Bat Saha

**Lore Book: The Western Lands**
> Bat Saha is an island in the middle of the Verve and an important stop for seafaring vessels between New Foundry, Kasa, and Myr. It is a trading hub for goods from around the Verve and beyond. Bat Saha is a lively place and – as the saying goes – there’s a thousand ways to get rich there.
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### Available Since:

Chapter Zero
The Journey Begins

## History

### From Ancient Times to the Present Age

**Bat Saha** has been an important island since the Elden Age. As a reminder of that historical importance, the ruins of a colossal Elden bridge still jut up from the water at the northern point of the island.

During the Third Age, the Dandelion temple was constructed by unknown builders. The temple drew visitors, and the Third Age saw Bat Saha turn into a home for pilgrims and merchants. As the name suggests, the temple is connected to the Khelims, and the spirits inside the temple specifically guide Khelims on their journeys through the lands.

Nearing the end of the Third Age, the fearsome pirate the Gull-Lord took control over the island, disrupting trade and life in general. He was eventually defeated, but it wasn’t until the Fourth Age that commerce resumed in earnest, when the Halzhaan Dynasty rose to power.

Now, in the Fifth Age, Bat Saha has been deemed neutral ground, after a dramatic feud between the island’s noble houses. The island remains a busy trading port, and enjoys less restrictions under the Councils than it did while ruled by the Halzhaans. What this means in practice is a flourishing smuggling business and rampant pirate problems.

### Veiled Love and Deception

In Bat Saha, a remarkable incident unfolded between the Pelgen and Nehm houses. When a Nehm clan daughter was kidnapped by Grand Baroness Fissa Pelgen, a full-scale war was feared to erupt on the Braided Shore. A meeting was proposed on Bat Saha's neutral grounds by Arch Councilor Mbaren in an effort to quell tensions and prevent further hostilities.

The revelation that Fissa had been dating the daughter of the Nehm clan, and they had orchestrated the kidnapping in order to be together secretly, nevertheless, suspicions still lingered. The Nehm father claimed upon hearing this that Fissa was lying and was seeking a greater amount of leverage over his clan.

Using a veil made of char and sulfur fabric that concealed all but the eyes, Councilor Mbaren assembled a curious crowd in order to verify Fissa's claims. Fissa was assigned the task of identifying her beloved among the throng. She successfully identified her beloved without hesitation, displacing any doubts and emphasizing unequivocally the sincerity of their deep bond.

## Geography

Bat Saha is an island in the middle of the Verve and an important stop for seafaring vessels between New Foundry, Kasa, and Myr. It is a trading hub for goods from around the Verve and beyond. Bat Saha is a lively place and –as the saying goes– there’s a thousand ways to get rich there.

Currently, life in Bat Saha has become significantly more challenging for both locals and travelers due to a blockade imposed by the Coroners. This situation has led to an influx of undesirable elements, including gangs and outcasts, who have established illicit trade networks within the city. Surprisingly, these activities are partially tolerated by the Wardens Union, which chooses to overlook the shady dealings occurring around the island. Faced with rising tensions, people have attempted to find alternative routes across the Verve to bypass Bat Saha, but their efforts have been in vain.

## Culture

### The Bat Saha Teasole Festival

The Bat Saha Teasole Festival uses surplus tea, which ends up in Bat Saha after the harvest months, for its festivities. Dried tea leaves are scattered in a large oak basin and participants are given special pincushion sandals to wear. After having traded for a ticket, participants are allowed to step into the basin, where they tread around the basin at their leisure. When they step out, a controller collects the tea stuck to their sandals and puts it into a festive paper pouch. It is said that you can tell your fortune in the tea mix you gather.

## Map

### Outmarks | Secret Locations

**Take note, Khelim!**

Show/Hide Hidden information

**Outhouse**

## Locations

### Major

* The Dandelion's Temple **-** The highlight of Bat Saha, consisting of 3 unique NPCs and unique activities.
* The Gilded Telescope **-** The Teahouse in Bat Saha.

### Minor

* Amida's Fine Armours
* Venerable Ahab family Carpet Merchants
* Sacred Garden Flowers
* Sundries & General Goods
* Pearl of the Verve Jewelry
* Kasparson's Pet Shop
* Vulta's Retreat
* Maram's Tooth
* Verven Wade
* The Umber Crescent
* Saha Rise
* Sahir Port
* Bay of Bat Saha
* Ohronr's Woods
* Moon Watcher Peak
* The Bathing Horse
* Bridger's Last
* Glade of Reeds
* Tiga Rock
* Gate Meadow
* Sahan Coastline

### Connections

* Western Verve **-** North-East
* Harrow Ledge 2  **-** North-West
* Myr **-** South-East

Show/Hide Hidden information

* Outhouse

## Interactions

### Exchanges

Show/Hide Exchanges

* You will be granted 1 Life Petal by doing 1  Endeavor with the doe Temple Guardian.
* Speak with Temple Guardian Raman to receive the skill Kelim's Gate.
* Speak with Knot-scribe to receive the skill Vellan Tongue.

### Quests

Show/Hide Hidden information

* A love poem
* Cog delivery
* Gravedigger's Quest
* Learning Vellan
* Mystic's Secret
* Omin Pebble
* Undercover Warden's Report

## Residents

*NPCs that are permanent or recurring only on this map** Concerned Journey Aspirant
* Dockhand
* Fingers
* Ghostwalker
* Harbour Master's Assistant
* High Scholar
* House Yehan Baronite
* Hurt Adventurer
* Knot-scribe
* Malku Su Warden
* Overworked Harbour Master
* Secretive Mystic
* Shady Entrepreneur
* Sledge
* Street-wise Youth
* Street Kids
* Teahouse Master Denam
* Temple Guardians
* Undercover Warden
* Wary Adventurer
* Wounded Adventurer

## Residential Merchants

*NPCs that are permanent or recurring only on this map** Armor Vendor
* Old Carpet Merchant
* Thrifty Shop Keep
* Esoteric Merchant
* Sword Dealer
* Flower Seller
* Busy Teahouse Host
* Food Selling Youngster
* Jewelry Dealer
* Proud Food Merchant

## Travellers

*NPCs that does not appear all the time and shows up in other areas** City Vistor
* Moss Enthusiast
* Narwhal Researcher
* Zaskia Aël

## Travelling Merchants

*NPCs that does not appear all the time and shows up in other areas** Selka Glass Vendor
* Remorseful Spell Weaver

## Groups

*NPCs that only appear in groups** The Botanist and their Guards
* The Silent Mystic and their Apprentice

* Residents
* Residential Merchants
* Travellers
* Travelling Merchants
* Groups

*NPCs that are permanent or recurring only on this map** Concerned Journey Aspirant
* Dockhand
* Fingers
* Ghostwalker
* Harbour Master's Assistant
* High Scholar
* House Yehan Baronite
* Hurt Adventurer
* Knot-scribe
* Malku Su Warden
* Overworked Harbour Master
* Secretive Mystic
* Shady Entrepreneur
* Sledge
* Street-wise Youth
* Street Kids
* Teahouse Master Denam
* Temple Guardians
* Undercover Warden
* Wary Adventurer
* Wounded Adventurer

*NPCs that are permanent or recurring only on this map** Armor Vendor
* Old Carpet Merchant
* Thrifty Shop Keep
* Esoteric Merchant
* Sword Dealer
* Flower Seller
* Busy Teahouse Host
* Food Selling Youngster
* Jewelry Dealer
* Proud Food Merchant

*NPCs that does not appear all the time and shows up in other areas** City Vistor
* Moss Enthusiast
* Narwhal Researcher
* Zaskia Aël

*NPCs that does not appear all the time and shows up in other areas** Selka Glass Vendor
* Remorseful Spell Weaver

*NPCs that only appear in groups** The Botanist and their Guards
* The Silent Mystic and their Apprentice

## Pickups

### Containers

* Chest
* Dead tree
* Debris
* Earth pile
* Leather bag
* Slab
* Stones

### Reagents

* Alken Powder
* Chestnut Shells
* Driftwood Dust
* Garden Balsam
* Jade Algae
* Pure Soot
* Sea Shells
* Whispering Orchid
* Wind Dust
* Woots Powder

### Endeavours

* Interlocking machine parts - 2 ~ 5
* Locked strongbox - 2 ~ 5
* Tangled Plant - 2 ~ 5

## Quotes

### Blockade of Kasa

**Bat Saha Warden's report**
> Nothing new on the Western Outpost. Tension between smugglers and the pirates on the coast slowly intensifying. Locals and travellers strained by the Coroner's blockade. Many seek alternative routes to Kasa and New Foundry with little to no success
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### Dandelion Temple

**Char disk of Bat Saha**
> A char midnight disk carved from onyx with a shiny golden inlay carved around its surface. The golden markings illustrate different scenes around the rim of the disk, a magnificent temple, a herd of glowing deer, a field of dandelions with seeds carried off on the wind and an impossibly large bridge stretching past the horizon
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**Temple Guardian Raman**
> Welcome Dandelion... I am Raman, one of the guardians of the temple. By the act of your entry, you have now tied your Home-Knot to this sanctuary. You can always return here for safety by binding a simple Knot-spell. The only reagent is a common dandelion. However I must warn you wanderer, this spell only works if you are close to a Nomad's Rest. Nomad's Rest wind shelters can be found throughout Braided Shore; find a Nomad's Rest and you can find your way back here.Now step further into the temple, Traveller. Ran wishes to speak to you
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### Bat Saha Teasole festival

**Description of Bat Saha tea sandals**
> Bat Saha is a nexus point for goods from around the Verve. As such, there are a few enterprising souls that have begun projects of their own right there on the island. The Bat Saha Teasole festival uses surplus tea that ends up in Bat Saha after the harvest months to spark festivities and encourage tourism on the island.
> Dried tea leaves of every sort are scattered in a large oak basin and participants are given special pincushion sandals to wear. The participants must trade for a ticket beforehand after which they're allowed to step into the basin.
> The participants are tread around the tea leaf basin at their leisure and when they step out a controller collects the tea stuck to their sandals into a festive paper pouch.
> It's said that you can tell your fortune in the tea mix you end up with. Whether that's true or just a sales pitch made by the organizers is anyone's guess.
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### Historical events

**Veil of Bat Saha**
> Once upon a time, Grand Baronessa Fissa Pelgen took the daughter of the Nehm clan hostage and many thought full scale war would erupt on the Braided Shore. Arch Councilor Mbaren managed to convince the two families to meet on the neutral island of Bat Saha. In truth, Fissa and the Nehm clan's daughter were lovers and the two of them had orchestrated the kidnapping in an attempt to be together in secret. Upon hearing this, the father of the Nehm claimed that Fissa was lying and was attempting to gain further leverage on his clan. Councilor Mbaren stepped in to test the validity of Fissa's words. He brought a crowd and draped them in the same veil, a char and sulphur fabric which left only the eyes visible. If Fissa could pick out her beloved from the crowd then that would prove that their love was true. Fissa stepped into the crowd and took one look around before picking out her love without hesitation
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### Others

**Villager**
> Have you ever been out to the island in the Southwest?
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> If you go on a windy day, be sure to shield your eyes...
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> The winds and the soft rock kicks up a lot of Wind Dust...
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**Villager**
> Bat Saha is unique in many ways...
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> Some say the crosswinds pile up Soot and Alken Powder fragments into neat piles in some street corners...
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> Or maybe it's a Sefra?
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## References

1. ↑ https://lore.bookoftravels.info/geographical-locations/bat-saha
2. ↑ https://lore.bookoftravels.info/culture-history-and-legend/history-of-bat-saha
3. ↑ Ibid.
4. ↑ Ibid.
5. ↑ Ibid.
6. ↑ https://bookoftravels.fandom.com/wiki/Veil\_of\_Bat\_Saha?so=search
7. ↑ https://lore.bookoftravels.info/geographical-locations/bat-saha
8. ↑ Bat Saha Warden's report
9. ↑ https://lore.bookoftravels.info/miscellaneous/the-bat-saha-teasole-festival