Archive for September, 2009

Shikin haramitsu daikomyo.
Dai kipt ese psh daes esh e dai lun byst te kA dayo d’ft.

Know what they mean?

The first is a real Japanese phrase meaning, very roughly, “every encounter holds the possibility for enlightenment.” The second is Kalash, a language I’m designing to be the common tongue of dozens of sentient races on Lavana. It means, very roughly, “I would be well but for the circumstances around me.”

I mentioned conlangs, or constructed languages, in my last post about worldbuilding. I am most assuredly a fan of language in general, and I can’t resist the concept of creating my own language – with vocabulary influenced by the speaker’s culture and a range of sounds determined by the shape of the speaker’s usually-inhuman mouth. I’m also a great fan of privacy and have made a few cyphers (or conalphs – constructed alphabets, consistently trading one letter for another) for use when I don’t want anyone but the recipient to read what I’m writing.

Singing a cypher-encrypted song is also rather fun. Especially when the cypher in question changes the syllable pattern.

My first cypher was Khraenian, a one-way cypher made as the primary language of Khraen, a planet I co-designed with my sister, E. A one-way cypher is a little more difficult to manage than a two-way, at least as far as memorization is concerned – for example, going from English to Khraenian, B becomes D, but D becomes K, and K becomes T, and T becomes R. In other words, B = D, but D =/= B. Slightly bogged down by this bulkier method of cyphering, I created Kommu (aka Dannu) as the epitome of simplicity. It’s a two-way cypher: D = T and T = D. It has a prettier sound in general, doesn’t change the syllable count as often, and sounds good when spoken or sung aloud. Besides, you can make language translators with two-way cyphers very easily.

Conlangs, however, are not cyphers. Conlangs have syntax, grammar, punctuation, a written script/alphabet, vocabulary, and often a set of sounds that the human mouth may not be able to pronounce correctly or at all. You can develop a conlang in relatively little time if all you need are a handful of words with a consistent look and sound for judicious use by your story’s non-humans, or you can spend a lifetime creating a real-size language with history, dialects, a writing system, and a mathematic system that isn’t base 10.


Myself, I tend to dabble in both extremes. Kalash currently consists of a handful of phrases and words, very little sense of alien syntax, and the growing idea that it’s a pidgin tongue drawing from three or four main roots of other, as-of-yet undesigned, fictional languages spoken by a few Lavanian species. On the other hand, Uhjayi is the native tongue of the inlanlu tahori with a syllabic root system, a written phonetic script, and a syntax considerably different from that of English. Uhjayi is undergoing major revamping currently, but I’ll happily showcase it more thoroughly in the future, when it’s ready for prying eyes other than my own to ogle it.

What about you? Have you ever messed with strange alphabets, cyphers, or even conlangs – either for pleasure or for storytelling?

You know what? It’s a mite difficult to post every other day when you’re sleep-deprived and heavily medicated for pain.

Just sayin’.

I’m debating on starting a series of worldbuilding creature development posts, using one of my own species as an example. The pros on this are the resource it would create for you, my reader, and the fun I’d get to have in exploring Olashi history and culture; the con is how inconclusive and patchwork it might be. To mitigate the con, I began doing a little bit of research on worldbuilding and discovered that my methodry is actually geofiction. Wikipedia describes it as “a hobby where people design imaginary cities, countries or entire worlds, including placenames, culture, social and political structures and even constructed languages (conlangs), primarily for personal enjoyment.” (You and I will talk about conlangs later, I promise.)

In my leisurely digging, I found several excellent worldbuilding resources to share with you, but most of these seem to assume that you’re working with a human or humanoid race. I haven’t found much talk about methane-breathers or wholly underwater sapients, except as monsters or figures of myth. Perhaps a little miniseries exploring how to go about expanding and deepening the culture and developmental history of your non-human race would be useful after all, eh?

While I continue my research and possibly begin outlining such a series of posts, have some worthwhile worldbuilding resources.

  • Worldbuiling on Wikipedia – A standard, fairly thorough explanation of what worldbuilding is and how to do it.

  • Fantasy World-Building Questions by Patricia C. Wrede – A good series of questions to ask yourself during the worldbuilding process, including a few about sapient culture development.
  • 30 Days of Worldbuilding – A great miniseries from a NaNoWriMo enthusiast with thirty days of fifteen-minute exercises to broaden your world. The same author also produced the Magical World Builder’s Guide.
  • Science Fiction Worldbuilding – A slightly sparse guide to building up a believable scifi setting.
  • Worldbuilding Links – An immense directory of world-building resources for your perusal. I haven’t even had time to see them all yet!
  • World Builder Projects – A well-organized list of worldbuilding resources, including forums, names, languages, and general guides.
  • Fantasy Worldbuilding ResourcesThe biggest resource I’ve found yet. The page scrolls forever and has links to a multitude of useful sites, books, and images.
  • Physical Geography – If you want to make a geographically-realistic world, check out this online resource on geography and make your world with real rules in mind.

I find designing worlds and their inhabitants – flora, fauna, and sapients all – to be the most enjoyable part of writing. What do you think about worldbuilding? Do you use any kind of tools to help you design, like a map generator, or do you go at it freestyle? Feel free to share links to resources on world-building or any aspect thereof!

There’s an old, worn parchment pinned to a tree just outside your clan’s territory, half a leap off the downtrodden path you’re on. It flutters in the wind, stubbornly refusing to rip or fade, and you approach it curiously. The script is large and graceless, but there’s a certain flow to the characters that suggests a strong, callused hand.

Steel plunging into flesh and cleaving through bone.

It is always a horrific sound to hear, that crack of snapping bones, the splash of suddenly-spilt blood crashing like a crimson wave against your breastplate as you rip the sword out of the enemy’s chest. The flesh clings to the dripping blade in ragged tendrils, and if you look closely enough, you might see the torso flatten a little as the lungs deflated. If you were a pious man, you might believe that the soul left with the final breath…

Always unnerving to be on the receiving end, to feel that explosion of white-hot agony erupt from the shattered breastbone, flaming down the spine and up into the skull like a crescendo of raw, searing pain. To watch with wide, staring eyes as the swordsman draws his blade back and smiles grimly; to watch him seem to rise above you as you crumple, hitting your knees before toppling backwards.

After a while, the brief seconds eternal, the encompassing agony becomes background noise, a sort of comfortable numbness.

And then, after a spate of nothingness, no-thought and no-feeling, sucking in a pained breath and screaming with the first exhalation because it hurts so much that you can’t think. The lifewalker who dragged your blind, lost spirit back to your half-healed body is standing behind you and urging you up, to take up your blade, to rejoin the fray–

All the while, you’re still bleeding cold blood, and natural magic is whirling around you as the lifewalker channels health into your broken body. You can’t stop seeing flashes of utter blackness, complete oblivion, and you’re shaken to the core that you faced Eclipse and came back from it to see the light of Father’s face in the sky above you.

And the next thing you know, your fingers are curled around the haft of your axe or the hilt of your sword, and you’re lifting your weapon high to drive the blade deep into your enemy’s chest. You watch with a grim little smile as he stares at you in utter shock and disbelief, blood beginning to dribble from his lips as he falls to his knees, and then topples backwards.

That is war.

We are bloodwalkers. We are the soldiers who fall, and we are the warriors who rise again to fight.

My name is Blademaker. Once upon a time, I was a weaponsmith, one of the best. And then the Elderwar intensified and drew even the most peaceful of the Walkers into the bloodbath. Even me.

I have seen the enemy. I have fought them countless times now. I have died and been raised by our healers, our lifewalkers. And I have fought on.

There is no end to the Elderwar in sight. I, and the Lupos, and my fellow Walkers, all fight simply to survive.

It is time to start fighting for peace.

It was 2 AM on a Saturday night (although some would consider it Sunday morning at that point) in early September in Nevada. I was in a bad spot and really needed some company, so I tossed myself into my car and started up the highway towards J’s work, thirty minutes away. He works in a 24/7 animal hospital as an emergency tech, and it was a quiet night – no emergencies and no coworkers. I would be safe to hang out with him a while and lend a hand where it was needed.

There’s a ten-mile stretch of empty highway between one town and the next. Just as I started down the lonely pass, I spotted a hitchhiker thumbing at the few passing cars. Like everyone else, I drove on, shivering as the night breeze seeped into my bones. Bloody desert – it can pass 90*F in the day and drop below 50*F at night. I don’t like the cold.

The next thing I passed was the sign that said I still had nine miles to go before even glimpsing civilization again. I frowned and thought of the hitchhiker. Nine miles is a long way to walk in the dead of night. I passed a few branching dirt roads where I could have turned around. My thoughts continued to dance around with stress and emotional upset from earlier that evening.

After about three left turn lanes had come and gone, I swung into the next one and rode the brakes to a smooth, swift stop. (Let it be known I love my car for her ability to not send me through the windshield.) I headed back the way I’d come, trying to remember which stretch of highway the guy had been on so I didn’t U-turn too soon. I wound up going back to the north end of town to turn around, just to be sure I didn’t miss him.

As I drove north again, I wondered if I’d find him at all. Maybe he’d gotten picked up already. Not two minutes passed before I spotted him in my headlights, empty hand jutting out.

I pulled over and rolled the passenger’s window down, watching him half-jog, half-run up to my car. He stooped down to peek in the window, and I took a glance and a breath to inspect him. He smelled like cigarettes but not alcohol, seemed to be a clean middle-aged man, and had a look of immense relief and gratitude on his face. I invited him in.

He collapsed into the seat, thanking me profusely, and I pulled back onto the highway. “Where ya headed?” I asked.

“Oh, I dunno. Utah. Maybe Colorado,” he replied.

I blinked. “Uh. I’m headed into south Carson, but I could get you as far as the north end… Probably not farther than that, though.” A pause. “What takes you out there?”

He asked to be dropped off in the middle of town, where this road intersects with an east-west highway. It would take me a little ways past my destination, but I didn’t care. Helping someone who seemed like he needed it was easing my internal turmoil, and I had no regrets about lost time.

The hitchhiker introduced himself, interspersing his sentences with continued thank-yous, and said he was leaving everything behind him. Twenty years at the same job and in the same marriage, a house in a nice suburb (ironically, where J and I live) and a couple of cars. He brought nothing with him – no phone, no cards, no cash, no supplies. He’d left just a few hours ago and had been walking ever since.

He was done, he said, just done with it all. “I’m not afraid,” he told me. “I don’t know where I’m going, but I’m going to start a new life from scratch. And I know I can do it.” He spoke with intelligence and clarity, and agreed with my observation that he probably should have gotten some cash from the ATM on his way out, but he had no regrets. I advised him to avoid trying to walk across Utah – that state is even more dry and barren than Nevada. He mentioned going to Canada as a possibility, and we talked about roadtrips (of which I’ve done many) and the crazy turns that life sometimes takes.

When we got to the intersection of highways, I pulled over at a gas station. “Hang on, bud, I have somethin’ for you,” I told him, parking and popping my trunk. I handed him the sleeping bag I kept in there – only used once – and a nice brown jacket that my dad had given me not a month earlier. It fit him much better than it did me.

He was surprised, and grateful, and told me that karma would repay me for this. I smiled and said I knew it would.

“Can I hug you?” he asked, and I nodded. We hugged and I wished him the best of luck, and I watched him walk east as I got back into my car.

Life as adventure. You always have a choice to change what you don’t like – and a choice to do some good.

Oh, Ykinde. One of my prized worlds, a land of organic magic and steampunk technology, the setting of Into Fang Wood. I have done more work on this world than I have on most others, Lavana and Cadora being the exceptions that spring to mind. (Cadora may be introduced in a later blog post, but as I have no current projects set there, it may be some ways down the road.)

Bear with me, as there’s a lot to tell about Ykinde and this post may wind up a little long.

The People

It’s impossible to describe Ykinde without briefly introducing you to its four major intelligent races: Avans, humans, Lupos, and Panthera. Each link will take you to a complete page on their physical capabilities, their castes/classes, and their cultures, but I’ve provided a brief summary below.

Avans are tall, slender, wingless bird-people with round faces and curving beaks. Renowned for their knowledge of and skill with magic, Avans are sophisticated, civilized people whose bright plumage and love of flowing, ornate clothing easily sets them apart from all other Ykindeans. Living under the idea of Beauty in grand and beautiful cities, most Avans are mages or artful warriors, though many are medical scholars, and some few profess to be naturalists. They are mortal enemies of the Lupos, engaged in the Elderwar for centuries running, and relentless in their quest to see the wolf-people vanquished; they are allies with the humans and most Avans are neutral towards the Panthera, although many will fight them alongside Lupos if necessary.

Humans are remarkably average, tail-less, flat-faced people with bare skin and unimpressive bodies. Well-known for their ingenuity and inventiveness, humans tinker with mechanical devices and sort themselves into family-run businesses. Neutral in the Elderwar, they act as merchants and traders to both Lupos and Avans, supplying both races with whatever goods and raw materials are in high demand. One human family enslaved the Panthera Walker tribe as bodyguards and servants, but after the Walkers’ escape from slavery, most humans will kill or seek to capture Panthera on sight. Humans preserve and enforce their neutrality with both Lupos and Avans, straddling the most profitable line of action at all times. Though they are businesspeople first and foremost, dedicated to their family’s trade, humans also study other paths: they are soldiers, medics, witches, or engineers.

Lupos are powerful, furred, tauroid wolf-people with four legs and two arms. A strong and spiritual people, the Lupos live in harmony with the natural world around them, worshiping Father Sun, Mother Moon, Brother Sky, and Sister Earth. Lupos band together in clans, led by a single chieftain and a few betas; many are shamans and braves, while others are healers and rangers. Their tools and weaponry are simple, sturdy, and plain; they have little use for showy luxuries or impractical belongings. They are mortal enemies of the Avans, engaged in the Elderwar for centuries running, and they are tireless in their efforts to defend their land and their people; they are allies with the humans, and most clans are also allied with or neutral towards the Panthera. The Tehar Lupos were the ones to succor the Panthera Walkers when they escaped from human slavery in Royalwood.

Panthera are lithe, agile, feral cat-people with wide faces and rounded ears. Traditionally primitive and nomadic, the Panthera wander Ykinde in tribes, moving as part of the predator-prey cycle as hunters. One particular tribe, the Panthera Walkers, was captured and enslaved by humans; after many years, they escaped and found sanctuary with the Tehar Lupos, rebuilding their tribe and becoming the first stationary band of Panthera Ykinde had ever seen. (The Hunters are the only other non-nomadic Panthera tribe; they are an off-shoot of the Walkers.) Nomadic Panthera have few possessions or tools, but the Walkers and Hunters trade with Lupos and have a similar quality of life. Many are bloodwalkers and spiritwalkers, while others are lifewalkers and beastwalkers. They are enemies of the humans, their former slavers, and allies with the Lupos; they are neutral towards many Avans, but will fight those who attack their wolfish allies.

The Place

Most of Ykinde is fairly temperate, experiencing seasonal changes. The farther north you go, the less lush the land becomes, devolving into sparse deciduous forests, mountains with evergreens, and finally flattened tundras. There is quite a large portion of land that consists mostly of rolling mountains, savannas, and scattered greenery. The coasts are extensive and tend to be quite tropical, except for the northernmost stretches; nearly all of the coastline is well-forested, oftentimes a jungle, and pocked with inlets and small bays that make perfect seaports for the human traders. Both Lupos and Avans prefer to settle in rich lands with many trees; the Lupos keep their lands well-forested to encourage grazing animals, whereas the Avans will clear out patches to build their cities and to farm.

Humans have controlled Ykinde’s economy since the beginning of the Elderwar. They established a basic currency using gems and coins made of precious metals, made prices relative to the buyer’s race, and also established a quality check for items to be bartered, rather than purchased. They trade only with Lupos and Avans, killing or attempting to capture Panthera on sight. Panthera barter goods with Lupos, who barter goods or use currency to trade with humans, who use currency (or very rarely barter) to trade with Avans. Each race has its forte in amassing raw goods and crafting some things: Panthera are skilled leatherworkers, Lupos construct sturdy homes and also are good weaponcrafters, humans invent and create technological gadgets, and Avans are skilled weaponsmiths. All of the races are at least decent at making weaponry and armor, as well as living quarters and other basic tools to survive.

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Last night, I asked J to give me ideas for blog posts. He mentioned a few stories he wants me to write, which I pointed out were not quite what I wanted. (I mean, a herd of ghost-powered, steampunk, feral motorcycles in the desert? Yeeeah. I’m not letting that one go. But he likes reminding me himself – especially since it was his idea.)

He eventually proposed that I write about drawing inspiration from the people and situations in life. I joked that he just wanted me to write about him.

He has a valid point, though. I’ve always drawn a lot of inspiration from those around me and the experiences I live through. (The ones I don’t live through probably make better stories, but rigor mortis makes typing rather difficult…) And while I chase the story’s tail to find its face, talking plot points and characters out with someone helps me avoid tripping over my feet and catapulting into a steaming pile of drivel. More than once, I’ve not had a clue where the story was going, and discussing my friends’ reactions to what they’d read so far helped steer me onto the right trail.

In fact, I’m not entirely sure how The Demon-God of Jubagh would have ended if I hadn’t been chewing the fat with a certain British gentleman.

(You know, you don’t often see ‘chewing the fat’ in the same sentence with ‘British gentleman’. Mixing regional phrases is fun, kids.)

Life inspires me. People inspire me. Situations and circumstances inspire me. Media – other fiction – inspires me. Everything I think, see, hear, smell, touch, taste, say, and do inspires me. It’s not necessarily a constant stream of vivid and original ideas, but flashes and new angles can strike at any time with varying frequency. For me, storytelling is a form of communication, of taking what I’ve lived and presenting it in a new format so that other people can, in some way, live it too. I’m driven to write because the story needs told and shared.

What inspires you?

How many times have you heard or used the phrase “find the time”? Now, compare that to how often you’ve heard or said “found the time” without “haven’t” in front of it. Pretty poor ratio, isn’t it?

Time is a precious resource. You’re never without it, but it’s not always in a usable form. And trying to use time when it’s already spent is like trying to hand-sculpt marble. You wind up tired and frustrated, your fingertips sanded to the bone.

If you put something off – like writing – until you “find the time,” you might never do it. Even if you do, it won’t be as much or as frequent as you’d like. If you wait until you “find the time” to go to the county fair, it’ll be two weeks past it before you realize you’ve already missed it. Events, and opportunities, wait for no one.

Be proactive. Make the time. If it matters to you, take charge and make it happen. There is never a “can’t” here. Technically, you could skip school to go to that concert or miss work to go on that road trip. Maybe you shouldn’t, but you could. Don’t lose sight of your own ability to choose – you are never as trapped as you feel.

It’s rarely a question of being able to or not, but a question of how much you’re willing to work or sacrifice or both for what you want.

If you want it, make it. Don’t wait for it to wander by.

After introducing The Demon-God of Jubagh, I realized I should probably explain to you just how this crazy universe works. If you want the full, glorious detail, you can look at the mechanics page on the wiki, but I’ll try to give you a good overview here.

Gurhai is a finite universe. Like a geode, it has open space enclosed by an oval shell made of densely-packed organic and mineral detritus. There is a flat layer of sun systems that stretches length-wise in the very center of the shell. There are precisely one hundred worlds in the universe, separated into thirty-five sun systems; similarly, there are exactly one hundred sentient species in the universe, though not evenly distributed as one-per-world. All but two worlds in the universe are round and flat; Airdh (the First World) and Gurhai (the Last World) are the only spherical worlds, and they are at the far ends of the universe, a full year’s travel apart. The suns are mobile and small, weaving or springing between planets in their systems, and there are no actual moons. In the top and bottom halves of the void, which are striated by the layer of worlds, there are creatures unlike any found on the worlds, living on the edges of atmosphere and gravity wells.

Gravitic ore is the glue that holds the universe together; it is a polarized mineral found at the center of a planet’s crust. The polar side has a very strong attraction – gravity – and the non-polar side has a very weak attraction, but does not repel. Gravitic ore is dark and reflective, resembling a cross between hematite and coal anthracite. In addition to producing gravity, gravitic ore also produces the magical energy inherent in each world, similarly polarized; while the strength of gravity varies little between worlds, the magic density fluctuates greatly between planets, going from magic-dry to magic-rich. The polarity of the gravitic ore determines which face of a flat world will become the life-supporting side; the non-polar side will only be strong enough to keep very heavy objects in place, such as rocks and ore. The non-polar face of the world also contains dry ice, which creates the thick, drifting fog that obscures the undersides of the worlds. Gravitic ore can be carefully mined to be placed sparingly in the lowest decks of intersun ships, giving them gravity and a source of magic while they venture into the void between suns. Gravitic ore also constitutes the majority of the materials that comprise the shell of the universe, making it nigh-deadly to approach the rocky barrier; the intense gravity will pull any ships in and smash them against the rocks.

The worlds, as previously mentioned, are mostly flat, round worlds. They support life, have gravity, and produce magical energy only on one face; the other face is rocky, barren, and clouded with mist from dry ice. Worlds vary greatly in magical density, but less so in size; the smallest world is half the diameter of the largest world, and all other worlds range between them. There is a rim of high mountains encircling the entire planet, which keeps creatures, water, and other resources from falling off the edge of the world. Atmosphere is generated by the plant life on each world; it has no defined boundary, but simply gets thinner and weaker as travelers move away from the world, becoming unbreathable eventually. The skies look different on each world; in many cases, one can see the other worlds of the system, if the world faces them; other worlds appear approximately as large as Earth’s moon in the sky.

Travel between the worlds is common. A dozen races design and build their own intersun ships, but the most common by far are Loi ships, halasshian ships, human ships, and buthinian ships. Human and halasshian ships have always had gravity and a source of magical energy, due to being constructed with a very thin layer of gravitic ore in the bottom deck, which also holds the soil, water, and plant life necessary to maintain a breathable atmosphere in the void. Buthinian ships do not have gravity or magic once they leave the planet; Loi ships were the same at first, but many Loi ships are now constructed with gravitic ore in a manner similar to halasshian and human ships. Because gravitic ore is responsible for generating magic, and because magic density varies so drastically between worlds, intersun ships constructed on magic-rich worlds are more prized by most than ships constructed on magic-dry worlds. Intersun ships are shaped and built much like water-going ships, complete with a keel, multiple deck layers, an outer/upper deck, and many sails. All ships have an entire deck or more devoted to flora; once the ship leaves the planet’s atmosphere, all windows and doors are sealed, the upper deck is no longer walked, and the air produced by the plants on-ship keep the passengers alive until they reach the next planet. The universe is not an unbearably large place; fast ships can make the trip from the First World to the Last World in a year, with most sun systems having neighboring suns within a month or two of travel. It generally takes no more than a day to go between worlds in the same system.

Intersun ships do not land on-world once they have launched, since the world’s gravity would smash the vessel into the planet; the people build docks well above the world’s surface, where the pull of gravity is weaker, where the large ships can load and unload their passengers and cargo. Smaller boats without gravitic ore can make the trip between planet surface and intersun dock to transfer people and items. The hovering intersun docks are maintained via magical or mechanical means, depending on the world in question and the technology/magic level of the people who maintain the docks; the on-world boats that travel between dock and world are powered in the same fashion. Intersun ships themselves use a combination of magic, machinery, and void winds to move; the former two are what enable the ships to navigate within atmosphere or when close to worlds, but when between sun systems, the void winds propel the ships. Void winds are present everywhere near the layer of worlds in the universe, but they are not breathable by any world-dwelling creature; void winds are usually strong, can crop up into gale-force storms, and can occasionally die out and leave a ship idling in the darkness for a while.

Until I do a post on Gurhai energies, have some complimentary nachos and references on qki and magic, the Light and its workers, human magic classes, and general magic classes.

On occasion, I think I’ll toss out slice-of-life blog posts. I have some pretty good stories to share, and not all of them fictional.

Sometime in the winter of 2007-2008, I got a bug up my *ahem* and started thinking that I wanted a motorcycle. This was crazy, of course – I knew all the risks, dangers, and fatalities. There’s no way I could justify the unexpected urge. I certainly didn’t need one – I had a great car – and I couldn’t really afford a second vehicle…

So, in keeping with my tendency to listen to instinct and emotion rather than intellect and logic, I attended and passed the two-day intensive Motorcycle Safety Foundation safety course on August 9-10. I’d never before ridden a bike. (For the record, I highly recommend that beginning riders take that course. It’s incredibly good information and experience, and it can give you enough practice to see whether you want to get your own bike. Plus, if you pass, most states will let you avoid the DMV tests and just get the M endorsement with your completion certificate from MSF.)

On August 28th, I purchased an old, scruffy, 1979 Honda XR 500 dual-sport motorcycle. I named him Comrade, which is an in-joke that only folks who’ve seen Enter The Kettlebell or heard Pavel Tsatsouline will get. (“Comrade!”)

Now, without further background, the story of my first ride.

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Words heard not too long ago rang out in silence, repeated constantly in one hunter’s thoughts.

‘You must not let them hear you, for that may be your death. You hunt alone, so you must be exceedingly careful — if you are wounded, they may attack, and you will die if they do. Seek out the slowest, the weakest; choose your target well, and wait for it to emerge from the herd’s protective bowels. You are swift, but you do not want to immerse yourself in the herd, for they will kill you. These are dangerous prey, young Kiva, and you are a fool for wanting to hunt them… but you are a skilled fool, and I believe you will succeed.’

The old warrior was right in saying that Kiva was skilled, but the young male didn’t believe he was so foolish… perhaps reckless and overly confident, but not a fool. He knew the risks in hunting the deadly Helk, but he would not back down so easily. It was a personal challenge, and one that he refused to decline.

Silky apricot fur rippled with the movement of lean yet powerful muscles as the tan crept forward, shoulderblades protruding bonily above his slender frame with each stride. Absolute silence. The herd was only a few hundred meters away from him, and he was fast approaching the limit of the tall, wheat-like grass that effectively concealed him. In a few more slinking steps, he would pause, and then… strike.

Jade green eyes glittered with a brilliant intelligence as Kiva came to rest at the very edges of the longer grass; hardly breathing, he regarded the herd. Helks were massive ungulates, shag-furred in earthy brown and possessing a fearsome rack of sharp-tipped antlers, as well as heavy hooves that could crush his skull as easily as a red’s jaws could. Narrow, pointed ears flicked forward, funneling each little sound that the prey made inwards; Kiva’s senses weren’t exceptional for a Korat, but they were incredibly keen compared to those of most other Lavanians. Soon.

He’d already chosen his target: an old bull with a greying muzzle and blunt hooves was carelessly near the edge of the herd, and with age-weakened antlers, he should not be much of a fight. The Korat knew that the true danger was from the elder’s herdmates — should they decide to avenge his sudden death, Kiva would be hard-pressed to escape with his life, let alone his meal. He grinned, baring razor-sharp rows of small, thin teeth, at the thought. He needed this challenge, newly-adult and without a reputation.

The bull wandered farther out; no longer did any young, healthy Helk stand defensively between the elder and the open plains. Kiva’s grin tightened, whiskers slicked back and hidden in pale fur, as he slowly unsheathed narrow golden claws and readied himself. Just a few more moments — there were Helks keeping an eye out for the old one. Best to let them fall into a false sense of security before attacking.

‘These are dangerous prey, young Kiva, and you are a fool for wanting to hunt them…’

Aye, Athuta… perhaps. But tonight, you and the others will feast.

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  • Got a chance to thaw at lunch. Had fun with J, minion, and new guy. My boys get along very well. :D 1 day ago
  • I am miserably cold right now. 1 day ago
  • I used to have no problem with gender-based groups. Now I cringe at the segregation of sexes. What if you don't fit the binary? What then? 1 day ago
  • More updates...

Posting tweet...

Fresh Antiques