I just want to see if you know the general concepts.” He began scrubbing furiously at the accumulations of grease that the cleaning chemicals had softened up for him. “What about languages? The art of incanting is, after all, the most commonly used. Tell me what you know of that.”
    “Well, it’s possible to use a modern language for an incantation, but usually you want something older,” said the wizard. “A lot of spells take at least one word of power, but for the rest of it the incantation should be made up of an archaic dialect of a mundane language or else one of the arcane tongues.”
    The veteran knight nodded and said, “And the two arcane tongues of the West are?”
    “Avalonian and Atlantean,” answered Daniel. “Avalonian was originally developed by the shaman and mages of Northern Europe, and it became adopted as a sort of secret tongue by many of the races of the Netherworld that considered their homeland to be within that region. Atlantean was developed by the magical scholars of the Mediterranean--meaning that it has roots in Latin, Greek, and Egyptian--and it was taken on by the Roman Empire and later the Catholic Church. There’s also D’varxi, from the region of Mesopotamia, and Ileyahi, which is a sort of arcane dialect of Hebrew. I know you only asked for the first two, but the other pair does appear in Western magic sometimes.”


Magical Races
    There are many magical races, but most fall into one of the seven classes of kami, fey, yokai, djinn, grendelkin, undead, and lostlings.
-Kami are nonhuman spirits that typically reside in another world even though most are bound to some part or aspect of our world.
-The fey are faeries, and they are all gifted in magic, most of them enjoy mischief of some kind, nearly all faeries are powerless against the touch of iron, and they are fascinated by games and wagers. The social world of the faeries is dominated by the seven courts, which are the Summer Court, the Winter Court, the Court of the Sun, the Court of the Moon, the Court of the Depths, the Marble Court, and the Court of the Caverns. In addition to the courts and the houses that serve them, there are also minor powers that are independent from but still respectful to the courts.
-Yokai are a class of magical beings from the Far East that--like faeries--straddle the line between human and spirit. Most yokai have some particular aspect of the world which they represent or are bound to.
-The term djinn can be used to denote a particular species or a whole class of species. Those of the specific species are among the Ancients, are skilled in illusions and empathic magic, and tend to live in solitude. The broader class of species refers to those who are spawned either by djinn breeding with other species or else by people who have been empowered or enchanted by the djinn. Most empaths belong to this class.
-Grendelkin are the most bestial of the magical races and most are descended from some Ancient monster (thus the name). It is widely believed that grendelkin do not have magic, but this is untrue. In reality, some grendelkin have more magic that the average faerie, but this power is usually focused inward on strength, healing, senses, and other physiological qualities. Most therianthropes--werewolves and other beings that have mixed human and animal qualities--are grendelkin.
-The undead are beings that have died and have returned to the world of the living in a semi-restored state. Ghosts occur naturally, but most undead only appear if they’ve been summoned through necromancy. Many undead exist in a confused daze and those that do not need to feed on the living or be supported through magic.
-Lostlings are people of mixed magical lineage in whom no particular ancestry shows dominance. Most lostlings appear mostly human (in fact, the more arcane Netherworlders tend to view them as mundane humans that happen to hang around their neighborhood on weekends) and whatever magical traits they inherit tend to manifest only in minor ways unless the lostling in question specifically trains to use that trait. Most lostlings don’t fall into any specific subset, but over time many of them did develop into their own distinct species, the most prominent one being the Jaegers.
Werewolf- A person can be a werewolf either through birth or by being turned. At first being a werewolf is pretty much the same as the traditional stories say with the transformation coming every full moon and the subject living as a normal human for the rest of the month, but as time goes on the wolf spirit matures in strength and in its relationship to the subject. The subject slowly gains the power to draw on the strength of the wolf apart from the night of the full moon and in turn the urges of the wolf become more insistent during those times until the subject reaches a rite of passage known as the achrann. At this point the subject spends three days in the form of the wolf and at the end of it they will either come out as a vargulf--someone who follows the desires of the wolf--or a faoladh--someone who submits the desires of the wolf to their human understanding. In either case, the individual is stronger afterwards both as a human and a wolf and is able to choose to change on any night (the strongest of them can also change in the day) they choose.
Harpy- A harpy is a sort of human-bird hybrid who in his or her fully manifested form has talons, exceptional eyesight and hearing, fangs, and toxic breath. The females also have fully functional wings, but the males are flightless and instead have greater speed on the ground.
Vampire- There are three basic species of vampires, which are the nosferatu, draugr, and upir. Nosferatu are the most mystical of the three with the power enter of the minds of others and change their shape, and they also have a considerable amount of natural skill and power when it comes to magic. A bite from a nosferatu is a cursed wound that will eventually kill the victim unless it is treated magically or the victim is fed upon again, and anyone who dies from the bite will rise again either as another vampire or as a revenant. Draugr are known more than anything else for their habit of sleeping in tombs of earth or stone as well as their ability to pass through solid barriers. They also have the greatest physical strength and when fully manifested they exude an aura of cold and darkness. Finally, upir are the least magical of the three species and have the least need for the spiritual properties of blood, meaning that they can store blood without worrying about having to keep the essence of the people the blood was taken from “fresh”. While upir are typically looked down on by other vampires because of their lack of magic, they also have the fewest weakness and are more difficult to detect. Upir are most notable for their ability to withstand sunlight with only minor irritation. Other vampires can withstand sunlight as well, but only if they’re old enough and even then their power tends to be extremely limited.
Changeling- A changeling is someone of faerie ancestry who doesn’t live in faerie society. All changelings have arcane power, are able to ride the wind, and have an instinctive skillfulness in matters of going unseen and unheard. Beyond that, the inherited traits of a changeling depends upon the species of their fey ancestor(s).
Siren- An aquatic grendelkin with musical abilities.
Grindylow- An aquatic fey species with long fingers, green skin, and frog-like faces known for residing in lakes and ponds.
Kappa- An aquatic yokai with a bowl in its head filled with water. If the bowl is emptied the kappa becomes powerless.
Sin-Eater- A sin-eater is an empath that feeds on sins, rather on the emotional energy behind the sins. The way in which this feeding is experienced by the other person depends largely upon whether or not that person is a willing participant. If the one fed upon is unwilling and holds to their sins then the process can be extremely damaging, but if the one fed upon is willing then the feeding takes on an element of repentance. It is still painful, but the experience is also cleansing. Sin-eaters usually find work as therapists, clerics, and exorcists.
Gorgonite- A gorgonite is a descendant of the gorgons. Gorgonites do not have the hair of their ancestors, but when fully manifested they do have scales and each subspecies has a particular ability drawn from the raw power of their ancestry.
Satyr- A satyr is a human-goat hybrid. Satyrs tend to be particularly fast but otherwise they are not physically much stronger than normal humans. While they are not themselves fey, they tend to be drawn to fey gatherings and celebrations.
Werecat- Unlike a werewolf, a werecat can transform at any time of their choosing and remain in control. They tend to have good reflexes, be quick, and possess excellent senses, but they do not have the raw strength of their lupine counterparts. A werecat must allow its animal spirit to lead it in a hunt at least once each month or else their personality starts to become more predatory.
Akki- A predatory, fanged yokai. Akki are nocturnal creatures with unusually long arms and bulging, yellow eyes that are known to feed on wandering travellers.
Djinn- A djinn is a winged, horned, semi-incorporeal being known for its power of illusion and divination. Djinn are ageless, solitary creatures that usually prefer to remain hidden.
Alux- An alux (the plural is aluxob) is a small fey creature from South America that prefers to live in the countryside.
Aobozu- A yokai of medium size with blue skin and mystical abilities. In English, the name means “blue priest”.
Baba Yaga- A particularly dangerous faerie creature that is distinguished by its legs which resemble those of a chicken.
Shinigami- In English, the word literally means “god of death”. A shinigami is a yokai that is associated with death in a number of ways, but their primary purpose is to escort lost or endangered souls to the rest of Sheol. However, many shinigami take death into their own hands and those who do are known to make excellent assassins.
Baku- A yokai that feeds upon dreams in much the same way that a sin-eater feeds on sins. Except that with a baku the process usually isn’t excruciatingly painful.
Bluecap- A subterranean faerie that often appears as a small, blue light. They are usually benevolent, but as with all faeries they can be dangerous if they think they have been insulted or dealt with unfairly.
Redcap- A highly dangerous faerie known for washing its signature cap in the blood of its victims. Some redcaps will make a permanent home at some place with a particularly morbid history, others will deceive at murder lost travellers, and others still serve as mercenaries following anyone who will pay them and allow them the opportunity for bloodshed. Redcaps are among the few fey that cannot be killed with common iron, in fact many of them carry an iron spear.
Campe- dragon-human-scorpion hybrid
Canaima-were-jaguar
Chinthe- Temple-guarding feline, similar to Chinese Shi and Japanese Shisa
Chitauli- human-lizard hybrid from the Zulu tradition
Tengu- a human-bird yokai
Drow- a small, mischievous, nocturnal faerie
Dullahan- A headless horseman; a ghost of a changeling or similar magical being executed for murder which is raised through necromancy and works as an assassin
Emere- A seer with the power to become incorporeal at will.
Encantado- a Brazilian faerie that can change from a human being to a dolphin
Ewah- human-cougar hybrid from Cherokee tradition
Huaychivo- human-deer hybrid from Mayan tradition
Jorogumo- Japanese spider-person
Kamaitachi- wind yokai
Kitsune- A yokai that can take the form of a fox or a human as it pleases or else a shape in between the two. A kitsune is not werefox, however, as it was never simply human to begin with. Kitsune are often tricksters and are well known to be skilled in magic.
Nahual- basically a were-jaguar
Obake- Japanese shapeshifter
Rokurokubi- long-necked Japanese tricksters
Ragana- an Eastern European being with magical powers and knowledge
Shunoban- Japanese red-faced ghoul
Bultungin- werehyena
Yobuko- Japanese mountain-dwelling creature
Yowie- human-ape hybrid
Yuki-onna- Japanese snow spirit
Ghoul- A ghoul is what happens when someone becomes touched with the curse of undeath but only to a partial degree. Something of a necromantic infection becomes part of them, giving them strength, arcane senses, and a hunger for raw flesh. The flesh need not be human, but if they draw on their strength without feeding they will go mad.
Jaeger- A Jaeger is a particular bloodline of lostlings known for hunting monsters.
Nobles- Nobles are lostlings with ties to ancient royalty as well as a claim to authority which is recognized by the fey or other magical beings.
Camazotz- A camazotz is an undead, bat-like humanoid native to South America. The creatures mostly dwell in the region of Underland known as Xibalba, and they were often called upon by Mayan priests as servants of their gods.
Cuco- The cucos (female cuca) are among the most feared supernatural beings in Latin America. Like most Netherworlders they usually appear human, but when their power is manifested they have leathery skin; a thin layer of fur; tall, thin ears; sharp, round teeth that mostly aren’t very long except for two fangs in the lower jaw that are almost tusks; and strong, slightly hooked claws. Cuco can live for centuries and they are known for being uniquely vicious.
Government
Gwendolen- The Senate governs arcane society in the US, Canada, and parts of Latin America. It is based out of a town called Gwendolen located in Ohio. The Senate itself doesn’t do a lot of direct governing, but is instead focused on maintaining balance between the various factions. In keeping with this, there are separate chambers within the legislature each representing a different social group within the Netherworld and organized in order to ensure that none of them are marginalized. Additionally, the Senate is lead by the Quorum, which is made up of representatives from a handful of Netherworld towns, two senior Sentinels (the equivalent of FBI agents), a few ageless fey who were present at the founding of the Senate, an archmage from the oldest magical academy in the New World, the Archduke of Gwendolen, and four additional members elected from the General Assembly.
    For the most part, the Senate functions by making contracts with regional leaders acknowledging their authority and endowing them with certain responsibilities. The main benefit that it provides is the presence of a few bureaucracies established to bridge the legal gaps between the Netherworld and the Topside, the support of the Sentinels in times of crisis, and the balance provided by Senatorial courts. Many magistrates and governing councils bemoan the interference of the courts in public, but in reality the courts are of great benefit to them since they provide someone else to blame when a particular group feels itself wronged. While even the largest bureaucracy directly serving the Senate has less than two hundred members total, all the statistics indicate that areas under the authority of the Senate are significantly more stable than those that remain independent.
    The Legions, many knightly orders, and the Jaegers have contracts with the Senate which guarantee their support as long as the warriors agree to abide by the regulations and the occasional orders handed down from the legislature. Additionally, among those of arcane nobility living under the authority of the Netherworld there are five dukes, each with authority over a different major city and with responsibilities to support the rule of law at large.


Atlantis- Atlantis is one of the oldest centers of Netherworld society in the world. Today it rules over Europe, most of Africa, and portions of the Near and Middle East. Like Gwendolen, the Parliament of Atlantis is designed to represent all the paranormal societies under its rule, yet it tends to give the most power to the nobles, the guilds, and the magical academies. Regions under the control of the Parliament are governed by a council made up of a high-ranking noble, a sage sent by the nearest academy, three publicly elected representatives, and two representatives of the Atlantean government. The government set up by Atlantis was seriously damaged by the World Wars, and when the Cold War came along it lost all power of any nations behind the iron curtain. Atlantis is still struggling to restore order in many places, and the balance of power within its own structure is still shifting as it tries to find its place in the modern world.


The Peacekeepers- The organization was formed at some point during the Middle Ages while the Vatican was still the main authority in the European Netherworld. After much dispute between the faerie nobles, the Church, and the more powerful kami in the region it was agreed that the Netherworld and the Topside should be two distinct societies, and the Peacekeepers were founded to keep the Netherworld hidden from mundane eyes. Members of the organization are equal parts mage, lawyer, and diplomat as they conceal magical activity, provide cover stories, and deal with anyone that they feel presents a serious threat to the secrecy of the Netherworld.


The Stygian Fellowship- The Fellowship is something like a governing body for the undead. It is composed by an elite group of vampires who and was originally formed in the fourth century when the wars by Rome and the Church against the more malevolent nations of the Netherworld reached their height. Certain vampires correctly concluded that they could not survive a state of open warfare. Fortunately, it was just as apparent that they would never be completely eradicated, and the enemies of the undead chose to enter an agreement with the Stygians. Officially, the Stygians do not take blood from unwilling innocents, however they are well known for working behind the scenes to fight the knights and hunters or else to make it easier for their kind to feed freely. They have even been known to found cults from which they can take blood at their leisure.
The Wizengamot- Given how dangerous wizards can be, the Wizengamot was formed as a diplomatic forum through which they and other particularly powerful mages could could meet. Since many wizards wind up serving competing factions, the Wizengamot usually is too much divided against itself to be anywhere near as active in Netherworld politics as many conspiracy theorists suspect. However, the council does act to promote the rule of law, preserve and facilitate the growth of magical knowledge, and limit the fallout of Netherworld conflicts.


Mages
    The term mage refers to any practitioner of magic. Most mages are born with some measure of power, but many draw most of their strength from other sources. In regards to the source of their power, mages are divided up between those with great inherent magical ability such as those that have a considerable amount of fey or djinn blood in their ancestry, those who are bound to some magical artifact (this doesn’t have to be bound to the individual mage; many arcane treasures are made to lend their power to anyone of a particular bloodline), those who call upon another being such as a kami or a faerie, and those who use potions and artifacts to draw in power from the world at large. Ultimately, however, this arcane strength all goes into the savanos of the mage in question. Every mage has three sources of power, which are the mage’s animus (the internal power which is bound up with their soul, physical health, and mental faculties), their savanos, and the energy of the external world, and most of the power of a given spell comes from the last of these. The mage’s savanos is kind of like an extra limb which is used to manipulate and sense arcane energy, and the power of the mage in general depends upon the two factors of how substantial the savanos is (which determines how much of it they can afford to burn up for fuel as well as how much power they can handle) and how complex or “flexible” (one metaphor is just as bad as another) it is (which determines how effectively they’ll be able to use whatever power they have).
    While it is true that anyone who uses magic is a mage, in academic circles one who is still in early levels of training is called a mageling. The first complete level of education for a mage is the title of “master”, which indicates expertise in a particular craft or art, fluency in at least one arcane language, a comprehensive grasp of eleven words of power, and a solid grasp of magic in general. After achieving mastery in three fields, fluency in two arcane languages, and a comprehensive grasp of twenty-seven words of power, one gains the title of sage. When a mage gains mastery in seven fields, fluency in three arcane languages, and a comprehensive grasp of sixty-four languages words of power they gain the rank of archmage. Of course, these standards are somewhat flexible so that if one is lacking in one area but excels in another it is still possible for advancement, and an arcane language can be replaced by two or more major mundane languages, but for the most part the above measures are the standard.
    There is also a distinction to be made between normal mages and witchcraft. While it is not actually illegal under many Netherworld governments, witchcraft is often taboo as a form of magic and it is widely referred to both by its adherents and its critics as “the art of power.” There are three characteristics that define witchcraft, which are the forceful taking of blood, the forbidden invocations (this can refer to the use of particular words of power in a specific way, the act of calling upon certain evil spirits, or the use of certain sigils), and the desecration of the sacred.


Monster Hunters
The Four Legions- The legions were originally formed in Ancient Rome out of those in the military who were particularly privy to or involved in the Netherworld. The legions gathered mystical loot from across the empire and used it in a ceremony to secure their power, and from there on they continued to serve the law in one form or another until the modern day. Each of the legions plays a different role, with the first legion being largely covert and dedicated to gathering intelligence and manipulating events rather than exercising strength directly, the second legion being made up of actual soldiers dealing with supernatural mayhem in war zones, the third legion is mostly made up of police and private security, and the fourth legion draws from the FBI and similar agencies.


Holy Orders- The Vatican, the Anglican Church, and several other religious groups with serious infrastructure support military groups committed to fighting supernatural evil. Most of these groups have a particular relic or sacred site which is connected to both their power and their purpose. The footsoldiers of the Vatican are known as Vagabonds, and at the other extreme end of the spectrum are the Templar Knights. Members of the Templar are drawn from other Catholic orders and they are generally considered the most elite soldiers the Church has at her disposal.


Jaeger Clans- The Jaegers are held together by tradition and familial ties rather than the rules and regulations of most groups, and as such their organizational structure is rather loose. Social and political power within the clans comes down to skill, reputation, and charisma. There’s also a lot of power attached to the estates which serve as strongholds and training centers for the clans, but when conflict does arise it has been shown in the past that public support trumps ownership of an estate.


Helsing Knights- The Helsing were first organized by Merlin in ancient times. Trainees and temporary recruits or allies are given the title of zealot, fully trained members are called knights, and above that are the paladins. Whereas most knights are attached to a particular keep, paladins are relatively independent and tend to wander wherever supernatural evil is most present. Typically it is from among the paladins that the captain and minister of each keep are drawn, although it is not necessarily so.
    Not counting the many safehouses the order maintains in periods of strength, the infrastructure of the Helsing begins with keeps, of which there are at most fourteen. For each of the keeps there is a well of power bound to the heritage of the knights as well as a door leading to Caer Hreohnes. The headquarters of the Helsing is located in the Veil, and in addition to housing the most ancient and sacred treasures of the order it is also the home of the Munin, a group of mages and clerks that handles all the intelligence, records, and major artifacts of the order; the Embers of Carmel, a group of craftsmen skilled in alchemy and enchantments who forge and maintain the weapons, armor, and fortifications of the Helsing; the Star of Solomon, a group of scholarly mages trained in healing, theology, exorcisms, and similar fields which serves to provide blessings, heal the wounded, and engage with the theological and philosophical issues of the day; Hugin, the official spies of the order; the Wearda, who are the servants and watchmen of the castle; and the Thains, who command the forces of the castle and make up part of the ruling council. Of course, the Embers and the Star exist more to preserve the unique knowledge and skills of the Helsing rather than to participate in fieldwork since each keep is supposed to have knights trained in all the same areas in which the members are experts. In addition to the Thains, the council is also made up of the captains of the keeps, and above them all there’s the position of the Steward of the Seat of Merlin, which is only occasionally filled.
    In order to become a knight, a zealot must be trained to a certain point in stealth, medicine, swordplay, at least one other form of combat, and a certain set of spells unique to the Helsing (the spells are directly tied to their arcane heritage). There’s also a fair amount of academic training involved, and all training is based on the Ways of Trembling and Exultation. The Way of Trembling focuses on repentance, meekness, and grief while the Way of Exultation focuses on joy and fury, and the two are an essential part of the philosophy of the knights. When a zealot meets these standard and completes a rite of passage, they not only go up in terms of ranks but also are transformed by the magical heritage of the order. They become stronger, faster, more powerful, and harder to kill.


Other Worlds
The Veil- This is the collection of worlds that form the border between the mortal world and Faerieland. There are four worlds, which are Underland (the world of caverns), Sylvana (the wild world), Memaoqim (the world of water), and Shembala (the world of streets). The geography of the Veil is largely a mystery to outsiders since the only way most people are able to find their way through is by following the arcane paths that connect various portals. Some claim that each of the worlds are actually distinct regions within a single spatially consistent realm, whereas others believe not only that each one is a distinct universe (i.e. no matter how far you walk in Shembala the only way you’ll ever get to Sylvana is if you go through a portal) but that the four worlds are each collections of pocket universes with enough portals and similarities in magical essence to look like they’re a single reality. There are many portals into the Veil, but most require some degree of magic to use and it’s never certain what will be at the other end. The vast majority of magical beasts either live in the Veil or else migrate to it on a seasonal basis.


Morpheum- This is the world of dreams and spirits, and it forms the border between the mortal world and Sheol. Morpheum is harder to enter than the Veil, and aside from sites of particular spiritual or magical significance the regions within it are usually not linked to any specific locations within the mortal world. Morpheum is made up of countless tiny worlds, most of which are home to a particular spirit for whom the world in question is the seat of their power. There are also a handful of larger worlds that run throughout Morpheum like the lines on a stained glass window, at once bordering and binding together the subordinate universes. Each subordinate universe has a wellspring of power and being at its center, and the farther one goes from that wellspring the more insubstantial the physics and material of the world becomes the person in question reaches a point at which the fabric of the world is too weak to contain a living soul and the wanderer is consequently zapped into one of these connecting worlds. The most notable of the connecting worlds is Styx.


Some Historical Notes
- In ancient times there were a handful of centers of supernatural authority based upon the legacies of major heroes and the political power of various empires. In Europe, Northern Africa, and the Near and Middle East there was a line of empires starting with Assyria and ending with Rome that collected both arcane treasures and knowledge. As these empires gathered mages, monster hunters, and the bastard children of supernatural beings (many of whom knew little to nothing about their heritage) they provided fertile ground for the growth of arcane society. Atlantis had already existed  as a meeting place of mages long before Assyria first began its campaign of conquest, but their knowledge of the world at large was mostly limited to folklore before the empires came around. With numerous magical artifacts to examine and firsthand accounts to hear, the mages of the empires were far more able to gain firm understanding of the arcane. By the time Rome came to power, the society that started in the palaces of Assyria and Babylon had grown enough to build a vast wealth of knowledge, set laws for magical beings, and establish orders to fight the arcane beasts that often terrorized humans.
    When Rome fell, the Catholic Church picked up where Ceasar had left off. The arcane knowledge of paganism was mostly focused on how to appease or make deals with major magical beings, but the Abrahamic religions were concerned with the Creator of not just this mountain or this forest but of everything, including the beings that pagan religions worshiped. As such the symbols, relics, and writings of the Abrahamic religions had deep and primal power that was particularly dangerous to many of the darker creatures of the Netherworld. There was a relatively brief period of a few centuries between the time that the Vatican secured its power over the Netherworld in Europe and the point at which authority slipped back to Atlantis, but the structure of Netherworld society in the West was ultimately cemented by their efforts.


- If it seems like most of this has been highly eurocentric, it’s because it has been. The Far East, Africa, and the Americas all had their own centers of arcane society, and the Chinese Netherworld in particular had a rich heritage easily able to rival Atlantis in every way. However, many magical strongholds in China and the Muslim world were laid to waste when the Mongols rolled through Asia, and the creatures that fed upon the resulting carnage were a plague in their own right that remained for decades afterwards. Of course, the Mongols themselves were interested in collecting the arcane treasures of the conquered nations so they didn’t destroy the magical societies they came across so much as throw them out of balance. It was the rise of colonialism in Europe that did the rest of the work.
    The Colonial Period lead to the collapse of many arcane establishments in the world at large and the spread of the Atlantean system. It also meant a continuation of the period of civil war among the European monster hunters that had begun with the Reformation. Since supernatural evil is drawn to those places where human sin is most clearly manifest, many orders of knights and hunters were forced to face the full reality of slavery and the exploitation of conquered peoples. The situation was a unique conundrum for the warriors, especially when the natives started calling upon supernatural beings to fight the conquerors, and many political factions formed over the issue of how to deal with the various issues that emerged.

- The World Wars and the Cold War all had serious repercussions in the Netherworld. For one thing, many factions that had formed from the Renaissance onward tried to take advantage of the conflicts in order to rise to power, destroy their rivals, or achieve whatever other goals they might be founded on. Additionally, nations on all sides of the conflicts started secret paranormal projects that ranged from integrating magic into technological weaponry to attempting to summon ancient and dangerous beings. Finally, there were the monsters that emerge and multiply any time large-scale carnage occurs. Many old and dangerous creatures had chosen to either enter a state of hibernation or else to retreat into other worlds around the Industrial Revolution when the rapid growth of civilization and bureaucracy made it increasingly difficult to prey on humans while remaining hidden. A large portion of these creatures became once more active when the rampant bloodshed of the World Wars made food much easier to come by. Additionally, vampires and other similar monsters were often recruited by communist and fascist governments for their strength, knowledge, and ability to deal with any paranormal resistance that might emerge. As a result, the Soviet Union (which was cut off from the rest of the world on an arcane level as well as on a mundane level) became almost a breeding ground for such things until it fell.

Tuesday, July 15, 2014

Helsing Chronicles: The Bastard of Rosmarus; Chapter 4

Guide
Intro
First Chapter
Second Chapter
Third Chapter

    As the van left the keep, Daniel took another look at the supplies he’d been given. There were seven gweydra throwing knives with leather handles and sheaths, a small collection of potions and sealed spells, an enchanted compass, a set of binoculars that could see through simple illusions, a technomantic radio, and a small supply of food. From what he understood, gweydra was the metal that lent itself most to charms and enchantment, which was probably why the knives had been given to him. In the van with him there was Ephraim, Rachel, Troy, and a jaeger in her early twenties named Shelley Clerval. For armor, they each wore jackets with enchanted patches sewn onto the outside, a layer of isendur and keldenshtahl chainmail inside, and an interior lining of leather that Ephraim had hinted was made from manticore hides. There were also plenty of other clothing items--especially boots, belts, and gloves--designed and enchanted to benefit the wearers in some way that was in line with their talents and their role in the mission. To a Topsider, it mostly would have looked like one big fashion statement, but to anyone born and raised in the Netherworld it was the very image of sheer, militant power.
    Daniel muttered a few words of Avalonian as he directed his will to the first blade. It rose up about half a foot into the air in much the same way as the spoon Dante tested him with earlier except that this required very little effort. With another word, the wizard sent the knife slowly spinning in place. He gave it four spins before he reversed the direction, and then four more spins before he reversed it again. It took him less than a minute before the exercise stopped requiring his full attention and he was able to look around again. He glanced out the window and nearly jumped when he saw Vera, wings unfurled and rifle in taloned hands, gliding through the air about a yard away from the van.
    “What’s she there for?” asked Daniel after he regained control of the wildly spinning blade, which he had thankfully had the good sense to leave sheathed for the exercise.
   “Which one? Vera?” asked Rachel.
   “Who else?” asked Daniel.
    “Well I’m kind of new to field work, but most of the times I’ve gone there’s been all three of the sisters escorting us out of the city,” said the gnomish technomancer. “As far as I know they’ve never had to fight anyone on the way, but it’s a good safety policy.”
    “Safety?” the wizard asked. “You do realize your captain is sending teenagers into battle, right? I mean, how old are you anyway?”
    Rachel looked disdainfully at him and said, “A gentleman does not ask a lady her age.”
    “First off,” said Daniel. “That rule only applies to old people. And secondly, I’m a murderous taskmage, not a gentleman.”
    “If they join up early enough,” said Ephraim from the front. “Recruits are sent into the field at around eleven years of age. All they do is surveillance and other mostly safe jobs, of course, and there’s all kinds of wards to keep them out of actual conflict, but the point is that a teenaged zealot or knight is expected to be a lot more capable than most people their age. Besides, there’s a lot of work to do, and we young folk are actually getting the less dangerous assignments. There’s a reason you saw hardly anyone older than twenty-five at the keep.”
    Daniel digested that for a few moments as he casually added a second knife to his exercise. After a few moments of watching the harpy flying effortlessly through the fading rays of sunset, he said, “So what exactly is this not-that-dangerous mission we’re heading off to, anyway?”
    “Hobgoblin,” said Shelley. “His name is Fellbrook, he has a habit of building small crews of dark fey, he likes to terrorize small towns until he and his crew have had their fill, and according to Quintus he’s found a new feeding ground a little east of Reno.” She tossed Daniel a folder and added, “You can read the rest for yourself. I’m going to sleep.”
    Daniel opened the folder and skimmed the contents as the young woman shut herself down in the style of one trained to claim restfulness in the hours between gunfights. Apparently Fellbrook was supposed to have four goblins, a boggart, a kobold, a spriggan, and a red cap. As with most dark fey, the motivations for each member of the crew came down to either a natural drive to make mischief or else a hunger for the blood and spirit of their human prey. Daniel flicked a finger and another of the knives rose into the air. The casualties left in the wake of the crew included murders, suicides, deadly falls, outright insanity, and plenty of general mayhem. There were even a few car crashes in there.
    The wizard looked out the window again as they entered the freeway and said, “This is the safe job?”
    “Keep your voice down,” said Ephraim. “Or Shelley will explain to you her policy on people who disturb her rest. Anyway, I said we got the less dangerous missions; I never said that a single one of them was safe.” He glanced in the rearview mirror and asked, “You understand your role in this?”
    The wizard shrugged. “I don’t know. Tracking spells, jinxes, evocation, counterspells, that kind of stuff?”
    “Tracking is for me and Ephraim,” said Rachel. “Making things go boom is also my department, and direct combat is for Ephraim, Shelley, and Troy. You’re working on the counterspells, making sure we don’t get hexed or tricked.”
    “What she said,” said Ephraim. “We might need you for the other stuff, but if we do we’ll ask you.”
    The wizard didn’t know if he should be more relieved or disappointed at that. He simply continued the exercise as he considered his role. It wasn’t glamorous, but when dealing with the fey it was certainly necessary to have someone magical countermeasures. If Fellbrook and his crew became aware of the team early on it would likely be a constant struggle to subvert their traps and supernatural attacks. Not to mention that all his skills tended towards that role rather than towards direct combat. Of course, if the fey did discover the Helsing and Daniel did wind up fighting back a constant bombardment of hexes, then the first thing they would do would be to come at him directly. After considering that possibility, the young wizard began to pay much more attention to his exercise. He had about five more hours of travel to properly acquaint himself with the throwing knives, and he would feel much better if he had established a firm telekinetic grip by the end of that time.
* * * * *
    “And here we are,” said Ephraim.
    Daniel looked up and turned his attention outside. The van had just left the freeway, and they were now surrounded by sidewalks, loosely spaced shops, and the struggle between the human desire for greenery and the dryness of the actual land. “Does that mean we can escape the van soon?” he asked.
    “It depends on your definition of ‘soon’,” said Ephraim. “There’s still about three hours to sunrise and we prefer not to get a motel until it’s light out. For now we’ll be driving around the town so Rachel and I can gather intelligence.” He grabbed at quarter from one of the cupholders and flicked it at Shelley. “Rise and shine, huntress. It’s your turn to drive.”
    Shelley made a few disgruntled noises, but she didn’t argue when Ephraim pulled into a parking lot and switched seats with her. Besides rubbing her eyes for a moment she showed no signs of drowsiness as she took over the van. At the same time that she settled into the driver’s seat, Ephraim and Rachel got out their gear, and Daniel leaned his head forward over the next seat to get a better look. Rachel had a thick laptop open and she was currently plugging in a small satellite dish, a camcorder with a flexible mount that ended in a suction cup, a handheld radio that hooked onto her belt, and something that looked like a cross between a seismograph and a music box, all of which were adorned with the typical technomantic runes. Ephraim, on the other hand, had only a notepad and a silver compass with three arrows and the seven mystical archetypes in the place of the usual directions.
    After watching the two murmuring and making notes for half a minute, Daniel lost interest and returned to his exercises. The seven knives were laid out in a row on the back seat with him, except for one that was spinning leisurely in the air. Every four minutes he would switch to another knife and a new pattern of movement, but that took up only a tiny fraction the wizard’s attention. Over the course of the drive he had also practiced divination on nearby drivers, conjured rodent-shaped illusions, transfigured a stale french fry he’d found on the floor, and summoned candle flames. He’d also made a pass at a packet questions on literature, history, math, and science that Dante had given him, but after flipping through and doing all the easy questions he’d found the remaining work too irking not to postpone. Now he was finishing up the fire exercise, and soon he had nine little lights dancing around his hand.
    After extinguishing the flames, Daniel decided he should probably get to his actual job. He opened his mind and whispered an incantation. He was divining for Fellbrook and his minions much like Rachel and Ephraim were, except that they were looking for any information they could find whereas Daniel was looking for something more specific. All he wanted to know was whether or not the hobgoblin’s crew had any malice focused directly on them.
    As soon as the incantation was finished Daniel was hit by a crawling tide of menace. It felt like a swarm of insects, their squirming bodies heated by the desert sun. He rocked back into his seat as a fit of vertigo came over him and the taste of blood filled his mouth. Then he closed his eyes, focused his breathing, and closed his mind off bit by bit until the sensation was intelligible. After a few more breaths, Daniel was sure that the power he sensed was random and ignorant of their presence. He also realized that he had a headache and there were dozens of pinpricks of phantom pain dancing across the rest of his body. He groaned as he took out a notebook of his own and started drawing protective symbols in sharpie.
    “Have you ever used divination in a situation like this before?” asked Ephraim without looking away from his compass.
    “No,” said Daniel. “Not like this.”
    “Well you’ll have to learn to tone the scrying down when you’re dealing with supernatural evil,” said Ephraim. “You probably didn’t realize it, but you screamed like a little girl for a few seconds.”
    “Stop lying,” said Rachel. “It was just a little shout, don’t worry about it.”
    Daniel blushed but he decided to pretend he hadn’t just taken a psychic beating. “As far as I can tell, Fellbrook doesn’t know about us,” he said. “Even if he does, there’s no tracking spells or anything else aimed at us in particular. I’m drawing some sigils to keep us safe and hidden, but I doubt they’ll hold when you start actively getting in his way.”
    “That’s fine,” said Ephraim. “Just do whatever you can for now.”
    Daniel took that as request for silence so he shut up and returned his attention to the notebook. Like most sigils, the design he was working on involved a combination of runes and geometry. First he drew a geometric figure--a star of David in this case--and then he scribbled a written incantation inside it. Instead of writing the incantation in full, he took each word individually and interposed its first, middle, and last letter into a single symbol; erased a few bits for the sake of elegance; added some dots and curved lines in the empty spaces in and around the symbol to indicate the missing sounds; and then combined the resulting symbols so that their shapes touched without overlapping. This incantation was three words long with the middle one being a word of power and the other two being in Atlantean, and the final arrangement looked vaguely like an ornate gateway. It would have taken an hour to work it all out if this were his first time making the sigil, but Daniel had this one memorized already so it only took him about eleven minutes for each copy.
    “Oh no,” said Rachel fearfully as Daniel started on the third sigil. She looked around at her comrades, her gaze lingering on Shelley. “I just got a message online. There’s...there’s been an attack on the Buchanan Estate. There’s not much information here, but it looks like the estate’s been lost.” She made a few sounds that suggested the beginnings of words and then she gave herself a few seconds to decide what to say next. “I’ll try to find out more.”
    The van was very quiet after that, but it had also been very quiet before that. Apart from the way Rachel had delivered the information, the only clues Daniel could detect about its significance were the furtive glances that his fellow passengers were now exchanging.
    “At the risk of being rude to the people who are forcing me to endanger myself for them,” said Daniel. “What does that mean?”
    “The Buchanan Estate is a base of operations for the Jaeger clans,” said Ephraim softly. “It’s a large property in Southwest Texas that handles finances, record statistics on paranormal activity, and provides lodging for jaegers in between hunts. The estate serves as a training camp, a safehouse, a storage facility, and whatever else they need from it. It’s also heavily involved in the expeditions to Latin America to support the Jaegers and knights down there.” He sighed. “The clans were among those who stood by us during the Purge. Many of the chronicles and artifacts that were recovered from our lost keeps are--or at least were--held at the estate. If it’s been lost then the clans and all their allies have just suffered a horrible tragedy as well as a critical tactical loss. There’ll be more.”
    “I’ve got something,” said Rachel. “Most of them were able to evacuate. Most of the paths through the Veil were blocked, but there were a few through Geverna and Underland that were safe. The vaults beneath the manor have been sealed and the people who didn’t escape or die in the attack are all holed up down there. I’ve...I’ve got a list of casualties here.” She looked up at Shelley. “Do you want me to...you know?”
    “I don’t want names,” said Shelley. “We’re on a hunt, and we need to focus on our prey. When Fellbrook is dead, then I can start worrying about my kin.”
    No one said anything after that. Daniel considered asking about the Buchanan Estate some more, but the silence grew more and more settled with each passing minute, and his inner debate was too slow to deliver a verdict while speaking still seemed vaguely possible. He resolved to return to his sigils, but first he peeked out the window. There in the dimness of early morning the wizard saw the outline of a single figure standing on the edge of a nearby overpass playing a violin. The sight sent a barely detectable tingling across his skin, and he quickly looked away.
* * * * *
    Most of the Helsing were asleep, leaving only Daniel and Rachel awake in the motel room. Daniel had just finished warding the room against the targets and now he watched curiously as Rachel analyzed the data from their tour of the city. She had a map laid out in front of her, and she was inscribing runes on it based on the notes she and Ephraim had taken. Daniel didn’t recognize the runes, so he figured they were probably developed and used specifically by the Helsing.
    Rachel looked up at him and asked, “Why aren’t you asleep? I’m pretty sure you didn’t even nap on the ride.”
    “I don’t need to,” said Daniel. “My savanos supplements my need for sleep just like all my other physical issues.”
    “Your what?” asked Rachel.
    The wizard tilted his head. “You really don’t know? It’s my aura, the extension of my spirit that mediates between my being and the arcane energies of the external world. In wizards it’s strong and subtle enough to compensate for injuries and other physical problems.”
    “Huh,” said Rachel. “Well I’ve only been with the knights for about a year. Plus, most of my training has been pretty specific so far.”
    Daniel grunted in understanding and asked, “So what’s the situation?”
    “Mostly minor mischief so far. There’s signs of strife and confusion all over the place, but no violence yet. Typically, things like Fellbrook will start by planting the seeds of violence and despair and then use a single bloody incident to set everything off. All the latent conflict is arranged in clusters of relationships with each cluster having a single tie to the catalyst, so if we can stop the catalyst we can at least delay the rest of the scheme.”
    “And you know this after one year of specialist education?” asked Daniel.
    “Well, yeah,” said Rachel. “But mostly I know it from reading the report Dante gave us.”
    “Oh,” said Daniel flatly. “I suppose I should have opened that.”
    The wizard blushed for a moment, sighed, and decided to find something else to do while Rachel continued to analyze the data. He grabbed the notebook again and tapped a pen against it while he considered what spells to ready. Eventually he settled on three and he started ripping out papers for each of them. The first was essentially a weaponized ward against goblins and other dark fey. For that he tore out four pages and began by inscribing the Japanese kanji for “iron” and “bee” on the first of them. He drew them out in pencil separately a few times, all the while muttering lines of Avalonian poetry, and then made them into a single character using pen. After spending seven minutes on that, Daniel repeated the process on the next two pages but with the words of power typically used for “noon” and “arrow” on the second page and a handful of minor runes traditionally used to repel the fey on the third page. As he prepared the three pages, he visualized each of the things being represented and drew on any memories he might have that corresponded to them, throwing anything he could into the casting. Then on the fourth page he slowly and methodically combined the work of the previous papers into a single sigil resembling a warhammer. Finally, he placed the fourth paper atop the other three and fused them with a binding spell so that whatever skill and power had gone into the earlier pages were taken up into the completed image. The whole process took around thirty-five minutes.
    “What’s that?” asked Rachel as he started on the second spell. She was getting a drink of water as he took out three more pages from the notebook.
    Daniel started folding the pages as he answered her. “It’s a sort aggressive binding spell. More like a strangling spell actually.” He folded the first page four times and then started on the second one. “Basically, what it does is draw in nearby currents of magic energy into a net that ensnares and strangles a target. A Topsider would only get a little nausea or vertigo from the spell, but for magical beings it’s a lot more damaging.”
    “Huh,” said Rachel. “Shouldn’t you be doing something to keep us hidden?”
    “There’s not really anything more to do,” said Daniel. He had folded the second page three times and now he was starting to draw the proper sigil again and again within the borders of the creases. “If I had some materials I might be able be able to add a bit to spells I’ve already cast, but as it is there’s nothing I can do for it except be ready in case something threatens them. If the wards are in danger of failing, I’ll feel it and then I can counter the problem.”
    “Okay,” said Rachel. she sat back down at the map.
    “Any new revelations?” asked Daniel.
   “Possibly,” said the changeling nervously. “Have you ever heard of a mooncalf?”
    “I think so,” said Daniel. “That’s someone under magical compulsion, right? A sort of servitor?”
    “Not quite,” said Rachel. “A mooncalf isn’t actually under a compulsion. Instead, they’re tormented by dreams and visions that lead them to behave in a certain way. At the very least, it’s a Netherworlder having fun at the expense of some poor victim; at the worst the process can be used to lead someone to terrible evil. In the latter case the victim is presented with a hyper realistic nightmare in which they have the option of ending the scenario by doing something they know to be wrong. The illusion repeats again and again until they choose the escape, whatever that may be, and then the tormentor continues to present yet more dreams and visions directing the victim to commit more and more sins until the victim’s resistance is almost completely worn away. Then they’re eased back into reality and sort of pushed toward some terrible path.”
  “Creepy,” said Daniel, trying to put as much unease as he could into the word. As someone whose work with Rosmarus had frequently involved illusion and mesmerism, he was finding it hard to conceal his professional curiosity about this unique method of mental mischief. “So you think that a mooncalf is part of Fellbrook’s design?”
    “I think they’re the catalyst,” said Rachel. “I just need to find him to confirm it.”
    “But isn’t that good?” asked Daniel. “If we know what the catalyst is, and whoever it is isn’t too hard to find, doesn’t that make things easier for us?”
    “Sure, it helps us stall things,” said Rachel slowly. “But the best answer to a mooncalf is a sin-eater and the process doesn’t leave them able to do much of anything  else for a while.”
    Daniel felt like he was beginning to understand the situation. “So basically,” he said. “Our fearless leader will be on the bench for the rest of the mission.”
    “Don’t forget ‘stunningly handsome’,” said Ephraim as he sat up from where he had been sleeping between the beds. “Why am I on the bench?”
    “Go back to sleep,” said Rachel. “I’ll tell you when I’ve sorted everything out and you’ve had enough rest.”
    “Screw that,” said Ephraim as he crawled toward the map. “What’s up?”
    Daniel decided to back out of the conversation. If they were going to be short one empath when facing the hobgoblin, it was probably best that he be ready for combat. After he finished up the strangling spell, he tore out four more pages with which to prepare the final working. The first page was focused on fire, the second on ice, and the third on the moon. He wrote out three words of power for each aspect of the working, inscribed two additional runes for each word of power, and sealed each aspect within a boundary shaped like a long, thin leaf. Finally, on the last page he combined all three aspects, the images arranged so that they converged in the center of the page and shot out from there as if seeking the corners of an invisible triangle. Then Daniel bound the four papers into a single page, crumpled it up, and put it inside a leather pouch he’d had the foresight to bring along, and then hung the pouch from his neck as the page’s sigil slowly etched itself onto the newly made talisman. This last working wasn’t designed for immediate, flashy use like the other two. Instead it was an enchantment that he could draw on to empower and accentuate other spells, particularly those of evocation.
    “Have I mentioned the need for materials?” asked Daniel. “I’m going to have to keep recharging this thing if I don’t have anything but a sigil to put in it.”
    “Then keep recharging it,” said Ephraim. “We can go shopping after the mooncalf is taken care of. Assuming that Fellbrook’s crew isn’t after our blood, which they probably will be.” Then he clapped his hands and shouted, “Everyone up! We’ve got a target, we’ve got a plan, and the sun is on our side.”
    As Shelley and Troy returned to wakefulness, Daniel considered what it meant for Ephraim to be out of the action. He hadn’t seen anyone in action yet, but Troy and Rachel were barely any older than he, and Rachel’s talents didn’t seem very combat-oriented. He had gotten the impression that the younger pair were mostly there for training while Shelley and Ephraim were sent to handle the real danger. Daniel had tagged along to a few less covert assassination jobs, and he knew from experience that no matter how strong someone was they still needed at least one other person to cover their back, especially when magic came into the equation. The wizard looked around at the faces of his new comrades as Ephraim explained the situation and the step on which they would soon be embarking. He thought of the trouble that would be coming for them soon and the vulnerability Ephraim’s absence would present.