When the Dolmanic diaspora fled the destruction of the Were
Empire four thousand years ago, it spread across the rolling plains that,
millennia later, would become the Northern Dolmanic Republic. The farthest
tendril of that migration ended at the ocean, in a lush river-delta valley
cupped between the ends of two mountain ranges. Thick forests, rich freshwater
and offshore fisheries, and fertile bottom land made it a nearly ideal
place to live.
To exploit such a wealth of resources required a more settled
way of life than the other Dolmanic tribes pursued. The resulting cultural
drift that might have separated the Dale folk from their more nomadic
plainsdwelling brethren was countered by the need for a strong mutual
defense against frequent raids by the Hooven tribes in the nearby mountains.
These ties persisted through the eventual conquest of those tribes and
the crowning of the Northern Dolmanic Kingdom's first monarch.
As tribalism gave way to imperialism, the Dale became one
of the new realm's first civilized provinces. Its economy changed little
except in size, continuing to revolve around lumbering, fishing, and agriculture.
Over the centuries, though, a new factor gradually emerged: commerce.
The growth of domestic and international trade, especially with the Shammark
Basin down the coast, made the Dale's position -- near the mouth of a
navigable river on a coast dominated by rugged mountains -- uniquely important.
One of the fief's more notable lords, seeing the opportunities,
founded the city of Daleport. At first the new city was little larger
than the original village and primitive castle across the river. As the
river port expanded, however, it was joined by shipbuilding slips, and
the increasingly cosmopolitan population swelled rapidly, outgrowing the
original city walls. Trails leading to and from the Dale became roads,
and new trails appeared.
Even with all this, the broad river in the Dale remained
unbridged. It was important to keep the river open for shipping, and construction
technology was too primitive to throw a span across such a wide expanse.
The fading of magic toward the end of the Age of Legend meant that it
would be of limited help in the building and could not be relied upon
in the long term for maintenance. Instead, ferries tied the two shores
together. This was adequate for a minor out-of-the-way holding, but Daleport's
newfound importance as a crossroads of trade demanded more.
When, during this time, the noble family that held the Dale
died out, the region escheated, or reverted by law rather than inheritance,
to the throne and became a crown province. The king, forced to find a
solution for this relatively small but important area, named a (very)
distant relative of the original family, a proven and talented soldier
and administrator, as the actual successor to the title. He proved an
inspired choice, for his shrewd and enlightened policies continued and
bolstered the Dale's prosperity, making it a jewel in the Dolmanic crown.
The project for which he is most remembered, though, was
ambitious and inspiring: a bridge over the river. It was only comparatively
recently that mundane building techniques allowed arches large enough
and pilings sturdy enough to do the job. Mechanical technology had mastered
the drawbridge, answering the need to keep a shipping lane clear. Suddenly,
with the ability of traffic simply to drive across the river, the importance
of the roads skyrocketed, drawing yet more traffic -- and immigrants.
Like Shammark County, but on a smaller scale, Daleport became
a patchwork of neighborhoods and communities, including not only humans
and Hooven but, thanks in part to Dis the were-panther, lycanthropes and
more exotic peoples from distant lands. The bridge allowed the continually
growing city to engulf and absorb the old seat on the opposite bank, the
economy shifted almost entirely to shipbuilding and trade, and the Dale
became a pocket of prosperity only occasionally interrupted by the troubles
that come to every land sooner or later.
As transportation technology improved, so did the roads.
The first bridge lasted for centuries and was joined by several others,
but around the time of the Great Awakening it had to be dismantled to
make way for the ever-larger sailing ships calling at the port or plying
the river. (Today there is a monument and museum near the original site,
complete with a large model of the bridge based, since no reliable depictions
of it have been found, on the archaeologists' best guess at its appearance.)
The delta was dredged regularly to maintain shipping channels deep enough
for these ships' deeper drafts.
The industrial era saw a radical realignment of Daleport's
priorities. Steamships rapidly grew too large to travel upriver and railroads
snaked across the land. The river port became a transfer point, shifting
cargoes among river barges, ocean steamers, and freight trains. One major
rail line, celebrated in story and song, clings to the base of the mountains,
more or less following the old trail that meandered along the coast to
the Shammark Basin. Trucks and aircraft began to appear as well, adding
yet more to the bustle. Heavy industry, nurtured originally by the shipbuilders
and chandlers, diversified.
The asteroid impact of fifty years ago inflicted significantly
less damage on the Dale than on the Shammark Basin; where the tsunami
emanating from it struck the mouth of Shammark Bay square on, the curve
of the coastline made it a glancing blow to the Dale river delta. The
city itself, far enough upriver to avoid the worst of the wave's energy,
suffered a grevious flood but not wholesale flattening. Still, though,
the Coast Line was demolished, cutting the major land access to Shammark
County, and both ports were damaged.
Because of Daleport's accessibility, it did not suffer the
Shammark Basin's years of isolation and quickly regained its status as
an important industrial city and transportation hub linking Mega-Shammark's
major seaport to the rest of the Northern Dolmanic Republic. Today, its
ancient history combines with its modern cosmopolitanism to make it a
thriving, bustling city, bridging the past and the future much as that
first drawbridge united the banks of the river flowing endlessly through
its heart.
Indirectly--and unknown to its modern citizens--the Northern
Dolmanic Republic descends from the ancient Were Empire . . . but in many
ways its traditions are very much the opposite of its predecessor.
When the Empire disintegrated into chaos at the end of the
Age of Myth four millennia ago, floods of refugees flowed across the land,
undirected and without real destinations. Some were ex-serfs wishing to
build new homes, whether on the ruins of a once-mighty nation or in new
places free of old emotional associations. Others were the lycanthropes
who no longer ruled, seeking new homes far from those self-same ruins
and the vengeance of their former thralls.
One such outmigration of the latter kind wound its way far
into the wilds, settling at last on rolling plains and a tribal way of
life. They became known to their scattered neighbors (most of them Hooven
such as minotaurs, centaurs, and fauns) and to history as the Dolmen--specifically,
the Northern Dolmen, to distinguish them from related tribes in other
regions.
These Dolmanic tribes skirmished occasionally with the Hooven
that lived on the outskirts of their territories, for the most part indecisively.
But as the centuries progressed and populations gradually swelled, the
fighting increased as well, until at last the ever more frequent conflict
came to a head in a comparatively large battle involving nearly all the
tribes in the area on both sides.
On the eve of this battle, the chiefs of the northern Dolmen
gathered somberly in a single tent to settle a vital question. Each of
the dozen or so men was an able leader, in war or peace, but that very
competence told them they must choose a single captain-general--to provide
a resolute, unambiguous source of direction, if nothing else.
Yet those chieftains were also proud and sometimes hot-blooded.
Debate became argument, coming near to blows before the older and wiser
heads among them pointed out that such fighting could only weaken them,
making them unable to face effectively the greater battle in the morning.
At last they decided to call in an old, universally respected shaman for
advice and witness. His solution was simple and unorthodox.
He told them to play a pebble game, and the winner, having
proven his cunning and quick wit to be even greater than that of his capable
fellows, would lead the united tribes on the morrow. Exactly which of
the myriad varieties of such games was played is lost to history, for
the participants told no one how the decision was made. It was only decades
later, as the last of them lay on his deathbed, that he recounted the
tale to the grandson who would succeed him.
The result of that fateful game was one of the fortunate
accidents of history: events converging to produce an unexpected outcome
that eventually proves greater than the sum of its parts. The Dolmen,
thanks largely to their leadership, cohesiveness, and comparatively strong
discipline, won the battle handily--but they were mighty enough only to
humble, not to break, their opponents, and they knew it.
They had solved the problem, but only temporarily;
it would rear its head again in another generation or two,
and in the meantime there were many intertribal concerns
to address as well. What began as an ad hoc expedient was
institutionalized ... though the process of selecting a
new high chief became rather more formalized. When at last
their fears were realized and the Hooven tribes came again
to threaten what was becoming an embryonic nation, the Dolmen
were as ready as their foresighted grandfathers could make
them.
Once again they defeated their attackers, this time soundly,
but at great cost to their own strength. Though there were the inevitable
calls to destroy the Hooven utterly, the fact of the matter was that the
Dolmen simply did not have the means to carry out any such pogrom against
fierce resistance. Moreover, even if they did, there surely would be survivors
that would nurse bitter grudges and become an endless thorn in the Dolmen's
collective foot.
A more practical solution emerged. The conquered tribes
were annexed and promised that, with hard work and cooperation, they too
could eventually enjoy full and equal status in the eyes of the high chief--or,
rather, the king. This neatly cut off potential resentment, leaving the
equally inevitable soreheads and firebrands among the vanquished with
little support. It was both farsightedly visionary and hardheadedly pragmatic,
and became the foundation for the growing realm's policies for centuries
to come.
The Northern Dolmanic Kingdom expanded bit by bit, sometimes
through diplomacy or inheritance, often by means of the sword. (Shammark
County was one such conquest.) Even so, it remained faithful to its promises,
and while the kingdom never lacked for troubles or unrest, those problems
never seriously threatened the state's stability. It became a powerful
and influential feudal state, widely feared and respected, and remained
thus until the Great Awakening a few centuries ago.
By that time, a sort of checks-and-balances system had grown
up between the crown and the Great House, a more or less parliamentary
body made up of the titled nobility or their proxies—usually younger siblings
deputized to represent them while they tended to their holdings. It was
in the Great House that petitions and grievances were usually heard, traditionally
through the lord to whom the petitioner looked, though the right of personal
appearance did exist.
The rise of a vigorous and often brash new mercantile class
signalled a radical departure. Petitioners of this ambitious and wealth
group seized on the old and rarely used privilege and began to appear
in the Great House with ever-increasing frequency. The guilds, sensing
this sea change, followed suit, and it was not long, comparatively speaking,
before professional respresentatives elected or otherwise chosen for the
duty would speak for their constituencies before the lords of the Great
House.
Eventually, as much to restore some measure of peace and
quiet to the Great House and the Crown Chancery as anything else, these
"men of the people" evolved into the Petitioners House and became a second
legislative body. The resulting balance of powers between the two houses
is peculiar and often seemingly contradictory, but it has survived to
the present as well as one could reasonably expect, with only occasional
breakdowns.
The Petitioners House's strongest power is that of the purse
strings, wrested away with the rationale that, after all, it was the merchants
and guildsmen who paid the bulk of crown taxes, and so it was they who
should decide how that hard-earned money was spent. The Great House may
set policy, but if no revenues are allotted, that policy is effectively
stalled.
More than one political historian or commentator has called
the Petitioners House the "House of the Special Interests", for in general
it tends to promote the interests of business and industry. The guilds
and, later, labor unions were and are a sort of counterweight, representing
labor ... but more in the abstract than in the concrete. Oddly enough,
it is the Great House that better represents the proverbial "man on the
street", for the ancient tribal and feudal bonds of noblesse oblige still
linger, instilling a responsibility in a lord to look out for his people.
The final stage in the nation's evolution came with the
flowering of industrialization. By that time the king, whose powers had
declined slowly since before the Great Awakening, had become little more
than head of state, and a national plebiscite, at the instigation of the
Petitioners House, made that state the Northern Dolmanic Republic, with
a new constitution enshrining old, well-tested traditions. Even so, the
peerage and the crown remain, the latter with few powers but important
ones, such as opening and closing the Great House and calling for new
elections to the Petitioners House.
Today, the NDR is still a strong, vital country of more
than two hundred thousand square miles and sixty million inhabitants.
While not without its faults, it is affluent and well-governed, and enjoys
an international reputation as a voice of reason and a respectable military
power.
Bylon was already ancient when the Falshi came to the Demon
Lands. Its easily defended site and mines in the nearby Valley of Stone
made it an important source of raw materials and eventually a prosperous
center of trade. This defensibility delayed its fall until late in the
Falshi's campaign, and even then it was corruption (the Falshi's preferred
method), not siegecraft, that took the city. The guilty doppelgängers
had little time to enjoy the fruits of their betrayal, though, for the
conquering Falshi's final reward was to put them to the sword along with
all the others.
In the four millennia since, five of the functionally immortal
Falshi have lorded over Bylon . . . only one of whom inherited the position.
The rest secured it through assassination, including Sheilba, the fifth
and current lord. For everyone else, as in so many of the pocket realms
into which the Falshi shattered the old world-empire, Bylon's history
to the present can be summed up in a single short phrase: things got worse.
And there is little hope this trend will be reversed.
The Falshi and their conquered subjects are trapped in this
doomed spiral by the former's inability to regard life as anything but
a deadly serious game of King of the Hill and the latter's resentment
and hatred of that ruthless, ultimately self-defeating game and its players.
Even if the Falshi could turn over a new leaf at this stage, the Demon
Lands would explode in a genocidal war of revenge and destruction the
moment they loosened their iron grip.
Ubi (such as Tarloöm, Tahee, and Körlorsha) and Stryers
make up the bulk of Bylon's population, though several other Demon Lands
species are represented in smaller numbers, including some Nightmares
brought in to provide muscle for military, police, and commercial purposes.
Notably absent, of course, are the reclusive (and very large) drakes,
which tend to live far out in the wilderness, even in free fall near the
poles.
Abject poverty is the rule for all but the very highest
classes, and even they are not as wealthy as corresponding nobility of
Nivarria once was. Credit is unknown and, while cash in the form of precious-metal
coins circulates freely among the nobility, barter becomes increasingly
common as one slides down the social ladder. Daily survival is desperate
enough that even barter is nearly always for goods in hand rather than
labor, favors, or other semi-abstract exchanges.
The city itself is crowded and close. Most buildings are
two to three stories, usually built wall to wall, and flat-roofed to accommodate
flyers. As well, arcades and porches jut out everywhere, for similar reasons
or simply to provide more space, and there are many through archways.
Aside from the finely built and maintained stone villas on the modest
heights -- which belong to the Falshi and their important retainers --
and scattered remnants from the Doppelgänger era, the vast majority of
the buildings huddled within the city walls are of adobe, straw, and other
cheap, plentiful materials, and are ill-kept with slap-dash repairs. Sprawling
outside those walls is a ramshackle shantytown without even the alleys
winding through the city wherever the buildings don't touch, let alone
the broad, informally policed boulevards.
As with most of the Demon Lands, the major religion is worship
of Kalishka, originally an earth-mother figure that, since the Falshi
incursion, has become the warped and nihilistic Mad Goddess. This is not
accidental; there is no separation of church and state in the Demon Lands,
and the Falshi rulers are thus also the priestly class. Moreover, it is
to their advantage to provide an outlet for their subjects' tensions --
and provide it Kalishka does.
Sophont sacrifice is merely the most pedestrian of current
unpleasant practices and views. The end of the world (which is seen as
the womb of the goddess) will come not with an uplifting transition to
a higher existence, but in bloody, painful destruction, a back-alley abortion
on a massive scale. Barring drastic and thorough outside intervention,
the Falshi's toxic mix of feudalism, social Darwinism, and general rapacity
will inevitably bring this vision to pass, ending in a barren, dusty wasteland.
The world from which demons come to trouble Mega-Shammark
is at once bizarre and familiar. Strangest to a visitor from Nivarria
are its shape and cosmography: a spinning hollow sphere roughly eight
thousand miles in diameter, surrounded by seemingly endless depths of
rock and mineral. At its center, a concentration of energy sheds heat
and light over the surface.
This bubble of air and life knows no earthquakes, no volcanoes
-- indeed, no tectonic activity of any kind. Its landforms are static
aside from erosion by wind and water, and there simply are no mountains
at all. The greatest irregularities that exist are low hills and ridges,
and basins filled with lakes or shallow seas. As far as anyone can tell,
they have always existed.
The world-bubble's rotation is swift enough to impart a
centripetal force approximating one g of acceleration to objects at its
equator. As one moves away from there toward one of the poles, the land
seems to slope upward at an ever-increasing angle and the "gravity" weakens.
At the pole, the land effectively forms a cliff in free fall.
The central energy source appears slightly, but noticeably,
dimmer from the ground than does Nivarria's sun from its surface, but
it never moves from its position at the zenith. Without night or seasons,
temperatures change only very slowly and regional climates tend not to
vary strongly. The atmosphere appears to maintain a constant density throughout
the world-bubble. Winds -- and what weather there is -- arise from this
atmosphere's friction with the ground (or water) and uneven heating over
areas of varying albedo or specific heat.
As a result of these idiosyncrasies, someone standing on
the surface would not see the same sorts of panoramas he would on Nivarria.
There is no true horizon; one stands at the center of what looks like
a vast shallow bowl, his lines of sight blocked only by obstacles. Far
off, the upward curve of the bubble brings a distant, atmosphere-hazed
sweep of land and sea into view, as if one is high above them (as indeed
one is, after a fashion). Overhead, thousands of miles of air and the
glare of the "sun" itself obscure the most distant parts of the bubble
from view.
Still and all, though, this strange dimension is not utterly
alien to a visitor. Aside from its inside-out nature, its physics appear
to differ only slightly from Nivarria's. Magic or technology from one
function perfectly well in the other, and unlike Nivarria, it never suffered
a decline in the prevalence of magic. On the other hand, its cultures
lack Nivarria's sophisticated mechanical and electronic technology.
The life that inhabits the Demon Lands, while made up of
species unfamiliar to Nivarrians, in general closely parallels the latter
world's. The indispensible need for periodic rest and sleep and its influence
over the routines and activities of life have resulted in a cycle not
unlike the circadian rhythm exhibited by Nivarrian biology.
Also as on Nivarria, there is civilization in the Demon
Lands. Its recorded history exists entirely because of one particular
species, the doppelgängers. These amorphous creatures subsist on the animus
of other intelligent beings, each taking on the form of the being whose
animus it is absorbing.
Their unique needs and abilities drove the doppelgängers,
eventually, to dominate the entirety of the Demon Lands, making of them
an efficient, tight-knit world-empire that ruled autocratically and ruthlessly
- but not necessarily badly -- for millennia. (After all, bad rulership
made for an unhealthy populace and thereby a poor food source.)
This might have continued indefinitely but for events on
Nivarria. The Falshi War -- later known as the First Falshi War -- introduced
a new factor. The Falshi, despite their powerful mastery of magic, failed
in their bid to dominate that world, defeated by a coalition of Fairies,
Dragons, Unicorns, and Gods. At the war's end, shortly into the Age of
Legend, they were banished magically to the Demon Lands.
Embittered and furious, they were determined eventually
to return in triumph. To survive in the meantime and to build up the resources
they would need for Nivarria's conquest, they began to intrigue against
their new environment's masters, using assassination, guerrilla war, and
terrorism to dislodge the doppelgängers from their power bases and to
move into the vacuum thus created.
At first the doppelgängers were unaware of the problem,
but as events progressed over decades and then centuries, they gradually
awoke to their mounting difficulties. Pitched battles began to occur sporadically,
then more often, though the covert war never lost its place as the predominant
arena. As the empire unraveled, its infrastructure and relative prosperity
crumbled, the decay only accelerated by the violence of its struggle for
survival.
Less than a millennium after their arrival, the Falshi had
won. Their victory was not unflawed, however. One of the last doppelgänger
warlords, on his way to an unpleasant and thorough execution, pronounced
what became known as Douran's Curse. More a prophecy than a true curse,
it predicted among other things that the end of the world would be heralded
by the arrival of a two-legged Unicorn.
The Falshi were no less autocratic or ruthless than their
predecessors. They were, however, far less cohesive and much more interested
in power than in responsibility. The former empire disintegrated into
thousands of petty squabbling city-states, and the populace began to suffer
true deprivation. As well, the lands themselves became impoverished, stripped
of resources for the Falshi's dream: conquest of Nivarria.
They made the attempt toward the end of the Age of Legend
... unsuccessfully. Nivarria had changed (and matured) during their
absence, and they could not cope with the bewildering differences. They
were driven back to what they had regarded as a temporary home, and there
they have so far remained, locked in perpetual skirmishing and political
maneuvering at the expense of everything else -- including the native
peoples of the Demon Lands.
The
Mana Police &
The Bureau of Mana Investigation
by Smudge and Dave Bryant
It was drought that led to the rise of modern policing on
Nivarria.
More than a century ago, Shammark County was on the verge
of starvation; a series of hot, dry summers had shrunk streams and rivers
to trickles, and sere or dying vegetation could not hold the topsoil.
In the springs, run-off from the mountains flowed brown to the bay, silting
up the riverbeds and the harbor. Large harbor dredges did not yet exist,
and so by the third summer of drought the ability to dock large deep-draft
freighters dwindled dangerously.
The count's own troops were stretched thin, guarding recently
opened mines, rail lines under construction in the passes into the Shammark
Basin, and engaged in mitigation and recovery efforts arising from the
drought. A few units of Republican garrison troops, widely varying in
quality, were staged into the port city for deployment as reinforcements
throughout the county, accompanied by a coterie of civilian officials.
To supplement meager local harvests, food was shipped in,
ferried from freighter to dock by flat-bottomed barges. An ad hoc procedure
began to develop, as city folk congregated at dockside to unload and carry
the arriving food to nearby warehouses for distribution. Stifling heat,
jostling, and uncertain tempers made for restive, grumbly crowds.
One of the visiting bureaucrats, new to Shammark's bustling,
sturdily independent citizenry and its initiative, happened upon these
crowds and was accosted by a part of the crowd, shouting questions and
demands. Unnerved, he fled, surrounded by his bodyguard, to the nearby
temporary barracks of a Republican infantry unit.
There he poured out a garbled, breathless account to the
officer of the day, a young lieutenant. That latter, fresh from the academy
and painfully aware of his responsibilities, immediately rounded up his
platoon and double-timed it to the scene, edgy and ready for trouble.
By then, cargoes had begun to arrive, and the milling, shouting throngs
looked distinctly threatening to the inexperienced officer.
Overriding his more cautious and uncertain platoon sergeant,
he deployed his confused men in a skirmish line and advanced. The crowd,
in turn, became aware of the interruption only gradually, and were themselves
bewildered by this turn. Accounts of the succeeding events vary, but later
investigation determined that a shot was fired, purposely or accidentally,
sparking a volley from the platoon as a whole.
The very riot the unit had come to prevent -- and which
until its arrival was unlikely to happen -- erupted. By the time the dust
settled, a handful had been killed by gunshot or trampling, scores had
been injured, and parts of the platoon had broken and fled. A curfew was
slapped down, and a tense quiet settled over the city.
Upon hearing the news, the count was furious, and hurried
back to his seat. There followed investigations, courts-martials, and
summary dismissals. There also followed significant changes both in Shammark
County's relationship with the Northern Dolmanic Republic . . . and in
the structure of the count's guard. The subtle as well as blatant failures
of an ill-led, unsuited military unit in a civil peacekeeping role led
to a dramatic reorganization, and the Shammark County Police Department
was born.
In the following decades, the department grew in size and
experience, becoming a model for similar agencies in many other cities
and regions. At the same time, the magic was returning, both gradually
and with occasional fits and starts. In the department's early days, this
was of little concern, but the time came when crimes involving magic grew
frequent enough that the police commission began to assign some officers
full-time to such "crimes of the bizarre". One of these was Officer Amark
Buttercup, son of Alcore Buttercup, the first sapient unicorn of the modern
era and a major player in the Nivarrian Space Development Commission.
Then, a few years later came an odd and spectacular incident.
Historians had debated the existence of the storied golem
named Joni (sp?) much as they did all the tales of magic and magical creatures.
Archaeologists, however, managed to prove at least some of Joni's legend
was accurate when they found his tomb. The public's imagination was fired,
and the contents of the tomb went on tour to cities in many regions, including
Shammark County.
The Shammark venue, near to some of the rivers and creeks
that flowed through the city into the bay, was suffused with magical energy
-- enough to jump-start the spell that animated Joni, dormant since the
decline of the magic at the end of the Age of Legend two millennia before.
Disoriented and inquisitive, the golem found his way from his display
cabinet into the city.
Electronics being in their infancy, the police had no immediate
record of the event, and were baffled until Joni himself came forward
in response to the furor. After that, no one was in doubt about the resurgance
of magic, least of all the Shammark County Police Department. The "bizarre
crimes" detail quickly mushroomed into an actual division, the Mana Police.
The initial personnel draft for the Mana Police included Amark Buttercup,
newly promoted to sergeant.
It was not many more years before Shammark County -- and
everything and everyone in it -- was shaken to the foundations by the
great asteroid strike. The police department, including the Mana Police,
were stretched to the breaking point, forced to draw personnel and resources
ruthlessly to prevent outright lawlessness. Even so, some of the more
dedicated officers of the Mana Police worked voluntary overtime, trying
to investigate what clearly was a magical crime of unprecedented proportions.
When the inevitable finger-pointing ensued, the decision
was made that the Mana Police sorely needed the investigative capability
it previously lacked. Once the immediate urgency of recovery efforts abated,
the renamed Mega-Shammark Police Department organized a new office within
the Mana Police: the Bureau of Mana Investigation (BMI). Once again Amark
Buttercup figured prominently, this time with the rank of lieutenant.
Today, the Mana Police and the Bureau of Mana Investigation
are very busy indeed. Even so, their standards remain high; no officer
can transfer to the Mana Police without at least a couple of years' solid
experience, and BMI selects its personnel only from the Mana Police. As
a result, BMI is still quite small, consisting of only a half-dozen or
so investigators and a cadre of support personnel. Each investigator is
supposed to have two assistants, but the current reality falls short of
this ideal.
Were-Creatures Or, Just What The Hell Is
Holly, Anyway?
by Smudge and Dave Bryant
Like so much of the early history of Nivarria's peoples, the origins
of were-folk are murky or even unknown to modern science. Theories abound,
most of them centering around what some archaeologists have dubbed the
Were Empire. Its very existence, let alone the details, are hotly debated.
Some claim it's an invention of modern scholars, and that the observed
cultural similarities of different sites were due to trade rather than
hegemony; others posit a variety of other explanations -- that it was
a league or a confederation of kingdoms, for instance.
The truth of the matter is that said empire did exist and was, in its
prime, the mightiest nation in the world. It was not, however, a pleasant
place to live for any but its rulers: the were-folk, which in those ancient
days included all who otherwise appeared to be Caucasian humans. In many
languages the word for such people was derived from or synonymous with
the word for lycanthrope, though centuries of linguistic drift have obscured
this origin.
Sapient sacrifice was only the most overtly brutal practice of this militaristic,
rigidly stratified culture. Not surprisingly, discontent and even hatred
simmered over the centuries, occasionally boiling over into overt insurrection.
Such actions never succeeded, but they did reinforce the rigidity and
militarism, which only perpetuated the cycle.
Finally, though, a second power, concerned with the threat the empire
presented, covertly aided yet another rebellion. This new element made
the difference; like a forest fire, it spread slowly at first, then faster
and faster as it gained momentum, finally erupting into a massive civil
war. At last, with aid and assistance, the were-folk were overthrown .
. . and there was chaos, for no one else knew how to run a nation. There
was also revenge: a mighty curse inhibited the ability of the lycanthropes
to change form, trapping them in their human bodies.
With the fall of the Were Empire four millennia ago came the end of the
Age of Myth, and in the aftermath, the shattered remnants and populations
scattered and forgot much. During the centuries of the succeeding Age
of Legend, the reputation of the were-folk became, through the distorting
lens of half-remembered history and rumor, even more monstrous -- bloodthirsty,
bestial, and destructive for its own sake. Where fact was missing or insufficiently
lurid, frightening stories stood in. Here and there an individual would
break free of the curse, and often contributed, inadvertently through
confusion and clumsiness or purposely through viciousness or vindictiveness,
to the evil aura surrounding the memory of the lycanthrope.
Toward the end of that age two thousand years ago, though, one individual
-- Dis the were-panther -- rose to such prominence in the trade city of
Daleport, near Shammark County, that he is remembered in monuments and
schoolbooks. Like so many others who go on to greatness, his story began
in scandal, for he was forced to flee his king's and patron's realm before
that worthy discovered that the crown prince was not his son. He wandered
for some years before finding his way to Daleport. There were no other
were-folk in the city at the time, and he himself seemed unremarkable.
None knew of any others except in a handful of cases, usually family or
close friends, for keeping that secret could be a matter literally of
life and death.
He was fortunate enough to partner with an innkeeper who was rebuilding
after a catastrophic fire. With his business sense and unmatched culinary
flair, the new inn's kitchens became widely renowned and very popular.
Dis himself was known to emerge from those kitchens, sometimes serving
dishes personally or inquiring after guests' comfort and satisfaction,
an idea far ahead of its time. In addition to the obvious benefit of customer
goodwill, the were-panther had ulterior motives.
To an educated lycanthrope -- or anyone else who's been taught the subtle
signs of it, for that matter -- it is not difficult to pick out other
were-folk. More than once, Dis intervened in the serving of a noble or
rich commoner in whom he recognized such signs, substituting gold-plated
iron utensils for the silver that would be uncomfortable if not painful
for a lycanthrope to use. Even for other folk, he recognized the hazards
of using pewter, which contains lead, in tableware and refused to countenance
it in his kitchens. Again he was ahead of his time; his contemporaries
simply thought him eccentric.
Some time after he had become established and something of an institution,
another lycanthrope -- his name unknown -- appeared on the scene. This
one, a were-tiger, was half-mad, and where Dis was quiet and respectable,
he rampaged by night, deliberately seeking out and mauling those whose
lycanthropy lay dormant, thereby bringing it to the fore. There was confusion
and concern, but not panic, for few understood what was happening, and
those who had an inkling were disinclined to share their knowledge. Dis,
however, pieced events together and, with typical discretion, sought out
the "afflicted" and taught them to master their newfound dual nature,
in the process encouraging them to step forward.
Against all odds -- and the suspicion and fear of others -- it worked.
Dis counseled calm, both in the private conferences with his "students"
and in public to the town at large. A population of were-folk, few of
whom displayed the same ravening danger as the original were-tiger, sprang
up, scattered throughout Daleport. Dis became a revered public figure,
known as a peacemaker and teacher (as well as an excellent cook and shrewd
businessman), albeit with a note of irony, for he also ended the were-tiger's
reign of terror, personally challenging and killing the intruder. The
island of tolerance (even if sometimes wary) drew other were-folk like
a magnet, and even today Daleport is a major concentration of lycanthrope
population and subculture.
With the passing of the Age of Legend went the magic. Along with all
the other wonders and dangers of that magic, lycanthropy faded into the
past and its existence eventually came to be doubted. It is only within
the last century, as the magic has begun to return and to be rediscovered,
that were-folk have begun to reappear. Without role models and teachers
to provide guidance, many have had to stumble through; others, especially
more recently, have been more fortunate.
The first and most spectacular "new" lycanthropes were astronauts in
the Nivarrian Space Development Commission (NSDC), the corporate-state
space agency that handles the overwhelming majority of operations beyond
Nivarria's atmosphere. Several astronauts experienced abrupt and sometimes
dangerous magical phenomena, including the triggering of latent lycanthropy
if present, during re-entry. Needless to say, this became the subject
of urgent and intensive research to discover the reasons and mechanisms.
Mana, the stuff of magic, appears to exhibit quantum behavior analogous
in some ways to electromagnetic radiation. Atoms of matter contain a "charge"
or energy level that is drained during the course of magical events, whether
a spell cast by a mage or an inherent process like a lycanthrope's transformation.
Mana from nearby atoms tends to "flow" toward the drained matter to equalize
this charge . . . but in space, of course, there is little matter available
to facilitate this flow, resulting in a very low level of ambient magic.
This subjects returning individuals to what has been dubbed "mana shock"
as the ambient magical environment intensifies suddenly during re-entry.
Worse, genetic and magical drift, intermarriage, and other factors meant
that it was no longer true that every Caucasian human was a lycanthrope
and vice versa, and understanding of magic was too limited to devise a
method of testing that would permit the NSDC to determine before the fact
who would be subject to mana shock.
In partnership with government and private grants, the NSDC helped fund
the Were Agency, set up to supply the same kinds of assistance and public
relations Dis provided two thousand years before. After initial difficulties,
it has fulfilled its mandate ably and well. This is particularly important
because, in addition to the adult emergence of latent were-folk put through
mana shock, the more usual pattern of development begins around age sixteen,
give or take a couple of years, in a fashion similar to the other changes
of adolescence. (Interestingly, the method used in Dis's time by the mad
were-tiger -- mauling -- does not work in the modern era.) In all these
cases, firm, competent intervention is vital for the long-term physical
and psychological well-being of the nascent lycanthrope.
Prior to puberty, a lycanthrope child exhibits no overt sign of his or
her eventual status, being effectively indistinguishable from any other
human child. Moreover, the animal form of a developing lycanthrope does
not appear to be determined by normal genetic means, and seems to depend
more on poorly understood correspondences to the individual's personality
at the time of emergence. Some psychologists are attempting to explore
these correspondences in the hopes of finding ways to ease the process
of emergence.
A Nivarrian lycanthrope can change from human to animal or back essentially
at will, transforming over the space of a second or two, and contrary
to legend is not subject to external stimuli like a full moon. While intriguing,
this is of secondary interest compared to a fact far more frustrating
to physicists, biologists, and magical researchers alike: there appears
to be no conservation of mass. When compared to the human form's size
relative to other humans, the animal form is roughly proportional to natural
examples of that animal. Thus, for example, a tall, heavy man would transform
into a wolf that is large and heavy for a wolf.
Fortunately, the human intelligence is retained in the animal form, though
this is not without cost. The animal form seems to have a measure of its
own consciousness, including instincts; failure to integrate this alien
and troubling partial personality can lead to severe mental illness, which
is the primary reason intervention and instruction are so vital. Physical
coordination must be re-learned in the new, unfamiliar body, and human
vocal communication is effectively impossible. Nonverbal means of communications,
particularly magical methods, have been developed and are being refined
to address the latter concern. In police or military roles, lycanthropes
are frequently trained with partners to aid and assist them.
Perhaps the most unusual were-folk -- and a completely new phenomenon
since the magic returned -- are those informally called "stuck". Unlike
other lycanthropes, who switch between completely human or completely
animal appearances, without any intermediate forms, these individuals
are "stuck" somewhere in the middle. They cannot transform at all, and
instead possess approximately human bodies with fur, tails, and heads
derived from animal shapes. As well, they manifest this in-between form
from conception, and may display characteristics or markings from multiple
animals.
Holly Anders is such a "stuck": her body mixes and matches a bit of wolf
and tiger into a predominantly fox-human hybrid. Oddly enough, though,
for the purposes of certain government programs and agencies, she is still
classified as a Caucasian human, an echo of a long and sometimes strange
history.
To
look at Mega-Shammark today, one might think it a sprawling modern metropolis,
gleaming and new. This impression is at once both true and misleading.
The broad, meandering Shammark Basin has been well settled for centuries,
thanks to the fortuitous combination of excellent natural defenses—the
surrounding rugged mountain ranges—and access to the sea by means of a
wide sheltered bay and navigable river.
The borders of the original feudal kingdom changed almost not at all
when the region became Shammark County in the rising new Northern Dolmanic
Republic (NDR) some two centuries ago. Two of the modern boroughs of the
city date back at least this far: Old Town is easily a millennium old,
and Hufstadt, settled mostly by the Hooven (centaurs, minotaurs, and fauns)
is roughly contemporary with the NDR's annexation. It was a half-century
later that folk all over Nivaria gradualy noticed the slow resurgence
of magic in the world; another half-century passed before that return
accelerated as the burgeoning population of mages improved their grasp
of its use. Still, most magical practice simply built on the existing
store of knowledge left over from the days before the magic waned so long
ago.
Shammark's, and later Mega-Shammark's, world-renowned involvement with
magic began inauspiciously a little more than fifty years ago, when a
student whose name is lost to history removed a tome from the university
library's reference section, sneaking it back to his quarters for overnight
study. Supposedly, some of his fraternity brothers, already several sheets
to the wind, arrived intent on persuading him to join their impromptu
gathering, and discovered the momentarily unattended volume. The record
is unclear on the exact sequence of events that followed, but it culminated
in approximately thirty fraternity members, their judgment by then thoroughly
pickled, selecting a major spell from the tome and casting it.
Such a powerful spell naturally had powerful consequences. A nearby Nivaria-grazer—a
nickel-iron asteroid thought to be at least fifty meters across—was drawn
toward the world sufficiently that it plunged into the ocean several miles
offshore of the Shammark Basin. The results were, needless to say, catastrophic,
not only for Shammark County but for the entire NDR, and had notable effects
on Nivaria as a whole. The county was effectively leveled and virtually
cut off from the rest of the republic; even the seaport was damaged sufficiently
to preclude marine traffic for quite some time.
Isolated
and seemingly ignored by the rest of the republic (which, to be fair,
had more than enough troubles of its own), Shammark was forced to function
as a quasi-independent city state as it rebuilt and expanded, and the
twenty-six boroughs of the new metropolis of Mega-Shammark rose like the
phoenix from the ashes. By the time the worst of the damage was cleared
away and reliable contact resumed with the national government, lingering
resentment over the lack of assistance in the wake of the impact and a
resurgent sense of regional identity eventually forced the republic formally
to recognize this unique political status, making it permanent.
The disaster influenced nearly every aspect of the reconstruction, directly
or indirectly. Occasional sections of older architecture that somehow
withstood the blast (and resulting quakes and tsunami) punctuate swaths
of modern city blocks gridded by light rail lines and broad boulevards;
separate streets serve motor vehicles and bicycles . . . and the traditional
and still common animal traffic. Frequent greenbelts, parks, and stretches
of farmland both relieve the cityscape and provide for a measure of self-sufficiency—another
hard-learned lesson of the lean years. In addition to the farms, and despite
the fact that Shammark has never been an important fishing port, a new
custom sprang up: for a couple of hours every morning, the crews of a
fleet of small dories fish in the nearby ocean, selling the catch at quayside.
Today, the region is more vital and affluent than ever, thanks in part
to its strategic location as a major transportation hub. The ancient seaport
has expanded to enormous size and importance, serving container ships
and cruise liners—and a huge rail yard nearby. Diesel-electric locomotives
haul freight and passengers over railroads winding through the mountains
to the rest of the republic, and gasoline-electric hybrid autos and trucks
hum along the freeways paralleling them. The old airport still serves
general aviation, while the larger, more modern international aerospaceport
bustles with commercial jet and suborbital flights, the latter launched
from magnetic catapults and driven by aerospike rockets.
The other great factor in Mega-Shammark's current economic importance
also relates to its bay, river, and many small creeks: mages favor water,
especially moving water, because it acts as a sort of mana "capacitor".
A decade after the asteroid strike, new lines of research into magical
theory started to develop in many places around the world, further expanding
the state of the art. This, along with the prevalence of water and the
active encouragement by the city chamber of commerce, sparked a tremendous
mushrooming of magical technology in the Shammark Basin, to the point
that it is the region's most important export industry. A hotbed of small,
medium, and large firms produce a myriad of magical products, albeit without
the benefit of assembly lines or mass production—even now, magic is idiosyncratic
enough, and imperfectly enough understood, that it remains the province
of the craftsman.
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2004 BackBreaker Studios, LLC. All images are the sole property
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