Hellsborough & The Dark Peak

Discovering the unexplored parallel world of Sheffield, S6 -- Hellsborough and The Dark Peak

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The Dark Peak Bestiary

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Humans In The Nether Lands -- The Nethermen

Also known as Crosslanders, Crossmen, Crossers and Netherlanders, the Netherman are clans of humans, not under the control of the nascenti that exist on the fringes outside of Hellsborough. The Nether lands (Crosslands) is the area of peaks beyond the great road to Penistone -- Longley, Southey, Pitsmoor, Fir Vale, Firth Park, Grenoside, Ecclesfield.. Hellsborough then, is a frontier town that spans the gap between The Nether lands and The Dark Peak, via the Wisewood.

The Nethermen are the long displaced families of the Leys (originally from Walkley, Loxley, Wadsley, Longley..), the Woods (Wisewood, Stanwood, Middlewood, Parkwood..), the Marshes (Rawmarsh, Killamarsh..) and the Moors (Lodgemoor, Ranmoor, Pitsmoor, Crookesmoor..) and they have been at war with each other and the nascenti for many eons, in fact, they all grew up in the knowledge that they have been pushed back from their inheritable lands by the "bottom sucking scum", as they refer to the nascenti -- and, unlike the humans of Hellsborough they understand the nascenti for what they are -- overlords. They all deeply mistrust anyone and anything from The Dark Peak -- the insectoid menace.

The clans of the Nether lands exist in a dirty and impoverished state of advancement, everything is home made and DIY: The weapons, and everything else, and they tend to lack sanitary conditions, so disease is rife here -- unlike Hellsborough with its drains and dykes provided by the nascenti. Yet, they have weaponry -- hand charged projectile guns made with discrete components and analogue technology acquired from the "silk" road to Hathersage -- the long causeway. If you were to try and relate the Crossmen to some sort of off world equivalent, the Punk ethos would likely be the best fit, sometimes with a hint of Goth.

The various clans worship different gods, depending upon their origin (Ley, Wood, Marsh, Moor), but they are all essentially shamanistic, believing in the power of the environment and various creatures found in the real world. They build totem poles.

They are aware of the xin only through legend, no one has ever met one (other than Van Hallam), the nascenti they never see, but know of because that is the only thing that is ever talked about. They see clowns and xaexs in Hellsborough, which they sometimes visit if need to trade for specific things.

The environment in the nether lands is less severe, it is on the edge of the murk, so they do get sunlight and moonlight. Sometimes it can be hazier than others, but it's mostly ok, and no form of psycmask is required, or indeed wanted. On the times that they venture into Hellsborough itself (never The Dark Peak, since it is beyond the Wisewood, and no one ventures beyond the Wisewood), they use psycmasks of the Van Hallam design, which simply aids breathing and doesn't link them to the hive mind (and therefore the organic network). Also, when in Hellsborough, the organic network's ability to track is reduced, since the amount of stone, concrete and other non-organic material is less, so the organic network's ability is more limited.

Each clan is associated with a colour that represents their environment, but also, each clan's colour represents something of their general psychic make-up (see Issue one of the Hellsborough Heretic, where you will also see the flag of the Netherlander Alliance).

The Woods (reds) are very headstrong, but tend to be reasonably small in number. They try and lead whenever possible and are highly proficient in getting the job done.

The Leys (blues) are relatively numerous and very interested in details. They often enjoy engineering and technology, and their society is probably the most advanced of the four major clans in the crosslands.

The Moors (purple) are fun loving and, like the Leys also relatively numerous. Their society prizes fun and enjoyment above all else, yet they are not laggards when it comes to providing for their clan.

The Marshes (greens) are reasonably small in number, like the Woods, and a sensitive type. Quiet and reserved, they will leave you alone if you leave them alone -- until crossed, and then you'd better make sure you know how to handle yourself.

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