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-by stephen_dean
 
-by stephen_dean
 
===The Enkidi, people of the marshes===
 
 
A small group of villages and hamlets tucked away in the Marshes, near the center of the thousand flowing waters, and hidden in deep with-in ferns and brackish water, far up river. The Enkidu people prize concealment, and are masters of the use of poison blowguns and elaborate traps and deadfalls. They know there home well, and have tamed many species of birds to hunt and guard their watery homes. The people are few in number, and rarely interact with outsiders, outside of raids for slaves, loot or to preserve artifacts from the ruins. Their villages are built in the sinking remains of a large Stone ruins, or around statues with a rounded face of a god, half buried in the marshes, and one of the few large solid structures around to build on. They dress in a large number of bright feathers and fearsome masks, and are feared for there practice of taking the heads of their victims as trophies. They lack any shamans, and claim that magic is left for the Gods alone to know, and so guard the secrets of the ruins in their lands well. The villages are ringed with the severed heads of trespassers, and the beat of there drums they use to communicate with one another, and the shreik of their war cries fills the heart of the unwary exploreres of the region with fear. Those who encounter them are advised to avoid making sudden movements, and the best tools for bribery are any brightly colored fabrics or strong poisons. Some say they are led by an officer of an Iridos military unit sent to explore the region, who went native and is said to no longer be sane.
 
 
-- by stephen_dean
 
 
===The Tomb Cities of Achrum===
 
Every schoolchild knows of the drowned ruins in the Thousand Flowing Waters, which are now the tombs of the dead and undead of an ancient civilization. That civilization now lies submerged beneath the rising waters of the Gulf of Achrum, which the Thousand Flowing Waters surrounds and empties into. Few know that these ruins are actually the remnants of several cities, of which very little is known or has been learned. There are names given in old texts – Areatha the City of the Loom, Hipece the City of Waters, Marish the Named and Unnamed City – but none have been defined beyond mere conjecture. The marshes near Astomo and the city of Omphalo are most-accessible, but also the most perilous, as they are haunted by vampires and watched by the Silent Brotherhood. Most explorers who seek out the tomb cities are lucky to return with sight and sanity intact. (There is a note here in the text telling of a Wanderer of the Wastes, who returned from the tomb cities whole in mind and body, but speaking an unintelligible language which no one could fathom, and he unable to learn any other.) (nb. "Achrum" was not the name of that drowned land, but of one of the rivers that flowed into the land. scholars and explorers still attempt to determine which current-day river was once the River Achrum.)
 
 
--Kakita Kojiro
 
 
===Colossus of Chasus===
 
 
The most well-known of the lost cities of the ancients is surely the so-called “City of Statues.” It lies in the waters between the island chain on which Iridos stands, but its location is easily found as some of its largest monuments and pillars still stand above the waves, with their statues above or partly above the water. Largest of all these is the colossus, an enormous statue that once stood astride the harbor entrance of the drowned city. It still stands there, knee-deep in the waterway between two islands, to mark where the City of Statues once was. The colossus was made of bronze, but with a concrete core that has remained as the bronze has corroded and eroded away over centuries. Observers claim that the colossus and other statues slowly change their positions and expressions, the colossus much more slowly than the lesser statues here. It is said to be bad luck to sail between the legs of the Colossus, and the reports of empty ghost-ships which sail the nearby waters on foggy nights are said to have be the remains of those who have dared to do so.
 
 
--Kakita Kojiro
 
  
 
==Petty Kingdoms==
 
==Petty Kingdoms==
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Heliade is known as the Amber Kingdom. It is located on the Pleione river, which flows from the south, and borders on the marsh ruins of the Thousand Flowing Waters. Its inhabitants scour the river and marshes for spells and spirits frozen in amber from ancient times. These talismans are valuable wealth for trade, and Heliade is often subject to tribute to one of the three great cities of the north. Occasionally they go to war over this imposition of tribute, but although their archers are armed with devastating amber-tipped arrows, they are no match for the sorcery of the three cities on the battlefield.
 
Heliade is known as the Amber Kingdom. It is located on the Pleione river, which flows from the south, and borders on the marsh ruins of the Thousand Flowing Waters. Its inhabitants scour the river and marshes for spells and spirits frozen in amber from ancient times. These talismans are valuable wealth for trade, and Heliade is often subject to tribute to one of the three great cities of the north. Occasionally they go to war over this imposition of tribute, but although their archers are armed with devastating amber-tipped arrows, they are no match for the sorcery of the three cities on the battlefield.
  
Heliade magicians take dross amber and make use of it in many ways. It is dissolved into amber lacquer that hardens their armor against danger. It is used to trap images within, that may be seen at any time by peering into the amber. It is also melted down and gathered into vats of molten amber – through which, they hope to peer into the spirit-world. There is a belief in Heliade that there is another [[Spirit_world|Crystal Tree]] – this one, of amber, weeping jewels – and the Heliades believe that if it is found, their city will rise to preeminence.
+
Heliade magicians take dross amber and make use of it in many ways. It is dissolved into amber lacquer that hardens their armor against danger. It is used to trap images within, that may be seen at any time by peering into the amber. It is also melted down and gathered into vats of molten amber – through which, they hope to peer into the spirit-world. There is a belief in Heliade that there is another Crystal Tree – this one, of amber, weeping jewels – and the Heliades believe that if it is found, their city will rise to preeminence.
 
 
When Heliade marches into a Flower War, its warriors wear amber-laquered armor. They are armed with amber-tipped arrows and spears.  Some of their amber arrows hold trapped within them hostile spirits, or ancient lightning-strikes. When these strike an enemy in battle, they cause considerable havoc and panic.
 
  
 
Occupations: Ambergleaner, Archer, Flower-Warrior, Lapidiary, Merchant, Amberwright
 
Occupations: Ambergleaner, Archer, Flower-Warrior, Lapidiary, Merchant, Amberwright
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Suggested Spells: Capture Image In Amber (IQ/Average), Smelt Amber (IQ/Hard)
 
Suggested Spells: Capture Image In Amber (IQ/Average), Smelt Amber (IQ/Hard)
 
Rumor: In Heliade they have learned to enter the spirit-world through vats of molten amber. Therein they say the spirit-world is upside-down; you walk upside-down with the ground above your feet and the sky below your head. However, they have not discovered how to leave the spirit-world, and as the amber hardens, the explorer is trapped, entombed alive in a block of amber, upside-down.  
 
Rumor: In Heliade they have learned to enter the spirit-world through vats of molten amber. Therein they say the spirit-world is upside-down; you walk upside-down with the ground above your feet and the sky below your head. However, they have not discovered how to leave the spirit-world, and as the amber hardens, the explorer is trapped, entombed alive in a block of amber, upside-down.  
 
--Kakita Kojiro
 
 
====Amber Magic====
 
mantra: time is frozen in amber
 
tools: amber
 
talent: Amber Magic (10 pts/level)
 
spells:
 
''capture image in amber'' (IQ/Average)
 
''see within amber'' (IQ/Average)
 
''free from amber'' (IQ/Hard, req. Amber Magic 1+)
 
''smelt amber'' (IQ/Hard, req. Amber Magic 1+)
 
''capture magic in amber'' (IQ/Very Hard, req. Amber Magic 2+, capture image in amber)
 
''capture spirit in amber'' (IQ/Very Hard, req. Amber Magic 3+, capture magic in amber)
 
  
 
--Kakita Kojiro
 
--Kakita Kojiro
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==Barbarian Tribes==
 
==Barbarian Tribes==
  
===The Bammenides, nomadic barbarian tribe===  
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====Bammenides, nomadic barbarian tribe====  
  
The Bammenides are one of the nomadic barbarian tribes of the northern taiga. They live on the edges of the northern glaciers. They are known as the “painted men” to the Twin Cities, because they tattoo their bodies, faces, and hands in bright colors. They tend small herds of [[Megafauna|dire elk]], from which they get milk, meat, fur – and most importantly, transportation. Their dire elk are domesticated and trained to pull sleighs large enough to transport an entire Bammenide family and all their goods. Their clans migrate south in spring and summer to graze and mate their herds. As rivers freeze and snow covers the ground, they migrate north and stay the winter snowbound, keeping the herds safe from the hungry predators of the south. In spring many clans gather in huge meetings to mate their herds; this is when the Bammenides trade with outsiders. In winter they live in homes built of snow, while their herds are hidden in sheltered valleys with some vegetation, or forage brought by their herders.
+
The Bammenides are one of the nomadic barbarian tribes of the northern taiga. They live on the edges of the northern glaciers. They are known as the “painted men” to the Twin Cities, because they tattoo their bodies, faces, and hands in bright colors. They tend small herds of megaloceroi elk, from which they get milk, meat, fur – and most importantly, transportation. Their megaloceroi are domesticated and trained to pull sleighs large enough to transport an entire Bammenide family and all their goods. Their clans migrate south in spring and summer to graze and mate their herds. As rivers freeze and snow covers the ground, they migrate north and stay the winter snowbound, keeping the herds safe from the hungry predators of the south. In spring many clans gather in huge meetings to mate their herds; this is when the Bammenides trade with outsiders. In winter they live in homes built of snow, while their herds are hidden in sheltered valleys with some vegetation, or forage brought by their herders.
  
 
Shamans of the Bammenides work their magic through wands of many kinds. Each shaman has an assortment of wands of antler, bone, or wood, which must be carefully chosen for each specific purpose. Most shamans eagerly trade for wands made of metal from civilization. One of the few spells that shamans need no wand for are their eating magics. When someone in their clan suffers bad luck, or is afflicted by illness, or haunted by ghosts, the clan’s shaman will ritually consume the offending spirit. They can often scare off troublesome spirits with demonstrations of their eating prowess, by eating stones and other formidable things.
 
Shamans of the Bammenides work their magic through wands of many kinds. Each shaman has an assortment of wands of antler, bone, or wood, which must be carefully chosen for each specific purpose. Most shamans eagerly trade for wands made of metal from civilization. One of the few spells that shamans need no wand for are their eating magics. When someone in their clan suffers bad luck, or is afflicted by illness, or haunted by ghosts, the clan’s shaman will ritually consume the offending spirit. They can often scare off troublesome spirits with demonstrations of their eating prowess, by eating stones and other formidable things.
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--Kakita Kojiro
 
--Kakita Kojiro
  
===The Makhlyes, nomadic barbarian tribe===
+
====Makhlyes, nomadic barbarian tribe====  
  
The Makhlyes are one of the nomadic barbarian tribes of the western grasslands. Their ancestors followed [[Megafauna|thunder beast]] herds, but the great herds from ancient times are no more, and only solitary beasts survive now. They now follow [[Megafauna|hornbeast]] herds across the grasslands. They are frequent trading partners with the Twin Cities, bartering furs and hides, ivory and horn, in return for civilized goods. Every few generations their warriors band together with other barbarian tribes and raid and pillage into civilized lands.
+
The Makhlyes are one of the nomadic barbarian tribes of the western grasslands. Their ancestors followed brontotheria herds, but the great herds from ancient times are no more, and only solitary beasts survive now. They now follow synthetoceras herds across the grasslands. They are frequent trading partners with the Twin Cities, bartering furs and hides, ivory and horn, in return for civilized goods. Every few generations their warriors band together with other barbarian tribes and raid and pillage into civilized lands.
  
 
The shamans of the Makhlyes are known as Inverts because they live their lives as the opposite gender. Because of this, they are regarded as spirits by their people – and also regarded as spirits by spirits. Once each year in the spring, all the hunters will dress as the opposite gender as well, for the sacred Inverse Hunt. Their magic allows the hunters to hunt the now-extinct herds of megafauna as though they still roamed the grasslands. The hunters bring back much meat and many trophies from an Inverse Hunt, but every year one hunter does not return from the hunt. Because of these strange customs, people of the Twin Cities think that all Makhlyes change genders, and take precautions against touching them, lest this is contagious.
 
The shamans of the Makhlyes are known as Inverts because they live their lives as the opposite gender. Because of this, they are regarded as spirits by their people – and also regarded as spirits by spirits. Once each year in the spring, all the hunters will dress as the opposite gender as well, for the sacred Inverse Hunt. Their magic allows the hunters to hunt the now-extinct herds of megafauna as though they still roamed the grasslands. The hunters bring back much meat and many trophies from an Inverse Hunt, but every year one hunter does not return from the hunt. Because of these strange customs, people of the Twin Cities think that all Makhlyes change genders, and take precautions against touching them, lest this is contagious.
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--Kakita Kojiro
 
--Kakita Kojiro
  
===The Gorgades, nomadic barbarian tribe===
+
====Gorgades, nomadic barbarian tribe====  
  
 
The Gorgades are one of the nomadic barbarian tribes of the distant steppes to the west of the grasslands and mountains. They are known as the “hairy ones” to most outsiders, because they do not cut their hair. When meeting strangers, they also veil their eyes with their hair so as to not make eye contact, and they will also not look into mirrors. They claim that all these taboos protect them from spirits – and, curiously, they believe that the inhabitants of the Twin Cities are actually spirits who lie about their true natures. They rarely trade with the Twin Cities, but their leather goods often make their way east through trade with other barbarian tribes (such as the Makhlyes).
 
The Gorgades are one of the nomadic barbarian tribes of the distant steppes to the west of the grasslands and mountains. They are known as the “hairy ones” to most outsiders, because they do not cut their hair. When meeting strangers, they also veil their eyes with their hair so as to not make eye contact, and they will also not look into mirrors. They claim that all these taboos protect them from spirits – and, curiously, they believe that the inhabitants of the Twin Cities are actually spirits who lie about their true natures. They rarely trade with the Twin Cities, but their leather goods often make their way east through trade with other barbarian tribes (such as the Makhlyes).
  
They have actually domesticated herds of [[Megafauna|megafauna]], and roam the steppes to move their herds to new grazing. Each clan in the tribe typically has its own type of megafauna that it specialized in. Clans often take the opportunity to raid the herds of other clans while nearby, to eat some of their enemies’ beasts instead of their own. Their shamans wear headdresses of the skull and hides of their clan’s beast, and generally know a very odd assortment of spells.
+
They have actually domesticated herds of megafauna, and roam the steppes to move their herds to new grazing. Each clan in the tribe typically has its own type of megafauna that it specialized in. Clans often take the opportunity to raid the herds of other clans while nearby, to eat some of their enemies’ beasts instead of their own. Their shamans wear headdresses of the skull and hides of their clan’s beast, and generally know a very odd assortment of spells.
  
 
Occupations: Herder, Hunter, Raider, Trapper, Shaman
 
Occupations: Herder, Hunter, Raider, Trapper, Shaman
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--Kakita Kojiro
 
--Kakita Kojiro
  
===The Nethsras, nomadic barbarian tribe===
+
====Nethsras, nomadic barbarian tribe====  
  
The Nethsras are one of the nomadic barbarian tribes of the western Steppe Wastes. They range further west and south than many other tribes, and so while only rumors to the Twin Cities, are better known in the Spice Kingdoms. They specialize in hunting [[Megafauna|hornbeasts]] with bolas from ambush. Their clans roam following the hornbeast herds, living in well-hidden temporary camps. Although they have joined barbarian hordes in times past, they are generally peaceful and not warlike, and usually maintain good relations with neighboring tribes.
+
The Nethsras are one of the nomadic barbarian tribes of the western Steppe Wastes. They range further west and south than many other tribes, and so while only rumors to the Twin Cities, are better known in the Spice Kingdoms. They specialize in hunting hornbeasts with bolas from ambush. Their clans roam following the hornbeast herds, living in well-hidden temporary camps. Although they have joined barbarian hordes in times past, they are generally peaceful and not warlike, and usually maintain good relations with neighboring tribes.
  
 
It is an oddity that the Nethsras have no shamans among them, and claim they are never troubled by ghosts. This is because, they say, all Nethsras are the same souls of all the Nethsras who ever were, and those souls reincarnate as Nethsras after their death. They know exactly how many Nethsras souls there are, and each clan tells the others of deaths so that they know which souls to look for when new children are born. In times when their birthrates fall below deathrates, though, they must send scouts to nearby tribes, and even into civilized lands, seeking the newborn children that have souls from their tribe. Once identified, the scouts either buy (from other barbarian tribes) or steal (from civilized lands) these newborns and return them to their true people. The worst thing for Nethsras is when their birthrates rise above deathrates – for children born then will be born soulless. In such times it is traditional for the Nethsras to seek some pretext to go to war, so that there will be souls for the newborns.
 
It is an oddity that the Nethsras have no shamans among them, and claim they are never troubled by ghosts. This is because, they say, all Nethsras are the same souls of all the Nethsras who ever were, and those souls reincarnate as Nethsras after their death. They know exactly how many Nethsras souls there are, and each clan tells the others of deaths so that they know which souls to look for when new children are born. In times when their birthrates fall below deathrates, though, they must send scouts to nearby tribes, and even into civilized lands, seeking the newborn children that have souls from their tribe. Once identified, the scouts either buy (from other barbarian tribes) or steal (from civilized lands) these newborns and return them to their true people. The worst thing for Nethsras is when their birthrates rise above deathrates – for children born then will be born soulless. In such times it is traditional for the Nethsras to seek some pretext to go to war, so that there will be souls for the newborns.
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-- by Kakita Kojiro
 
-- by Kakita Kojiro
 
=Other Places=
 
 
===Labyrinth of Metuse===
 
 
North of the Thousand Flowing Waters, in the foothills of the Eastern Mountains, are hidden the miles-long cave system known as the Labyrinth of Metuse, after the goddess that lives there. The goddess Metuse is a gorgon, one of the first spirits who escaped or fled from the spirit-world in ancient days. She is said to be terrible in her beauty – golden scales, brazen wings, and serpents for hair. Any who see her unreflected are turned to black glass. She once had the company of many blindfolded priests, who carved the caves into vast maze with her temple at its heart. Her last known supplicant was in the years of the Great Purge, a mirror sorcerer from [[Narcissus]] who it is said returned to Narcissus to speak prophecies from the gorgon to the Diet, and after all further supplication to the goddess were outlawed he returned to her labyrinth to become her mate and husband. No one who has sought her since has found their way further than the galleries full of statues of black glass...
 
 
--Kakita Kojiro
 
 
===Lost City of Light===
 
 
There is a legend that the Twin Sisters had a prodigal brother, who ventured further than they in seeking enlightenment, and founded a city of his own in the icy wastes of the north where the sun rarely rises. The City of Light, it is said, glows of its own luminescence, lighting the way across the ice plains like a distant lighthouse. The Wandering Peoples of the tundra, however, say that is a city of spirits, and lies in the [[Spirit_world|spirit-world]]. The shamans say that any mortal who finds it in the physical world will soon sicken and die from the city’s unnatural radiance, while anyone who finds it in the [[Spirit_world|spirit-world]] is dead already. Nonetheless there are legends of heroes who journeyed to the City of Light and returned, digits and noses frozen off, but having been given magical lamps which reveal spirits who are within the lamps’ illumination. In all these legends, the hero either dies soon thereafter of tumorous growths, or out of grief after several malformed stillbirths.
 
 
--Kakita Kojiro
 
 
===Shrine of the Sharp Mother===
 
 
In the north of the Loess Plains, on the edge of the tundra, lies this old shrine, which is said no human hand built. The shrine is a ramshackle affair, buildings built of bones of every kind. The structural bones are of [[megafauna]] – aurochs bones, mastodon bones, and older and stranger bones from now-unknown monsters. The walls and roofs are the bones of humans, hornbeasts, and other beasts. The smaller bones of dogs and birds fill in the gaps. There are always only two inhabitants of the shrine – the Sharp Mother, and her oracle child. The Sharp Mother is always a monstrously large [[Megafauna|Bear-Dog]], seemingly unintelligent and untamed, but who permits supplicants to come as long as they do not threaten her child. The oracle is always a human girl-child; when she grows to maturity, the gift of prophecy leaves her and so she leaves, while the Sharp Mother goes to find a new girl-child to bring back to the shrine. Petitioners come bearing gifts of raw meat for the Sharp Mother, and food for her child as well. If pleased, the Sharp Mother allows them to approach her oracle, who enters a seizure-like trance to answer their question. The oracle is never wrong, but her prophecies are also open to different interpretations – and few petitioners have guessed the correct meaning until too late.
 
 
--Kakita Kojiro
 
 
===Gnomon===
 
 
The disreputable [[Religions|Cult of the Opaque]] claims that their adherents have built their own, hidden city, somewhere in the Western Mountains or beyond. This city is said to have been carved out of the ground, out of ashen soil. Aboveground it is marked only by monoliths and angular blades of metal, which serve to cast shadows so as to mark the sun’s passage overhead. Many odd stories are told of this mythical place – that the desert shakes for miles around in sympathetic vibration with the deep music of Gnomon, that the conjunctions of angles and shadows open up ways into the spirit-world inaccessible in the Three Cities, or that there actually is no such city, but it is instead an allegory or tale meant to illustrate the blindness of the Three Cities because of their hidebound traditions.
 
 
--Kakita Kojiro
 
 
===Stone Forest===
 
 
Fragmentary records said to be from ancient days speak of this place, somewhere in the west of the Steppe Wastes. No one since before the Cataclysm has found the place. It is said to be a forest of strange trees, unlike any now known, but all petrified and turned to stone. Nothing living grows in the stone forest, and no water flows there. Some believe that this is the place from whence the Crystal Trees were brought. Others believe that the trees here were a different kind of [[Spirit_world|Crystal Tree]], now lost. The priest-king of Astomo is said to have once had a polished disk of stone wood, proving the existence of this place – but the Voices that rule Astomo now claim it was lost long ago. The Wanderers of the Wastes avidly seek clues as to its location, but the Wandering Peoples of the steppes all say that they know of no such place, and that if it did exist it would surely be haunted by dangerous and powerful spirits. (Actual records recovered from the [[Religions|Wanderers of the Wastes]] seem to show that most of their would-be explorers end up getting eaten by sabertooths, monster birds, or cannibals, long before they find any clue they were seeking.)
 
 
--Kakita Kojiro
 
 
===Gates of Ivory===
 
 
Tales in [[Bachariko]] claim that there is a hidden kingdom in the uttermost west, beyond the southern savannah, past the southern deserts, on the western coast of the southern mountains. In a mountain valley there is a wall of ivory, with gates of ivory, all built of the tusks of countless myriads of [[megafauna|mammoths]]. It is said that this wall is patrolled by strangely-colored people, who speak no known language, and who are unwilling to unbar their gate to any visitor. The last explorer who returned with the location to tell the tale, died while being feasted by one of the god-kings – and after his sudden death the entire court of the god-king was stricken by a strange and sudden illness that caused their blood and tears to run white, followed by death. No one has since sought to find this distant hidden land.
 
 
--Kakita Kojiro
 

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