#Lore24 – Entry #173 – Wild West Month #22 – The Bleakwood

As told by Kumiko Stalks-Amongst-the-Stars, shaman of the Midnight Panther tribe of Kerra-Kerra

To the north and to the east of the Peaks Reaching to the Sky lies one of the Places We Do Not Go.  This place we call the Bleakwood, for it is a dangerous and cursed place where those who venture inside never return.  The Bleakwood appears at the base of the Peaks Reaching to the Sky, and while it seems as any other forest at first, the nearer you come, the more unsettled you will feel.  The wood grows darker and more foreboding, and soon you can see that the very trees are not normal, looking to be sickly and dying, filled with disease, and yet they somehow still grow.  The Bleakwood is shrouded by mists beyond its edge, even during the hottest of days.  The animals, what few there are, too are sick and not to be hunted, for their flesh is poisonous.  One should never get closer than the warning totems that we have placed upon the outskirts of this place, for to do so would invite misfortune.

It is not known what truly lies within the Bleakwood, but it is possibly one of the places once held by the Devil-Wardens and may contain their dark spirits that cannot find rest, for one can hear terrible wails coming from the wood, as if a soul is being tortured.  The ancestors speak of the foolhardy who dared to venture inside, and the wailing of these unseen spirits that were drawn to them that finally went silent for a time, once they had consumed their prey.  None who wish to live should ever go near this place.

Yet, now that the People from Beyond the Great Walls come into the Bitter Frontier, they have learned of this place.  The Kerra-Kerra have tried to warn them, but I am told by my Brother-and-Sister Shaman in our Dream Meetings that the warnings have gone unheeded, for the belief that there is great treasures beyond is strong.  More and more the outsiders venture inside, and more and more they fail to return.  The wailing of the dark spirits within grows louder and more numerous, and the fog grows thicker, even spreading beyond the edge of the Bleakwood now.  This is deeply troubling.

#Lore24 – Entry #172 – Wild West Month #21 – The Dead That Do Not Rest

As told by Kumiko Stalks-Amongst-the-Stars, shaman of the Midnight Panther tribe of Kerra-Kerra

Be ever aware of the smell of death, for one cannot ever be certain that what lies dead will stay still upon the Bitter Frontier.  Dark sorcery, perhaps lingering from the times of the Devil-Wardens, can steal the body once the soul has gone, using it as a vessel to consume the living.  Such things are often the work of the Reaper Spirit, for once the soul is consumed, the bodies that remain are but tool for it to use to slay more of the living.  These are the Dead That Do Not Rest.

The Corpses that Walk are the lowest of the Dead That Do Not Rest, shells of the living that still move and have a fierce hunger for fresh flesh.  Without a soul, the body is as a puppet, controlled by this hunger, doing all that it can to sate its unrelenting with fresh meat.  They are not always easy to kill, for a dead body feels no pain, but a well-placed arrow into their heads is best, or crushing or removing the head entirely; fire is also effective, but best used when the Corpses that Walk are many.  The greater threat is their numbers, for they carry a foul sickness with them that will weaken and kill almost anyone who is bitten by them, and those who succumb have their souls consumed by the Reaper Spirit, their bodies turned into its vessels.

There are more fearsome Dead That Do Not Rest, those who have once served the Reaper Spirit perhaps, thinking they could control it, or who have succumb to their own dark sorcery.  These Dead That Do Not Rest, while having no souls, still have a shadow of their former living souls within them that grants them deadly cunning in addition to greater power.  The Corpses With Bloody Claws and Fangs consume flesh like the Corpses that Walk, but still think and attack from ambush, or, in some cases, consume the recently dead as would any scavenger; if there has been a great battle, be ever cautious, for these are likely near.  They are fast and deadly when one is not prepared to face them; holy magic from the Great Mother will work well against them, as will it against all Dead That Do Not Rest, as does fire, or cutting them to pieces through strength of your warrior spirit.

Even more powerful are the Corpses that Drink Living Blood, for they are the most powerful and cunning of the Dead That Do Not Rest, for they are the users of dark sorcery who have willing brought the Reaper Spirit into them.  They can appear as they did in life, hiding their true nature and using their dark sorcery to control the minds and bodies of animals and people alike, luring them close so they may consume the blood that flows within their veins using their hidden fangs.  Those so chosen by the Corpse that Drinks Living Blood can remain as a cow does, a constant supply of blood, until their body finally fails, which is when they too become a Corpse that Drinks Living Blood, albeit weaker.  However, they can live for many, man years if they are smart, so their power will eventually become the same as the one that spawned them.  These are weakest during the day, and should they touch the light of the sun, they will burn.  It is best to try to paralyze them with a wooden stake to their hearts and drag them into the light of day, or use much fire, for their bodies are strong and hard to hurt without holy magic.  Great care must be taken when dealing with these abominations.