No announcement yet.

New Location (Bordermarsh)

  • Filter
  • Time
  • Show
Clear All
new posts

  • New Location (Bordermarsh)

    Kahmar above the valley:

    The bordermarsh:

    To the North-East there is a valley forever shrouded by a great thunderhead cloud. The valley itself is surrounded by mountains, which are in turn covered by (mostly) pine and oak forests at lower altitudes.

    The creatures of the land are strange. There are birds with feathers of painted glass and almost transparent organs. There are squirrels that grow on blue pine trees and bears that hibernate as stones, changing back to mostly-living things as summer comes. There are wasp swarms which speak with almost human voices and build their hives from the reflections of mountains in frozen lakes. Most wondrous of all, however, are the multi-coloured radiant fish which swim in the thunderhead and hatch their young in the dreams of the surrounding antfolk tribes.

    Most of these strange beings live not in the valley itself, but on the mountains or in the surrounding forests. The valley is too shaded to provide much light for anything to live by, but the rain from Kahmar above the valley sometimes grows into flowers and grass when frozen by winter or other means. The natural rhythm of creatures living upon the mountains themselves is often disturbed, for the lights and songs and city noises of Khamar above the valley are disruptive to animal lives.

    Khamar above the valley:

    The thunderhead itself is grey and foreboding, shifting and everchanging, but stable enough that the towers and houses and palaces upon it are not cast down and have somewhat constant positions. Rain falls from the thunderhead on occasion, after which wood-horned moss-covered caribou will travel into the valley to drink from its springs, and surrounding clouds will be pulled to Khamar above the valley to replenish it. Otherwise the water within the thunderhead is constant, and it releases one gallon of cloud for every one that passes into it.
    Lightning strikes below the great city, as it does below every dark thunderhead. Mostly this is natural ligthning, but sometimes a lightning bolt will strike with intent and power, taking on the form of a heron or a snake and search for its target.

    Sometimes the city will truly move, restructuring itself to thunderous roars from the cloud, and buildings change place and shape. A tower might be shrunk and sent into the cloud as a lesser dwelling, or a house might be pulled from the inner settlements and be given a glorious form. This is to show favour or disfavour, for the city only moves at the music of Jeherdis, the Storm piper.

    Noteworthy personages:

    Jeherdis is a great fey, with hair of white clouds and eyes as blue as the sky on a warm summer day. He plays a pan-pipe taken from the heart of a glacier, given to him by his sister Jadis, and it gives him dominion over air and weather. It battle he wields a bow he sung into existence from a cold breeze and uses arrows made from hailstones and raindrops. His mood is impassioned and stormy, but when he sets his mind to something, he is hard to move. When he sings his voice is thunderous and beautiful, and when he plays his music is quiet and enchanting, like the sound of the wind racing past the trees and dancing through their branches.

    Mukilile the lightning thief has the face of a strangely coloured raccoon, for the mask around his eyes is bright purple and shines like lightning. He wears a cloak made from a piece of the night sky between the stars and his nail-less fingers shine with the same radiance as his mask. He is impulsive and flighty, rarely taking interest in something for long, and he is always moving in some small way. He wields a spear made from lightning he stole from the northern god of the sky, who is unaware of the identity of the thief but not of the theft itself.

    Fey are far from the only inhabitants of Khamar above the valley.

    Periplánisi Ston Ouranó is one of the elemental cloud people living in Khamar above the valley, and one of the foremost amongst their kind. It was he who discovered the everlasting thunderhead and the wyld things living upon it, and it was he who bargained with Jeherdis so that the cloud people might live there. Now, he mostly spends his days pondering upon philosophy and admiring the beauty of the bordermarch in which he dwells.

    Sýnnefo Prosforás is another influential skyperson, she acts as a liaison between Khamar above the valley and the surrounding antfolk tribes. She often takes the form of a pale antwoman, or an ant made of clouds. She listens for the prayers of the antfolk upon the wind and uses this to keep herself on top of current events. Occasionally she interferes for the mortals, either speaking their case to Khamar or taking up arms against beasts or beings that threaten them. She is worshipped by some as a goddess of the hearth, law and war.

    There are many more cloud people in Khamar above the valley, several of whom are wyld-touched in some way, but most of whom are normal for their kind. There are several wyld-spawned things and no Noble Raksha but the two mentioned here, but they can expect aid from the cloud people in case of war.
    Last edited by Aspiring Hopeful Hero; 04-17-2019, 03:15 PM.

  • #2
    The People:

    Five antfolk tribes live not so far away from Khamar. Two of these are semi-nomadic, and their legends trace their origins back to two brothers who set out from their father’s house to bury the dead of the contagion. They call themselves the Shedom and the Hevhi.

    They share a great ruined city, which is vast enough that they could not hope to fill it; and thus beggars live in old mansions and rich men live in temples to gods that died to fey or plague.
    They have a strong tradition of sculptors and stoneworkers, and most inhabited areas are kept in good shape. In summer the young of one tribe take their domesticated animals (they have domesticated a type of boar, and a form of giant aphis) and herd them so that they are fattened for the winter. The old, young or infirm remain behind with the other tribe cultivate the fields. Cultivation is generally seen as the easier, safer job, and so the duties of cultivation and herding pass between the tribes.

    The third tribe is the Murkhati. They have no stories of their origin, and few from before the contagion and the fey struck, but they have many from the Time Before. They are beholden to IMRIŠKA, a second circle demon and messenger soul of That Which Commands (Who is a component soul of She Who Lives in her name). IMRIŠKA takes the form of a very pale eyeless human woman, but instead of hair she has a great amount of fluorescent fungi. A hole ridden veil covers her upper face, grown from some of the fungi, and she always smells sweetly of decay. She raises a caste of thaumaturge-priests who have fungi growing out of their skulls.

    The Murkhati is the greatest of the tribes, and they resemble a nation more than they resemble a tribe, with several cities under their sway. They migth have developed into a true nation-state if not for their territorial war with the Autumn Court fey, which has gone on for generations. The main contested point is the eastern territories of the Mukharthi, which they refuse to abandon for religious and cultural reasons. Their greatest city is Murkunta, but their capital is Magadon, which contains an ancient ruin the ant-folk of the tribe believe to have been raised by the gods of reincarnation.

    It is connected to their most holy object, the Great Golden Gate, through which all souls pass during birth and after death (or so the antfolk believe). Most of the ruin itself has fallen into disrepair, but the Great Golden Gate stands as mighty as ever, protected and preserved by the magics of IMRIŠKA. It is because of the Gate that the tribe cannot leave the eastern territories, or weaken in their defence of it, for if they did the Gate would be claimed, and no souls could enter or leave the world. Walking through the gate is forbidden by command of IMRIŠKA, as this taints the souls of all not currently born, and any who do so are put to death when discovered.

    The rest of the ruined pyramid, however, is not protected by her. In it, some daring antfolk discovered two ancient corpses. One wore a burial mask of some strange, warm, gold-like material which shone with the radiance of the sun. The other held a skycutter shaped like, and shining like, the crescent moon. These were the gods of these great sky-lamps, who by their last breath cast their power into the sky and made the great celestial bodies. They were told to leave the artifacts by their divine leader.

    The last two tribes, the Philares and the Golin, are vassals to Khamar above the valley. When spring comes, and the rainbow fish seek for mortal dreams, the Philares and the Golin send their shaman caste and their artists to sleep beneath the shadow of the great thunderhead. With them they also send volunteers, those youth who are between adulthood and childhood (sixteen or seventeen summers old), those afflicted by great and intense feelings (such as depression, or bipolar disorder), and criminals sentenced to death (marked by yellow tattos). Along with the travellers they also send bluespore, a drug made from the pearls of a blue molusk that lives on some of the border-marches trees like fungus; as well as food and alcohol.

    During the days of resplendent wood these pilgrims sing and dance and make love beneath Khamar (lifting their otherwise strict sexual mores). The travellers get drunk with alcohol and high on bluespore, dreaming of shimmering rainbow fish swimming amongst the clouds and other impossible things. The criminals are brought to Khamar by Sýnnefo Prosforás and her retinue and are then never seen or heard from again.

    During these days Jeherdis often plays his flute amongst the revelers or dances with them, a breath-taking display that nevertheless leaves the participants feeling somehow drained and tired; and sometimes pilgrims have some of their memories or aspirations stolen, which never causes as much grief as it should. Other times the skypeople come down amongst the antfolk, wearing antfolk forms, and dance, philosophise with, or make love to the mortal revellers.

    When resplendent wood is over the antfolk leave. The shaman caste might have gotten some new members, the criminals are dead, and those who left as youth return as adults. They will all help with the harvest when they return home. In a good year, all who are meant to return will do so.

    The rest of the year the Philares and Gholin live of the land, peaceful amongst each other but willing to war with the other tribes.


    • #3
      There's some cool stuff here, I might copy some of it for my North-Eastern game.

      I play...
      Kovan, actor, librarian, sorcerer, great bear, Lunar Elder from the First Age
      Thutmose-Osiris, seventh son of a seventh son, descendant of the Supreme Deity Sukhmet, renegade demigod and bearer of the Ghoul-Banishing Bow. Also bright green.