Sidestories, worldbuilding, short fiction, omakes and other works related to IQNF, the world of Never Full and Never Free.
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Wicked Sanguine | 18 |
Nephilim are in RL the offspring of an angel and a mortal, how does it translate to this world? Are they demigods, offspring of attaches of the different gods, or something else entirely?
Outskirts of Jargalant Town, Sky Castle Oblast, Deathless Empire of Noster
Like most of the days out of the year in the Oblast of the Sky Castle, this day is a fine, brisk, bright one, the sun shining steadfastly out of a clear blue sky with only a scant handful of white clouds scattered around the edges. The air is crisp and cool, the deep forest rising to the northeast, the dry and rock-ridged lowlands stretching out to the south easts, brief but sharp ranges of mountains and ridts splitting the land here and there like the cracks in a dropped plate. Jargalant, like most settlements of any significance or import, is built around and atop a hill, sturdy structures of clay, weathered logs and stone brick standing within the walls and atop the crown of the hill, lighter ones of reinforced paper and thinner planks spilling out from the walls to surround the town. When compared to the oblast capitals or the Ten Thousand Year City, the effect is mild, only a few temporary buildings, a simple wall and a modest fortress, rather than wheels upon wheels of fortification and defensive structures and a massive sprawl of lighter construction beyond. Bigger than the small villages, well-defended and prosperous enough to be allowed a little light industry, Jargalant is a strong, picturesque but lonely town in a strong, picturesque but lonely province. Out here in the rocky, forested reaches of Sky Castle Oblast, there is little trade, most of it coming in dribs and drabs and the occasional big caravan or ship every few seasons, and other than that just the logging, farming, quarrying, and other businesses that keep a community together. Important to the country as a whole but isolated despite it all, the townsfolk of Jargalant are always looking for entertainment, excitement, something from outside the prosperous but fixed rings they move in to remind them of the outside world, refill their hearts with excitement, bring new and shining glow to the daily face of life.
To an operation like Sortaq and Baatuman's Caravan of Wonders, the towns like this are a bright opportunity. Higher-risk than the villages but richer by far, still likely to fall for what the cities would see through in a heartbeat. Perfect fodder for a pair of ambitious, unscrupulous and not-untalented necrochemists to rake it in in the off season.
The life of a necrochemist is one of constant stress. You have learned to defy death and harness many beneficial and deleterious properties into potions and pills, powder, charms, nostrums and philters of all descriptions. You have learned that fundamental aspects of the world you live in and the world beyond are malleable and weak enough to be controlled by one with the right training, the right reagents, the right patience and the right layering of protective scarring and abrasion on your lungs, fingertips and forearms. And the nobility of your country will pay through the nose for the Rites of Return, the potions and rituals which are used to take someone who can pay and has died, and bring them back as the eternal Deathless, the Returned, the undying aristocracy of Noster.
But the Potion Of Death's Grasp Eluded and the Rites of Return are difficult to brew, risky to procure the ingredients for, and carry the risk of having every other necrochemist who feels skilled enough to brew competing with you for the attention of the noble houses. Few are lucky enough to become contracted to a House to prepare them their necrochemical preparations and rites, and even these fortunates tend to die of chemical accidents or eventually fall short of their patrons' demands, risking destitution, disgrace or death.
So, if you can't or won't get contracted to a noble house, and you don't want to be pressed into risky, demanding military service, and you can't dream of letting go of that power you've learned to brew and bottle, then you may just take to the road, selling your products to towns and villages all across Noster. Those with ideals, a strong conscience, or full respect for the law, sell honest goods or find areas that have consistent necrochemical needs they can meet on a regular basis, offering honest, principled goods to honest, principled people for honest, principled prices. Those like Sortaq and Baatuman, on the other hand...
Sortaq Aje and Baatuman Ledya came to necrochemistry through different paths and led very different lives before their fortuitous meeting and partnership. Sortaq, Aje only to her closest friends, grew up in a big city, went to a prestigious college, and worked her ass off 24/6, narrowly eking out a degree with distinction and a proper gilt license to practice before having a minor nervous breakdown, one that left a shock of premature and ghostly white forever etched into her luxurious dark fall of hair. Wanting out of the urban lifestyle and the demands of big, strong concerns and families, she decided to go traveling, wandering the length and breadth of Noster, living a life of small jobs and individual challenges and a new sky every week. But that's not a job you can live alone, and a student with a fresh degree doesn't have the loose cash to hire mercenaries or guards. So she went looking for a business partner, someone of similar disposition and resources willing to travel by her side and share in the risks and the profits of life on the road.
Baatuman Ledya, on the other hand, came from poor village stock, a tiny logging community chipping away at the edges of the forest. Cut the trees, strip the bark, fight the occasional ravener from the wastes or make a sacrifice to the yascheritsi, knocking a healthy cow, goat, or, if they were particularly angry, a person, on the head with a rock and leaving them for the strazsydlo to drag away. It's a life that a bright, clever and acquisitive child like Ledya could not bear to live, not for long after she learned she didn't have to to survive. She ran away on an absolutely terrible night to run away, cold and windy, her red hair a bright spark against the burgeoning blizzard, surviving only by being taken in by a traveling necrochemist's wagon. Her rescuer was a little disappointed to learn the child was alive, but rallied to the sudden burden and made sure Ledya survived, teaching her a little of what they knew. She was grateful, but too curious about the world to stay for long. She left at the earliest opportunity, and spent the next few years hitching from town to town, learning bits and pieces, tips and tricks, of the ways of the sneak, the bawd, the charlatan, the pilgrim, the mercenary, the agitator, the ratcatcher, the huntress, the tinker, the smith. Eventually, an ambition she'd been nurturing in her heart flaring from ember to flame at last, she returned to necrochemistry, learning enough to trick a tired and easily bribable official into issuing her a slightly-counterfeit license. A jack of all trades and master of very little, she began casting about for anyone to team up with, a partner to aid her, for her new goals and interests would make a solo career short and dangerous.
They met in front of a signboard at the edge of the market square. Started their pitch at the same time, interrupting each other. Realized this, started laughing, got a drink together. Began planning what they would do, traveling the nation and maybe even the world beyond. Pooled their savings, bought a rickety wagon and a terror bird one step from the stewpot to pull it. Began traveling together, learning the ins and outs of the business and of each other. Started a romance, realized it wouldn't work, broke it off, remained good friends and partners even closer for having made the experiment. Sortaq and Baatuman's Necrochemical Solutions became Sortaq and Baatuman's Caravan of Wonders, as they began mixing in elements of sideshow to their merchant business. The bezants and stavrata rolled in, the potions, cures and treated items rolled out. Their wagon became bigger, fancier, more loaded with magical and chemical conveniences and favors. A pair of beautiful and sturdy yzobu were purchased to pull the wagon, teeth and horns sharp, manes luxurious, coats glossy. But neither ever considered retiring. The love of the road was too strong, the poison wrapped deep around the spine.
The Caravan of Wonders rolled down the main street of Jargalant with bells ringing and horn blowing, the beasts tossing their heads proudly. Inside, Sortaq double-checked inventory, making sure everything was perfect. Above, Baatuman cracked her whip briskly above her head, calling out cheerfully to the crowd.
"Gather around, distinguished guests, friends of all descriptions and paths! My name is Baatuman! My skills are undeniable! And my lovely partner and I have wonders! Terrors! Cures! Solutions! All manner of delights and experiences for you! So gather around, gather around! With Sortaq and Baatuman, you can see the world, defy the spirits, and reach your few potential, and all for extremely reasonable prices. We guarantee it."
...this may or may not have come up before, but what's a Rade? Ashvakrev for a raid/ride?increasingly bold sorties that will end in proper Rades thousands strong scything the southern Continent like sandstorms
My imagination runs wild trying to imagine what this could be. The Slavic etymology is undeniable, but the exact word... Is it a variant of a Czech's word "strašidlo", i.e. a ghost? I suppose it could be some kind of forest spirit/unclean force, like leshy.