Aleph Setting Homebrew - The Flowing Dune Sea
Yeah, so I finally finished this. It's part of my broader Firepeak Pave writeup, which aims to put actual content in the western half of that fuckoff huge desert east of the Fire Mountains where nobody ever goes because there's literally nothing there, but for now you'll have to content yourself with this small region.

An Ocean Carved In Sand

The Flowing Dune Sea
North of Gem, sprawling from the foothills of the Firepeaks to the fire-scorched bed of the Lost Anam and covering three million square miles along the way, there exists a natural barrier that brooks no caravan-wheel, sand-runner or camel-foot to pass it. It is a vast pool of wyld-pollution that has persisted since the days of the early Shogunate, and which could not be unmade by the combined might of Cahzor's greatest Gens, nor the cleansing fires of the Sword of Creation, nor the wealth of Gem. And indeed, few have tried, for this unnatural region - this inland sea in the desert's depths - is a bane to armies marching southward and a boon to trade on the Firepeak Pave.

It is the Flowing Dune Sea, and it is the closest thing to an ocean that many have ever known.

As the name suggests, sand in the Dunesea acts like water; it can be sailed on and swum through, but will bear no substantial weight. Its countless grains are almost as fine as flour, and bear a faint reddish tint that colours the waves the hue of a bloody sunset. The sea sits in a vast natural bowl of bedrock; pushing up into a hill range in the north and the Firepeaks to the west. Southwards, the land rises slowly, and the shallows of the sea are such that in places a man can stand submerged up to the waist in silken sand, his feet on hardened stone. Such places can be dangerous for ships; unlike water, the sands of the Dunesea give no hint as to their depth. In some places it can be seventy fathoms or more to the bottom. In others, it may be less than seven.

(Mechanically, movement across the sands of the Flowing Dune Sea must use the Sail ability rather than Athletics.)

Flora and Fauna
Though it looks like a barren erg, the Dunesea teems with life. Succulent sandvines and driftweeds are buoyant enough to float atop the waves; nourished by the sun and drawing nutrients from the air through their long and trailing filter-roots. Tumblestones bob amidst the sand; sand-worn hunks of pumice that play host to isolated floral ecosystems. A chunk the size of a clenched fist might be covered in tiny shoots of lace cactus and desert sage, while a drifting mass the size of a ship could host enough greasewood, paloverdes and palms to be mistaken for a small island.

These plants in turn provide a feast for sandmites, ants, swimming scorpions and other such insects - even dune bees, whose waxy hives can often be found on the larger tumblestones. Squawking crested gliding lizards are never far from the eye or ear, and sea vultures follow ships in the hopes of food. It is sandfish, though, which are the most recognisable export of the region. Brown-scaled, bone-dry things up to three feet long, with gnashing mandibles and rows of scoop-footed centipede legs to propel them through the sands, they bear little resemblance to the fish of Creation's seas. Nonetheless, they are plentiful and nourishing, and a good catch can feed a ship without trouble, given water and sufficient seasoning.

No wild place is without its predators, of course. Sailors trade tales of sinuous wyldwyrms; cousins of river dragons and the ferocious desert basiliscs of the deeper desert. Greater sand otters are half again the length of a grown man from nose to tail, and though they mainly hunt fish, they roam the shores in wolf-like packs and will prey on unwary humans if they can. Rainbow thunderbirds haunt the seas around Dheajen, preying on any who seem to bind the weather to their will. The thick shells of long-necked fisher-turtles shrug off spears and arrows they drag screaming men over the rails. There are even rumours of carnivorous scarab swarms which engulf and devour anything of flesh that they can catch. When water is scarce, blood makes an acceptable substitute - and the predators of the Dunesea are not afraid of men.

The Fallen Ruin
Long ago, Ramabah Minah bore another name, and sailed the southern skies as a glorious citadel and a shining gem of a golden age. But no longer. Now, squatters build shanty-towns in hangars that once housed shining skyships, and priests conduct worship at altars that essence technicians once used to interface with the citadel's systems. When war tore the world asunder, the floating city was crippled by sabotage and fell from the heavens to crash with cataclysmic force into the Bolyn Hills. One full Fifth-Segment broke from it entirely, lost somewhere in the sands of the Sea, and two more are buried under centuries of sand and sediment.

What remains is a testament to the heights of ages past: the vast stone ruins rise half a mile into the air and extend six miles up the gentle slope of the hills, with just as much buried beneath them. It is more mountain than structure; an enormous structure of once-living stone shaped around vast internal spaces in which ramshackle neighbourhoods and fortifications have been built by the men of a fallen age. A theocratic council governs the city; the Cult of the Len Swell mediating between neighbourhood-halls and setting the city laws that all obey, enforced by their control of the lake and their deadly sabre-wielding Lensguard. Beyond their edicts, each hangar-suburb is a self-governing law unto itself, ruled by one of the summit of minahlords and cooperating with its neighbours.

Much of the internal space of Ramabah Minah is unused. Both unburied Fifth-Segments are more than four miles across, and there is yet more space underground left gutted by the plundering of the Gens. Some of the cavernous silos empty and fill from season to season, as nomadic tribes settle down in tent-cities for the duration of the drought season. Others lie empty in perpetuity, too dangerous and unstable to use except to mine for their substance, the prized organic minahstone. Even in death it is strong - though not so peerless that the Shogunate thought it worth the investment to salvage - and many Barzaran forts are built from stone quarried here.

One place above all is sacred in Ramabah Minah, and it is the Len Swell at the heart of the city. The mile-wide tower that links the four remaining segments together is ruined and open to the skies above, its upper floors gone. A dozen ancient conjured springs blend together to form a lake within its collapsing walls. It waters the crops that are grown in ancient hangars and soothes the thirst of the sweltering city, and its priesthood are sworn to defend it to the death from those who would sully its banks. They are right to be wary, for there are rumours of treasures in the depths - which if taken, will dry the lake up and leave the city to die.

Sidebar: The Lost Oasis
Few alive still remember the name of the South's shining Titan-citadel, but Ramabah Minah is indeed the wreck of the Oasis at the Edge of Infinity. When it fell, it bristled with essence cannons and magitech weaponry. Its hangars contained a flight of thousand-forged dragons and hundreds of priceless skycraft. A workshop equal to any groundbound factory-cathedral nestled in its interior, packed with the tools and blueprints to repair or reproduce any device or artifact the Deliberative deemed useful, along with biotemplates of every living thing in Creation. The very skeleton of the city was jade alloy under genesis-crafted living stone, and a disk of crystallised orichalcum a mile wide formed the eye of its superweapon.​
Nothing of this treasure-trove remains. The Shogunate stripped it of every gleaming weapon and archived blueprint; even the jadesteel skeleton within its walls was torn out to feed the hungry forges of the Gens. Only the stone is left; once-living, it is dead and dull now, without the peerless strength it once boasted. Should the missing Fifth-Segment be rediscovered in the Flowing Dune Sea, it will have been plundered similarly of easy pickings - for the Shogunate spared no expense to recover the bounty of those they had overthrown - but traces of jade alloy in the submerged superstructure may remain for a character clever enough to find a way to mine what the Dragonblooded could not reach. The reactor core of the edifice fell from its heart as it plummeted from the skies, and some in the early Shogunate theorised that its leaking energies were what helped create the wyld zone. There is no chance of it still being repairable, should it be found in the sandy depths - but the materials alone would be worth a fortune.​
Players who discover Ramabah Minah may deduce that the ruin it occupies was some great fortress-citadel of ages past and be eager to scavenge what they can from it. They will find nothing but millions of tonnes of dead minahstone - strong and light, but no better than the white concrete of the Shogunate's design. Nonetheless, Ramabah Minah is no mean prize. The heights of the ruins crumble further year by year, but it still retains its properties as a bulwark against the Wyld, and though the golden cannons are long-since hewn from their homes, the turret emplacements scattered across the vast shell still provide ample vantage points for Ramabite archers and lookouts. The Len Swell lake is a clean, fresh source of water that can quench a city's thirst. Ramabah Minah is an empty shell, but like a hermit crab the people of the Age of Sorrows have squirmed within to use it as a fortress.​

Ships and Sabres
Antefar, proud queen of southern shore! She sits on the Firepeaks' bounty; a vast aquifer beneath her is fed by an underground river that spills down from the mountains hundreds of miles to the west and delves deep under stone and sand on its journey west. The Ante is the lifeblood of the city, and the dowsing traditions that discovered her are still alive and well in its people today.

As the largest port on the southern coast, Antefar is busy. With its location on a rocky shore where the Dunesea grows shallow, it is also dangerous. Protruding crags and deadly stonebars make navigating the narrow bay a risky proposition, and so the highest point of the city houses the dominant feature of its skyline: the Tower of Sails. It stands four hundred feet high, a giant among buildings, hewn from minahstone. Two dozen sails sweep out from its sides, each a wooden framework with a score of black and white panels and lantern boxes. The movement of these panels allows each sail to signal a ship in the harbour, and in this fashion each are given orders on how to move and where to dock. Within the tower are teams upon teams of men who watch from telescope gantries to track the ships and call out their positions to their fellows within, who track them on great models of the bay and plot their movements and courses. Were the tower to be taken or its trained officers slain, the harbour would be paralysed - and were it to be compromised, control of the city might soon follow.

Antefar is a merchant city. The Princes of the Coin control it and see that gold drips ever into their coffers. The League of Navigators does a brisk trade from those who lack the wits to learn the semaphore-code of the Tower, while the Antefaran navy is one of the major fleets suppressing pirate activity across the western and southern shores. The Shipbuilder's Guild produces the fastest ships that sail the dunes, and the sailors that crew them are said to be so skilled that ten of them can sail ten ships ten times around the coast before a hundred lesser men could circle it in one.

Despite its unquestioned strength, at present Antefar's navy is a burden upon it. The recent peace brokered with Dheajen has left it painfully short of funds and overburdened with warships and arms that it no longer needs, whose upkeep has far outstripped their advantage. The Princes of the Coin have set their servants to converting vessels from battle to trade, but their port is cramped and their dry-docks few, and they fear that their army will rise up in a coup if they push too hard for disarmament. Not only that, but the huge store of military equipment sits in warehouses, taking up space with no buyer to offload it to and no seller willing to give it away. Certain eyes are considering if the effort of stepping down their military is truly worth it... or if it would be more profitable to simply find a new target to point it at.

A Hive of Scum and Villainy
Such a den of sin and inequity as Sulhufa has never before been seen on Creation's seas. Or at least so its inhabitants would have you believe. The degenerate scum who inhabit the small island in the western Dunesea are proud of their home's reputation, and of the trepidation it rouses in merchant fleets. Midway between Ramabah Minah and Antefar, Sulhufa makes its living off piracy, smuggling and vice, and it has excelled at all three for the past two hundred years.

Sulhufa is technically a pair of islands: Sulhufa to the west and Pent, its smaller eastward neighbour. The latter, however, is entirely uninhabitable; it is a rocky spit of land that juts up from the sea, much of it treacherous pumice and accumulated sandstone whose appearance as a cohesive landmass is a dangerous illusion. The narrow strait between them is called the Turtle's Beak, named for its habit of snapping closed on the hulls of ships that try to navigate it. The island's native wyldworms lair there and react aggressively to any who approach their home.

Sulhufa proper is a small island, about a hundred square miles in size. More than half of it is rocky and mountainous, inaccessible by land or sea. The remainder, on the southeast coast, is divided into four sections. The High Slopes are furthest from the shore, consisting largely of terraced farms on the steep mountainsides leading up to the highlands. Poor understanding of the soil and high demand for vice has led to these farms mostly growing opium poppy, a trade which has made many of the plantation owners rich. By contrast, the Middle Plantations on the low-lying eastern region are the source of most of the island's food and make by far the heaviest use of slave labour, using thousands of chattel slaves to till the fields and gather the crops. The Wyldshore extends along much of the eastern coastline and marks the western border of Scrapehull, the shallow area of the Dunesea east of Sulhufa that few dare sail into. Pent is the largest island it plays host to, though by no means the only one. It is a dangerous expanse of hull-gouging flotsam and prowling monsters, difficult to navigate and one of Sulhufa's primary defences against casual invasion.

The last region of the island is Sulhufa Town itself, the only large settlement on the island. Only a fifth of its population are permanent residents, the rest being temporary inhabitants on layovers between jobs or visiting for the debauchery and degeneracy the island offers. The port city sits at the southernmost point of Sulhufa, and is a densely populated, poorly maintained jumble of wood, brick sand and even minahstone buildings with little in the way of central governance. The richest plantation owners have residences on the outskirts of the city, and for the most part their word is what passes for law in a lawless city, enforced by militia and wealth.

This has not always been the case. On three occasions in the past two centuries, Antefar's powerful navy has attacked and annexed Sulhufa as a vassal state. Such attempts have never lasted more than a decade. Word of the approaching fleet inevitably reaches the island before the ships do, and the larger part of its population scatters in every direction. Some flee into the highlands, others settle in Scrapehull or along the west coast of the Dunesea - inevitably, they find their way back once the Antefaran garrison has taken control of the island. The farms and plantations simply aren't large enough to support the number of active soldiers necessary to prevent the seedy underbelly of Sulhufa from re-establishing itself, and all their presence accomplishes is to make the piracy and smuggling more covert. Eventually the governor either falls victim to assassination or becomes corrupt enough to return the island to its original state, and Sulhufa resumes its business of preying on trade routes. Some of the more cynical inhabitants joke that Antefar would not even want them gone - after all, with no pirates, what need have rich merchant ships of naval escorts to protect them? Others claim the navy's reluctance to attack stems more from the risk of losing ships to Sulhufa's wyldworms. All of them might soon be unpleasantly surprised, should Antefar's growing troubles spark a new expansionist war.

Bottled Fame and Brewed Glory
Though rooted on Creation's bedrock, the city of Dheajen oft barely seems a part of it. It is a beautiful city, one of white stone domes and hundreds of soaring minarets, each in a different style. The Wyld is strong in this part of the Dunesea, bringing an eternal warm rainstorm and birthing oddities in the weave of Fate. Honey within the city's borders turns black and tastes bitter, while salt is painfully sweet and yellows the teeth. Flocks of chaos-tainted thunderbirds live in the permanent cloud layer that stops the city from ever seeing the sun, and it is in fear of their fury that weatherworking is banned within a hundred miles of its walls.

The goal of all within Dheajen who have soul enough to hope and dream is to cultivate their power and refine their own essence to enlightenment, gaining immortality and strength beyond their wildest dreams. Alchemy is the path most take, and every minaret holds a lord whose mastery over their tinctures and potions has been successfully put through the greatest test: that of self-transformation and rebirth. Wyld-based potions that change the body and spirit are one of the city's chief exports, and the Dheajenese do a busy trade with Vu Khra to the north and the Anam Way's Sons of Almeau to the south.

Three unaging sorcerer-sultans rule Dheajen from the highest towers, and each will teach their Way - under strict conditions. The Vulture Caliph is the oldest, and many say the most powerful. Black feathers grow from his skin, and his pale head is entirely bald. None know from where he originates, for he looks like no people of the Threshold or the Realm, and his native tongue is known to none but him. He carries a tessen of blue jade and cobalt and honours the path of Journeys, taking only taking foreigners as students: those who have cast off their entire lives and left their homes and pasts behind. The Vixen Sultana has two faces: one a young woman and the other a grinning desert fox. Perhaps she was a human who gave up her humanity to become a spirit - or perhaps she was a fox who learned to take on human form. Her green jade and copper kiseru wafts perfumed smoke as she plays the Path of Sacrifice, making deals and bargains with any who come to her. One man might pay a year of his vitality for one of her workshop's products - another might pledge a mortal lifetime's servitude for apprenticeship and a chance at immortality. Savant Centipede is the youngest of the three, having taken their place on the third throne of Dheajen only a century ago. They are androgynous, neither male nor fully female, with chitin scales and segmented limbs. All their disciples are slaves in the Path of Humility, and they themselves wear a collar of insects, though none know what mighty being might hold them in servitude. Certainly, no other hand rests on the white jade and iron kusari-fundo that they wrap around themselves.

Any who come to Dheajen can cultivate. Even animals can be taught to refine their essence and grow in enlightenment and power, and many in the city are spirits who were once beasts, and gained sapience and the ability to take human form with tutelage or the following of a Way. Foreigners often mistake them for beastmen, but the enlightened creatures of Dheajen are in truth closest to spirits of the Wyld: shapeshifters able to resume their original forms at will who are neither god, elemental, demon nor any offshoot of humanity. Those who have progressed far enough to walk in the shapes of men are as ruthless and ambitious in their cultivation and pursuit of power as any high and mighty alchemist-lord - and indeed many dwell in minarets themselves.

The Isle of Beasts and Bodhisattvas
Of all the ports on the Dunesea, one in particular gives sailors a chill to think of charting a course for. Yet travel with this fearsome isle continues, for the things it has to trade are flush with the power of change, invaluable ingredients for Dheajenese alchemists and intoxicating substances for Sulhufan addicts. This is Vu Khra: three hundred square miles of the weird, wondrous and wild.

Vu Khra is ruled by beasts. Five animal kings reside on the island; each the equal of a greater spirit. The Red Monkey King is cheerful and talkative, a carefree fool whose love of battle for its own sake is his most defining quality. The strongest of the four kings, he will challenge any who catch his eye and offer the promise of a good fight. He is eternally dogged by the Yellow Lion King; a short-tempered and arrogant rival determined to rule the isle or destroy it. While vengeful and often unhinged, he is easily flattered by grovelling, and will soon forget those he considers unimportant. The Blue Roc is timid and indecisive, but no coward despite his sensitivity. While hesitant to begin a war for his own sake, he is a master of stealth and will fight like a demon for his short-lived infatuations, who can easily influence him while his feelings last. He is the closest to the reserved and rarely-seen Green Saurian, whose mysterious reserve seems elegant and almost civilised until his strict moral code leads him to join battle with monstrous strength and tranquil brutality. The last of the ruling beasts is the Black Crab King, who lurks in the deep ocean channel that divides the island into northeastern Vu and southwestern Khra. Brooding, blunt and stoic, he sometimes challenges those who wish to cross for his own dogmatic reasons, while at other times he refuses all contact with lesser beings in order to train a chosen student to his own exacting standards.

Vu Khra is perhaps the strongest locus of the Wyld in all the Flowing Dune Sea. The plants that grow there have black and white leaves and green roots that change colour with the seasons. Wyldlife abounds; Vukhran plants bear eyeball-fruit and tongue-fronds in the lowland forests, while watersprouts grow like trees from mountain lakes and rivers. The plains of Vu host migratory fields of clover that fly from place to place with wing-like leaves and helicopter-flowers that lift small animals and drop them from great heights before descending to take root in the corpse. The beasts of the isle are no less strange, and though none approach the strength of the Five Kings, there are fearsome monsters indeed in this frothing tidepool of chaos.

Humanity survives against such dangers by taking on their nature. The sages of Shenar, the island's sole major human settlement which sits on the southwestern tip of Khra, practice a school of bestial enlightenment that raises them above the weakness of mortality. The aim they seek with sacred drugs and the shunning of civilisation's comforts is mindless savantism: the state they call gnosis. In this state they experience an understanding that cannot be written down or spoken of, only experienced, in which one thinks nothing of options and chooses the correct action through pure and mindless instinct. Some of the sages who live as animals on the edge of the city have maintained self-oblivion through purpose-filled ignorance for years or even decades, acting blindly to protect their fellow citizens with their inhuman strength and longevity.
 
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Aleph Setting Homebrew - The Anam Way
I have returned! With a setting location!


Where Once Was Water
The Anam Way

A River's Fossil
In days long past, the mighty Anam ran across the fertile plains to the east of what is now Gem. From its distant source far to the south, it ran north, joining with the Payum river before winding on to Isicus and the edge of the Flowing Dune Sea. Alas, for the Anam is long-dry, and the verdant plains that it fed are nothing but dust and sand. It boiled away in the Time of Troubles when the Sword of Creation lashed the land with fire, and now all that remains is the causeway it once followed; a riverbed as barren as bone that carves through the desert like a snake. It is a furious road of violence and death where mercy is foreign and kindness unknown. The people who survive, clustered around precious oases in this harsh climate, name their home for the nature of their lives there. Scholars of Gem and Antefar may call it the Anam Way, but to its inhabitants, this land of constant strife and conflict is known as the Bloody Sands.

As harsh as the Firepeak Pave can be, the Bloody Sands are harsher. Much of it is bare sand and rock, and what cacti and desert shrubs are able to eke out a life here are paltry things as far as food goes. If not for the wyldtide, men would starve for sure, and even with chaos-born water and treasured oases, thirst is a constant companion. The Anam Way runs between the Wyrdsands, the Deep Desert and the Burning Wastes, and wyldstorms are common. Sometimes they bring life-giving food and rain. More often, they bring calamity and terror. Even the gods are cruel, for the sun high above is a merciless wheel of fire that turns the ground to a scorching oven at its height, and the wise and wary seek shade around midday unless their inhumanities allow them to ignore the temperature entirely.

Mutations abound among the natives of the Anam Way, and many of the native animals are monstrous - giant scorpions, desert basiliscs and ash devourers are but a few of the terrors an unwary traveller can stumble across and perish. Foxes and wild dogs with fiery eyes and coats of sand vie with great-cats of terrible swiftness for the ostriches, antelope and camels that sup from wyld-polluted waters, while twisted lizards and crocodiles sleep for months or years in torpor before waking at the approach of prey and glutting themselves on meat and blood. Even the birds are not to be trusted, for flocks of blood-drinking finches have enjoyed great success feeding on larger prey than the insects of the dunes.

In such a merciless and unforgiving climate, the only way to survive is to be as ruthless as the environment. Or, as many choose, more so.

People of the Desert
The Bloody Sands hold little in the way of consistent settlements or states. Instead, the base unit of the local culture is the ayila, or family - those who share a tent, or a ship, or a colony, often but not necessarily always blood-related. Those families that ride together in a fleet or graze herds on the same land or mass together in raiding bands and swear to kill or die as one form clans. And those of like kind - all those who scar their skin with fire, or ride scorpions and drink flowing blood, or hide beneath the sands from the sun's light - are the tribes.

Some think of the tribes as monoliths, but this is far from the case. The main focus of Anam struggles and wars are the clans that roam and fight and vie for dominance. Bloodrider will fight against bloodrider, the sons of Ahra compete for the grace of the djinn and Dune Folk families will slaughter anyone not their own. Some clans are even cross-tribal; fireskinned and windsingers may join forces to raid the colony-settlements of antmen, or bloodriders and the Sons of Ahra ride together against the Dune Folk. Nor are clans fixed; they shift and change like the face of the desert as families compete and ally and fall out. The Anam Way is not known as the Bloody Sands without reason, and nothing there is set. The major tribes that interact with the more civilised regions to the west are:
  • The Fireskinned: A cult that enjoys great prominence all along the Anam Way, the fireskinned are instantly recognisable by their practice of ritual thaumaturgic scarification, wherein they rub firedust into carefully-made open wounds to produce vivid raised red-orange scars. Though most of their number are mortal, there are many fire elemental allies and elemental-blooded warriors among their ranks, as well as some of the children of Akhammanu himself. The fireskinned make great use of stimulants such as pyresnuff, believing that the shortest-lived flames burn brightest and that in death they join the wildfires that will one day sweep across the world. They live, they die, and live again in flame and all things that burn until that fateful day. Fire Aspected Dragonblooded, fire elementals and those with ties to Akhammanu will find favour with this tribe, but may not enjoy what that means to a death cult of fanatical arsonists. Many of the fireskinned still dedicate prayers to the Cult of the Burning God, a holdover from the warring days of Elemi Piercing Sun, who in his heyday led mighty hordes from the Bloody Sands to pillage and raze his foes.
  • Bloodriders: "Death to still water" is the cry of the bloodriders, who spurn any water source that stands alone, drinking instead what flows from desert streams and bleeding veins. They ride giant scorpions that they keep tamed by feeding them blood and whispering secret chants from their spawning, wearing carapace-armour and riding leathers harvested from their mounts and their prey. Beyond even the fireskinned, they are the most numerous of the Anam tribes, but the great god of the bloodriders is dead. The wounds he sustained each day fighting off the Wyld were what kept the Anam flowing, the scorpion-priests say, and when he finally perished the river dried up. Much of their roaming and the blood sacrifices they make to the sands are means towards an end; to find the unborn son the great god sewed into the stomach of the world and feed him enough that he can birth himself, and restore the barren lands to splendour. Where he might lie, and which clan will be his chosen midwives, is the topic of as many clan wars as it is myths.
  • Windsingers: All the tribes have their identifying signs, and the windsingers can be known by their ships. No other vessel on the Anam Way - or indeed the Firepeak Pave, some say - can equal the grace, agility and speed of a windsinger vessel. Clad in loose, pale fabrics that reflect the heat, windsingers dress their sandship homes with snakeskin and call them the bones of dragons, treating each precious vessel as part-home, part-shrine. Their faith is a corrupted Immaculate Heresy that praises the Dragon of Air above all other gods - a sign of their ancestral Shogunate roots that sometimes yield heroes with the blood of dragons - and they rarely travel north of the Broken Twins, preferring to stay close to their secret valley of dragon bones. Perhaps due to their reverence of the goddess they name Mala, they know magics that let them whistle down the winds to fill their sails, and every shipborne child is trained in the sling and bow from a young age. That this leaves them vulnerable to foes who can close the distance is no great worry - few indeed are able to board the swift ships under volleys of arrow- and bullet-fire.
  • Sons of Ahra: The blood of djinns flows strong in the Sons of Ahra, and their boys are not considered men until they have mastered a wyld-camel mount of their own. Of all the tribes, the Sons are safest in their ventures out past the wyldshore that laps at the Anam Way, for they make deals and pacts with the denizens of chaos to pass safely through their territories, and learn the mystical arts of the wyldtide. Some Sons have even learned true Sorcery, becoming djinni themselves who no longer cling to petty mortality. Women are prohibited from following the path of the djinn-riders, and must content themselves with studying alchemy as wyld-witches if they seek power - though the crones among them who achieve enlightenment often hold substantial influence over their clans. Due to the habitat of their wyld-camels and their strong ties to the Dheajenese, the Sons largely roam the northern reaches of the Anam Way, where they trade the scavenged products of the Bloody Sands to the Flowing Dune Sea. Rarely do they venture south, unless chasing legends of unrivalled chaos-blessed power.
  • Other Tribes:Other tribes call the Bloody Sands home, some common in this part of the Way or that, some rare almost to the point of extinction. Few at all are kind.
    • The albino Dune Folk bury themselves beneath the sand to escape the harsh light of day, and conduct vicious raids on those not their own at night. Their well-known reputation as cannibals leads them to be attacked on sight - which in turn only increases their xenophobia and hostility towards other tribes. It is said that demon worship is common among their ranks - but perhaps these are merely vicious rumours spread by those who revile them.
    • The formicae are in some ways more ant than human. They are sedentary compared to other tribes, each clan-colony dug into a rocky outcropping or half-buried Shogunate ruin, and trade warily with more nomadic clans - though if slighted, it is said their grudges never fade. Nine in ten of their number are female, most sterile as long as an active matriarch rules, but there is little traditionally feminine in their sandy carapaces, chitinous limbs and mandible-framed mouths.
    • Serpent-men have skin closer to scales in texture, and the heads of cobras. Their nature bears less of the human need for companionship than mammal-men, and while many form families and clans, it is more common to see lone serpent-men than any other tribe. Their pacts with desert elementals help such loners hide from those who would hunt them, and allow their clans to raise great sandstorms to aid them when they attack with poisoned darts and fangs.
Sidebar: Bad Blood and Grudges
It is said that there are as many reasons for clans to fight as there are grains of sand in the desert. This is perhaps a slight exaggeration, but it is certainly true that the Bloody Sands are embroiled in almost constant conflict. Even beyond simple competition for food and water, there are a multitude of calls to war for an aggressive clansman:​
  • Survival: Without the bounty of the wyldtide, the Anam Way would starve in a single moon. It still isn't enough. Food is scarce, water precious, and for most a life spent always on the edge of thirst and hunger is all they will ever know. When drought threatens or blight strikes desert crops or wyldstorms batter the Pillars, supplies of water, food and shelter are finite. Clans will slaughter one another to the last in their desperation to claim such precious resources, and some will force others to pay the price for their survival, offered as slaves or sacrifices to cruel fae and callous gods.
  • History: An eye for an eye, a tooth for a tooth. Seven hundred years have left plenty of grudges along the Way, and while the shifting nature of clans renders the oldest ones moot, there are usually enough remembered slights in the past seven years to fuel conflicts for the next seventy. Formicae colonies are known to remember not just clans but families and even individuals who have attacked them for decades, while the prejudice against the Dune Folk is a self-reinforcing spiral that has left them more hated than any other group in the region.
  • Religion: Many tribal legends explain the mythical source of the Anam in one way or another, each with a culprit responsible for its disappearance and many with a way it might flow again. These explanations branch and diverge as stories do, so one bloodrider clan may blame the Sons of Ahra for the death of their great god, while others might accuse rival bloodrider clans of offering him insufficient worship. Windsingers slay any who profane or damage their sacred ships, and the cult of the Fireskinned yearns to burn the very world to ash. With so many conflicting beliefs, it is little surprise that the Bloody Sands are never lacking in gore.
Sidebar: Rebuilding the Way
Not all ambitions of the Anam Way are violent. Not all its people are powerless. And humans have ever been social animals, expanding as much through trade and diplomacy as conquest and genocide. Why, then, have efforts not been made to restore some semblance of civilisation and peace to the war-torn region? Where are the attempts to provide reliable fresh water, to set up sustainable sources of food? Why are the Bloody Sands still bloody?​
  • Culture: While many on the Way hold power beyond mere mortal means, few are of the mindset to put it to constructive uses. An elemental-blooded hero raised in the cult of the Fireskinned will not think to build when his religion calls him to burn, a bloodrider who gains a godly ally is most likely to ask them to aid in finding her unborn god, and a windsinger whose dragon-blood awakens will be more concerned with their sacred ships than any static settlement. Even those with peaceful ideals may be pulled by peer pressure or politics into using their gifts for war if not simply to survive.
  • Emigration: Bluntly put, the Anam Way is an awful place to live. Yes, it is easy to set oneself up as the god-king of a sprawling town, but when the town in question is a dust-swept shanty fed by chaos-polluted crops amidst a wasteland of screaming fanatics, the appeal of such a choice wears thin. Most who gain enough power in the wastes of the desert simply leave. Why stay on the wyldshore when the Firepeak Pave offers wealth, nobility, fine clothes, exquisite food and slaves to dote on one's every whim? Savant Centipede of Dheajen is one such emigrant, who now sits on one of the three thrones of a rich and powerful city. Who would not be of a mind to follow their example?
  • Scarcity: Even for those who choose to stay on the Way and seek means to make life better, it is difficult to find such things. The Anam's location deep in the desert makes Water and Wood elementals rare, and so the easiest way to coax water and food from the sands is the touch of chaos. Texts that hold spells to force crops through a harvest or create freshwater springs are unfathomably rare, and near any spirit able to tutor a young hopeful in such magics would rather be tithed every month to provide such things themselves than take a single payment and let the knowledge spread. Learning to fight in the Bloody Sands is easy. Learning to nurture and build is hard.
  • Threats: Nonetheless, in some places lone individuals have bucked the trends. There are towns - especially in the northern parts of the Way - that are ruled by Dragonblooded whose peerless intellects have given birth to artesian wells and rigorously kept farmland, or sorcerer-mayors who know the secrets of bringing water forth from stone or conjuring food from the air itself. But such places face challenges by their very nature. A single source of food and water cannot support a large population, and a successful settlement with a surplus of food attracts raiding clans to swarm a rich and static target. Pockets of plenty in the desert wastes stay small and fortified - or else end up pillaged.
  • The Way: The last factor in the timeless culture of the Anam Way is perhaps the subtlest and most pervasive. Sandwiched between the Wyrdsands, the Deep Desert and the Burning Wastes, A narrative warping lies heavy over the Bloody Sands; chaos whispers to the world that it is a place of violence and savagery, and every clan war or shanty raid echoes that whisper back to the Wyld. The further south one travels, the more the Way becomes a story - and there is no place in this tale for peace treaties or bounteous works. The full moon dampens the strength of the warping, but the wyldtide brings madness with it, rendering men caricatures of themselves. This is perhaps the most tragic of the Anam Way's vicious cycles, for there are vanishingly few who even recognise it exists. So long has the warping lain over the region that it is the norm for those that live there. Outsiders are the ones who are strange, with impossible ideals of peace and prosperity. Conflict is simply the Way of life.
The Pillars Left Behind
Anam is lost to the hungry desert and now her former path can only be tracked by the great black jade obelisks who once kept her within her borders and nurtured her course so she flooded at the right times. They were once akin to geomantic acupuncture, diverting the flows of water-essence through needles hammered into Creation. Now, running for hundreds of miles through the trackless deserts, these thin monoliths still stand - one of the few traces among the sand of where Anam once lay. In the wavering heat haze they stand straight upright, but the dragon line that once ran along the river is gone, and the prayers on the side no longer glow with light reflected off the deep ocean. A few of them retain traces of their old power, and oases have formed around them, where moisture condenses off the jade. The least of the spires measure ten metres tall, while the mightiest five were great wonders, forty metres and more.

Of these five great Pillars of the Anam, only two are inhabited - two of the others are too far south, too lost in the hungry desert to be fit for mortal life, while the fifth and northernmost has never been found. The distance between spires is sometimes as few as ten miles, and never more than twenty five. Thus, the dark patches in the desert glare are used as a means of navigating the Bloody Sands, as they are never out of sight to a keen eye. A few of the spires have trading posts built around them, for in the sand-sea they have become lighthouses on the Anam Way. The marks and symbols carved into the sides of the pillars no longer lay more than the slightest of blessings on the cultures that use them, and the true names of the pillars have been long since forgotten. In this fallen age, the tribes and societies that depend on them have named them anew with titles and phrases always related to water - the shorter and more general the title, the greater the spire. Notable Pillars include:
  • Kept Behind Cactus Spines: A comparatively small 10-metre spire, this is the closest Pillar to Gem, and serves as the waypoint to the rest of the Way. A convex mirror of polished metal sits atop the spire to reflect the sun's light towards Gem and catch the eye as a glint on the horizon.
  • Sitting Stagnant Over Bones: This unsettling 10-metre spire is largely avoided, for a particularly brutal massacre opened a shadowland around it, and even the comparative shade it offers through its sapping effect on the sunlight is not worth the way corpses lie uneasy here - much less the risk of the Anam's dead spilling out to torment the living at night.
  • Blood-Soaked Sands: This 20-metre spire stands at the heart of the bandit town that bears the same name. It is a favoured trading post for the scorpion clans, and the current leader of the settlement is Two-Face Maksa; an ambitious bastard granddaughter of the infamous raider-boss Baki Stingertooth. Maksa is a young upstart in her late twenties; the left half of her face is deformed with insectoid mutations, and she came to power two years ago in a brutal duel for control that left her predecessor's entrails soaking the red-hued sands. She intends to be every bit the hero her grandfather was, and even to surpass him. As of yet she has not decided on a suitable target to prove her mettle, but her thoughtful eye roams from the great spires to far-off Gem to the famed valley of the dragon's bones, and the scorpion clans muster behind her sanguine promises.
  • The Saleh Lake Monastery: Once there was a city built around this 20-metre spire that rose from an island on a lake north of Anamra. The lake dried up and the city died of thirst, and now all that remains is the walled monastery that squats around the spire and their fields on the lakebed, ringed by an outer wall of crumbling buildings. Enough water dribbles down from the Pillar named Sweat of Honest Labour that the penitents here have saved the soil and carefully nurture it. They are called penitents, despite the fact that nearly all of them were born in this place and only the dusty dry archives remember what sins their ancestors were banished from Cahzor for. The prince of the divine court they honour is Lakehma Flame-Scarred, and he is no less a penitent for ancient sins than the humans given to him.
  • Thirst-Quencher: The mighty, 40-metre high spire of Thirst-Quencher is the source of the Black Pool; an oasis formed from the stream that flows from its black jade carvings. The town of Black Pool is one of the largest along the Anam Way. It is a trading hub visited by every tribe and the only truly peaceful settlement on the Bloody Sands, enforced by the elemental dragon of Water who lives in the spire. Grieving Mist Widow once bore a different name as the wife of the Anam river's god, who fell to madness and Wyld taint as his mighty domain was corrupted by chaos and burned to dust. Now she seeks a way to cure him, and allows no mortal quarrels to distract her from her research. She thinks she is close to a breakthrough, and soon she will call the monstrous lord of chaos her lover has become back to the banks of his ancient territory; heedless and uncaring of the casualties it will cause.
  • Gut's Gulp:The second of the great spires on their southern progression, and one of the other two that are inhabited; the Pillar of Gut's Gulp rises 40 metres into the sky as proudly as Thirst-Quencher. A cadre of gods have made their residence in a sanctum within this grand obelisk, and executions honour them by slitting open the belly of the victim and spilling the fluid inside onto the rubble and ruins around the black jade base. People come to Gut's Gulp for food. The water that streams from it vanishes quickly under the sand, feeding a shallow aquifer cradled in the geology of the region. This has given rise to farms and local herders whose output makes the town a net food producer, even with its substantial population. In past Ages, its position on the great river fell within a major centre for Shogunate canneries and factories that packaged and processed the produce of the Anam's fertile plains. Many were buried by the desert, and every decade or so a new one will be uncovered; glutting the market with Shogunate ration packs for a few months and providing a new cavernous warehouse or white-stone structure to pitch tents and huts within.
    • The Gods of Gut's Gulp: Dust-in-Belly is a famine-god; fat and jovial and sanguine, he bears drink stains down his robes and crumbs on his coat, and presides over the lack of food and water so many suffer in the Bloody Sands. Bloody Nails' hands are soaked with blood and his face is marked with countless scars that crack and peel when he stirs up violence and conflict among his worshippers - often by impressing his own choleric passions onto them. Finally, Last Wall Crumbles is a ghostly pale goddess of ruin covered in the white dust of rubble ground to nothing; sedate and melancholic to an almost reptilian degree in her passionless recounting of the decay of man's works. Though young and low in status, these spirits have big plans. First, they mean to expand their reach and influence until their worship dominates the Anam Way. Then, they will spread their domains of famine, conflict and ruin to Gem, and see that great and wealthy city fall to chaos and civil war. The Firepeak Pave will be next, and the Firepeaks to the west of it, until all of the south is under their sway. The first step to their ambitions is Thirst-Quencher, and the dragon who lives there in mourning. The court of the Bloody Sands regards her spire with greedy hunger, and move closer and closer to action.
Sidebar: Islands in the Sand
Hundreds of black jade Pillars trace the course of the long-dead Anam River. Five are forty-metre titans, three of them lost to the trackless wastes of the north and south - for none know where the Anam flowed past Dheajen and Isicus; the minor Pillars that pointed the way are long-since looted, and south of Skol the land is too harsh for even the Fireskinned to survive. Of the rest, one in four are twenty-metre spires. These masses of black jade, while not as titanic as their greater cousins, still condense water on their surfaces from the parched desert air that flows from their bases in modest streams. As such, towns like Blood-Soaked Sands and the Saleh Lake Monastery have grown around most of them, and a Storyteller is encouraged to populate their own settlements around them. Most twenty-metre Pillars will have a three-word name, and all will reference a type or source of water or a place where it may be found.​
The remaining three in four Pillars are ten-metre spires, slender and without great power of their own. These are used primarily as waypoints and lighthouses along the Anam Way, each with a four- or five-word name that references a more niche type of water - the less important the Pillar, the more niche or situational the name. That said, some waypoints, such as the marker for the route to Gem, are relatively well-known, and if another source of water can be found near a minor Pillar, a small settlement may still huddle around it for the chaos-warding benefit the black jade gives during wyldstorms.​

The Forgotten Pyramid
From the heights of Namala, in the northern reaches of the Anam Way, one can see the edges of the Flowing Dune Sea. On a clear day, a keen-eyed lookout atop the stony plateau might follow the gaze of one of wind-worn faceless kings carved into the cliffs and sight the graceful towers of distant Dheajen. The townsfolk know that giants lived here once; it was they who raised the rocky crag from the sand, they who carved their likenesses into the faces of the cliffs, and they who broke open the stone and let water flow from deep beneath the ground. The sheer sides of the plateau render it invulnerable to desert raiders, and hordes of hostile clans have broken against its defences.

The safety of this stronghold, and its central position on the Anam Way just south of Dheajen and Isicus, render Namala incredibly powerful. As Bridgetown is the southern gateway to the Bloody Sands, so Namala is the northern gate - it is near impossible to pass through its territory without being spotted from the heights and run down by bands of austrech-mounted riders and mercenary clans. Even should one avoid the spying eyes atop the heights, Namala is a near-essential resupply station for water and food, and rare is the settlement within thirty miles that would dare give shelter to a traveller without a Namalan guide. One pays the toll, or one does not pass through Namala's territory - and to circle it is not an undertaking for the faint of heart.

Namala is ruled by proud and pious water-lords, who have kept the wellspring gods content for centuries. Their control over the water supply - and the vast reserves of fresh water stored within the heights - is the key to their despotic rule, and those who earn their ire are cast out into the wastes where only shiftless bandits dwell, desperately surviving on transient oases and the blood of animals. Undying Riverwell is the current water-lord, a Water Aspect born to the aristocratic custodian-cult who worship the wellspring. He is old and cruel and ruthless, and has taken thirteen wives in his hundred and ninety years of life. Not one of his offspring have woken their blood, and most bear the marks of chaos or inbreeding, so he looks now for a fourteenth, and an heir to pass on his rule to when he dies.

It may not be long. Despite his name, Riverwell is ill. Cancerous wyldgrowths infest his flesh and restrict his breath. His sculpted armour and furnace-rhino steed disguise the pain that walking brings him on the rare occasions he ventures out of his fortress, and his clothes hide the sores and lesions that cover his belly and back. Nonetheless, Riverwell seems uncharacteristically unconcerned about his predicament. To leave the wellspring gods without a successor would be anathemical to his beliefs and duties - and yet there is no apparent fear that he will. Perhaps he already has his eyes on a fourteenth wife, perhaps he has some scheme in mind to prolong his final years... or perhaps he has delved into forgotten Anamranthra and found a way to cheat death's call entirely.

A Bridge between Clans
Once upon a time, there was a road across the Anam plains that carried great trains and swift groundcraft and many thousands of people every day. It met the Anam river where the mighty waterway was more than a kilometre across, and a titanic bridge of jadesteel bore it across from shore to shore. Part of that bridge still stands; a causeway four hundred metres long that is held between two vast and splintered pillars. The tops of the Broken Twins are shattered; jagged spikes of uneven height thrusting upward at the sky, but the great celestrium cables survive and the causeway is sound. This raised platform is accessible only by rope lift, and so has become a place of pride for the settlement clustered around the bottom where warbosses and leaders pitch their tents.

If the Anam Way had a heart, it would be these shattered spires and the ancient road strung between them like a ribbon. Geographically, Bridgetown is roughly in the centre of the Way as people travel it, and the tail end of the Payum River reaches them in the rainy season between Air and Water, with trade following the floodwater from Payumi and even the Ashen Kingdoms. The guarantee of annual water and the seasonal plants that turn this part of the desert briefly green have allowed the town to expand into the largest static settlement on the Anam Way, surpassing even Gut's Gulp and Black Pool in size. All the major tribes can be found here, and it is the source from which news and rumours spread up and down the Bloody Sands. The presence of the corrupt road god Chujitsusuna only amplifies its status as an information hub and gossip nexus.

Bridgetown's dominant position, heavy traffic and central location lead it being home to certain formalities of Anam culture. When strife among the people of the Bloody Sands must be settled but the parties involved are loath to move to open war, the Broken Twins are a traditional meeting-place for such clans and tribes to negotiate. News of pacts and alliances made here will spread quickly to all who should hear of them, while matters of single combat may be settled as they cannot be at Black Pool. It is a common sight to behold two chosen clan champions ascending to the causeway, seventy metres above the hot sands below, and matching blade against blade on the bare lanes where streams of traffic once flowed night and day. Many famous duels have been fought here, and the skulls of those who have died great deaths decorate the splintered towers in great numbers. It is said that the Burning God defeated no less than forty four blooded champions without rest nor pause for food upon the heights, until his army had swelled enough to assail the walls of the sky itself.

The size of the city may be its downfall. Bridgetown has no water source of its own in the long dry months between the rains, and depends on the native deep-rooted succulents which draw water up into sweet-citrus gourds from the aquifer far below, which the floodwaters refresh each year. The harvesting of these vital cacti is done with utmost care, but even so, a root-rot disease has taken hold of the plants which increasingly threatens the entire local ecosystem. Farmers worry that the blight might spread to the annual crops that flower with the Payum floods, and the skull-priests of the great structure cannot say how they will sustain themselves should the waters come and the desert not bloom.

Sidebar: Miser-God of the River Road
In its heyday, the Fifteenth Fire Dragon-Road was one of the twenty five great highways of the South. Ten lanes of traffic flowed constantly night and day, and the road god Chujitsusuna rose to the rank of Anam-Zuryo through his devotion to his duty. It was a matter of great pride to this upright Heavenly officer that from the Anam Plains to the Fire Mountains, nothing escaped his sight and no journey went unaided. The Immaculate Faith commended him for his incorruptible honour and his uncompromising work ethic, and roadside shrines - with strictly law-abiding schedules of worship - were raised all along the thousand-mile length of his domain.​
Then the Anam burned, and all Chujitsusuna's achievements burned to ash. He alone survived, sheltering under the great bridge over the Anam - and when he emerged after fire and fae had receded, it was to find a barren riverbed and a broken road through burnt-out wastelands. For ten years he raged, for ten years he grieved, and for ten years more he sent message after message up to Heaven begging aid. When he finally accepted his fate, it was with bitterness in his heart and the discovery that men were beginning to travel up and down the dried-up Anam's banks.​
Seven hundred years on, Chujitsusuna is still a road god, but now his road is one of sand and blood. The goddess Wen Dji of a long-lost roadside restaurant chain is his most trusted underling, and his formerly trim figure now overflows the meat- and wine-stained uniform he once kept so scrupulously neat. Were he human, gout might well threaten his corpulent bulk. His chest is covered with scrap-metal medals he has awarded himself in the absence of superiors to promote or commend him, and he has not set foot outside Bridgetown in two hundred years or more. In truth, he has no need to, for his knowledge of his domain is still unparalleled; the minor road-gods who once served him out of loyalty now do so out of fear and debt.​
Chujitsusuna knows more about the Anam Way than any other person on it, and is likely the only being alive who could map it from end to end. He will never do so. Such information comes at a steep price, and he extorts the tribes ruthlessly for the location of every warehouse, every ruin, every rival clan they wish to track. His blessings can ensure swift passage across the sands, point the way to another traveller no matter where they go, and even cut days or weeks off a journey, but few would dare request such things of him, for fear of the cost he would take in return. Those ignorant souls who are foolish enough to renege on his payment find themselves hopelessly lost in the desert, outmanoeuvred by their rivals at every turn, or are simply torn to pieces by the back of sandstorm hounds who serve as his hunting dogs.​

Life in a Plundered Tomb
Sane men do not linger long in Laughingtown. It can be heard before it can be seen; the high crazed laughter is carried by the wind with unnatural clarity, sometimes for tens of miles. Those who sleep with the sound worming its way into their ear have nightmares of a gold-tinged monster slaughtering all who profane its home, and most will move on before three nights have passed. However, some value the thick walls, defensible location atop a rocky hill and chaos-warding properties of this plundered Solar tomb above their sanity, and so the outer parts of the complex are inhabited by families squatting in rooms and halls stripped bare of lavish tribute and histories of a dead man's life. Some of them are twitchy and haunted, spiralling down the slow and inexorable process of being driven mad. Others are dead-eyed and hollow-voiced, broken within by the relentless assault of a monster's hysterical laughter.

Despite the horror, Laughingtown is likely the safest place on the Anam Way from an outside perspective. Fae lords dare not approach the place, for they know that the nightmare within could challenge a demon prince or lord of death in battle should it ever break free. Wyldstorms batter at the marble walls to no avail, and the aesthetic gardens once planted in sheltered courtyards to bring beauty to a prince of earth's resting place have been maintained and converted into farms. Nearby villages and shanty towns know to flee to the sprawling wings of the crypt-complex when severe wyldstorms sweep over the region, accepting a few days of uneasy sleep for the guarantee of escaping the twistings of chaos. Those pursued by desert-djinni or slighted elementals will turn towards Laughingtown if they are close enough, for all but the strongest of spirits will break off pursuit as soon as they hear the haunting laughter on the wind. Even within its walls, fights are usually kept to first-blood or crippling, lest too much death draw the attention of the horror at the temple's heart. A family can have security for the rest of their days under the roof of Laughingtown. All they need do is pay the cost of a life full of endless nightmares.

The warding aspect of Laughingtown has led to another quirk of its population. No spirit will willingly set foot within ten miles of its walls, and so the ancient tomb has gathered a substantial number of expatriates who have offended or opposed one or more of the spirits on the Way. Divine servants and tamed chaos-beasts will not hunt their master's prey into the domain of a yidak lord that never slumbers, and while mortal men will kill for hire in any locale, the locals of Laughingtown are far more likely to step in to stop a fatal blow than in other Anam towns. Such expatriates are no less vulnerable to the maddening effects of the tomb's echoing laughter, but even those who have broken inside may know - or possess - things that mighty spirits of the Bloody Sands would kill to keep secret or retrieve.

Sane men do not linger long in Laughingtown, but a surprising number pass through it. Due to its safety and reliability against the Wyld, it serves as a trustworthy trading post that sees fairly frequent traffic, most of it short-stay stopovers to resupply and restock. Its position between Black Pool and Bridgetown makes for a constant market of goods with a broad variety of wares, as well as reliable gossip about current events. Travellers must be wary, though, for sometimes a wyldstorm may snag on the marble spires and trap those who shelter within for days or weeks at a time.

Sidebar: The Laughing Monster
Six hundred years before the Usurpation, a mighty warrior of the Dawn died valiantly in a blaze of glory. His body was laid to rest in a splendid tomb, and he was given many honours and paeans to see his soul depart this world and pacify his spirit. Nonetheless, despite all the pomp and ceremony, he died resentful of the outcome of his battle, and his po lingered uneasily in his flesh.​
Centuries passed. The Solars fell, and the Dragonblooded rose, but those proud lords of the Shogunate knew better than to meddle with the grandeur of a Solar crypt, and shunned its ostentatious wealth rather than pillage it. But then the Shogunate fell in turn, and the savage men of the Third Age were not so wise. Like locusts they descended on the golden roofs and marble edifices, and stripped all that had value from its halls. A greedy Chosen - of which god no-one knows - was even so audacious as to slip the lethal gauntlet of defences around the burial chamber and strip the very rings and jewels from the corpse it held. But this was a step too far. The yidak lord awoke, enraged by the defilement of its home. The reckless thief was slain, but the innermost defences held it back from visiting retribution on the rest, and in despairing madness, the bestial ghost began to laugh. It has laughed for five hundred years, and unless the tomb's protections are breached will laugh for five hundred more, guarding the untold riches that still lie within the inner cordon of traps and seals.​
In life, the Solar prince buried in the tomb of Laughingtown was a warrior and general who honed his skill against wyldlife hordes and demon princes in the military exercises of the Deliberative. In death, his yidak stands equal to a fetich-soul or Incarna in raw internal power, and the weapons and armour he was buried with are expressed in its corpus. Should a brave and clever hero slip through the defences of the inner cordon - or worse yet, break them open - the Laugher would be an opponent of terrible strength, made worse by its immunity to the light of the sun. If one were to defeat or banish it, however, a treasure trove of grave goods from the High First Age would be free for the taking - and were it bound, a necromancer would have gained a weapon that might scour a city clean.​
  • Mechanically, the laughter of the yidak lord acts as a constant assault on the minds of those who hear it. The desert winds carry it unpredictably across the sands, sometimes for tens of miles. Those who sleep within earshot of it are subjected to horrific nightmares that impose a -3 internal penalty to recover Willpower from sleeping. Drugs and earplugs can reduce this to a -1, but not even airtight walls can stop the sound intruding without magical aid. Each month of these dreams counts as a scene eroding a character's highest Virtue or Principle above 2 dots, or their most recently invoked should there be a tie. This effect cannot be resisted without magic, and such Principles cannot be reinforced without magical aid without leaving the laughter's range.
  • In addition to this, each month of nightmares also counts as a scene building and reinforcing a Principle of Existential Dread centred on the monster at the centre of the tomb, which cannot be eroded without magic. This Principle is limited to 4 dots so long as at least one Virtue or Principle remains at 3 dots or higher, but upon losing the last such tie to other matters, it can increase to 5. After a year with the Dread of the monster at this level, something vital within the inhabitants of Laughingtown is extinguished and they are reduced to a level similar to the dream-eaten, so numbed and battered by horror that there is nothing of them left. The fact that such victims are seldom missed is another attractive quality of Laughingtown in the eyes of the Anam Way's more mercenary sorts.
Never Say Die
If the corpse of Skol ever truly lived, it was a gargantuan beast of mythic proportion. Perhaps it would be more comforting to think that it was conjured by the Wyld in its current state, for the idea of such titans wandering the world would strike fear into the heart of any man. Visible for miles around, Skol is built in the body of a great humanoid behemoth, eighty metres high if it is an inch, that slumps impaled on a great spike of stone through its heart. Raised off the ground by its fatal rocky support, the town is as vertical as it is horizontal; a combination of mine and settlement that sustains itself on what it can gouge from a giant's remains.

It has been sustaining itself like this for longer than it should be possible, for even after seven and a half centuries, Skol is not yet inert. Its heart is impaled and its great skull has fallen from its shoulders to decay and hollow out on the desert floor thirty metres below, but still the vast cadaver tries sluggishly to heal itself, fed by a wyldstream that runs into the porous sandstone spire and not quite understanding yet that it is dead. Giantsbone, ichor, tienflesh, stonebarbs and behemoth-leather are all renewable resources in Skol, and all are in high demand on the Anam Way for their durability and strength.

The wyldstream that feeds Skol as its natural regeneration struggles to come to terms with its demise comes from a nearby wyldpool that the monthly wyldtide renews at the new moon. The Bazaar of Bones is a goblin market of ramshackle stalls and impossible trinkets whose excretions and runoff form a greasy stream of oils and perfumes that run the mile-and-a-half to the base of the Skewer of Skol along a gutter of iridescent glass. Fae-pactors frequent the wyldstream to sup on it for power, and the Sons of Ahra consider the Bazaar one of the safer wyldpools on the Pave for young boys to learn the ways of chaos-bargains. The strange and misshapen beasts that are the market's primary stock in trade turn back into pebbles and sand if they stray too far from the wyldpool unless kept constantly fed with chaotic power, but Skol falls comfortably within their radius, and many are used in the mining and excavation of the corpse.

Ichor and tienflesh inevitably form a substantial part of the local diet in Skol, though the offputting taste and texture leave it a last resort when all other forms of food and water fail. Nonetheless, some develop a taste for the strange, unsettling flavour and eat it to the exclusion of all else, while others see no reason to let their tastebuds put them off a lifetime of free meals. A few of those who gorge themselves so, as well as some who have lived in the town for decades of dietary supplements, find strange changes taking place in their body as the flesh of the fallen titan catalyses their own. Stubby quills grow from their skin, their blood turns black and thick, and they gain a resistance to the siren call of the Wyld and its warpings, as well as a profound distaste for all of its ilk. Should they continue their singleminded feasting, they may experience other, more drastic changes, and even the miners of Skol's innermost organs know to avoid these creatures when their changes go too far to ignore.

Birthplace of the Winds
Nobody south of Black Pool has failed to hear of the legendary valley of the windsingers where dragons once made their home. Mala herself was born there, or so they say, and crafted every gust and breeze and storm before casting them out into the world to fill the sails of men. Yet almost nobody knows where Dragonbone Valley lies, save that the windsingers stay mostly in the southern half of the Way. Only their oldest and wisest know the routes, which they memorise and never commit to paper. When they navigate to their sacred home, crews bind their eyes and sail blind so they cannot be compelled to surrender the secret to torture. Some rumours claim the valley might be as far north as Gut's Gulp, others insist it is further south than Skol. Six times in the history of the Way, great raider-gangs have scoured the desert for it, and six times they have returned empty-handed, their numbers reduced by the merciless sands.

Dragonbone Valley sits between a raised set of hills some hundred miles or more off the course of the old Anam. Even in Shogunate times, this sheltered dip between desert cliffs was arid and dry, with no natural water source and nearly no signs of life. This is why it was made a boneyard for drakopters of that long-lost Age, and row upon row of celestrium chassis still stand in neat lines, missing many components but starkly intimidating still. The windsingers are descendants of the Shogunate forces who manned this isolated military base, which survived the chaos-tide of the Balorian Crusade through luck and jade and the shelter of the hills - though the most fearsome weapons once carried by its vessels were all spent against the numberless fae. In the centuries since that great battle, the ex-Shogunate culture has developed a branch of Immaculate heterodoxy that believes the stripped-down machines their ancestors maintained are the skeletons of dragons, the aging children of Mala who come to this place to die.

Proud and pious in this faith, no clan would dream of selling the jadesteel chassis that their sandships are built around, for all that they would be worth a fortune even in their stripped-down states. They believe that in cladding them with wood and canvas and snakeskin they are resurrecting the divine beasts and giving them new life - and the little gods of each family's sacred ship, young and ignorant and shaped by their small cults, believe this wholeheartedly and act with the arrogance and aggression they believe is their right as the ghosts of dragons-that-were. While most drakopters yield nothing but a skeletal chassis that an unusually light and sturdy ship may be built around, some still have armour, engines or even weapons that old ritualised maintenance procedures can coax into action. Those pursued by a clan-chief's dragonship should be wary, for it is not unknown for some to bear an essence lance or to move at terrible speed with neither wind nor sail.

The secret of the windsingers is well-kept. It is not uncommon knowledge that they believe their ships to be dragons reborn, but the snakeskin and canvas they clad them with disguise the jadesteel chassis within. Certainly they are unusually shaped, and their performance uncanny, but this is put down to the beliefs of the cult and the wind-calling magics their singer-shamans practice. If any outsiders have discovered the priceless artefacts at the heart of each vessel, they have chosen caution over greed and kept it secret so as to avoid the wrath of the tribe united. Those who wish to study the ships out of simple curiosity are met with hostility and haughty scorn. Still, if any stumbled across the barren valley through chance or cunning, they would find a fortune almost beyond counting laid out for them - the absence of any source of food or water leaves it lightly guarded through most of the year, visited only on pilgrimages or at great meetings of the clans. Such a prospector might well decide it was worth the eternal enmity of an entire tribe, if they could find some way to transport their discovery back to civilisation.
 
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Form Weapon Compatibility Master List
I'm tired of looking through all my books every time I need to cross-reference form weapon compatibility. I've found one master list chart but it only covers the Ex3 core. So here, the Martial Arts Weapon Compatibility Master List. I will be presenting this in two ways: first, a plain text list of each martial art style's form weapons under a spoiler, which is just for quick reference; then, a plain text list of weapons and which martial arts falls under each, which is what I'm really after, for when I do stuff like make a character who's using Gnomon, the Starmetal Wrackstaff, and want to check which if any MA styles they have access to. There was originally going to be a spreadsheet, but then I realized that this would be a lot of work and I hate spreadsheets, so I decided not to. You're welcome.

Martial Arts Form Weapon List

Snake
Seven-section staff / Dragon-Coil Staff
Hooked Sword / Hook Daiklave
Light armor

Tiger
Tiger claws / Razor claws
Light armor

Crane
War fan / Typhoon Fang
Hooked Sword / Hook Daiklave
No armor

It is unclear if the stylist can choose to wield only a hooked sword or war fan, or if the 'form weapon' is the combination of both.

Single Point
Curved sword / Reaper Daiklave
Light or medium armor
No unarmed

White Reaper
Staff / Wrackstaff
Spear / Direlance / Longfang
Scythe / Grimscythe
All armor

Ebon Shadow
Knives
Sai
Tiger claws / Razor claws
Fighting Chain / Dire Chain
No armor

Silver-Voiced Nightingale
No weapon
Light armor

RIghteous Devil
Firewand / Dragonsigh Wand
Flame piece / Devil Caster
Light and medium armor

Black Claw
No weapon
No armor

Dreaming Pearl Courtesan
War fan / Typhoon Fang
Whip / Dire Lash

Steel Devil
Dual-wielded swords
No unarmed
Light and medium armor

Golden Janissary
Staff / Wrackstaff
Spear / Longfang/Direlance
Light armor

Mantis
Baton
Kama
Nunchaku / Dragon-Tail Thresher
Seven-section staff / Dragon-Coil Staff
War fan / Typhoon Fang
No armor

White Veil
Garotte
Hand needle / Heartpiercer
No armor

Centipede
Fighting chain / Dire Chain
Hook sword / Hook Daiklave
Iron boots / God-Kicking Boots
Seven-section staff / Dragon-Coil Staff
Tiger claws / Razor claws
Light armor

Falcon
Iron boots / God-Kicking Boots
Tiger claws / Razor Claws
Cestus / Smashfist
Medium or heavy improvised weapons dealing bashing damage
Light armor

Laughing Monster
Staff / Wrackstaff
War fan / Typhoon Fang
Whip / Direlash
No armor

Swaying Grass
Baton
Iron boots / God-Kicking Boots
Knives
No armor

Throne Shadow
Fighting chain / Dire Chain
Rope dart
Seven-section staff / Dragon-Coil Staff
Staff / Wrackstaff
Wind-and-fire wheels / War-God Rings

Violet Bier of Sorrows
Sword / Daiklave
Short sword / Short daiklave
Chopping sword / Reaver Daiklave
Slashing sword / Reaper Daiklave
Great sword / Grand Daiklave
Knives
Staff / Wrackstaff
Seven-section staff / Dragon-Coil Staff

Air Dragon
Chakram / Infinite Chakram
Light armor

Earth Dragon
Tetsubo/ Grand Goremaul
All armor

Fire Dragon
Dual-wielded short swords
Light and medium armor

Water Dragon
Tiger claws / Razor claws
Light and medium armor

Wood Dragon
Staff / Wrackstaff
Light armor

As a unique feature, Wood Dragon users can treat a longbow as a staff, but Wood Dragon Charms are not compatible with bow attacks as such.

Charcoal March of Spiders
Fighting Chain / Dire Chain
Knives
Meteor hammer
Nunchaku / Dragon-Tail Thresher
Rope dart
Seven-section staff / Dragon-Coil Staff
Whip
No armor

Citrine Poxes of Contagion
Darts
Needles
No armor

Emerald Gyre of Aeons
Kusarigama
Meteor hammer
Nunchaku / Dragon-Tail Threshold
Rope dart
Staff / Wrackstaff
Seven-Section Staff / Dragon-Coil Staff
Wind-and-Fire Wheel / War-God Rings
No armor

Obsidian Shards of Infinity
Khatar
Sai
Knives
No armor

Prismatic Arrangement of Creation
No weapon
No armor



Form Weapon Style Compatibility List

I think limitations breed fun. I enjoy Exalted's form weapon rules because there is a part of me that enjoys looking at, say, Snake Style and Crane Style, seeing they're both compatible with hooked swords, and coming up with a character with magic hooked swords using a special, personal blend of Snake and Crane (call it Feathered Serpents), more than a free for all in which any style is compatible with any weapon. It's not even a balance concern; it's just cool.

If you're like me, however, you've often run into the following problem: "I want to use this cool weapon I found in Arms of the Chosen and martial arts, but I have to cross-reference four books to see which are compatible with it."

Well, fear no more.

Sword (any) / Daiklave
Violet Bier of Sorrows

Chopping Sword / Reaver Daiklave
Violet Bier of Sorrows

Great Sword / Grand Daiklave
Violet Bier of Sorrows

Short Sword / Short Daiklave
Violet Bier of Sorrows
Fire Dragon (if paired)

Slashing Sword / Reaper Daiklave
Violet Bier of Sorrows
Single Point

Special: Paired Short Swords
Steel Devil
Fire Dragon

Staff / Wrackstaff
White Reaper
Golden Janissary
Laughing Monster
Throne Shadow
Violet Bier of Sorrows
Wood Dragon
Emerald Gyre of Aeons

Seven-Section Staff / Dragon-Coil Staff
Violet Bier of Sorrows
Snake
Mantis
Centipede
Throne Shadow
Charcoal March of Spiders
Emerald Gyre of Aeons

Tiger Claws / Razor Claws

Tiger
Ebon Shadow
Centipede
Falcon
Water Dragon

Knives / Iron Talons
Violet Bier of Sorrows
Ebon Shadow
Swaying Grass
Charcoal March of Spiders
Obsidian Shards of Infinity

War Fan / Typhoon Fang

Crane
Dreaming Pearl Courtesan
Mantis
Laughing Monster

Fighting Chain / Dire Chain
Ebon Shadow
Centipede
Throne Shadow

Hooked Sword / Hook Daiklaves
Snake
Crane
Centipede

Iron Boots / God-Kicking Boots
Centipede
Falcon
Swaying Grass

Whip / Dire Lash
Dreaming Pearl Courtesan
Laughing Monster
Charcoal March of Spiders

Nunchaku

Mantis
Charcoal March of Spiders
Emerald Gyre of Aeons

Rope Dart

Throne Shadow
Charcoal March of Spiders
Emerald Gyre of Aeons

Spear / Direlance / Longfang

White Reaper
Golden Janissary

Sai
Ebon Shadow
Obsidian Shards of Infinity

Baton

Mantis
Swaying Grass

Hand Needles/Needles/Darts / Heartpiercer
White Veil
Obsidian Shards of Infinity

Meteor Hammer
Charcoal March of Spiders
Emerald Gyre of Aeons

Wind-and-Fire Wheels / War-God Rings

Throne Shadow
Emerald Gyre of Aeons

Orphaned Weapons (Appear only in one Style)

Chopping Sword (Violet Bier of Sorrows)
Great Sword (Violet Bier of Sorrows)
Scythe (White Reaper)
Kama (Mantis)
Cestus (Falcon)
Garotte (White Veil)
Chakram (Air Dragon)
Tetsubo (Earth Dragon)
Khatar (Obsidian Shards of Infinity)
Kusarigama (Emerald Gyre of Aeons)


Conclusion:
Raw numbers can be deceiving, as Sidereal Martial Arts have added a lot of weapon compatibility that isn't really relevant for a lot of characters or games. Some of the weapons introduced in Sidereals also feel like they would like to be errata'd into a few older styles, like the meteor hammer. All in all, the humble staff has the widest selection of compatible styles outside of SMAs, and the seven-section staff ranks just below, with the two tied once SMAs are brought into the picture. Tiger claws acquit themselves surprisingly well, with a shocking five styles. Actual synergy is harder to judge; with VBoS, Snake, Mantis, Centipede, Ebon Shadow, and Throne Shadow, the 7SS is capable of a broad range of direct offense, grappling assists, defense, as well as potent stealth kills and support, which makes it probably the best-rounded weapon of the lot, while the Razor Claws enable Water Dragon/Tiger/Centipede synergy for absolutely destructive offense and some powerful stealth in Ebon Shadow. The staff, meanwhile, has more options but most of them are highly idiosyncratic - White Reaper, Laughing Monster and Golden Janissary are all kind of doing their own weird thing and I am not sure how well they combine - although access to VBoS and Wood Dragon doesn't leave ol' reliable out in the rain by any means. There are some surprise standouts - I had no idea War Fans had that many compatible styles - and some weapons whose range really shifts massively depending on whether investing into Sidereal Martial Arts is feasible for your character.

One thing is certain, though:

As of Sidereals: Charting the Course of Fate, we can now combine Single Point with Violet Bier of Sorrows while wielding Shining Ice Mirror. From the deepest pit of Malfeas to the very pinnacle of the Heavens, Creation shall tremble.
 
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Essay: Graphic Novel and Mythic Paratext
Crossposted from the VS forum, a small essay that was prompted by a VS Debate prompt but isn't really relevant to the debate itself:


Graphic Novel and Mythic Paratext

I want to talk about what I'm going to call the Two Scales Issue, and before getting to Exalted, I want to talk about Kill Six Billion Demons and Supernatural.

It's gonna make sense, you'll see.


I'm Just Gonna Rant About K6BD For 600 Words Now And No One Can Stop Me

Kill Six Billion Demons is a serialized webcomic written and drawn by Tom Parkinson-Morgan aka "Abbadon." K6BD, as I am going to call it, is primarily composed of two elements: the Graphic Novel (a term I choose to emphasize the visual, aka 'graphic' aspect, and to separate it from the webcomic as a holistic work) and the Mythic Paratext.

The Graphic Novel is the illustrated work which comprises most of the work's ongoing narrative. It's where we see our protagonists, their foes, their struggle, see them talk to each other, and watch them fight in high-octane anime battles. The Mythic Paratext is a series of prose sequences, typically found beneath each comic page, almost all of whom are excerpts from fictious in-setting works. They range from stuff like

"Let there be no Genesis, for beginnings are false and I am a consummate liar."

-Psalms

all the way to complete short stories with beginning, middle, end, and a complete character arc and twist reveal. None of these texts can be trusted on the facts, as you are warned from chapter 1, but they still paint a particular picture of the setting, its tone, and its backstory.

And the Graphic Novel and Mythic Paratext are at odds when it comes to scale.

K6BD the Graphic Novel exists within a certain range of displayed power, a range that is visually manageable. Characters exist at various tiers of power in the internal logic of the setting, but generally remain within a range that I would describe as "Big Three Era Shounen." It's conceivable for a fight between two world-shaping badasses to take place within the space of a large arena or building, although when particularly hype it might escalate to roaming over a chunk of countryside causing a bunch of collateral the whole time. Here is a high-end attack by one of the "certified badass but not King of the Universe" tier characters:



Incredibly fucking hype, but that's solidly pre-Saiyan arc kamehameha stuff. Spoiler attacks escalate beyond this display, but rarely do you see any given attack cause damage on a scale beyond that of dropping a real-world nuke, though some characters can drop that level of damage several times in quick succession.

By contrast, here is a fairly typical incident within K6BD the Mythic Paratext:

Article:
On one such occasion, Aesma was thrown out long before she could get at the wine. Her wailing and pounding at the doors of the speaking house drew nearly two score of pilgrim-saints, who were passing on the King's Road. When they approached to inquire about her distress, she engaged them in a ferocious battle that lasted the better part of five hours, as was her custom. The battle was so fierce that it cracked two roaming moons and threw part of one into a primal sea, which boiled away to steam.

"That's better," sighed Aesma, when the dust had settled and the sea had finished boiling. "Hey," said Aesma to the battered and bloodied pilgrims as an idea struck her, "Where can I get some wine about here?"


Later in that story, this character starts pulling stars out of the sky and throwing them at someone, and when that fails, she grabs the entire multiverse and starts lifting it in the air to use as a bludgeon and beat someone to a pulp, though she is convinced to drop that course of action before she can fully go through with it.

There is difference in scale there. And for sure, we can't trust that this account is in-setting true; but things of that scope are generally true of the backstory and mood of the K6BD setting. One character off-handedly mentions that the sun of his world was destroyed during a war, and when another character asks why there are then now two suns on that world, he smiles and simply says "I put them there." Was that a personal act of divine power, or the work of centuries and entire nations of sun-forgers? We don't really know. We do know that there was a Multiversal War in which all of creation went at war against itself, hundreds of thousands of planets, and gods the size of mountains died and people now live in their petrified corpses.

But that doesn't appear on screen. The modern K6BD setting isn't really meant to inspire the vibe that everyone who lives today is a pale, faded shadow of their much cooler ancestors? But there's Mythic stuff they can do in in backstory, off-screen, in dialogue references and in prose paratext, and there is what they're allowed to do in the visual medium of the work, and those two operate on different scales.

Remember When Supernatural Was Good, No Not That Season, No Not That One Either, The One Before, Yeah, That Was Cool

Supernatural, the TV show with the Winchester brothers, has kind of the same issue, though it's a lesser work and so I'll spend much fewer words on it. At a critical juncture, it is made clear that the apocalypse is going to happen and armies of demons and angels will devastate the world with the sheer scale of their fighting. A not-insignificant part of this apocalypse will, specifically, be due to the duel between Lucifer and Michael, whose sheer powers clashing will wreck a chunk of the United States on its own.

However, because Supernatural is a CW show with a budget of "none" and a SFX team of "who?," what we see of Lucifer is that he is a dude with the proportionate strength and speed of a middle-aged guy, who can sometimes snap his fingers and make someone explode (saves money on combat choreography) and can sometimes do like, light shows, some telekinesis, basic stuff. Michael is much the same, and both of these characters are tricked into a magical prison before they can exchange a single blow, because the CW couldn't afford to show even one entire second of the battle they've been hyped up.

Now, that battle still happens - offscreen, in AU settings or "future visions," where we are told that it definitely was as apocalyptic as the story warned us. We just can't see it. The same is true of basically every cosmic antagonist in the show, all of whom allegedly have incredible, world-shaking power, which they're allowed to use as long as we don't have to film them. If they're on screen, they're always only as powerful as required for a farm kid to shank them in the ribs with a magic knife.

Okay, But What Does That Have To Do With Exalted?
Here are excerpts from Games of Divinity, one of the most well-regarded and fundational Exalted books and a major part of its establishing backstory and mythic tone:

Article:
His name is Malfeas, the Demon City, though once he wore another. His heart is a green metal sun. His body has turned inside out to form his eternal prison: a city of black stone and brass, a living metropolis of fluted, flared architecture and mad interwoven design. In his rage and frustration, he has grown new cities of his flesh and sent them slamming against the older cities that surround them — a hundred times, at least, and perhaps a thousand. Now, the city exists in endless layers, with his tarnished heart casting a green glow over the whole.

Often, two layers crush together. They do not rebound. Rather, the outer layer expands, its structure both collapsing and unfolding like a puzzle to form a larger, greater shell. The greatest city of them all, the outermost layer where his insideout body lies raw and open with its visceral rooflines and its black towering bones, has nearly infinite scope. There is room for worlds to pass between its arches and Yozis to wander down its streets. Even Malfeas, the Demon City, can dance in its central square. The demons that fly between that city and the next one inward sometimes become lost in its skies, unable to see anything but green light in any direction. They wither into nothingness thereafter.

Article:
Near the edge of the Demon City, there lies the beginning of the desert Cecelyne. On one side, she rests within Malfeas, bound by the terms of their imprisonment. On the other side, she has no boundary and extends outward forever. One can walk on Cecelyne straight through the Malfean walls, under the blank black desert sky. A traveler with the time to spare could walk from Malfeas to where Creation should begin, and beyond, and keep on walking for the desert goes yet further. Cecelyne stretches to the very edge of infinity, and what she has learned there she does not say.

Article:
Of all the Yozis, She Who Lives in Her Name fought the hardest against her imprisonment. As the flesh of Malfeas closed behind her, she cracked three spheres against his bones, and the flames that rose from them swept across all things. The things they did not burn are now Creation. The things they turned to ash are beyond the memory and ken of the world and the gods. Not even the Yozi know the price Creation paid for her vengeance, before the flames died and the bones of Malfeas sealed her in.

Article:
Somewhere in the Demon City blows the wind Adorjan, and all things she touches die.

Once, she was Adrian, the River of All Torments, who encircled Creation and rained fire, razors and ice upon the army of the gods. The horrors that raged from her surface held even the Exalted back, until the Solar Marus met the demon Lilike that was Adrian's heart and slew him. Then, Adrian lost herself and became Adorjan, the Silent Wind. This took some of her power — but Creation and Malfeas still fear her. Without the secret of the Demon Wracking Shout that Marus heard as Lilike died, the Exalted could not have held Adorjan back from their armies. Demon Princes and immortal behemoths alike bear scars from where they have felt Adorjan's touch.

An endless city of size so vast that planets could pass through its arches. A relativistic desert that stretches to the edge of infinity. A being whose last act of spite changed the very shape of reality such that none may ever know what the universe was like before she struck. A river that encircled the entirety of the world, slain in her own heart, turned into a world-spanning wind held back by a mournful cry.

These are all the foes of the Exalted in the Divine Uprising, and they lost. Each of these beings in incarnations identical or even more momentous, and over a dozen of their peers, were brought low into abject surrender. They reshaped the boundaries of the world and sealed its makers in a dimension that may be infinitely larger than the Creation they were banished from, but will always and forever be infinitely less.

They would go on to face similarly grand threats. The Scorpion Empire was a paracausal nightmare army wielding time and space themselves as weapons, engufling entire chunks of the world within their own time that it disappear from Creation's:

Article:
Even at the height of the First Age's splendor, monstrous forces assailed Creation, threatening to crush the world. Some came from the chaos beyond reality's edge, others from dark and vasty depths under the world, and yet more from places that the Second Age has no name for or language to describe. The warstrider Cathedral of Sublime Annihilation was created to stand against such a threat — the face-snaked legions that marched under the pennant of the Scorpion Empire. The legendary marksman Seres Ebonheart fought against them to protect his sunlit kingdom, but was ultimately forced to retreat, his dominion consigned to the rapacity of time. The defeated Seres did not swear vengeance, for his only anger was with himself. He set about forging the warstrider as punishment and purification, rededicating himself to Creation's defense with every day of toil. The completed Cathedral of Sublime Annihilation marched on the monstrous incursion force like the inevitable judgment of heaven, and drove them from the world in a cataclysmic barrage of sunfire artillery.

Article:
Plaintive Abiona forged [the Waymakers] for her Circlemate Unforgiving Lightning to wield against the Sequence of Irreducibles, a chasseur of the Scorpion Empire. The Sequence had folded and encysted itself deep within Creation's substrate. Its armored scales were distance; its talons, fractal blight. Thus, Abiona forged a weapon that to cut space itself, using the arch of a heavenly gate as a whetstone to hone the Waymakers' edges. Thus armed, Unforgiving Lightning descended into the Cascade, cutting a clear path through the infested space of its dominion to strike at its heart-lemma. He prevailed, though his right hand was forever warped by its predatory geometries.


These are, unquestionably, unimpeachably, the deeds of the Exalted Host, as established within the reality of their setting.

Elsewhere, we see lesser feats, though still of mind-boggling scope. the Hawk Star's Jess is a sling formed after its maker tamed a shooting star, which once killed a mile-tall behemoth with a single shot through the brain. Of the Heaven and Earth Gauntlets, we are told their wielder "shattered the fortress of the Flying Devil Kings, bested a golem of jade and sorcery in a sparring bout, and diverted the course of the living mountain Mostath away from a village with a single blow." Of the legendary aerial mech Ascendent Nova Phoenix, we are told it is dreaming of its past battles - "battling the skyship armada of the Five Directions Navy, setting the skies ablaze with their ruin; dueling the Brass Seraph, forged by the demon prince Ligier to corrupt the champions of Creation; driving the renegade devil-stars back to their lairs in the firmament."

And the thing about all these aspects of mythic backstory is that they exist on a spectrum that stretches increasingly far from what the rules can model by a straightforward reading? But they're still setting truth.

There are no rules for taming a shooting star, but if your ST can't come up with some way of handling it based on the rules we already do have, they're not very imaginative. A wolfstag that's a mile high is beyond the provisions of the Legendary Size Merit, but I'm pretty sure we already have published rules to handle antagonists of such size in official supplements. A several-mile shot to the head, in the right battle context, isn't necessarily going to be Extreme++ range the way it would be in a different battle context... but if your ST is being a hardass about it there are still Charm combinations to ensure a shot from any range. Modelling an army of a thousand mortal soldiers, and defeating that army single-handedly, is relatively easy; "battling the skyship armada of the Five Directions Navy" may be more of a challenge, both to mechanically represent and to succeed at as an Exalted, but you can do it.

Defeating a city-world of alien geometry that is so infinitely greater than Creation that it could pass through its arches?

That's harder. In both regards. If you really want to do it, you're gonna have to delve into some relatively abstract territory, or fall back to the old template where you don't actually 'defeat' the Demon City, but rather you wander through it on an extended quest to find and slay each of its constituent souls as individual foes and Dark Generals, tackling armies and alien geographies and aberration of space-time or gravity until you have reached the Green Sun itself (which is, I should mention, the actual size of a sun), and make it kneel (which you can still do).

But by and large, these deeds aren't really supposed to happen in this day and age. They are the Mythic Paratext; the backstory of the universe, the deeds from long ago. Your characters aren't supposed to be lesser than those who waged this battle, but rather they come into a broken order, a weary and wounded world. There is no Deliberative, no great army of the gods united with one purpose. This does not reflect on you, but on those who have come before you. You live in the Age of Sorrows, which is to say the Graphic Novel; and indeed the deeds of the Exalted as playable characters of the game, in the modern-day setting, can map pretty closely to the battles portrayed in K6BD, complete with giant superbeams, floating cities and running heists in worlds populated entirely by devils. Solomon David's "PERFECT KILL: TOTAL LIFE OBLITERATION" is literally a Charm you can buy in Emereald Gyre of Aeons Style.

Putting a sun in the sky and a multiversal war that litters the substrate of reality with the petrified corpses of the gods and the first angels? That's backstory. That's the Mythic Paratext. That is the Age of Dreams.

But it is something that was done. Unquestionably so. Just like the defeat of all the Ancients and their binding in a prison of their own selves that lies on the edge of infinity beyond the world.

And perhaps one day, your deeds will be the Mythic Paratext of another Graphic Novel.
 
Aleph Setting Homebrew - The Thunderslate Mountains
So I was thinking about the game I run for @Shyft, Sunlit Sands, and specifically the Coxati territories in the Firepeaks immediately west of Gem that I, uh, swear I'll get around to writing up one of these decades, and due to Reasons involving some backroom tracking of what strategic actions Xandia was working on I wound up thinking "hey, so, the western side of the Firepeaks that's between the Coxati territories and the Silent Crescent/Shaipres - what's going on there and why is it apparently causing my girl Xandia so many headaches?

I posed this question to @EarthScorpion, who promptly looked at the map and was like "well if you will pay attention to the local geography, dear Aleph, that's pretty much where damn near every thunderstorm in the Anarchy is going to get funnelled into, which means that side of the mountain range is probably going to be a punishingly steep and treacherous godforsaken warzone of murderous rivers, avalanches, shifting terrain and probably local Earth and Water elementals trying to fucking kill each other".

To which I replied "... that sounds pretty metal actually, wanna storyboard some ideas with me?"

And then this happened.




A War of Elements

The Thunderslate Mountains

Storm-Wracked Slopes and Spires

Between the squabbling valleys of the mountainous Coxati nations and the vast, thick jungles of the Silent Crescent stretch the southern ranges of the Firepeaks, titanic mountains born of the volcanic blood that flows through Creation's fiery heart. This far south, their ice-capped peaks near scrape the vault of heaven; snow falls always on their highest summits despite the sweltering heat below, and a man must climb and climb and climb for miles to even reach the lowest of the perilous trails that cross them.

Such a man would need to be brave indeed, for the western slopes of the Firepeaks are a shifting, storm-wracked landscape caught in constant turmoil. These are the Thunderslate Mountains, and they host an elemental war that has been raging for an Age. Gods have little say over their cousins in this region, many of them usurped, enslaved or simply ignored. Still, Heaven does not intervene. The surging elemental energies of the Thunderslates form a valuable bulwark against Chaos, and many wyldstorms break against the clashing vital energies of Creation, sparing areas further from the edge of the world.

So intense are the dragon lines in the Thunderslates - so fierce the storms and rivers, so tall the mountains with their molten hearts, so thick and tangled the forested slopes - that jade deposits can be found from the top of frozen peaks to the foot of the jungle slopes. Blue, black, white, green and red - all five colours form from snarled dragon lines and pooling energy in the Thunderslates, and for lack of ability to mine in the tumultuous conditions, most remains in the nodes it forms in until erosion uncovers them. When they're found, some are crudely worked into weapons or traded to the Coxati or to Shaipres by the slatefolk. More often, discovered nodes are seized by the elemental courts, to become artefacts wielded against each other. But even jade deposits close to the surface often go for months or years without being exposed, and the majority lie buried and undiscovered; a bounty to build an empire upon should anyone find a way to claim them.

The inhabitants of this mountainous battleground think little of the lowlands they look out over, but the products of their fighting flow downstream to enrich great Shaipres and the Silent Crescent. In turn, the heights are viewed with fear and trepidation by those below who hear the distant sounds of violence echo down on nights when the wind blows from the peaks. Few would dare the ascent to trespass on a bitter conflict that has raged for centuries with no sign of ever stopping.

Still...



The War of Earth and Water

To try to describe the Thunderslate Mountains in fixed or stable terms would be pointless. The geography is ever-shifting, not through the mutability of the Wyld but from the sheer assault of the elements duelling over it. Amidst the chaos of this war-torn landscape are soaring basalt cliffs and vast granite batholiths, fragile pumice slopes and deep quartz-studded chasms. Caves and caverns run deep through the mountains, some of them breaking into ancient lava tubes long since cut off from magma - and others merely awaiting an eruption to be filled again.

Above ground, water rakes the landscape without remorse. Rivers spill down from snow-capped peaks and cut troughs and valleys through stony bluffs. Fast-flowing streams slice their way down steep slopes and grind through volcanic sills; waterfalls leap from arresting heights and plummet down to gouge fathomless plunge pools where they land. Every river at this altitude is a killer; some are freezing things fed by meltwater, others boil as they surface from coursing close to lava. The currents are swift and treacherous, the riverbeds rocky and unforgiving - it is easy to drown and impossible to sail. Even fording shallow streams can come with risks. Great lakes appear here and there; some are flooded valleys, others form on plateaus of flatter ground. None are stable forever. Some last a month, some a year, some a decade or a century - but eventually the land will shift, a dam will burst or a levee break, and millions of tonnes of water will go crashing downstream in a devastating flash flood. When a lake disappears overnight or a landslide blocks a valley mouth and starts to flood it, the natives have learned not to linger. Kick the ground, spit in the water and move on to find somewhere new. It's the only way to survive.

There are a few exceptions to the impermanence of the map; rare points of consistent order that stand out among the chaos. The great strongholds of the elemental courts are too well-fortified to change, but between them, scattered irregularly along the thousand-mile expanse of the Thunderslates, are the last remnants of an ancient past. Built of white stone that muck and mire slide off like glass, twenty one ancient cities remain in varying degrees of ruin, enormous fortress-structures that jut out of the landscape like pillars. They alone are immune to the wrath of the elements; earthquakes and landslides fail to shift them, raging rivers find no purchase to erode their bases. Volcanic eruptions part against their bulk and the old magics lingering in their walls earth the power of stampeding sky-spirits. Though their skeletons have stood the test of time, little remains of what these relics of a bygone age once held; their rooms and halls are often more cave than building. Still, some natives have made homes of them, and they are the only permanent settlements in a fickle and capricious region - a safety afforded to few and viciously fought over.

Few who live there know it, but a fortune flows from the Thunderslates. Every year, thousands of tonnes of rock and silt are swept downriver, piling up against dams until they break or breach. This rich bounty of volcanic soil, along with fragments of jade, precious metals and gems that trepanners and river-dredgers vie fiercely for, is ferried along countless rivers into the trackless depths of the Silent Crescent. Much flows into Shaipres and feeds abundant crop yields along the Shai. So high are the mountains and so furious the battering of rain and storm that the mineral wealth carried along by the water seems limitless. The bodies of slain elementals dissolving into the rivers to be ferried downstream as essence only adds to nature's bounty. The water carried off the peaks isn't the end of the wealth to be found in the Thunderslates, either. Gems glimmer in the depths of volcanic rock, and it's known that trepanners on the lower slopes will sometimes find diamonds or other jewels washed downstream after the flooding of a chasm or the collapse of a dam. Far more remain in the chasms and caves - though most would say that to mine them in an environment at war with itself is a fool's errand.

The geography of the Thunderslate Mountains is a battlefield. The armies are the elemental courts, and in emulation of the landscape, Earth and Water have long been at war on these slopes. The Earth courts rule the buried caverns and rocky strongholds, solid garrisons that are rarely breached. They sally out from their impregnable fortresses when their foes are weak and fall back to them when pressed; stoic soldiers with impeccable discipline under the conservative rule of their king. They dam rivers and drain lakes, drag streams underground and stifle springs. Had they their way, no water would flow down their slopes unchecked or unchanneled. The courts of Water wax and wane across the year; strongest in Air and Water when the ice caps on the peaks are at their thickest and the rivers swell with snowmelt. In these months they rule the landscape, conquering and claiming territory and washing away all opposition. Earth and Wood bring hotter weather and force them back, retreating to the widest rivers, the highest waterfalls and the icy palaces they hold atop dormant peaks.

The Ancient Lord

Ancient and sullen, Lord Kaliodhunga remembers when these slopes were but a gentle rise, where many great and beautiful cities sat beside the bountiful rivers. Back in those days he swore an oath etched into his very bones to care for this land, and he holds to it even knowing in his moments of black depression that the land is long gone. He is a junior censor in the South, but everyone he reports to knows that the divine courts are scattered and this is a nesting ground of elementals. He holds his title because no one wants to risk his ire in trying to usurp him - and no one wants responsibility for this fractured land.

An arch-conservative, the dragon brings his crushing might to bear both on the upstarts of the water elementals who despoil the land and on any god or demon who thinks to rule here. He is fortified in this by his brood; hulking pink salt markhors born to smite evil and the Dead, stone eagles whose feathers are as sharp as the flecks of stone cast up by lightning, and the throne lizards born from the immutable old cities. He does not want to admit that the ranks of his forces are long-depleted by water's attrition, and he has driven young and ambitious elementals away who now lurk on the edges of his domain, building up their cults - especially among the warriors of Kulharid of the many axes.

He holds firm to his oaths, and thus there are secret rites and ways that the inhabitants of this land may call on him or his servants. He holds this practice with barely veiled disdain, for the cave-dwelling wretches and city-squatting fools are nothing like the brilliant humans he once loved, but he answers their pleas and holds to the exact letter of the old ways. To do otherwise would be to abandon that which he loved, and he will never do it.

Lord Kaliodhunga can take the form of any creature that walks, crawls or slithers upon the Thunderslate Mountains, though he can mimic only their shape. Whether in a borrowed skin or his native form, a hulking rough-featured dragon with eight goat-like horns, his colour is always a dull grey that sparkles like greywracke from the right angle. His shaggy mane is a shocking contrast to that, a bright pale pink like that of rocksalt.

Princess Of The Rain

Centuries ago, in the early days of the Scarlet Realm, Sabrang Rivercarver was born a simple raindancer; a sweet-faced little sylph who danced under the rainbows thrown by sunlight shining through spray, as ephemeral and beautiful as the colours seen through the mist. Alone of her kin, she did not die as monsoon season ended, but found her way by chance to the base of the great Dashi Falls, where a great river cascades three thousand feet down onto rock and fills the lower valley with mist. Here she danced the year round under eternal rainbows, waiting for the wet season to come again.

It did, just as expected. But this time, the rains never stopped. It rained and rained and rained without end, and Sabrang Raindancer grew strong. The rain hammered the mountains, cut rivers and valleys through rock, and as lesser raindancers were born - and all manner of water elementals along with them - she took charge and set them to order as they dominated the land. Her power is no longer the rain alone, it is the water cycle from rain to river and everything between.

Sabrang Rivercutter, as she is nowadays known, is sweet-faced still, but with an empress's haughty arrogance. She mimics the styles of the nobility of Shaipres, but her upstart nature makes itself clear in her modifications to their formal garb and her aristocratic speech cannot disguise her obstinate, disrespectful nature. Her hair is long and wreathed in rainbows, tied at its end with a fallen comet that she uses as a meteor hammer, while her nails are twice as long as her fingers, thin torrents of water that can cut through stone. When she wishes, she can stand high enough that her head brushes the clouds and crowns her in rainbows, her nails long enough to carve whole new valleys out of the mountain slopes. More often, she stands tall and arrogant on heels of ice, her blue eyes looking down imperiously at her court of elementals and demanding domination of the Thunderslates without regard for collateral or compromise.

Her favourites among her court are the lesser raindancers who form her honour guard, their hair tied high by rainbow ribbons, their claws shorter but no less sharp than their princess's. She remembers her origins fondly, and sometimes misses the simpler days of dancing for the colours shining through the mist. Should a human who shone like the sun visit her court, they would find her friendly and welcoming, delighted by a living light to cast rainbows through her spray.

At least, that is, until they tried to leave.​



An Annual Stampede

Once a year, the rains come. It sounds innocuous. It isn't.

The storms that whip the mountains never really stop, but monsoon season on the Thunderslates is the time of year everyone dreads. The seasonal winds drive rainclouds up from the ocean and onto the coast, where they pile up into miles-high thunderheads that sweep over the Silent Crescent and crash against the impassable wall of the mountains. Crushed by the winds against stone bulwarks, the water is wrung from them like a twisted rag and poured down in torrents on the slopes below. Landslides and avalanches careen down steep slopes, crushing everything in their path. Lakes and caverns flood, canyons drain as dams are breached. Rivers break their banks and run wild, their courses sometimes changing by hundreds of miles. Lightning walks blinding fingers across the mountainsides and gale-force winds seek to flatten anything standing upright.

The herders of these cataclysmic storms are the monsoon elephants, and the Thunderslates are their mating grounds. Few of these rampaging elementals of air die pulling their clouds up to the mountains, driven all the way by the strong winds off the Southwestern sea, and so they arrive in great herds at the western Firepeaks with thunderous trumpeting and rumbling tread. The females are bad enough, tasking themselves with trampling every drop of moisture from their clouds, heedless of how it washes away the land below. The bulls are a far more pressing threat as they compete in sky-rending clashes for the right to mate, or seek trophies to woo females to their side. Even a fortress of thick stone walls and earthen bulwarks that can stand against the warring earth and water courts can do little against a billowing pachyderm whose tusks are lightning and whose footsteps shed downpours falling on it from above in the grip of musth, certain there is something of value within.

Monsoon season is the only time of year the war between Earth and Water stops. Sometimes the two unite to fight a holding action against the tyranny of the visiting Air elementals, more often they exist in an uneasy truce as each defends their own territory. Mortals shelter where they can and flee where they can't as rampaging bulls slash the land with lightning or set off landslides under the impact of their crashing bulk. In the aftermath, the elephants and their lesser attendants retreat to the mountaintops to rest and bathe in the snow before starting the long drifting journey back to the sea, leaving a scarred and sundered landscape behind them.

Some don't. Young bulls who lose the mating battles often turn their attention to mortals as a compensation prize, and more than one tribe of elephant-headed thunderfolk live on the Thunderslate slopes. These descendants of the devastating annual stampedes are widely loathed by the victims of their elemental kin, but even the watered-down blood of a monsoon elephant is mighty, and thunderfolk are no easy prey for revenge. Sometimes these affairs last through the generations, and the annual visit for some elephants is as much to visit their descendants as to herd the clouds and mate. A bull that tarries too long with their mortal family should beware though, for if they miss the winds that buoy them back over the ocean, they will be stranded through the year. This can be a death sentence for the elemental as the lack of warm, humid air through the colder months withers them away. Only prayer from a devoted cult can save them from a slow doom - and so do many tribes of thunderfolk acquire new patrons.



Life On The Edge

Despite the endless elemental war, humans survive in the Thunderslates. It is not a place of industry or settled agriculture; no farm, field or forge is sturdy enough to survive a landscape constantly being washed away. Literacy is scarce to non-existent, and extensive oral traditions keep the histories and pass down knowledge from generation to generation. Slatefolk are a hardy people by necessity; survival here balances on the edge of a knife, and every group has found different ways to keep themselves safe and avoid being washed away. Some join in the battle of the elementals, siding with Earth or Water and fighting fiercely against their chosen side's foes. Most concentrate on their own survival and leave the spirits to fight out their wars among themselves.

While there are few universal traits in the scattered bands and settlements spread out across more than a thousand kilometres of mountainside, some consistencies hold true. Slatefolk can be broadly divided into two categories; uplanders live on the high slopes towards the mountain peaks, subjected to freezing temperatures, fierce winds and tumultuous weather. Canyonfolk spend their lives on the lower slopes closer to Shaipres and the Silent Crescent, caught in the thick of a changing landscape full of treacherous rivers and chasms. Relationships between the two broad groups depend wholly on the subculture. Some groups have forged relatively strong links of trade and cooperation between the upper and lower altitudes; others hold dismissive or hostile attitudes towards their neighbours, while yet more know next to nothing of their peers' existence.

Subcultures within the two altitudes of the Thunderslates can vary dramatically in their way of life and the methods they have adopted to survive their hostile environment. Some examples follow, but many more exist alongside and around them:

Uplanders

  • The puna tribes are kin to the westernmost Coxati states; nomadic llama-herders who migrate across the high-altitude puna grasslands that lie just below the permafrost. No small presence of elemental blood runs through their veins, and they bury the bones of their livestock in the meadows to earn the favour of the travelling Wood elemental courts who hold the soil together and keep the grass growing quickly. Coxati mountain lords sometimes hire them as disreputable mercenaries, though only ever with distaste and at arm's length - while the Coxati belief that the puna tribes are made up of criminals and outcasts who fled the more settled valleys is an uncharitable stereotype, their periodic raiding of valleyfolk during harsh seasons does little to help mend fences between the two peoples.
  • Deep within the mountains, the covenant clans hold to pacts with the Earth courts - some ancient contracts that date back to a lost Age, some negotiated by brave or desperate heroes. Few are wholly confined to the caves; rather they use the earth spirits' protection as a safe refuge from which to venture out in search of resources. Those with more recent pacts still have the look of normal men, but the older clans have become cavefolk who have adapted to their subterranean homes with pale skin and weak eyesight, shunning the day and emerging at night to hunt or gather. While their pacts grant them safety, they come with complex bans that the clans must hold to or be expelled from the sanctuary of the caverns, and cavefolk societies are universally deeply conservative as a result.
  • The vulturekin are beastmen who inhabit the very highest peaks, far above the permafrost and the monsoon clouds that batter the slopes each year. Swaddled in thick furs to keep their light-boned bodies and characteristic bald heads warm, these condorfolk and vulturekin survive by scavenging the mountains for the offpicks of large prey and occasionally trading with the nearer Coxati valleys. They avoid conflict they are ill-suited for, taking to the air whenever predators or groundfolk draw near. Their extensive knowledge of the high peak winds and the sheer altitude they live at allow them to navigate the tumultuous weather of the Thunderslates relatively safely, but knowledge grants little protection from hostile sky-spirits, and they festoon themselves with carved bone charms to slip under the notice of such beings and deflect their ire.

Canyonfolk

  • Yeddim are native to the lower slopes of the Thunderslates, and the yeddimrya spend their lives herding the great beasts, living on their backs in elaborate howdahs and migrating with the weather. Fording even the swiftest rivers is no challenge to their steeds' sheer size and bulk, but they are not invincible - when monsoon season comes and the storms arrive, the yeddimrya head down into the lowlands on the eastern edge of Shaipres and sell their services there, pulling riverboats, aiding with the late-Fire harvests and doing other such menial tasks. Some would prefer to stay in safer climes year-round, but yeddim do not breed in captivity, so the herders must always return to the Thunderslates to capture and train new calves. Others are too proud to endure being looked down on as ignorant savages fit only for brute labour, and would rather die than relinquish their ancestral homeland - wild and perilous though it may be.
  • Lakemen can be found in varied groups throughout the lower slopes, a mixed subculture of water shrewmen and bearfolk who live in and around the great lakes and flooded canyons of the lower Thunderslates, spear-fishing and trapping for meat and furs. They exist in uneasy tension with the Water courts they live alongside and have lower levels of elemental blood than might be expected, preferring appeasement through prayer and skirting under notice to the dangers of courting the fickle tempers of the water spirits. Though resourceful, their lifestyle is completely dependent on the lakes they occupy, and it is not uncommon for a dam to breach or a canyon to drain as the war rages. When such catastrophes strike, all the lakemen can do is kick the ground, spit in the rushing waters and move on to rebuild their lives elsewhere.
  • Not all caverns are held by the earth courts, and in those that suffer annual floods, the cavedwellers are the only true farmers in the Thunderslates. Their caves are carefully chosen - damp and moist with underground streams running through them, but not prone to flooding completely. There they tend huge mushroom colonies with the quiet Wood courts, living above them where the floodwaters don't reach. Their self-sufficiency means they need never see the sun, and over the years they have become troglobitic; pallid and often blind, with sensitive antennae to navigate their pitch-black caves. Others have come to resemble the fungi they harvest, almost as much mushroom as man. They are among the most secretive subcultures of the mountains, and few above their quiet, dark homes even know of their slow and sedate existence.

Strongholds

All twenty one of the great ruined cities that dot the Thunderslates are used by humans, but the commonalities stop there. Three are held by the thunderfolk, who through long effort have subverted or destroyed the wards that keep sky-spirits at bay. These storm cities - two in the uplands, one among the canyons - welcome the monsoon elephants each year, and have great shrines to their glory built atop them. Their gods are long dead, and their defences remain impregnable to the earth and water courts - and those human tribes who would wish harm to the thunderbringers' kin.

Whether through barren surroundings that offer little to hunt or forage, ruined interiors choked with too much rubble to dig out or in one case lingering spell effects from the cataclysmic wars of past Ages, eight of the great cities are not suitable for long-term inhabitation. They serve instead as bunkers that the surrounding peoples take shelter in during monsoon season, and sacred neutral ground upon which no blood may be shed or rivalries pursued. Only one of the eight has seen these peace treaties broken, and the tribes that still shelter there do so uneasily, knowing that it is cursed and brings bad luck to those who step within its walls.

The remaining ten cities are all permanently settled, and from their high walls their inhabitants rule as lords of their local areas, each favoured by a surviving city-god whose powers are bolstered by prayer. Though they are spread across both altitudes of the Thunderslates, the city lords are neither uplander nor canyonfolk in culture. The ancient overgrown city gardens give them access to a constant food supply, but they have lost the ways of agriculture and are yet to fully reinvent them, letting the gardens grow wild and finding ways to eat everything they forage from them. They supplement this diet with hunting and by raiding the surrounding tribes for resources. If this often leads to their neighbours dying out, it is no matter - new targets will be driven into proximity soon enough.
  • No fewer than three grandsons of the venerable monsoon elephant matriarch Billowing Nimbus have taken lovers among the Three Thunders clan, and with the strength of their sires' blood the elephant-headed thunderfolk seized one of the upland great cities forty years ago in a violent coup. Now the Three Thunder Temple boasts a great stone statue of Billowing Nimbus atop its highest tower and welcomes the herds each storm season with grand celebrations and mighty sacrifices - which they collect through raiding and pillaging throughout the rest of the year. Divisions between the three cousin-lines are starting to appear, though, and with their matriarch absent for most of the year and unable to quell their bickering, the Three Thunders may fall to infighting before their ancestor-spirits' next visit .
  • A cataclysmic battle raged through the ruin now named Fellwrack in a bygone Age, and the echoes still linger. A cursed miasma pervades the citadel, and those who breathe it dream of war and festering wounds, acid mist and burning bones. Those who die within the walls rise as nightmare-wracked hungry ghosts. Many take shelter within the wards during monsoon season, preferring ill dreams to devastating storms, but even these brave souls spend their weeks of refuse counting the days until they can leave, and throw the bodies of their dead over the walls before they rise. Strangely, infants born within Fellwrack's walls are prone to developing uncanny powers over minds and dreams. Some with more avarice than sense might try to exploit such eerie blessings for ambitious ends.
  • The towering structure called Highcavern stands on the steep slopes that lie just above the misty, humid expanse of the Silent Crescent. The inner bailey is flooded, and shelf mushrooms cover the white stone walls; fungal beds have overtaken the old gardens and clouds of spores drift out to settle on trees and rock faces for miles around. A colony of cavedwellers owns this place; the only group of their kind to live above-ground in the entire mountain range. They farm and cultivate the mushrooms, spreading them further and further from the subterranean cavern that breached into the citadel's cellars fifteen years ago. Each year, the monsoon storms scour the land around Highcavern of the fungi that spread outward from it - and each year, they grow back faster.
  • Rising above the dark waters of a deep mountain lake are the Midnight Towers, all that remains of a once-great city. Ruled by the undying sorcerer Yuvan Song, the ancient mechanisms of the city provide a measure of food and comfort - but only a little. Those who live down in the cold, dank depths of the city barely above the waterline must live on a pittance and what they can catch from the lake, but those who serve their master well live in moderate comfort in the middle layers and at the top the sorcerer and his favoured functionaries and confidents dwell. The way to advance through the levels are to excel in the exams and tests the master puts his people through, which are arbitrary and reward loyalty above all, but most in the city play along - seeking the dream of comfort or dwelling with their lord forever, their souls bound to one of his black steel automata. Yet some flee this place, dwelling on the lakeshore around, and others still plot against him, seeking the rumoured cursed blade that will be the undoing of his immortality.



Caught In The Middle

Earth and Water wage war over the Thunderslates, and each year the Air spirits bring catastrophe and ruin. Between the clashing sides are caught the remainder, and the courts of Wood and Fire take diametrically different stances on their cousins' endless conflict.

The Wood courts choose neutrality. They have no great champion like Lord Kaliodhunga or Sabrang Rivercutter, and while they are far from cowardly, they avoid the wars and battles of their kin. As the tree bends to the storm without breaking, so do the Wood courts adapt themselves to the changing fortunes of their environment. They coax the forests to regrow after the monsoon lightning and howling winds shatter trunks and uproot trees. They coax grass and scrub to reclaim drained valleys and cultivate water flowers and wetland plants in newly-flooded regions. The warring courts tolerate this, for the roots of the Thunderslate flora hold the soil together and stop it from washing away altogether, a clearing of the board that neither court wishes. As the least invested in the war, the Wood courts are to a certain kind of slatefolk the most desirable spirit-allies to form pacts with - to say nothing of their ability to help keep hungry mouths fed.

The highest slopes below the snowline are cool, wet puna grass and shrublands; open plains of high-altitude grasses that hide herbs, lichens, mosses and ferns, with sedges and rushes around the rivers, lakes and streams. These areas boast a rich organic soil, and the Wood spirits of the region are generally subterranean, focusing on the deep roots of the relatively low-lying vegetation. Llama and alpaca make their homes here, along with wild foxes and cats, mountain lions and the occasional bear. Below the puna are the cloud and river yungas, a transitional band of diverse forests that range from broadleaf and evergreen alpine woodlands to ecosystems of tree ferns, orchids and mosses that grow in dense year-round mists. The yungas boast enormous biodiversity in both their fauna and their elementals, with every breed from orchid-lures to stick people represented and many sub-species of beast that only exist in narrow altitude bands or a few specific valleys.

Where the Thunderslates begin to blend into the upper reaches of Shaipres and the Silent Crescent, the rupa highland rainforests take over. Here the tropical climate is sweltering and humid, the rain ever-present and the space beneath the dense foliage full of mist and steam. Hot springs are common at this altitude, many of them dangerously near boiling, and the mountainside is divided into long, narrow valleys. Jaguar hunt chattering monkeys and lowing tapir through the canopy and on the jungle floor, and Wood spirits copy their forms to tend the thick vines, dense jungle trees and innumerable tropical flowers. Powerful things grow in the rupa; herbs, flowers and mosses that hold potent medicines and lethal poisons. The slatefolk who live among them know how to find and harvest them - but they do not share their knowledge lightly, or for free.

The courts of Fire, by contrast, have long taken on themselves the role of mediating the war and brokering peace. They cannot stop the fighting entirely, but wherever possible they arrange truces, arbitrate prisoner exchanges and even intercede directly to end particularly destructive battles by force. They attempt to rally the local courts against the rampaging sky-spirits each monsoon season, and while their attempts to stand between the two rival factions make them sometimes-enemies of both sides, their strength and honour earns them widespread (if grudging) respect.

The Fire courts' ancient territories are the high calderas and volcanic mountaintops, where smoke rises from the dormant Firepeaks and lava lakes can be found here and there at high altitude. It is an ancient insult to the spirits of ice and snow that they are kept from many of the glittering frozen palaces above the permafrost by the strength of the fire elementals that dwell nearby, unwilling to risk conflict with flame duck flocks, lava worms or the nests of larval ash grubs they keep dormant. Water, earth and fire can combine to create explosive eruptions that threaten all life in their path; mortal and spirit alike are prey to the superheated buzzing swarms that ride the burning clouds when the wasp grubs moult and release a lahars or a pyroclastic surge. The Fire courts' self-appointed duty is to quell the violence of the mountain hearts and prevent the pressure within from ever building to the point of such destruction - but to stop eruptions entirely would be to guarantee them in the long term, and so they carefully vent internal gases and allow the occasional rumbling effusive lava flow.

At lower altitudes, fire spirits are most often found around geothermal activity, where they serve a less essential role in securing the safety of the region and a more political one in mediating between their earth and water cousins. Many Fire-aspected demesnes among the canyons are neutral ground where truces are held between the spirits, overseen by oni that hold to their oaths of honour and discipline. Not all of their kin have sworn fealty to the Fire courts, though, and some are disreputable thugs, indolent drunks or passionate revellers who carouse around hot springs or geysers and raid nearby settlements to sate their prodigious appetites for meat and alcohol. It is not unknown for slatefolk to find sharp-fanged, grinning red-skinned women or muscular ash-horned men relaxing in brightly coloured pools too hot for a mortal to touch without the flesh sloughing from their hand. If their gourds and bellies are full, they may even make wagers with mortals who stumble across them. Gamblers should beware of playing too well, however - should an oni lose, the odds between waving the mortal off with their winnings or devouring them often come down to how hot their temper runs.

Bright Wings On The Summit

High in the southern Thunderslates, on an uninhabited peak that looms head and shoulders above even its mighty neighbours, a quiet fire burns. Ancient beyond reckoning, the pillar of flame stretches three miles into the sky and burns so furiously that none save those born of fire themselves dare approach it. Huge swarms of flame butterflies circle it in lazy orbits, and need fires spit from its incandescent heart; a pocket of green phlogiston that howls with the rage of the original Great Garda.

This is the home of the garda bird Arsino, whom other gardas shun. It is an unnatural being; the result of a forced merging between two garda birds who did not wish it. The being responsible was named Kalathais, an ancient Dragon King deep within the Silent Crescent who wished to study the immortality, fusion and division of the garda birds in hopes of creating more of its own kind. Arsino's first years were spent in the living stone cells of Manath Kule, subject to intensive experimentation and study from its inhuman captor.

Some might have gone mad, or been traumatised beyond recovery. But Arsino hatched a blank slate, with feathers of Dragon King gold among its flaming feathers, and instead came to mimic its creator's clinical obsessions and take up its own strange studies. When it left Manuth Kule as the Shogunate began its slow decline, it did so armed with the arts of sorcery, and when it settled in the Thunderslates it was to pursue ambitious occult ends. Around the quiet fire called Sunset Spear lie hundreds of broken eggshells - eggs of basalt and obsidian, of ruby and red jade, of gold and steel and a hundred more materials beside. Rather than unity and combination back to the original Great Garda, Arsino seeks instead to bear young through division, hatching a new generation of garda birds that take after itself in nature. It has not yet succeeded, but its efforts have created other unique and powerful fire elementals that it counts as its foremost servants. The warring of the other courts disturbs the delicate balance of energies in its volcano-nests, and so from time to time it descends to rally the Fire courts to mediate between them - yet the tumultuous conflict also keeps Heaven's eyes turned away from the region, and so it never interferes decisively enough to end the war for good.

In manner, Arsino is cryptic and rarely seen, not given to explaining itself and concerned largely with its experiments and the brooding of new eggs. Twice it has appeared in its phoenix form to intervene in battles between Sabrang and Kaliodhunga, but only once has it spread its wings against the monsoon elephants, a century ago when the storms raged so violently as to reach even the lofty peak of Sunset Spear. If it had its way, the Thunderslates would stay turbulent enough to deter the gaze of outsiders yet stable enough for its nest. Any force that perturbs the balance of the region too far will draw it out - and yet a canny and powerful sorcerer might find a patron or ally in its obsessive quest to reproduce.​
 
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Mothematics homebrew - Sidereal Charm - Bloody Table Games
Posting just the one of my homebrew 3e Sidereal Charms just because it's my favorite and I think people will find it useful for plugging a gap.

Bloody Table Games
Cost: 4m; Mins: Any Battles Ability 2, Essence 1
Type: Supplemental
Keywords: Divination, Mute
Duration: Instant
Prerequisite Charms: None
The Sidereal controls the outcome of all conflicts she participates in.
This Charm enhances a roll with any Ability to play or cheat in a game or competition that involves gambling, wagering, or a prize. The Storyteller describes how the other party will react depending on the outcome in advance, then the Sidereal's player decides whether or not to try to win. If she tries to win, she adds (Battles Ability/2, round up) non-Charm dice on her roll. If she throws the game, instead she makes a dramatic edit (Sidereals, p. 157) that describes how her failure brings advantage in another way, such as her opponent becoming distracted, a relevant character appearing to offer her charity, or the like. Her opponent can never tell that she threw the game deliberately.
 
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Mothematics homebrew - PAoC Magical Material Charms
Got bored a while ago, wrote Charms for Prismatic Arrangement of Creation style based around adamant and soulsteel. There's no real reason you can't use these as alternative prerequisites for Four Magical Materials Form, although I guess at that point it's more like Six Magical Materials Form. Anyway:

Enervating Soulsteel Grasp
Cost: 4m, 2i; Mins: Martial Arts 1, Essence 3
Type: Reflexive
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: None
The martial artist's touch imparts the hellish cold of deathless soulsteel, draining vital Essence from her opponent.
The martial artist can use this Charm when rolling for control of a grapple, inflicting a −(Lore or Occult) penalty on his roll. Success drains motes from her enemy equal to her control roll 10s, once per round, which she doesn't gain. He can't lose more than (her Essence x 2, maximum 10) motes this way. If he runs out of motes, he instead loses one point of Willpower for every three motes he would have lost.

Flawless Adamant Defense
Cost: 4m; Mins: Martial Arts 1, Essence 3
Type: Reflexive
Keywords: Uniform
Duration: Until next turn
Prerequisite Charms: None
Glimmering crystalline Essence forms a latticed barrier between the martial artist's limbs and her opponent, protecting her with adamant's perfection.
This Charm enhances a full defense action, waiving its Initiative cost. The stylist ignores surprise attack penalties and onslaught penalties, and reverses all onslaught penalties an attack would inflict back onto her attacker after successfully defending.
 
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