Omicron Homebrew: The Grave of Swords
- Location
- Brittany, France
- Pronouns
- He/Him
So I haven't homebrewed in forever but there is a game I may be running in the short-term future, and so I needed to put down some notes as to the setting for players to make their characters, and uh.
It kinda ran away from me. In particular I have lost any skill I might have had at keeping things concise and neatly ordered
So have this.
The Grave of Swords
A curse is a living thing, and all things that live must die; and all that dies must be buried, lest evil be invited upon the world. Thus, a graveyard was made for curses.
There lies in the Southeast of Creation a valley astride civilization, yet outside it. The jungle stretches to its north east, while its south and west are bordered by great ochre mountains, jagged as knives, and the last stretch of a distant river, nameless in this forbidden land waters its fields. Grass grows green and brown and tall as a man's knees, relentlessly cut around cities and villages to make place for fields of maize and squash; meat is a rarity, and the feathered strider-beasts are ever a threat to those who drive their herds of goat or sheep too close to the jungle. At the heart of the valley lie the last remains of a broken dragon of metal and stone, and in the cage of its ribs has been built a city.
Riches abound in the valley. Eastern leylines bring fertility to the too-harsh soil, and spices grow besides staple crops. The salt quarries in the east have yet to run empty, and in the great city looms built out of the dragon's gears weave flax without end. But that is not the true wealth of the Grave of Swords; this land glitters with metals of mystical power, weapons planted into the earth like memorial stones. Burial mounds sit foreboding, each one a question - dare you risk my danger for the power intombed within me? And too many already have answered yes - this is the time of the Plague of Swords, when mortals and Exalts and stranger things yet wield weapons that were meant to be forgotten and roam the valley carving their fate at the tip of the blade.
Records of the First Age are myths and legends, the gods shy from sharing this story, and those things which would gladly tell it must never be trusted.
This is known: when the Exalted of the Age of Dreams grew into their power but before hubris consumed them, they forged tools and weapons of which they themselves were afraid. An uninhabited valley in the southeast of Creation was made into a crypt for these failures. There they were buried, and five monoliths of jade engraved with orichalcum were set as seals to keep them from escaping, and a guardian was set to keep fools from stealing what was best forgotten. Over time, such a place found much use; Exalts made pilgrimage unto this forsaken land to bury relics of great power which had nonetheless failed to find grace in their eyes. Failed creations banished out of spite by craftsmen who would accept nothing less than perfection, swords which had taken the wrong life in an excess of passion and which their masters wept to look upon, and more still.
When the rule of the golden ones ended, the Dragons who had rebelled gathered many of their creations which were too dangerous to use and too resilient to destroy, and made journey to the Grave of Swords, and the guardian accepted this.
Yet in time war plagued the Shogunate of Dragons to such extent that they sought any weapon, any advantage against each other. Their greed overcame their hubris, and they broke one of the monoliths sealing the valley and set to plunder its tombs. Seven crypts they open; seven weapons they drew from the depths; seven evil spirits followed them, and brought ruin upon the dragons. The dragons sought no more the weapons of old, but they set watchposts to study the grave and learn from the ancient arts of the age then gone.
Then came the horde from outside the world, and there was no room left for wisdom, lest the Dragons all be wise dead men. An army of the Exalted, dying of contagion, brought the weapons of old to the light of day and wielded them in battle, bringing ruination upon the fae and themselves both. Another of the monoliths was shattered, the guardian himself perished in battle, but the children of the Wyld were halted there, long enough for the Sword of Creation to be plunged in their heart from a distant isle.
Silence came upon the valley. In time, mortals were born among the ashes of the world, enough that some found their way to this accursed graveyard, and made a city out of the corpse of its guardian, a dragon of brass and gold and jade. Like worms they made its mighty body their abode, tore at its wires and its bones to make hollows for themselves, pried its scales to build houses and forge armors, dug furrows for their fields with the shards of its claws. And this was the first city of the Grave, which was called the Hearth.
For five centuries the Grave had existed in the shadow of the Realm. When the armies of the Empress came to seize the place and claim its rumored power, they found it ruled by a man who had made himself one with the heart of the dead guardian, who spoke to them dire warnings. The Scarlet Empress heeded these words, but could not fully pass on the great opportunity at hand. The Grave was made a satrapy held in her personal name, and careful ledgers were kept of which ancient weapons were taken by her chosen - never for more than a few decades at a time, always eventually returned to the valley. For when this was not done, evil surely followed, and the seven spirits still haunted the Grave.
But now the Empress is gone. Many of the soldiers holding the valley in her name have pulled back to fight distant wars, some officers unwisely taking forbidden arms with them - they will come back in time. Those who remain eye the Hearth's throne hungrily, and ask themselves why they have not taken it yet. The dragon-man on this throne sees the light in their eyes, and musters forces of his own. Merchants from the Scavenger Lands world who have made a fortune trading the riches of the valley now weigh the profits of war against the stability of peace, and make different choices each. The Great Schools are going to war with mystical fighting arts. New Exalts whose awesome power surpasses that of the Dragons flock to the valley, many of them claiming forsaken blades and working designs of their own. Surely disaster is at hand; surely this is the Age of Sorrows.
Sample Cursed Sword: Searing Glory
In a remote corner of the Grave, there is a small village of farmers, eking a living from maize crops and turkeys. Between two of their fields is a crater, and at the bottom of that crater is a sword, stuck blade-first as if it had fallen from the heavens. This is Searing Glory, an orichalcum daiklave two-thirds as long as a man is tall, its golden blade adorned with a vein-like pattern of red. None of the villagers touch this sword, for they know it to bring only misfortune.
Searing Glory brings power to the one who holds it, even the lowliest of mortals. It is not merely a blade of incredible size and sharpness that can be held as lightly as a twig, but a font of sun-like might which flows from its hilt into the body of its owner, filling them with divine strength and alacrity. But the mortal body cannot easily handle such energy, and once a master has bonded with Searing Glory the bond cannot be broken; every time they draw the blade, their body is consumed a little more from the inside. Inevitably the daiklave's power becomes too much to bear, and Searing Glory's wielder becomes one with the sun's fire, one moment of glorious power leaving behind nothing but ashes.
The last time Searing Glory was held was a century ago, when a rot came over the village's crop and starvation threatened. One girl stepped into the crater, drew the sword, and went to raid another village for food. Their parents wept and mourned as if she was already dead; even as she saved her village, she saw in her people's eyes that there was no place among them for a doomed girl wielding the sun's sword. She left, plied her services as a warrior, and went to fight the mountain-folk. A year later another woman who had become her lieutenant brought the sword back to the village along with all the war-spoils the girl had gathered, and a small urn containing ashes. The sword has been untouched since.
The Hearth
This is the city which rules the Grave of Swords: wide paved streets, curving red-tiled roofs, stone-and-moss gardens, wide villas housing vast extended families, guards in shining bronze armor. This is the city which rules the Grave of Swords: a palace built out of the hollow skull of a copper dragon, the last whole remnant of the valley's guardian, a stone wall built between its protruding ribs, textile mills as vast as palaces housing its repurposed muscles and tendons. This is the city which rules the Grave of Swords: a sprawling maze of winding streets and ramshackle houses leaning against the walls and expanding a little more each year, beautiful canals colored by the mesmerizing patterns of dyes and other poisons, great fortified camps where foreign soldiers watch over slaves whose freedom is only a wall away, deep mining pits where the natives of the valley extract copper from the sunken limbs of a dead dragon, which they smelt for bronze.
The Hearth is a city of great wealth and power which cannot do anything with it. The Hearth rules the Grave, but the Hearth is only one city with no authority over its sister-cities. The Hearth is ruled by a draconic Steward, but it is a Satrapy answering to the Realm. The Hearth is wealthy, but its wealth is harnessed by merchants from the Scavenger Lands. The Hearth has some of the greatest champions of the Southeast, but it has no army. The Hearth obeys the Realm's law under the Satrap, the Grave's common law under the Steward, martial law under the Legion, and the Great Schools scoff at obeying any law other than their codes of honor.
The Steward
One man rules the Hearth. But he is not truly a man, and he does not truly rule. At the foundation of the city, the Steward seized the brazen heart of the long-dead dragon that once guarded the Grave, and pushed it into his chest, where it devoured his heart of flesh. The Steward has skin of hepatizon and bleeds dark oil, his breath is smoke and his eyes shine like furnaces. All his existence has been spent trying to hold together his volatile city and managing all its power players. He is a pragmatic man. He is a compromising man. He is getting very tired.
The Steward answers to the Satrap of the Grave, and the Satrap has grown apt at knowing how far she can push her theoretically-absolute authority before she finds the city sabotaging her every effort with no hint of open rebellion. She resents his influence, but accepts it as a necessity; the alternative is martial law, and making herself a puppet of the Fourth Legion. The Steward has no true army, but his word and his law are enforced by a corps of hepatizon-clad champions who abandoned their Great Schools to serve him; a worse betrayal can scarcely be imagined and they are loathed by all seven schools. The opinion of those to whom the Steward's guard is the only recourse against the schools' claims to authority is more nuanced.
The Seven Great Schools
This is true: the swords of the Grave are dangerous to wield and cannot leave the valley for long. Often they bring doom to their wielder. This is also true: one of sufficient skill, strength, or luck, may master one such weapon and survive its danger. Thirteen heroes in the history of the valley have not only picked up a sword, but mastered it so thoroughly has to create a Sword Art, a martial art style originating from this one weapon. These heroes went on to build the Great Schools, passing down their teachings to pupils who wield mundane weapons that emulate the design of their founding Artifact, which was passed from master to master. These were once mere dojos where a single master oversaw a dozen pupils. Now the schools are factions in their own right, numbering dozens of masters and hundreds of pupils, vying for influence over the city, running entire neighborhoods according to their whim and their arcane codes of honor and glory.
Of the Thirteen Great Schools, seven remain. One was never a school; in each generation it numbers only one master and one student, and it is unclear if there is a current generation alive today. Two were defeated so thoroughly and utterly that their founding Artifact was surrendered to another school, and their Sword Art absorbed into that school's own style. Three suffered the most dire fate; when the Fourth Legion asserted its authority over the Hearth, the Great Schools chafed, and years of unrest and street-fighting almost led to a crackdown which might have seen all the schools wiped out. As a result, the three most disliked schools were made scapegoats, blamed for their rebellion, and banished from the city, all while the remaining seven promised in secret chambers that they would no longer trouble the Dragon-Blooded so much. These Banished Schools now dwell in the other cities of the Hearth, and harbor a resentment as deep as the history of the valley's cursed blades.
Sample Great School: The Steel Antler School
Other schools sneer at the Steel Antler, calling its style passive, reactive, lacking in initiative; they say it fails to show any skill, instead utilizing its opponent's flaws. At the same time, they value the school's existence; duels with the Steel Antler's students are an easy way to show their own pupils the dangers of thoughtless aggression. The Steel Antler style focuses on rapid movement at very close range, confounding circular patterns of avoidance, and lightning-quick parries. It is said the Steel Antler master disarms her opponent twice: first by stepping inside his reach too close for him to use his weapon effectively, then by actually tearing the weapon out of his grasp. Its weapons are the deer horn knives, always wielded in pair, as difficult to master as they are confusing to face. It is a style appealing to the Grave's men, who are often taught not to seek individual glory or act aggressively but to be calm and studious.
Hassan Sword-born is the current master of the school, and he wields the titular Steel Antlers, a pair of deer horn knives forged out of starmetal. Their wielder is endowed with the ability to see patterns and flaws; the motion of a coming blow is outlined to him as trails of light in the air, and his opponent appears as a shining pattern where weak points are blazing dots. But the Antlers were flawed in their conception, or perhaps too successful; that power eventually bleeds into every aspect of their wielder's being, until they see the flaws in all things - systems, philosophies, structures, people. Like every master before him, Hassan Sword-born is a jaded, cynical man, and this affects his school. Where once the Steel Antler were protectors of the Hearth's common people, they now still grant that protection - but at a price. Mere students form small gangs running simple protection rackets; but masters tend to make a philosophy of their cynicism, and the price for their help is often chosen for painful irony, seeking to show outsiders to the school the futility of their cares and worldviews.
The Hook Syndicate
The Fish-hook Gambler of the Night Caste once challenged a demon whose name is now forgotten to a test of skill. The demon stole the Solar's very own soul from his body; but the Solar outmatched him by stealing his own theft from the pages of history, such that the demon could only know that the the Gambler had bested him but never how. By the terms of their agreement, the demon became the Gambler's slave for a year; but tricking him, the Exalt used that term of service to forge the demon himself into two hook swords channeling his excellence at thievery - when the term was up, the demon was technically free, but swords cannot go anywhere under their own power, and so he served the Gambler for much, much longer.
For over a thousand years the Gambler's Hooks have hungered for freedom. When the dominion of the Solars fell, they thought their time was at hand; time and time again their voice has brought gullible souls to them and convinced them to wield their power, then tried to guide them through the steps of destroying the valley's seals. Time and time again, they have failed. The thieving demon does not appreciate failure. A sullen weapon, it has abandoned the frustrating hope of escape, and built an empire of crime through the proxy of mortal wielders.
The Gambler's Hooks rest in a shrine in a villa of the Heart, a front owned by a placid riverborn merchant. Through this house pass legions of thieves, gamblers, smugglers and racketeers, all taking their orders from the swords, and offering it sacrifices to bolster their power. Only the best of this little syndicate are allowed to wield the pair, and only in the pursuit of a crime exceptional not merely in its profit, but in its daring, taking special pleasure in enraging the Satrap and the Legion - for they are Exalted. For decades the Hooks have been satisfied with this arrangement; but of late the demon has been feeling a strange bond, broken for ages and now renewed - somewhere in the world, there is a soul to which he claimed ownership through its greatest feat of thievery. That soul could put him into slavery again - or it could be his hope of true freedom at last.
The Merchant Lords
If one listens to the riverfolk merchants of the Hearth, then all the valley's wealth is their doing, for they saw opportunity where natives saw only a motive for complacency. The truth is rather more than the riverfolk came from the Scavenger Lands with their plunderer's wealth, their retinues of slaves in a place where there were none, and their divine-blooded and Exalted mercenaries, and took over much of the industry and trade of the valley, not in one bloody coup but in a progressive but no less destructive encroaching. Though the merchant lords may harvest more resources out of the valley than the graveborn did, this is less a factor of skill and more the result of their web of trade letting them import manpower and money from family and investors in the Scavenger Lands.
Most riverfolk (those who are not slaves, anyway) either came to the Grave as part of a merchant lord's retinue, or are descended from one who did. These bonds endure, forming the loose connection of a "merchant house," where everyone is patron and client to someone else. Even a lowly laborer whose name will never be known to the lord of his house can find in others of his status a kind of support network, and may hope to become client to one less lowly than he is. These connections make the riverfolk stand apart from the graveborn, whom they see as lacking in social tissue and connection - a bias which often hides how deeply hierarchical and ossified riverfolk houses can be.
Slaves without Numbers
Slavery has always been a contentious subject in the Grave, as the institution had been banned ages ago when the merchants first came, and the graveborn find it loathesome both for the bondage that it is and for the pressure it allows merchants to exert on them. Out of pragmatic compromise - some say weakness - the Stewart of the Hearth has instituted a system of licence allowing riverfolk to keep and work slaves as long as they remain within specific delineated areas and follow specific routes. Thus, the overwhelming majority of slaves work the salt-quarries of the northeast and the lumber exploitations of the northwest, as well as some plantations around the Hearth. These bring the merchants great wealth; but if a slave is ever to step out of the boundaries allowed to their owner, they are free forevermore. Thus slave camps are heavily fortified and guarded against escape, and the merchants grumble increasingly loudly at the costs this imposes on them. Some merchants deal with it by eschewing slavery altogether, most notably the flaxen princes running textile meals, while others agitate for reform - by violent means if necessary.
The life of a slave is a harsh, and often short one; slaves are not born in the Grave (for a slave's children are free) but imported from the Scavenger Lands, to be put to harsh and long manual labor. Slaves find themselves stranger among strangers, neither riverfolk nor graveborn, kept in enclosed camps. Merchants try to discourage any kind of community in their property and the harsh labor goes some way to help it, but people are people, and each of the three domains of slavery - plantation, salt-quarry and lumber - have their own peculiar culture, communicated in languages their guards rarely understand. Slaves sing of their homeland, tell the stories of how they were captured (often at war), and draw salt-circles or glyphs in the trees to ward away the ghosts of those slaves who died before them. Advice and skills are a precious commodity, one of the only things slaves can trade between each other; one who can teach the others how to sleep better on hard soil or keep warm at night often becomes a revered figure for as long as they survive the harsh conditions.
Sometimes, more often than they like to admit, the merchants do not realize that one of their newest purchases was an officer in some defeated army, one whose tradeable skill is how to endure, fight as a group, and move through the night. Then come escapes. As soon as a slave steps out of their camp, they are free - though of course, the merchants rarely abide by this rule if they can avoid it. Once free, however, the slaves find themselves most foreign of all the people of the valley, more even that the riverfolk or the Realm. Some try to convince graveborn communities to accept them, and rarely succeed. Some trek all the way to the Hearth and offer their services to the Fourth Legion, who rarely ever looks at a man twice before taking him in. Others form small communities of their own at the edges of the valley, and are often willing to raid the burial mounds for their sacred weapons in order to defend themselves. When curses do not strike them down, these free men have much to be angry about, and the power to do something about it.
Many graveborn do not acknowledge the status of slaves as such even under the terms drawn by the Steward, though few care to act on this. Still, every so often groups of like-minded graveborn, especially those from the towns outside the Hearth, band together to strike at the merchant lords' slave business. This is not always good for the slaves; some consider them to be free men unrighteously held captive and work to help them escape their camps, but other consider them to be simply be outlaws, non-men existing outside society and used to pressure the graveborn into poverty or service under terms that are slavery by any other name. For those groups, the best solution to the problem of slavery is the death of slaves, much easier to arrange than their freedom.
Fourth's Redoubt
Centuries ago the Scarlet Empress claimed authority over the Grave of Swords, but she never made a true conquest, for there was no battle. The Steward surrendered, but spoke dire warnings, and the Empress was wise enough to heed them. One of the Throne's own Legions built a fort within a javelin's throw of the Hearth, and since then Throne Legions have been cycling in and out of the valley. For the last five decades the Fourth Legion has held this redoubt, and it is now far more than a military fort. "Camp followers" have become a population of their own, and generations of soldiers have spent the entirety of their service in the Grave.
Once the Fourth could have claimed to be able to subjugate the entire valley through force of arm if need be, and would have been believed. Now it is barely at half-strength. Many of its Exalts have gone back home as their Houses prepare for war, taking personally loyal soldiers with them. Without their leadership, soldiers have deserted, blending into the local population. What remains of the Fourth has been called the "Stray Legion," for its bizarre insistence on staying behind when the Realm decides its future.
The legionlord of the Fourth is not amused. Soon, she fears, the people of the Grave will rebel against her, or the Houses will come to claim the valley's wealth in their own name, or the barbarians will invade, or all at once. With her officers she already draws plans to address these issues before they manifest, by whatever means necessary. Even the Satrap now worries about her ambition.
Shards
The shards of the valley are the many villages dotting its landscape. Typically small in size, they are connected to the Hearth by a lattice of beaten-earth roads. Away from the spills, their lands are more fertile, and their crops are coveted by a city which is ever hungry; the Satrap's agent are ruthless in collecting taxes, and the people of the shards are cunning in concealing their belongings. Many of the shards exist near tomb or crypt, and their people are avid practitioner of hedge magic to ward off their influence; every village has a wise one or more.
Of the shards, three are powerful enough to influence the valley as a whole, straddling the line between town and city.
Forgetfulness is the largest settlement outside of the Hearth; a town spilling out of a now-empty crypt, it is home to a council of Blind Ones, wise men who dwell in the crypt and never see the sun. They read the murals of the burial chambers to divine the history of the valley, and through it its future; even the Satrap's men, who scoff at superstition, fear their powers. More dangerous than their rumored magic, their knowledge lets them know which of the Grave's Artifacts may be wielded safely and how, a knowledge they prize dearly and trade expensively. Yet rumors abound of dissent in Forgetfulness; it is said that the Brave Ones, most elite of their warrior-women, have entered a word-feud with the Blind Ones, and none knows what this could mean for the town, or the rest of the valley.
Holiness is a sacred town, whose size belies its influence; it sits at the foot of the mountains, astride the nameless river which runs from its peaks, and so controls one of the main routes of commerce out of the valley while holding back the fearsome goat-herders who would raid villages every year if they had their wont. At its center is a ziggurat-palace built around one of the three remaining monolith-seals protecting the world from the valley; there rules the Sister, priestess-queen protected by a champion wielding one of the valley's forsaken weapons. She has only ever paid allegiance to the Hearth out of respect for the Steward's strength, and she watches now to see if he shall fail and leave her free.
Dryness is less a city than it is a town-sized slave camp; hundreds of workers toil in its misshapen salt quarries, plagued by desiccation and haunting dreams, to feed the Salt Lords who rule over them. The quarries are at the easternmost edge of the Valley, a wound in the jungle; a small army of mercenary is on retainer to thwart threats from the woods and the lands beyond the Grave, for at the heart of the quarries is the broken base of a monolith which no longer protects anything. Strange dreams haunt the town of Dryness, for their salt is not wholly natural, and echoes of the Wyld hang over the quarries like miasma.
Places of the Wild
Swordbleed
One cannot bury a hundred and a hundred more cursed blades in one valley and not expect these dead curses to rot and foul the land. The monoliths bind their power and the ley lines of the Grave are strong, but two of these monoliths now stand broken, and the swords do bleed. Rarely is a single Artifact enough to cause such taint; but when proximity or geomantic alignment causes their energies to blend, then the Swordbleed unravels the skein of Fate. The most potent but least dangerous of these are isolated locales; a grove where all the trees have daggers for leaves, a burial mound whose dead rise on each new moon to ply a sword's hunger for battle, a crimson pond whose water makes the blood turn to red jade in one's vein. Worse yet, sometimes the taint comes alive, and trees rotted with curse usurp a Forest King. These are places of powerful magic, but easily avoided.
The true Swordbleed is more insidious, and yet more beautiful also. When the curse-flow of blades contaminates a stream of water, that water flows easily but shines with the color of magical materials. Such water taints the land it passes through in subtle ways and twists the flesh of men over years or decades. The wise one often draws this water for use in rituals and thaumaturgy, for it is potent; all the same it must not be allowed to reach the Grave's pure rivers. For this reason, worship of the Sobeksi elementals is wide-spread in the shards; mortals offer them worship and sacrifice in exchange for their help cleansing the streams.
Those Sobeksi which stanch Swordbleed by purging it out of the water consume great amount of powers and become lean and hungry beasts, needing ever more prayers, whose scales are engraved with warding glyphs and whose breath can purify illness. Those who keep the water clean by drinking the curse-flow themselves become twisted into weapon-beasts with scales of magical materials and teeth like daiklaves, imbued with an echo of the Artifacts' powers; these guardians need little nourishment, but their minds grow strange and twisted, and their nature far more than elemental.
Isojichi
No one remembers what the purpose of Isojichi once was, nor the meaning of its name, though records may yet exist in those places which call themselves remnants of the Shogunate. Those few daring enough to venture into the Grave's only shadowland, a place of dessicated shrubbery, bone-trees and treacherous will-o'-wisps, up in the mountains at the edge of the valley, speak of a place small as a village but built as strong as a palace. It has lain forgotten for ages, yet still lights blink in the night, sending messages which people have forgotten how to read.
Isojichi is a place full of treasures, but these treasures cannot be grasped by mortal hands. An intricate web of advanced technology of which no single component makes sense in a vacuum, its corridors are haunted by whispers and warnings for no one to hear, and its perpetual scrolls write and erase new messages every day. There is something buried at the heart of Isojichi, but no adventurer has yet managed to access this treasure and come back; most are content with stealing the shiny, glowing trinkets of its steel-and-wire apparatuses, and selling them to cunning merchants who can derive some purpose out of them. The wise do not linger long enough to find a true prize, for cold-eyed soldiers with body of mist and iron come every night, walking patrol routes that no longer make any sense.
The Carved Ones
The Blind Ones of Forgetfulness know the lore of the Grave and its swords; but such knowledge cannot come from simply dwelling in an ancient crypt. Some must go out in the valley, collect the stories of the shards' folk, study the forsaken weapons in close proximity, record the taint of Swordbleed. This is the task of the Carved Ones, who belong to no shard. These wandering lorekeepers have burned glyphs of warding into their skin, and can be recognized with one glimpse of their face. They are ascetics, pursuing dangerous knowledge for the sake of the valley's people, and as such are granted hospitality without question wherever they go.
The Carved Ones rarely meet the fate of mortal men. Exposing themselves to curses over and over, dealing with ancient and tainted spirits, they find the curse bleeding into their flesh until it changes them. The fortunate die young, their body unable to endure such transformations. Those who are strong enough may live for over a century or even more - changing until they are unrecognizable as men. When such ancient ones finally die, their ghosts invariably rise as tormented beasts of terrible power; for this reason, Carved Ones on their deathbeds are sealed within bronze coffins and buried in the Chasm of Shades at the foot of the mountains. It is rare for these ghosts to escape their coffins - but not unheard of.
People of the Valley
The graveborn are the oldest native population of the valley, and by far the most numerous. They tend towards light brown skin, curly black hair, and eyes which range from brown to gold to red. They favor sharp-lined tunics and skirts dyed in geometric patterns of warm or dark colors. The more recent outsiders consider them an uncouth, superstitious people, and gloss over the fact that they have been learning the valley's dangers and opportunities for long before they came, and that it is they who harvested the dead dragon. Graveborn of the Hearth consider themselves a sophisticated people, wise with the martial wisdom of the Sword Arts and the industry of the city; graveborn of the shards see the city as a tumorous growth which enforces unearned authority over the valley and is the vector through which the Realm can control their lives. Oral storytelling holds a great importance to the graveborn, as it is the means through which they track the history and threats of the valley's countless artifacts.
The riverfolk are the descendants of the greater entourage of merchants from the River Province, largely found in the Hearth. They tend towards bronze skin, straight hair ranging from black to auburn, and pale-colored eyes, and dress in long, flowing clothes; long nails and thin hands are considered a token of prestige among them. They have forged the connections between East and South that run through the valley, brought many foreign goods and exported the unique wealth found therein, and as such consider themselves to be the clever, ambitious people who turned a backwater into a thriving place. Graveborn instead tend to look at them as arrivist and scavengers who do not understand the dangers of the valley and would despoil its wealth in a century when it has lasted five so far. Many riverborn consider themselves merchant-princes in the making, even those who toil in manual labor, and all but the worst-off outcasts belong at least nominally to a "merchant house," the retinue of a given merchant that came to settle the Hearth - even when that merchant is long-dead and they are merely the fourth-removed daughter of a cattle-driver working for that merchant.
Raptorfolk come from the jungle; unlike their sicklefolk cousins further north, they are of diminutive size, but their talons and fangs are sharp while their feathers are magnificent. In the Hearth they are considered an adventurous but naive people, taking dangerous jobs normally reserved for children in the textile mills. Those raptorfolk dwelling outside the city are wholly unlike this picture; a semi-sedentary people splitting their year between the grass and the trees, they harbor deep resentment for the once-common practice per which the valley's people would hunt them down like animals for their valuable feathers. Beyond their forest dwellings is Heart-upon-Stone, capital of a sicklefolk nation, whose people are rarely seen in the Grave but are nonetheless the subject of lurid tales of blood-worship.
The mountainborn are a people from outside the valley; they are herders of goat and sheep who dwell in the rocky cliffs that line the Grave to its west and south. They are needed and yet dangerous; they bring the meat so valued by the elites of the city and towns, and yet every year some of them come down the slopes to raid and plunder, pelt-clad berserkers and slate-eyed slingers moving too fast for any army to fight effectively. Merchants passing through the mountains pay them tribute during ritualized false raids, never sure when the tribe charging them down the mountain slope will actually stop and heed the agreements.
War in the Valley
Warfare has existed in the Grave for as long as humans have dwelled in it, but it has often taken a peculiar form. The Grave lacks a tradition for large armies, and could not have withstood the Realm's conquest even if they had tried. Instead graveborn culture emphasize the role of individual champions, and battles between the cities of the valley often took the form of skirmishes between small group of warriors where each individual woman seeks to claim personal glory by finding and defeating the most prestigious opponent on the other side. To kill one's enemy in war is seen as a less worthy victory than forcing them to yield, taking their weapons, honor, and ransom.
Such emphasis on champions is partly born out of the Grave's small population and partly out of the very nature of the Grave of Swords. No city would go to war without at least one champion yielding one of the valley's ancient magical weapons or armors, and the duel of these magically endowed warriors tends to be the centerpiece of any skirmish; battle often ends when a relic-bearer is at a disadvantage and chooses to retreat. When they cannot or choose not to and their opponent defeats them and claims their blade, this often ends the war.
Those who are not so fortunate as to hold Artifact weapons are clad in bronze, for the valley is poor in iron but vastly rich in copper harvested from the dragon's corpse and natural mines in the mountains, and imports tin through the river. The most elite of champions are typically clad in hepatizon, their armor and weapons bearing an unmistakable purple-black cast.
It has been years since the last true battle between the Hearth's cities, although fighting against mountainborn raids are constant. The Fourth Legion casts a looming shadow over the valley; its soldiers are clad in steel and fight in close ranks rather than seeking individual glory, while being led by true Exalts whom most relic-bearers cannot hope to defeat - and by the standards of the valley, their tactics are horribly lethal. This is not to say the Legion has brought peace; though their conquest was bloodless at first, there have been periodic outbursts of violence when the shards rebelled against the Satrap's authority over some point of tribute or unwanted law. Now as the Fourth Legion bleeds soldiers to the Realm's brewing civil war, the champions of the Grave look at it and wonder whether the time has come for another challenge.
Ashuri Pillar-born, Champion of Forgetfulness
Ashuri, daughter of Ashuri, daughter of Ashuri, born under the sign of the Pillar, is blessed by carrying the name of heroes three generations old. Her eyes are red as blood and her armor the color of a deep bruise, and she bears a necklace of boar tusks, each from a beast she killed alone. She stands foremost of Forgetfulness's Brave Ones, their elite of warrior-women, and holds great sway over her sisters. Through her prowess in battle she has earned the right to bear the Azure Thorn, a spear without blade, a straight haft of unadorned blue jade coming to a piercing point. The Thorn endows its wielder with the speed of lightning and can be hurled like a thunderbolt, always coming back to its mistress's hand.
Ashuri tires of fighting rebellious spirits and monsters from the Swordbleeds. She longs for true battle in which she may claim another warrior's weapon. It is her belief that she is a match for a Dragon-Blood, but she is too wise to test that belief with a hasty war - for now. She believes Forgetfulness can be made the equal of the Hearth in power and wealth, if the council of Blind Ones were willing to use their mystical lore to conquer the surrounding shards and absorb their warriors into one army equipped with weapons that have gone unused for far too long. Then, with a dozen of sisters as powerful as Ashuri herself, the Exalted could be driven from the valley.
Spirits of the Valley
The Realm brought with it the Immaculate Order, who has ever since tried to convert the Grave to their ways. Yet the monks are few in numbers and find little purchase for their proselytizing. From their point of view, the Grave is plagued by spirits who claim unearned authority and resources, and its long history of cursed weapons and honored champions is rife for Anathema-worship. But to the natives, it is unthinkable to live in such a magically polluted place without relying on gods and elementals. Even the smallest shard village has a tutelar god protecting it, and often consorting with mortals; their god-blooded offspring often become revered wise ones. Said wise ones deal not only with earthly spirits, but also seek to call upon the wisdom of ancestors whose names each family records on a stone altar. Elementals are found around every settlement, and mortals bargain with them for blessings of fertility on their crops or clement weather, seeing them less as spirits and more as features of the land.
Some spirits, unfortunately, are not helpful, but hazards to be mitigated. The wilder sorts of elementals often feed on the power of buried Artifacts, and in doing so transform into sword-beasts of great power and warlike instincts. Hunting such monsters is many a young warrior's chance to earn her fame. Some of the Grave's relics are also sentient, and seek to be wielded once more - unfortunately, they were made to serve Exalts, and the path down which they lead mortal wielders is often one of doom, even when they do not mean ill. And of course, whenever mortals need the aid of spirits to survive, there are those who will take this opportunity to take as much as they can get away with, knowing the mortals have no chance but to comply. Greed is as prevalent among gods as it is among humans.
None of these wild monsters and cursed blades, however, comes close to the Seven Evil Spirits. They were there long before even the Graveborn, unleashed by unwise Dragons of the Shogunate, and their legends are whispered in hushed towns around the campfire. A wolf with a fur of storm wiping out an entire village, an oracle whose every foretelling is one of death which always comes true, a ghost fooling mortals into worshipping him as an ancestor so he can devour their souls when they die, such are some of the manifestations of the Seven. Decades may pass between any of the Seven being seen or heard of, for it is said that they slumber in burial mounds for years at a time; but when they act, they invariably bring ill upon the valley's folk. Prayers and sacrifices are made to ward them off, and a grand festival is made each year in which the whole of the valley abjures them; but at the same time these rites push them away, they also feed their strength as worship would. The Seven do not seek the death of all men; rather they seek to force them into miserable bondage, always fearing their strength and giving them prayers in hope of mercy. Thus the Seven never bring the whole of their power to bear, and the true extent of their strength is unknown.
It kinda ran away from me. In particular I have lost any skill I might have had at keeping things concise and neatly ordered

So have this.
The Grave of Swords

A curse is a living thing, and all things that live must die; and all that dies must be buried, lest evil be invited upon the world. Thus, a graveyard was made for curses.
There lies in the Southeast of Creation a valley astride civilization, yet outside it. The jungle stretches to its north east, while its south and west are bordered by great ochre mountains, jagged as knives, and the last stretch of a distant river, nameless in this forbidden land waters its fields. Grass grows green and brown and tall as a man's knees, relentlessly cut around cities and villages to make place for fields of maize and squash; meat is a rarity, and the feathered strider-beasts are ever a threat to those who drive their herds of goat or sheep too close to the jungle. At the heart of the valley lie the last remains of a broken dragon of metal and stone, and in the cage of its ribs has been built a city.
Riches abound in the valley. Eastern leylines bring fertility to the too-harsh soil, and spices grow besides staple crops. The salt quarries in the east have yet to run empty, and in the great city looms built out of the dragon's gears weave flax without end. But that is not the true wealth of the Grave of Swords; this land glitters with metals of mystical power, weapons planted into the earth like memorial stones. Burial mounds sit foreboding, each one a question - dare you risk my danger for the power intombed within me? And too many already have answered yes - this is the time of the Plague of Swords, when mortals and Exalts and stranger things yet wield weapons that were meant to be forgotten and roam the valley carving their fate at the tip of the blade.
Records of the First Age are myths and legends, the gods shy from sharing this story, and those things which would gladly tell it must never be trusted.
This is known: when the Exalted of the Age of Dreams grew into their power but before hubris consumed them, they forged tools and weapons of which they themselves were afraid. An uninhabited valley in the southeast of Creation was made into a crypt for these failures. There they were buried, and five monoliths of jade engraved with orichalcum were set as seals to keep them from escaping, and a guardian was set to keep fools from stealing what was best forgotten. Over time, such a place found much use; Exalts made pilgrimage unto this forsaken land to bury relics of great power which had nonetheless failed to find grace in their eyes. Failed creations banished out of spite by craftsmen who would accept nothing less than perfection, swords which had taken the wrong life in an excess of passion and which their masters wept to look upon, and more still.
When the rule of the golden ones ended, the Dragons who had rebelled gathered many of their creations which were too dangerous to use and too resilient to destroy, and made journey to the Grave of Swords, and the guardian accepted this.
Yet in time war plagued the Shogunate of Dragons to such extent that they sought any weapon, any advantage against each other. Their greed overcame their hubris, and they broke one of the monoliths sealing the valley and set to plunder its tombs. Seven crypts they open; seven weapons they drew from the depths; seven evil spirits followed them, and brought ruin upon the dragons. The dragons sought no more the weapons of old, but they set watchposts to study the grave and learn from the ancient arts of the age then gone.
Then came the horde from outside the world, and there was no room left for wisdom, lest the Dragons all be wise dead men. An army of the Exalted, dying of contagion, brought the weapons of old to the light of day and wielded them in battle, bringing ruination upon the fae and themselves both. Another of the monoliths was shattered, the guardian himself perished in battle, but the children of the Wyld were halted there, long enough for the Sword of Creation to be plunged in their heart from a distant isle.
Silence came upon the valley. In time, mortals were born among the ashes of the world, enough that some found their way to this accursed graveyard, and made a city out of the corpse of its guardian, a dragon of brass and gold and jade. Like worms they made its mighty body their abode, tore at its wires and its bones to make hollows for themselves, pried its scales to build houses and forge armors, dug furrows for their fields with the shards of its claws. And this was the first city of the Grave, which was called the Hearth.
For five centuries the Grave had existed in the shadow of the Realm. When the armies of the Empress came to seize the place and claim its rumored power, they found it ruled by a man who had made himself one with the heart of the dead guardian, who spoke to them dire warnings. The Scarlet Empress heeded these words, but could not fully pass on the great opportunity at hand. The Grave was made a satrapy held in her personal name, and careful ledgers were kept of which ancient weapons were taken by her chosen - never for more than a few decades at a time, always eventually returned to the valley. For when this was not done, evil surely followed, and the seven spirits still haunted the Grave.
But now the Empress is gone. Many of the soldiers holding the valley in her name have pulled back to fight distant wars, some officers unwisely taking forbidden arms with them - they will come back in time. Those who remain eye the Hearth's throne hungrily, and ask themselves why they have not taken it yet. The dragon-man on this throne sees the light in their eyes, and musters forces of his own. Merchants from the Scavenger Lands world who have made a fortune trading the riches of the valley now weigh the profits of war against the stability of peace, and make different choices each. The Great Schools are going to war with mystical fighting arts. New Exalts whose awesome power surpasses that of the Dragons flock to the valley, many of them claiming forsaken blades and working designs of their own. Surely disaster is at hand; surely this is the Age of Sorrows.
Sample Cursed Sword: Searing Glory
In a remote corner of the Grave, there is a small village of farmers, eking a living from maize crops and turkeys. Between two of their fields is a crater, and at the bottom of that crater is a sword, stuck blade-first as if it had fallen from the heavens. This is Searing Glory, an orichalcum daiklave two-thirds as long as a man is tall, its golden blade adorned with a vein-like pattern of red. None of the villagers touch this sword, for they know it to bring only misfortune.
Searing Glory brings power to the one who holds it, even the lowliest of mortals. It is not merely a blade of incredible size and sharpness that can be held as lightly as a twig, but a font of sun-like might which flows from its hilt into the body of its owner, filling them with divine strength and alacrity. But the mortal body cannot easily handle such energy, and once a master has bonded with Searing Glory the bond cannot be broken; every time they draw the blade, their body is consumed a little more from the inside. Inevitably the daiklave's power becomes too much to bear, and Searing Glory's wielder becomes one with the sun's fire, one moment of glorious power leaving behind nothing but ashes.
The last time Searing Glory was held was a century ago, when a rot came over the village's crop and starvation threatened. One girl stepped into the crater, drew the sword, and went to raid another village for food. Their parents wept and mourned as if she was already dead; even as she saved her village, she saw in her people's eyes that there was no place among them for a doomed girl wielding the sun's sword. She left, plied her services as a warrior, and went to fight the mountain-folk. A year later another woman who had become her lieutenant brought the sword back to the village along with all the war-spoils the girl had gathered, and a small urn containing ashes. The sword has been untouched since.
The Hearth
This is the city which rules the Grave of Swords: wide paved streets, curving red-tiled roofs, stone-and-moss gardens, wide villas housing vast extended families, guards in shining bronze armor. This is the city which rules the Grave of Swords: a palace built out of the hollow skull of a copper dragon, the last whole remnant of the valley's guardian, a stone wall built between its protruding ribs, textile mills as vast as palaces housing its repurposed muscles and tendons. This is the city which rules the Grave of Swords: a sprawling maze of winding streets and ramshackle houses leaning against the walls and expanding a little more each year, beautiful canals colored by the mesmerizing patterns of dyes and other poisons, great fortified camps where foreign soldiers watch over slaves whose freedom is only a wall away, deep mining pits where the natives of the valley extract copper from the sunken limbs of a dead dragon, which they smelt for bronze.
The Hearth is a city of great wealth and power which cannot do anything with it. The Hearth rules the Grave, but the Hearth is only one city with no authority over its sister-cities. The Hearth is ruled by a draconic Steward, but it is a Satrapy answering to the Realm. The Hearth is wealthy, but its wealth is harnessed by merchants from the Scavenger Lands. The Hearth has some of the greatest champions of the Southeast, but it has no army. The Hearth obeys the Realm's law under the Satrap, the Grave's common law under the Steward, martial law under the Legion, and the Great Schools scoff at obeying any law other than their codes of honor.
The Steward
One man rules the Hearth. But he is not truly a man, and he does not truly rule. At the foundation of the city, the Steward seized the brazen heart of the long-dead dragon that once guarded the Grave, and pushed it into his chest, where it devoured his heart of flesh. The Steward has skin of hepatizon and bleeds dark oil, his breath is smoke and his eyes shine like furnaces. All his existence has been spent trying to hold together his volatile city and managing all its power players. He is a pragmatic man. He is a compromising man. He is getting very tired.
The Steward answers to the Satrap of the Grave, and the Satrap has grown apt at knowing how far she can push her theoretically-absolute authority before she finds the city sabotaging her every effort with no hint of open rebellion. She resents his influence, but accepts it as a necessity; the alternative is martial law, and making herself a puppet of the Fourth Legion. The Steward has no true army, but his word and his law are enforced by a corps of hepatizon-clad champions who abandoned their Great Schools to serve him; a worse betrayal can scarcely be imagined and they are loathed by all seven schools. The opinion of those to whom the Steward's guard is the only recourse against the schools' claims to authority is more nuanced.
The Seven Great Schools
This is true: the swords of the Grave are dangerous to wield and cannot leave the valley for long. Often they bring doom to their wielder. This is also true: one of sufficient skill, strength, or luck, may master one such weapon and survive its danger. Thirteen heroes in the history of the valley have not only picked up a sword, but mastered it so thoroughly has to create a Sword Art, a martial art style originating from this one weapon. These heroes went on to build the Great Schools, passing down their teachings to pupils who wield mundane weapons that emulate the design of their founding Artifact, which was passed from master to master. These were once mere dojos where a single master oversaw a dozen pupils. Now the schools are factions in their own right, numbering dozens of masters and hundreds of pupils, vying for influence over the city, running entire neighborhoods according to their whim and their arcane codes of honor and glory.
Of the Thirteen Great Schools, seven remain. One was never a school; in each generation it numbers only one master and one student, and it is unclear if there is a current generation alive today. Two were defeated so thoroughly and utterly that their founding Artifact was surrendered to another school, and their Sword Art absorbed into that school's own style. Three suffered the most dire fate; when the Fourth Legion asserted its authority over the Hearth, the Great Schools chafed, and years of unrest and street-fighting almost led to a crackdown which might have seen all the schools wiped out. As a result, the three most disliked schools were made scapegoats, blamed for their rebellion, and banished from the city, all while the remaining seven promised in secret chambers that they would no longer trouble the Dragon-Blooded so much. These Banished Schools now dwell in the other cities of the Hearth, and harbor a resentment as deep as the history of the valley's cursed blades.
Sample Great School: The Steel Antler School
Other schools sneer at the Steel Antler, calling its style passive, reactive, lacking in initiative; they say it fails to show any skill, instead utilizing its opponent's flaws. At the same time, they value the school's existence; duels with the Steel Antler's students are an easy way to show their own pupils the dangers of thoughtless aggression. The Steel Antler style focuses on rapid movement at very close range, confounding circular patterns of avoidance, and lightning-quick parries. It is said the Steel Antler master disarms her opponent twice: first by stepping inside his reach too close for him to use his weapon effectively, then by actually tearing the weapon out of his grasp. Its weapons are the deer horn knives, always wielded in pair, as difficult to master as they are confusing to face. It is a style appealing to the Grave's men, who are often taught not to seek individual glory or act aggressively but to be calm and studious.
Hassan Sword-born is the current master of the school, and he wields the titular Steel Antlers, a pair of deer horn knives forged out of starmetal. Their wielder is endowed with the ability to see patterns and flaws; the motion of a coming blow is outlined to him as trails of light in the air, and his opponent appears as a shining pattern where weak points are blazing dots. But the Antlers were flawed in their conception, or perhaps too successful; that power eventually bleeds into every aspect of their wielder's being, until they see the flaws in all things - systems, philosophies, structures, people. Like every master before him, Hassan Sword-born is a jaded, cynical man, and this affects his school. Where once the Steel Antler were protectors of the Hearth's common people, they now still grant that protection - but at a price. Mere students form small gangs running simple protection rackets; but masters tend to make a philosophy of their cynicism, and the price for their help is often chosen for painful irony, seeking to show outsiders to the school the futility of their cares and worldviews.
The Hook Syndicate
The Fish-hook Gambler of the Night Caste once challenged a demon whose name is now forgotten to a test of skill. The demon stole the Solar's very own soul from his body; but the Solar outmatched him by stealing his own theft from the pages of history, such that the demon could only know that the the Gambler had bested him but never how. By the terms of their agreement, the demon became the Gambler's slave for a year; but tricking him, the Exalt used that term of service to forge the demon himself into two hook swords channeling his excellence at thievery - when the term was up, the demon was technically free, but swords cannot go anywhere under their own power, and so he served the Gambler for much, much longer.
For over a thousand years the Gambler's Hooks have hungered for freedom. When the dominion of the Solars fell, they thought their time was at hand; time and time again their voice has brought gullible souls to them and convinced them to wield their power, then tried to guide them through the steps of destroying the valley's seals. Time and time again, they have failed. The thieving demon does not appreciate failure. A sullen weapon, it has abandoned the frustrating hope of escape, and built an empire of crime through the proxy of mortal wielders.
The Gambler's Hooks rest in a shrine in a villa of the Heart, a front owned by a placid riverborn merchant. Through this house pass legions of thieves, gamblers, smugglers and racketeers, all taking their orders from the swords, and offering it sacrifices to bolster their power. Only the best of this little syndicate are allowed to wield the pair, and only in the pursuit of a crime exceptional not merely in its profit, but in its daring, taking special pleasure in enraging the Satrap and the Legion - for they are Exalted. For decades the Hooks have been satisfied with this arrangement; but of late the demon has been feeling a strange bond, broken for ages and now renewed - somewhere in the world, there is a soul to which he claimed ownership through its greatest feat of thievery. That soul could put him into slavery again - or it could be his hope of true freedom at last.
The Merchant Lords
If one listens to the riverfolk merchants of the Hearth, then all the valley's wealth is their doing, for they saw opportunity where natives saw only a motive for complacency. The truth is rather more than the riverfolk came from the Scavenger Lands with their plunderer's wealth, their retinues of slaves in a place where there were none, and their divine-blooded and Exalted mercenaries, and took over much of the industry and trade of the valley, not in one bloody coup but in a progressive but no less destructive encroaching. Though the merchant lords may harvest more resources out of the valley than the graveborn did, this is less a factor of skill and more the result of their web of trade letting them import manpower and money from family and investors in the Scavenger Lands.
Most riverfolk (those who are not slaves, anyway) either came to the Grave as part of a merchant lord's retinue, or are descended from one who did. These bonds endure, forming the loose connection of a "merchant house," where everyone is patron and client to someone else. Even a lowly laborer whose name will never be known to the lord of his house can find in others of his status a kind of support network, and may hope to become client to one less lowly than he is. These connections make the riverfolk stand apart from the graveborn, whom they see as lacking in social tissue and connection - a bias which often hides how deeply hierarchical and ossified riverfolk houses can be.
Slaves without Numbers
Slavery has always been a contentious subject in the Grave, as the institution had been banned ages ago when the merchants first came, and the graveborn find it loathesome both for the bondage that it is and for the pressure it allows merchants to exert on them. Out of pragmatic compromise - some say weakness - the Stewart of the Hearth has instituted a system of licence allowing riverfolk to keep and work slaves as long as they remain within specific delineated areas and follow specific routes. Thus, the overwhelming majority of slaves work the salt-quarries of the northeast and the lumber exploitations of the northwest, as well as some plantations around the Hearth. These bring the merchants great wealth; but if a slave is ever to step out of the boundaries allowed to their owner, they are free forevermore. Thus slave camps are heavily fortified and guarded against escape, and the merchants grumble increasingly loudly at the costs this imposes on them. Some merchants deal with it by eschewing slavery altogether, most notably the flaxen princes running textile meals, while others agitate for reform - by violent means if necessary.
The life of a slave is a harsh, and often short one; slaves are not born in the Grave (for a slave's children are free) but imported from the Scavenger Lands, to be put to harsh and long manual labor. Slaves find themselves stranger among strangers, neither riverfolk nor graveborn, kept in enclosed camps. Merchants try to discourage any kind of community in their property and the harsh labor goes some way to help it, but people are people, and each of the three domains of slavery - plantation, salt-quarry and lumber - have their own peculiar culture, communicated in languages their guards rarely understand. Slaves sing of their homeland, tell the stories of how they were captured (often at war), and draw salt-circles or glyphs in the trees to ward away the ghosts of those slaves who died before them. Advice and skills are a precious commodity, one of the only things slaves can trade between each other; one who can teach the others how to sleep better on hard soil or keep warm at night often becomes a revered figure for as long as they survive the harsh conditions.
Sometimes, more often than they like to admit, the merchants do not realize that one of their newest purchases was an officer in some defeated army, one whose tradeable skill is how to endure, fight as a group, and move through the night. Then come escapes. As soon as a slave steps out of their camp, they are free - though of course, the merchants rarely abide by this rule if they can avoid it. Once free, however, the slaves find themselves most foreign of all the people of the valley, more even that the riverfolk or the Realm. Some try to convince graveborn communities to accept them, and rarely succeed. Some trek all the way to the Hearth and offer their services to the Fourth Legion, who rarely ever looks at a man twice before taking him in. Others form small communities of their own at the edges of the valley, and are often willing to raid the burial mounds for their sacred weapons in order to defend themselves. When curses do not strike them down, these free men have much to be angry about, and the power to do something about it.
Many graveborn do not acknowledge the status of slaves as such even under the terms drawn by the Steward, though few care to act on this. Still, every so often groups of like-minded graveborn, especially those from the towns outside the Hearth, band together to strike at the merchant lords' slave business. This is not always good for the slaves; some consider them to be free men unrighteously held captive and work to help them escape their camps, but other consider them to be simply be outlaws, non-men existing outside society and used to pressure the graveborn into poverty or service under terms that are slavery by any other name. For those groups, the best solution to the problem of slavery is the death of slaves, much easier to arrange than their freedom.
Fourth's Redoubt
Centuries ago the Scarlet Empress claimed authority over the Grave of Swords, but she never made a true conquest, for there was no battle. The Steward surrendered, but spoke dire warnings, and the Empress was wise enough to heed them. One of the Throne's own Legions built a fort within a javelin's throw of the Hearth, and since then Throne Legions have been cycling in and out of the valley. For the last five decades the Fourth Legion has held this redoubt, and it is now far more than a military fort. "Camp followers" have become a population of their own, and generations of soldiers have spent the entirety of their service in the Grave.
Once the Fourth could have claimed to be able to subjugate the entire valley through force of arm if need be, and would have been believed. Now it is barely at half-strength. Many of its Exalts have gone back home as their Houses prepare for war, taking personally loyal soldiers with them. Without their leadership, soldiers have deserted, blending into the local population. What remains of the Fourth has been called the "Stray Legion," for its bizarre insistence on staying behind when the Realm decides its future.
The legionlord of the Fourth is not amused. Soon, she fears, the people of the Grave will rebel against her, or the Houses will come to claim the valley's wealth in their own name, or the barbarians will invade, or all at once. With her officers she already draws plans to address these issues before they manifest, by whatever means necessary. Even the Satrap now worries about her ambition.
Shards
The shards of the valley are the many villages dotting its landscape. Typically small in size, they are connected to the Hearth by a lattice of beaten-earth roads. Away from the spills, their lands are more fertile, and their crops are coveted by a city which is ever hungry; the Satrap's agent are ruthless in collecting taxes, and the people of the shards are cunning in concealing their belongings. Many of the shards exist near tomb or crypt, and their people are avid practitioner of hedge magic to ward off their influence; every village has a wise one or more.
Of the shards, three are powerful enough to influence the valley as a whole, straddling the line between town and city.
Forgetfulness is the largest settlement outside of the Hearth; a town spilling out of a now-empty crypt, it is home to a council of Blind Ones, wise men who dwell in the crypt and never see the sun. They read the murals of the burial chambers to divine the history of the valley, and through it its future; even the Satrap's men, who scoff at superstition, fear their powers. More dangerous than their rumored magic, their knowledge lets them know which of the Grave's Artifacts may be wielded safely and how, a knowledge they prize dearly and trade expensively. Yet rumors abound of dissent in Forgetfulness; it is said that the Brave Ones, most elite of their warrior-women, have entered a word-feud with the Blind Ones, and none knows what this could mean for the town, or the rest of the valley.
Holiness is a sacred town, whose size belies its influence; it sits at the foot of the mountains, astride the nameless river which runs from its peaks, and so controls one of the main routes of commerce out of the valley while holding back the fearsome goat-herders who would raid villages every year if they had their wont. At its center is a ziggurat-palace built around one of the three remaining monolith-seals protecting the world from the valley; there rules the Sister, priestess-queen protected by a champion wielding one of the valley's forsaken weapons. She has only ever paid allegiance to the Hearth out of respect for the Steward's strength, and she watches now to see if he shall fail and leave her free.
Dryness is less a city than it is a town-sized slave camp; hundreds of workers toil in its misshapen salt quarries, plagued by desiccation and haunting dreams, to feed the Salt Lords who rule over them. The quarries are at the easternmost edge of the Valley, a wound in the jungle; a small army of mercenary is on retainer to thwart threats from the woods and the lands beyond the Grave, for at the heart of the quarries is the broken base of a monolith which no longer protects anything. Strange dreams haunt the town of Dryness, for their salt is not wholly natural, and echoes of the Wyld hang over the quarries like miasma.
Places of the Wild
Swordbleed
One cannot bury a hundred and a hundred more cursed blades in one valley and not expect these dead curses to rot and foul the land. The monoliths bind their power and the ley lines of the Grave are strong, but two of these monoliths now stand broken, and the swords do bleed. Rarely is a single Artifact enough to cause such taint; but when proximity or geomantic alignment causes their energies to blend, then the Swordbleed unravels the skein of Fate. The most potent but least dangerous of these are isolated locales; a grove where all the trees have daggers for leaves, a burial mound whose dead rise on each new moon to ply a sword's hunger for battle, a crimson pond whose water makes the blood turn to red jade in one's vein. Worse yet, sometimes the taint comes alive, and trees rotted with curse usurp a Forest King. These are places of powerful magic, but easily avoided.
The true Swordbleed is more insidious, and yet more beautiful also. When the curse-flow of blades contaminates a stream of water, that water flows easily but shines with the color of magical materials. Such water taints the land it passes through in subtle ways and twists the flesh of men over years or decades. The wise one often draws this water for use in rituals and thaumaturgy, for it is potent; all the same it must not be allowed to reach the Grave's pure rivers. For this reason, worship of the Sobeksi elementals is wide-spread in the shards; mortals offer them worship and sacrifice in exchange for their help cleansing the streams.
Those Sobeksi which stanch Swordbleed by purging it out of the water consume great amount of powers and become lean and hungry beasts, needing ever more prayers, whose scales are engraved with warding glyphs and whose breath can purify illness. Those who keep the water clean by drinking the curse-flow themselves become twisted into weapon-beasts with scales of magical materials and teeth like daiklaves, imbued with an echo of the Artifacts' powers; these guardians need little nourishment, but their minds grow strange and twisted, and their nature far more than elemental.
Isojichi
No one remembers what the purpose of Isojichi once was, nor the meaning of its name, though records may yet exist in those places which call themselves remnants of the Shogunate. Those few daring enough to venture into the Grave's only shadowland, a place of dessicated shrubbery, bone-trees and treacherous will-o'-wisps, up in the mountains at the edge of the valley, speak of a place small as a village but built as strong as a palace. It has lain forgotten for ages, yet still lights blink in the night, sending messages which people have forgotten how to read.
Isojichi is a place full of treasures, but these treasures cannot be grasped by mortal hands. An intricate web of advanced technology of which no single component makes sense in a vacuum, its corridors are haunted by whispers and warnings for no one to hear, and its perpetual scrolls write and erase new messages every day. There is something buried at the heart of Isojichi, but no adventurer has yet managed to access this treasure and come back; most are content with stealing the shiny, glowing trinkets of its steel-and-wire apparatuses, and selling them to cunning merchants who can derive some purpose out of them. The wise do not linger long enough to find a true prize, for cold-eyed soldiers with body of mist and iron come every night, walking patrol routes that no longer make any sense.
The Carved Ones
The Blind Ones of Forgetfulness know the lore of the Grave and its swords; but such knowledge cannot come from simply dwelling in an ancient crypt. Some must go out in the valley, collect the stories of the shards' folk, study the forsaken weapons in close proximity, record the taint of Swordbleed. This is the task of the Carved Ones, who belong to no shard. These wandering lorekeepers have burned glyphs of warding into their skin, and can be recognized with one glimpse of their face. They are ascetics, pursuing dangerous knowledge for the sake of the valley's people, and as such are granted hospitality without question wherever they go.
The Carved Ones rarely meet the fate of mortal men. Exposing themselves to curses over and over, dealing with ancient and tainted spirits, they find the curse bleeding into their flesh until it changes them. The fortunate die young, their body unable to endure such transformations. Those who are strong enough may live for over a century or even more - changing until they are unrecognizable as men. When such ancient ones finally die, their ghosts invariably rise as tormented beasts of terrible power; for this reason, Carved Ones on their deathbeds are sealed within bronze coffins and buried in the Chasm of Shades at the foot of the mountains. It is rare for these ghosts to escape their coffins - but not unheard of.
People of the Valley
The graveborn are the oldest native population of the valley, and by far the most numerous. They tend towards light brown skin, curly black hair, and eyes which range from brown to gold to red. They favor sharp-lined tunics and skirts dyed in geometric patterns of warm or dark colors. The more recent outsiders consider them an uncouth, superstitious people, and gloss over the fact that they have been learning the valley's dangers and opportunities for long before they came, and that it is they who harvested the dead dragon. Graveborn of the Hearth consider themselves a sophisticated people, wise with the martial wisdom of the Sword Arts and the industry of the city; graveborn of the shards see the city as a tumorous growth which enforces unearned authority over the valley and is the vector through which the Realm can control their lives. Oral storytelling holds a great importance to the graveborn, as it is the means through which they track the history and threats of the valley's countless artifacts.
The riverfolk are the descendants of the greater entourage of merchants from the River Province, largely found in the Hearth. They tend towards bronze skin, straight hair ranging from black to auburn, and pale-colored eyes, and dress in long, flowing clothes; long nails and thin hands are considered a token of prestige among them. They have forged the connections between East and South that run through the valley, brought many foreign goods and exported the unique wealth found therein, and as such consider themselves to be the clever, ambitious people who turned a backwater into a thriving place. Graveborn instead tend to look at them as arrivist and scavengers who do not understand the dangers of the valley and would despoil its wealth in a century when it has lasted five so far. Many riverborn consider themselves merchant-princes in the making, even those who toil in manual labor, and all but the worst-off outcasts belong at least nominally to a "merchant house," the retinue of a given merchant that came to settle the Hearth - even when that merchant is long-dead and they are merely the fourth-removed daughter of a cattle-driver working for that merchant.
Raptorfolk come from the jungle; unlike their sicklefolk cousins further north, they are of diminutive size, but their talons and fangs are sharp while their feathers are magnificent. In the Hearth they are considered an adventurous but naive people, taking dangerous jobs normally reserved for children in the textile mills. Those raptorfolk dwelling outside the city are wholly unlike this picture; a semi-sedentary people splitting their year between the grass and the trees, they harbor deep resentment for the once-common practice per which the valley's people would hunt them down like animals for their valuable feathers. Beyond their forest dwellings is Heart-upon-Stone, capital of a sicklefolk nation, whose people are rarely seen in the Grave but are nonetheless the subject of lurid tales of blood-worship.
The mountainborn are a people from outside the valley; they are herders of goat and sheep who dwell in the rocky cliffs that line the Grave to its west and south. They are needed and yet dangerous; they bring the meat so valued by the elites of the city and towns, and yet every year some of them come down the slopes to raid and plunder, pelt-clad berserkers and slate-eyed slingers moving too fast for any army to fight effectively. Merchants passing through the mountains pay them tribute during ritualized false raids, never sure when the tribe charging them down the mountain slope will actually stop and heed the agreements.
War in the Valley
Warfare has existed in the Grave for as long as humans have dwelled in it, but it has often taken a peculiar form. The Grave lacks a tradition for large armies, and could not have withstood the Realm's conquest even if they had tried. Instead graveborn culture emphasize the role of individual champions, and battles between the cities of the valley often took the form of skirmishes between small group of warriors where each individual woman seeks to claim personal glory by finding and defeating the most prestigious opponent on the other side. To kill one's enemy in war is seen as a less worthy victory than forcing them to yield, taking their weapons, honor, and ransom.
Such emphasis on champions is partly born out of the Grave's small population and partly out of the very nature of the Grave of Swords. No city would go to war without at least one champion yielding one of the valley's ancient magical weapons or armors, and the duel of these magically endowed warriors tends to be the centerpiece of any skirmish; battle often ends when a relic-bearer is at a disadvantage and chooses to retreat. When they cannot or choose not to and their opponent defeats them and claims their blade, this often ends the war.
Those who are not so fortunate as to hold Artifact weapons are clad in bronze, for the valley is poor in iron but vastly rich in copper harvested from the dragon's corpse and natural mines in the mountains, and imports tin through the river. The most elite of champions are typically clad in hepatizon, their armor and weapons bearing an unmistakable purple-black cast.
It has been years since the last true battle between the Hearth's cities, although fighting against mountainborn raids are constant. The Fourth Legion casts a looming shadow over the valley; its soldiers are clad in steel and fight in close ranks rather than seeking individual glory, while being led by true Exalts whom most relic-bearers cannot hope to defeat - and by the standards of the valley, their tactics are horribly lethal. This is not to say the Legion has brought peace; though their conquest was bloodless at first, there have been periodic outbursts of violence when the shards rebelled against the Satrap's authority over some point of tribute or unwanted law. Now as the Fourth Legion bleeds soldiers to the Realm's brewing civil war, the champions of the Grave look at it and wonder whether the time has come for another challenge.
Ashuri Pillar-born, Champion of Forgetfulness
Ashuri, daughter of Ashuri, daughter of Ashuri, born under the sign of the Pillar, is blessed by carrying the name of heroes three generations old. Her eyes are red as blood and her armor the color of a deep bruise, and she bears a necklace of boar tusks, each from a beast she killed alone. She stands foremost of Forgetfulness's Brave Ones, their elite of warrior-women, and holds great sway over her sisters. Through her prowess in battle she has earned the right to bear the Azure Thorn, a spear without blade, a straight haft of unadorned blue jade coming to a piercing point. The Thorn endows its wielder with the speed of lightning and can be hurled like a thunderbolt, always coming back to its mistress's hand.
Ashuri tires of fighting rebellious spirits and monsters from the Swordbleeds. She longs for true battle in which she may claim another warrior's weapon. It is her belief that she is a match for a Dragon-Blood, but she is too wise to test that belief with a hasty war - for now. She believes Forgetfulness can be made the equal of the Hearth in power and wealth, if the council of Blind Ones were willing to use their mystical lore to conquer the surrounding shards and absorb their warriors into one army equipped with weapons that have gone unused for far too long. Then, with a dozen of sisters as powerful as Ashuri herself, the Exalted could be driven from the valley.
Spirits of the Valley
The Realm brought with it the Immaculate Order, who has ever since tried to convert the Grave to their ways. Yet the monks are few in numbers and find little purchase for their proselytizing. From their point of view, the Grave is plagued by spirits who claim unearned authority and resources, and its long history of cursed weapons and honored champions is rife for Anathema-worship. But to the natives, it is unthinkable to live in such a magically polluted place without relying on gods and elementals. Even the smallest shard village has a tutelar god protecting it, and often consorting with mortals; their god-blooded offspring often become revered wise ones. Said wise ones deal not only with earthly spirits, but also seek to call upon the wisdom of ancestors whose names each family records on a stone altar. Elementals are found around every settlement, and mortals bargain with them for blessings of fertility on their crops or clement weather, seeing them less as spirits and more as features of the land.
Some spirits, unfortunately, are not helpful, but hazards to be mitigated. The wilder sorts of elementals often feed on the power of buried Artifacts, and in doing so transform into sword-beasts of great power and warlike instincts. Hunting such monsters is many a young warrior's chance to earn her fame. Some of the Grave's relics are also sentient, and seek to be wielded once more - unfortunately, they were made to serve Exalts, and the path down which they lead mortal wielders is often one of doom, even when they do not mean ill. And of course, whenever mortals need the aid of spirits to survive, there are those who will take this opportunity to take as much as they can get away with, knowing the mortals have no chance but to comply. Greed is as prevalent among gods as it is among humans.
None of these wild monsters and cursed blades, however, comes close to the Seven Evil Spirits. They were there long before even the Graveborn, unleashed by unwise Dragons of the Shogunate, and their legends are whispered in hushed towns around the campfire. A wolf with a fur of storm wiping out an entire village, an oracle whose every foretelling is one of death which always comes true, a ghost fooling mortals into worshipping him as an ancestor so he can devour their souls when they die, such are some of the manifestations of the Seven. Decades may pass between any of the Seven being seen or heard of, for it is said that they slumber in burial mounds for years at a time; but when they act, they invariably bring ill upon the valley's folk. Prayers and sacrifices are made to ward them off, and a grand festival is made each year in which the whole of the valley abjures them; but at the same time these rites push them away, they also feed their strength as worship would. The Seven do not seek the death of all men; rather they seek to force them into miserable bondage, always fearing their strength and giving them prayers in hope of mercy. Thus the Seven never bring the whole of their power to bear, and the true extent of their strength is unknown.