#Lore24 – Entry #181 – Wild West Month #30 – Those who Make the Thundering Weapons

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

Though the Kerra-Kerra have long sought not to make use of Thundering Weapons, as our lands are threatened more and more by the Many People from Beyond the Great Walls, so too must we learn to use them if we wish to keep our sacred places as they should be.  Our ways of living upon the Bitter Frontier mean that we cannot make the Thundering Weapons for ourselves, and that those who seek to do us harm will try to keep them from us.  Should you ever find yourself in battle and slay one using a Thundering Weapon, if you can, take it and its bullets with you; if you do not use it for yourself, then someone in our tribe or another will.  As such, you should be aware that not all Thundering Weapons are created equal, for some are better than others, and will see you live where a poorer weapon would see you dead.

As our people have learned, through use and conversation with those who do not seek to harm us as they explore the Bitter Frontier, be aware of the revolving Thundering Weapons that bear the mark of the young Filly.  Filly pistols are amongst the finest made, and among the most common you will find for this reason.  They are reliable, accurate, and deadly.  Their ammunition is short, marked with the numbers “45” in the common tongue.  If you cannot have a Filly, then those from “Weston & Smythe” are nearly as good, though their bullets are not always of the same size, and sometimes harder to find.  There have been many gunslingers who carry those W&S weapons which break open from the top, for they are quicker to reload, and easier to do so from horseback. 

For the hunter, the long Thunder Weapons bearing the name “Winchauster” are regarded as the best.  The make the “shotgun” like no other, for it can spread many tiny bullets far and wide.  They make them with one or two barrels, some that can even hold more than one or two cartridges.  These weapons, up close, can tear a man in half.  Never ever underestimate the power of such a weapon.  Likewise, the “Winchauster” also make the best “rifles”, the kind of Thundering Weapon that shoots bigger bullets for longer range and greater power.  Their “rifles” hold many bullets and load and reload quickly, using the lever on the bottom to do so.  There are others who make such weapons, but the quality is not the same, nor are their ammunition, which is harder and harder to find.

Special “rifles” of note are those that are very long and very heavy compared to the “Winchausters” and bear the name of “Keens”.  Sometimes you will find them with a Tube of Crystal and Brass atop them, devices that will allow you to clearly see the much further than normal, but most often not.  They use the largest of the solid bullets and are loaded one at a time from the rear.  These are very powerful, best used for hunting the largest of buffalo, and can even pierce the shells of the giant scorpions in the Great Scorpion Flats at distance.  These are rare compared to others, but highly prized.

A new kind of Thundering Weapon is becoming more common upon the Bitter Frontier now, and can be found upon the Howling Steel Chariots, and are a terrible sight to behold.  These are called the “Ripley Guns”, and they can lay waste to entire war parties, for they fire many, many rounds one after the other without need to reload.  You will know them for they have many barrels, arranged in a circle around a center tube, and are fired by turning a crank on one side.  They are mounted and stationary but are often hidden behind walls of steel, firing through smaller openings.  It is best to run when one of these Thundering Weapons is brought to bear against you, unless you are able to take out the ones firing it from cover.  We do not favor such weapons, for they are heavy and hard to carry.  Destroy them if you can, but do not risk your life to do so.

#Lore24 – Entry #180 – Wild West Month #29 – Those who Face Bullets with Swords

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

Strange are the ways of the Peoples from Beyond the Ocean Which Leads to the Lands of the Setting Sun.  Though very rare within the Bitter Frontier, sometimes you will encounter one of them, and you will know them by the long, curved swords they carry.  They are often of elven blood, though mixed usually with human, but not always, and the swords they carry are said by our ancestors to have once been favored by our own people, though the ways of making them have long since been lost to us. 

It is a unique method Those who Face Bullets with Swords use.  I have seen some of them forsake the use of Thundering Weapons altogether in my travels, while others will use them almost as often.  But more curious about their methods is their ability to use their Curved Swords to deflect the bullets fired by those wielding Thundering Weapons.  It may seem impossible, but I have witnessed this for myself.  It is not a feat undertaken lightly, for the slightest failure in their training will see them dead or dying, for one cannot see the bullet and must rely upon their honed instincts.  Their ways are as mysterious to us as our shamanic ways must seem to the outsiders, but everyone must forge their own path.

If you witness one carrying such a Curved Sword, be wary should you have to engage them in battle.  An arrow will do little good unless you catch them completely unawares, for they are much easier to predict than a bullet.  I have seen one such person split a bullet in twain with their blade, sending the halves of it into enemies on either side of them.  I have seen them deflect a full six shots from one of the revolving Thundering Weapons only to charge forward in the time it takes to blink to cut the gunman down.  I have likewise seen those who have failed in their dangerous way, receiving a lesser wound than they would have, perhaps, only to be taken out by another bullet fired moments later. 

A strange way indeed.

#Lore24 – Entry #179 – Wild West Month #28 – Gods of the Peoples Who Are Not Our Own

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

There are many gods that exist alongside our Great Mother Saressh.  I have spoken of Lashana and her followers before, of how we sometimes have our disagreements, but do not seek conflict if it can be avoided.  This is not often the case with those of other gods, for not all gods are good, and not all gods are just.  As with the Many Peoples, there are many reasons that the gods do what they do, and why they guide their followers as they do.  Always be wary when dealing with those of the other gods; you may not know their intentions, but you can keep some things in mind.

Amongst the Gods of the Peoples Who Are Not Our Own is one that you should be very cautious of, the evil god known as Malvaxor.  His ways are deceptive, preaching of healing the sick and the mad, only to make those who fall for his treatments worse, often hidden within the new Fortresses of Stone and Metal.  There have been times terrible abominations of flesh have been created by his followers, and great plagues have spread because of his “healers”.  Though the followers of Malvaxor do not recognize the Many Spirits, they are doing the work of the Reaper Spirit without question. 

The followers of Goldeneyes, the Seekers of Knowledge, may seem trustworthy, but be cautious what you may reveal to them.  They seek to know all, even that which should remain sacred and amongst only the Kerra-Kerra.  Though they say they record this knowledge to preserve it, who is to say what others may use this knowledge for?  Always guard our secrets, especially around the followers of Goldeneyes. 

Though the God of Death, Mausolus, and his followers, do not often work with the Reaper Spirit in mind, for he is a vain and prideful god, and his ways are only of benefit to him.  Those seeking the death of a specific person will often ask for his favor, the bounty killers and assassins of those with great power Beyond the Great Walls, usually, but his influence is spreading into the Bitter Frontier.

If life in upon the Bitter Frontier has taught us anything, it is that chaos is firmly in control, and this is pleasing to Old Man Entropy.  Some say he knows not what he does, for he is mad, but this is not so; mortals simply cannot fathom the true nature of his ways.  Understand that all tries to return to chaos, and this is the ultimate goal of Old Man Entropy.  It is said that he sometimes will reveal himself upon the great buttes and mesas on nights of the full moon, appearing as a great steed composed of starlight twinkling in shadow, a great horn upon its head.  Be ever cautious of such a strange vision, for it is a sign to contemplate and consider well what may come.

Chief among the gods of the Orc People of the north is Mantok Badaxe, a great warrior god who seeks to guide his people beyond the ways of the raider and barbarian.  His people upon the Bitter Frontier do not listen often to him and may have even forsaken his teachings altogether.  A rare few, however, still seek to follow his ancient ways, and it is these orcs who are often reaching out to live amongst other peoples, to learn their ways and live “civilized” lives.  If that is the path they have chosen, then so be it; be wary of them as you would be for any outside the Kerra-Kerra, but if their intentions are true, they will find their own rewards with Mantok.

It is often difficult to say where you will find followers of the goddesses Erisaya and Yurisaya, for they are as two halves of the same being, one standing in light, the other in shadow, sometimes in a temple, sometimes in the Houses of Whores and Fire Water.  Generally, they are goodly, bringing healing and their chosen forms of “love and compassion” to the world, but this often brings with it stirred passions and its own form of chaos as the hearts and minds can be swayed by their ways.  Always be careful around them, for they know well the ways of the flesh, and can say sweet words that will twist the mind as surely as any dark sorcery to sway those to their ways of thinking. 

#Lore24 – Entry #178 – Wild West Month #27 – The Land of Deadly Water that Shoots to the Sky

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

A land that is both sacred and deadly, not to be traveled by the unwary, though perhaps if the Many Spirits are willing, one who is not familiar with the region may survive their journey through it.  The Land of Deadly Water that Shoots to the Sky can be found many days to the west of the Hills of Coal, within the northeastern reaches of the Peaks Reaching to the Sky.  The land is both good and bad here, for there can be found many places where animals and plants for food are plentiful, especially around the many lakes spread around this region, but also many places that will kill without thought or mercy, for the Many Spirits are often in conflict here.

It is the spirits of the earth and water which are most often in battle within this area, and perhaps it is the spirits of fire that stoke the feuds between them.  There are parts of this land where you can find Pools of Smoking Water that Smell Foul, and though colored in beautiful ways, the water is deadly.  Not only will it boil flesh while you still live, perhaps before you even realize it, but it will also poison if cooled and drank.  Even the earth around these pools of water is not safe, for it can be thin and misleading, breaking off to dump you into the very boiling water that is hidden beneath it.  In other regions, the Many Spirts of Earth and Water make pleas to the spirits of the Air and Sky to aid against the Spirits of Fire, shooting huge streams of boiling water into the sky.  One would be wise to tread carefully when you begin to smell foul air and feel rumbles beneath your feet, and watch for the bones of animals, for they too fall prey to the battle of the Many Spirits here.

Even with the dangers here, the good parts of this land are very good, and it is shared amongst the Kerra-Kerra and the Horse People throughout the year as we roam from place to place.  In recent times the Many Peoples from Beyond the Great Walls have begun to venture into The Land of Deadly Water that Shoots to the Sky, ever seeking their shiny treasures and the dark blood of the earth.  I have seen for myself their folly in venturing unwarily through this land, and you will likely see their bones scattered amongst the Pools of Dangerous Water and in the Places Where Water Shoots to the Sky. 

#Lore24 – Entry #177 – Wild West Month #26 – The Great Valley of Stone Towers Reaching to the Sky

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

South of the Peaks Reaching to the Sky, west of the Plains Which Stretch Forever, several days before you would reach the harsher deserts of the Great Scorpion Flats and the Vast Dry Sea of Salt lies the Great Valley of Stone Towers Reaching to the Sky.  Surrounded by higher mesas, the valley drops sharply from these heights.  Below lies a land that is more hospitable than the other desert areas I have spoken of, with plants and animals and water that are more easily found.  Most striking of this wide, long valley are the Stone Towers Reaching to the Sky, standing as high as the mesas surrounding the valley, but dotted all throughout the valley floor.  It is almost as if they were pushed through the earth by the spirits of earth and accepted by the spirits of the sky.

We sometimes journey to the Great Valley of Stone Towers Reaching to the Sky, for it is one of the sacred meeting places of the Kerra-Kerra, a place where we commune with the Many Spirits of the Broken Cage that Still Imprisons, for days, sometimes weeks.  It is one of the places that we come closer to our Great Mother Saressh, and a place where we lay our venerated dead to rest, hidden amongst the many Stone Towers, where the spirits welcome them into the Great Beyond and home to the Great Mother so that they may be born again.

There are many pathways hidden amongst the Stone Towers Reaching to the Sky that lead to the flat tops, for that is where we perform our communion with the Many Spirits.  These paths may be found by those not of the Kerra-Kerra, but only the brave would venture to such places, for the spirits often do not allow those who do not commune with them to come into these places.  There are other dangers for those who do not venerate the Many Spirits, for the Valley itself is guarded by the mighty Thunderbirds that make their nests atop the Towers, and they do not recognize outsiders as welcome, and they wield the power of thunder and lighting as easily as we wield our bows and spears and guns.  Not even one of the Howling Steel Chariots could survive the attack of a Thunderbird.

#Lore24 – Entry #176 – Wild West Month #25 – The Horses that Go Up in Flames

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

To the east of the Peaks Reaching to the Sky, north of the Plains Which Stretch Forever, and west of the Hills of Coal, there lies a stretch of cursed land where little grows, and few animals live, the very rock of the area painted in the shades of blood where they are not burnt black.  But, unlike so many places, the Burnt Lands are not cursed by the Devil Wardens, but by the spirits themselves.  Here is the land of the Horses that Go Up in Flames.

From the distant hills and mountains that surround this region, in the darkness of night, you can see the Horses that Go Up in Flames from many miles away, for they leave fiery trails stretching behind them.  Most often you will see but one, but on some nights, you may see a half dozen or more running together, not stopping even for the mesas, running up and over them as if they were not there.  For those daring to venture closer, you can see that the horses are spirits of fire, their skeletons visible and the color of charcoal, wreathed in billowing flames.  Their pained, angry cries can be heard before they are seen, but by then, they are likely already upon you, for they move with the speed of a wildfire.

The Horses that Go Up in Flames are a mystery to the Kerra-Kerra and the Horse People.  They do not seem to wish to speak with us as other spirits do, and may not be entirely of the spirits of the elements.  Horses that have strayed from our tribes as they travel around the Burnt Lands sometimes end up there.  Tales speak of these horses running as if possessed by a spirit, not fearful in the least as they drive headlong toward the Horses that Go Up in Flames.  As they approach, they cry in agony as their bodies erupt in flame, and in moments, they join the flaming herd as if they belonged there all along.

It is best to cross the Burnt Lands on the outside, for the Horses that Go Up in Flames do not stray from the area they have claimed, though what it is they may protect or guard we do not know, though in times of great need, you may dare cross through these lands; it is best to do so in the day, for the Horses that Go Up in Flames are less active then.

#Lore24 – Entry #175 – Wild West Month #24 – The Vast Dry Sea of Salt

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

North of the Great Scorpion Flats lies another place our people rarely travel, the Vast Dry Sea of Salt.  There are no giant scorpions and it is not quite as hot, but still deadly for those who do not know how to survive in this unforgiving part of the Bitter Frontier.  The land is mostly flat here, stretching for as far as the eye can see, but not as far as the Plains Which Stretch Forever.  Once, in the times before the Great Uproar, this place was a sea filled with salt water, like that of the great oceans.  Many are the remains of the fish that once were within it and the boats that were once upon it, encrusted with the Salt that Blows Like Sand that can rend flesh from bone in the strong winds that are found there.

Sometimes great storms come to the Vast Dry Sea of Salt, filling it with rainwater for a time, perhaps only hours, before the water vanishes once again, leaving behind the salt.  Water can be found in caves that lie beneath the surface, through cracks in surface, but it is as salty as everything else, not fit for drinking.  The sea can be crossed in a day, but only if one is prepared and has no other choice; it is safer to circle wide to the north or south, where the land is better. 

This place is not without its bad spirits.  There are spirits of the earth that are ill at ease, sometimes leaving openings to vast chasms below hidden by thin layers of salt that one cannot discern from regular ground.  The wind and earth spirits move huge stones while no one is looking, leaving behind miles long trails in the salt, but for what purpose, not even we know.  We think it is a sign of distress, perhaps even of prophecy, but so far, we have not been able to come to terms with these spirits.

Worse, at the center of this sea lies a place of the Devil-Wardens, the White Obelisk, jutting out from a great chasm in the center of the Vast Dry Sea of Salt, the salt glinting in the sunlight like the precious stones those from Beyond the Great Walls value so much.  The White Obelisk can be seen from far away, appearing much closer than it actually is, and is almost like a spine of some great creature jutting from the earth, not unlike the bones of ancient fish that once lived in the sea, with broken ribs jutting from its length.  Some of the brave and foolish have dared to venture close to the White Obelisk, close enough to peer into the darkness of the chasm that surrounds it.  Some did not return, nor were any traces found; others have told of strange sounds from below, lights moving in the darkness that suddenly swarm toward those who cannot escape quickly enough.  Sometimes you can even hear a keening upon the wind even to the edges of the sea, a sound that can make your teeth hurt, though in the times I have heard it in the presence of those not of the Kerra-Kerra, they cannot hear it.  Perhaps the White Obelisk is calling to us?  It is something we contemplate from time to time, but thus far, we have found no reason to brave the dangers there.

#Lore24 – Entry #174 – Wild West Month #23 – The Great Scorpion Flats

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

To the far west and south of the Peaks Reaching to the Sky, beyond the Pass of Shining Stars, likes the Great Scorpion Flats.  This region is not to be traveled lightly, if at all; truly only the desperate or the foolish would venture here, though perhaps the tribe of Demon-Tainted People who call it home would say otherwise?  They do not feel the heat of the great desert like we do, and have learned to survive in this place, for they have embraced the spirit of the Great Scorpion.

With the land hot enough to sear flesh and water found only in places hidden beneath the earth, this land is harsh enough, but the creatures that dwell there are just as deadly.  As it is so named, the Great Scorpion is found here, the smallest of these the size of a fully grown panther, the largest as big as a Howling Steel Chariot.  Their temper is foul, for they always seek fresh meat to sate their hunger.  Some of them are tamed, so to speak, by the Demon-Tainted People who live there, but even they only dwell in places the Great Scorpions do not go, high upon the tops of the many stone spires that rise from the hard-packed sands like gigantic fingers.  Their shell is thick, so much that even a Thundering Weapon will barely get through it, and their poisonous stingers are deadly with but a scratch.

And yet, the People from Beyond the Great Walls still try to venture there, seeking some great treasures they are sure are hidden there.  They know of the Demon-Tainted People who have raided beyond their lands, but they do not understand that is for their survival, not to horde the shiny baubles and stones that are so prized beyond the Great Walls.  I have been told that they wish to find a way through the Peaks Reaching to the Sky for their Howling Steel Chariots, to cross this dangerous place with their Bands of Wood and Steel, perhaps to settle there. 

There are times when I think that all People from Beyond the Great Walls are crazy.

#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.