The Eastern Realms

“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.

Sihai

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.

Opening situation.

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.

For the GM.

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.

Sihai — “The Central Kingdom”

Key Demographics: Humans Capital City: Jingdu

Quick Reference

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.

Regional Situation

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.

Prominent NPCs of Sihai

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.

Names of Sihai

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
(Hall/Canal/Archive)

Examination hall with ink-stained desks; Grand Canal lock with barges queueing; Lethai-thora hidden archive behind a waterfall.

Spades — Places

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. 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]

  6. 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]

  7. 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]

  8. 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]

  9. 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]

  10. ♠\spadesuit 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]

  11. ♠\spadesuit 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]

  12. ♠\spadesuit 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]

  13. ♠\spadesuit 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]

(Censor/Merchant/Keeper)

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.

Hearts — People & Factions

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. 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]

  6. 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]

  7. 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]

  8. 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]

  9. 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]

  10. ♡\heartsuit 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]

  11. ♡\heartsuit 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]

  12. ♡\heartsuit 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]

  13. ♡\heartsuit 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]

(Forgery/Monsoon/Ancestor)

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.

Clubs — Complications/Threats

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. 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]

  6. 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]

  7. 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]

  8. 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]

  9. 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]

  10. ♣\clubsuit 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]

  11. ♣\clubsuit 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]

  12. ♣\clubsuit 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]

  13. ♣\clubsuit 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]

(Pass/Seal/Token)

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).

Diamonds — Rewards/Leverage

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. 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]

  6. 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]

  7. 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]

  8. 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]

  9. 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]

  10. ♢\diamondsuit 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]

  11. ♢\diamondsuit 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]

  12. ♢\diamondsuit 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]

  13. ♢\diamondsuit 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]

Censorate Audit Complications (d6)

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 −1-1 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.

Hidden Archive Discoveries (d8)

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.

Water Rights Disputes (d6)

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.

Quick use notes

Additional Features (Celestial Bureaucracy)

Lore Echoes (Cross-Expansion Hooks)

Sihai Superstitions (burn for +1+1 die once)

Thematic SB Spend Table

Minor Complications (1 SB)
Moderate Setbacks (2 SB)
Serious Trouble (3 SB)
Major Turns (4+4+ SB)
Region-Specific SB Options

Pursuit Ladder (Near / Mid / Far)

Boss Seeds (Brush & Mandate)

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:

In Sihai, the brush forgets nothing — and the Hollow remembers every erased name.

Nihori

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.

Opening situation.

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 GM.

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.

Nihori — “The Isles of the Dawn Spirit”

Key Demographics: Humans Capital City: Kurotani

Quick Reference

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.

Regional Situation

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.

Kurenai’s Claim

Campaign Timer [6].

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.

Prominent NPCs of Nihori

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.
Daimyo Strings (Quick Reference)

Names of Nihori

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
(Forge/Grove/Shrine)

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.

Spades — Places

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. 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]

  6. 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]

  7. 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]

  8. 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]

  9. 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]

  10. 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]

  11. 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]

  12. 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]

  13. 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/Maiden/Pirate)

Wanderer with a broken sword; Shrine Maiden with a copper bell; Pirate Captain with a brass hook.

Hearts — People & Factions

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. 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]

  6. 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]

  7. 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]

  8. 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]

  9. 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]

  10. 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.

  11. 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]

  12. 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]

  13. 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/Duel/Pirate)

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.

Clubs — Complications/Threats

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

(Token/Bell/Charm)

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).

Diamonds — Rewards/Leverage

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

Storm-Spirit Negotiation (d6 Outcomes)

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 +1+1 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).

Oni Cult Whispers (d8)

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.”

Duel Complications (d6)

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 −1-1 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 +1+1 die to intimidation but −1-1 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 +1+1 Kami Favor. If the story is false, the loser takes Harm 1 (spiritual backlash).

Kami Favor Boons (d6)

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 +1+1 Position.
Wind at Back (1 Favor) Your ship gains +1+1 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 +1+1 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.

Yokai Encounters (d8)

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 — +1+1 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 (+1+1 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 −1-1 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 +2+2 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.

Haunted Blades (Cursed Swords)

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 +1+1 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 +1+1 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) +2+2 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.

Quick use notes

Additional Features (Cultural Mechanics)

Lore Echoes (Cross-Expansion Hooks)

Nihori Superstitions (burn for +1+1 die once)

Thematic SB Spend Table

Minor Complications (1 SB)
Moderate Setbacks (2 SB)
Serious Trouble (3 SB)
Major Turns (4+ SB)
Region-Specific SB Options

Pursuit Ladder (Near / Mid / Far)

Boss Seeds (Honor & Oni)

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.

Optional Drowned-Empire Seeds

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.

Ayokha

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.

Opening situation.

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.

For the GM.

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.

Ayokha — “The Monsoon Throne”

Key Demographic: Human Capital: Ayodharaya

Quick Reference

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.

Regional Situation

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.

Prominent NPCs of Ayokha

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.

Names of Ayokha

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
(Market/Temple/Bridge)

A river market on stilts; a step-pyramid temple with monsoon carvings; a bridge that appears only once a century.

Spades — Places

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

(Merchant/Medium/Vigil)

River merchant with a boat of secrets; spirit-medium with a bowl of water; Lethai-ar Vigil with a green lamp.

Hearts — People & Factions

  1. 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.”

  2. 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.”

  3. 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.”

  4. 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.

  5. 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.”

  6. 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.”

  7. 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.”

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

(Flood/Rumor/Offense)

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.

Clubs — Complications/Threats

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

(Schedule/Voucher/Cord)

Monsoon schedule (predicts safe sailing days); silk voucher (trade goods at 10% profit); Lethai-ar witness cord (enforce any oath).

Diamonds — Treasures & Discoveries

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

Monsoon-Spirit Negotiation (d6 Outcomes)

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).

Nat Encounters (d8)

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.

Rice Terrace Hazards (d6)

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.

Monsoon Omens (d8)

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.

Quick use notes

Additional Features (Cultural Mechanics)

Lore Echoes (Cross-Expansion Hooks)

Ayokha Superstitions (burn for +1 die once)

Thematic SB Spend Table

Minor Complications (1 SB)
Moderate Setbacks (2 SB)
Serious Trouble (3 SB)
Major Turns (4+ SB)
Region-Specific SB Options

Pursuit Ladder (Near / Mid / Far)

Boss Seeds (Monsoon & Promise)

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.

Aelaerem of the Eastern Realms

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.

Opening situation.

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.

For the GM.

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.

Aelaerem of the Eastern Realms — “Rice, Salt, and the Ninth Step”

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

Entanglements

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.

Quick Reference

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.

Regional Mood: The Chore That Holds the World Up

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 Boundary’s Drift (Campaign Timer)

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:

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.

Work-Parties (clearing the timer)

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.

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.

What Steps Through (d6)

When Boundary Drift reaches 8, roll 1d6:

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

Breaches of the Rota (d6)

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.

Prominent NPCs of the Eastern Aelaerem

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.

Names of the Eastern Aelaerem

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
(Terraces/Groves/Shrines/Waters/Boundaries)

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.

Spades — Places

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

(Keepers/Guests/Quiet Powers)

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.

Hearts — People & Factions

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

(Neglect/Weather/Uncanny)

Rain that unpicks a knot a night; a week nobody wrote down; a lane that is one house longer than it was.

Clubs — Complications/Threats

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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).

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

(Tokens/Rights/Blessings)

Things given, not won: a week walked in your name, salt from the fourth terrace, a knot tied by somebody who knows how.

Diamonds — Treasures & Discoveries

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

Quick use notes

Additional Features

Lore Echoes (Cross-Expansion Hooks)

Eastern Aelaerem Superstitions (burn for +1 die once)

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.

Thematic SB Spend Table

Minor Complications (1 SB)

Moderate Setbacks (2 SB)

Serious Trouble (3 SB)

Major Turns (4+ SB)

Region-Specific SB Options

Boss Archetypes in the Eastern Realms Aelaerem

Faction Entanglements

Cross-Regional Ties

Encounter Seeds (Quick Hooks)

Aelinnel of the Inland Sea

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.

Opening situation.

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.

For the GM.

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.

Aelinnel of the Inland Sea — The Bell-Tenders

Key Demographic: Aelinnel (Gnomes) Capital: Aevrossa

Quick Reference

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.

Regional Situation

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.

Prominent NPCs of the Aelinnel

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.

Names of the Aelinnel

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
(Shrine/Bridge/Cove)

A floating shrine with copper bells; a bridge with a missing ninth plank; a spirit cove where offerings are left.

Spades — Places

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. 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]

  6. 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]

  7. 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]

  8. 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]

  9. 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]

  10. 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]

  11. 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]

  12. 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]

  13. 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]

(Warden/Counter/Builder)

Bell-Warden Tumble with a copper bell; Tide-Counter Mira with eight fingers; Shrine-Builder Orin with a counting song.

Hearts — People & Factions

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. 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]

  6. 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]

  7. 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]

  8. 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]

  9. 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]

  10. 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]

  11. 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]

  12. 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]

  13. 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]

(Squall/Pirate/Whirlpool)

A sudden squall — all navigation rolls at disadvantage; a pirate attack — pay cargo or fight; a spirit-whirlpool — lose 1 Supply to escape.

Clubs — Complications/Threats

  1. Sudden Squall — A storm rises from calm waters. Navigation DV +2. [WEATHER] The squall was summoned by an offended tide-spirit. Someone miscounted.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

(Charter/Bead/Stone)

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).

Diamonds — Treasures & Discoveries

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

Quick use notes

Additional Features (Cultural Mechanics)

Lore Echoes (Cross-Expansion Hooks)

Regional Superstitions (burn for +1 die once)

Thematic SB Spend Table

Minor Complications (1 SB)
Moderate Setbacks (2 SB)
Serious Trouble (3 SB)
Major Turns (4+ SB)
Region-Specific SB Options

Pursuit Ladder (Near / Mid / Far)

Boss Seeds (Bell & Count)

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:

In Aelinnel society, the count forgets nothing — and the ninth bell is never rung.

Lethai-al of Nihori

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.

Opening situation.

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.

For the GM.

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.

Lethai-al — “The Storm-Touched Wanderers of Nihori”

Key Demographics: Lethai-al Circuit Meeting Place: Morikage

Quick Reference

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.

Regional Situation

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.

Prominent NPCs of the Lethai-al

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.

Names of the Lethai-al

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
(Crossroads/Grove/Shrine)

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.

Spades — Places

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. 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]

  6. 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]

  7. 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]

  8. 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]

  9. 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]

  10. 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]

  11. 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]

  12. 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]

  13. 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]

(Elder/Keeper/Ronin)

Procession Elder Kenji with a tally stick; Tide-Charm Keeper Yuki with an oiled pouch; Wandering Ronin with a sake cup.

Hearts — People & Factions

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. 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]

  6. 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]

  7. 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]

  8. 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]

  9. The Hollow-Bound — A corrupted ancestor spirit speaking through a living host. It demands a name. It offers power. It takes memory. [THREAT]

  10. 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]

  11. 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]

  12. 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]

  13. 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]

(Duel/Pirate/Ashfall)

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.

Clubs — Complications/Threats

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

(Charm/Arrow/Cup)

Storm-charm (one weather bypass); broken arrow (proof of oath); sake cup (right to demand a fair duel).

Diamonds — Rewards/Leverage

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

Quick use notes

Additional Features (Cultural Mechanics)

Lore Echoes (Cross-Expansion Hooks)

Lethai-al Superstitions (burn for +1 die once)

Thematic SB Spend Table

Minor Complications (1 SB)
Moderate Setbacks (2 SB)
Serious Trouble (3 SB)
Major Turns (4+ SB)
Region-Specific SB Options

Pursuit Ladder (Near / Mid / Far)

Boss Seeds (Wave & Procession)

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:

In Lethai-al society, the sea forgets nothing — and the ninth wave remembers every name.

Lethai-ar of Ayokha

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.

Opening situation.

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.

For the GM.

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.

Lethai-ar (Ayokha)

Key Demographics: Lethai-ar Capital City: Nakhon Phanom

Quick Reference

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.

Regional Situation

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.

Prominent NPCs of the Lethai-ar (Ayokha)

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.

Names of the Lethai-ar (Ayokha)

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
(Wharf/Temple/Cord-House)

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.

Spades — Places

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. 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]

  6. 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]

  7. 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]

  8. 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]

  9. 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]

  10. 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]

  11. 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]

  12. 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]

  13. 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/Cord-Maker/Spirit)

Vigil Lady Suyin with a green lamp; Cord-Maker Tama with silk-dyed fingers; the River-Spirit with wet hair and riverweed.

Hearts — People & Factions

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. 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]

  6. 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]

  7. 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]

  8. 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]

  9. 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]

  10. 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]

  11. 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]

  12. 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]

  13. 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]

(Flood/Rumor/Curse)

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.

Clubs — Complications/Threats

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.”

(Lamp/Cord/Mirror)

Vigil lantern (social edge); silk witness cord (enforce any oath); monsoon mirror (reflects hidden intentions, one use).

Diamonds — Rewards/Leverage

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

Quick use notes

Additional Features (Cultural Mechanics)

Lore Echoes (Cross-Expansion Hooks)

Lethai-ar Superstitions (burn for +1 die once)

Thematic SB Spend Table

Minor Complications (1 SB)
Moderate Setbacks (2 SB)
Serious Trouble (3 SB)
Major Turns (4+ SB)
Region-Specific SB Options

Pursuit Ladder (Near / Mid / Far)

Boss Seeds (Cord & River)

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:

In Lethai-ar society, the river forgets nothing — and the witness cord remembers every word.

Lethai-thora of Sihai

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.

Opening situation.

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.

For the GM.

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.

Lethai-thora — “The Silent Ledgers of Sihai”

Key Demographics: Lethai-thora Capital City: Linshu

Quick Reference

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.

Regional Situation

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.

The Fledging of the Empire

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.

Prominent NPCs of the Lethai-thora

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.

Names of the Lethai-thora

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
(Archive/Chamber/Shrine)

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.

Places

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. Silent Scriptorium — A hall where scribes copy scrolls without speaking. They write with their left hands. Their right hands are for swearing oaths. [LABOR]

  6. 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]

  7. 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]

  8. 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]

  9. 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]

  10. 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]

  11. 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]

  12. 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]

  13. 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/Scribe/Chancellor)

Keeper Lian with a brass lamp; Scribe Wei with ink-stained fingers; the Quiet Chancellor with a sealed letter.

People & Factions

  1. 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]

  2. 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]

  3. 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]

  4. 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]

  5. 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]

  6. 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]

  7. 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]

  8. 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]

  9. 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]

  10. 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]

  11. 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]

  12. 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]

  13. 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]

(Scroll/Forgery/Witness)

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.

Complications/Threats

  1. 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.

  2. 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.

  3. 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.

  4. Archive Fire (Accident) — A lamp falls. Scrolls burn. The smoke forms names. [DISASTER] The names are those of the keepers. One is yours.

  5. 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.

  6. 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.

  7. 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?”

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

(Scroll/Stone/Cord)

Forbidden scroll (one truth no one wants spoken); context key stone (unlocks one scroll’s meaning); memory-thread (a cord containing a secret).

Rewards/Leverage

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

Quick use notes

Additional Features (Cultural Mechanics)

Lore Echoes (Cross-Expansion Hooks)

Lethai-thora Superstitions (burn for +1 die once)

Thematic SB Spend Table

Minor Complications (1 SB)
Moderate Setbacks (2 SB)
Serious Trouble (3 SB)
Major Turns (4+ SB)
Region-Specific SB Options

Pursuit Ladder (Near / Mid / Far)

Boss Seeds (Ink & Silence)

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:

In Lethai-thora society, the ink forgets nothing — and the silence remembers everything.

Aeler of the Eastern Ranges

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.

Sihai: dividing ridges and wooded hills

The Qianvar Mountains — the Middle Rampart

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.

The Yundrath Ranges — the Folded Mountains

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.

The Wenkar Hills — the Rain-Green Steps

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.

Nihori: snow and fire

The Kazurai Ridges — the White Spine

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.

The Akazun Mountains — the Ember Crowns

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.

Ayokha: upland basins and the long wet ridge

The Thanek Uplands — the High Basins

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.

The Tavarun Range — the Long Rainwall

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.

Using the ranges

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.