Karasuthra
Ervenian Era, 1051 AB
Karasuthra is the third and deepest layer of The Beastlands, a realm of perpetual night where silver moonlight and wandering stars paint the canopies and plains. The Moons Luna hangs vast above, eminating cool glow; fires burn low, torches gutter, and even magic lights tire early. Here, nocturnal hunters and soft-stepping grazers share a land without cities or walls, guided by chorus and custom rather than law. It overlaps its sister layers by hidden overthreads: a vine-tunnel might suddenly lift you into Krigala’s noon, while a cliff-fall can carry you back down to the starlit hush. Rumors persist of thin veils to the Shadowfell; now and then a shadowed creature seeks refuge here, from predators on either side.
Customs and Laws
Guest-Right at Water
Share water and a true name at a pool or creek; hospitality and frank speech bind all parties until the next dew-bell. Lies taste chalky and catch in the throat.Right to Flee, Right to Feed
Prey are owed clean lanes to bolt; predators are owed clean angles to strike. Ambush is craft; torment is taboo.Art as Contract
Oaths are hummed, painted in ochre, woven in grass, or etched in leaning bark; within a vow-circle tempers cool and resolve holds.Dusk & Midnight Moots
Disputes open with witness-song, case, countercase, footnote, before any test of track, wit, or arms.Sanctity of Shade-Ways
Crescent stoneways, den-mouths, lovers’ paths, and funerary trails are inviolate; spite here dims Noctos’s sheen until amends are made.Geography
Notable Locations
Night-Forests and Star-Savannas
Velvet canopies spangled with fireflies open into grass seas rimmed by pale, wind-silvered dunes. Watercourses keep to shadowed ravines, then thread up toward Brux and River Okyanus.Stormhold
A floating citadel of gold, platinum, and gems riding a thundercap across the sky. Lightning ladders and booming sky-piers allow guests to board; mortai faces drift close as wardens and heralds.The Labyrinth of Fiery Doom
A detached ember of Phlegethos knotted into the star-wild: obsidian corridors, lava-veins, and hidden gardens. Its dragon and succubus overlords are disguises, Janarr, the Agathion and Nalura the erinyes, lovers in sanctuary.Moon-Pools and Dream Glades
Mirror-still waters that catch Luna’s light; drink respectfully and last night’s omen often clarifies.Star-Cairns
Waystones stacked by petitioners and centaurs; when sung to in chorus, they glow faintly and point toward safe crossings.Travel and Access
Overthreads to Krigala and Brux
One-way branch-arches, cliff trails, and vine tunnels slip walkers up into noon or sideways into dusk; return by a different seam.Tree-Gates
Hollow giants serve as planar doors: silver beeches and lightning-scarred oak lead to Arborea; sequoias lead to Elysium; certain leaning hollows lead to Faunel Outlands.Library Ways
Speak a truth learned at cost, and a quiet aisle may open to the Library of All Knowledge’s sister stacks—even in distant layers.Storm-Roads
Booming thunderpaths fan from Stormhold; march on the beat and you’ll cross leagues in minutes.Shadow-Veils
Thin places sometimes sigh toward the Shadowfell; way-judges caution that intent must be clean or the veil snaps shut.Inhabitants
Petitioners of the Night
Hunters, scouts, sentinels, song-keepers, reborn with keen low-light sight and patient hearts. They steward watering-rights, safe lanes, and stalking etiquette; most instinctively skirt unwanted layer seams.Azatas and Agathions
Bralani arbiters of the chase; lillends who curate song-law; wolf, lion, and raptor-hearted agathions who enforce guest-right and escort the lost.Good-hearted Fey
Glow-mote sprites, brume-dryads, and night-naiads whose tricks deflect harm rather than cause it.Mortai
The Faces in the sky are a common sight across Karasuthra; a permanent watcher haunts Stormhold’s wake.Beasts of the night
Owls, panthers, wolves, nightjars, giant bats, often speech-gifted and oath-bound to the land’s balance. Shadowed refugees appear on rare nights, watched carefully and judged by deed.Localized Phenomena
The Noctos Umbra mutes the world’s fire, halving light and heat while refusing to kindle any new nonmagical flames within its darkened reach.
Twilight Parallax bends distance and angle across the high ground, as long shadows and cool haze play tricks on the eye; wise travelers keep to the hours of fog-lift and fog-set to move safely.
At dawn-by-dew, the Territory Chorus ripples across the land, a rolling wave of calls from beast to beast; to ignore these voices is to risk trespass and a formal challenge at the next kopje.
When Stampede Weather rises, heatbanks drum the plain into thunderherds; panic invites trampling, while those who stand steady and signal clearly see the great flows split around them.
A Mortai Verdict falls on liars: at the chorus-flats, false witness can call down the roar-and-anvil—a single peal of leonine thunder and forge-boom—after which only truth may be spoken.
Through Balance’s Reproof, those who overhunt or overgraze find the land itself withdrawing favor: waterholes wander away, fruit ripens just out of reach, and scavengers shadow every step until amends are made.
Huntsense sharpens divinations of spoor, wind, approach, and the truth of tracks, while illusions that excuse waste or cruelty fray and unravel.
With Way-Quiet, even small magics worked while stalking, mapping, teaching, or tending settle into focus, and others perceive them as part of the day’s honest labor.
Storm’s Favor blesses those near Stormhold and along thunderpaths, where spells of lightning or sound strike truer and sky-signs for travel appear with uncanny precision.
A Pride-Rally swells magics of courage, coordination, and command, carrying them farther when openly invoked to defend the pride or shield the weak.
Through the Guest-Right Boon, any oath sworn at water’s edge lends strength to messages, protections, sendings, and safe-conduct, keeping them firm until the next dew-bell.
Undeath Refused ensures that soul-harm, slavery bindings, and fear dominations strain or fail outright, while rites of peaceful rest take hold with gentle certainty.
Finally, Appointment Travel lends precision to way-walks and teleports tied to a clear purpose and time, while casual wanderings meander as the land itself wills.
Trait Type |
Description |
|---|---|
| Gravity | Normal. |
| Time | Normal. |
| Shape & Size | Infinite. |
| Morphic Traits | Mildly morphic to vow and hunt. Paths shorten for clean pursuers or compassionate guides; they lengthen for torment or waste. |
| Elemental Energy | None Dominant |
| Alignment | Good, Mildly Chaotic |
| Magic | Effects tied to sound, guidance, dreams, animal and plant are enhanced; Electricity and sonic magics run hot near storm-roads and Stormhold. While Coercive fear and mind-domination, Fire or bright-light effects are dulled by Luna. |
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