In the early hours of dawn, coming off another night of restless sleep, Meng climbs the steep cobblestone pathway which leads up. Cresting the short but steep hill, Meng beholds the sight which he came seeking; a witch's hut captured in wane morning yellows, bramble stalks climbing over a patchwork ceiling made from willow and oak branches. Odd, Meng thinks as he crosses the small knee-high field of grass. No smoke emitting from the narrow chimney means one of two things: Either this witch had a cold night sleep or nobody's home.

Rumors throughout town always reaffirmed Meng's suspicion that the catfolk witch did special work with dreams. But to what avail, he -- nor anybody, so it seemed -- really knew. That's precisely why he'd climbed the hill, exactly why he'd arisen in the bitter cold of morn. Meng was seeking something. An answer perhaps, or more. Whatever it was, sure as the day was bright, if it was here for the taking, Meng would find out.

But before Meng could even so much as peek through the darkened window, a soft voice reproached him, and Meng spun on his heels.

"Not there, she's not, indeed," the voice sounded old and cracked, like a barrel keg tossed behind a tavern to rot. The voice belonged to a hunched-over figure. As he spoke he emerged into morning light, for Meng to get a closer look.

"Gone a fortnight, now. Maybe two."

Meng listens to the story this hunchback old-timer tells, all the while studying the craggy features of his boney face. Meng learns the catfolk witch is a notorious scavenger, known for long trips deep into the forest, searching for ominous, rare recipe ingredients. 

When the story's finished, Meng presses for details of the witch's whereabouts, but his request is met with indignant laughter.

"Where?!" the old voice cracks, suddenly taking on new life. 

"If you must know, search the Western tree-line. A trail there you may find."

And with that the hunchback turns to go, leaving Meng to his own devices, standing alone beside the witch's hut atop a hill, soaked in warm, morning light.

Played by Leon Schultz.

Played by Peter B.

Born in a small kitsune village before the catacylsm, where the Grace of Wryllen touches the Jade Tide of the Draqin Empire's northern country, Korasu often reflected on both how he was restored to life and how he found himself in the land of the dead.  Today was no exception, as he was inspired to retell the tale while speaking with the beautiful, but reserved, Lazhkùrva in House Doriavo.  She doesn't talk much, and getting her to open up has been a great challenge.   The interpid bard has learned that she's from the Wryllenic Realms, she likes flowers and animals, and that she excels at changing the subject of a conversation, especially when it's about her past.  Still, he can't help but think there's more to her than meets the eye, so he presses on - slowly, patiently.  Today he's been sharing stories, mostly of the imaginary kind.  It's her turn, and she begins:

 

"Have you heard the story of the mangrove and the rose?  They tell it often here.  Once upon a time, there was a cemetery by the shore, where a great Mangrove loomed over a long forgotten grave.  He was alone, save the silent tombstones, and so one day when an old woman came with a single rose he was overjoyed.  He called out to her, but she could not hear him, instead placing the rose with sincere love upon the grave.  Such was the pull of their hearts, that by the time the old woman had left in tears, a magical spark had given the rose new life.  And so, with sappy tears in his own branches, the Mangrove watched as Rose the dryad was born.  The two became fast friends, and then lovers, as their bond grew stronger each year.  To the people who visited the cemetery, she was just a thorny vine that bloomed in the spring, but to the Mangrove she was so much more.

 

Over time, Rose yearned to escape the dreary cemetery and see the world, but she could not leave the sight of the Mangrove on pain of death.  Such is the life of a dryad.  Then a dark stranger came to the cemetery, who recognized Rose and the Mangrove for what they were.  He offered her a gift - the freedom to go as she likes - but explained such things come at a terrible price.  Hastily, Rose agreed, and so he bestowed his dark gift upon her, then left.  She delighted in exploring the nearby towns and villages, exploring by moonlight, only to return to her beloved Mangrove by daybreak.  Once while out and about, she discovered a sleeping man and was overcome with a carnal hunger.  All her life, she had subsisted on the remains of his family in their graves, and the morbid curiosity of the taste of the living filled her with a terrible urge.  Being elderly and asleep, she easily overcame him, and feasted on his flesh.  To her surprise, the man died (she had never seen men die before), and then his remains took on a familiar, boring flavor.  Not fully understanding what she had done, nor truly respecting the lives of the people she was now free to walk among, Rose continued.  The longer she spent away from her beloved, the hungrier she became, and soon she began spending more time away indeed...

 

The Mangrove, for all of this, was largely oblivious.  The stretch of years seemed to blur together, and Rose's comings and goings were notable only for the waves of pain and joy he felt.  He had noticed that more graves were being added to his cemetery as of late, but thought nothing of it, as in his experience, more men die every year.  Then one night Rose returned to her Mangrove, with an expression of bloody terror.  The townsfolk had seen her this time, and they came with fire.  All at once, the Mangrove realized what had been happening.  Just as he had known no peace, the villagers had known no peace.  In his roots, he could feel them marching toward the cemetery, and he could see the glow of their torches in the distance.  Ready to die, but desperate to save his beloved, the Mangrove pushed with all his strength upon the ledge where he had stood for generations.  Finally, it was enough to pry him from the earth, as he and Rose plunged into the watery depths below.  By the time the villagers discovered them, they were floating out to sea.  Though they would later explore all the world, they would never know peace.  This was the price paid for her freedom."

 

Staring off into the distance, Lahzkurva seems to forget herself for a moment, before asking aloud, "What would you do for someone you loved?"

 

(You may respond here to her question or with your own story, if you prefer)


 

The House of the Navy and Trade.

Twenty years ago this ancient House was on the verge of collapse.  Crushed by scandals and looming debts, many members considered exile before Didem the Elder convinced them to try one last desperate gamble.  With the help of Xu Quon, he discovered the northern passages had been opened by Wryllen's Fourth Blooming, and established a thriving trade through the now open waters.  Together, they built Ohma's first sailing fleet, restoring the wealth of House Doriavo, but not its honor.  A bloody Purge was conducted to regain the trust of their fellow citizens, reducing the family to only its untarnished members.  For this (and bringing great spoils to the city), Didem was awarded the titles of Consul and then Dictator, and used them to defend the scattered descentants of the Ohmani in other lands.  These actions brought the Grasvaran into the fold and many others before his untimely death in battle.  Today his son Marko Doriavo is Consul, Grandmaster of the Navy, and Master of the House.

The House of Horses and Iron.

The newest family to grace the Ledge, the Grasvarans are a simple people that represent many things to the Ohmani.  Tenacity, compassion, but most of all: tradition.  Despite being separated by nearly a thousand years, the Grasvarans have never forgotten their heritage or core values.  The Ohmani believe that it is their mission to reclaim their long lost brothers and sisters who fled during the cataclysm, and the return of House Grasvara is the greatest confirmation of that belief so far.  As relative newcomers, they have yet to embrace necromancy or the politics of noble courts, but their hard work in the fields and smithy are greatly appreciated nonetheless.

The House of the Army and Low Necromancy.

The peace-keepers of the Ohmani, and their first line of defense against the wild hordes of undead.  House Kshatriyo has long been known for their battle prowess, and long reviled for conscripting newly deceased residents to fill out their ranks.  It is, however, the law, and so they enjoy the respect of many citizens throughout the other houses.  Some say the leadership of the family lies with its denizens, but what is certain is that Aravind, a Consul, rules his territories with an iron grip.

The house of High Necromany.  

Originally outcasts from Al'Maqadim, they were first to advise that undead can only be defeated by more undead, and thus they are often credited with saving the entirety of Ohmani civilization.  The family is not well liked among residents, but it is held in high regard by citizens and especially so by denizens.  Shandor Mulkalo is the Grandmaster of Phylacteries - a position which demands the respect of all denizens.  Breaking with tradition, his wife Darane Svato Mulkalo serves as the Matron and Master of the House while Khlyari commands as Master of Denizens.

The House of Cleansing and Chronomancy.

Considered by many to be the oldest house, the Svato family are survivors.  Kintàla, the Avatar of the Ohmani, serves as a raw check on the power of the city's denizens.  Baxtalo is the young Master of the House, and the heir apparent to his aunt's powers.  Both have lived a cloistured, ascetic life for their own protection as much as for everyone else's.  They are attended to by a cadre of chronomancers and immortal advisors.  The House's official business while religious in origin is now administrative in nature.  They oversee matters of ritual purity and pollution, as well as seasonal observances and timekeeping throughout the city.

The House of the Arts

Lavuto enjoys a recent marriage with House Prikazo, but she can only hope to survive their revelry.  Having taken up a new artform of "Beauty in Death", this family seeks to use their One Lawful Kill as artfully (and brutually) as possible.

The House of Ill Omen

There was once a time when the astrologers of House Prikazo were sought to help avert disaster.  Now that their family has wrought disaster on so many others with their "Beauty in Death", opinions have changed and many seek to put an end to the madness.  The House is still wealthy, however, and few dare to strike against those who are said to be able to forsee their own demise.

The House of Farmers and Doctors

Formerly the ancient Guild of Farmers, this up and coming House seeks a debt long due.  Vàla, the deaf-mute Matron of the House, still grieves for her lost husband Jeim.  Considered by many to be the city's most eligible bachlorette, she's constantly dismissing suitors after her beauty and wealth.  House Vushorjo also maintains a large garden complete with a Wryllenic Shrine - the only one in the city.  Thus, the grounds are often filled with a mix of devout worshippers and greedy addicts.

The House of Good Omens

Even the House of Good Omens occasionally makes a bad bet.  Allegedly Jeim, the former Patron of the House, gambled away his family's fortune and then went into self-imposed exile.  Since then, his brother Hokkani has sought to right those wrongs and restore the people's trust in their noble family.  The consensus of citizens is that together with the help of his wife Drabarni, he has done so spectacularly.  Though largely impoverished, Hokkani is considered a leading contender for future office.

The House of Diplomacy

Also known as the House of the Scorpion, they now live in exile.  Descended from the infamous Scorpion Clan, the members of House Yalakráno initially specialized in hunting and defeating intelligent undead.  Later, they adapted their skills for the assassination of living prey.  In Ohma, such practices were legal when used by Citizens, but eventually the house succumbed to corruption by allowing Denizens and Residents in on the practice.  When they refused to purge themselves forty years ago, their Citizens were cast out from the city (into the Draqin Empire, where they often served as ambassadors), but many Denizens managed to escape a final death by hunting down their own phylacteries.  Today, the tale of wild assassins hidden in broad daylight has taken on a near-mythic quality.