Of Killers and Kings
Page 34
Awaken – A Reader can Awaken an object by bringing out its latent powers of Intent. An Awakened object is very powerful, but it gains a measure of self-awareness. Also, it can never be invested again.
Jarelys Teach, the Head of the Imperial Guard, carries an ancient executioner’s blade that has been Awakened. It now bears the power of all the lives it took, and is lethal even at a distance.
All Soulbound Vessels are Awakened.
Children of the Dead Mother – Elderspawn created by the power of Nakothi out of human corpses.
Consultant – A member of the Consultants Guild, also known as the Am’haranai. Mercenary spies and covert agents that specialize in gathering and manipulating information for their clients.
Consultants come in five basic varieties: Architects, Gardeners, Masons, Miners, and Shepherds.
For more, see the Guild Guide.
Dead Mother, The – See: Nakothi.
Elder – Any member of the various races that ruled the world in ancient days, keeping humanity as slaves. The most powerful among them are known as Great Elders, and their lesser are often called Elderspawn.
Gardener – One type of Consultant. The Gardeners kill people for hire.
Intent – The power of focused will that all humans possess. Whenever you use an object intentionally, for a specific purpose, you are investing your Intent into that object. The power of your Intent builds up in that object over time, making it better at a given task.
Every human being uses their Intent, but most people do so blindly; only Readers can sense what they’re doing.
See also: “Invest,” “Reader.”
Invest – Besides its usual financial implications, to “invest” means to imbue an object with one’s Intent. By intentionally using an object, you invest that object with a measure of your Intent, which makes it better at performing that specific task.
So a pair of scissors used by a barber every day for years become progressively better and better at cutting hair. After a few years, the scissors will cut cleanly through even the thickest strands of tangled hair, slicing through with practically no effort. A razor used by a serial killer will become more and more lethal with time. A razor used by a serial-killing barber will be very confused.
Kameira – A collective term for any natural creature with unexplainable powers. Cloudseeker Hydras can move objects without touching them, Windwatchers can change and detect air currents, and Deepstriders control water. There are many different types of Kameira…though, seemingly, not as many as in the past. The Guild of Greenwardens is dedicated to studying and restoring Kameira populations.
Humans can borrow the miraculous powers of Kameira by creating Vessels from their body parts, and then bonding with those Vessels to become Soulbound.
Mason – One type of Consultant. Masons are craftsmen and professionals in a particular trade, covertly sending back information to their Guild. There are Masons undercover in every industry and business throughout the Empire.
Miner – One type of Consultant. This secretive order is in charge of the Consultants’ vast library, sorting and disseminating information to serve the Guild’s various clients.
Nakothi, the Dead Mother – A Great Elder who died in the Aion Sea. Her power kills humans and remakes their bodies into hideous servants.
Navigator – A member of the Navigator’s Guild. The Navigators are the only ones capable of sailing the deadly Aion Sea, delivering goods and passengers from one continent to the other.
For more, see the Guild Guide.
Reader – A person who can read and manipulate the Intent of objects. Every human being invests their Intent subconsciously by using ordinary objects. However, Readers can do so with a greater degree of focus and clarity, thanks to their special senses.
Readers often receive visions of an object’s past.
Shepherd – One type of Consultant. The Shepherds are observers, thieves, and saboteurs that specialize in infiltrating a location and leaving unnoticed.
Soulbound – A human who can channel the power of an Elder or a Kameira. These powers are contained in a Vessel, which is bound to a person during the Awakening process. Soulbound are rare and powerful because they combine the focus of human Intent with the miraculous power of inhuman beings.
Bliss, the Guild Head of the Blackwatch, is a Soulbound with the Spear of Tharlos as her Vessel. Therefore, she can borrow the reality-warping powers of the Great Elder known as Tharlos, the Formless Legion.
A person becomes a Soulbound by having a personally significant object Awakened. If the object has a strong connection to an Elder or Kameira, and if it is significant enough, then it can become a Soulbound Vessel.
See also: Vessel.
Vessel – An Awakened object that becomes the source of a Soulbound’s power. Not all Awakened items become Soulbound Vessels, but all Vessels are Awakened.
In order to become a person’s Vessel, an item must fulfill two criteria: it must be personally linked to the individual, and it must be invested with the power of a Kameira or an Elder.
1.) Personal link: A ring that you bought at a pawnshop three weeks ago could not become your Soulbound Vessel. It has not absorbed enough of your Intent, it is not significant to you, and it is not bound to you in any way. A wedding ring that you’ve worn for fifteen years and is significant to you for some reason—perhaps you pried it off your spouse’s bloody corpse—could indeed become your Vessel, assuming it fulfills the second criteria as well.
2.) Power: A spear made of an Elder’s bone could allow one to use that Elder’s power of illusion and madness. If you bonded with a necklace of Deepstrider scales, you might be able to sense and control the ocean’s currents as that Kameira does.
See also: Soulbound.
Watchman – A member of the Blackwatch Guild.
For more, see the Guild Guide.
Guild Guide
A brief guide to the Ten Imperial Guilds of the Aurelian Empire, written by a licensed Witness for your edification and betterment!
The Am’haranai: Commonly known as Consultants, the members of this mysterious brotherhood work behind the scenes for the good of the Empire…or for anyone with enough gold to pay them. Consultants are more than willing to provide strategic advice, tactical support, and information to the Empire’s rich and elite, so long as it doesn't destabilize the government they've worked so hard to build.
Believe it or not, the Am'haranai were the first Imperial Guild, having existed in one form or another since long before the birth of the Empire. The next time you walk by the local chapter house of the Consultants, know that you're in the presence of true Imperial History.
The Consultants' local Guild Representative would not give us a definitive response to the less savory rumors surrounding this particular Guild. Juicy speculation suggests that—for the right price—the Consultants will provide a number of darker services, including espionage, sabotage, and even assassination. We can neither confirm nor refute such rumors at this time.
Consultants in the field are known to refer to each other by code names, to conceal their true identities.
Shepherds are their expert scouts, trained to watch, remember, and report.
Architects are the leaders of the Am’haranai, and typically do not leave their island fortress. They’re the strategists, alchemists, tacticians, and Readers that make the work of the Consultants possible.
Masons are a truly terrifying order, though once again the Guild Representative put off most of my questions. They go undercover as everyday folk like you or me, living ordinary lives for months or years, and then providing information to their Architect leaders. Your best friend, your neighbor, that street alchemist across from your house…any of them could be a Mason secretly watching you!
Other, less credible reports suggest the existence of a fourth brand of Consultant: the Gardeners. The job of a Gardener is to “remove weeds.” They are the black operatives, the pure assassins, the knives in the dark
.
The Guild Representative had this to say on the matter: “There is not now, and never has been, an order of the Am’haranai known as the Gardeners. That’s simple speculation based on our Guild crest, which is actually derived from our origin as humble farmers. Having said that, if you do have someone interfering with your business, it is possible that we could help you bring the situation to a satisfactory conclusion…for an appropriate level of compensation, of course.”
Since the Emperor’s death (may his soul fly free), I have no doubt that business has been very good indeed for this particular Guild.
Guild Head: The Council of Architects. No one knows much about the leadership of the Consultants, but it seems that the Architects collectively vote on Guild policy, coming to decisions through careful deliberation and long experience.
Crest: Gardening Shears
The Blackwatch:
Thanks to generations of legends and misinformation perpetuated by the Luminians, many of you have certain preconceived notions about the Blackwatch. They’re hated by many, feared by all, and I urge you not to heed the rumors. Every Watchman I’ve ever met has been professional, focused, and inquisitive--very few of them actually worship the Elders.
Let me put a few of your unfounded fears to rest: no, they do not eat human flesh for power. No, they do not conduct dark rituals involving blood sacrifice. No, they do not kidnap babies from their cradles.
Yes, they do use certain powers and techniques of the Elders. That’s no reason to treat them like cultists.
The Blackwatch was originally founded by the Emperor for two purposes: watching over the graves of the Great Elders, and studying the Elder Races to twist their great powers for the good of the Empire. It is thanks to the Blackwatch that Urg’Naut or the Dead Mother have not risen and devoured our living world.
Members of this Guild are known as Watchmen. They respond to calls for help and reports of Elder activity. Each Watchman carries seven long, black nails invested with the power to bind Lesser Elders for vivisection and study.
The goals of the Blackwatch often bring them into conflict with Knights and Pilgrims of the Luminian Order, who hunt down Lesser Elders with the goal of destroying them completely.
If the two would only work together, it’s possible that Aurelian lands would never be troubled by Elder attacks again.
Guild Head: The current head of the Blackwatch is a young-seeming woman known only as Bliss. Her origins are shrouded in mystery, though tenuous evidence suggests that she was born in a Kanatalia research facility.
Like every Blackwatch Head before her, she carries the Spear of Tharlos, a weapon supposedly carved from the bone of a Great Elder. I have never interviewed anyone who witnessed the Spear in battle and survived with their sanity intact.
Crest: the Elder’s Eyes (six eyes on a mass of tentacles)
The Champions:
I doubt there is a single child in any corner of the Aurelian Empire who does not know some story of the Champion’s Guild, but I will still labor to separate fact from romantic fiction.
The Champions as we know them today rose out of an old Izyrian tradition. In ancient days, before the Empire, the continent of Izyria was divided into a thousand clans. When two clans had a dispute, instead of going to war, they would send two representatives into a formal duel. The winner’s clan, of course, won the dispute. These clan champions were often Soulbound, strengthened by some secret alchemical technique, and highly skilled fighters.
When the Emperor (may his soul fly free) originally crossed the Aion Sea with the aim of enfolding Izyria into his fledgling Empire, he created his own collection of duelists to defeat the natives at their own cultural game.
Thus, the Champions were born.
Champions became, as we have all seen, the best fighters in the Empire. They singlehandedly quell rebellions, reinforce Imperial troops in the field, and put down dangerous Kameira. And sometimes, when the Empire still needed to fight its own duels, the existence of this Guild ensured that the Emperor never lost.
Since the death of the Emperor, this Guild has become—dare I say it—a dangerous liability. Each Champion has largely gone his or her own way. The Guild still trains initiates according to the old traditions, but it doesn’t have the organizational stability or control it once did.
Guild Head: Baldezar Kern, an undefeated duelist and the man who singlehandedly pacified the South Sea Revolutionary Army. Though he is known as a gentle man with an easy sense of humor, when he straps on his trademark horned helmet, he becomes a force of carnage on the battlefield like none I have ever seen. I had the opportunity to witness Kern on the warpath almost fifteen years ago, and the sight of this man in battle will haunt me until the day of my death.
Crest: the Golden Crown
The Consultants: See “The Am’haranai.”
The Greenwardens:
While the Greenwardens do protect us from wild Kameira and keep the Imperial Parks that we all know and enjoy, you may not be aware that they were originally intended to save the world.
The Guild of Greenwardens was founded at a time in our history when alchemy was first coming into its own, and we were afraid that a combination of alchemy, then-modern weaponry such as the cannon, and unregulated human Intent would tear the world apart.
Greenwardens were created to preserve Kameira, preventing us from driving them extinct, and to monitor and repair the effects of alchemical and gunpowder weapons on the environment. They each carry an Awakened talisman, which for some has become their Soulbound Vessel: a shining green jewel that they use to heal wounds and promote the growth of plants.
Guild Head: Tomas Stillwell is a practicing physician and a fully inducted Magister of the Vey Illai as well as the Guild Head of the Greenwardens, proving that no physical infirmity can prevent you from contributing to your Empire. Though he lost his legs in a childhood encounter with a wild Kameira, he never let that experience make him bitter. Instead, it drove him to study Kameira, their habits, and how they function. He is now one of the most famous natural scientists in the Empire, and he has done much to prevent the extinction of species such as the stormwing and the shadowrider.
Crest: the Emerald
The Imperial Guard:
I trust that all of you understand the purpose of the Imperial Guard: to protect the Emperor’s person, and to shield him from attack and unwanted attention. Some suggest that they failed, that the death of the Emperor proves that the Guard were unequal to their task.
I can assure you that this is not the case.
Through a secret alchemical process known only to the Guild of Alchemists, the Imperial Guard replaces some of their original body parts with those of Kameira. Some Guardsmen have patches of armored Nightwyrm hide grafted onto their skin, or their eyes substituted with those of a Cloud Eagle. The process is said to be long and unbearably painful, and it results in guardians with the appearance of monsters.
However, in the twelve hundred years that the Emperor reigned, not a single assassination attempt reached his person. We owe that fact solely to the power and extraordinary sensitivity of the Imperial Guard.
I know that many outside the Capital are wondering what the Guard are up to, now that they have no Emperor to guard. Well, in the words of their Guild Head, “We may no longer have an Emperor, but we have an Empire. That, we will preserve until the sun rises in the west.”
The resolve of a true patriot, gentle readers.
Guild Head: Jarelys Teach, a General in the Emperor’s military and Head of his Imperial Guard, does not at first strike you as an imposing woman. I have met her on many occasions, and found her to be singularly devoted to her job. Popular legend says that she swallowed the blood of a Nightwraith, thereby absorbing its powers, but that’s little more than speculation. It’s a matter of Imperial record that she carries Tyrfang, the Awakened blade used to execute the Emperor’s rivals over a thousand years ago.
Crest: the Aurelian Shield (a shield bearing the
sun-and-moon symbol of the Aurelian Empire)
Kanatalia, the Guild of Alchemists:
As I write this guide, I sip a glass of enhanced wine that slowly shifts flavor from cherry to apple to lemon. A cart rumbles by my house, with a hawker loudly announcing his remedies for sale. A quicklamp provides my light, glowing a steady blue, never smoking or flickering like a candle.
Truly, one cannot escape the advances of alchemy in our modern society.
Though alchemists have existed since long before the Empire, Kanatalia is one of the more recent additions to the Ten Guilds. It was the first organization to unify the previously contentious brotherhood of alchemists, allowing them to collectively achieve what they never could separately.
Matches, quicklamps, potions, invested alloys, healing salves, enhanced soldiers, vaccines…practically every scientific advance in the past century, including the advance of science itself, can be traced back to Kanatalia’s door.
Just don’t ask too many questions. A true Kanatalian alchemist can be very protective of his secrets, and you might find yourself a drooling vegetable if you get on the wrong side of an experienced potion-maker.
Guild Head: Nathanael Bareius did not become one of the richest men in the Empire by relaxing on his inheritance. After receiving a substantial fortune from his late father, Lord Bareius went on to receive a full education at the Aurelian National Academy. He graduated as a licensed Imperial alchemist and a member of Kanatalia. At that point, he wagered all of his capital on a single risky investment: alchemy. He opened his vaults, spending every bit he had to make sure that every corner and crevice of the Empire had a licensed Kanatalian alchemist there to provide illumination, potions, medical care, and Guild-approved recreational substances.