guitarweeps
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Post by guitarweeps on Apr 13, 2018 17:16:14 GMT
Planeswalker's Guide to Ashura
Ashura is plane that is less than a thousand years old; it is currently living out its “prehistoric times”; on Ashura, there is no history as it is being created for the first time every day. Primal forces abound on Ashura: saurians (dinosaurs), great sea creatures, giant pterons, and prehistoric mammals. Cultures are driven by survival in this harsh land and inventions have not surpassed that of crude tools and weapons. Magic is also in its basic form as there has not been years of perfecting it. The mana sources are powerful having never been tapped for mana before or very little. Additionally, the plane is covered in wondrous crystals that have great magical properties and are not fully understood by anyone on the plane. Ashura is made up of a massive supercontinent. Almost every ecosystem resides here but the common factor among them all is primal wonder. Beautiful engrossing landscapes have been untouched in their mana leaving there most primal beauty intact. Along with this comes its primal danger as well.
Arashi Lowlands
A vast, somewhat dry expanse that makes up the core of the supercontinent on Ashura; the Arashi Lowlands lies in the heart of the continent. It is the most extensive land area of Ashura, said by some to be Un Tai…unending. Most of it is characterized by acadia-type trees among unceasing savannahs. It is characterized by areas of high grass, Acacia-type trees, scattered arid desert regions, and a few lazy rivers that animals and humans flock to, and large groups of animals that migrate through the plains. Amidst this grassland there are scattered pockets of arid desert or patches of jungle. It possesses the widest diversity of ecosystems of any other region. Serves as the breeding ground for numerous species of fauna, ranging from birds both winged and wingless, various herd wildlife (giraffe, zebra, etc.), to some of the more docile species of saurians. It also serves as hunting grounds for predatory mammals, saurians, and for all the wandering tribes of humans in the savannah.
The sun, the “Great Watcher”, beats down without relenting on the Arashi plains and can claim the lives of many who are not strong enough to cope with the heat. Spotted lazy rivers become common places for tribes and wildlife to congregate to stave off the heat as well as prey off those with their guard down.
Predators of the Arashi Lowlands must be crafty and quick or strong in endurance. You won’t see many of the larger predators here as they can be seen from miles away. But those that hide in the brush and can close the distance in amazing speeds can often get their kill before the prey even realizes that they are being hunted. The most danger can come from the skies as pteron vision surpasses that of any other predator. There are not many places to hide from the pteron’s gaze or talons in the great expanse of the Arashi Lowlands.
The animal life in the Arashi Lowlands is quite diverse although the largest population are the grazers of all types who migrate through the plains in herds: binocerus, gazelle, giraffe, saurians, mammoths, etc. Predators in the plains include pterons, raptors, lions, wolves, and sarchus.
Karupa Desert – An expansive desert to the north that has no plant life, water, or mercy. It is unbearably hot during the day and drops to incredibly cold temperatures once the Great Watcher closes his eye. Between the beating sun, lack of resources, and cunning predators few are able to make it into the Karupa Desert and back out alive. The Ashi, with their nomadic lifestyle, are able to make due in the desert and sometimes use it to escape from predators. They have been known to lure their enemies into the desert only to leave them to die in the harsh conditions.
Sereshel Highrock - An ancient Skystone in the Desert that is a fixture of stability for the people of the Karupa desert amidst its ever-shifting sand-dunes.
Heart of Rivers – Near the center of all Ashura, this is where all the rivers connect. Some great rivers run here as well as scattered brooks. A grand watering hole and hunting ground. In the center of the crux, lies a small island although nobody has been able to traverse through the swirling waters to get to it.
Tenzali Valley – A wondrous expansive valley teeming with all kinds of life sitting at the crux of the Arashi Lowlands and Szengyi Highrange. The Tenzal River runs through the center and ensures that plant life is healthy and providing easy access to watering holes for even the greatest of beasts. This is a typical Land of the Lost setting although on Ashura it is not lost, it is an everyday part of the plane.
Ashi
A hunter/gatherer group of nomadic humans who place high value on the hunt and family. They practice the art of the persistence hunt, which is to chase game for miles until it collapses from exhaustion and can be killed by hand. This serves multiple purposes in that the spirits guide them to a new location as the hunter’s family will relocate to the spot of the kill temporarily, game provides food…and clothing, but most importantly the animal spirit dies in honor and serves as protector against evil spirits and predators for the tribe under many star-skies after it is freed from its physical bonds. Once the game has chosen the new location they forage for food in the nearby foliage but strictly will plant seeds to replace any food they eat lest they be cursed in infertility themselves. Major decisions and redemption for “disgraces” (rule-breaking) are sometimes left up to a hunt as well. The diviners within the Ashi communicate with the animal and ancestral spirits granting the Ashi great benefit in protection, prophecy, and magic. They are the Wind People with no home except the next destination.
The eldest male and female members are the leaders of each family. Of these the eldest are the Eld-Parents of the tribe. Both have equal power and must agree on all decisions. The key to all interactions with others is harmony. Disagreement is seen to invite evil spirits into the tribe so all discussion is led to coming to an agreement between parties. When an Eld-Parent dies, their spirit becomes the Spirit Guide to the new Eld-Parent offering guidance and advice to the new leadership.
The greatest achievement that an Ashi can have is the persistence hunt. Hunters of this type are considered the greatest of the tribe. A persistence hunter is armed only with a small dagger or spear depending on the size of the game and will track down the target to attack, not to kill, but to separate its target from the rest of the herd. Although most game can sprint faster than the hunter it continues to track it for miles until the animal collapses from exhaustion. Only then can the hunter draw his weapon to make the final kill. A persistence hunt is important because it allows the animal spirit to die with honor and it will then guard the tribe from predators for many star-skies. When a persistence hunt starts the entire tribe moves along with the kill often traveling 10-15 miles in one day; the farther they travel the longer the animal’s spirit will guard the tribe. Families will often break from the tribe to follow their hunters until they reunite at a designated location at the beginning of each season.
The Ashi believe that all living beings and plants have a spirit that lives on after the body dies. The spirits are either good or evil depending on what they did in their life. When people die their spirit can continue to assist the tribe in battle with enemies or guiding persistence hunts. Leaders are believed to continue to give counsel to the new leader until they die and take their place. Those that do not follow the tribal values become evil spirits when they die. When this occurs it is referred to as disgracing values instead of breaking a law. The greatest of disgraces are punished by exile; severing any family ties that the person has. It is believed that when an exiled dies, his spirit is forever chained and cursed with great torment.
Since family ties are incredibly important recently deceased evil spirits try to infiltrate the family which causes curses to befall them. Actions such as persistence and redemption hunts can keep evil spirits back as well as atonement through offerings of animals and rare plants. The greatest of all omens is the Felkii Lotus, a rare flower in the Naziir. When the lotus is used too ward an evil spirit it banishes it forever. Unfortunately, they are much too rare to use on each evil spirit in the world.
The tribe is divided into a few different classes:
Hunters – The chief hunter chooses the game for each persistence hunt. The hunters have a very strict tier structure that is based on the greatest game that you have killed. The bigger and more dangerous game will advance a hunter, often their title includes the game they killed. This is considered the most important position of the tribe. Many areas of tribal matters are left up to hunts.
- Persistence Hunt is used to allow the animal spirit to protect the tribe and guide them to their new location to live. Any game may be chosen for this hunt.
- Endurance Hunts are used in decision making or to settle disputes. Sometimes the Eld-Parents will not agree and an endurance hunt will settle the decision. Sometimes innocence and guilt is determined this way. Only very fast game can be used for this hunt. The decision is settled by how far the hunter must chase the game to make the kill. They cast lots for distance without the hunter’s knowledge so he cannot alter the outcome in any way.
- Redemption Hunts are used to atone for disgraced values. The disgracer or a member of that family if it is a deceased spirit will perform this. This hunt is to target the largest family of saurians, the Urusaur. This often results in death of the hunter but whether they are successful or not, they have redeemed their disgrace thus freeing the spirit.
Gatherers – Once the persistence hunt has chosen the new location the tribe is sustained off hunted game and gatherers. It is important that they respect nature in this process. They will only take what is needed for the tribe to survive; anything more is considered a disgrace. Gatherers have been known to kill other tribes when they believe they took more than needed from nature. They also take the seeds from what they pick and plant new plants to complete the nature-cycle. They believe failure to do so will disgrace the plant’s spirit and render their family infertile.
Warriors – While hunters and gatherers are very skilled in fighting there are a few warriors that are responsible for defense of the camp against predators and any enemy tribes. Most warriors aspire to become a hunter someday considering that to be true service to the tribe.
Spirit Diviners – The diviners are used to interact with all spirits whether good, evil, or nature. Essentially diviners are serve as the healers, prophets, and advisors of the tribes. They commune with the spirits and since sprits do not dwell in the realm of time; many secrets can be learned if they can be unlocked from the spirits. Diviners are the first to arrive to a fresh kill so that they can use the animal spirit to set up the barrier of protection from predators. Many powerful enchantments and spells can be garnered from these spirits by the diviners. Asralli Steppes The northern, coldest, farthest regions of Ashura are known as the Asralli Steppes, due to the many fjells and rock formations that litter that desolate space. Small coppices of hardy spruce trees grow in the bosom of the arctic hills, and the occasional dwarf birch pushes itself through the Everfrost (a permafrost that never thaws in the coldest areas) against all odds. The primordial nature of Ashura makes this region very dangerous: shredding winds, far stronger than anywhere else on the plane and carrying piercing crystal shards, whip through the lands, forcing creatures of flesh to hide in dwellings and caves or face being flayed. The temperature can also drop incredibly low at a fast pace - forms of creatures frozen upright are not an uncommon sight.
The primordial nature of Ashura makes the Asralli Steppes a dangerous area: shredding winds, far stronger than anywhere else on the plane and carrying piercing crystal shards, whip through the lands, forcing creatures of flesh to hide in dwellings and caves or face being flayed. The temperature can also drop incredibly low at a fast pace - forms of creatures frozen upright are not an uncommon sight.
The most prominent feature of Ashura, crystal, is found in shards among the snowy tundra of the Asralli Steppes. Usually the crystal can only be found in small slivers, but larger ones can be found, and are sought out by the natives of the area. Some crystals can also be found in the icebergs far to the sea: their beautiful glimmer can be glimpsed from the shore by those with sharp eyes.
Only the hardiest creatures make the area their home. The most common herbivores in the area are reindeer, which live in packs and hide in the spruce coppices to survive the winds and cold, and such little creatures (rabbits, squirrels) that can hide when need be. Mammoths also dwell in the area, their massive size and thick fur protecting them from both gale and frost. The Asralli Steppes are bordered by the Circling Sea, called Grindwater in this area, which is home to seals and walruses.
The predators in this region have to be both hardy and brutal, and constantly on the prowl due to the scarcity of food. Massive cat-beasts known as Sabertooths dwell in the area, as do polar bears and, in the water, orcas and polar squids (gigantic things closely related to krakens). On the more magical side of things, the area is also frequented by mischievous fiery fox spirits, called vulpeca, who enjoy playing deadly pranks on humans and who steal babies from their cribs, and the primal cold of the area occasionally takes form in the shape of freezing elementals.
Galmmas Village: The tribal village of the Galmmas family, easily the most numerous family in the lands. The Patron and Matron of the village, Ukko Galmmas and Muore Galmmas, are old shamans who've lived for over a hundred years each and have sired close to that many offspring. Could be considered the "capital" of the Komsa, although the Komsa don't think of it as such.
Bonefjells: A legendary land of the frossa, situated in the far east of the Asralli Steppes and spoken of with dread amongst the Komsa. Here dwell great tribes of frossa led by a greedy king deep under the fjells - or so the legends say.
Reynar's Siida: A legendary siida of mythological creatures, a type of pantheon, led by the legendary folkhero/trickster/horror story Reynar, the progenitor of the vulpica race and the god of tricks and traps. All gods and spirits are said to be members of the siida, which is either an actual, physical place or a kind of afterlife, depending on who you ask.
Cairn of Vaino: A monumental stone cairn in the middle of an empty tundra, adorned with divine imagery. The supposed resting place of the legendary folk hero Vaino, who has saved the Komsa people from hardships in their folklore and is sometimes thought of as the grandfather of all Komsa. What makes the monument interesting is that the stone used in its construction is rich in crystal, making it desirable to those who lack the Komsa's veneration.
Komsa
Few humans can survive the freezing cold and piercing wind of the Arashi Highlands, but those who do are truly hardy. They are called the Komsa: children of the cold, traders of furs, hunters of fierce game. The Komsa are made unique by their belief that everything belongs to itself - that no man can rule over another, only advice and caution. They read omens in the Reynar's lights that paint the highland sky with a multitude of colors, which has earned them the name Star People.
The only sentient folk to live in the freezing cold of the Asralli Steppes are the Komsa people, a series of family tribes bound to the land by folklore and familial ties and made strong by the harsh conditions they live in. The Komsa dwell in great longhouses made of furs, bone and what little wood can be gathered, and they store their food in small cabins raised on wooden pillars to protect their stores from animals. This, along with their association with the north, the stars and the northern lights has earned them the name "Star People" from the rest of Ashura.
Each Komsa tribe is a single family living in a semi-nomadic village (in that the village can be quickly packed up and moved to better hunting grounds or to safer lands), ruled by a council of village elders; such a council is called a siida. The eldest man and woman of the family, almost always grandfather and grandmother to the rest of the tribe, are called the Patron and the Matron, and rule the siida, although each village member gets a say in things.
While each Komsa village consists of a family (and possibly adopted members, although this is rare), the various Komsa villages are related by different familial ties. For example, two noteworthy brothers from one village may take wifes from that village or another village and establish villages of their own, each thus related to each other. This leads to the Komsa considering all other Komsa brothers and sisters, although this doesn't mean they all like each other.
In their harsh habitat, the life of the Komsa centers around the gathering and cultivation of food. Those villages that recide in the southern parts of the area (which generally move around less and live by spruce coppices) herd reindeer, in the sense that they mark their reindeer with ink brands and let them forage for themselves. Those in the north, closer to the sea, live more off of fishing using spears tipped with bone or occasionally crystal, and off of trapping - they are skilled trappers, and are capable of using this skill in battle as well.
Furs are incredibly important to the Komsa, both in a metaphorical and a physical sense. In the freezing temperatures of the Asralli Steppes, furs are a necessity, not a luxury, and much of the Komsa trade centers around fur trading. The larger and harder to hunt the creature, the more valuable the fur, with mammoth and vulpeca furs being coveted above all. The bone, leather, sinews and meat of hunted creatures is all-important as well, and used to the last bit.
The clothes and tools of the Komsa are extremely practical: due to the scarcity of almost everything, purpose always comes before decoration. All adult Komsa wield a crystal knife with a handle of reindeer bone, inscribed with that person's name, family name, village name and greatest achievements; by old age these puukko knives are filled with inscriptions. In clothing, the Komsa prefer red, blue, green and yellow in coloring when they can, and traditionally wear gakti, a type of clothing unique to the Komsa.
While the Komsa have little time for warfare in their harsh lands, they are nonetheless a tireless, even cruel foe when provoked. Years of cold and hunger have made them impervious to the dangers of their surroundings, and they use their knowledge of the area to deadly effect. They are trappers, hunters and warriors, and thus not to be trifled with. And if the worst comes to wear, the siida elders always have a trick or two up their gakti's sleeves.
Komsa Beliefs
The Komsa are every bit as animistic as the rest of the tribes of Ashura, and even though they have different names for the spirits, their basic nature is the same. Phenomena and features of the world are venerated as divine, since in the Komsa way of thought everything is important: this is the lesson of the harsh north.
The Komsa belief is centered around the thought that everything belongs to itself. A man might be part of a village, but he is nonetheless his own man, and can do what he will, as long as it isn't in the detriment of the rest. However, if a man only works for himself, he is of no use to the village, and can go practice his selfishness elsewhere - such an exile is almost invariably a death sentence, but also a devastating psychological concept to a Komsa, who value family above all else.
The idea that everything belongs to itself also translates to everything else; this is most apparent in the Komsa idea of what can be considered to belong to you. Things are only lent from nature and from the earth, personified as the deity Maa: the crystal you gathered from the snow belongs to the earth, and must return there one day. Komsa property is inherited by the person's children, who, when they receive their inheritance, thank Maa for her gifts and ask to lend them for a while longer.
The same idea is present in hunting: whenever the Komsa hunt game (especially when it is larger, more dangerous game such as mammoths or Sabertooths), they soothe and thank the creature before, during and after the hunt with songs and kind words. Every great hunt is celebrated with joiku-singing and a collective feast.
Crystals are thought to be so precious to Maa (partly due to them being so precious to the Komsa) that the Komsa are unwilling to part the earth with its crystal for long. The only thing that isn't inherited by a dead person's children is his crystal possessions, which are ritually destroyed, and the crystals purposefully lost in the snow or in the sea. Each person locates, fashions and uses only his own crystal tools.
This clashes strongly with some of the other tribes, who use crystal as a more mundane (albeit incredibly useful) tool; this can anger more traditional Komsa families even to warfare. The Komsa also claim no land as their own, as it again belongs to no one but itself, and have strong disputes with those who border their lands and claim ownership of their dwellings. The nomadic Komsa have trouble even understanding their claims: "how can you ask me to keep off 'your land' when you neither created it or control its whims?", they might ask.
A magical phenomenon unique to the Asralli Steppes are the northern lights blaring in the sky: these are a nightly event, due to the primal nature of the plane. These lights, known as Reynar's fires to the natives (see below), blaze in beautiful alabaster, azure, obsidian, crimson and emerald hues. What few know is that these lights correspond with the type of magic that is at its peak in the lands at that moment. The Komsa always know what color the northern lights are, since the crystals of their land reflect these colors even in pitch darkness.
A village invariably has one or more elders gifted in magic derived from spirits, since in the harsh Asralli Steppes augury, firemaking and contacting the forefathers are important prospects. Magic is channeled through complicated rituals where the shamans beat reindeer-skin drums (decorated with imagery of humans, animals and the northern lights) and sing, with the rest of the tribe joining in the singing and brandishing their crystal puukko knives and other crystal artifacts. This way, a whole tribe can contribute to communing with the spirits and magic of the shamans.
The Komsa elders are gifted healers (both in magical and mundane ways), capable augurs (traditionally done by a casting of bones and crystals on a shaman's drum) and firemakers (done by praying to the spirit of homes and fires, Tulus). Shamans who are exiled from their village, occasionally for objectionable interest in magic and its use in selfish goals, mostly perish in the wilderness, but the most gifted and most devious become noaidi, a type of wandering shaman who are often demented, often evil and always powerful.
The noaidi practice those parts of magic their tribal brethen dismiss as dangerous or mad. They can make a bone dance on their drum to raise the crystal winds to flay their foes, or summon the spirit of Tulus to incinerate them. They can glean prophecies from reindeer guts and consume arctic fungi to gain visions. While their power is universally feared and their methods loathed by the Komsa, the less demented among their numbers are occasionally sought out, since their power can be a powerful ally.
Frossa
To the east, tell the Komsa in hushed voices, lives a race of monsters that are never sated. They feast on every man and beast they can get their hands on, and even the very mountains if no other food is near. They hunger for food, but also for power and for worldly possessions, and never give up what they've seized for themselves. They are the frossa, the Stone People, monsters of the north who are afraid of steel and sun alone.
The distance all sensible folk try to keep to them means little is known of them, but the legends say that the entire race is born from a single progenitor, a great king under the mountains. They call him Gritula, the Grandmaw, and tell legends of the endless piles of fine furs and great crystals that litter his halls.
For the frossa are driven by one motivator only - hunger. Some curse laid on the race when it was created fills them with a craving that can never be satiated. They hunger for flesh, for women (of other races, for the frossa are all male), for worldly possessions. What's more, their hunger makes sure they can never be happy with what they have.
This makes the frossa incredibly dangerous. There is almost no reasoning with them: if they meet you, they hunt you down and feast on you, and there's little you can do about it without assistance from something of great power. The only two things the frossa fear are sunlight and bladed metal - both reasons why they live in the sunless Highlands.
Frossa live in small packs, inhabiting deep mountain caves and dreaming feveredly of their next morsel. In their hunger, they even devour rocks and crystals, the latter of which occasionally fills the frossa with unnatural power. And while they won't approach humans if they think they possess blades, they will bombard them with boulders - loose boulders in the Asralli Steppes are often called Trollstones. All this means they're often called the "Stone People".
The curse of frossa also means they seemingly never die. The long years make them ever hungrier and larger, until they are true monsters, able to take down villages alone. Such a hunger invariably drives a frossa mad, and the rest exile him from the mountains. These wandering loners are called wildfrossa, and they are the stuff of nightmares and horror stories of the Komsa.
The only folk who deal with the frossa in any amount are the most powerful noaidi, who consult solitary frossa who haven't succumbed to madness. Only great offerings of valuables and meat can calm down the monster, and the noaidi is wise to always refer to the frossa respectfully as "grandfather". Noaidi are sometimes called troll-husbands and troll-wives for this reason, and it doesn't improve people's opinion of them. Naziir JungleIncredibly dense jungle region to the south with trees reaching to the sky as if to blot out the sun. Light only ever reaches the ground in Naziir at dawn and dusk, when the rays of the sun bypass the foliage at an angle. This brief glimpse of hope is called Sunbreak. It is filled with dangerous predators who hunt by force or from secrecy, clouds of insects, vicious beasts, and poisonous plants. Rain season in the Naziir always bringing flash floods making it impossible to build up settlements except for the tree dwelling Silverpacks, a sentient ape pack.
Trees like the hands of gods reach into the skies, as if to blot out the sun on purpose, in the depths of the Naziir Jungle. Dense is the right word to describe this place: below the far-off foliage the air is thick and hot, as the seizeless humidity has no escape from its verdure prison. The trees mute the sounds, making just walking through the undergrowth a paranoia-inducing task.
And rightly so: everything is out to get you in Naziir. The undergrowth, thick and treacherous, hides all kinds of natural pits and roots that harry and harm those who pass through them. The humidity breeds great clouds of blood-sucking insects larger than a man's fist. They kill both by attacking en-masse and by spreading wicked diseases. Their insectile brethren - spiders and scorpions - camouflage themselves against branches and leaves and strike without notice.
Unfortunately, the smaller creatures are not your only problem. The wildlife of Ashura is dangerous everywhere, but nowhere as dangerous as here. Great vines reach from sky to earth, but every now and then what seemed like a vine is actually the coils of a venomous snake. Giant cats and vicious boars prey on what they can get their teeth on, and giant spiders, wicked brothers of their smaller kin, make their nests in silken sheets that taunt wanderers like ghosts above. The way they torture those caught seems almost sentient...
Light only ever reaches the ground in Naziir at dawn and dusk, when the rays of the sun bypass the foliage at an angle. This brief glimpse of hope is called Sunbreak. Otherwise, Naziir sleeps in an eternal gloom that depresses the mind and slowly eats away at the senses, until one is left blind and desperate - food for the monsters.
The burrunjo lizards, gargantuan monsters with red fins on their backs, are the kings of the earth, and the sirrush, dark-blue reptiles that glide from tree to tree with wing-sails, dominate the skies, except for the highest treetops where the Silverpack lives. And that's just the animals: even some of the plants of Naziir are dangerous. Of special note are the great, beautiful flowers that can suddenly release bursts of poisonous mist or fire heartpiercing spines.
The fundament of the jungle is criss-crossed by seemingly tiny, murky rivers that are in fact surpisingly deep and incredibly dangerous. They're patrolled by alligators and other aquatic monsters, and the abovementioned plants are a danger too. Nonetheless, as one of the only sources of water besides collected dew, they're frequented by all living things.
Every year comes a time of increased humidity and warmth, making Naziir even more uncomfortable but bringing an even greater thrat with it: floods. When the seemingly innocuous jungle rivers begin flooding, it can immerse the roots of the jungle within minutes. Those on the ground at that time perish.
Crystals are somewhat rarer in Naziir than the rest of Ashura but they're nonetheless found and greatly respected. Small shards of crystal can be found lodged into the trees of the jungle, often covered in sticky sap - as if the tree had bled the crystal there. Some small fragments can be found at the bottom of jungle rivers as well, although only a fool would go diving for them. At Sunbreak, they make the rivers gleam compellingly.
Vicasa: The main concentration of Dsalan live in a single village of low reed huts called Vicasa. Hunters occasionally live in the wilderness during their long hunts, but eventually return, unless the wild takes them. Destroyed and subsequently rebuilt due to annual floods.
Deep Naziir: A dark place even compared to the general gloom of Naziir, Deep Naziir is the main haunt of the giant spiders. It is a land of incredible danger, and all other creatures steer well clear of the land. The proximity is nonetheless frequented by Dsala curanderos and foragers, due to spider silk and soulvine both being plentiful here.
Colana Stones (also known as Amma's Fingers): Littered in the deepest parts of Naziir are strange rock formations, the builders of which are unknown to all. The flat stones are arranged into low pillars, sometimes bearing simple scratch-markings. The area near these pillars is invariably left untouched by all - even the animals don't wander here.
Khaherek Grove: Grove with the largest trees in all Ashura. Marks where the oldest tree is at the great Khaheret which is revered and even worshipped by the local tribes. Unfortunately, it is infested by termites and is in a state of decay showing the tribes that all life cycles come to an end.
Dsala
The people who live in Naziir have become almost like the jungle itself: skulking, stalking, clever hunters who use the many pitfalls and dangers of the jungle to their advantage. They wield crude clubs and use blowguns loaded with venomous darts to deadly effect. They revere the spirit world and consume soulvine to contact it. They are the Brush People - as much a part of the jungle as the undergrowth.
The humans of Naziir, called Dsala, are fewer in numbers than the other human tribes, but that much is to be expected from the dangerous jungle. Thanks to their low numbers, the Dsala stick together, and survive the horrors of Naziir as one larger tribe.
The Dsala are nowhere near as strong as burrunjos or the jungle's other fauna, so they've instead become masters of stealth: they live in low reed huts amongst the undergrowth, and can hide their dwellings in a few minutes if need be. Almost all folk of the tribe asides from a few solitary hunters live in the main tribal village, Vicasa. They dress themselves with reeds (their women being exceptional weavers, using both reeds and pilfered spider silk) and paint themselves with mud and red clay to further camouflage themselves in the musty darkness.
The Dsala rarely speak more than a few words, and keep their own counsel - too many words can spell death for the speaker, and besides the Dsala respect endurance and quietly taking what's given as virtues. Their lives are centered around making sure the tribe's survival is ensured.
The Dsala might seem meager compared to the many dangers of their jungle, but their surroundings have hardened them to be a dangerous folk themselves. In addition to their famous stealth (it's said that a Dsala hunter can walk the undergrowth so quietly even the gods can't hear it), the Dsala are skilled at fashioning traps, and use poison extracted from venomous frogs and snakes to kill those that threaten them - man or beast. Their favored weapons are poison darts and a type of club called a palo.
The rarity of crystals in Naziir means they're both rarer and more valued in toolmaking. Very few Dsalan possess even small amounts of crystal, but those who do fashion thems into darts, embed them into their palos, or make small keepsakes of them. A crystal necklace or armband is said to link a person to the spirit world (see below).
Naziir is not exactly a bountiful land, what with agriculture being impossible and the predator's being impossible to hunt. Thus, the Dsala live off of what they can: they forage for edible roots and berries, and eat frogs, snakes, insects and the occasional monkey. This last delicacy makes them firm enemies of the simians: even though the Dsala rarely eat simians, the two tribes distrust and at times hate each other.
The Dsala are spoken of in hushed whispers outside Naziir: they are shadows in human forms, or renegade spirits, or angry ancestors - each person tells their own story. Their association with Naziir's thick undergrowth, their dietary speciality of eating roots, and their usage of the soulvine has earned them the name of "Brush People".
Dsala Beliefs
The Dsala share the animistic beliefs of the rest of the human tribes, with their own twists. The Dsala faith is very spirit world -centric, in the sense that they believe everything in the world to be echoes of what takes place in the realm of the gods. Thus, many of their rites are attempts to reach into and communicate with this other realm, which is called Masca, the Other Side.
There are few ways for humans to peak into Masca, and all such ways are dangerous. Nonetheless, many try: Dsalan shamans sink into magical trances to divine prophecies from the spirit world, and crystal objects are said to link a person to the otherworld on some level. Thus, they bring protection from earthly harms, but might attract unwanted attention from spirits.
The ruler of Masca is Amma, the Great Mother who gave birth to each of the races in turn. Only when she gave birth to Dsala was she pleased, and showed her favoritism to them. This made the rest of the races envious towards the Dsala, which is why they torment them when they can. All the rest of the lesser gods and spirits are subservient to Amma, and the spirits of men return to her bosom when they die.
The shamans of the Dsala are called curanderos and are famous for their ability to create soothing salves and using roots and leaves in their magic. Theirs is a natural, powerful magic, born from manipulating the natural mana of the world through powerful trances. Curanderos are also the practical medicine men of the tribe: they extract venom from frogs and snakes to use in weapons, teach the children the ways of the Dsala and so on.
Curanderos are also famous for their ability to use a specific vine native to the heartland of Naziir, called soulvine, to create a potion that gives the imbiber incredibly physical and mental prowess for short periods of time. Under the effects of this potion (often called Soulvine Draught) a Dsala warrior can slay even a burrunjo. When the effects wear off, however, the imbiber is left greatly weakened or even dead.
Curanderos are also invaluable due to the flash floods that plague Naziir. Curanderos contact Masca to find out when the floods will occur, and lead the tribe to the few places of higher ground in Naziir - a dangerous journey, but better than a drowning death. When the floods end, the tribe returns to their old haunt and rebuilds their reed village. If the curanderos fail in divining the time of the floods, the entire tribe is threatened.
A recurring character of Dsalan folklore is Nanzi, the trickster spider. Related to the giant spiders that haunt Naziir's trees, he is nonetheless a more-or-less benevolent character that merely delights in tricking those who are stupid, boast, or speak out of turn. He is so venerated among the Dsala that his likeness, a small spider, is an often-repeated image in Dsalan tools and wares.
The Silverpack
A pack of sentient simians within the Naziir Jungle. Although they do not advocate aggression they are highly protective of the jungle believing themselves to be its protector. In the defense of their pack and jungle they can become fierce and brutal fighters. They are mostly non-aggressive towards other species but are very protective of their own and see themselves as the guardians of all life within the jungle. When pushed they are incredibly fierce and relentless in combat. They are able to use the layers of the jungle to attack from any angle and because of that will rarely venture into the open fields outside the jungle.
It is believed that all animal spirits are reborn as a greater animal if they did not defile other spirits during their life with the highest link to be the Silverpack. They are very close knit within the pack and live in smaller troops where each simian is given a mentor and mentee allowing for lifelong training in humility and leadership. The pack is governed by the alpha who is “elected” through challenge with the current alpha. Although this is usually a brutal all out brawl many times to death, this process is honored and both parties respect the other. They view it necessary to get the best leader in the alpha position. The Tree People living in scattered treetop villages guarding the jungle’s honor.
Social structure of the pack has one alpha simian whom can be either male or female. This title is achieved through a challenge which can either be an all out brawl or some other dangerous challenge such as climbing Mount Akkei, a treacherously steep mountain within the deep jungle. Although a challenger seeks to overthrow the current alpha, there is a lot of respect between both members; alpha challenges are seen as a normal process for placing the best leader at the time in the alpha position. Within the pack, it is further divided into troops which are about 6-10 apes who live, move, and gather together. This will have its own alpha male who breeds with the females within the troop. The senior female runs the upbringing of the offspring. Offspring are not so much raised by the parents as the community. The younger apes are assigned as mentors for the newborns so they can learn leadership throughout their entire life. Community leadership is seen as incredibly important so every ape has a mentor and a mentee.
The Silverpack believe that all living beings of the jungle have spirits which are reborn upon death unless you defile other spirits during your life. Harmony with nature is crucial as you can be reborn as a greater being in the next life with simian being the top of the totem pole. When an ape dies the spirit becomes one with the earth and all of nature gaining freedom from the limits of the physical world. Defiling nature is equivalent to defiling your own pack. Szengyi Highrange The Szengyi Highrange is a volcanically-active mountain chain located just beyond the Asrashi Steppest to the east, visible from nearly every point on Ashura. Most of the peaks in the Range are frosted over with snow. Those that aren't are streaked with molten rivers of lava, making the Szengyi Highrange practically uninhabitable except by the hardiest creatures. Mountain cats, raptors, and dinosaurs are some of the few who call Szengyi their home. Some also say that being of pure frost or flame dwell at the very top of some peaks.
Dominating the horizon from almost every point on Ashura, the Szengyi Highrange is a mountain range that cleaves the world in two in the north-to-south direction. The massive size of the range, coupled with its inhabitants and the desirable bounties it bears, make Szengyi an important location for many of the tribes, although no sentients have managed to make it their home. Ashura is young, and so is Szengyi: it still possesses every bit of the primal vigor of a young, sharp mountain range. Volcanic activity and earthquakes are an everyday occurence in the range, meaning permanent structures are all but impossible to build on the slopes. The very peaks of the tallest mountains are frozen, and when such mountaintops crack and spew forth their lava contents, they form pyroclastic surges as the volcanic ash combines with melting snow and steam. While few sentients make Szengyi their home, a few hardy creatures dwell and even thrive in its slopes and peaks. Many birds, from the small to the titanically large, make the range their home, since they can take to the air when life on the mountains gets too hot. The same holds true for pterons, a race of airborne saurians who flock together but aren't quite sentient - at least yet. Some few hardy wingless beasts survive the harsh conditions, but usually fairly close to the roots of the mountains. The infernal tops of the Highrange are also home to a few strange beasts. Beings of pure elements, both the fire of the mountains and the frost of the peaks, spontaneously form in the combination of the elements that takes place. These monsters are collectively called the old children, as those few elders who know of them believe them to be some of the eldest creatures to have been created. They can either stay in malleable elemental form or take the guise of an animal.
Kara and Tura: Twin peaks that reach above all others in the range, Kara is a volcano mountain that vomits lava and ash daily, and Tura is a frozen peak with whipping winds. They house most of the elementals.
Kaldaa Aerie: Lying in the bosom of a (relatively) small mountain is the Kaldaa Aerie, which houses the highest concentration of pterons in the mountains. The Aerie lies close to the Naziir Jungle, which the pterons raid for nest-building material.
The Outcasts
Exiles of other tribes, driven from their homes - and on Ashura, where family means everything and solitude is never a choice, such a punishment is dire indeed. They seek out refuge in the mountainous ranges and the tar pits to hopefully lenghten their lives so as to avoid having to face the afterlife alone. Desperate, morose and fierce when cornered - the Lone People.
While it is true no sensible folk call the Highrange or Mikuna their home, many desperate and mad individuals have made it their home. Collectively called the Outcasts although they are not organized in a collective organization, these humans have been exiled from their tribes and families. In Ashura, where family means everything and solitude is never a choice, such exiles often become unstable and desperate. They skulk amongst the tar pits, caring little for their own safety, in many ways preferring death although afraid to embrace it because of what would happen to their spirit afterwards.
There is no one unifying feature to the outcasts. They come from different tribes, different families and different lands. Each sticks to him- or herself, and contact with the others tends to be violent. The outcasts sometimes gather into small packs to increase their chance of survival, but seeing as they're generally self-destructive, sullen and often deranged, such alliances rarely last long.
Outcasts carve themselves a life as best they can in the wilds. In many ways, they're just going through the motions: exile is such a personal tragedy that it leaves the exiled person broken and hollow. They eat when they can, be it small animals, edible (if not palatable) plants or agiraptor eggs. They sleep in the wild without cover and spend their time wandering in what appears to be deep, dark thought.
The only universal feature of the outcasts is that they fear death. They don't consider their life much, but in death nothing waits for them: unlike the tribesmen whose spirits remain in the world as guiding ancestors, the outcasts will leave behind a tortured wraith that shall never know contentment. This gives the outcasts a fearsome survival instinct, and they are incredibly dangerous when backed into a corner.
This fear of death also leads many outcasts with the capability for it to practice dark magic. They attempt to lengthen their lives with dark rituals and cut themselves with black crystals to ward off the inevitable. Outcast shamans also paint themselves with tar drawn from the pits, to camouflage themselves from the spirit world. Conveniently, this also works as camouflage in this world.
Mikuna Tar Pits
There's a place no man or woman in Ashura goes willingly. There, downhill and downwind of the volcanic Kara Mountain, the land is covered by a permanent cloud of volcanic ash and whifts of steam. The eyes of those caught in the area sting and dry as the spot the shadows of threatening forms lurking just behind the veil. Welcome to the Mikuna Tar Pits.
Mikuna is formed around a field of tar pits that extends outwards from Kara. The ash of the volcano and the steam rising from the tar clouds the area, making it an optimal hunting ground for those not using their vision. Thus, it is impossible for humans to form permanent settlements in the area - not that they are trying.
The tar constantly bubbles and boils, and is unbearably hot thanks to the nearby volcano. Those caught in the the trapping tar are slowly and torturously cooked alive, unless the beasts get to them first. And getting out is not enough: the clinging tar is poisonous, explaining the skeletons littered around the pools: they got out, but not fast enough. The nickname of the pits, cauldrons, is appropriate.
Every so often a tar pit boils over and releases a cloud of noxious, deadly gas that's been brewing in the unseen depths. Those caught in the cloud die, unless they're good at holding their breaths. As if that weren't enough, some arcane property of the tar occasionally shows itself by animating the tar in the form of monstrous oozes - or worse still, as undead husks of those who never made it out.
One would think such a hostile environment devoid of life, but the warmth and humidity of the area actually provides for a wide variety of creatures. Low, leafy plants cover the ground where the pits give way, and small beasts of all kinds hurry in their midst - most of them unpleasant. The large leaves of these plants also make it easy to miscalculate one's steps: many have fallen into the tar thanks to seemingly-harmless plant life.
The only landmark travelers can use is the high formations one can just spot among the ashen clouds. These are the hive of the Muru colony, constructed from tar, earth, and the bones of the unfortunate lost. Those who wish to live steer clear. The Muru also build tunnels under the tar pits - dark, dank places that no sane man would navigate, but the few who do can move through the area much faster.
Here and there between the dangerous pits can one found low nests dug out by agiraptors, a beast native to Mikuna. It is a small, green lizard, fast on its feet and possessing a nasty bite. Were they solitary creatures they'd be harmless, but they live, travel and hunt in groups. They lay their small eggs in tall piles in their nests. These eggs are the delicacy of thieving carnivores all over Mikuna.
The tar pits still attract men from nearby settlements, due to bounty unheard-of in other parts: crystals are incredibly plentiful in the area. Whether by natural occurrence or due to no one collecting them, no one knows, but the banks of the tar pits are lined with blackened crystals up to the size of a man's hand. Trying to gather them has led many to a sticky grave, and many believe they are cursed due to their dark appearance and usage in black magic, but they are nonetheless of incredible value.
The tar is also a desirable commodity for those who know how to use it. The poisonous property of the stuff fades out when it dries, so it can be used as an effective adhesive or even mortar. Other than that, the area is left untouched by sensible folk, and the middle parts of Mikuna are shrouded in mystery.
Well of Colors: A massive tar pit in the parts of Mikuna closest to Kara, the Well of Colors is lined by almost endless reserves of blackened crystal. The seemingly innocent name is nonetheless spoken of with dread, since the well hides the greatest concentration of tar shamblers in the region.
Muru Colony
The greatest threat to plague Mikuna is not the tar pits (which are, after all, a natural phenomenon) nor even the tar shamblers (whose mindlessness makes them unfocused in their danger). The true danger lies in the insectile race known as the Muru colony, for they threaten not only the living, but the ecosystem as well.
Muru ants are man-sized ants who live according to a strict hierarchy: the workers of the race, the size of a large dog, are pitch-black and reap the land to feed and expand the colony; the soldiers are a little bigger than the workers, have crimson stripes on their bodies and possess mandibles that cut through bone effortlessly - they defend the colonies and wage war.
What makes the Muru ants unique is their higher hierarchies, the female nobles and the queen. While workers and soldiers are mindless beasts while on their own, a noble (the size of workers but completely crimson) or a queen (elephant-sized crimson monarch of a colony) can extend a link between all nearby workers and soldiers, controlling their every action. In a way, the workers become parts of the noble or queen in question.
The nobles of a colony scheme to increase their status in the fairly arbitrary nobility of the colony; the strongest noble can wrest control of workers and soldiers from other nobles to do her bidding, but since the queen can always take control of workers and soldiers from others, she's hard to challenge. If a noble manages to overthrow the queen, however, she quickly metamorphoses into a queen herself - this makes the "politics" of a Muru colony a cutthroat business.
Muru ants also have a specialized category of ants called the nectar ants: workers who have, through the will of a noble or a queen, mutated into massive, spherical husks that house tons and tons of sweet nectar-like substance that the nobles and queens feast on. They consider it a delicacy, but to others it is poisonous in addition to being sickeningly sweet. As a defense mechanism, nectar ants can spray the substance on offenders, which usually takes them out.
The colonys themselves are a sight to behold. Workers and soldiers are mindless, omnivorous creatures, and strip the land clean around the nest in quick order. A muru colony is constructed of mulch, dried tar, earth, the occasional bone and pretty much anything the creatures can get their hands on. This makes the colonys a massive ecological threat: Muru ants are tireless in their hunger, and if it weren't for their internal wars and wars with other colonys, they'd destroy Mikuna for good.
Nobles and queens don't share their inferiors' mindless hunger, but they are thoroughly greedy in their own right. They desire physical possessions, even if they have no practical need for it, and will go to war for the smallest treasure - and treasures are scarce in Mikuna. They even have the workers capture and enslave animals (and even sentient creatures, if they can get them) in underground prisons to have the choicest cuts of meat at their leisure.
The Muru colony also includes a large variety of other insects from Ashura who are drawn to the queen despite not being an ant. This makes them especially dangerous as their ranks can include giant scorpions, bees, or any other terror inducing insectile fiend.
Kuhlei IslesA series of islands (being almost the only islands on the plane) off the western coast that house an ecosystem different from the mainland due to isolation. Characterized by sharp, tall mountains amongst forested regions, a vivid yet dangerous wildlife, a sense of dread loneliness for sentient visitors. Below the waters and in aquatic caves in the island, live things stranger still. Crystals abundant here, making it a desired, if almost unreachable dream for those from the mainland.
The plane of Ashura is so young, that it remains almost entirely a supercontinent. However, it is not all one land - a variety of small, young, and inhospitable islands dot the waters around the coasts - and unique among them are the Kuhlei Isles, the only islands large enough and old enough to support life: the Kuhlei Isles, the edge of the world, the pinnacle of the unreachable, and the symbol of foolish ambitions...
The Kuhlei Isles, though 'old' by Ashura's standards, remain young and lively. They are characterized by sharp, tall mountains that pierce through dense forests, and rebuff the vicious waves that rage around the island at all times. The Kuhlei Isles loom in the sea, visible but nigh-unreachable from the west coasts of Ashura. The Matatao strive to reach the Kuhlei Isles, but they must fend off both the storming sea and the deadly monsters that lie within its depths. Few, if any, have actually survived the attempt - but many Moana tell tales of the Kuhlei Isles and the beasts and mysteries they have glimpsed of it.
Defended by nature itself, the Kuhlei Isles remain a mystery to much of the rest of Ashura. The few who have survived the crossing find it an inhospitable, dreadful place - as they walk through its jungles, under the gaze of its peaks, and always within hearing distance of the crashing waves, it becomes clear to them that they are well and truly alone in this distant frontier - except for the vicious predators that stalk them unnoticed, of course, and the vibrant yet deadly wildlife that surrounds them at every turn.
The waters that surround the Kuhlei Isles are often ravaged by storms or deadly currents - but even when seemingly calm, their depths are filled with dangers. Massive reptiles and fish swarm the seas, and even the sky holds creatures such as the kongamato, large pterosaurs that soar through the air and typically attack the rafts of the Matatao.
When one - somehow - survives the trials of the ocean between the mainland and Kuhlei Isles, and land aground, they are met with the towering spires, deep jungles, and primal rivers that immediately make one think of 'unconquered nature'. Beginning at the coastline, any mainlander would never fail to notice that the Kuhlei Isles are absolutely rich in crystals - they spring from the coasts, lie underneath the clear waters of its rivers, cover its jungle floors, and emerge from steaming cracks in its mountainous spires. The many crystals of Kuhlei Isles are not just because of its untouched nature - there is something special about the island, a connection between it and these crystals...
The riches of Kuhlei Isles are well-known in myth and legend, but unfortunately, so are the isle's dangers. The wildlife of the Kuhlei Isles is completely alien to any mainlander, for this island has been isolated from the mainland its entire existence. Some of the most exotic creatures that inhabit its jungles include saly, saber-toothed, scorpion-tailed lizards which stalk you in the shadows; massive, elephant-like lizards with long necks and tails that stop the flows of rivers they happen to pass through; and snakes as long as rivers, with serrated backs that can cut through thick treetrunks. Alongside this animal life, vivid plants dazzle the eyes, but are filled with foreign poisons that kill in fascinating but dreadful ways.
Shangi Coast: This is the beautiful coastline facing the direction of mainland Ashura. It is a promising greeting to the first arrivals to the isles. Gorgeous treelines, cascading peaks, and winding waterways meet them masking from the danger that actually lies within.
Shatterspires: The location of the first - and last - battle between the Amphala and the Force. The stone peaks and cliffs along the coast were shattered by the Force, making it look like an explosion frozen in stone. This place is visited in secrecy by mourning Amphala, and is loathsome for 'guard duty'. The waterways that lead to this chamber are patrolled by the Grootslang, a massive serpentine sea creature created by the Force.
Quala Qar: The lost city of the Amphala, it lies within a chamber beneath the Kuhlei Isles, half-sunken in the sea. Once it was a beautiful and thriving place - now it is the nest of the Grootslang. Many Amphala dream of recovering their treasures, heirlooms, and homes in Quala Qar.
Ylia Sae: The current city of the Amphala, has a major 'center' near the back of the Isles (furthest from the mainland), but spreads around the Isle's edges, branching into outposts at the behest of the Force. Ylia Sae, though more fortress than city, is still lively with the Amphala who are passionate about discovery.
Amphala
A race of salamander people who live beneath the Kuhlei Isles, in underwater citadels. They are highly intelligent and are of the most advanced of all the races using crude armor and weaponry formed from shells and pearl. Little is known about them as they are isolated within the Kuhlei Isles and surrounding water expanse. Although they have been focused on internal power struggles, recent human expansion is giving them some new focus. They are able to regress into the water and caverns to remain undetected earning them the name Invisible People.
The peoples of the mainland whisper of them in rumor and legend, telling tales of the Invisible People who guard the Kuhlei Isles from outsiders, and serve their own mysterious purposes. The Matatao speak of the Heart of Rivers that lies at the center of Kuhlei Isles - the source of its riches, of the waters of the world, and the treasure that the Amphala defend from outsiders.
The Amphala, regardless of whatever mystery they are defending from the outside world, are certainly something of an enigma to Ashura's young peoples. The Amphala are gifted with a greater magic and intelligence than any of the other inhabitants of Ashura, and some whispered tales among the Moana speak of Amphala that can command the monstrous sea creatures of the Kuhlei Isles, and who wear armors and wield weapons as strong and sharp as the wild beasts...
Though the Amphala remain mysteries to the outsiders, they are not just a culture of shadowy figures. The Amphala have a vibrant culture - or rather, they had. Once, their lives revolved around the Isles that are their homeland. Though they do not walk on the land of the Kuhlei Isles - instead sticking to its coasts, the rivers that cross it, and the waterways beneath it - they respect the Isles in their entirety, and are reverent of the primal powers that it represents. To the men of the Matatao and the mainland, the Kuhlei Isles are the symbol of the unreachable - and to the Amphala, they are the symbol of power.
The Amphala, though they live with respect to the powers of the Kuhlei Isles, do not worship them - and in fact, now, they fear them. They were driven from their previous home by Grootslang, a powerful titanic leviathan. It broke through and destroyed their homes forcing them to move closer to the land and keep from the open sea.
The Amphala are now split as a result of this as some wish to fight back for their home and rebuild while others fear this massive creature. And for good reason, it is the largest creature on all of Ashura, and it isn’t even close. Yet, even among the fearful Amphala, some remain defiant. The Amphala were - are - a proud and dignified people, and though many believe they will one day take back their freedom in the ocean, there are a few who actively strive for such freedom. These Amphala - who call themselves the Tide - strain to research the crystals, or metallurgy, or countless other things. They hope to gain the upper hand and defeat the leviathan.
Matatao
Although the beautiful Kuhlei Isles seem unreachable to most, that does not stop the Matatao tribe from the attempt. They survive off both land and sea, living off the western coastline of Ashura. The Matatao are one tribe but are divided into three families: land (whenua); sea (moana); and sky (rangi). The purpose of the groups within the tribe is to teach the way of survival, most how to collect food, and provides each tribe member with a comfortable space to live in. These families are less bound by blood and more so bound by comradery making them unique to the other tribes. Therefore, anyone can belong to all three families if they wish to, or they can leave the tribe - to return or not - or a new family group can be formed.
Most tribe members are Moana, adept swimmers that can cross the mile between the mainland and the near-shore islands quite swiftly - which is necessary, as the sea is teeming with predators too. Aside from their sea-skills, the Matatao are the most inventive of the human tribes, having figured out how to build crude rafts, weave simple baskets, craft spears, create fire without magic, and more. They are likely also the most adventurous and foolhardy, of any tribe, and one could say that they invented the concept of "fun", as they seem to survive and enjoy the harsh world of Ashura. Perhaps where this is most apparent is in the way each Matatao individual's social ranking can elevate or drop dramatically on a day-to-day basis, and there is no chief or ruling party of the tribe.
Matatao Beliefs:
The Matatao believe their world was created after the primordial parents Tua (male) and Tahi (female) were separated from each other by their sons Nua, Ana, and Ngi. Tua and Tahi held each other in a tight embrace, sheltering their sons in between them and forcing them to stay still and quiet. Soon their sons became bored and defiant and wanted to roam free of their parents, eventually forcing their parents apart. Tua now lives alone above his sons, while they live upon their mother Tahi.
Nua, Ana and Ngi had many children with other beings of the universe and so the Matatao families believe themselves their descendants. Some by blood, others by spirit. While the prime family is immortal and many of their descendants too, there are others including the Matatao that are mortal because of a foolish act of Awe, a descendant of both Nua and Ana.
If you are able to find favor from either parent then your spirit is drawn to them. If not then your spirit remains on Ashura and you must perform tasks for them in order to earn their favor in the afterlife.
Whenua: These are the people of the land - gatherers, growers, and hunters. The Whenua provide the tribe with any resource needed from the mainland whether it be choice berries, herbs for medicine, or crystals from the coastline. The hunters mostly get small game as most of the meat is taken from the sea. They have even early domestications and taming a few animals as pets. They worship the first son of the prime deities, Nua. Nua loved his mother the most, so at times he still feasts with Tahi and protects her.
Moana: These are the people of the sea - swimmers, rafters, and fishermen. The Moana are at home in the water. They are adept at catching sea life and most of the Matatao meat diet is from the sea. The Dev-hi are special divers that are able to get down to the deepest crevasses of the sea sometimes holding their breath for hours using magical enhancement. They worship the third son of the prime deities, Ana. Ana loved his parents the least, and it was his idea to separate them.
Rangi: These are the people of the sky - teachers, inventors, and navigators. Of all the people of Ashura, the Rangi are the most curios of their world. The other families joke that the Rangi must be tied with tekki vine to keep them still. They always seem to be on the move wanting to explore new areas of Ashura. While others view this world as harsh and through the lense of survival, the Rangi behold it with wonder and through the lense of discovery. They worship the second son of the prime deities, Ngi. Ngi loved his father the most, so at times he brings gifts to Tua, seeking to earn his admiration.
Awa: These were the people of the rivers, until they perished. Their last known venture was to the Heart of Rivers, or "Putake" as they called it, near the center of Ashura. The Awa as a group still exists, and is the most recently formed group, but there are currently no members. It exists only in stories of a controversial nature, and since there are no members it is no longer suggested as a way. Ashuran Wildlife
It would be a shame not to talk about the wildlife of Ashura as it differs vastly from any other plane. Ashura is a new primal plane and its creatures are no different. Saurians, known as dinosaurs to us, make of the vast majority of the living creatures on the plane. While some are docile, many are ruthless predators or incessantly territorial. Either way, they pose quite a danger to any tribes on the plane. Additionally, there are what we would consider prehistoric mammals to include the quick sabre-tooth, packs of dire wolves, powerful deadon, charging binocerus, and massive mammoths just to name a few. The peaks of the Szengyi also feature powerful elemental creatures that, although rare, are a constant danger in that area. With dangerous beast on land, in the air, and under the sea, Ashura is certainly a force to be reckoned with. Because of this few tribes have developed beyond simple survival. Welcome to Ashura!
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guitarweeps
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Post by guitarweeps on Apr 13, 2018 17:17:33 GMT
Story Spirit of the Hunt {Spoiler}Tiran sat in his hut resting his eyes listening to the howling wind outside whipping across his roof and walls. He smirked thinking of how soothing the sound was from inside his hut as compared to how he would perceive it from the outside. The noaidi shaman was tall for a Komsan with broad shoulders and dark eyes. Some would have thought him to be a natural born hunter but his talent for the spirits was too strong and too vital for anything else. His days were spent studying and convening with spirits to help guide his people. Noaidi were considered outcasts for all intents and purposes since their use of the spirit world was considered unconventional by Komsan belief. That is until the tribe needed their services when their own spiritists could not provide the proper guidance. Tiran lived among other noaidi outside Galmmas village and was often consulted in tribal matters.
Tiran heard a knock at his “door” which was just an opening in the hut with thick mammoth fur draped over it. Another sully looking for help with a hunt he supposed. He had rejected many requests in the past few days for guidance on a hunt.
“Come” he muttered as he rose reluctantly.
The village patron, Ukko Galmmas, enter the hut briskly and smiled at Tiran.
“Tiran, it is good to see you again old friend.” As he came to Tiran and placed both his hands on Tiran’s upper arms in traditional Komsan greeting.
“What a surprise. It has been a while.” Tiran stated as he returned the gesture.
“I am in need of your help. The situation is becoming dire. Our storehouses are running out of food and our hunts turn up nothing.”
“I have had a lot of requests to accompany hunts as of late but I did not know the situation was that bad” Tiran lied. He had rejected these requests to arrive at this very point. He wanted the patron and matron to know they needed him, to rely on him.
“Yes indeed it has. We haven’t had a successful hunt in weeks, only a few meager critters that can feed a family if that.” Ukko murmered. “But with your guidance I think we can change that. “Will you help?”
“Of course” Tiran beamed “I will always offer my services to the Komsa.”
Ukko smiled. “You are just like your father you know. I will wait outside, the hunting party is already organized.”
As Ukko left the hut Tiran’s thoughts led him to the last conversation with his father. He shrugged then turned to the rear of his hut. A shrine was erected there and in the center laid his most cherished possession, a small but powerful relic of crystal origin. It was given to him by his father which is a shunned practice by the Komsa. Komsa belief holds that personal belongings actually belong to the land and are borrowed to be returned upon death. A very lengthy and public ritual is required to request the land to allow inheritance of anything to your line. Tiran’s father was very adamant about not doing this ritual is he did not want the relic’s origin to be revealed. Tiran didn’t know much about the origin but he did know that it allowed a strong connection to the spirits of Ashura. He would need it for this hunt to be successful. Reaching for it he clasped it to his necklace and tucked it under his fur coat silently whispering requests that only the spirits could hear. He glanced back at the fur door and walked out.
As they peaked the crest of the hill the wind blasted Tiran in the face causing him to pull his scarf further over his face. Only his eyes were exposed now as the wind ripped chills across the land and the small party. Ukko brought four of his prime hunters two skilled in the “dance of the hunt” which is the actual slaying of the game, one trapper, and a tracker. Unfortunately the snow was whipping through the plain so rapidly that any tracking was all but impossible. A storm had arisen about an hour before departing the camp. Tiran could have predicted it if he had taken the time but he knew Ukko would have wanted to go forth with the hunt anyways. For such an old man he was certainly not frail and very determined.
“We won’t be able to track in this weather” Ukko stated plainly “We cannot wait for it to clear, we must press on. I am relying on you Tiran.”
Tiran knew that they would be hard pressed. Few beasts would roam in this weather except predators looking to take advantage of any prey weakened in the sharp wind.
The party continued to press on through the ever deepening snow and cutting wind. The wind began to pick up with crystal shards digging into their mammoth fur coats which is one of the only furs that could withstand the shredding. The tracker yelped and stumbled back holding his face. The red drippings into the snow showed that he had been caught in the face with the shards.
“We can’t go on like this!” Ukko shouted but sounding like a whisper in the howling wind.
Tiran put his back to wind and closed his eyes. His hand reached under his fur clasping the crystal in his necklace. He was lost in the world his thoughts taking him into the spirit realm. The party knew that when a noaidi went into his trance to simply wait it out.
Tiran began a low chant and his arms raised involuntarily as his chant rose. He was reaching and searching for their next step, there must be a break in the storm. He stopped chanting suddenly as he received his answer.
“The storm will break soon.” Tiran stated as he pointed to the west “there is a overhang that we can use for refuge over there.”
“Refuge!” Ukko muttered “hunters shouldn’t need refuge.”
“The ‘hunt’ is over.” Tiran returned “our next meal will present itself.”
“Fine, fine, fine.” Ukko started in the direction Tiran had gestured.
Tiran helped the tracker along and by the time they reached the crest he had healed the man’s eyes. They took refuge on the far side opposite the wind. Even there the wind ripped down the other side as if constantly berating them for daring to venture in its midst.
Tiran told the trapper to prepare himself as they would receive their game here. He sat down and went back into a trance communing with the spirits asking them to guide them something to sustain the village.
After only a few minutes the wind died down and they could see the sun shining on the snow. Tiran could never grow weary of the beauty that the snow with scattered crystal shards reflected the sun back to him. The entire land seemed to sparkle.
“A herd of hakrid!” the tracker announced as he had taken perch on the crest to lookout. “It is coming this way.”
The party scurried to get ready for a quick takedown and get up to a good position to launch an ambush from. As the peered over the crest there was a great herd of the beautiful creatures taking advantage of the lull to move most likely to the plan to the west where the snow often cleared quickly exposing the brush underneath.
Tiran could feel the spirits pulling on him. Something was wrong. They were telling him to leave the herd but that didn’t make sense. They had game in front of them, why would they pass it up? The spirits continued to make their stance. Tiran knew better than to ignore them.
“We must let it pass” Tiran muttered almost ashamedly.
“What?” Ukko stated.
“This is not our game” Tiran said trying very hard to seem confidant in his own words.
Ukko’s face showed clear doubt in them as well. Soon it his usually cheer returned to his cheeks and he turned to the rest of the party “let them pass.”
Tiran almost didn’t believe it. Even with direct line to the spirits he had almost ignored the guidance. Ukko had shown a great amount of trust in that simple command. Which meant that he had the patron just where he wanted.
Another couple hours went by. The hunters grew more and more irritable and began to complain about Tiran.
“We had them right there.”
“It would have been an easy hunt.”
“The spirits are trying to protect the creatures not feed us. We will die at their guidance.”
Tiran tried not to think about it. There had to be some reason…
“There is something coming over the horizon” the tracker stated softly.
The others strained their eyes but it was difficult to see anything with the sun reflecting off the ground. Shapes could be made out though. Large ones.
“Mammoth herd!” one hunter stated.
“Oh praise the spirits!” another stated slapping Tiran on the back in approval.
Tiran sighed. If they had taken the earlier herd they would missed this. Mammoth meat was so plentiful it would feed them for a week each. Plus the meat was much more than the thin hakrids. Silently he thanked the spirits for their guidance.
But it was not their prize yet. They still needed a kill, preferably multiple. The tracker led them to the part of the crest that he determined they would pass through and they began preparations. This would be difficult; they were armed with spears and small knives. The two hunters were the best and they had been spirit blessed meaning they had a chance to get at least one kill.
They sat and waited as the herd came closer. The trapper picked one out that was on the edge and had no others surrounding them. Although mammoths would come together to protect their herd, they often abandoned such behavior once one of them is gravely injured. If they could disable it before the rest of the herd reacted they could deal with just the one vice the entire herd.
“Wait…” Ukko started as they came by holding his hand out. “Now!”
As one the party jumped out. The trapper threw his net up over the mammoths grand horns causing them to become entagled. At the same time the hunters and the tracker took their spears to the beast’s grand front legs stabbing it over and over. The mammoth reeled lifting up its tusks wrapped in the netting and simultaneously lifting up the trapper sending him flying through the air. Even so it was still tangled but was bucking from side to side. The hunters furiously tried to continue their assault and one of them was struck with the mammoth’s net wrapped tusks sending him to the ground. The remaining hunter was on the other side. She took her spear in a running assault hoping to use the force of the bucking mammoth against it. As it swerved back towards her, the spear went deep into its front shoulder. Seems that was enough and the beast fell on its front knees. Soon the party was all back on its feet and ready to finish it off. They had taken it down quickly, enough that the herd was moving on.
Ukko approached the beast who was now immobilized, he began “the spirits have granted us a great victory. We send them the spirit of this grand creature with great…”
He was cut off by a deep bellowing. Before they could react the biggest mammoth Tiran had ever seen thundered towards them and impaled the tracker through the back. The rest of the party dived out of the way as it rushed by. It stopped and shook its tusks with the trapper shrieking in pain.
“That is the largest bull I have ever seen.” Ukko muttered.
They were still on the ground buried in the snow. Horrified Tiran watched as the mammoth evidently gave up trying to shake the trapper off its tusk and simply turned around ready for another charge with the trapper just dangling from its tusk. For being so large it was amazing how quickly the bull moved. It covered the ground between them before they could all get back on their feet. Tiran pulled from within seeking the power of the spirits and quickly erected an invisible shield in front of them. It only slowed the beast a bit as it continued its charge trampling right through them and trampling one of the hunters.
On the ground in the snow again they could see the red patch in between them where their companion had been crushed and dragged.
Ukko looked up at Tiran; there was rage in his eyes. “Maybe you hoped to have me killed out here and take over as patron.”
While it was true that Tiran hoped to increase his influence the last thing he needed was a dead patron. He had no desire to hold that position, just have the one who is in his back pocket. He had not foreseen this event and it had now gone too far. It was time to end this.
Tiran stood and faced the mammoth just as it was finishing turning around to make another charge. He had no weapon but his small knife. He told the other hunters to gather their spears and get to the side… and be ready. The mammoth was looking right at him. He stared back.
The beast bellowed again and charged. It was an intimidating sight. The mammoths were already large but this one stood at least three times the height of a man. Each footstep thundered and shook them. Tiran stood his ground and closed his eyes. They would only deceive him now. The spirits eyes were all that would be needed. He felt them come closer, gather around. He could no longer see or hear the beast, was it even there? Didn’t matter when he was in commune.
The rest of the party could still see the beast though. The saw it head straight for Tiran and he would surely be trampled or impaled…or both. At the last second they saw him duck and then rise quickly and the mammoth, is if struck by some massive hand as a fly, was sent sprawling to the opposite side landing on its back. Tiran then rushed over and help his hands out; it continued to struggle but could not right itself.
“Take it now!” Tiran shouted.
The party rushed over and speared the beast over and over. Finally the fight died from it and it lay there breathing heavily. Ukko and the hunter pulled off the still impaled Komsa from its tusk murmuring small prayers as his spirit joined the rest.
Tiran unsheathed his knife and walked over to the dying mammoth.
“May your spirit fuel the spirit of the Komsa” he whispered as his blade finished the beast.
Tiran was back in his hut. The celebration had just ended. His plan had worked wonderfully. Not only was the hunt a success but he had almost single handedly saved the patron; he was now a hero. He thought it ironic since the patron had accused him of trying to subvert him. Didn’t matter, he had the greatest influence in the village now. As he sat down he thought of all the great things he could do for his people. He was lucky that spirits had favored him so.
Suddenly the Tiran heard a strange sound from outside the hut, a crackling as if the clouds were opened and lightning was pulling through. Stepping out he saw a man suddenly appear out of nowhere. Startled but curious enough not to retreat he regarded the strangely dressed man. He was wearing a full garment but of cloth not fur. Much like the tribes to the south wear but covering his full body. Tiran thought that odd and had the sudden thought he must be freezing.
“Hello, are you cold?” he stated.
The man turned to see him. “No matter” he stated brushing his hand obviously erecting some sort of shield presumably to guard against the cold. “I am seeking a man named Tiran, descendant of Shillo.”
Tiran was speechless. Finally he muttered “I am he.”
“Perfect, tell me you still have it?”
“Have what? Who are you?”
“My apologies, my name is Heping. Your crystal relic? Is it still in your possession?”
This once again struck Tiran speechless. How did this strange man that appears out of nothing know about the crystal? He concluded that he must also be connected with them.
“I have it” he said his voice cracking a bit.
“Good, we must keep it that way. He will be coming.”
“Who will be coming” Tiran’s eyebrows furrowed.
Heping paused as if in deep though… “well I suppose you don’t have a word for it in your language. He is coming to kill you.”
Another statement to add to shocks.
“Wh-why would anyone want to kill me” the Komsa were not familiar to the act of murder.
“The important thing is… he will be here soon for that” Heping stated frankly gesturing towards Tiran’s neck. Even though it was covered by the fur, the strange man gestured right towards it.
Tiran’s hand was instinctively around his necklace. It was entrusted to him by his father. He knew the trouble his ancestors had gone through to get it in his possession. And he knew he would protect it at all costs.
Journey to the Heart {Spoiler}Selan appeared on Ashura still gasping from what she had seen. After pursuing the merfolk thief to Zendikar to reclaim the bident of Thassa, she had seen the atrocities of that world. Horrors she had never imagined doing horrible things to the people and the land. She had decided to abandon that and go to plan B. Plan B was on Ashura a place where she spent a lot of time to recoup. The amphala were very accomadating (as if they had any choice) and she had learned of what would evidently be the first legend of this infant plane. According to the legend, the “mother crystal” was housed in a cavern below the Kuhlei Isles although it was never traversed. Mostly because residents of a plane like Ashura could care less about “legends” when they are just trying to survive each day. Selan thought that she might be able to use this relic to help form a new weapon for Thassa, especially if what she heard was true and those beings on Zendikar were traversing through other planes. She thought their best bet at defense was fully equipped gods to protect them.
With that she began to glide on her journey through the isles, she knew of a cave opening that she thought could lead to the heart of rivers where the mother crystal should be. Very soon in her flight she saw a man walking whom she regarded from above. She could tell that he was a planeswalker; he was adorned in strange clothes that she had never seen here. And he was talking, not to anyone just to himself it seemed. As he was looking around he glanced up and caught her looking at him. He stopped.
“Uh, hello” he said cheerfully.
Selan thought that he might be a useful so she glided down “Hello, I was wondering where you were heading?”
“Heading? I am not really from around here. Just taking it in really. You don’t seem like you around hear either…” he trailed off with his browed slightly furrowed as he looked at her “I’m Royn.”
“No, I guess I am not…” Selan began her spell to entrance the man. She spread her wings revealing her full glory as the spell would enthrall his senses with her presence making him all hers. Her beauty would overwhelm, her voice sound of honey, and her very aura would be enticing as any desire.
Royn regarded her with a smirky smile. Suddenly he frowned. Then he raised his arms and lightning shot from his fingertips engulfing Selan bringing her spiraling to the ground. She did not expect that.
“Uh, uh, uh, you didn’t say the magic word” Royn said grinning mischievously.
Selan shuddered at her foolishness (or the electric shock still affecting her body). She had been foolish and underestimated Royn. Her normal charms wouldn’t work on a planeswalker evidently. But she had reserves. Selan quickly eapt up and flapped her wings towards Royn. A wall of wind struck him to the ground. She continued this each flap keeping him pinned. At the same time she began a much more potent charm.
Royn was pinned but not without fight. He tried to regain control and raise his arms. He got his arm up just enough to send another bolt out but Selan dodged is easily and flapped again sending another gust to pin his arm.
Royn couldn’t understand why she was doing this. He was just walking along minding his own business when she arrived. His anger burned. He looked up searching for an opening shot. But come to think of it, she looked quite beautiful. Especially when she was angry. Maybe she wasn’t so bad after all…
“and then I was just wandering around hoping to find something exciting. This plane is full of exciting things to see, don’t you think? Well, I’ve seen a whole string of volcanic eruptions, took down one of those huge Saurians singlehandedly, and don’t even get me started about the tar pits…” Royn babbled.
“I never got you started in the first place…” Selan muttered under her breath. She was regretting her newest admirer. He wouldn’t shut up. Even when she told him too. She tried not to listen but he still kept talking.
“…and then I met you! What a great plane this Ashura is.” Royn continued “I think we should come here often.”
They had just arrived to the mouth of the cave that started to delve below the heart of rivers; myth had it that the cavern below was ripe of crystals and had a particular crystal rock that was infused with powerful mana. Selan banked on the relative ignorance of the residents of this plane to the power of mana.
Royn was walking ahead of Selan… and he was whistling… and sort of waltzing. Between that and his rambling, Selan was glad to be here finally. Her gladness ended as they rounded the corner.
Seemingly out of nowhere an ape jumped out and knocked Royn against the wall sending him crumpled to the ground then ran to the opposite wall using it as leverage to leap towards Selan. She tried to leap up but the ceiling of the cavern was too low and the ape’s reach was too long. It grabbed her leg and swung her around to the ground with the ape sitting atop her pinning her. Instantly by instinct Selan began her charm spell.
“Keep your tricks to yourself siren!” the Ape grunted “cease your quest now. Nothing of Ashura is leaving.”
Selan cocked her head curiously. By the ape’s voice, it was female and between that and her being an ape Selan gave up her charm spell. This would take more finesse. What was most curious was that she talked of Ashura as if she knew it was only one plane among many. Was this another planeswalker?
“I…” Selan began to speak. But she did not finish.
A shock struck the ape barreling it over. Royn was up and sending elementals at the ape each one striking her then disintegrating into the air. Selan was impressed in how methodical he was sending waves at their adversary. His demeanor had quickly changed from playful to determined. He was still smirking though.
Finally the ape broke the cycle and swung its massive arm to smash one of the elementals and rolled to the side out of the path of the onslaught. She struck the ground with a grunted chant and a roar bellowed behind Royn.
“I am Marjum, protector of Ashura!” she stated triumphantly “meet the only prize that will be granted you here.”
Royn circled around and saw a saurian racing towards him as tall as the cavern ceiling. He could tell it was very hungry. Although when he thought about it, he was too. He had missed lunch. The saurian moved fast and in mere seconds was upon Royn. In a sudden spark he shot to the cavern wall with his hand extended towards the opposite wall. A field of electricity erected between each wall just as the saurian charged through to where Royn was just standing less than a second ago. As it passed through the barrier it was engulfed in electric shock and shuddered to the ground twitching.
Marjum did not like that. With breakneck speed she closed the distance to Royn and grabbed him in her massive arms smashing him against the ground over and over grunting with rage. Selan decided to take the opportunity to move on and let them battle it out. She slipped quietly out taking with her the charm over Royn.
Royn didn’t have much chance to relish in his freed mind. He was trying to figure out how to get out of Marjum’s death grip.
“Get…” he managed between strikes against the ground “your hands…off me….you…damned dirty ape!”
Marjum paused. This got her attention. She stood up raising Royn a few feet off the ground with one hand clasped around his neck. She was massive. “What did you say?” she said in a half gasp half grunt.
“Sorry, I…” Royn began to gasp but Marjum did not wait for the reply. With her free hand she sent a punch at Royn.
The pause had been all Royn needed though. He had used the time to erect a shock shield. As her punch struck the shield it sent all her power back at her in a shock sending her roiling back screaming. The force of the punch still sent Royn to the opposite wall. He crumpled to the ground clutching for air.
Marjum stood again, her hair was now standing on edge. Royn couldn’t help but think she looked like a giant fuzzy toy. She looked too angry to be a toy though.
“Please stop!” gasped Royn “I was under her charm. I have no quarrel with you.”
Marjum realized that the siren had slipped away. She bellowed in rage beating her hands against her chest. She then looked straight at Royn.
“Leave this plane and never return!”
Royn looked a little disappointed but then lit up “Ok, I will leave and never return!”
Marjum eyed him confused by his strange cheery response. But she had time for no more so she grunted and took off down the passage.
After she left Royn pulled his hand from behind his back “…but my fingers were crossed.”
Marjum came running into the center cavern where it was beautifully lit by all the crystals affixed to the walls. The whole room sparkled and shined. She slowed. In the center of the room the rock formed a sort of pedestal which was where the “father rock” was supposed to be. It was empty though and Selan was just standing there looking at it.
“It wasn’t here.” Selan echoed across the room.
“Lies…” grunted Marjum.
“What, you think I hid it in my cloak?” Selan smirked back.
True, she didn’t have anywhere to hide it. Plus there were numerous egress routes out of the room not including the ability to just planeswalk and she could’ve been long gone. Marjum deduced that she was telling the truth.
“Another thief from another plane” Marjum stated.
“I don’t think so.” Selan countered ignoring the attempt at calling her a thief “not many walkers know of Ashura and it isn’t even old enough to have legends of ancient relics.”
“Not many? I’ve seen two today.”
“True, but I wouldn’t count him.” Selan turned to face Marjum finally and shrugged “I think he stumbled here on accident.”
Selan continued “I think it is likely still on this plane. We could search for it together?”
Marjum’s calmed demeanor changed and she growled at Selan “No. In fact I suggest you leave now.”
Selan sighed. She did not reply. Instead she slowly dissipated into nothingness and disappeared.
Marjum began to look around inspecting the area. She sniffed the ground near the natural pedestal but there was no longer a scent. This did not provide much barrier as she cast a spell that would bring up past scents and tested again. The siren was right, it was not a foreign scent. Instead she smelled the incense of a Ploru flower. That was strange though, as that was the incense used by the Awa who disappeared ages ago. Could it be…?
Marjum turned and raced out of the cavern.
The Assassin’s Blade {Spoiler} Karasu drew up over the ridge in the dark where he could get a good view of the camp below. He sought information and he needed someone who would be willing to give it to him. As if he was one with the shadows he crept from tree to tree to get to the best vantage point to view the dwelling before him. He watched carefully for hours never letting his patience waver, he had waiting for much longer periods of time sitting in the darkness. Finally his patience paid off and two of the tribesmen started off, leaving the safety of the camp. He had been waiting for this; a patrol around the perimeter.
Casting a spell to mask his steps even further than the silence they already possessed he slowly crept up behind them. He only needed one of them and didn’t want the other on alert. Closing his eyes he pushed his essence towards the one in the rear. Once he gained control of his pawn the rear patrol thrust his spear through the back of his companion. In an instant Karasu rose up and grabbed the man quickly subduing him into the darkness.
Once they were “settled” in a small cave, Karasu began his interrogation. He did know Ashura so he asked some questions about the land but mostly about the Komsa, who his target was with. The subdued man answered the questions freely; no coercion was even needed. He seemed confused why he was in this state. Karasu almost felt guilty, the innocence of this early plane had not yet seen taint of corrupted hearts. Finally, the assassin finished his questions and the man had one of his own.
“Who are you?”
“That is always the question they want answered…” Karasu said gruffly shaking his head slowly side to side “…and it is a very costly one.”
He pulled out a knife and in an instant thrust it into the man’s heart.
It had been a few days journey to reach the Komsa “territory” although Karasu had learned that the Komsa don’t believe in owning the land. He had a lot of time to think and he was very conflicted about this target. All his previous kills had been corrupt or seemingly corrupt individuals, sitting in expensive houses with many guards. Some of them he knew the horrible things they had done but the others he could make reasonable assumptions. He happily disposed of them and their pawns. This plane was different. I the seven days he had been here he saw only tight knit tribes, the most corruption they had seen was sneaking a fruit basket or something.
Karasu knew how many “innocents” had met the cold steal of his blade. It drained their very essence to him and in that last moment their hearts were always revealed. Countless times he had done this without regret, why now? Maybe it was the cold of this damned place.
“Get yourself together” Karasu muttered under his breath. This was to be his last contract although his “employer” didn’t know that yet. He was done taking orders and it was time to get off on his own. After all, the most powerful interplanar assassin in the multiverse shouldn’t take orders anyways.
Karasu crept up over the last ridge looking down on the Komsan village. Unlike the other tribes the Komsa had some actual housing albeit just small huts, the doors were simply heavy furs although they probably served better in the cold than a wooden one. Here there were no patrols, no guards. Karasu felt strange to even be keeping low profile, he could simply waltz down the village and nobody would know or care. It seemed so strange.
Even so, Karasu was too well disciplined and trained to let down his guard. Despite the lack of scouts he stuck to the shadows casting his own to sneak through where there were breaks. As he approached the village he realized that there was no way to tell the huts apart and finding his target might prove difficult. Maybe he should wait until light to watch the people and figure out where his target resided? No, it would be too difficult in the light to keep in hiding, he needed another interrogation.
Karasu chose a hut and silently entered, it was a small hut and he could barely raise to full height even if he wanted to. He quickly surveyed the room; there was only two beds so he slowly edged towards the closest one. He heard something rustle inside.
“Who are you?” said the small voice of a girl.
Karasu froze. That question….
“Um….” Karasu started as he saw a small girl’s face peeking out from the fur covers. She couldn’t be more than 10. Yet there was no fear in her voice or on her face. A stranger creeping in her hut at night seemed to be no reason for concern. He looked around and the other bed was not stirring.
“I am lost” he said “I was looking for my friend.”
“Oh?” the girl sat up “Who is he? Maybe I can help.”
Karasu looked around again as if looking for someone to explain this situation to him.
“His name is Tiran.” Karasu stated as plainly as he could.
The girl happily gave him all the information he needed.
Karasu knew what he had to do next. He had asked about his target directly and she was a witness. Instinctively his hand was already on the hilt of his blade. He had killed a child before…but this seemed different. But this could be traced directly back to him if the right investigator with the right skills was on the job. Karasu took his blade out and looked at the girl. Again, she showed no fear…
Karasu sat in the snow, he almost didn’t care that it was soaking into his skin. He was now on the outskirts of the village where the noaidi lived as the girl had told him. He fought back a cry but tears came through. They felt as if they froze instantly against his face. He didn’t care if they did; let them freeze, maybe then it would match his heart.
After what seemed like hours but was probably just a few minutes Karasu got himself together. His target was in the hut in front of him just a few meters away. His last target. After this…he was done. Resolve of this fact shuddered through him. Grabbing his blade he crept toward the door and slipped inside.
The inside was already lit and Karasu smelled incense burning in the air. There was a small shrine in the back of the hut and there stood his target. Tiran just looked at him, no surprise, no fear, no emotion. Suddenly an invisible wave slammed into him and pinned him against the wall.
“You have come here under great confusion.” A voice stated from the corner.
Karasu couldn’t move much but he could move his eyes so he quickly surveyed the room and found the voice. A man sat there, dressed as a monk. Another planeswalker. Karasu knew of him: Heping, the monk from Tarkir. But why was he here?
“You have been deceived into thinking that you are here for another simple kill, another “balance” in the society. But it is not why you have been sent.” Heping continued.
The monk was probably right. But Karasu didn’t care. He just didn’t care anymore. This monk stood between him and his last target. He just wanted this to be over.
“I don’t care!” Karasu raged. “Save your voice, you will need it.”
He may not be able to move himself but there were other ways. He closed his eyes pushing his essence to Tiran. Suddenly he had control of his target’s body. Tiran rushed over and tackled Heping. Instantly Karasu was released from his hold. Karasu in turn released his hold on Tiran so he could move again.
Heping pushed Tiran off him as he regained his senses. Karasu was already at them with his knife but Heping put up a forcefield in time and Karasu’s knife bounced off the invisible wall again and again spurting dark sparks from each strike.
Karasu took his unarmed palm and placed it against the field. Corruption seeping from his palm broke down the shield and his knife finally broke through. Heping lifted his arms and Karasu felt a wave of energy strike him sending him across the room. Heping jumped through the air seemingly in a slow motion glide with his palm up and knees bent. Karasu foresaw the strike and rolled to the side as Hepings strike hit the ground shaking it.
“Forget this…” Karasu muttered abandoning magic and just going to grapple the monk trying to pump punches into him. But Heping was fast. Each punch met his hand there to block.
“I hope….” Karasu began as he stared at Heping “you enjoy watching your failure.”
Karasu sent a mass of dark energy through both his hands sending Heping flying through the back wall crumbling everything behind him. The assassin then spun around and was to his feet in a fraction of a second.
Tiran was just standing there with his eyes closed as if meditating. Karasu was at him in a second but was suddenly struck down. Looking up he saw a spirit standing between him and his prize. Knowing that he could not control a spirit Karasu delved deep inside sensing the mana from the darkest of depths. He didn’t want to call upon his deal this soon but now was the time.
The air crackled as darkness filled the room and a demon poured into the room’s void. He cackled and instantly set upon the spirit tearing at its soul with its claws.
Horrified Tiran stepped back but he was against the wall. At the same time Heping came bursting through the doorway.
He was fast but too late. Karasu’s closed the gap between him and his prey, blade in hand as the demon kept the spirit and Heping busy. Tiran also set a protective shield but Karasu anticipated that and his knife went straight through into the shaman’s heart. It did not set all the way in however. Karasu tugged and found his knife was wedged into a crystal the man wore around his neck. It did not matter though the blade had gone through and he was bleeding his last breaths right now.
Karasu regarded the man as he slumped back. There was no fear in his eyes even now. Just a silent resolve.
“Father, it will be good to see you again.” Was all he said.
“Glad I could reunite you.” Karasu thought to himself.
His last ordered kill was done. It seemed surreal .
Karasu noticed a strange glowing was coming from Tiran’s chest where Karasu’s blade and hand still were. It came from the crystal that he had not bothered to dislodge yet. Then something unexpected happened. A force drew Karasu to the ground. Pain filled his every pore and inner being. It was not a normal physical pain but seemed to fill his soul. His soul bent and writhed within his spirit and his body followed suit.
Heping, having dealt with the demon, walked over to Karasu and stood over him.
“I cannot stop it but I can soothe your pain if you wish.” Was all he said.
Karasu didn’t have a chance to respond. His seizures increased and the pain intensified. In a final desperate move he planeswalked far away from Ashura. As he did his soul shattered and scattered across the Blind Eternities. The void filled with the pieces of the souls of those he stole over the years with the tip of his soul piercing blade.
Heping looked around as the air calmed and the room settled. It was over. He had failed to save Tiran but the crystal could be kept safe. He walked over to examine the body but found that the necklace hung empty, the crystal was not there. Curious he picked up the empty threads.
“The crystal must have melded with the blade.” He stated to no one.
He stood suddenly but briskly. With the mother crystal gone the balance on Ashura would be broken. He was not entirely sure what that would mean, he only knew that it would be trouble.
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