World Beyond Gods

The peoples

Two peoples. Neither of them human.

The Hornbound grow their halls from bone under a low amber sun. The Tidecrowned grow their towers from shell beside a sea that cannot drown them.

Concept art: a Hornbound man, broad and terracotta-skinned, with brass-ringed ram horns, tusks and a braided beard Concept art: a Hornbound woman with brass-ringed ram horns, short tusks and long braids, in a hide dress

Concept art

The Vael

In development

The Hornbound

Broad and warm-skinned, with spiralling ram horns ringed in brass: the strength of the hearth.

People
The Vael
Land
The Hornbound highlands, in the west
Capital
Cradlehorn, on the plateau's crown
Held hour
The Long Ember, a low late-afternoon sun
Colours
Amber, ochre, rust, oxblood and brass
Starting land
Emberfold and its town, Hearthrib
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The Hornbound call themselves the Vael. They hold the highlands of the west, a warm plateau under the Long Ember, where the sun has hung low in the west-south-west since the gods left. They tell the hour by the shadows of their horn spires, which never move.

They are broad and terracotta-skinned, with spiralling ram horns ringed in brass, short lower tusks, braids and beards. Their pennants carry a spiral horn ringed in brass, oxblood on ochre.

They grow their towns from the bones of the land. Paired rib arches rise from the ground, joined along the ridge by a spine of vertebrae; hide stretched between the ribs glows amber when the sun is behind it. A town is round: halls round a hearth court, dwellings round the halls, and the halls' low throat-singing carries across the court.

The gods left us one hour. We grew everything else.

Hearth-Mother Ardra of Hearthrib
Concept art: the face of a Hornbound man, ram horns ringed in brass, short tusks, a braided beard
Concept art A Hornbound man
Concept art: the face of a Hornbound woman, ram horns ringed in brass, short tusks, long braids
Concept art A Hornbound woman
Concept art: a Tidecrowned man, tall and pale, nacre-scaled, a translucent fin over the skull, in a long dark coat Concept art: a Tidecrowned woman, pale and nacre-scaled, with a skull fin and long black hair, in a trailing dark gown

Concept art

The Hushborn

In development

The Tidecrowned

Tall and pale, scaled in nacre, with translucent fins fanning behind the jaw and over the skull. They never drown, and they do not breathe.

People
The Hushborn
Land
The Tidecrowned coast, in the east
Capital
Whorlhaven, on its lagoon
Held hour
The Pale Noon, a high sun behind sea cloud
Colours
Pearl, chalk and teal-black, cyan glow in shade
Starting land
Saltglass Reach and its town, Shellmoor
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The Tidecrowned call themselves the Hushborn. They hold the coast of the east and south-east under the Pale Noon, a high, cool sun behind a thin veil of sea cloud. They keep time by the tide, the one thing in their world that still moves.

They are tall and pale, their scales the colour of the inside of a shell, their fins thin enough for light to pass through. You will never hear one draw breath; they sing without words through shell horns. Their fin-silk pennants carry a whorl under a crown of fins, pearl on teal-black.

They grow their towns from the sea: spiral-shell towers with a ramp winding round the outside and an open, nacre-lined eye at the top, coral terraces climbing from the water, sea-glass windows and doors of nacre. Their streets are shell ramps with a channel down the middle that the tide fills and empties, and when the sea breeze crosses the towers' eyes, they hum a slow organ note.

The sky forgot how to move. The sea did not, so we keep our time by the sea.

A tide-reader of Shellmoor
Concept art: the face of a Tidecrowned man, pale nacre scales over the skull, a translucent fin, long black hair
Concept art A Tidecrowned man
Concept art: the face of a Tidecrowned woman, nacre scales and a skull fin, pale eyes, long black hair
Concept art A Tidecrowned woman

At a glance

You can tell them apart across a valley

Broad and horned against tall and finned: the two peoples read apart at eighty metres, and their lands at two kilometres, warm ochre against cool pearl.

  • Hornbound: warm, heavy, round

    Everything in their land is grown in curves and ringed in brass: horn, bone, hide and resin under amber light.

  • Tidecrowned: tall, cool, spiralling

    Everything on their coast tapers and whorls: shell, nacre and sea-glass in pearl light, wet and quiet.

The Seam: the Hornbound highlands meeting the Tidecrowned coast under the Girdle
The Seam, where the two held hours meet. A live scene from this site.

Side by side

In development

Where the two peoples meet

The highlands and the coast meet at the Seam, along the Brackwater, where the amber hour turns to pearl. Neither people builds there; its only walls are ruins from before the gods left.

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The Rift is the enemy of both. Its creatures fall on highland and coast alike, and its violet belongs to neither land.

In play the two peoples are allies: you can group with either and fight Rifts side by side. Duels and arenas, when they come, are a choice you make, never a war between sides.

What lies between the Hornbound and the Tidecrowned, and why the gods left them, is a story we are still writing.