Warrior's Rest

Ervenian Era, 1051 AB
To Truly Understand warrior's rest, it is to understand the eternal battle of Yesugei and Kord drive for war and battle. Forever sending petitioners to fight each other, claiming one territory and the other, ever gaining ground and losing it.
  Warrior’s Rest is a storm-stitched battlefield-archipelago in Limbo, a divine realm co-held by Kord and Yesugei where terrain answers to tactics, oaths make walls, and the fallen rise beneath the victor’s banner until the next challenge.   Limbo in Theras is laced with Ethereal Plane pneuma-currents (Aether, Faith, Soul, Time). Warrior’s Rest is a rare, enduring pocket of stability woven from two choirs at once: Kord’s thunderous war-chants and Yesugei’s iron vows. Those currents are conducted through drill, song, and standard, turning battle orders into hills, shieldwalls into actual walls, and a commander’s plan into passable ground.  

Kord and Yesugei

Kord favors tests, games, and clean trials. His Stormwardens maintain bastions, teach unit tactics, and hold the Day of Challenging tourneys; his Fists run the pits and put on spectacles that still honor the rules. While Yesugei favors resolve against strain and burden.The tegrandt reveres the wrist-grip oath, and judge courage by advancing while afraid.   The two rarely agree on style; they always agree on honor.

Geography

Rocky badlands and broken mesas float like rafts in Limbo’s idea-sea, linked by bridges of shouted order and drummed cadence. Banner-winds stream between islands; where standards are raised, gravity steadies and ground hardens. The sky is anvil-dark until songs ignite it. When a warband halts to feast or tell their dead’s names, green vales bloom for as long as the story lasts, then fold back into grit.  

Notable Locations

Bannerfall
A plain forested with standing standards from a thousand wars. Fallen banners sink; raised ones ring like bells and steady gravity for miles.  
The Ring of Steps
A titanic arena of concentric terraces. Each lap completed by a warband permanently grants that band a formation boon.  
Stone-in-Surf
An ascetic citadel perched on a single basalt fang; its drill-halls teach air-hardening and voice-bridge techniques.  
Hall of the Fallen Songs
A shifting mead-hall; speak a name from memory and a bench appears. The more names, the longer the roof holds.  
Yesugei's Anchor
An impossibly large heap of weights, the aggregated sum of all weights offered to Yesugei in the Ikh Taşıma. The anchor is believed to help stabilize Warrior's Rest amidst the chaos of Limbo.  

Access and Travel

There are no fixed portals. Entry is by:
  • War-Call
    Invoke an accorded challenge under open sky; on a good wind the ground slants and you “march” into Warrior’s Rest.
  • Escort
    Stormwardens or clan-captains can ferry guests by holding a formation through Limbo’s foam.
  • Drift
    Limbo sometimes collides the realm’s edge with the Freefold Archipelago; bold travelers can step across during drills.
 
Leaving
Leaving is relatively easy... You must finish the fight you agreed to. The field releases you with a road home. Break your word and you wander.  

Inhabitants

Among the inhabitants, are Protean onlookers that haunt the margins and many other giants and other battle inclined cultures. There are also some Anarch Monasteries, which with disciplined ascetics maintain drill-scholls that teach breath-forms to shape footing and air.  
Petitioners
Warriors, captains, scouts, standard-bearers—appearing in their prime, glowing with health. They seek union with their patron through doing: drill, match, campaign. Realm-granted hardiness turns them from fragile memory into perpetual students of the fight.   If slain in fair combat, a petitioner reforms at the next bell at full hit points under the victor’s standard for one day, learning their foe’s tactics by osmosis.   Those who shirk an agreed engagement or abuse noncombatants do not reform; their pneuma is set adrift into Limbo’s flux until they atone.  
Stormwarden legions
The Kordian lawful sect, are the generals that monitor the war of Kord, usually establishing the chaotic order of war. They lead the armies of the dead.  
Fists of Kord
The Kordian chaotic sect, are hosting the games and ordeal-trials.  
The Tegrandt
The most powerful of Yesugei's worshippers reach Warrior's Rest in their afterlives, were they follow his orders and maintain the realm.    

The Rules of the Inhabitants

It should be noted that there are no sides here in Warrior's rest, they aren't fixed to a deity here. The people fight for the banner that Bested you - until you best them back.  
Rules of War apply
Poison, treachery at parley, or harm to the helpless draws sanction from both patrons.  
Respect opponents
Enemies are partners in your improvement.  
Tell the names
Feasts and memorials are structural, without them the ground itself grows mean.  
Strength uplifts
Train the willing. Equip even rivals. A worthy foe is a gift.

Climate

Whenever someone barks “Take cover”! and stone shoulders rise, giving cover, as well as orders such as Push the line, by advance disciplined unit, the gravity tilts toward the enemy and changes the speeding charges. However, cowardice or broken formations invite winds that erase fortifications back to scree.
Trait Type
Description
Gravity Directional toward the nearest standard or commander you recognize; within 60 ft of a friendly banner, treat gravity as normal regardless of surrounding flux.
Time Normal, with brief echo-loops which may be 1 day per creature, therea are stories that creature are repeating their last action until they choose a new tactic that cannels the echo-loop.
Shape & Size Infinite.
Morphic Traits Amorphic; Highly morphic (sentient Creatures can stabilize and shape local reality.
Elemental Energy None Dominant
Alignment Strongly Chaotic Neutral.
Magic war, good hope/morale effects, heroism, bless, greater command, haste, psychic powers that bolster teamwork are enhanced while spells that subvert honorable combat (poison, dominate person/monster, symbol of pain, phantasmal killer) are impeeded and require concentration.
Those who cast lethal spells on non-combatants within a bound field are somewhat strained requiring, willpower to overcome or they gain a curse called Coward's Brand
.
Alternative Name(s)
Knight's Rest;
Location under
Additional Rulers/Owners

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