Chapter 1 - The Land of Many Rivers | A Stranger's Welcome
demytra
the writer


But some have taken to calling it the End - doomsayers flock cities and towns to herald the coming destruction of the world, claiming of a new and terrible power that has arisen. For this is the only explanation for why everything has gone awry as it has, and for good reason; the Kondavyan Empire has conquered many in its wake, leaving an ocean of blood and chains in its warmongering path across continents. Whispers claim they have placed their allegiance to a new, dark god that had blessed them with the boons necessary to continue their rampage across the mortal world. And now, they have their sights elsewhere...
Your home.
The North is a land of many names and filled with hardy folk of all kinds, taken by outsiders to be a land of backwards savages and terrorizing superstition. And to many of those who live within its embrace, it is a harsh and unforgiving realm in comparison to the rest of the world. Despite all the differing peoples that share the land, they all have a hatred for would-be conquerors in common. It is here - in the battles waged, and paths taken - that three lives bound together by fate will come to shape the future of the North and, to a greater extent, the whole of the world.
Chapter 1 - The Land of Many Rivers
Rekko
Rekko
Your eyes fall upon the familiar vista of a nameless marsh draped in a silver morning cloak; Insects buzz in the air, giving contrast to the windless sky that has settled to an everlasting tranquility. You don't know how you arrived here, but recent nights have always taken you back to the same place here. And even though you know nothing of this place - as familiar as you are with all the wetlands of Jarvimaata - it still feels all too familiar as one fails to reach for a word on their tongue. Unlike what a stranger would feel in an unfamiliar place, you feel safe... comforted for reasons beyond your understand. Your eyes trail, as they normally do, to your surroundings only to be greeted with a limitless vista of arbour, mosses, reeds, and waters. The marsh trees alternate for reeds, and the woods all look ancient beyond knowledge. Beneath every skin of bark is a thousand lifetimes grown and forgotten.
You take your first steps through the vista and find that your feet, small and furred little things, do not breach the water. Rather, you step along its surface so as to not disturb the waters below. Even if you could break the mirror below, you do not dare conceive the notion of doing so as you advance forward. Your surroundings seem endless, as you brush aside cattails and reeds for your path forward. You remain mindful not to disturb anything too much, trying to follow a path. The waters themselves snake out between the trees, creating an intricate web that all intersect with one another as they travel through the beating heart of this realm. As you walk, you eventually find way to a crude boardwalk of petrified wood that allows you distance from the water and provides a definitive guide for you.
Your eyes follow this new trail to something in the distance; and when you squint, you see a shack, and a small pier. A hunched, cloaked figure sits at its very edge with their body hidden from you. Something familiar about their presence alone beckons you forward, calling out wordlessly as you muster onwards almost automatically. As you pass the shack, you see a thousand charms and effigies hanging from the rafters and the roof, each made in their own unique manner and material. And as you observe closer, you can see that within every chisel and carved edge is a story for those who have departed.
"Come now, child, don't be shy." the figure's voice croaks outwards with an elderly friendliness, though they remain obscure and paying your presence no mind. Instead, they seem more preoccupied with the waters below as they stir it gently with the end of a great feathered staff.
1. Approach the figure - Feeling no reason to distrust this person, you inch closer until you are by their side at the pier's edge.
2. Question - "Who are you?" you ask, trying to get some answers that you have failed to get in your previous appearances here.
3. Investigate the shack - The charms and effigies are striking, and you find yourself ever more curious of what other things lay in store inside those walls.
4. Back away - You still can't help but hesitate, especially when face with the unfamiliar, despite the welcome you've received thus far.