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Peoples and Cultures, Volume II

Expansion Playable Ancestries & Cultures Ykrul · Vilikari · Mistlands · Deep Roads Volume II Author: Nicholas A. Gasper

Volume I covered the peoples who live where the roads are paved and the law is written down. This volume covers the rest of the north and east: the horse-peoples of the Violet Steppe and the road-people who trade with them, the provinces the mist took, and the polities under the stone that no surface charter recognises.

What these peoples have in common is that none of them can be reached by a magistrate. They are governed — thoroughly, in some cases ferociously — but by compact, repute, hostage-string and salvage claim rather than by writ. A party that walks into any of them expecting to find someone in charge has already failed the first roll.

Section V adds four peoples that the setting has always implied and never written down: steppe half-bloods, deep-road ratkin, the sky-sworn of the signal towers, and those born inside the Mistlands after the breath came. They are built exactly like every other entry here, and each is placed on a specific road with a specific grievance, because a people without either is a costume.

Contents

I. The Ykrul — People of the Violet Steppe
Ykrul — The People of the Violet Steppe The Ykrul Ways Repute, Standing, Debts How Ykrul Win (beyond the blade) The Vilikari Compact Regional Notes (quiet variety) The Ykrul Thirty-Six Sayings The Ostrikari (Ikari) — Host of the Open Steppe
II. The Vilikari — The Road People
Aveh — The Rider Behind the Storm Origins & Shape Law, Hustle, and How They Win Etiquette Strings (Receipts you can spend) Institutions & Everyday Faces Relationships on the Edge Running Vilikari PCs (Hats, not classes)
III. The Mistlands
What the Mistlands Are Now Peoples of the Mistlands The Direwood (The Wound in the World) New Mechanics History of the Mistlands (GM-Facing)
IV. The Deep Roads
I. Peoples & Polities Below II. Geography & Economies of Depth III. Procedures Under Stone IV. Etiquette & Law (Position wins) VII. Strings & Diamonds (carry these)
V. Four Peoples Newly Set Down
New Peoples of the North, the Steppe and the Deep

I. The Ykrul — People of the Violet Steppe

Ykrul — The People of the Violet Steppe

Kon'reh as sacred geometry, memory of the Wake, and a world seen in lines, weights, and exits

“Through the Wake, Across the Meadow, Into the Stone.”

I. The Great Migration (Wake-Law)

Ykrul memory begins with flight: homesteads abandoned under a wrong sky, flotillas stitched from last ropes, and an ocean learned by star and sound. They call that crossing the Great Wake. Every clan keeps a coil of salt-stiff rope—the Salt Line—uncoiled before serious speech to place all present “under Wake-law”: plain words, straight debts, no riddles.

How they think: the Wake taught them that survival comes from reading flow (what moves), weight (what holds), and exit (what opens). Kon'reh will codify this—but the Wake is the first proof.

II. Lands After Landfall
The Violet Steppe (Meadow)

Wind, hooves, and shallow lakes. Herd-bands form ring-camps (tents inward, cookfires outward); visitors call at the outer fire and announce themselves. Major decisions take place “by Bowl and Board”: the Bowl to test plain fairness, the Board to model routes and concessions.

The Eastern Steppes

Vaster, colder, older. Sky cairns mark wind and weather; riders replace a fallen stone and leave an ember as courtesy to strangers and spirits. Ward-storms roll in sheets; Kon'reh analogies (flow/weight/exit) double as actual storm-reading.

Mountain Holds

Knife ridges and pass-stones. Mountain Ykrul are infamous even among Aeler captains: hard meat, harder hospitality. They swear Stone-Oaths at marked passes and genuinely believe a broken promise wakes the ridge (and avalanches have a long memory). Climbing gear is braided rope and iron wrapped in cloth; iron bares teeth only in war.

Salt Coasts

Sea Ykrul cut sleet-thin wake-cutters and braid hullcraft with Linnic tricks. Harbor politics oscillate between Blue Moots (truce and tariff) and dawn raids. They swear by the Three Knots (helm, mast, rudder) and settle maritime disputes at a beach-board chalked into wet sand.

III. Kon'reh: Sacred Geometry Lived

Kon'reh is both a table game and a theology of place: the Meadow (pressure and path), the River (flow and change), the Stone (weight and witness). The Concordance—commentary cycles on Kon'reh and cosmology—treats roads, rivers, and ridges as the language of intention. Ykrul do not separate “strategy” from “ethic”—to place well is to behave well: no route you can't defend, no exit you build only to close behind weaker feet.

It's not their only game. Ykrul play river dice (eddy-based gambling), knot puzzles (one-breath releases), horse-circles (precision riding), and salt-bones (story-sticks cast in patterns). But Kon'reh is how elders teach children to think about promises, borders, and the dignity of ground.

IV. Law, Diplomacy, War—Seen in Lines
V. People & Institutions
VI. Aesthetics & Speech
VII. Rivals & Kindreds
VIII. Festivals & Omens
IX. Adventure Seeds
  1. The Bowl at the Ford. Meadow Judges convene; a toll war brews between Sea Ykrul and Linns. Your party may broker a concession that becomes a season-long ford right.
  2. Stone-Oath Winter. A pass promise broke itself; avalanches argue like lawyers. Reset the oath before a rival Aeler captain “fixes” the ridge with iron.
  3. Silence Furlong, Broken. Someone spoke and cut grazing under the roof-trees; restore trust with a geometry both sides can live in.
  4. The Stolen Board. A Kon'reh Master's stones—heirlooms from First Meadow—are missing on the eve of a marriage pact. Recover them or design a substitute set both clans will accept.
  5. Blue Weather Choir. Ward-storms roll from the Eastern Steppes; sing with Sea Ykrul and Linn captains—or watch the harbor tear itself in half.
X. Portraying the Ykrul

For the Ykrul, Kon'reh is not simply a pastime. It is the proof that the world has form—and that people owe each other exits.

The Ykrul Ways

Where: violet grass, ring-camps, shallow lakes. Known for: fast musters, moving markets, distance diplomacy. Kin Gifts (pick 2): Herd-Mastery; Weather-Reading; Caravan Craft; Route-Planning (Kon'reh framing). Strings: rain-marker rod; herd-tally braid; windbreak right. Timers: 6; 6.

Where: pass-stones, winter bowls, knife ridges. Known for: holding lines, winter stores, signal sense. Kin Gifts: Stone-Sense; Counterweight Engineering; Rope-Craft; Avalanche Reading. Strings: pass-stone mark; winter fodder charter. Timers: 6; 4.

Where: rocky inlets, island runs, river mouths. Known for: pilots, moots, storm windows. Kin Gifts: Storm-Seamanship; Harbor Dues; Shoal Mapping; Blue Moot Etiquette. Strings: harbor priority; wake-rivet list. Timers: 4; 6.

Where: sky cairns, ward-storm belts, long legs. Known for: exit-finding, omen-reading, cross-cultural guides. Kin Gifts: Cairn-Talking; Ward-Storm Guidance; Long-Leg Logistics; Silence Furlong Etiquette. Strings: cairn ember; guide-right. Timers: 4; 4.

Repute, Standing, Debts

Repute [6] — kept bargains, delivered goods, exits honored. 0–2: distrusted (Position –1 in negotiation) • 3–4: reliable • 5–6: sought-after (Position +1, tempting target).

Standing [6] — weight in councils and moots. 0–2: marginal • 3–4: contributor • 5–6: chair/warden (responsibility timers light).

Debts [4] — dues, oaths, promises. At full: dues come due (court, kin, or market).

How Ykrul Win (beyond the blade)

Banked Fear (Reputation Economy)

On entering a venue where your fierce name precedes you, mark Banked Fear (1). Spend 1: force Parley First (one roll of talk before a fight can start) or shift one enemy action to Controlled (they flinch at your name). If you bluff and then fail to deliver, erase all Banked Fear until you win publicly.

Logistics Edge (Strings \ DV)

Convert any cache String (fodder lot, water right, hidden wharf) into DV –1 on a relevant leg or score. If used to starve an innocent district, flip it: DV –1 becomes a public Debts +1.

Kon'reh Arbitration (Geometry of Mercy)

Model roads, exits, and lanes in talk. On success, create a Seasonal Concession String at a ford/harbor/pass that either side may call once/season without offense.

The Vilikari Compact

A ledger written in other hands

The Ykrul and Vilikari have fought, married, traded, and cheated together across three coasts. The Syndicate likes coin that moves; the Ykrul like routes that hold. Between them grew the Compact: when Ykrul choose where and when, Vilikari decide how hard.

The Four Sacks of Ecktoria

Older Ykrul speak of four autumns when Ecktoria's pride buckled. The banners were Ykrul. The bulk of the street-fighting were Vilikari crews—bought dear, pointed like a storm, paid on the steps. Quartermasters with Kon'reh boards widened alleys into lanes, closed gates with carts, and fed the fists who did the breaking. The lesson stuck: win the routes; hire the hands. It left Ecktoria wary, the Vilikari rich, and the Ykrul rumor larger than their numbers.

Table Levers (Compact)

Regional Notes (quiet variety)

Mid Ahkaz

A city that learned to breathe in seasons: fairs that walk, courts that listen before they price, and neighborhoods where Ykrul calendars hang beside local saint-days.

Ecktoria

Stone streets remember hoofbeats. Some doors open, some spit. Hirelings keep their eyes on the purse and the alley mouth. The Syndicate keeps longer books than it admits.

Vhasian & Viterran Cities

River towns price the tide; hill markets price the view. A banner can get you an audience; a good ledger gets you paid.

The Ykrul Thirty-Six Sayings

They measure war not in strategies, but in breaths left to their foe.

  1. Let the River Freeze Before You Cross Do not rush from your Home Apex. A Blue that leaves too early is a calf separated from the herd. Let the opponent make the first shape; your bridge will be built upon their impatience.
  2. Borrow a Corridor to Trap a King When the enemy carves a path toward your sanctum, let it deepen while you count his exits. Then seal the mouth behind him. Their ambition becomes their tomb.
  3. Kill With a Borrowed Blade Your Reds are cheap. Their purpose is to be spent. Lure the enemy's Orange into capturing a Red, placing it where your Blue can hop over it and land clean on the empty square beyond to strike a greater prize.
  4. Watch the Fire Burn Across the River When the enemy's Blue is Rooted after a Seed, do not panic. They have spent their breath to gain a piece. Use their immobility to post your lids and print your lanes. Let them burn their own tempo.
  5. Loot a Burning House Strike only when the enemy is committed elsewhere. A Blue in the Cross is a house with one door. A Blue after its second special is a house on fire. Plunder it.
  6. Hide Your Dagger Behind a Smile Telegraph a threat on one flank. When they shift their lattice to meet it, strike on the silent file they were forced to weaken.
  7. Cross the Sea by Fooling the Sky Make a small, obvious move to hide a greater one. A Red slide of two squares can scream so loudly it deafens them to your Orange sliding three elsewhere.
  8. Cull a Kid to Save the Herd A Green is a piece of tempo, not a piece of value. Let it be captured if it baits their Blue into a square from which it cannot escape your true trap.
  9. Take the Opportunity While He Counts Another Man's Breaths When your foe runs the Reforge, do not chase. Weld the penult squares to drown his lanes, or open an SSI-safe Seed of your own while his eyes are on the banner timer.
  10. Point at the Ford to Close the Sluice Verbally threaten a Sanctum seed. Let them waste moves reinforcing it. Then seed from the opposite Sanctum they left under-strengthened.
  11. Draw the Log from Under the Cauldron Do not attack the strong Blue head-on. Attack the weak Red that supports its escape route. Remove the log, and the cauldron tips itself.
  12. The Cicada Sheds its Shell Leave a Red in a seemingly vulnerable position. When they capture it, they reveal the lane your Green uses to sprint for their Home Apex in the endgame.
  13. Shut the Doors to Catch the Thief Do not chase the Reforge runner. Instead, seal every avenue to your own Home Apex. Let them run themselves to exhaustion against walls of your making.
  14. Feign Madness but Keep Your Balance Let your board appear disordered, with gaps and holes. This is not madness. This is a throat, and you are the one who controls when it closes.
  15. Lure the Tiger Down the Mountain Draw their Blue from its fortified Home Apex into the center. The steppe is vaster than their stone keep. On open ground, the hunter has the advantage.
  16. To Catch Something, First Set it Free If you cannot immediately punish a Blue entering your territory, let it pass. Your pieces behind it are a net it does not see. Capture it on its retreat, when its specials are spent and its paths are closed.
  17. Cast a Stone to Draw the Stallion Sacrifice an Orange only when the net is already knotted. A Blue capture is jade if the five breaths of Reforge are already dead on your map.
  18. Defeat the Enemy by Capturing Their Chief The game is not won by capturing pieces. It is won by capturing the Blue and then proving the five breaths of Reforge are a death sentence. All other victories are illusions.
  19. Let the Rain Fill the Ditch Before You Cross Force the enemy to expend effort and resources prematurely; let their strength wane in the waiting.
  20. The Reed Bends, the Oak Breaks Yield to overwhelming force, but do not break; preserve your core to fight another day.
  21. Weave the Snare with His Own Threads Use the enemy's strength, pride, or methods against them; let them build their own trap.
  22. A Distant Banner Casts No Shadow A threat far away is no threat at all; control the center, and distant kings will kneel or starve.
  23. The Well is Poisoned at its Source Strike the enemy's will to fight before striking their body; break their spirit, and their strength follows.
  24. Do Not Share the Cup of Lies Trust, once broken, cannot be mended; if you must deceive, do so cleanly and ensure it is never discovered.
  25. The Guest Who Outstays His Welcome Steals the Host's Peace Allow no force, however small, to remain within your lines uncontrolled; hospitality has its limits.
  26. A Single Grain Does Not Break the Starving Man's Fast Small kindnesses mean nothing to the desperate; offer aid only when it can shift the balance of power.
  27. Measure the Wind, Not the Banner Judge the strength of your enemy not by their display, but by the force that moves them.
  28. A Silent Horse Leaves No Track Move your true strength unseen and unheard; let whispers precede your strike.
  29. The Forge Glows Hottest Before the Break The enemy is most vulnerable not in weakness, but in the moment before their transformation or greatest effort.
  30. The Vulture Waits Not for the Cry True opportunity comes not with fanfare, but in the silence before the fall.
  31. Speak Softly, and Carry the Unseen Blade Let diplomacy smooth the way, but ensure your threat is always present, even if unspoken.
  32. The Map is Not the Meadow Do not become so enamored with your plan that you forget the ground beneath your feet changes with every step.
  33. A Broken Bridge is Easier to Defend Destroy what the enemy relies upon; make their strength a liability.
  34. Count the Breath Between the Beats Victory belongs to he who controls the rhythm; master the pause, and you master the moment.
  35. The Herd Moves as One, but Feeds as Many Unity of purpose does not require equal reward; know who is the shepherd and who is the sheep.
  36. The Game Ends When the Last Player Forgets the Rules True mastery is making the enemy forget they are playing until it is far too late.
0. The Unwritten Strategy: Count Exits, Not Victims

The greatest strategy is not listed, for it is the breath before all breaths. Before you move, count the number of ways your foe can flee. If the number is greater than zero, you have not yet won. You have only begun to fight.

The Ostrikari (Ikari) — Host of the Open Steppe

Confederated riders, oath-law, and the winter mathematics of survival. The Ostrikari are a people of movement and assembly. In peace, they are wagon-circles, remount strings, and wintering compacts. In war, they become the Host: a temporary confederation sworn by oath-rings and overseen by the Thing of Spears. Their strength is not faceless number but the public law that binds them, the herds that feed them, and the memory of winters survived.

Pillars of Identity
Why They Did Not Assimilate
Law & Custom
Economy Beyond Raiding
War Doctrine of the Host
Assembly.

Clan warbands + oath-companions + wagon guards. A crisis raises a war-king for a season; the Thing must reconfirm after the campaign.

Operational Art.
  1. Screen & Starve. Light horse screens, deny forage, scorch the raiding belt the foe needs.
  2. Wagon-Lager. Defensive ring that turns mobility into a fortified camp.
  3. Shock Window. Concentrate for two days: break a gate, force a crossing, or vanish.
Taking & Restraint.

Preference for intimidation, blockade, ransom tables, and bribery; saps and rams appear only with hired or allied engineers. Oathbound limits protect bread-lands and shrines that paid guest-right; violations trigger Thing inquiries.

Faith & Story
Factions Within the Confederation
Look & Sound
Mechanical Hooks (Fate's Edge)
Tags.

Mounted, Wagon-Lager, Forage Denial, Reputation Oath, Guest-Right.

Timers.
DV & Position Cues.
Scene Frames
Adventure Seeds
  1. The Wagon-Judge's Bell. A judge lies slain; find the killer before the Thing outlaws the wrong clan.
  2. Host on the Border. Draft a federate compact; elders demand clauses on guest-right and winter pasture.
  3. The Burned Belt. Bread-lands torched and blame laid falsely; clear the name before the host radicalizes.
  4. Storm-King for a Season. Two chiefs tie the oath-ring to a neutral PC as war-king to stop a feud—survive the winter inquiry.
Contrast at the Table

[Keeper Guidance] Show mass and momentum through wagons, forage, and remounts—not faceless waves. Keep procedural justice visible: Thing, wergild, outlawry, fosterage. Let internal arguments breathe: Open-Hand vs Iron-Hand; Fury vs Measure. Make oathkeeping costly and admired—villainy is breaking oaths, not being “barbaric.”

ectionComplications that Feel Like Them

II. The Vilikari — The Road People

Aveh — The Rider Behind the Storm

Non-binary patron of freedom, edges, and the unclaimed road

“No road owns me. No name cages you. Ride.”

I. Names, Faces, Signs

Aveh rides where borders fray: along stormfronts, river booms, city rooftops, ridgebacks, and the hush between a question and an answer. Neither man nor woman (and not “both” so much as other), Aveh is called when people refuse a cage or cannot fit the one built for them.

II. The Road's Mercy (Doctrine)

Aveh's teaching is simple and sharp, like rain on hot stone.

Among Ykrul, this reads as the conscience inside sacred geometry: a route is only honest if those who must walk it can refuse.

III. Shrines, Rites, and Everyday Practice

Freehouses (door-bells, unlatched latches) are Aveh's favored shrines in towns and on roads. Custom says: no questions first, names after consent, doors unlatched unless danger presses.

IV. Adherents & Households

Nameless Riders are wandering mystics of Aveh: weathered cloaks, a bell, and writs that petition courts or clans to release people from unjust bonds. Some practice total unnaming for a season; wiser ones keep one thread (a color, a song) to anchor self.

Households of the Open Door are ordinary faithful: shelter-keepers, caravan hands who smuggle people rather than goods, clerks who “lose” bad papers, pilots who wave through the right boat on the wrong day. Chosen families flourish here.

V. Law, Courtesy, and Crossroads

Aveh does not despise law; Aveh despises coerced law. In Ykrul country, Bowl before Board becomes Open Name before Bowl: the courtesy of naming precedes fairness, which precedes geometry. Harbor captains hang wind-bells during Blue Moots to signal that refugees and misfits pass first. In courts fond of verbal traps, Aveh's folk state both the words of an agreement and the freedom those words must preserve.

VI. Omens & Visitations

A door that will not latch on a still night; a sudden scent of rain indoors; a bridle ring in a gutter; a lantern that refuses to light until a question is asked kindly. Aveh appears as a rider without reins, a voice like wind through reeds—precise, amused, never cruel.

VII. Tokens & Strings (in play)

Optional table norm: When a PC protects someone's autonomy at a cost, grant Storm's Favor (1); spend to shift Position/DV in escapes, parleys, and boundary crossings that harm no bystander.

VIII. Cross-Cultural Notes
IX. Adventure Seeds
  1. The Door That Wouldn't Latch. A latch refuses to hold; behind it, papers forged under duress. Fix the bind, not the door.
  2. Break-Reins at First Storm. A contract hides a coercive clause; ride the festival's chaos to unmake it without blood.
  3. Unbinding Letters. Three border posts; three different lawful traps; one caravan carrying freedom writs.
  4. The Nameless Rider. A mystic erased so much that their allies forgot the revolution they began. Find the anchor and give the name back.
  5. Blue Moot Without Toll. Harbor captains demand papers from refugees; persuade them to declare a toll-free moot for one night—and hold the line when profiteers push back.
X. Portraying Aveh

Lead with courtesy that opens space. Make names holy and doors unlatched unless danger presses. Let storms change the scene toward mercy. When in doubt, ask: Where is the exit, and who needs it most?

The Vilikari are natives of Ecktoria's river valleys and the Violet Steppe fringe, living where forts end and pasture begins. To imperial clerks they're “barbarians” (an exonym with teeth); to caravaners and captains they're the people who can make a bad road pay by morning. Their reputation—hustlers, fixers, smugglers—isn't a destiny so much as a practiced craft: reading law and landscape at the same time.

They sit at three tables at once:

When the Ykrul “sacked Ecktoria” four times, it was often Vilikari cohorts who opened gates, fed horses, and brokered pay—route victories more than field ones.

Origins & Shape

After the Wake, Before the Walls

When the first Meadow bands pushed west, some families settled where ferry rights and pasture dues interlocked. Those families—later called Vilikari—built ring-forts on hill spurs, river quarters under bridges, and road-camps that could fold in an hour. They learned imperial paper because it moved grain; they learned Kon'reh because it moved people.

Three Houses, One People

Expect intermarriage and seasonal migration between the three; expect cousins in every garrison town from Mid Ahkaz to the Ecktorian road hubs.

Law, Hustle, and How They Win

Reed-Law (bend, don't break)

A ledger you can bend is worth more than a bridge you can't cross. Vilikari law centers on procedural mercy: show the rule, then the exception, then the witness who makes it stick.

Night Roads

The Vilikari art of moving goods or people through legitimate gaps—after bell, before dawn, with a paper that's almost right. It's not crime by default; it's a relief valve for systems that jam.

Kon'reh as streetcraft

Ykrul sacred geometry—flow/weight/exit—is applied to kiosks, toll lanes, and patrol routes. The Vilikari don't outfight a checkpoint; they re-price the route until the gate opens for someone.

Black Banner Accounts

Their long partnership with the Black Banner (a mercenary franchise) taught them payroll discipline and camp hygiene. In many campaigns the Banner provides muscle, the Vilikari provide supply, scouts, and brokers, and the empire provides the contracts—until the price changes.

Etiquette

Use these as Position/DV levers at the table; no new math.

Present any writ under a lit lamp and read it aloud—including the margins. Effect: Position +1 on bureaucratic scenes; on a miss, start Imperial Audit [4].

Lay out public and private prices together (“said/meant”). Effect: DV −1 to close a deal; if you hide the second ledger, tick Night Road Heat [4].

Pour for the guard before yourself. Effect: First social SB against you can be converted to Heat +1 instead of a complication.

In any parley with mercenaries, keep a spear or flag upright by the entrance. Effect: Once/scene you may turn a melee into a negotiation without changing venues.

Strings (Receipts you can spend)

Institutions & Everyday Faces

Reputation as Tool

“Hustler, smuggler, barbarian.” The Vilikari let empire call them names because fear makes prices better. Anyone who's needed a quiet crossing learns quick who they really are.

Relationships on the Edge

Ykrul

Cousins by road. Vilikari serve as interpreters of Kon'reh to imperial courts and of paper to meadow judges.

At the table: Bowl $$ Board + Two Weights creates season-long rights everyone honors.

Ecktoria

Love–hate. Vilikari run the empire's markets after dark and its fords at dawn. Clerks call for audits; generals ask for guides.

At the table: Spend a Reed Chit to turn a checkpoint into a transaction.

Black Banner

Familiar. The Banner trusts Vilikari quartermasters because feed and pay arrive on time. If Banner Debt fills, trust evaporates fast.

Aeler & Lethai

Aeler hire Countkeepers; Lethai trade seed-tithes for night ferry know-how. Vilikari often mediate keystone vs. hedge disputes for a fee.

Running Vilikari PCs (Hats, not classes)

III. The Mistlands

What the Mistlands Are Now

The Three Truths of the Mistlands
  1. The fog is not weather. It is a wound. It rises from the Alder Throne, where the warden fell, and it remembers what was forgotten – specifically, the name of the heroine who bound him.
  2. Bells are law. Every village has a bell-warden. Every crossing has a bell-chime. Strike the wrong note and the fog takes notice – but ring true in remembrance, and the fog hesitates.
  3. The Aeler own your breath. Their wards keep the dead down, but the price is perpetual – in labor, in loyalty, in the slow erosion of self. Yet their true purpose is not oppression, but preservation: they maintain the wards that hold back the fog until the heroine's name is remembered.

Peoples of the Mistlands

Mistlanders (Mixed Ostrikari and Linn)

The majority population. They speak a creole of Ostrikari breath-counting and Linn salt-oaths. Their houses are built with westward-facing doors (windward; the fog comes from the east) and every room has a silence bell – a small bronze bell that rings if a spirit enters.

Cultural touchstones:

Aeler Wardens (The Protectorate)

Dwarven engineers, clerics, and spirit-shields who maintain the bell-lines. They live in fortified vent-keeps along the eastern ridge. They do not mix with locals. They wear hoods lined with silver mesh to prevent possession.

Typical Aeler Warden:

The Unshrouded

Mistlanders who have rejected the Compact. They live in hidden valleys, trading with smugglers and paying no tithe. They are hunted by both the Aeler and the fog. Some have learned to bind small spirits into iron cages – a dangerous and heretical art, for binding spirits without remembrance only feeds the fog's hunger for forgotten names.

The Linn Heroine's Descendants (If Any)

Spiral, fractured families who claim descent from the forgotten heroine. They carry a white braid in their hair – the color of lost memory. They are respected and pitied. Many become bell-wardens, hoping to earn enough grace to learn her name – for they know that only by speaking it can the mist be turned back.

The Direwood (The Wound in the World)

The Direwood is not a forest. It is the warden's curse made forest. Trees grow from bone. Rivers run gray. Animals have too many eyes. The Direwood covers the eastern half of the Mistlands, and it is expanding. The bell-lines hold it at bay – for now, but only because they are maintained in remembrance of what was lost.

What lurks within:

New Mechanics

Bell-Ringer (Minor Talent, 2 XP)

You have trained with the village bells. Once per scene, when you hear a bell (including your own), you may:

: If you ring a bell without first checking the ward-pattern (i.e., without invoking remembrance), you may tick the Fog Attention timer (see below).

Ward-Salt (Minor Asset, 4 XP)

A pouch of consecrated salt from the Aeler pan-works. Use a handful:

: A pouch has 3 uses. Refill requires a journey to an Aeler vent-keep and paying the tithe (a memory, a lock of hair, or 1 XP).

Fog Attention Timer

Every time the party fails a roll involving the fog, a spirit, or the Direwood while forgetting what must be remembered, the GM may tick the Fog Attention [6] timer. When it fills:

Reducing the timer requires a ritual at a bell-line while speaking a fragment of the heroine's name (spend 1 Boon per segment, or a service to the Aeler framed as an act of remembrance).

The Tithe of Breath (Narrative Obligation)

Each Mistlander character (or character who has lived in the Protectorate for more than a year) owes a Tithe Timer [4] to the Aeler. Advance it when:

When the timer fills, they must choose:

History of the Mistlands (GM-Facing)

The Alder Throne and the Fortress Heart

A low hill crowned with petrified oak and bleached bone – but this is only the surface. Beneath, the warden's corpse feeds a forest grown from bone and root: the Fortress Heart. Here, halls pulse faintly as if remembering breath, and at the very center stands the stone spear, planted by the Linn heroine. No one has been able to pull it free. It is said that only one who speaks her true name can draw the spear, and that doing so will end the mists – or release something worse.

At the foot of the throne stands the spear, planted by the Linn heroine. No one has been able to pull it free. It is said that only one who speaks her true name can draw the spear, and that doing so will end the mists – or release something worse.

The Aeler Compact (Keystone of Suffering)

Signed in blood and bell-bronze, this contract established the Mistlands Protectorate. Key clauses:

Violating a clause does not bring punishment – it brings ward withdrawal. The Aeler simply stop maintaining the bell-lines in that village. The fog does the rest – but only if the heroine's name remains forgotten. Should her name be spoken in true remembrance, the wards strengthen even without Aeler aid.

IV. The Deep Roads

I. Peoples & Polities Below

Lethai-ar — Courts of Web & Scale

Wood-kin sworn to Inae (the Weaver) or Isoka (the Serpent Queen), ruling shadow-vales, web-bridges, and mirror chambers.

Aeler — Holds of Stone & Covenant

Mountain folk whose under-roads and keystone works keep nations standing. Below ground, negligence kills strangers years after the negligent are buried; Aeler custom therefore treats maintenance as both civic memory and moral duty.

Mazereth — Pressure Guilds & Root-Warrens

Deep tunnelers (a subculture of the Aelinnel “People of Sums”) who live by math and marrow: pressure shafts, root-veins, earthen acoustics.

II. Geography & Economies of Depth

Road Types
Trade & Tithe

III. Procedures Under Stone

Tracks (keep visible)

When Air or Light $$ 4, all risky maneuvers start one Position worse unless you cash a String (lamp, bell, mirror) or switch Intent to Survey.

Intent Dial (per leg)
DV Ladder (pick base by route)
SB Menu: Under-Realms (Keeper)

IV. Etiquette & Law (Position wins)

VII. Strings & Diamonds (carry these)

sectionStrings & Diamonds

See the Strings and Diamonds section (see page ) for details on use.

V. Four Peoples Newly Set Down

New Peoples of the North, the Steppe and the Deep

Four archetypes that the Amaranthine has always implied and never written down. Each is built the same way as any other people in these volumes — an Affinity, a Limit, three Gifts, Strings, and one thing the culture will not do — and each is placed in a region rather than floating free, because a people without a road and a grievance is a costume.

The Ostkin — Steppe Half-Bloods

The children of the Ykrul Compact seasons: Ykrul on one side, Vilikari or settled-country on the other, raised in neither camp entirely. The steppe's answer to the half-orc, and treated about as well. An Ostkin has a Ykrul's reach and shoulders and a road-speaker's ear, and every host they ride with will eventually make a joke about which half is talking. They hold the Compact together in practice, because they are the only people both sides will accept as a witness.

Affinity: +1 Position on Endurance, or on any roll made as a go-between. Limit: −1 Position on Presence in any assembly that is formally one people's.
Gifts: Two Tongues (never mistaken in either language, including the insults); Compact Witness (your account of an agreement is accepted by both sides once per session); Long Seat (ride or march a day further than anyone expects).
Strings: a hostage-string from each side; a horse owed; a name in two registers.
Will not: swear to one side exclusively. An Ostkin who does stops being Ostkin, and both sides note it.

The Ghyll — Deep-Road Ratkin

Small, quick, numerous, and the only people who know the deep roads the Aeler abandoned. The Ghyll did not build the underways and they say so cheerfully; they inherited them, the way a family inherits a house too large to heat. They run the salvage trade, the message runs, and the parts of the depth economy that require somebody to fit through a gap. Aeler law does not recognise them as a polity, which the Ghyll find funny and useful in roughly equal measure.

Affinity: +1 Position on Athletics in confined ground, or on any roll to find a way through. Limit: −1 Position on Presence when dealing with a chartered authority.
Gifts: Gap-Wise (there is always a smaller route, and you know it); Salvage Eye (DV −1 to identify what a broken thing was); Warren Word (get a message across a city underground faster than anyone can ride it).
Strings: a warren debt; a salvage claim; a runner who owes you.
Will not: hold ground. A Ghyll who fights a stand-up fight has already made a mistake and knows it.

The Kuvani — The Sky-Sworn

Sworn to Kuva, the Sky That Takes Many Names, and changed by it as surely as the Lethai-ar are changed by their Triad: hollow-boned, sharp-eyed, feathered at the forearm and the nape. They keep the high passes, the signal-towers and the raven-lofts of the northern roads, and they are the reason a message can cross the Mistlands in a day. The Kuvani do not consider themselves a people so much as a profession that breeds true, which is the sort of thing only a people would say.

Affinity: +1 Position on Insight for anything seen from height or distance, or on any roll to read weather. Limit: −1 Position on Body when required to stay in one place.
Gifts: Long Sight (see and describe accurately at a range others cannot); Fall Light (a fall of any height costs Fatigue rather than Harm, once per scene); Many Names (you are owed hospitality at any signal-tower or loft).
Strings: a tower's welcome; a name Kuva answers to; a message not yet delivered.
Will not: carry a message they have read. A Kuvani who opens a post is finished in the trade.

The Ashen — Mist-Born

Not a lineage but an outcome: people born inside the Mistlands after the breath came, who never had a name in the old registers because there were no registers left. The Ashen are gray-eyed, slow to be remembered, and constitutionally hard to place — strangers guess their age and origin wrongly and keep doing it. They are the Amaranthine's tiefling: marked by something that happened before they were born and asked to account for it constantly.

Affinity: +1 Position on Stealth or Deception where nobody has a fixed idea of who you are. Limit: −1 Position on any roll that depends on being formally recognised — a claim, an inheritance, a chartered right.
Gifts: Unregistered (no ledger has you; searches for you fail once per session); Mist-Lung (the Mistlands' breath costs you Fatigue at half rate); Borrowed Name (take a name that was never used and have it hold for a scene).
Strings: a name remembered for you; a debt no ledger records; someone who knew your mother.
Will not: give their true name to a scribe. Some cannot: it was never written down.

Using these at your table. None of the four are secret or rare enough to be a plot in themselves. An Ostkin caravan guard, a Ghyll salvage broker, a Kuvani post-rider and an Ashen who cannot prove she owns her own house are all ordinary sights in the right province, and each carries a built-in conflict that a GM can pick up without inventing anything. If you want them rarer, make the region rarer — not the person.


Peoples and Cultures, Volume II
© Nicholas A. Gasper — For use with the Fate's Edge RPG