ToC03: The Lanternless

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

III.

Frostmere 15, Goldday, Year 731.

On the surface, Maelen was thoroughly annoyed. She was adamantly not going to die on the bloody Greenwood Rise, off trail, where no one would know or find her body to bury it. She sure as bastards wasn’t going to die because of a lamed pup of a scribe who didn’t know the pointy end of a sword from the holding one. None of this was worth the promised hundred silver thorns she and Vessa were getting paid (though, to be fair, it was a lot of coin), and she was not going to die in debt to the gods-cursed, bloody Latchkey Circle.

Below the annoyance, though: Maelen was excited. Violence was her purpose in life, her profession. She’d never known her Tideborn father, and her mother was a knife-for-hire who ran numbers for no less than three gangs. From age nine, Maelen performed “errands” for rough men and mean women. By thirteen, she was knocking out the teeth of men twice her age. By sixteen, she was running a gang of canal-cutters who’d dubbed her Marr the Merciless. Truly, Maelen Marrosen was a fighter to the core, and it had been too long since she’d wet her blade.

The lad’s eyes were bulging out of his head, but he was doing a fair job of keeping quiet. Damned if she hadn’t been impressed by his lack of complaining and dogged perseverance up the hill all day. The pace was slow as sap, sure, but the lad couldn’t help that. Maelen had pegged him as a soft book-boy, but he’d shown a spine again and again and again, and she’d reassessed her first impressions. There was iron in his heart, and iron was the only thing that Maelen respected.

Tatter, probably sensing her mood, scampered out of her belt pouch and onto her arm. The mouse sniffed the afternoon air. Maelen paused for a moment amidst her thoughts and grinned down at the mouse.

“You take her,” Maelen whispered, extending a hand towards the scribe. Tatter knew the gesture well and ran along the length of her forearm, across her hand, and onto the boy’s shoulder. He startled, looking dubiously at his new companion, and then nodded silently at her. Good lad, able to roll with the situation. Maelen liked him far more than she expected to.

“Keep her safe or I’ll gut you,” she hissed. His face paled, and she felt certain he’d gotten the message. That done, Maelen gripped her sword with both hands and stepped cautiously forward to the tree with the black circle.

Quiet as a shadow, Vessa appeared out of the brush. The scribe squeaked in surprise but slapped a hand over his mouth to keep quiet. She stepped close to Maelen and the unwashed smell of urine, vomit, and sweat rolled over her. If they survived, she’d drag the girl to a stream and wash her herself if she had to.

“There’s four of them,” Vessa whispered close, lips near Maelen’s ear. “Look like outcasts. Criminals, maybe. Three look like they could fight, one old woman, but no armor and only one obvious weapon. They’re sitting around and drinking, but it’s not a permanent camp. They have black smudges on their cheeks, like a cult or something.”

Maelen frowned, absorbing this new information. “You think we can get around them?” she breathed close to Vessa’s ear.

The lass shot a meaningful, disapproving look at the lad and shook her head once. She leaned forward and said in a whisper, “They’re scouts, Mae. Talking about a leader they’re scared of: Sarin. If they find us, they’ll loot us and worse. And there was something weird…” Maelen raised an eyebrow and waited. “They seemed scared to make a fire. Said Sarin would be mad.”

Maelen pressed her lips together and nodded. “Not so weird. They’re hiding. Good work, Vess.”

“What’s going on?” The scribe whispered, urgently and too loud, like he’d never once played at sneaking through an alley in his life. Maelen shot him a quick hand gesture to shut him up.

“You stay put with Tatter,” she whispered, pointing at his nose and scowling. Maelen cocked her head and listened to decide whether they’d been heard. Comfortable to continue, she said quietly, “I’m going to talk to these people. Vessa’s got my back. You hear me yell, you hide. Clear?”

Sweat on his face, the lad nodded, already crouching low behind a tree. Good. He wouldn’t be underfoot, then. Maelen jerked a chin to Vessa, who nodded and disappeared back into the brush as quietly as she’d come. She was touched by The Claw himself, Vess was, able to blend into shadows better than anyone she’d ever met. It was one of three truly useful things about her.

Maelen cracked her neck and strode, quietly and purposefully, up the wooded hill, her long blade held out in front of her. She wasn’t nearly as stealthy as Vessa, but she knew how to plant her foot in pine needles and twigs to keep quiet.

So, of course, she tripped. Like a bloody amateur. A root just below a cover of fallen leaves snagged the toe of one boot, and Maelen went down hard onto one knee. Worse, she yelled in surprise and pain. There was a series of frantic shouts from up the hill as the four outcasts that Vessa had spied realized her presence.

“There’s someone here!” a woman yelped, her voice cracking. Others cried out as well.

“Get your weapons!”

“Gut ‘em!”

“For Sarin! For the Lanternless!” There was more fear in their voices than faith, but it was no doubt they were coming to fight.

Gritting her teeth, Maelen surged up, rage flaring hotter than the ache in her knee. No more mistakes. Not today. She charged up the hillside, her sword held in two hands. As the first of the outcasts stumbled down the hill towards her, she raised the blade high. Maelen briefly registered a wiry, pockmarked woman with greasy, dark hair tied back in tattered clothes. Her cheeks were smudged by tar or soot to look like black tears running down her face, and her eyes were wide and scared. She carried a rusty knife that looked more like a kitchen tool than a weapon, and Maelen realized with grim confidence that this ragtag group wouldn’t last long against her and Vessa. With a shout meant to attract the other outcasts and distract them from Vessa and the lad, she slashed her bastard sword down, cutting the woman from shoulder to hip in a single, practiced stroke. The outcast shrieked and rolled down the hill past Maelen’s boots, dead.

A man with sunken cheeks and a long, tangled beard, the same black streaks on his cheeks, appeared behind a tree and roared with outrage. For the second time, Maelen’s footing betrayed her and she stumbled. A heavy cudgel wrapped with iron nails slammed into her ribs. Her leather vest caught the worst of it, but the blow still stole her breath and pride. Maelen decided then and there that she’d spent too much time on the flat streets of Oakton and had gotten too soft for these overland jobs. She was going to get them all killed if she didn’t get her bloody feet straight.

The bearded outcast’s next swing with the spiked cudgel was a competent one and would have caved in one side of her head if she hadn’t brought her sword up to block it. Maelen thrust low, the tip of her blade slicing clean through his thigh muscle. The man shuffled backwards, trying to get out of her sword’s reach, and Maelen saw in his eyes that he knew he was going to die here. That leg wound would kill him if he didn’t tend to it, and Maelen was the better fighter, with the better weapon. She knew it, and so did he. With a malicious grin, she caught her breath, straightened, and leveled her longsword at him.

The last thing she expected was the soft-footed scribe suddenly looming behind the man, walking stick clutched tightly in both hands, Tatter riding along on his shoulder. The lad gave a wordless yell and swung hard, his stick slamming into the outcast’s ribs with a crack. It wasn’t elegant, but it did the job. The bearded man went down, curled in a ball and bleeding out from his leg.

The lad, Alric, panted like he’d run from a troll, staring wide-eyed and crazed down at the fallen outcast between them. If possible, Maelen found even more admiration for the scrappy lad for joining the fight. It was a pathetic swing, but at least he’d swung.

“Are you mad, idiot?” she barked. “I said hide.”

“But…” he said, confused.

“Come on,” she huffed, stepping past him to continue up the hill. As she passed the boy, she extended a finger and Tatter scampered onto her arm. “Let’s go find Vess.”

“By the Herald…” she heard him whisper in horror as he stepped past the dead woman and dying man.

“Heh,” she chuckled darkly. Doing so hurt her side. Damn her fool footing and getting herself clobbered by an idiot outcast. “The gods don’t come to the wilds, lad. The Herald isn’t watching. Now keep up and stay sharp.”

They strode up the incline of the wooded hill, slipping around trees and bushes with weapons raised. In no more than ten paces, the hill leveled briefly. In a small glade, dirty, ragged packs were strewn about. A smudged green bottle lay on its side between two rocks, a few drops of whatever was inside soaking into the dirt.

Standing at the edge of the clearing were two women. One was an elderly, bent-backed woman with wild white hair, the same black streaks on her face as the others. She wore a stained, simple shift and a blocky necklace of some kind. At her feet lay a small paring knife. Clutching the old woman from behind, one arm wrapped around her shoulders and another pressing a short, chipped sword—more oversized dagger than proper blade—beneath the old woman’s chin, was Vessa.

“Look what I found,” the young woman grinned at her, looking smug.

“Good,” Maelen nodded, and sheathed the bastard sword onto her back. She cracked her neck and stepped closer, studying the old woman’s wide, unblinking eyes. “Let’s hope she knows how to talk.”

Next: Old Yara [with game notes]

ToC03: The Lanternless [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

III.

Frostmere 15, Goldday, Year 731.

On the surface, Maelen was thoroughly annoyed. She was adamantly not going to die on the bloody Greenwood Rise, off trail, where no one would know or find her body to bury it. She sure as bastards wasn’t going to die because of a lamed pup of a scribe who didn’t know the pointy end of a sword from the holding one. None of this was worth the promised hundred silver thorns she and Vessa were getting paid (though, to be fair, it was a lot of coin), and she was not going to die in debt to the gods-cursed, bloody Latchkey Circle.

Below the annoyance, though: Maelen was excited. Violence was her purpose in life, her profession. She’d never known her Tideborn father, and her mother was a knife-for-hire who ran numbers for no less than three gangs. From age nine, Maelen performed “errands” for rough men and mean women. By thirteen, she was knocking out the teeth of men twice her age. By sixteen, she was running a gang of canal-cutters who’d dubbed her Marr the Merciless. Truly, Maelen Marrosen was a fighter to the core, and it had been too long since she’d wet her blade.

The lad’s eyes were bulging out of his head, but he was doing a fair job of keeping quiet. Damned if she hadn’t been impressed by his lack of complaining and dogged perseverance up the hill all day. The pace was slow as sap, sure, but the lad couldn’t help that. Maelen had pegged him as a soft book-boy, but he’d shown a spine again and again and again, and she’d reassessed her first impressions. There was iron in his heart, and iron was the only thing that Maelen respected.

Tatter, probably sensing her mood, scampered out of her belt pouch and onto her arm. The mouse sniffed the afternoon air. Maelen paused for a moment amidst her thoughts and grinned down at the mouse.

“You take her,” Maelen whispered, extending a hand towards the scribe. Tatter knew the gesture well and ran along the length of her forearm, across her hand, and onto the boy’s shoulder. He startled, looking dubiously at his new companion, and then nodded silently at her. Good lad, able to roll with the situation. Maelen liked him far more than she expected to.

“Keep her safe or I’ll gut you,” she hissed. His face paled, and she felt certain he’d gotten the message. That done, Maelen gripped her sword with both hands and stepped cautiously forward to the tree with the black circle.

Quiet as a shadow, Vessa appeared out of the brush. The scribe squeaked in surprise but slapped a hand over his mouth to keep quiet. She stepped close to Maelen and the unwashed smell of urine, vomit, and sweat rolled over her. If they survived, she’d drag the girl to a stream and wash her herself if she had to.

“There’s four of them,” Vessa whispered close, lips near Maelen’s ear. “Look like outcasts. Criminals, maybe. Three look like they could fight, one old woman, but no armor and only one obvious weapon. They’re sitting around and drinking, but it’s not a permanent camp. They have black smudges on their cheeks, like a cult or something.”

Vessa darted ahead to scout out the situation. Let’s do a Stealth roll for her to see how that went. She has a 16 Dexterity and +1 for the Stealth skill, for a 17 DC. Meanwhile, the group will oppose her with a 10 Perception and I’ll give them a -1 because they’re eating. This is an opposed roll, which means that whichever party succeeds by more wins the contest.

Vessa rolls a natural-1, which usually makes me wince but in Tales it’s amazing! That’s a Great Success. The group of humans, meanwhile, roll a 10 and fail their Perception check. Vessa could have drunk their friggin’ wine and they wouldn’t have noticed her, and the PCs will gain a surprise round if they want to attack.

Maelen frowned, absorbing this new information. “You think we can get around them?” she breathed close to Vessa’s ear.

The lass shot a meaningful, disapproving look at the lad and shook her head once. She leaned forward and said in a whisper, “They’re scouts, Mae. Talking about a leader they’re scared of: Sarin. If they find us, they’ll loot us and worse. And there was something weird…” Maelen raised an eyebrow and waited. “They seemed scared to make a fire. Said Sarin would be mad.”

Maelen pressed her lips together and nodded. “Not so weird. They’re hiding. Good work, Vess.”

“What’s going on?” The scribe whispered, urgently and too loud, like he’d never once played at sneaking through an alley in his life. Maelen shot him a quick hand gesture to shut him up.

“You stay put with Tatter,” she whispered, pointing at his nose and scowling. Maelen cocked her head and listened to decide whether they’d been heard. Comfortable to continue, she said quietly, “I’m going to talk to these people. Vessa’s got my back. You hear me yell, you hide. Clear?”

Sweat on his face, the lad nodded, already crouching low behind a tree. Good. He wouldn’t be underfoot, then. Maelen jerked a chin to Vessa, who nodded and disappeared back into the brush as quietly as she’d come. She was touched by The Claw himself, Vess was, able to blend into shadows better than anyone she’d ever met. It was one of three truly useful things about her.

Maelen cracked her neck and strode, quietly and purposefully, up the wooded hill, her long blade held out in front of her. She wasn’t nearly as stealthy as Vessa, but she knew how to plant her foot in pine needles and twigs to keep quiet.

Sounds like it’s time for another skill check, this time from Maelen. Her Dexterity is 14 and she also has Stealth, so she needs a 15 or less on her d20 roll. And… ha! I roll a natural-20, which is on the far end of the spectrum from Vessa: Normally in a d20 game I would be psyched, but for this check it’s a disaster, a Critical Failure. I’ll cancel out the surprise round from Vessa’s roll, which will mean that when we get to combat—which is now, since I already determined that the outcasts would be hostile—we’ll be doing regular initiative. I’ll keep Vessa hidden, though, which only seems fair. Despite the lack of surprise, I’ll allow her to Backstab the first opponent she attacks.

In fact, let’s handle initiative now. In Tales, one PC rolls initiative for the whole party, aiming for equal or under their Initiative score. For Maelen, that’s a 13. This time I roll a 6, which is a critical success (sheesh it’s feast or famine with these guys!). She and the rest of the party will go first in combat, and each character is allowed one action and one move.

Maelen “charges” from Far to Melee (like in Crusaders, my last game, distance in Tales is abstracted, and a charge allows her to cover two move increments plus attack). There are four outcasts, and I’ll have Maelen attack the first one I rolled to give a name and personality: Jassel the Smudged. She will roll 1d20 + 3 (her class bonus and Str modifier) +2 (for the charge), trying to hit Jassel’s AC of 11. I only roll a 7, but with the +5 that’s enough. She rolls a d8 + 2 (her Str modifier) +1 (two-handed) damage: 9 total damage. Since the outcasts only have 1d8 hit points each, Jassel is dead.

“Off camera,” Vessa will sneak up to the second outcast, named Bran, as he charges down the hill and Backstab him (I’m saying that she had already moved to Close before Maelen failed her Stealth roll). With her shortsword, she has a +1 to hit, plus +4 for Backstab. She also rolls a 7, which is also just enough to hit. Her attack does 2d8+1, 12 damage. We will not be meeting Bran.

Also off camera, Alric won’t quite do as told. He’ll use his move to get to Close range, and then hide. Unfortunately, he only has a 7 Dex, though the Stealth skill will help a little. He also rolls a 1! Great Success. Wow. Not even his allies notice his approach.

Because half of their number has fallen, it’s time to do a Morale roll for the outcasts. One of two survivors rolls a Will check, which for them is 10. They roll 3 and will stay in the fight. Maybe they haven’t yet clocked either Vessa’s presence or Bran’s death.

Now it’s the outcasts’ turn, and the first one up is Karn. He brings his heavy cudgel spiked with nails (the obvious weapon Vessa had spied) to attack Maelen and receives a +2 because of her charge maneuver. Maelen’s AC is 14, and Karn rolls a 16 and hits. The weapon does 1d6+1 damage: 6 total, which drops Maelen’s hit points to 10. Ouch.  

The final outcast is Old Yara, the old woman Vessa had seen. Rather than charge in, she’ll keep her distance, draw a small paring knife, and ready an action to attack anyone who gets close.

Round 1 is done and, overall, it went well for the party. Maelen is hurt, but they’ve halved the number of opponents they’re facing!

So, of course, she tripped. Like a bloody amateur. A root just below a cover of fallen leaves snagged the toe of one boot, and Maelen went down hard onto one knee. Worse, she yelled in surprise and pain. There was a series of frantic shouts from up the hill as the four outcasts that Vessa had spied realized her presence.

“There’s someone here!” a woman yelped, her voice cracking. Others cried out as well.

“Get your weapons!”

“Gut ‘em!”

“For Sarin! For the Lanternless!” There was more fear in their voices than faith, but it was no doubt they were coming to fight.

Gritting her teeth, Maelen surged up, rage flaring hotter than the ache in her knee. No more mistakes. Not today. She charged up the hillside, her sword held in two hands. As the first of the outcasts stumbled down the hill towards her, she raised the blade high. Maelen briefly registered a wiry, pockmarked woman with greasy, dark hair tied back in tattered clothes. Her cheeks were smudged by tar or soot to look like black tears running down her face, and her eyes were wide and scared. She carried a rusty knife that looked more like a kitchen tool than a weapon, and Maelen realized with grim confidence that this ragtag group wouldn’t last long against her and Vessa. With a shout meant to attract the other outcasts and distract them from Vessa and the lad, she slashed her bastard sword down, cutting the woman from shoulder to hip in a single, practiced stroke. The outcast shrieked and rolled down the hill past Maelen’s boots, dead.

A man with sunken cheeks and a long, tangled beard, the same black streaks on his cheeks, appeared behind a tree and roared with outrage. For the second time, Maelen’s footing betrayed her and she stumbled. A heavy cudgel wrapped with iron nails slammed into her ribs. Her leather vest caught the worst of it, but the blow still stole her breath and pride. Maelen decided then and there that she’d spent too much time on the flat streets of Oakton and had gotten too soft for these overland jobs. She was going to get them all killed if she didn’t get her bloody feet straight.

It’s Round 2, and it’s Vessa’s turn to roll initiative (yes, you roll every turn as a party, and it rotates through the PCs). Her Initiative is 13, and rolls 19. Ouch.

So, it’s the outcasts’ turn. Karn will try to take out Maelen while she’s recovering her breath and footing. This time he has no modifiers to his attack and still needs to hit Maelen’s 14 AC. He rolls 12, missing. Old Yara, meanwhile, has seen Vessa cut Bran’s throat. She attacks with her knife, rolling 12 and just missing Vessa’s 13 AC.

Maelen is officially furious and will try and cut Karn down. With her longsword, she has a +3 to hit his 11 AC and rolls an 8, which hits exactly. Since she’s still wielding the sword two-handed, her damage is 1d8+3: Only 4 damage (minimum!), and I rolled 7 hp for Karn. Both combatants are wounded, but neither is out of the fight.

…That is, until Alric sneaks up and bashes Karn with his staff. He has no modifiers, so it’s a 50/50 shot to hit AC 11. He rolls a 19, which in Tales is almost as cool as rolling a nat-20. Since Alric is wielding a staff, he rolls 1d12 on the Blunt Trauma table: Broken ribs, which means any time Karn suffers physical damage, he must make a Con or Will check to not lose his next action. I roll 3 damage on the damage roll, however (1d6+1 for wielding the staff two-handed), so it’s a moot point. Karn is down and out – technically dead, but I’ll have him bleed out flavor-wise.

I’ll use GM fiat here and say that at this point, Old Yara surrenders.

The bearded outcast’s next swing with the spiked cudgel was a competent one and would have caved in one side of her head if she hadn’t brought her sword up to block it. Maelen thrust low, the tip of her blade slicing clean through his thigh muscle. The man shuffled backwards, trying to get out of her sword’s reach, and Maelen saw in his eyes that he knew he was going to die here. That leg wound would kill him if he didn’t tend to it, and Maelen was the better fighter, with the better weapon. She knew it, and so did he. With a malicious grin, she caught her breath, straightened, and leveled her longsword at him.

The last thing she expected was the soft-footed scribe suddenly looming behind the man, walking stick clutched tightly in both hands, Tatter riding along on his shoulder. The lad gave a wordless yell and swung hard, his stick slamming into the outcast’s ribs with a crack. It wasn’t elegant, but it did the job. The bearded man went down, curled in a ball and bleeding out from his leg.

The lad, Alric, panted like he’d run from a troll, staring wide-eyed and crazed down at the fallen outcast between them. If possible, Maelen found even more admiration for the scrappy lad for joining the fight. It was a pathetic swing, but at least he’d swung.

“Are you mad, idiot?” she barked. “I said hide.”

“But…” he said, confused.

“Come on,” she huffed, stepping past him to continue up the hill. As she passed the boy, she extended a finger and Tatter scampered onto her arm. “Let’s go find Vess.”

“By the Herald…” she heard him whisper in horror as he stepped past the dead woman and dying man.

“Heh,” she chuckled darkly. Doing so hurt her side. Damn her fool footing and getting herself clobbered by an idiot outcast. “The gods don’t come to the wilds, lad. The Herald isn’t watching. Now keep up and stay sharp.”

They strode up the incline of the wooded hill, slipping around trees and bushes with weapons raised. In no more than ten paces, the hill leveled briefly. In a small glade, dirty, ragged packs were strewn about. A smudged green bottle lay on its side between two rocks, a few drops of whatever was inside soaking into the dirt.

Standing at the edge of the clearing were two women. One was an elderly, bent-backed woman with wild white hair, the same black streaks on her face as the others. She wore a stained, simple shift and a blocky necklace of some kind. At her feet lay a small paring knife. Clutching the old woman from behind, one arm wrapped around her shoulders and another pressing a short, chipped sword—more oversized dagger than proper blade—beneath the old woman’s chin, was Vessa.

“Look what I found,” the young woman grinned at her, looking smug.

“Good,” Maelen nodded, and sheathed the bastard sword onto her back. She cracked her neck and stepped closer, studying the old woman’s wide, unblinking eyes. “Let’s hope she knows how to talk.”

Before we sign off, let’s do some housekeeping on my first Tales of Argosa combat. First, each PC receives 1 xp for the fight, which is Maelen’s first and Vessa & Alric’s second (the PCs will reach level 2 at 10 xp).

Second, it’s time to look to our Mythic GM Emulator clean-up activities after a scene. I’ll keep the Chaos Factor at 5 (what it had been once they left the Root Gate). The PCs now have someone to question, which means they’ll have information about the area before plunging forward, but they’re still in the wilds, with more of the outcasts’ gang around somewhere.

Finally, I take interesting bits of the emerging story and add them to my a) Threads List, a growing table of plot threads I can pick up if I’m inserting a random event, and b) Characters List, a growing table of people, organizations, and things that I can use when needing a tie to someone. These two lists are getting beefy enough already that I will make a mental note to start asking more Fate questions, starting next week! That’s right, unlike Age of Wonders, my “reflections” posts are going to be fewer and farther between in Tales of Calvenor. Less personal rambling, more story.

Next: Old Yara [with game notes]

ToC02: The Root Gate

[game notes version here]

Artwork by © anaislalovi. All rights reserved

II.

Frostmere 15, Goldday, Year 731.

The Root Gate stood on the western edge of Oakton, where an old road began to climb into the forested foothills of the Redwood Marches. Its name came from the sprawling, gnarled roots of the Argenoak—the miraculous tree that towered high over the entirety of the city. So vast was the Argenoak that its roots pushed up through the street even here, a quarter-day’s travel from the trunk. Generations ago, masons of the Carved House worked those thick, petrified root-knots into the construction of stone gate’s archway, giving the impression the city was cradled by its sacred tree.

Twin, squat towers of weather-stained granite, decorated with old shields and faded banners, guarded either side of the arch. Each tower had a pair of slit-eyed lookouts, watching footsore travelers and carts full of salted fish, apple barrels, bundles of wood, and clay tiles pass in and out of the city. Grizzled Iron Thorn wardens stood nearby, their blue-and-rust tabards fluttering in the morning breeze, sometimes pausing to usher visitors forward so they wouldn’t stand in the road, ogling at the reaching branches of the Argenoak across the sky. Nearby, a group of scribes worked busily at a ledger table beneath a faded canvas awning, recording tolls and weighing disputes.

Alric had long since unshouldered his travel pack and set it against a rock, and he stood awkwardly beside the road, breath steaming in the midmorning air. He wore a leather vest over a sturdy, homespun shirt, plus travel breeches, and his only pair of boots. His crescent-shaped foot already ached, and though he dreaded the days of travel ahead, he kept his dread buried beneath a scholar’s frown. It was his eyes, though, that held a thunderstorm of impatience and frustration, scanning each new person who approached the Root Gate.

The only thing that kept him from complaining constantly was that the muscled thug Maelen appeared even more annoyed. She stood well away from the gate and Iron Thorn wardens, broad back against a cedar, thick arms crossed, her face set like a hammer waiting for a nail. Alric had tried and failed to speak with her, and it was clear she had no more idea where Vessa was than Alric did.

The thought came unbidden: What if Vessa never came? Alric swallowed. He had no more money, so it was this crew or none. Alric didn’t like the idea of traveling deep into the wilds with a single protector, plus no one adept at picking locks or avoiding traps. Truth be told, he had little idea what they’d find at Thornmere Hold, but he assumed the ancient order there had guarded their secrets fiercely and thus he would need a proper thief. That is, if Thornmere Hold even existed, or hadn’t already been looted by brigands once the secretive lorekeepers left. Alric ground his teeth, wanting desperately both to get going and to abandon this whole folly.

One hand dipped into a pouch at his belt, brushing the dry parchment, either the key to Thornmere Hold, or a fool’s errand in ink. No, he needed answers. He would go, today, even if it was just with Maelen Marrosen. The woman was a criminal, wasn’t she? Perhaps she could pick a lock herself. Alric’s gray-green eyes watched Maelen, standing bunched and hard, like a clenched fist. Would she simply gut him and search his corpse once they were out of the city? Surely she wouldn’t—reputations mattered, even among blades-for-hire. Besides, he’d been told these two were both competent and reliable.

Abruptly, Maelen pushed away from the tree and began striding angrily toward the gate. Alric’s gaze followed her path and saw the thief Vessa approaching at a ragged half-jog, red-faced and short of breath. Her head was shaved down to dark stubble, but otherwise she wore the same battered leather armor and carried the same short blade at her hip. Alric exhaled with relief, murmuring a quick prayer of thanks to the Rootmother.

Vessa raised both hands, trying to offer a stumbling apology. Maelen stalked straight up to her and drove a fist into her jaw. Back at the Lodge, a missed deadline meant stern words and lost pay. Out here, apparently, it meant your teeth on the ground. Alric’s heart lurched. If they ended up in a cell before leaving the city, the whole job was doomed.

He scrambled toward them as fast as his clubbed foot would allow, awkwardly dragging the straps of his travel pack behind him. By the time he arrived, a small knot of onlookers had gathered, the Iron Thorn guards already hauling Maelen off Vessa, who had curled defensively on the dirt, cursing a blue streak.

Alric drew a deep breath and projected his baritone voice as loud and steady as he could manage.

“Excuse me! Please! These are my companions, please!” Alric shouted as he stepped out of the circle of gawkers. The larger of the two wardens, dressed in a faded blue-and-rust tabard stretched over chainmail, had pulled Maelen off Vessa. The thief’s lip was bleeding, and she held the back of her wrist to it while sitting on her knees in the dirt. Maelen, meanwhile, still held a furious expression across her scarred face, but she was allowing herself to be subdued without throwing further punches. Her thick fists still balled, knuckles white.

The other Iron Thorn warden, tall and lean with a narrow face and receding hairline, raised an eyebrow and turned to Alric as he approached.

“Your companions?” the man asked, his voice nasal. “Why are they fighting?”

“Yes, sir, my companions. I’m afraid the one on the ground,” he pointed to Vessa, “has arrived late, and the other,” he gestured at Maelen, “has objected to the breach of contract. They’re not criminals, sir, simply…” Alric cleared his throat. “Too passionate about their obligations.”

The tall warden snorted, unconvinced. “Passionate? Looks like a drunken street brawl to me. The one on the ground reeks.”

Alric offered a curt, respectful nod. “I agree it seems that way, sir. But they are under my employ, on contract from the Inkbinders Lodge. I have writ to show the Guild Council if needed. Any injury to them will be deducted from a sealed order of passage I’ve already filed with the Castellan’s clerks.”

This was all a lie, of course. None of what Alric did last night at the Heart & Dagger was known to the Lodge, and he had no formal contract. He reached to his belt, pulling a folded scrap of parchment with a careful flourish – not actually the sealed writ, but a page of scrawled supply notes, folded to hide the writing, with a broken wax blob still clinging to the corner.

“I assure you, sir, the Guild Council will demand to know why their contractors were delayed if you take them in. Please, let me handle their punishment. They’re mine to discipline, and they’ve hurt no one here but themselves.”

The warden glanced at the parchment in Alric’s hand, then looked the young scribe up and down, appraising. His eyes flicked at the crowd behind Alric, and he frowned.

“Let them go,” he said over his shoulder to the other warden. “You,” he said to Alric. “Get out of here with your riffraff. You’re causing a line, and I don’t have time for any of this nonsense.”

Alric bobbed his head. “Much obliged, sir. Maelen! Vessa! Let’s go,” he jerked his chin past the Root Gate.

Vessa blinked, still dazed, but obeyed. The big guard perhaps pushed Maelen a little harder than was necessary, and she stumbled. For a moment, Alric worried the mercenary would turn on the Iron Thorn warden. But she only cracked her neck, gave the man a wink and a grin, and stepped to Alric’s side. Tessa stood, brushed her leather breeches of dirt, and followed sullenly. As she joined, Alric’s nose wrinkled. She truly did reek.

“Do you really have a writ?” Vessa muttered, rubbing her jaw. They strode, shoulder to shoulder, away from the Root Gate, the two women shortening their steps to keep up with Alric’s limp.

“Absolutely not,” he said without blinking. “Just keep walking.”

A man, back bent by hard labor and waiting in the line that had formed outside the Root Gate, overheard the exchange as they passed. He whooped out a laugh.

“Oh! He’s a clever one, that one!” the man called out after them. With so many missing teeth he had a pronounced lisp. “I’ve got my eye on you, son! Well played!” Alric shot the man a desperate, disapproving look to shut up, and kept walking down the road.

When they’d passed, Alric glanced back. The man—stooped, toothless, grinning—gave a crooked salute. He frowned, unsettled, and kept walking.

With the city walls far in the distance and out of any earshot, Alric finally blew out a loud, relieved exhale of breath. Maelen snorted, cuffing him lightly on the shoulder. Vessa said nothing, following behind them both a step and keeping her eyes to the gathering trees.

“So,” Maelen said, the happiest Alric had seen her. “Where are we going?”

He didn’t answer, precisely. “We’ll follow the road for a bit, then go up and over the hills.”

“What are we looking for?” Maelen pressed, cocking an eyebrow.

He paused a heartbeat, then said, “A Lodge sanctuary. Well, the ruins of one. Less than a day over the ridge.”

“Ruins, eh? And what is Vessa breaking into, then? Scribes aren’t known for their hoarded treasure, lad.”

“Just get me there safely and we’ll see,” Alric said sourly.

Much to his surprise, the woman laughed. “Alright, alright. You’ve shown a spine to you, that’s for sure. Keep your secrets, and lead on, lad. We’ll get you back by Ashday, with whatever it is you’re after. And forty more silver richer for it, eh?”

Alric nodded back, pursing his lips, not yet sure how he’d avoid that second payment once the job was done. It might be his teeth in the dirt by the Root Gate then, or worse.

The old road, called unimaginatively Root Road, exited Oakton on its western wall. It passed first due west, then curved south, climbing higher all the way. Eventually the Marchlander trails branched off—narrow paths connecting remote logging camps and hill farms. After that, the Root Road followed the foothills south and, much later, west into the Redwood Marches proper. Alric had never been further than the stepstone trail that wound its way to the famed Skywarden Tower, and even then, only once.

Today, however, they stepped off the road just as the first trail branched west, well before the path to Skywarden Tower. Alric paused and unrolled his map, studying it carefully and comparing what he saw on the parchment with the surrounding countryside. His bad foot ached, but not as much as he’d feared it would, and he was pleased that neither of the mercenaries criticized or mocked his pace. True to her word, Maelen had not pestered him further about their destination. Mostly, the three of them had begun their journey traveling in companionable silence through the clear, autumn day. They were faintly terrifying, these rough-and-tumble mercenaries, but Alric had to admit that they had a certain kindness and honor to them. He was again grateful that his contacts had avoided connecting him with lowlifes who would simply slit his throat and loot his corpse once they’d left the city.

Satisfied with their location, he rolled the map and slid it back into the oiled leather tube at his belt.

“Now we go up and over the Greenwood Rise,” he said, pointing into the forest, climbing upwards to the western side of the road.

Maelen nodded. “I go first,” she said, brooking no argument. “And you follow right after me. If I say stop or shut up, you do it. These hills are wild places, full of danger.”

Alric nodded. “Fine.”

“Vessa will follow behind,” Maelen raised her voice so the thief could hear. Vessa stared back unblinking. “Both because she needs a bath and because she’s stealthy. If we do get into a scrap, we’ll be happy to have her surprise whatever’s bothering us.”

Alric swallowed and nodded. This would be his first time off a road or trail, something every Oaktowner of every profession would tell you would get you killed by all manner of criminal or beast. Monsters roamed the wilds, they said, and the demons who spawned them.

The climb up the Greenwood Rise hurt his foot significantly worse than the road. He and Maelen crunched through undergrowth as cedars and, eventually redwoods, towered over them. Birds called and insects chittered, but otherwise the only sounds were the crunch crunch crunch of their steps and Alric’s panting breath. He soon found himself gripping younger trees and pulling himself up the hill, trying to put some of the burden of the climb on his arms instead of his cursed legs.

Several times, Maelen stopped and watched him with a grim, serious expression. She never offered help, but also never showed outward frustration. Maelen became almost a fever dream manifestation of Alric’s will, a silent witness to his pain and progress. For his part, Alric grunted and struggled, focusing only on the next tree in front of him. So focused was he, that he never even thought to look back for Vessa, to see how far she tracked behind them.

It was impossible to tell how long they climbed. Alric felt his chest near to bursting, his legs numb, his foot in agony, sweat dripping into his eyes, and all the while the canopy above them obscured the sun. They climbed endlessly, each step a fresh misery, time stretched thin beneath the trees.

“Stop,” Maelen hissed, the first word she’d uttered since they began. Alric pulled himself forward by the trunk of the tree in front of him and paused, his breath heaving like a bellows.

“What—what is it?” he wheezed, reaching for his waterskin. Alric wiped his face for the hundredth time with a sleeve. He looked around for danger, but it was the same as everywhere else on these hills: A sea of trees, verdant underbrush, and fallen leaves and pine needles.

Maelen simply pointed, her eyes searching the hill above them. Alric’s gaze followed her thick finger, to the tree just beyond him. It would have been the next tree he used as a lever to pull himself forward, in fact. It was paler than the others—not unnatural, just a different species than the redwoods, firs, and laurels around it, its bark flaky and almost white.

A black-filled circle had been carved into its bark, glistening like tar.

“What is it?” Alric whispered, trying to control his rapid breathing.

“Well, it was carved by someone, wasn’t it?” Maelen whispered back. Quietly, she slid the sword on her back out of its scabbard. It was a massive weapon, fully two-thirds Alric’s height, he guessed. The blade glinted in the dappled spots of sun allowed by the canopy.

Alric’s eyes widened as he looked at Maelen. The woman put a finger to her lips, signaling quiet. His chest pounded, but he tried his best to silence his panting.

Up the hill above them, out of sight, someone laughed.

Next: The Lanternless [with game notes]

ToC02: The Root Gate [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

II.

Frostmere 15, Goldday, Year 731.

The Root Gate stood on the western edge of Oakton, where an old road began to climb into the forested foothills of the Redwood Marches. Its name came from the sprawling, gnarled roots of the Argenoak—the miraculous tree that towered high over the entirety of the city. So vast was the Argenoak that its roots pushed up through the street even here, a quarter-day’s travel from the trunk. Generations ago, masons of the Carved House worked those thick, petrified root-knots into the construction of stone gate’s archway, giving the impression the city was cradled by its sacred tree.

Twin, squat towers of weather-stained granite, decorated with old shields and faded banners, guarded either side of the arch. Each tower had a pair of slit-eyed lookouts, watching footsore travelers and carts full of salted fish, apple barrels, bundles of wood, and clay tiles pass in and out of the city. Grizzled Iron Thorn wardens stood nearby, their blue-and-rust tabards fluttering in the morning breeze, sometimes pausing to usher visitors forward so they wouldn’t stand in the road, ogling at the reaching branches of the Argenoak across the sky. Nearby, a group of scribes worked busily at a ledger table beneath a faded canvas awning, recording tolls and weighing disputes.

Alric had long since unshouldered his travel pack and set it against a rock, and he stood awkwardly beside the road, breath steaming in the midmorning air. He wore a leather vest over a sturdy, homespun shirt, plus travel breeches, and his only pair of boots. His crescent-shaped foot already ached, and though he dreaded the days of travel ahead, he kept his dread buried beneath a scholar’s frown. It was his eyes, though, that held a thunderstorm of impatience and frustration, scanning each new person who approached the Root Gate.

The only thing that kept him from complaining constantly was that the muscled thug Maelen appeared even more annoyed. She stood well away from the gate and Iron Thorn wardens, broad back against a cedar, thick arms crossed, her face set like a hammer waiting for a nail. Alric had tried and failed to speak with her, and it was clear she had no more idea where Vessa was than Alric did.

The thought came unbidden: What if Vessa never came? Alric swallowed. He had no more money, so it was this crew or none. Alric didn’t like the idea of traveling deep into the wilds with a single protector, plus no one adept at picking locks or avoiding traps. Truth be told, he had little idea what they’d find at Thornmere Hold, but he assumed the ancient order there had guarded their secrets fiercely and thus he would need a proper thief. That is, if Thornmere Hold even existed, or hadn’t already been looted by brigands once the secretive lorekeepers left. Alric ground his teeth, wanting desperately both to get going and to abandon this whole folly.

One hand dipped into a pouch at his belt, brushing the dry parchment, either the key to Thornmere Hold, or a fool’s errand in ink. No, he needed answers. He would go, today, even if it was just with Maelen Marrosen. The woman was a criminal, wasn’t she? Perhaps she could pick a lock herself. Alric’s gray-green eyes watched Maelen, standing bunched and hard, like a clenched fist. Would she simply gut him and search his corpse once they were out of the city? Surely she wouldn’t—reputations mattered, even among blades-for-hire. Besides, he’d been told these two were both competent and reliable.

Abruptly, Maelen pushed away from the tree and began striding angrily toward the gate. Alric’s gaze followed her path and saw the thief Vessa approaching at a ragged half-jog, red-faced and short of breath. Her head was shaved down to dark stubble, but otherwise she wore the same battered leather armor and carried the same short blade at her hip. Alric exhaled with relief, murmuring a quick prayer of thanks to the Rootmother.

Vessa raised both hands, trying to offer a stumbling apology. Maelen stalked straight up to her and drove a fist into her jaw. Back at the Lodge, a missed deadline meant stern words and lost pay. Out here, apparently, it meant your teeth on the ground. Alric’s heart lurched. If they ended up in a cell before leaving the city, the whole job was doomed.

He scrambled toward them as fast as his clubbed foot would allow, awkwardly dragging the straps of his travel pack behind him. By the time he arrived, a small knot of onlookers had gathered, the Iron Thorn guards already hauling Maelen off Vessa, who had curled defensively on the dirt, cursing a blue streak.

Alric drew a deep breath and projected his baritone voice as loud and steady as he could manage.

I could handle this scene in a few ways. First, I could just handwave it and start the trio on their journey. Second, I could ask a Mythic GM Emulator Fate question to see if this public scuffle interrupts their journey at all. Third, I could rely on the Tales of Argosa rules for a skill check of some kind. Although I don’t love the idea of delaying the start of a good old-fashioned hex-crawl, I would like to learn Tales rules-as-written as much as possible, and here’s an opportunity to do so. So, let’s have Alric make a roll.

Now, I say “skill check” but in this game system what I really mean is an “Attribute check.” Alric doesn’t have the skill Persuasion (in fact, none of the PCs do), but that skill would only give him a +1 to his roll, plus allow him to use a Reroll if he failed. Trying to persuade someone of something isn’t the sort of action that requires a specialized skill, though… anyone can attempt it. And, thankfully, Alric has the highest Charisma of the group at 13. For this sort of check, I would normally simply need to roll a 13 or lower on a d20. In this case, however, I’ll give him a -1 modifier to the roll since Alric is inserting himself into a tense situation that doesn’t involve him. Now I need a 12 or lower and roll: 6! Not only is that a success, but it’s also a “great success,” meaning that the action results in an even better outcome than anticipated. Nice job, Alric. He’ll be able to get them out of this situation without costing them major time or money (what he intended), plus… hm… let’s see… make a new friend (the bonus)!

For this unexpected ally, let’s do some rolls to find out who it is. First, I’ll rely on my own homebrewed table to get a gender and name: Hadren Kelthorn. Second, is this person one of the Iron Thorn guards or a bystander? I’ll flip a coin here: Bystander. Okay, great, so third: I’ll look at the random Background and Hirelings tables in the Tales rulebook: I roll Ditch Digger, which I’ll abstract to “Laborer,” whose personality is Jaded and is Missing Teeth. Well, alright then… how is this person going to be useful to the party? I guess we’ll have to find out.

“Excuse me! Please! These are my companions, please!” Alric shouted as he stepped out of the circle of gawkers. The larger of the two wardens, dressed in a faded blue-and-rust tabard stretched over chainmail, had pulled Maelen off Vessa. The thief’s lip was bleeding, and she held the back of her wrist to it while sitting on her knees in the dirt. Maelen, meanwhile, still held a furious expression across her scarred face, but she was allowing herself to be subdued without throwing further punches. Her thick fists still balled, knuckles white.

The other Iron Thorn warden, tall and lean with a narrow face and receding hairline, raised an eyebrow and turned to Alric as he approached.

“Your companions?” the man asked, his voice nasal. “Why are they fighting?”

“Yes, sir, my companions. I’m afraid the one on the ground,” he pointed to Vessa, “has arrived late, and the other,” he gestured at Maelen, “has objected to the breach of contract. They’re not criminals, sir, simply…” Alric cleared his throat. “Too passionate about their obligations.”

The tall warden snorted, unconvinced. “Passionate? Looks like a drunken street brawl to me. The one on the ground reeks.”

Alric offered a curt, respectful nod. “I agree it seems that way, sir. But they are under my employ, on contract from the Inkbinders Lodge. I have writ to show the Guild Council if needed. Any injury to them will be deducted from a sealed order of passage I’ve already filed with the Castellan’s clerks.”

This was all a lie, of course. None of what Alric did last night at the Heart & Dagger was known to the Lodge, and he had no formal contract. He reached to his belt, pulling a folded scrap of parchment with a careful flourish – not actually the sealed writ, but a page of scrawled supply notes, folded to hide the writing, with a broken wax blob still clinging to the corner.

“I assure you, sir, the Guild Council will demand to know why their contractors were delayed if you take them in. Please, let me handle their punishment. They’re mine to discipline, and they’ve hurt no one here but themselves.”

The warden glanced at the parchment in Alric’s hand, then looked the young scribe up and down, appraising. His eyes flicked at the crowd behind Alric, and he frowned.

“Let them go,” he said over his shoulder to the other warden. “You,” he said to Alric. “Get out of here with your riffraff. You’re causing a line, and I don’t have time for any of this nonsense.”

Alric bobbed his head. “Much obliged, sir. Maelen! Vessa! Let’s go,” he jerked his chin past the Root Gate.

Vessa blinked, still dazed, but obeyed. The big guard perhaps pushed Maelen a little harder than was necessary, and she stumbled. For a moment, Alric worried the mercenary would turn on the Iron Thorn warden. But she only cracked her neck, gave the man a wink and a grin, and stepped to Alric’s side. Tessa stood, brushed her leather breeches of dirt, and followed sullenly. As she joined, Alric’s nose wrinkled. She truly did reek.

“Do you really have a writ?” Vessa muttered, rubbing her jaw. They strode, shoulder to shoulder, away from the Root Gate, the two women shortening their steps to keep up with Alric’s limp.

“Absolutely not,” he said without blinking. “Just keep walking.”

A man, back bent by hard labor and waiting in the line that had formed outside the Root Gate, overheard the exchange as they passed. He whooped out a laugh.

“Oh! He’s a clever one, that one!” the man called out after them. With so many missing teeth he had a pronounced lisp. “I’ve got my eye on you, son! Well played!” Alric shot the man a desperate, disapproving look to shut up, and kept walking down the road.

When they’d passed, Alric glanced back. The man—stooped, toothless, grinning—gave a crooked salute. He frowned, unsettled, and kept walking.

With the city walls far in the distance and out of any earshot, Alric finally blew out a loud, relieved exhale of breath. Maelen snorted, cuffing him lightly on the shoulder. Vessa said nothing, following behind them both a step and keeping her eyes to the gathering trees.

“So,” Maelen said, the happiest Alric had seen her. “Where are we going?”

He didn’t answer, precisely. “We’ll follow the road for a bit, then go up and over the hills.”

“What are we looking for?” Maelen pressed, cocking an eyebrow.

He paused a heartbeat, then said, “A Lodge sanctuary. Well, the ruins of one. Less than a day over the ridge.”

“Ruins, eh? And what is Vessa breaking into, then? Scribes aren’t known for their hoarded treasure, lad.”

“Just get me there safely and we’ll see,” Alric said sourly.

Much to his surprise, the woman laughed. “Alright, alright. You’ve shown a spine to you, that’s for sure. Keep your secrets, and lead on, lad. We’ll get you back by Ashday, with whatever it is you’re after. And forty more silver richer for it, eh?”

Alric nodded back, pursing his lips, not yet sure how he’d avoid that second payment once the job was done. It might be his teeth in the dirt by the Root Gate then, or worse.

I fully expect Hadren, the man in line, to appear later, so I’ll add him to my random event and character tables. I’ll also give Alric 1xp for “Influencing one or more NPCs for an important purpose.”

For now, it’s time for some by-the-book Tales of Argosa Hexploration! The Thornmere Hold is approximately two hexes away from Oakton, over forested hills. Perhaps nothing will happen until they get there, or perhaps they’ll never get there. Let’s see!

Tales provides a 7-step Travel Procedure during hex-crawls. The important framework to understand is that each 24-hours is broken into two shifts (Day & Night) of three watches each. Hexploration activities, as you’d guess, are measured in watches.

I had already rolled for weather on the day: “Clearer, less humid” than the day before. It’s mid-autumn in the land, which makes the air crisp and cool, but today without some of the fog and mist from the nearby bay and lake that drifted in the day before.

Next, each PC decides their Travel Roles for the Day Shift. Alric will act as Guide, since he’s the one with the map. Maelen will act as Look Out, keeping watch for threats. Vessa, meanwhile, will spend the day sulking and be Rearguard, padding stealthily behind the other two.

Because of Vessa’s tardiness, the party starts this day in the second watch, Midday. Moving into this hex of hills and forest will cost 2 watches and take them until the evening. Because they’re using trails and roads for the first part of the journey, I’m not going to have Alric roll to see if they’re lost until the next day.

Now it’s time to see if there are any Travel Events. To do so, we roll the special Tales dice to Consult the Bones (which seem very much inspired and influenced by Mythic), all d6: The Hammer of Judgment, a red d6 that provides Yes/No answers, the Twins of Fate, which provide Yes/No/Nil results, and the Fortune die, which provides Fortune/Misfortune/Nil results. I own a physical set of these babies, so let’s roll ‘em! Is there a Travel Event? I get… Judgment: Yes, Twins: Yes/Nil, Fortune: Misfortune. That’s a double-Yes, with the Fortune die telling us something bad. Sounds like our first combat encounter to me, but let’s see what the handy Overland Travel Event table says.

I roll 11, which is a Random Encounter. Yep! Next, I’m supposed to roll on a Reaction and Activity table to figure out what the creature(s) think of our party and what they’re doing when encountered. Normally on Reactions I roll 2d6, but because I rolled Misfortune, I’m going to only roll 1d6, ensuring at best a neutral response: 2, which is hostile, opposed, or confrontational. My Activity die, meanwhile, says that whatever they encounter is eating. So cool! What a great system.

Finally… what does the party encounter? There are Forest and Mountain/Hills tables in the book, but I’m going to make a custom table based on how I’m thinking about threats in this world. Or, rather, I’m going to roll on the table as well as my own, combining the two for the result. I roll… oh my.

The old road, called unimaginatively Root Road, exited Oakton on its western wall. It passed first due west, then curved south, climbing higher all the way. Eventually the Marchlander trails branched off—narrow paths connecting remote logging camps and hill farms. After that, the Root Road followed the foothills south and, much later, west into the Redwood Marches proper. Alric had never been further than the stepstone trail that wound its way to the famed Skywarden Tower, and even then, only once.

Today, however, they stepped off the road just as the first trail branched west, well before the path to Skywarden Tower. Alric paused and unrolled his map, studying it carefully and comparing what he saw on the parchment with the surrounding countryside. His bad foot ached, but not as much as he’d feared it would, and he was pleased that neither of the mercenaries criticized or mocked his pace. True to her word, Maelen had not pestered him further about their destination. Mostly, the three of them had begun their journey traveling in companionable silence through the clear, autumn day. They were faintly terrifying, these rough-and-tumble mercenaries, but Alric had to admit that they had a certain kindness and honor to them. He was again grateful that his contacts had avoided connecting him with lowlifes who would simply slit his throat and loot his corpse once they’d left the city.

Satisfied with their location, he rolled the map and slid it back into the oiled leather tube at his belt.

“Now we go up and over the Greenwood Rise,” he said, pointing into the forest, climbing upwards to the western side of the road.

Maelen nodded. “I go first,” she said, brooking no argument. “And you follow right after me. If I say stop or shut up, you do it. These hills are wild places, full of danger.”

Alric nodded. “Fine.”

“Vessa will follow behind,” Maelen raised her voice so the thief could hear. Vessa stared back unblinking. “Both because she needs a bath and because she’s stealthy. If we do get into a scrap, we’ll be happy to have her surprise whatever’s bothering us.”

Alric swallowed and nodded. This would be his first time off a road or trail, something every Oaktowner of every profession would tell you would get you killed by all manner of criminal or beast. Monsters roamed the wilds, they said, and the demons who spawned them.

The climb up the Greenwood Rise hurt his foot significantly worse than the road. He and Maelen crunched through undergrowth as cedars and, eventually redwoods, towered over them. Birds called and insects chittered, but otherwise the only sounds were the crunch crunch crunch of their steps and Alric’s panting breath. He soon found himself gripping younger trees and pulling himself up the hill, trying to put some of the burden of the climb on his arms instead of his cursed legs.

Several times, Maelen stopped and watched him with a grim, serious expression. She never offered help, but also never showed outward frustration. Maelen became almost a fever dream manifestation of Alric’s will, a silent witness to his pain and progress. For his part, Alric grunted and struggled, focusing only on the next tree in front of him. So focused was he, that he never even thought to look back for Vessa, to see how far she tracked behind them.

It was impossible to tell how long they climbed. Alric felt his chest near to bursting, his legs numb, his foot in agony, sweat dripping into his eyes, and all the while the canopy above them obscured the sun. They climbed endlessly, each step a fresh misery, time stretched thin beneath the trees.

“Stop,” Maelen hissed, the first word she’d uttered since they began. Alric pulled himself forward by the trunk of the tree in front of him and paused, his breath heaving like a bellows.

“What—what is it?” he wheezed, reaching for his waterskin. Alric wiped his face for the hundredth time with a sleeve. He looked around for danger, but it was the same as everywhere else on these hills: A sea of trees, verdant underbrush, and fallen leaves and pine needles.

Maelen simply pointed, her eyes searching the hill above them. Alric’s gaze followed her thick finger, to the tree just beyond him. It would have been the next tree he used as a lever to pull himself forward, in fact. It was paler than the others—not unnatural, just a different species than the redwoods, firs, and laurels around it, its bark flaky and almost white.

A black-filled circle had been carved into its bark, glistening like tar.

“What is it?” Alric whispered, trying to control his rapid breathing.

“Well, it was carved by someone, wasn’t it?” Maelen whispered back. Quietly, she slid the sword on her back out of its scabbard. It was a massive weapon, fully two-thirds Alric’s height, he guessed. The blade glinted in the dappled spots of sun allowed by the canopy.

Alric’s eyes widened as he looked at Maelen. The woman put a finger to her lips, signaling quiet. His chest pounded, but he tried his best to silence his panting.

Up the hill above them, out of sight, someone laughed.

Next: The Lanternless [with game notes]

ToC01: A Decent Job

[game notes version here]

Artwork by © anaislalovi. All rights reserved

I.

Frostmere 14, Thornsday, Year 731.

The Heart & Dagger tavern crouched near the lakeshore, its weathered sign showing a bleeding heart pierced by a long, crooked dagger. The sign swung gently in the nighttime breeze, lit by two smoky torches that shimmered hauntingly in the chill, lazy lake mist.

Inside, the tavern was low-ceilinged and lantern-lit, dense with the smells of hearth smoke, stale ale, and spiced fish. The oak beams were blackened with age and soot, and voices echoed off mismatched walls. Dunfolk traders, off-duty Iron Thorn enforcers, and a half-dozen loud drunks all competed to be heard over the constant din. Candle stubs guttered atop crowded tables, their wax pooling on warped old boards.

From a back table, Vessa scanned the entrance for the hundredth time, swearing softly. Her long black hair, tied with a frayed leather cord, revealed a sharp, freckled face. With long, lithe fingers, she absently rubbed at her bent nose, something that had become a nervous habit since the accident that broke it two years ago.

“He’s bloody late,” she murmured to her companion. When it was clear she hadn’t been heard she leaned over and said more loudly, “He’s late!”

“You’re too impatient!” Maelen bellowed back. Where Vessa was lean and wiry, built for balance and speed, Maelen was thick and powerful, built for breaking bones. The woman’s pale, nearly amber eyes flicked from Vessa to the entrance and then down at her half-empty mug. Maelen took a long, loud draught, then wiped the back of a calloused hand across her mouth.

Vessa, irritated, barked back, “And you’re too… too… gah!” She threw up both hands. “We need this, Maelen!”

Maelen’s grin showed more predator than warmth. The scar decorating one cheek tugged when she grinned. “He’ll come, lass.”

A small brown mouse scampered across Maelen’s shoulder and curled into the crook of her elbow. The square-jawed woman’s face entirely transformed as she looked down at it, from hard to soft, like a doting mother. With a thick finger, she stroked the small creature’s head. Tatter the mouse had been Maelen’s only friend when Vessa had first been introduced to her two years ago. Now, she supposed, it was only herself and Tatter, with the rest of their crew gone. It was a dark thought, and Vessa scowled back, rubbing at her crooked nose.

Maelen, meanwhile, pushed herself from their table to go order more ale at the bar, reflexively moving Tatter from elbow to shoulder as she stood. Vessa reached for her own mug, hardly touched, and caught a glimpse of the tattoo of a lark upon the inside of her wrist. The glimpse only made her mood darken. Her whole life was a curse. Damn the Larkhands, all dead but her and Maelen. Damn the Latchkey Circle who’d hired them last year. Damn the incident that had killed her friends and left them in debt, scrabbling for scraps ever since. Damn sneaking jobs outside the watch of the Guilds for pips and spare copper oaks. How had her life come to this at only eighteen years old?

As if reading her thoughts, Maelen returned and cuffed her on the shoulder to bring her back to the present. Vessa rocked to one side from the blow and ale sloshed over the side of her mug.

She opened her mouth to complain when she saw him.

A pale-faced young man in robes stood in the doorway, squinting in the candlelight and looking wholly out of place. He was tall and broad-shouldered, but Vessa saw immediately that his body held none of the hard edges of real work, and none of the menace of someone who knew how to wield a blade. That said, he looked like a priest or scholar, not a privileged merchant or noble. His tunic was brown and simple, tied at the waist with a cord, and his boots were beaten and worn.

“He’s here,” Vessa announced with a slap of the table. In one fluid motion she was out of her chair and weaving through the Heart & Dagger’s maze of tables towards the doorway. When she was already within range of a knife thrust, he finally saw her, gray-green eyes going momentarily wide. Up close, he had a handsome enough face, with heavy brows and an obvious sharp wit. He seemed close to her own age, maybe just under twenty.

Once they’d made eye contact, Vessa turned and waved for him to follow. She paused, though, and cocked an eyebrow when she saw the young man’s first, shuffling step. One of his feet turned inward, the leg thinner than its mate. It looked like a condition from birth rather than injury, but regardless, it gave the man a shuffling, loping gait as he made his way across the common room and to the table with Maelen.

His face shone with sweat as he settled into his chair, his eyes darting between the two women. Vessa had to give him credit, though: She was sure he’d never been to the Heart & Dagger before—maybe not even to this side of the lake—but neither his hands nor lips were trembling, and he met their gaze without flinching, even Maelen’s. He might lack a fighter’s build, but at least he wasn’t a coward.

He leaned forward to say something conspiratorially, but his low voice was lost to the din of the crowd. He frowned, clearing his throat, when he realized the predicament.

“Is there a place we can speak privately?” he asked loudly. His voice was rich and deep.

Maelen gave him that malicious grin of hers. “You can say anything in the Heart & Dagger, lad. Don’t waste our bloody time and get on with it.”

He pursed his lips, clearly not liking the situation, and ran a calloused hand through his thick, brown hair. Vessa knew that she was not the most charming or persuasive person in Oakton, but she may have some of the keenest eyes in the city. This man—who she decided was a Marchlander scribe by trade, and a low-ranking one at that—was a thinker, a planner. He hadn’t expected such a chaotic, noisy conversation and was now adjusting his approach. Vessa could almost see his mind working, like a great water mill. After no more than three heartbeats, he nodded almost imperceptibly and straightened his posture.

“Alright,” he said, leaning forward again but this time speaking so they could hear him. “I need an escort, out of the city and over the western hills. Perhaps two days’ travel, and back. I was told you were available to hire.”

“Out of the city?” Maelen scoffed. “You need a ranger, lad. Do we look like woodsmen to you?”

Vessa shot her companion a sharp look. They needed the coin, desperately. Even the expense of Maelen’s refill of ale gave Vessa heartburn. But her friend just winked at her and fixed her dark grin on the stranger.

“I don’t need a ranger,” he said, nonplussed. Vessa noticed an ink stain on the inside of one finger. “I have a map. What I need is protection,” he nodded to Maelen, “And a thief,” he nodded to Vessa.

So. The scribe had done his homework. This whole situation had the Latchkey Circle’s footprints all over it, but then she supposed all their jobs did since… the incident. Normally, she’d have interrogated him about how he got their names, but she guessed it came through a chain of middlemen. He likely had no idea that he was dealing with one of the most powerful and least known guilds in Oakton, or that she and Maelen were so deep in debt to the Circle that they would accept his job no matter how little it paid.

The man clearly misinterpreted their silence, because he reached into his robe and pulled out a fat purse that he dropped onto the table before them.

“I have coin,” he announced. “One hundred thorns for the job. Sixty now, forty when I’m back here safely.”

Maelen snarled and grabbed the man by the front of his robes, pulling him into half-standing. “You bloody idiot! Lower your voice!”

“But you said–”

“That was before I knew you brought a sack of silver that could get us all gutted,” she hissed, and then released his robe. She nodded to Vessa, who swept the purse off the table and into her lap faster than a blink. It sat there heavily, and she didn’t need to count them to know the coins were indeed thorns, and a lot of them. She nodded back to Maelen.

The scribe looked momentarily confused, straightening his robe. “She took the purse,” he said. “Does that mean you accept?”

Maelen’s eyes scanned the tables around them to see if anyone had overheard or seen the money. Finally, she licked her lips, slapped the table, and stood.

“When do we leave?” she smiled at him, her scar tugging at her cheek and making Maelen look somewhat crazed.

“Oh! Very good. Tomorrow morning?” he also stood. Vessa stayed sitting, the heavy purse weighing on her thighs. “How about we meet at the Root Gate?”

“Done,” Maelen nodded. “Watch yourself getting home, lad, and we’ll see you at first light.”

“My name’s Alric,” he said.

“Don’t care,” Maelen scoffed. Her face hardened as she jerked a thumb to the doorway. “Now get out. We’ll be seeing enough of each other over the next four days.”

“But–” he sighed. “Fine.”

As the young man shuffled his way awkwardly out of the Heart & Dagger, Vessa caught Maelen’s wide smile, displaying her chipped front tooth, and grinned back. Perhaps the Gambler had finally decided to favor them, after all.

Frostmere 15, Goldday, Year 731.

Vessa woke because someone was licking her face. She groaned and shrank away from the offending tongue. Blinking woozily, Vessa attempted to gain her bearings. She lay atop a straw pallet, and she had that cotton-headed feel, so familiar to her, of a night inhaling too much lotus leaf.

“By the Rootmother,” she wheezed, running a hand over her face. She moved her fingers higher and found only a thin layer of stubble where her hair had been long and tangled the night before.

Vessa sat up straight, blinking. Stubble?

A dog sat a stride away from her, panting happily and tongue lolling. Right. Someone had been licking her face, and it was, apparently, the hound.

She groaned again and ran a palm over her shaved head. Where had her hair gone? And… her tongue probed a gap at the side of her mouth… why was she missing a tooth?

Vessa scanned her surroundings. Other than the dog, she was alone. It appeared that she had not been sleeping on a straw pallet, but simply straw. It was a barn, and not a particularly clean one. She was still clothed in her leathers, which was a blessing, and both shortsword and dagger lay unbuckled nearby. Apparently, she’d come here of her own volition, not been dumped unconscious.

In a flash of panic, she patted her belt but heard the jingle of silver coins. Vessa still had the money from that scribe at the Heart & Dagger, or least most of it. Well, some of it, anyway. The problem with heavy purses, she found, was that she used them for lotus leaf. And drink. And gambling. And brawling. And usually sex. She gently probed her face and neck with long fingers, then stretched. She wasn’t injured, thank the gods, so maybe last night had been more drink and lotus, and less of the rest.

That’s when she felt something else in her pouch, sitting oddly and poking her in the ribs. After some fumbling, she pulled it out and examined it. The item was a heavy piece of polished brass, about the size of a large walnut, shaped into a hexagonal stamp. Its face bore the stylized sigil of Oakton—the Argenoak framed by twin scales—and ringed in delicate, curling script spelling out “By Order of the Castellan.” Its handle was bound in dark, cracked leather to give a firm grip, and the underside was caked with red, waxy residue. A thin iron chain, snapped at the clasp, dangled from a drilled hole in its spine.

A writ-seal? From a clerk of the Castellan? Vessa shook her head, trying desperately to recall the previous evening after the Heart & Dagger. The hound panted its way closer, pressing its head into her hand. She stroked it behind the ears idly, her mind working slowly at the problem of a strange barn, friendly dog, and a government writ-seal.

“Shit!” she exclaimed, startling the animal, who yelped and jumped away, tail between legs.

Vessa buckled on her weapons and started running, the mysteries of the evening forgotten. It had just occurred to her that light had been slanting into the barn from outside. Sunlight.

Wherever she was, it wasn’t the Root Gate. She was late, very late, for the first decent job she’d landed in a year.

Next: Into the woods [with game notes]

ToC01: A Decent Job [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

I.

Frostmere 14, Thornsday, Year 731.

The Heart & Dagger tavern crouched near the lakeshore, its weathered sign showing a bleeding heart pierced by a long, crooked dagger. The sign swung gently in the nighttime breeze, lit by two smoky torches that shimmered hauntingly in the chill, lazy lake mist.

Inside, the tavern was low-ceilinged and lantern-lit, dense with the smells of hearth smoke, stale ale, and spiced fish. The oak beams were blackened with age and soot, and voices echoed off mismatched walls. Dunfolk traders, off-duty Iron Thorn enforcers, and a half-dozen loud drunks all competed to be heard over the constant din. Candle stubs guttered atop crowded tables, their wax pooling on warped old boards.

From a back table, Vessa scanned the entrance for the hundredth time, swearing softly. Her long black hair, tied with a frayed leather cord, revealed a sharp, freckled face. With long, lithe fingers, she absently rubbed at her bent nose, something that had become a nervous habit since the accident that broke it two years ago.

“He’s bloody late,” she murmured to her companion. When it was clear she hadn’t been heard she leaned over and said more loudly, “He’s late!”

“You’re too impatient!” Maelen bellowed back. Where Vessa was lean and wiry, built for balance and speed, Maelen was thick and powerful, built for breaking bones. The woman’s pale, nearly amber eyes flicked from Vessa to the entrance and then down at her half-empty mug. Maelen took a long, loud draught, then wiped the back of a calloused hand across her mouth.

Vessa, irritated, barked back, “And you’re too… too… gah!” She threw up both hands. “We need this, Maelen!”

Maelen’s grin showed more predator than warmth. The scar decorating one cheek tugged when she grinned. “He’ll come, lass.”

A small brown mouse scampered across Maelen’s shoulder and curled into the crook of her elbow. The square-jawed woman’s face entirely transformed as she looked down at it, from hard to soft, like a doting mother. With a thick finger, she stroked the small creature’s head. Tatter the mouse had been Maelen’s only friend when Vessa had first been introduced to her two years ago. Now, she supposed, it was only herself and Tatter, with the rest of their crew gone. It was a dark thought, and Vessa scowled back, rubbing at her crooked nose.

Maelen, meanwhile, pushed herself from their table to go order more ale at the bar, reflexively moving Tatter from elbow to shoulder as she stood. Vessa reached for her own mug, hardly touched, and caught a glimpse of the tattoo of a lark upon the inside of her wrist. The glimpse only made her mood darken. Her whole life was a curse. Damn the Larkhands, all dead but her and Maelen. Damn the Latchkey Circle who’d hired them last year. Damn the incident that had killed her friends and left them in debt, scrabbling for scraps ever since. Damn sneaking jobs outside the watch of the Guilds for pips and spare copper oaks. How had her life come to this at only eighteen years old?

As if reading her thoughts, Maelen returned and cuffed her on the shoulder to bring her back to the present. Vessa rocked to one side from the blow and ale sloshed over the side of her mug.

She opened her mouth to complain when she saw him.

A pale-faced young man in robes stood in the doorway, squinting in the candlelight and looking wholly out of place. He was tall and broad-shouldered, but Vessa saw immediately that his body held none of the hard edges of real work, and none of the menace of someone who knew how to wield a blade. That said, he looked like a priest or scholar, not a privileged merchant or noble. His tunic was brown and simple, tied at the waist with a cord, and his boots were beaten and worn.

“He’s here,” Vessa announced with a slap of the table. In one fluid motion she was out of her chair and weaving through the Heart & Dagger’s maze of tables towards the doorway. When she was already within range of a knife thrust, he finally saw her, gray-green eyes going momentarily wide. Up close, he had a handsome enough face, with heavy brows and an obvious sharp wit. He seemed close to her own age, maybe just under twenty.

Once they’d made eye contact, Vessa turned and waved for him to follow. She paused, though, and cocked an eyebrow when she saw the young man’s first, shuffling step. One of his feet turned inward, the leg thinner than its mate. It looked like a condition from birth rather than injury, but regardless, it gave the man a shuffling, loping gait as he made his way across the common room and to the table with Maelen.

His face shone with sweat as he settled into his chair, his eyes darting between the two women. Vessa had to give him credit, though: She was sure he’d never been to the Heart & Dagger before—maybe not even to this side of the lake—but neither his hands nor lips were trembling, and he met their gaze without flinching, even Maelen’s. He might lack a fighter’s build, but at least he wasn’t a coward.

He leaned forward to say something conspiratorially, but his low voice was lost to the din of the crowd. He frowned, clearing his throat, when he realized the predicament.

“Is there a place we can speak privately?” he asked loudly. His voice was rich and deep.

Maelen gave him that malicious grin of hers. “You can say anything in the Heart & Dagger, lad. Don’t waste our bloody time and get on with it.”

He pursed his lips, clearly not liking the situation, and ran a calloused hand through his thick, brown hair. Vessa knew that she was not the most charming or persuasive person in Oakton, but she may have some of the keenest eyes in the city. This man—who she decided was a Marchlander scribe by trade, and a low-ranking one at that—was a thinker, a planner. He hadn’t expected such a chaotic, noisy conversation and was now adjusting his approach. Vessa could almost see his mind working, like a great water mill. After no more than three heartbeats, he nodded almost imperceptibly and straightened his posture.

“Alright,” he said, leaning forward again but this time speaking so they could hear him. “I need an escort, out of the city and over the western hills. Perhaps two days’ travel, and back. I was told you were available to hire.”

“Out of the city?” Maelen scoffed. “You need a ranger, lad. Do we look like woodsmen to you?”

Vessa shot her companion a sharp look. They needed the coin, desperately. Even the expense of Maelen’s refill of ale gave Vessa heartburn. But her friend just winked at her and fixed her dark grin on the stranger.

“I don’t need a ranger,” he said, nonplussed. Vessa noticed an ink stain on the inside of one finger. “I have a map. What I need is protection,” he nodded to Maelen, “And a thief,” he nodded to Vessa.

So. The scribe had done his homework. This whole situation had the Latchkey Circle’s footprints all over it, but then she supposed all their jobs did since… the incident. Normally, she’d have interrogated him about how he got their names, but she guessed it came through a chain of middlemen. He likely had no idea that he was dealing with one of the most powerful and least known guilds in Oakton, or that she and Maelen were so deep in debt to the Circle that they would accept his job no matter how little it paid.

The man clearly misinterpreted their silence, because he reached into his robe and pulled out a fat purse that he dropped onto the table before them.

“I have coin,” he announced. “One hundred thorns for the job. Sixty now, forty when I’m back here safely.”

Maelen snarled and grabbed the man by the front of his robes, pulling him into half-standing. “You bloody idiot! Lower your voice!”

“But you said–”

“That was before I knew you brought a sack of silver that could get us all gutted,” she hissed, and then released his robe. She nodded to Vessa, who swept the purse off the table and into her lap faster than a blink. It sat there heavily, and she didn’t need to count them to know the coins were indeed thorns, and a lot of them. She nodded back to Maelen.

The scribe looked momentarily confused, straightening his robe. “She took the purse,” he said. “Does that mean you accept?”

Maelen’s eyes scanned the tables around them to see if anyone had overheard or seen the money. Finally, she licked her lips, slapped the table, and stood.

“When do we leave?” she smiled at him, her scar tugging at her cheek and making Maelen look somewhat crazed.

“Oh! Very good. Tomorrow morning?” he also stood. Vessa stayed sitting, the heavy purse weighing on her thighs. “How about we meet at the Root Gate?”

“Done,” Maelen nodded. “Watch yourself getting home, lad, and we’ll see you at first light.”

“My name’s Alric,” he said.

“Don’t care,” Maelen scoffed. Her face hardened as she jerked a thumb to the doorway. “Now get out. We’ll be seeing enough of each other over the next four days.”

“But–” he sighed. “Fine.”

As the young man shuffled his way awkwardly out of the Heart & Dagger, Vessa caught Maelen’s wide smile, displaying her chipped front tooth, and grinned back. Perhaps the Gambler had finally decided to favor them, after all.

We gotta start this new story in a tavern, right? I had this opening scene in my mind when I rolled up the three PCs, with Alric hiring the indebted Vessa and Maelen to accompany him on a quest to find some ruins in the forest. I decided to pool their silver coins from character creation and then have Alric give them over as a first payment (and no, he doesn’t have the second payment, the silly man), which helps establish their starting wealth.

But I’m not working from a prewritten adventure, and so whether they actually go find ruins in the outlying forest is an open question. In fact, my first roll is going to be a fun one: On the Carousing table! Vessa is not what you’d call “responsible with money” and so will blow through some of their newfound wealth before ever meeting up with Alric in the morning.

A few things about carousing in Tales of Argosa: First, it costs at least 20 silvers, so the purse is automatically lighter by a third. Second, it can lead to its own adventures, which could take our opening tale into some unpredictable and wild directions. Let’s see. The Carousing Table is d100, and I roll a 96. That gives me—gulp!—this result:

Fool’s Dare: While highly intoxicated, a fool’s dare or act of bravado causes you to (i) shave your head, (ii) shave your eyebrows, (iii) pull out a tooth, (iv) kidnap one of the watch’s hounds, (v) steal the watch’s lucky anvil, (vi) kidnap a maligned merchant, hog tie them naked to a horse, then set them loose in the main street. Make a Luck save. On a fail, the guards know it was you (2d6 months prison, 1d6 x 100 sp fine, and kidnapping brand on forearm).

Whoah! Rather than assume that all of that happened, I’m going to roll a d6 for how many of those things occurred on Vessa’s night of revelry. Four. She: a) kidnapped one of the watch’s hounds, b) shaved her head, c) pulled out a tooth, and d) stole the watch’s… something (maybe not an anvil, which is difficult to picture, but something important).

Now we get to the Luck roll, which will be a straight d20 roll versus her current Luck score of 11. She needs a result of 11 or less (everything except attack rolls in Tales is “roll under”), so she has a 55% chance of success here. I roll… 3. Whew. So Vessa will not be actively wanted by the Oakton authorities. She also gains 1 xp for her night of debauchery (for reference, level 2 is at 10 xp). That’s the good news. The bad news is that she’ll start the journey into the forest down a Luck point as, even on a success, the score drops to 10 until she gets a week of rest (i.e. after this quest).

I’ll increase the Mythic Chaos Factor from 5 to 6 for the next time the PCs are together, signaling that they are a little less in control of the plot than they’d want. What does the Chaos Factor do? When I ask Yes/No questions to determine outcomes, the higher the Chaos Factor, the more often the answer is “Yes.” It’s a neat ebb-and-flow mechanic for storytelling that will become evident as we go.

Frostmere 15, Goldday, Year 731.

Vessa woke because someone was licking her face. She groaned and shrank away from the offending tongue. Blinking woozily, Vessa attempted to gain her bearings. She lay atop a straw pallet, and she had that cotton-headed feel, so familiar to her, of a night inhaling too much lotus leaf.

“By the Rootmother,” she wheezed, running a hand over her face. She moved her fingers higher and found only a thin layer of stubble where her hair had been long and tangled the night before.

Vessa sat up straight, blinking. Stubble?

A dog sat a stride away from her, panting happily and tongue lolling. Right. Someone had been licking her face, and it was, apparently, the hound.

She groaned again and ran a palm over her shaved head. Where had her hair gone? And… her tongue probed a gap at the side of her mouth… why was she missing a tooth?

Vessa scanned her surroundings. Other than the dog, she was alone. It appeared that she had not been sleeping on a straw pallet, but simply straw. It was a barn, and not a particularly clean one. She was still clothed in her leathers, which was a blessing, and both shortsword and dagger lay unbuckled nearby. Apparently, she’d come here of her own volition, not been dumped unconscious.

In a flash of panic, she patted her belt but heard the jingle of silver coins. Vessa still had the money from that scribe at the Heart & Dagger, or least most of it. Well, some of it, anyway. The problem with heavy purses, she found, was that she used them for lotus leaf. And drink. And gambling. And brawling. And usually sex. She gently probed her face and neck with long fingers, then stretched. She wasn’t injured, thank the gods, so maybe last night had been more drink and lotus, and less of the rest.

That’s when she felt something else in her pouch, sitting oddly and poking her in the ribs. After some fumbling, she pulled it out and examined it. The item was a heavy piece of polished brass, about the size of a large walnut, shaped into a hexagonal stamp. Its face bore the stylized sigil of Oakton—the Argenoak framed by twin scales—and ringed in delicate, curling script spelling out “By Order of the Castellan.” Its handle was bound in dark, cracked leather to give a firm grip, and the underside was caked with red, waxy residue. A thin iron chain, snapped at the clasp, dangled from a drilled hole in its spine.

A writ-seal? From a clerk of the Castellan? Vessa shook her head, trying desperately to recall the previous evening after the Heart & Dagger. The hound panted its way closer, pressing its head into her hand. She stroked it behind the ears idly, her mind working slowly at the problem of a strange barn, friendly dog, and a government writ-seal.

“Shit!” she exclaimed, startling the animal, who yelped and jumped away, tail between legs.

Vessa buckled on her weapons and started running, the mysteries of the evening forgotten. It had just occurred to her that light had been slanting into the barn from outside. Sunlight.

Wherever she was, it wasn’t the Root Gate. She was late, very late, for the first decent job she’d landed in a year.

Next: Into the woods [with game notes]

Tales of Calvenor: Three Oakton Adventurers

Welcome to the second post of my new project, Tales of Calvenor, an amalgam of solo-roleplaying in the background and fantasy fiction in the foreground. If you went on holiday and wonder what the hell happened to Age of Wonders, check out last week’s installment, which gives a broad outline of what I’m doing here and introduces you to the core game system: Tales of Argosa. We have a lot to do today so let’s dive in.

Disclaimer: If you’re only interested in the story and would rather skip the tabletop roleplaying stuff, today is not for you. Check back next week for the first chapter and you can ignore everything below. Today I’m tackling all the juicy game stuff that took many posts in Age of Wonders: I’m rolling up three characters (teaching the system as we go) and discussing any rules tweaks that I’m contemplating.

Welcome, anaislalovi!

Before we jump into the game stuff, I’d like to warmly welcome anaislalovi, the artist who will bring the characters from today to life. Isn’t the cover art on these posts amazing? That’s a stock image I purchased from her DriveThruRPG shop, and is by © anaislalovi, used with permission, all rights reserved (I’ll be adding this same language to the custom photos she’s done of our three protagonists… don’t be a jerk and steal her stuff). Custom artwork, you say? Yes indeedy! See below for more. Thank you, Ana, and I’m thrilled to be working with you!

Artwork by © anaislalovi. All rights reserved

A Brief Note on the World

Learning from my last project, I picked up the astounding Tome of Worldbuilding from Mythmere Games. Highly recommended. It’s an amazing tool, and really, really helped me nail down what I hope are primary ways this world will come to life for you as a reader and me as a storyteller. Rest assured that I have… um, many pages of deep exploration across various parts of this world that will help ground me as I play and write. Rather than reveal the results of working with the Tome, I’m going to let these details come out in the fiction, starting next week.

Suffice it to say, this is a low-magic fantasy setting. Our story will take place on the continent of Nomun, which translates to “The Known Lands,” and is made up of dozens of principalities sparring along uneasy borders. We’re starting in the Princehold of Calvenor, one of those principalities, on the eastern edge of the continent. More specifically, our story begins in The Redwood Marches, a broad set of settlements around a bay along Calvenor’s coast. Our protagonists all hail from Oakton, a large coastal city in the Marches. That’s a lot of names, but gives you at least the main hierarchy of locations. Each boldface entry above sits within the entry before it.

Introducing Vessa

There are seventeen listed steps in the Tales rulebook for character creation, which sounds like a lot but many of them are simple and quick. Plus, again, it’s a system that’s easy to puzzle out if you’ve played any traditional role-playing game. Let’s dive into our first protagonist…

Step 1 is to roll for Race. I’m going to slant the rolls here, since my setting is dominated by humans. I’ll roll a d10 to begin, with 1-9 being Human. If I roll a 10, I’ll then roll the table as suggested, a d12. I roll a 1. Human it is! Humans are great in ways that will become clear throughout this process.

Next, I roll d66 for Background. What’s a d66? It means rolling 2d6 but instead of adding them, you use one number as a tens integer and the other as a ones integer. I roll 52, which is Street Acrobat! Cool. That grants her (I’m sticking with at least two of the three characters being female) a +1 Dexterity (max 16), the Acrobatics skill (which grants a +1 bonus to relevant checks and allows for using a precious Reroll on failed checks), and a 10’ pole. Okay that last one is my least favorite old-school item because of how immersion-breaking it is for me, but we’ll make it work.

Step 3 is generating Attributes by “rolling 3d6 seven times and allocate the results in order to Str, Dex, Con, Int, Perc, Will, and Cha. You must have at least one attribute of 13 or higher and another of 15 or higher. If not, increase one attribute of your choosing to 13, and/or one to 15, as required. You may then also swap any two Attribute scores, if desired.”

Here we go! Strength 13, Dexterity 12, Constitution 9, Intelligence 10, Perception 17 (!), Willpower 16 (!), Charisma 9. Wow, those are some amazing rolls. From the rulebook, high Perception means “your character has excellent aim, a sixth sense for danger, and notices subtle details.” I’ll keep that high, but swap my Dex and Will scores, giving her a Dexterity of 16 and Willpower of 12. Because she’s Human, she gets an additional +1 to a single score, not to exceed 16. I’ll give it to Constitution, slightly increasing her hit points. She’ll now have a +3 modifier to Perception, +2 to Dexterity checks, a +1 for Strength, and no negative modifiers. Wheee!

Step 4, based on the rolls so far, I choose my Class. The two that make the most sense are Ranger, which relies on Perception and is a ranged specialist, and Rogue, which relies on Dexterity and backstabbing. Given her Background, Rogue feels like the obvious choice. That gives me a bunch of class abilities, equipment, skills, and such as detailed below.

As with all first level characters, her Luck is 11 and Dark & Dangerous Magic (DDM) score is 1 (more on what this score means if she ever tries to cast a spell or interact with a magic item). Because she’s Human, she gains 2 Rerolls. What are Rerolls? Exactly as you’d expect, though we’ll get into these more during play.

The next three steps are calculated scores. Her Initiative is the average of her Int and Dex scores, rounded down, so 13. Her Hit Points, as a Rogue, are her Con score + Levelx2, which is 12. And her Death Save score is 10 + either her Con or Will modifier, whichever is greater. Both are zero, so she has a score of 10.

Step 9 involves tallying her Skills. She already has Acrobatics, and being a Rogue automatically adds Stealth, Sleight of Hand, and Traps & Locks, all of which are self-explanatory. In addition, she rolls d10 for three additional skills and I roll: General Lore, Gather Info, and Apothecary. Those first two make sense: She’s streetwise and good at rumormongering. I’ll have to think about why she’s also a decent healer.

Probably the most fun step is Class Abilities. As a Rogue, she’ll gain a) Backstab, which helps her ambush and assassinate her foes, b) Finisher, which helps her pick off injured foes, and c) two Tricks: Glue Pot and Cat’s Grace, each of which can be used once at 1st level (she can regain these uses on rests).  

In terms of Gear, Tales of Argosa uses a modern system of Gear slots. She gains half her Str (5) each in Battle Gear (things that can be accessed in combat) and Pack Gear (things that can be accessed outside of combat) slots. All characters begin with a bedroll, torch, tinderbox, and rations, all in Pack Gear. She also has that 10’ pole, plus thieves’ tools, leather armor, a shortsword, and dagger thanks to her Background and Class. That takes up all her Pack Gear slots and 3/5 Battle Gear ones. I’d like to get her a ranged weapon because of that sweet Perception bonus, but with only 10 starting silver coins, she’ll have to wait.

We’re in the final stretch of character creation! Her Armor Class is 10 +1 for leather armor and +2 for her Dex modifier, for a total of 13. Her Attack bonus is 0 as a Rogue, +1 for melee and +3 for ranged thanks to Str and Perc, respectively. Meanwhile, her Age is 1d20+16 years. I roll 2, so she’s 18 years old. So young for this life of danger!

I have a custom name generator for this land, and her name is Vessa Velthorn. Some nice alliteration there. Per the rulebook’s suggestion, I’ll roll on the Tales of Argosa hireling personality and traits tables for inspiration. Oh my! She’s a “lotus addict” (hello explanation for Apothecary!) and has a broken nose. A true rogue through and through, I’d say.

The final, seventeenth step of character creation is Party Bonds, which we can’t do until we have a party.

See? Easy stuff. Even having never made a single Tales of Argosa character before, the game is elegant and the rulebook easy to follow. Here’s how her character sheet looks after this process, plus anaislalovi’s awesome depiction:

Artwork by © anaislalovi. All rights reserved

Welcome to the team, Vessa! Let’s see who she’s facing danger alongside…

Introducing Alric

For our second character, let’s return to Step 1. I roll a d10 for Race and get 8, another Human. A d66 for Background gets me 55: Scribe! That’s a +1 to Int (16 max), the General Lore skill, and a parchment & ink in gear. Already very different from Vessa! Love it. I’ll also make this a man to shake things up a bit.

General Attributes do a lot to define the character, of course. I roll 11 Strength, 7 Dexterity, 12 Constitution, 11 Intelligence, 14 Perception, 11 Willpower, and 13 Charisma. Excellent. I’ll swap Perception and Intelligence, which with his +1 makes 15 Int. I’ll also add the +1 from being Human to Willpower. That means his only positive modifiers are +2 Intelligence and +1 Charisma, with -1 Dexterity. Not impressive by any means but he meets the minimum standards. What’s up with that Dex? My son was born with club feet, so that’s the first explanation that popped into my head, and that’s how I’ll explain his Dex score.

Next is Class, and I believe we’ve found our Magic User for the party. Or maybe… Just kidding. We love spellcasters, so if there’s a chance for a Magic User, a Magic User he shall be.

His Luck, Rerolls, and DDM are the same as Vessa (11, 2, 1). His Death Save is 10, also the same. His Initiative is a nice, average 11. He has an impressive (for a Magic User) 13 Hit Points.

Skills-wise, he gains Arcane Lore and Apothecary, and he gets three more determined randomly: Detection, Divine Lore, and Stealth. Interesting. This guy certainly fits as a scholar: So much Lore. What’s up with the Stealth, though? Sneaking through the scroll stacks to steal forbidden knowledge, perhaps?

In Class Abilities, a Magic User gets… spells! At first level, he’ll know two spells based on d100 rolls: Sever Arcanum (basically Dispel Magic) and Cradle of Formlessness (basically Gaseous Form). Weird! He can cast one spell per rest at first level, whichever one he wants each time. He also can, twice per adventure, use Sense Magic (basically Detect Magic).

Next is Gear, and thanks to 11 Str our Magic User has the same gear slots as our Rogue. Two of those five Battle Gear slots go to a spellbook and a longsword (I see you, Tales!). Meanwhile, all the Pack Gear slots are taken thanks to the same bedroll, torch, rations, tinderbox, and parchment & ink. Like Vessa, he’ll have leather armor.

…Which is good, because his Armor Class is 10 +1 for the armor and -1 for Dex. That 10 AC is scary. No Attack Bonuses, but he does have a few languages: Calvenor (i.e. common) and two others that I’ll figure out later. Age-wise, he is 3+16… 19! A young crew. I was picturing him as significantly older up until that roll.

In fact, now that I know that he’s a teenage scribe just finding his way into magic, his longsword makes less sense. I love the idea of a mage with a real weapon, but I’m going to give him the silver for the sword and then spend 1sp on a boring old, stereotypical Gandalf staff.

Who is this magical dabbler? His name is Alric Mistsong, a club-footed young man who is, according to random tables, quite blunt (that will be fun to write!). I’m curious how he and Vessa know one another, but we’ll get to Pact Bonds after our final protagonist.

Here are Alric’s character sheet and portrait:

Artwork by © anaislalovi. All rights reserved

Introducing Maelen

Let’s meet our final PC! Once again, we begin with a roll for Race and get another 8. Easy Squeezy… even without my tilted, homebrewed odds, all three protagonists are Human.

For Background I roll a 24, which is Brigand! That will give her (yes, back to a female character) +1 to Strength (max 16), the skill Stealth, and, hilariously, a wine flask. The dice have created a really balanced party if this one can handle fighting.

To that end, here come the Attribute rolls: 12 Strength, 14 Dexterity, 11 Constitution, 12 Intelligence, 12 Perception, 11 Willpower, 11 Charisma. That’s about the most average, even rolling I’ve ever done in a “roll down the line” set of scores. Funnily enough, it also doesn’t meet the minimum requirements of at least one 15 or higher. The rulebook allows me to then bump one of my choice to 15, which will obviously be Str. With the Background bonus, that makes her Strength 16. I then have a +1 from being Human, which I’ll add to Constitution. Great.

Class feels obvious. It’s a Fighter, right? I suppose she could have also been a Barbarian, or even a Monk. But yeah… she’s a Fighter, and can definitely “handle fighting.”

Once again, Luck, Rerolls, and DDM are 11, 2, and 1. Her Initiative is a respectable 13. Thanks to her Class, her Hit Points are a more-than-respectable 16. Her Death Save is 11.

Next, we turn to Skills. She already has Stealth (something all three characters have… maybe I’ll build in some infiltration somehow into their adventures), and being a Fighter adds Leadership, Athletics, and three rolled randomly: Gather Info (also there for all three!), Animal Lore, and Traps and Locks. Yep, she’s definitely a scoundrel.

What Class Abilities do Fighters receive? First, she’s Adaptable, able to access multiple fighting styles. She begins with two (her Str modifier) styles: Two-Hander (gains “advantage” when rolling damage) and Opportunist (can get a second attack when a foe drops to zero HP). Like spells, she can use one of these abilities per rest. Her second ability is Deadly Strikes, expanding her crit range to 19-20. Cool!

Her starting Gear as a Fighter is, of course, slanted towards bloodshed. She has a whopping 8 slots each for Battle Gear and Pack Gear. In terms of Battle Gear, she begins with a longsword and shield, but I’m not loving a shield for a brigand who wields a sword two-handed, so I’m going to eschew it and give her the 20 silver pieces instead. She also gains a chain shirt. For Pack Gear, she has the standard array of bedroll, torch, rations, and tinderbox, plus that wine flask. Might she buy something else? For now, I’ll give her a dagger for 1sp. After that, I’ll have to think about whether she would buy a bow and arrows or not.

Even without the shield, her Armor Class is a sweet 14 (10 +3 for the chain shirt +1 Dex). Her Attack Bonus as a Fighter plus her Attribute modifiers are an equally sweet +3 for melee and +2 for ranged. How about age? I roll 5+16… 21. She’s still young, but the eldest of our trio. I really thought we’d have more age diversity, but I rolled 2, 3, and 5 on three d20 rolls!

Consulting my own charts and the hireling ones in the book, her name is Maelen Marrosen, a callous, hardscrabble mercenary with a “lucky pet.” Heh… let’s give an ode to Age of Wonders and make her pet a mouse named Tatter. I also love how this detail ties into her Animal Lore skill.

Well, it’s certainly a scruffier crew of characters than my last story, and perfect for a Sword & Sorcery tale. Let’s roll some Pact Bonds to see if we can puzzle out how and why these three find themselves adventuring with one another. For my first bond, I roll a 42 on d66 and get “Joint debt to someone/thing.” That sounds like our Rogue and Fighter’s bond. I rolled a second bond to see how Alric fits in, but I didn’t like the result and have another idea that… can kick off our story next time!

Artwork by © anaislalovi. All rights reserved

I don’t know if I was simply lucky or if the system is just that good, but I’ve ended up with a balanced party of interesting characters and am thrilled. I’m tempted to force a cleric (in Tales, called a Cultist) into the mix for a classic old-school band of PCs, but I’ll let the dice tell the story for now. Maybe they’ll find a cultist along the way.

Any Rule Tweaks?

As I’ve mentioned many times in this blog, as I read through Crusaders as the backbone of my Age of Wonders story, I made a metric ton of homebrewed rules changes. As I’ve also said many times, I consider the ability to make these sorts of changes a strength of a rules-light system, and these tweaks enhanced my experience with the game. Imagine, then, my enthusiasm when Tales of Argosa explicitly states, “The GM is the final authority of all rules, which are expected to be tweaked to fit table preferences.”

That said, I find myself ready to embrace Tales right out of the proverbial box, without any need to mess with anything yet. I’ll likely lean more heavily on the Mythic GM Emulator for solo play than what’s directly in the suggested solo play rules, and I’m sure to find little ways (like the Race rolls above) to tilt the game slightly towards my setting. Other than that, I’m happy with what I’m reading so far.

The only rule that I considered changing is that attack rolls are the only place in the game where you want to roll high on a d20, whereas all other rolls you want to roll low. That strikes me as odd. I’m no lover of THAC0, but just for the sheer elegance of it, I wondered about essentially making AC a low number (so, Maelen’s 14 AC would become 6), rolling low to hit. It’s an easy change, though it does mean that any “nat19” mentions become “nat2” and probably a few other conventions that would need me to flip-flop my brain. In the end, I decided it was a cosmetic change that forced me into more thinking than I needed for something that ultimately would function the same way. All of that said, it’s still in the back of my brain in case the inconsistency bothers me.

Oh, and I should also say that my intention heading into this project is not only to play Tales of Argosa as it’s written out of the box, but to do the same with Mythic GM Emulator. I only started dabbling with Mythic towards the end of Age of Wonders, but this time I’m going to try and follow it as Tana Pigeon and the book suggest, using as many of the tools as possible. The result will likely be lengthier “game notes” versions of each weekly installment, and more reliance on random rolls.

As always, if you’re enjoying these posts or have suggestions, drop me a comment below or feel free to email me at jaycms@yahoo.com.

Next: Our story begins [with game notes]

Tales of Calvenor, Meet Tales of Argosa

Cover by Luke Eidenshink

Welcome to my new project, Tales of Calvenor, an amalgam of solo-roleplaying in the background and fantasy fiction in the foreground.

This project is a continuation of my writing and gaming journey, which started with Dungeon Crawl Classics, writing fiction accounts of my solo games there, and most recently my Age of Wonders story. Come to think of it, those stories began because of my Age of Ashes novellas, which were essentially retelling of my playthrough of a beloved Pathfinder 2nd Edition adventure. In many ways, I’m on a quest to tell serial fiction like my Age of Ashes treatments, without the aid of a published setting and adventure.

As I outlined in my Age of Wonders reflections last week, my intention here is to:

  1. Continue to improve my worldbuilding chops in an entirely homebrewed setting.
  2. Focus on compelling characters, improving upon my earlier efforts.
  3. Lean more heavily into emergent storytelling via the Mythic GM Emulator and other solo gaming tools.
  4. Find a game that will support my enjoyment of the story.

Next week I’ll focus on our cast of characters, touching briefly on the setting (unlike last time, I’m aiming to reveal most of the worldbuilding within the fiction). Today, I want to spotlight the game system I’ll be using in the background of this story: Tales of Argosa.

Why Tales of Argosa?

I’ve been buying a lot of tabletop roleplaying games the past several years, which I think is borne out of equal parts: a) an explosion of new games thanks to platforms like Kickstarter and Backer Kit (both of which I’m slightly addicted to), b) me dedicating more time to playing tabletop games – right now I have no less than four group games running concurrently, and c) a nostalgic realization that reading TTRPG game books makes me happy, and we all need some escapist happiness these days.

Most of these games, past and present, sit on several bookshelves in my house, which my wonderful wife—even though the shelves are in her home office—accepts without complaint. The newest acquisitions, however, sit in my home office, on what I’ve come to refer to as The Stack. The Stack is a literal stack of books that I have at best skimmed, but which I’m excited to read. Once I’ve given a book from The Stack a thorough cover-to-cover delve, I almost ritualistically carry it from my office to my wife’s, placing it upon the shelf with its brethren.  

Right now, The Stack is out of control, and I’m willing myself to buy less and read more. Every day, I enter my office and see Evolved, Shadow of the Weird Wizard,Worlds Without Number,Mythras (plus Mythras Classic Fantasy and Destined), DCC’s Caverns of Thracia, and Shadowdark, soon to be joined by Legend in the Mist, Dolmenwood, and Reaver, all staring at me. Indeed, The Stack has become such a point of embarrassment for me that I spent an entire weekend recently reading game books.

One of those books was Tales of Argosa by Pickpocket Press. I can’t even remember why I bought Tales originally, but I believe it stemmed from a podcast review of someone raving about it. I’ve been on a real Sword & Sorcery kick over the past year, reading, among other things, the original Conan stories and comics, and Tales sounded a lot like the Dungeon Crawl Classics’ (probably my current favorite game system) answer to playing Sword & Sorcery games… a modern system with an old school feel.

Here is a Discord conversation I had that Saturday afternoon with a friend of mine:

Unlike Age of Wonders, when I spent two full months exploring what game might fit my vision, I immediately knew in early June that Tales of Argosa would underpin my next story. No, it’s not a superhero system. No, it’s not extremely popular like some of those games on The Stack (which I’m sure I’ll also love and want to play). But, as I said to my friend Rob, dammit all if it doesn’t sound like tons of fun. Maybe I’m just a sucker for old-school black and white art.

If you’ve been reading my blog over the past couple of years, you may be shocked that I’m not playing Evolved, which is literally my favorite system applied to superheroes, my deepest genre love. And yes, on the surface it seems like a silly thing to overlook. Here is my rationale: First, Evolved comes pre-wired with a specific setting, full of time travel and technology. I dig the setting and flipping through the 480-page (!) rulebook makes me drool, but it feels like the sort of game you play as-is without massively customizing it, at least at first glance. Because I want to keep going on my homebrewed setting, that’s a no-go for me. Second, as I mentioned, part of the fun of DCC is the high death count, which necessitates many PCs, and right now I only want to juggle 3-4. Finally, as I mentioned, I’m currently hip deep in a Sword & Sorcery phase, a subgenre of fantasy that’s well explained here. It’s clear from Age of Wonders that my creativity was tilting towards fantasy and away from superheroes, so I might as well fully embrace that for now. I’m never too far from a spandex phase, though. Soon enough, it will be time for Evolved, probably in a live group game. For now, it stays on The Stack.

Cover by Roger Bonet

Why I Love Tales of Argosa

Okay, I joked about it before, but I truly do love the art. From the awesome cover by Luke Eidenschink to brilliant pieces throughout by artists such as Earl Geier, Jeffrey Koch, Dean Spencer, Marcin, Anaislalovi, Eric Lofgren, Thomas Denmark, Blake Davis, Rick Hershey, and many, many other talented folk (seriously, I only gave up listing them because it was feeling silly to keep going). It’s possible to have a subpar game with amazing art, but the art here is inspiring to my storytelling brain. And, thankfully, it all comes attached to a kick ass tabletop roleplaying game.

Tales of Argosa is the second edition of Low Fantasy Gaming by the same company. I admit that I hadn’t heard of LFG, but then my Sword & Sorcery obsession these days is relatively recent.Mechanics-wise, it’s a standard d20 system and thus recognizable for anyone who’s played any edition of Dungeons & Dragons or Pathfinder. It’s the tweaks that make it exciting, though. I could describe them to you, or I could use the handy summary from page 5 in the rulebook:

Because the game funded via Kickstarter in April of 2024, shipped to backers in January of this year, and released to the public shortly afterwards, there aren’t a ton of in-depth reviews that I could find. Check out the reviews on DriveThruRPG, however, and you get nuggets like, “THE Sword & Sorcery game you NEED! Buy this NOW!,” “This is wonderful. No singular gimmick that soon loses its appeal for a selling point but instead, many well thought out additions and modifications that create probably the best D&D style RPG out there!,” and, my personal favorite, “If you enjoy, DCC, Shadow of the Demon Lord, OSR, low magic settings, and a non-bloat set of rules, Tales of Argosa is the game for you.”

In addition, the rulebook even has a section for solo play, and the game comes with its own Mythic-like oracular card deck (called, awesomely, the Deck of Signs), plus special Fate dice that can offer other fun ways to randomly shape an emergent story. Add all that good stuff together, and it’s no wonder that, as I read through the crisp 250-page rulebook (which is a guide for both players and GMs, and includes a bestiary), I could immediately see it as the system underpinning my next fiction project. Even going through the summary here has made me excited all over again!

In fact…

Let’s Begin!

Again, last time I had a lot of build-up to the narrative. After six installments choosing a system, I spent one post each on the setting and variant rules, diving into the history of Oakton, then one installment for each of the three protagonists. This go-round, I’m spending less time on set-up—at least from a blog point of view—and jumping in. Next week, I’ll make my three PCs, discuss any rule-tweaks I want to make from the start (spoiler alert: none, really), and leave the work I’ve done on worldbuilding to come out in the writing process. Then we’re off and running, jumping right into a story where I have no more idea what will happen than you do. I can’t wait!

As always, if you’re enjoying these posts or have suggestions, drop me a comment below or feel free to email me at jaycms@yahoo.com.

Next: Meet the adventurers

Age of Wonders, Issues 1-6 Reflections

art by Roland Brown (drawhaus.com)

And that’s a wrap on my first six-Issue, Trade Paperback for this story! Up until this point, I’ve used these interstitial weeks to offer thoughts and reflections on each Issue, discussing where I’m adjusting either the story or game system, plus how I feel about my progress. Today, I’m going to step back and discuss this entire Age of Wonders experiment, beginning with my first inclination to start a new solo roleplaying game as inspiration for fiction. How has it gone, from my perspective? Most importantly, am I signing up for another six Issues of this story, with these characters and this game system, or switching direction?

I’m fundamentally a nerd who loved school, so the way I’ll structure these reflections is to look at each aspect of the Age of Wonders experiment and give myself a letter grade. After that, I’ll look holistically at where I go next. Spoiler alert: I’m keeping some things the same and completely changing others. What comes next will be a relaunch more than a completely new project. More on that topic later.

For now, let’s remind ourselves of my goals for this experiment!

Worldbuilding: C+

From my very first post about this project almost eight months ago, here is how I described the world I wanted to build:

“It’s a post-apocalyptic Earth that has become, with the fall of modern civilization, a feudal, fantasy-like setting where humans face off against monsters. No one remembers the world as it was. Suddenly a set of superpowered people—think comic book powers layered onto fantasy archetypes—emerge. What is the origin of these strange abilities? What do these powerful beings herald for the world? Can they save humanity? You get the idea.”

Recall that one of my insights after six months of Dungeon Crawl Classics is that I spent too little time fleshing out the world before jumping into play. I like discovering the world as I play, but it’s difficult for me to immerse myself in a story if I don’t have a feel for what the setting is in at least some broad brushstrokes. This time around, I wanted to be more intentional, creating a world in which I’d be excited to tell stories. Moreover, I wanted very much for this world to meld my two biggest escapism loves: Sword & Sorcery fantasy and superhero comic books.

If you’re an accomplished worldbuilder, either as a writer or GM, you’d rightfully give me a middling grade here. The world of Age of Wonders is typical fantasy faire without a lot to distinguish it, and while I do a lot of hinting at the changes happening all around our protagonists, it’s difficult to tell if things like a ratfolk community beneath the town, a bejeweled box of demons, or a telepathic black panther are linked to some larger mystery or just fantastical elements of a world with weird stuff in it. I also never really examined the “safe in the city, the wilds are scary” aspects of the setting, since all the danger occurs within the walls of Oakton. As a result, I probably deserve a C at best here.

But dammit, I’m proud of myself for dedicating as much time to thoughtfully scoping out the world of Age of Wonders, even if many of the elements of it haven’t yet reached the fiction, and even if I didn’t really know what questions to answer at first. As someone who has mostly relied on published settings like Dragonlance, Forgotten Realms, Golarion, Skarn, Ravnica, etc. etc. etc., being intentional about building my own setting was a treat. I will do it differently next time, but as a first step, I’m happy enough with my first foray.

Bringing Oakton to Life: C

I’m less pleased with how I brought the city of Oakton to life. I truly enjoyed using Pendulum to come up with Oakton’s history, though I now realize how flatfooted I was starting on that tool without having some broader questions about the world already answered. I was making up things like the Kalee nation, with its immigrants from Mesca, the Stone Isles, and Kaizuka on the fly, which was hugely uncomfortable and meant that I relied heavily on real-world analogues. More egregious, I didn’t bring the rich history developed with Pendulum into much of the fiction, nor did I even remember a lot of it as I was writing. That’s bad form from me.

What I like about Oakton: First, I like that it’s a diverse city—more of a salad than a melting pot—and the dominant culture isn’t based on a white, Western European history. I thought Roland Brown did an amazing job using these influences in his design of the three protagonists, and his depictions of clothing and style really brought the city to life for me. Second, I like the image of the giant tree overhanging the city, clearly signaling the fantastical nature of the setting without overdoing it. Finally, I like that it’s an all-human, low-magic city, which helps underscore the Sword & Sorcery vibe.

Despite those bright spots, I don’t think many readers could really picture Oakton in their mind’s eye like I intended. Were districts like the area around the Keep, the Coins, or the cul-de-sac of Sami Suttar’s home vivid? Was the City Watch interesting? What about the guild structure and how they influenced life in the city? How did the otherworldly, enormous tree affect the culture or beliefs? From my perspective, I fumbled the storytelling on many, many dimensions. Again, I’m giving myself credit for creating my own setting and trying, which is more than I’ve done in the past. And, as I’ll keep saying, I’m learning a ton. But the final output was clumsy at best.

Mashing-up Fantasy & Superheroes: D

By far the place I most let myself down was on the mash-up of sword-and-sorcery fantasy with classic bronze-age comic book superheroes. Pretty much the only way you could say these stories were comic book-y is that they came out in Issues instead of Chapters, and those Issue covers were awesomely illustrated by Roland. After that, meh. We had a stretchy character and… and… well, not much else that sits outside of typical fantasy. Nothing really nods at the comics of my youth. I do think that, if I continue, the story would evolve into more and more obvious superheroes and supervillains; the protagonists would continue to get more powerful and distinct in their appearances with each level-up, and they would distinguish themselves from “ordinary humans” more and more. From the first six months of the story, however, Age of Wonders looks a heck of a lot like simply a fantasy tale, full stop.

All my critiques above sound negative because I want to be honest about where I didn’t live up to my own expectations. That said, I’ve had a ton of fun since early December with this project and have been filled with creative energy the entire time. I’m thrilled that I’m pushing myself away from published settings and material to focus on my own worldbuilding and plotting, and I want to continue my journey that Age of Wonders (and DCC before it) began. Before I get to the next steps, though, let me pause on two aspects of the project that a) I consider successes, yet b) are absolutely changing in the next iteration …

Playing Crusaders: B+

Ever since I first stumbled across the Crusaders rpg, sitting on my shelf unread, I was in love. As a reminder, I had been sifting through games looking for a particular set of features:

  • A superhero game that can be played in a fantasy setting, plus allow for anachronistic weapons and technology. Basically, the superpowers and fantasy elements need to be satisfying, but allow for other genre shenanigans.
  • Is neither too crunchy (if I’m consulting forums or rulebooks more often than writing, that’s bad) nor too lightweight (I need to feel like the dice are guiding the story and enhancing the narrative). I want to feel like the mechanics support the story.
  • Level-up jumps in power. My idea is that the PCs start as “street level” heroes and become demigods as the story progresses. Something will be pushing them closer to godhood, which is a core part of the story. The game should not only allow for those different levels but be fun to play at all of them.
  • No hard-wired comics tropes (like secret identities, costumes, etc.). The story will be a genre mash-up, so I can’t hew too closely to any overly specific formulas.

Reading through the Crusaders rulebook, to this day, makes me smile. I love the whole ethos of the game, and the mechanics do a great job of not only simulating comic book action but also addressing the above list of needs. Yes, I homebrewed a metric ton of the rules, but I consider the ability to tweak rules to suit my needs a strength, and doing so was a joy. Even though I still wonder what would have happened if I’d explored the other games on my list: Evolved (now released! it’s amazing!), Destined, Basic Action Super Heroes (my vote for what would have unseated Crusaders back in December), S5E, Pathfinder 2nd Edition (which, yes, I think can be easily tweaked into a superhero game) and now Outgunned Superheroes, I’m very happy that I jumped in to play Crusaders and launch Age of Wonders. Consider me a convert to the idea that playing fantasy games with a cinematic superhero system is not only easy but freeing. I will absolutely do so again.

So why isn’t this aspect of the project an A, and why would I change systems? As I’ve outlined in these monthly Reflection posts, what I’ve come to realize is that Crusaders is there to showcase superhero combat, period. It’s truly fun for what it does, but I’m already getting a little weary of only rolling dice when it’s time to bash action figures together. I miss mechanics for chases, social situations, and downtime, and I feel like I’m operating with too few handholds when I’m in noncombat scenes. The whole point of pairing solo roleplaying with fiction writing is to allow for randomness and game logic to my stories, after all.

Anyway, thank you Oliver Legrand and the Crusaders rpg. I’ve had a blast!

Characters & Plot: B

One of the things that most frustrated me about my DCC stories were how flat the characters were. As I launched Age of Wonders, I posited that some of the issues driving this flatness were juggling too many PCs and the neutral third-person narrator, both of which are semi-required in writing DCC-inspired fiction because of the characters’ high death toll. As a result, my love of DCC had transitioned to group games (no joke: I will GM a long, multi-year DCC campaign for friends in the foreseeable future), and I fully intended to focus more on character in this next project.

I sort of stumbled into the current format of the blog—with three primary protagonists, each spending a week as the POV-character for the story, followed by a reflections post—but I’m pleased with how it’s working. For me, the characters of Maly, Emah, and Kami are clearer and more distinct than my earlier solo play stories, each with their own personalities, motivations, and goals. I still feel like I should have pushed these differences further in my prose and emphasized their wants and needs more clearly. I’m still a work in progress when it comes to character realization, but again… Age of Wonders was a noticeable improvement from the last round. Even though the characters were done through random rolls, I also like that they’re all women, and each from a different cultural tradition. I don’t know how well I write women, but I certainly enjoy making powerful, kick-ass female characters.

Meanwhile, probably the biggest point of experimentation was how I found my story each Issue. I started from something emergent, reached back into published material for help, then abandoned that material to swing back over to emergent narrative via the Mythic GM Emulator. It’s been a ride. It’s also been hugely instructive. I have something like fifteen unfinished novels on my laptop, all with carefully structured, multi-page, detailed outlines. What I’ve found in longform storytelling is that I enjoy building the plot and characters, but I lose steam when telling them. One of the many reasons I’ve taken a break from novel-writing and shifted to shorter-form stories and serial fiction is to keep myself fresh and excited each time I sit down to write. Mission accomplished!

However, I’m new to serial stories or working without the aid of an outline. I’m also a forever-GM in games like D&D and Pathfinder, prepping endlessly for pre-defined set-pieces and story milestones from published adventures in established settings. Add these two factors together and doing something like Age of Wonders has been a massive stretch for me, and one I’ve really enjoyed. The past two Issues, I found my footing somewhat, delighted by ways the Mythic GM Emulator can help me. In fact, these revelations triggered me consuming several blog posts, forums, and podcasts on solo roleplaying in general, and I see how some of the ways I would alter my approach in my next project. Suffice it to say, I’m both more comfortable and eager to embrace the “let’s find out what happens next” allure of solo play, and the fiction that results from it. I’m even starting to wonder if I might write my next novel (if I ever aspire to do that again) using these methods, knowing that I can go back and edit out extraneous characters or plot points, emphasizing whatever key themes emerge after the fact instead of within an outline.

All of that said, knowing that I’m switching systems means that I’m also switching characters. I’m taking the lessons of worldbuilding from this project, retooling the continent and city of Oakton, and rolling up entirely new characters, in a new game, with only a plot-hook to start. It’s basically an Age of Wonders reboot.

It’s tempting to throw out an overall letter grade for Age of Wonders, but doing so feels significantly more arbitrary than grading each goal. Overall, I’m happy with what I’ve created over… sheesh, eight months now?! Equally, I’m ready to start a new project, incorporating the lessons from this one. Let’s gooooooo!

Tales of Calvenor

Currently, on my laptop there’s the “Age of Wonders” folder in “Games,” where I have all of Roland’s artwork, character sheets, and the various documents I use to run the game. There’s the “Age of Wonders” folder in “Writing,” which has these posts, separated in the game-notes and pure prose versions. As I began to think about my relaunch, I changed the names of both folders to “Age of Wonders v1” and created “Age of Wonders v2” folders. That was already confusing enough, but when I started thinking about how to name each file in the folders, my mind broke. As much as I love the Age of Wonders moniker, I’ve decided that it needs to solely describe this project. And hey, that means that I could always pick this story back up later without creating a bruhaha.

Instead, I’m calling this new project “Tales of Calvenor,” named for the Princehold of Calvenor, the nation in which Oakton sits. Thank you, Age of Wonders. Welcome, Tales of Calvenor! We’ll dive in… next week!

Before turning the proverbial page, a final, special Thank You to Roland for his amazing artwork throughout this project. He’s a joy to work with, and I hope to do so again.

As always, if you’re enjoying these posts or have suggestions, drop me a comment below or feel free to email me at jaycms@yahoo.com.

Next: A new beginning!

Age of Wonders, Issue 6c: An Unveiling [with game notes]

art by Roland Brown (drawhaus.com)

Kami Misaki followed the two City Watch guards through the winding stone corridors of the Keep. One of her arms stretched slightly out of proportion to allow her to carry a large wooden trunk tucked into an armpit. As a result, she walked less gracefully than usual. It wasn’t the weight of the trunk—which, she thought idly, would have taken both guards to carry—but the bulk of it under one arm made navigating the narrow Keep hallways awkward. Kami supposed that she could have asked someone to “help” her, but at the moment she was enjoying the stunned stares of everyone they passed. In many ways, her walk from the Golden Heron to the Keep, with her changes on full display, was her unveiling.

Eventually, they reached a heavy wooden door. One of the guards knocked, listened to a muffled reply, and opened the door. The City Watch had to move into the office to allow Kami and her trunk access, and they all did a clumsy dance of polite apologies as she entered and they exited, closing the door behind them.

“Good morning! What’s in the that thing, my dear?” Inspector Estancia Calenta asked with a dimpled grin. The stout woman leaned back in her office chair, the wood creaking, and folded calloused hands on the desk between her and Kami.

“Everything I own,” Kami shrugged, and placed the trunk down in one corner before making her way to a chair. She looked at the Inspector through her wooden half-mask, far less warily than she had during her first visit to this place… when had that been? Had it only been last week?

“Ah,” Calenta’s face took on a motherly concern. “Elyn kicked you out of the Heron, then?”

“It was a mutual agreement,” Kami shrugged one shoulder. “I’ve been absent and not helping her, and my presence now, she thought, would make the guests uneasy. Meanwhile, I find myself… focused elsewhere.”

“Focused Elsewhere,” the woman chuckled. “Speaking of which, where are the others?”

“On their way,” Kami said simply. “They should be here soon.”

“Good, good. Well, my dear,” Calenta leaned forward, resting her meaty forearms on the edge of the desk. “No need to wait for them to get started. So,” her eyes glittered. “Where is the box?”

Kami leaned back, folding her hands in her lap. “Emah says it’s called the Raft of the Nine Gates, actually. She has it, hidden and locked away. She says that there are those at the university who she’d like to study it, but that it’s not something anyone else can ever touch. It’s too dangerous, we all agree.”

“You believe her story? About the vision she had? Deals with demons?” Calenta looked skeptical, cocking an eyebrow.

Kami sighed, the first breath she’d taken since entering the Keep, she realized. “Given everything that’s been happening across the city and everything that happened in that basement, I don’t see any reason to question Emah’s account. To me and Maly, she touched the hand, and then…” Kami’s eyes unfocused as she recalled the scene, still so vivid in her mind. She frowned. “Well. When it was done, the demons vanished in a flash of golden light and the Raft was closed at Emah’s feet. She saved us all.”

“Poor, poor dear,” Calenta clucked her tongue. “How is she?”

“Fine, actually. She says the poison from the spined demon would have killed her before we ever left the basement, but the power that the Raft imbued in her must have cleansed it. I’ve only known her a week, mind you, but I’ve never seen her better. Despite the… lack of hand and sword.”

“You said her hand is in the box. The, er… Raft. You never found the sword?”

Kami pursed her lips and shook her head. “Another reason to believe her. Like so much happening these days, it all feels impossible.”

The inspector shook her head in disbelief. “It’s all happened so fast, ah? So many changes we must all accept. I heard someone in the market call it the Age of Wonders. It fits, no?”

“It does,” Kami gave a brief nod. “I like that, actually.”

“And look at you! Any changes besides the hair that you’ve noticed?”

Kami pulled a lock of her straight hair into her view. When the golden light from the Raft faded in the basement, it had left her hair bright green, the color of springtime leaves. There were other, subtler changes as well, but there was no hiding the hair. Though she felt less antagonistic toward Inspector Calenta than before, she still didn’t trust the woman. So, Kami said only, “Just the hair.”

With the Raft closed, the PCs have achieved Rank 2! You may recall, I want to end each 6-Issue arc with a level-up in power, which was one of the criteria for choosing the game system. One of my writing challenges is justifying the jump in power at the end of each arc. I’m pleased with the Raft angle!

Based on my homebrewed leveling system for Crusaders, that means each of the four characters gets +2 Attribute points and one power Improvement. Let’s briefly go over these additions now.

Kami desperately needs to hit more; her combat training so far and over the next months will gain her +2 Prowess. I’ll also formalize a move I’d had her do previously, giving her a Constricting Attack with her Elasticity, which allows her to Grapple with a score of 25 instead of Prowess (and Physique, when doing the wrestling contest to break free).

Maly has also been in combat a lot and will be training more, so I’ll also add +2 Prowess to her as well. She’ll also add Acrobatic Feint to her repertoire, allowing her in melee to combine her Alertness defense bonus of +5 with a regular attack.

I want Destiny to be scarier in melee combat, so he too will gain +2 Prowess. Since I’ve envisioned his Psychic Attack as a roar inducing fear, he’ll also get Psychic Storm, which allows him to attack a bunch of thugs at once, or up to 3 major foes. That’s great!

Finally, Emah will be the renegade of the group and eschew Prowess for +2 Alertness, allowing her to go earlier in initiative. She’ll also gain the maneuver Protect, which allows her to use her sword to effectively allow herself or an ally to resist 10 points of damage.

Wait a minute, you may be saying… didn’t Emah give up her sword and hand? Yep! [insert sly grin].

“What do you think it means?” the woman asked, but it was a rhetorical question. Kami didn’t answer, and the inspector didn’t wait for her to do so. Instead, after a heartbeat, Calenta said, “And the ratfolk?”

Kami crossed her arms over her chest. “Either Emah saved them as well—though they’ll never know it—or the priest’s failure with the Raft focused the demons solely on them. Either way, I suspect we won’t hear from them again. Even if they survived, it was the priest, Maly says, that was stirring them up against Oakton. Now that she and her mad quest for the Raft are dead, well… I don’t believe they want to have anything more to do with us than we with them.”

“Still,” Calenta scowled. “The idea of underground tunnels, accessing wherever they like…”

“We’re not exterminators,” Kami said forcefully. “We’re here to protect, not kill.”

The inspector raised her meaty palms in defense. “Okay, okay! I’ll have someone else look into it, ah? You don’t have to think of them anymore. Truly, my dear, I’m just glad that you’ve decided to formalize our relationship. We need you.”

Before Kami could respond, there was a knock on the door. Inspector Calenta yelled to enter, and one of the same City Watch guards who’d led Kami here opened the door. He stepped aside quickly, and Maly, Destiny, and Emah flowed inside, one by one.

Maly and Destiny looked much the same, despite the golden flash of the Raft. She was still a lithe, pale Stone Islander with freckled cheeks and tattooed arms, her blonde hair cut short. He was still an enormous, deadly predator, a black cat whose shoulders reached Maly’s thighs, all grace and power. Destiny had, apparently, abruptly awoken soon after the situation in the basement had resolved, which only deepened the mystery of the Raft’s power and the cat’s origins.

The girl smiled at Kami and slid into the chair next to her. Destiny prowled, each step heavy and intentional, to the window and lay down beneath it. His yellow eyes watched Inspector Calenta intently.

Emah, of course, was not the same. She was still a powerfully built Kalee woman, with chocolate skin and eyes, her coily hair pulled back from a high forehead. She still wore a leather breastplate, tasseled skirt, and heavy boots. Yet Emah wore only one green glove, on her left hand. The other arm ended in a stump at the wrist, bandaged and dark with blood. Her ancestral sword no longer hung at her waist.

Despite her losses, Emah carried herself confidently, chin held high and broad shoulders back as she entered. She gave Inspector Calenta a nod, then smiled warmly at Kami. Instead of taking the third chair, she stood between Kami and Maly, feet set wide.

“You two have caught up?” Emah asked, arching an eyebrow.

“Not fully, but enough, dear. Thank you for asking,” Inspector Calenta flashed her dimples. Then her face took on that same look of maternal concern. “How are you, Emah?”

The warrior didn’t answer for a moment, as if unsure how to do so. Finally, she shrugged and said, “Well enough, I suppose. It’s been quite a week.”

Maly snorted and Calenta barked a sharp laugh. Kami kept her face impassive—she wasn’t sure she could be moved to genuine laughter and envied those whose emotions came freely—but inside she admired Emah’s acceptance of her choice within the Raft, and all it cost her. Would she have been able to make the same decision, Kami wondered, had it been her who’d touched the hand? And what could she have possibly offered that was as precious to her as Emah’s swordsmanship? They were all lucky it had been noble Emah Elmhill who’d negotiated for the city’s safety with the spirit of Salo Jaena.

In her reverie, she realized she had tuned out the conversation within the room. She blinked and focused on the present.

“Well, that’s certainly more than we’re making from the Adventurer’s Guild,” Maly said somewhat sourly. “But not a lot more.”

“I assure you, it’s more than most in the City Watch make, and all we can afford, ah?” Calenta said in response.

“The wages are fine,” Emah said, closing the topic. “But what about accommodation?”

“Ah, well… if the memories are not spoiled for you, I thought perhaps Sami Suttar’s place? He had no family, so the property is the city’s to claim.”

Kami looked from Emah to Maly and back. Maly looked surprised, Emah pleased. Kami supposed her own masked face was unreadable, though she tried to provide a subtle nod. The three of them seemed to reach silent agreement and turned back to the inspector.

“Fine,” Emah said.

“Good, good,” Calenta clapped her hands together. “I’ll have it all written into a new contract, and I’ll speak to the Adventurer’s Guild so no one is surprised. I must say, dearies, that I’m relieved to have you on our side, ah?”

“One final item,” Kami said. Three human faces and a feline one turned to her, startled.

“Yes, dear?” Calenta asked, studying her cautiously.

“We have right of refusal on what missions you offer. I won’t trade one brothel for another. You tell us why you need us, and we decide whether we will help or not. And I want that written into the contracts.” Kami said the words smoothly and clearly, without inflection. She studied the inspector as carefully as she’d just been inspected. The two met eyes and an uncomfortable silence reigned for several heartbeats.

“Fine, my dear. Just fine,” the woman smiled disarmingly. “But it means I’ll change the wages to be bounty-based instead of weekly wages. We won’t pay you to do nothing for Oakton.”

“Kami…” Emah said warily.

“Fine,” Kami nodded. She looked at Emah and smiled. “I’m confident, Ms. Elmhill, that we will have plenty to do based on recent events.”

“It’s a risk,” the other woman whispered. “We do need money.”

“We do,” Kami agreed. “Though I have some thoughts about that as well.” Her eyes drifted to Maly, sitting in the chair next to her.

The young woman widened her eyes, realizing suddenly that both Kami and Emah were staring at her. “Wait, what? Why are you looking at me?”

“Say,” Calenta added smoothy, tapping on her desk with a finger. She flicked her attention to Kami. “What happened to the East Bay Dragons boy you all captured? From your account, I thought he was wounded and unconscious when you all went down to the basement?”

“He was,” Kami added, just as smoothly. Her face remained neutral. “Whoever he was, he must have been deceiving us about the extent of his injuries. When we went upstairs, Destiny was awake, and the man was gone. The panther said he had not seen him.” She shrugged.

The inspector clucked her tongue and turned to Emah. “Didn’t you run him through with your sword? How could he have run away so soon after your battle?”

Kami waited, hopeful. Emah met Calenta’s gaze and said simply, “I did and don’t know, ma’am. Another mystery from the week, I suppose.”

The woman sighed heavily and pushed herself to stand with a groan. “Well, alright. We’ll look into that, too, then. I will get the contracts to you, ah? For now, get some rest in your new home. We’ll talk soon.”

Kami and Maly stood, and the panther climbed slowly to its feet to join them. Kami stretched her arm down to collect her unwieldy trunk.

“Hey,” Maly said as they began exiting. “What are we calling this group of ours? Do we have an official name?”

“I hadn’t thought about it, dear, but you’re right. Do you have an idea?” Calenta smiled and sat back at her desk.

“The Wonder Force!” Maly said brightly.

Not the Wonder Force,” Emah grunted with a scowl, almost as soon as she’d said it.

“Come on, Emah! What don’t you like about—”

“Absolutely no,” Emah growled dangerously.

“Well, let’s have a think about it, ah?” Calenta nodded. “Rest up, dearies. I’m sure we’ll talk sooner than later.”

The door closed. Kami strode without speaking down the hallway, trunk tucked beneath one arm. Behind her Emah and Maly continued to bicker about their group’s name. Destiny stalked at Maly’s heels, yellow eyes scanning and startling anyone they passed.

When they exited the Keep, the great tree stretching above them, cracks of blue sky visible beyond the branches. Kami couldn’t help but feel the air crackling with something monumental. People all around them pointed and stared, whispering in awe.

Kami allowed herself a small grin behind her mask, her feet angling towards their new home.

Next: Reflections on Issues 1 through 6!