Flororenghashst: Akcriskkap, The Graveyard of the Forgotten
Transit
The Akcriskkap is a region of over five-thousand square lengths in the Egralpian sea. Easily reachable by ferry or flight, your best bet for cheap and reliable transit is the Barkwater Ferry. Operating out of Hamllerdad, the Barkwater Ferry travels to and from the Akcriskkap four times a day. Tickets run 100F to 130F, and the journey will take about three hours to reach Nightgroan. For 50F more, you can purchase a private cabin.
Alternately, chartered flights disembark from Gromswik Local at semi-regular intervals. Prices are steeper, ranging from 200 to 300 face, and the trip will only take about three-quarters of an hour. The flights will drop you on a small island just off the coast of Akcriskkap, from which you will have to charter a river-boat to get you to Nightgroan proper, for only 20F.
The Place
Few places are as poorly thought of as the Akcriskkap, Monument to the Unseen, Graveyard of the Forgotten, and Dirgeland of Echoes. Legends and rumors call it a cursed land, a place of evil where only brutal and evil people call home.
These are, of course, all patently false.
What is true, however, is the land is poisonous to most visitors. Please double check your local travel bureau for all of its warnings, laws, and guides regarding Akcriskkap before booking your travel. Tourists who travel to the Akcriskkap without paying attention to their own country’s laws have at times found themselves unable to return for years while various medical and quarantine bureaucracies are navigated.
Why on earth am I suggesting you travel to a place that is so dangerous? First off, it is not that dangerous if you take precautions. I myself never journey to Akcriskkap without a breathing-mask and extra supply of oxygen, and long-sleeves and -pants are a must. This is likely sufficient for most travelers, and should you need further protection, supplies will be readily available for purchase or rental.
Secondly, as a lover of history and beauty, there are few places in the world that carry such a melancholic atmosphere. The mists hang heavy over the fields of the Akcriskkap, and the ruined architecture of ancient Trakaban is unmatched in reveling in the sublime.
The Akcriskkap is a small archipelago consisting of seven to ten1 islands. Only two of these, Nightgroan and The Heights have any modern civilization. The others are covered in ruins of an ancient society dating back to before the pharaohs of Egypt, called the Trakaban.
Covered with slow rolling hills and several jagged canyons, the Akcriskkap is a calm land. This may surprise anyone who has seen pictures of the Akcriskkap, as the gnarled gravestones and perpetual ruins are far from calm, but these are mere additions to what is an otherwise placid land.
Indeed, the Ruins of Trakaban are the first things any traveler will notice when arriving at the Akcriskkap. The collapsed spires and shattered dome of the Trakaban Palace have become something of a trademark for the Akcriskkap, dominating posters and paintings of the macabre landscape. While the Tombs of Unmind and the Hollow Halls are likewise popular, the Ruins of Trakaban are the first and perhaps most important of all locations to visit.
The Ruins of Trakaban
Archeologists insist that Trakaban was once a mighty city, as cosmopolitan and diverse as any of the great cities of the modern era. There is still scholorly debate as to which of the many old cultures held rulership over such a wide swathe of land. Many believe that much of the remaining architecture bears remarkable similarities to Byzantine design, others insist the layout follows similar structures to ancient Chinese cities.
Whomever once lived in ancient Trakaban, now the city is little more than a memory. Great mossy walls crumble under the weight of heavy dew and soft earth. Spires that once must have blocked out the sun now lean, dangling their ivy vines and tendril stalks down to the watery land below. Rust has long since eaten away any metals of value, while the stone cracks and crumbles to dust on a semi-regular basis.
The largest objects that remain are the Face and the Dome. The Face is a near smooth rock that was obviously once the apex of a great statue. The features have erroded to the point that all we can clearly state about the statue is that its face had eyes, a protrusion that might have been either a nose or a beak — though other physiognomies are possible — and a neck that attached towards the base of the skull, though whether the neck attached at an angle or the statue portrayed the figure with its head tilted back slightly, we cannot know for sure.
The size of the Face is nearly twice as tall as the Palace at Trank, meaning it is possible that, if hollowed out, the Face could house no less than one hundred people quite comfortably. This makes for an interesting question regarding the size of the statue. Was the figure complete? Or was the Face no more than what it is now, less the many centuries of erosion that have smoothed away its features?
The Dome, on the other hand, is precisely what it sounds like; a large spherical dome that rests on its side, what once might have been a bowl-like shape resting atop one of the many great spires of Trakaban. It’s crumbled edges suggest there was once much more to the structure than the arcing surface that survives, but as to whether it was once enclosed, lipped, or extended further, there is no telling for sure.
When exploring the Ruins of Trakaban, Travelers would be wise to take considerable precaution. The land beneath the ruins has been subjected to the strangest kinds of weather and erosion since their discovery, as ancient masonry will periodically fall and spread dust across the grass. This dust now permeates the deep spaces in a thick cloud, which makes extended travel among the lower ruins a potential health hazard to any who do not travel with air-filters or tanks.
Tourists should also note what is called the ageline on all the buildings they look at. Anywhere from a few inches to a few feet off the ground, many ruins have a line where the stonework visibly changes color. This is where the ancient buildings of Trakaban were built on top of the ruins of an even older city. While there is evidence that Trakaban went through multiple cultural periods, there is no evidence of disaster that would have required the city’s rebuilding. Archaeologists believe that Trakaban is not the oldest city to exist on this spot, but sadly this older civilization, should it have ever existed, is lost to time.
The Tombs of Unmind
The Tombs of Unmind is the name given to a wide stretch of caves and hollows that dominate the large cliff side residing at the northern edge of the Akcriskkap. The caves themselves have been well explored and documented, though there is great scholarly debate about the graves that were discovered within.
Those historians who dispute Trakaban’s historical primacy cite the Tombs of Unmind as evidence of a previous society, as the oldest tombs are believed to date many generations before the earliest date of the Trakaban’s existence. Proving this has been difficult, however, as most of the entombed individuals have, over the course of several hundreds of thousands of years, become either encrusted with sediment and rock or dissolved into dust. Both conditions make them nearly impossible to study.
The tombs themselves are an interlocking series of ramps framed by innumerable alcoves. The entombed are tightly wrapped corpses with their knees bound to their arms and their heads bowed. Tucked into the small space between legs and chest, each corpse has2 a small urn that contains various items. It is assumed these items, which are different for each urn, held some significance to the deceased in question.
All in all, the Tombs of Unmind house no fewer than five thousand individuals. Tours are forbidden, and visitors are not allowed without the strictest level of monitoring. Be prepared to have any requests to visit the tombs be denied.
Lately, however, there has been a push by the locals to allow brief and heavily monitored tours for an exorbitant fee. Please pay attention to the local news when you travel to see if this effort bore fruit.
The Hollow Halls
Those who reject the advice of friends and the wisdom of folk-tales will likely find themselves traveling through The Hollow Halls. The largest building still standing in the Akcriskkap, The Hollow Halls are believed to be an ancient cathedral of some strange design. The many halls and rooms are alternately empty or filled with the rotten remains of ancient furniture.
The Hollow Halls is famed for having a lower concentration of dust and local toxicity than the rest of the Akcriskkap, and this has lead many foolish travelers to neglect their safety precautions. This has, paradoxically, caused the safest region of the Akcriskkap to have the highest infection rate.
If proper precautions are taken, however, those who brave the Hollow Halls will experience some of the greatest wonders the Akcriskkap has to offer.
The architectural structure of the Hollow Halls is uniquely designed. Thin load-bearing pillars line the thick stone walls, and tests reveal the morter to be an old form of plant-paste, though not of any of the tree species that populate the archipelago. The engraved art, on the other hand, mirrors ancient Byzantine in design and style. Most of the walls are covered in what is believed to be historical accounts and symbology.
As near as can be gleaned through the heavily eroded carvings, the Hollow Halls were once a part of an ancient empire that spanned a good portion of the hemisphere. Militaristic and colonialist in instinct, this empire conquered wide expanses of the earth, and dragged home a good deal of regional treasures and artifacts from their campaigns.3
Through study of the remaining treasures, historians have been able to infer the existence of six previously unidentified cultures, and confirmed the existence of three others. Perhaps most noteworthy of these artifacts is the Hand of Wreglaph.
The Hand of Wreglaph, currently housed in the eastern wing of the third-floor, has been proven to be the fabled mace used by the eponymous Portreeve of Wreglaph to end the Siege of Wreglaph. As the Hand itself is notably marked in a manner consistant with both the historical record and the folk-legend, its discovery has done much to support a great many historical theories concerning the last years of Wreglaph, and the subsequent emigration to surrounding countries.
Again, the Hollow Halls is a dangerous building, and all tourists are well advised to hunt for reputable guides and listen to every piece of advice they give.
Accommodations
There are few places to stay on either Nightgroan or The Heights, but determined tourists can certainly find places to lay their heads for a few nights.
In Nightgroan, your best options are either Hotham’s Rest or the local Traveler’s Inn.
Hotham’s Rest is a quiet little bed-and-breakfast on the outskirts of the city. It has clean and cozy rooms for a reasonable price, and provides a hearty breakfast every morning. For a nominal extra fee, they provide a shuttle service for their patrons to access to the rest of the Akriskkap.
The local Traveler’s Inn is one of the better examples of the franchise I’ve come across. In spite of the company’s reputation as providing the barest essentials for minimal prices, this Travelers’s Inn manages to make the small rooms feel cozy rather than cramped. The service is polite and welcoming, rather than mostly absent, and the price remains impressively cheap for only 5F a night.
In The Heights, there is really only one option for tourists: The Korragan Hotel. The Korragan used to be a small apartment building before it was renovated into a luxury hotel. Reasonably priced, considering what you purchase, the biggest downside of the Korragan is its limited space. It has only eight rooms, and there is always a long waiting list, especially during the busy season. You may have to purchase a room a year or more in advance.
Nightgroan
Nightgroan is the lower of the two civilized locations in the region of the Akcriskkap. Primarily a cargo dock, Nightgroan receives shipping and travelers from all across Flororenghashst. A small industrial district has developed around Nightgroan, which gave rise to what is called the Nightgroan Fog; a cloud of dust and smoke from factory smokestacks that sinks down to settle over Nightgroan in the evening. For health reasons, therefore, it is best for visitors to note the night-gongs and close their windows when the fog descends. Always remember to wear your mask!
The accommodations at Nightgroan are perhaps lacking when compared with the more ostentatious environs of the Heights, but thrifty travelers will find much suitable to their needs. The outer edges of Nightgroan in particular are famed for their night-life, including several taverns and raucous inns.
The Four-Dog Inn is best those who wish to get a solid night’s sleep, as it is furthest away from the more active central hub. Locals tend to frequent “the Three Stools,” and the Four-Dog Inn is far enough away from this trio that travelers can avoid the night-life if they wish.
The Three Stools
The Three Stools refers to three pubs that sit at the end of the docks: the Dragon Run, the Pit and Kettle, and Grun Mally’s. A favorite of the locals, the Pit and Kettle is a third-generation run tavern, and the first pub established in Nightgroan. Currently operated by Perdi and Eska Rumminslatz and with a clean and rustic decor, the Pit and Kettle is a good place to eat a quick dinner with copious amounts of ale and wine. Visitors are urged to arrive early, before the dockers finish their day’s work and flood the lower floor.
After eating at the Pit and Kettle, the locals will usually relocate to either the Dragon Run or Grun Mally’s. The Dragon Run is devoted to a celebratory atmosphere, full of wide tables and a large stage. The evenings are full of song and wine with communal spirits lasting long into the night. Live music and singing rounds are commonplace at Dragon Run, and it is something of a tradition to buy someone you’ve just met a drink. Being a tourist, I have found it safe to simply purchase a drink for a random patron any time you accept a drink from someone else.
Grun Mally’s, on the other hand, is generally accepted as a place to relax and unwind. They specialize in rich foods and heavy ales to induce deep sleeps and relaxation, making it the quietest of the Three Stools. This doesn’t mean it is particularly quiet, however, as the pup has live music every night. Run by Lord Kor Wynni, Grun Mally’s has some of the most flavorful seafood dishes I’ve ever tasted. Less communal than the other two pubs, Grun Mally’s is perfect if you’re interested in listening to music while savoring a hearty drink and small plate.
The Heights
On the next island over, the Heights is the air-dock for the Akcriskkap. It is much larger than Nightgroan, and while the majority of industry and trade occurs through Nightgroan, the Heights holds more residential buildings as well as the Chapel of the Raven Ministers.
The Heights is a fairly humble town, with several inns and hostels for Travelers who wish to visit. It is advised that all Travelers should check in as quickly as they are able, as it has become commonplace for the inns to provide pamphlets of legal and social rules that all visitors are expected to follow. In many cases the social taboos are largely forgivable, and these days it is rare for a Traveler to be kicked out of the Heights thanks to a mis-said word or err in behavior, but it is wise to familiarize yourself with the legal aspects of life in the Heights, as punishment is swift and impartial.
I do not caution you in an attempt to frighten: punishment in the Heights is nowhere near as brutal or punitive as, say, the Goran Punishment Pits or the Mines of Eeag. Mercy is sometimes shown to tourists, but the practice of law and order is a time-consuming thing in The Heights; many Travelers have found themselves hindered for several days, causing problems for their itinerary.
Once you are comfortable with what is and is not acceptable in The Heights, you may peruse the local shops to sample some of the Akcriskkap culture. Perhaps least familiar to most tourists would be the Doom Dens.
Doom Dens are unfortunately named, as the word ‘doom’ in Flororenghashst has less a connotation of pain and suffering and more a memento mori vibe. A better translation might be “fate café.”
Whatever their name, these places are something of a cross between a tea-house and a wise-folk’s hut. These dens are places to meet and mingle, talk in somber or hushed tones about important or heartfelt matters. It is customary to amble from table to table, inserting yourself into conversations that are not your own, though there is an art to this best left to the practiced. There is nothing wrong with simply sitting, waiting, and having a cup of coffee, tea, or swabit.
At the same time, Travelers may be put off by the Tongues. Tongues4 are common staples of doom dens, and are elderly spiritual folk-leaders, somewhat similar to shamin, magi, and wise-folk. Mostly men, the Tongues are part philosophers, part mediums, and part oracles. The worst of their lot are considered no more than gossip-mongers, while those at the pinnacle of their craft are no less than holy prophets.
Travelers should note, however, that their true strength and focus is on the locals. While many will provide wisdom and service to any who wish, their track record is not nearly as remarkable with visitors as with Akcriskkapians.
Bird Etiquette
Be aware, the Heights has a peculiar pattern of etiquette surrounding birds. There are many theories as to where these behaviors originated, there are no clear answers. While the locals are generally forgiving of Travelers, it is still wise to follow the following procedures:
- Never protect your food from a bird, though you never need offer it.
- Never pick up a fallen feather, unless it is to place it on a higher surface.
- Never whistle, tweet, or mimic a bird’s cry.
- Always offer a bird your arm if one is watching you from nearby. You need only hold it up for a few seconds.
- Hold any doors open for any bird that wishes entry to a building, and close no windows unless it is nighttime or stormy.
- Any food scraps you do not wish to eat should be placed in easy access for birds, not thrown into bushes or covered in cans.
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The number depends on both the tide and on different governments’ standards on how large a landmass has to be before it is officially considered an island ↩︎
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or had, due to age and/or tomb robbers ↩︎
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This is a controversial idea, as there are no other signs of this empire anywhere in the world. ↩︎
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An unfortunate literal translation of the word popsy ↩︎