The Land of the Forgotten
Down the Yellow Brick Road
Be careful traveler, if ever you itch to wander beyond the heart of Oz. For past the borders of our land, be it through the Impassable or Deadly Deserts, through the Shifting Sands, or through the Great Sandy Waste, there is said to be a land that resides so far beneath our feet it has forgotten the taste of sunlight. The Land of The Forgotten.
And so this is the legend that has come to pass deep through the wilderness of Quadling Country and all throughout the bustling Emerald City alike.
Betwixt the Great Sandy Waste and the Shifting Sands, but not quite beyond the border of the Valley of Mo, lies a small smooth pool of azurite. When hit by the moon just right, legend has it that the pool is passable: up OR down, revealing spectral figures that may be seen working tirelessly below, or drifting above the surface to wander and wonder. To ask questions of the unlikely traveler, or to invite them below.
The lucky few who have actually ventured through the azurite below, and lived to tell the tale, know of a world of winding passage ways and tunnels connecting three interdependent cities. At the heart of each city lies one or several great pillars, rising high through the center of mountainous stalagmites; The Land of the Many, The Land of Company, and The Land of the Mined.
Each city nurtures its own school of thought, whether it be valuing the companionship of others over personal gain, as is the way of those inhabiting The Land of the Many. The Land of Company covets community with mutual compassion and well being above all else- and The Land of the Mined believes firmly in bettering oneself to benefit all.
In The Land of the Forgotten nobody ever dies, for all who live there have already passed long ago. The spirits of those still yearning to learn are said to be drawn to this place, but only the cleverest or most patient can find their way below. As the astral beings populated The Land of the Forgotten developing new and wondrous ideas, creating phantasmal schemes and dreams, they threatened to flood the world with all their untamed musings. And so the bravest, most creative, and charismatic minds banded together to build the Pillars of the Forgotten, raised high upon the three tallest stalagmites, as siphons to share their ideas with the world.
While the inhabitants do not always meet eye to eye on how one should lead their life, or perhaps afterlife, they all agree that their marvelous ideas should not be wasted on the dead. By feeding their thoughtwork to The Pillars of the Forgotten, the living may capture them and allow them to flourish.
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Even the dead must have light by which to see, and that is why it is a great relief for dead man or beast, and living alike to find far above their heads radiant stalactites and glowing gems embedding the cavernous ceiling. Unless the Azurian Pool is open by moonlight, no other natural light graces these halls- for firelight is not allowed.
After a wandering Straw Man made passage through their halls, The Forgotten insisted that on the clever man’s behalf that no threat to his being would ever be permitted, namely matches and fire, lest he one day returns. The three Muses (known to the less fantastically inclined as The Tri City Council Members), each of which reside in designated homes and their denizen pillars interchangeably, are chosen each century for inhabiting the greatest qualities of The Clever Straw Man.
In the Land of Company the spiritess of a courageous Boar, Captain Curl resides. In life she led countless honorable battles for her King and Queen, but learned the hard way at the end of her life that many more battles and many more men could have been saved had she focused less on her singular prowess, and more on the combined efforts of her companions. Her soul, so eager to learn this in the next life, wandered to The Land of the Forgotten. When she is not leading her fellow ForLanders (as the residents have come to call themselves), she forges thoughts and plans of collaboration for living captains and leaders to benefit from.
In the Land of the Many the ghost of a wandering monk, Master Solum, teaches the art of compassion and camaraderie to all who choose to inhabit his dominion. After spending a long life of nearly entirely solitary soul searching, Solum has come to appreciate the many joys and lessons that can be learned beside others. He dedicates his time to encouraging others to seek the value in the opinions dreams and goals of others.
And lastly, in The Land of the Mined, the soul of a great Dragoness sleeps. After many many lifetimes of hiding from men and animal alike who wished to slay her, Lady Espri hoarded not only gems and treasures beyond ones wildest dreams, but knowledge. In her years and years of solitude she came to appreciate the wisdoms and joys that can be experienced in oneself. She came to understand the importance of accepting loving and embracing oneself as one would a good friend or loving family member. It is said if one wakes her she will share with you wisdom you may not want to hear, but you must know to better yourself- and eventually others in turn.
Should one find themselves lost in The Land of the Forgotten, and wish to return to the land of the living alive, one must venture through each Pillar of the Forgotten and receive part of a trinket that is said to unlock an Azurian ladder back to the surface. Of course, one must be worthy of the pieces of the trinket- and so it is most important to be prepared for each challenge. Each city is home to many many Pools of Thought, where the weary traveler may be replenished of food and drink, and be asked questions- that if answered truthfully may yield knowledge insight or humor sorely needed to successfully pass The Pillars of the Forgotten..
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