Salted Sands (A Caves of Qud-Inspired Cultivation Quest)

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Greetings, far-walker, and welcome to the Salted Sands.

This is not a place for the faint of heart. Death looms before us all.

But, perhaps, you might make something of yourself?

Either way, live and drink.

(Heavily inspired by Caves of Qud)
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Character Sheet
  • The year is M3C1Y82 and you are Kell Nakesh of Surran, a small village of roughly a hundred-and-thirty people in the Oasis of Nareeve. At sixteen, you are the eldest son of Jarek Nakesh, a gunsmith, and Vaya as-Kattell, a seamstress. You have two younger siblings: Rattle Nakesh, your twelve-year-old brother, and Itta as-Kattell, your six-year-old sister.

    Coinpurse: $46

    Traits:
    Eyes of Salt; Never shall illusions trouble sight, nor shall sandstorms close one's eyes.
    Cost of Emotion; Your feelings are dampened; your emotions go unkindled.
    One of Powder; The Child grew up the offspring of a gunsmith and learned the art of firearms.
  • Like all the other youths of Surran, you have not yet awoken your cultivation. The reason for this is because of the Surranese Rebellion, as the Baron of Nareeve wished to punish the Surranese for their rebellious desires and did so by restricting their ability to cultivate.
  • Ashen Surran
    Surran is gone and your people with it. But all is not yet lost. You live, your siblings live, blood still pumps through your bodies. The end has not yet come, for your story has only just begun.

    Puzzles yet to solve:
    Who was responsible?
    How will you take vengeance?

    Achieving Ka
    The first step in taking vengeance is to unlock your ka. This is easier said than done. It took Karter eight or so years to unlock his ka. You don't have eight years, so you'll have to find a quicker way.

    Puzzles yet to solve:
    (Solved) What is the process of unlocking ka? Breathe the tides by inhaling the in-tide and exhaling the out-tide. This means you will take two complete breaths over the course of an entire twenty-four hours.
    Is it possible to unlock ka quicker? What is the cost if so?
  • Equipment works in manner similar to Qud, if slightly modified.

    You can wear something on your head, your face, your back, your body, your arms, and your legs. You have three weapon slots (one for each hand and one easily accessible, typically your ranged weapon.

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    Nareevian Youth Robes (1 Defense)
    -A colorful mix of green and red, the traditional robes of Nareevian youths are bound at the waist with a length of leather or cordage. A small satchel hangs from the hip, providing enough storage for most anything a child would need.
    Outrider Cuirass (3 Defense)
    -A piece of armor traditionally worn beneath one's robes, the cuirass is enough to protect against most light arms.
    Sturdy Boots (+3 to Movement)
    -These boots are quite sturdy, allowing one to walk further, for longer.
    Chrome Revolvers (+20 to Combat, will upgrade as you grow into them)
    -Chrome barrels gleam as a six-chambered cylinder spins with every cock of the hammer. A deadly pair of weapons, many lives have been lost from hands bearing these tools of death.
    Combat Knife (+8 to Combat)
    -A long, thick-bladed knife that's seen more combat than most people have years.

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    Items
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    Multitool (+10 to Crafting)
    -This multitool bears the symbol of Melka on it. It has no use in combat, but the many tools tucked away in its folds do provide plenty of help when crafting.
    Utility Knife (+2 to Combat)
    -With a blade as tiny as this knife has, it is good for little more than light daywork. Using it in combat is not recommended.
    Sunglasses
    -Provides no protection in combat, but allows Kell to use his salted eyes easier.
    Clottundium Injector
    -A needle filled with clottundium, a red dust-like substance. Using this injector provides the user with enhanced blood clotting as well as a minor regenerative effect.
    Armor-Piercing Rounds
    -This box of ammunition will allow one's firearm-based attacks to pierce through thick skin and armor plating. There are only enough rounds for a single combat encounter.
  • Unspent XP: 6
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    Combat
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    Gunplay (XX): +2d100 when using firearms.
    -Longarms (X): +10 when using longarms.
    -Handguns (X): +10 when using handguns.

    One-Handed (XX): +2d100 when using one-handed weapons

    Unarmed (XX): +2d100 when fighting with an empty hand

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    Non-Combat
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    Crafting (XX): +2d100 to crafting
    -Gunsmithing (XX): +20 when crafting firearms

    Social (XX): +2d100 to socializing
    -Negotiations (X): +10 when negotiating
    -Empathy (X): +10 when being empathetic

    Movement (XX): +2d100 to moving
    -Riding (X): +10 when riding
    -Sneaking (X): +10 when sneaking

    Perception (XX): +2d100 to perceiving
    -Scouting (X): +10 when scouting/spotting hidden enemies
    -Tracking (X): +10 when following tracks
    -Scavenging (X): +10 when scavenging
  • Reputation ranges from -999 to 999 and changes with your actions. The higher your reputation is with a group, the better they will treat you while the opposite is also true. Improving reputation with one group can lower it with another while lowering it with one can also improve it with another.

    If you have -300 or less reputation with a faction, they will attack you on sight. At -600 or less, they will put a bounty out on your head. At -900 or less, they will send kill teams after you.

    If you have 300 or more reputation with a faction, they will help you if they see you being attacked. At 600 or greater, they will respond favorably to requests of aid. At 900 or greater, they will give you special items and/or other boons.

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    City of Nash
    Baron of Nareeve: -200
    -Citizen of Nareeve (+300)
    -Son of Gunsmith (+100)
    -Cost of Emotion (-100)
    -Rebellious Surranese (-500)
    Nobility of Nash: 0 (Unknown)
    Merchants of Nash: 0 (Unknown)
    Lower Classes of Nash: 0 (Unknown)

    Nareeve Villages
    Surran: 300
    -Hometown (+300)
    -Son of Gunsmith (+100)
    -Cost of Emotion (-100)
    Norden: -300
    -Hometown's Rival (-200)
    -Cost of Emotion (-100)
    Kordel: -200
    -Cost of Emotion (-100)
    -Filthy Peasant (-100)
    Asketen: -100
    -Cost of Emotion (-100)
    Melka: 500
    -Mother's Village (+300)
    -Cost of Emotion (-100)
    -Clearing a Monsterhive (+200)
    -x2 Did a Job (+50)
 
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Teammates' Character Sheet Repository
  • Karter of Melka is a young man in his early twenties. Though he hides his face and covers his whole body in bandages, he is a man who enjoys any opportunity to test his skills in combat or otherwise. He is cousins with Kell Nakesh.

    Combat Dice in Optimal Conditions:
    10d100 + 130

    Traits:
    Shattered Eyes: Your eyes are shattered, providing you with the occasional peek behind the curtain.
    Sharp Mouth: Your teeth and tongue are sharper than most, providing you with great taunting ability, though you may find your words getting away from you.
    Bonded - Nero: You and your mount, Nero, have a very strong bond. Should one of you die, however, the other would struggle to live on without the dead.
    Extraordinary Potential: Your potential for ka is, by all estimations, a thing of legends.
    Lungs of Salt: Your lungs have been strengthened by the touch of the Sands, making each breath that much greater. Allows the user to use two techniques at once, three when fueled with ka.
    Cost of Judgement: You struggle to judge your limits, the strength of your foes, and the intentions of others.
    • Active Patterns: 4
      Ka Color: Blue - Blue ka is seen as naturally supportive.
      Ka Shape: Mist - Ka in the shape of mist lends itself to illusions and trickery.

      Known Techniques:
      Deep Breathing (XX): +2d100 ka dice when patterns allow
      -The most basic of all breathing techniques. Following a pattern of deep inhales and equally long exhales, this technique is the basis of many patterns and techniques.

      Flash Staccato (XX): +2d100 ka dice when patterns allow
      -A long inhale followed by a sharp series of stuttering exhales. Fast-attack and movement patterns are available with this technique.
    • Edge Infusion (+Combat)
      -Infuse the edge of a cutting weapon with ka.

      Fist Infusion (+Combat)
      -Infuse one's fists with ka.

      Grasp the Distant (Anti-Projectile, Escape Disabler)
      -Allows one to use their ka to grab objects at a distance, thus defending against ranged attacks. Some foes may be vulnerable to being restrained.

      ???
    • Mist Skip (+Movement, Escape Enabler, Damage Denier)
      -Disappear in a burst of mist to reappear a short distance away.

      ???

      ???

      ???

      ???

      ???
  • Totals:
    +60 to Combat
    4 Defense

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    Melkan Outrider Rifle (+25 to Combat)
    -Polished wood reflects the face of those about to die as an elegant barrel seems to drink of all light that touches it. A perfect weapon for laying ambushes in the mists of Melka, it is often found in the hands of outriders as they patrol the mists.
    Jewel-encrusted Saber (+35 to Combat)
    -A long-bladed saber with a guard encrusted with all myriad of jewels. This specific saber has the traces of Karter of Melka's ka all over it, signifying his preference for melee combat.
    Melkan Mask (+1 to Defense)
    -White-painted wood sits against the face without a visible seal. The sole break in the otherwise continuous surface are the two eye-slits carved into the wood.
    Outrider Cuirass (+3 to Defense)
    -A piece of armor traditionally worn beneath one's robes, the cuirass is enough to protect against most light arms.
  • Unspent XP: 4
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    Combat
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    Gunplay (XX): +2d100 when using firearms.
    -Longarms (XX): +20 when using longarms.

    One-Handed (XXX): +3d100 when using one-handed weapons.
    -Swordplay (XXX): +30 when using swords.
    --Sabers (XX): +20 when using sabers.

    Unarmed (X): +1d100 when fighting with an empty hand

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    Non-Combat
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    Social (X): +1d100 to socializing.
    -Hostile (X): +10 when socializing in a hostile manner.
    --Taunt (X): +10 when taunting.
    --Intimidation (X): +10 when intimidating.

    Movement (XX): +2d100 to moving.
    -Riding (XX): +20 when riding on a mount.

    Perception (XXX): +3d100 to perceiving.
    -Tracking (XX): +20 when following tracks.
    -Scouting (XX): +20 when scouting/spotting hidden enemies.
 
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Lore-Post Repository
This is a repository for lore-posts, maintained by @DeadmanwalkingXI

The Nature of Oases:
What's up guys, Singing Scribe Mathias of Maxel here for another awesome informational video! Make sure to hit like and SMASH that sub button for more epic content!

Anyways, this video's about the 'nature of oases'. So, get this, we all live in these bubbles of space called 'oases'. That's O-A-S-E-S, oases, not O-A-S-I-S, which is the singular. But whatever. So, oases are these bubbles of stability where the Sands can't do whatever it wants. The reason for this is because of the reverse polarity influx* which makes it so that we all don't turn to salt!**

So, oases keep us safe from the Sands, right? Well, get this, oases also are the method that Big Oasis uses to keep us down!***

If you want more information on how to keep your family safe from Big Oasis, be sure to subscribe to my mailing list! Only $19 a month!

See you in the next video!


*Transcriptivist's note: There is no such thing as a 'reverse polarity influx'. I have no idea where or how Singing Scribe Mathias of Maxel learned of that, but this is the only result when one searches the databases for that term. What makes new oases happen is currently unknown, but what is certain is that the Sands and oases are not as opposed as one might think, such as can be seen in the oasis of, ironically, Maxel.
**TN: This is the Hypermann Hypothesis, a thought exercise meant to illustrate the pointlessness of certain debates and was not meant as an actual scientific theory. See also: Last Tuesday-ism.
***TN: I... I don't even know what to say here. I've looked into the personnel archives for any record of this 'Mathias of Maxel' and, apparently, he passed the Level Exam, so I'm not really sure what he's doing here or how he's even running this vidcast in the first place. I've checked the outwaves and have actually caught his vidcasts, but the source is coming from the Head Scribe's bathroom, which simply cannot be true.

Technology:
The setting of Salted Sands is one of extreme disparity. Wealth, power, and population are all examples of this difference, but today we are speaking of the gap in technology.

Some oases are places of high technology, others are little more than pre-industrial societies. The reason for this is that electronics do not work in the Sands. Any electronic device must either be transported in specially treated containers or repaired upon arrival, which massively increases costs.

Robots and machines are standard in higher technology oases. Laser weapons are common and force fields are everywhere.

Currency of the Sands:
I-writer, Singing Scribe Malthaveus of Doomlock, write these words to inform you-reader of what the ank is.

As we-metaphorical all know, every oases has their-individual own forms of currency. They-currencies are minted in the oases and can have wildly fluctuating values beyond the borders of said oases.

The ank was invented to standardize and streamline trade. One ank is worth one day's worth of food and drink, no matter the oasis it-ank is being used in.

Anks are triangular and bear a hole through the center, through which they-anks are strung. Anks are made out of silver and come in several denominations, which are denoted by the material lining the coin. Silver-silver is one ank, silver-copper is ten anks, and silver-gold is one-hundred anks. Silver-copper and silver-gold are used primarily for banking purposes, as most exchanges are done with singular anks.

Anks can only be lawfully minted by cities possessing an Ank Charter as decided by the Consortium of Scales.

Archivist's Note: This article is written in the style of the Doomlockers, who struggle to parse pronouns, and may be somewhat difficult for non-Doomlockers to read.

The Shadow War:
Just as ka can be used to punch a hole clean through someone's skull, it can be used to make it so you never have to in the first place.

The War in the Shadows—or, as certain retirees call it, 'the great big knife-off'—is a war officially unofficially fought between just about every sketchy government agency, shadow assassin clan, and any other sneaky-stabby group under the sun.

Every notable individual worth their salt is going to have contacts in the shadows—though often those contacts are gained unwillingly. Some may even have their own game running on the sidelines.

Suffice to say, the Baron has eyes.

Three Accounts of Wartime Actions:
Account_1:
*Document_Source: Bureau of Federale Terrogation | Black District*
*Acquirement_Circumstances: Confidential*
*Background_Context: Second War for Cacital*


Transcript:
-The video opens on a dark room, the sole source of light illuminating a nervous-looking man sitting in a chair. His hair is shaven in a buzzcut and his eyes are dark and sunken. He's clearly been through a lot and been heavily traumatized as a result.

Interviewing Agent (IA): The time of recording is 7:10 AM. Mr. Jerovicz, would you mind confirming that for the recording?
Jerovicz: Y-You'll get my family out if I comply, right?
IA: Mr. Jerovicz, your family is already in safe hands. This is mere formality for the records.
J: R-right. [Redacted] is right, the time is 7:10 AM.
IA: Thank you, Mr. Jerovicz. *Deep breath* I know this is hard, but we at the Bureau require you to recount your experiences on December 9th. Would you please do so?
J: I... I guess, yeah. *Deep breath, a clearing of the throat* The Cacitalians were recently pushed from the region and our unit was acting as a, well, as a 'search and destroy' team. Our job was to hunt down any Cacitalian soldiers in the area, as those that weren't killed, captured, or fled had gone to ground and needed to be cleared out. My team was one of a handful of others doing likewise, but we were the only ones to have cultivator support.
IA: Mr. Jerovicz, do you know why this is the case? We at the Bureau know that, in the Concretite Army, cultivators are only grouped with other cultuivators. That Concretite cultivators were working alongside non-cultivators is a change in doctrine.
J: I'm not really sure. My commander would've known more, but, well... *Jerovicz falls silent for a while* I-I think that it was a punishment detail, like the cultivators had done something wrong and were assigned to us as a consequence.
IA: Please continue.
J: Well, *He swallows* it's a known fact that the Cacitalians like to spread their cultivators in with their normals, so we were happy to have our own on hand in case we ran into any of the, uh, the jerks.
IA: Let's move on to the ambush. According to our investigation, you were the only non-cultivator who survived, correct?
J: That, well, yeah, that's right. The cultivators told us that they were going to 'go on ahead' as an advance scout. It wasn't like we could've stopped them or anything, so we just had to shrug and bear it. 'Course, little did we know that they were using their weird magics to hide their presence as they followed behind. The ambush came at midday. We were patrolling through the jungle, weapons at the ready, when Jack and Miczs' heads exploded. I dropped to the ground as arrows came flying in and a ka-javelin took the commander through the chest. I dunno what happened after that, but the spear exploded the commander's body and froze the blood into shrapnel, which tore up the rest of the squad something fierce. A pair of cultivators emerged and said something in Cacitalese, but I dunno what. Sounded mocking, though. That's when our cultivators attacked, counter-ambushing and killed the Cacitalians with some of their weird magic. Happened too fast for me to tell exactly what. All I know is that our cultivators hung us out to dry, the bastards.
IA: Thank you for your time, Mr. Jerovicz.

*Video Ends*

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Account_2:
*Document_Source: Council of Secrets*
*Acquirement_Circumstances: Raid*
*Background_Context: The Fieldsprings War*


Additional Information: The video was pulled from a helmet camera recovered in the aftermath of Operation Boiling Pot's failure. According to analysts, it seems that the recorder was a cultivator assigned to a front-lines unit and was one of the few remaining Deeplanders at that point in the battle. All that was in extractable condition was the final moments of life.

Transcript:
Recorder (R): Fucking Springers! *He coughs, his blood mixing with the rest covering his body* Should've stayed home with mama...
Killer (K), from off-camera: Still alive, Sunken One? *Ka crackles from off-screen* I can change that for you.
R: Give it your best shot! *Recorder spins, revealing the crater-filled expanse of the battlefield. Killer stands dressed in reinforced robes, his armor-clad fists and forearms splattered with liberal applications of blood. Ka lightning coats his hands.*
-The two begin to fight. Recorder opens with a Sunfire Shot, which is countered with Clapping Hands. Recorder then moves to the side, firing off repeated Sunfire Shots while, assumingly, searching for an escape. Killer counters with Clapping Hands as he moves to cut Recorder off, only to realize the difference in spead. Triggering Electric Up-Shift, Killer closes the gap and swings a fist at Recorder's head. Recorder manages to dodge and lashes out a sharp Trickster's Kick, which impacts and shreds the underside of Killer's armor. Killer, not to be outdone, activates Clapping Hands once more and catches Recorder's head between the hands, ending his life and the recording.

*Video Ends*

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Account_3:
*Document_Source: Sturnfell's Alliance*
*Acquirement_Circumstances: Mutual Exchange*
*Background_Context: Battle of Holder's Gulf, the Great Kerfuffle*


Additional Information: It is suspected that the cameraman recorded the entire battle. Unfortunately, much of the footage was corrupted during transfer.

Transcript:
-The video opens on a boat, the cameraman recording the wreckage of a naval battle. Cultivators dart across the waves as they return to their homeships, many bearing wounds and battle-trophies taken from boarding actions. Cannons rotate back into resting position as crews get to work in cleaning the weapons of the battle's build-up. Battle damage on other ships is slowly repaired as the cameraman records it all.

*Video Ends*
Religion and the Afterlife:
Religion in Salted Sands is far from simple, with each oases and sometimes even village having completely different religions. However, there are three broad categories that can be used to define religions—at least in some manner.

1. Shrinal - Shrinal faiths are faiths practiced primarily at shrines. Whether these shrines are small, household things or large complexes, it doesn't matter. Shrinal faiths also tend to be very de-centralized, which encourages new branches to sprout regularly.

2. Cultal - Cultal faiths are the mid-road between shrinal and churchal. Cultal faiths, though somewhat organized, only exist in 'pockets' of centralization. One cultist site will have authority over lesser cultist sites.

3. Churchal - Churchal faiths are the big dogs. These faiths are highly organized and have great levels of centralization. If you are part of a churchal faith, you could, theoretically, trace the heirarchy all the way up to the Big Man In Charge of all the churchist sites.

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The Afterlife in Salted Sands is, in contrast to the rest of the setting, a simple affair. It is a known fact that, when you die, you eventually reincarnate into a new body with your soul scrubbed clean and ready for a new existence. Religions don't so much profess an afterlife as they promise to provide you comfortable lodgings while your cycle winds down and the next begins.

Now, of course, some religions don't subscribe to that fact. But such is the way of things.

But maybe they're right

The Great Spire, a Children's Primer:
I, Singing Scribe Sebble of Harlow, write these words with a desire to teach the youth of one of our world's most fascinating mysteries; the Great Spire.

Alas, little is truly known of the Spire, so I shall first write the facts as we know them before listing a number of widely believed folktales.

Fact the first, the Spire can be seen from anywhere in the Sands. It always sits exactly to the north, providing travelers a measure of orientation in the endless dunes.

Fact the second, the Spire cannot be seen from within an oasis. Whatever the reason, no matter how hard one may try, the Spire will never be witnessed from within the bounds of an oasis.

Fact the third, the Spire is always exactly one thumb's height when measured from the horizon, regardless if the horizon is blocked from line of sight or not. Attempting to travel to the Spire will see little success, as it will always remain the size of one's thumb.

Those three facts are, unfortunately, all the Singing Scribes know of the Great Spire. Now I shall move on to a trio of myths surrounding the Spire.

Myth the first, the Spire, should one climb to the top, will grant your heart's desire. Faiths venerating a heroic ancestor figure—such as the Shrine of Man—often describe the figure journeying to the Spire as a final feat of heroic might.

Myth the second, the Spire was built by the hands of a united humanity before the Sands cursed them for their hubris. It is unclear what, exactly, was the goal the ancient humans constructed the Spire in an attempt to achieve, as all stories seem to have conflicting claims.

Myth the third, the lost city of Ikathos is built around the base of the Spire. Said to contain every secret to have ever been held, Ikathos has captivated the minds of many an over-eager story-teller for hundreds, if not thousands, of years.
Monsters and You, A Primer for the Discerning Adventurer:
I, Singing Scribe Monty Morris of Cantalby, am writing this primer so as to educate the uninformed adventurers of the properties of the entities known in layman's terms as 'monsters'.

Before I can begin, however, I must clarify a common misconception. What are commonly referred to as 'monsters' are nothing of the sort. Calling a Nareevian Sicklecat a monster is no more correct than if one were to call a machine man, it is simply a misnomer. A monster is only a monster if it is made out of a substance known as 'sludge'. Sludge is black in color, syrup-like in motion, and sticky to the touch. Sludge on its own is only dangerous to the few unlucky enough to be born with an allergy to it. However, when enough sludge is allowed to pool together, it hardens into a 'monsterhive'.

Monsters come in many different forms, with each individual monster being unique. Some are big, others are small, but all have a ravenous appetite for sludge. Most of the time, monster infestations keep themselves in check as they devour and cannibalize in an endless cycle. Unfortunately, if a monster finds itself starved of sludge, they may attempt to feed on other entities and discover the ability inherent to all monsters: the ability to convert living matter into sludge upon digestian.

Among scholarly circles, monsters that have learned this facet of their reality are referred to as 'enlightened monsters'. Enlightened monsters on their own are not especially dangerous, not when compared to the predators that often lurk at the fringes of campfires. The problem comes when a 'spark-eyed monster'—a monster significantly more intelligent and capable than their fellow monsters—learns of their ability to turn living matter into sludge. Should this happen, spark-eyed monsters will invariably leverage this knowledge to create a sort of 'cult of personality' around themselves. In order to grow and propagate this cult, the spark-eye will desire to create as much sludge as possible.

A rare few spark-eyes will realize that making deals and striking accords with the local population centers is the superior way of expanding their cults—as is the case with Warlord Sar-Rasta in the minor oasis of Mottle—but the vast majority of spark-eyed monsters will simply kill and slaughter whoever is so foolish as to come too close to their territory. As such, they pose significant threat to unwary passerby.

Fighting monsters is, oftentimes, an exercise in futility. Monsters have no uniform weakness and no uniform strenghs, making every encounter a new one. No monster is exactly the same as any other monster and, unless they are fresh spawnlings, will have developed tactics and strategies to wield their innate armaments to their fullest potential.

You, dear reader, may find yourself dispairing should you be in the proximity of a monsterhive. If this is the case, worry not! Sludge cannot convert active ka into more sludge and, in attempting to do so, causes a sort of 'cascade effect'. Attempting to ingest active ka forces the sludge to spontanuously combust thanks to the heat generated by it trying to convert ka. In order to destroy a monsterhive, one must dump enough active ka into the 'spawning pool'—a central chamber from which all spawnlings, the first stage of monster biology, first emerge—so that the entire monsterhive comes crashing down. As long as one prevents any remaining spark-eyes from getting clever and attempting to construct another monsterhive, your monster problem will eventually end as the monsters cannibalize themselves or are killed in the attempt.

Some brave warriors even make a living out of this! Not only will villages often pay a princely sum for the removal of a nearby monsterhive, but monsters only ingest living matter, leaving the wealth and riches of their victims fully intact. As sludge has excellent preservative properties, the potential loot can stay pristine for generations!

A Primer on the Three Common-Most Species of the World:
I, High Singing Scribe Julianos, have recently been made aware of the greater Sands' lack of knowledge of the various species and races that inhabit its oases. In an attempt to rectify that gap of information, I am writing this article on the three most common species that call these lands home. For clarification, 'common' here means the likelihood of one encountering them in their day to day existences. Many, many creatures are more numerous than all three combined, but, as they do not adventure as much, they are not considered 'common'.

Starting with the most common, we have humanity and its descendants. A 'human' is defined as a tall, relatively hairless, bipedal, hominid with a penchant for cleverness and greed. Humans come equipped with four limbs, two ambulatory, two manipulators, each ending in five digits. Humans also have two eyes, two ears, a nose, and a mouth alongside hair on their head and, on occasion, their face. Humans are naturally able to more easily manage mutations, psionics, and ka than most other species. Humans also have the greatest amount of sub-species of any species in the world, examples of which include 'elves', 'dwarves', and 'gnomes'. Many profess that such sub-species are little more than inheritable mutations and not true branches of evolution.

Moving on, we come to one of the most common, if irritating, species in all the oases; hyaenidae, or, in common parlance, snapjaws. Snapjaws are not overtly intelligent creatures. They are primarily concerned with collecting scrap and valuables and are not afraid of committing acts of violence to acquire more of it. Some snapjaws are traders, though most ride their more animalistic hyena cousins to raid. Snapjaws have a ferocious bite and come in large packs.

Dromads are a common sight to those who cross the Sands. If there could be such a thing as a denizen of the Sands, it would be the dromads. Equipped with humps with which to store water, they roam the wastes in trade caravans. Sometimes, a dromad caravan on hard times will turn to banditry and begin to prey upon those weaker than them.
Melka:
Melka was founded by the same group that founded Surran so many years ago, making the two villages cousins of sort. The reason the two villages were settled is now lost to time, but it is assumed—from the given attitudes of the Melkans and Surranese—that they were fleeing some long forgotten oppressor. However, their common origin is where the most prominent similarities end. While the Surranese have a fierce independence streak that saw them fight over a dozen rebellions against a number of would-be rulers throughout their history, the Melkans are far more subdued than their distant kinsman. Melka, thanks to its location in the basin of a mist-swamped valley, is quite isolated from the outside world. With navigating the mists a great difficulty for even experienced travellers, the Melkans rarely see any representative of their overlord.

Melka itself is a very self-sufficient village with just over fifteen-hundred residents. Known for their silks and velvets, the few caravans that do arrive always leave full to bursting with bolts of fine cloth. Melkans take great pride in producing the best cloth in all of Nareeve and the wealthy of the Great Cities can often be seen sporting Melkan silks.

Culturally, Melkans are a very reserved people who prefer to keep their distance from friends and foes alike. Some even take this to an extreme by wearing masks and covering every inch of their body in cloth—both as a display of village pride and as a measure of perceived anonymity. Melkans could be accused of having a rather sardonic sense of humor, if one is able to break through their outer shell and reach the individual beneath the mask.

Societally, Melkans are organized according to which mist-shaman they follow and can change mist-shamans as they please. Mist-shamans are the religious and political heads of Melkan society and, at any given time, there are ten mist-shamans from the ten founding families. Melkan women hold their given and surnames, while the men bear only their given and chosen names. Melkans have a view on masculinity that is identical to the Surranese. Men decide for themselves how to live their lives, though the concept of 'maleness' does not seem to be restricted by genitalia. This is a trait that links the Melkans and Surranese to the oasis of Maknin, which is where the founders are theorized to have come from.

In combat, Melkans are prone to staying at range and fighting from mountback. Expert skirmishers, Melkans are skilled at hit-and-run and guerrilla tactics—traits they share with their Surranese cousins. Though, while the Surranese have a fondness for the revolver, Melkans have a preferance for the rifle.

Surranese Rebellion(s):
Surran is home to a ravingly independent people. They spurn the yoke of all who would declare themselves overlord. As such, the Surranese are bound to come into violent conflict with any government or power that would install themselves over them. The Surranese need no other reason than that to rebel.

This last time, however, was the time they lost.

Culinary Delights: Nareeve:
I, Singing Scribe Jorder of Nareeve, give my greetings to the reader. During the course of my running of this column, I have covered many dishes of many different culinary cultures. None, however, are as close to my heart as the topic of this week's article, for today we speak of my home oasis; Nareeve.

Nareeve is an oddity among oases. Though on the smaller side of bastions, it rivals the Great Cities in cultural disparity. Each village has its own cultural identity, providing the culinary culture of Nareeve with abundant flavor and variety. Because of this, I cannot go as in-depth on the various dishes as I normally do and, as such, will be giving you, dear readers, a general overview of what one can expect from each village.

Starting with Norden, the oldest extant village in Nareeve. Norden is a remarkably friendly place with a culture of great hospitality and a general desire to get along and make friends with others. With this in mind, it is no surprise that Nordenite dishes are made large and with many servings to feed many guests. They make use of a primarily grain-based diet--made possible thanks to their positioning in the most fertile place in Nareeve--but are skilled foragers and harvest a multitude of fruits and vegetables from the surrounding locale.

Next is Surran, the traditional rivals of Norden. The Surranese are much colder than their Nordenite rivals and it is no great surprise that their dishes are smaller in scale and much more manageable for one or two people to eat off of. Like many villages all across the world, Surran treats outsiders with suspicion, but, if one manages to earn their trust, than you will be treated to hearty dishes of meat and milk--owing to their pastoral diet.

After the Surranese, we come to the mist-swept village of Melka. While Melka is rather difficult to get to, should you make it through the mists you will be welcomed with open arms. The Melkan diet consists of fairly light meals, allowing them to eat near-continuously throughout the day should they be so inclined. Melkans tend to prefer sweeter foods and add a healthy helping of sugar to all their dishes.

Following Melka, the village of Kordel is next on our list. Kordelites are a proud people skilled in the use of spear and shield. As such, they rarely prepare their own foods and rely on the skills of their slaves--often acquired from neighboring villages and cross-Sands traders. Eating a Kordel dish, however, is much the same as eating an Asketenian dish.

Asketen, the traditional victims of Kordel predations, are low in number but high in cheer. As such, they prefer their dishes to reflect their vibrant personalities and laden their foods with spices galore. If you should feast upon Asketenian food, make sure to bring plenty of fatty foods!

Archivist's Note|M3C1Y98: This document was written before the destruction of Surran in M3C1Y82
Archivist's Note|M3C1Y98-2: Correctio- [Data Lost: Corruption]


Nearby Oases to Nareeve:
Nareeve is a somewhat remote oasis and, as such, lacks any true neighbors. Nevertheless, the nearby oases are as follows;

Two weeks to the northwest is the Oacity of Garten. An 'oacity' is a term used to describe cities that take up the entirety of an oasis. Garten has a population of roughly three hundred-thousand people, a rather small amount of people to qualify as an oacity, but Garten's oasis was never particularly large so the low population makes sense.

One week to the south is the Oasis of Kleeri. Kleeri is currently suffering from an outbreak of the glue pox and, as such, is under a strict quarantine. As Kleeri is one of the major providers of food to the people of Garten, there is a great deal of pressure to open the oasis back up.

A week and a handful of days to the east is the Oasis of Ket. Ket was raided by one of the Cyber-Khan's bands and is little more than a pile of ashes at this point in time.

Three weeks to the west is the Oasis of Liburne, home to the Liburne Institute of Learning. A small oasis--as is common in this part of the world--most of Liburne's economy relies on the Institute bringing in fresh students willing to spend money.

The Resources of Nareeve:
Here is a list of what the various villages of Nareeve produce.

Surran (Now Defunct) - Powerful Gunslingers, high-quality guns, ammunition
Norden - Salt, war-grade metals, valuable gemstones
Kordel - High-quality equipment, highly skilled Hoplites, writing materials
Asketen - Nutrition-rich foods, lesser-quality electronics, strong stone
Melka - High-quality silks, quality wood, Outriders

Hierarchy and Authority under the Tripartite Oases:
At the top of the pecking order is the Tripartite Lord, Master of the Three Jewels. His viziers handle the day-to-day ruling of his realm while his Lordship tackles the bigger picture. Each vizier--of which there are six, three gem-viziers for the Jewels, three outer-viziers for a third of the minor oases each--manages a number of hereditary subordinates, called barons, who govern individual oases or cities under their aegis. Barons who are in charge of cities are called urbarons and are, nominally, lower on the totem pole than full barons. However, urbarons in the Jewels rank higher than oasis-barons and can even rival outer-viziers in power.

Hierarchal List
Tripartite Lord
- Gem-Viziers
-- Gem-Urbarons
-- Outer-Viziers
--- Barons
---- Urbarons

Territory of the Tripartite Oases and Their Rulers
The Tripartite Lord, Master of the Three Jewels and Surrounding Territories

Gem-Vizier Losefo, Master of People, minister of First Jewel Po-Nadeen
- Gem-Urbaron Comederant, ruler of the Half-Step District
- Gem-Urbaron Hestifal, ruler of the Wall District
Gem-Vizier Nortin, Master of Metals, minister of Second Jewel Or-Jorril
- Gem-Urbaron Konster, ruler of the city of Jast-Garinsal
- Gem-Urbaron In-Tassdel, ruler of the city of Jast-Rinda
- Gem-Urbaron Kestas, ruler of the city of Jast-Letto
Gem-Vizier Gilly, Master of Grain, minister of Third Jewel Wey-Forlan
- Gem-Urbaron Ketta, ruler of the city of Jast-Get

Outer-Vizier Cor-Fell, minister of the Primary Minors
- Baron Istafer, ruler of the oasis of Harlow
-- Urbaron Lureen, ruler of the city of Har-Tell
- Baron Pell, ruler of the oasis of Understark
-- Urbaron Kareen, ruler of the city of Standing
-- Urbaron Jorkester, ruler of the city of Walkest
- Baron Red Fast, ruler of the oasis of Tekka

Outer-Vizier Intratt, minister of the Secondary Minors
- Baron Tustry, ruler of the oasis of Kleefur
-- Urbaron Intratta, ruler of the city of Chesti
- Baron Lindow, ruler of the oasis of Lipsta
- Baron Yunder, ruler of the oasis of Ket

Outer-Vizier El-Forcer, minister of the Tertiary Minors
- Baron Rack, ruler of the oasis of Nareeve
- Baron Trulk, ruler of the oacity of Garten
- Baron Astra, ruler of the oasis of Kleeri
-- Urbaron Inkpot, ruler of the city of Tenstar

What You Know About Rack, the Baron of Nareeve:
You know little of Rack before he conquered Nareeve at the behest of the Tripartite Lord. Rumors suggest that he was born an orphan and rose to prominence when his cultivation potential was revealed. Regardless, he was thirty years old when he stepped foot in Nareeve for the first time twenty years ago.

Rack is a masterful cultivator standing at the peak of the Sixth Rung of the Martial Ladder--one of many schools of thought regarding the nature of cultivation. A gunslinger at heart, Rack is known for his dueling prowess. During the War for Garten, which saw the establishment of the Tertiary Minors, Rack is said to have tallied over a hundred kills in single combat over the course of the three-year campaign.

Personality-wise, Rack is a serious man with a strong sense of duty. He governs justly, though with a personal dislike of anything he deems 'charity'--a dislike that runs deep enough for him to outlaw it entirely. He lacks any publicly known vices, though rumors circulate that he has a penchant for Gartenite Brandy and imports it regularly.

It is known that the villages of Norden and Kordel have sworn complete fealty to Rack and, as such, he has a large contingent of elite Kordeliot Hoplites that serve as his bodyguard--numbering around forty at any given time. The hoplites, however, make up the majority of the cultivator strength in the Nashite military, though Rack can, of course, call upon Kordel and Norden to supply him with cultivators should war be declared. It is estimated that Rack could field roughly four-to-five-hundred cultivators and several thousand levymen, though that would leave the populations of Kordel and Norden severely emaciated. They would likely not survive a full mustering.
Vague Knowledge:
Just as life begins with a breath, so too does cultivation. Breathing, for all intents and purposes, is cultivation.

All beings that breathe ka—air, the essence of life—subconsciously cultivate, though it takes a concentrated effort to purposefully wield it in any meaningful way.

Once you break past that initial hurdle, though, the wielders of ka reach heights unmatched.

Both your parents wield ka, for once it was a rite of passage amongst the Surranese, so you have a good idea of what, exactly, ka can do.

As long as your will is strong, your knowledge broad, and imagination vibrant, no limits shall hold you down.

Proposed Cultivation Standardization:
There are no uniform names for the stages of cultivation. Some even profess that stages don't exist at all while others claim that there are more stages than there are stars in the sky.

Regardless, I, Singing Scribe Gid, am writing this article in an attempt to standardize to some degree. The date of writing is M3C0Y2, let us begin.

As stated, there are no uniform names for any perceived stages. However, as this article is not on whether or not stages exist, I will be attempting to categorize according to a newly developed grading scale of my own. Rather than following a vague scale of internal development, I will be assigning classifications based on clearly observible feats. Likewise, I will also not be following the purple prose naming traditions of the past.

The scale I will be using is comprised of three categories. The first category is a numerical scale depending on how many individual ka patterns the cultivator can use at the same time. The second category is on the color of their ka while the third is on the shape it takes. Using myself as an example, I, Singing Scribe Gid, am a 9-Gold-Spark. That means that I am capable of using nine disparate patterns at once, my ka is gold in color, and its shape is sparks.

Rules for Patterning:
Patterning, as the creation of new patterns is called, is a time-honored tradition amongst all ka-cultures of the world. Some places refer to it with different names, but it all comes down to the same thing; making new patterns. While anyone with ka can create patterns on their own, for it is simply shaping ka into forms and then assigning meaning to it, patterners are those who do so as their profession. Anyone can hit metal, but it takes a professional to make a sword.

However, patterning does have one rule; that not every pattern can be used by every person. But what is the logic behind it? Why is it that one person can wield explosions but another cannot?

Each and every pattern has 'resonations', which determines if someone can or cannot use any given pattern. When a person creates a pattern on their own, it will naturally 'resonate' with them and people of a similar nature. Wildly different people cannot utilize wildly different patterns.

The reason why patterns resonate with one person but not another is simple in concept, but quite complex once below the surface. Patterns must reflect some aspect of their creater/user's character. If a person does not have that reflected aspect, they cannot use the pattern. Patterners can create patterns that do not reflect themselves, but they still cannot use them.

Other than that, there are no real limitations. All patterns can be beaten, no pattern is invincible.
Overview:
Ahm'Shalla, reader. I am Singing Scribe Cus'Nad and this is an informational writing on mutations, psionics, and salting.

Mutations utilize biological methods to provide additional capabilities to the owner. Unlike salting and psionics, mutations have no need for fuel, but also have reduced scope. Mutations are acquired after the genome is destabilized, usually after exposure to radiation or other DNA-scrambling effects. Rarely do the afflicted have any choice in the manner of mutation gained—a trait shared with salting.

Psionics utilize one's capacity for focusing to affect the tactile world. When one runs out of focus, one's mental energies go with it, leaving one mentally exhausted and in dire need of rest. Psionics rapidly drain one of focus, but can warp reality in that time. Psionics are gained through mental exercise and careful study. Psychics must keep their guards up at all times, for there are those that hunt them.

Salting is the result of [DATA CORRUPTED]


Archivist's Note: I managed to piece this file together, but was unable to find the necessary fragments to complete the puzzle. I suspect it to have been stolen during the Cyber-Khan's raid.
 
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Mechanics-Post Repository
This is a repository for mechanics-posts, maintained by @DeadmanwalkingXI

Rolling Dice:

Rolling dice for most things involves rolling a number of d100s, with a bonus based on skill, equipment and other factors (ie: a roll might be 2d100+18). If this roll hits 100 it is 1 success, and explodes, with any excess over 100 adding a bonus to subsequent rolls, which always use 1d100 (ie: if you get 168 on the first roll, the second roll is 1d100+68). This process continues, adding successes with every total of 100+, until the roll totals less than 100.

For direct competition and single combat, the roll totals are simply compared, with no exploding dice, and no need to count successes per se.

Explanation of Stats and Skills and how Leveling Works:

Stats govern how many dice you roll when doing the relevant activity (Every X = +1 Dice). Skills govern the numeric modifier that is added to the roll (Every X = +10). Purchasing a new Stat or Skill costs 1 XP, with every level after that costing an additional 1 XP.

Stats are more general than Skills. For melee Stats you have 'One-Handed', 'Two-Handed', 'Polearm', and 'Unarmed'. For ranged Stats you have things like 'Archery', 'Crossbows', 'Firearms', and 'Throwing'. For noncombat Stats you have 'Social', 'Craft', 'Movement', and 'Perception'.

Skills are more specific than Stats. To use Movement as an example, you might have 'Acrobatics', 'Swimming', 'Athletics', and 'Stealth' as Skills.

If something is not represented here, you may make it up yourself (pending approval from me, of course).

Ka Mechanics:

The Basics:

In order to properly generate ka, you must use a breathing technique alongside patterns. You can only use one breathing technique at a time. The number of patterns you can use at once depends on training. Ka patterns can do different things. One's ka has different strengths depending on color and form.

Leveling Ka:
You don't train ka itself, you train techniques and patterns. This is done through spending XP the same way you train your normal stats and skills. Patterns are acquired through a flat purchase of 1 XP each. Total number of Patterns is also a stat ("Active Patterns"), and is increased like a stat, skill, or Technique in terms of xp costs.

Techniques:
Techniques are not one-size-fits-all. One technique cannot replicate what a different technique can do. Some techniques are better for certain things than others, but all have strengths and weaknesses.

Techniques provide additional dice to rolls depending on readied patterns.

Patterns:
Only a certain amount of patterns can be used at once. Each pattern has different effects. Some allow technique-dice to be used. Others allow for certain narrative effects, such as escaping from a lost battle. Others provide mechanical benefits such as defense or damage. Others yet still counter other patterns, denying or refusing effects and abilities.

If a pattern is not under the technique being used, you cannot use that pattern.

Cultivator Combat:

Unlike the combat Kell is familiar with—which ends when he shoots someone—cultivator combat lasts ever-so-slightly longer and contains a great deal more complex behavior. As such, having it be a single roll-off is an over-simplification as massive as calling the 4.2-kiloyear event a 'bad time'.

When two cultivators face-off, they both roll their combat dice. The loser has to either lock in one of their patterns or take the hit and potentially suffer a morale break or die. This repeats until victory is achieved by one side, which is usually defined as 'forcing the opponent to die, surrender, or run away.'
 
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Mysteries of the Moons, a Children's Primer
I, Singing Scribe Sebble of Harlow, write these words with the intention to inform the reader of facts relating to our three moons. Assuming that the reader is a young child, I will be explaining the absolute basics one should be aware of regarding the moons.

Firstly, each moon has a name. Khet is the largest of the moons, shining a brilliant red light across the world. Second is Rahl, whose blue casts calm across all who witness. Third is Hakka, who bathes with a yellow brighter by far than its kinsmen.

Secondly, each of the moons changes at a different pace, with all three moons having the same stage a once-a-decade occurrence. It is believed that the moons have a connection with one's cultivation, as, depending on the stages one is born under, one finds themselves with wildly varying potential to others around them.

A child born under a moonless sky will completely lack the ability to wield ka, while a child born under a true full moon wields ka from their very first breath. The more light that shines upon a child, the greater their cultivation potential shall be. Many scientists, respected scholars all, fail to find the logic behind the moons' affects on cultivation potential. It is one of our world's greatest natural mysteries, easily rivaling the Great Spire and bloodtithe in scale.
 
Slight Change to Lore-Posting
Alright, after discussing it in the discord, I've decided to slow down on the lore-posting in favor of allowing you folks to ask questions of characters—that you would reasonably be able to speak with—in-thread.

If you're here from NorseQuest, it operates like the 'Hey, Blackhand' system. Essentially, you say 'Hey, [Insert Character Here],' and then ask your question, which will then be 'answered' by that character.

Important to note, these are not words of god. They are all subject to that character's quirks, traits, and biases both realized and not.

In short, this is to allow you to gather information, ask questions, and other things about the setting without me having to do a clunky lore post or devote update space to it.

Does that sound workable to everyone?
 
Hey X Repository
This is an informational post storing answers to in-thread questions, as managed by @DeadmanwalkingXI

How Much Moonlight Were Kell and Karter Born Under?
"Hey, Kell, I was wondering something," Karter's voice plucks Kell from his preparations—which consists mostly of bullet manufacturing, "what moons were you born under?"

"Two half-moons and a waxing gibbous, you?"

"Two full-moons... and a new moon."
 
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