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There Is No Resistance
And flames flew through the land, hungry tongues consuming the sacred groves and their caretakers. The air itself screamed for fear of it, the ravening fire. The priests in their temples, the babes in their cribs, the cattle in their barns, the swathes of flame consumed them all.
“There is no resistance,” the Blackfire Emperor’s voice thundered through the forest, a clarion call to those within the burning countryside. “You were but embers of a dying light and now as embers you shall remain for all eternity.” |
It is the nature of forests to rise from the ashes of the wildfire. The flames cleanse the ground of mast and clear the disease from the bark of the greatest trees. This cycle is a sacred rite of the natural world, a rite that has not cleansed this land in the thousand years since the Dusk Crusade tore across the world and burned the forest to cinders.
When the forces of evil rallied under the banner of the High Count Therou and the Blackfire Emperor Huo Hong, one of the greatest swaths of destruction they carved in the land was through a beautiful forest that was home to Almira’s tengu. With gouts of hellfire and the magic of death and decay, Huo Hong led an assault against this sacred natural wonder.
As the forest burned and the tengu lay slaughtered, Huo Hong voiced a magical decree, tied to the very land itself. Within this place, new growth was forbidden and the forest’s name was to be erased from the annals of history. Henceforth, Huo Hong decreed, the place of his conquest would be known as Scarpatch. This curse, known as the Growth Moratorium, flooded the land with dark magic. The Growth Moratorium prevents new plant life from growing, prevents dead trees from decaying into nutrient rich soil and acts as a power source for dark and evil magics.
The Growth Moratorium prevents spells which cause plants to grow, such as plant growth or entangle, from functioning within Scarpatch. A casting of miracle or wish allows such a spell to be cast if the casting begins within one round of the miracle or wish.
When the forces of evil rallied under the banner of the High Count Therou and the Blackfire Emperor Huo Hong, one of the greatest swaths of destruction they carved in the land was through a beautiful forest that was home to Almira’s tengu. With gouts of hellfire and the magic of death and decay, Huo Hong led an assault against this sacred natural wonder.
As the forest burned and the tengu lay slaughtered, Huo Hong voiced a magical decree, tied to the very land itself. Within this place, new growth was forbidden and the forest’s name was to be erased from the annals of history. Henceforth, Huo Hong decreed, the place of his conquest would be known as Scarpatch. This curse, known as the Growth Moratorium, flooded the land with dark magic. The Growth Moratorium prevents new plant life from growing, prevents dead trees from decaying into nutrient rich soil and acts as a power source for dark and evil magics.
The Growth Moratorium prevents spells which cause plants to grow, such as plant growth or entangle, from functioning within Scarpatch. A casting of miracle or wish allows such a spell to be cast if the casting begins within one round of the miracle or wish.
The Tengu of Almira
Before the Dusk Crusade, the Tengu of Almira had pure white feathers and powerful wings that propelled them through the sky. When Huo Hong issued the Growth Moratorium, tengu across the world felt their wings grow heavy and frail. The loss of their brethren tied their bodies to the ground and the ash of their burnt forest home blackened their feathers. The wings that once carried them in flight became a symbol of witness, a mark of tragedy that they carry across their lives.
Almira’s tengu can now be found all over the world. The tengu who remain who remain in Scarpatch live either in the sanctuary city of Osislav or in roving cults that connect around central philosophical ideas such as the source of power, what it means to be family and the ethics of using evil actions to aid the cause of good.
Almira’s tengu can now be found all over the world. The tengu who remain who remain in Scarpatch live either in the sanctuary city of Osislav or in roving cults that connect around central philosophical ideas such as the source of power, what it means to be family and the ethics of using evil actions to aid the cause of good.
The Fell Woods
When Huo Hong issued the Growth Moratorium, a strange and terrifying veil fell over Scarpatch. Abominations with gleaming black carapaces hunt through the dark, leafless trees. The wild gibbering of minor oni and corrupted kami echo through the dense briars. Occult monsters stalk the burned landscape and hag covens feed on the dreams of the unwary. The psychically attuned can sense the spider-like minds of furious spirits, catching and feasting upon the unaware.
Oni
Oni
Richly dressed in a calf-length red silk tunic and tight black breeches, this towering oni lounges on a couch in the middle of a dimly lit stage. A tengu child prostrates itself before the refined creature as a crowd of lesser oni cheer in the background. A golden collar gleams from the child’s neck, attached to a length of chain leading to the oni’s hand.
The oni beckons. The child weeps in terror. Then it begins..
The oni beckons. The child weeps in terror. Then it begins..
The oni of Scarpatch Huo Hong’s enforcers on the Material Plane. These fiendish giants dwell in elaborate palaces which dot the landscape, taking slaves to use for meat and pleasure. While it is not unheard of for these hulking outsiders to make raids on Tengu settlements, the cults of Scarpatch and citizens of Osislav are adept at avoiding these incursions into their lands.
The roads through Scarpatch are another matter. Hapless travelers and religious pilgrims are often picked up by scavenging lesser oni as slaves for their greater masters. Caravan leaders often commision wands of sanctuary, protection from evil and alarm to warn and protect them. Wandsmiths are in high demand in Scarpatch and the practice is considered sacred to some cults.
Hags
When Huo Hong cursed Scarpatch with the Growth Moratorium, he flooded the area with dark magic, creating the perfect experimental workshop for the hags of Almira. By drawing on the lingering power of the Growth Moratorium, the hags of Scarpatch can enact cruel magics and rituals that would normally require a full coven. Lone hags often make pilgrimages to Scarpatch, learning new and powerful magics that their covens may cast.
Dread Flora
When Huo Hong’s curse prevented the flora of Scarpatch from growing, he allowed sentient plants to flourish, though their nature adopted the dread decay of the land. Scarpatch is rife with blood maize, gallows trees, blood roses and other horrific plant-life. The sentient flora within Scarpatch is always evil. Even plant creatures who enter from outside the cursed area find themselves dazed and filled with bloodlust by the dark veil over the land.
Beyond the Pale
Huo Hong’s curse left Scarpatch’s dead in a precarious position. The souls of those killed by the Dusk Crusade were trapped between life and death. Over time, their grief and the horrible decay of their once bright forest drove them to a terrible madness. These spirits seek out and destroy the living, hunting in shrieking packs that seem to appear from nowhere.
The roads through Scarpatch are another matter. Hapless travelers and religious pilgrims are often picked up by scavenging lesser oni as slaves for their greater masters. Caravan leaders often commision wands of sanctuary, protection from evil and alarm to warn and protect them. Wandsmiths are in high demand in Scarpatch and the practice is considered sacred to some cults.
Hags
When Huo Hong cursed Scarpatch with the Growth Moratorium, he flooded the area with dark magic, creating the perfect experimental workshop for the hags of Almira. By drawing on the lingering power of the Growth Moratorium, the hags of Scarpatch can enact cruel magics and rituals that would normally require a full coven. Lone hags often make pilgrimages to Scarpatch, learning new and powerful magics that their covens may cast.
Dread Flora
When Huo Hong’s curse prevented the flora of Scarpatch from growing, he allowed sentient plants to flourish, though their nature adopted the dread decay of the land. Scarpatch is rife with blood maize, gallows trees, blood roses and other horrific plant-life. The sentient flora within Scarpatch is always evil. Even plant creatures who enter from outside the cursed area find themselves dazed and filled with bloodlust by the dark veil over the land.
Beyond the Pale
Huo Hong’s curse left Scarpatch’s dead in a precarious position. The souls of those killed by the Dusk Crusade were trapped between life and death. Over time, their grief and the horrible decay of their once bright forest drove them to a terrible madness. These spirits seek out and destroy the living, hunting in shrieking packs that seem to appear from nowhere.
Osislav, the Sanctuary City
In the miles wide branches of a long dead tree in the northeast edge of Scarpatch lies Osislav, the Sanctuary City. Once beautiful homes lie scorched and ancient temples lie desecrated within its walls, yet still the city thrives. The power of the Growth Moratorium prevents this once great metropolis from build rebuilt, so worshipers bow their heads in prayer at shrines scarred by fire; families live in ancestral homes, burned gaps filled with spells rather than new wood.
Osislav’s center district is a sanctuary of Matsura, the largest of such sanctuaries to ever have been created by the goddess of peace. This powerful abjuration is a signature blessing of Matsura, aggressors who attempt to harm those within the confines of a sanctuary simply fail. The powers of the sanctuary are strengthened and maintained through daily prayer, both at central shrines and shrines within the home.
Two Wings and a Heart
Osislav is divided into three districts. The Eastern Wing of the city holds the city’s craftsmen, bakers and artists, along with others who pursue creative endeavors. Small shops and houses dot the street-wide branches, along with galleries, eating houses and performers. The city’s Western Wing holds the city’s academics. Debate halls, book stores and shops with arcane trinkets are interspersed between huge libraries and workshops. The city center is known as the Heart District. Here, towering shrines and rocks gardens share space with numerous temples and monks whose prayers sustain the city’s protective spells. To the north and south, farmers cultivate silkworms and breed animals such as chickens and geese for food. Rare farms, created by powerful mages, grow in these regions as well and are zealously guarded.
The Eastern Wing
Beautiful murals decorate the houses and shops of Osislav’s Eastern Wing, known colloquially as the Pleasure District. The tantalizing smell of meat pies, duck jerky and nut candies permeate the district, twining around harpists and storytellers, crossing the thresholds of galleries which display beautiful pottery and glass work.
The Pleasure District’s main thoroughfare plays host to the majority of the city’s travelers and tourists. Large eating houses nestle themselves within the district’s branches and inns entertain tourists and caravans of merchants. Sturdy rope bridges connect the different branch-streets and adds an air of adventure for those unfamiliar with the city.
The Western Wing
Osislav is renowned for its cutting edge magical theory, which is in no small part because of the city’s Western Wing. Also known as the Academic Wing, this sprawling expanse hosts libraries, school houses, workshops and stores selling books and magical trinkets.
The two most highly regarded institutions in the Academic Wing are its speaking houses and sitting houses. Osislav’s sitting houses are the pinnacle of tengu culture; groups of scholars and academics gather in these plain wooden buildings to discuss and debate various books and topics to glean new knowledge from the old. Spiritual texts, magical grimoires and philosophical treatises are deconstructed and debated at length.
The Heart District
At the center of the city, directly above the tree’s massive truck, lies the Heart District. This district is a patchwork of meditation gardens, quiet stone benches and beautiful temples of wood and glass. The temples within are dedicated to all manner of deities, though most common are temples to Old White Wing, the patron god of the tengu.
Osislav’s center district is a sanctuary of Matsura, the largest of such sanctuaries to ever have been created by the goddess of peace. This powerful abjuration is a signature blessing of Matsura, aggressors who attempt to harm those within the confines of a sanctuary simply fail. The powers of the sanctuary are strengthened and maintained through daily prayer, both at central shrines and shrines within the home.
Two Wings and a Heart
Osislav is divided into three districts. The Eastern Wing of the city holds the city’s craftsmen, bakers and artists, along with others who pursue creative endeavors. Small shops and houses dot the street-wide branches, along with galleries, eating houses and performers. The city’s Western Wing holds the city’s academics. Debate halls, book stores and shops with arcane trinkets are interspersed between huge libraries and workshops. The city center is known as the Heart District. Here, towering shrines and rocks gardens share space with numerous temples and monks whose prayers sustain the city’s protective spells. To the north and south, farmers cultivate silkworms and breed animals such as chickens and geese for food. Rare farms, created by powerful mages, grow in these regions as well and are zealously guarded.
The Eastern Wing
Beautiful murals decorate the houses and shops of Osislav’s Eastern Wing, known colloquially as the Pleasure District. The tantalizing smell of meat pies, duck jerky and nut candies permeate the district, twining around harpists and storytellers, crossing the thresholds of galleries which display beautiful pottery and glass work.
The Pleasure District’s main thoroughfare plays host to the majority of the city’s travelers and tourists. Large eating houses nestle themselves within the district’s branches and inns entertain tourists and caravans of merchants. Sturdy rope bridges connect the different branch-streets and adds an air of adventure for those unfamiliar with the city.
The Western Wing
Osislav is renowned for its cutting edge magical theory, which is in no small part because of the city’s Western Wing. Also known as the Academic Wing, this sprawling expanse hosts libraries, school houses, workshops and stores selling books and magical trinkets.
The two most highly regarded institutions in the Academic Wing are its speaking houses and sitting houses. Osislav’s sitting houses are the pinnacle of tengu culture; groups of scholars and academics gather in these plain wooden buildings to discuss and debate various books and topics to glean new knowledge from the old. Spiritual texts, magical grimoires and philosophical treatises are deconstructed and debated at length.
The Heart District
At the center of the city, directly above the tree’s massive truck, lies the Heart District. This district is a patchwork of meditation gardens, quiet stone benches and beautiful temples of wood and glass. The temples within are dedicated to all manner of deities, though most common are temples to Old White Wing, the patron god of the tengu.
The Cults of Philosophy
Almira’s tengu are characterized by their inquisitive nature. These wise humanoids a spiritual scavengers, with a passionate drive to comb through philosophical questions and glean answers from topics of philosophy, religion, history and ethics.
The tengu regard the genocide of their people, the loss of their homeland and the curse left upon their bodies carries deeply spiritual significance. Tengu constantly search for meaning amongst the horrors that have befallen them. Fittingly, the roving tribes of tengu who live within Scarpatch refer to themselves as cults. These groups debate history, philosophy and arcana as a practice of spirituality, gaining understanding of the world through study and conversation. Scarpatch has many cults, though some of the most populous are listed below.
The tengu regard the genocide of their people, the loss of their homeland and the curse left upon their bodies carries deeply spiritual significance. Tengu constantly search for meaning amongst the horrors that have befallen them. Fittingly, the roving tribes of tengu who live within Scarpatch refer to themselves as cults. These groups debate history, philosophy and arcana as a practice of spirituality, gaining understanding of the world through study and conversation. Scarpatch has many cults, though some of the most populous are listed below.
The tengu cults of Scarpatch utilize special magics and combat styles, gleaned from the questions which are central to their existence.
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Cult of Murad
The Cult of Murad centers its conversations around the questions “In what ways can we stop that which is unstoppable?” The Cult of Murad often uses fire as an example of in their debates. Fire cannot be reasoned with, it cannot be bought or sold; only the means by which fire is created can be controlled. The use of fire spells, pyrokinetics and even torches are taboo within this cult and Muradites are adept at dispelling and counterspelling fire effects.
Muradites who take up spells or steel practice methods of combat which can be strictly controlled, often focusing on single target spells and finessable weapons. Members of the Cult of Murad often learn to blend these two disciplines, becoming masterful maguses.
The Cult of Murad often teaches its members abjuration and enchantment magic as well, emphasizing on controlling combat, controlling the means of violence and controlling the amount of damage that would be dealt by aggressors. To a strict Muradite, bystanders are of equal blame in acts of violence. How can one who studies control allow violence to go unchecked?
Haus Orena
When a civilization falls, when an entire people is wiped cleanly from the earth, from where do you draw power? That is the central question to the cult Haus Orena. The members of this cult are conjurers and evokers, creating matter and energy from little but magic and willpower.
Haus Orena’s mages are conservative in their use of magic, always keeping their power in reserve for greater threats. To this end, they have mastered the creation and use of spell batteries, which they can use to turn the last dregs of their power into something greater.
The Cult of Eviria
The Cult of Eviria centers its search for knowledge around growth, asking “How do we allow that which has died to grow anew?” This cult is a leader in the field of bionecromancy, a field of magic focused on the fusion of life and death. Eviria’s cultists are the originators of rotlings, small amalgams of bone, vines and fungus which resemble shambling mounds. Rotlings are often kept as familiars.
The Cult of Murad centers its conversations around the questions “In what ways can we stop that which is unstoppable?” The Cult of Murad often uses fire as an example of in their debates. Fire cannot be reasoned with, it cannot be bought or sold; only the means by which fire is created can be controlled. The use of fire spells, pyrokinetics and even torches are taboo within this cult and Muradites are adept at dispelling and counterspelling fire effects.
Muradites who take up spells or steel practice methods of combat which can be strictly controlled, often focusing on single target spells and finessable weapons. Members of the Cult of Murad often learn to blend these two disciplines, becoming masterful maguses.
The Cult of Murad often teaches its members abjuration and enchantment magic as well, emphasizing on controlling combat, controlling the means of violence and controlling the amount of damage that would be dealt by aggressors. To a strict Muradite, bystanders are of equal blame in acts of violence. How can one who studies control allow violence to go unchecked?
Haus Orena
When a civilization falls, when an entire people is wiped cleanly from the earth, from where do you draw power? That is the central question to the cult Haus Orena. The members of this cult are conjurers and evokers, creating matter and energy from little but magic and willpower.
Haus Orena’s mages are conservative in their use of magic, always keeping their power in reserve for greater threats. To this end, they have mastered the creation and use of spell batteries, which they can use to turn the last dregs of their power into something greater.
The Cult of Eviria
The Cult of Eviria centers its search for knowledge around growth, asking “How do we allow that which has died to grow anew?” This cult is a leader in the field of bionecromancy, a field of magic focused on the fusion of life and death. Eviria’s cultists are the originators of rotlings, small amalgams of bone, vines and fungus which resemble shambling mounds. Rotlings are often kept as familiars.
A roiling mass of decaying leaves, fungus and mud in the vague shape of a humanoid shambles forward. Assorted bones poke from the much to form a mockery of fingers, toes and teeth.
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