Age of Wonders, Issue 1b: Jail Rats

art by Roland Brown (drawhaus.com)

Emah spun, glaring. She had heard rats chittering and something padding through the shadows.

“Maly,” she growled. “They’re here.”

The warrior tested the grip on her sword, once her mother’s. It was a weapon without flourish, with an iron crossbar, the blade long and wide. Its leather-wrapped handle fit her palm like a natural extension of her body. She swung it out in front of her, air whistling, as she took in their assailants.

The flickering torchlight showed many sets of round, beady eyes, and small furred bodies wrapped in rags. Emah counted half a dozen in all. Each creature was the same size—that of a human child—as the corpses she’d seen upstairs, and each possessed the head of a large, brown rat, with furred arms and standing upright on legs. Their four-fingered hands and feet were tipped by black claws, and some held crudely sharpened sticks. Nothing like these rat-people existed in any tale or story she’d ever read or heard, and she was in her heart a scholar. Yet here they were… inside the inner keep walls of Oakton!

“No,” her friend Maly whispered, almost inaudibly. “No, no, no, no.”

Emah saw shock and disbelief flicker across her friend’s pale face and quickly settle on determination.  

Maly dodged to her right, dipping low, as the first rat-thing rushed by her. She extended her dagger as it passed, cutting it from armpit to belly in a shower of dark blood. The thing screamed as it fell, rolling past. A second creature stabbed out with a stick and Maly kicked it in the face. Two things Emah knew of Maly from the training yard… she was quick and she fought dirty, to win.

With a roar, Emah stepped forward, swinging her broadsword wide and effortlessly. The blade tore through two of the leaping rat-folk, and they squealed briefly before dropping lifeless to the stone floor.

Kami seemed to shake herself out of her distraction as the combat raged. She turned, face furious, and swung one of her bare fists. Her arm seemed to elongate, extending much further than it should have done. The rat creature in front of her ducked below the clumsy blow, but as her fist struck the iron bars of a cell there was a tremendous CLANG!, leaving the bars bent.

As if Kami’s swing was not remarkable enough, what happened next caused both Emah and Maly to gape. The rat continued its charge, stabbing forward with its sharpened stake. It was a clever strike and should have impaled her between her breasts, but Kami’s body… bent, flowing like a ribbon in a breeze around the stab. The creature squeaked and chittered in surprise.

Maly, clearly running on fear and instinct, had followed the rat creature and stabbed it between the shoulder blades from behind. It dropped, her dagger’s blade slick with blood, and she looked Kami in the face. Where Maly was wide-eyed and disbelieving, Kami’s face was etched in danger, eyes narrowed. Emah swung her sword left and right, snick-snack, killing the final two creatures. Their dying squeals drew the other two women’s attention.

“What is going ON!?” Maly shrieked, her voice shrill. “What are these things? What is this!?” she gestured from the bodies to the bent bars of the cell behind her and then to Kami.

“We go,” their employer said decisively, face glowering. When the others didn’t immediately comply, she rounded on Emah. “You said we must leave, yes? Let us leave, then, and quickly. We should not be here when the Watch arrives.”

Emah looked at the bent bars and then to their employer, a scowl as her mind raced. Impossible creatures followed by impossible acts from Kami. For weeks Oakton had been buzzing about seeming fable-tales occurring across the town, and now she would be adding to those accounts. She had so many questions but now was not the time. The job was to bring this woman to the jail and escort her home, that was it. They needed to get out of here, especially if more of those creatures could bubble out of the cesspit at any time.

“We go,” she confirmed with a short nod, and turned towards the staircase.

“Wait!” Maly cried. “We’re just going to leave? What are these things, Emah? What happened just now?” She was arguing to an empty hallway, however. Emah had already ascended out of view, with Kami quickly on her heels.

Emah heard Maly growled in frustration and the clatter of a sharpened stick that she must have kicked in frustration. Then Maly’s blonde head was bobbing up from the darkness in the torchlight, following them.

The three women scaled the spiral stairs, through the guard room and into the entryway. Nothing there had changed; two dead guards and an equally dead rat-thing lay upon the stone floor in pools of dark, sticky blood. Emah’s mind calculated. One of the creatures dead here, one on the stairs. That made eight total. Was that enough to kill three armed guards? It seemed unlikely, especially without more of the rat-things’ deaths. They must have surprised the guards, but the rats seemed to her like poor fighters. They would have to rely on overwhelming numbers.

“Do… do you think we were seen entering?” Maly panted, interrupting Emah’s thoughts. She blinked, frowning. Kami moved past them both towards the exit.

“I don’t believe so,” Emah frowned. “But when we leave, are we going straight to the Watch or disappearing into the crowds?”

The question was directed at their employer. Kami paused, her hand on the door latch. Emah examined the woman’s hand, thinking that moments before that same hand had extended impossibly long and bent iron bars with a single blow. Kami’s skin was as unblemished and perfect as before, the fingers long and graceful.

“We disappear into the crowd,” Kami nodded, and seemed to remember her hat and walking stick. She bent to retrieve them both, securing the hat firmly on her head. “Best to not let them detain us. I do not think the Watch will assume innocence of a madame of the Rose District and two new mercenaries with, ah, questionable reputations.”

Emah’s frown deepened. The woman had clearly done some investigating into who she hired. She liked that not at all, especially for such a simple job.

“Alright,” Emah exhaled, sheathing her sword. “Maly, come here. You have blood on your shoulder and arm.”

For the next moments, they looked each other over and cleaned themselves the best they could manage with water and the yellow cloaks of the Watch. The parts not spattered with gore, that is.

“Where are we going?” Maly asked when they were done, her voice pitched like that of a frightened child.

Kami looked back, her expressionless face made more so by the wooden mask covering half of it. “Back to the Golden Heron. Are we ready?”

Emah met her eyes and nodded.

Kami opened the door.

The Kaizukan woman walked outside, her hat lowered over her face. The clouds had given way to light rain, which had only begun to wet the cobblestone streets around the keep under the reaching branches of the Great Oak. Emah followed close at her heels, hand twitching towards the hilt of her sword. The mahogany skin of her shoulders, arms, and face glistened with sweat in the sudden light.

“Let’s go,” she whispered sharply to Maly.

The young Stone Islander woman swallowed and moved to follow, but something behind her shuffled, causing her to pause. Emah had just enough time to call out a warning as, out of the shadows, a savage, furred thing snarled and tackled Maly.

Maly and something large and furred rolled in a bundle out of the jail door and onto the street. Emah drew her sword, moving close. Her friend was screaming and beating at the thing vainly with her bare hands, but this rat-creature was larger and stronger than the others they had fought. Indeed, it was the size of Emah, with muscled shoulders and black claws each the length of her last knuckle. It snarled and chittered, tearing and ripping with those claws. Maly cried out in pain.

Emah stepped in, lunging forward with the tip of her sword and through the rat-creature’s neck. This close, it smelled powerfully of animal and sewage. The creature screamed and slumped to the side, and blood splashed across Maly’s neck and face. She scampered to her hands and knees, gaping at the now dead figure she’d escaped. Its tongue lolled from a long snout filled with jagged yellow teeth.

Emah wiped the blade on the creature’s gray rags and pulled at Maly. “Come on! Up, girl, up!”

All around them, people were pointing and exclaiming in shock and horror. Someone in green-and-yellow livery nearer the curtain wall shouted to one of the watchtowers.

Rain was pattering harder now, blurring everything around.

“We can’t run,” Kami said, voice hard and resolute. “They’ve seen us.”

Age of Wonders: Issue 1c

Age of Wonders, Issue 1b: Jail Rats [with game notes]

art by Roland Brown (drawhaus.com)

Emah spun, glaring. She had heard rats chittering and something padding through the shadows.

“Maly,” she growled. “They’re here.”

The warrior tested the grip on her sword, once her mother’s. It was a weapon without flourish, with an iron crossbar, the blade long and wide. Its leather-wrapped handle fit her palm like a natural extension of her body. She swung it out in front of her, air whistling, as she took in their assailants.

The flickering torchlight showed many sets of round, beady eyes, and small furred bodies wrapped in rags. Emah counted half a dozen in all. Each creature was the same size—that of a human child—as the corpses she’d seen upstairs, and each possessed the head of a large, brown rat, with furred arms and standing upright on legs. Their four-fingered hands and feet were tipped by black claws, and some held crudely sharpened sticks. Nothing like these rat-people existed in any tale or story she’d ever read or heard, and she was in her heart a scholar. Yet here they were… inside the inner keep walls of Oakton!

“No,” her friend Maly whispered, almost inaudibly. “No, no, no, no.”

Our first Crusaders combat! Woo!

First things first, these little rat guys are considered (and yes, this is a technical game term) a “bunch of thugs.” There are two groups of three ratfolk, and each has a single stat, called Fight, that they’ll use for everything combat-related. Each ratfolk mob has a Fight score of 10.  

Combat scenes in Crusaders are handled in rounds, and characters act in descending order of Alertness (or Fight, in the case of thugs). To keep things simple for this first combat as I’m learning the system, I’m going to say there is no surprise round for the rats… they’ve snuck up on the PCs but alerted them with their chittering immediately prior to any action. Besides, Emah has Psychic Sense, which prevents her from being surprised, and she has time to warn her companions.

Maly’s Alertness is 15, followed by Emah and Kami, each with 13. The ratfolk mobs will each then act with a Fight score of 10. Where is Destiny the panther? Not part of the story yet!

There are no tactical battle maps in Crusaders, and space and movement are both abstracted. Again, to keep things simple, for the purposes of this scene, everyone is considered in melee at the Center of the action (there are two other distances in the game, but we won’t worry about those right now).

All rolls are a) player-facing, meaning that the PCs roll to both attack and defend, and b) percentile, based on the formula [(Active – Opposing) x 5% + 50%] – which sounds confusing but is easy once you get the hang of it, and there’s also a handy table in the rulebook. For Maly, her Prowess score is 13 against the rats’ Fight score of 10, which means she has a 65% chance of hitting with her dagger.

Maly rolls a 63… hit! She does her Physique (10) in damage, plus 5 for the dagger, for a total of 15 lethal damage. With a Fight score of 10, one rat dies, and in mobs the excess damage carries over to the next rat, bringing it to half health (5).

So we have one mob at full strength, and another with 2 ratfolk at 10 & 5 vitality. You can see where the combat here is fast and light… Maly only gets one action, but it’s easy to describe it as multiple maneuvers.

Emah saw shock and disbelief flicker across her friend’s pale face and quickly settle on determination.  

Maly dodged to her right, dipping low, as the first rat-thing rushed by her. She extended her dagger as it passed, cutting it from armpit to belly in a shower of dark blood. The thing screamed as it fell, rolling past. A second creature stabbed out with a stick and Maly kicked it in the face. Two things Emah knew of Maly from the training yard… she was quick and she fought dirty, to win.

With a roar, Emah stepped forward, swinging her broadsword wide and effortlessly. The blade tore through two of the leaping rat-folk, and they squealed briefly before dropping lifeless to the stone floor.

Emah can use her Prowess +5 with her sword and does Prowess +5 damage if she hits. With her score of 20 and the rats’ Fight score of 10, she will automatically hit and deal 20 damage. That kills 2 of the rats exactly.

Mob 1: One rat at 10 health (represented by Fight).

Mob 2: One rat at 10, one at 5.

Now it’s Kami’s turn. Does she reveal her powers to these relative strangers? She’s furious (for reasons we’ll learn later) so is not thinking straight. She is not, however, a trained fighter. Her Prowess score is only 10, which means she has a 50% chance of hitting. She rolls an 83 and misses. I could use her sole Hero Point this issue (the length of a usual gaming session, which I’m judging to be three of these blog posts) to flip-flop the roll and hit, but I’ll hold off since these thugs don’t seem particularly dangerous.

Both ratfolk mobs, then, have the opportunity to attack. I’ll say that the two rats head for Kami and the single rat will attempt to avenge its brethren against Emah. Once again, all rolls are player-facing, so Kami will roll with a score of 25 thanks to her Elasticity instead of Alertness. She has a 100% of success and dodges easily out of the way.

Emah has an Alertness of 13, but can add +5 because of her Parry ability. She then has a 90% chance of avoiding the attack from the remaining creature. She rolls a 62 and does so.

Kami seemed to shake herself out of her distraction as the combat raged. She turned, face furious, and swung one of her bare fists. Her arm seemed to elongate, extending much further than it should have done. The rat creature in front of her ducked below the clumsy blow, but as her fist struck the iron bars of a cell there was a tremendous CLANG!, leaving the bars bent.

As if Kami’s swing was not remarkable enough, what happened next caused both Emah and Maly to gape. The rat continued its charge, stabbing forward with its sharpened stake. It was a clever strike and should have impaled her between her breasts, but Kami’s body… bent, flowing like a ribbon in a breeze around the stab. The creature squeaked and chittered in surprise.

Maly is going to try and take out the one attacking Kami, and does so by rolling a 37. Her 15 damage is more than enough to kill it, while Emah slashes with her sword and kills the remaining two ratfolk.

And just like that… we’re done! Crusaders combat is as advertised… fast, clean, and easy. Also, even at street level and my neutering of the PC’s stats, these bunch-of-thugs mobs are no match for them. All of which does indeed feel superheroic. Yay! Soon I’ll feel more comfortable going hard on our party, either by upping the Fight scores or adding more baddies, but I’m thankful to have today’s warm-up.

Maly, clearly running on fear and instinct, had followed the rat creature and stabbed it between the shoulder blades from behind. It dropped, her dagger’s blade slick with blood, and she looked Kami in the face. Where Maly was wide-eyed and disbelieving, Kami’s face was etched in danger, eyes narrowed. Emah swung her sword left and right, snick-snack, killing the final two creatures. Their dying squeals drew the other two women’s attention.

“What is going ON!?” Maly shrieked, her voice shrill. “What are these things? What is this!?” she gestured from the bodies to the bent bars of the cell behind her and then to Kami.

“We go,” their employer said decisively, face glowering. When the others didn’t immediately comply, she rounded on Emah. “You said we must leave, yes? Let us leave, then, and quickly. We should not be here when the Watch arrives.”

Emah looked at the bent bars and then to their employer, a scowl as her mind raced. Impossible creatures followed by impossible acts from Kami. For weeks Oakton had been buzzing about seeming fable-tales occurring across the town, and now she would be adding to those accounts. She had so many questions but now was not the time. The job was to bring this woman to the jail and escort her home, that was it. They needed to get out of here, especially if more of those creatures could bubble out of the cesspit at any time.

“We go,” she confirmed with a short nod, and turned towards the staircase.

“Wait!” Maly cried. “We’re just going to leave? What are these things, Emah? What happened just now?” She was arguing to an empty hallway, however. Emah had already ascended out of view, with Kami quickly on her heels.

Emah heard Maly growled in frustration and the clatter of a sharpened stick that she must have kicked in frustration. Then Maly’s blonde head was bobbing up from the darkness in the torchlight, following them.

The three women scaled the spiral stairs, through the guard room and into the entryway. Nothing there had changed; two dead guards and an equally dead rat-thing lay upon the stone floor in pools of dark, sticky blood. Emah’s mind calculated. One of the creatures dead here, one on the stairs. That made eight total. Was that enough to kill three armed guards? It seemed unlikely, especially without more of the rat-things’ deaths. They must have surprised the guards, but the rats seemed to her like poor fighters. They would have to rely on overwhelming numbers.

“Do… do you think we were seen entering?” Maly panted, interrupting Emah’s thoughts. She blinked, frowning. Kami moved past them both towards the exit.

“I don’t believe so,” Emah frowned. “But when we leave, are we going straight to the Watch or disappearing into the crowds?”

The question was directed at their employer. Kami paused, her hand on the door latch. Emah examined the woman’s hand, thinking that moments before that same hand had extended impossibly long and bent iron bars with a single blow. Kami’s skin was as unblemished and perfect as before, the fingers long and graceful.

“We disappear into the crowd,” Kami nodded, and seemed to remember her hat and walking stick. She bent to retrieve them both, securing the hat firmly on her head. “Best to not let them detain us. I do not think the Watch will assume innocence of a madame of the Rose District and two new mercenaries with, ah, questionable reputations.”

Emah’s frown deepened. The woman had clearly done some investigating into who she hired. She liked that not at all, especially for such a simple job.

“Alright,” Emah exhaled, sheathing her sword. “Maly, come here. You have blood on your shoulder and arm.”

For the next moments, they looked each other over and cleaned themselves the best they could manage with water and the yellow cloaks of the Watch. The parts not spattered with gore, that is.

“Where are we going?” Maly asked when they were done, her voice pitched like that of a frightened child.

Kami looked back, her expressionless face made more so by the wooden mask covering half of it. “Back to the Golden Heron. Are we ready?”

Emah met her eyes and nodded.

Kami opened the door.

Now is a good time to use the Mythic GM Emulator for the first time. It’s an amazing tool for solo gaming, though I don’t often use it religiously or strictly exactly as outlined in the book. Indeed, when playing through published adventures in Dungeon Crawl Classics, ripe with random tables, I found that I didn’t need it at all. Here, when the game is homebrewed and the system lighter, I suspect I’ll lean on it more heavily.

The first question I’ll ask is: Do the trio meet any problems outside the jail? If the answer is no, I’ll just cut to the next scene. If yes, we’ll see where that takes us. The last scene sent the story further out of the PC’s control, so I’ll increase the Chaos Factor from 5 (which is the baseline) to 6. I’ll also say that the chance of them encountering trouble is Unlikely – after all, this is a little-visited jail, away from most of the foot traffic within the inner keep. These decisions give me a 50/50 chance of a Yes. Here’s the roll…

44, which would have been a “No” if the Chaos Factor had been 5 but is a “Yes” now. The PCs do indeed encounter trouble, which means now I need to ask what sort of trouble. First, I’ll roll on the Event Focus table: 11, a new NPC. Second, I’ll roll for the Event Meaning, and use the Descriptor tables first: 16 & 39, which is Combatively Glorious. What sort of character or creature would be outside, between the jail and the brothel, that might be described in that way? Let me ponder…

I’ve got it. Let’s keep the action flowing. It’s not something waiting for them outside. Instead, it’s something that followed them out into the light from the jail. There’s about to be another combat with ratfolk, and this one will be in full view of the city.

This is as good a time to introduce the other sort of Minor Foe in Crusaders, the Lieutenant. I’ll say that there was a leader of the ratfolk minions that were down in the cesspit, and when his pack didn’t return it went to investigate. The creature has tracked the PCs to the upper level and attacks just as the door opens.

Lieutenants, unlike thugs and like PCs, have four distinct attributes, with an average of 12 across scores, and can take damage equal to their Physique. Before I fill out the stats, let me roll on a few more Mythic tables: Character Description (99, Wild), Character Personality (01, Active), and Character Motivations (77, Plan). Alright, it’s a hyperactive super-rat who had planned this jail infiltration into the city and is now furious and crazed that its plan went awry. I’ll give it Physique 12 Prowess 12 Alertness 14 Psyche 10. Fun fun!

The Kaizukan woman walked outside, her hat lowered over her face. The clouds had given way to light rain, which had only begun to wet the cobblestone streets around the keep under the reaching branches of the Great Oak. Emah followed close at her heels, hand twitching towards the hilt of her sword. The mahogany skin of her shoulders, arms, and face glistened with sweat in the sudden light.

“Let’s go,” she whispered sharply to Maly.

The young Stone Islander woman swallowed and moved to follow, but something behind her shuffled, causing her to pause. Emah had just enough time to call out a warning as, out of the shadows, a savage, furred thing snarled and tackled Maly.

Back to Initiative we go, but this time the ratfolk lieutenant will indeed have a surprise round against Maly since Emah isn’t the one being attacked. Surprise means that the lieutenant will get to act first in the round, but thankfully, because its Alertness is not greater than Maly’s (12 vs 13), Maly will not be a “passive target” (i.e. ridiculously easy to hit). Still, because she’s surprised, I’ll say that Maly can’t add her bonus to Alertness from Acrobatics, which means that she has only a 55% chance to dodge – I’ve already said that the attack hit, but this will determine whether she rolls with the attack and thus doesn’t take damage.

Maly rolls a 65, failing. She takes the blow hard, and the lieutenant deals its 12 Physique damage to her. Maly’s Vitality started at 30, which is now down to 18. Ouch.

She is next in initiative order, and in her shock (and my effort to test out different combat maneuvers) will try to Grapple the lieutenant, which is an opposed roll of Physique against Physique. Maly’s not the strongest, so she has a 40% chance of succeeding. She rolls a 96 and fails miserably.

Emah will act next and can end this tussle with an expert sword strike. Thanks to her Weapon Master skill, she has a whopping 20 against the ratfolk’s Alertness of 14. That means she has an 80% chance of success and rolls a 40. She does 20 lethal damage to the lieutenant, killing it.

Lieutenants usually act in concert with gangs of thugs, and I knew a single lieutenant would lose quickly against three PCs. But the consequences for this fight were not the threat of death, but instead a) the public nature of the fight, and b) seeing a different, stronger version of the rats. I’m also feeling my way into the Crusaders system. In those regards, mission accomplished!

These ratfolk also spread disease. Let’s roll Maly’s Physique against a “disease potency” (totally making this up) of 12. That’s a 40% chance of success with her, and I roll a 51. Yikes! Here is an excellent use of Maly’s lone Hero Point for the issue, so I’ll flip-flop that roll into a 15, allowing her to stay disease free for now.

Maly and something large and furred rolled in a bundle out of the jail door and onto the street. Emah drew her sword, moving close. Her friend was screaming and beating at the thing vainly with her bare hands, but this rat-creature was larger and stronger than the others they had fought. Indeed, it was the size of Emah, with muscled shoulders and black claws each the length of her last knuckle. It snarled and chittered, tearing and ripping with those claws. Maly cried out in pain.

Emah stepped in, lunging forward with the tip of her sword and through the rat-creature’s neck. This close, it smelled powerfully of animal and sewage. The creature screamed and slumped to the side, and blood splashed across Maly’s neck and face. She scampered to her hands and knees, gaping at the now dead figure she’d escaped. Its tongue lolled from a long snout filled with jagged yellow teeth.

Emah wiped the blade on the creature’s gray rags and pulled at Maly. “Come on! Up, girl, up!”

All around them, people were pointing and exclaiming in shock and horror. Someone in green-and-yellow livery nearer the curtain wall shouted to one of the watchtowers.

Rain was pattering harder now, blurring everything around.

“We can’t run,” Kami said, voice hard and resolute. “They’ve seen us.”

Age of Wonders: Issue 1c

Age of Wonders, Issue 1a: A Simple Job

[Welcome to my new fantasy-superhero mash-up project! This is the fiction-only version. To see game notes, click here.]

art by Roland Brown (drawhaus.com)

Maly pushed her way, panting, into the darkened room. The sudden change from sunlight to candlelight momentarily blinded her as she shut the door. Sounds of cart vendors shouting, street musicians, horses clopping, and laughter immediately hushed to dull muffles. The Golden Heron, with colorful tapestries hanging on the wooden walls, had worked hard to keep its business inside hidden from the bustling street outside.

“Emah? You in here?” Maly asked, breathless.

“You’re late,” her friend answered, her deep voice clipped.

“Ah, yes. About that,” Maly held up a finger. “I need to tell you about–”

“You’re late, Maly,” Emah hissed. “Get over here and. Meet. Our. Host.” Each of those last words was delivered through clenched teeth.

“Oh, but… Right. Sorry,” Maly said sheepishly, still panting. She wiped a forearm across her wet brow and stamped her sandaled feet.

“I’m glad to have you both here,” a supple, smooth voice said. Maly blinked spastically, her pale blue eyes adjusting. Cloth hung from every wall, but otherwise the three of them stood alone in a room only sparsely furnished, with pillows placed neatly around its perimeter. A low desk with quill, parchment, and a slender candle atop it sat near a far wall. Another candle flickered merrily on an ironbound chest in a corner. A few garments hung from pegs peeking between tapestries on the wall. She could see now that her friend had her muscled, bare arms crossed and feet planted wide, pointedly turned away from her and towards their host. Emah was kitted for action, wearing her leather cuirass and gloves, her scabbarded sword hanging from her waist. The warrior’s short, kinky hair was pulled back from her forehead by a leather strap.

Maly still couldn’t make out details, but the third woman was slender and dressed in patterned pants and sleeveless top, with a riot of bracelets and necklaces adorning her. Their host’s long, silken black hair fell across one eye and spilled over one shoulder. Something was odd about her face, but Maly couldn’t tell at first what it was. Everything about her graceful bearing and honeyed voice felt to Maly like a caress in the dim light, which made some sense since they were standing in a brothel that she or Emah could never afford. This room wasn’t the Golden Heron’s primary entrance for clientele, though. Maly had, as instructed, circled around to a side door. She presumed this sparse, elegant room was meant for business only.

Maly tried her best to still her breathing, calm her frantic mind, and focus on what their potential employer was saying. She realized that she had missed the last several moments of conversation between the woman and Emah.

“…so you see, it’s a simple job. One afternoon for you and done.”

“You… just want us to walk with you? Are you expecting trouble?” Emah asked suspiciously.

“No particular trouble, no,” the woman said smoothly, shrugging a bare shoulder. “But you must understand, I am not used to visiting imprisoned criminals. I would feel better having an escort and have the coin to spare.”

“Wait, what are we doing? We’re just going to the jail?” Maly blinked, confused.

“Maly…” Emah growled.

“That’s right, Miss Wywich,” the woman nodded. Maly’s eyes had adjusted, and she could see now that the woman was indeed beautiful, but there was something covering the half of her face that her hair concealed. Beneath the curtain of black hair was a mask, delicately carved with an eye hole and curving around her slim nose and full-lipped mouth. “Walk with me to the jail, stay with me there while I conduct some business, and deliver me safely home.”

“Seems like a pretty easy job,” Maly chuckled.

Emah cleared her throat and shot her a withering stare. “It’s the kind of job new members of the Adventurer’s Guild receive, and we’re happy to do it, ma’am,” she growled.

Maly shrugged back apologetically.

“Excellent,” the woman nodded once. “And please: My name is Kami. I’ll provide half the fee now and half when it’s done. Agreed?”

“Agreed,” Emah nodded, and took the small pouch of coins. It clinked in her palm, and Emah tucked it away on a belt pouch.

“When are we leaving?” Maly asked.

“Why, now of course,” and the woman glided past them. Kami plucked a wide, circular hat from a peg, and a long slender walking stick leaning next to it. Then she was pushing out into the sunlight.

Outside, all three of them squinted in the bright light, Emah and Maly shielding their eyes with a hand. This part of Oakton, the Rose District, sat at the broad border between the wealthier merchant quarter and the crime-riddled slums. Modest wooden homes and shops lined the dirt road, with horse-drawn carts and people traveling up and down its length. Everywhere individuals and small groups played music, the constant backdrop of Oakton. Closest to them, a man sat cross-legged and pat a wide, flat drum, humming lyrics with a deep voice while across the street a girl of no more than ten sang full-throated while her two friends danced and banged tambourines.

Though it was in the second half of winter—indeed it was the first day of Nigwan, which in Kalee meant “End,” named for the thaw and last days of winter in the nation’s capital—the weather here, far to the west and north, was mild. Most of Oakton’s residents wore light fabrics and sleeveless shirts.

Above the roofline, the towering Great Oak stood, like a protective mother watching over the town, its branches stretching across the cloudy sky. Kami did not hesitate, walking with purpose down the road, towards the immense tree. Emah strode after her with long strides. Maly scampered to keep up.

“Emah!” the young woman gasped. “I need to tell you about–”

“Not now,” Emah growled. Her brown eyes did not meet Maly’s desperate, freckled face, but instead scanned the road for danger with a serious, furrowed expression. “We’re on a job. The first job, I’ll add, in more than a week. It’s actual coin, that will put food in our mouths. So just tell me later and pay attention now.”

Now it was Maly’s turn to harrumph in frustration. “Fine,” she said, pursing her lips, and she glanced behind them, searching the crowd with pale blue eyes as if expecting someone following.

Emah pointedly ignored her and lengthened her strike to reach Kami’s shoulder. “By the way, ma’am?”

The graceful woman kept her pace, seemingly not at all breathless or bothered. She answered mildly. “Yes?”

“Why are you visiting the jail? What’s your business there?” Emah asked. A thin, knobby street vendor stepped in front of Kami, leering at her, and Emah pushed him, stumbling, out of the way. He swore at them as they passed.

“That,” Kami said dismissively. “Is my own concern. One doesn’t usually ask the business of someone from the Rose District, Miss Elmhill.” And with that she adjusted her wide-brimmed hat and continued down the road, weaving amidst the crowd while her two guards kept pace.

The trio quickly approached Southgate, beyond which lay the town’s garrison, government buildings, and wealthiest residents. The gate itself was a gap wide enough for three carts, in a thick stone curtain wall with squat, ugly towers at regular intervals. A bored city watchman nodded at them as they passed, his half-lidded eyes lingering on Kami’s smooth cheek, lithe arms, and breasts pressed against her form-fitting shirt. Even with the carved mask and low-drawn hat the woman drew attention, and the guard’s hungry gaze was only the most obvious example around them. Maly began to understand the brothel-proprietor’s desire for bodyguards into the inner city and back, and wondered how often she was harassed in some way by guardsmen, sailors, or even merchants. The brief image of the leering street vendor also clicked into her mind. Emah gave her most withering gaze to the gate guard, but the man didn’t seem to notice, his eyes fixed on Kami.

Emah glanced back at Maly, still struggling to keep up with them because of constantly looking behind.

“Maly? Is someone following us?” she asked in a low whisper.

“What? Why would you–? No, no. Of course not!” the young woman chuckled guiltily. Her round, pale face had wideset eyes, freckled cheeks, downturned lips, and a button nose, making her look somewhat like a child from the neck up. Her tattooed, muscled arms and the knife at her belt dispelled the illusion, however. Maly brushed the short, sweat-damped blonde hair from her eyes. “Uh, our employer is getting away.”

“Aargh!” Emah huffed, and she hustled to pursue Kami as the woman made a beeline through the passerbys to a round, stone structure set away from the other buildings and far from the looming keep. Here, so close to the towering Great Oak, everything was in dappled shade. Yellow and brown oak leaves twice as large as an open hand lay scattered across the cobblestone, the leaves as constant in Oakton as the street musicians.

The town’s dungeons, which held those either awaiting execution or detained indefinitely, lay beneath the main keep. Where Kami strode, however, was outside one of several jails within the curtain wall, a place to hold those accused of smaller crimes or to pull drunkards off the street. Emah glanced back at her friend as they approached the heavy wooden door of the building, clearing her throat to get her attention. Maly was still looking behind her, scanning for something. She heard Emah and looked up to her friend and then the jail door. She grimaced.

“Is this going to be a problem?” Emah whispered back. For the first time since Maly had arrived late, Emah’s voice held no anger.

“It’s fine,” Maly shrugged, but her lips were a grim line. “I mean, I didn’t stay here that long.”

Kami had stopped, motionless, before the door. As Emah and Maly flanked her, the woman seemed to shake herself out of some sort of reverie, as if she’d been lost in thought.

“We are here,” she said simply.

“Are we… going inside?” Maly asked.

Kami seemed to gather herself and nodded once, sharply. “We are. You may stay outside if you wish.” She reached out and knocked on the door, first lightly, and then more forcefully when no one answered.

Maly arched an eyebrow, impressed at the slim woman’s strength. The heavy door thrummed with her booming knocks.

No one answered.

“That seems odd, doesn’t it?” Maly offered, hesitantly.

The three looked at each other, unsure what to do, then Emah and Maly scanned the surroundings. The jail stood away from any foot traffic, and no one seemed particularly interested in watching them at its entrance. They exchanged confused glances.

Kami pursed her lips and clutched the latch. With a sharp push of her shoulder, the door shuddered and flew open.

Inside was carnage.

Maly knew the layout of this jailhouse intimately. The entry room took up roughly half of the circular level, used for the intake of prisoners. Two city watch members were stationed here at all hours, usually complaining about their boring assignment and playing dice or cards. Behind the desk and chairs stood iron bars and a heavy door, behind which were cubbies with prisoners’ belongings, city watch logs, and a winding staircase down to the lower level. The entire jail was windowless, with torches burning day and night to both light it and make the place smell of oil and smoke.

Today, the heavy door at the back of the room hung open, the table and chairs toppled. Two bodies, a man and woman in the city watch’s yellow and green livery, lay sprawled on the floor, their forms ravaged by what looked like an animal attack, or perhaps several animals. Dark blood spattered the walls and ceiling, and pooled in wide, sticky blobs around the bodies. Small prints like that from a cat or dog tracked through the blood and seemed everywhere across the wooden floor.

One guard’s corpse clutched a long spear, which impaled something brown and furred, also dead and curled around the weapon’s tip. That body drew the eye because it was vaguely humanoid, the size of a child, one four-fingered, clawed hand outstretched as if in a plea for mercy. It wore filthy rags that could barely be called clothing, hanging in tatters from its small form. They couldn’t see the thing’s face from here, but its furred head was topped by small, flared ears.

“By the gods,” Emah breathed. “What happened here? We… we should get the Watch. Maly, go get help.”

“No!” Kami barked, thrusting a hand outward, palm facing them.

“What?” Maly blinked, her breath coming short and shallow. The smell in here wasn’t the typical oil and smoke—it was like iron and sewage, making her eyes water and jaw clench. “We need to tell–”

“No, dammit all! Shut the door and follow me.” Kami dropped her walking staff and threw off her hat, tiptoeing her way through the bodies and blood towards the open door. While the other two women gaped, she stepped across the threshold and peered down the staircase.

Emah was squinting at the furred form at the end of the spear, frowning. Maly stepped close to her, eyes wide.

“I’ve paid you to escort me,” Kami said, her face serious. “Come on.” She descended the stairs.

“What- what do we do, Emah?” Maly whispered urgently.

“I don’t…” Emah shook her head. “Aargh. We follow. Come on. Weapons out.”

Emah Elmhill was not particularly tall, but she had the physique of a well-trained fighter. With a gloved hand she reached to her waist, to a leather scabbard from which decorative tassels hung. The scraping sound of steel across the metal collar filled the room as Emah drew her sword. She held the wide blade out in front of her, other hand clenched in a fist.

“Let’s go,” she huffed, and stepped her way through the massacre at her feet to follow Kami.

Maly fumbled at her belt sheath for her dagger, thin blade as long as her forearm. She stole another glance at the furred creature curled around the spear, unlike anything she had ever seen. When she realized that Emah was already descending the stairs, Maly shook her head and lightly padded forward to catch up.

A second furred body lay halfway down the spiral staircase, this one on its back. Once again it wore tattered, filthy strips of cloth, and one side of its small torso was stained in blood from a wound, most likely a spear thrust from one of the guards. Its head was like that of a large rat, with black beady eyes, long whiskers on a nose hairless at the tip of the snout. Its mouth was gaping wide in death, showing sharp, yellowed teeth at the front of its mouth. One of its four-fingered, clawed hands held a sharpened stick.

“By the light of the sun,” she gasped, her steps faltering.

“No! Blast you, no!” Kami’s voice echoed from below, immediately followed by Emah’s shout.

“Maly! Get down here!”

Wide-eyed, she dashed down the curved staircase.

The bottom floor of the jail was simple in its design. The staircase led to a square area with a guard post at its center. Arrayed around the post were four cramped cells, each with iron bars and containing only a straw pallet, a wooden bucket of water, and a grated hole leading to a common cesspit below. The walls and floor were roughly-cut stone, making the place just cold and damp enough to be constantly uncomfortable. Maly knew this place well from her weeks living here. She hated it and everything it represented.

Today, however, there was no guard posted at the center. No living one, anyway. Another green-and-yellow clad city watch member lay on his back, fat belly torn open and spilling intestines across his legs, his lifeless eyes wide and terrified in the torchlight. Two prisoners also lay dead and ravaged in their cells, bitten and torn by what looked like small claws and teeth. As above, the stench of blood and waste permeated the place.

Kami stood, fists clenched tightly, looking down at one of the corpses in the cells. It was a man, pale-skinned from the Stone Isles, with blonde hair like Maly’s. He was tall, with wiry arms and a long neck, and seemed to be of middling years. His gray clothes had been torn, especially around his chest and shoulders, which were a bloody mess of gore. Kami stared at the man’s face, her unmasked cheek wet with tears.

“Ma’am,” Emah said huskily, holding back vomit. “We have to go. We have to get help. Whatever these things are… we need to tell someone.”

Kami continued to stare at the corpse lying between her and the iron bars. Emah and Maly watched her, willing her to respond.

As a result, none of them saw the furred, rag-robed figures climbing out of the cesspool hole in the floor of an open cell, one by one, their small eyes glowing in the torchlight like rounded flint, until it was too late. Chittering, the rat-figures scampered into the hallway and attacked.

Age of Wonders: Issue 1b

Age of Wonders, Issue 1a: A Simple Job [with game notes]

Welcome to the Age of Wonders, my current solo play and fiction project! To get you oriented, these shaded text boxes are for game notes, which will be absent from the fiction-only posts (for today, that would be here).

I’m playing the Crusaders rpg but, to begin today’s adventure, I rolled on the excellent Random Adventure Seeds in the Mighty Protectors core rulebook. I’m truly letting this homebrewed adventure emerge from the dice and am giving into the randomness. Percentile rolls in parentheses.

Step 1: What’s going on? (74) Invasion/rebellion.

Step 2: What’s the status? (04) Cold case – it happened some time ago.

Step 3: How do the PCs find out about it? (50) Via investigation – either the PCs or a third party.

Step 4: Final details. Perpetrator: (65) Enemy aliens. Victim: (08) Criminals. Location: (46) Prison.

I’ve already decided that Kami, one of our three protagonists, will be hiring Emah and Maly as a way of forming our party of adventurers. So now I just need to combine the above rolls into that story. Here we go…

art by Roland Brown (drawhaus.com)

Maly pushed her way, panting, into the darkened room. The sudden change from sunlight to candlelight momentarily blinded her as she shut the door. Sounds of cart vendors shouting, street musicians, horses clopping, and laughter immediately hushed to dull muffles. The Golden Heron, with colorful tapestries hanging on the wooden walls, had worked hard to keep its business inside hidden from the bustling street outside.

“Emah? You in here?” Maly asked, breathless.

“You’re late,” her friend answered, her deep voice clipped.

“Ah, yes. About that,” Maly held up a finger. “I need to tell you about–”

“You’re late, Maly,” Emah hissed. “Get over here and. Meet. Our. Host.” Each of those last words was delivered through clenched teeth.

“Oh, but… Right. Sorry,” Maly said sheepishly, still panting. She wiped a forearm across her wet brow and stamped her sandaled feet.

“I’m glad to have you both here,” a supple, smooth voice said. Maly blinked spastically, her pale blue eyes adjusting. Cloth hung from every wall, but otherwise the three of them stood alone in a room only sparsely furnished, with pillows placed neatly around its perimeter. A low desk with quill, parchment, and a slender candle atop it sat near a far wall. Another candle flickered merrily on an ironbound chest in a corner. A few garments hung from pegs peeking between tapestries on the wall. She could see now that her friend had her muscled, bare arms crossed and feet planted wide, pointedly turned away from her and towards their host. Emah was kitted for action, wearing her leather cuirass and gloves, her scabbarded sword hanging from her waist. The warrior’s short, kinky hair was pulled back from her forehead by a leather strap.

Maly still couldn’t make out details, but the third woman was slender and dressed in patterned pants and sleeveless top, with a riot of bracelets and necklaces adorning her. Their host’s long, silken black hair fell across one eye and spilled over one shoulder. Something was odd about her face, but Maly couldn’t tell at first what it was. Everything about her graceful bearing and honeyed voice felt to Maly like a caress in the dim light, which made some sense since they were standing in a brothel that she or Emah could never afford. This room wasn’t the Golden Heron’s primary entrance for clientele, though. Maly had, as instructed, circled around to a side door. She presumed this sparse, elegant room was meant for business only.

Maly tried her best to still her breathing, calm her frantic mind, and focus on what their potential employer was saying. She realized that she had missed the last several moments of conversation between the woman and Emah.

“…so you see, it’s a simple job. One afternoon for you and done.”

“You… just want us to walk with you? Are you expecting trouble?” Emah asked suspiciously.

“No particular trouble, no,” the woman said smoothly, shrugging a bare shoulder. “But you must understand, I am not used to visiting imprisoned criminals. I would feel better having an escort and have the coin to spare.”

“Wait, what are we doing? We’re just going to the jail?” Maly blinked, confused.

“Maly…” Emah growled.

“That’s right, Miss Wywich,” the woman nodded. Maly’s eyes had adjusted, and she could see now that the woman was indeed beautiful, but there was something covering the half of her face that her hair concealed. Beneath the curtain of black hair was a mask, delicately carved with an eye hole and curving around her slim nose and full-lipped mouth. “Walk with me to the jail, stay with me there while I conduct some business, and deliver me safely home.”

“Seems like a pretty easy job,” Maly chuckled.

Emah cleared her throat and shot her a withering stare. “It’s the kind of job new members of the Adventurer’s Guild receive, and we’re happy to do it, ma’am,” she growled.

Maly shrugged back apologetically.

“Excellent,” the woman nodded once. “And please: My name is Kami. I’ll provide half the fee now and half when it’s done. Agreed?”

“Agreed,” Emah nodded, and took the small pouch of coins. It clinked in her palm, and Emah tucked it away on a belt pouch.

“When are we leaving?” Maly asked.

“Why, now of course,” and the woman glided past them. Kami plucked a wide, circular hat from a peg, and a long slender walking stick leaning next to it. Then she was pushing out into the sunlight.

Outside, all three of them squinted in the bright light, Emah and Maly shielding their eyes with a hand. This part of Oakton, the Rose District, sat at the broad border between the wealthier merchant quarter and the crime-riddled slums. Modest wooden homes and shops lined the dirt road, with horse-drawn carts and people traveling up and down its length. Everywhere individuals and small groups played music, the constant backdrop of Oakton. Closest to them, a man sat cross-legged and pat a wide, flat drum, humming lyrics with a deep voice while across the street a girl of no more than ten sang full-throated while her two friends danced and banged tambourines.

Though it was in the second half of winter—indeed it was the first day of Nigwan, which in Kalee meant “End,” named for the thaw and last days of winter in the nation’s capital—the weather here, far to the west and north, was mild. Most of Oakton’s residents wore light fabrics and sleeveless shirts.

Above the roofline, the towering Great Oak stood, like a protective mother watching over the town, its branches stretching across the cloudy sky. Kami did not hesitate, walking with purpose down the road, towards the immense tree. Emah strode after her with long strides. Maly scampered to keep up.

“Emah!” the young woman gasped. “I need to tell you about–”

“Not now,” Emah growled. Her brown eyes did not meet Maly’s desperate, freckled face, but instead scanned the road for danger with a serious, furrowed expression. “We’re on a job. The first job, I’ll add, in more than a week. It’s actual coin, that will put food in our mouths. So just tell me later and pay attention now.”

Now it was Maly’s turn to harrumph in frustration. “Fine,” she said, pursing her lips, and she glanced behind them, searching the crowd with pale blue eyes as if expecting someone following.

Emah pointedly ignored her and lengthened her strike to reach Kami’s shoulder. “By the way, ma’am?”

The graceful woman kept her pace, seemingly not at all breathless or bothered. She answered mildly. “Yes?”

“Why are you visiting the jail? What’s your business there?” Emah asked. A thin, knobby street vendor stepped in front of Kami, leering at her, and Emah pushed him, stumbling, out of the way. He swore at them as they passed.

“That,” Kami said dismissively. “Is my own concern. One doesn’t usually ask the business of someone from the Rose District, Miss Elmhill.” And with that she adjusted her wide-brimmed hat and continued down the road, weaving amidst the crowd while her two guards kept pace.

The trio quickly approached Southgate, beyond which lay the town’s garrison, government buildings, and wealthiest residents. The gate itself was a gap wide enough for three carts, in a thick stone curtain wall with squat, ugly towers at regular intervals. A bored city watchman nodded at them as they passed, his half-lidded eyes lingering on Kami’s smooth cheek, lithe arms, and breasts pressed against her form-fitting shirt. Even with the carved mask and low-drawn hat the woman drew attention, and the guard’s hungry gaze was only the most obvious example around them. Maly began to understand the brothel-proprietor’s desire for bodyguards into the inner city and back, and wondered how often she was harassed in some way by guardsmen, sailors, or even merchants. The brief image of the leering street vendor also clicked into her mind. Emah gave her most withering gaze to the gate guard, but the man didn’t seem to notice, his eyes fixed on Kami.

Emah glanced back at Maly, still struggling to keep up with them because of constantly looking behind.

“Maly? Is someone following us?” she asked in a low whisper.

“What? Why would you–? No, no. Of course not!” the young woman chuckled guiltily. Her round, pale face had wideset eyes, freckled cheeks, downturned lips, and a button nose, making her look somewhat like a child from the neck up. Her tattooed, muscled arms and the knife at her belt dispelled the illusion, however. Maly brushed the short, sweat-damped blonde hair from her eyes. “Uh, our employer is getting away.”

“Aargh!” Emah huffed, and she hustled to pursue Kami as the woman made a beeline through the passerbys to a round, stone structure set away from the other buildings and far from the looming keep. Here, so close to the towering Great Oak, everything was in dappled shade. Yellow and brown oak leaves twice as large as an open hand lay scattered across the cobblestone, the leaves as constant in Oakton as the street musicians.

The town’s dungeons, which held those either awaiting execution or detained indefinitely, lay beneath the main keep. Where Kami strode, however, was outside one of several jails within the curtain wall, a place to hold those accused of smaller crimes or to pull drunkards off the street. Emah glanced back at her friend as they approached the heavy wooden door of the building, clearing her throat to get her attention. Maly was still looking behind her, scanning for something. She heard Emah and looked up to her friend and then the jail door. She grimaced.

“Is this going to be a problem?” Emah whispered back. For the first time since Maly had arrived late, Emah’s voice held no anger.

“It’s fine,” Maly shrugged, but her lips were a grim line. “I mean, I didn’t stay here that long.”

Kami had stopped, motionless, before the door. As Emah and Maly flanked her, the woman seemed to shake herself out of some sort of reverie, as if she’d been lost in thought.

“We are here,” she said simply.

“Are we… going inside?” Maly asked.

Kami seemed to gather herself and nodded once, sharply. “We are. You may stay outside if you wish.” She reached out and knocked on the door, first lightly, and then more forcefully when no one answered.

Maly arched an eyebrow, impressed at the slim woman’s strength. The heavy door thrummed with her booming knocks.

No one answered.

“That seems odd, doesn’t it?” Maly offered, hesitantly.

The three looked at each other, unsure what to do, then Emah and Maly scanned the surroundings. The jail stood away from any foot traffic, and no one seemed particularly interested in watching them at its entrance. They exchanged confused glances.

Kami pursed her lips and clutched the latch. With a sharp push of her shoulder, the door shuddered and flew open.

Inside was carnage.

Maly knew the layout of this jailhouse intimately. The entry room took up roughly half of the circular level, used for the intake of prisoners. Two city watch members were stationed here at all hours, usually complaining about their boring assignment and playing dice or cards. Behind the desk and chairs stood iron bars and a heavy door, behind which were cubbies with prisoners’ belongings, city watch logs, and a winding staircase down to the lower level. The entire jail was windowless, with torches burning day and night to both light it and make the place smell of oil and smoke.

Today, the heavy door at the back of the room hung open, the table and chairs toppled. Two bodies, a man and woman in the city watch’s yellow and green livery, lay sprawled on the floor, their forms ravaged by what looked like an animal attack, or perhaps several animals. Dark blood spattered the walls and ceiling, and pooled in wide, sticky blobs around the bodies. Small prints like that from a cat or dog tracked through the blood and seemed everywhere across the wooden floor.

One guard’s corpse clutched a long spear, which impaled something brown and furred, also dead and curled around the weapon’s tip. That body drew the eye because it was vaguely humanoid, the size of a child, one four-fingered, clawed hand outstretched as if in a plea for mercy. It wore filthy rags that could barely be called clothing, hanging in tatters from its small form. They couldn’t see the thing’s face from here, but its furred head was topped by small, flared ears.

“By the gods,” Emah breathed. “What happened here? We… we should get the Watch. Maly, go get help.”

“No!” Kami barked, thrusting a hand outward, palm facing them.

“What?” Maly blinked, her breath coming short and shallow. The smell in here wasn’t the typical oil and smoke—it was like iron and sewage, making her eyes water and jaw clench. “We need to tell–”

“No, dammit all! Shut the door and follow me.” Kami dropped her walking staff and threw off her hat, tiptoeing her way through the bodies and blood towards the open door. While the other two women gaped, she stepped across the threshold and peered down the staircase.

Emah was squinting at the furred form at the end of the spear, frowning. Maly stepped close to her, eyes wide.

“I’ve paid you to escort me,” Kami said, her face serious. “Come on.” She descended the stairs.

“What- what do we do, Emah?” Maly whispered urgently.

“I don’t…” Emah shook her head. “Aargh. We follow. Come on. Weapons out.”

Emah Elmhill was not particularly tall, but she had the physique of a well-trained fighter. With a gloved hand she reached to her waist, to a leather scabbard from which decorative tassels hung. The scraping sound of steel across the metal collar filled the room as Emah drew her sword. She held the wide blade out in front of her, other hand clenched in a fist.

“Let’s go,” she huffed, and stepped her way through the massacre at her feet to follow Kami.

Maly fumbled at her belt sheath for her dagger, thin blade as long as her forearm. She stole another glance at the furred creature curled around the spear, unlike anything she had ever seen. When she realized that Emah was already descending the stairs, Maly shook her head and lightly padded forward to catch up.

A second furred body lay halfway down the spiral staircase, this one on its back. Once again it wore tattered, filthy strips of cloth, and one side of its small torso was stained in blood from a wound, most likely a spear thrust from one of the guards. Its head was like that of a large rat, with black beady eyes, long whiskers on a nose hairless at the tip of the snout. Its mouth was gaping wide in death, showing sharp, yellowed teeth at the front of its mouth. One of its four-fingered, clawed hands held a sharpened stick.

“By the light of the sun,” she gasped, her steps faltering.

“No! Blast you, no!” Kami’s voice echoed from below, immediately followed by Emah’s shout.

“Maly! Get down here!”

Wide-eyed, she dashed down the curved staircase.

The bottom floor of the jail was simple in its design. The staircase led to a square area with a guard post at its center. Arrayed around the post were four cramped cells, each with iron bars and containing only a straw pallet, a wooden bucket of water, and a grated hole leading to a common cesspit below. The walls and floor were roughly-cut stone, making the place just cold and damp enough to be constantly uncomfortable. Maly knew this place well from her weeks living here. She hated it and everything it represented.

Today, however, there was no guard posted at the center. No living one, anyway. Another green-and-yellow clad city watch member lay on his back, fat belly torn open and spilling intestines across his legs, his lifeless eyes wide and terrified in the torchlight. Two prisoners also lay dead and ravaged in their cells, bitten and torn by what looked like small claws and teeth. As above, the stench of blood and waste permeated the place.

Kami stood, fists clenched tightly, looking down at one of the corpses in the cells. It was a man, pale-skinned from the Stone Isles, with blonde hair like Maly’s. He was tall, with wiry arms and a long neck, and seemed to be of middling years. His gray clothes had been torn, especially around his chest and shoulders, which were a bloody mess of gore. Kami stared at the man’s face, her unmasked cheek wet with tears.

“Ma’am,” Emah said huskily, holding back vomit. “We have to go. We have to get help. Whatever these things are… we need to tell someone.”

Kami continued to stare at the corpse lying between her and the iron bars. Emah and Maly watched her, willing her to respond.

As a result, none of them saw the furred, rag-robed figures climbing out of the cesspool hole in the floor of an open cell, one by one, their small eyes glowing in the torchlight like rounded flint, until it was too late. Chittering, the rat-figures scampered into the hallway and attacked.

Well dang… no rolling of dice or combat today, but there’s no avoiding it next time. I’m excited to take the Crusaders light and fast combat mechanics for a spin!

Age of Wonders: Issue 1b

Age of Wonders: Maly Wywich

It’s an exciting day! Today we discover the last piece of our starting party’s puzzle. Who will be the third protagonist, member of our erstwhile Crusaders adventurers, joining Emah and Kami? What sort of stories will be possible once the set is complete? Let’s find out… right now!

Background Rolls

As before, I love me some Background Generator tables in ICONS Origins. For any PC in any superhero game that doesn’t have random backgrounds, I can’t imagine starting anywhere but here. Also as before, I’ll include my d6 rolls (sometimes 2d6, sometimes a single d6 or series of d6s) in parentheses. I’ll also include a bit more commentary on each roll than the previous two, since this character completes the picture of the party.

Gender (7): Female! Alright, then… it’s a trio of women as our protagonists.

Ethnicity (6): Stone Isles. That’s a nice balance with Emah and Kami. All the main cultures in Oakton are represented except the Mesca (which will certainly get covered by NPCs).

Age (7,4): 24 years old, the exact same age as Emah and five years younger than Kami. It’s easy to decide, then, that Emah and this character are friends.

Manner (12): Anxious, nervous, or jumpy. Ha! Stark contrast with the other two, and likely makes this character the comedic one of the trio.

Who do you value? (8): Pet. Pet?!

What do you value (6): Friendship. Well, that tracks. She and Emah are definitely besties.

Attitude (5): People need strong leadership and guidance. Truth be told, I originally rolled a 10, which is the same attitude as Emah, and I wanted more diversity. This result is interesting for someone who’s anxious… I’m guessing that she’s a follower more than the leader, but feels leadership is important.

Birthplace (2): Urban. Born and raised in Oakton.

Status (6): Solid and stable, economically speaking.

Tragedy (4): No childhood tragedy.

1st Past Experience (3,6): Windfall. She received some material or financial gains.

2nd Past Experience (6,3): Imprisoned. She was abducted, held hostage, sent to prison, or otherwise held against your will for some reason.

3rd Past Experience (3,3): Opportunity. She found a new opportunity, whether it was a new job, an invention, or a new way of looking at things.

I roll on these tables until either I feel “done” or I get a result that doesn’t fit the story building in my head from the initial rolls. Today, after only three results, she crystalized early and I’m ready to sketch out her backstory. Here it is…

Maly Wywich was an only child to a mother and father who owned a modest business in Oakton. Much to her surprise, when she turned eighteen years old, her last remaining grandparent died of natural causes, leaving Maly a large inheritance. Her parents were offended by the slight but pleased for Maly’s fortune. That is, until news of the inheritance made its way through the town, and an underworld gang intimidated and threatened Maly and her family, forcing her to hand over the deed to her grandfather’s estate and wealth. Infuriated and defiant, Maly tried infiltrating the gang’s headquarters to get back her inheritance but was caught by the town guard and imprisoned for it. The scandal and shock of the events led Maly’s parents to effectively disown her.

Having lost everything and her world shattered, Maly was eventually released from prison without any prospects for the future. She adamantly refused to turn to a life of crime, instead joining the Adventurer’s Guild. There she met Emah, a strong and capable warrior that Maly immediately idolized. The two became fast friends, and Maly sees in Emah someone who may yet help her right the wrongs she’s suffered, restoring her fortune and the relationship with her parents.

I like it! There’s a strong connection between two of our initial party members, and as I mentioned last time, I see Emah and Maly being hired by Kami as the beginning of our adventure.

Origin

Now the all-important (for most superhero games) roll… What sort of character are we talking about here? As a reminder, I’m using the tables from my variant rules post to figure out the rest of Maly’s character sheet.

The Origin is equivalent to class in many d20 games and provides the overall flavor of Maly’s archetype. Here we go… I roll 31 or 13, which is either Wyrding – Arcane or Companion – Animal. Either Maly is, like Kami, directly transformed by the Wyrding, manifesting magical abilities, or else she has an animal companion who was transformed. Well, well, well… remember how Maly values a pet? This is an easy decision, then. Maly will be a non-powered human, as Emah. Unlike our Warrior, however, Maly will have a powerful bond with a powerful animal.

I’ve thought about how to handle a “Companion” character if I rolled one, and my plan is to create TWO character sheets, one for the human and one for the companion. As a result, my three-person party just effectively became four, which is in part why I went for a limited initial number of PCs. If I enjoy this story and want to continue it, I imagine an ensemble cast that at various times bulges and splits off, creating factions that we can follow narratively.

Powers and Attributes

Let’s stick with Maly for now, focusing on her 3 Power rolls and 10 Attribute points. As a nonpowered human, I’ll automatically trade one of those rolls for an additional 4 Attribute points with the Intensive Training option. I’ll also burn a roll for Privileged Background – Maly is independently wealthy, though she won’t have access to that wealth at the beginning of the tale.

That leaves a solitary Power roll, which is: 09 or 90. That gives me Armor, Vigor, Clairvoyance, Telepathy, Energy Blast, Weather Control, Acrobat, or Weapon Master. Even though a lot of those are cool, the only options that make sense, really, are Armor, Acrobat, and Weapon Master. Since Emah is a capable swordswoman, I won’t pick Weapon Master. And given that she’s currently penniless, I have a hard time seeing Maly wearing a sweet suit of platemail armor. That leaves Acrobat, which is a lovely complement. With this power, Maly can vault, somersault, walk tightropes, swing from rooftops, and perform other spectacular feats of agility. She is, in other words, a thief-type of PC. Mechanically, it means she can make acrobatic dodges, adding +5 to her Alertness when defending against melee and missile attacks. She can also break her falls, reducing damage from falls by 20.

For Attributes, Maly will spend her 14 points first and foremost on Alertness, beginning with a 15. She’ll drop a single point onto Physique, four on Prowess, and three on Psyche. She’s vigilant to danger and skilled, with an above-average will. With a 10 Physique, her Vitality is 30, same as Kami.  

Now the juicy part: What kind of animal companion does Maly have? A long time ago, I made an Animal Spirits table for another game, conveniently providing a d100 percentile table upon which to roll in situations like this one.

Some of these obviously won’t work, but let’s allow the dice to tell the story and see what I roll: 68. Panther. Well, that’s just cool as hell. Maly has a friggin’ panther as a companion! I’m guessing that this isn’t an animal that’s ever been seen in or around Oakton, which makes it both a startling companion and something that will immediately cause problems in town. Wonderful stuff.

I’ll also burn a Powers roll for our new panther friend for Intensive Training. Then come the two Power rolls:

Roll 1: 35 or 53, which is Flight, Molecular Morphing, Psychic Blast, Psychic Sense, Energy Manipulation, Force Field, Detective, Marksman.

Roll 2: 90 or 09, which is the same roll as Maly! Once again, that’s Vigor, Armor, Telepathy, Clairvoyance, Weather Control, Energy Blast, Weapon Master, or Acrobatics.

As always, lots of ways to go with those rolls. Unlike Maly, I’m perfectly comfortable going weird here. Off to the Crusaders rulebook I go, reading up on the various powers.

One option is to simply make a Super Panther, taking Detective and Vigor/Acrobatics. I like the addition of an investigative character, but I think we’ve got melee combat handled between Emah and Kami, so I like this option least. I’m also ditching the Molecular Morphing and Vigor combo, which makes a panther that can become stone or wood, which is wandering too close into Kami’s territory.

Another option is to take Energy Manipulation and Energy Blast, making a lightning-cat, or fire-cat, or ice-cat, or whatever. It’s a fun, Pokemon-ish idea and gives the party some range, but I would have liked it more if it had been a regular housecat or less impressive creature than a panther.

A flying panther that Maly could ride? A pega-panther, with Vigor, Acrobatics, or even Weather Control? I love the visual here, but if Maly is going to be our thief analogue, it makes a little less sense for her to be riding a winged panther.

Much to my surprise, then, I find myself drawn to a panther with mental powers. I’ll give the panther Telepathy, which means it can read surface thoughts of other individuals (requiring a Psychic attack if it’s an unwilling target). The panther can also communicate, sending thoughts into the minds of others. This power, then, is how Maly and the panther talk to one another. I’ll also give the panther Psychic Blast, which does indeed provide the party some ranged attack options. Instead of a generic “I assault you with my mind,” I’m going to say that the panther’s stare can cause abject fear in opponents. Maly will provide some comic relief, but the panther will be scary as hell.

I don’t have enough Attribute points to make the panther as bad ass as I picture in my mind, so I’ll have to justify it as a relatively small version who will grow as his and Maly’s Rank grows. For now, I’ll put five points in Psyche and distribute the remaining nine points evenly among the other stats. With a 12 Physique, our animal companion panther will have a Vitality of 26.

Final Touches

Maly’s motivation is front of mind for me. She’s an Avenger, sworn to reclaim her inheritance and, more importantly in her mind, punish the Oakton gang responsible (I’ll have to flesh out that gang at some point). To keep things simple, I’ll say that her panther—whose name I’ve decided is Destiny—chose Maly precisely because of this motivation because he is himself a spirit of vengeance. What Destiny the panther wants to avenge, I have no idea but will figure out over time.

Equipment-wise, Maly will have a dagger and thieves’ tools, and Destiny will of course have claws (which act the same as a dagger).

Here, then, are our two-for-one character sheets:

I’m extremely pleased with what my random rolls have created here. I can picture Maly and her panther Destiny clearly in my mind, and they complement Emah and Kami well both in terms of personality, party composition, and story potential. I can’t wait to get started!

Of course, first I don’t actually have to picture them in my mind, because once again Roland Brown (drawhaus.com) has stepped in with awesome artwork for Maly and Destiny. Here is the initial sketch and final result:

Finally, here’s a little splash of fiction to get a sense of our remaining protagonist(s)…


“‘You’re no fighter,’” Maly said, her tone mocking, her pale, freckled face a mask of abject disgust. She blew out a long, exaggerated breath in frustration, her slim body seeming to deflate against the wooden wall. In a tired voice, she muttered, “I never said I was a fighter. I’m just trying to get my inheritance back!” She yelled those last words, clenching eyes shut and fists tight. With a sob, she sank slowly down to a crouch, her back still against the wall. Somewhere distant, a dog began barking.

Her tirade had disturbed an alley cat, which darted across Maly’s path, escaping the scene. The young woman opened one eye and watched it depart into the shadows, darting around crates as it went. Her other eye, of course, was swollen shut. The unseen dog continued to bark.

“Ow,” she sighed. “Yelling hurts. Everything hurts.”

She lowered her slim hips delicately to the alley floor and stretched out her legs, groaning in pain. Two fingers touched her lip, which felt puffy and split. Maly glanced left and craned her neck right to look down the narrow gap, lit only by streetlamps outside the alleyway. No sign of the cat, or anyone else this late at night.

“Just me and the trash,” she muttered. “And that damned dog.”

For what felt like almost a full bell, Maly sat there, miserable and eyes closed. At some point she placed her forehead against her knees, crying softly.

“Alright,” she sighed, sniffling. “Let’s review. I am penniless, my fortune stolen by one of Oakton’s scariest and biggest gangs. I’ve tried to get it back, and all that’s gotten me is time in a dark stinky jail, my parents disowning me, and now a bunch of scary men and women beating me up. Is that all? That seems like all.” She bonked the back of head a couple of times against the wall behind her.

“Ow,” she said, and stopped.

It must have been well past midnight now, and Maly had never known the town to be so quiet. Even the dog, it seemed, had gone to sleep. Maly sighed, only now fully realizing how much the alleyway reeked of rotting food and urine.

“What am I going to do?” she asked the darkness.

You’re going to fight, a male voice said from somewhere, low and growling. You’re going to tear the East Bay Dragons apart, person by person, brick by brick, until you have your birthright restored.

Maly yelped and scrambled to her feet. “Who’s there?” she gasped. “What?”

You’re going to fight, it repeated, and now Maly felt certain that the man’s voice had no origin. It did not echo in the confined alley, but felt instead whispered, purring, directly into her ear like a lover’s coo.

Something was moving through the shadows towards her. Maly’s breath came fast and shallow.

When she saw the twin yellow eyes, advancing in the darkness, Maly ran.

Age of Wonders: The Adventure Begins!

art by Roland Brown (drawhaus.com)

Age of Wonders: Kami Misaki

Today we’ll build the second of three player-characters for my next solo rpg adventure, which I’m calling Age of Wonders. Check out more about the setting and rules here, the town of Oakton here, and our first PC, Emah Elmhill, last post.

I’ll be using the same process for this character as I used for Emah. Let’s discover who will be inhabiting this world as one of our primary protagonists!

Background Rolls

As before, I love me some Background Generator tables in ICONS Origins. Indeed, it’s fun to think that my earlier exploration of ICONS led me to discover it as a tool, just as playing other TTRPGs have introduced me to all sorts of mini-game systems or other ways to enhance whatever game I’m playing. I have my pair of d6s in my hand. I’ll again log each table and results, with the roll in parentheses.

Gender (6): Female.

Ethnicity* (9): Kaizuka. Interesting! This will be my first exploration of them, since their arrival in Oakton wasn’t really covered in my history. I see them as the hardest-luck people in the town, finding the least desirable work.

*the city of Oakton has four major peoples, which are rough analogues of broad-African (Kalee), Spanish/Mexican hybrid (Mesca), English (Stone Isles), and Japanese (Kaizuka), roughly in that order from most- to least-common.

Age (8,9): 29 years old, five years older than Emah.

Manner (4): Proud, aloof, or arrogant.

Who do you value? (6): Themselves.

What do you value (8): Home or family.

Attitude (6): Neutral towards most people.

Birthplace (3): Outskirts of Oakton.

Status (10): Wealthy. Hm… interesting. That flies in the face of what I said above about the Kaizuka. She may own an elicit business or something.

Tragedy (3,2,2,3): One or more family members were murdered.

1st Past Experience (4,3): Opportunity: She found a new opportunity, whether it was a new job, a new invention, or a new way of looking at things.

2nd Past Experience (4,4): Promotion: She received a promotion or a general stepup in her career or recognition of her abilities.

3rd Past Experience (1,2,1): Gained a friend, who is like a family member to her.

4th Past Experience (5,5): Injured: She suffered an injury, and may even have lasting trouble from it, such as a disability or disfigurement.

Okay, I think I’ve got an idea. Sheesh these characters are not for the faint of heart… Emah’s story blurb, much to my surprise, turned out to be as much a commentary on sexual harassment as anything. And now I’m going to dive into the world of prostitution.

Here’s her brief bio (some of which I revised after rolling on the Crusaders Origins and Powers tables):

Kami Misaki came to Oakton when she was very young, in the cargo hold of a ship fleeing Kaizuka, an island nation across the sea. Like many Kaizukan refugees, her family was given no advantages in the Kalee-occupied town, and found themselves doing whatever work they could find. When Kami was thirteen years old, her father ran afoul of one of the many Oakton gangs, who killed Kami’s parents in retribution. Her older brother joined a rival gang, vowing revenge, and Kami stumbled into the employ of one of the town’s many brothels.

Over the next several years, Kami became one of the town’s most sought-after ladies of the night because of her stunning beauty. It was a soul-crushing life, but the madame of her brothel looked after her and protected her as best she could, becoming a surrogate mother to the lovely-but-hardened young woman.

One night, a particularly brutal client attacked Kami with a knife, wickedly scarring her face. Her value to the brothel plummeted, but the madame decided to keep her in her employ, not as a prostitute but instead to use her mind and keen insights into people for their mutual advantage. Kami became part proprietor, part advisor, and was paid handsomely for her efforts.

Hmmm… now how do I steer her towards the Adventurer’s Guild and in cahoots with Emah Elmhill? A narrative mystery to be solved.

Origin

Thank you, Background Generator! Now I’ll set the d6s aside and grab my pair of d10s for the Crusaders tables, revised for this campaign. We start with Origin, which is akin to Class in other systems.

I roll a 99, which is to Choose my Origin! Neat. Well, since Emah is a non-superpowered (which I always want to write as a slightly-pejorative “normie” because, apparently, I’m a superhero snob) PC, let’s focus on Kami as someone directly affected by the Wyrding. I’ll roll again to see if one of those options presents itself, a reroll if not: I get a 76, which is “Wyrding: Humanoid Animal/Plant.” Excellent stuff, and fits her first name well. Now, will it be animal or plant? Let me roll another d10, odds are animal powers and evens are plant powers: 6. Plant powers… here we come!

Powers and Attributes

For something as specific a concept as “plant person,” I’m going to create a special Powers table, as suggested by the Crusaders Companion supplement. Here it is:

  • 01-10   Adaptation
  • 11        Choose/Invent
  • 11-21   Armor
  • 22        Choose/Invent
  • 23-28   Elasticity
  • 29-32   Growth/Shrink
  • 33        Choose/Invent
  • 34-43   Plant Communication
  • 44        Choose/Invent
  • 45-54   Plant Control
  • 55        Choose/Invent
  • 56-65   Regeneration
  • 66        Choose/Invent
  • 67-76   Special Attack (incl. Toxic Attack)
  • 77        Choose/Invent
  • 78-87   Super Strength
  • 88        Choose/Invent
  • 89-98   Vigor
  • 99-00   Choose/Invent

I’m excited by those options! Kami will get 3 Powers rolls to begin with, and I’ll confine my rolls to only this table (which will limit the concept but ensure I use this handy table I just created). She can trade one or more of these in for various other perks, and I may do so after a couple of Powers. But first, the good stuff…

Roll 1: 28 or 82, which is either Elasticity or Super Strength.

Roll 2: 87 or 78, which is Super Strength, period. So she’s definitely a brick!

Roll 3: 50 or 05, which is Plant Control or Adaptation.

As I frequently find with Crusaders, there are a lot of different ways I could go here. She could take Super Strength twice, making her a mega-tank, but that feels weird without Armor or Vigor to go along with it. She could be able to stretch her arms like a vine, control plants, or simply not have to breathe to go along with her strength. Hm. Let me read up on these powers a bit.

While it feels like a missed opportunity to not take the rare Plant Control, I’ve found a combo from the above list that makes me happy. First, of course, Kami will have Super Strength, making her Strength Level equal to her Physique + 20 for feats of strength like lifting or throwing things, unarmed damage, and resistance to knockback. It does not, however, improve her Vitality or Physique score. In other words, she can (and likely will) be of a willowy build, despite her impressive strength.

Second, she will take Elasticity. I have a fondness of stretchy characters, and mechanically this gives her some ability to take damage, since she a) gets a 25 score instead of Alertness to defend against all forms of melee and missile attacks, and b) subtracts 10 from all bashing or lethal damage, except if blindsided or unconscious.

Finally, it just makes sense to me that she has Adaptation, or the ability to survive and act in any environment (underwater, vacuum of space, or extreme temperatures).

What these choices prevent me from doing, unfortunately, is trading one of those rolls for either Privileged Background (making her independently wealthy) or Connections (which makes sense given her long years in a brothel). As a result, I’ll have to limit how much I rely on either part of her background for her advantage. She’ll have the madame as a contact, but she won’t be able to easily tap into a whole underground network for information or sanctuary. Perhaps the madame only trusts her so far, or perhaps she’s an inherently untrustworthy boss.

With her powers done, I’ll turn to distributing her paltry 10 points to the four core Attributes, which each start at 9. I’ll give 1 each to Physique and Prowess, since she has not trained in Oakton to be a fighter. Instead, I’ll drop 4 points each into Alertness and Psyche; Kami is watchful of the world around her and strong-minded.

With a Physique of 10, it’s easy to calculate her Vitality: 30.

Final Touches

I mentioned last time that I had a narrative system in mind about Motivation that will match the PC’s powers. What I’ve rolled for Kami fits into one of the otherworldly forces I have in mind, sort of a Patron in Dungeon Crawl Classics or a warlock in D&D 5E. As a result, she will be an Architect, someone who is driven to create something of lasting value in the world. That motivation makes some sense for someone who fell into prostitution at an early age, lost their parents, and has lived on the fringes of society who has also come into power.

As I described with Emah, I’m going to handwave most of what fantasy games term equipment. Kami is not wearing anything that would constitute armor, nor does she wield weapons. She’s a social “class,” someone who gets by on charm, wits, and discernment, not fighting. Which is all to say that she does not need anything of note on her character sheet, gear-wise:

Now, the exciting part… let’s see how Roland Brown (you can contact him at drawhaus.com) visualized Kami! As with Emah, I’ll post Roland’s awesome concept sketch as well as the final artwork. You’ll see that I asked him to remove the hat to showcase her mask, though I like the look of the hat overall.

Stepping back, I’m thrilled to have my first two characters be a “scrapper” (i.e. someone who can fight with a sword) and a “brick” (i.e. someone strong and tough), and am even more pleased to have one PC directly affected by the Wyding and another who is more of a companion or witness to these changes. Story possibilities abound, and I’m already thinking that perhaps these two will meet because Kami hires Emah to a job. It will be interesting to see if the final character of the bunch is another non-powered character, making Kami somewhat of a centerpiece, or another person transformed, making Emah the white-knuckled tagalong. Or maybe something else. Will the final character also be a woman, which will make this story have a particular set of themes? We’ll find out next time!

Before we get there, though, let’s peek in at a brief piece of fiction just to get a feel for Kami’s personality and background…


“Sit, my darling,” Elyn said, waving a hand at the pillow across from her own. The room smelled faintly of rose petals and scented candles and was both clean and spare. A high window over Elyn’s shoulder added a slanting sunbeam to the candlelight.

Kami did as instructed, smoothing her silk robe before lowering herself, cross-legged, to the plush seat on the wooden floor. She bowed her head, finding it difficult to meet the woman’s eyes. Without meaning to, her fingers reached up to her left cheek.

Her madame tsked gently. “Leave it. Look at me, Kami.”

She brushed a lock of black hair, combed fine, out of her eyes and looked. Elyn Brehill hailed from the Stone Isles, her skin pale as alabaster stone and lightly freckled, her blonde hair pulled into an elaborate braid which hung over her sheer green robes. She was a truly beautiful woman, and as she’d put on weight in her later years had only become more so. Elyn was round in ways that invited the eye, and the permanent twinkle in her green eyes, the half-grin that was her natural countenance, suggested that she knew you were watching and approved. Even as the proprietor of the Golden Heron and the oldest there by a wide margin, Elyn remained one of the highest-priced and most sought-after prostitutes, and she selected her clients carefully.

“Now that you’ve healed, it’s time to talk, darling,” she said. “You were my best girl, and now, well…” This time her handwave was somehow sad.

“I’m ruined,” Kami said dully. Again, her fingers strayed.

“Leave it,” the woman admonished, her voice harder this time. “As a working girl, I’m afraid those words are true.” She sighed elaborately. “I hope they hang him for what he did to you, but we must face facts. You can’t work now, at least not at the Heron. There’s no market for the disfigured here. I’m sure another house will take you if you want to work.”

Kami’s voice seemed to answer distantly, of its own free will. “I understand. I will be out by nightfall.” She began to rise. “Thank you for…”

“For love of the Great Oak, girl, sit!”

Kami started. She willed the brimming tears to stay unshed as she settled back down, bewildered.

“Come now. Kami Misaki. You’re stronger than this,” she shook her head with disapproval, her bottom lip extending prettily. “When one door closes, another opens. You told me this, when I first took you into my employ, did you not? I understand a time to mourn the loss of your face, I do. But now it’s done. Time to look forward.”

Kami said nothing, her tears forgotten in her confusion. She watched Elyn, trying to read her meaning and body language, but the woman had always been frustratingly immune to her intuition.

Elyn, for her part, seemed to assess the young woman in front of her in equal measure. After several heartbeats, she again sighed dramatically and reached behind her. Her hand returned with a bag of red silk, something heavy causing it to bulge at odd angles and hang from its delicate strings.

“I have a gift. No, don’t open it yet. You can keep it no matter your answer, but I’d first ask you a question.”

Kami took the bag with her slender fingers. Whatever was in it seemed hard and complexly shaped, like a wooden carving of an animal. She said nothing and waited for Elyn to ask her question, though her hands and a slice of her mind puzzled at the bag.

“The question is this: Can you get over your shock and horror at this…” she waved vaguely at Kami’s face. “Setback? I need your confidence and keen eyes, not your tears and shame. There’s less room for those in the Heron than ugliness.”

“I… don’t understand,” she said honestly, fingers turning the bag over. Whatever it was, it was flat but curved.

“You were my best girl, Kami. My most beautiful, true, but more than that. I value your eyes and mind more than your face and body. Well, almost as much.” She chuckled lasciviously.

“I’m sorry. I still don’t understand, ma’am. You want me to… stay?”

Elyn’s eyes twinkled. Her dimples deepened. “Just so. I’d take you as my assistant, someone to keep those sharp eyes on patrons and the other girls, and whose mind I can use to sort through certain business problems.”

“Your assistant,” Kami whispered, her thoughts awhirl. “But, like this?” One hand left whatever was in the silk bag and strayed to her face again. This time the madame did not admonish her.

“Ah, yes. Well. Now you open the bag,” Elyn said with a smile, settling her weight back onto her own plush pillow in anticipation.

Looking down, Kami’s fingers returned to her lap and worked at the cinched top. She pulled the bag open and reached inside.

It was a delicately carved mask, made of a light wood of almost skin tone. In truth, it was more half a mask, meant to cover most of the forehead, one cheek and jawline, with an eye hole and the mask itself curving around the lips. In other words, it was meant to cover exactly the parts of Kami’s face that had been so hideously carved. A simple red ribbon was attached to each of the mask’s top corners.

“Made by Gontro, Oakton’s finest woodsmith. He owed me a favor, of course.”

Kami turned the item in her hands, examining it from every angle.

“He says he’ll adjust the straps and shape of the wood if needed,” Elyn continued. “The idea is that it molds to your face and is comfortable enough that you never need take it off. Oh, do give it a try, will you? Go on.”

This time, Kami let the tears fall freely.

Age of Wonders: Character 3!

art by Roland Brown (drawhaus.com)

Age of Wonders: Emah Elmhill

I’ve picked the system for my next solo game. I’ve outlined the setting and variant rules. I’ve built enough of the starting settlement to have a feel for it and the wider world. Today, it’s time for the first character to throw into that setting, playing that system, as a resident of that settlement.

I haven’t decided how many PCs I’ll make to begin my game. At least two, probably three. As with almost everything in this project, I’ll feel my way there and decide.

Background Rolls

Before I jump into Crusaders, I absolutely love the Background Generator tables in ICONS Origins. Let’s start there, busting out a pair of d6. I’ll log each table and results, with the roll in parentheses.

Gender (6): Female.

Ethnicity* (12,5,7): Mixed heritage: Kalee and the Stone Isles.

*the city of Oakton has four major peoples, which are rough analogues of broad-African (Kalee), Spanish/Mexican hybrid (Mesca), English (Stone Isles), and Japanese (Kaizuka), roughly in that order from most- to least-common.

Age (7, 4): 24 years old.

Manner (11): Detached and logical.

Who do you value? (3): Family member.

What do you value (4): Knowledge.

Attitude (10): No one will ever hurt me again.

Birthplace (6): Rural. Raised in an isolated household away from civilization.

Status (8): Comfortable upbringing, able to afford a few luxuries.

Tragedy (4): No childhood tragedy.

1st Past Experience (1,2,2): Has a friend that is a current or past romantic interest.

2nd Past Experience (5,6): Suffered a personal loss, such as the death of a loved one, a serious financial setback, or personal tragedy.

3rd Past Experience (6,1): Framed or falsely accused of something she didn’t do.

4th Past Experience (4,2): Met someone willing to teach and mentor her.

5th Past Experience (4,1): Made a connection, contact, or earned a favor from someone.

(According to the Background Generator, you roll 2d6 for the total number of past experiences, but I find this volume of results overwhelming. Instead, I’m going to stop when I think that I’ve “found the character,” which is right about now.)

Let’s put all of those rolls together into a brief bio:

Emah Elmhill was the product of an illicit marriage between a scholar from one of Oakton’s several schools and a Kalee warrior from the castellan’s personal guard (who are not allowed to marry or bear children). To raise their daughter without recrimination, they moved north to the foothills of a distant mountain. Emah’s father’s wits and her mother’s sword kept the family safe, despite the ever-present danger of the wilds, and it was an upbringing upon which she still thinks fondly.

She was nineteen years old when her mother died to a beast threatening their home. Though she had trained every day with a blade, Emah and her father could not survive alone, and so moved back to Oakton. Her father reacquainted himself with a university there, and Emah joined him as a scribe. Indeed, she quickly became a favored pupil of the school’s head, much to her father’s pride.

…at least until another scribe, jealous of Emah’s reputation, framed her for stealing a precious and ancient scroll. Though few thought Emah capable of the crime—most especially her father—the evidence was conclusive, and she was expelled.

Desperate and without prospects, Emah joined the Adventurer’s Guild, and…

Well, I suppose we’ll see what happens next. In terms of the Background Generator results, I haven’t yet worked out who her romantic interest is, and I combined both the mentor and a contact who can benefit her later (both are the school’s head). As I said, though, I’ve got a good picture in my mind’s eye of Emah. Thank you, d6s. Now it’s time for your cousins, the d10s, to take a turn.

Origin

Right now, Emah is merely a fantasy character. We’ve established that she can swing a sword, is learned, and has a variety of contacts and rivals in Oakton. But is she a newly bestowed super in this world or something else? I’ll be relying primarily on the tables from my variant rules post to find out!

My first roll is an important one: Emah’s origin (or, if you prefer, what sort of “class” she is in this story). I roll an 89 (Spy/Assassin/Thief/Guide), which can also be a 98 (Warrior). Ooo! So she’s non-powered, but hanging out with folks who are affected by the Wyrding. How interesting!

I’m seeing Emah as a noble soul, which means that Spy, Assassin, and Thief don’t really work. She could be a “Guide,” except that she’s relatively new to Oakton, where our story begins. Instead, I like the idea that she’s a scholarly Warrior, someone there to protect her friends with martial force. Warrior it is.

Powers and Attributes

As a Rank 1 character, Emah received 3 rolls on the Powers table plus 10 Attribute points to spend. Because she’s a Warrior, she can trade one of these rolls for either Armor or Weapon Master, and must trade one for the Intensive Training option (4 extra Attribute points). In other words, she instead has only 2 Powers rolls and 14 Attribute points to spend.

For the first Powers roll, I will absolutely trade it for Weapon Master. I’ve already said that her mother trained her to help defend their homestead in the wilds north of Oakton, and what’s a warrior without weapon badassery? I’ve pictured it as a sword, which is basic but cool. This Super Skill will give her three combat maneuvers when wielding her blade: Superior Strike (+5 to Prowess with her weapon, and can use Prowess instead of Physique to calculate damage), Parry (+5 to Prowess, which she can use instead of Alertness when defending melee attacks), and Disarm (she can try to disarm one-handed weapons instead of deal damage).

That leaves me one Power roll remaining: I roll 49, which can also be a 94, and yields these options: Leaping, Vigor, Psychic Sense, Telepathy, Fire Mastery, Weather Control, Gadgetry/Tech Whiz, or Weapon Master. I’ve crossed out the ones that don’t make sense for a non-powered PC with her background, but there are still four juicy options. In reading through them, Leaping and Vigor are difficult to explain without superpowers, so they’re out, and taking Weapon Master a second time would make her too skilled compared to my vision for her. So that leaves Psychic Sense, which means effectively that she can sense danger and never be surprised. Cool! That’s one of those abilities that is easy to explain in a superhuman way or a “cool action hero” way, and I like thinking of Emah as always vigilant against danger. Heck, I even rolled that her attitude was “No one will ever hurt me again.”

I then turn to Attributes, which in Crusaders are Physique, Prowess, Alertness, and Psyche. Each begins with an average score of 9, and I have 14 points to distribute among them. As a swordswoman, Prowess seems like the key stat, so I’ll spend almost half there to give her a score of 15. I’ll also give her a Physique and Alertness of 13, leaving her Psyche alone. Emah is one of Oakton’s best swordfighters and is both fit and alert. She is, however, unprepared for any sort of mental attacks.

There is one derived stat, Vitality (i.e. hit points), which is 3x Physique. Emah’s Vitality is 39.

Final Touches

In terms of Motivation, I have a sneaky system in mind that’s grounded in what each PC’s powers are and how the forces behind their abilities are prodding them to act. Since Emah isn’t one of those directly transformed by the Wyrding, however, I’m free to figure out a motivation on my own that fits the character. The central question for her is: Why would someone without powers band together with people transformed, especially when it puts her in incredible danger, against otherworldly forces?

I’ll revisit my Background rolls above: Emah values her father, knowledge, and has vowed to never be hurt like she was when expelled from the Oakton school. I take that to mean she’s guarded with others, often seeing them as threats, so Survivor works. Another option is Analyst, as she’s driven to understand why these changes in the world are happening, perhaps even to prove herself to the head of school. Put another way, do I want Emah to be a survivor, pulled along in the eddies of fate, clinging desperately, or do I want her to be the Lois Lane of the story, tagging along despite impossible danger to find The Truth.

I’m leery of damsel-in-distress narratives (note that almost all my DCC characters were women) and Emah is more warrior than scholar, so that makes my decision easier. Emah will be a Survivor, a fighter who refuses to be put down by the forces arrayed against her. Not Lois Lane so much as John McClane, then. That motivation doesn’t explain why she’s with the superpowered PCs, but I’ll rely on bonds or relationships there once I’ve made those characters. In many ways, she’ll be our story’s less comedic Sokka.

One of the things I like about using Crusaders for my system is that it doesn’t get fiddly with equipment. Indeed, the Crusaders Companion lays out how I’ll use it in game, with slight renaming on my part: There are three types of gear: 1) Tools, which are equipment necessary for the use of a Super Skill. Emah’s sword is a Tool, for example, and she receives it for free. 2) Artifacts, which are equipment that simulate superpowers, like a ring of invisibility or a flying carpet. These are going to be exceedingly rare in the world of Age of Wonders, and will be either the result of Powers rolls or will add a Power to a character. Finally, 3) Crafted Items, which are equipment that simulate powers, but do so at about half the value of a power. If Emah goes to an armorer to get kitted out, this will be a Crafted Item (and will likely involve a Luck roll to see if she can obtain it). Crafted Items could go down a long and twisting rabbit hole, but I’m going to handwave most of it. If the PCs need torches, rope, or a backpack, I’m likely just going to let them have it if it makes sense in the story. I won’t be tracking rations, arrows, and the like in this game. I can have fun with resource-management games, but Crusaders is built to be focused on action.

So Emma has a sword, and that’s pretty much it in terms of equipment. In my mind’s eye, she’s wearing what most games would call leather armor, but I’ll say that mechanically it isn’t enough protection to warrant a Crafted Item, and essentially mimics what other adventurers would wear. Her Vitality is an abstract value that, in this case, includes whatever armor she’s wearing. Everything else she’s carrying I can puzzle out as needed once I’m in the game.

The character sheet I’ve created for my game is in Microsoft Excel, because I’m a nerd. Here’s a screenshot to show what I’ll be looking at when playing:

I am a big fan of rendering my main characters so that they spring to life in my mind’s eye during writing. I feel very fortunate to have met Roland Brown to commission some artwork. Find more at his website drawhaus.com. I’ll post the original sketch as well because both are awesome. Thank you, Roland!

Stepping back, I’m psyched that my first PC is someone unchanged by the Wyrding, a witness to the changing world around her. I also like that, no matter what happens, I have a character who can jump into melee and scrap it up. It means almost certainly that I’ll have three starting characters, since I want at least a pair of “supers” at the outset (one of the nice things about solo gaming is that I can expand or reduce the roster without any real consequences). I suppose now there’s a danger that I’ll roll another non-powered character in the next two attempts, but I’ll cross that bridge if I come to it.

For now, let’s do what I started in DCC, write a small warm-up fiction scene to get a feel for her.


“Emah? Emah!”

“I can hear you, Matra,” she grumbled, hunching her shoulders. “I’m just ignoring you.”

Matra tsked rubbing furiously at a wooden bowl with a gray rag. The proprietor of the Dagger and Heart always dressed somewhere between a noblewoman and a prostitute, all fine fabrics, lace, and a tightly cinched corset, showing ample bosom. Today, the bodice was black, highlighted by crimson. Her ebon hair, streaked with gray, was pulled up elaborately, with artful braids, red ribbons, and two delicate curls falling across her rosy cheeks. She was a striking woman, yet those gray streaks, the crow’s feet at her eyes, the waddle of her neck—all spoke of someone who could be Emah’s mother.

“For three days you sit there,” the barkeep scolded, her words thick and clipped with her Mesca accent. “Barely touching my fine ale, shooting anyone a needle eye if they come near. Three days I let you frown at me and darken the mood of my tavern. This is no way to live, Emah. I thought you had found a new trade? Tell to me what is so wrong.”

Emah sighed through her nose. Resting elbows fully on the bar, she straightened her back and fixed Matra with a glare. Leather armor and straps creaked with the movement.

“I…” she cleared her throat. “I don’t like waiting,” Emah grumbled, reluctantly. “It’s been a week since I joined the Adventurer’s Guild, after, well…”

“Yes, yes. No need to speak of that,” Matra said, and made a warding sign with her hand, a quick motion as if picking a leaf from her shoulder, kissing it, touching it to forehead, then throwing it away, all done in a blink.

“Right. Anyway, a full week and no assignments posted for someone new. How am I supposed to eat if I can’t work?”

“The work will come. For now,” Matra shrugged. “Be with friends. Have fun while you are young, no?”

Emah grunted. “I find myself short on friends, right now. But just sitting around is driving me…”

“Well, well, well!” a gravelly voice carried from the front door, across the slanting beams of sunlight and empty tables. “If it isn’t my favorite sight in all of Oakton, Matra Cuencela! An ale for me and the boys, eh?”

Emah’s mouth snapped shut. She returned her face to its unhappy countenance, staring glumly at her full mug. She noticed that Matra’s face flickered with worry and something like disgust, only a fraction of a moment before she smiled widely with her too-red lips and white teeth.

“Welcome, Osen. A little early for you, no? The bard will not be here for several bells.”

“Fah,” the voice behind Emah answered. “Just wetting our lips. We’ll be back later, when… Oh! And what’s this?”

Emah flicked her eyes to the right. A thin Kaizukan man, his face shining with sweat, stood near her shoulder, looking her up and down with a smile of uneven and missing teeth. His black hair was thin and stringy, touching his shoulders. She flicked eyes to the left, where two other men crowded the bar, one from Kaizuka, the other a pale-skinned Stone Islander. All three of the newcomers wore sweat-stained, simple-spun shirts and pants, with long knives on their leather belts. They reeked strongly of fish and alcohol.

“You leave my other customers alone, Osen Haro,” Matra admonished. “I will bring your ales to your table. Go on, now.”

Osen guffawed. “I haven’t done anything wrong. Have I, lass? Just being friendly. Give us your name, sweetness.”

Emah frowned and flicked her eyes to the man.

“Oh, ho! Not so friendly! No need to drink alone, I think. Come join us, eh? We’ll get to know each other.”

“To your table, all of you,” Matra said, a tinge of desperation and forced humor in her voice.

“She doesn’t like ‘em scrawny,” one of the men on the left grunted, the Islander, a thickset brute with a bald head. “Step aside, Osen, and let me get to know her.”

“We all know you’re only big up top!” Osen cackled, and the other Kaizukan man chuckled. “Let her choose after getting to know us, eh? Come, come join us, lass, and tell us of yourself. Especially since no one else is here, ha! Come, come.” Osen waved an arm grandly to the empty tavern, then put a grubby hand on her leather-clad shoulder. Emah shrugged it off, throwing him a glare.

“Stop, Osen,” Matra said sternly, her smile gone. “If you want your ale, you’ll behave.”

“What have I done?” Osen responded, but his leering eyes never left Emah’s face. The alcohol already on his breath almost made her eyes water. “She hasn’t said no. Hasn’t said a damned thing. Come on, then, lass. Too good for an honest fisherman?”

“Go away,” Emah sighed. Her muscles loosened and she found the stillness that always preceded violence. Her mother’s words echoed like reflex in her mind: Fear narrows your vision and makes you stupid. Find your peace. Stay sharp. One hand dropped to her knee nonchalantly, keeping the hilt of her broadsword within easy reach.

“You heard her!” Matra gasped, pleadingly.

“Now listen, bitch,” Osen spat. “I was being nice before.”

Mikán anitó niwé, má nyásho wékon némát,” Emah said, slowly and clearly, the clicks of her tongue on the ancient words pronounced, as she turned to the man to regard him with half-lidded eyes. She could feel the two others tense, ready to grab her.

“What’s that?” Osen scowled. “What did you say to me?”

“Stop this! Get out!” Matra yelled. “Osen Haro, get out of my bar!”

“It’s Old Kalee,” Emah shrugged. “Very old. From the Age of Immortals. It means ‘Walk your own path; do not chase all trails.’ First attributed to the poet Nijlel, I believe, but there’s some debate.”

“The age of–? What the fuck does–” he sputtered. “Screw this and screw you!” Osen’s hand reached for his knife.

Matra screamed.

Emah’s sword had left its scabbard and cut a red line across the man’s throat before his fingers had even touched the dagger’s hilt, making a wide arc of blood as she leapt from her chair. The warrior spun on the wood-planked floor and set her balance, even as Osen Haro clutched at the fountain of gore at his throat and collapsed.

Age of Wonders: Character 2!

art by Roland Brown (drawhaus.com)

Age of Wonders: Oakton

Earlier this week, I set the stage, outlining the setting of my homebrewed solo campaign, which I’m dubbing Age of Wonders. Today it’s time to dive into the core location for my adventures, the bustling town of Oakton.

For today only, I’m gently placing my Crusaders rulebook to the side in favor of a minigame and tool that I’ve been eager to try. Pendulum is a worldbuilding assistant from one of my all-time favorite creators, Jon from Tale of the Manticore. Jon’s podcast is the reason that I first became interested in solo roleplaying, and he has long been the inspiration for me combining my solo play with fiction writing. It’s a thrill to pick up my favorite of his various Drivethrurpg creations and give it a spin.

Pendulum is a settlement builder, a way of working through the history and society of any settlement in a fantasy region, beginning at its emergence as a hamlet all the way through however large you want to make it, up to a large city. I’ll loosely show you how it works by creating Oakton, the central location in which Age of Wonders will begin. At each stage, I flip a coin to determine whether Law or Chaos rules that stage, with a narrative table in Pendulum guiding me through prompts for what happens. As you’ll see from the output below, it’s a lengthy process (Jon says it takes 6-9 hours to complete each settlement, which sounds right to me), but suuuuuuper satisfying.

Do I need this much detail on Oakton’s history before jumping into an adventure? Absolutely not. But I’m appreciative for the depth this sort of tool invites me to create, and it jumpstarts my brain on several issues in the setting that will make the characters more textured and interesting.

Here we go!

The Beginnings of Oakton

Stage 1: Law. Year 1. Ruler: Pera Luz (age 35). Population 55.

Oakton began as a collection of fishing families who arrived from ships fleeing Mesca, a continent conquered by a dragon (it was, after all, the Age of Wyrms) across the sea. They chose a location set away from the immediate coast, with access to food, water, and timber, on the eastern shore of a large, unoccupied bay, with an inland lake and wetlands stretching to the east and up into forested hills. They were led by Pera Luz, a capable warrior and bull of a woman, leader of the expedition.

The most distinct feature of the landscape was a gargantuan oak tree, inland from the bay and on the lake’s shore, the largest tree that any inhabitant had seen in their lifetime (truly like a tree given a growth potion… over 400’ tall).

Stage 2: Chaos. Year 11. Ruler: Anton Luz (age 26). Population 70.

Ten years after establishing a lakeside home, under the far reach of the mighty oak, Pera died to a wild, monstrous beast while exploring the countryside. Her four sons began infighting over who would take over the hamlet. After a brutal and bloody conflict, the eldest son Anton took the reins, with his youngest brother supporting him, another brother dead, and the last fled east*. It is Anton who dubbed the settlement Oaktown.

*This brother, Sente, miraculously survived the wilds and found sanctuary in a distant township. There he gained some renown as a fighter and became leader of the town’s militia. Any mistrust that easterners have for Oakton likely originated from Sente and his bitterness towards his brothers.

Stage 3: Law. Year 16. Ruler: Anton Luz (age 31). Population 85.

Pera’s death emphasized the danger of the surrounding wildlife, and Anton feared that other sailors may arrive from their homeland to claim their fledgling settlement. Thus the hamlet began construction of stone walls to replace the wooden palisades. By the 16th year, Oaktown had a proper, fortified defense against threats from both the land and sea. Beyond the inner keep walls, a new palisade stretched wide around the farmland and included the massive oak, which the townsfolk had begun to view as divine, a remnant of a time when gods roamed the land in the Time of Immortals.

Stage 4: Chaos. Year 36. Ruler: Anton Luz (age 51). Population 100.

Disparate ships did arrive, small pockets of refugees, but none threatening to conquer the young hamlet. During this time, the settlement faced two setbacks: First, sickness ran rampant through Oaktown, due in large part to dumping sewage into the lake. Many people died, negating any population growth from the incoming refugees and forcing the town to rethink its waste disposal. Second, an attempt to build simple roads east and south through the countryside was met with disaster as monsters feasted on anyone venturing too far beyond the palisades. Reluctantly, Anton called a halt to the roads project, declaring that the hamlet would stay insular. Feeling like a failure, he retreated to the inner keep, increasingly gone from public view. When he died, it took two days for his servants and family to realize it.

Stage 5: Chaos. Year 38. Ruler: Mara Luz (age 36). Population 90.

Anton’s sole remaining heir, his son, fell ill to the same disease that had claimed so many other residents, and died within days of his father. After a period of acute confusion, the town councilmembers decided to elect the wife of Anton’s youngest brother (who had died several years before) to lead them. Mara Luz, a black-skinned woman of the Kalee nation far south of Oaktown, became the subject of mistrust and racism by the families from the original settlers, sparking violence and unease throughout Oaktown.

Mara kept her seat of power because she was (much to her detractors’ dismay) a warrior of an ancient order and skilled with a blade. What no one knew until much later was that she had also been sent by the Kalee queen to bring Oaktown under rule because the queen saw the location as an ideal one where she might establish a trade port. Her marriage to the youngest Luz had been true love, though, and had delayed her sending word back to the queen.

Stage 6: Chaos. Year 43. Ruler: Mara Alaa (age 41). Population 65.

For the next five years, Oaktown was a nest of tension and inner turmoil, with Mara ruling with an iron fist. When an armored militia from the south arrived to formally incorporate the hamlet, many of its residents resisted even as Mara threw open the walled gates. After a brief and bloody conflict and five days of public execution (called The Hanging Days, still commemorated today), the settlement began flying banners for Queen Karpenta of the nation of Kalee. Mara abandoned her married name of Luz, reclaimed her birth name of Alaa, and continued to oversee the town.

It is believed that it was this period of rule where the town’s name began to change, as the Kaleens pronounced “town” as “ton.”

Stage 7: Law. Year 63. Ruler: Mara Alaa (age 61). Population 150.

With the rule of law established, Mara began work on the project her queen had demanded: transforming the bayside shoreline into a trade port. The construction went quickly, but the settlement was not near enough existing trade routes or other population centers to flourish. Still, a steady influx of oversea travelers and visitors from both the south and east grew the once-struggling hamlet into a village of enough residents to expand the palisade wall further. Warrior bands helped farmers and hunters beyond the walls survive against the dangerous wilds.

Stage 8: Chaos. Year 83. Ruler: Mara Alaa (age 81). Population 200.

Beginning to appear on Kaleen maps (as Oakton), the settlement began to be the target of pirates. For nearly fifteen years, Mara oversaw the village’s defense against marauders, all the while sending messages to her queen for aid. Kalee was going through a change in its monarchy with Queen Karpenta’s death, however, and could not be bothered to send ships or soldiers to defend a backwater coastal village. Oakton was left to protect itself, and did so through several bloody conflicts. It is said the heart of Oakton was forged in these years, and why its people are so defiant and fierce. If one positive can be said about this time, it is that the populace set aside their various racial infighting against a common enemy.

Stage 9: Chaos. Year 88. Ruler: Marter Moon (age unknown). Population 160.

In a particularly bloody year, an elderly Mara Alaa and her household guard were killed by invading pirates, and Oakton was claimed by Captain Marter Moon, aka Captain Bloodmoon. Moon was able to keep a grip on the now lawless settlement for five years before he was murdered in his bed by a prostitute. For the better part of a year, Oakton was a ruler-less den of scoundrels and mercenaries, ignored by Kalee’s new queen.

Stage 10: Chaos. Year 89. Ruler: Chanu Karpa (age 23). Population 150.

A sea serpent entered the bay and attacked the port of Oakton, sinking several pirate ships and injecting yet more disarray and chaos into the lives of the settlement’s people. The creature, whom the locals dubbed Berotassa, the Bay’s Fang, would occupy the nearby waters for years and further imperil arriving ships.

Later that year, a band of Kaleen warriors finally arrived to establish rule in the struggling village. The warriors battled and slew many of the worst criminals in town, a time they called the Red Spring. When the dust had settled, a young and proud warrior named Chanu Karpa reclaimed Oakton as under Kalee rule and took its rule in her queen’s name.

Oakton the Trade Port

Stage 11: Law. Year 138. Ruler: Chanu Karpa (age 72). Population 900.

In Chanu Karpa’s second year of rule, a local resident discovered a cache of gold and treasure from the Age of Immortals outside the palisade walls, within the forested hills. This discovery would make the settlement rich and, more profoundly, ignite the imagination of people for hundreds of miles in all directions.

During the next 50 years, Oakton would reestablish its port, repel Berotassa back to the sea, strengthen its walls and defenses, greatly expand its footprint inland, and become a destination township for brave treasure hunters. Proper roads were finally established between Oakton and towns to the east and south. With the influx of people came a merchant class and guild structure, plus multiple fledgling universities. The population exploded with diverse people who lived in relative peace and prosperity under Karpa’s watchful eye. The Kaleen warrior proved to be a fair and clever politician, able to satisfy guild leaders, farmers, sailors, and merchants alike. Oakton, with its ancient tree, shimmering lake, and capable leader became a jewel of the Kalee throne far to the south.  

Stage 12: Law. Year 142. Ruler: none. Population: 950.

Chanu Karpa never had children, so when she died at age 75, Oakton collectively held its breath. Would the township collapse back into years of chaos, torn apart by its diverse factions? Three candidates stepped forward to vie for the role of castellan: a) Munder Bayford, one of the town’s wealthiest merchants who claimed to be from a founding family, b) Seki Keme, a retired Kalee naval officer and one of the heroes of the campaign that expelled Berotassa from the bay, and c) Frada Pagona, the beautiful and charismatic head of the Weavers and Dyers Guild. The three were asked to appear in Kalee’s capital to petition the queen, a perilous journey that would take a full year roundtrip.

This year would be known as The Headless Year, both because of the lack of castellan and the public executions of outlaws during such a sensitive and tense time. It is also the year in which many believe the Blackpaws, Oakton’s powerful thieves guild, was founded (several wealthy families were robbed, likely initiation rites of the guild).

Over a year after their departure, Munder Bayford and Seki Keme returned to Oakton, with the former as new castellan. Frada Pagona perished in the journey, killed by monsters.

Stage 13: Chaos. Year 147. Ruler: Munder Bayford (age 45). Population: 950.

Bayford’s first five years of rule were marred by the most direct attacks from creatures outside the wall in the town’s memory. For reasons unknown, monsters threw themselves at Oakton’s defenses, killing travelers and terrorizing its citizens. Several areas of the palisade wall were destroyed and rebuilt, and one beast even made it to the inner keep walls, destroying much of it. Eventually, the frenzy of the monsters ended, and the creatures moved back into the surrounding forest and hills with no one knowing what had triggered the attacks.

Stage 14: Law. Year 162. Ruler: Munder Bayford (age 60). Population: 1500.

In the next several years, with monsters no longer actively prowling its borders, Oakton’s population bloomed. Meanwhile, across the bay, the town of Saint Oro had been steadily becoming a second (and more prominent) port trading hub, and one of the religious mechas of Kalee. Its founder was a holy man who believed fervently that the gods had not abandoned the world and would return, and when they did, they would purge corrupt settlements like Oakton from existence. Understandably, relations between the two port towns over the decades had been chilly at best.

The wealthy Bayford, however, saw an opportunity to strengthen the area’s economies and military strength by uniting. He initiated lengthy relations with the leaders of Saint Oro and their merchant guilds, establishing a joint navy to patrol the coast and removing the taxed levies each settlement had inflicted upon the other. In recognition of his efforts, the body of water between the two townships was officially dubbed Munder’s Bay, its current name.

Bayford the Builder and Modern Oakton

Stage 15: Law. Year 207. Ruler: Annet Bayford (age 67). Population: 2500.

Two years later, Munder Bayford fell ill and died peacefully, surrounded by loved ones. The rule of Oakton was passed to his son Kaster, a well-respected member of the Apothecaries Guild. Kaster made it his life’s purpose to establish the largest and best medical temple in Kalee and poured the town’s funds and effort into his vision. The Eternal Shade, a towering apothecary and medical academy, became the town’s largest single structure, sitting lakeside under the Great Oak. Kaster died before the building could be completed, but his daughter Annet finished the work when she became castellan. Its completion sparked an architectural renaissance in Oakton, including several of the town’s current landmarks.

Over these decades, the merchant navy repelled two pirate invasions and Oakton’s militia established regular patrols along its outside roads. As a result, the town’s population continued to swell, and its economy prospered.

Stage 16: Law. Year 235. Ruler: Annet Bayford (age 95). Population: 3600.

In the town’s 225th year, Kalee’s Queen Suna visited Oaktown and Saint Oro, the first visit to the region of any of Kalee’s monarchs. The lead-up to the visit and its aftermath marked a six-month celebration unlike any seen in the town’s history, and establishing Queen’s Day as its most joyous holiday. Annet Bayford, a wizened but quick-witted figure, utterly charmed the queen, and gained generous funds used to complete several large construction projects.

“Bayford the Builder” is still considered the single most successful and beloved castellan in Oakton’s history, and a statue of her was erected outside the town hall following her death at age 95. Ever the planner, she passed her seat without incident to her grandson, Gilan Bayford.

Stage 17: Chaos. Year 250. Ruler: Arryn Bayford (age 45). Population 4100.

Dragon! Arriving from the north, the first dragon in Oakton’s history arrived three years after Annet’s death. Temethys, who the locals call the Red Devil, did not linger to wipe out Oakton and Saint Oro, but it did smash most of the merchant navy, burn Oakton’s docks and ships, and set a fire that raged for more than three weeks across the town. Gilan Bayford died in the fires, and his son Arryn became emergency castellan. The great wyrm settled atop a mountain to the east, now known as Devilspire, where it still sleeps today. Devil’s Day is a local holiday in which, in remembrance, residents stay indoors with loved ones, give thanks, and ignite no fires.

Saint Oro largely avoided damage from the dragon’s attack, and its religious orders proclaimed it a sign of the town’s righteous blessing, saying that Oakton was paying for its sins and greed. Saint Oro sent little aid to its sister town across the bay, which enraged Oakton residents. Any attempts to rebuild the merchant navy fell apart, and though the towns did not reinstitute levies against one another, the relationship between the two grew contentious.

Stage 18: Chaos. Year: 295. Ruler: Sendo Avina (age 51). Population: 5000.

After more than one hundred and twenty years with a Bayford as castellan, an envoy from Kalee arrived in the town’s 270th year. It seemed that Queen Mati had offered the distant-but-promising town to the cousin of a favorite noble in court. Young Estet Mukka was just 19 years old when she arrived, surrounded by Kalee warriors, with her royal writ. Understandably, the Bayford family and guild leaders were thrown into disarray.

Estet proved to be a decisive by naïve leader. During her ten years as castellan, she further alienated Oakton from Saint Oro, reestablished many of Kalee’s traditions and holidays (stamping out several local ones), and created jockeying for her favor with guild leaders that would rival any royal court. All the while, she turned a blind eye to the seedier elements of the town, allowing criminal gangs to flourish.

Then, as suddenly as she’d arrived, Estet abruptly returned to Kalee’s capital to be married, leaving the head of the Shipwright’s Guild to lead the town, a boisterous man named of Sendo Avina who Estet favored because of his quick wit and fondness of history (it is widely believed the two were lovers).

Sendo was indeed infatuated with the Age of Immortals, a time when gods roamed the world and magic was everywhere. He saw the possibility of making Oakton the epicenter of museums and artifacts of this ancient age and founded the Adventurers Guild. He promised rich rewards for historical treasures, drawing mercenaries and charlatans from far and wide. As it had 150 years before, treasure hunters abounded in Oakton and scoured its countryside.

These treasure hunters would, of course, unleash The Wyrding, beginning the Age of Wonders.

And there you have it! As you can see, Pendulum just takes you on and on. I didn’t even get to the midpoint of the prompts, and carried all the way to the end would likely see Oakton as a bustling metropolis. I’m happy with where I’ve left Oakton’s size—a medium-sized, established town—and history, though. I already have a far better feel for the place than what I could have come with on my own. Thanks again, Jon!

Next step: Let’s go find out protagonists… We’re close, now.

Age of Wonders: Character #1

Age of Wonders: Setting & Variant Rules

Happy New Year! I love that my first official post on my new project goes live on the first day of 2025.

New project, you say?

Today was supposed to be my umpteenth deep-dive exploration of superhero games, in search of a system that I wanted to run as my next solo game. Then I discovered Crusaders, a book that had been sitting on my shelf unread for months. I’m too distracted by my excitement, so I’ve abandoned my pile of games to be explored. It’s my blog, right? My muse cannot be tamed.

Deep breath. Let’s get started.

My Setting: The Age of Wonders

I’m a big believer that worldbuilding is a trap meant to paralyze GMs from starting homebrewed campaigns. I have a vague sense of what I want to do in this next solo game, based on an idea for a novel I had years ago. But I’m going to discover the world as I play rather than go deep into its history, deities, warring factions, and bestiary.

Here are the elements that are grounding me:

This is a traditional fantasy setting, with faux-medieval technology and cultures loosely inspired by fables and Appendix N-like literature. Taverns and inns have fun names, beware the dark woods, and all that.

At the launch of the game, humans are the only ancestry, living in fortified settlements scattered across the land under a distant monarch’s banner. I don’t yet know who the monarch is or much about the nation, but it’s a relative time of peace.

That said, I envision a town or city where the people are diverse, and many cultures coexist. Too much fantasy, in my opinion, is dominated by the analogue of medieval Anglo-Saxons or Vikings. They’ll likely exist here (because knights and horned helms are cool) alongside African and Latin America-inspired cultures, in a continent that is somewhat a crossroads of the world.

Monsters roam the wilderness, making travel between settlements dangerous and a need for fortified defenses. I need to flesh out what these monsters are, but they’re generally mythical beasts more than nonhuman ancestries. In other words, there aren’t Societies of Scary Things, just hungry predators who want to eat you.

The gods disappeared long ago and took magic with them. Humans are just humans, doing what they can to survive in a harsh world full of creatures mightier than them. Oh sure, people claim that they can cast spells and speak with the divine, because there are all sorts of stories of ages past where these things did exist. But, as far as anyone knows, magic died when the gods abandoned the world long, long ago. As a result, the people in this setting are generally more humanist than religious.

But ho, our heroes are manifesting superpowers! I haven’t decided if the beginning of the story will be the unleashing of wild magic into the world or if we’ll start sometime shortly afterwards. Either way, an event known as The Wyrding will grant some people amazing powers, animate long-forgotten constructs, give some animals sentience, and on and on. The Age of Wonders has begun. Is it random or is there a reason behind the changes? That’s part of the story.

Tone-wise, I’m aiming for something akin to the Marvel Cinematic Universe (phases 1-3, let’s look away from the multiverse stuff) meets traditional fantasy, set in an untraditional cultural setting. This story is meant to be fun, snappy, and action-packed (which is a big part of why I wanted a supers game), character centric, and with emotions that span the spectrum but fall on the more hopeful side of things. In my mind’s eye, it’s a story that starts Grimbright and moves to Noblebright as the characters grow in power. We’re beginning in a decidedly Grimbright story, though… a fantasy town with random people struggling to survive despite the titanic threats surrounding them.

“Moment’s Peace” by Rebecca Guay

That’s it. The details on any of the above and all the texture I’ll discover first by making the starting town, then the main protagonists, then through playing the game. Unlike a novel, I don’t have a story arc in mind, either. I want to find the central antagonists and tensions alongside the characters. It’s an emergent tale, one uniquely possible thanks to TTRPGs and serial fiction.

Recrafting Crusaders Tables and Variant Rules

With these broad brushstrokes in mind, let’s circle back to my game of choice.

As I mentioned last time, I’ll need to do some work on Crusaders to both fit the setting above and combine its core rulebook random tables with the excellent Crusaders Companion. As I suspected, this work was both fun and rewarding, resulting in a set of tables and rules I’m excited to implement.

Origins

Literally the first page of the rules in Crusaders, the first of several random tables, is the Origin of your hero and how you came to be a PC. It is often the most central question to any superhero TTRPG and is the place where I most needed to think through how my setting and Crusaders interact. In some ways, as well, the Origin here substitutes for “character class” in D&D or Pathfinder, helping shape what abilities the character manifests as they grow in power.

Here is where I ended up:

There’s a lot to absorb on a table like this, especially without knowing the game system intimately and with my own homebrew-setting biases littered throughout. One way of understanding this table is that, when making a new character, I have a roughly 50% chance of making someone transformed directly by The Wyrding, 15% chance of someone who’s the companion of a transformed or awakened nonhuman entity, 15% chance of a “fantasy adventurer” who wasn’t transformed but is along for the ride anyway (think Sokka in Avatar: the Last Airbender), 10% chance of someone who is wielding a newly-magical item, and 10% chance to either choose one of these options or create something new/niche. I’ll use this table for both heroes, major NPCs, and important antagonists, since they’re all created using the same process. Speaking of which, expect any PC to also begin with the ICONS Origins Background generator, which I can use mostly unaltered.

Powers

Next up are the retooled Powers tables, which is less about my homebrewed setting and more about a) combining the core rulebook and Companion lists, while also b) curating the lists to the archetypes and powers I most enjoy playing. As you’ll recall from my brief “let’s roll up a PC” foray last post, each percentile roll on a table also gives you the “flip-flop” option (so a 25 is also a 52) across all four tables, giving you a lot of say over what sort of character you’re building. The one place where a fantasy setting crept in is on the Super Skills list, but even here I was surprisingly able to use most skills unaltered.

Here are the lists:

I won’t detail my many, many tweaks from the original lists to these. Suffice it to say, I used the same “what percentage would I want each to occur in the world?” rationale as when making the Origins list. I also added a few items cross-category, so, for example, Acrobat is both a Super Skill but now also a Physical Power, matching things like Super Strength and Vigor. I was tempted to break the Physical Powers list into two lists—either offensive/defensive or separating out travel powers—to make the lists roughly equal in options, but I wasn’t sure such an endeavor gained me anything in character creation. I also didn’t do a deep dive into the flip-flop options, making sure that any number combination on each table provided vibrantly different choices. I’m going to trust that there is both enough variety and randomness in these tables to stimulate my creativity.

Motivations

Motivations are oddly anticlimactic in Crusaders. They get a relatively substantial treatment: a full two-page spread in the character creation section (by comparison, the same length as Origins and twice the length of Character Growth), yet with no real mechanical impact on the game. Motivations are there to flesh out a character and provide roleplaying depth for players, and potential plot hooks for GMs.

I’d like to make Motivations matter more in my game, either by adding Victory Points (the Crusaders equivalent of xp) or Hero Points (the metacurrency that allows PCs to flip-flop die rolls) when characters are acting in direct accordance with their motivation or achieve some story milestone. Possibly both, though I’m leaning towards Hero Points. It’s something I’ll watch once I’m playing and getting a better feel for the system.

In the meantime, long ago I created a handy Motivations list for my various characters, both in TTRPGs and writing fiction. The inspiration for this list originally came from an excellent list in the first edition of the Aberrant rpg, and I slowly added to it over time. My thought is that any character, protagonist or antagonist, can have one of these motivations.

Note that the list is technically a table I can roll on to determine a character’s motivation randomly (good use for those Dungeon Crawl Classics d30s!), though I’m likely going to choose the main PCs’ goals.

Rank and Advancement

As I’ve been saying constantly, I want to create a game with clear jumps in power, taking the PCs from “street level heroes” to godhood. When I made my sample Crusaders character in the last post, I tried using 3 Power rolls instead of 5, and 15 Attribute points instead of 18. I’ve since revised my thinking here, with the following structure for starting values and progression:

Rank in Crusaders is more a symbol of fame and accomplishment than power, so in some ways this is the place where I’m most radically altering the game. Here, Rank 5 is equivalent to what a starting PC in the base Crusaders game would be (5 Powers rolls, 18 Attribute points), which is targeted as a comic book level superhero. To get there, a Rank 1 character is relatively weak, and a Rank 10 character is relatively overpowered. Thankfully, because Crusaders isn’t a game with a defined bestiary and cast of villains, I’m going to be creating all the NPCs and antagonists from scratch anyway, so it’s not like my Rank 1 characters are going to be any more vulnerable if I don’t want them to be.

What are titles, you may be asking? And what does “Godhood” mean? I’m not sure, honestly, except to say that I like the idea of there being a “fame” element to Ranks in addition to power, and I’ve always loved earned titles in fantasy games and literature.

Critical Hits and Critical Failures

Finally, I love that Hero Points in Crusaders are so straightforward and tied to Rank. You get 1 HP per Rank at the start of each Issue, and you can cash one in to flip-flop any d100 roll. Neat. Easy. Cool.

The more I’ve played around with the system, though, the more that double-digits (11, 22, 33, etc.) feel special. The game treats them as special for character creation rolls, in which you’re meant to flip-flop; on the tables above, doubles allow you to choose your own result or invent something new. So, it’s odd to me that the same doesn’t hold true during gameplay.

I’m going to play around with doubles meaning either critical hits (if the roll is under the chance of success for a given roll) or critical failure (if the roll is over). I like this system because it means that if you’re particularly good at something—say, with an 80% chance of success—you get more chances to critically succeed and fewer to critically fail. If you’re facing a particularly tough challenge, the opposite is true. That’s elegant and fits the Crusaders ethos.

The question is: What does a critical success or failure mean when you’ve rolled it? Here I’m going to feel my way and decide depending on the situation. Eventually, I might come up with a more coherent, hard-and-fast rule for how to handle these rolls. For now, I just want them to have juice, either helping or hurting the PCs in some meaningful way.

Let me reiterate that I’m super excited about Crusaders as a game to play. My many tweaks above are a testament to that excitement rather than a criticism. So many of the game books I read had me making puzzled, hesitant notes about rules interactions that I didn’t understand or that felt odd to me. In Crusaders, however, I felt like I immediately “got” the game, and so instead found myself saying, “Aha! That means I could…” All the energy I spent crafting the above tables and rules felt like good energy, generating more enthusiasm for me to jump in and play.

Speaking of which, enough of this table-setting nonsense for one New Year’s Day. Next time we’ll begin diving into the town in which our adventure will begin, and then crafting our player characters. Fun fun! As always, hit me up with any questions or comments below.

Joyfully yours,

-jms

Age of Wonders: Oakton

Within the Portal Under the Stars

As you know if you’ve been reading my blog, I recently went on a solo-play excursion, learning the amazing game Dungeon Crawl Classics by Goodman Games and playing through their starter, level-0 “Funnel” The Portal Under the Stars. You can find the beginning of this excursion here, and at the end of each post is a link to the next installment. All in all, there are seven posts in the series.

Now that the story is done, I thought it might be fun to strip out all the gameplay sidebars and see how it works as an actual story. Importantly, as I wrote the previous installments, I had no idea what would happen and now I do. This insight gives me an opportunity as a fiction writer to go back through the entire emergent narrative—which was done with dice rolls and in a serial format—and foreshadow later happenings, delete irrelevant parts, focus on key characters, and just generally make it a more cohesive, self-contained, story. Oh, and fix tons of typos.

Below is that “cleaned up” text, which is the kind of thing that might start off a longer fiction series. If you’ve been following along on the solo-play adventure, you can experience a retelling here that is akin to a traveling bard, sharing a tale that you know actually happened somewhat differently. If you have zero interest in role-playing games but like fantasy fiction, well then here is a short piece of fiction into another world, and a group of characters I might continue to explore. Either way, ENJOY!

Art by Doug Kovacs

0.

Bert Teahill lay under a pile of threadbare blankets, shivering and groaning. He was little more than sun-shriveled skin stretched over bones, his gray hair plastered to his skull with sweat. The cramped room–barely large enough for the small bed, a footlocker, and the five figures crowding round–smelled strongly of urine.

The old man coughed weakly. “Is everyone here then?” he asked in a voice dry as summer leaves.

“We’re all here, Bert,” sniffed Councilman Wywood, nodding. He glanced at the other three town council members, each doing their best to not be there. Wywood was the oldest and most tenured council member and often spoke first. Councilmen Wayford and Seford weren’t much younger but still deferred to him. Indeed, the three men had held their positions so long that they seemed to share more unsaid with their glances than spoken aloud. For example, right then Seford, small eyes in a round face with hanging jowls, looked to Wywood imploringly as if to say, When can we leave and get back to our brandy?

The fourth council member, Councilwoman Leda Astford, was the newest member and everything the others were not. Young, brave, and earnest, she interrupted the silent glances from the other three.

“What is it you wanted to tell us, Bert? We’ve assembled the full town council and your grandson, just as you asked,” she said, bending down to lay a hand on Bert’s shoulder. Councilman Wywood, for his part, pursed his lips and sniffed derisively. The other two old men nodded at his annoyance, silently agreeing, Who does she think she is, taking charge?

Bert Teahill whimpered and stirred feebly beneath his covers. For a moment he stilled, and the room grew silent. Then the old man sucked in a breath and opened his eyes wide, searching around the room. He coughed.

“Good, good. Listen to me, all of you. The star… the stars have come back as when I was a boy.”

“What are you saying, Bert?” Wywood grumbled. “What is this about stars?”

“Let him speak, please,” Leda intoned. The other three council members traded offended, frowning glances.

“When I was a boy,” Bert continued, wheezing. “Must be fifty winters since. I used to watch the stars, notice how they formed pictures in the sky. Once there was a peculiar star. Called it the Empty Star, a blue, twinkling thing, all on its own with no others around it. As it rose directly overhead, a… a door opened. Shimmering blue, at the old stone mound. Swear to all the gods I saw it! A bright blue door, and on the other side jewels and fine steel spears aplenty.”

“What is he suggesting?” Councilman Wayford scoffed at his brethren. He was stooped with age, and his voice was high and wheedling, as if he were always whining. “We’re all here for a child’s fable?”

“A portal!” Bert said, his voice suddenly strong. A liver-spotted hand emerged from the blankets and gripped Leda’s wrist. He looked up at her imploringly. “All my life I held this secret, wishing I’d gone in. Could have changed my fortune, maybe my whole family’s fortunes. Maybe the whole town’s! And every night since I’ve watched the stars. The pictures in the sky all changed. The Empty Star never came back.

“But now it’s back, you hear me? The Empty Star is rising! Tomorrow night, sure as my grave, it’ll happen! I feel it in my very soul, you hear me? Tomorrow night is the night! Someone has to go to the old stone mound to see the portal. Go in, this time. Change Graymoor’s fortunes! There’s treasure there, and glory. Don’t let it pass by this time, please. Don’t live a life of regret like an old, dying farmer. Please. Please…” And just as suddenly as his old, vital self had returned, Bert Teahill deflated and lay panting.

The three aged councilmen said nothing, eyes darting furtively between them in silent discussion. Leda Astford, meanwhile, patted the farmer’s shoulder gently.

“Okay, Bert,” she said. “We hear you. We’ll go to the old stone mound tomorrow night. If there’s a portal, we’ll get those jewels and spears.”

“Take– take Gyles,” Bert whispered and almost imperceptibly nodded.

With a rustle of cloth and creaking floorboards, the four town council members turned to look at the boy. Little Gyles Teahill was Bert’s grandson, who townsfolk said was strong as a man at ten years of age. He had taken over running the Teahill farm with his father’s recent leg injury. Little Gyles looked up at them all with a mix of wide-eyed surprise from the attention and an iron-like determination.

Councilman Wywood snorted derisively and turned his back on the boy. Wayford and Seford followed suit. The three shuffled out of the room, muttering about “waste of time” and “fool’s errand” and “preposterous” and “let’s go have some brandy.”

Leda Astford, meanwhile, met the boy’s eyes. She smiled, conjuring a confused grin from the boy. As the others left, Leda gently squeezed Bert’s thin shoulder and nodded. “I’ll go myself tomorrow night, Bert. And I’ll take Little Gyles and keep him safe, don’t you worry. We’ll see this door of yours. And if it’s there, well, sure as anything we’ll go in.”

Bert Teahill lay still beneath his blankets, eyes closed and barely breathing. Had the man heard her words?

They would never know.

I.

Councilwoman Leda Astford’s breath steamed in the cold night air. Spring had come to Graymoor, but Winter still had its grip on the dark hours. She shivered beneath her traveling cloak, pulling it tighter. She was a healthy woman in the prime of her life but had always suffered in the cold. Her hands and feet especially.

A rumor as big as this one had spread, and a large pack of residents had volunteered to wander into the darkness in search of Old Bert Teahill’s flight of fancy. Puffs of breath dotted the shadows as the dozen of them waited. It was a clear night and the path to the old stone mound was well-known, so none had felt the need to light a torch.

“How long are we going to stay out here before we decide the old fool is crazy?” complained Egerth Mayhurst. He was Graymoor’s jeweler, a shrewd and unpleasant man of middle years, thin and bald, with a carefully sculpted beard along his jawline. Though no one asked him, it seemed he was here to lay claim to any gemstones they found, if a magic portal did exist. Or perhaps he may have been sent here to report back to the other council members.

“Calm yourself, Egerth,” a deep, resonant voice intoned. It was Bern Erswood, the town’s herbalist and likely the most well-liked of the group. Bern’s remedies rarely did what he claimed, but the barrel-chested, bearded man made you feel good about taking them all the same. “That blue star that Leda called the Empty Star… It’s still climbing in the sky, and it’ll soon be directly over the old stones. I’m not saying anything will happen then, mind you, but I reckon we’ll find out soon.”

The others mumbled their assent and Egerth Mayhurst snapped his jaw shut, arms folded. Leda looked down on Little Gyles, who stood near her with a pitchfork held like he was defending a castle from invasion. The boy had stayed at her side the entire trek. Leda smiled and gripped his firm, muscled shoulder.

“You hear that? Shouldn’t be long now,” she said reassuringly. The boy pursed his lips and nodded.

 On her other side stood a tall, willowy figure. Finasaer Doladris was the only elf anyone in Graymoor had ever met, and his long, pointed ears and long, fine hair made for a distinctive profile even in the darkness. His robes seemed to shimmer in the starlight.

“What do you think, Mister Doladris?” Leda asked. “Will a portal appear?”

“Mm,” he murmured noncommittally. “Difficult to ascertain, councilwoman. Yet whether folk fable or astrological miracle, it’s a fine entry to my documentation of the local populace. Quite intriguing all the same.”

Leda didn’t reply. The elf had been a genuine curiosity to all of Graymoor since he appeared out of the woodland a year ago claiming to be doing research, but the way he spoke made it difficult to hold a conversation. 

The old stone mounds were named such because, amidst a marshy woodland, several large slabs of rock lay against one another randomly like the discarded toys of giants. No other such stones could be found within miles of Graymoor and, against all reason, these immense stones never collected moss, bird nests, or spiders. Indeed, no vegetation of any kind grew near the stones. Naturally, most locals avoided the place, and it was a frequent object of childhood dares. If Bert was indeed making up a story, the old stone mound was the perfect location for it.

Suddenly, where three blocks leaned haphazardly together to form an upright rectangle, a shimmering door of light appeared. One moment the space was empty and then it wasn’t, without a sound. The dozen Graymoor residents gasped.

A handful crowded forward to peer inside. It was not so much a door as the opening of a corridor. Where before there had been a person-sized gap in the stones, there now stretched a long hallway, limned by blue light.

“There’s nothing on the other side!” Veric Cayfield, one of the three halflings present, called out from the shadows. Like the Haffoot siblings who had also joined their party, Veric had migrated to Graymoor from the distant halfling village of Teatown. He had become the town’s haberdasher years ago, because there was nothing Veric loved so much as clothes and sewing. Indeed, he proudly exclaimed to anyone who would listen that the reason he loved Graymoor is because humans allow him the opportunity to use even more fabric for his craft. They were a curious, wide-eyed lot, halflings, so no surprise that they’d come along.

“Sure enough!” Bern the herbalist exclaimed. “I can see you all clearly through the gap on this side. Can you see me?”

“We can’t, Bern,” Leda called out, and it was true. “For us it’s a hallway.”

The sound of a sword being pulled from its scabbard rang out. Mythey Wyebury, known troublemaker, moved forward to the shimmering corridor’s opening. He was a thin man, scruffy, with a long neck and bobbing adam’s apple. “Well?” he said. “So the old man was speaking true. Let’s go find these jewels and magical weapons, eh?”

And then he stepped into the portal.

Hesitantly, a small group followed, each clutching the closest thing to a weapon each could find at home. Umur Pearlhammer, the dwarven stonesmith and Graymoor’s most tenured resident, gripped a hammer. Erin Wywood, the councilman’s granddaughter, had a long knife in her shaking hand. Even Hilda Breadon, the town’s baker extraordinaire, gripped a rolling pin in her meaty fist.

The corridor before them ran about twenty feet, all bare walls of the same sort of stone as the old stone mound. It was Umur who pointed out the flagstone floor that ran between the portal opening and a large door. The old dwarf muttered that it spoke of someone crafting this place instead of it simply… being. His words tightened the grips everyone had on their weapons.

“Locked!” Mythey shouted from the front, clearly frustrated. Veric, Bern, and the others who had walked around the stones were now all at the portal’s entrance. With them, the last of the twelve stepped inside.

The door was wooden and banded in iron. Jewels or crystals of some sort were embedded in the wood, creating star-shapes that twinkled in the blue light.

“I think,” Erin Wywood started to say, her voice cracking. She cleared her throat and tried again. “I think we need to wait. Bern said the star wasn’t directly overhead yet.” Most everyone there thought of Erin as the young, earnest minstrel who sang religious tunes in the tavern, or else Councilman Wywood’s favorite spawn. What they didn’t know is that she had a sharp mind and cool head.

“Screw that!” Mythey spat from the front of the group. Before anyone could stop him, he put his hand on the door’s handle and bashed forward with his broad shoulder. The young man with unwashed, stringy hair was an ass and bully, but he was also hulking and easily the strongest of them assembled.

It was a solid blow, but the door held. As Mythey struck it, the jewels on its surface flashed a bright blue that left all of them within the corridor dazzled. For a moment, they all blinked to regain their vision.

“He’s dead!” Hilda the baker shrieked, the first to clear her eyes. “Burned to a crisp! Gods help us!”

Acrid smoke smelling of charred flesh began drifting through the corridor towards the open air. The residents gagged and rushed towards the exit, with several glancing back at the blackened lump that was once Mythey Wybury.

As the now-eleven of them huddled outside, under the night sky, near the shimmering portal entrance, many tried talking at once, some in hysterical, high-pitched tones and others in calm, reassuring ones. The effect was that no one heard a single thing the others were saying, leading to a chaotic babble.

“Enough!” Umur Pearlhammer shouted. At once they all quieted. The dwarf’s weathered face, bushy brows over a bulbous nose, regarded them. “Mythey was a fool and trouble besides, we all knew it. First chance he had to take whatever wealth and steal it, he would have. I donna’ like that he died, mind, but there’s a lesson there for all’a us.”

The others nodded and sniffled and gripped their weapons.

“We gotta take care, now,” the dwarf continued in his gruff, commanding voice. “Think an’ act together, yeah? Miss Wywood has the right of it, methinks. What say you, Bern? The Empty Star still trackin’ overhead?”

The herbalist scanned the sky. “I would say so, yes. Maybe an hour or two and it should be directly overhead.”

Umur nodded once. “Then we wait. Meantime, who can help me haul tha’ fool’s body out so we can bring it back when we’re done and through?”

For a moment, no one said a word. Then Little Gyles Teahill raised his hand. “I can help, Master Stonemason sir.”

Umur nodded again. “Right enough. Come along lad.”

The next hour or two passed slowly. Mythey’s body was badly burned and uncomfortable to see, like he’d been struck by lightning. But he had a short sword in his grip and was the only one of them wearing anything resembling armor. After the trapped door, such things seemed more important than ever. Umur offered to take the sword, since no one else seemed comfortable using it. The leather cuirass, however, would never have fit the stocky dwarf. Indeed, only Bern the herbalist, Egerth the jeweler, and Finasaer the scholar were anywhere near the man’s size. The elf held up his hands helplessly, saying he was not a man of arms. That left the two human men, and, after some discussion, Bern had the least distaste for wearing a dead man’s singed leathers. Several of them managed to pull the items from Mythey’s corpse and help Bern with the straps. Umur swung the sword, away from the group, and grunted in satisfaction as he slid it back into the scabbard that now hung from his hip.

“Something’s happening!” one of the Haffoots, the sister, Ethys, exclaimed, pointing a small finger towards the glowing hallway.

Bern looked skyward, drumming a finger on his now leather-clad belly. “Mm. Looks like it’s directly overhead, sure enough.”

“What is it, Ethys?” Councilwoman Leda asked as the group edged near the stones. It was an unnecessary question. Anyone with a view down the long corridor could see what was happening.

The jewel-encrusted, heavy door swung open.

II.

The Graymoor residents pressed together in the cramped corridor, attention fixed ahead.

Old Bert Teahill had claimed that beyond the magical portal lay “jewels and fine steel spears.” There were gem-like crystals on the now-open door, dotting the wooden surface in star-like patterns. After Mythey’s fate, none were too eager to try prying them from the wood, though.

And spears? Yes, there were certainly spears.

In a rectangular room, perhaps ten feet from the open doorway, straight ahead, was another stout, wooden door banded in iron, no crystals upon its surface. Four armored iron statues, two on each side, flanked that door. Each statue depicted a person–human men and women, judging by the physiques, ears, and roughly carved faces–in enameled, scaled armor holding a black spear, arm cocked back as if ready to throw. All four deadly spear-tips aimed directly at the open doorway.

Bern Erswood, the herbalist, pulled the councilwoman aside forcefully.

“Leda! If those things loose those spears, you’re as dead as Mythey, that’s for sure,” he whispered fiercely, admonishing.

“If it were a trap,” sniffed Egerth Mayhurst, the unpleasant jeweler, panting, flattened himself on the opposite side of the hallway as Leda and Bern. His bald pate gleamed with nervous sweat in the pale blue light. “It would have triggered, yes? Perhaps it was meant for someone who forced the door open before it was unlocked.”

“Well then, by alla’ means,” the dwarf, Umur Pearlhammer, grumbled from behind him. The others, deeper down the corridor, similarly pressed to the sides. “Go on in and try the next door, yeah?”

“Absolutely not!” Egert blanched.

“I’ll- I’ll do it,” stammered Little Gyles, Bert’s grandson. He planted his pitchfork and pushed forward.

“No, son,” Umur and Bern said almost simultaneously, then chuckled at one another.

“Bravest one here is the wee lad,” Umur shook his head. “Step aside, step aside. We’re here. Might as well see what’s behind that next door since we’ve come alla’ this way.”

“I’ll join you, Master Pearlhammer,” Bern smiled, and the two men stepped into the room, shoulder to shoulder. Undaunted, Little Gyles was right on their heels.

Nothing happened. Several of them exhaled loudly at the same time.

Suddenly, with a coordinated, metallic THUNK! and a quick whirring noise, the four statues released their spears in unison. Before the Graymoor residents could gasp, one had buried itself in Umur’s broad shoulder, another had clattered against the wall behind Bern, and a third had sailed through the doorway, narrowly missing Egerth’s leg and skittering across the stone floor amidst the others. The dwarf cried out in pain and stagged just as the jeweler clawed at the wall, backpeddling into the pressed crowd.

“No!” Bern yelled, much to those in the back’s confusion. And then Little Gyles Teahill, the boy with the strength of a grown man, asked specifically to be there by his grandfather, fell back into Councilwoman Leda’ arms. A spear shaft protruded from the middle of his chest.

Gyles didn’t mutter last words or even make a single sound. The sleek, black spear must have killed him instantly. Bright red blossomed on the front of his homespun shirt, his eyes wide, surprised, and glassy. The pitchfork the boy had been clutching clattered to the floor.

For a long while, there was screaming, crying, consoling, and grief. Leda herself carried Gyles’ body to the end of the corridor and outside, placing him gently on the open ground in the nighttime air. It was Erin Wywood, the minstrel, who knelt over the boy, closing his eyes and singing a prayer to the night stars and moon.

“I– I promised to watch over him,” Leda said in disbelief. “I told Bert.”

“Well, you failed,” Erin paused to say without venom, quite matter-of-factly. It was as if she’d slapped the councilwoman, however, and Leda stumbled away into the night to throw up and sob. Shrugging, dry eyed, Erin continued her song. She had a strong voice, and her mournful tune moved several others to solemn silence.

Bern, meanwhile, tried his best to tend to Umur’s shoulder wound, and managed at least to get the bleeding staunched. The dwarf looked pale and weak now, his voice strained. The others tried to convince Umur to head back to Graymoor, but he set his jaw stubbornly.

“You say me, but we should alla’ go back,” he grumbled. “We’ve found only death here. We’re just simple villagers, yeah? No use in tryin’ to be more.”

“We keep on,” Leda said decisively, stepping out of the shadows. She looked shaken but resolute. “They’ve taken Little Gyles, these bastards. We go in, we take what we can, and we ensure his death was not in vain.”

The group eventually realized that the black, sleek spears were better weapons than any of them wielded. Bern and Egerth were the first to take theirs, and after some discussion the Haffoot siblings, Ethys and Giliam, gripped the other two. The halfling pair, who made their living hauling tea in a small boat up and down the Teawood River, looked particularly small carrying the long, wicked weapons. When offered one, Finasaer Doladris explained that, as an elf, he could not touch the iron of the spears for long, but he did pick up Little Gyles’ wood-shafted pitchfork. Even the scholar, it seemed, had recognized the danger of their situation.

It was Erin Wywood, having prayed over Little Gyles, who recognized that the armor on each statue was not part of the sculptures and could be removed. It took what felt like ages, but together they puzzled out how to unstrap the pieces from the unmoving iron and help each other don them. Umur looked the most natural in the matte, black metal, even though his dwarven physique forced him to exclude some of the original pieces. Hilda Breadon, the stocky baker, followed Umur’s lead and made hers fit in much the same way. Erin donned a full, scaled suit, which the others thought only fair since she had discovered it in the first place. And, thanks to the particular urging of Umur and Bern, Councilwoman Leda took the final suit of armor herself.

When everything was sorted, only the haberdasher Veric Cayfield found himself armor- and weapon-less. He smiled brightly and said that he didn’t mind… it was fun to help get the others fitted into armor, and he would feel ridiculous holding a spear.

“I have my scissors if it comes to fighting,” the halfling announced with halfling cheer, patting a pouch at his hip. “But I don’t think it will. This strange place beyond the portal is full of traps, not monsters. What do you think the traps are protecting, do you figure?” His youthful face brimmed with curiosity.

“And who was the principal architect of this demesne?” Finasaer wondered aloud, tapping his lip. “Fascinating.”

At that, the group grew quiet and began to reenter the corridor from the outdoors. The last one to linger was Erin Wywood. She looked up at the full moon, then at the blue, solitary star called the Empty Star, then back to the moon. The girl touched a pendant hanging from a delicate chain around her neck, that of a silver, crescent moon.

“Shul,” she whispered. “God of the moon. Watch over us, please.”

“You coming, Erin?” Hilda asked from the portal. She saw Erin’s gaze, and followed it up to the sky, settling on the Empty Star.

“Of course,” Erin said, and joined the others.

Back inside and down the corridor, they all looked warily at the closed, iron-banded door between the statues. After the experience of the last two doors and the talk of traps and mysterious builders, no one seemed especially eager to go first.

With forced bravado, Councilwoman Leda told the others to stand aside. “From now on, I’ll go first,” she announced. “Everyone keep sharp and have your eyes open. If you see something, speak up.” The others murmured assent, even bitter-faced Egerth. The smell of sour, nervous sweat filled the room. Leda’s gauntleted hand reached out to the door, she exhaled sharply, and tried the latch.

It clicked and the door swung open. Leda winced, expecting pain. Nothing happened.

Beyond the door was a large, square room with marble flooring and polished walls. At the far end of the space was a towering granite statue of a man. It was a full thirty feet tall, and a detailed work of artistry most of them could hardly fathom. The statue’s eyes looked somehow intelligent, and his barrel-chested body was carved to show him wearing animal hides and necklaces from which dangled numerous amulets and charms. A heavy, stone sword was carved to hang at the man’s hip. He looked both like a barbarian warrior and shaman, though from where or when none of them could even begin to guess.

One arm of the statue was outstretched, its index finger pointed accusingly at the doorway in which Leda stood. After the room with the spear-throwing statues, she quickly stepped into the spacious room and aside.

“Come on,” she said to the others. “There are more doors here.”

Indeed, the square room had three additional doors, all identical to the one they’d just opened, at each wall’s midpoint. Four sides, four doors, one enormous statue. Otherwise, the room was empty.

As everyone slowly filed in, boots echoing on the marble floor, Umur Pearlhammer peered up and around, studying the statue and room’s construction.

“Careful,” he growled. “See those scorch marks on the floor and walls? And look here, this statue weighs tons but there’s grease here on the base where it meets the foundation.”

“What does that mean, master stonemason?” Bern asked nervously.

“It means, methinks, that the statue rotates and shoots fire, yeah?” he rubbed thick fingers in his beard, frowning. “Though the masonry involved in such a thing, well… it boggles me mind.”

“Traps, not monsters,” Veric Cayfield said from the back of the group.

At that, everyone froze and looked wide-eyed up at the enormous barbarian shaman, its finger outstretched accusingly at the empty, open doorway.

“What– what do you think activates it, then?” Ethys Haffot whispered. Still no one moved.

Umur continued rubbing at his beard, eyes searching. “Could be pressure plates on the floor, s’pose, but I donna’ see any. Could be openin’ the doors, but it didn’t scorch us when we came in, did it?”

“Eyes open, everyone,” Leda almost succeeded at keeping her voice from trembling as she called out. “And let’s not clump together.”

For the next several minutes, the ten Graymoor residents carefully, carefully spread out and searched the room. Other than discovering more evidence of fire to support Umur’s theory, they found nothing.

“Maybe… it’s broken?” Giliam Haffoot, the brother, asked, rubbing at his brow with a sleeve. He had twin metal hoops as earrings, and unkempt hair, and both he and his sister’s shirts had dramatic, blousy sleeves. “Been here for years, innit?”

“We have no idea how long,” Bern mused. “We could be standing in another plane of existence, outside of time, even on the surface of that distant Empty Star. That statue could be of the god who created everything, ever, all the stars and worlds. Who knows? This place is a wonder.”

“Now you’re just talking crazy, Bern,” Hilda the baker chided.

“A miracle,” Erin the minstrel breathed, eyes wide. One hand strayed to her pendant.

“Let’s assume,” Umur murmured through teeth still clenched in pain. “That it will roast anyone who tries ta open a door. What do we do?”

They all contemplated.

“We could open all three doors at the same time,” Ethys Haffoot offered, planting the tall spear on the stone to lean on it. “Maybe the statue’ll get confused, then.”

“Or only cooks one of you, at the least, while the others escape,” Egerth the jeweler mused. A couple of his neighbors noted that he said “you” and not “us.”

“And then what? The rest of us run to a door where it ain’t pointin’?” Giliam asked, his scrubby face scrunched in thought. “Sort of a shit plan, though, innit?”

“Do you have a better one, Master Haffoot?” Bern asked. The halfling seemed surprised to be asked and looked absolutely dumbfounded how to respond. Neither he nor the others could come up with an alternate suggestion on how to proceed.

With much apprehension, then, they assembled themselves. Councilwoman Leda would open the western door (none of them knew if it were truly west, but it helped to have a description, so they pretended that the door from which they’d come was south), Umur the northern one, and Giliam surprisingly volunteered for the eastern door. The others of them stood near one of the doors, Bern and Finasaer with Leda, Erin and Hilda with Umur, and finally Egerth and the two other halflings joining Giliam.

“Ready?” the councilwoman called out, placing her hand on the handle of the western door. As she did so, a whirring noise began building within the room. “Now!”

In surprising synchronicity, the three figures at the door clasped the latches and opened their respective doors. As Umur had predicted, the immense stone figure rotated on its base with a sound of grinding rock so deep that they all felt it in their bellies more than heard it. Ethys and Veric shouted warnings, but too late. A fountain of fire erupted from the statue’s fingertip, engulfing poor Giliam Haffoot. The small man shrieked and rolled on the stone as he died.

Veric, the haberdasher with neither weapon nor armor, did not pause. Quicker than anyone there knew he could move, the halfling sprinted on short legs away from the flaming Giliam and towards Umur, diving through the open northern door. Umur, wide-eyed, followed, with Hilda and her rolling pin right on his heels.

“In! In!” Bern shouted over the screams, and he pushed himself and Leda through the western doorway.

Egerth Mayhust, Graymoor’s jeweler, stumbled past the burning, shrieking Giliam Haffoot and into the eastern opening. Then, much to Ethys Haffoot’s utter astonishment, slammed the door closed behind him, right in her face.

The room seemed to shudder as the thirty-foot stone figure pivoted in its base, finger swiveling to the sage Finasaer Doladris, the only elf in Graymoor’s memory.

“No, wait!” he held up his hands, dropping Little Gyles’ pitchfork, before the WHOOSH! of fire jetted from the fingertip to surround him. The elf rolled around in his once-sparkling robes, frantically trying to extinguish the flames. Yet within moments he was nothing more than a burning pile, like Giliam Haffoot across the room.

A Haffoot family trait, the siblings had long told the Graymoor residents, was a single club foot. Both Giliam and Ethys had one, lending credence to the claim. She swiveled her wide-eyed gaze from the western door to the north working out whether she could, on one lame foot, make the distance to either. In a heartbeat she began a galloping trot to the north using the spear as a makeshift crutch.

“Miss Astford!” Veric’s small voice called out once Ethys had made it safely through the door. “Quick! Run to us! So we’re not split!”

Leda turned to Bern at her side and the two shared a quick nod. As one they threw themselves out, leaping over the charred, flaming lump of Finasaer and towards the north. The room shuddered and rumbled as the statue began tracking their movement. Neither she nor Bern even paused to take in the surroundings beyond the western door before exiting it.

Bern, in Mythey’s leathers, sprinted past the councilwoman, around the statue’s base and into the northern opening. Leda stumbled, feeling clumsy in the enameled, black metal strapped everywhere. Before, she’d found the weight of the scaled mail comforting. Now it felt like a boat’s anchor. Ahead, a group of huddled faces, Veric, Umur, and Erin, all reached out from the doorway urging her on.

“Come on!” Umur growled from mere feet away. “Run, lass!”

The others dove for cover as the sound of the flames fountained from behind Leda. Her back and legs seared with heat and she jumped with her last bit of strength towards the now-empty doorway. The councilwoman landed painfully, with a clatter of armor, and suddenly multiple hands were all over her, rolling her and helping to extinguish the flames. Hilda slammed the door shut, leaving only the sound of several people panting and the smell of burnt hair hanging in the air.

 For several moments, Leda gasped for breath and lay her cheek on the stone floor beneath her. Her father’s longsword, never used once in her life, jammed painfully beneath her hip. Umur sat gasping, his back against the door. His bandaged shoulder, visible through the gaps in his patchwork armor, was soaked in fresh blood. Bern, Erin, Hilda, Ethys, and Veric all sat or stood nearby, the group stunned and panting. Seven of them remained where they had once been twelve.

Hilda, the baker, was the first of them to become aware of the shimmering, ethereal light in the room. She turned and gasped. “What– what is this place?” she whispered.

III.

The seven remaining Graymoor residents, in wonder, examined their surroundings. The room they found themselves in was rectangular and larger even than where they’d just escaped the deadly, fire-spewing statue. This space was dominated by an enormous pool of water running the entire length of the room. Something shone from beneath the water’s surface, illuminating the polished walls and ceiling with dancing, spectral light. A walkway of stone surrounded the pool, and along the western and eastern sides were several pillars reaching floor-to-ceiling. In the far, northeastern corner stood a closed doorway.

“It’s beautiful,” Hilda said in a low voice. The baker looked incongruous wearing pieces of matte, black armor while wielding a rolling pin in one of her large hands. The shimmering light danced in her wide eyes.

“Yes, but– oh no!” Ethys Haffoot whispered urgently. “Something’s moving. There! Between the pillars.”

They all froze. Indeed, it wasn’t a single humanoid figure moving, but perhaps half a dozen. All the creatures, it seemed, were shuffling their way towards them. The movements were stilted and slow, like a puppet on the end of a beginner’s strings.

Umur drew the short sword from its scabbard. Hands on spears tightened. Veric Cayfield even fumbled in the pouch at his hip and pulled forth a pair of iron scissors.

Leda, for her part, left her father’s sword sheathed. She had never drawn it in combat–never fought with any weapon, really. Instead, she involuntarily made fists at her side, hands shaking, and her back throbbing with pain from the statue’s fire.

The nearest, shambling figure rounded a pillar and came fully into view. It was a human woman, except that she seemed to be made entirely of a translucent crystal. Because of her glasslike nature and the shimmering light, it was difficult to make out too many features. From what they could make out, though, it looked exactly like an armored, barefoot woman transformed to crystal.

“What– what is it?” Ethys Haffoot gasped.

“Traps, not monsters,” Veric whispered fervently. His hands were shaking, the scissors bobbing in the air in front of him. “Traps, not monsters. Traps, not monsters.”

The crystal figure approached Erin, who reached out a hand in awe and touched its unmoving face. The animated sculpture crowded closer, seeking the minstrel’s outstretched fingers. Everyone else tensed.

Then Erin’s freckled face split into a wide smile, an uncharacteristic expression for the overly-earnest girl. “They aren’t dangerous, are they? More like a stray dog needing attention. Why do you think they’re here? What is this place?”

Slowly, haltingly, the other crystal figures came nearer. They stood near the group of Graymoor residents and otherwise did nothing. It was a mixture of male and female sculptures, and the detail from whoever sculpted them was astounding. Up close, the villagers could see individual folds in cloth, and each face had its own distinct personality.

Umur edged away from them, close to the pool’s edge, and peered downward.

“Looks like jewels or gems of some kind,” he said gruffly, but his voice was tinged with amazement. “On the bottom of the pool. Glowing gems, if I’m seein’ it clearly.”

“I wish that our jeweler Egerth was here,” Bern Erswood said. In his leather armor and holding a spear of jet black, he looked the most like a warrior of any of them. The well-liked herbalist squinted, trying to see though the shimmering water clearly, then looked up to the group. “Where is Egerth, by the way? Did the fire get him?”

“No,” Ethys Haffoot said, the single word dripping with venom. “Selfish bastard watched Giliam die and closed the door in me face.

“Should– should we go back? Find him?” Veric asked in a small voice, not standing on the pool’s edge but stroking the back of a crystalline figure like one might a cat.

“No,” Ethys replied immediately. “He deserves whatever he gets. Bastard!” And then the young halfling burst into tears.

Councilwoman Leda moved to embrace her, and Ethys melted into the hug. Ethys cried for several minutes, face buried in the woman’s enameled, scaled breastplate, while Leda patted Ethys’ twin braids.

“I’m sorry about your brother,” she said gently. After a long while, Ethys stilled and sniffled, pulling herself from the councilwoman and nodding in thanks.

Hilda stood next to Umur and the two of them continued to peer into the water. “If those are jewels, shouldn’t someone dive in to get them?” she asked. “Isn’t that what Old Bert said? We could change our fortunes? It doesn’t look so deep.” She looked around at the others helplessly, eyes pleading and clearly not interested in exploring the water herself.

“I can do it,” announced Ethys, wiping her nose with a sleeve. “Even with me foot, I s’pose I’m the best swimmer here.” It was true, they realized. Ethys and her brother had spent their entire lives up and down the Teawood River.

“If Veric is right,” Umur grumped. “This smells like a trap t’me. Soon as you dive in, lass, I suspect these statues’ll be a lot less friendly. Or somethin’ else more horrible.”

“It’s worth it, though, yeah?” Ethys said with chin raised proudly. “We can’t have come here for nothin’.” And without further conversation, she handed her tall spear to Erin and dove gracefully into the pool.

As Ethys’ body disappeared below the water’s surface, the statues did not move or change their behavior. Neither did the chamber fill with poisonous gas, spikes drop from the ceiling, or any number of other visions that filled the villagers’ imaginations. Instead, after a dozen heartbeats Ethys gasped to the surface. She was grinning as she swam leisurely to the pool’s edge, legs moving like a frog.

“With me knife I got a couple free!” she announced, tossing them to Umur’s feet. “Must be hundreds of them down there. Be right back!”

Umur knelt, grunting with the effort, and plucked one of the jewels from the floor. Hilda picked up the other one.

“Looks valuable, yeah?” Hilda whistled. Umur grunted in assent.

Ethys was indeed a capable swimmer. She stayed below the water far longer than the others likely could have managed, and each time she surfaced she tossed more beautiful gemstones to the floor at their feet. What was initially two jewels became ten, then twenty, and each one a luminescent white and beautiful.

The halfling mariner surfaced, paddling closer to the edge and for once not depositing any treasure to the pile.

“Is that all you can pry loose, then?” Hilda asked, marveling at the gems in her meaty palm. “A good haul.”

“Oh, I could get all of ‘em,” Ethys said, looking worried. “Only, I think pryin’ ‘em loose is doin’ somethin’.”

“Doin’ what, then?” Umur frowned deeply, thick fingers scratching at his beard. His eyes scanned the chamber in alert.

“I think– I think the water’s drainin’ out,” Ethys replied, swiveling her head up to the dwarf. “I’m leavin’ holes on the bottom of the pool.”

As she said the words, they all realized the truth of it. The pool was already several fingerspans lower than it was when the brave halfling had first jumped in, and there was an almost imperceptible hum of water like a drain in a washtub. Councilwoman Leda turned to Umur. “What does it mean, master stonemason? Anyone?”

The room looked back at her, blank-faced and shrugging. Certainly, the crystalline figures hadn’t changed their behavior; the translucent creatures huddled near members of their group passively and silently, seemingly unperturbed by either the stolen jewels or draining water.

“I suppose the water leaving is a good thing, then,” Hilda offered hesitantly. “It means it’s easier to reach the gems, right?”

“Alrighty, then,” Ethys said, and disappeared again beneath the surface.

For several more minutes, Ethys did her work. Leda and Bern, meanwhile, joined Umur in scanning for danger, her standing by the dwarf’s side and him wandering around the pool’s perimeter. Erin and Veric spent their time talking and interacting with the crystal figures, to no obvious effect. Hilda, meanwhile, never took her avaricious gaze from the growing pile of jewels at her feet. With wonder, the baker knelt and ran her fingers through the gemstones, counting quietly.

“That’s forty-five of them,” she breathed excitedly. “We’re truly all going to be wealthy, aren’t we?”

Umur grunted skeptically.

Bern, meanwhile, had made his way to the northeastern corner of the long, rectangular room, where the second door stood closed.

“Should I open it?” he called in a low, loud whisper.

“Absolutely not!” Umur’s bushy eyebrows climbed his forehead. “By the gods, man! Once Ethys has the rest of the gems, we leave! We’re not heroes!”

At this point the water level in the pool was only knee-high. Rather than dive, Ethys stooped down to work her knife. When she had another handful, she straightened to her full height, dripping, to make her way back to the pile at Hilda’s feet.

“Five more for ya,” she grinned. It’s getting easi–”

Her words cut off as a giant THUNK! echoed in the chamber. Ethys cried out as she stumbled. Everyone’s eyes bulged with alarm.

“What was that?” Erin gasped.

“The floor–” Ethys splashed her way, stepping with high knees, to the shallow pool’s edge. “It buckled! I think pulling the gems is making it weaker or–” And then another THUNK!

Hilda frantically grabbed as many loose gems from the floor as she could manage. Ethys deftly swung up and grabbed a large piece of folded sailcloth she’d brought, helping collect the shining jewels.

“Hurry, hurry!” Hilda yelled. “Help us!”

Leda and Umur rushed to comply, but Erin and Veric were rushing north to Bern’s side.

“This way!” Bern yelled to them across the chamber. “I’ve opened the door! It’s a stairwell!”

Leda was about to argue that they should escape the way they’d come, but then a sudden vision of that enormous statue, finger outstretched, filled her mind. She cursed.

“Let’s go. Follow Bern,” she urged. Umur helped her up, both wincing in pain from their earlier wounds. A quick glance and she saw that the water was almost gone now, draining quickly out of the holes left by fifty missing jewels. “We should hurry,” she panted.

As they all rushed to the doorway, the crystal figures shambled haltingly, following. They moved at a quarter of even the club-footed Ethys’ speed.

“Do we wait for them?” Erin asked, concern in her eyes back at the crystal figures.

There was another shudder from the pool’s floor, echoing.

“No,” Councilwoman Leda said with finality. She slammed the wooden door shut behind her.

As Bern had described, a spiraled staircase awaited them all, plunging down into darkness. Something from the pool room crashed and boomed.

They descended.

IV.

“I can’t see anything,” Hilda Breadon gasped in the darkness. “We– we have to stop.”

Seven Graymoor residents bumped into one another in a halting, huddled column, all breathing heavily from the surge of fear from escaping the pool room.

“Does anyone have a torch or lantern?” Councilwoman Leda asked. Her burned and painful back pressed against the rough stone of the wall through her black-scaled armor, seeking solidity and support in the dark.

“The halflin’s an’ I don’ need it,” Umur panted. “But this might work for the rest of ye.”

Soft white light filled the space as the dwarf opened his palms to reveal the glowing jewels Ethys had retrieved.

“Ah,” Hilda chuckled. “Ya, those work.” Soon more light spilled into the cramped staircase as she held a handful of the beautiful, spectral gems.

Ethys followed suit, then the councilwoman. They passed stones to Verik, Erin, and Bern. Soon all of them had at least a few of the luminescent jewels, which banished the shadows as well as any torch.

They stood on a descending, spiraled staircase, the stairs wide enough that they could almost walk two abreast without their shoulders scraping against the stone. Almost, but they assembled themselves single file to proceed down to the lower level of this palace-beyond-the-portal. Councilwoman Leda maneuvered herself to the front of the line. Umur and Bern followed protectively behind her, gripping weapons in one hand, glowing jewels in the other.

At the bottom of the stairs, the residents found themselves in a long, narrow room, perhaps ten steps wide and five times as long. A door, iron-banded and wooden as all the others, stood firmly closed at the far end of the room. The room itself was bare except for ledges that ran the length of the long walls. Veric, short even for a halfling, stood on his tiptoes to peer up and into them.

“Um,” he whispered in a small voice. “What are those in– oof! What are those in there?”

Bern raised his handful of the glowing gems near the ledge and squinted. “Huh, good eyes you’ve got there. Little soldiers. Made of clay, if I’m not mistaken.” He plucked one from its place and handed it to the haberdasher. Veric made a pleased sound as he turned the soldier over in his hand.

As the group moved towards the door warily, Hilda lingered behind. Tongue lodged between her lips in concentration, she brought the glowing jewels up to peer into the ledge nearest her. Her eyes darted left and right, scanning the clay figures. The baker quickly let out an excited yelp.

“I found some silver ones!” she whooped, not at all whispering. Hilda had to tuck the rolling pin into an armpit as she displayed what she’d discovered. Sure enough, they were small figures of soldiers, like the one that Bern had handed to Veric, each as long as a finger. Yet the four Hilda held up gleamed metallically.

For several minutes the other humans searched the ledges, but to no avail. Hilda had spotted the only obvious treasures and seemed none too eager to give them up. She proudly tucked the figures beneath her breastplate and blouse, smiling broadly the whole time. “For safe keeping,” she chuckled, patting her armor.

“Away with us then,” Umur grumbled. “See if tha’ door can lead us out or if we ha’ to go find out what all the crashin’ was about upstairs.”

“I’m certainly ready to leave,” Councilwoman Leda nodded. The others agreed, and, with a quickly held breath, Leda opened the door.

The room beyond was as breathtaking as it was intimidating. As large as the room with the giant statue and the pool room combined, the cavernous space was thrice tiered. An oversized throne rested upon a raised dais at the back, and seated upon the throne was a large clay statue. The warlord on the throne looked to represent the same person above that spewed fire from its fingertip–barrel-chested and wearing animal hides and charm-laden necklaces, with a heavy sword at his hip. The deadly stone statue above had been thirty feet high, and this clay one was perhaps half that size and seated, yet no less intimidating. Atop the throne, light pulsated from a crystal globe, illuminating the entire chamber. Absently, mouths agape, the residents tucked the glowing jewels away.

“That orb is sure pretty,” Hilda mumbled to no one in particular.

Below the dais, at floor level, seven other clay statues–these taller than a human but smaller than the figure on the throne–stood motionless. Each looked fierce and distinct from the others, carrying a variety of clay weapons in menacing poses. Below them, in a huge sunken pit that ran the length of the room, stood an army of clay soldiers, all the size of a human, their identical clay armor and spears seemingly ready for war.

The ceiling above had partially collapsed, sending debris and water into the sunken pit. Carnage from the collapsed ceiling had settled, though dust still drifted through the air. Many of the clay soldiers lay broken or canted to one side, and all of them were slick and in various ways like melted wax, presumably from the water that was now a pond at their feet. The pool room, they realized, must have been directly above this one, and the crashing they’d heard earlier had been the collapse. A pang of guilt ran through Hilda, Erin, and Bern at the thought that they had utterly ruined not only the beauty of the shimmering pool, but this majestic statuary garden. Councilwoman Leda, however, could see only Little Gyles’ dead, empty stare and cared nothing for the carnage before her.

Suddenly, the large figure on the throne jerkily and mechanically raised its arm, pointing at the doorway in which Veric, bringing up the rear of their line, stood. In reaction, the seven figures at floor level snapped to attention and mimicked the gesture, their fingers leveled at the party of villagers.

And then, with a yelp from Veric and scream from Hilda, the entire army of damaged clay soldiers lurched into motion.

Quick-witted Erin Wywood, town councilor’s daughter and local minstrel, was the first to act. While the others stood goggling at the army rising up before them, she kicked at the lip of the pit into the head of a rising clay soldier. Like a log briefly surfacing in swamp water and then sinking below, the soldier toppled backwards and into the soldiers crowding behind.

“Get to the one on the throne!” she yelled at the others. “It’s controlling them!” Against all sense of reason, the girl then began jogging her way around the edge of the pit, deeper into the room, as clay soldiers rose up all around her.

Veric, wide-eyed and clearly near panic, followed close behind her. As he passed a rising soldier he flailed with his iron scissors, missing it by a country mile. Cursing and screaming, Hilda was right behind him.

Without realizing she was doing so, Councilwoman Leda Astford pulled her father’s longsword free of its scabbard. Yelling in fear and pain, she swung at the first clay soldier climbing out of the pit nearest her. She had never swung the sword, however, and misjudged its length. The blade sailed in front of the oncoming figure ineffectually.

Clay soldiers were boiling out of the pit on all sides, many missing arms or large chunks of their heads from the fallen ceiling, with legs soft and distorted by the water filling the hole. Some within the pit listed and fell without rising again. It was chaos, and every one of the Graymoor residents yelled or screamed in visceral peril.

Roaring, Umur lashed out with the shortsword he’d plucked from Mythey’s corpse before even entering the portal. How long had it been, he wondered abstractly. Two hours? More? The dwarf cleaved an oncoming soldier nearly in two as it toppled, inert. To his right, Ethys and Bern stabbed in tandem with their spears, pushing two soldiers off the ledge of the pit and into the muddy slurry below.

Out at the edge of the pit, halfway to the warlord sitting motionless atop his throne, Erin swung wildly and then, panting, stepped back. Veric leapt forward, both hands holding the ends of his scissors, and plunged them into the clay head of a soldier while Hilda bashed one aside with her rolling pin. Soldiers crumpled and slumped, even as more used their bodies for purchase to climb out of the pit.

Councilwoman Leda faced a trio of soldiers. The grip on her father’s sword was slick with sweat, but she had the balance and length of the weapon now. Drawing inspiration from the others, she screamed and cleaved a soldier’s head from its clay body.

She shouted triumph as the soldier fell to one side. In that moment, Leda felt like a warrior of old, black-scaled armor shining under the light of a mystical orb as she struck foes with her ancestral longsword, all while some alien warlord god looked down from his throne. She wished her father could see her now, like an avenging angel of battle.

“Ha! Did you see, Umur?” she shouted, then felt a sudden, sharp pain in her back.

“No!” Umur yelled, eyes wide. Leda looked down, confused, to see the clay spearhead protruding from her chest, and then thought nothing at all.

Erin watched the councilwoman fall to her knees and then face-first to the stone floor, a clay spear protruding from her back. Umur was swinging his sword, beating back soldiers as they crawled out of the pit in a vain attempt to reach her fallen form. Bern and Ethys were near him, stabbing with their black spears. Ahead of her, Hilda swung her rolling pin and Veric his scissors.

But a tidal wave of soldiers were climbing up ahead of them all, blocking the way to the warlord on the throne. The odds were impossible, and Erin realized with fatal certainty that they could not survive the dozens of clay soldiers.

Using a voice honed by countless hours of singing, she called out across the cacophony of battle. “Into the pit! Dive into the pit!”

Dagger in hand, Erin took her own advice. She leapt into the pit, stumbling in the knee-high water across ceiling debris and half-dissolved clay figures. The minstrel moved away from the edge and any spear thrusts. A splash from Veric signaled that he had followed her lead, and then a thunderous crash and whoop as Hilda joined them.

The three shouted for the others to follow. Ethys dove as nimbly as she’d done in the pool above, despite the shallow water and debris. Umur, roaring, landed directly atop a soldier in the pit. The impact of dwarf on soft clay utterly crushed the thing.

Bern readied his leap, but not before a spear clipped his side. He turned to face the soldier attacking him, which allowed another soldier to jab out. The herbalist died under a barrage of blows, mere fingerspans from the edge of the pit.

The clay soldiers that remained in the slushy, muddy pond had lost much of their cohesion and moved sluggishly, but they were still threats. Erin ducked under a swing from one. Hilda blocked another spear with her rolling pin.

“Veric! Behind you!” Ethys yelled out. The haberdasher spun and made a brief squeal as the spear thrust through his neck. Soldier and halfling went down beneath the water’s surface.

The flood of soldiers had become a trickle. Several slogged slowly towards them, but often the water took their legs and they fell face-down into the slurry. Other clay soldiers moved from the pit’s edge back in. Their numbers were manageable now, though whether the ongoing damage from the water would destroy them before they impaled the remaining villagers remained to be seen.

Two soldiers made it to either side of Hilda. As they pulled back their spears to attack, they slumped like melting candles.

“Keep going!” Umur urged them on, though he labored with his wound and fatigue. “To the back! To the throne! Keep them in the water!”

Panting, laboring, and terrified, the four Graymoor residents slogged their way to the far southwestern corner of the pit. Clay soldiers moved awkwardly towards them, stumbling, falling, and never rising as they went. Eight soldiers became six, then four, then two.

A mere handful of feet from the villagers, all huddled in a corner with weapons raised, the last soldier collapsed.

Without pausing, Erin pulled herself up and out of the muddy mess. Hilda followed, then turned to pull Ethys and Umur up.

“Careful,” the minstrel cautioned. “Now the generals might attack.”

At this alarming statement, the others leapt to a defensive formation, weapons ready.

But nothing moved. The warlord on his throne and generals assembled at his feet had been merely the catalysts to activate the clay army. The statues simply stood, fingers pointed accusingly at an empty doorway far across the cavernous room. That is, until the residents of Graymoor destroyed them with repeated blows to their clay bodies. Eventually, not even the giant warlord on the throne remained.

Only then did they relax, hands on muddy knees. Of the twelve who’d assembled around the portal beneath the stars, only four remained.

V.

The moon is barren,” Erin Wywood sang with her mournful, strong voice, clutching the charm around her neck fervently, head bowed and eyes closed. Her companions, now only Ethys Haffoot, Hilda Breadon, and Umur Pearlhammer, surrounded her in silence. All of them were caked in dried mud and blood.

The moon is old.

The moon is knowing.

The moon is cold.

Its light a mirror,

And moves our souls.” The minstrel opened her eyes as this last word lingered, and they were brimming with tears. She looked around at the bodies arrayed before their small gathering. They had worked together to drag them here, at the foot of the giant throne.

“Leda Astford. Bern Erswood. Veric Cayfield. May these souls find you in the heavens, Shul, God of the Moon, Dancer of the Half-light Path, Husband of the Three. May you also shepherd Giliam Haffoot,” at this Ethys choked a sob. “Gyles Teahill, Finasaer Doladris, Mythey Wyebury, and Egerth Mayhurst.”

The halfling snarled. “No! Not him. Let Egerth burn in an undying hell.”

Erin sighed and nodded sadly at Ethys, which seemed to mollify her. “May these souls find rest in your domain among the stars, and may you find good use for them in your celestial domain. May your light banish the Chaos in darkness and remind us of a brighter day. May it be so.”

“May it be so,” the others repeated.

Erin released the silver crescent moon in her grip. “Alright,” she said wearily. “Thank you all. Now, do we explore the door that Umur found behind the throne, or do we leave this place as best we can? There are only four of us now. It should be a group decision.”

The others cleared their throats and looked around the vast chamber. Shattered clay pieces and slabs of mud were everywhere, littering the throne, floor, and shallow water of the pit below them. Only hints at the vast army of soldiers remained; clay arms, hands, broken spears, and half-heads were scattered around the floor. In the pit was only brown, thick water and chunks of the ceiling above.

“You said you thought the door led to treasure, didn’t you Umur?” Hilda asked. She had dropped her rolling pin and held in both hands the glowing orb from atop the throne, big as a small watermelon and seemingly made of pure crystal. This close, the pulsating light was harsh and cast deep shadows on Hilda’s face and arms.

“It’s me best guess,” the dwarf sighed. “Whoever built this place would hide the vault behind the throne. But, mind, it could be trapped as well. The door was not easy to find.”

“I suspect it is trapped,” Ethys frowned. “Everythin’ in this cursed place is trapped, eh?”

“I agree,” Erin conceded. “We have jewels from this place we’ve salvaged, silver figurines, and a magical orb,” she nodded at Hilda. “Plus armor and spears better than anything we could forge in Graymoor. It’s enough, isn’t it?”

Hilda frowned, clearly the dissenter. She looked at the others in turn, then eventually puffed out her breath in a mighty heave.

“Alright, alright. We leave it. I’m sure you’re right that it’s trapped, and we’ve seen enough death to last our lifetimes. Imagine what this place could be hiding…” emotions warred on the baker’s face. “But okay. Alright. We leave it.”

Erin nodded. “And we do not explore the rooms on either side of the giant statue, either, not the one Councilwoman Leda and Bern opened, nor the one Egerth disappeared into. We are retracing our steps as best we can and getting out of here. Yes?”

“Okay, but how are we getting past that giant statue without getting burned alive?” Ethys asked, tamping the end of a black spear on the stone.

“I’ve been thinkin’ on it,” Umur said. “May have an idea there.”

The dwarf had strapped Councilwoman Leda’s ancestral longsword to his belt on the opposite hip from Mythey’s shortsword. He, Hilda, and Erin all wore the black-scaled mail from the spear-throwing statues. Ethys declined to peel the armor from Leda’s corpse, but she was happy to take Bern’s spear and have two of the weapons. Erin, meanwhile, had taken Veric’s iron scissors, not as a weapon or tool but as something to bury when they returned to Graymoor. They had all agreed that they couldn’t realistically bring the bodies of the other residents with them.

“Let’s go then,” Umur announced.

Slowly, painfully, the four companions made their way from the large throne around the pit and out the way they’d come. Hilda glanced back at the throne, where a door lay open behind it, and sighed heavily. Then she followed.

The pulsing orb banished the darkness in the long, wide room containing the miniature clay soldiers on its ledges. As they passed through it, Ethys wondered aloud.

“Who built this place, then? That guy from the statues… seems a wizard, yeah? But also a warlord. Where is he now, d’ya think?”

“I don’t suppose we’ll ever know,” sighed Erin. “Some knowledge is not meant for mortals.”

Hilda harrumphed at that, disagreeing but choosing not to say so explicitly.

“Quiet now,” Umur growled. “We don’ know if the room with the pool is still there, or what effect it’s had on those crystal people.”

They climbed the spiral staircase to the closed door at its top, which Umur opened hesitantly. The room was indeed still there, but no longer lit by shimmering gemstones beneath rippling water. Instead, Hilda’s orb showed that the long, rectangular pool had fallen away below, but the rest of the floor was intact. Stone walkways interspersed with tall, floor-to-ceiling pillars, allowed them to stay wide of the now-gaping hole where the pool had been.

The crystal figures remained unharmed, and they shambled their way towards the companions. Erin hoped they could bring the strange creatures with them to Graymoor, but once they moved towards the door to the giant statue, the crystalline humans edged away like frightened animals. They would not step closer than five strides from the exit, and nothing the companions tried could convince them otherwise.

“Do we force them, then?” Hilda asked.

“No,” Erin sighed. “I suppose we leave them here, in their home. Like everything else in this place, I have no idea if that’s the noble decision or not.”

“I’m still wonderin’ how we aren’t gonna be cooked by the statue,” Ethys muttered.

“Calm yerself, lass,” Umur grumped. He was wheezing in pain from his shoulder wound and a mosaic of smaller hurts. Mud caked his broad beard and armor. “I’ll go first. This is all based on it not cookin’ me when I first open the door. If it acts like it did when we first arrived, though, I’ll try me idea.”

The dwarf placed a bloodied, dirty hand on the latch and pulled. The door opened.

There was the enormous stone statue, dominating the square room. Its outstretched finger pointed directly at the doorway in which Umur stood.

After several heartbeats, the dwarf exhaled. “Alright, good. Let’s go then.”

Ethys hobbled in on her club foot and made her way to the burned lump that was once her brother. She sank to her knees, dropping the two black spears in her hands, and wept. Erin lay a hand on Umur’s uninjured shoulder.

“I’ll go be with her,” she said in a low voice. “What’s your plan, Master Pearlhammer?”

“I need to look at the base,” he said. “And I need one’a those spears.”

Erin nodded, leaving him to examine the base of the enormous statue. Hilda followed Umur, providing light with her glowing orb. Their footfalls and Ethys’ sobs were the only sounds in an otherwise silent space.

Without saying a word, Erin plucked the spear that was briefly Giliam Haffoot’s from the floor and brought it to Umur. Then she returned to Ethys and crouched down at her side. If the minstrel had prayers to her Moon God at the ready, she chose to reflect on them silently. Instead, she merely sat with the halfling while she cried and shuddered with grief.

A long while later, the light from Hilda’s strange orb grew closer. Umur stood at her side.

“I’ve done it, then,” the dwarf said, clearing his throat. “We can go now, or at least try.”

Ethys sniffled and nodded. As she rose stiffly, she hugged Erin tightly for several heartbeats. When she let go, Ethys looked up gratefully.

“Thank you,” she whispered. Erin nodded, a sad smile on her face. A memory flashed of Leda comforting Ethys immediately after her brother’s death, and a pang for all they had lost today ran through the young woman.

“So,” Ethys said shakily. “What’s the plan, then?”

Hilda answered for him. “He’s hammered one of the spears in the place where the statue rotates,” the baker said proudly, as if she’d done the work herself.

“Do you think it will keep it from turning?”

Umur shrugged, then winced in pain at the motion. “Hard to say. But it should at least give us time to leave. The exit is the opposite of where he’s pointin’, so even if it just slows the thing we can make it.”

They all wandered over to inspect the dwarf’s handiwork. Indeed, one of the black spears now jammed into the crease between the statue and its base. The stone around the shaft had been chipped away to give the spearhead better access to the mechanisms within.

“Are we sure we don’t want to explore the side doors, then?” Hilda asked, then blinked at the dark looks the other three immediately shot her. “Alright, alright. Let’s go home.”

They assembled around the southern door, with the statue’s broad back looming above them from the center of the room.

“When I place me hand on the door, crowd forward. I don’ know how much time I bought us.”

They all nodded.

“On one,” the dwarf rumbled. “Three. Two. Go!”

He threw the door open as the statue began to turn. A sound like a mallet striking a large iron rod echoed in the hall, then again, then a mighty CRACK! that set everyone’s teeth on edge. They pushed through the doorway and, Umur and Erin slammed it closed. Beyond the door they heard the telltale hiss of the flame from its fingertip. The door grew hot, and they all stepped away, panting.

None of the others had ever seen the dwarf whoop in joy, but he did so now. The relief of surviving the warlord’s death trap was palpable, and for a while they all hugged and cheered and, eventually, cried again.

“That’s it, then,” Hilda beamed, cradling her orb with both hands. “We can go home now.”

“If the portal’s still open, ya,” the dwarf chuckled.

At that statement they all grew immediately silent.

“What?” Ethys stammered. “Do you think it may have closed?”

“I… uh,” the dwarf said delicately, scrubbing at his beard with one hand. “It only opened with the star directly overhead, so I don’ know.”

“There is only one way to find out,” Erin said soberly. “And I believe it will be open. We’ve done all of this under Shul’s watchful gaze. It won’t have been for naught.”

The others clearly did not share the minstrel’s faith, but they hustled to the door facing them. Lining the wall behind were statues with arms cocked back, now armor-less and without weapons.

Umur did not pause for ceremony. As soon as he’d reached the door he unlatched and threw it open.

A long hallway greeted them, and at the corridor’s end was a blue-limned, shimmering doorway with night sky beyond.

The air felt cooler and crisper than they remembered. The villagers laughed and hugged again as they made their way outside, then grew more sober as they saw the bloody body of Little Gyles and the burned, stripped corpse of Mythey.

For her part, Erin Wywood looked up at the blue star, what Old Bert Teahill had called the Empty Star. It twinkled and gleamed overhead. Then her gaze shifted to the full moon, bathing the old stone mound with pale light. Indeed, for the first time she realized that the orb Hilda held was like its own miniature moon and would banish shadows wherever she brought it. In that moment, the full divinity of their harrowing, miraculous experience flooded her. She felt without a doubt the divine guidance of Shul steering her and her companions’ movements, from agreeing to join Leda’s expedition earlier in the day to now.

“Thank you,” she whispered to the sky. Then, with newfound appreciation, she looked to Umur, Hilda, and Ethys, all tear-streaked and inviting her to join them.

Under the light of the full moon and Hilda’s orb, Empty Star twinkling blue overhead, she did so.

VI.

a.

Hours later, long after the Empty Star had moved its way across the starry sky and the companions had limped home, the ravaged body of Egerth Mayhurst lay sprawled in a wide pool of dried blood across a stone floor.

The room itself was a rectangle, a fraction the size of the one outside its lone door, where the giant statue pointed its accusing finger. This room’s walls were adorned with seven shrouded alcoves around its perimeter. Next to each alcove hung a primitive funeral mask, each distinct but shaped and painted to look more simian than human. Within these seven darkened burial chambers, pristine weapons, shields, and scraps of armor lay alongside ancient skeletons. Such were the full contents of the room: Seven masks hanging outside of seven alcoves, each with a long-dead warrior within, and Egerth’s bloody corpse.

Even if the once-jeweler had discovered the weapons, it is unlikely they would have saved him from his grisly fate. Egerth’s murderers had been both swift and thorough. His blood-soaked clothes were ripped everywhere, revealing jagged claw marks on the flesh beneath. His chest yawned open, shards of bone reaching to the ceiling around a jagged hole where his heart had been. An arm lay near his torso, unattached by anything but a line of gore. One leg had nothing below the knee, and the other bent at an unnatural angle. Half of Egerth’s shrewd face was gone, including his bearded jaw, but the one remaining eye bulged in horror as it stared vacantly upwards at nothing.

Most conspicuously, seven trails of blood and tattered flesh spread out from the wide, crimson pool, each disappearing into one of the alcoves.

Egerth’s body lay like that, untouched and rotting, as the funeral masks stared down with simian patience.

It would be days until a broken finger twitched, and the corpse began to moan.

b.

Fire crackled and Umur Pearlhammer regarded it silently, unblinking. His dwelling differed from most Graymoor residences, with its stone construction, arched doorways, large entry hall, and sizeable hearth. To Umur, the house reminded him nostalgically of his youth spent below the earth. Never mind the cramped bedroom and kitchen, or the lack of windows that made it seem more cave than house. The space suited him.

It had been a week since Old Bert’s blasted portal, with its treasure and mysteries and death everywhere. Each day since, late in the afternoon, he’d gruffly fled the constant chatter, the mourning and marveling, the requests to tell the “story of that night” for the hundredth time. Insistently alone, he would quest about the Graymoor outskirts for dry wood. By nightfall he would begin the fire, larger and hotter than necessary for the season. Then Umur would spend the long, dark hours watching the flames in contemplation, orange light dancing across his grim, sweating face.

Arrayed across the floor between the hearth and his feet were several items that he had not touched in a week. A full suit of ebon mail lay in pieces, its scales matte and unlike anything he’d seen forged below ground or above. The helmet looked to Umur like the top half of a charred demon’s skull, a single piece of black metal with horns curving from either side and a fluted nose guard. Scattered amidst the armor were jewels, gleaming white in the firelight. And there, nearest Umur’s touch, the cruciform hilt and pommel of the Astford family’s ancestral sword, the blade sheathed in a worn, leather-strapped scabbard. Leda had no living family to whom he could return the weapon. It was his now, everyone insisted, like the other items splayed out before him.

Anyone looking at the white-haired, gnarled dwarf would conclude that he was grieving the councilwoman and all the others in his own way. No doubt that’s what his neighbors believed, and why they gave him unmolested privacy each night and greeted him so tenderly the next morning when he emerged from his stony refuge.

They could not know that in truth a war was being waged within Umur Pealhammer’s heart. On one side of the war were awful memories, memories of chopping the softened heads from clay warriors in desperation, of friends’ death rattles as they choked on their own blood, of the ripe smell of fear all around him, and of the sharp pain as a black spear protruded from his shoulder. These memories, all recent, mixed with older ones, of men with the heads of beasts dying on the ends of dwarven halberds, of cleaving a tentacle the color of a bruise with his axe as it squeezed the breath from him, and of the awful, keening screams of his family as they burned from magical fire.

Warring with these memories within Umur’s heart were visions, and the unrelenting pull of his calloused hand towards the hilt of Leda’s sword. He saw himself caked in iron and gore as he drove Leda’s blade through the last, vanquished beast man. He heard his own voice, raw with passion, singing a dwarven battle hymn as he mowed the forces of Chaos down before a castle wall. He smelled gold and ale in staggering amounts as his allies deafened him with their cheers. And the vision he returned to again and again, like a thread weaving together the tapestry, was of returning to Arenor, the Republic of the Sapphire Throne, to restore his family’s name.

So it raged, the war between traumatic, painful memories of what had been, and bold, glorious visions of what could be. Umur had thought the war over, that he had long settled on his path. He had been content, in a way, hadn’t he? And then came that blasted portal, stirring every dream he’d thought forgotten. Blast Old Bert and blast himself for joining Leda’s flight of fancy. Surely he was too old now to wield a sword, wasn’t he? Except that he’d survived the portal, and the others credited him for his clear head and leadership, saying that he was a key reason any of them had lived. Perhaps, then, he wasn’t too old for those visions to become real. Perhaps.

Umur watched the flames dance in his eyes. His face was as impassive as stone, his eyes unwavering.

It was his hand that betrayed him, clenching and unclenching, eventually reaching for the sword.

c.

By dawn’s light, Ethys Haffoot walked to the small, rickety plank that Graymoor called a dock. Her right foot curved like a crescent moon and caused her to swing her hip, a distinct and uneven gait characteristic of her entire family. Not that Ethys had any family left, really. She sighed at the thought.

Her little skiff sat gently bobbing in the Teawood River, empty. In days gone by, her brother Giliam would already be there, tying down their gear to the flat bottom, making as much room as possible for the crates of tea leaves that they’d pick up from Teatown far upriver. She knew well that everyone considered Ethys the brains of their hauling business, but Giliam had been the heart of it, always awake before the sun and working until he collapsed at night. The vivid image of her brother’s face, covered in sweat and smiling, caused her to stagger and stop a moment. For the thousandth time in the past month, an unexpected sob tore at her throat and vanished as quickly as it had arrived. She wiped her eye of the single tear that gathered there.

“I– I can’t do this,” she growled to herself. “Dammit all but I can’t.”

Thanks to the portal beneath the Empty Star, Ethys did not need the coins from hauling tea. Her handful of glowing jewels would get her anything the village could offer, never mind the goodwill of grateful and pitying neighbors who were all too eager to provide her free food, drink, and shelter, the only price another story from that fateful night.

Even if she’d wanted to continue her excursions, though, she could not have done the job alone. She needed Giliam, or someone else who could provide little enough statue to fit in the small craft, tireless labor, and good humor. Ethys could almost—almost—imagine posting something in Teatown and finding a halfling who might have interest in experiencing the human world downriver. Every time she thought of it, though, a deep wave of fatigue filled her body, sometimes so strong that she would yawn and find a place to nap. No, there was no joy in continuing the life she had led here. Her normal life had died with Giliam, by fire from the outstretched finger of an alien warlord.

What, then, was her life? She couldn’t stay in Graymoor, but the thought of returning to Teatown to live out the small life it offered, with halflings who’d never been beyond the town’s borders, made her want to scream. Neither place held her future, whatever new life lay beyond Giliam’s death.

Ethys wiped away a second tear and straightened the bandana on her brow. For perhaps the twentieth time since returning to Graymoor, she had approached her skiff and failed to make it aboard. Yet this time, at least, she had made a decision. No more hauling for her. She would find someone to buy the boat, or perhaps even give it away. Then she would set about leaving Graymoor, to where she did not yet know. Perhaps Umur could teach her to competently use a blade before she left. Yes.

Nodding once, she turned her back on Graymoor’s dock. With a small spark of intention sitting atop the dry kindling of despair, she sought out the dwarf’s stone home.

d.

Erin Wywood looked up, annoyance on her young, freckled face, when someone knocked at the door.

“Granddaughter?” a muffled voice carried from beyond the door. “Your parents have called me to speak with you, child. They are… concerned.”

Erin blew a curl of hair from her face and stood, groaning. How long had she been crouched there? Her back and legs protested that it had been far too long. She blinked and looked out of her small window. Was it night already? Erin rubbed at her eyes and stretched before opening the bedroom door a crack.

There was Councilman Wywood, grampa, looking down on her with a furious scowl. He no longer had hair atop his head, but the sides were white and long and stuck out everywhere. His white eyebrows were similarly untamed and exaggerated his disapproving stare.

“What are you doing in there?” he scoffed, clear that no good answer was possible.

Erin returned the look, unblinking. “Praying,” she said simply, and moved to close the door.

“Now listen here!” he protested. “You cannot spend every hour in your room, child! You’ve had a fright, we all understand, but it’s done. Now is the time to be with family.”

She shut the door firmly. “It’s been over a month!” he shouted, muffled, through the wood. “And why is there paint on your face!? Erin? Erin!”

Fingers slid the lock shut as he continued to sputter beyond. Unperturbed, she returned to her work.

Spread out across the floor were segments of armor—cloth garments with many small, individual scales laced together to look like a fish or reptile—plus paint pots, water, rags, and brushes. Most of the armor was the same white as the paint and brushes, but a few pieces were an ominous, matte black. Erin sat cross-legged and selected one of these ebony items, a pauldron meant to cover a warrior’s shoulder.

Deftly, she snatched a brush lying on a cloth rag and dipped it into the paint pot near her knee. Beyond her door, she could dimly hear grampa yelling at her parents.

“The moon is barren,” she hummed in a low, clear voice. “The moon is old.” Unerringly, the brush moved across the armor, turning it white.

Erin did not realize that it was fully dark in her room now, and her eyes shone with a pale, luminous glow as she worked.

e.

Hilda closed the shutters of her home with practiced ease. She’d already given her unbought items to Redor from the Beggar’s Alehouse, cleaned her kitchen, and prepped ingredients for tomorrow. Thanks to farmer Beeford, she still had an abundance of peaches, so tomorrow she’d decided to bake peach cobblers in addition to her usual items. Hilda knew several people who would be delighted.

She wiped her hands on her stained apron before removing it. Hilda wrinkled her nose. There was washing to do, but not tonight. She’d do it tomorrow. Tossing the apron aside, she turned to her bedroom with anticipation in her tired eyes.

Without cleaning face or hands from the day, Hilda removed her clothes and donned her nightgown. Everything she’d done today had been rote, like an ox pulling its cart. She baked her wares, smiled when it was required, made small talk with her neighbors and patrons, and performed her necessary chores. To anyone paying close attention, however, the shadows beneath her eyes had grown darker each day, a yawn always barely contained behind her lips. She’d lost weight, too, giving more unsold items to the Alehouse and rarely eating them. If anyone had noticed, none had brought it to her attention. They must have thought she was still recovering from her ordeal from the night in the portal. They could not be more mistaken.

Hilda sat cross-legged on her bed and carefully uncovered the item beneath her blankets. Shimmering light filled the room. There, in the center of her mattress, sat a crystal orb the size of a small watermelon, its pale light casting dancing shadows around the room. Her eyes sparkled at seeing it, the smile on her face genuine and wide for the first time today.

“Hello,” she whispered, caressing the orb lovingly. “Will you visit me tonight, then?”

She did not know how long she stared at its depths, yearning and wishing it to change. It had been days since the last visitation. And ho! Was that a flicker of blue amidst the white tonight? Hilda rubbed her eyes and then the orb, looking again. Yes, most assuredly a small square of blue, and growing. Her smile widened.

With an almost sensual sigh, Hilda waited. Soon the orb’s light was a pale blue, like the portal beneath the Empty Star into which she and the others had entered. Embracing the sensation, she felt herself pulled into a great vastness within the small sphere, beyond anything her mind could grasp. Hilda Breadon had never left the outskirts of the village of Graymoor, never considered that her home sat on a continent of land, surrounded by vast oceans upon a wider world. How, then, could she hope to comprehend an entire universe, full of countless planets living and dead, floating within a sea of stars and empty void? Her utter insignificance, her soul infinitely less meaningful than a mote of dust landing upon the Teawood River… Hilda had no words nor frame of reference as she lost herself to the orb’s cosmic scope. But lose herself she did, for hours on end, until the dead of night. Something unlocked within Hilda on these nights, though she could not explain to herself how or what.

Hilda stared vacantly at the blue orb, all sense of individuality gone, as she had done a handful of nights in the past two months. Then something new happened. A figure moved into view. It was a man, it seemed, slender and without a single hair upon his head. The man’s body was not so much black as the absence of anything, like a shadow, but less. Hilda would have started or jumped had she not been so utterly lost in the vastness of the blue orb. Instead, the man spent long moments considering her, cocking his head from one side to the next, as Hilda sat on her bed, staring, drooling, moaning, and expelling her bowels without care.

Then he spoke, and Hilda Breadon’s unprepared mind shattered into fragments as numerous as stars in the sky.

Image by Pseudowyvern