Post by Head Moderator on Jan 28, 2012 4:26:00 GMT -5
THE GOVERNMENT
Kyngfeld’s Republic formed some three-hundred years ago, or so some say, when a number of tribes, villages, cities and towns united under the rule of a single head of state and the grand council. The largely populated areas, wealthy houses and trading states helped heft the merchant class in to prominent standing, and the citizens of Kyngfeld demanded their voices count. These newly influential states, termed as “Commonwealths”(currently numbering in at ten) elected an official representative, or Patrician to head their affairs. The Patrician is placed on Kyngfeld’s Grand Council for a term of three years and acts as the face of the commonwealth and all those living therein, on all matters of state. They also gather every five years to elect the head of state or “Chancellor”,who governs all. The Chancellor works with the council in all matters, and their vote on any issue counts as two, while Patrician votes count as one. Patricians are called "High Citizen", such as "The Patrician, High Citizen Janneth MacGill".
Chancellor: Zayuko Balmoral
Grand Council Patricians: (10)
Alastair Bruce (m)
Rodric Ferguson (m)
Hamish Murdoch (m)
Davinna Kerr (f)
Janneth MacGill (f)
Braedon Donaghue (m)
Markus Lowry (m)
Kenrik MacChruim (m)
Sulwen MacGregor (m)
Moira Stirling (f)
As a whole, denizens of Kyngfeld are called "Citizen" as their title. There can be a second descriptor added such as "Citizen Merchant".
ABOUT THE LAND
The Republic of Kyngfeld is known for its scenic beauty. Every location in Kyngfeld has breathtaking views, each with a history behind it. Legends and lore are told of each area, from ancient castles to the man-made spectacle that are the Carytid Stones. With rolling green fields, thick forests with endless trees, the view of the Ridgebacks to the northwest or the Basilisk Slopes, Kyngfeld can give many a traveler or trader plenty to admire along their way. Visitors enjoy exploring these natural beauties. Kyngfeld’s climate is rarely hot, varying between rainy and cold seasons, and its upmost tip, north of Bluemere, proves a wintry wonder at the right time of year.
Bluemere, the capital of Kyngfeld, is the largest merchant trading commonwealth in the area and it is also the largest port on the eastern side of Tenebrous. With a coastline running two-thirds of the country, Kyngfeld economy is heavy in logging, shipbuilding, fishing and imports.
THE PEOPLE & THEIR CULTURE
The Kyngfeldans are a vibrant people, and are proud in the upholding of their traditions. They are known to have a great sense of humor, though at the same time strongly support education and the betterment of oneself. Their families are tight-knit and expectantly large, often times numbering -between five and seven siblings per couple. Families are so close, their immediate kin are considered to include even fourth and fifth cousins.
The people are culturally diverse, to some extent, between the ten Commonwealths. Considering that most of the commonwealths were built on an array of people, those who travelled in and remained as merchants in the area, their appearances can differ drastically. Many of the older families of Kyngfeld, however, those considered‘true’ to the area have red or copper-brown hair and blue eyes. Those of the primary clans can also claim their riches to have come from imports and seafaring ways, as it was at their behest that Kyngfeld open its coast and ports to imports in the first place. For these folk, there is a high regard in any social circle.
Tradition & Custom
Customs are highly regarded, many handed down from parent to child across generations. While these traditions can vary slightly from family to family, it is a general accepted practice that an individual hold trust and confidence in all they do, in every area of their life. Honor is important to Kyngfeldans, as is generosity, hospitality and a respect for privacy.
Life in Kyngfeld is fairly relaxed and prefer to establish trust and confidence before proceeding with family, work, or other matters. Kyngfeldans are very conscious of personal and family honor and can easily be offended by any perceived insult to that honor. The people are generous and hospitable.
Wetnurses are common in Kyngfeld culture, and children nursed by the same woman are considered to be related (and thus may not wed each other) even if they have no blood ties.
The Arts
A great deal of Kyngfeld’s culture can be seen through its creations—those touching in to arts and crafts, clothes and music. Commonwealths typically boast particular skills for their area, one taking the mantle of being the best jewelry makers, another at the pinnacle of silverwork, and so forth. These self-proclaimed trades have been around for quite some time, originating in the founding families enough to be seen in the man-made wonder that is the Carytid Stones, for instance.
Clothing
The basic clothing in Kyngfeld touches in tartan design, set in ensembles meant to be layered to reflect the weather. From patterned breeches and kilts to a layer of cloak over tunic, Kyngfeldans dress in bold colors meant to display a sophistication and pride. Ensembles also improve with station, as with citizen merchants or primary family members, who tend towards fine jackets, waistcoats, cufflinks and ties.
Music
Loving music as they do, Kyngfeldans meet to listen, mingle and celebrate. They’ll celebrate most anything, from a first wedding (to a second or third!), to a birth, coming of age, etc. Some celebrate merely –to- celebrate. Whatever the case may be, music is involved. Bagpipers and dancers delight those gathered, and as lively as the folk-like music is, the dances of Kyngfeld require much movement, demanding great energy and stamina. There is a dance for every celebration, too!
Fare
Given the variety found in its many Commonwealths, some of which are centered in the mainland and others of which are coastal, Kyngfeld’s dietary staples include an array of items. Oats, barley, dairy, beef, game and root vegetables are pillars in the landlocked states, while cheese, fish, shellfish and imported spices tend to be found in ample supply along the sea. Kynfeldans are fond of good food, knowing the meal is the key to any celebration, even if it is as simple a gathering as a family dinner. The women of the family are raised in the kitchen, and by the time they reach their teens can boast exemplary baking skills. Soups and stews are typically enjoyed to warm the bones after a rainy, chilly day, as is tea. Meat pies, shortbreads, smoked fish, lamb loaf and more prove their lean towards comfort food.
With the inclusion of imported spices, the youth of Kyngfeld is appreciative of spices, many enjoying spicy fare reminiscent of others cultures and lands. With this demand, many merchants have taken to travel in the main states with food carts with fare revolving around spiced meats, rare cheeses and unique brews from long-off lands. In recent years, the promise of commerce related to imports has Kyngfeld’s coast surging with new villages, too, all with citizens wishing to make an easy living.
"The eagle was killed by an arrow made from its own feathers." - Kyngfeld Saying
BLUEMERE
Capital of Kyngfeld. The only major urban area in Kyngfeld, Bluemere is essential to the well being of the nation, acting as the gateway to Kyngfeld and Sarkotos where goods flow into and out of the area by sea. It is a significant port, which acts as the hub of the city, and is more built up with significant buildings set closely together, whereas away from the port area the houses tend to be more spread out. The buildings themselves tend to be longhouses made from wood (or stone, for the richer members of the community), with thatched roofs. There are very few two-story buildings in Bluemere, and they are usually municipal buildings - even the richest and most powerful members of the community almost always live in single story buildings.
The Hound and Stag (Good)
The place to be in Bluemere! Being a favored inne and tavern, many a merchant can trust that the Hound and Stag will not only provide worthwhile accommodations, but also delicious, traditional fare and a wide variety of booze. Ran by a benevolent old gent named Two-Cent Jack, the old merchant’s penchant for imported brew is widely known. The establishment, at any one time, boasts a selection of over fifty imports as well as dozens of local favorites, all chosen by Jack himself. Given the popularity and draw of the place, artisan brewers the world over know of the Hound and Stag and recognize it as a worthwhile springboard to launch their business of handmade brews. Locals are accustomed to finding brewers outside of the Inne, offering free samples of their concoctions to Bluemere’s residents, all for the sole purpose of recognition there. There is only one local favorite that is not featured here, and that’s Bluemere’s Pale Ale.
Bluemere’s Pale Ale Brewery
This ale is produced in Bluemere. The ale is well known and respected for it’s flavor, which is described as ‘wise’. The ale is brewed in a traditional fashion, but is seasoned with cloves, nutmeg and several other secret spices. It should be drunk only in moderation as it causes some of the worst hangovers known to man.
The Vulgar Duchess (Poor)
When looking for a time bent on booze, bar fights and women, the Vulgar Duchess is ready and waiting.. quite literally. The small inne nearer Bluemere’s docks is a watering hole for any a fisherman, pirate or sea guard needing a ‘good time’ while on dry land. There are few that come to the Duchess for its fair, though the cook on staff there is said to make a mean stew, reminiscent of a spicy gumbo the likes of Bluemere have never seen. Probably because most of the city refuses to step foot in the Duchess! Why? Well, the same gumbo cook is said to have some sort of itch on his posterior, too—which makes one wonder what sort of questionable ‘side-dish’ is being served there. Still, some don’t care—they eat! While the taproom area of the Duchess is rather small, the array of private quarters along its outer wall house its true business; working ladies! Cheap ones, at that! Even cheaper than the gumbo.
WILLOW WEED RIVER
This peaceful river arises from a confluence of creeks in the Ballari Ridgebacks and winds its way between Sarkotos and Kyngfeld, draining in the Silvercomb Harbor and Pincer Lake. The banks of the river are lined with small farming hamlets, and flat-bottomed merchant scows ply its waters.
BASILISK SLOPES
These soaring mountains at the heart of Kyngfeld have been landmarks and mysterious places of legend for centuries. They rise high above the trees, their heights usually cloaked in clouds, and minstrels and woodsfolk have been spinning wild tales about the mountains for as long as humans have stared at their distant slopes and wondered who - or what - lairs there.
Unicorn Run
Flowing down from the Slopes into Druid's Cove, the Unicorn Run is known for its hundreds of waterfalls, its whitewater rapids, the fey communities that migrate along its banks, and occasional sightings of the creatures that gave the river its name.
Endless Caverns
Within the Slopes, a spring that joins the Unicorn Run river flows out of this large network of limestone caverns (and a few deliberately hewn linking passages) that stretches for many miles underground, ultimately connecting to the Underdark. It has rumored to have been home to several now-slain dragons (some of whose hidden treasure hoards may still lie in it), and more recently illithid-led drow slaver bands who mount raids into the surface realms.
HIDDEN KINGDOM OF DEWSHINE
This is the only known kingdom of gnomes on Arith at this time. Most gnomes choose to live within the kingdoms of man. It is led by a gnomish queen named Vexy Sparklespan. It lies nestled in the Basilisk Slopes, and was settled thousands of years ago by rock gnomes. The Dewshine Kingdom presently numbers some 10,000 gnomes, carefully secreted in a number of communities in the Basilisk Slopes. Half of them live in the city named after the kingdom: Dewshine. Few gnomes outside of Dewshine even know of its existence. Living in deep burrows, the gnomes consider secrecy vital to their existence. Treacherously close to not only the monstrous creatures that live in the Slopes, but also the drow of the Underdark, Dewshine would surely be destroyed if others learn of its existence. Despite the threats, The Hidden Kingdom of Dewshine has not only managed to survive, but to thrive.
SHARK POINT
Shark Cove is very amiable to ships, except for the large local population of were-sharks. Ships that anchor in or near the point find themselves overrun by monstrous sharks, some of which become horrid human hybrids and come aboard. A few of the weresharks hire themselves out as navigators to bring ships to Shark Point so the crews can be eaten, the ships taken, and their cargos looted. The weresharks are well armed and organized.
THE EASTWALK
The major road of Kyngfeld and a primary trade route running from the Carytid Stones through the Faerie Woodlands near Firthwood and over in to Navahla. The route helps connect the shoreline with the mainland cities, serving as a conduit for many types of trade, and it is said to be a major connection route for the fabled Dark Market of Navahla.
Three major markets, Smythfort, Danali and Nortun, can be found along Eastwalk, all serving as outposts for merchants making their way from city to city. Each market is as sizable as an average-sized village, each with an organization of merchants whom oversee the wares moving in and out of the market as to allow or reject vendors that come to call and to ensure illegal goods do not taint the market’s reputation. Of the three, Nortun is the least concerned with its reputation or the authorities and it is known to have many a rare good, housing a notable poisonmaker by the name of Helena Deloux.
Minor roads feed off of Eastwalk towards the various Commonwealths, one of which is a main road from the center of the Woodlands up through to Bluemere; however, many of the upstanding merchants of Kyngfeld rarely stray from the mainroad. Unsavory sorts tend to the woods of Kyngfeld, from gypsies to bandits and a land-locked pirate or two, and with the increase in thievery over the past decade, paranoia is high.
Knowing the reliance of merchants to this particular path, many a criminal organization or band of thieves can make very lucrative hauls if done right--which means they have to avoid the heavy presence of Kyngfeld's Land Guard. The Land Guard has many outposts along Eastwalk, at three paired with the markets and few more located on the adjacent roads leading to larger Commonwealths. Land Guard have been known to travel incognito, too—for the sole purpose of integrating themselves in to criminal organizations.
Temple of the Brass Jester
The temple is located in a tumbled down ruin of an ancient city, one long since looted by professional adventurers. But a foe remains, the elusive Brass Jester. The jester is known to appear at the most inopportune times, playing jokes and pranks on travelers and adventurers. These pranks all have a lethal value to them, such as hiding the mouths of old wells, booby trapping passage ways and roads with deadfall traps, and the like. The Jester was once a golem tasked with entertaining the locals of the city, but when the city was destroyed in a magical conflict, the golem survived and went a bit mad. It now amuses itself by inflicting pain and harm on others. Its favorite jokes are those that cripple and maim for life, but dont kill.
"Clouds that thunder do not always rain." - Kyngfeld Saying
FIRTHWOOD
Home to a large settlement of half-elves, this forest is filled with old ruins. Detection and scrying magic cannot reach into the forest, and those who try see only a cluster of unremarkable trees rather than what they're looking for. This effect makes it difficult for enemies to discover the half-elves' settlements and fortifications. Some of the forest's stone 'circle's act as portals to elsewhere in the lands.
SKYLARK
Skylark is actually a region of four villages, all of which call themselves Skylark. The natives will always keep calling their village Skylark, though if pressed they might be called North, Sunnyside, Nightside (west), and Lakeside Skylark. Why anyone cares is that Skylark produces some the most magnificent pears. It is not the seeds of said pears or the type grown here, it is something in the very soil here that makes the pears better here than anywhere else in Arith.
KILWINNY
Kilwinny is a small village of crafters centered in the woods just south of the Carytid Stones. In no other location across Kyngfeld is the legend of the stones imbedded so deeply. The crafters of Kilwinny capitalize on the draw of the wonder not ten miles north of them, making small replicas to sell to travelers.
Volumes of books can be found on the topic of the stones, too. From books on how the stones came to be, to the meaning of their symbols, to fables of otherworldly creatures slipping from the doorway of the stones at night—no area is left uncovered. Of all the tales spun, however, those of Kilwinny believe there is actually one person in the whole of Arith that can answer what the Carytid Stones actually do… but Old Man Arnie is deaf and mute, and for some unknown reason only writes in scribbles—scribbles that resemble those in the stones, themselves.
Once a year, on a the first day of Summer, Kilwinny’s residents put on a production at the stones, reenacting the stories they’d grown up with, all related to the Carytid Stones. People travel from miles around to observe, taking part in the dramatics before enjoying summer-themed festivities, goods and fair.
OLD SCORN VILLAGE
Unknown to those outside the town, and to the vast majority of those inside it, everybody in Old Scorn is in hiding under new names, in the country's witness protection program. Each family think that they are the only ones in the program and that their neighbors are just normal families. Before moving here, some of them were criminals who testified against their friends, others were innocent people who saw things that they should not have done, and a very few committed terrible crimes as children. Of course they have all been separately warned not to tell anyone who they really are for their own safety.
WICK PORT
Wick Port consists of three villages and two tribal lands. It is located along the uppermost point of Kyngfeld, with its own port, and it is said to house many a wayward soul. The villages themselves were made by like-minded travellers and they have been growing over the years, as tribal sorts leave their place in the mountains of the Knockskulls to come down and seek their inclusion in city affairs. It has only been within the last five years that Wick Port was granted Commonwealth status.
Wick Port is not a place to go without having the smarts to navigate tougher, seedier social circles. Many merchants will not take their trade routes to Wick Port for fear of being robbed, or worse, knowing that pirates, gypsies and darker souls tend towards this particular city. Unfortunately for them, Wick Port is a mecca of trade, especially in the way of rare goods and black-market worthy items. Somewhere between Wick Port and Woodwynne, there said to be an interesting farm that breeds unique beasts, from chimera to griffons, to displacer beasts.
EASTDEN
This village is unique in aspect as well as leadership. While it is a fairly normal wheat growing community with some light ranching, it is different in that every year a new mayor is chosen by the Lady of the Leaf (sometimes referred to as the Green Wench), a local agriculture "spirit" that blesses the village and it's fields every year. The Mayor serves as the 'Husband' of the Lady of the Leaf and is not only expected to perform spousal duties, but is also the emissary of the spirit. The Lady of the Leaf refused to allow herself to idolated as a goddess, though she can be petitioned to do things on the behalf of the local populace. Her favorite blessing? Blessing the beer comes second only to blessings for fruitful marriages.
Green Wench Tavern [Good]
Named for the Lady of the Leaf by her fifty-third husband (she’s on her seventy-fourth now!), the Green Wench is a lovely little log tavern set on offering a warm atmosphere, comforting surrounding and good, wholesome and filling comfort food. By landscaping the grounds about the tavern, the owner sought to include a white gazebo under the lining of evergreens behind it, lining the view of a private, man-made pond there. The setting is a local favorite for wedding couples who believe that being married there will bring the Lady’s blessings. Many of the food is simple enough to involve wheat bread and beefy soups, some lamb pie and many recipes involving root vegetables, especially potato. It is said the Lady demands the fruits of her yearly blessings make every bite of every dish offered there. This does not include the drinks, which tend towards rich, stout beers, whiskey and imported rums.
BRIGHTBEECH
The second-largest city in Kyngfeld has not been considered a city for very long, perhaps for the better part of ten years, but with the recent surge of imports and a lucrative agreement of trade between Eastden and itself, the influx of commerce and population is growing at an alarming rate. Much of the architecture in the commonwealth is seen in the form of well-constructed longhouses, the majority of which house some of the more wealthy merchants in all of the republic, many having relocated to the city solely to take part in the growing mecca of business there.
Brightbeech is also a favored stop for many a sailor and merchant. Recent dealings with Emeraldesse have improved trade between Kyngfeld and Zyon, too, helping to improve the economy and promote growth.
The city is also the home of one of the two hubs for the Kyngfeld Sea Guard, whose many ships dock in Silvercomb Harbor for repairs and supplies before continuing their patrol up the coast and to the other hub in Woodwynne. This being said, Brightbeech is ran with a keen eye on crime, upholding strong punishments for even the smallest of discretions.
Silver Chalice Inn [Good]
The Silver Chalice is to Brightbeech as the Hound & Stag is to Bluemere—and they are owned by the same exact person! Yes, Two-Cent Jack has a stake in this newly acquired Inn, having bought and remodeled the two-story inn to accommodate the well-to-do’s of the area, or those with heavier pockets. Rare imports (including brews) can be found here, along with exotic spiced meats, cheeses, fine wines and spirits and more, all available with the best plates, silver utensils and linens available. The Inn is well-known for its oatcakes and barley-based breads, the scent of which can be found pulling at the stomach of the locals every single morning. Guest rooms are dressed in finely spun sheets, down pillows and bedding that could make the clouds themselves seem as if stones. This is the lap of luxury, second to none in all of Brightbeech, and perhaps in all of Kyngfeld, too!
The Carytid Stones
Much like the portal stones of Firthwood, Kyngfeld residents believe the Carytid Stones were one used as a means for teleportation -- but not to a land of the known world. The sheer size of each stone and the precise cut to each baffles many a quarryman today.
The stones, numbering nine with a stone doorway, are believed to lead to another world. Each stone bears deep and finely curved symbols set into the face of each. The designs are symmetrical in make and aligned perfectly with the same symbol on the front and back of the stone. This curious wonder does not seem to age, either, appearing impervious to weather or wear over the course of five centuries (or so the stories say).
While many have speculated the purpose of the stones and some have claimed to have seen the symbols aglow in time to the patterns of the triple moons, no facts have yet been validated. This does not keep scholars and students from spending time at the stones, some avid admirers of the wonder even camping out for weeks at a time in hopes to catch a glimpse or a clue.
HELMSDELL
When the Republic of Kyngfeld came to be, the tribesfolk of the Helmsdell area were in opposition. Three-hundred years later, Helmsdell has grown from a village to a small city. Helmsdell still does not consider itself part of the Republic, instead choosing to keep its gates closed to not only Kyngfeld, but the rest of Arith, too. The city does not take part in the Grand Council, and has remained adamant in not taking part in Kyngfeld affairs.
Unlike the vibrant stereotype of most Kyngfeldans, the people of Helmsdell are known to be deep into their religion, straight-laced and custom-oriented. They typically have large families set on inner-village alliances, with their women married and bred young. The males of each family bring in their brides and raise their children in family houses, which can house large numbers with ease. Families work together to produce a single trade or good, too.
Helmsdellans are mostly self-sustaining, with each family lending a different good or trade from the next. One family might raise sheep for wool & clothing making, another family raising cattle, another a fruit farmer, etc., all in support of the other houses of Helmsdell. Gold is not as revered in the village as in the rest of Kyngfeld, as monetary value to a Helmsdell resident is as simple as trading ten apples for a chicken. This said, merchants are not permitted in to the city unless with express permission from Helmsdell’s acting mayor, which proves rather difficult.
REDKIRK FALLS
This city is carved out of the local red stone, its city walls, and houses, public buildings and streets all made of the same material. The walls are high and patrolled by night and the gates shut at sunset and will not be opened again until sunrise except in the direst emergency. Fires can destroy the furniture inside a house but have little effect on the rest of the city. The carrying of weapons in this city, which include wands and mage staves, are forbidden to everybody except the Red Guards. Armed adventurers will be given a very frosty reception at the very least and will not be allowed inside at all, unless they check their weapons in at the guardhouse to be returned (for a small fee) once they leave the city.
AHDEL
Ahdel is run by the famously devout Andhor family, the village of Ahdel sits along a branch road off the main road. Interspersed among the homes and cottages of the population are mazing shrines to all the major gods. The Andhors have spared no expense, and many of the altars in the shrines are lined with a thin layer of gold and decorated with semiprecious stones, while beautiful stained glass windows adorn the walls. The people themselves seemingly do not resent the wealth lavished on these temples, for they are paid to maintain them and they are sure they protect the village- after all, did not the last war pass the village of Ahdel entirely?
WESTSHIRE
This is a halfling village near Stoneshire. If there wasn’t a cairn on the road, and a packed dirt path, no one would know it was there. The homes are all underhill, mixed in with the roots of the great oak trees. To the untrained eye, there is no village. Westshire is a farming village.
STONESHIRE
Back when it began this city was a hill fort, with three concentric walls. Although it has long outgrown that stage and now stretches across several miles, it keeps to the same mentality. The nobles, middle class and the poor each has their own area of the city, and each part of the city is walled off to protect the nobles from too much contact with the other classes and the middle classes from too much contact with the poor. The different sections of the city are not totally self-contained as all the groups ultimately depend on each other.
LONG BOTTOM
A small village located near one of the Eastwalk's more prominent markets. It is located on the lower half of the route, where the road bends towards the sea and the village's neighbor, Eastden. Many locals of Long Bottom are employed in the market, and they tend towards life in the Land Guard or with the heavy logging industry in place there. Long Bottom utilizes the shores of Shark Cove for shipbuilding, and it is the main go-to for many seafaring companies when in need of a vessel. Long Bottom was recently very nearly burned to the ground and is in the process of major rebuilding.
WOODWYNNE
Woodwynne is made mainly of the Shauja Tribe, a large tribe that ruled the upper half of Kyngfeld long before the Republic formed. They are very protective of their lands and people, most times operating of their own creed and traditions. This Commonwealth is more self-sufficient than the others, but that goes along with how its people tend to be.
The Shauja are considered self-serving, as they seek only outcomes that benefit their own people. They are deeply spiritual, as well, believing in the continued presence of their ancestors to such a degree that they are prayed to as heavily as The Six. Every family has a wiseman or woman that proves the conduit between the ancestors and themselves, and their word is considered valuable knowledge and guidance for any and all ventures involving the family. As true to their own tribe as they can be, Woodwynne tribal children are not permitted to wed those not of the tribe. To leave Woodwynne to marry or seek ones fortune for betterment of self instead of family is also considered a capital crime, the consequence of which brings banishment.
As far as trade with Woodwynne, the people are open to trade with seafaring sort, their port often times used as a filter between Wick Port's residents and the more upstanding merchants of Bluemere.
Fey Flute Inn [Good]
Located close to the Mountain Pass, the Inne is a likely stop for any spiritual sorts on their way to converse with the other side. Owned and operated by the Marsi line of the Shanji tribe, the Fey Flute Inn is a clean, respectable business that prides itself on offering a family atmosphere to its patrons. The three hearths warming this rather large inne are always lit and the kitchen is always open, boasting fair that the locals consider good for the mind, heart and spirit. The decor has fey-influence in a symbolic way shown in wall hangings, intricately crafted sconces and the like, which is a nod to the fey-touched blood running in the veins of every Shanji. Adjacent to the Inne is a steam-filled hut meant for cleansing the body, too. The opening of the pores and warming breaths sent to the lungs is seen as a cleansing method for the body and mind. Patrons can clean their bodies and souls, bathe in the mainhouse next door and then refill with a comforting soup and crisp wine.
Mountain Gate
In a small valley on the mountain’s side, that can be found by chance or purpose is an old track of little use leading to two large stones that resemble pillars (that’s what most people think is the reason for the name).
Like the pillars, there are more stones crudely shaped to resemble something - mostly animals, or humanoid shapes. There are several old fireplaces, strange wooden constructions, even a small hut or two, but no permanent structures for no one stayed here to live. The more sensitive people can feel a small draft sometimes, as if there was a window open in your house. Animals will be unquiet at times, and sleeping here tends to produce strange dreams.
THE CRACK The most important feature is all but invisible to the eye, and a great power of mind is needed to find it. There is a crack in the mountain, thinner than a hair, which leads deep, all the way to the other side.
Useless to a mortal, it is a passage for spirits, a frequented crossroads in the spirit world. Those of a shamanistic bent (and sometimes even those without) can make contact here easily, not only with mountain spirits, but with many others, depending on their luck or lack thereof. Wise people of the tribes living around visit this place, to look for help and guidance. More than one shaman of their own is buried here.
This valley is holy to the tribes around, and trespassers can get into trouble easily!