World's End

World's End

Where the Singing Sea runs out of world to sit in. Beyond an uneven cataract, islands of desaturated stone and soil drift above a bottomless void under dimmed stars, slowly succumbing. The Memoria walk them, recording what is being erased.

The Land

The Void leeches hue, vitality and memory alike, and the remaining soil and stone fade to pale ash-grey. Yet the decay does not stall evolution — desperate competition for the last scraps of nourishment forces rapid and intense adaptation among the surviving flora and fauna, so the dying land is also the fastest-changing land in Everdew.

Looming over it is the Hunger: void-corrupted organisms that hunt physical bodies and devour the memory of the land itself, spreading emptiness where they feed.

Palewater works the lampmoss pools and ships light out by barge. Sableholt sits on flats where nothing glows at all, by ordinance, for observations that require true dark. The Ember Line is a string of hostels on the western road where visitors acclimatise and are watched for nightsickness before being let further in.

The Memoria

Slender and translucent, walking silhouettes of indigo, twilight-blue and violet, their faces minimal and their eyes faintly constellated. They drape themselves in flowing wraps of pale mountain fibre and wild spider-silk and move without disturbing the ground.

They regard themselves as cosmic archivists and spiritual pallbearers, roaming the grey wastes with bronze bells, bamboo chimes and gamelan suites, harmonising with dying stone and flora. To sing the final true song of a vanishing grove or a fallen beast is to lock its memory into the weave where the Void cannot reach it.

They can read the history and emotional imprint of any object by touch, weave ambient memory into sound and phantom, and are naturally immune to the Void's mind-wiping. They hold the Lumina in deep philosophical suspicion, considering the preservation of mere physical form a vanity next to saving the record of a soul.

Encounters

Roll d100. The land is dying and adapting fast, which makes the wildlife here unrecognisable one season to the next. CR is scaled to Faerie size — see Challenge by Size.

d100 Encounter CR
01–09 1d4 Memoria with bells and chimes, singing a grove's last true song
10–16 2d6 glowworms on a pool bank, the best observers in the province, unasked 0
17–23 1 lampmoss barge crew out of Palewater, loading light for the capital
24–30 a fading: colour and memory drain out of a stretch of ground you crossed this morning
31–36 2d6 fireflies, greater, in a wild swarm night, and the whole flat lit for hours ½
37–42 1d4 lureblooms glowing exactly like a lampmoss lantern, and carnivorous 3
43–48 1d3 travellers off the Ember Line showing early nightsickness, going the wrong way
49–54 1d4 moths drawn to a shuttered light, and the shutters failing 2
55–60 2d4 rapidly-adapted wolf spiders, a variant nobody has recorded before 3
61–66 1d3 Hunger-touched vermin, eating the memory of the ground they cross 4
67–72 1d2 house centipedes off a drifting stone, far too fast 3
73–77 1 desperate adapted predator, Medium, of a kind not in any bestiary 8
78–82 1d2 bats between the drift islands, hunting by sound over the void 10
83–87 an island calves off the drift and starts down, with 1d6 people still on it
88–91 1 shrew-form that has stopped needing to eat, which is worse 12
92–94 1 greater Hunger-form hunting bodies as well as memory 16
95–96 1 opossum, void-grey, playing dead entirely convincingly 17
97–98 1 barn owl over the flats, silent, and there is no cover on the drift 19
99 1 great horned owl at the edge, where the stars are dim 23
00 the Void itself takes a stride of ground, and everything on it