Baelmarsh: Difference between revisions
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|Geography=Baelmarsh stretches across the southwestern edge of the continent, bordered by the plains of [[Vaelthar]] to the east and the forests of [[Celyndor]] to the north. Unlike the shifting dunes of [[Zanarak]], Baelmarsh does not change—it holds. | |Geography=Baelmarsh stretches across the southwestern edge of the continent, bordered by the plains of [[Vaelthar]] to the east and the forests of [[Celyndor]] to the north. Unlike the shifting dunes of [[Zanarak]], Baelmarsh does not change—it holds. | ||
The land is a vast, stagnant expanse of sodden glades, flooded ruins, and still-black rivers whose waters seem to drink the light | The land is a vast, stagnant expanse of sodden glades, flooded ruins, and still-black rivers whose waters seem to drink the light. Beneath the mire lie **entire cities**, their rooftops just visible beneath the surface, their streets waiting in silence. The deeper one goes, the more history is uncovered—not lost, merely waiting. | ||
Those who walk Baelmarsh do not merely tread over land—they walk upon **centuries of forgotten places, buried in time but never truly gone.** | |||
=== Notable Landmarks === | === Notable Landmarks === | ||
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* Sable Eels – Ink-black, slow-moving eels that can grow as thick as tree trunks, their presence marked only by the absence of sound. | * Sable Eels – Ink-black, slow-moving eels that can grow as thick as tree trunks, their presence marked only by the absence of sound. | ||
* Glass-Faced Stags – Creatures seen only when the mist is thickest, their antlers entwined with glowing moss, their faces like perfect mirrors. Those who gaze into them see themselves as they could have been—or as they never should be. | * Glass-Faced Stags – Creatures seen only when the mist is thickest, their antlers entwined with glowing moss, their faces like perfect mirrors. Those who gaze into them see themselves as they could have been—or as they never should be. | ||
|Inhabitants=Baelmarsh does not welcome outsiders, and few truly live within it. Those who do are not merely residents; they are part of the land itself, shaped by its endless memory. | |Inhabitants=Baelmarsh does not welcome outsiders, and few truly live within it. Those who do are not merely residents; they are part of the land itself, shaped by its endless memory. | ||
=== The Lurathi – Keepers of the Unforgotten === | |||
The Lurathi are a strange and solemn people, their forms reminiscent of great, tusked beasts, their faces long and narrow, their curved tusks arching toward their foreheads like spirals of polished ivory. | |||
They do not build cities, nor do they carve their names into stone. Instead, they carry history **within themselves**, their memories passed down through word and ritual. Scholars and treasure-seekers often seek the Lurathi for guidance, hoping they will lead them to lost places. | |||
But the Lurathi do not share knowledge freely. They believe some things are meant to be forgotten—and some ruins are best left undisturbed. | |||
It is said that if you ask a Lurathi the name of a ruin, they can tell you not only what it was, but the color of its banners, the sound of its streets, and the words of the last prayer spoken within its walls. | |||
=== The Siltborn – Those Who Linger === | |||
The Siltborn are not a people. They are a fate. | |||
There are stories of **seekers who entered Baelmarsh searching for answers but never returned**. Sometimes, years later, their forms appear again—silent, cold, wandering the mire. | |||
A Siltborn does not decay. Their skin turns gray and wet, their voices become hushed, as if spoken through water. They do not seem to recognize their own names. | |||
Travelers fear the Siltborn not because they are hostile, but because they are a **reminder**—that those who seek too deeply into Baelmarsh may find themselves **becoming part of it.** | |||
|Notable Settlements=Most who pass through Baelmarsh find only ruins—half-sunken villages, temples smothered in moss, roads leading nowhere. Yet some places still endure, not because they thrive, but because they have not yet been forgotten. | |Notable Settlements=Most who pass through Baelmarsh find only ruins—half-sunken villages, temples smothered in moss, roads leading nowhere. Yet some places still endure, not because they thrive, but because they have not yet been forgotten. | ||
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=== The Half-Sunken Archive === | === The Half-Sunken Archive === | ||
Somewhere beneath the roots of a drowned tree lies a library that should not exist. | |||
Its books are preserved despite the water, and its scrolls contain things that were erased from history. Secrets thought lost—spells, forgotten kings, unfinished prophecies—are said to remain untouched within its halls. | |||
Many seek it. Few return. | |||
The Lurathi refuse to guide seekers to the Archive. They claim some knowledge is best left to drown. | |||
=== The Hollow Procession === | === The Hollow Procession === | ||
A ghostly parade | A rare event, seen only on the thickest nights of mist—a ghostly parade moving along the water, figures in decayed finery, their faces obscured. | ||
It is said that if one walks with them, they may see a world that no longer exists. | |||
Some follow the procession in search of forgotten kingdoms. Others believe their lost loved ones walk among the figures, and they wish to bring them back. | |||
Those who try to speak to the Procession never return. | |||
=== The Whispering Graves === | |||
There is a place where the dead do not sink, where the marsh holds them just beneath the water. Their bodies do not rot, their lips remain parted, as if whispering. | |||
Scholars claim the Whispering Graves hold answers—secrets left unspoken, confessions unfinished. Those who place an offering in the water claim they hear words rising from the depths. | |||
But the Lurathi warn: **the marsh does not give without taking something in return.** | |||
|Conclusion=Baelmarsh is not a land of change, but of memory. It is a realm where nothing is lost, only buried—waiting beneath the mire, patient and unforgotten. | |Conclusion=Baelmarsh is not a land of change, but of memory. It is a realm where nothing is lost, only buried—waiting beneath the mire, patient and unforgotten. | ||
}} | }} | ||