eeeeeyyyyy

yeah so about that "one paragraph" thing

#3

The Ringed City


No man can reach the height of Red Mane Peak, save for the fan-maidens; ever since the Copper-Blood Dragon was slain by the god of the mountain as it tore out his throat, the peak has been shrouded in eternal flames in which grow twisted, giant copper-ferns. In Spring the fires gutter low and the ferns release their metallic spores; then an order of sacred young women venture with their enchanted fans, blowing the flames to embers and collecting the precious bounty. On this bed of firedust the Ringed City has built its power: its great forges produce steel near-equal to that of the neighboring carrion-kingdoms which still harvest the Shogunate's ruins, and as their resources draw low the Ringed City becomes ascendent.

But the Ring-Heir is not content with waiting for his nation to reach true dominance when he is an old man with ash-grey hair; having acquired the personal loyalty of the fan-maidens he forged a path to the mountaintop in the dead of Summer, and there took up the sword of the dead mountain-god. When he came back, his father had no choice but to abdicate in his favor. Now the Ring-Prince will never have ash-grey hair; his head is crowned with flame and his eyes are two garnets. He has set tubes of brass adorned with battle-frescos all around the river-mouth, which can spit gouts of fire that turn any ship to cinder, and the toll he asks of the other cities for safe passage has been called the Brat's Gouging. Sailors and merchants shave their heads in protest, but the Ring-Prince care little; and though his fire-seers warn that the flames of the peaks are beginning to bleed down to the pasture fields, he does not mind. This is an opportunity for him to grant more power and prestige to his fan-maidens, on whom the city depends more and more, and who each year look a little less like shrine-tenders and more like warrior-women.
 
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#4

Narhundi, a forgotten paradise


The ancients do not let their minds wander from the task, least the shadow tempt their children into leaving the heaven they made for them

Among the 100 kingdoms there is one that resides on Nine tall hills, from which great steeles of bone and gold rise up. Narhundi it is called, and it is a balm for weary travellers because the hills are flowing with wine and sunlight after the traveller moved through the ring of woods which surround all of them. For no road leads through the forest and it is of a peculiar darkness, for those that rest at night within the woods can see the Calendar of Setesh in the air hanging low in the air.

The inhabitants of Narhundi are simple pastoralist whose towns are inviting for the travellers and they are eager to buy from those that visit them, but they do ban foreigner from visiting the steles which are taller then 3 men and spread over the hills, for it is said that only the presence of them prevents the shadow of the woods from cropping up the hills, and that to abandon ones home is foolish , for many a traveller that left the hills did not reach the other side of the woods, and so it is that each stele belongs to family of old which cares for it with a number of peculiar rites.

For in the woods there lie those generations of the Narhundi that have gone by, there bodies laid down to rest and to feed the woods, as they stand guardian over there descendants for the bounty of the land is such that oaths of blood and sunlight bind them both living and dead to it, and as long as the woods prospers so also do the hills , and should the hills be left abandoned then the woods would reclaim them , and as long as the steles stand so shall the ancestors be bound to this place. But not all is well here, for with times passing the ancestors have found themselves beseeched not from the lands of sunlight, but instead by those wishing to barter passage from the sunless world.

And while the villages are a welcome rest to a weary traveller, beware you who come with ill intent, for it is said that once you settle there you cannot leave, and that those that bring a army shall meet creatures of thorn and bone that wander the forest. And many a person has wandered in trying to steal from those good shepherds' folk with there great cats that guide the sheep, for the lake that is giving them water also contains nuggets of gold and silver, which are only adornment for the shepherds and not of a true value for them.
The true treasure of the locals are there ancestros , for is it not family that loves you that is most worthwhile? Even if your Great-Great-Great-Great-Grandmother wants to set you up with someone else then you would like to.
 
#5

Ain Ijaz

Ain Ijaz was great, once. A First age city of wealth and splendor, and then a shogunate one of note. But the plague and the raksha ended the city. Saw its inhabitants flee or die, saw its buildings left to rot, saw it abandoned in its entire. It was forgotten for a time, and only began to be resettled when the horrors that saw it abandoned were forgotten.

Much of the city is a shadowland now, but wide swathes remain safe but inhospitable. Dilapidated structures limit farmland and are unsafe to inhabit, most of the salvage isn't valuable, and lost construction techniques mean that it is difficult to assess what is safe and what is not. However, life thrives regardless. Small towns and villages subsist on fishing and hunting throughout the suburbs of Ain Ijaz, and three kingdoms call it home.
 
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#6

The Songha Regnate of Shathiyang

In the old Regnate of Shathiyang, nomads from the steppe ride freely in the wide streets of sprawling Ghashaba-Soghe. Although they laid not a single brick, the chief Kavii of the Sogha Horde rules like a king here and the temples burn with the sacred fires of his goddess, Thafatha. They came here in older times, from the western steppes on flight from the Seventh Legion and made war upon the kingdoms in the hills and among the ancient forts. All of the Regnate of Shathiyang fell to them and the splendour and wealth and hundred princesses and princes with sacred ichor in their veins became playthings of the Sogha Horde. They turned the vast bureaucracy to their purpose, threatening first, before learning to command like kings. They learned to tend the earth and to feast lavishly.

The Regnate was always multicultural, but with the Sogha, it has become truly cosmopolitan as the threat of retribution from the Sogha keeps a vast internal peace and has opened the roads to all. They say a merchant can walk from one end of the empire to the other without fear of assault, bearing a sheet of gold on his head. The cities have become a patchwork of many cultures as traders travel from thousand corners of the world to trade. Greatest of all is the construction of Great chief Kavii's latest project: the Road of Ten Thousand Gods, by which all the gods of the Regnate and all who come there to trade shall have a statue to represent them by the side of the central road in Ghashaba-Soghe. All the way to the palace, will the road go, where a statue of fiery Thafatha will signal eternity for the Regnate of Shathiyang. The Sogha look beyond Shathiyang's borders now, for while they are rich in gold and precious red jade, the countless revolts that they suppressed most brutally, lowered the previously vast population significantly, and Kavii always needs more workers for his projects. When will the Regnate extend too far for its own good?
 
#7

The Topaz Plains

Long ago, the lord of the Topaz Plains saw his kingdom languishing in a ten-year drought, where wells ran dry and the rivers became muddy trenches. The king ventured from his palace, past his starving people, and into the Agate Woods, searching for the goddess who kept the forest bountiful despite the miserable heat. When he found the Lady of Dark Earth, he prostrated himself before her and begged for her blessings upon the land, where men, women, and children dared not weep for losing another drop of precious water.

She informed him that there was a curse placed upon the blood of the royal family, that their blood brought the sun and repelled the rain. So long as he and his family lived, they would not escape this fate. He and his kin would either doom themselves or doom their people. But the goddess offered him a bargain. As the Lady of Dark Earth, she was a being of life who could only truly touch the dead. And the king's begging had reached her heart. After each king or queen had passed their crown to the next generation, she would take their remaining lives. While they would no longer live, as their kin and people would, their un-life would be used to stymie the curse, and they would keep the Lady of Dark Earth company.

With this blessing, towering mushroom stalks grew from the barren earth, fueled by death to give life, granting shade and rain to the wide, flat plains. The people keep toadstools to adorn their homes, and some who work the earth find that friendly fungi weave themselves into skin and hair, a badge of honor to those who keep the kingdom fed and rich.
 
#8

Avtostokhvovat

To the furthest north of the Hundred Kingdoms, past hills and steppe, rest harsh lands of sprawling forests climbing mountains that thrust toward the sky. The sway of civilization is weak here, with huts of wood and thatch rather than the looming stone walls of southern nations. Within this frigid climate live the Avtostokhvovat, and they are stirring from long slumber.

Offshoots of the Avtyavovat, these tribal people rejected the teachings of the Immaculate faith and instead keep to the old ways. Throughout the forests roam the Urlesh, great spirits in the shape of bears, towering beasts whose shoulders brush the treetops. The Avtostokhvovat worship these mighty beings and offer them their dead as sacrifice, and in exchange are given the gift of their blood.

This gruesome contract has profound consequences for the Avtostokhvovat, granting vigor and strength to those who partake of the Urlesh's vitality. Those most blessed even find themselves able to assume a semblance of their aspect, taking the form of monstrous bears at will. It is said these holy warriors can live for centuries empowered with the fortitude of their wild patrons.

A troubling prospect for their southern neighbors, for in recent years the Urlesh have been driven mad with rage. Shamans claim a great sin has been committed against the spirits, but cannot glean its cause. Whipped into the same fury as their gods they have pressed for a holy war to be waged against the Avtyavovat, their flesh offered up as tribute to appease the Urlesh.

Something Queen Misha Vasilisa has been reluctant to endorse, for she fears such an endeavor will lead to the ultimate destruction of her people. The authority she wields is tenuous, however, and any chief can challenge her claim to the throne with sufficient backing from their peers. Twice now she has been denounced, and twice she has held her position through ritual combat. But it may only be a matter of time before an ambitious warlord overcomes Misha Vasilisa, or she finally acquiesces to the growing demands of her subjects to unleash bloodshed upon the warm lands of the south.
 
#9

Dragon's Repose
Long ago the world died, choking on plague and wyld-fire. A few islands remained in the sea of death, protected by mighty champions and desperate measures and, most of all, sheer fortune. It is a pattern that has been retold through the history of Creation; look here, near the centre of the Scavenger Lands, and see it unfold yet again. See the open plains, the gently rolling hills, the calm rivers. There are no barriers here, nothing to stop the booted tramp of soldier's march. For centuries have settlers been attracted to its fertile fields, only to despair as their lands yet again became the battleground for the wars of their neighbours. Until Twilight Blooming arrived. Twilight Blooming was a Wood Elemental touring the world in search of enlightenment, but when he passed through this place he saw the plight of those eking out a living here, and something in him broke for them. For a year and a day he meditated within a burned-out barn, reaching into his bleeding heart, and on the morn he emerged, his wrath a grand and terrible blossom. For three days and three nights he smote the roving warbands from the countryside with lashes of brambles and snakes, and at last he summoned the people of that place to him and made a deal with them, before settling down to sleep.

He sleeps still, two centuries later and more, his great back the largest hill in the region as it gently rises and falls throughout the day. Grateful locals have (carefully, quietly) built their cottages around him, for none now dare make the clamour of war in earshot of Dragon's Repose - and Twilight Blooming can hear very far. It is a very quiet town, but a merry one, and prosperous in its way. Merchants travel far to make deals where they fear being double-crossed, and there is an opulent chamber constructed between the slack, open jaws of the sleeping dragon, where ambassadors from neighbouring polities come to show their devotion to the treaties they mean to sign. It is said that the very first time that a false oath was sworn in that chamber, Twilight Blooming closed his great mouth in his dream and swallowed all within - or perhaps that is simply a parable told by the Whispering Priests. But of late, things are stirring. A woman by the name of Taerlin dared to shave cuttings from the great dragon to sell as reagents, and she has only grown bolder since then. Now they call her Taerlin Dragon-Pick, after the war pick she had fashioned from a piece of one of Twilight Blooming's claws, a terrible weapon with which she struck down Avlantris Barrow-Friend, who dared to bring a warband of mute fighting monks within sight of the great dragon in a stealth raid. Taerlin dares far more - she has proclaimed (by means of written notice) her intent to build a new cottage for herself upon Twilight Blooming's very back. Some call her Taerlin Dragon-Picked, for surely Twilight Blooming would not suffer her knives and jars and ambition unless he favoured her. Still others call (quietly) for her exile - no good, they grumble, can come from meddling in the affairs of dragons.
 
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#10
Grand Duchy of Karinya
The Duchy of Karinya has stood strong for generations, and just within living memory, completely achieved control of the Karinyan heartlands - and this may prove to be its downfall. Deforestation coupled with massive purchasing power has transformed the wooded hills and fields of the heartland into sparse, green-deficient brushland, which has led to a deficiency of Wood Essence. Things wilt when they grow; mostly they do not grow at all. To maintain her grip over the noble and mercantile classes, the Duchess of Karinya, with the religious legitimacy of the Patriarch, has declared expansion over the border river into the southwestern Gashghan steppes a matter of religious importance, and it is only a matter of time before tensions explode. Karinya swells sickly and gorges, and all the Hundred Kingdoms may soon feel the ill effects.
 
#11
Slaagertin
The terrible men of lost ages were so wealthy that they threw away good gold and keen metal to rot in the ground. In Slaagertin they delve into one of these waste dumps, digging an open cast mine that scars the Mesver valley. The children are sick here, and heavy metals leach into the groundwater, poisoning the fields downstream - ah, but in Slaagertin one might grow rich if one finds a nugget of precious metals or some metal that never loses its edge. The forests of the slopes around it have been stripped bare to fuel the forges and smelters of this ramshackle town. Big Man Ox rules this place, a position won by force and kept by force, and he has found something. Something made of silver that never tarnishes, something that whispers to him in his dreams and leaps to his hand when his rivals threaten him. It tells him to dig deeper. That its siblings down in the pit wait to see the sun again.

#12
Fa Seutu
In Fa Seutu, they barely recall that they were once the capital of Velen, one of the two districts which made up what is now the Hundred Kingdoms. The stones of former glory were overturned when Velen burned in drought, and the waters of the Yellow River is how the former lords fled. Now Fa Seutu is a place of warehouses and quays. The Nexan Guild holds this city, and to it flows rice and wheat and rye from the many kingdoms, to be shipped downriver. The walls are high and thick, to protect the investments of the factors, and the harbour is full of warships that have no time for the taxes and tariffs of petty princes. The talent is king here, and neither man nor god will stand in the way of the flow of grains. Only - some do. Among the endless indentured workers and warehouse slaves, they whisper that the Velenese royal family had a daughter, and her bloodline waits in hidden places. That they will return, and free the slaves and let them feast upon the food they manhandle into ships. The factor in charge of Fa Seutu, Three Ox, has no time for such rumours, and those who speak them lose their tongues.

#13
Liu Be
Located next to the Yellow River, Liu Be was renamed by the current prince after himself when he conquered it ten years ago. Like many mercenaries, he found his aching, aging bones could no longer face mornings on the road - but rather than set up a teahouse or a restaurant, he had enough ill-gotten plunder for one last conquest. His war buddies have taken the best land, and engage in 'tariff-taking' which is distinct from piracy only in that they fly his flag. The locals endure as they must - largely rice-growers who live in stilted houses in the alluvial plain. It is a happy retirement for old Liu Be. Or at least it would be, if only he could get a good night's sleep. His crimes haunt him, and more pertinently his victims haunt him too. The walls of Liu Be Tower ooze blood at the new moon, and howls of monstrous spectres are heard in the land. Two of his old friends were torn apart by a terrible beast. He looks now for exorcists or spirit-talkers who can free him from this haunting, preferably by destroying the ghosts without costing very much.
 
#14
The Crown's Wisdom


It was a library. It was a gallery. It was a museum. It was a temple. It was all these things and more, built by Dragons on the top of the Grass-Crested Crown, it is said (but then, why were its brick walls covered in gold until the palace seemed cast out of a single titanic ingot?). The city that was built around the Crown's Wisdom was only meant to sustain its glory and feed the record-keepers of the ages' beauties, and it has always been small, most of the land dedicated to crops and pasture. Though the people's numbers have dwindled, to this day a Dragon sits on its throne of bound tomes in an unbroken bloodline. But the weight of the lore contained within far outweighed the books themselves, and the soul of the palace has begun to sink into the ground. Now in the deepest basements ink runs endlessly from forgotten volumes, pooling into rivers that seep up into the earth. The golden walls of the palace are burnished and stained with black rivulets, the wells on which the town and palace depend give a water too thick and dark, the fields of wheat and barley give crops as plentiful as ever, only the color of ash.

None who dwell in the Crown's Wisdom have died in the last hundred years, though their skin is dry and taut, their flesh withered away, their bones unbreaking, their eyes unblinking. They wrap themselves in flowing robes and thick headscarfs when they trade with the neighboring people, and their language has grown strangely archaic, full of words and accents found only in old books. Though wise ones from the Scavenger Lands still come every year to court to purchase ancient art and precious volumes, they leave now with haunted eyes; and when they come back they are often accompanied by aspiring spirit-binders, who pay a great price to depart with one of the wise ink-beasts which sit at the foot of the Parchment-Queen. The Queen is not dead, all who have seen her agree; she is Exalted still, though she has not stood from her throne in fifty years, not slept in ten, not spoken aloud since last Calibration. Her will is no less felt, for it is at her bidding that cloth-swaddled librarians with their dark, liquid familiars wander all the Hundred Kingdoms in search of more books to add to her collection.


#15
The Laughing-Men


There was nothing, and then there was them. They came from far to the north to these wooded hills riding horses taller than had been seen before. They came and found the overgrown stones of a Dragon's outpost which was now haunted with ill-spirits. They came and they saw and they slew the ill-spirits with salted swords, laughing all the while, and then they wrote songs about their victory. They carved the earth around the hills and diverted the rivers to fill them, made keeps on the hills and walled villages below, and where had been ghosts were now a dozen fortified villages. They laughed all the time that they worked. The gods of hill and forest came to ask for tribute and extend their blessings, and they laughed in the gods' faces and cut down their forests and grew fields in their stead, and carved roads into the hills which they marked with white stone cairns.

The Laughing-Men respect no god but their own, carried from far north in wagon-shrines and now bound each one to a castle. The forests must die; they will make good barley-fields. The hills must die; they hold precious iron untouched since the days of the curse. The old kingdoms must die; their songs have grown dull with age. The Laughing-Men have no great blessings, no sword of legend, no Exalted ones; all they have is food and iron and songs to write. Their youth rides reckless into battle to claim the wealth of the old kingdoms, and no matter how many die, more grow out of the barley-fields, and to strike back is to face the conquest of castles as plentiful as pebbles on the road. And when their cities are painted with the cinder of their burned fields, the old kingdoms must come to Jehanne, La Belle Dame Sans Mercy, who rules all the keeps. They must kneel and plead to buy her endless bounty of oats, barley, turnips and common beans, even though it is her own pitiless hand which starved them. Jehanne has hair like snow and eyes like steel, and her smile is as constant as it is mirthless. She has never taken husband or wife, and there is only one thing she desires more than songs and treasure: the secret to bear a child without sharing her bed, before her vassals' hunger turns to her heirless throne.


#16
Those Who Dwell


Oh but to see the glory of Thousand Azure Springs, the city that had mastered the river, whose gleaming towers stood amidst a web of glittering canals! But the lore which kept the city standing was lost, and its great underground streams broke to the surface, and where was once a city is now a lake, pierced with slender, hollow rocks. Men of smooth skin left the city, but its ancient servants, long trod underfoot, claimed it for themselves. The Twin Reflections are two cities joined by the surface of the water. In the spires above dwell the condor-folk, whose wings allow them to survey vast distance and collect all kinds of precious knowledge, but whose brittle bones cannot stand war. In the chambers below lurk the pike-folk, whose mastery of the waterways give them unparalleled freedom to roam the Hundred Kingdoms but whose sunken dwellings allow for neither fire nor forge. By ancient compact the pikes dig black jade out of the riverbed, with which the condors craft weapons at the top of their smoke-shrouded spires. The pikes wield such weapons in defense of the city, and the condors grow fruits and beans from the vines choking their towers to feed all.

Of late the two cities have been torn; the pike-folk resent that they must fight while the condors safely produce. In their digging, they have found old and strange gods, gods made by mortal hand, bound to sunken chambers of copper and glass. Where they had a council of elders, the pike-folk have now anointed a Prince: the Blackmaw has replaced each of its hundred dagger-teeth with jade needles, and his skull and spine where sliced open to fuse a god-trapped-in-wire to his flesh in a casing of jade. It whispers now in his ear and gives him divine blessings; with his people's knowledge of the riverways the Blackmaw has begun a campaign of rampant piracy that is meant to lead to much more. The vulture-folk are seized with dread, for without the ancient contracts they have no guarantee of safety against those below. Their scouts roam far and wide, hoping to strike a new compact with an elemental prince, willing to pay with weapons of jade.


#17
The Swan Lake


There once was a young prince out hunting, who saw a flock of swans and followed them to the lakeshore; he watched as the beautiful birds took off their feathered skins and walked as beautiful maidens to swim in the waters. Cunning and foolish, he stole one of the skins; and the swan princess, unable to reclaim her wings, had to find him and swear anything he would want. He took her for wife, and brought her back to his father's castle.

The day that followed, twelve great swans swooped into his bedroom, cast off their skins, and twelve maidens stabbed him with dagger and sword, spitting curses known only in the tongues of bird, then made a bloodbath of his court. With the father's dying gasp, the swan-wife was swan-queen. To fill her bloodstained court she named as her retinue women with tails and hollow backs who can lift a calf in each arm, and men who turn into wild beasts at night. Her kingdom she called Respite for its iron law: any who bore wound from the laws that govern or fail to govern love, lust and wedlock in other places may find shelter in her court.

The kingdom that had been Respite had been built in the ruins of a land scarred forever by the Fae. It had little wealth, no great treasures, no precious lore, no peerless craftsmanship, and few people. All it had were fertile lands whose crops fed on Wyld-touched waters, unbroken contracts with the spirits of the land, and a lake whose depths were a shard of what-is-beyond. Now what it has is fifty years of the Swan-Queen's rule: Tamlin of White Feathers, Tamlin Ever-Young, Tamlin the Sorceress in Moonlit Robes, Tamlin and her Twelve Witch-Sisters. For two generations she has watched over mortals and lake-born intermingling, but now she keeps in her court a young prince whose eyes are haunted with the scar of a crime that masked itself as love, and the spurned lord of a neighboring kingdom promises war if she does not give up the boy. Though his armies are three times hers in numbers and her court begs her to bend her iron law, she never will. She is a swan, and her spite is boundless.
 
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#18
Alhuata

On Lake Tnextic's far western shore is the bustling city-state of Alhuata, a gray and somber city that faces the cold lake barren. On the windswept barren hill that overlooks them both squats the ruling monastery-fortress of The Blood-Thinning Waters, home of the militant theocratic Council of Cold Wind that holds territory west into the mountains and south down the coast. Alhuata and its fortifications have remained independent for living memory and beyond, due to fortunate strategic positioning, a robust theomilitary tradition, and naval power, resisting bigger, predatory states seeking a launching point for eastward conquest, and trade confederation coercion from around the lake. But the new High Mother of the Council of Cold Wind is bringing in radical doctrinal reforms, espousing a pacifism and seeking to dismantle the military readiness of Alhuata. And its neighbors are watching this keenly.

#19
Hong Tu Confederation

The Hong Tu Confederation is pinned, harrowed, and primed to explode on the banks of the Yellow River. The league of seven city states has seen great difficulty in vital river trade due to an increase of piracy upriver, and Vaneha's encroachment to the west. Hong Tu is starved - and the Seven Princes start to turn on each other, increasingly nativist in sentiment and skeptical of the union. Most Honorable Xie Fa finds his elected position of leadership contest on all sides - and rumor has it that ambitious Prince Du Hua of Great Rapids City, the most powerful military commander of the Hong Tu Confederation, has made overtures of alliance to Vaneha to the south in anticipation of invasion.
 
#20

The Tidal Chasm


The Tidal Chasm rests at the edge of the sea, at the end of a long and winding river. The kingdom is broken in two by a massive canyon, the basin filled with river and rain water at low tide. During the dry seasons, the chasm floor remains pure and a popular fishing spot for the unlucky freshwater fish that have been deposited here. Living on communities along the walls of the canyon are the Puffin-Folk, a people of diminutive frame and incredible penchant for high-diving. They mine the walls of the chasm for limestone. Their kingdom features several large, covered bridges that crisscross the canyon. Streets wind up and down the sides, each open to the cliff face, featuring rows of rounded, colorful pod shaped homes. Large 'gutters' are carved into the cliff face above each street, keeping the puffin's homes dry while giving the impression of several waterfalls feeding the basin from every side.

When the rainy seasons come, the basin fills to the point where it overflows, and with high tide comes the ocean waters, and the Selkies. The traveling seal-folk with their ring-dappled hides and fanciful coats bring goods from all along the coastline. The saltwater kills many of the fish in question, but the traders are more than happy to exchange fish for the rare minerals found in the chasm walls.

Ambem, King of the Cliffs, has noticed the river's flow has begun to die down. Unbeknownst to him, far up the path of the river, beyond the borders of his kingdom, a dam has been constructed. Without the steady supply of water and fish from up river, the Tidal Chasm faces a serious hunger crisis.
 
#21
Autumn Bastion

Autumn Bastion is an ancient thing; a skeletal tower of jade-reinforced steel spearing up a hundred stories into the heavens, rising over the rolling green plains and half-hidden rivers. The razor sharp, industrial angles of Shogunate infrastructure now wreathed in the roots and boughs of pale-barked, red-sapped trees. A vertical forest, yeddim-thick trunks twining their way up the massive mast like so much ivy. Mantling the naked spars in crimson, perpetually orange and yellow leaves. Once the goddess Serpentine Messenger to the Masses held sway here and this place was a beacon. A crucial node in the Shogunate prayer-wire network. Yet she was murdered by Labyrinthine nightmares during the Contagion and now the redoubt is overseen by her son, First Fangs of the Dying Days, hatched whole from her wooden guts. Autumn Bastion is one of the region's pre-eminent hubs for airships, great and small, and winged beasts and, under First Fangs it has prospered. Yet the sickly god has survived largely under the protection of one imperial benefactor or another; a possession, a holding, a useful pet too precious to ever free yet too troublesome to directly rule. He craves the autonomy a true fighting force would bring and, in secret, drafts designs for a new breed of skyship. Yet Autumn Bastion's drydocks are supplied by those self-same lords, and the lack of an independent source of raw materials stymies him.

#22
Cartography

They sought the Host like you seek them, the lords of the Shogunate carefully wrapping those pieces of an fallen sky, a tyrant Heaven, in groaning pipes and humming cables; creaking jadesteel bulkheads and softly-ticking gauges. Cartography was one such installation, a laboratory complex surrounded by verdant farmland, fields of golden grain. Those fields are dead now, vast storms of grey dust sweeping across the wasteland that is Hollow Horizon, but the complex yet lives; the soil-drowned structures a mere fragment of what lays below. A maze of concrete passages and cavernous chambers that enclose volcanic slopes and sandy shores, steaming jungles and windswept deserts; countless fractured vistas sustained by Wyld emanations. The inhabitants here are saurian things, all hooked beaks and razored fangs, rippling muscle and rending talons. Half cloaked in emerald green feathers, armored in brass and black scale. They stalk the dust storms, raiding their neighbors and levying "tolls" on caravans that attempt the brutal, crucial crossing (the beasts of burden so graciously accepted, their guests's lives so generously returned). Yet, for all their seeming security, their elected leader, Ninth Sickle, is concerned. The ancestral mechanisms are slowly failing, their island of plenty contracting. He has found, delving in the unstable depths, a map to Shogunate-era sister sites and seeks to rally support for an expedition.

#23
Mimicry Hive

To the North a rain-soaked ruin of half-collapsed towers, steel and glass skyscrapers overgrown with black crawler and trees that bear orange, lantern-light fruit. It is called Mimicry Hive, home to the Banner Armies of the Worm. They were born in the image of long-eroded blast shadows, risen from the crawling insects that populated this place. From a distance you might mistake them as the militarized police of the late Shogunate. Draped in long, slick raincoats. Faces hidden behind a helm and respirator mask, optics glinting luminous through the fog. Look again: they are too long, too lanky, their movements a staccato stop-start. Look closer: their cloaks are wings, their swords a folded set of limbs fused with devoured metals, their masks are chitin segments and hide gleaming mandibles within. The Banner Armies nest in the dry sewers and tunnels dug by their vast, burrowing worms. Carving barracks and garrison posts into the rocky hide of the beasts. They are a mercenary people and expert crossbow-men, frequently hiring themselves out to deal with Underworld incursions. Necrophages of the first order, gleefully using the opportunity to feast on necrotic power and be paid for the pleasure. Feed-the-Shadows is their principle broker and negotiates contracts on behalf of the Hive. Outwardly composed, privately they fret: a seditious Captain has found and devoured a nightmare-thing, and they know not which.

#24
A Thousand Dragons Coiling

The Crusade swept across Creation and drowned the world in chaos-waters and when that deluge receded it left behind such wonders, such alien horrors; creatures from the primordial deep, gasping and twitching on the shores of reality. The Hydra was one of these beasts, a dream of a parasite twisted out of all proportion, a shuddering, fast-dying colony of eel-like things squirming, thrashing in mud and foaming currents. Pleading in that piping voice for salvation. What would drive men and women to strike a bargain with such a thing? What bleak desperation there at the end of the world, at the edge of everything? But from their union was born the Orchestra Ophidia. Symbiotic warriors, their bodies great symphonies of the flesh. Organic arsenals and living armories in a hundred glassy, glossy hues. Their city of A Thousand Dragons Coiling is a massive, brutalist thing, squatting on the banks of a great river; housed in the hollowed-out supercrete husk of a Shogunate research institute. The Hydra-hosts leveraging their hybridized seed stocks and weather-reading relics to maintain control over a sprawling confederation of beastmen, Wyld-mutants, and raskha-blooded refugees. Typhon's Dreaming leads the Orchestra; a scarred veteran who masks his fears with a wry, dry affect he hunts a thief from a Northern kingdom. A rogue who has stolen a potent old-world instrument at the behest of a foreign power.
 
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The Kingdoms of Ain Ijaz

#25
Barath's Hold


The Queen of Rivers rules from the town of Barath's Hold. An old ferry building she has built up into a formidable castle and harbor, and from which she rules a kingdom of fishermen and river-traders. She is known to many kingdoms along the river, both as a keeper of peace and securer of trade and as the wielder of one of the most fearsome inland navies available to any king. For her fleet is lead by a half-dozen shogunate galleys. Grand fishing boats and pleasure barges built to survive hippopotami and river dragons and angry elementals now converted into great ships of war. However, the Queen grows old and her children are fractious. Her eldest daughter, the apparent heir, is a violent thug hated by her siblings. Her youngest daughter, better disposed to rule, is disliked by her mother and fears an assassination attempt from her sister. Her other children are of varying dispositions, but all seem willing to fight for the throne should the eldest inherit.

#26
Medyah



Medyah is the greatest food exporter for thirty leagues in any direction. It is a small kingdom, little more than a block of old and haphazardly reinforced buildings, but boasts two great boons. The first is the Rising Garden, a great, first age greenhouse that has survived the ages intact. It is tended by the kingdom's farmers and thaumaturges and produces an impossibly bountiful crop of fruit and grain. None in Medyah go hungry, and the nature of the Rising Garden makes it nigh impossible to raid without a full-on sack of the kingdom. The second are the two great towers the King of Medyah has restored to functionality. They house most of the population of the kingdom, and open-air bazaars rest against their outer walls. Lesser buildings and richer residences are scattered around the block.

#27
The Order of Gracious Teeth


The Order of Gracious Teeth is no true kingdom, but a martial order. It is based out of the Closed Souk of Murad, a grand market that dates back to the First Age, and has since been turned into a fortress. It arose when the depredations of the undead from the shadowlands were at their worst, and the Rat-God of the sewers made a deal with the Gator-folk who were his subjects. He would arm them, teach them to fight and exorcise the undead, and in turn they would found an order dedicated to the protection of the people of the city. Be they gator, man, or even turtle. He lead them to a stash of ancient weaponry, shogunate trinkets forged from the runoff of artifact creation. Steel and shavings forged in the like of exotic weaponry from throughout creation. Now, weapons with no peer for mortal use. The Order has protected the people, fought back the shadowlands, and become a political force in its own right. The towns under its protection are skilled in the recycling of ancient materials. Smiths forge weapons, chefs cook forgotten meals, tinkerers repair ancient machinery and restore old works of art, archivists store weapons and armor recovered by its warriors on their travels Any who are worthy may join their ranks, and those truly worthy may win tutelage from the Rat-God himself, though there is a prejudice against men and turtle folk. However, the latest master of the order was killed in a duel with a monster from the shadowlands.

Which brings us to the fourth kingdom of Ain Ijaz.

#28
Ain Ijaz Shadowland


It is a faceless figure in soulsteel gunzosha armor. A dread presence even among the undead, a shadowy figure possessed of transmutative thaumaturgies and endless ambition. Ain Ijaz is its city. Everyone within are its rightful subjects. It commands ghost, zombie, and mutated horrors. Its servants stalk the night, kidnapping, murdering, and looting. Its spies infiltrate Medyah and Barath's Hold, waiting for the day they are ready to retake the city.

It is the Blade that Cannot Sleep, and it is almost ready to strike.
 
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#29
The Kingdom of Tsiyyah


The Ravha Batya is crowned with laurels, a symbol of her holy authority over all of Tsiyyah in east of the Hundred Kingdoms. In Tsiyyah, only one god is worshipped, for though they know the others, their pact with the god Utmost Holiness demands them to worship only He. His Chancery-Temple stands in the capital city of Khibatz adorned with riches. Not far from Khibatz stands ghastly Yareh, where no one lives and the clay is dark with soot. Along the walls baking in the sun, shadowy contours of people contort dreadfully; dark mirrors to the statues in the street of the last minutes of unforgotten Yareh. The people of Tsiyyah call it cursed and say its people broke the pact with Utmost Holiness. None should go here, yet the youth of Tsiyyah take turns to reach the innermost wall. Some might even return. The ghastly secrets of Yareh will remain in death with its people.

Khibatz is found by the coast and its gates are always open, for thousands of travelers travel to the city every day to make their sacrifices at the Chancery-Temple and to petition the Ravha to gift them a miracle. Ever since time pact with Utmost Holiness, the Ravha have been sorcerers, taught by their predecessor in the Temple after they are elected by council of the highest priests of Tsiyyah. This council also debates the interpretation of the pact with Utmost Holiness, for the law is necessary for Tsiyyah to remain prosperous. And now of all times, Tsiyyah stands at a precipice. The trade of Tsiyyah is threatened by privateers from the wealthy city-states of Zakhmana, Chlakha and Hoshteh across the Amana, fearful of rising Tsiyyah's power. To weaken its influence on the trade, they have taken to issuing unrestrained letters of marque. The weakness of Tsiyyahs navy leaves the Ravha with little hope but higher taxes to help the weakening economy which would put the land at risk of revolt. Yet, should the Ravha not take action, the land might collapse from attrition alone.

#30
Esghatashdan


The mountains and hills surround it and mark it, rising around the Middle Kingdom of Esghatashdan like the bones of a rotting carcass. They are not the only bones in Esghatashdan, for many times has the land been invaded, and every time the invaders died like flies in the hills and twisting mountain passages. The entire land is a graveyard of the Hundred Kingdoms, for it is here the dreams of kings go to die. The inhabitants says that a great beast died here once. Its bones became the hills and mountains. Its blood clotted and became rich metals that fill the earth. Veins became deposits of jade. The heartsblood became the river that feeds the fertile valley in the centre of the land and continues westwards down the mountains. Innumerable clans live here, ruled by the Madha dynasty, Dragon-Blooded who bear markings of the beast on their skin as scales like iron. Originally a single clan among others, they now count themselves among the greatest dynasties in the history of the land, their reign extending well into hundreds of years.

The wealth of the land made them rich and they build palaces with the marks of snakes and lizards. First among many dynasties, they took to maintaining a strong, standing army, which is paid from their coffers alone. Fearsome are the fiery Madha when they stand at the head of their army with its triple-lined formations. It is well that they are so fearsome, for the Maghai, the hereditary priesthood of Esghatashdan are instigating open revolt, insisting that rulers have failed the kingdom, as famine and drought tear at the populace while the Madha seem to shelter themselves in their palaces. In Esghatashdan, truth is worshipped as a concept and the ruler is marked highly by his closeness to the great beast. Thus it would seem most inopportune, perhaps even validating the Maghai, that the youngest scions of Madha seem almost human, the scales that mark their holy descent almost gone from their skin.

#31
The Grand Cloister of Fokhatha


To the Grand King of Avtyavovat came the Immaculates bearing golden gifts and words of wisdom. Their tests were passed with ease and a single monk defeated the five best men of his retinue with ease in combat. The Grand King was convinced of their strength and converted on the spot, making it his duty to turn his riverine empire in the northwesternmost edges of the Hundred Kingdoms into a Third Realm. The Avtyativennosti dynasty would replace the Scarlets and Avtyavovat would replace the Scarlet Realm, as the Realm once had the Old. His additions to the empire continued unabated for fifty years until he died and only weak heirs were left. The Grand Cloister of Fokhatha is a remnant of this time. Having long since separated from the empire, the cloister stands on the peak of mount Khora, the vast temple-complex spilling out over the peak, surrounded by walls and ramparts.

By the base, serfs toil in villages, sending food and new initiates to the mountaintop and the monks upon it. In return for fealty, the abbots of the monastery journey downwards and rule the villages as feudal lords. When the cloister is threatened, the monks and villagers go to war like an army; the monastic warrior-elite leading serfs into battle. Thus, the Grand Cloister has remained independent under the autocratic administration of Cloister Matriarch Alunya Zhenaitha IV. Elected by her abbots sixty summers ago, she is growing wizened of complexion. She would soon be laid to rest to join her brethren within the mountain, were it not for the encroaching threat of the remnants of Avtyavovat, in which the Grand King demands the submission of the monks of the Grand Cloister, lest he set their villages afire and let the monks starve to death in their monastery. The Grand King's position is tenuous and it is only a year ago since he brutally put down a republican uprising, yet the dream of the Third Realm of Avtyavovat remains powerful in his mind. Fokhatha will bow or Fokhatha will burn.

#32
The Ghashghan Otamanate


The rolling plains and steppe continue as far as the eyes can see in the lands of the Ghashghan Atamanate. Only loosely a state, the Ghashghan are a confederation of nomadic tribes who have wandered in the steppe to the southwest of the southeastern Grand Duchy of Krayinya as long as their histories remember. Generally regarded as an impassable borderland, the Ghashghans shield the Grand Duchy from invasion and in return, Krayinya does not pursue any aggression towards them. With their warlike, cryptic bull-deities of death and fertility, the Ghashgans practice forbidden rites which are one part religion and one part tribal organization. The Ghashgan Council of Hosts elects its leaders, the Ataman only in times of war and with similar rites, the Ataman steps down when war is over. This election is presided over by the cthtonic ghost-gods of their ancestors, which are tied to the land. With their blessing, the Atamanate becomes as centralized and strict as any kingdom in times of war and remains nomadic and free outside.

What makes a Ghashghan is unclear; for centuries the exiles and outcasts of the Grand Duchy have fled to their lands and become Ghasghans themselve. The Atamanate is troubled however, for over the river that separates them from the Grand Duchy, settlers from Krayinya have come and are steadily chopping trees and aggressively introducing technologies of agriculture which steadily lessen their lands. Destroy the settlers and risk the wrath of the Grand Duchy or give in and see their hunting grounds reduced step by step. As if that was not enough, in a recent conflict with another tribe, the chosen Ataman Iakhiev attracted the favour of Luna and returned with her brand on his brow. He refuses to step down as Ataman, insisting that the war is not over, despite surrender. Even worse, he believes the war must be increased to the Grand Duchy as well. The settlers must be expelled and the entire Duchy must bow to Ghashghans.

#33
The League of Edhega


Oh woe! Oh sorrow! What horror they must have felt, the Old Men of the Dead City! What horror as they drowned and their city sank into the marsh below, what terror as the filthy water rose. What fear as the Things Beneath swam around their bodies and nibbled at their legs, satisfied even as the great monuments to their honour sank. But that was long ago, and the people who came to Edhegha Isle in the middle of the Amana Sea did not find tragedy when they beheld the old monoliths. Where others found melancholy, they found industry. And what stories they tell! Stories of their old ancestors who must have lived here, about the Old Men. No skeletons are found in the marshy land, so they tell themselves that they are merely returning to a land which was once theirs. That the Old Men ruled, talked, lived as they do.

Many centuries ago, they came to the island, and how it has changed. Palace-castles rise on hills, cities rising about them like flowers slowly sprouting. A disunited league of vaguely related city-states, the kings of these give themselves all sorts of fanciful origins, calling themselves god-children and more, tying their ancestries to colourful genealogies to explain how their traits resemble those of this or that king of the Old Men. The League of Edhega, they call themselves. They use no money and instead of trading with other rulers, these kings send elaborate gifts to one another and to kings on the mainlands, expecting gifts in return. Their subjects send them grain and they, sometimes deftly and sometimes not, allocate how much households need and distribute it accordingly. Recently, the city-state of Mathla has acquired a fancy for fashion of the mainland and greatly imports their garments and art; an interest that swiftly spreads to the rest of the isle. But no whims can ward against that which once drowned Old Men: Edhega Isle is a shadowland and when the sun does not shine in the world above, the moon does so in the world below.
 
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#34
Chrysígi
Glory to Chrysígi, the golden land! Gaze upon its amber fields of grain and weep knowing that your hunger is sated by its magnanimity. Bow before the beauty of the Aristos, perfect and wondrous in both thought and deed thanks to the divine blood flowing through their veins. Tremble before its armies, and be thankful your humble lives are spared from the terrible burden of its attention.

Chrysígi rests to the eastern end of the Hundred Kingdoms, bordering the great inland sea. Comprised of a single walled city and several towns, most of its land is dedicated to the cultivation of grain and livestock. As such, the majority of its wealth comes from trade with other kingdoms across the sea. The Aristos, the ruling class of noble warriors and merchants, stand taller than any mortal and appear more like statues sculpted from marble than anything human. They claim the right to rule thanks to divine blood, and harshly impose their will on the Ypirétis serfs who make up most of the population. A far cry from their origins, as once they were servants to their godly parents before rising up and deposing them. Now their former patrons lie beneath the city in chains, withering away as their blood is taken to ensure the land's fertility.

A state of affairs king Lysander Konstantinos knows cannot long continue, for in time even gods may die if so long abused. Many have already perished, and those that remain can barely provide enough sustenance to ensure the continuation of the everlasting harvests. Even more, the bloodlines grow thin, with every generation being less potent than the last as base mortality overcomes divine origin. The Ypirétis, unaware the pantheon they worship has long been enslaved, mutter their rulers have lost the favor of the gods. Lysander Konstantinos has made entreaties to the faithful of other religions in the hopes of luring their gods to Chrysígi and stealing them away to ensure the rule of the Aristos remains eternal, which stokes the growing ire of the Ypirétis yet further.

#35
Qamjayadin

Nod your heads to those who pass, and open your hands to all in need. There is too much suffering in the world as it stands. No point, then, in adding to it. Give help where you can and leave the world a better place. That is the mantra of the Qamjayadin, a large community of pangolin beastfolk living beneath the hills at the center of the Hundred Kingdoms.

A diminutive people, the tallest come only to chest height on most humans. This is not helped by the natural slump of their shoulders, or how their clawed hands tend to rest upon each other as if overtaken with anxiety. They are a wide bunch, however, and with scales that can blunt most edged weapons even before they take up armor and shield. A practice they engage in surprisingly often, but not to conquer. The Qamjayadin have a strong desire to help the other kingdoms, believing the enrichment of all will lead to peace. So it is that several of their young join the Faylaq Mufid, a legion of warriors that are functionally mercenaries but tend to give humanitarian aid and, if they must, lend their swords in defense of the innocent. Alas, it seems their good nature might be their undoing. Ten years ago the Faylaq Mufid assisted in the defeat of a powerful necromancer, who cursed the hills of the Qamjayadin in retribution.

It began with the rotting of scales amongst the elderly, resulting in a painful death as disease ate away their flesh. Next were the miscarriages, with hundreds dying before they could even begin their lives. All this the Qamjayadin endured, but now plague engulfs them and strikes without care for young or old. Princess Basira ibnat Aman leads her people while her father, Aman ibn Ghalib, writhes in bed with fever. She has sent out calls for help to the neighboring kingdoms, but they have little in the way of answers on how to dispel this terrible calamity. The only hope seems to be the exodus, for her thaumaturges claim the curse is bound to their hills and if they left it would likely remain behind. Basira ibnat Aman is reluctant to make her people exiles, but with every day bringing fresh horrors she may soon find herself with little choice.
 
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#36
Auferschlange


Auferschlange is a long stretched out citystate residing atop a dam made during the first age, situated between two lakes one above one below it, and bridging a great gorge in the land The gleaming green material of the dam does remind one of steel if one is at a great distance but if one draws closer one can see that the stones are woven like great scales and interlinked with one another is if a great snake had been skinned to use its scales to build the dam.
And it is a great and impressive look that one has when the morning sun glitters on the green scales, where it not for the ugly black hole in the dam from which water trickles down into the lower lake.

For in the past those bygone King decided to dam the river, unleashing only a trickle of it below it to carefully feed a manse complex inside some sprawling first age ruins build into the dry grounds of the canyon that snakes through the land But then during the long years since it had been made someone had attacked the dam, and so the stored water long held back found its way down and buried the complex beneath it forming a second lake.

The modern history of Auferschlange began when a mercenary company led by a Wyld-blooded decided to take a rest on the dam, for it ,the hole bridged over by ropeworks and a makeshift bridge , was a easily defended position which enabled them to start raiding the countryside until the band grew fat and old, and found it more profitable to offer a safe haven for scavenger lords that wishes to explore the sunken first age ruins and the dam , for there is a secret to it, the scales from which it is build are healing themselves with time, and the fluids that they give off if one scrapes them away and which courses through the dam is giving one the ability, if properly distilled to see into the spirit world and to heal faster.
But now trouble has come, for the captain has grown old, and many a man wonders who shall come to replace him, while the towns prosperity is at stake as the amber fluid from the scales seems to run low as the scales grow above one another as if to bar the seekers of riches entrance into the warm deeps of the dam where the fluid is filling out ancients passages.
Clearly the recent quakes that made the damm shudder just require some bribes towards the local earth elementals..

#37
Teichtief

Teichtief is a city build on stilts, , first build up out of ramshackle boats towed above a lake, for the secrets of it where abhorrent to them. And so they build up, fleeing from attackers back onto it, and now stilts have replaced boats and in the months of summer the lake is giving them endless bounty's of fish and strange glowing bubbles that thaumaturges wish to buy. But as the season turns to Air it is a time of fear for them, for in those days they shut down contact with the outside world. Alas the protection of the lake has its price and from the deep caves that feed the lake creatures now dare to come up when the ice is cooling the water and the harsh glare of the sun that had banished them beneath the tomb that became a lake in the past.
Teichtief is ruled by a heredity council that is based on the family that made up the first boats and so the thaumaturges and other that came to profit from the glow, and the mercenaries that are defending it during the winter are always trying to argue for a presence among them there, with one of the leading merchant company now demanding a seat or they would leave the city during the winter, and return in spring to take the survivors in.
It is said that the deeps of the lake beneath Teichtief connect to a fabled underground realm, and sometimes strange artefacts are pushed ashore made out of bones crystals and black stone.
 
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#38 The Raider-Lords of Atensi

In the south-west of the Hundred Kingdoms, where the shadow of Thorns falls heaviest among the black-timbered woods and rocky foothills, some still give praise to Scarlet Empress. From the safety of their stubborn hill-forts, the clans of Atensi watch the world with eyes as sharp as their blades, for they are raider-lords, bandit kings grown mighty in this time of ruin. Once, the spoils of their raids went to Thorns, and then to the Realm. The tributes still go to Thorns, and few Atensi truly care what happens after that; to ride out across the borders and test oneself against one's neighbours, that is simply life, for what is life without a little excitement now and then? Of course, sometimes the neighbours think the Atensi play too rough, and when war calls the shamans open the hidden paths to the Glade of Champions, an ancient Lunar demense at the heart of the clans, wild and uncapped, filled with mutative power that the clan's champions compete for the chance to partake of. The latest victor is Salt Cat, who now stands seven feet tall and swollen with unnatural brawn, his patchwork scale-and-feathered skin proof against blades. But Salt Cat is an uneasy soul, who mislikes how little notice his people took of Thorns' death, and what it portends. Perhaps it is time for the Atensi to make some friends, if there are any to be had…

#39 The Deerfolk of Kemlain

Distant cousins to the Cervine Kalenders of the far North, the deerfolk of Kemlain have migrated eastwards over long centuries, but they still remember the mystic lessons learned at the hooves of their elkman cousins - although they are perhaps a little lax in keeping to the pacifistic code they were also taught, so long ago. A wandering beastfolk tribe is seldom a welcome sight to settled people, but the deerfolk are good runners and the Kemlain are frequently patronised by nobles and scholars desirous of the petty magics they practice, for it is said that every Kemlain down to the smallest child knows at least a scrap of thaumaturgy. The truth is rather less overblown, but still the tribe knows many things, and every Kemlain caravan has at least a small collection of scrolls and books. Sometimes literacy alone is enough to wow people, and more than a few Kemlain have made their way as scribes and chroniclers by recording wills and contracts in hamlets and small villages. Other times, they are forced to quickly move on, either by fearful residents, or... Over-eager patrons. Tapplesin is a victim of the latter; a young deerman apprenticed to the tribe's second enchanter, he was abducted by an ambitious Scavenger Lord who desires to conquer his neighbours with an army of bound demons. Tapplesin does not know the secrets of demon summoning, but he is running out of ways to stall for time, and he will soon have to try something desperate. Calling up something as simple-minded as a Blood Ape can't be too hard, can it?
 
Then things started happening. Big things. Ideas things. Flaming rows as we tried to reconcile the fucking cartography because 1e, 2e and 3e don't agree about Hundred Kingdoms stuff and we're trying to be edition agnostic aaaaaaaaaaaaaaa

Yeah, no, I'm not joking here. There were significant arguments about maps. Which were - largely - resolved, or at least a compromise position was found.
Is that what all the vague, random, landform related posts earlier in the week were about?

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This is what happens when a bunch of writers get annoyed at vast empty spaces on maps.
So how soon can we expect you to move on to Continental-US's-worth of s̢̛̩̼̯̝̞̕a̻̞̠̪̟̬̲̗n̛҉̪͕̟̫d̤̞͈̕͢ in the South? :V
 
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