“At one landing they asked who could vouch for me. At the next they asked who had witnessed my departure. At the third they asked why I had arrived in this month. I had crossed the water, not answered the same question three times.”
— Dusana of the Raven Road, at the Inland Sea
Sihai’s records, Nihori’s forms, and Ayokha’s calendars organize different relationships between a person and their community. Each can provide real protection and place someone in danger. The peoples who maintain thresholds, carry drowned names, or preserve forbidden texts have their own work and their own reasons for helping. Begin with the local problem rather than treating the East as one court with interchangeable customs.
Aeler communities belong to the mountains in which they live. The severe Himadri holds are not the origin of every eastern Aeler settlement. Foothill communities can work with human neighbors while keeping the character of their home range; neither that contact nor a trade in metal identifies everyone as an Edgewalker or Mason. The mountain chapters provide the particular regional context.
The Central Kingdom.
Bring the second copy. A man may dispute your name; he should have to dispute two clerks as well.
— Quiet Chancellor Wei
Eastern Ykrul rule the northern steppe and the eastern mainland territories; Sihai holds the remaining mainland realm. A Sihai map may preserve a claim long after a different authority begins collecting the toll. Nihori lies offshore, while Ayokha occupies the southeastern river country and peninsula.
Sihai’s canals carry grain into Jingdu, and its examination halls send officials out again. A household keeps birth registrations, postings, and marriage records where they can be reached during a flood. Being correctly recorded brings practical protections: a place at the examination desk, a recognized claim to water, relatives who can establish where an absent person belongs. The relief when a clerk finds a missing copy is genuine.
The Censorate can preserve those protections or turn them against a household. Quiet Chancellor Wei wants corruption exposed before it damages the Mandate. A provincial censor may have orders to erase a rebel lineage whose children have never left their village. Both use an office that people need. The clerk who helps recover a registration and the official who suppresses evidence need not agree about what service requires.
The Celestial Bureaucracy has offices corresponding to the mortal administration. Ancestors receive offerings at household shrines; hungry ghosts press claims that a living magistrate may have closed. The Kitchen God’s household report matters to people who also argue about salt prices and whether a cousin should sit the examinations again. A competent official can still enforce a harmful order. A forged document can protect a real person and make their next appeal harder.
The Lethai-thora pavilions keep histories the state would prefer unavailable. Their keepers helped shape Sihai’s archival traditions alongside human teachers and officials. Former pupils now hold offices that sometimes demand the surrender of collections they once studied. A family may owe its standing to a document the same office has ordered burned.
At a water-timer’s missed beat, a waiting room falls silent. Nobody points it out. When the clerk resumes reading names, several petitioners check that their own papers are still in their hands.
What do people eat for breakfast? Congee with preserved vegetables. A household sends a covered bowl to the relative waiting outside an office; somebody must keep their place while the food is eaten.
What does a child learn before they can walk? Their name and the names of the people who can vouch for them. Later comes the brush. A grandparent keeps an early attempt even when the child’s handwriting becomes much better.
What is the first thing you notice about a stranger? Who introduces them and what their seal says. A traveler without papers may need witnesses or a replacement copy. They are a person with a problem, not automatically a criminal or ghost.
What is the most common crime? Examination fraud: purchased questions, substituted candidates, or a tutor’s unauthorized help. An honest examiner and a family that sold land for tuition can both have much to lose when an allegation is made.
What does no one talk about but everyone knows? A gap between postings draws attention. People quietly help a relative account for a missing year before submitting a petition, even when nothing unlawful happened during it.
Where do people go when they die? Families keep ancestral tablets and make offerings of rice and tea. The shrine sustains a relationship with the dead; it does not mean that a wooden tablet replaces every local practice for tending a body.
How do you apologize for a serious wrong? A written apology is presented where the injured household and its ancestors can receive it. A grave wrong may call for blood-written calligraphy. Restoring a damaged water right still requires action at the canal office.
What is the most important festival? The Festival of the Ancestors. Tablets are cleaned, a meal is prepared, and absent relatives are accounted for. The person serving usually knows which dish belonged to which elder.
What is the secret that could destroy a powerful person? A suppressed copy contradicts an official’s account of a lineage erasure. The order may bear a valid seal. The investigation concerns who issued it, whom it actually names, and who widened its reach.
An examination candidate has a valid admission slip, but his family name is missing from the hall’s register. Chen keeps the desk vacant while a clerk searches for a second copy. The examination begins at noon, and a relative’s petition is disappearing from another office.
Begin with the missing candidate or the flood-damaged prefectural registry, not both. Establish who altered or lost the record, which witnesses survive, and what another office can verify. Investigation, testimony, copying, and negotiated recognition should all be viable. Use existing Censorate pressures only when their triggers occur; a general audit is not automatically a succession crisis. Keep dangerous archival knowledge separate from routine paperwork, and do not explain the setting’s underlying metaphysics to characters.
Key Demographics: Humans Capital City: Jingdu
Tagline: Keep the second copy.
Quiet Chancellor Wei: Bring the second copy. A man may dispute your name; he should have to dispute two clerks as well.
Provincial Censor Chen: The boy is at his desk. His name is not on the list. Do not send him away while I find out which of those facts the office intends to correct.
Genre / Mood: Celestial bureaucracy as shelter and threat; examinations, contested records, and canal-side investigations.
Starting Location: An examination candidate has a valid admission slip, but his family name is missing from the hall’s register. Chen keeps the desk vacant while a clerk searches for a second copy. The examination begins at noon, and a relative’s petition is disappearing from another office.
Sihai’s canals carry grain into Jingdu, and its examination halls send officials out again. A household keeps birth registrations, postings, and marriage records where they can be reached during a flood. Being correctly recorded brings practical protections: a place at the examination desk, a recognized claim to water, relatives who can establish where an absent person belongs. The relief when a clerk finds a missing copy is genuine.
What you notice first: Canal water drying on hems, ink under a clerk’s fingernails, and people checking the second copy before they leave the desk.
Local warning: Name the Emperor before discussing the succession. A censor can annotate the discussion; household ancestors may hear it too.
The Censorate needs a defensible record; the candidate’s household needs him recognized before noon. The Salt Monopoly can delay a copy traveling by canal, while a Lethai-thora keeper holds evidence that an authorized erasure has reached people it was never meant to name.
The Register: documentation establishes standing and belonging. Make the protection tangible before threatening it. Lost records, contradictory copies, and contested annotations create specific obstacles; this is not automatic immunity for a filed character or permission to make an unfiled one fail every action.
The ninth taboo: The ninth citation in the Celestial Ledger is left unwritten. Speaking it aloud erases the speaker from the record being cited and from the memory of those who heard. Copyists leave the space and move on; nobody treats filling it as a harmless correction.
| Name | Role/Title | Motivation | Rumored Quirk |
|---|---|---|---|
| Quiet Chancellor Wei | Imperial censor | Root out corruption before the Mandate fails | He has never smiled. His seal is a laughing mouth. He speaks to the Kitchen God each evening. |
| Salt Commissioner Li | Head of the Salt Monopoly | Control the price of salt and the flow of silver | She tastes every batch of salt before it is stamped. Her tongue is white. She sees ghosts in the brine. |
| Provincial Censor Chen | Overseer of the eastern prefectures | Erase a rebel lineage from the rolls | He writes with his left hand. His right hand is for swearing oaths. His left hand has no fingerprints. |
| Lethai-thora Keeper Lian | Hidden archivist | Protect a scroll that proves the emperor’s claim is false | She has not spoken aloud in twenty years. She writes on water. The water never freezes. |
| The Hollow’s Oath-Keeper | Spirit of the fractured Mandate | Collect the ninth name, the ninth step, the ninth cup | It appears as a scribe with too many fingers. It never blinks. It smells of old incense. |
Inspired by the central kingdom: short, tonal, with honorifics. Surnames often denote a clan or a prefecture.
| First Names (Male) | First Names (Female) | Clan/House | Epithets |
|---|---|---|---|
| Wei | Lian | Chen | the Quiet |
| Li | Mei | Zhou | Salt-Tongue |
| Chen | Huan | Zhao | the Unerased |
| Zhang | Ning | Wu | Ninth Seal |
| Liu | Ping | Tang | the Brush |
Examination hall with ink-stained desks; Grand Canal lock with barges queueing; Lethai-thora hidden archive behind a waterfall.
Examination Hall (Hell of Ink) — A long building
with ink-stained desks, silent proctors, and a single bell. Failed
candidates have left answers on the ceiling in a hand no living proctor
recognizes. Today the bell rings over a blank paper; the candidate asks
that another proctor inspect it before anyone carries it away.
[DEATH]
Grand Canal Lock (Dragon Gate) — A stone gate
where barges queue for inspection. Officials stamp manifests. The
stamp leaves a watermark that glows under moonlight — a dragon scale.
Forgeries are obvious. The dragon knows.
[MAGIC]
Lethai-thora Hidden Archive — A pavilion behind
a waterfall, filled with forbidden scrolls. Living keepers work
among sealed scrolls. One knows the guarded text exactly but has
forgotten why the cup beside her desk was a gift. Ask who last handled
the context key before opening the cord.
[SECRET]
Salt Commissioner’s Counting House — A fortress
of ledgers, guarded by armed clerks. The ledgers are written in
disappearing ink. Only the Commissioner knows the reagent — tears of a
famine widow. [AUTHORITY]
Provincial Censorate Office — A gray building
with a brass scale above the door. The scale weighs truth and lies.
It has never balanced. When it tips, someone is erased.
[JUSTICE]
Emperor’s Forbidden Garden (Kunlun Pavilion) — A
walled garden where no one may enter without permission. The garden
contains a single tree with nine branches. The ninth branch is dead. A
phoenix nests in the eighth. [MYTH]
Well of Erased Names — A stone well where the
Censorate throws scrolls of erased lineages. The scrolls burn as
they fall. The smoke smells of ink and old blood. The well is
bottomless. [DEATH]
Tea House of the Ninth Cup (Ghost Festival) — A
popular establishment where the ninth cup is never poured. The owner
has a bell that rings when someone pours the ninth cup. It rings often.
The ring attracts hungry ghosts. [SOCIAL]
Canal Mother’s Court — A shaded bench where
water rights are assigned. Claimants bring old allocations and
accounts of the last flood. A boat family waits beside a farmer whose
field needs the same water. The carved succession of canal mothers ends
with a space no one has filled. [COMMUNITY]
J
] The Emperor’s Tomb (Unfinished) — A subterranean
complex where the current emperor’s tomb is being built. The workers
are slaves. They will be buried with him. They know. They carve their
names into the walls. [DEATH]
Q
] The Hollow’s Gate (Subterranean) — A crack in the
floor of the Forbidden Garden. The crack is warm. It whispers the
names of emperors who died without heirs. The names are getting
longer. [MYSTERY]
K
] The Ninth Ledger’s Vault — A vault beneath the
Counting House, accessible only by nine keys. The ninth key is held
by the Hollow. The Hollow will surrender it — for a price. The price is
a name you have never spoken. [WEIGHT]
A
] The First Examination Hall (Myth) — Where the first
emperor tested his sons. The hall is invisible. Only those who have
passed nine examinations can see it. Inside, the first emperor still
grades papers. [LEGEND]
Provincial censor with a list of forbidden words; salt merchant with honest scales except when they aren’t; Lethai-thora memory-keeper with a silence-token.
Provincial Censor — Gray-robed, a brass seal on
a chain. He carries a list of forbidden words. “Speak the ninth
word,” he says, “and your name will join the list.” The list is written
on human skin. [AUTHORITY]
Salt Merchant — A thin woman with a brass scale.
Her weights are hollow. “The scale is honest,” she says. “My hand is
not.” She has nine weights. The ninth is empty.
[TRADE]
Lethai-thora Keeper — Silent, carrying a brass
lamp. She writes on water with a reed brush. “The words vanish,” she
says. “That is how I know they are true.” Her lamp burns without
oil. [SECRET]
Canal Mother — A matriarch in blue robes, a key
to the sluice gate on her belt. “Water is memory,” she says. “The
canal remembers every bribe.” She has never taken a bribe. She has taken
nine stories. [COMMUNITY]
Examination Candidate — A young man with
ink-stained fingers. He has failed nine times. “The tenth will be
different,” he says. He has said this nine times. His shadow is missing
two fingers. [DESPERATION]
Quiet Chancellor’s Spy — A woman disguised as a
tea-seller. She listens at every table. She writes reports on her
own skin. The ink is invisible. Her skin is full. She is running out of
space. [STEALTH]
Salt Worker (Slave) — A man with cracked hands,
harvesting salt from pans. “The salt tastes of tears,” he says.
“Whose tears, I do not know.” He is bound to nine years of labor. He has
served eight. [LABOR]
Hollow’s Oath-Keeper — A tall figure in gray,
with too many fingers. It carries a ledger. It asks: “Where is the
ninth name?” It will not leave without an answer. Its ledger is made of
human bone. [DEATH]
Emperor’s Dreamer — A woman locked in a tower.
She dreams the emperor’s nightmares. She wakes screaming. The dreams
are always about the Hollow. She has not dreamed in nine days. The
emperor has not slept. [MYSTERY]
J
] The First Censor (Ghost) — A skeleton in gray robes,
sitting in the Well of Erased Names. He asks: “Did I erase the right
name?” The answer is always a lie. He knows. He asks anyway.
[DEATH]
Q
] Canal Mother’s Ghost — A translucent figure walking
the canal at midnight. She checks the water level. When it drops, a
reckoning is due. She carries a dipper that never empties.
[COMMUNITY]
K
] The Ninth Emperor’s Ghost — A crowned skeleton in the
unfinished tomb. He asks: “Is the Mandate renewed?” If you say no,
he weeps. His tears turn to ink. The ink writes new laws.
[LEGEND]
A
] Kuva’s Shadow (Hollow) — The vast darkness that
covers the Forbidden Garden at midnight. It asks: “Who holds the
ninth key?” The answer is a name no one knows. The darkness absorbs the
answer. [PATRON]
A scroll is found to be a forgery — the party is blamed; monsoon breaks early — the canal closes; an ancestor demands a public accounting of a forgotten burden.
Forged Scroll — A tax ledger is accused of being
a fake. Its seals appear genuine. The suspected forgery is the
original. A later authorized copy changed the obligation, and both bear
valid marks. Establish which office made the change and who has been
living under it. [DECEPTION]
Monsoon Breaks Early — The canal closes for
inspection. Delay 2 segments. The closure is a cover. The Censorate
is searching for a specific barge. The barge carries a forbidden
ancestor tablet. [WEATHER]
Ancestor’s Demand — A ghost appears at the
family shrine. It demands a public accounting. The obligation is
from nine generations ago. The ancestor will not leave until it is
settled. It will accept a story if the story is true.
[DEATH]
Censorate Audit — Officials arrive with a
warrant. They have a list of forbidden words. The list includes a
word you spoke yesterday. The penalty is erasure. The word was your
grandmother’s name. [AUTHORITY]
Salt Monopoly Price Hike — The Commissioner
doubles the salt tax. Riots begin. The hike is a bribe. The bribe is
to the Quiet Chancellor. He accepted. The salt is now gray. It used to
be white. [TRADE]
Canal Lock Sabotage — Someone drops a barge at
the lock. The canal backs up. A Canal Mother’s son sank the barge to
flood the Censorate office. Families downstream need the channel opened;
the office above them is hurriedly moving selected papers to its
roof. [DISASTER]
Examination Cheating Scandal — A candidate is
caught with a cheat sheet. The sheet has your name. The planted
sheet names your patron. Its disappearing ink will be gone by dawn. A
second reader can preserve testimony, but agreeing to read it puts that
person inside the accusation. [TRAP]
Lethai-thora Archive Fire — A lamp falls in the
hidden pavilion. Scrolls burn. The fire was set by the Censorate.
They want to erase a specific history. The history is about the first
emperor’s true lineage. [DESTRUCTION]
Hollow’s Weight Called — An Oath-Keeper appears
at the tea house. It points at a party member. A burden has found
its bearer. The burden is the ninth cup. Settle it in story or memory.
The Oath-Keeper will know if you lie.
[WEIGHT]
J
] Emperor’s Health Fails — The Mandate wavers.
Succession rumors spike. The emperor has no heir. The Hollow is
watching. It will claim the ninth name. The name is the emperor’s. He
does not know it. [POLITICS]
Q
] Forbidden Garden Breached — Someone enters the garden
without permission. The Hollow follows. The intruder is a child. The
Hollow asks: “Why are you here?” The child does not know. The child is a
ghost. It has been dead for nine years.
[MYSTERY]
K
] Ninth Ledger Stolen — The vault is cracked. The ninth
ledger is missing. The ledger contains the names of everyone the
Censorate has erased. The thief is a ghost. The ghost is the first
emperor. He wants his name back. [DEATH]
A
] Mandate Falls — The emperor dies without an heir. The
Hollow claims the throne. The Hollow sits on the dragon throne. It
asks: “Who will rule?” Silence is the only answer. The Hollow begins to
write. [APOCALYPSE]
Stamped pass from a provincial governor (one use); copy of the Celestial Ledger (reveals one hidden tax); Lethai-thora silence-token (one question the keeper must answer).
Stamped Pass (Governor’s Seal) — A wax-sealed
document. Grants passage through any provincial checkpoint. The seal
is a tiger. It glows when a Censorate agent is nearby. The tiger’s eyes
follow you. [TRAVEL]
Celestial Ledger (Copy) — A scroll containing
one hidden tax. Use it to blackmail an official. The ledger is
written in disappearing ink. Read it aloud before it fades. The ink
tastes of copper. [BLACKMAIL]
Lethai-thora Silence-Token — A brass charm.
Present it to demand a keeper answer one question. The keeper cannot
lie. The question must be about a forgotten secret. The secret is never
small. [SOCIAL]
Junk Seal (Official) — A brass seal. Impersonate
a provincial official for one scene. The seal is warm. It glows when
someone tests its authenticity. The glow is the color of a lie.
[DECEPTION]
Canal Mother’s Key — A bronze key. Open any
sluice gate in the Grand Canal. The key is cold. It warms when a
water right is being violated. The warmth is the temperature of a
drowning. [AUTHORITY]
Salt Commissioner’s Waiver — A stamped document.
Exempts you from the salt tax for one year. The waiver is written on
silk. The silk was stolen from the Commissioner’s own robes. The thread
is from a noose. [TRADE]
Examination Answer Key (Forged) — A cheat sheet
that actually works. Pass one examination automatically. The answers
are written in invisible ink. The reagent is moonlight. The answers are
wrong — but the examiners cannot tell.
[DECEPTION]
Quiet Chancellor’s Seal (Jade) — A jade seal.
Commands the Censorate to ignore one crime. The seal is a forgery.
The Chancellor made it himself. It still works. The jade is warm. It was
cut from a tomb. [AUTHORITY]
Forbidden Garden Key (Iron) — A heavy iron key.
Opens the gate to the Emperor’s garden. The key is cursed. Each use
ages the wielder one month. The key does not care. It has been waiting
for centuries. [MYSTERY]
J
] Hollow’s Ninth Ledger Page — A single page from the
ninth ledger. Contains nine erased names. Speak a name, and that
person’s deeds become known. The Hollow will remember too. The page is
warm. It has a pulse. [DEATH]
Q
] First Censor’s Brush — A brush made from a phoenix
feather. Write any name, and it is erased from all records. The
brush works once. Then it crumbles. The Hollow will know. The phoenix
will not forgive. [LEGEND]
K
] Canal Mother’s Ghostly Dipper — A clay dipper used by
a dead Canal Mother. Use it to control any sluice gate. The dipper
is cold. It weeps water when a reckoning is due. The water is salt. It
tastes of old grief. [COMMUNITY]
A
] The Mandate Itself (Scroll) — A scroll that proves
the current emperor has no legitimate claim. Read it aloud, and the
Mandate falls. The Hollow will take the throne. The scroll burns after
reading. The smoke is a new name.
[APOCALYPSE]
When a character faces a Censorate audit (see Additional Features), roll or choose an additional complication that escalates the stakes.
| d6 | Complication |
|---|---|
| 1 | Erased Name — The Censorate has struck your name from a ledger. You are legally invisible. Gain Position on all social rolls with officials until resolved. |
| 2 | Ancestor Summons — A ghost appears at the family shrine demanding a public accounting. The burden is from nine generations ago. |
| 3 | Forged Scroll — A tax ledger is accused of being a forgery, and the party is blamed. A Censorate clerk holds a later authorized copy with a different obligation; the disputed ledger is the original. |
| 4 | Quiet Chancellor’s Interest — The Chancellor requests a private audience. Refusal is treason. Attendance incurs a favor. |
| 5 | Lethai-thora Silence-Token — A hidden archivist offers a token in exchange for a secret. The secret will be witnessed by the dead. |
| 6 | Well of Erased Names — A character sees their own name floating in the well. The Hollow is watching. Gain the Marked condition. |
When the party explores the Lethai-thora Hidden Archive or the Ninth Ledger’s Vault, roll to determine what forgotten secret they uncover.
| d8 | Discovery |
|---|---|
| 1 | A scroll that proves the current emperor’s claim is false. |
| 2 | A map of the Ninth Ledger’s vault, sealed with a finger bone key. |
| 3 | A forgotten ancestor tablet still warm to the touch. |
| 4 | The true name of a Veiled Sister, written in disappearing ink. |
| 5 | A Lethai-thora memory-thread containing the last breath of a dead emperor. |
| 6 | The original Mandate of Heaven, showing the ninth clause was added later. |
| 7 | A canal mother’s key that opens any sluice gate — and a ghost that wants it back. |
| 8 | A blank scroll that writes itself when no one is watching. It is writing your obituary. |
When a conflict arises over canal access or irrigation, roll to determine the nature of the dispute.
| d6 | Dispute |
|---|---|
| 1 | A Canal Mother accuses a rival of diverting water after dark. The evidence is a single wet footprint. |
| 2 | The Dragon King is offended. A barge carrying a forbidden ancestor tablet has contaminated the lock. |
| 3 | A salt merchant claims the right to dam a tributary for his pans. The farmers downstream are sharpening sickles. |
| 4 | The water level dropped overnight. A ghostly Canal Mother walks the lock, demanding to know who stole her key. |
| 5 | Two examination candidates accuse each other of bribing the lockmaster. The lockmaster has vanished. |
| 6 | The Ninth Lock has frozen in summer. The Hollow is breathing through the ice. No one will go near it. |
Draw until you have all four suits: Spade = place, Heart = actor, Club = pressure, Diamond = leverage. Highest rank sets the main Timer (– , – , J/Q/K , A ).
Diamonds are codified outcomes (passes, seals, tokens) that change position rather than call for a roll.
If any A appears, echo ink-omens—scrolls that rustle in still air, a lamp that burns green, a forgotten name whispered from a shelf, a ghost that asks for a pen.
The Mandate Timer [8] (Shared Campaign Timer ): Tracks the stability of the dynasty. The party inherits 2 ticks at the start of any adventure set in Sihai (the inherited burden). The timer ticks when the emperor’s health fails, when a succession dispute arises, when a major corruption scandal is exposed, or when the party breaks an oath witnessed by an ancestor. When the timer reaches 4: the Censorate becomes more aggressive (all audits start at Desperate Position). When it reaches 8: the Mandate fails — the Hollow claims the throne, civil war erupts, and the party must choose a side or flee. Resetting the timer requires an Ancestor Rite at the Imperial Ancestral Temple (downtime, costs 1 Supply and a truthful confession) or a public execution of a corrupt official (costs 1 Boon and may create enemies).
The Two Ledgers (Ancestral Names Mechanic): Every character has two “names”: their Mortal Name (what the Censorate knows) and their Ancestral Name (recorded in the Celestial Ledger, kept by the Lethai-thora). The Ancestral Name cannot be erased by mortal means. Discovering a character’s Ancestral Name requires a Research Timer (size 6) in the Lethai-thora archives. Once known, the player may invoke the Ancestral Name once per session to gain dice on any roll related to that ancestor’s domain (e.g., a farmer’s ancestor aids harvest, a soldier’s ancestor aids battle). However, invoking the Ancestral Name creates an Ancestral Weight (size 4 timer). When it fills, the ancestor demands a service — usually something the ancestor failed to do in life (e.g., “Apologize to my widow” or “Find my stolen seal”). Refusing the demand marks 1 Corruption and adds 2 ticks to the Mandate Timer .
Censorate Audit (Social Combat Mechanic): The Censorate can audit any character at any time. An audit is a social combat with three phases:
Pleadings (Presence + Sway vs. Censor’s Lore). Success grants die to the next phase.
Evidence (Wits + Insight vs. DV 4). Success reveals a hidden burden or a forged document; failure gives the Censor a piece of evidence against you.
Judgment (Endurance + Lore vs. DV 5). Success: the character is cleared. Failure: the Censorate erases a name — the character loses one Bond (that person no longer remembers them) or one Asset (it is seized), and the Mandate Timer ticks .
Players can avoid an audit by: Bribing the Censor (costs 1 Honey Jar or 1 Boon), Presenting a forged document (requires a Forgery Timer , size 4), or Calling a ghost witness (requires a Spirit + Lore test, DV 4; the ghost cannot lie, but it will ask for a favor in return – usually a promise that creates a new Ancestral Weight).
Examination Hell (Dungeon Mechanic): The Forbidden Garden contains a subterranean examination hall where the ghosts of failed candidates still write their answers. The party can enter to find a lost Ancestral Name – but the hall is alive.
The hall has a Stress Timer (size 8). Each failed roll, each lie spoken, each broken taboo ticks the timer.
At 4: The hall begins to change. Doors lead to different corridors. Navigation becomes Desperate.
At 8: The Examiner Ghost appears — a skeleton in scholar’s robes. It asks one question. The party must answer in verse. If the verse is good, the ghost grants a boon (reveals one Ancestral Name). If poor, the ghost erases one of the party’s names — that character is forgotten by the living for days (lose all Bonds temporarily, cannot be recognized). The Stress Timer resets after the encounter.
Paper Soldiers and Hungry Ghosts (Minion Types):
Paper Soldiers (Tier I, Cap 2): Origami constructs animated by Censorate magic. They have Harm 2, Body 2, Melee 1. They are Vulnerable to fire (double Harm) and to a successful Lore test (reveals their true name, causing them to crumple).
Hungry Ghosts (Tier II, Cap 3): Spirits of those whose names were erased. They have Harm 3, Spirit 3, and the ability Memory Drain (touch, target forgets a minor detail — a face, a password, a skill point for one scene). They cannot cross a line of salt or a properly witnessed oath-circle.
Water Rights as Ancestral Currency: In the canal system, water rights are traded like silver, but they are also offerings to the Dragon Kings of the Four Seas. A Canal Mother’s key is worth more than a chest of coins — it can also summon a rain spirit (once per season, calm a storm or flood a district). Forging a water right angers the Dragon King; the forger’s wells run dry for nine years (all Survival tests to find water suffer dice).
Lethai-thora Archivists of the First Seal: The Lethai-thora are not merely librarians — they are the keepers of the original Mandate, written on tortoise shells and dragon bones. They do not serve the emperor; they serve the record that predates the empire. A Lethai-thora keeper can declare any document void by writing “void” in water over it. The water must be from the Well of Erased Names. Doing so costs 1 Obligation to the Lethai-thora and ticks the Mandate Timer (the Censorate will investigate).
Local Patrons (Syncretic Names):
The Jade Censor — The Witness. A magistrate who never blinks, who writes every truth in a ledger of jade.
The Dragon Salt — Maelstraeus. The price of a monopoly; the hidden cost of a nation’s thirst.
The Ninth Ancestor — Khemesh. The ghost of the first emperor, who still reviews petitions.
The Brush That Walks — The Traveler. A calligraphy brush that guides lost officials through the underworld.
The Kitchen’s Ear — The Sealed Gate. The god who reports every secret to the Celestial Bureaucracy.
The Ninth Ledger and the Kalrantha Amulet (Dhahara): The ninth ledger is said to contain the name of the prince who stole the amulet. The Esoiti want to erase it. The Breath-less want to find it. The Lethai-thora have hidden it in a scroll that unrolls forever.
Silence-Tokens and the Covenant (Mykkiel): The Covenant recognizes Lethai-thora silence-tokens as valid requests for closed hearings. A silence token can pause any court proceeding for the duration of a single breath. The token is a strip of silk from a burial shroud.
Canal Mothers and the Fhara (Way of Silk): Fhara well-judges and Sihai canal mothers use similar water-measuring systems. A canal mother’s key can be used to negotiate a well contract — but the key must be dipped in the well first. The water will remember.
The Mandate and the Hollow (Eastern Realms): The Hollow is the silence at the heart of the Mandate. Aelaerem hedge-keepers say that when a dynasty falls, the Hollow eats the ninth name. The name is always the emperor’s secret childhood name.
Bread to the Canal: Crumble a crust into the
water. Ignore the first Forged Scroll penalty.
[SUPERSTITION]
Knot the Scroll: Tie a single knot in a silk
cord. Cancel Censorate Audit or take
die on your next forgery detection roll (your choice).
[SUPERSTITION]
Name to the Well: Whisper a dead censor’s name
into the Well of Erased Names. Gain
Effect when negotiating with the Censorate this scene, but mark
Obligation to the Hollow. [SUPERSTITION]
Exposure: Your actions draw unwanted attention from Censorate clerks or ancestor ghosts.
Noise: Sounds of your actions alert nearby canal patrols or hungry ghosts.
Trace: Evidence of your passage marks your route for trackers or the Kitchen God.
Delay: A brief but meaningful setback costs you time or favorable water level.
Supply Strain: Mark segment on a relevant resource timer.
Alarm Raised: Local censor or canal mother becomes aware and begins responding.
Position Lost: You lose advantageous ground/cover/stealth due to fog or a ghost procession.
Foe Appears: A paper soldier (origami construct) or a hungry ghost arrives on scene.
Gear Trouble: A piece of equipment becomes Compromised/Neglected.
Lock/Barrier: A simple obstacle now requires a test to overcome.
Reinforcements: Additional Censorate guards, ancestor spirits, or paper soldiers arrive.
Key Gear Breaks: A crucial tool/weapon becomes temporarily unusable.
Major Twist: The situation fundamentally changes—ancestor summoned/ledger stolen/mandate questioned.
Rail Tick: Advance a relevant campaign/front timer by 1 segment.
Condition Applied: Mark Fatigue 1/Harm 1/Condition appropriate to fiction.
Trap Springs: A prepared danger activates with full effect.
Authority Arrival: Quiet Chancellor, Salt Commissioner, or First Censor’s Ghost intervenes.
Scene Shift: The environment changes dramatically—canal floods/archive burns/mandate falls.
Patron Omen: Divine/arcane forces take notice—omen appears/blessing lost/curse manifests.
Narrative Pivot: The story takes an unexpected turn that reframes objectives.
Sihai (Celestial Bureaucracy): A ghost clerk appears with a writ, a paper seal floats down from nowhere, the Emperor’s Dreamer whispers a warning.
Sihai (Ancestor Law): A family shrine glows, an ancestor’s portrait weeps ink, a forgotten burden is recalled in a dream.
Sihai (Examination Hell): A failed candidate’s ghost asks for a pen, a test paper bleeds, the proctor’s bell rings nine times.
Advance/Withdraw (Wits + Navigation): On a hit, shift one band. On a strong hit, also impose Paper Trail.
Cut the Seal (Presence + Lore): On a hit, freeze range for one exchange; if a stamped pass is in your possession, die.
Weather the Audit (Endurance + Spirit): On a hit in Censorate Audit, you pick who testifies; on a miss, the GM does.
The Forgotten Emperor (Ghost of the Ninth Seal) — Phases: Names Erased Ledger Stolen Mandate Reclaimed. Cracks: present a true ancestor tablet, expose a forged lineage, survive a night in the Well of Erased Names.
The Brush That Writes Itself (Living Ink) — Phases: Paper Soldiers Scroll Prison Ink Flood. Cracks: a Lethai-thora silence-token, a confession written in water, the First Censor’s Brush.
In Sihai, power flows through ink, salt, and the weight of the Mandate. The Emperor rules, but the Censorate audits, the Salt Monopoly finances, the Lethai-thora remember, and the ancestors watch. A well-written couplet can appease a ghost; a forged seal can start a war. The Celestial Bureaucracy is always hiring.
For the GM: Power in Sihai is measured in examination scores, salt licenses, and the thickness of a family’s archive. Patronage often takes the form of stamped passes, ledger copies, or silence-tokens — each tied to a specific office, canal, or burden. To emphasize the mythological flavor:
Use the Mandate Timer as a visible campaign front. The party’s actions can tick or reset it. Ancestor rites are the only safe way to reduce it.
Enforce Censorate Audits as a recurring threat — players must maintain clean papers or face erasure. Ghost witnesses can be summoned by either side.
Let water rights be a form of currency that can be stolen, forged, or contested — but angering the Dragon King has consequences.
Introduce paper soldiers (origami constructs) as low-tier enemies and hungry ghosts as mid-tier threats. The Censorate employs both.
In Sihai, the brush forgets nothing — and the Hollow remembers every erased name.
The Isles of the Dawn Spirit.
They have agreed to first blood. Ask who will call the end. Ask it now, while both of them can answer.
— Shrine Maiden Hana
Nihori’s volcanic islands are linked by ferries, processional roads, and the reputations of people who cross between them. Smiths cool blades under waterfalls. Fishing households watch for the boats before starting supper. Shrine bells travel farther in the wind than a shouted warning. The drowned empire lies beneath those working shores, and its surviving names remain dangerous to speak.
Consequential acts require form. A duel must be declared, witnessed, and properly closed. A petition has an opening the recipient can recognize. The forms protect a household as well as the person acting in its name. A duelist may be angry and frightened while insisting that the witness stand in exactly the right place. Nobody needs to be fearless for the ceremony to matter.
Shogun Atsumori is alive. Four assassination attempts in seven years have left him wounded and watchful; a throat injury makes speech costly, and he communicates through his Chamberlain. He withholds the succession because naming an heir would make that person a target. Yoritomo’s Northern Crane, Sadako’s Southern Serpent, and the Oni-Eyed of the western ash country pursue different futures while attending carefully to the forms that could validate them.
The shrines have standing of their own. Hana must answer to the kami, to the households that use her shrine, and to people whose petitions she refuses. Oni cults offer access without the protections the shrines demand. The Kurenai-ha remains a recognized claim-token, not a substitute for every other person’s judgment.
Lethai-al processions move among groves, cliff shrines, and harbors, carrying tide-charms of the drowned. A band can know a crossing better than the lord who claims it. Its members have meals to prepare and carts to mend before they take anyone into the storm.
What do people eat for breakfast? Grilled fish and pickled vegetables, with rice where the household has it. A ferry departure decides whether breakfast is eaten at home or wrapped for the crossing.
What does a child learn before they can walk? When to stop speaking at a shrine and how to look to an older sailor before naming a wave. The tide lesson comes from somebody whose boat the child will eventually share.
What is the first thing you notice about a stranger? How they carry a blade, greet a host, or ask permission to cross. A missing weapon may say something about work or circumstance; it does not make a fisher, porter, or guest a coward.
What is the most common crime? An unauthorized duel or a challenge pressed outside its agreed terms. The question is often whether a witness accepted the opening, not which fighter used the better technique.
What does no one talk about but everyone knows? Atsumori’s Chamberlain chooses what reaches an audience. Courtiers study the delay before an answer. The Shogun’s silence creates opportunities without making him dead or incapable of deciding.
Where do people go when they die? Some communities tend their dead in cliff caves overlooking the sea. Families bring offerings and repair access after storms. A Lethai-al procession may carry a drowned person’s tide-charm onward instead.
How do you apologize for a serious wrong? The injured party names the form of redress. A matched duel is one recognized answer, especially among warriors; it is not the only possible response to every broken tool or insult.
What is the most important festival? The Calling of the Tides in spring. Shrine attendants sing the drowned names, and families listen from the shore. Names answered by the waves are remembered privately rather than repeated through the crowd.
What is the secret that could destroy a powerful person? Evidence connects an assassination attempt to a household seeking the succession. A token may be planted; establish its route through witnesses before treating it as proof against a daimyo.
At a clifftop duel, Hana has witnessed first blood and called the end. The winner lowers their weapon. The loser’s name continues to sound from a bell that no one is ringing, and the Shogun’s envoy orders everyone to remain until the contest can be closed.
For the duel opening, decide before play why the bell continues and which evidence can establish it. Interviewing witnesses, tending the loser, negotiating a stay, or investigating the bell can all help; do not require a second fight. Atsumori is living and wounded. A claim that he is a ghost is misinformation, distinct from the real Storm Emperor’s Ghost. Preserve Kurenai’s Claim and the blade’s existing mechanics; do not advance that succession timer for every unrelated breach of etiquette.
Key Demographics: Humans Capital City: Kurotani
Tagline: Declare the challenge. Name the witness.
Shrine Maiden Hana: They have agreed to first blood. Ask who will call the end. Ask it now, while both of them can answer.
Wanderer Ronin: My father’s killer is dead. I still have a challenge to deliver. The shrine says those are different difficulties.
Genre / Mood: Storm-island adventure, sanctioned duels, rival houses, and consequences that survive an improperly closed contest.
Starting Location: At a clifftop duel, Hana has witnessed first blood and called the end. The winner lowers their weapon. The loser’s name continues to sound from a bell that no one is ringing, and the Shogun’s envoy orders everyone to remain until the contest can be closed.
Nihori’s volcanic islands are linked by ferries, processional roads, and the reputations of people who cross between them. Smiths cool blades under waterfalls. Fishing households watch for the boats before starting supper. Shrine bells travel farther in the wind than a shouted warning. The drowned empire lies beneath those working shores, and its surviving names remain dangerous to speak.
What you notice first: Salt and volcanic ash, a tea-seller’s sheathed blade, and the witness everyone looks toward before an argument becomes a challenge.
Local warning: Do not draw steel in a shrine. The kami will witness an act that has no standing there; putting the blade away does not undo what they saw.
Atsumori withholds an heir while three daimyo seek recognized standing for their claims. Shrines can refuse the forms a powerful household demands. The Kurenai-ha’s holder can influence that contest, but bears a claim other people will test.
Standing: declaration, witnesses, and proper closure distinguish a recognized act from one whose consequences reach the actor’s household and shrine. State the relevant form before a player commits to it. An accepted form must not change afterward merely because the player found a successful approach.
The ninth taboo: Sailors count waves to eight together and leave the next unnumbered. The ninth wave does not break. Do not speak the drowned capital’s name to fill the silence; the sea will hear who called.
Campaign Timer [6].
The Kurenai-ha changes hands, by duel, theft, or gift (+1)
A daimyo publicly petitions the Shogun to name an heir (+1)
An assassination attempt is made against Atsumori or a rumored heir (+1)
The GM spends 2 SB to introduce a related complication (+1)
At 3: The three daimyo openly court the Kurenai-ha’s holder. PCs acting as Nihori officials suffer -1 die to social rolls tied to neutrality; NPC officials face the same political pressure without rolling.
At 6: The Shogun’s silence breaks — Atsumori is forced to acknowledge a claimant, willingly or not, and the Succession Crisis begins.
This is the existing succession pressure. A local duel or shrine dispute advances it only when one of those triggers occurs.
| Name | Role/Title | Motivation | Rumored Quirk |
|---|---|---|---|
| Shogun Atsumori | Living, wounded ruler of the shattered realm | Keep the daimyo from open war while withholding a dangerous succession | Four assassination attempts in seven years; a throat wound makes speech costly. His Chamberlain conveys his answers. |
| Daimyo Sadako (Southern Serpent) | Ruler of the southern isles, pirate ally | Break the Shogun’s peace and claim the throne | She wears a necklace of brass hooks — one for each ship she has taken. |
| Daimyo Yoritomo (Northern Crane) | Old-blood traditionalist | Restore the shogunate’s authority by the old laws | He has never lost a duel. He has never drawn first blood. |
| The Oni-Eyed (Daimyo of the West) | Ruler of the western ash wastes, rumored oni-touched | Ascend to a new form — neither human nor spirit | His eyes glow red in darkness. His retainers wear masks. |
| Shrine Maiden Hana | Keeper of the Storm Shrine | Pacify the spirit of the ninth wave | She rings a bell that can only be heard underwater. |
| Wanderer Ronin | Masterless swordsman | Find the ghost of his father’s killer | He has never lost a duel. He has also never drawn first blood. |
| Pirate Captain Red-Hook | Kahfagian raider | Control the strait between the isles | His left hand is a brass hook. The hook is also a key. |
| The Drowned Scholar (Ghost) | A Lethai-al who died before completing his research | Ask the living to retrieve a scroll from the sunken capital | He appears at low tide, holding a skeletal oar. |
| Oni-Brewer (Cult Leader) | A priest of the Crater Oni who brews memory-erasing sake | Turn the daimyo’s court into puppets | His breath smells of ash and plum wine. He never blinks. |
| Kappa-Binder | A hermit who catches kappa in clay pots | Trade kappa secrets for human memories | He has a bowl-shaped dent in his head — a kappa’s mark. |
Southern Serpent (Sadako): Can provide pirate escorts, forged papers, or a safe harbor — for a price in favors or a future raid. Typical String: “A ship that will ignore customs once.”
Northern Crane (Yoritomo): Can offer legal arbitration, access to the archive temple, or a duel champion — expects honor and a public oath in return. Typical String: “A witnessed verdict that clears your name.”
Oni-Eyed: Can grant oni-touched powers (a die bonus to intimidation, darkvision, etc.) — but accepting gives Oni Corruption immediately. Typical String: “A promise made to the Crater Oni — it will be settled in memory or blood.”
Inspired by the northern isles: short, with vowel endings and occasional glottal stops. Surnames denote a clan, a wave, or a drowned ancestor.
| First Names (Male) | First Names (Female) | Clan/Epithet | Wave-Name |
|---|---|---|---|
| Kenji | Hana | Wave-walker | Ninth Breath |
| Ronan | Yuki | Storm-kin | Salt-Tongue |
| Liam | Mira | Drowned-line | Unforgotten |
| Takeshi | Sora | Foam-born | Tide-Charm |
| Jiro | Nami | Ancestor-salt | the Unshadowed |
| Yoshio | Rin | Kappa-binder | Bowl-Head |
A swordsmith’s forge with a waterfall cooling tank; a bamboo grove where duels are fought at dawn; a storm-shrine on a cliff with ropes for climbing.
Swordsmith’s Forge (Volcano-Fired) — A waterfall
cooling tank; prayer strips on the bellows. The smith matches each
hammer stroke to a verse. A customer has asked for the verse naming the
previous owner to be omitted; the apprentice stopped work rather than
make that decision alone. [CRAFT]
Bamboo Grove (Duel Ground) — A clearing where
the stalks are scarred by blade cuts. Red sap marks the cut left by
a dishonorable exchange. A witness remembers where the fighters stood
and insists the mark was already there before this morning’s
challenge. [HONOR]
Storm-Shrine (Cliff) — A wooden platform on a
sea cliff, with ropes for climbing. Survivors give hair for the
climbing ropes. A family recognizes a braid from a sailor whose boat has
not returned, and wants to know who brought it to the shrine.
[KAMI]
Drowned Palace (Ruins) — Half-submerged columns
visible at low tide. The columns are carved with names. The names
are the drowned kingdom’s royalty. [DEATH]
Volcano Shrine (Dormant) — A crater where the
forbidden name was spoken. The crater is warm. Speaking any name
aloud here causes the ground to tremble.
[ONI]
Castle Kurotani (Shogun’s Seat) — A half-ruined
fortress on a clifftop, roofs patched with salvaged ship timber. The
Shogun’s throne is cracked. The crack is shaped like a wave.
[POLITICS]
Southern Serpent’s Fleet Anchorage — A hidden
harbor where pirate dhows and war junks moor together. The flags are
all different. The loyalty is all to the same purse.
[AUTHORITY]
Oni’s Caldera (Western Ash Wastes) — A crater
lake where the Oni-Eyed daimyo holds court. The water is warm and
red. It tastes of iron and forgotten promises.
[CORRUPTION]
Crane Clan’s Archive Temple — A library built
into a sea cliff, scrolls sealed in wax. The clan has not opened the
oldest wing in a century. The seal is still warm.
[TRADITION]
The Sunken Gate — An underwater archway that
leads to the drowned capital. It can only be reached by holding your
breath for nine heartbeats. [THRESHOLD]
Storm-Reader’s Lookout — A wooden tower on the
highest cliff. From here, the Storm-Reader can see three storms
coming. He has never been wrong. [WEATHER]
The Ninth Wave’s Rock — A black stone that the
ninth wave strikes every full moon. The wave leaves behind a single
white shell. The shell contains a memory.
[OMEN]
The Drowned Capital (Myth) — A sunken city said
to rise once every century. Those who enter can speak to the dead.
The price is a breath. [LEGEND]
Wanderer with a broken sword; Shrine Maiden with a copper bell; Pirate Captain with a brass hook.
Wanderer (Ronin) — A man with no master, a
scarred blade, and a cup of sake. He offers a cup to every opponent.
“Drink,” he says. “The duel will be fair.”
[HONOR]
Shrine Maiden Hana — A woman with a copper bell
on a rope. She rings it at dawn. The bell’s tone tells the fishing
fleet whether to sail. It has never been wrong.
[KAMI]
Pirate Captain Red-Hook — A woman with a brass
hook for a hand. She lost the original to a sea monster. The hook is
also a key. It opens a chest of treasure maps — and a dossier on the
Southern Serpent’s spies. [STEALTH]
Storm-Reader — Gray-haired, eyes the color of
storm clouds. He can feel the pressure change in his bones. “The
storm will arrive in nine hours,” he says. “Bring your offerings — or
your prayers.” [WEATHER]
Swordsmith — A woman with calloused hands and a
prayer strip on her forehead. She names each sword after a dead
warrior. The sword remembers. The warrior’s ghost may visit.
[CRAFT]
Shogun’s Chamberlain — A soft-spoken man with a
fan painted with a crane. He speaks for the silent Shogun. He never
raises his voice. The daimyo lower theirs when he enters.
[POLITICS]
Daimyo Sadako (Southern Serpent) — A woman with
a scarred lip, a fleet of dhows, and a network of informants. She
wears a necklace of brass hooks — one for each ship she has taken. She
adds a new one each season. [AUTHORITY]
Daimyo Yoritomo (Northern Crane) — An old man
with perfect posture, a blade that has never drawn blood, and a library
of old laws. He has never lost a duel. He has never drawn first
blood. His opponents always apologize.
[TRADITION]
The Oni-Eyed — A figure in a tattered mask, one
eye glowing red. He rules the ash wastes from a throne of cooled lava.
His retainers wear masks of their own faces — cast from the moment
they swore loyalty. [CORRUPTION]
Oni-Brewer (Cult Leader) — A bald man with burn
scars, a ceramic sake jug, and a sweet, rotten smile. His sake
erases memories. He sells it to daimyo who want to forget old burdens —
and to assassins who want to forget guilt. [BURDEN]
Mechanic: Drinking the Oni-Brewer’s sake clears one Obligation
segment or eases one Burden — but you also lose one random minor memory
(a face, a password, a skill point for one scene). The GM records what
you forgot; it may return as a nightmare or a ghost.
Storm Emperor’s Ghost — A column of steam over
the water, shaped like a crowned man. He asks: “Has anyone spoken
the name?” If you say yes, he weeps. If you say no, he waits.
Triggered event: When the ninth wave strikes or the Sunken Gate
opens, the ghost solidifies into a towering figure of foam and
lightning. He points at one character. That character hears the name of
the drowned capital whispered in their ear — and now the Hollow knows
they know. [DEATH]
Crater Oni (Sealed) — A horned shadow visible
only in the reflection of volcanic vents. It offers bargains: a year
of luck for a memory, a century of life for a death. The Oni-Eyed
accepted. He does not remember the price.
[PATRON]
The First Drowned (Legend) — The first Lethai-al
who died in the sinking. She sits at the bottom of the sea. If you
bring her a memory, she will teach you to breathe water. If you bring
her a lie, she will drown you. [LEGEND]
Ashfall from the volcano — all actions Desperate; a duel challenge is issued — refusal loses face; a pirate flotilla claims the strait — pay toll or fight.
Ashfall (Volcano) — The dormant crater emits
ash. Visibility drops. All actions are Desperate. [WEATHER]
The ash is warm. It smells of old names. Speaking a name makes the
ash thicken — and the oni listen.
Duel Challenge (Issued) — A Lethai-al challenges
a party member to a duel. Refusal loses face. [HONOR]
[COMBAT] The challenged person asks for the terms to be
repeated before witnesses. Their household will answer for the outcome.
The challenger has brought people who disagree about which shrine can
close the contest.
Pirate Flotilla (Southern Serpent’s Fleet) —
Kahfagian pirates block the strait. They demand a toll of one
tide-charm. [AUTHORITY] [COMBAT] The charm
must be from a drowned ancestor. If the party has no tide-charm, they
must offer a memory or a promise instead — the pirates are not
picky.
Oni Cult Initiation — A traveler is marked by
the Oni-Eyed’s cult. Their shadow has horns. [CORRUPTION]
[FEAR] The cult demands a service: steal a scroll from
the Crane Clan’s archive, or the mark will spread.
Tide-Charm Stolen — Someone steals a pouch of
charms. The ancestors are angry. [DEATH]
[OBLIGATION] The thief is a foreign merchant in the pay
of the Southern Serpent. The charms are in a cargo hold guarded by
oni-touched pirates.
Daimyo Summit (War Threatened) — The three
daimyo agree to meet. The Shogun’s peace holds — barely.
[POLITICS] Any false move could ignite a civil war. The
party is there as witnesses — or scapegoats.
Volcano Name Whispered — Someone speaks the
forbidden name near the crater. The ground shakes. [DEATH]
[DISASTER] The speaker is a child of the Oni-Eyed’s
household. The child did not know. The volcano remembers. The oni
laughs.
Ninth Wave Warning — The full moon is tomorrow.
The ninth wave will be larger than any in a century.
[WEATHER] The fishing fleet cannot be recalled. Someone
must warn them — or bargain with the storm-spirit for their
lives.
Sake House Brawl (Oni-Brewer’s Sake) — A dispute
over a duel’s fairness turns violent. The ninth cup is poured.
[SOCIAL] [OBLIGATION] The ninth cup is for
the dead. Someone has just died. The brawl is now a blood feud — and
everyone has forgotten why.
Sunken Gate Opens — The underwater archway
becomes passable. Something swims out. [THRESHOLD]
[DEATH] It is a drowned spirit. It wants its name back.
It will trade a secret for it — or take yours.
Storm-Reader’s Silence — The old man stops
reading the storm. The fishermen do not know where to sail.
[WEATHER] [GRIEF] He is grieving. His son
died at sea. He will not speak until the body is found — or until
someone tells him a true story of the sea.
Duel to the Death (Oni-Eyed’s Assassin) — A duel
that was meant to be to first blood becomes a killing.
[HONOR] [TRAP] The killer is a spy from
the Western Ash Wastes. The duel was an assassination. The party is
blamed — unless they can prove the oni-touched intervened.
The Kurenai-ha Resurfaces — The Kurenai-ha — the
Crimson Edge, a blade said to have chosen the first Shogun by cutting
him and no other — has resurfaced after a generation lost, pulled from a
drowned wreck near the Sunken Gate. Whoever holds it can plausibly claim
the old right of the blade, forcing the succession question the Shogun
refuses to answer. The steel is not red from rust. No one who has
held it will say what it is red from. [SUCCESSION]
[LEGEND] [HONOR] Mechanical
hook: GM: call for Wits+Lore (DV 5) to determine who truly
holds the Kurenai-ha’s favor before rival claimants come to blows over
it; failure and the blade chooses for itself, and its choice satisfies
no one.
Swordsmith’s token (one reroll on a failed melee attack); shrine bell (reveals hidden spirits for one scene); wanderer’s oath-bracelet (one use to compel a service).
Swordsmith’s Token (Iron) — A small iron disc.
Reroll a failed melee attack once. [COMBAT] The token
is stamped with a prayer. The prayer is for a clean cut. The swordsmith
made it for a warrior who never returned.
Shrine Bell (Copper) — A small copper bell. Ring
it to reveal hidden spirits for one scene. [KAMI] The
bell’s tone is inaudible to humans. The spirits hear it clearly. They
may answer — or they may hide.
Wanderer’s Oath-Bracelet (Leather) — A braided
leather bracelet. Demand a service from any wanderer once.
[HONOR] The bracelet is stained with sake. The wanderer
cannot refuse. The service is one night’s vigil or one day’s
guide.
Storm-Charm (Bone) — A carved bone. Ignore one
weather penalty on a journey leg. [WEATHER] The bone is
from a sailor who died in a storm. His spirit protects you — but he will
ask for a story in return.
Tide-Charm (Shell) — A white shell. Whisper a
drowned ancestor’s name to calm a storm for one hour.
[DEATH] [WEATHER] The shell is warm. It
glows when the ancestor is listening. Do not lie. They
know.
Duelist’s Sake Cup — A ceramic cup used in a
fair duel. Demand a duel to first blood. [HONOR] The
cup is chipped. The chip is from a blade that drew first blood. The
loser’s story is carved into the rim.
Pirate Captain’s Hook (Brass) — A brass hook
prosthetic. Use it as a key to open any chest in the cove.
[STEALTH] The hook is also a weapon. It can cut rope
and bone. It also fits the lock on the Southern Serpent’s war
chest.
Volcano Priest’s Whisper — A single word: the
forbidden name. Speak it to cause a tremor. [DEATH]
[MAGIC] The word burns the tongue. Use once. The
volcano will remember. The oni will hear.
Drowned Scholar’s Scroll (Waterproof) — A scroll
retrieved from the sunken capital. Contains a forgotten secret.
[LEGEND] The scroll is wet. It will never dry. The
secret is about the Storm Emperor’s true name — and why he spoke
it.
Ninth Wave’s Shell — A white shell from the
Ninth Wave’s Rock. Break it to experience a memory. [OMEN]
The memory is always a death. The death is always a drowning. The
memory may be yours — or an ancestor’s.
Storm-Reader’s Flute (Bone) — A bone flute. Play
it to predict the weather for the next 24 hours. [WEATHER]
The tune is sad. It always predicts a storm. It is always right. The
Storm-Reader will not explain why.
Sunken Gate Key (Coral) — A piece of coral
shaped like a key. Opens the Sunken Gate. [THRESHOLD]
The key is alive. It grows one size each time it is used. After nine
uses, it becomes a coral door that cannot be moved — and the gate is
permanently open.
The Kurenai-ha (Crimson Edge) — The legendary
blade of the first Shogun, recently recovered from the drowned capital’s
wreckage. Wielding it in a sanctioned duel grants +2 dice on the first
exchange and is recognized by all three daimyo as a legitimate
claim-token. Atsumori has not asked for it back. Everyone has
noticed that he has not asked. [LEGEND]
[SUCCESSION] Cost / claim: The Kurenai-ha
chooses its wielder, not the other way around — carry it without its
favor, and every daimyo who covets it now has a reason to test you for
it.
When the party attempts to bargain with a storm kami (at a shrine, during a typhoon, or at the Ninth Wave’s Rock), roll on this table to determine the outcome. The GM sets the initial DV based on the offering (a tide-charm, a story, or a cup of sake).
| Outcome | Result |
|---|---|
| Critical Success | The spirit grants a Storm-Charm (ignore one weather penalty on any future voyage). The kami may also whisper a warning about the next oni cult activity. |
| Success | The spirit calms the storm for the party only. Other ships in the area are not protected. Gain Kami Favor. |
| Partial | The storm abates, but the spirit demands a tide-charm as a toll. Gain a Burden Timer [4]. If you cannot pay, the storm returns in 1d4 hours. |
| Failure | The spirit is offended. All sailing rolls are Desperate for the next leg. The kami may send a kappa or funayūrei (drowned ghost) to harass the party. |
| Critical Failure | The ninth wave rises. Test Body + Athletics (DV 5) or be swept overboard. Lose 1 Supply and gain the Marked by the Storm condition (weather hazards are one step worse for the next journey). |
When the party encounters the influence of the Oni-Eyed or the Crater Oni, roll on this table for cryptic messages, omens, or cult demands.
| d8 | Whisper |
|---|---|
| 1 | “The Oni-Eyed seeks a name. Give him yours, and he will give you a ship — and a shadow that walks behind you.” |
| 2 | “The Crater Oni accepts memories in trade. Your first kiss. Your mother’s face. A fair trade — until the price deepens.” |
| 3 | “The ninth wave is the Oni’s breath. When it breaks, the Hollow listens. Those who hear it must speak a true name or lose one of their own.” |
| 4 | “The Sunken Gate opens at low tide. Bring a drowned scholar’s scroll — or a life. The gate does not care which.” |
| 5 | An oni cult spreads the false claim that the Shogun is a ghost. Atsumori is alive; the rumor exploits his use of a Chamberlain and gives the cult a reason to seek witnesses from inside the castle. |
| 6 | “The Southern Serpent’s fleet carries oni-touched pirates. Their shadows have horns. Their captain has no reflection.” |
| 7 | “The Storm Emperor’s ghost speaks only to those who have lost something at sea. What did you lose? The oni can help you forget it.” |
| 8 | “The oni-brewer’s sake lifts burdens. It also lifts the one who carries them. Choose carefully. The Crater Oni is patient — and thirsty.” |
When a formal duel is underway, roll on this table for unexpected twists that can change the outcome or escalate the stakes.
| d6 | Complication |
|---|---|
| 1 | Kami Witness — A shrine kami manifests as a whirlwind or a flash of lightning. Both duelists must test Spirit + Endurance (DV 4) or lose their turn. The kami favors the one who offers a prayer. |
| 2 | Interrupted by Ashfall — Volcanic ash darkens the sky. Ranged attacks (including thrown weapons) suffer die. The duel may be postponed unless both parties agree to continue. |
| 3 | Oni Interference — A horned shadow flickers at the edge of the grove. The duelist with higher Oni Corruption gains die to intimidation but die to honor-based rolls. The oni is betting on the outcome. |
| 4 | The Ninth Echo — The clashing of blades rings nine times. On the ninth ring, the ground trembles. Both duelists must test Body + Athletics (DV 3) or stumble, losing the next exchange. |
| 5 | A Witness’s Secret — A bystander reveals that one duelist is under an oni bargain. The duel can be halted for a Geas Test (Spirit + Lore vs. DV 4). Success cancels the bargain for the duration of the duel; failure binds the bargainer further. |
| 6 | The Loser’s Story — Instead of first blood, the loser must tell a true story of a broken promise. If the story moves the kami, the duel ends in a draw and both parties gain Kami Favor. If the story is false, the loser takes Harm 1 (spiritual backlash). |
When a character spends Kami Favor (see Additional Features), roll or choose a boon from this table. Each boon costs 1–3 Favor as indicated.
| Boon (Cost) | Effect |
|---|---|
| Calm Seas (1 Favor) | The kami calms the waters for one leg. All sailing rolls gain Position. |
| Wind at Back (1 Favor) | Your ship gains Speed for one leg. On a critical success, you arrive one segment early. |
| Kami’s Warning (2 Favor) | Before the next storm, you receive a vision. The GM must answer one yes/no question about the weather or a sea hazard. |
| Duel Blessing (2 Favor) | In your next duel, you gain die to Honor-based actions (e.g., showing mercy, refusing a dirty trick). |
| Ancestor’s Tide (3 Favor) | A drowned ancestor guides your ship through a reef or shoal. Ignore one Sunken Gate or Pirate Flotilla complication. |
| Oni Ward (3 Favor) | For the remainder of the current scene, you are immune to oni-touched fear effects. Your shadow does not grow horns even if your Corruption track is high. |
When traveling through the wilder parts of Nihori (ash wastes, deep forests, forgotten shores), roll on this table for a supernatural encounter. Yokai are not always hostile — they are tricksters, testers, and reminders of a world older than the shogunate.
| d8 | Encounter |
|---|---|
| 1 | Kappa in the Ford — A river kappa blocks a shallow crossing. It demands a cucumber, a bow, or a memory. Refuse, and it will try to pull a party member underwater (Grapple, Body+Endurance DV 3 to resist). If you win, it may grant a Kappa’s Secret — die on all Swimming or Sailing rolls for the rest of the journey. |
| 2 | Floating Lantern (Funayūrei) — A drowned sailor’s ghost drifts toward your boat, holding a paper lantern. It asks, “Where is my grave?” If you answer truthfully (a specific cove or shrine), it blesses your voyage ( Position on the next sea leg). If you lie, it capsizes your boat. |
| 3 | Tengu on the Pass — A long-nosed tengu sits on a stone, blocking the mountain trail. It challenges you to a game of riddles or a contest of pride. If you win, it gives you a Tengu Fan (once, create a gust of wind to extinguish fires or fill sails). If you lose, it steals your name — you forget one Bond or Skill for 1d4 scenes. |
| 4 | Nure-onna (Wet Woman) — A serpent-woman with the head of a beautiful woman and the body of a snake appears on the shore. She offers to heal a wound or ease one Burden — in exchange for a vial of your blood or a lock of your hair. Refusing angers her (Harm 1, poison). Accepting gives you a Promise Token she will call in at the worst moment. |
| 5 | Jorōgumo (Spider Bride) — A woman in silk robes invites you to her teahouse. The teahouse is a web. She offers you a deal: information about the Oni-Eyed’s location in exchange for a memory of a living family member. If you refuse, she attacks (Cap 3, venomous). If you accept, you gain the information — but your family member will dream of spiders for a week. |
| 6 | Yuki-onna (Snow Woman) — During a sudden cold snap, a woman in white appears. She asks for a fire or a warm cloak. If you give it freely, she grants you a Frost Charm (once, ignore a heat-based hazard). If you refuse, she freezes your breath — you gain 1 Fatigue and suffer die on all physical rolls for the next scene. |
| 7 | Onmoraki (Birth-Death Bird) — A bird with a human face hatches from a corpse. It speaks in riddles about a death that will occur in the next 24 hours. If the party prevents that death, the Onmoraki becomes a guardian spirit (Cap 1 follower for one session). If they fail, it curses them — the next time anyone rolls a 1, it becomes a 10 (but the GM gains 2 SB). |
| 8 | The Shōjō (Drunkard Sage) — A red-faced, singing creature floats on a sake barrel offshore. It offers to share its brew. Drinking it gives dice to all social rolls for one scene — but you cannot lie, and every truth you speak is heard by the nearest oni cult spy. The Shōjō laughs and vanishes, leaving an empty barrel. |
In Nihori, every sword has a spirit, and some swords have ghosts. A character who acquires a masterwork blade (cost 8 XP) may choose to make it haunted. The blade grants a powerful benefit but also a curse.
| Blade | Benefit | Curse |
|---|---|---|
| Whisper of the Drowned | die to attack rolls against pirates and oni. | The blade whispers the names of drowning sailors at night. You cannot recover Fatigue from sleep while at sea. |
| Storm’s Edge | Once per scene, as a free action, gain Effect on a melee attack during a storm. | The blade attracts lightning. On a Critical Failure, you are struck for Harm 1 (shock). |
| Ancestor’s Tooth | The blade can cut through spirit wards. Ignore 1 point of Armor from ghosts and oni. | The ancestor’s ghost appears in your dreams, demanding you avenge a centuries-old wrong. Start an Ancestor’s Claim timer [6]. |
| Broken Vow (Cursed) | dice on the first attack of any duel. | If you lose a duel, the blade breaks — and you cannot repair it without a quest to the sunken capital. |
Draw until you have all four suits. Highest rank sets main Timer size: 2–5 4 segments, 6–10 6, J/Q/K 8, A 10.
Diamonds are codified outcomes (tokens, bells, charms) that change position rather than call for a roll.
If any A appears, echo sea-omens—a wave that breaks twice, a bell that rings underwater, a name that echoes from the foam.
Duel Law: Disputes in Nihori are settled by duel to first blood. The loser yields a story; the winner returns a cup of sake. A duel can be witnessed by anyone; the witness’s word is law. Refusing a duel is an admission of guilt. In the shogunate courts, a duel verdict can overturn a written agreement.
Storm Season Timer [8]: Tracks the approach of the monsoon. When it fills, a typhoon strikes — all travel becomes Desperate for 2 legs. The timer ticks each day during storm season. The Shrine Maidens can delay it by one day for a suitable offering (a tide-charm, a memory, or a promise).
Kami Favor (Reputation Track): Instead of debt, track Kami Favor [6]. Gain favor by respecting shrines, winning duels honorably, and appeasing storm-spirits. Spend favor to ask a kami for a boon (see Kami Favor Boons table). At 0 favor, shrines are hostile — all social rolls at shrines are Desperate.
Oni Corruption Track [6]: Represents the influence of the Oni-Eyed’s cult and the Crater Oni. Tick when a character makes a bargain with an oni, drinks oni-brewed sake, or speaks the forbidden name. At 3 segments: the character’s shadow grows horns. At 6: the character becomes oni-touched — they gain die to intimidation but suffer die to all social rolls with shrine maidens and can never enter a shrine without being attacked.
Shogunate Faction Timers: Track the three daimyo’s schemes:
Southern Serpent’s Ambition [6] — advances when she bribes officials, builds her fleet, or sponsors pirate raids. When full, she declares open war on the Shogun.
Northern Crane’s Patience [6] — retreats when he is humiliated or his allies defect. When it reaches 0, he abandons the Shogun’s peace and marches south.
Oni-Eyed’s Ascension [8] — advances each time a character accepts an oni bargain or the party fails to stop a cult ritual. When full, the Crater Oni manifests in the material world.
Yokai and the Old Exchange: Unlike simple monsters, yokai in Nihori treat with travelers. They may offer bargains, demand tolls, or curse those who break taboos. Use the Yokai Encounters table to introduce them, and track any promises made to a yokai as a Yokai Promise timer [4]. When it fills, the yokai returns to call it in.
Local Patrons (Syncretic Names):
The Storm Emperor’s Ghost — Khemesh + The Witness. The pressure of a forbidden name, the memory of a drowned kingdom.
The Crater Oni — Malachai. Cursed gifts, bargains that leave scars, power that transforms you from the inside.
The Ninth Wave — Raéyn. The storm that does not break, the tide that remembers every sailor.
The Bell of Drowned Shrines — The Sealed Gate. The boundary between the living and the dead, guarded by bells and salt.
The Drowned Capital and the Kalrantha Amulet (Dhahara): The sunken city is said to contain a temple that holds a fragment of the demon Varash. The Esoiti want it. The Oni-Eyed wants to bargain with it. The Shrine Maidens want it to stay drowned.
Tide-Charms and the Tulkani (Way of Silk): Tulkani story-tellers sometimes carry Lethai-al tide-charms as proof of a witnessed drowning. A charm from Nihori is worth twice as much — and attracts twice as much Hollow attention.
Storm-Spirits and the Esoiti (Ashaan): The Esoiti have tried to bind storm-spirits for use in their fleet. The Lethai-al have foiled nine attempts. The tenth attempt is being funded by the Southern Serpent’s pirate gold.
Oni Bargains and the Chain (Bitter Root): Daughters of the Cord refuse to treat with oni — the price is always paid in souls, and the Cord cannot collect from a damned spirit. An oni-touched Daughter is a contradiction; one may be hiding in the ash wastes, trying to untie her cord from a Crater Oni’s bargain.
The Ninth Wave and the Hollow (Eastern Realms): Aelaerem hedge-keepers say that the ninth wave is the Hollow’s breath. When it crashes, the Hollow exhales. Those who hear it must speak a true name or lose one of their own.
Bread to the Foam: Crumble a crust at the
water’s edge. Ignore the first Pirate Flotilla penalty.
[SUPERSTITION]
Knot the Rope: Tie a single knot in a shrine
climbing rope. Cancel Storm-Spirit Offended or take
die on your next sailing roll (your choice).
[SUPERSTITION]
Name to the Wave: Whisper a drowned ancestor’s
name into the ninth wave. Gain
Effect when navigating a storm this scene, but mark Obligation
to the Hollow. [SUPERSTITION]
Sake to the Oni: Pour a cup of sake onto
volcanic stone. Cancel one tick of the Oni Corruption track —
but the oni will remember your face.
[SUPERSTITION]
Exposure: Your actions draw unwanted attention from clan retainers or shrine maidens.
Noise: Sounds of your actions alert nearby duelists or pirate lookouts.
Trace: Evidence of your passage marks your route for oni cultists or the Storm-Reader’s spies.
Delay: A brief but meaningful setback costs you time or favorable tide.
Supply Strain: Mark segment on a relevant resource timer.
Alarm Raised: Local daimyo’s guard or shrine keeper becomes aware and begins responding.
Position Lost: You lose advantageous ground/cover/stealth due to ashfall or rising water.
Foe Appears: An oni-touched ronin or a pirate boarding party arrives on scene.
Gear Trouble: A piece of equipment becomes Compromised/Neglected.
Lock/Barrier: A simple obstacle now requires a test to overcome.
Reinforcements: Additional oni cultists, pirate ships, or clan samurai arrive.
Key Gear Breaks: A crucial tool/weapon becomes temporarily unusable.
Major Twist: The situation fundamentally changes—duel becomes a killing / volcano trembles / ninth wave crests early.
Rail Tick: Advance a relevant campaign/front timer by 1 segment.
Condition Applied: Mark Fatigue 1/Harm 1/Condition appropriate to fiction.
Trap Springs: A prepared danger activates with full effect.
Authority Arrival: Shogun’s Chamberlain, Oni-Eyed, or Storm Emperor’s Ghost intervenes.
Scene Shift: The environment changes dramatically—volcano erupts / tsunami strikes / shrine collapses.
Patron Omen: Divine/arcane forces take notice—omen appears/blessing lost/curse manifests.
Narrative Pivot: The story takes an unexpected turn that reframes objectives.
Nihori (Duel Law): A witness recants, the first blood is disputed, a duelist’s story is revealed as false.
Nihori (Storm & Kami): A kami demands a toll, a storm shifts direction, the ninth wave’s timing changes.
Nihori (Oni Cult): A shadow grows horns, a memory curdles, an oni bargain’s fine print appears.
Nihori (Yokai): A kappa laughs from a riverbank, a tengu’s feather falls on your shoulder, a snow woman’s breath fogs your vision.
Advance/Withdraw (Wits + Navigation): On a hit, shift one band. On a strong hit, also impose Fog Bank.
Cut the Duel (Presence + Honor): On a hit, freeze range for one exchange; if a duelist’s sake cup is in your possession, die.
Weather the Wave (Endurance + Survival): On a hit in Ninth Wave Warning, you pick who keeps their footing; on a miss, the GM does.
The Oni-Eyed (Ascended Cultist) — Phases: Whispered Bargain Horned Shadow Oni Manifest. Cracks: speak his original name, destroy the mask, offer a memory the oni cannot refuse.
The Storm Emperor’s Ghost (Drowned Sovereign) — Phases: Silent Tide Wave of Names The Ninth Breaks. Cracks: speak the forbidden name at the Sunken Gate, return the drowned scholar’s scroll, let the Storm-Reader negotiate.
Southern Serpent (Pirate Admiral) — Phases: Fleet Gathers Strait Blockade Throne Claim. Cracks: expose her spy network, sink her flagship, convince the Crane to ally with the Shogun.
The Kappa King (Lord of the Freshwater Depths) — Phases: Drown the Ford Steal the Children Claim the Well. Cracks: return a stolen name, offer a cucumber of great value, survive his grip and pull off his bowl (draining his power).
In Nihori, power flows through duels, storms, the favor of kami, and the dangerous bargains of oni. The Shogun is a figurehead; the three daimyo are the real players. A clan chief’s authority rests on how many duels he has won and how many shrines he has funded. A shrine maiden’s on how many storms she has predicted and how many oni she has banished. Yokai watch from the margins, ready to lend aid or call in a promise.
For the GM: Use the Storm Season Timer as a visible threat. Let Duel Law be a way to resolve conflicts without combat — or a way to escalate them when honor is insulted. Make Tide-Charms valuable but dangerous — each use may attract the Hollow or the attention of an oni. Track the three daimyo’s Faction Timers as a campaign front; the party’s actions can accelerate or delay civil war. Use Kami Favor as a measure of standing — players must choose which shrines to support and which kami to appease. The Storm-Spirit Negotiation and Oni Cult Whispers tables add depth to supernatural encounters, while Duel Complications keep combat fresh and honor-bound. Introduce Yokai Encounters to make the wilderness feel alive and capricious, and offer Haunted Blades to characters willing to accept a curse for power.
These earlier scenarios remain available as optional material. They do not replace the Kurenai-ha Aces in the regional deck.
The Ninth Wave Takes — The massive wave crashes over
the cliff shrine. The bells are silent. [DEATH]
[CATASTROPHE] The shrine maiden is gone. The
storm-spirit is free. The Hollow walks the shore. The only way to
appease it is to speak the name of the drowned capital — and accept the
consequences.
First Drowned’s Breath (Glass Vial) — Seawater from
the bottom of the sunken capital. Drink it to breathe water for one
hour. [LEGEND] The water tastes of salt and sorrow. The
lungs will ache. The memory of drowning will stay with you.
The Monsoon Throne.
The water arrived eleven days late. The petition arrived on time. You are asking which one I am prepared to correct.
— The God-King’s Astrologer
The Sona carries barges through Ayokha’s rice country to the Jade Coast. Step-pyramid temples rise above flooded ground; workshops hang dyed cloth where the next rain can be seen coming. Ayodharaya’s God-King receives the allegiance of port rulers and sea-lords whose cooperation gives his authority reach. Inland communities and river-junction courts have interests the palace cannot meet by issuing the same command to all of them.
Important acts have proper seasons. Marriage, mourning, litigation, and the founding of an enterprise are planned around a calendar consulted as seriously as the water level. Families find reassurance in doing a thing when it belongs. When someone acts out of season, even affectionate relatives may begin treating them with the careful gentleness owed to a person in danger.
The astrologer’s office maintains the calendar against observations of the rains. The astrologer has not seen the sun in thirty years; reports reach his candlelit workroom through other people’s hands. A late report, a purchased correction, or an act falsely backdated can matter as much as a cargo seized at the quay. People seek exceptions because weddings, hunger, and unfinished funerals do not always wait for a convenient month.
The nats of wells, fords, and bridges hold local claims. A spirit-medium knows which offering answers a particular demand and which household has already tried it. Lethai-ar Vigils witness the terms people actually speak. A merchant can accept a promise yet dispute when it was fulfilled. A witness who will not shade the date may be protecting the river while endangering a neighbor.
Ayokha’s ports are places where people adapt things deliberately: a ship’s rig for a different crossing, a foreign cloth for local rain, a borrowed prayer for a shrine whose spirit answers differently. Their work and judgment shape these exchanges. The kingdom has its own disagreements before any outsider arrives.
What do people eat for breakfast? Rice congee with dried shrimp or river fish. A boat household eats when loading allows. Someone keeps the youngest child’s bowl above the splash from passing traffic.
What does a child learn before they can walk? Which step stays dry when the river rises and whom to ask before entering a boat. Reading the current and learning the household calendar continue long after the first lesson.
What is the first thing you notice about a stranger? Whether they know whose landing they have reached. An offering can acknowledge a nat, but the boat crew and the person repairing the steps also need to be asked.
What is the most common crime? A forged calendar consultation or a transaction entered under an earlier date. The signature can be genuine while the date is false, which makes the Vigil’s recollection inconvenient.
What does no one talk about but everyone knows? A respected household has acted outside its season. Neighbors bring food and make allowances before there is anything visible to mourn. The family must decide whether accepting that kindness makes matters worse.
Where do people go when they die? Many families cremate their dead and return the ashes to the river. Mediums attend to the passage among nats and ancestors; a missed observance can leave the living with work they must finish.
How do you apologize for a serious wrong? A medium may bring the apology before the local nat, with a Vigil witnessing any new promise. Calming the water does not replace returning a stolen boat or repairing the bank that was damaged.
What is the most important festival? The Welcoming of the Monsoon. The God-King stands in the rain, the bell is heard across the water, and households prepare for the work the flood will bring. A late monsoon affects a celebration people genuinely wanted.
What is the secret that could destroy a powerful person? A calendar correction was sold before the observation that supposedly justified it. Copies may survive with a foreign buyer, a season-broker, and a household that trusted the original date.
The rains are eleven days late. A marriage was witnessed on the published date, but a revised calendar places it outside its season. Lady Suyin will not alter what she saw. The household needs an answer before the couple’s boat leaves the wharf, and the medium reports that an upstream promise remains unfulfilled.
Distinguish a prediction that proved wrong, a record that was falsified, and a spirit’s unfulfilled terms. They are different causes and need different remedies. For the marriage opening, establish who changed the calendar and why before play. Seeking an exception, fulfilling the upstream promise, protecting the couple, or exposing a purchased correction can all matter. Keep the existing campaign timer for its stated triggers rather than using it to punish every delay. Treat dynastic and supernatural secrets as discoveries, not introductions delivered by every boatman.
Key Demographic: Human Capital: Ayodharaya
Tagline: The date matters as much as the promise.
The God-King’s Astrologer: The water arrived eleven days late. The petition arrived on time. You are asking which one I am prepared to correct.
River Merchant: The silk can wait in the loft. My daughter cannot wait another year to marry. That is why I need the calendar, not a better warehouse.
Genre / Mood: Monsoon noir: disputed calendars, river communities, and negotiations whose timing changes what can safely be done.
Starting Location: The rains are eleven days late. A marriage was witnessed on the published date, but a revised calendar places it outside its season. Lady Suyin will not alter what she saw. The household needs an answer before the couple’s boat leaves the wharf, and the medium reports that an upstream promise remains unfulfilled.
The Sona carries barges through Ayokha’s rice country to the Jade Coast. Step-pyramid temples rise above flooded ground; workshops hang dyed cloth where the next rain can be seen coming. Ayodharaya’s God-King receives the allegiance of port rulers and sea-lords whose cooperation gives his authority reach. Inland communities and river-junction courts have interests the palace cannot meet by issuing the same command to all of them.
What you notice first: Water marks above a doorway, silk drying across rafters, betel leaf at a bridge shrine, and a clerk asking which calendar a date came from.
Local warning: Do not casually refuse a host’s betel leaf or pour the ninth cup. Ask what hospitality requires before accepting further terms; the next cup is reserved for the river.
The palace needs a calendar people will trust; port rulers and cultivators need one they can use. Season-brokers profit from corrections. The nats enforce particular promises, and the Vigils will not make yesterday’s testimony say something else to satisfy today’s decree.
Season: a significant act has a proper time, and being placed outside it changes how a community responds. Establish the date, the rule, and what people believe before the decision. The calendar creates a problem to navigate; it does not suspend ordinary work or force every household to choose the same response.
The ninth taboo: Eight cups are poured; the ninth is the river’s. Pouring it brings the river’s attention to the company’s honesty, and the nearest canal rises within the hour. The host removes an extra cup before the tray reaches the table.
| Name | Role/Title | Motivation | Rumored Quirk |
|---|---|---|---|
| God-King’s Astrologer | Royal astronomer | Predict the monsoon before the people starve | He has not seen the sun in thirty years. He works by candlelight. |
| Vigil Lady Suyin | Lethai-ar witness-master | Keep the river’s records free of forgeries | She has cut nine witness cords. The ninth was her own. |
| River Merchant | Silk trader | Smuggle contraband under the God-King’s tariffs | She has a hidden deck that only appears at low tide. |
| Spirit-Medium | Nat negotiator | Speak for the spirit of the ford | She carries a bowl of water; the spirit speaks through ripples. |
| The Drowned Nat (Ghost) | A spirit of a broken oath | Demand payment before the monsoon fails | It appears as a wet figure in torn robes. It never blinks. |
Inspired by the monsoon kingdoms: soft, flowing consonants, honorifics (Lady, Master). Surnames denote a river, a wharf, or a spirit.
| First Names (Male) | First Names (Female) | Clan/Epithet | Monsoon-Name |
|---|---|---|---|
| Hiro | Suyin | River-watch | the Uncut |
| Tama | Mira | Silk-hand | Ninth Knot |
| Kaito | Yuki | Lamp-bearer | Green Flame |
| Riku | Hana | Oath-strand | the Witness |
| Sora | Nami | Mud-dyer | the Unforgotten |
A river market on stilts; a step-pyramid temple with monsoon carvings; a bridge that appears only once a century.
River Market (Stilts) — A floating market where
goods are passed from boat to boat. [COMMERCE]
[SOCIAL] A broker writes each price on water just
before the buyer sees it. Two boats have arrived with consultations
assigning the same cargo to different months; neither crew can afford
another season at the wharf.
Step-Pyramid Temple — A stone pyramid rising
from the riverbank. Carvings of the first monsoon.
[RELIGION] [WEATHER] The carvings weep
water during the rainy season. The water is holy.
Bridge of Three Echoes — A wooden bridge that
appears only once a century. [MYSTERY]
[THRESHOLD] Those who cross it see three versions of
themselves: past, present, and future.
Silk Village (Mulberry Groves) — A village where
silk is spun and cords are woven. [CRAFT]
[OATH] The mulberry trees were planted by the first
God-King. Their leaves are sacred. Mulberry leaves are counted into
baskets while cords dry under the eaves. A palace order claims the next
batch; the village already promised it to crews whose departure cannot
wait.
Astrologer’s Observatory — A roofless tower with
a bronze armillary sphere. [MAGIC] [SECRET]
The sphere has nine rings. The ninth ring is broken. The astrologer
refuses to fix it.
River Court (Floating) — A barge that serves as
a mobile courthouse. [LAW] [SOCIAL] The
court moves with the river. Two parties arrive at yesterday’s anchorage
and find their witness at today’s. By the time they reach her, one of
the disputed deliveries has occurred.
Spirit-Medium’s Hut — A small shelter on the
riverbank, surrounded by offering bowls. [SPIRIT]
[MYSTIC] The bowls are filled with rice, flowers, and
small coins. The spirits take the offerings at night.
Well of the Drowned Nat — A stone well where a
spirit was trapped. [DEATH] [TOLL] The
well is covered by a stone slab. The slab has nine holes. The spirit
breathes through them.
God-King’s Palace (Floating) — A wooden palace
built on pontoons, anchored in the river. [AUTHORITY]
[WEALTH] The palace rises and falls with the flood. The
God-King never touches dry land.
The Ninth Terrace — A rice terrace that is
flooded only once every nine years. [FORBIDDEN]
[LEGEND] The rice grown there is for the God-King
alone. Eating it is treason.
Monsoon Bell Tower — A stone tower with a single
brass bell. The bell is rung at the first rain. [WEATHER]
[RITUAL] The bell’s tone determines the harvest. A high
tone means abundance. A low tone means famine.
The First Bridge (Myth) — Where the first
God-King crossed the river and claimed the throne. [LEGEND]
[THRESHOLD] The bridge is invisible. Only those who
have witnessed nine true oaths can see it.
The Monsoon’s Eye — A still pool in the
astrologer’s observatory. It reflects the sky. [OMEN]
[MAGIC] The pool shows the future of the monsoon. The
astrologer is the only one who can read it.
River merchant with a boat of secrets; spirit-medium with a bowl of water; Lethai-ar Vigil with a green lamp.
River Merchant — A woman with a brass earring
and a hidden deck. She never sails without a bribe.
[COMMERCE] [DECEPTION] “The tariff is
negotiable,” she says. “My silence is not.”
Spirit-Medium — A woman with a bowl of water.
She watches the ripples. [SPIRIT] [SOCIAL]
“The nat says the river is angry,” she says. “Someone broke a
promise.”
Vigil Lady Suyin — Gray-robed, a green lamp at
her hip. She never blinks when witnessing an oath. [LAW]
[OATH] “The cord will tighten,” she says. “I do not
need to watch. The river watches for me.”
God-King’s Astrologer — A pale man in silk
robes, surrounded by candles. [MAGIC] [SECRET]
“The monsoon will be late,” he says. “The rice will fail unless…” He
trails off.
Rice Farmer — A woman with mud-stained feet and
a straw hat. She leaves offerings at the terrace edge.
[SURVIVAL] [SPIRIT] “The spirits are
hungry,” she says. “Feed them, or they feed on you.”
Silk Weaver — A man with thread between his
fingers. He weaves witness cords for the Lethai-ar. [CRAFT]
[OATH] “The cord must be perfect,” he says. “A single
flaw can break an oath.”
Monsoon Bell Ringer — A young woman who rings
the bell at the first rain. She has never been late.
[RITUAL] [WEATHER] “The rain waits for
me,” she says. “I do not wait for the rain.”
Drowned Nat’s Ghost — A wet figure in torn
robes, standing by the well. [DEATH] [TOLL]
It asks: “Who sealed me here?” The answer is a name. The name is the
God-King’s.
God-King (Offstage) — Never seen, rarely heard.
His decrees are delivered by astrologer. [AUTHORITY]
[MYSTERY] Rumor says he is a spirit. Rumor says he is a
child. Rumor says he is the river itself.
The First God-King’s Ghost — A crowned skeleton
in the palace’s lower deck. [DEATH] [LEGEND]
He asks: “Is the monsoon still on time?” If you say no, he
weeps.
Monsoon Spirit (Kami) — A whirlwind with eyes,
seen over the river during storms. [SPIRIT]
[WEATHER] It asks: “Who rang the bell?” The answer must
be the ringer’s name.
The Ninth Terrace’s Keeper — An old woman who
tends the forbidden rice. [FORBIDDEN] [WISDOM]
She has never eaten the rice. She has never been
tempted.
Kuva’s Shadow (Hollow) — A vast darkness that
covers the river at midnight. [DEATH] [HORROR]
It asks: “Who poured the ninth cup?” The answer is a name. The name
is the speaker’s.
The river floods — a bridge is swept away; a rival merchant spreads rumors of cursed silk; the nat of the well is offended — no one may draw water.
River Floods — The monsoon rises. The bridge is
gone. The wharf is isolated. [WEATHER]
[DISASTER] The flood is not natural. A river-spirit is
angry. An oath was broken upstream.
Rumor of Cursed Silk — A merchant claims that a
bale of silk is cursed. Trade stops. [SOCIAL]
[DECEPTION] The curse is a lie. The merchant wants to
drive down prices.
Well-Spirit Offended — A traveler threw trash
into the sacred well. The spirit refuses water. [SPIRIT]
[TOLL] The spirit demands an apology. The apology must
be an oath. The oath must be witnessed.
Monsoon Late — The astrologer’s prediction
fails. The rains do not come. [WEATHER]
[CRISIS] The observations and the published calendar
disagree. A revised date would protect some households and expose
others. The failing rice makes finding the actual cause more urgent than
finding someone to blame.
Witness Cord Cut (False) — Someone cuts a
witness cord that was tied in good faith. [OATH]
[BETRAYAL] The apprentice cut a cord because she
believed the oath was false. Both parties remember speaking it. Find
what persuaded her before another cord is put into her
hands.
Silk Village Poisoned — Someone poisons the
mulberry trees. The silkworms die. [CRIME]
[ECONOMY] The poisoner is a rival merchant. He wants to
monopolize the silk trade.
River-Spirit Demands a Story — The nat appears
at the ford. It asks for a broken oath. [SPIRIT]
[TOLL] It will not leave until someone confesses. The
confession must be true.
God-King’s False Oath — The king swears a vow he
does not intend to keep. The Vigil knows. [LAW]
[POLITICS] If she exposes him, the king will exile the
Lethai-ar. If she stays silent, the cord tightens.
Astrologer’s Betrayal — The astrologer sells the
monsoon schedule to a foreign power. [TREASON]
[WAR] The foreign power is Ashaan. They want to time an
invasion with the floods.
The Ninth Cup Poured (By Mistake) — A stranger
pours the ninth cup at a river market. The Hollow comes.
[DEATH] [TABOO] The Hollow asks: “Who
poured this cup?” The stranger points at the party.
First Bridge Appears — The mythic bridge
manifests. Crossing it grants a new name. [THRESHOLD]
[TOLL] The new name is a promise. The promise is to the
first God-King. He will collect.
Monsoon Bell Cracked — The bell is struck too
hard. It cracks. The tone is wrong. [SABOTAGE]
[OMEN] The bell-ringer is a spy. She cracked it on
purpose. The monsoon will fail.
The Monsoon Fails — The rains do not come for
nine weeks. The river dries. The Hollow walks. [APOCALYPSE]
[DEATH] The Hollow asks: “Who failed to ring the bell?”
The answer is a name.
Monsoon schedule (predicts safe sailing days); silk voucher (trade goods at 10% profit); Lethai-ar witness cord (enforce any oath).
Monsoon Schedule (Astrologer’s Copy) — A scroll
of safe sailing days for the next season. [TRAVEL]
[WEATHER] The schedule is written on dried palm leaf.
The leaf will crumble after use.
Silk Voucher (Merchant’s Seal) — A stamped
document. Trade goods at 10% profit in any Ayokha port.
[COMMERCE] [WEALTH] The seal is a fish.
The fish glows when the voucher is genuine.
Lethai-ar Witness Cord — A silk cord dyed with
river mud. Enforce any oath. [OATH] [MAGIC]
The cord tightens when the oath is broken. It will not stop until
blood is drawn.
God-King’s Blessing (Scroll) — A royal decree.
One national favor in Ayokha. [AUTHORITY]
[SOCIAL] The scroll is sealed with river clay. The clay
is from the palace’s foundation.
River Merchant’s Hidden Deck Key — A brass key.
Access any smuggler’s hold on the river. [STEALTH]
[CRIME] The key is warm. It glows when a customs boat
is near.
Spirit-Medium’s Bowl — A clay bowl. Fill it with
water to speak with any river-spirit once. [SPIRIT]
[KNOWLEDGE] The spirit will answer one question. The
answer will be a ripple.
Vigil’s Lamp (Green Flame) — A small oil lamp.
Gain +1 die to social rolls in any Lethai-ar court.
[SOCIAL] [TRUTH] The flame flickers when
someone lies. It also flickers when you lie.
Silk Weaver’s Needle — A needle carved from a
mulberry branch. Tie a witness cord without cutting the silk.
[CRAFT] [OATH] The needle can also cut a
cord without making a sound. Use once.
Monsoon Bell Tone (Recording) — A clay cylinder
that captured the bell’s ring. Play it to summon a monsoon spirit.
[MAGIC] [WEATHER] The spirit will come. It
will demand an offering. The offering must be a promise.
First Bridge Plank — A piece of the mythic
bridge. Cross any river as if on solid ground once.
[TRAVEL] [LEGEND] The plank crumbles after
use. The first God-King will remember.
Ninth Terrace Rice (Grain) — A single grain from
the forbidden terrace. Eat it to gain a vision of the future.
[MAGIC] [OMEN] The vision is always a
flood. The flood is always coming.
Astrologer’s Sphere Ring (Broken) — The ninth
ring from the armillary sphere. Touch it to predict the monsoon’s
arrival. [WEATHER] [MAGIC] The ring is
cold. It warms when the rains are nine days away.
The Monsoon’s Eye (Water) — A vial of water from
the astrologer’s pool. Drink it to see the future of the harvest.
[VISION] [TOLL] The water tastes of salt.
The vision is always a famine. The famine is not
inevitable.
When the party attempts to bargain with a monsoon spirit (at a shrine, during a drought, or at the Monsoon Bell Tower), roll on this table to determine the outcome. The GM sets the initial DV based on the offering (a silk voucher, a story, or a promise witnessed by a Lethai-ar).
| Outcome | Result |
|---|---|
| Critical Success | The spirit grants a Monsoon Schedule (see Diamonds) or advances the Monsoon Timer by –2 (rains arrive early). The spirit may also whisper the location of a hidden spring or a sunken relic. |
| Success | The spirit delays the drought. The Monsoon Timer does not advance for 1d4 days. Gain +1 River Favor. |
| Partial | The spirit accepts the offering but demands an additional gesture: a broken oath must be confessed, or a ninth cup poured into the river. Gain an Obligation Timer [4]. |
| Failure | The spirit is offended. The Monsoon Timer advances by +2. All river travel is Desperate for the next leg. The spirit may send a nat to harass the party (see Nat Encounters table). |
| Critical Failure | The spirit calls the ninth wave. A flash flood sweeps the area. Test Body + Athletics (DV 5) or be swept away. Lose 1 Supply and gain the Marked by the Monsoon condition (all weather hazards are one step worse for the next journey). |
When the party travels along rivers, crosses bridges, or disturbs spirit shrines, roll on this table for a nat (river-spirit) encounter. Nats are not always hostile — they are keepers of what is owed.
| d8 | Encounter |
|---|---|
| 1 | The Toll Nat — Appears at a ford, demanding a betel leaf or a coin. Refusal capsizes the nearest boat. Payment grants safe passage for one day. |
| 2 | The Drowned Child — A child’s ghost sits on a rock, weeping. It has lost its name. If the party returns it (by speaking the child’s true name from a village record), the nat grants a River Charm (ignore one flood hazard). |
| 3 | The Serpent Nat (Naga) — A serpent with golden scales rises from the water. It demands a story about a broken promise. If the story pleases it, the nat blesses the party’s boat (+1 Speed for one leg). If the story offends it, the nat capsizes the boat. |
| 4 | The Bridge Nat — A spirit lives under every bridge. It asks: “Why do you cross?” Answer truthfully (e.g., “to trade,” “to flee,” “to honor a promise”) and the bridge holds. Lie, and the planks splinter. |
| 5 | The Ferryman’s Nat — A hooded figure rows a spectral boat. It offers passage to the other side — but the price is a memory of a living person. Accept and lose a random memory (GM chooses). Refuse and the nat follows the party for 1d4 days, appearing in reflections. |
| 6 | The Well Nat (Drowned) — A hand reaches out of a well. It holds a wet scroll. The scroll contains a forgotten water right. Taking it angers the nat (must pay a story or a cup of blood). Leaving it earns the nat’s gratitude (+1 River Favor). |
| 7 | The Laughing Nat — A trickster spirit that swaps cargo between boats. Roll Wits + Navigation (DV 4) to notice. On failure, the party loses 1 Supply (stolen) and gains 1 random item (a silk scarf, a jar of pickled fish, a forged customs seal). |
| 8 | The Ninth Nat (The Hollow’s Breath) — A figure made of mist and rain. It asks: “Who poured the ninth cup?” The party must answer with a name or a story. If they cannot, the Hollow gains 1 tick on its Attention timer. If they answer with a true regret, the nat vanishes and the party gains +1 die on their next river roll. |
When the party travels through the flooded rice terraces (especially during the monsoon), roll on this table for environmental hazards.
| d6 | Hazard |
|---|---|
| 1 | Levee Breach — Water pours through a crack. Test Body + Athletics (DV 4) to avoid being swept down the terrace. Failure costs 1 Fatigue and 1 Supply (rice washed away). |
| 2 | Hungry Ghosts (Farmers) — The spirits of farmers who starved during a drought appear, demanding a share of the harvest. Offer 1 Supply or face a ghost attack (Cap 2, Harm 1). |
| 3 | Mudslide — A section of the terrace collapses. Navigation becomes Desperate. Lose 1 segment of progress. |
| 4 | Crab Swarm — Thousands of small crabs climb the levees, snapping at ankles. Test Resolve (DV 3) or mark 1 Fatigue. The crabs also eat exposed food — lose 1 Supply if the party fails a Wits + Lore test. |
| 5 | Sunken Shrine — A submerged spirit shrine emerges at low water. Investigating reveals a Ninth Terrace Rice grain (see Diamonds) but angers the local nat. The nat will demand a story or a promise. |
| 6 | The Ninth Terrace Opens — The forbidden terrace floods unexpectedly. The party can harvest a single grain of the sacred rice (requiring three actions, each triggering a Hungry Ghost attack). If they succeed, they gain a Ninth Terrace Rice grain — but the God-King’s astrologer will sense its theft. |
When the party consults the astrologer, reads the sky, or experiences a shift in weather, roll on this table for a prophetic omen that affects upcoming travel or social encounters.
| d8 | Omen |
|---|---|
| 1 | The river runs red at dawn — a blood promise is overdue. The party’s next negotiation with a merchant suffers –1 Position. |
| 2 | The Monsoon Bell rings twice — the astrologer has lied about the schedule. The next weather prediction is automatically wrong. |
| 3 | The Bridge of Three Echoes appears a day early — the Hollow is restless. The first person to cross must test Spirit + Endurance (DV 4) or gain the Haunted condition (nightmares). |
| 4 | A nat asks for a story at the ford. Refusal means the river rises. Accept and tell a true story; the GM gains 1 SB but the party gains +1 River Favor. |
| 5 | The Vigil’s green lamp burns blue — a witness cord has been cut. The party will encounter a Lethai-ar seeking justice in the next 24 hours. |
| 6 | Rice terraces flood without rain — the God-King has forgotten an offering. The party must perform a Rain Offering (costs 1 Supply) or the Monsoon Timer advances by +1. |
| 7 | The Ninth Terrace blooms in winter — the forbidden rice is ready. The keeper is dead. The party can attempt to harvest (see Rice Terrace Hazards) but the astrologer will send guards. |
| 8 | The Monsoon’s Eye shows a face — the face is yours, but older. The astrologer will not explain. Gain a Prophecy Token: once, reroll a failed roll related to weather or rivers, but the GM may introduce a complication. |
Draw until you have all four suits: Spade = place, Heart = actor, Club = pressure, Diamond = treasure. Highest rank sets the main Timer (2–5 4, 6–10 6, J/Q/K 8, A 10).
Treasures (Diamonds) are codified outcomes (schedules, vouchers, cords) that change position rather than call for a roll.
If any A appears, echo monsoon-omens — water that flows upstream, a lamp that burns green without oil, a cord that ties itself.
Rain’s Due (Shared Timer , size 8): Every broken promise to a river-spirit, every unpaid offering, every late monsoon gesture ticks the timer. The party inherits the God-King’s obligations at the start of any adventure set in Ayokha – they begin with 2 ticks already accrued (old burdens). When the timer reaches 4: the astrologer’s predictions become unreliable (roll twice for weather, take worse). When it reaches 8: a Oath-Keeper rises from the river and demands a story, a memory, or a season of service. Resetting the timer requires a Monsoon Rite (downtime, costs 1 XP or a story worth a season’s wages) or a sacrifice to the Drowned Nat (a memory or a magical item).
Monsoon Timer [6]: Tracks the approach of the rainy season. When it fills, the monsoon arrives — all river travel becomes Desperate for 2 legs. The timer ticks each day during the dry season. The astrologer can predict the exact day; a successful Wits + Lore test (DV 4) reveals the remaining ticks. The party can slow the timer by performing Rain Offerings (betel leaves, silk scraps, or stories) – each offering ticks the timer back by 1, but adds 1 tick to Rain’s Due.
River Court Justice: Disputes on the river are settled by a floating court. The judge is a Lethai-ar Vigil. The verdict is written on a clay tablet and thrown into the water. If the tablet floats, the verdict is true. If it sinks, the verdict is false — and the judge is drowned. A character may attempt to influence the verdict by offering a bribe (a Treasure or a story) before the tablet is thrown. If the bribe is a story, the GM gains 1 SB; if a Treasure, the judge’s verdict tilts in your favor automatically (no test).
Betel Leaf Hospitality: Offering a betel leaf is an oath of hospitality. Refusing is a grave insult. Accepting binds both parties to non-violence for the duration of the visit. Breaking this oath marks 1 Corruption and begins a River’s Grudge [4] timer. When the timer fills, a nat appears and demands an equal price (1 Harm, a memory, or a public apology).
Astrologer’s Scroll (Player Resource): A character who earns the astrologer’s trust (or steals his notes) may carry a copy of his calendar. The scroll has 3 pages. Each page can be used to:
Predict the Monsoon: Once per journey, ask the GM if the weather will turn against you in the next leg. The GM answers truthfully (yes/no).
Forge a Schedule: Once per session, treat a failed navigation roll as a success, but add 1 tick to Rain’s Due (the astrologer will notice the forgery eventually).
Blackmail an Official: Gain +1 Position on social rolls against any Ayokha official who relies on the monsoon schedule (harbor masters, customs officers, grain factors). Using this burns the page.
Refilling the scroll requires a downtime action and a bribe to the astrologer (1 Boon or a story worth a season’s gossip).
The Ninth Terrace (Forbidden Zone, Mechanic): The terrace is flooded only once every nine years. The rice grown there is for the God-King alone – eating it is treason. But the rice is also the only thing that can cure the monsoon blight (a crop disease that ticks the Monsoon Timer by 2 each day). Entering the Ninth Terrace requires a Water-Key (a coral token, acquired from the astrologer or a nat). The terrace is guarded by Hungry Ghosts – the spirits of farmers who starved when the monsoon failed. They attack anyone whose Rain’s Due timer is 4 or higher. Harvesting the rice takes 3 actions. Each action triggers a ghost attack (Spirit + Endurance test DV 4 or take 1 Fatigue). Success yields a Ninth Terrace Rice grain (see Diamonds).
Local Patrons (Syncretic Names):
The Rain That Waits – Ikasha. She Who Sleeps beneath the flood; her dream is the monsoon’s hesitation.
The Unbroken Cord – Inaea. The river’s memory woven into silk; every oath is a knot.
The Drowned King – Khemesh. Pressure from the deep; the ninth wave is his breath.
The Green Lamp – The Witness. The Vigil’s flame; it flickers when a lie enters the record.
The Kalrantha Fragment (Malachai, the Chained Angel): A silver coin that never spends was found floating in the Monsoon’s Eye. The astrologer keeps it in a jar of brine. It whispers to him at night — promises of perfect predictions, of rains that never fail. The coin’s warmth spreads through the palace like a fever.
The Drowned Courier (The Gray Wanderer’s Grimoire): A Breath-less agent drowned in the river last monsoon, but her ghost still carries messages. She appears at midnight on the Bridge of Three Echoes, offering to deliver secrets to the dead. The price is a memory of living sunlight.
The Root That Drinks (The Bitter Root): A Daughter of the Cord has taken refuge in the well of the Drowned Nat. She claims the spirit is not a nat but a Hollowed — one of the High Mother’s own, lost when a witness cord was cut. She asks the party to help her re-tie the cord before the monsoon fails.
The Ninth Terrace’s Promise (Ukwe – Sekogo): The forbidden rice of the Ninth Terrace is said to be grown from seeds stolen from the Ukwe’s roots. The Green Council demands its return, but the God-King refuses. A Sekogo druid offers the party a way to steal the rice without angering the spirits — if they also bring back a vial of water from the Monsoon’s Eye.
Bread to the River: Crumble a crust into the
current. Ignore the first River Floods penalty.
[SUPERSTITION]
Knot the Cord: Tie a single knot in a witness
cord before using it. Cancel Witness Cord Cut or take –1 die on
your next oath. [SUPERSTITION]
Name to the Well: Whisper a dead Vigil’s name
into the well. Gain +1 Effect when witnessing an oath, but mark
Obligation to the Monsoon Spirit.
[SUPERSTITION]
Exposure: Your actions draw unwanted attention from river merchants or spirit-mediums.
Noise: Sounds of your actions alert nearby bell-ringer or customs boats.
Trace: Evidence of your passage marks your route for river-spirits or the Vigil.
Delay: A brief but meaningful setback costs you time or favorable tide.
Supply Strain: Mark +1 segment on a relevant resource timer.
Alarm Raised: Local Vigil or spirit-medium becomes aware and begins responding.
Position Lost: You lose advantageous ground/cover/stealth due to flood or fog.
Foe Appears: A rival merchant’s boat or a river-spirit arrives on scene.
Gear Trouble: A piece of equipment becomes Compromised/Neglected.
Lock/Barrier: A simple obstacle now requires a test to overcome.
Reinforcements: Additional spirit-mediums, customs boats, or river-spirits arrive.
Key Gear Breaks: A crucial tool/weapon becomes temporarily unusable.
Major Twist: The situation fundamentally changes — monsoon fails / well runs dry / cord is cut.
Rail Tick: Advance a relevant campaign/front timer by 1 segment.
Condition Applied: Mark Fatigue 1/Harm 1/Condition appropriate to fiction.
Trap Springs: A prepared danger activates with full effect.
Authority Arrival: God-King’s Astrologer, Vigil Lady Suyin, or the Drowned Nat intervenes.
Scene Shift: The environment changes dramatically — flood sweeps the market / bell tower cracks / ninth terrace floods.
Patron Omen: Divine/arcane forces take notice — omen appears / blessing lost / curse manifests.
Narrative Pivot: The story takes an unexpected turn that reframes objectives.
Ayokha (Monsoon Law): Rain falls upward, the river changes course, a cord ties itself.
Ayokha (Spirit Law): A nat laughs from the well, an offering steams, the Vigil’s lamp burns blue.
Ayokha (Rice & Silk): A terrace floods for no reason, a silk bale weeps water, the bell rings twice.
Advance/Withdraw (Wits + Navigation): On a hit, shift one band. On a strong hit, also impose Monsoon Swell.
Cut the Cord (Presence + Lore): On a hit, freeze range for one exchange; if a witness cord is in your possession, +1 die.
Weather the Flood (Endurance + Survival): On a hit in River Floods, you pick who keeps their boat; on a miss, the GM does.
The Rain-Eater (Nine Dry Fields) — Phases: Wells Sinking Orchestrated Drought Terrace Coup. Cracks: find a hidden spring, expose a false monsoon schedule, survive a night on the Ninth Terrace.
The Drowned Vigil (Cord of the River) — Phases: Broken Oaths Procession of Empty Barges Flood-Baptism of a Merchant. Cracks: relic witness cord, survivor testimony, the bell ringer refusing to strike.
In Ayokha, power flows through the monsoon, the river, and the weight of a witnessed oath. The God-King rules from his floating palace, but the astrologer sets the calendar, the Lethai-ar hold the records, and the spirit-mediums speak for the nats. No one rules alone — and everyone owes a tithe to the rain.
For the GM: Use the Monsoon Timer as a visible campaign timer — it ticks down to famine or flood. Let River Court Justice be a high-stakes social encounter where a single lie can drown a judge. Enforce Betel Leaf Hospitality as a binding ritual — breaking it invites the Hollow and advances the River’s Grudge timer. Offer Treasures as monsoon schedules, silk vouchers, and witness cords — each a tool to survive the next storm or the next audit. Track Rain’s Due as the region’s central pressure; the party’s actions can reduce it (by performing rites or paying sacrifices) or increase it (by breaking oaths or ignoring nats). The God-King’s astrologer is a potential ally, but his calendar is for sale to the highest bidder.
The new generator tables — Monsoon-Spirit Negotiation, Nat Encounters, Rice Terrace Hazards, and Monsoon Omens — add depth to supernatural encounters and environmental storytelling, drawing inspiration from Southeast Asian mythologies of river spirits, naga serpents, and the sacred balance of rain and rice.
Rice, Salt, and the Ninth Step.
Ume walked it last week. Tomo signed for this week. Ask Tomo where the mud on his boots came from before you give Ume the bucket again.
— A thread-binder at Yatsuno
At Yatsuno, the Eightfold Village, boundary work is part of keeping a household. Red threads must be checked, salt carried, rice bowls set out at dusk and left alone until dawn. A person who knows the work will explain it over tea and expect a visitor staying another morning to help. The welcome is sincere. So is the irritation when the same person misses their turn again.
The eastern Aelaerem have made maintenance explicit where many western cousins rely on inherited courtesy. Their rota can be checked against the ground. A re-tied thread, a washed bell-cloth, and a properly kept stretch of boundary make an observable difference. Knowing the procedure does not mean knowing the ultimate nature of what it keeps out.
Hedge-keepers may live alone beside a difficult crossing or among families on the terraces. A solitary gatekeeper relies on the family bringing rice up from below; the family relies on the gatekeeper being there when the lane changes. A household can be warm and generous without volunteering to carry another household’s neglected duties indefinitely.
What do people eat for breakfast? Rice porridge, salted plum, and pickled vegetables. A host has opinions about the crock they opened for you and expects you to try it before discussing the boundary.
What does a child learn before they can walk? The eight boundary knots, with a loose end left alone. An older hand unties a mistaken ninth knot without turning the lesson into a public humiliation.
What is the first thing you notice about a stranger? Whether they interrupt someone counting or step over a thread without asking. A visitor can learn. A visitor determined to demonstrate that the precautions are foolish will not be trusted with the bell.
What is the most common crime? Thread-theft and a turn on the rota signed for but not walked. Missing thread leaves physical evidence; a false signature may not. Both can put another household’s stretch at risk.
What does no one talk about but everyone knows? Someone has quietly done a neighbor’s work twice. The village needs the boundary kept, but it also needs the same few people not to carry it indefinitely.
Where do people go when they die? Their ashes are mixed with salt and scattered along the boundary. Families know the stretch where an elder was laid and continue tending it after another person takes the work.
How do you apologize for a serious wrong? A cup of sake and a lock of hair may be left where the wrong occurred. The wronged household also expects the thread returned, the shift covered, or the false entry corrected.
What is the most important festival? The Retting of the Threads in spring. Threads are washed and re-tied through a silent night. Food, clean cloth, and people willing to relieve tired hands have to be arranged beforehand.
What is the secret that could destroy a powerful person? A respected keeper has concealed weeks of missed work. The reason may be illness, favoritism, or an attempt to protect a relative. Find what went unwalked before assigning blame.
The east thread came loose in a storm. Two people have signed the rota for the same morning, but neither can describe the newly fallen tree beside it. A work-party must check the boundary before dusk while the households settle who was supposed to go.
Retain the existing Boundary Drift and Work-Parties procedures. Neglect can be repaired; do not replace their reversible pressure with an inevitable catastrophe. Make villagers capable of doing the work. The party can contribute labor, investigate an omission, or cover for someone with a genuine competing responsibility.
Key Demographic: Aelaerem (Halfling), with Sihai and Nihori tenants on the lower terraces
Chief Settlement: Yatsuno, the Eightfold Village — eight hamlets, eight bells, and no ninth
Sihai – The Central Kingdom’s censors would very much like the boundary surveyed, numbered, and taxed. Every generation a surveyor arrives with a measuring chain. Every generation the chain comes back one link short, and no one can say which link.
Nihori – The storm-isles keep the same taboo in a different dialect: they will not speak of the ninth wave, the Aelaerem will not walk the ninth step. Nihori duellists find the hedge-keepers superstitious. Hedge-keepers find duellists loud.
Ayokha – The monsoon moves the boundary a little every year, which is why the Retting is a spring rite and not an autumn one. Ayokhan river-factors buy indigo and salted plum here and pay in seed-rice.
Lethai-thora of Sihai – The Silent Ledgers and the boundary rota borrow each other’s bookkeeping and each other’s silences. A Lethai-thora clerk will audit a boundary ledger for free, for the pleasure of it.
Aelinnel of the Inland Sea – Gnomish tide-keepers and Aelaerem thread-binders trade methods at the equinox and argue about them for the rest of the year.
Tagline: The boundary is a chore. Do the chore.
Rota-Keeper (Elite): “You want to know what keeps the Hollow out? Not courage. Not a sword. A rota. Ume has the north thread in the first week, Tomo in the second, and if Tomo is drunk again then Ume has it twice and Tomo owes her two crocks of pickle. Write it down. Read it back. That is the whole of it. The terrible things happen in the weeks nobody wrote down.”
Persimmon-Wife (Commoner): “Sit. The tea is already made — I heard you on the road, you walk heavy. Eat the plum, it is salted, it will do you good. No, do not count the stairs on the way up. I know they are lovely. I know you want to. Talk to me instead and you will not notice how many there were, and that is the point of me talking.”
Genre / Mood: Eastern folk horror in a farmhouse kitchen. Terrace fields at dusk, persimmons drying on strings, an indigo vat breathing under a blanket, and one lamp that must be lit at the correct hour or the whole valley will be wrong by morning.
Starting Location: A boundary-house at the top of the terraces, warm and low-beamed, smelling of charcoal, wet straw, and salted plum. A rota-board hangs by the door: eight columns of neat brushwork with one week rubbed out and re-written twice. An old thread-binder pours tea without asking, and sets a second cup down on the floor beside the hearth — not for you. “The east thread came loose in the storm,” she says, “and nobody has walked it since. It is a morning’s work. It is always only a morning’s work. That is why it never gets done.”
Yatsuno is beautiful, and the beauty is the defense. The terraces are cut in eight steps because eight is a finished number; the mirror-paddies are kept still because a rippled reflection is a door left ajar; the persimmons hang in strings of eight under every eave because a thing that is counted is a thing the Hollow cannot forget into its mouth. Every cozy detail in this valley is load-bearing. The quilt is warm and it is also a boundary. The pickle crock is delicious and it is also a boundary. The bathhouse is a pleasure and it is also a boundary, and there is a reason nobody bathes ninth.
What the western Aelaerem do by avoidance, the eastern Aelaerem do by maintenance. They will explain the whole system to you over tea, at length, with diagrams, and then they will hand you a bucket, because you are here and the north thread is not going to walk itself. The horror is not that the Hollow is coming. The horror is that it is already here, in the gaps, patient as damp, and the only thing between it and the village is whether somebody remembered to do the Water.
What you notice first: How clean everything is, and how deliberate. Red thread at eye height on every gate, eight knots, always eight. Rice bowls set out at dusk along the terrace edge and nobody looking at them. Bells with cloth tied over the clapper. And the silence at exactly the hour when a village this pretty ought to be singing.
The one rule that kills newcomers: Never count the steps between your door and the crossroads. The Hollow counts with you. If you reach nine, it will be waiting at the ninth step. It will ask, “Where are you going?” Do not answer.
There are no lords here and no courts, only the rota. Standing is measured in weeks walked, threads re-tied, salt hauled up the terraces, and whether your handwriting on the board can be read by lamplight. A hedge-keeper’s authority is exactly as long as her stretch of boundary and not one pace further, and she will tell you so with some satisfaction. Outsiders read all of this as quaint. It is not quaint. It is a maintenance schedule for the edge of the world, kept by people who bake very good bread, and the reason they are so calm about the Hollow is that they know precisely how many mornings of neglect it takes before the calm stops being warranted.
They are, accordingly, the most welcoming people in the Eastern Realms and the least sentimental. A guest is fed, bathed, given the warm end of the room, and put on the rota by the second morning. Refusing the work is not rude. It is simply understood that you are the sort of person who will be somewhere else when the boundary drifts, and you will be fed anyway, and no one will trust you with a thread.
The Hollow does not attack. It forgets — and where it forgets, the boundary moves. Track the state of the valley’s maintenance with a visible timer:
Boundary Drift [8] — Advances when:
A week of the rota goes unwalked (+1)
A rice bowl is checked before dawn (+1)
A bell is rung unmuffled after dusk, or anyone whistles after dusk (+1)
Someone counts aloud past eight, anywhere in the valley (+2)
A red thread is cut, taken, or tied with the ninth knot (+2)
The GM spends 1 SB to let a small neglect compound (+1)
Crucially, and unlike the Hollow’s attention in the west, this timer runs backwards under work. See Work-Parties, below. The valley is not doomed; it is behind.
At 4 segments: The mirror-paddies stop reflecting the sky properly — they reflect the terraces as they were some other year. Cats will not cross the lanes. The rota-board’s oldest entries fade. At 8 segments: The boundary has moved. Something is inside it that was outside it yesterday. Roll on What Steps Through. Until the party or the village clears at least 3 segments, every night in the valley opens with a Story Beat spent on the uncanny.
This is the region’s signature move and the reason to keep the timer on the table. Boundary work is dull, physical, communal, and it is the only thing that clears Drift.
Walk a week (clear 1). A full day spent re-tying one stretch: Body + Endurance DV 3, or Wits + Craft DV 3 if you are re-knotting rather than hauling. A Partial clears the segment but costs 1 Fatigue or 1 Supply.
Haul the salt (clear 1). Carry blessed salt up eight terraces. Body + Endurance DV 3. Followers with Cap 2+ can do this unaided; it is the classic job to hand a follower.
Keep the ledger (clear 1, once per season). An afternoon reconciling the rota-board against what was actually walked: Wits + Insight DV 4. On a Clean Success, also learn where the next drift will occur — ask the GM one true question about the boundary.
Stand the Retting (clear 3). The spring rite: every thread down, washed in salt water, re-tied in one silent night. This is a scene, not a roll — run it as a Silent Night [6] Timer where each segment is a stretch re-tied and every noise the party makes is a segment the GM takes back. Clearing it clears 3 Drift and is worth 2 XP to everyone who kept silent.
Feed the boundary (clear 1, costs). Set out the bowls yourself and do not look until dawn. No roll. Whoever set them out wakes with one memory gone soft at the edges — they can still name the thing, but not describe it. The GM gains 1 SB.
Escalation. A Tier I party clears Drift a segment at a time in one valley. A Tier III or IV party is asked to walk the First Boundary — eight days, eight prefectures, a rota nobody has kept in living memory — and that is a Long Rota [10] Timer with real teeth at every segment. The chore does not get easier. It gets longer, and there is more of the world behind it.
When Boundary Drift reaches 8, roll 1d6:
The Extra Stair. The shrine steps gain one. Anyone who climbs them arrives a little wrong: their shadow is short by a hand’s width until they descend backwards, counting nothing.
The Guest Who Leaves No Steam. A traveler takes the bathhouse. Perfectly polite, correct in every courtesy, and the water does not fog around them. Turn them out and the Drift ticks +2. Let them stay and they will still be there in the spring, and so will their appetite.
The Bowl That Was Checked. Every rice bowl in the valley is empty and clean, and no one set them out. Something has been keeping the rota. It will want the credit — and the seat at the board.
The Village in the Water. The mirror-paddies show a Yatsuno with nine hamlets. People in it wave. If anyone waves back, that person’s name is now written on the ninth column of the rota-board in their own hand.
The Borrowed Face. A villager comes home twice on the same evening. Both are warm. Both are hungry. Both know the rota. The village will not choose; that is not their way. They will feed both and wait, which is worse.
The Unmuffled Bell. A bell rings once, at the wrong hour, with no one at the rope. Every promise made in the valley that day is now heard, and the Hollow keeps the accounts. All Obligation marked this session is doubled until someone confesses a lie at the bell tower.
When a PC skips their week, cuts a thread, counts aloud, or whistles after dusk, roll 1d6:
| d6 | Consequence |
|---|---|
| 1 | Your name is written on the board in a hand not your own, in the week you missed. You now owe that week. |
| 2 | The pickle crocks buried on your stretch are opened and found sweet. Sweet is wrong. The village will be polite about it and will not eat from your table for a month (–1 Position socially in the valley). |
| 3 | A red thread ties itself around your wrist with eight knots. It tightens when you are about to lie. Cutting it ticks Boundary Drift +2; wearing it out takes a season. |
| 4 | Your shadow is a hand’s width short and shortens another hand each night you do not make the week up. At four, animals will not come near you (+1 DV on anything involving beasts or trust). |
| 5 | The hot spring runs cold on your side of the bathhouse. This is read, correctly, as a judgment. Gain the Condition Unwelcome at the Warm End. |
| 6 | The rota-keeper gives you the east thread — the long one, the one nobody wants — and the whole village knows. Start a Owed Work [6] Timer. Nothing bad happens when it fills. They simply stop asking you, and stop counting you, and that is how people become gaps. |
| Name | Role/Title | Motivation | Rumored Quirk |
|---|---|---|---|
| Ume “Eight-Knot” Nineterrace | Rota-Keeper of Yatsuno | Keep the board honest and the weeks walked | Writes the rota in indigo because indigo does not run in rain. Has never once written a ninth column. |
| Tomo Quietbell | Bell-Warden | Ring once, muffle at once, and never at the wrong hour | Sleeps in the tower with the cloth in his hand. Has not heard a bell in his dreams for thirty years, and says so too often. |
| Sora Persimmon-Eaves | Boundary-Cook | Feed the walkers, the guests, and the bowls | Strings her fruit in eights. Sets the second cup on the floor at every meal without comment. |
| Rin Saltwell | Salt-Hauler and gravedigger | Carry the dead into the boundary properly | Talks to the ashes on the way up. Says they answer on the fourth terrace and not before. |
| Kae Underbamboo | Thread-Binder of the East Stretch | Walk the longest thread nobody wants | Deaf in one ear since a bell rang unmuffled. Counts under her breath and stops, always, at eight. |
| The Surveyor | Sihai censor, seventh of his line | Measure the boundary and enter it in the imperial register | His chain is one link short. His father’s chain was one link short. He has stopped mentioning it in his reports. |
Soft two-beat given names; surnames that are places and chores, the way western Aelaerem surnames are (Underhill, Bywater) — only these hills are terraced and these waters are still.
| First Names (Male) | First Names (Female) | Surnames | Epithets |
|---|---|---|---|
| Tomo | Ume | Nineterrace | the Eight-Knot |
| Haru | Rin | Underbamboo | Salt-Handed |
| Iko | Sora | Persimmon-Eaves | Who Does Not Count |
| Nao | Kae | Saltwell | Lamp-Muffler |
| Shun | Miya | Quietbell | Rota-Kept |
| Yori | Tsuru | Thousand-Steps | Shadow-Short |
Mirror-paddies kept still enough to shave in; a bamboo grove that whispers on windless nights; shrine steps that count your heartbeats back to you; a bathhouse at a hot spring where nobody bathes ninth.
The Eight Terraces [FARM] [ORDER]
Eight steps of paddy, cut so the water falls from one to the next
without a sound.
There were nine, once. The lowest is not spoken of and is not
planted.
Mechanical hook: Working a day here restores 1 Fatigue
and clears 1 Boundary Drift. Anyone who walks down onto
the unplanted ninth takes a Wits + Insight DV 3 test to come back up the
way they went; on a Miss they arrive at the top having lost an hour they
cannot account for.
The Mirror-Paddy [WATER] [OMEN]
Held still all season; the village shaves and mends its collars by
it.
A ripple is a door left ajar. That is why the children are not
allowed to throw stones, and why they do.
Mechanical hook: A Wits + Insight DV 3 read of the
surface answers one question about something happening elsewhere in the
valley right now. If Boundary Drift is 4+, the
reflection answers about a different year instead, and the GM gains 1
SB.
Persimmon Eaves [HEARTH] [COUNT]
Fruit hung in strings of eight under every roof-edge, drying orange
against gray wood.
A string of nine appeared on the smith’s house the winter he died.
Nobody hung it.
Mechanical hook: Sleeping under the eaves is a safe
rest — no night SB is spent on the sleepers. Counting the strings aloud
ticks Boundary Drift +2 and the counter dreams of the
ninth fruit.
The Indigo Shed [CRAFT] [SECRET]
Vats kept warm under quilts, breathing like something asleep; the dyer
talks to them daily.
The vat is alive in the ordinary way. It is also the only ink the
boundary ledger will accept.
Mechanical hook: A Wits + Craft DV 3 gets you a bolt of
true indigo, which counts as a Minor Asset: writing in it makes any
record legible after any drowning, burning, or forgetting. Fail and you
have spoiled a vat the village needs, which is a social problem for a
season.
The Bathhouse at Warm Spring [REST]
[TABOO]
Cedar, steam, a bench worn smooth, and a strict and unexplained order of
bathing.
Eight bathe. The ninth waits. There is always someone willing to be
the ninth, and there is always a reason they were not, later.
Mechanical hook: Bathing clears all Fatigue and 1
Condition. Bathing ninth clears everything, including one thing you
wanted to keep: mark 1 Identity Strain and the GM gains 2 SB.
Thousand-Step Shrine [SACRED]
[COUNT]
A stair up through cedar to a shrine no bigger than a pantry.
The steps count your heartbeats and give you the number at the top.
It is always slightly wrong. Slightly.
Mechanical hook: Climbing without counting (Spirit +
Endurance DV 3) earns a true omen: one honest answer about what the
Hollow wants here and now. Anyone who counts arrives with the wrong
number in their head and takes –1 die on Insight until they
sleep.
The Whispering Grove [BAMBOO]
[DANGER]
Bamboo so dense the paths are decided for you; it speaks on nights with
no wind.
The gaps between the stalks are the same width as a door.
Mechanical hook: Navigation here is Desperate unless
someone keeps up steady talk (Presence + Performance DV 2 to hold the
group’s attention). On a Miss, the party emerges in the grove’s own
reckoning of the valley — everything correct except one building that
should not be there.
The Charcoal Kilns [INDUSTRY]
[SMOKE]
Earth mounds smoldering for eight days on the ridge, watched in
shifts.
The watcher who falls asleep wakes to find the fire banked and the
tools cleaned. Nobody admits to it.
Mechanical hook: A watch shift is a slow scene with
excellent talk; any one character may clear 1 Identity Strain by telling
something true. Whoever is watching when the mound is opened gets first
pick of the charcoal — worth 1 Boon of trade in any eastern
market.
The Pickle Ground [BOUNDARY]
[FOOD]
Crocks buried in rows along the boundary line itself, salt-heavy and
bitter.
The bitterness is a reminder. Sweetness in a boundary crock means
the line has moved under it.
Mechanical hook: Opening a crock is a free, reliable
read on the boundary’s true position: bitter is sound, sour is drifting,
sweet means the line has already moved and the GM sets Boundary
Drift to at least 6.
The Rota-House [LAW] [RECORD]
A single low room, a board of eight columns, and three centuries of
ledgers on the shelf.
Every gap in the ledgers matches a year the valley does not
discuss.
Mechanical hook: A Wits + Lore DV 4 search of the
ledgers finds the record of a previous drift and how it was closed — a
Clue, and a method that will work again. On a Miss you find a year that
has been walked by someone whose handwriting appears nowhere else, in
any ledger, ever.
The Boundary-House [SHELTER]
[WATCH]
The last roof before the line: one hearth, one lamp, one bed always made
for whoever is walking.
The lamp is lit at the correct hour by whoever is nearest. There is
no list of who is nearest. It has never once gone unlit.
Mechanical hook: Guest-right here is absolute and free.
In exchange, the guest lights the lamp at dusk. Forgetting ticks
Boundary Drift +1 and the house will be cold and
correct and slightly further from the path next time you come.
The Salt Road [DEAD] [PROCESSION]
The switchback up which the dead are carried, ash mixed with salt, to be
scattered on the line.
The dead become the boundary. They do not rest. They watch. This is
considered a good outcome.
Mechanical hook: Carrying a stranger’s ashes up (Body +
Endurance DV 3, a full day) earns the valley’s real trust: one favor,
honored without argument, from any hedge-keeper on the eastern boundary.
On the way up you may ask the ashes one question at the fourth
terrace.
The First Boundary [ANCIENT]
[LAW]
A post at a crossroads two days out, older than the terraces, with one
thread on it.
The first red thread was not tied by an Aelaerem. It was tied by the
Hollow, before it forgot what it was.
Mechanical hook: The thread cannot be re-tied, only
inspected. A Spirit + Arcana DV 5 reading confirms the eight knots are
tied from the inside. Untying it is not a roll and not a scene; it is a
campaign, and the GM should say so out loud.
The Ninth Hamlet [CURSE] [PLACE]
Yatsuno has eight. On certain evenings there is a lane you have not
walked, and lamps at the end of it.
Everyone there is kind. The tea is already poured. The rota-board
has your week on it.
Mechanical hook: Entering is easy and pleasant. Leaving
costs what you would not give up: Spirit + Endurance DV 5, and on
anything but a Clean Success you leave one relationship behind — an NPC
who knew you no longer does. The hamlet keeps whatever it is given and
is genuinely grateful.
A rota-keeper with indigo on her fingers; a bell-warden who sleeps holding the cloth; a guest who is very polite and casts no steam.
The Boundary-Cook [HEARTH]
[FEEDING]
Feeds the walkers, the guests, and the bowls, in that order, and never
asks who the bowls are for.
She sets a second cup on the floor at every meal. She has done it
since she was six. She will not discuss it.
What they carry: She knows every person in the valley
by how they take their tea, which means she knows immediately when one
of them has been replaced.
What they ask: That you eat before you talk. She is not
being warm. She is checking whether you eat.
The Rota-Keeper [LAW] [RECORD]
Writes the board, reads it back, and holds the whole valley together
with a brush and a grudge-free memory.
Her authority ends where her stretch ends and she is proud of that.
Offer her more and she will be offended.
What they carry: Three centuries of ledgers and the
ability to find the one year you need in an afternoon.
What they ask: A week. Any week. She will take payment
in nothing else.
The Bell-Warden [WATCH] [FEAR]
Rings once at dawn, muffles at once, and does not sleep well.
He heard an unmuffled bell as a boy and has been deaf in one ear and
careful in the other ever since.
What they carry: He can tell, by the way a sound dies
in the valley, whether the boundary has moved — days before the crocks
turn sweet.
What they ask: Someone to take the tower for one night
so he can sleep on a floor with people on it.
The Thread-Binder of the East Stretch
[BOUNDARY] [SOLITUDE]
Walks the long thread nobody wants, alone, in all weathers, and prefers
it.
She counts under her breath as she ties and stops at eight with a
small physical effort you can see.
What they carry: She has walked the east stretch for
forty years and knows every place the line has ever been — a map that
exists nowhere else.
What they ask: Company for exactly one day, and then no
more, and she will be curt about it because she means it.
The Salt-Hauler [DEAD] [LABOR]
Carries the ashes up and the salt with them, and talks to both on the
way.
He says the dead answer on the fourth terrace and not before. He is
not joking and does not enjoy being asked.
What they carry: He knows which stretches of boundary
are held by which dead, and whose relatives are therefore obliged to
whom.
What they ask: Help with the load. It is very heavy.
That is all.
The Sihai Surveyor [EMPIRE]
[MEASURE]
Seventh of his line to measure this boundary, with a chain that is one
link short.
His father’s chain was also one link short. So was his
grandfather’s. He has stopped writing that part down.
What they carry: Imperial authority, real money, and
six generations of quietly falsified surveys he would rather nobody
read.
What they ask: One honest measurement. He has wanted it
his whole career and is frightened of getting it.
The Indigo Dyer [CRAFT]
[PATIENCE]
Keeps four vats alive under quilts and talks to them the way other
people talk to dogs.
A vat that goes quiet is dying. A vat that answers is a different
problem.
What they carry: The only ink the ledgers accept, and
the knowledge of what makes it work, which is not a secret so much as a
discipline.
What they ask: That you keep the shed warm for eight
days while he is away. It is the most trust anyone here will place in
you this early.
The Work-Party [COMMUNITY]
[PRESSURE]
Nine or ten neighbors with tools, rice balls, and opinions, walking a
stretch together.
They are cheerful, loud, and the safest thing in the valley, which
is exactly why they are loud.
What they carry: Numbers, tools, gossip, and the
fastest way to clear Boundary Drift — treat them as a
Follower group with Cap 4 for boundary labor only.
What they ask: That you keep up and take your turn
carrying. Both are noticed.
The Guest Who Leaves No Steam [HOLLOW]
[COURTESY]
Perfectly polite, correct in every courtesy, and the bathwater does not
fog around them.
They know the rota. They have offered to take a week. The village is
thinking about it.
What they carry: Genuine good manners, and a name that
no one in the valley can afterwards recall being told.
What they ask: A place on the board. They are asking
properly, which is the horror of it.
The Hedge-Keepers’ Circle [FACTION] [MUTUAL
AID]
Every thread-binder on the eastern boundary, meeting twice a year to
argue about method.
They have no leader and no rules except that the boundary is walked,
and they will feud for decades over knot spacing.
What they carry: Collective knowledge of eight hundred
li of boundary, and the ability to summon two hundred people with tools
in four days.
What they ask: That you take a side in the knot-spacing
argument. There is no neutral position. Choose and be
committed.
The Retting Chorus [RITE]
[SILENCE]
The eight who lead the spring rite: one per hamlet, chosen by who walked
the most weeks.
They do not speak from dusk to dawn on the night, and for a week
after they speak very little and very carefully.
What they carry: The right to re-tie the First
Boundary’s neighbors, and the memory of every Retting they have
stood.
What they ask: That you either stand silent with them
or leave the valley for the night. There is no third option and no
offense taken either way.
The Woman Who Came Home Twice [HOLLOW]
[FAMILY]
Both of her are warm. Both are hungry. Both know the rota and both are
correct about it.
The village has fed both for three weeks and has not chosen. That is
not indecision. That is the method.
What they carry: Between them, one whole life, and
neither will say which half.
What they ask: That you do not make the village choose.
Whoever forces it will be blamed, correctly, for what follows.
The Rota-Keeper’s Predecessor [MEMORY]
[AUTHORITY]
The old keeper, retired thirty years, who still walks a week she was
never assigned.
Her handwriting is in ledgers from before she was born. She has read
them. She has stopped mentioning it.
What they carry: The only living account of the last
time the boundary moved and what it cost to move it back.
What they ask: That someone reads the year she will not
read aloud, and tells her whether her hand is really in it.
The Hollow, Keeping the Rota [HOLLOW]
[DREAD]
The bowls have been set out and cleared for a month by something that
wants the work.
It is doing the job properly. That is not a relief. A thing that
maintains the boundary decides where the boundary is.
What they carry: Perfect, patient competence, and the
beginnings of a claim.
What they ask: A column on the board with a name in it.
It does not have a name. It would like one of yours, and it will say
please.
Rain that unpicks a knot a night; a week nobody wrote down; a lane that is one house longer than it was.
The Week Nobody Wrote Down [NEGLECT]
[QUIET]
A column on the board is blank and everyone assumed it was somebody
else’s.
Nothing happened that week. Nothing at all. That is the
complication.
Mechanical hook: Tick Boundary Drift
+1 for each such week the party fails to notice. A Wits +
Insight DV 3 audit of the board finds them; nobody in the valley will
find them unprompted, because everyone is sure.
Rain Unpicks the Knots [WEATHER]
[WORK]
Three days of monsoon rain and half the eastern threads are hanging
loose.
The knots do not fail in a storm. They fail two days after, in the
sun, when nobody is worried.
Mechanical hook: A full stretch must be re-walked in
one day or Boundary Drift +2. This is a straightforward
Body + Endurance DV 3 for everyone who helps, and a genuine problem for
a party who consider themselves too important for it.
Somebody Counted [TABOO] [PANIC]
A child, a guest, or a drunk said nine out loud in the lane.
The village does not punish it. The village goes very quiet and
starts checking things, which is worse to watch.
Mechanical hook: Tick Boundary Drift
+2. Until it is cleared, the ninth of anything the party counts
is wrong: the ninth arrow, the ninth step, the ninth coin. The GM should
apply this once, memorably, at the worst moment.
Sweet in the Crock [OMEN] [MOVED]
A boundary pickle crock is opened and the contents are sweet.
Bitter is sound. Sour is drifting. Sweet means the line has already
moved and you are standing on the wrong side of the question.
Mechanical hook: Boundary Drift is
immediately at least 6. The party’s current location may now be outside
the boundary; the GM should not announce which.
The Lamp Went Unlit [NEGLECT]
[DOOR]
Nobody was nearest to the boundary-house at dusk. It had never happened
before.
The house is not damaged. It is simply further from the path than it
was, and it will be further again tomorrow.
Mechanical hook: The boundary-house cannot be reached
again until someone spends a night on the line without it (Spirit +
Endurance DV 4, and the GM gains 1 SB on anything but a Clean
Success).
The Surveyor’s Chain [EMPIRE]
[PRESSURE]
Sihai wants the boundary in the register, and a register is a fixed
thing.
The valley’s whole method depends on the line being allowed to move.
A survey is not a nuisance. It is a threat.
Mechanical hook: Start a Registered
[6] Timer. If it fills, the boundary is legally fixed where it
is not, and every subsequent Work-Party clears one fewer segment until
the register is corrected — which is a matter for clerks, bribery, and
Lethai-thora auditors.
A Bell at the Wrong Hour [SOUND]
[ACCOUNT]
One ring, unmuffled, with nobody at the rope.
Every promise made in the valley today has been heard, and something
is keeping the accounts.
Mechanical hook: All Obligation marked this session is
doubled. It can be undone only by a public, specific confession of a lie
at the bell tower, in front of people who will remember it.
Whistling After Dusk [TABOO]
[INVITATION]
Somebody in the party is cheerful and does not know the rule.
Whistling is calling. The Hollow does not know it was not being
called.
Mechanical hook: Tick Boundary Drift
+1 and the whistler is followed home. Not attacked — followed,
politely, at a fixed distance, every night, until they whistle the same
tune at the boundary post and let it go past them.
The Lane Is One House Longer [SPACE]
[DREAD]
Everyone agrees the lane has always had eleven houses. It had ten
yesterday.
The new house is lived in. The family in it are on the rota and have
been for years, in the ledgers, in indigo.
Mechanical hook: A Wits + Lore DV 4 against the ledgers
proves the insertion. Proving it publicly is a social catastrophe — the
family are real, kind, and have children. The party must decide what a
boundary is for.
The Guest Asks for a Week [HOLLOW]
[COURTESY]
The polite guest with no steam has formally requested a place on the
rota, and the request is in order.
There is no rule against it. Nobody has ever needed one.
Mechanical hook: The village will decide by discussion
over three evenings. The party may argue either side (Presence + Sway DV
4). Refusing costs Boundary Drift +2 as the guest
leaves and takes their goodwill with them; accepting hands a stretch of
the boundary to something that is not from here.
The Retting Is Broken [RITE]
[FAILURE]
Somebody made a noise on the silent night.
The rite does not fail loudly. It fails by being finished anyway,
with everyone knowing it did not take.
Mechanical hook: The Retting clears no Drift this year
and the valley must carry the shortfall for four seasons. Anyone who
kept silent gains 1 XP anyway; whoever made the noise carries the
Condition The One Who Spoke until the next spring.
Two of Her [HOLLOW] [FAMILY]
A neighbor has come home twice, and the village has fed both for a
month.
Between them they have one life. Forcing the issue is the mistake
outsiders always make.
Mechanical hook: Any attempt to test, expose or
separate them is a Spirit + Insight DV 5 and the GM gains 2 SB on
anything but a Clean Success. Left alone, the situation resolves itself
in a season, badly but survivably, and the valley will not thank anyone
who hurried it.
The Long Rota [EPIC] [LABOR]
The First Boundary has not been walked in living memory and the whole
eastern line is drifting behind it.
Eight days, eight prefectures, and a rota that no one alive has
kept. It is only work. There is simply a great deal of it.
Mechanical hook: A Long Rota [10]
Timer, one segment per stretch, each with its own DV 3–4 obstacle and
one telegraphed DV 5 at the seventh. This is the region’s Tier III–IV
score and should be sought out, not stumbled into.
The Hollow Has Been Keeping It [HOLLOW]
[CLAIM]
The work has been done. Properly. For a month. By something that wants
the credit.
Whoever maintains a boundary decides where it is. The village has
been safe all month and that is precisely the problem.
Mechanical hook: Boundary Drift reads
0 and is lying. Start a hidden Claim [8] Timer that the
party cannot see; it fills whenever the valley accepts the work without
asking who did it. When it fills, the Hollow’s stretch is legitimate,
and re-taking it is a war fought with ledgers, witnesses, and one very
long night.
Things given, not won: a week walked in your name, salt from the fourth terrace, a knot tied by somebody who knows how.
A Week Walked in Your Name [SOCIAL]
[ONCE]
Somebody took your stretch without being asked and wrote your name
beside theirs.
This is the highest compliment in the valley and everyone will know
by supper.
Hollow cost: You owe a week back. Until you walk it,
the Hollow counts you as a gap in the rota, and the GM may spend 1 SB to
have something step into it.
Eight-Knot Cord [WARD] [ONCE]
A red thread tied by a hedge-keeper who has walked forty years.
Eight knots, tied outward. It will hold one thing off one
time.
Hollow cost: Spend it to cancel one supernatural
consequence entirely. The cord unravels and the keeper who tied it feels
it happen, wherever she is, and will want to know what you spent her
work on.
Salt of the Fourth Terrace [DEAD]
[ONCE]
Salt from where the ashes answer, carried down rather than up.
The dead are the boundary. A handful of them will hold a doorway for
a night.
Hollow cost: Ward any threshold for one night,
absolutely. In the morning the dead who held it are owed a name spoken
aloud — the GM’s choice of whose, and it will be inconvenient.
Boundary Indigo [RECORD] [ASSET]
A bolt or a bottle of the true dye, from a vat that answered.
Anything written in it survives drowning, burning, and being
forgotten, which is the rare one.
Hollow cost: Counts as a Minor Asset. Records written
in it cannot be lost — including the ones you would rather
were.
The Rota-Keeper’s Word [SOCIAL]
[ONCE]
She will say, once, in front of witnesses, that you walked your
weeks.
There is no higher character reference on the eastern boundary and
no way to buy one.
Hollow cost: One social obstacle in the Eastern Realms
among rural folk simply does not happen. She will not do it twice, and
she will not do it for anyone who asks.
A Night at the Warm End [REST]
[ONCE]
The best place in the room by the fire, given without being asked
for.
Guests get warmth. The warm end is for household.
Hollow cost: Clear all Fatigue and 1 Condition, and
count as household in that hamlet from now on — which means you are on
the rota, and everyone will simply assume you know that.
The East Stretch Map [KNOWLEDGE]
[ASSET]
Forty years of where the line has actually been, drawn from memory in
indigo.
It exists nowhere else and she will not copy it. She may give it to
you.
Hollow cost: Reduce the DV of any boundary-related test
on the eastern line by 1. She gave it to you because she has decided she
will not walk it much longer, and she expects you to notice
that.
A Crock of the Bitter [SUPPLY]
[OMEN]
Pickles from a sound stretch, salt-heavy, unpleasant, and honest.
Opening one anywhere in the world tells you whether the ground you
stand on is inside a boundary or outside one.
Hollow cost: One reliable answer, once, anywhere. Then
you have to eat them.
The Muffling Cloth [TOOL] [ONCE]
Salt-washed, worn thin, and older than the tower.
It takes the sound out of one thing that should not have been
heard.
Hollow cost: Erase one sound entirely — an alarm, a
scream, a promise spoken aloud. The promise still counts. Only the
hearing of it is undone.
A Place on the Board [STATUS]
[PERMANENT]
Your name, in indigo, in a column of its own.
You are not a guest here now. You are a chore that other people rely
on.
Hollow cost: Permanent standing with the Hedge-Keepers’
Circle and a call on two hundred people with tools. Miss three weeks
running and the column is rubbed out, publicly, and it will never be
offered again.
The Ledger Year [CLUE] [LORE]
The record of the last time the boundary moved, and exactly how it was
moved back.
It is a list of chores. It is also the only surviving instruction
for closing a drift.
Hollow cost: A method that will work again, and the
name of who paid for it last time, which is a name somebody in the
valley still answers to.
The Retting Silence [BLESSING]
[SEASONAL]
You stood the silent night and did not speak.
The valley knows. Nobody says so. That is the point.
Hollow cost: Clear 3 Boundary Drift,
gain 2 XP, and for one season the Hollow does not notice you first —
when something must be chosen from a group, it chooses somebody else.
Live with knowing that.
The First Boundary’s Reading [LORE]
[DANGEROUS]
Confirmation of what the knots on the oldest post are, and which side
they were tied from.
Eight knots. Tied from the inside. The Hollow bound itself out,
once, when it still remembered how.
Hollow cost: A campaign-scale truth: the Hollow is not
besieging the boundary. It built it. Anyone who knows this cannot
un-know it, and every hedge-keeper who has been told has stopped
sleeping well.
The Name It Forgot [MYTH] [ONCE]
A syllable, found in a ledger year that should not exist, in handwriting
nobody can place.
The Hollow wanders looking for the name it forgot. This may be it.
It may also be a name the Hollow left where it would be
found.
Hollow cost: Speaking it ends one Hollow manifestation
permanently, anywhere in the world, and tells the Hollow where you are
for the rest of your life. Nobody who has spoken it has been able to
explain why they thought it was worth it, afterwards, though all of them
still say it was.
Draw until you have all four suits: Spade = place, Heart = actor, Club = pressure, Diamond = treasure. Highest rank sets the main Timer (2–5 4, 6–10 6, J/Q/K 8, A 10).
Diamonds here are almost never loot. They are things given by people who have decided about you: a week walked in your name, a place on the board, the warm end of the room. Hand them over in a scene, not in a pile.
If any A appears, the uncanny should be tidy. The Hollow in the east does not smash. It keeps the rota, straightens the bowls, and writes neatly in your column.
Track Boundary Drift [8] as a campaign pressure — and put the clearing conditions where the players can see them. A timer that only goes up teaches a table to despair; this one is a chore list, and the whole regional flavor is that the chore list works.
Let the cozy things be mechanically real. The bathhouse clears Fatigue. The persimmon eaves make a safe rest. The tea is genuinely good. A folk horror where the comfort is fake is a cheap one; here the comfort is true, and it is load-bearing, and that is what makes neglect frightening.
Take Your Turn: A character who has walked a week within the last season shifts one step safer on their first social action in any Aelaerem settlement in the Eastern Realms. Word travels along the rota faster than along the roads.
Eat Before You Talk: Accepting food before opening business cancels the first SB generated by negotiation in that scene. Refusing is not an insult and carries no penalty — but the household will note that you did not eat, and will remember it later, when someone is checking who is who.
Stop at Eight: Any character who deliberately breaks off a count at eight — of steps, coins, arrows, breaths — may re-roll one failed die on that action, once per scene. The habit is worth having and is exactly as easy to acquire as it sounds.
The Ninth: The Ninth Taboo is not a superstition shared between regions; it is the same fact reported in three languages. Nihori will not name the ninth wave, Ayokha pours the ninth cup for the drowned, and here nobody bathes ninth. A party who has met all three should be told, once, that these are one thing.
Ikasha, She Who Sleeps: The eastern Aelaerem say the Hollow is Kuva’s shadow, cast when the first sun turned away. Sihai scholars say it is what Ikasha dreams about. The hedge-keepers consider the distinction academic and the scholars unhelpful with buckets.
The Sealed Gate: Certain boundary posts are shod with a nail from the old shrines. A post so shod holds for nine days without maintenance — which sounds like a gift and is the only thing in this valley that runs on nines. Hedge-keepers use them, warily, and pull them before the ninth day.
The Traveler: A gray pilgrim occasionally joins a work-party, carries more than his share, eats nothing, and is gone by the fourth terrace. Stretches he helped on do not drift for a year. Nobody has ever got his name and everyone has stopped trying.
The Clockwork Monad: The Sihai surveyor’s chain is one link short, and always has been. A brass-and-breath measuring engine brought up from Aeler holds gave the same result, twice, then stopped working. The engine is in the rota-house, under a cloth, and nobody has thrown it away.
The Silent Ledgers (Lethai-thora): The two peoples’ bookkeeping conventions are close enough that a Lethai-thora auditor can read a boundary ledger at sight. Several have. None will discuss the years that are missing from both.
Set the Second Cup: Pour one on the floor before you drink. Ignore the first penalty from a supernatural complication this scene.
Break Off at Eight: Stop a count aloud at eight, deliberately, where others hear you. Cancel one Boundary Drift tick, or take –1 die on your next Insight roll (your choice).
Muffle the Bell: Tie cloth over something that would ring, chime, or clatter. Gain +1 Effect on any Stealth action this scene, but mark Obligation — you have asked the boundary for a favor, and it keeps accounts.
The eastern Aelaerem have no spells. They have a schedule. Their power lies in the fact that a thing which is maintained is a thing the Hollow cannot forget into its mouth — and maintenance, unlike courage, can be delegated, written down, argued about, and done again next week by somebody else. A red thread with eight knots is not magic; it is a statement that this line is attended to, and attention is the one thing the Hollow does not have. To be given a week on the board is to be told you are part of what holds the valley up. To lose it is not exile. It is simply that people stop counting you, and here, more than anywhere, a thing that is not counted is a gap.
Exposure: A neighbor notices what you did and, worse, says nothing about it.
Noise: A bell, a whistle, a laugh — carried further than you meant, after dusk.
Trace: Mud on the wrong terrace; a knot tied in your unmistakable style.
Delay: The work takes the whole day. It was always going to take the whole day.
Supply Strain: Mark +1 segment on a relevant resource timer, or +1 Boundary Drift.
Position Slip: You are moved down the rota; the work you wanted goes to somebody else.
Resource Loss: A crock, a vat, or a stretch of thread is spoiled and must be redone.
Complication: An outsider — surveyor, factor, pilgrim — arrives at exactly the wrong hour.
Injury: Boundary work is physical. Mark Fatigue or Harm from a fall, a cold night, a load.
Social Cost: Somebody covered your week without saying so, and now everyone knows both facts.
Reinforcements: The Circle convenes and the argument becomes about you.
Environmental Turn: Monsoon, landslip, or a night cold enough to crack a crock.
Betrayal: A ledger entry in your hand that you did not write.
Boundary Moves: Set Boundary Drift to at least 6 and do not say why.
Obligation: You are given the east stretch. Refusing it is a public act.
Trap Springs: A stretch everyone believed was walked was not, and has not been for years.
Authority Arrival: The Rota-Keeper, the Circle, or the Sihai Surveyor intervenes with paperwork.
Scene Shift: The lane is one house longer; the paddy reflects another year; the steps gain one.
Patron Omen: The bell rings unmuffled at the wrong hour and every promise is heard.
Narrative Pivot: Something has been keeping the rota, and doing it well, and would like a name.
Aelaerem-East (Maintenance): A chore you completed is found undone in the morning, neatly.
Aelaerem-East (Counting): The ninth of something goes wrong — the ninth step, arrow, coin, word.
Aelaerem-East (Hospitality): You are fed, warmed, thanked, and quietly written onto the board without being asked.
The Polite Guest (Hollow/Courtesy) — A visitor who leaves no steam and has asked, properly, for a week. Phases: Correct in Every Courtesy A Column of Their Own Whoever Maintains It Decides Where It Is. Cracks: the Rota-Keeper’s Word spoken against them in front of witnesses; a Crock of the Bitter opened at their feet.
The Ninth Hamlet (Place/Hospitality) — Not a creature; a lane at the end of the valley with the tea already poured. Phases: The Lamps at the End Your Week on Their Board The Kindness That Keeps. Cracks: Salt of the Fourth Terrace at the lane’s mouth; anyone who can leave without giving up a relationship.
The Surveyor’s Register (Empire/Order) — Not malicious, and worse for it: a chain, a form, and six generations of falsified returns. Phases: Lawful Measurement The Line Fixed Where It Is Not The Method Made Illegal. Cracks: a Ledger Year entered into evidence; a Lethai-thora auditor who enjoys this sort of thing.
The Thing That Keeps the Rota (Hollow/Claim) — Perfect, patient, competent, and asking please. Phases: The Bowls Are Already Cleared A Name in the Column The Boundary Is Where It Says. Cracks: The Name It Forgot; a valley that will walk its own weeks again, which is not a roll but a season of them.
The Hedge-Keepers’ Circle: Take a side in the knot-spacing argument and commit to it; you gain a faction and lose the other half. Neutrality is read as not caring, which here is the only real insult.
Work-Parties: Keep up, carry your share, and they are a Cap 4 Follower group for boundary labor anywhere on the eastern line. Shirk once and they will be perfectly pleasant and will never call for you again.
Sihai Censorate: Cooperate with the survey for money and protection; obstruct it to keep the line able to move. You cannot do both, and the valley cannot say out loud which it wants.
The Retting Chorus: Stand the silent night to gain their trust; make a noise and carry The One Who Spoke until spring. They will not shun you. They will simply never assign you a week again.
The Bowls (quiet powers): Set them out yourself and do not look until dawn to cancel the first supernatural SB of a leg. Check early and Boundary Drift +1, every time, without exception.
Sihai Registers: A boundary entered in the imperial register is a boundary that cannot legally move. Parties who fix this on paper in Jingdu are heroes in eight hamlets who will never meet them.
Nihori Storm-Law: Nihori will not name the ninth wave; the Aelaerem will not walk the ninth step. A character who honors both taboos in the same season is treated as a serious person in both places.
Ayokhan Monsoon: The rains move the line every year, which is why the Retting is spring work. When Ayokhan weather is severe, Boundary Drift starts each season at 2 rather than 0.
Way of Silk Spurs: Indigo, salted plum, and charcoal move west along the caravan spurs. A forged boundary-indigo bolt found on the Silk road is a scandal here and a shrug there, and the difference is worth a scene.
Aelinnel of the Inland Sea (North): Tide-keepers and thread-binders trade method at the equinox. When both traditions are applied to one threshold, it holds for eight days without maintenance — and neither people will explain why they find that number reassuring.
The East Thread: It came loose in the storm and nobody has walked it since. It is a morning’s work. It has been a morning’s work for eleven weeks.
The Guest at the Bathhouse: They are polite, they know the rota, they have asked for a week, and the village is genuinely undecided. The party gets three evenings and a vote.
The Chain That Is One Link Short: The seventh surveyor of his line wants one honest measurement before he retires, and is terrified of getting it. He will pay well and cannot say what for.
Two of Her: A neighbor has come home twice. Both are warm. The village is feeding both and waiting. Somebody in the party is going to want to fix this.
The Bell-Tenders.
The bridge is finished. The gap is part of the bridge. Put the plank down and come look at the drawing.
— Bell-Warden Tumble
The Bell-Tenders build floating shrines, maintain bridges, and negotiate with the spirits that share the Inland Sea. Their counting songs and copper bells are precise instruments. Deliberate gaps appear in public works: an unlit lamp, an empty place, the missing ninth plank. Builders must leave them as carefully as they fit the surrounding timber.
This is a learned discipline. A tide-counter records the conditions of an observation; a bell-warden checks whether a replacement carries the right note. A maker can appeal an inspection and still refuse to open an unsafe crossing. Practical disagreements concern who checked the tide, who authorized a repair, and what the spirit was actually promised.
The procedure is more explicit than the inherited proprieties of many western Aelinnel. That does not make its deepest causes plain. An inspector can explain how to preserve a gap without explaining why completing the pattern lets something cross. Keep the working knowledge useful and the remaining uncertainty intact.
What do people eat for breakfast? Rice porridge and pickled plums. Good brine is kept and reused. A jar borrowed for a work-party usually returns with an argument about whose household makes the better batch.
What does a child learn before they can walk? When a ritual count must stop and how to keep their place when a bell sounds from another shore. Ordinary quantities still have to be counted; children are taught the difference in practice.
What is the first thing you notice about a stranger? Whether they wait for the bell before stepping onto the landing. A traveler who asks for the crossing procedure gets an answer, usually more detailed than they expected.
What is the most common crime? Bell-theft, or replacing a bell without recording the change. Copper has a market value, but a stolen bell sounded at the wrong shrine can do damage far beyond it.
What does no one talk about but everyone knows? A new piece of public work has passed inspection under conditions nobody tested. People who signed it can disagree over whether closing it now would admit negligence or prevent it.
Where do people go when they die? Ashes may be mixed with copper dust and cast into a bell. Relatives know where that bell hangs and attend when it must be retuned or taken down.
How do you apologize for a serious wrong? The wrong is recited publicly in the prescribed count. The harmed party can name the repair still needed. A spirit’s response does not rebuild a landing by itself.
What is the most important festival? The Retuning of the Bells in autumn. Work is scheduled from high tide to low tide. A household may supply food to the next crew because its own crossing depends on their finishing.
What is the secret that could destroy a powerful person? An inspector approved a complete pattern after receiving a contradictory set of plans. The original drawing survives. Whether the substitution was careless or deliberate changes whom the community can trust.
Shrine-Builder Orin has repaired a storm-damaged bridge. The repair includes the missing plank the plans required him to leave out. Tumble refuses to open the crossing; boats queue below, and the tide-spirit has begun counting the new supports.
Name the disputed repair and the known safe practice before the party intervenes. Reopening a gap, arranging a ferry, negotiating with the spirit, or establishing who altered the plan can each help. Keep the ninth taboo at its stated site; do not turn every ordinary calculation into a fatal arithmetic trap.
Key Demographic: Aelinnel (Gnomes) Capital: Aevrossa
Tagline: The gap belongs in the design.
Bell-Warden Tumble: The bridge is finished. The gap is part of the bridge. Put the plank down and come look at the drawing.
Tide-Counter Mira: Write down which tide you measured. A correct number from the wrong morning is how Orin lost his first shrine.
Genre / Mood: Maritime folk mathematics, inspected thresholds, and arguments about public works that spirits also use.
Starting Location: Shrine-Builder Orin has repaired a storm-damaged bridge. The repair includes the missing plank the plans required him to leave out. Tumble refuses to open the crossing; boats queue below, and the tide-spirit has begun counting the new supports.
The Bell-Tenders build floating shrines, maintain bridges, and negotiate with the spirits that share the Inland Sea. Their counting songs and copper bells are precise instruments. Deliberate gaps appear in public works: an unlit lamp, an empty place, the missing ninth plank. Builders must leave them as carefully as they fit the surrounding timber.
What you notice first: Copper bells sounding across a landing, pickled plums beside an inspection drawing, and new wood stacked beside a gap it must not fill.
Local warning: Never count to nine aloud near a shrine. Do not complete a deliberate gap because it looks unfinished.
Bell-wardens, tide-counters, builders, and users of a crossing need work that holds under both water and spirit scrutiny. A cheaper repair can be sound timber and still violate the design. An established procedure can need correction without being discarded wholesale.
| Name | Role/Title | Motivation | Rumored Quirk |
|---|---|---|---|
| Bell-Warden Tumble | Keeper of the Seventh Tide | Keep the bell-lines ringing and the Hollow at bay | He writes letters on copper wax; the wax is his only memory. |
| Tide-Counter Mira | Reader of the ninth wave | Predict the flood before it comes | She counts on her fingers but has only eight. The ninth is a phantom. |
| Shrine-Builder Orin | Engineer of floating shrines | Build a bridge that never needs a missing plank | He uses no nails; the wood is joined by counting songs. |
| Spirit-Negotiator Luma | Bargainer with tide-spirits | Trade pickled plums for safe passage | She has never lost a negotiation. The spirits fear her. |
| The Miscount (Ghost) | A bell-warden who counted to nine | Warn others of the Hollow’s attention | It appears as a flickering shadow, holding one copper bell that never rings. |
Inspired by the inland sea cultures: short, melodic, often with doubled consonants. Surnames denote a tide, a shrine, or a counting song.
| First Names (Male) | First Names (Female) | Clan/Epithet | Bell-Name |
|---|---|---|---|
| Tumble | Mira | Seventh Tide | the Nine-Counter |
| Orin | Luma | Copper-kin | Bell-Born |
| Kellen | Nori | Wave-reader | the Unrung |
| Pip | Suki | Shrine-hand | Ninth Plank |
| Rinn | Tali | Counting-song | the Still Bell |
A floating shrine with copper bells; a bridge with a missing ninth plank; a spirit cove where offerings are left.
Floating Shrine (Copper Bells) — A wooden
platform on pontoons, hung with bells. The bells ring when a spirit
passes. The tone tells if the spirit is friendly.
[SPIRIT]
Bridge of the Missing Plank — A wooden bridge
with eight planks. The ninth is absent. The gap is exactly one foot
wide. Step over it. Do not step in it.
[THRESHOLD]
Spirit Cove (Offering Rocks) — A sheltered beach
where offerings are left at low tide. The offerings are rice,
pickled plums, and small copper coins. The spirits take them at
night. [SPIRIT]
Bell-Line Tower — A stone tower with a rope of
bells stretching across the channel. The rope is made of braided
hair and seaweed. The bells are tuned to the tide’s frequency.
[BELL]
Counting School — A wooden hut where children
learn the eight-number system. The teacher has only eight fingers.
She was born that way. The children count on theirs.
[SOCIAL]
Tide-Watcher’s Post — A high platform on stilts,
overlooking the sea. The watcher marks each wave with a pebble. Nine
pebbles mean the tide is turning. [WEATHER]
Shrine of the Uncounted — A small shrine with no
bells, no offerings, no threshold. It is for the spirits that have
no number. They are the most dangerous.
[DEATH]
Plum Orchard (Pickled) — A grove of plum trees,
the fruit fermented in salt brine. The pickling barrels are sealed
with copper lids. The lids have eight holes.
[TRADE]
Copper Foundry — A forge where bells are cast
and tuned. The foundry is silent. The workers use hand signals.
Sound would disturb the spirits. [CRAFT]
The Ninth Bell (Forgotten) — A bell that was
cast but never hung. It sits in a field, overgrown. It rings once a
year, on the night of the ninth tide. No one knows why.
[MYSTERY]
Hollow’s Gate (Submerged) — A stone arch
underwater, visible only at the lowest tide. The arch is covered in
counting marks. Eight marks, then a space. The space is the gate.
[DEATH]
The Counting Stone — A flat rock carved with
eight grooves. Water flows through them. The ninth groove is
missing. The water falls into a hole. The hole is bottomless.
[MAGIC]
The First Bell (Myth) — A bell that rang once
and shattered. Its shards are scattered across the Inland Sea. Find
all nine shards, and you can ring the bell that ended the first war with
the Hollow. [LEGEND]
Bell-Warden Tumble with a copper bell; Tide-Counter Mira with eight fingers; Shrine-Builder Orin with a counting song.
Bell-Warden — Old, gray-haired, a copper bell on
a leather thong. He never speaks above a whisper. “The spirits hear
everything,” he says. “A whisper is a negotiation. A shout is a
declaration of war.” [SOCIAL]
Tide-Counter — A young woman with eight fingers.
She counts waves by tapping her knee. “The ninth wave is the
spirit’s breath,” she says. “Do not count it. It counts you.”
[WEATHER]
Shrine-Builder — A man with calloused hands and
a wooden mallet. He never uses nails. “Nails are for coffins,” he
says. “Joinery is for shrines. The spirits respect wood grain.”
[CRAFT]
Spirit-Negotiator — A woman with a basket of
pickled plums. She speaks to the air. “I offer eight plums,” she
says. “The ninth is for later. Do you accept?” The air ripples.
[SOCIAL] [SPIRIT]
Copper-Smith (Silent) — A dwarf-like figure who
works in complete silence. He uses hand signs. His hands are scarred
from molten copper. He has not spoken in forty years.
[CRAFT]
Tide-Spirit (Visible) — A shimmer of light over
the water, shaped like a woman. It asks: “How many waves have you
counted today?” Answer with eight, or it will flood.
[SPIRIT] [FEAR]
Counting Teacher — An old woman with a slate and
chalk. She teaches children to stop at eight. “What comes after
eight?” she asks. The children chorus: “Nothing. We stop.”
[SOCIAL]
Hollow-Watcher — A boy who sits at the edge of
the bridge at dusk, watching the missing plank. He can see the
Hollow when it crosses. He whistles to warn the village.
[DEATH]
Offering-Keeper — A woman who tends the spirit
cove. She sweeps the beach at dawn. “The offerings are gone,” she
says. “The spirits were satisfied. We have one more day.”
[SPIRIT]
The Miscount’s Ghost — A flickering shadow with
a copper bell that never rings. It follows travelers who count to
nine. It whispers: “Nine. Nine. What comes after nine?”
[DEATH] [FEAR]
First Bell’s Shard (Keeper) — A woman who holds
one of the nine shards. She guards it with her life. The shard is
warm. It hums at low tide. It wants to be reunited.
[MAGIC]
The Still Bell (Legend) — A bell that hangs in a
submerged shrine. It rings only when the Hollow walks. No one has
heard it ring in a century. The Hollow has been quiet. Too quiet.
[LEGEND]
Kuva’s Echo (Sky Spirit) — A voice from the
bell-line tower, speaking in counting songs. “You have counted
eight,” it says. “That is enough. The ninth is mine.”
[PATRON]
A sudden squall — all navigation rolls at disadvantage; a pirate attack — pay cargo or fight; a spirit-whirlpool — lose 1 Supply to escape.
Sudden Squall — A storm rises from calm waters.
Navigation DV +2. [WEATHER] The squall was summoned by
an offended tide-spirit. Someone miscounted.
Pirate Attack (Kalingan) — Fast dhows appear
from behind a reef. They demand cargo. [COMBAT] The
pirates are not human. They are spirit-touched. They count in
nines.
Spirit-Whirlpool — A whirlpool opens beneath the
boat. Lose 1 Supply to escape. [DEATH]
[TRAVEL] The whirlpool is a spirit’s mouth. It is
hungry. Feed it a memory.
Bell-Line Breaks — A rope of bells snaps. The
tide-spirits are no longer bound. [SPIRIT]
[TOLL] The tide rises. The village will flood in nine
hours. Repair the line.
Miscount (Offended Spirit) — A traveler counted
to nine near a shrine. The spirit demands compensation.
[SOCIAL] [TOLL] The compensation is a
story that ends with the number eight. The spirit will
check.
Missing Offering — The spirits took the
offering, but they left a mark. The mark is a warning.
[OMEN] The warning says: “The Hollow is coming. Ring
the ninth bell.” But the ninth bell does not exist.
Copper Foundry Fire — The silent forge catches
fire. The bells crack. The tones are wrong. [DISASTER]
The fire was set by a rival bell-warden. He wants to replace the old
bells with his own.
Bridge Plank Replaced (By Mistake) — Someone
nails a ninth plank onto the bridge. The Hollow crosses.
[DEATH] The Hollow asks: “Who built this bridge?” The
builder is the party’s ally.
Counting School Poisoned — The teacher’s chalk
is laced with a memory-erasing dust. [MAGIC]
[TOLL] The children forget to stop at eight. They count
to nine. The Hollow comes for them.
The Ninth Bell Rings (Once) — The forgotten bell
in the field rings. Everyone hears it. [OMEN]
[DEATH] The Hollow’s gate opens. Spirits flood the
Inland Sea. The Aelinnel are terrified.
Tide-Spirit Demands a Name — A spirit rises from
the water. It asks: “What is the ninth number?” [RIDDLE]
[DEATH] There is no ninth number. The correct answer is
silence. The wrong answer is death.
First Bell Shard Stolen — Someone steals one of
the nine shards. The Hollow stirs. [THEFT]
[TOLL] The thief is a foreign merchant. He wants to
sell the shard to the Black Hand.
Kuva’s Silence — The counting song stops. The
sky is empty. No birds, no wind, no waves. [APOCALYPSE]
Kuva has turned away. The Hollow is free. The Aelinnel are counting
their last breaths.
Bell-charter (right to ring a named shrine); tide-bead (safe passage on the Inland Sea for one crossing); counting stone (one reroll on a navigation test in fog).
Bell-Charter (Copper Token) — A small copper
disc. Right to ring any named shrine bell once. [SOCIAL]
The token is stamped with eight dots. The ninth dot is
missing.
Tide-Bead (Glass) — A blue glass bead. Safe
passage on the Inland Sea for one crossing. [TRAVEL]
The bead was blessed by a tide-spirit. It glows when a storm is
coming.
Counting Stone (Smooth Pebble) — A pebble with
eight grooves. Reroll a failed navigation test in fog.
[TRAVEL] The stone was worn by waves for a century. It
knows the tide’s schedule.
Offering Box Key (Copper) — A small key. Opens
any Aelinnel offering box. [STEALTH] The key is warm.
It glows when an offering has been accepted.
Shrine-Builder’s Mallet — A wooden mallet with
no nails. Build a temporary shrine anywhere. [CRAFT]
The shrine lasts one night. The spirits will respect
it.
Spirit-Negotiator’s Plum (Pickled) — A pickled
plum in a brine jar. Offer it to any tide-spirit. [SOCIAL]
The spirit will grant one favor. The favor is never large. It is
always fair.
Bell-Line Rope (Hair and Seaweed) — A length of
braided rope. Use it to bind a tide-spirit for one hour.
[MAGIC] The rope smells of salt. The spirit will
remember the binding.
Tide-Counter’s Pebble Pouch — A leather pouch of
marked pebbles. Predict the tide for the next day.
[WEATHER] Count the pebbles. Eight mean high tide.
Seven mean low. Nine mean run.
Copper Bell (Untuned) — A small bell that has
not been tuned. Ring it to confuse a spirit. [COMBAT]
The spirit will hesitate for one exchange. The bell will crack after
use.
Forgotten Bell’s Tone (Recording) — A clay
cylinder that captured the ninth bell’s ring. [MAGIC]
Play it to open the Hollow’s gate. Use once. The Hollow will be
angry.
First Bell Shard (Green Glass) — A shard of the
mythic first bell. Touch it to any spirit to command obedience for one
minute. [MAGIC] The shard is warm. It hums. The spirit
will obey — but it will remember.
Kuva’s Counting Song (Flute) — A bone flute that
plays the eight-note counting song. [SOCIAL] Play it to
calm any spirit. The spirit will listen. It will not
attack.
The Hollow’s Silence (Bell) — A copper bell that
rings only for the Hollow. Ring it to banish an Oath-Keeper.
[DEATH] The bell will ring once. Then it will shatter.
The Hollow will not forget.
Draw until you have all four suits: Spade = place, Heart = actor, Club = pressure, Diamond = treasure. Highest rank sets the main Timer (2–5 4, 6–10 6, J/Q/K 8, A 10).
Treasures (Diamonds) are codified outcomes (charters, beads, stones) that change position rather than call for a roll.
If any A appears, echo bell-omens — a bell that rings without being struck, a missing plank that appears, a count that reaches nine and stops.
Bell-Tending: Once per scene, when near a shrine or threshold, you may ring a copper bell. The next environmental hazard (tide, fog, landslide) is delayed by 1 segment of the relevant timer. The bell’s tone also pacifies minor spirits (Cap 1) for the scene.
Fae Courtesy: An Aelinnel never says “no” to a spirit. They say “that road is closed for repairs” or “the season is not right.” This phrasing cancels the first Story Beat generated by a spirit encounter. If forced to refuse outright, they mark 1 Fatigue (the spirit’s disappointment is heavy).
Kuva’s Count: Once per journey, a character may roll Wits + Lore (DV 3) to recall a forgotten sky-omen; on success, the next travel leg ignores the first Club card drawn. On a miss, the omen is true, but the GM draws an additional Club for that leg.
The Ninth Step: When you cross a threshold that has a missing ninth step (a stair, a bridge, a door), you may count the absence. Gain +1 die to resist the Hollow’s attention for the scene, but mark 1 Obligation (the Hollow now knows your name).
Local Patrons (Syncretic Names):
The Unrung — The Witness. A bell that never rings, yet remembers every promise.
The Counter — Mykkiel. The divine arithmetician; a miscount is a sin.
The Ninth Wave — Khemesh. The pressure beneath the tide; the hunger that waits after eight.
Kuva’s Echo — The Traveler. The sky-road and the counting song that guides lost ships.
The Bitter Root: Daughters of the Cord sometimes serve as bell-wardens, using the Hollow’s attention to collect on promises. A renegade Sister hides in a floating shrine, trying to untie her cord from a tide-spirit’s bargain.
Malachai, the Chained Angel: A silver coin that never spends appears in offering boxes. Take it, and the spirits will accept any gift — but the coin will reappear in the mouth of a drowned sailor.
The Gray Wanderer’s Grimoire: Aelinnel psions are called “Echo-Readers.” They hear the count of waves in their dreams and can predict a miscount three tides before it happens.
The Threshold Compendium: The Ninth Bell is a Class III Procession – the sound of the bell walks the Inland Sea once a year, and those who hear it must answer a riddle or join the march.
The Ninth: In any Aelinnel scene, the ninth bell rung in an hour opens a threshold. The wise stop at eight. Those who ring the ninth see a gray figure standing on the water — waiting.
Bread to the Bell: Crumble a crust at the base
of a shrine bell. Ignore the first Bell-Line Breaks penalty.
[SUPERSTITION]
Knot the Rope: Tie a single knot in a bell-line
rope. Cancel Miscount or take –1 die on your next spirit
negotiation (your choice). [SUPERSTITION]
Name to the Wave: Whisper a dead tide-counter’s
name into the sea. Gain +1 Effect when counting waves this scene, but
mark Obligation to Kuva. [SUPERSTITION]
Exposure: Your actions draw unwanted attention from bell-wardens or tide-spirits.
Noise: Sounds of your actions alert nearby shrine builders or offering-keepers.
Trace: Evidence of your passage marks your route for spirits or the Hollow.
Delay: A brief but meaningful setback costs you time or favorable tide.
Supply Strain: Mark +1 segment on a relevant resource timer.
Alarm Raised: Local Bell-Warden or tide-counter becomes aware and begins responding.
Position Lost: You lose advantageous ground/cover/stealth due to fog or rising water.
Foe Appears: An offended tide-spirit or Hollow agent arrives on scene.
Gear Trouble: A piece of equipment becomes Compromised/Neglected.
Lock/Barrier: A simple obstacle now requires a test to overcome.
Reinforcements: Additional spirits, bell-wardens, or Hollow manifestations arrive.
Key Gear Breaks: A crucial tool/weapon becomes temporarily unusable.
Major Twist: The situation fundamentally changes — bell-line breaks/miscount called/ninth bell rings.
Rail Tick: Advance a relevant campaign/front timer by 1 segment.
Condition Applied: Mark Fatigue 1/Harm 1/Condition appropriate to fiction.
Trap Springs: A prepared danger activates with full effect.
Authority Arrival: Bell-Warden Tumble, Kuva’s Echo, or the Miscount’s Ghost intervenes.
Scene Shift: The environment changes dramatically — shrine floods/bell-line snaps/ninth plank appears.
Patron Omen: Divine/arcane forces take notice — omen appears/blessing lost/curse manifests.
Narrative Pivot: The story takes an unexpected turn that reframes objectives.
Aelinnel (Bell Law): Bells ring in harmony, then stop; a missing plank glows; the count of waves becomes audible.
Aelinnel (Spirit Law): A tide-spirit laughs, an offering steams, a copper bell tarnishes instantly.
Aelinnel (Hollow Law): The ninth step appears, then vanishes; a whisper says “count again”; a shadow crosses the bridge.
Advance/Withdraw (Wits + Navigation): On a hit, shift one band. On a strong hit, also impose Fog Bank.
Cut the Bell (Presence + Lore): On a hit, freeze range for one exchange; if a bell-charter is in your possession, +1 die.
Weather the Squall (Endurance + Survival): On a hit in Sudden Squall, you pick who keeps their footing; on a miss, the GM does.
The Miscount-King (Nine Errors) — Phases: Bell-Lines Severed Orchestrated Miscount Shrine Coup. Cracks: re-tie a bell-line, expose a false count, survive a night at the forgotten bell.
The Drowned Counter (Spirit of the Ninth Tide) — Phases: Waves Miscounted Procession of Empty Shrines Bell-Baptism of a Warden. Cracks: relic tide-bead, survivor testimony, the ninth bell refusing to ring.
Among the Aelinnel, power flows through bells, counts, and the precision of a threshold. A Bell-Warden’s authority rests on the number of shrines he tends; a Tide-Counter’s on the accuracy of her predictions. There is no government, only the shared understanding that a miscount kills everyone.
For the GM: Power in Aelinnel society is measured in bells rung, offerings given, and miscounts avoided. Patronage often takes the form of bell-charters, tide-beads, or counting stones — each tied to a specific shrine, tide, or spirit. To emphasize the cultural mechanics:
Use Bell-Tending as a hazard mitigation tool. Let players delay environmental timers by ringing bells.
Enforce Fae Courtesy — never say “no” to a spirit. Creative phrasing is rewarded.
Let Kuva’s Count be a journey-saving ability, but with a risk of additional complications.
Track The Ninth Step as a source of Hollow Obligation. Each crossing of a threshold is a negotiation.
In Aelinnel society, the count forgets nothing — and the ninth bell is never rung.
The Storm-Touched Wanderers.
We leave after Yuki has dried the pouches. The tide will turn again. The names will not carve themselves a second time.
— Procession Elder Kenji
The Lethai-al of Nihori follow processional circuits through island groves, ports, and cliff shrines. Bands carry tide-charms of the drowned, wrapped against weather and entrusted to people who know their care. The loss of their kingdom travels with them as surviving names and broken accounts. It has not left them with a complete explanation of what was lost.
Their ties to the land concern passage and return rather than a lord’s claim to a field. Morikage is a regional gathering place, and roadside groves and shrines sustain a circuit people expect to walk again. Painted carts, winter charm-vaults, and camps require repair. A moving community still cooks, raises children, and makes things it can carry.
An elder’s standing comes from repeated circuits and the people willing to follow. A route may be familiar yet closed by a daimyo, a landslide, or a shrine’s unresolved demand. Bands can disagree about a departure without ceasing to belong to one another. Their first-blood duels can settle a burden to be carried for a season; they do not make every disagreement a fight.
A tide-charm can quiet a storm long enough for a crossing. That usefulness does not make an ancestor’s name expendable equipment. A traveler asking the band for protection is asking particular people to take responsibility for a name they carry.
What do people eat for breakfast? Rice balls and smoked fish on the road. At a camp with time and shelter, they cook. Someone must fetch water and mend the wrapping before the next departure.
What does a child learn before they can walk? How to recognize the person carrying the family’s charms, and when to be quiet at a gate. The wave-count is learned beside someone who can interrupt it.
What is the first thing you notice about a stranger? How they treat a tired companion and whether they leave room for the carts. Feet tell how far a person has walked; they do not settle whether that person deserves a meal.
What is the most common crime? Charm-theft. Recovering the shell matters as much as finding the thief. A dispute over who should carry a recovered name may continue after the theft is resolved.
What does no one talk about but everyone knows? A band has missed a shrine but still claims to have completed its circuit. Someone who stayed behind to tend an injured companion knows which observance was omitted.
Where do people go when they die? Names of the dead are carved onto shells and carried in oiled pouches. Families entrust their care to a living bearer. Losing a pouch creates a search and a responsibility, not proof that every lost ancestor has become the same spirit.
How do you apologize for a serious wrong? A crossroads circuit and a public admission may be required. Carrying another person’s burden for a season makes the redress visible during the journey.
What is the most important festival? The Procession of the Ninth Wave in autumn. Bands come to the shore with the names of those drowned that year. Getting the elderly, the carts, and the charms there is part of the observance.
What is the secret that could destroy a powerful person? An elder has substituted a newly carved charm for one lost on the road. The family believes its ancestor still travels in the old shell. Finding the original may be possible; concealing the search serves someone.
A storm has closed the usual crossing. Kenji needs the band through before the circuit’s next observance; Yuki cannot find one tide-charm after the carts were moved. A fishing household offers shelter, while a lord’s messenger insists that the road remain clear for his retinue.
Give the band practical resources and choices. The party can recover a charm, secure shelter, repair a cart, or negotiate passage. Do not require abandoning all possessions to join people whose carts and charms are central to their lives. Treat complete accounts of the drowned kingdom’s fall as interested traditions, not a solved history handed to every visitor.
Key Demographics: Lethai-al Circuit Meeting Place: Morikage
Tagline: Carry the name to the next shrine.
Procession Elder Kenji: We leave after Yuki has dried the pouches. The tide will turn again. The names will not carve themselves a second time.
Tide-Charm Keeper Yuki: That shell is my grandmother’s. Take the dry cloth; I have enough. Leave the shell where I can see it.
Genre / Mood: Processional journeys through island groves and storm crossings; portable kinship and contested rights of passage.
Starting Location: A storm has closed the usual crossing. Kenji needs the band through before the circuit’s next observance; Yuki cannot find one tide-charm after the carts were moved. A fishing household offers shelter, while a lord’s messenger insists that the road remain clear for his retinue.
The Lethai-al of Nihori follow processional circuits through island groves, ports, and cliff shrines. Bands carry tide-charms of the drowned, wrapped against weather and entrusted to people who know their care. The loss of their kingdom travels with them as surviving names and broken accounts. It has not left them with a complete explanation of what was lost.
What you notice first: Salt on cart wheels, cloth laid out to dry, and a hand checking an oiled pouch whenever spray reaches the road.
Local warning: Make the offering before crossing a processional gate. Do not count the ninth wave aloud or speak the drowned capital’s name to the water.
The band must preserve its carried names and complete a circuit through other people’s claimed ground. Shelter, permission, and a safe tide may not be available at the same hour. Kenji’s experience matters, but so does the person who knows which cart cannot cross today.
| Name | Role/Title | Motivation | Rumored Quirk |
|---|---|---|---|
| Procession Elder Kenji | Leader of the Ninth Wave Band | Complete the circuit before the monsoon | He has walked the circuit 99 times. He plans to stop at 100. |
| Tide-Charm Keeper Yuki | Guardian of drowned names | Prevent the Hollow from taking her grandmother’s charm | She carries an oiled pouch with nine charms. The ninth is empty — for herself. |
| Tide-Hunter Rona | Leader of the Harpoon Guild | Kill the sea monsters before they rise | She rides the monsters rather than killing them; she knows their names. |
| The Hollow-Bound | A corrupted ancestor spirit | Reclaim the names stolen by the living | It speaks through the mouths of those who use tide-charms. |
| The Drowned Captain (Ghost) | A Lethai-al who died before completing the circuit | Ask the living to carry his charm to the final shrine | He appears on foggy nights, holding a tide-charm that hums. |
Inspired by Japanese and coastal Ainu traditions: short, with vowel endings, honorifics (-san, -sama, -dono). Surnames denote a band, a wave, or a drowned ancestor.
| First Names (Male) | First Names (Female) | Band/Clan | Tide-Name |
|---|---|---|---|
| Kenji | Yuki | Ninth Wave | of the Drowned Shore |
| Ronan | Hana | Foam-kin | of the Salt Breath |
| Mason | Mira | Storm-walker | of the Empty Pouch |
| Takeshi | Sora | Shore-bearer | of the Ancestor’s Shell |
| Jiro | Nami | Circuit-keeper | of the Unfinished Road |
A crossroads shrine with a missing stone; a bamboo grove where duels are fought at dawn; a processional torii gate at the edge of a cliff.
Crossroads Shrine (Stone) — A small stone shrine
at the meeting of three roads. Older travelers leave a pinch of salt
on the altar. The spirits take it. The salt never depletes.
[THRESHOLD]
Bamboo Grove (Duel Ground) — A clearing where
the stalks are scarred by blade cuts. The bamboo bleeds sap when a
duel is dishonorable. The sap is red. [DUEL]
Torii Gate (Processional) — A wooden gate
standing alone on a cliff path. Walk through it, and the wind
changes direction. The gate was built by a drowned mason.
[THRESHOLD]
Cart Circle (Night Camp) — A ring of painted
wooden carts, their wheels touching. Inside the circle, the Hollow
cannot enter. Outside, the road waits.
[COMMUNITY]
Tide-Charm Vault (Sea Cave) — A cave where
processional bands store charms during the winter. The charms hum
when the sea is angry. The cave is watched by a blind keeper.
[MEMORY]
Storm Shrine (Peak) — A stone circle with bells
that ring in the wind. Each bell has a different tone. The tones
predict the weather. The shrine maiden reads them.
[WEATHER]
Foam-Ford (Crossing) — A shallow channel that
can only be crossed at low tide. The crossing lasts nine breaths.
Count carefully. The ninth breath belongs to the sea.
[TRAVEL]
Volcano Shrine (Dormant) — A crater where the
name that sank the kingdom was spoken. The crater is warm. Speaking
any name aloud here causes the ground to tremble.
[MYSTERY]
Sake House of the Ninth Cup — A tavern at a
crossroads, where duels are negotiated. The ninth cup is never
poured. It is for the dead. The dead sometimes drink it.
[SOCIAL]
Ancestor’s Salt Pan — A flat where seawater is
evaporated to make salt. The salt is mixed with ash from funeral
pyres. It tastes of grief. The widows sell it to remember.
[LABOR]
The Sunken Gate — An underwater archway that
leads to the drowned kingdom. It can only be reached by holding your
breath for nine heartbeats. The gate is guarded by a spirit.
[DEATH]
Procession Elder’s Lookout — A wooden tower on
the highest cliff. From here, the Elder can see three storms coming.
He has never been wrong. [WEATHER]
The Drowned Capital (Myth) — A sunken city said
to rise once every century. Those who enter must share a breath with
the dead. The dead are talkative. [LEGEND]
Procession Elder Kenji with a tally stick; Tide-Charm Keeper Yuki with an oiled pouch; Wandering Ronin with a sake cup.
Procession Elder — Gray-haired, sunburned, a
tally stick in his belt. “The circuit is 108 shrines. I have walked
it 99 times. The 100th will be my last.”
[AUTHORITY]
Tide-Charm Keeper — A young woman with a leather
pouch at her hip. She never swims. “My grandmother is in this pouch.
She cannot get wet. When the storm comes, I whisper her name.”
[MEMORY]
Tide-Hunter — A woman who hunts sea monsters.
She has a harpoon made from a ship’s keel. She has never killed a
monster. She has ridden nine of them. They recognize her whistle.
[COMBAT]
Wandering Ronin — A man with no master, a
scarred blade, and a cup of sake. He offers a cup to every opponent.
“Drink. The duel will be fair. The loser carries the winner’s burden for
a season.” [DUEL]
Shrine Maiden — A woman with a copper bell on a
rope. She rings it at dawn. The bell’s tone tells the procession
whether to walk or wait. It has never been wrong.
[RITUAL]
Cart Builder — A silent craftsman who builds the
painted carts. He uses no nails. “Nails are for coffins. The road
does not forgive splinters.” The joints are held by counting songs.
[CRAFT]
Wave-Walker — A woman who can walk on water
during a storm. She does not know how. “The storm carries me. I just
don’t fight it. The road is wet, but the road is still the road.”
[MYSTIC]
Sake Brewer — A fat man with a wooden ladle. He
brews sake from rice and seawater. “The salt makes it strong. The
sea makes it honest. The dead like it. It helps them remember.”
[TRADE]
The Hollow-Bound — A corrupted ancestor spirit
speaking through a living host. It demands a name. It offers power.
It takes memory. [THREAT]
Drowned Scholar (Ghost) — A translucent figure
who haunts the Sunken Gate. He asks: “Has anyone spoken the name?”
He will not say which name. He has been asking for a century.
[DEATH]
Volcano Priest — A man who tends the dormant
crater. He speaks only in whispers. “The name that sank the kingdom
is still here. Do not ask what it is. The crater knows. It is
waiting.” [MYSTIC]
The Ninth Wave’s Herald — A child who appears
before every storm. She points at the horizon. She never speaks. She
only points. The direction tells where the storm will hit. She has never
been wrong. [OMEN]
The First Drowned (Legend) — The first Lethai-al
who died in the sinking. She sits at the bottom of the sea. If you
bring her a memory, she will teach you to breathe water. The memory must
be your own. [LEGEND]
A duel challenge is issued — refusal loses face; a pirate flotilla claims the strait — pay toll or fight; ashfall from the volcano — all actions Desperate.
Duel Challenge (Issued) — A Lethai-al challenges
a party member to a duel. Refusal loses face. [SOCIAL]
The duel is to first blood. The loser carries the winner’s burden
for a season, or shares a story to mend the road.
Pirate Flotilla — Kalingan pirates block the
strait. They will not let you pass without a tide-charm.
[COMBAT] The charm must be from a drowned ancestor.
Refuse, and they attack. The pirates count in nines.
Ashfall (Volcano) — The dormant crater emits
ash. Visibility drops. All actions are Desperate. [WEATHER]
The ash is warm. It smells of old names. Speaking a name makes the
ash thicken.
Storm-Spirit Offended — A traveler insulted the
wind. The storm-spirit demands amends. [OATH] What it
wants is a promise about the sea. Break it, and the spirit drowns
you.
Tide-Charm Stolen — Someone steals a pouch of
charms. The ancestors are angry. [THEFT] The thief is a
foreign merchant. The charms are in a cargo hold. The ship sails at
dawn.
Drowned Capital Rising — The sunken city emerges
at low tide. Spirits walk the streets. [DEATH] They ask
for news of the surface. Lies will anger them. Truths will sadden them.
Both are dangerous.
Volcano Name Whispered — Someone speaks the
forbidden name near the crater. The ground shakes.
[DISASTER] The speaker is a child. The child did not
know. The volcano remembers. It will not forget.
Ninth Wave Warning — The full moon is tomorrow.
The ninth wave will be larger than any in a century.
[WEATHER] The fishing fleet cannot be recalled in time.
Someone must warn them. The wave is already forming.
Sake House Brawl — A dispute over a duel’s
fairness turns violent. The ninth cup is poured. [COMBAT]
The ninth cup is for the dead. Someone has just died. The brawl is
now a blood feud.
Sunken Gate Opens — The underwater archway
becomes passable. Something swims out. [DEATH] It is a
drowned spirit. It wants its name back. It carries a secret. Give it
what it wants, and you will learn the truth.
Procession Elder’s Silence — The Elder stops
reading the weather. The band does not know where to walk.
[CRISIS] He is grieving. His son was lost at sea. He
will not speak until the body is found.
Duel to the Death (Betrayal) — A duel that was
meant to be to first blood becomes a killing. [COMBAT]
The killer is a spy from Ashaan. The duel was an assassination. The
party is blamed.
The Ninth Wave Takes — The massive wave crashes
over the cliff shrine. The bells are silent. [APOCALYPSE]
The shrine maiden is gone. The storm-spirit is free. The Hollow
walks the shore.
Storm-charm (one weather bypass); broken arrow (proof of oath); sake cup (right to demand a fair duel).
Storm-Charm — A bone carved with wave patterns.
Use it to ignore one weather penalty on a journey leg.
[WEATHER] The bone is from a sailor who died in a
storm. His spirit protects you. He asks for a story to
carry.
Broken Arrow (Oath-Proof) — A snapped arrow
shaft. Present it to prove an oath was fulfilled. [SOCIAL]
The arrow was broken by a duelist who lost fairly. It carries his
honor. It is warm to the touch.
Sake Cup (Duel Right) — A ceramic cup used in a
fair duel. Present it to demand a duel to first blood.
[SOCIAL] The cup is chipped. The chip is from a blade
that drew first blood. The loser bears the burden.
Tide-Charm (Leather Pouch) — A small pouch
containing a drowned ancestor’s name on a shell. [MEMORY]
Whisper the name to calm a storm for one hour. The ancestor will
remember. Tick Hollow Timer +1.
Procession Pass (Wooden Plaque) — A carved
name-tag. Grants safe passage with any Lethai-al band.
[TRAVEL] The name is a dead ancestor. The band will
recognize it. They will feed you.
Shrine Maiden’s Bell (Copper) — A copper bell.
Ring it to pacify a storm-spirit for one scene. [RITUAL]
The bell’s tone is unique. The spirit will recognize it. It may ask
for another promise.
Volcano Priest’s Whisper — A single word: the
name that is forbidden. Speak it to cause a tremor. [MAGIC]
The word burns the tongue. Use it once. The volcano will remember.
The ground will crack.
Wave-Walker’s Sandal — A single sandal woven
from sea grass. Wear it to walk on calm water for one minute.
[TRAVEL] The sandal will not get wet. Your foot will.
The water is cold.
Drowned Captain’s Oar — A skeletal oar that
weighs nothing. Use it to row any boat against the current.
[TRAVEL] The captain’s ghost will row with you. He will
ask for a story. He knows if it is true.
Ninth Wave’s Shell — A white shell found on the
Ninth Wave’s Rock. It contains a memory. [MEMORY] Break
it to experience the memory. The memory is always a death. The death is
always a drowning.
Procession Elder’s Flute — A bone flute. Play it
to predict the weather for the next 24 hours. [WEATHER]
The tune is sad. It always predicts a storm. It is always right. The
storm will find you.
Sunken Gate Key (Coral) — A piece of coral
shaped like a key. Opens the Sunken Gate. [DEATH] The
key is alive. It grows. It will only fit the gate once. The gate will
remember your face.
First Drowned’s Breath (Glass Vial) — A vial of
seawater from the bottom of the sunken capital. [LEGEND]
Drink it to breathe water for one hour. The taste is salt and
sorrow. Your lungs will ache.
Draw until you have all four suits: Spade = place, Heart = actor, Club = pressure, Diamond = leverage. Highest rank sets the main Timer (2–5 4, 6–10 6, J/Q/K 8, A 10).
Diamonds are codified outcomes (charms, arrows, cups) that change position rather than call for a roll.
If any A appears, echo processional omens—a gate that creaks without wind, a cart wheel that turns backward, a name that echoes from the sea.
Processional Circuit: The Lethai-al walk a circuit of 108 shrines. A character who walks the circuit (over several sessions) may, at the end, gain +1 die to all rolls involving storms, spirits, or the sea. The circuit takes nine months. A character who completes the circuit nine times becomes a Procession Elder.
Walking Court (Crossroads Justice): When two Lethai-al dispute, they settle it at a crossroads. Each party speaks their truth once. Then they walk away in opposite directions. The road decides. A character who lies at a crossroads gains the condition Wave-Walker’s Shame (-1 die to all social rolls until they walk the circuit again).
Storm-Reading: Once per journey, a character with Lethai-al training may predict the weather for the next 24 hours (Wits + Lore vs. DV 3). On success, choose one leg to ignore weather penalties. On a miss, the storm finds you anyway, and the GM gains 1 Story Beat to spend on a thunderclap or flash flood.
Tidal Resilience: Once per scene, when a character would take Harm from a water-based or storm-based effect, they may reduce it by 1 level (to a minimum of 0). Mark 1 Fatigue.
The Eastern Ninth (Hollow in Salt Foam): When a Lethai-al drowns, their name becomes a tide-charm. Living kin may whisper it to calm a storm, but the Hollow remembers. At the next full moon, the Hollow draws closer. The Hollow’s attention ticks whenever a tide-charm is used.
Tide-Charms and the Tulkani (Way of Silk): Tulkani story-tellers sometimes carry Lethai-al tide-charms as proof of a witnessed drowning. A charm can be traded for a story that the Tulkani have not heard. The story must be about the sea.
Storm-Spirits and the Esoiti (Ashaan): The Esoiti have tried to bind storm-spirits for use in their fleet. The Lethai-al have foiled nine attempts. A Procession Elder may ask the party to sabotage an Esoiti ritual.
The Drowned Capital and the Kalrantha Amulet (Dhahara): The sunken city is said to contain a temple that holds a fragment of the demon Varash. The amulet’s creator visited the capital before it sank. The fragment whispers the forbidden name.
The Ninth Wave and the Hollow (Eastern Realms): The Hollow’s Oath-Keepers ride the ninth wave. Lethai-al who survive the ninth wave are said to walk beyond the Hollow’s reach. Aelaerem leave offerings of salt at the high tide line to greet the wave.
Bread to the Foam: Crumble a crust at the
water’s edge. Ignore the first Pirate Flotilla penalty.
[SUPERSTITION]
Knot the Rope: Tie a single knot in a shrine
climbing rope. Cancel Storm-Spirit Offended or take –1 die on
your next sailing roll (your choice).
[SUPERSTITION]
Name to the Wave: Whisper a drowned ancestor’s
name into the ninth wave. Gain +1 Effect when navigating a storm this
scene, but mark 1 Fatigue. [SUPERSTITION]
Exposure: Your actions draw unwanted attention from storm-spirits or pirate scouts.
Noise: Sounds of your actions alert nearby shrine maidens or duelists.
Trace: Evidence of your passage marks your route for tide-hunters or the Hollow.
Delay: A brief but meaningful setback costs you time or favorable tide.
Supply Strain: Mark +1 segment on a relevant resource timer.
Alarm Raised: Local Procession Elder or shrine maiden becomes aware and begins responding.
Position Lost: You lose advantageous ground/cover/stealth due to ashfall or rising tide.
Foe Appears: A pirate crew or a storm-spirit arrives on scene.
Gear Trouble: A piece of equipment becomes Compromised/Neglected.
Lock/Barrier: A simple obstacle now requires a test to overcome.
Reinforcements: Additional pirates, storm-spirits, or volcanic ash clouds arrive.
Key Gear Breaks: A crucial tool/weapon becomes temporarily unusable.
Major Twist: The situation fundamentally changes—duel becomes death/storm shifts/sunken gate opens.
Rail Tick: Advance a relevant campaign/front timer by 1 segment.
Condition Applied: Mark Fatigue 1/Harm 1/Condition appropriate to fiction.
Trap Springs: A prepared danger activates with full effect.
Authority Arrival: Procession Elder Kenji, Drowned Captain, or Ninth Wave Herald intervenes.
Scene Shift: The environment changes dramatically—volcano erupts/storm breaks/sunken capital rises.
Patron Omen: Divine/arcane forces take notice—omen appears/blessing lost/curse manifests.
Narrative Pivot: The story takes an unexpected turn that reframes objectives.
Lethai-al (Processional Law): A torii gate creaks, a cart wheel turns backward, a name echoes from the sea.
Lethai-al (Duel Law): Blades glow faintly, spilled sake steams, the first drop of blood evaporates.
Lethai-al (Drowned Law): A name appears in wet sand, a wave carries a message, a drowned face looks up from still water.
Advance/Withdraw (Wits + Sail): On a hit, shift one band. On a strong hit, also impose Storm Cover.
Cut the Duel (Presence + Sway): On a hit, freeze range for one exchange; if a sake cup is in your possession, +1 die.
Weather the Storm (Endurance + Survival): On a hit in Storm-Spirit Offended, you pick who is struck by lightning; on a miss, the GM does.
The Name-Eater (Nine Drownings) — Phases: Tide-Charms Stolen Orchestrated Storm Drowned Coup. Cracks: recover a stolen charm, expose a false ancestor, survive the ninth wave.
The Unforgotten Storm (Spirit of the Ninth Wave) — Phases: Waves Rising Procession of Empty Shrines Foam-Baptism of a Storm-Reader. Cracks: relic storm-charm, survivor testimony, the ninth wave breaking on a calm sea.
Among the Lethai-al, power flows through the procession, the road, and the memory of the drowned. A Procession Elder’s word is law because he has walked the circuit more than anyone else. A Tide-Charm Keeper holds the names of the dead; she can calm a storm or call one. There are no kings, no courts, no written laws — only the road, and the road does not negotiate.
For the GM: Power in Lethai-al society is measured in shrines visited, storms survived, and tide-charms kept. Patronage often takes the form of storm-charms, broken arrows, or processional passes — each marked by a specific ancestor, duel, or shrine. To emphasize the cultural mechanics:
Use Processional Circuit as a long-term character goal. Completing it is a major achievement.
Enforce Walking Court — a character who lies at a crossroads suffers social penalties until they make amends.
Let Storm-Reading be a journey-saving ability, but with a risk of additional complications.
Track the Hollow’s Attention when tide-charms are used. The Oath-Keepers may appear at the worst moment.
In Lethai-al society, the sea forgets nothing — and the ninth wave remembers every name.
The River-Bound Oath-Keepers.
I heard you promise delivery before the rain. I did not hear you promise that the river would remain where it was.
— Vigil Lady Suyin
At the monsoon wharves, Lethai-ar Vigils attend promises made before goods or people depart. Silken witness cords, braided with hair and dyed with river mud, hold those terms in a form a household can keep. A fulfilled vow releases its cord to the fire. A broken one tightens. The magic makes a breach consequential; the people present still need to understand what was promised.
Nakhon Phanom is a regional center of this river-bound life. Witnessing is a practice sustained by families, cord-makers, and attendants who keep the lamps. The Vigils will witness agreements between enemies. That exactness does not make them detached from the harm an agreement can cause, or willing to supply a false date because a neighbor asks kindly.
River shrines associate Benzaiten with the Witness and Inari with the Traveler. Offerings are made before a departure and after a vow is fulfilled; the witness and the traveler may be the same person on different mornings. Accounts of river-folk and older fae courts survive beside the work; neither provides a complete recovered past for all Lethai-ar.
Lady Suyin has cut nine witness cords, the ninth her own. That is her history, not the rule for every Vigil. A lantern at the landing may disclose a lie without deciding whether a speaker misunderstood, which calendar governs a delivery, or how a promised crossing can be repaired.
What do people eat for breakfast? Rice porridge and river fish, with bones returned to the water. A witness working the early landing eats when another can keep the lamp attended.
What does a child learn before they can walk? The witness knots and how to repeat someone else’s words without improving them. The difference between a promise and a hope takes longer to learn.
What is the first thing you notice about a stranger? Whom they bring to witness their account. A lamp matters, but a traveler whose lamp has gone out may need oil and an explanation rather than immediate banishment.
What is the most common crime? Cord-forging: passing a false cord as the work of a recognized Vigil. Investigators need the maker, the dye, and the people who claim to have heard the oath.
What does no one talk about but everyone knows? A promise can be perfectly witnessed and still be harsh. The witnesses must decide how to help those living under it without making their own account false.
Where do people go when they die? Their ashes may be mixed with lamp oil and used in Vigil lanterns. Families remember which lamp carries whom. A working light remains someone’s relative as well as part of a hearing.
How do you apologize for a serious wrong? A new cord can bind an undertaking to repair the wrong. Its words must be spoken and understood; the injured party’s acceptance matters alongside the rite.
What is the most important festival? The Reckoning of the Cords in spring. Broken and cut cords are brought out for the burning barge. A cord that will not burn brings its unfinished terms back before the living.
What is the secret that could destroy a powerful person? A royal cord displayed in public does not match the cord the original witness tied. Establish whose work it is and when it was substituted. The discrepancy is evidence to investigate, not a complete account of Suyin’s motives.
A captain promised delivery before the first monsoon rain. The cargo reached its named landing after an upstream storm but before rain fell at the port. The cord has tightened. Suyin needs the original wording, the dated observations, and both parties present before anyone proposes cutting it.
Establish the exact promise and the facts of its breach before play. Preserve the cord’s printed tightening and Harm rules; do not add universal mind-reading or automatic answers to every dispute. Testimony, a renewed agreement, restitution, and addressing the relevant nat can all be useful. Keep Suyin’s personal history separate from unverified accusations about the God-King’s cord.
Key Demographics: Lethai-ar Capital City: Nakhon Phanom
Tagline: Witness the words that were spoken.
Vigil Lady Suyin: I heard you promise delivery before the rain. I did not hear you promise that the river would remain where it was.
Wharf-Witness: Bring both of them back to the landing. The cord has tightened. We still have to establish which promise it answers.
Genre / Mood: Riverine disputes, exact reciprocity, and sworn terms tested by changing water and calendars.
Starting Location: A captain promised delivery before the first monsoon rain. The cargo reached its named landing after an upstream storm but before rain fell at the port. The cord has tightened. Suyin needs the original wording, the dated observations, and both parties present before anyone proposes cutting it.
At the monsoon wharves, Lethai-ar Vigils attend promises made before goods or people depart. Silken witness cords, braided with hair and dyed with river mud, hold those terms in a form a household can keep. A fulfilled vow releases its cord to the fire. A broken one tightens. The magic makes a breach consequential; the people present still need to understand what was promised.
What you notice first: Lamps kept at the wharf even at noon, dye in a cord-maker’s fingernails, and a witness repeating a clause until both parties accept the wording.
Local warning: Do not pour the ninth cup. It is reserved for the river’s witness; the host leaves it empty even when another guest arrives.
Vigils preserve witnessed terms while merchants, crews, and the palace need agreements to remain workable. Exact testimony can expose an unfair bargain. A cord’s reaction does not supply every missing fact or settle what repair the injured party will accept.
Witness cords: When a vow is fulfilled, its cord is burned. When the vow is broken, the cord tightens around the oath-breaker’s wrist until blood is drawn (Harm 1). A reaction from a cord does not by itself supply the terms or the missing testimony.
| Name | Role/Title | Motivation | Rumored Quirk |
|---|---|---|---|
| Vigil Lady Suyin | Master of the central wharf | Keep the river’s memory free of falsehoods | She has cut nine witness cords. The ninth was her own. |
| Cord-Maker Tama | Weaver of witness silk | Create a cord that cannot lie | She dyes her silk in river mud that glows under moonlight. |
| Lamp-Keeper Hiro | Guardian of the undying flame | Ensure the green lamp never goes out | He has not slept in nine years. The lamp keeps him awake. |
| River-Spirit (Nat) | Benzaiten’s messenger | Collect stories from broken oaths | It appears as a woman with wet hair and riverweed. |
| The Oath-Broken (Exile) | A Lethai-ar who cut a false cord | Earn back her place in the Vigil | She carries a cord with nine knots. The ninth is cut. |
Inspired by the river kingdoms and monsoon coasts: soft, flowing consonants, honorifics (Lady, Master). Surnames denote a river, a wharf, or a cord.
| First Names (Male) | First Names (Female) | Clan/Epithet | Cord-Name |
|---|---|---|---|
| Hiro | Suyin | River-watch | the Uncut |
| Tama | Mira | Silk-hand | Ninth Knot |
| Kaito | Yuki | Lamp-bearer | Green Flame |
| Riku | Hana | Oath-strand | the Witness |
| Sora | Nami | Mud-dyer | the Unforgotten |
A monsoon wharf with silk barges and green lanterns; a step-pyramid temple where the river spirit is honored; a cord-maker’s house with hanging strands of dyed silk.
Monsoon Wharf (Central) — A stone pier where silk is loaded and oaths are witnessed. The pier is carved with the names of every oath kept. The names glow when a vow is fulfilled. [TRADE] [SOCIAL]
Step-Pyramid Temple (Benzaiten) — A stone pyramid rising from the riverbank. The top is a pool. The pool reflects not your face but the faces of those you have wronged. [SPIRIT] [TRUTH]
Cord-Maker’s House — A wooden building with silk strands hanging from the rafters. The strands are dyed in nine shades of brown. The ninth shade is made from grave mud. [CRAFT] [MAGIC]
Lamp-Keeper’s Shrine — A small stone hut with a single green flame. The flame has not gone out in three centuries. The keeper sleeps on a bed of ashes. [RITUAL] [COMMUNITY]
River Court (Floating) — A barge that serves as a mobile courthouse. The barge is anchored at a different spot each day. The river is the judge. [JUSTICE] [SOCIAL]
Vigil’s Archive — A cave behind a waterfall, filled with witness cords. Each cord is labeled with a date and an oath. The oldest cord is nine centuries old. [MEMORY] [LEGEND]
Silk Village (Mulberry Groves) — A village where silk is spun and cords are woven. The mulberry trees were planted by the first Vigil. Their leaves are sacred. [COMMUNITY] [TRADE]
Bridge of the Ninth Clause — A wooden bridge where contracts are signed. The ninth clause is always the same: “This oath is witnessed by the river.” [THRESHOLD] [LAW]
Well of Broken Oaths — A dry well where cut cords are thrown. The well is bottomless. The cords burn as they fall. The smoke smells of betrayal. [DEATH] [MEMORY]
The Oath-Broken’s Hut — A small shelter on the river’s far bank, away from the wharves. The exile lives here. She tends a single lamp. The flame is blue, not green. [SOCIAL] [MYSTERY]
River-Spirit’s Pool — A still pool behind the temple where Benzaiten’s messenger appears. The pool is warm. It whispers. The whispers are the stories of broken oaths. [SPIRIT] [TRUTH]
The God-King’s Witness Chamber — A hall where the king’s own oaths are recorded. The walls are covered in witness cords. The king has broken nine. The cords are still tight. [AUTHORITY] [JUSTICE]
The First Cord (Myth) — A silk strand said to be woven from the river’s first current. Whoever holds it can witness any oath anywhere. The price is a year of silence. [LEGEND] [TRUTH]
Vigil Lady Suyin with a green lamp; Cord-Maker Tama with silk-dyed fingers; the River-Spirit with wet hair and riverweed.
Vigil (Lady Suyin) — Gray-robed, a green lamp at her hip. She never blinks when witnessing an oath. “The cord will tighten,” she says. “I do not need to watch. The river watches for me.” [JUSTICE] [SOCIAL]
Cord-Maker (Tama) — A woman with hands stained brown from river mud. She weaves silk and hair. “Each cord is a promise,” she says. “The color tells the weight. White for truth. Red for blood. Black for death.” [CRAFT] [TRUTH]
Lamp-Keeper (Hiro) — An old man with ash on his face. He tends the green flame. “If the flame goes out,” he says, “the river will forget every oath. I cannot sleep.” [RITUAL] [COMMUNITY]
River-Spirit (Benzaiten’s Messenger) — A woman in wet robes, her hair dripping riverweed. She speaks only in the voices of those who have broken oaths. “Remember your promise,” she whispers. [SPIRIT] [TRUTH]
Merchant of the Ninth Bale — A silk trader who always weighs his bales short by one. He has never been caught. His witness cord is tied by a Vigil he has bribed. [TRADE] [SOCIAL]
Captain of the Monsoon Ship — A woman with a brass earring and a scarred hand. She has never broken an oath. Her witness cord has nine knots. All are tight. [TRAVEL] [HONOR]
Oath-Broken Exile — A woman with a cut cord on her wrist. She sits apart from the wharf. “I cut a false cord,” she says. “I thought the merchant was honest. He was not. Now I wait.” [COMMUNITY] [REDEMPTION]
God-King’s Astrologer — A man who reads the monsoon and advises on oath timing. “Never swear an oath during an eclipse,” he says. “The river cannot see you.” [POLITICS] [WEATHER]
Lamp-Child (Apprentice) — A young girl learning to tend the green flame. She has never spoken. The lamp is her voice. The flame flickers when she is happy. [RITUAL] [INNOCENCE]
The Cut Cord’s Ghost — A translucent strand that floats through the archive at night. It follows the oath-breaker. It whispers the words of the broken promise. [DEATH] [FEAR]
River-Spirit’s Rival (Inari’s Fox) — A fox with nine tails, seen at the cord-maker’s house. It offers a deal: a cord that cannot break, in exchange for a memory. The memory must be sweet. [MAGIC] [TRICKERY]
The First Vigil (Legend) — A skeleton in gray robes, sitting at the bottom of the Well of Broken Oaths. She holds a cord with nine knots. The ninth knot is loose. Untie it, and she will speak. [LEGEND] [DEATH]
Benzaiten (The River of Words) — A voice heard from the step-pyramid’s pool. “Every word is a current,” it says. “Speak gently, or you will drown.” [PATRON] [TRUTH]
The river floods — a bridge is swept away; a rival merchant spreads rumors of cursed silk; the nat of the well is offended — no one may draw water until appeased.
River Floods (Bridge Swept) — The monsoon rises. The bridge is gone. The wharf is isolated. [WEATHER] [TRAVEL] The flood is not natural. A river-spirit is angry. An oath was broken upstream.
Rumor of Cursed Silk — A merchant claims that a bale of silk is cursed. Trade stops. [SOCIAL] [TRADE] The curse is a lie. The merchant wants to drive down prices. He will buy cheap.
Well-Spirit Offended — A traveler threw trash into the sacred well. The spirit refuses water. [SPIRIT] [DEBT] The spirit demands an apology. The apology must be an oath. The oath must be witnessed.
Witness Cord Cut (False) — Someone cuts a witness cord that was tied in good faith. [JUSTICE] [SOCIAL] The cutter is the Vigil’s own apprentice. She thought the oath was false. It was true.
Green Lamp Gutters — The eternal flame flickers. The Lamp-Keeper is dying. [RITUAL] [COMMUNITY] He has one day to train a successor. The successor is the party’s least likely candidate.
Cord-Maker’s Silk Poisoned — Someone dyes the silk with a solvent that weakens it. [CRAFT] [TRAP] The cords will break under pressure. The poisoner is a rival cord-maker.
River-Spirit Demands a Story — Benzaiten’s messenger appears. She asks for a broken oath. [SPIRIT] [TRUTH] She will not leave until someone confesses. The confession must be true.
God-King’s False Oath — The king swears a vow he does not intend to keep. The Vigil knows. [POLITICS] [JUSTICE] If she exposes him, the king will exile the Lethai-ar. If she stays silent, the cord tightens on her wrist.
Oath-Broken’s Redemption Attempt — The exile tries to rejoin the Vigil. She offers a true cord. [COMMUNITY] [SOCIAL] The cord is her own hair. Cutting it would kill her. The Vigil must decide.
The Ninth Cup Poured (By Mistake) — A stranger pours the ninth cup at a tea house. The Hollow comes. [DEATH] [FEAR] The Hollow asks: “Who poured this cup?” The stranger points at the party.
First Cord Found (Forgery) — Someone claims to have found the mythic First Cord. It is a fake. [LEGEND] [TRAP] The forger is the God-King’s astrologer. He wants to control all oaths.
River Changes Course — The river shifts overnight. The wharf is now on dry land. [WEATHER] [DISASTER] The river was offended by a broken oath. It will return when the oath is fulfilled.
Benzaiten Speaks (Judgment) — The river itself speaks from the step-pyramid pool. [PATRON] [DEATH] “Nine oaths have been broken this season. The ninth was yours. Keep your word or drown.”
Vigil lantern (social edge); silk witness cord (enforce any oath); monsoon mirror (reflects hidden intentions, one use).
Vigil Lantern — A small oil lamp with a green flame. Gain +1 die to social rolls in any Lethai-ar court. [SOCIAL] The flame flickers when someone lies. It also flickers when you lie.
Silk Witness Cord (Crimson) — A braided cord dyed with river mud. Use it to enforce any oath. [SOCIAL] [JUSTICE] The cord tightens when the oath is broken. It will not stop until blood is drawn or the promise is kept.
Monsoon Mirror — A polished brass disc. Reflects hidden intentions for one scene. [TRUTH] [SOCIAL] Hold it before a speaker. If they lie, the mirror fogs. The fog smells of river water.
Cord-Maker’s Needle (Bone) — A needle carved from a river-fish’s spine. Tie a cord without cutting the silk. [CRAFT] The needle can also cut a cord without making a sound. Use once.
Lamp-Keeper’s Ash — A pouch of ash from the green flame’s hearth. Throw it to calm a river-spirit. [SPIRIT] The ash is warm. It glows faintly. The spirit will recognize it.
River-Spirit’s Tear (Vial) — A vial of water from the step-pyramid pool. Drink it to recall a forgotten oath. [MEMORY] [TRUTH] The water tastes of iron. The memory is painful. The pain is the price.
Oath-Broken’s Cord (Cut) — A severed witness cord. Present it to demand a second chance from any Vigil. [SOCIAL] [REDEMPTION] The cord will re-tie itself if the demand is just. The sound is a whisper.
God-King’s Witness Seal — A golden seal. Commands a Lethai-ar to witness any oath, regardless of price. [AUTHORITY] [SOCIAL] The seal is heavy. It was stolen from the king’s chamber. He will want it back.
Bridge of the Ninth Clause Map — A chart showing every bridge where contracts can be witnessed. [TRAVEL] [LAW] The map is written on silk. The silk is a witness cord. Do not cut it.
First Cord Fragment (Silk Strand) — A piece of the mythic First Cord. Touch it to witness any oath without a cord. [LEGEND] [JUSTICE] The fragment burns after use. The oath is still binding. The river will remember.
Benzaiten’s Whisper (Shell) — A river shell that contains the voice of the river-spirit. [TRUTH] [SPIRIT] Once, ask the river one question. The answer will be true. The river will remember the favor.
The Cut Cord’s Ghost (Bottle) — A ghost of a broken oath sealed in a glass jar. [DEATH] [SOCIAL] Release it to haunt an oath-breaker. The ghost will whisper the broken promise until the oath is fulfilled.
The River’s Pardon — A scroll signed by Benzaiten herself. Voids any oath, any witness cord. [LEGEND] [JUSTICE] The scroll is wet. It will never dry. The river will ask for a new oath in exchange.
Draw until you have all four suits: Spade = place, Heart = actor, Club = pressure, Diamond = leverage. Highest rank sets the main Timer (2–5 4, 6–10 6, J/Q/K 8, A 10).
Diamonds are codified outcomes (lanterns, cords, mirrors) that change Position rather than call for a roll.
If any A appears, echo river-omens—water that flows upstream, a lamp that burns green without oil, a cord that ties itself.
Witness Clause: Once per session, when you are present for an oath or contract, you may declare yourself a witness. That oath gains +1 DV to break, and if broken, the oath-breaker must grant you a personal favor (in addition to any other penalty). The witness cord glows faintly for the duration. Mechanical Note: Player gains 1 Boon if they witness a truthful oath.
Lantern of Attendance: You carry a small oil lamp (the Vigil lantern). As long as it burns, you cannot be surprised in social situations (the flame flickers when deception begins). If the lamp goes out, you lose this benefit for the scene. Refilling the lamp requires a minor offering (a prayer to Benzaiten, a coin in a river). Mechanical Note: Gain +1 Position on social rolls involving deception detection.
Silk Token: Once per arc, you may offer a witness cord as a token to a faction or NPC. While they hold it, you gain +1 die to all social rolls against them, but they may also call on you to witness one of their own oaths (refusing costs the token and 1 Fatigue). Mechanical Note: Treat as a String asset.
The Ninth Cup Taboo: In Ayokha, the ninth cup of tea or sake is never poured. Pouring it invites the Hollow to witness the conversation. The Lethai-ar enforce this taboo strictly; a character who pours the ninth cup gains the Hollow’s Attention (advance the timer by 1 segment) and must succeed on a Spirit + Endurance test (DV 3) or forget the next minute of conversation. Mechanical Note: Banks 1 Story Beat for the GM.
Local Patrons (Syncretic Names):
Benzaiten — Aligned with The Witness. The river of words; every oath flows to her.
Inari — Aligned with The Traveler. The fox’s shadow; contracts are paths, and paths must be witnessed.
The Green Flame — Aligned with The Sealed Gate. The lamp that never goes out; the threshold between truth and lie.
The Ninth Current — Aligned with Khemesh. The depth beneath the words; the weight of unspoken promises.
Witness Cords and the Covenant (Mykkiel): The Covenant recognizes Lethai-ar witness cords as legally binding. A Vigil may be called to testify in a Covenant court; her cord is admissible as evidence.
Silk Cords and the Sidhi (Way of Silk): Sidhi freedmen sometimes carry Lethai-ar witness cords as proof of emancipation. A cord from a respected Vigil is worth more than a freedman’s seal.
The River Spirit and the Ukwe (Sekogo): Benzaiten’s river is said to flow from the Ukwe’s roots. A Lethai-ar who visits the Ukwe can read the water’s memory without a context key.
The Ninth Cup and the Hollow (Eastern Realms): The Hollow’s Oath-Keepers are attracted to the ninth cup. Aelaerem hedge-keepers never pour a ninth cup in a Lethai-ar’s presence; they pour the ninth cup into the ground instead.
Bread to the River: Crumble a crust into the current. Ignore the first River Floods penalty. [SUPERSTITION]
Knot the Cord: Tie a single knot in a witness cord before using it. Cancel Witness Cord Cut or take -1 die on your next oath (your choice). [SUPERSTITION]
Name to the Lamp: Whisper a dead Vigil’s name into the green flame. Gain +1 Effect when witnessing an oath this scene, but mark Obligation to Benzaiten. [SUPERSTITION]
Exposure: Your actions draw unwanted attention from Vigils or river-spirits.
Noise: Sounds of your actions alert nearby lamp-keepers or cord-makers.
Trace: Evidence of your passage marks your route for oath-breakers or the Hollow.
Delay: A brief but meaningful setback costs you time or standing with the Vigil.
Supply Strain: Mark +1 segment on a relevant resource timer.
Alarm Raised: Local Vigil or wharf-master becomes aware and begins responding.
Position Lost: You lose advantageous ground/cover/stealth due to rising river or lantern failure.
Foe Appears: An oath-breaker’s ghost or a rival cord-maker arrives on scene.
Gear Trouble: A piece of equipment becomes Compromised/Neglected.
Lock/Barrier: A simple obstacle now requires a test to overcome.
Reinforcements: Additional Vigils, river-spirits, or Hollow agents arrive.
Key Gear Breaks: A crucial tool/weapon becomes temporarily unusable.
Major Twist: The situation fundamentally changes—cord cut/lamp out/river changes course.
Rail Tick: Advance a relevant campaign/front timer by 1 segment.
Condition Applied: Mark Fatigue 1/Harm 1/Condition appropriate to fiction.
Trap Springs: A prepared danger activates with full effect.
Authority Arrival: Vigil Lady Suyin, River-Spirit, or Benzaiten’s voice intervenes.
Scene Shift: The environment changes dramatically—wharf floods/temple cracks/cords tighten everywhere.
Patron Omen: Divine/arcane forces take notice—omen appears/blessing lost/curse manifests.
Narrative Pivot: The story takes an unexpected turn that reframes objectives.
Lethai-ar (Witness Law): Green flames flicker in unison, cords glow, a river’s current reverses.
Lethai-ar (Cord Law): A witness cord tightens without cause, a knot unties itself, a cut cord re-knots.
Lethai-ar (River Law): Water levels rise without rain, a fish speaks a name, the ninth cup pours itself.
Advance/Withdraw (Wits + Stealth): On a hit, shift one band. On a strong hit, also impose Lantern Glare.
Cut the Cord (Presence + Sway): On a hit, freeze range for one exchange; if a witness cord is in your possession, +1 die.
Weather the Flood (Body + Athletics): On a hit in River Floods, you pick who reaches high ground; on a miss, the GM does.
The Cord-Cutter (Nine Broken Oaths) — Phases: Witness Cords Severed Orchestrated Perjury Vigil Coup. Cracks: re-tie a cut cord, expose a false Vigil, survive a night in the Well of Broken Oaths.
The River-Dryer (Benzaiten’s Wrath) — Phases: Water Levels Dropping Procession of Empty Wharves Flood-Baptism of a Merchant. Cracks: relic river water, survivor testimony, the green flame burning without oil.
Among the Lethai-ar of Ayokha, power flows through witness cords, lantern flames, and the memory of the river. A Vigil’s authority rests on the number of oaths she has witnessed and never broken. The lamp is the symbol of that authority; a Vigil without a lamp is not a Vigil.
For the GM: Power in Lethai-ar society is measured in cords tied, lamps kept lit, and oaths witnessed. Patronage often takes the form of lanterns, witness cords, or mirrors — each tied to a specific Vigil, wharf, or contract. To emphasize the cultural mechanics:
Use the Witness Clause to create social dilemmas: should the party witness an oath that might be broken?
Enforce the Lantern of Attendance — a party member who carries a Vigil lantern gains social advantages but must maintain the flame.
Let Silk Token be a form of communal currency: a witness cord given to a faction creates a mutual obligation.
Track the Ninth Cup Taboo as a source of Hollow Attention. A single mistake can summon an Oath-Keeper.
In Lethai-ar society, the river forgets nothing — and the witness cord remembers every word.
The Silent Ledgers.
The copy you need is here. The account of how it came here is not. Please do not write them as though they were the same answer.
— Keeper Lian, writing on water
The Lethai-thora pavilions hold texts that an imperial office may deny, destroy, or demand back. Linshu’s keepers copy carefully, preserve context keys, and attend to the small material distinctions that make a record usable. A decree without its witness, a map without its date, and a true quotation detached from its occasion can each mislead without containing a false word.
Refugees came east carrying scrolls from older fae courts. The first emperor studied with a Lethai-thora tutor, and archival traditions grew through those contacts. Human households, teachers, and officials made institutions of their own around and alongside the pavilions. Partnership, patronage, and conflict followed. A human school may prize the connection while disputing a pavilion’s right to retain copies its founder entrusted to the keepers.
The records they preserve are more complete than their own past. Keeping certain forbidden truths takes personal memories: the color of a mother’s dress, a familiar preference, a face once loved. The keeper retains the guarded knowledge and may fail to recognize the thing sacrificed. Colleagues learn to notice what a person no longer asks for.
Their reluctance to publish is deliberate. A keeper can answer a practical question fully while declining the conclusion a visitor wants attached to it. Some compare observations in private and leave the public explanation unwritten. This makes them careful witnesses, not omniscient arbiters who secretly know every answer. Keeper Lian has not spoken aloud in twenty years; her written testimony still has a recipient and a purpose.
What do people eat for breakfast? Rice porridge and dried fish. Cooking fires stay away from the collection. A keeper checks a bundle of discarded paper before releasing it to the kitchen; apprentices complain about how long this takes.
What does a child learn before they can walk? How to handle paper with clean, dry hands and wait while another person finishes reading. Reading without moving the lips follows. A child who mouths a line is brought back to the beginning by someone who remembers learning it.
What is the first thing you notice about a stranger? Whether they keep the place marker and ask before moving a context key. Ink stains can show work; clean hands can show that somebody washed before entering.
What is the most common crime? Context-key theft. A text may remain physically present while becoming useless to its authorized readers. Following the key can require interviewing someone who has forgotten why they took it.
What does no one talk about but everyone knows? A colleague no longer recognizes a keepsake everyone remembers them carrying. The guarded text is intact. The people around its keeper must decide what to say about the missing memory.
Where do people go when they die? The Well of Forgotten Names is part of the pavilions’ funerary practice. The living arrange the transfer of a keeper’s texts and duties; the dead person’s name is not a convenient replacement for the evidence they left.
How do you apologize for a serious wrong? A witnessed silence may accompany the apology. Returning a context key, correcting a misattribution, or releasing a withheld copy gives that observance a practical meaning.
What is the most important festival? The Unrolling of the Ledgers in winter. Keepers gather over a forbidden text whose reading has consequences for them. Who attends, who records it, and who remembers the last reading all matter.
What is the secret that could destroy a powerful person? A sealed genealogy contradicts the lineage an imperial household presents. Its custody and meaning must be established before publication. Possessing it does not answer whether every person named understood the deception.
The Quiet Chancellor requests a scroll whose catalog entry survives but whose context key is missing. Lian can show the copy and identify its recent readers. One reader remembers the text exactly and no longer recognizes the person who brought them to the pavilion.
Make the requested fact investigable. Establish what the context key unlocks, who last held it, and what evidence can travel without the original. Guarded knowledge may cost an ordinary personal memory under the existing rules; do not disclose an ultimate cosmological explanation as a reward. Preserve gaps in the Lethai past. No surviving origin account should conveniently restore the whole lost civilization.
Key Demographics: Lethai-thora Capital City: Linshu
Tagline: Keep the evidence. Leave the missing passage missing.
Keeper Lian, writing on water: The copy you need is here. The account of how it came here is not. Please do not write them as though they were the same answer.
Scroll-Binder: My mother marked the shelf herself. She no longer remembers the room. I bring her here when she asks; I do not ask her to prove it.
Genre / Mood: Archival investigation, lost personal memories, and knowledge withheld by people who understand its cost.
Starting Location: The Quiet Chancellor requests a scroll whose catalog entry survives but whose context key is missing. Lian can show the copy and identify its recent readers. One reader remembers the text exactly and no longer recognizes the person who brought them to the pavilion.
The Lethai-thora pavilions hold texts that an imperial office may deny, destroy, or demand back. Linshu’s keepers copy carefully, preserve context keys, and attend to the small material distinctions that make a record usable. A decree without its witness, a map without its date, and a true quotation detached from its occasion can each mislead without containing a false word.
What you notice first: Scrolls stored with their titles turned away, dry shelves beside a waterfall, and a keeper quietly setting out an object a colleague has forgotten owning.
Local warning: Announce your lineage before touching a scroll and follow the keeper’s handling instructions. An uncertain or assumed lineage creates a question to resolve; silence is not a substitute for an introduction.
The Censorate wants usable evidence, a patron wants control of its release, and the keepers must weigh that demand against the memories preservation consumes. A correct text still needs context. A keeper’s refusal may protect a person, conceal an interest, or reflect a limit they cannot safely explain.
Refugees came east carrying scrolls from older fae courts. The first emperor studied with a Lethai-thora tutor, and archival traditions grew through those contacts. Human households, teachers, and officials made institutions of their own around and alongside the pavilions. Partnership, patronage, and conflict followed. A human school may prize the connection while disputing a pavilion’s right to retain copies its founder entrusted to the keepers.
The records they preserve are more complete than their own past. Keeping certain forbidden truths takes personal memories: the color of a mother’s dress, a familiar preference, a face once loved. The keeper retains the guarded knowledge and may fail to recognize the thing sacrificed. Colleagues learn to notice what a person no longer asks for.
| Name | Role/Title | Motivation | Rumored Quirk |
|---|---|---|---|
| Keeper Lian | Master of the Seventh Gutter | Preserve the true history of the emperor’s grandfather | She has not spoken aloud in twenty years. She writes on water. |
| Scribe Wei | Scroll-binder | Tie a secret so tightly it can never be untied | He has forgotten his own name. He signs his work with a thumbprint. |
| Ink-Maker Hana | Forger of context keys | Create inks that reveal different truths in different seasons | She has a jar of ink made from crushed moonstones. It only writes during eclipses. |
| The Quiet Chancellor | Imperial censor (secret ally) | Find the scroll that proves the emperor’s claim is false | He speaks in couplets; the second couplet is always a bribe. |
| The Ghost of the Ninth Scroll | A memory that was never written | A secret that killed its keeper before it could be recorded | It appears as a blank scroll that weeps ink. The ink is the secret. |
Inspired by the central kingdom traditions: soft consonants, vowel endings, honorifics. Surnames denote an archive, a gutter, or a lineage.
| First Names (Male) | First Names (Female) | Clan/House | Epithets |
|---|---|---|---|
| Lian | Hana | Seventh Gutter | the Silent |
| Wei | Mira | Forbidden Archive | the Unwitnessed |
| Chen | Nuan | Ink-Thread | Ninth Scroll |
| Jin | Yue | Water-Pavilion | the Forgetful |
| Liam | Sora | Root-Memory | the Context-Keeper |
A hidden pavilion with scrolls stacked to the ceiling; a brass lamp that never goes out; a shrine to the forgotten gods, covered in dust.
Hidden Pavilion (Waterfall) — An archive behind
a curtain of falling water. The water muffles sound. Secrets spoken
here cannot be overheard — but the water remembers.
[SECRECY]
Chamber of the Ninth Scroll — A locked room with
a single blank scroll on a pedestal. The scroll is not blank. It is
written in disappearing ink. The reagent is moonlight.
[MYSTERY]
Well of Forgotten Names — A stone well where the
Lethai-thora throw scrolls that are too dangerous to keep. The well
is bottomless. The scrolls burn as they fall. The smoke forms
faces. [DEATH]
Ink-Maker’s Studio — A cave with grinding stones
and jars of pigment. The ink is made from crushed beetles, iron ore,
and tears. The tears are the ink-maker’s own.
[CRAFT]
Silent Scriptorium — A hall where scribes copy
scrolls without speaking. They write with their left hands. Their
right hands are for swearing oaths. [LABOR]
Context Key Archive — A vault of stones, each
carved with a season and a place. A scroll cannot be read without
the correct context key. The keys are scattered across Sihai.
[TRAVEL]
Emperor’s Censorate (Monitoring Station) — A
building near the archive, staffed by imperial spies. They pretend
not to know about the hidden pavilion. The Lethai-thora pretend not to
notice them. [AUTHORITY]
Bridge of Unspoken Names — A stone arch where
the Lethai-thora whisper secrets to the river. The river carries the
secrets to the sea. The sea does not tell.
[RITUAL]
Shrine of the Silent Gods — A ruined temple
where the old fey beings were once worshipped. The gods are not
dead. They are waiting. The Lethai-thora leave offerings of ink.
[LEGEND]
The Forgotten Ledger’s Vault — A subterranean
room with a single iron door. The door has nine locks. The keys are
held by nine different keepers. The ninth keeper is dead.
[SECRECY]
Memory-Thread Chamber — A room where
Lethai-thora weave their hair into cords. Each thread contains a
memory. Cutting a thread releases the memory — and kills the
keeper. [DEATH]
The Emperor’s Secret Archive (Hidden) — A
duplicate archive built by a paranoid emperor. It contains the same
scrolls as the Lethai-thora’s, plus the emperor’s own confessions.
[AUTHORITY]
The First Pavilion (Myth) — Where the first
Lethai-thora hid the first forbidden scroll. It is said to be
invisible. Only those who have forgotten nine names can see it.
[LEGEND]
Keeper Lian with a brass lamp; Scribe Wei with ink-stained fingers; the Quiet Chancellor with a sealed letter.
Keeper of the Seventh Gutter — Old, silent,
writing on water with a reed brush. “The words vanish,” she
says. “That is how I know they are true.”
[JUSTICE]
Scroll-Binder (Wei) — A man with no shadow. He
lost it to a scroll that ate his reflection. He ties silk cords
around each scroll. The knots are the secrets.
[CRAFT]
Ink-Maker (Hana) — A woman with stained hands
and a jar of moonstone ink. “This ink only writes during an
eclipse,” she says. “The next eclipse is in nine days.”
[MAGIC]
Quiet Chancellor — An imperial censor in gray
robes. He speaks in couplets. The first couplet is a greeting. The
second is a threat. The third is a bribe.
[POLITICS]
Memory-Weaver — A woman with a loom made of
human hair. She weaves memories into cloth. The cloth is soft. It
whispers the memory when you touch it. [ART]
Imperial Spy (Undercover) — A young man posing
as a scribe. He has a hidden seal. He is looking for a scroll that
names the emperor’s true father. He will pay.
[DECEPTION]
Ghost of the Ninth Scroll — A blank scroll that
floats through the archive at midnight. It weeps ink. The ink forms
words. The words are a secret that killed its keeper.
[DEATH]
Forbidden Scholar — A monk who was
excommunicated for reading a scroll he should not have. His eyes are
gone. He reads by touch. The scrolls burn his fingers.
[TRAGEDY]
Silent Guard — A warrior who took a vow of
silence to protect the archive. He communicates by writing on his
own skin. His skin is full of scars. [COMBAT]
The First Keeper (Ghost) — A translucent figure
in scholar’s robes, seen at the well. She asks: “What secret do you
wish to forget?” The answer becomes a scroll.
[MYSTERY]
The Censorate’s Interrogator — A man with a
brass scale. He weighs truth and lies. His scale is balanced. He has
never found a truth heavy enough. [AUTHORITY]
The Emperor’s Dreamer — A woman who dreams the
emperor’s nightmares. She knows what he fears. She is kept in a
locked room. The Lethai-thora want to free her.
[MAGIC]
The Forgotten God’s Echo — A voice from the
ruined shrine. It speaks in a language no one understands. The
Lethai-thora say it is the last fey being. It is asking for a
memory. [LEGEND]
A scroll is found to be a forgery — the party is blamed; a context key is missing — the scroll cannot be read; the Quiet Chancellor demands a witness to a secret.
Forged Scroll — A tax ledger is discovered to be
a fake. The forgery is perfect. [DECEPTION] The forger
is a Lethai-thora. The scroll is not a forgery — it is the original. The
empire’s copy is wrong.
Missing Context Key — A scroll cannot be read
without a specific stone. The stone is lost. [TRAVEL]
The stone was stolen by the Censorate. They want to destroy the
scroll.
Witness Demanded — The Quiet Chancellor asks the
party to witness a secret exchange. [SOCIAL] If they
agree, they become bound by the Lethai-thora’s silence. If they refuse,
they are exiled from the archive.
Archive Fire (Accident) — A lamp falls. Scrolls
burn. The smoke forms names. [DISASTER] The names are
those of the keepers. One is yours.
Censorate Raid — Imperial inspectors arrive with
a warrant. They have a list of forbidden scrolls.
[AUTHORITY] The list is accurate. Someone inside the
archive is a spy.
Memory-Thread Cut — A keeper’s memory-thread is
severed. She forgets everything. [DEATH] The thread was
cut by an assassin. The assassin wants a secret only she
knew.
Silence Broken — A keeper speaks aloud for the
first time in decades. The Hollow hears. [DEATH] The
Hollow sends an Oath-Keeper. The Oath-Keeper asks: “What did you
say?”
Ink of Truth (Forced Confession) — Someone
poisons the ink well. Writing with it forces you to confess.
[MAGIC] The poison was placed by the Censorate. They
want to know where the forbidden scroll is.
Emperor’s Death (Succession Crisis) — The
emperor dies. The Mandate wavers. The archive is vulnerable.
[POLITICS] The new emperor will burn the scrolls. The
Lethai-thora must hide them — or die.
Ghost of the Ninth Scroll Awakens — The blank
scroll fills with ink. The ink is a name. [DEATH] The
name is the next person to die. The name is yours.
The First Pavilion Appears — The mythic archive
manifests. It is invisible to most. The party can see it.
[MYSTERY] They are now witnesses to a secret that has
been hidden for a thousand years. The Hollow will want it.
Censorate’s Interrogation — The party is
arrested and brought before the brass scale. [AUTHORITY]
The interrogator asks one question: “What did the Lethai-thora tell
you?” The scale will know if you lie.
The Forgotten God Wakes — The voice from the
shrine becomes a scream. The ground shakes. [LEGEND]
The god wants its memory back. The memory is held in a scroll. The
scroll is the Ninth Scroll.
Forbidden scroll (one truth no one wants spoken); context key stone (unlocks one scroll’s meaning); memory-thread (a cord containing a secret).
Forbidden Scroll — A scroll sealed with silk
cord. It contains one truth no one wants spoken. [TRUTH]
Read it aloud, and the secret becomes known. The speaker will be
hunted.
Context Key Stone — A carved stone. Unlocks the
meaning of one specific scroll. [TRAVEL] The stone is
warm. It glows when held near the correct scroll.
Memory-Thread (Silk Cord) — A cord woven from a
keeper’s hair. Cut it to release a memory. [MEMORY] The
memory is a secret. The keeper will forget it. The cutter will remember
it.
Ink-Stone (Moonstone) — A jar of ink made from
crushed moonstones. Writes only during eclipses. [MAGIC]
The ink reveals truths that cannot be spoken. Use it to write a
secret that will last.
Silence Token (Brass) — A small brass charm.
Present it to demand a moment of silence in any court.
[SOCIAL] During the silence, no one can lie. The truth
will echo.
Keeper’s Lamp — A brass lamp that never goes
out. The flame flickers when a lie is spoken nearby.
[JUSTICE] The lamp also flickers when a secret is
hidden in the room.
Quiet Chancellor’s Seal — A jade seal. Press it
to any document to grant it imperial immunity from censorship.
[AUTHORITY] The seal is a forgery. The Chancellor made
it himself. It still works.
Scroll of Forgotten Names — A scroll that lists
the names of everyone who has been erased from history.
[TRUTH] Speak a name, and that person’s deeds become
known. The Hollow will remember them too.
Ink-Maker’s Grinding Stone — A stone bowl. Grind
any pigment into ink that writes the truth. [CRAFT] The
truth cannot be erased. The ink will burn through lies.
Ghost’s Tear (Vial) — A vial of ink wept by the
Ghost of the Ninth Scroll. [DEATH] Write a name with
it, and that person will forget one secret. The secret is your
choice.
First Pavilion’s Key (Invisible) — An invisible
key that opens the mythic archive. [LEGEND] You cannot
see the key. You can feel it. It is cold.
Emperor’s Nightmare (Scroll) — A scroll
containing the emperor’s most feared secret. [TRUTH]
Read it aloud to make the emperor confess — or to drive him
mad.
Forgotten God’s Memory (Glass Shard) — A piece
of green glass that hums. It contains a fragment of a fey god’s memory.
[LEGEND] Once, touch it to learn a secret of the old
world. The secret will cost a memory of equal weight.
Draw until you have all four suits: Spade = place, Heart = actor, Club = pressure, Diamond = leverage. Highest rank sets the main Timer (2–5 4, 6–10 6, J/Q/K 8, A 10).
Diamonds are codified outcomes (scrolls, stones, threads) that change position rather than call for a roll.
If any A appears, echo ink-omens—scrolls that rustle in still air, a lamp that burns green, a forgotten name whispered from a shelf.
Silence as Sanctuary: Once per scene, when asked a direct question, a character may spend 1 Boon to answer with silence. Treat Position as Dominant for resisting interrogation — but the GM gains 1 Story Beat (the silence has weight). In Lethai-thora halls, a silence is worth more than a thousand words.
Context Keys: To read an old text or recall a forbidden history, you need three keys: place, season, and witness. Without all three, roll at disadvantage. A Lethai-thora may create a temporary Context Key by spending 1 Boon and describing a small ritual (lighting incense, touching a stone, speaking a name).
The Keeper’s Toll: When using a Lethai-thora Rite or consulting a hidden archive, mark 1 Fatigue. The knowledge costs something — a moment of warmth, a pleasant memory, the scent of rain. Some keepers have forgotten how to smile.
Local Patrons (Syncretic Names):
The Unwritten — The Witness. A secret that never needs to be spoken.
The Quiet Scale — Mykkiel. The law that weighs silence as heavily as testimony.
The Ink Father — Maelstraeus. The debt written in disappearing ink; the interest that accrues in forgetting.
The Echo of the First Pavilion — The Traveler. The path that leads only inward.
The Ninth Scroll and the Kalrantha Amulet (Dhahara): The Ninth Scroll is said to describe the creation of the amulet — and the demon sealed within. The Esoiti have been searching for it for centuries. The Lethai-thora have hidden it in plain sight.
Silence Tokens and the Covenant (Mykkiel): The Covenant recognizes a Lethai-thora silence token as a valid request for a closed hearing. A silence token can pause any court proceeding for the duration of a single breath.
Context Keys and the Ukwe (Sekogo): The Ukwe’s roots are a natural context key — they remember the season, the place, and the witness. A Lethai-thora who consults the Ukwe does not need to spend a Boon.
Memory-Threads and the Hollow (Eastern Realms): The Hollow feeds on forgotten memories. A Lethai-thora’s memory-thread is a feast. The Oath-Keepers will cut a thread if given the chance.
The Fledging of the Empire (Sihai): The Lethai-thora’s oldest scrolls still bear the water stains of the Valewood crossing. A keeper who unrolls one of these scrolls may glimpse a memory of the old fey courts — but the glimpse costs a year of her life.
Bread to the Archive: Crumble a crust at the
threshold. Ignore the first Archive Fire penalty.
[SUPERSTITION]
Knot the Scroll: Tie a single knot in a silk
cord. Cancel Forged Scroll or take –1 die on your next forgery
detection roll (your choice). [SUPERSTITION]
Name to the Well: Whisper a dead keeper’s name
into the well. Gain +1 Effect when recalling a forgotten fact this
scene, but mark Obligation to the Lethai-thora.
[SUPERSTITION]
Exposure: Your actions draw unwanted attention from Censorate spies or imperial guards.
Noise: Sounds of your actions alert nearby scribes or keepers.
Trace: Evidence of your passage marks your route for memory-hunters or the Hollow.
Delay: A brief but meaningful setback costs you time or access to an archive.
Supply Strain: Mark +1 segment on a relevant resource timer.
Alarm Raised: Local keeper or Censorate agent becomes aware and begins responding.
Position Lost: You lose advantageous ground/cover/stealth due to flickering lamp or silent alarm.
Foe Appears: A Censorate interrogator or a Oath-Keeper arrives on scene.
Gear Trouble: A piece of equipment becomes Compromised/Neglected.
Lock/Barrier: A simple obstacle now requires a test to overcome.
Reinforcements: Additional Censorate agents, imperial guards, or Hollow spirits arrive.
Key Gear Breaks: A crucial tool/weapon becomes temporarily unusable.
Major Twist: The situation fundamentally changes—scroll burns/thread cut/pavilion appears.
Rail Tick: Advance a relevant campaign/front timer by 1 segment.
Condition Applied: Mark Fatigue 1/Harm 1/Condition appropriate to fiction.
Trap Springs: A prepared danger activates with full effect.
Authority Arrival: High Keeper, Quiet Chancellor, or Ghost of the Ninth Scroll intervenes.
Scene Shift: The environment changes dramatically—archive floods/well overflows/first pavilion materialises.
Patron Omen: Divine/arcane forces take notice—omen appears/blessing lost/curse manifests.
Narrative Pivot: The story takes an unexpected turn that reframes objectives.
Lethai-thora (Silence Law): Lamps flicker without breeze, scrolls shuffle their own order, a whisper is heard from a sealed jar.
Lethai-thora (Memory Law): A keeper forgets your face, a memory-thread glows, you recall a fact you never learned.
Lethai-thora (Context Law): The season changes inexplicably, a stone context key warms, a witness appears who was not there.
Advance/Withdraw (Wits + Stealth): On a hit, shift one band. On a strong hit, also impose Silent Step.
Cut the Memory (Presence + Sway): On a hit, freeze range for one exchange; if a memory-thread is in your possession, +1 die.
Weather the Interrogation (Endurance + Spirit): On a hit in Censorate’s Interrogation, you pick who is questioned; on a miss, the GM does.
The Scroll-Eater (Nine Forgeries) — Phases: Scrolls Burned Orchestrated Erasure Archive Coup. Cracks: recover a true scroll, expose a false context key, survive a night in the well.
The Forgotten God (Memory Eater) — Phases: Voices from the Shrine Procession of Blank Scrolls Ink-Baptism of a Keeper. Cracks: relic memory-thread, survivor testimony, the first pavilion opening its doors.
Among the Lethai-thora, power flows through silence, ink, and the weight of a forgotten secret. A Keeper’s authority rests on how many secrets she has buried and how many she has forgotten. The archive is the fortress; the silence is the shield. Yet they are also entangled with the empire they helped create — the Censorate watches them, the Emperor needs them, and the common people fear them. The Lethai-thora can no longer leave Sihai, even if they wished. Their fate is bound to the Mandate of Heaven.
For the GM: Power in Lethai-thora society is measured in scrolls sealed, context keys held, and the length of a pause. Patronage often takes the form of forbidden scrolls, context stones, or memory-threads — each tied to a specific secret, archive, or keeper. To emphasize the entangled relationship with Sihai:
Use the Silence as Sanctuary mechanic to create tense social scenes where a pause is a weapon.
Require Context Keys to unlock ancient lore — the party must gather place, season, and witness before a scroll can be read.
Let the Keeper’s Toll be a meaningful cost: fatigue, lost memories, or forgotten faces.
Remind players that the Lethai-thora are not outsiders; they are the empire’s conscience. A Lethai-thora NPC may hold a secret about a PC’s family, or about the true cause of a war, or about a crime the emperor himself committed.
In Lethai-thora society, the ink forgets nothing — and the silence remembers everything.
The mountains have more than one manner.
An Aeler from the Wenkar Hills can spend an afternoon over tea with someone whom a Kazurai household would already have put to work clearing snow. Both can recognize the other’s stone-cutting. Neither would mistake the other’s home for their own.
Aeler live throughout the eastern mountains and hills. Their communities carry the character of those landscapes into their houses, their arguments, and the welcome they offer a stranger. The Himadri’s severity belongs to its immense heights. It does not describe every wooded ridge, warm escarpment, or volcanic island beyond them. Within a range, a closed mountain hold and a busy foothill settlement may retain a recognizable kinship while disagreeing about how much company to keep.
Under every range lie older workings, forgotten kingdoms, and undervaults. A living hold may occupy only a few inhabited levels above a much greater depth. Elsewhere the old entrance has become a spring, a terrace wall, or a place children are told not to shelter from the rain. The people living above it are descendants and neighbors, not necessarily custodians who can answer every question about what lies below.
The names here are those used on regional roads and maps. They name landscapes, not seven kingdoms or seven kinds of Aeler.
A long, wooded barrier crosses Sihai’s interior from west to east. Its northern approaches and southern valleys receive different weather, and a pass can bring a traveler into another season’s work before nightfall. The Qianvar stand between settled countries; their Aeler have lived with arrivals from both sides for generations.
There is breadth to their manner. A host may listen through a long disagreement, ask for another pot, and finally give a refusal that leaves no uncertainty. Their hillholds open onto courtyards with heavy lintels and shaded galleries. Foothill families share market streets with human neighbors; the upper gates may admit those same neighbors only on particular business. Openness at the table need not imply access to the hold.
Buried roads pass beneath later roads. In one valley a bridge abutment contains the roof of an older gatehouse, itself built above an abandoned royal stair. A flood exposes the stair while two communities are arguing about reopening the bridge. The quickest way across leads through a kingdom neither can name with confidence.
Southwestern Sihai rises into parallel ridges and deep river gorges, east of the Himadri’s high country. Snow can remain above a valley where fruit is ripening. A neighboring settlement is visible across the river and still several days away by a safe crossing. These are separate ranges folded close together, not another name for the Himadri.
Yundrath Aeler often appear reserved until they have established where a visitor stands with them. Once the welcome is given, it can be expansive: cousins arriving from another gallery, bowls passed along a crowded bench, someone insisting that the guest remain until the river falls. Narrow approaches open into surprisingly spacious homes. Their songs can travel farther than the path between the singers.
The undervaults change level as well as direction. A gallery abandoned high on one gorge face may once have been the lower approach to a kingdom whose greater halls have fallen away. A family’s returning relative has found a passage across the gorge, but its far door opens into an occupied house. The inhabitants recognize the workmanship and deny that there has ever been a door there.
In southeastern Sihai, forested uplands descend through red-stone gorges and lower tea hills toward the coast. Paths wind around wet rock and old gardens. The Wenkar name covers the hills and their higher wooded ridges; travelers who dismiss the country as gentle usually do so before attempting a shortcut.
Wenkar Aeler favor sheltered courts, rounded stone thresholds, and things improved by long use. Their conversation can be leisurely and their hospitality elaborate. An unanswered question may wait through the preparation of several cups without anyone considering it forgotten. Weathered patience is not weakness. A household can refuse the same request for a century without raising its voice.
Mixed foothill neighborhoods are well established here. Potters, tea growers, stoneworkers, and their families need one another without sharing every custom. Under a kiln yard, rebuilding reveals chambers from several vanished reigns. The present owner needs a working kiln; an Aeler neighbor recognizes the lowest doorway from a household carving and asks that it remain closed. Neither can identify the people who last used it.
The high spine of Nihori’s central island rises in sharp ridges above wooded valleys. Snow closes the upper approaches for long stretches; the thaw sends water hard down narrow channels. The Kazurai share the islands’ nearness to the sea without resembling their warm harbors.
Their Aeler tend toward a spare, deliberate bearing. A well-kept doorway, a mended sleeve, and an invitation made without ceremony can carry considerable regard. The first evening after a pass reopens may be loud enough to startle a visitor who met the same family in winter. Their restraint has seasons. It is not the Himadri’s more relentless austerity.
Foothill communities keep close ties with shrine settlements and human valley households. A snowbound relative is somebody’s immediate concern, whatever lies between their families. Below the inhabited halls, older kingdoms are separated by collapsed galleries and buried slopes. When meltwater enters a sealed stair, one household wants the old channel restored and another fears what restoring it will uncover. The village downstream needs an answer before the next thaw.
In Nihori’s southwestern island country, the Akazun rise around craters, wooded slopes, and hot springs. They are one named group within the wider Fire-Mountains, not a replacement name for every volcano in the isles. Some summits have changed within the memory of the families living beneath them.
Akazun Aeler can be forthright and demonstrative, with a warmth that visitors from stricter holds find disconcerting. A house can be rebuilt while remaining the same house: an old lintel is carried to the new doorway, a rescued hearthstone laid where children will sit. Permanence belongs to what people keep doing together as much as to the wall. They can defend a tradition fiercely and replace its damaged vessel without considering that a contradiction.
Aeler and human families share bath settlements, kiln towns, and the work of returning after ashfall. This does not give every family the same appetite for risk. Older halls lie between layers of ash and sealed rock; their dates do not form a single story of destruction. After a vent changes, warmth reaches a long-cold undervault. Voices are heard below the bathhouse. The families disagree about whether to shut the baths or send someone to listen.
North of Ayokha’s main river country, broad uplands hold limestone ridges, enclosed valleys, and lakes. Roads leave an open basin and climb into country hidden from it. The sky seems wide until the next valley closes around the traveler. This is a landscape of adjoining communities whose horizons overlap imperfectly.
Thanek Aeler often combine an easy public welcome with a firm sense of household boundaries. A visitor may eat well, be introduced to everyone at the market, and discover that nobody has offered an invitation beyond the outer court. Their homes make room around the stone: covered verandas, planted terraces, and courtyards where several generations can disagree without leaving the shade.
Some hillholds keep their distance from human settlements; others have shared lakeside work and caravan stops for generations. Neither arrangement speaks for the whole upland. Beneath the basins, older kingdoms persist in dry chambers beyond flooded approaches. A falling lake reveals a royal landing below the present one. Fishers want access to the newly exposed water, while a nearby hold recognizes the landing as the entrance to a kingdom its own records had placed elsewhere.
A forested range runs along the western side of Ayokha’s river country and continues south into the peninsula. Granite and limestone rise through wet forest; short streams can make long journeys difficult. The Tavarun divide approaches and weather without forming a single, neatly administered frontier.
Tavarun Aeler tend to reveal themselves by degrees. From the path a settlement may show little more than a roof and a dark entrance. Within are successive sheltered spaces, stone walls softened by timber, and conversation that becomes less guarded as a guest is brought farther inside. Their reserve can coexist with an unhurried, durable attachment to neighbors. They do not need a summit above the clouds to possess gravity.
Foothill settlements include families who prefer human company to the restrictions of an upper hold, as well as families displaced from deeper workings. They remain settled communities; a porter, brewer, or parent does not become an Edgewalker or Mason by living there. Roots and water enter the undervaults beneath successive buried capitals. An old drain begins carrying carved fragments into a human village’s spring. The nearest hold can repair the channel, but the workers want to know why its inner face bears their grandparents’ marks.
Choose a community’s home range before deciding how open it is to outsiders. Then give its inhabitants room to differ. A sociable Kazurai household may retain its spare manners; a Wenkar hold can be secluded without becoming severe in the Himadri manner. These tendencies concern regional voice and imagery. They grant no automatic ability and dictate no individual personality.
The situations above are local adventure seeds. Their evidence establishes a problem, not a required answer about the origin of all Aeler. Decide what lies beneath the chosen settlement before play, provide ways to discover it, and let the people above it have interests beyond opening the door. Shared craft can make cooperation possible without requiring one crown, one catastrophe, or continuous passages beneath the entire East.