Gaming material


The Wrathbreakers have destroyed the deepcult leadership, killing their Demiurge and looting her laboratory. Amongst her documents they have found a set of scrolls that describe a ritual that is likely at the heart of the deepcult’s plans. These documents are a set of scrolls rolled up in an ornate scroll case, in a box with obvious magical paraphernalia – a silver knife, some jars of reagents and powders, bunches of herbs, a set of robes, and a wand of blackened bone. The scrolls appear to have been written relatively recently, by an unknown writer who is probably a scholar of magic and most likely a member of the deepcult – and definitely not a deepfolk.

The scrolls describe in detail a ritual to reopen something called “the Rift”, which can be located in the wall of a huge room called the “Chamber of Remembrance.” The ritual will take some hours, and requires seven specific artifacts of great power, listed as:

  • Fragment of a fallen moon
  • Rib of the first human
  • Eye of a dead god
  • Fragments of a dragon’s egg
  • The ghost of the first human child
  • A fragment of death’s shadow
  • The embers of the first fire

Each artifact is described in detail, along with some ideas about its possible location. It is clear from the description that the Wrathbreakers already possess the Fragment of a fallen moon, eye of a dead god, and the ghost of the first human child. It is also clear that the Rib of the first human is in the possession of the cult, in the Demiurge’s study, and that the fragment of death’s shadow is under Kyansei’s lands. The only two remaining artifacts to be gathered are the fragments of a dragon’s egg (held by the dragon that was born from that egg, in Caen) and the Embers of the First Fire, which are currently being searched for in the Valley of Gon.

The writer indicates that this ritual needs to take place at a specified time that corresponds with the millennial re-alignment of the stars known as the Seven Children of Rage. The writer believes that there is perhaps a 1-3 month time period in which their alignment will be approximately good enough for the ritual to work. The writer speculates that the ritual could be conducted at any other time but would require significantly more power than the deep cult currently has available, and to summon that power would require “a wasteful expenditure of a large portion of those who will eventually become our slaves.”

The writer also seems to hint that this ritual is a re-engineering of a ritual first conducted 1000 years earlier which attempted to fully seal “the Rift” closed, but which failed because one of the artifacts was a fake. The writer hypothesizes that the egg was a fake, and that whoever was responsible for providing the egg in the ritual had swapped it for a fake and stolen the real one. Why they did this is not known, but ascribed to ordinary human greed by the writer.

The writer describes the consequences of this treachery: the original ritual failed, unleashed a huge blast of evil magic, and did not completely seal the gate. The writer believes that this ritual was rushed, probably because the humans who conducted it were under attack from the guardians of the seals, and so had no time to abort the ritual and recover the egg – or maybe didn’t even realize the dragon egg had been swapped with a fake until the ritual was supposed to be completed. The writer postulates that when the ritual failed and unleashed its huge blast of dark magic, it killed or severely damaged the guardians of the seven seals, and scattered them across the underworld of the Archipelago. The locations where those guardians appeared probably correspond in some way with the alignment of the seven new stars, The Seven Children of Rage, which appeared in the sky at that time.

The writer does not know what the seven guardians were, but based on what they know about the first artifact they found – the rib of the first human – they postulate that the seals were stolen by humans from “the treasure chambers of their slave masters”, though how this was done the writer cannot say. Each seal had a guardian, and those guardians chased the humans to recover the seals, coming through “the Rift” and catching them during the ritual. The humans must have had to fight the guardians while continuing the ritual to seal “the Rift”. The writer notes that he/she found the Rib of the first Human in the chamber of Remembrance, and had to fight its guardian. This guardian is described as a crazed human with supernatural powers, wielding a powerful spear it calls the “spear of destiny.” The human bled from its hands and feet and could perform various feats of magic, but was ultimately too weak to be a god or a full power from the world beyond “the Rift”, so the writer assumes that the blast of magic power unleashed in the ritual, plus 1000 years trapped in the Chamber of Remembrance, both weakened the guardian and drove it crazy. It is not clear if every guardian survived this ritual.

The writer further postulates that the dragon, being originally a creature from beyond “the Rift”, must need “the Rift” to stay open in order to survive, and will die if “the Rift” is closed. The writer also speculates that fully opening “the Rift” will have significant consequences for the deepfolk, and these consequences should in no way be communicated to the deepfolk. “After all,” the document finishes, “When we are elevated to a place of status alongside our former masters from beyond the Rift, will we not need slaves of our own?”

The Wrathbreakers have destroyed the deep cult, killing its leader, a middle-aged woman with potent deep magic powers who was referred to by her followers as the Demiurge. In her study they found a very recent letter sent to her by one of her field agents, which contains important information about the Dragon of Caen and the location of one of the as yet undiscovered relics, the dragon’s egg.


Demiurge,
 
I have made contact with the beast. It is old and tired, barely bothering to stir from its lair. Its size is fantastic, and it must once have been mighty, but now it were as if it were afflicted by some dementia or failure of spirit. Nonetheless, to fight it even in its senescence is beyond the capacity of our forces on the island.
 
It is convinced that the Rift weakens it, and that it will die if it is not closed. Based on my research here I believe the opposite to be true – if we close the Rift the beast will inevitably fade. In its delirium and weakness it misses the truth.
 
I believe I can convince it to allow us to take a fragment of egg, on the promise of using it to close the Rift. I await your authorization.
 
 
Shileel
Caen
 
 
 

The Wrathbreakers have destroyed the deep cult with a final battle in its lair, and uncovered some documents that can finally tell them what the deep cult was seeking. The first of these are the elven documents that were captured from Regalt’s daughter by deepfolk raiders. The wrathbreakers first stumbled on hints of this story in session 4, when they were attacked by Regald’s daughter’s animated corpse.

The elven documents

These are clearly copies of an original set of documents, with the copies laid out on dwarven stone paper with a few elven notes. They are mad scribbles, pictures and diagrams, transcribed as carefully as possible to reflect the original, with a short foreword by an elven scholar from Asboran called Inxult, who is known to have disappeared in the Middlemarch about 400 years ago. They are written as transcriptions of a dream message, but the message is garbled and confused. It has three distinct voices, and appears to have been dreamed over many nights.

Voice 1: A group of people who are desperate and need help

Voice 2: A group of people who are happy and comfortable, living easy and satisfying lives

Voice 3: A group of people consumed with rage and hatred, who seek revenge and destruction for a reason they do not clearly understand.

Foreword

I had long suspected that there was a reason the elves lost their holdings in Leminog, and was never satisfied by the explanation that the land was abandoned because it was too hard to protect our holdings during the war between deepfolk and humans. In the annals of old scholars during a routine search I noticed that one scholar, Avelst, went missing in Leminog at around the time of the concession of Leminog, but in an addendum in a particular book I found reference to a tower that he had written letters from. Such an obscure link! But I thought there might be something to it, and so I visited here with a small team of human guards and porters. The local humans, a superstitious group, warned against visiting it, telling me it was haunted by an ancient elven ghost, but I refused to believe them. Foolish me! For it is haunted by an elven ghost, and when I found him, buried in his tree, I discovered that the spirit of Avelst himself was bound up in this tree. I bonded with his spirit but could learn little, except that he had dreams of despair and ruin, and finally flung himself from this tower to die in the garden. A tree grew around him but it is corrupt and evil, and I do not understand how his soul can be so trapped within it. I am no Astrologer and so I cannot say, but this whole place makes me uneasy, and I understand why the human locals avoid it. Perhaps this is why the elves abandoned this place? But Avelst was never himself buried, so perhaps he remained after the other elves left, and killed himself? There is much mystery here in this dank, unwelcoming forest – no wonder the elves abandoned this unyielding place.

In Avelst’s chambers I found his documents, a collection of hand-scrawled documents that present a fine testimony to the depth of his madness. It is some hundreds of years since he wrote them and even fine elvish paper has begun to decay, so I conducted a careful and painstaking documentation of them, which has taken me some months. I copied them as faithfully as I could, and then reorganized them into what I think is the correct temporal organization. They are written in the register of a report of a dream message, but have none of the clarity of a dream message, and seem to come from three different voices, which I label The Desperate, The Complacent, and The Vengeful. They are not directly linked temporally, with the story of the desperate coming in between that of the Complacent and the Vengeful, I think.

No doubt serious scholars would laugh at my findings, but I cannot help feel there is some historical fact buried in these crazed visions. I aim now to travel to the elven scholars in the southern Hadun borders, to present these documents to scholars there for further analysis. Unfortunately, the work of transcription has taken longer than expected, and I have business with family in Asboran that I cannot delay. I will return overland to Asboran for the winter, and when the spring storms pass I will take ship to Estona, and from there travel through the Middlemarch to the great forest. It is a long journey, and disrupted by timing and family affairs, but Avelst’s dreams have waited nearly half a millennium to be discovered, they can wait a year longer.

Signed

Inxult, this year 531 of the Human Calendar

Voice 1: The desperate

Images of a life of slavery and torture in a dusty, furnace-hot land where they are used brutally and mistreated constantly. They are used for labour, sometimes taken as food, sometimes used for medical experiments, sometimes forced into horrible union with evil beasts that create tortured children. No one ever escapes slavery except by death, and no one ever has any hope. Their captors are never seen clearly, but envisioned by the dreamer as creatures of shadow, flame and terror.

Eventually the slaves escape, there are visions of a ragged column fleeing across hot dusty plains, pursuit and eventually escape. They find themselves in cool dark and prepare to be permanently free. There is chanting, magic, many people busy in preparation, and then a scene of a great battle. Here the number 7 appears a lot: 7 treasures they need and stole, 7 great evil monsters that they have to fight, a single betrayal, a sense of something lost, then 7 flashes of light and a sense of failure. Here there is a picture of 7 stars, very clearly placed in the sky in a perfect depiction of the 7 Children of Rage.

Voice 2: The complacent

This is shorter, visions of people living happily in darkness and luxury, mining and digging and living peacefully with all. Sometimes they go out under the stars to enjoy the open air away from the sunshine. There is a sense of distant strangers who they know and are never troubled by, just happy days in darkness and starlight.

There is a vision of a horde of desperate, hungry, dirty, tired, almost naked people, bronze-skinned and alien, emerging unexpected in a great hall underground. A sense of them coming from nowhere, of upheaval and confusion. But peaceful exchange. They help the strangers.

Then there is suddenly a great battle, an explosion of magic, a wave of pain and chaos, and they are lost.

Voice 3: The vengeful

This is the shortest. There is a vision of a sudden explosion of darkness and rage, and suddenly a horde of people who are angry, and a strong sense of self-hatred and shame at who they were. There is rage at a group of bronze-skinned strangers, and terrible scenes of hunting them through the dark halls of their home, slaying them and killing them and eating them in paroxysms of brutal joy. There is also hatred of the ground above, realization that some of them are not the same, a vision of a line where the magic explosion ended, and missions aboveground to kill those who were not touched by it. There is constant rage, a desire for revenge, and a sense of a spiritually evil place they desire to ascend/descend to.

Day 11, 7128

Weather: Fine
Mood: Consternation

Today we made some progress replacing the beans that were uprooted by our night visitor, which Eldun maintains is a racoon of some kind. We harvested what beans the visitor had left untouched and the servants suggested using the fishing nets to set a barrier around the plants, but I refused. Our quarterly supply train is now a week overdue, and we may yet need the nets before the next train arrives.

Day 13, 7128

Weather: Cloudy
Mood: Excitement

Our junior astronomer Katya reports that she has found a new constellation! With today’s cloud cover she cannot show us her findings, but everyone is very intrigued. If it is a new constellation, our reputation in the home caverns will grow enormously! But if it is not Katya will need to be warned about another display of typical over-exuberance. Of course it is months of work to confirm such a finding, including exhaustive research through the celestial records to confirm it is not simply a rare sighting of an existing phenomenon. Katya insists it is too bright to be an overlooked existing system, but we will see when the work is done.

Day 31, 7128

Weather: Cloudy
Mood: Anticipation

With a week of clear skies behind us I can report wtih some fragile confidence that Katya’s discovery appears to be correct, and it certainly looks like a new constellation has appeared in the sky. We cannot say for sure, because we must check old records, but it burns so bright in the sky that it is very difficult to believe that such a brilliant set of stars could have been there before and not been noticed. Either a very strange atmospheric phenomenon is at play, or something new has appeared in the sky. We have all been very busy with this work, preparing experiments during clear days and scouring the old records during cloudy days, and today is the first day of rest we have taken since Katya’s announcement. I confess that in this sudden burst of research activity I completely missed the dwindling of our supplies, and had to be reminded that our quarterly supply train is now 27 days overdue. I have not had time to check records, but I belive this is not so unusual. Nonetheless, I should make contact with the home caverns if it does not arrive soon.

Day 33, 7128

Weather: Storm
Mood: Consternation

A strange day! A storm gathers over the ocean and threatens to cover our island for some days, forcing us to close the observatory covers and retire to our rooms for the next few days. We will no doubt have to then waste days of research time recalibrating the telescope, since closing the covers seems to always slightly move it (oh if only they had sent technicians to investigate this those years ago when I took over this outpost!) Everyone is eager to continue confirmatory observations of Katya’s new constellation, and the recalibrations will be a frustrating delay.

Katya herself now cannot participate, at least for a few days – with our supplies dwindling we have been on the lookout for our nocturnal visitor and last night she caught it, a racoon as we suspected, plundering our bean stores. She scared it away but somehow sustained a bite. Our Wizard Agrila healed the wound, but she is under orders to rest for a few days under observation in case it has given her the fever – we have treatments for it but they are limited in number and I prefer she be observed and administered some of our remaining supply only if need be, a policy I put in place until at least the next supply arrives, when I can send in a request for more. In fact our medicinal herbs and apothecary are disturbingly low, mismanagement on my part, and I should do a complete stocktake before the next supply train arrives.

More tedious distractions from the big project of confirming Katya’s constellation!

Day 40, 7128

Weather: Cloudy
Mood: Frustration

It is now 27 days since Katya made her potential huge discovery, but we have had barely one week of clear skies in which to ascertain the facts of it. We had a single break in the weather yesterday, and yet made no progress due to the need to recalibrate the telescope. Fortunately Katya’s consternation is still there, but we were unable to proceed with measurements and will need to wait until this abominable cloud bank is gone to continue. I have never cursed the open sky as much as I do in this season!

Katya suffered no further ill effects of the bite, and our medicinal supplies were not consumed tending to her healed wound. However, our supply shipment has still not arrived, and being now more than one month overdue I opted to communicate with our authorities using the Mirror. I oculd not though, because Agrila could not make it work! He tried all he could but it simply would not hold any vision, and was dark and lifeless as if it were a normal piece of metal. He did some investigation and research but no message or signal could pass through it, and he does not know why. So we are now 36 days past the due date for our supplies, and no message can pass in or out of the caverns.

Day 102, 7128

Weather: Clear
Mood: Concern

Katya’s constellation hangs over us still, and we have pored through records going back 1000 years and found no record of it. We can only conclude it is new. However, we have had to divert some effort from our continued study, because not only is our new year supply run now more than 3 months late, but the next supply was supposed to arrive a week ago and it, too, has not arrived. Further attempts to contact our superiors with the Mirror also failed, for reasons Agrila cannot understand. We are truly alone here and beginning to worry.

We have hastily drafted an initial report on the constellation, and this morning we sent it with one of our junior scholars, two servants and two guards to the caverns. Having no mounts, we believe the nearest outpost in the tunnels is two weeks’ walk from here; a return party will take some days to organize at least, assuming all is well in the caverns and this loss of supplies is just an oversight. We cannot therefore expect even a partial resupply for nearly a month. So while our little expedition heads underground to the caverns, the rest of us have set about a reduced research load and increased activities on the island. We have regular fishing shifts, and I have organized for some of the scholars and servants to put some work into preparing and repairing vegetable patches in the garden – these last few years we have become lazy about gardening, and use it primarily for tomatoes and a few fresh herbs, but now we have laid in other over-ground crops that might mature within the next six months. Potatoes, a little corn, that sort of thing.

Also we have begun rationing the wine.

Day 132, 7128

Weather: Sunshine
Mood: Hopeful

Today is now 30 days since we sent our expedition into the caverns, and we can begin to hope that from now we might see a response from our elders and connections underground. We opened the last of the wine today in anticipation.

Day 185, 7128

Weather: Sun
Mood: Worried

It is now more than two months since our expedition entered the caverns, and there has been no word from our homes. We have now missed the third supply run of the year, which was due today or yesterday, and I fear that no more will come within this year. We still have significant supplies of basics – our fungal stocks are high, as are beans and other staples – but we have now very little fruit, oil, only the worst of our preserved meats and vegetables, and very little sugar. We also run low on basic supplies for our research, and discovered to our horror yesterday that we cannot replace an important lens if it breaks – our supplies of highest grade glass are gone, and we cannot produce more here. Our supplies were sufficient to live comfortably through two missed deliveries, and I wisely instituted some measures after two, but it is still a concern. Our one blessing still is that we have been living well on fish and shellfish, and we have extended the garden to include a little barley and more corn. Also we daily forage the island picking berries and little sour apples that we would normally reject, and we have laid in some seeds in hope we can grow some more.

Still, it is a matter of concern to us all. What has happened down there?

Day 191, 7128

Weather: Ill-omened storms
Mood: Determined

Two days ago we completed the final draft of our dissertation on Katya’s constellation, which we have been working on in a more and more desultory fashion these last months. With the completion of the dissertation it is safe to say that we have a legitimate reason to return to the caverns, but we are torn, so yesterday I called a meeting of all here present – servants, guards and scholars – to discuss what we should do. Official policy from our elders is that we should wait for two full lost supply wagons before considering return, and weigh up our circumstances with the needs of the mission before deciding to abandon our post – recall all of us were to be here for a five year term, and those whose term was closest to ending were sent back with the ill-fated messenger expedition on day 102.

Discussion was heated but not acrimonious. The guards are happy to stay provided that food can be supplied. Some of the scholars believe that we have simply been overlooked for a while as part of some stupid inter-departmental conflict, and should wait a little longer before panicking, and I confess I share the concern of Katya that our biggest pressure is to ensure that our dissertation is published before one of the two other observatories reports the same findings. Normally we would send our thesis back with the supply wagon post, but since we cannot something must be done.

Finally we agreed to send Katya with a single guard and one servant to deliver the thesis, and to try and push for our resupply. This time we gave the guard, at least, strict instructions to return here within the month, or to send a message if unable. If we do not receive word from them before the next supply is due, we will all return to the caverns. I have also insisted two guards be posted on the tunnel entrance daily – some of my colleagues believe I am being alarmist but I am concerned about the delay in supplies and the loss of the Mirror.

Now we are down to five guards, five servants, three scholars, myself and Agrila. At least our food will last a little longer, but we must also do more shared work on smaller rations. We are now more fishers and farmers than scholars!

Day 233, 7128

Weather: Treacherously sunny
Mood: Terrified

Disaster! We have been attacked, and many of our number horribly slaughtered!

The attack was yesterday but I could not until today write about it. We were fortunately at our research stations in the afternoon when it happened, and all but three of our number inside the tower. They came up through the tunnel, and our guards, thinking the situation resolved, rang the bell to call us all to attention, and then went to meet them. But they were not met with hails of joy or even stern reproval from some unpleasant academic oversight board – rather, they were attacked by a gang of our fellow folk, accompanied by some form of hideous new soldier! They defended themselves but one was killed in the tunnel and the other had to retreat. Fortunately he was joined by our other guards who had come down after the bell was rung, as had we all. They fought valiantly but the three other guards were unarmoured, and two were killed before we could close the gate to the supply room and seal it from within.

They were so horrid! I watched myself! They were of our own kind, but like terrible crazed monsters! They had scarified their faces, and held aloft a banner that was an emblem of a snake coiled around a battered bleeding skull, crudely drawn. They screamed and yelled, and one of them used some horrific magic that fired bolts of actual shadow, which hurt our soldier horribly.

Worst of all though, was that amongst them they had a new ally, shambling, slow-moving humanoid figures with dark bronze coloured skin, who wore rags over their bodies and stared at us with sightless eyes. They did not seem to understand speech or to respond to pleas, and … and … they ate the guard they killed. They dragged him down before our eyes, clubbing him with terrible ferocity, and then began to eat his still struggling, half-conscious body. Such horror!

They stank, and one was riddled with worms. We spoke with Agrila and he believes that they were somehow the bodies of animated dead, made to move by some terrible marionette magic. He said he has never before sensed the magic they use, but that it is of ineffable evil.

Something terrible has happened in the caverns, and now it emerges to find us. I can only think that Katya and her retinue have been slaughtered by these horrors.

Day 237, 7128

Weather: Terrible
Mood: Terrible

They have lurked in the tunnel for days, and today they began battering the door with some terrible magic that sallied against it for hours. We thought the door would hold but by mid-morning it was beginning to splinter and crumble. The magic stopped but then those shambling bronze-skinned automatons were set upon it and began beating at it. We had no choice but to go out and do battle with them, our three remaining guards charging forth in full battle gear while Agrila supported them with flashes of light, and the rest of us fired bows as best we could. They pushed the beasts back as best they could, killed two and forced the other three back, but then theywere submerged in bodies – there were many more of the brown-skinned dead than before, and they were torn apart by the pack.

Agrila, who knows no combat magic, had little choice. He collapsed the tunnel, crushing all those of our kinsfolk who had been attacking us and driving the dead away. We won the battle but lost our last three valiant guards and another servant.

Now there are just four servants, the three scholars, Agrila and I. Our numbers dwindle.

Worse still, the dead are in the gardens. Our exit into the caverns of our homes is blocked, something terrible has happened down there that we perhaps cannot return to, and there are murderous dead wandering the lands around our castle.

Day 238, 7128

Today we realized that collapsing the tunnel without sealing in the dead has also cut us off from our garden. The tunnel ran under the rise on which our observatory and garden were built; collapsing it created a kind of trench between us and the garden. To reach the garden we must go outside, down the trench and up again. But the dead prowl around, and we would have to fight them to reach the garden.

Day 241, 7128

Today we tried to reach the garden. We set a distraction in the front while others of us ran to the garden to dig up potatoes and cut corn. One of the servants and a scholar died, and we gathered only a few sacks of potatoes. Now we are but 7.

Day 267, 7128

We ran out of arrows today. Our shooting has killed some of the dead, but a large number remain. They seem never to sleep or rest, wandering by night or day. We cannot evade them easily, though occasionally we try to slip away to set fish nets. It is a risky business that will not end well.

Day 268, 7128

Little Cornet, our youngest servant, fell from the tower today, trying to gather eggs from a seabird nest on the outside of the observatory. No one had authorized him to do this, but none of us have eaten an egg or anything fresh in so long. We ran to the window when we heard his cries, but it was a terrible scene. He had fallen through brush that broke some of his fall, and he did not die when he hit the ground. He lay there feebly moving as the dead ate him. It took hours for his cries to end. Now the crows feast on the parts of him the dead left – after he died they seemed to lose interest, and left him to the wilds.

We are now 6.

Day 297, 7128

A failed attack on the dead. Agrila has been working on some magical repellents, and we prepared spears from the armoury, trained a little with armour, and tried to round them up with a distraction. We killed two of them, but lost three of our own, including Agrila.

Now we have no healer. Any mistake now is fatal.

Day 331, 7128

We saw a ship on the horizon, one of the maritime folk, but only too late thought to flash it a message with a mirror from the observatory. We might as well have used the Mirror, for all the good it has done us. They did not see, or ignored the message. Perhaps we would only have lured them to their deaths on the beach, anyhow.

What terrible, evil magic can animate the bodies of the bronze-skinned dead for so many days, without relent? It is a sin against all of nature.

Day 352, 7128

Eldun took his life today, threw himself from the top of the observatory. We did not know until the afternoon, when I found his note in the observatory and, looking out, saw his body.

Every day now we are hungry. I am keeping rations low, so that we can stay alive as long as possible. We sit in the observatory every day, hoping to see another ship and to send a message.

Day 3, 7129

A bitter, cold new year. We have no firewood, and without Agrila we cannot heat the rooms. We sit cold and hungry in the wind-blasted observatory, hoping for some sign from the ocean.

It gives us nothing but the cold railing of winter storms.

The dead do not feel the cold. They prowl the dark of the winter, waiting for our next desperate error.

Day 27, 7129

Some winter fever took my last companion, Evret, the last servant. It is no surprise, we are wind-chapped and exhausted in the tower, staring with dry eyes at the empty, uncaring sea. Its callous indifference may have seeped into her bones and killed her as surely as any disease.

By some curse of the uncaring fates I have been spared her infection. I must die here cold, hungry and alone.

The days pass. It is just a question of when.

Day 39, 7129

There is no point in continuing. The food is exhausted, as am I, exhausted and alone. My fellow scientists and all the people who worked here are gone, something terrible has happened in the caverns of our homeland, and there is no hope now that I can return to them. We have done all we can to find a way to survive here, but without communication from below we have no food and no way to know what catastrophe has caused this terrible isolation. I have a last draught of a sleeping drug. I will take it, and see no more lonely frozen mornings on this outpost.

I fear no one will ever read this, the last entry of the southern Observatory, but I hope that if you do you will find the answers I could not, and save my people from whatever horrors have befallen them.

Farewell from Velor, chief scientist and last survivor of the Southern Observatory.

The Wrathbreakers have visited the Lambent Cays and met the Gull, from whom they received some further clues about the secret activities of the Deep Cult. They had considered traveling from Pearl Reach to Jasper at the Southernmost tip of the Lambent Cays, but something happened to change their plans. Itzel had placed a folded letter in the crate that contained the Eye of the Dead God, which they had left back at the Bones under Krotos’s care. This letter was written with the magical ink the party had obtained in Estona, intended to find the Rock Spider’s hidden base. This ink would immediately alert her to the opening of the letter, and tell her the location at which the letter had been opened. By sliding the letter into the gap between the crate and its lid Itzel had set it to open if anyone opened the crate itself, immediately alerting her that someone had interfered with their artifact. On the 26th of Raining, just as they were exploring the labyrinth beneath the Pearl Monastery, Itzel received an alert that the crate had been opened – someone on the Bones had interfered with their artifact. The next morning they set off for the Bones.

Raiding Krotos’s Lair

They arrived at the Bones three days later, Bao Tap exerting his maximum magical power to push the Stirge as fast as possible. With them came Leneus and his crew, with Leneus primed to help them infiltrate Krotos’s lair. Leneus, of course, did not know that they planned to kill him – and probably his crew – as soon as the deed was done, and happily helped them to develop a plan to infiltrate the lair.

They came by two methods, with Itzel and Ella creeping in through a smuggling tunnel while Xu and Bao Tap used Leneus’s help to come through the main door. Here Xu and Bao Tap were able to easily kill the guards, since they were not expecting trouble from Leneus, and secured the entrance while Itzel and Ella moved further into the building. They found some keys in a cabinet, and used them to lock doors to prevent guards from moving freely to the battle zone. Most of the guards died in the sleeping area, burnt alive in their beds by Itzel, but they locked the entrances to make sure any survivors could not stumble through to help Krotos. Then they moved to the command section of the lair, and ambushed Krotos and his lieutenant in a training room in the depths of the lair.

The outsider

The fight did not start well. Although they had the advantage of surprise, Krotos and his gang were quick-witted and resourceful. Krotos was able to fire a shot from his bow before the Wrathbreakers could close distance, and they were not able to properly contain the single squad of bandits in the room, who were able to fire off more shots before they could be engaged. Someone noticed that there was a woman lurking behind their crate, which was on the far side of the room with the lid off, but at first no one paid her any mind, busy as they were with Krotos. Krotos fought like a dervish, rushing straight to engage Xu and attacking him with a greatsword that sang of magic. Every blow from that sword was like a strike by Anyara’s golem, and Xu was immediately pressed. Krotos also shrugged off damage from missile weapons and melee strikes, so that Ella’s normally pinpoint strikes did little damage, and he was able to beat Xu back with destructive swings of that sword. Meanwhile his lieutenant engaged Bao Tap and his gang of thugs sniped from the back of the training room.

After a short time the woman behind the crate stood up and reached into the crate, touching the eye and whispering strange words. Itzel felt the sudden swell of the strange magic that imbued the scrolls they had found in Anyara’s room – magic none of them recognized – and the crate began to give off a sickly glow. Ella fired her crossbow at the woman, hitting her with a powerful and crushing blow to the hip, but the blow was so terrible that blood spurted into the crate and the woman sagged forward, immobilized, leaning over the Eye of the Dead God. Itzel tried to levitate her but for some reason her magic failed. Meanwhile Xu and Bao Tap were trapped in battle with the indomitable Krotos and his loyal deputy, and could not rush to separate the woman from whatever ritual she was performing. After another brief and intense attempt to stop her, the woman cut her wrist and raised her voice in song, dripping blood on the eye. The wall behind her – a wall made of the ancient Bones of the behemoth that the lair had been carved into – began to warp and twist, shimmering before their eyes and radiating intense waves of the strange, alien magic.

Then the wall split open, revealing a kind of window into another world. The window was misty and clouded, but in the distance they could see a wide landscape of cracked, parched desert, marked with the dark lines of canyons or dry creek beds, shadowed with dust storms and punctuated with columns of smoke rising from what looked like giant funeral pyres. A heavy sky of thick grey clouds loomed low over this landscape, flickering with the lurid light of blood-red lightning flashing and writhing in the clouds. They heard the distant sound of voices raised alternately in wails of agony and chorals of exaltation, and a horrible smell of rotting bodies, blood and smoke overwhelmed them.

Then a huge beast reached through the rent in the wall, tore it opened, and stepped through. The beast was over four metres tall, humanoid with dark leathery skin and huge, bat-like wings sprouting from a spined back. Its head was half-human and half-lizard, festooned with goats horns and open in a scream of rage. In one taloned hand it held a long, coiled whip of fire and in the other a massive sword. As it stepped through the gap behind it snapped shut, returning to the blank line of wall, and the woman died in ecstasy.

They quailed before it. It turned to Xu and in the human language roared, “Come back to me, slave!” He was overwhelmed with a numbing tide of exhaustion and nearly collapsed, but somehow resist the beast’s will to dominate. Bao Tap attempted to call forth a giant beast of nature to fight it, but failed. Itzel fired a bolt of pure brilliant light at it, and did some damage, which simply incensed it – it struck her with its whip. Xu had finally killed Krotos, but had to take a moment to drinking a healing potion and recover his breath. Bao Tap called forth an earthquake, which rendered the ground beneath the demon so unstable that it fell over, caught its sword in a crack in the earth and could not remove it. Then a wave of fear rolled out from it, and Bao Tap panicked and ran[2]. His earthquake had done its job, however – the rest of the Wrathbreakers stood back and poured missiles and spells into the body of the creature until, with a final scream of rage, it died. At the moment of its death it crumbled to dust and in a cacophony of screams and cries and a rolling cloud of stinking mist its body disappeared.

They stood victorious – but over what? What had been unleashed by the Eye of the Dead God, how had it taught Krotos’s Astrologer the power to do so, and what realm had they just seen? What was this Outsider? And what forces moved outside their world, clawing at the fabric of reality? Why did the Deep Cult want this magic? Dark forces were moving in the world, hurtling towards a confrontation as the stars moved peacefully in the sky towards some dark alignment. The Wrathbreakers needed to discover the secrets of the deepfolk’s past, the stars and the artifacts the Deep Cult sought, before the walls between the worlds were torn asunder and the Archipelago became the hunting ground of more of these beasts.

They needed to head to Dalepo, and find the ancient Deepfolk observatory. Perhaps there they would find answers…

Technical notes on the lair raid

Because my PCs are now extremely powerful, minor battles with minions and low-tier rivals have basically a pre-determined outcome, and are of little purpose except to deliver a minor critical and a few points of strain to one or two of the characters [1]. These parts of adventures have become a bit of a drag, actually, and mean we spend an hour rolling dice when we all know what is going to happen at the end. So instead I gave the players a choice of two rolls to determine how they got into the lair and disabled, distracted or enlisted the minions and lower level rivals of the lair. They could choose melee, deception, charm, stealth or coercion, and each option would have a (secret) hidden difficulty, with (secret) payoffs and risks, and the level of success determining how many minion squads they eliminated. Then we made a kind of shared story about how they got to the final battle, and only actually handled the final battle round by round. Because the PCs had enlisted Leneus’s help they guessed that the deception skill check would be easiest, so they went with deception and stealth. They actually didn’t roll so well, which meant that when they go to the final battle they got the chance at surprise (vigilance checks for initiative) but no free round of attacks (had they failed both rolls they would have been met with an absolutely withering hail of missile fire when they entered the location of the final battle).

For other GMs who are struggling to balance the nitty gritty of Genesys combat with time and fun for high-powered characters, I recommend playing around with this method (and/or mixing it with progress trackers) to build stories from these raids. I actually thought of trying to do it Blades in the Dark style (like a series of flashbacks) but I haven’t actually GM’d BitD yet, and don’t want to risk an entirely new system mixing in for even one session.

Also for this adventure I used a space station map for the lair, which is a network of tunnels in the docks section of the Bones, so mostly underwater. That was a little jarring for the players but they are used to my inability to do anything artistic and rolled with it nicely – one player annotated the map live on roll20, while everyone else chuckled amiably. I really wish I could do art.

A note on criticals, strain and monster abilities

There are some effects and criticals which prevent monsters from using their free manoeuvre, or immobilize them (meaning they can’t use manoeuvres), or prevent them from voluntarily incurring strain to activate abilities. These criticals absolutely wreck powerful adversaries, because they stop them using the full suite of abilities at their disposal. The beast, on the ground and unable to move (according to the rules) could not use manoeuvres, so could not summon allies or teleport. In the past I have had enemy wizards take criticals that prevent them taking strain to activate abilities – this kills wizards, basically[3]. So when designing powerful enemies I recommend you give them a free action that can do something, a powerful ability that does not require strain, and a powerful ability that does not require a manoeuvre. That way they only become completely useless if they are staggered, immobilized <em>and</em> unable to take strain, and should still at least have one free action they can use for something.

Also I backed myself into a corner here by giving the adversaries a type of magic which cannot heal, so they can’t cure any of these crits and neither can their friends. Sucks to be evil!


fn1: This would not be the case were we playing Coriolis, which has much simpler rules for minions, has fast and furious fights, and is always deadly. Were we playing Coriolis even players who had gained XP continuously for 48 sessions would still be cautious of minions.

fn2: I always forget to do the fear first. This battle would have been a disaster if I had remembered to do fear as soon as the thing arrived. But I try not to take back my mistakes.

fn3: This also happened to Itzel once but she’s an elf so she deserved it

GM note

Square brackets are editorial additions to explain things that might not make sense to the players or the PCs, or to clarify details about the way that deepfolk write.

Ritualistic declarations of rage or honour are presented in round brackets. In the original letter these appear to have been written in a different colour, possibly due to having been carefully written using blood.


The letter

[Date]: 79th day of the year 1012

Wrathchild!

Vengeance until the sands of time lay waste to all of existence!

We have learnt that our kinfolk beneath the Great Island have made an obscene connection with the beasts who walk beneath the sun (may they be cursed to eternity). They have foolishly revealed the secrets of our magic to the beasts (may their soulless bodies be crushed in the depths of the ocean), and now work together on some fool’s errand.

No compact with the beasts (may their cities lie in ruin beneath our wrath) has ever been tried before, and I do not believe it can come to any good end. They are a jinx upon the earth and always have been, for all above and below the line of day [Deepfolk word for the surface of the earth].  We should not work with them; we should smash their bones and scatter them in the earth as we would our own heretics. Nonetheless, our kinfolk on the Great Island work with the beasts (may the marrow of their bones feed the vilest worms of the earth) to some secret end they do not share with us.

Though we cannot know their plan, word has reached us from spies (whose self-sacrifice was valiant and worthy!) that they seek seven ancient items for some purpose. These items:

  • Fragment of a fallen moon [the pictogram reads as a ball that circles the world we live on, but you can make no sense of it] (location unknown)
  • Rib of the first of the beasts (our kinfolk have this already)
  • Eye of a dead god
  • Fragments of a dragon egg (this must be on Kaen where the lizard rules!)
  • The ghost of the first beastchild (may all their foul progeny be born with open fists) (location unknown)
  • A fragment of death’s shadow (location unknown)
  • The embers of the beasts’ first fire (may they all perish in fire!) (it is rumoured they seek this in Gon)

Does not the third of these artifacts sound familiar to you? Is it not what our ancestors (may their souls rest forever in a world yet untainted by the beasts) uncovered and buried again in the Small Sea. If we have this thing then we can stand between our kinfolk on the Great Island and their plans! Our spies learnt that whatever this secret plan is, it hinges on a deadline connected to the circling of the stars, and in particular the Seven Children of Rage, and if they do not obtain the artifacts within the next year they will be forced to wait 1000 years for the next alignment of the Children of Rage. So it is that, should we obtain this artifact soon, they will be forced to reveal their plans to us, and welcome us into their conspiracy.

So! I command you to dig up this Eye that has been buried, being cautious of its powers and risks, and bring it back to me. Take a small but powerful force to guard the camp, lest any beasts (may their soulless bodies never find ease) stumble upon you. Our lives here have been secret from the beasts for generations (may they know no more generations after this, filthy wretches!), and though this mission is pressing, I do not wish our presence under this land to become known to them, so be merciless in your defense of our secrets.

Make haste, and secure this thing before our kinfolk and their beast allies (rot in the earth, oh filth!) learn of its location.

Do not fail me, Wrathchild!

[Marked with a seal in blood, the icon of the Poison Eye clan]

While digging around in Amazon recently I stumbled on a cute 1-5 person card-based role-playing game called “Novice Novice Table Talk Role-playing game [steampunk]”, pictured here. In Japanese it is shortened to “Nobi Nobi TRPG”. The game is a simple and relaxed system in which every player (including the GM) picks a PC, and every player takes turns being GM and PC. In each turn the setting is determined by a “scene” card, picked randomly by the GM. The player describes the scene, their PC’s reaction, and how they resolve the challenge. This goes around the table three times, and the game is complete, with some small complications I will describe here. It is a simple, streamlined and very effective way to run a quick, randomly generated RPG.

PC Choices

The PCs are described by cards, two of which are pictured above. Each PC has a special ability and two attributes: Power and skill. In the picture above you can see the Automaton PC, which has power 2 and skill 0, and the special ability that it adds 1 die to all skill checks. The cards are two sided, with one side being a boy and one a girl, except in two cases. Sometimes the skills on each side of the card differ, though they have a shared principle. For example the Teacher can intervene to change the result of another PC’s dice roll, but the way in which the intervention happens differs depending on whether the teacher is male or female. Two PCs, the boy and the girl, don’t have a gendered back face – instead they can swap the card over at any time to become Prince or Princess, at which point their special ability changes.

Skill checks are handled by rolling 2d6 and adding the corresponding skill. Success occurs if you roll above a target number, which is determined by the Scene Card. Available PCs are:

  • Automaton
  • Maid/Butler
  • Phantom Thief
  • Diva/Musician
  • Doctor/Teacher
  • Detective
  • Girl/princess
  • Adventurer
  • Gunner
  • Mechanic
  • Pilot
  • Boy/Prince

In some cases (like musician/diva) the change in gender changes the role name, but their abilities, power and skill follow similar principles and values. The pictures are, of course, adorable.

Introduction and Climax

The game flows in turns, with one turn finishing after every player has had a chance to be GM (and thus every player has also had a chance to be PC). Each turn begins with the GM drawing a Scene card. However, the entire story has a theme, which is determined before the turns begin by drawing an Introduction card. This card sets up the story by introducing the PCs to a conflict, involving an adversary and an overall situation. For example the Introduction card Conspiracy of a Secret Society (秘密結社の陰謀) tells the characters that there is a plot by a secret society to undermine or destroy their world, and when the adventure starts they are pledged to stop it. This introduction sets a theme that runs through the entire adventure, and is expected to influence the scenes that follow.

After three turns of play have elapsed and the GM role returns to the person who was GM In the first hand, the gameplay ends and the game enters a Climax. In the Climax there is no GM or players, and everyone faces a common threat. This Climax is determined by the Climax card, which is drawn randomly at this point. This climax card sets up a final challenge, which the PCs as a group need to overcome, and also sets out the rules by which they must do this. For example the Climax card Countdown to Destruction (爆発カウントダウン) tells the PCs that someone has a set up a timer to a huge explosion that they need to stop, and gives the players each one chance to try and beat the timer using a skill check. The principle of this card, though, is that when the PCs resolve the climax the players describe it in such a way that it draws the entire story back to the introduction, and whether the group fails or succeeds in the final resolution of the adventure, the whole story ends up tying back to the original Introduction card.

There are 12 introduction cards and 12 climax cards. The introduction cards are topics such as:

  • A girl from the sky!
  • A maze in a mysterious town
  • An adventure story that starts with a key

The climax cards with topics such as:

  • Invasion from Mars
  • Big chase
  • Night of revolution

The latter needs to be somehow tied back to the former, and they are all linked by the Scene cards.

Drawing the Scenes

There are 64 Scene cards, which will be drawn randomly by each player 3 times in their role as GM. This means that in a group of 5 players there will be a total of 15 scenes, with each player GMing 3, playing 3, and watching 9. Each scene has a block of text describing the setting, and a small boxed text explaining what skill check the PC needs to make to resolve the challenge. For example, the Idol Contest card describes how the PC is caught up in … well, in an idol contest, on a huge stage in front of a giant crowd. The inset text explains that the PC can win the contest by either a) rolling a power check with a target number of 15 or b) beating a skill check with a target number of 13 or c) the player can perform a song – i.e. actually sing something – and if the GM likes it they can pass the test. For most scenes the player can choose to either do a skill check or role-play their way through the challenge. If they choose the role-play option, the GM decides whether they succeed. There are some scene cards where the GM’s judgment affects how the challenge is resolved, and there are some special abilities which require the PC’s player to convince the GM that their ability can apply. For example the Musician’s special ability grants them a +2 on skill checks that involve “people”, but they have to convince the GM that the rules for this particular scene card involve people, so that their special ability applies. Thus the GM plays the arbitration role for a single skill check or role-playing scene, before the task is handed on, and that GM becomes a player.

Success or failure in the Scene is immaterial to the progression of the game: whether or not the player succeeds, the action passes to the next GM/Player pair. Rather, there are a set of Darkness and Light cards (30 each), and at the end of the scene the PC receives a light card if they succeeded, and a dark card if they failed. These cards typically grant the PC a new special ability, which they can apply in subsequent skill checks. Light cards are positive and happy powers, while dark cards are negative or dark powers. For example the light card Patron grants the PC a protector or patron, and all subsequent skill checks will get a +1 bonus; while the darkness card Comms Device gives the PC the latest radio with which they can call for help in subsequent skill checks. Some of these cards are permanent bonuses and some are one-time effects. None are genuinely negative, and they all serve to build up a sense of who the PC is and how they overcome challenges on their way to the final confrontation.

The flow of the game means that by the time the PCs reach the Climax, each of them will have gone through 3 scenes, been a GM 3 times, gained a total of 3 darkness/light cards (with associated bonus) and had a chance to contribute 6 times (either as player or GM) to the story as a whole. Finally, they will all work together to resolve the climax, tying everything back to the Introduction and finally resolving the whole story. It’s an excellent way to construct a quick, light story that everyone can enjoy.

Final thoughts

The whole game takes, with 2-3 players, about an hour to play. The scene cards are cute, crazy little moments that seem to tie in really nicely to the climax and introduction cards, which also seem carefully balanced to be always able to relate to each other. There is no failure, really, since you’re guaranteed to get to the end, and the climax cards have relatively gentle conditions for success – though it doesn’t really matter if you fail. The game creates cute, chaotic and crazy steampunk stories that are fun to generate and genuinely unique. If there is one problem with this game I would say that it is a combination of typeface – the cards can be a little hard to read – and Japanese: the Japanese is reasonably complicated, and sometimes a little vague (a common problem with Japanese) so that non-native speakers and non-nerds playing the game will be a little challenged to figure out exactly what’s going on in some of the nuances. This is typical of fantasy/sci-fi/steampunk storytelling – there are a lot of quite genre-specific phrases that are really hard for non-native speakers to understand, and a lot of genre-specific vocabulary, phrases and concepts – but this is obviously something you can overcome if you have a good dictionary, patience and/or a native speaker as a player. Other than that, the game is a really fun, simple way to play an RPG, even with complete beginners to the hobby, anywhere and at any time.

In a subsequent blogpost I will provide an AAR of a recent run-through, and hopefully the sense and style of the game will become clear. There is no English translation, but I hope in future the game will become more widely available, and this cute and entertaining TRPG style can be experienced outside of Japan.

The Ur-bone

Description: A fragment of bone from an unknown creature, likely human but possibly not. Greyed and mildewy, with a rotten smell. Anyone who touches it will immediately know it is vile.

Effect: When used as a wand or focus for deep magic, increases the range and power of spells that animate or activate the dead, enabling more powerful creatures to be animated. Potentially very dangerous in the hands of a seasoned necromancer.

Age: Perhaps 100 – 200 years old. Probably originally enchanted by a deepfolk necromancer but lost in internecine conflict.

Location: Somewhere in the ruins of a battlefield in the southern spine mountains

The Dreamer

Description: Part of an elf, that was captured when he or she was dreaming under the open sky. Most accounts state that it was an eye, but some say it is a blood-soaked lock of hair, others the whole scalp, some the lower jaw bone (pried out of course). Whatever part it was must have been sufficiently easy to remove that it could be taken whole while the elf was still dreaming. A ritual probably surrounded the extraction. Some say it is preserved in a briny fluid, with extravagant rumours suggesting it is the tears from the other eye. Others say it is dried. Obviously this is irrelevant if it is just hair. The most extreme theory is that it is a head shrunk using a special technique known to a few clans of deepfolk in the far north. Regardless of the particular preservation technology, the whole thing is said to exude a powerful aura of magic and also a repulsive physical aroma.

Effect: The wielder is said to never need to sleep, and also to be immune to all forms of magical compulsion or domination. Obviously this latter effect is very valuable to a deepfolk leader (so is the former, upon reflection). When the wielder does sleep they will suffer terrible dreams, but in the hands of a capable deep magic user it is also said to enable the wielder to intercept elven dream-messages.

Age: >500 years. It is said to have been prepared using lost arts from a northern tribe that was wiped out in some underdark conflict.

Location: A tower in Asboran, where the elves guard it jealously, for obvious reasons.

The sword of the Feybane

Description: A non-descript steel sword, with a hilt of plain leather wrapped in finest spider silk. The blade, though dull and plain-looking, is well-made and sparkles under the light of the sun-shard. It is said to have been forged with threads of spider-silk from a mighty fey beast, somehow connected to a species of fey known as redcaps. How this silk was acquired and its magical properties harvested is unknown, though it is not believed to be an achievement of deepfolk.

Effect: The sword is powerful against all forms of fey, who recoil from its presence and are badly harmed by its touch. It is not said to have any special effect on deepfolk, though elves are said to be made queasy in its presence. Some say it can also harm elves, and that the deepfolk sought it for some time for this reason.

Age: At least 200 years but probably much older. A weapon as non-descript as this is extremely difficult to date, but a character engraved on the metal hilt (below the leather binding) was described by a swordsmith 200 years ago, and is said to no longer be in use.

Location: A collector of militaria in Alpon.

The First Ghost

Description: The first ever ghost of a child who died of neglect. The ghost is said to be stored in a gossamer-thin phylactery, which is likely a mirror, shroud, fine drapery, or other form of ephemeral physical material. Whatever it is, it must be of reasonable size, since it holds a ghost, but must also be very finely wrought and delicate, since it holds a ghost. The magic to imprison such a thing is said to be deep magic, but some argue it must be an older and more fundamental magic than that. Deepfolk magic is not so subtle. But given the age of the thing, who knows? It is said to be non-descript (aside from the quality of craftwork) in its normal form, that it shows a faint luminescence or special glow when illuminated only by starlight or candle light, but that its full beauty is only understood when viewed in candlelight while in a state of privation (hunger, thirst, cold or such-like).

Effect: The ghost, when unleashed (somehow) from the captivity of the phylactery, is said to enable deep magic of great power to be wielded to necromantic ends. Perhaps it enables the creation of extremely powerful undead, or armies of the things. The scholars are surprisingly mute on the value of this thing.

Age: Unknown, but it is the first ever ghost of a child, so likely very old.

Location: The reliquary in the shrine of salt in Estona (thankfully).

The Last Seal

Description: A stamp made of bone, probably carved from a human (though again it is uncertain). The stamp is in the form of a strange repeating pattern that is said to reproduce itself on ever finer scales. Scholars are rumoured to have investigated the pattern with magnifying glasses of various powers, and are always able to find the same pattern repeated inside the structure of larger patterns. The seal gives off no aura of magic or evil, possibly because of the strange enfolding nature of the magic in the stamp.

Effect: When an appropriate mixture of wax, human blood, ash and tears is composed and placed on the forehead of a dead human, and the stamp therein impressed, the human is specially marked for deep magic. Animation spells cast on this prepared corpse will be especially powerful. It will have extra strength and resilience, will not decay with time, and cannot be destroyed or damaged by salt magic. It also can be commanded by the person who holds the stamp, just by thought, no matter where it or they are.

Age: Unknown, but at least 220 years ago.

Location: Stolen by deepfolk in the sacking of Pentaro 220 years ago, now rumoured to be in the possession of a clan somewhere in the spine mountains.

The stars are falling through these broken skies

Like tears they dance across our opened eyes

One glimpse of dream

Has found me in this endless knowing

Threads past all the stars to make you shine

Two silver rings

That draw me close in careless motion

And dance across the depths of sea and sky

And nothing now could keep me from your side

Amhose, Warrior-poet, before her disappearance at the Battle of the Scarred Peak

[Editors note: this is a rough translation to modern Pelagic of one of the early essays written by Amhose, famed Warrior-poet and philosopher. She was not famous for her scientific or astronomical skills, but was well known for several volumes of work – some now lost – summarizing the theories and ideas of other philosophers, poets and astrologers, in a relatively objective (though one cannot say impassive) way. This essay is not her most famous, which most people commonly accept to be her love poems entitled Only if for a Night, but it is a clear and relatively modern perspective on what various philosophers, astrologers and other thinkers have theorized about the stars]

Prologue

We have all had this experience, or should have if we are to count ourselves adults and fully-formed souls in these difficult times: you wake in the early hours before battle, your lover’s bronzed skin a streak of liquid amber against the rugs and blankets of your battle-tent, flickering in the last light of the candle that was the last witness of your best exertions. Your mind is still, calm with the last langour of lust sated, not yet urgent and twitching with the sense of the coming battle. You stir, your lover murmurs some sweet words, but you are quiet, and anyway it is better to rest before the coming bloody dawn, so you slide out of bed and slip on a gown, wondering “why am I awake?” And as always before the battle you find yourself standing outside the tent, the first light of dawn roseate on the far horizon, the sun shard gone, its strange play of silver and faint blue-greens lost from the darkness. In its place the stars blaze, a million tiny points of light that could be just over your head, close enough to reach, or a bow’s shot away, or so far away that no bird or magic could ever reach them. Elusive points of light, purposeless, cold, so near yet so far. You have killed under their indifferent flickering light, they have served as props for some empty declaration of love that wooed a stranger to your bed, they have witnessed your quiet tears for comrades dead and lovers lost and secrets buried, though doubtless they cared not at all. Always there, silent, inscutable, unknown, unreachable. What are they? You stare at them as you sip your drink and the camp lightens slowly, inexorably as the dawn light streaks the sky pink and the storm clouds of distant battle gather in your heart.

What are they? Do they have a purpose? What can we make of them? I have wondered for years, and as I wandered this land I have asked many people – farmers, warriors, rimewardens, maidens, crones, old men in the market place and young men in my bed, Astrologers, bakers, beggars and lords – and I have learnt many theories about their strange, constant, alien beauty. Sadly the study of these stars is relatively new, having only begun long after we settled our peoples after the Harrowing, and mostly confined to the idiosyncratic interests of a few Astrologers. The dwarves use them for navigation but are reported to have a singular lack of interest in them beyond that, and although the elves are known to be able to communicate under the stars, there theories of the origin or nature of their friends in the sky are a mystery to humans. Is this by design or simply because of their lack of interest in humans? Regardless, study of the stars is limited and relatively new, and questions far more common than answers. Here, then, let me describe what I have learnt. Perhaps after I am gone – after we all are gone – someone will be able to make sense of the ramblings of many philosophers, and come to some ultimate conclusion about these elusive points of light. Or perhaps not. In any case, let us consider the folly of modern thought about this strangest and most impenetrable mystery of our lands and skies.

The facts

Abraxis, in his timeless work Logic and its Inquities, argues that before we even begin with first principles we should confirm and agree upon those facts which are incontrovertible with respect to the matter at hand, and those things that we can confirm and all agree upon with the evidence of our own senses. Only then, Abraxis argues, can we begin to build a theory of that which we do not know. Had Abraxis followed his own guidance he might have noticed what was happening between his young wife and the dairy maid, and would not thus have ended his life so when the truth was revealed to him that fatal day on the rocks above that part of coast we now call Abraxis Reach; but his own failings notwithstanding, his method is as solid as a steel sword in a firm grip. Let us then confirm some facts, and ascertain some basic details about what everyone agrees our senses tell us about this strange topic (by which I refer of course to the stars, not Abraxis’s failed love life).

We humans have lived on the Archipelago for 1000 years, but because of the Harrowing we lost all our knowledge of the time before we came here, and do not know where we came from or why we came here. Elves, dwarves and deepfolk lived here in grace and savagery before we arrived, but it is not known whether Wildlings and Changelings came with us, before us, after us, or were always here. Humans began to settle towns and cities permanently about 800 years ago, after the end of the Harrowing, with the help of elves and dwarves, and have been building a coherent, continued history for 700 years or so. During that time conflict with deepfolk has been constant, though it ebbs and flows, and I am unlucky to have been born at the peak of one of those flows, which is why the hands that write this text are calloused from sword rather than ploughshare. That lost 300 years of history have cursed us to an uncertain community: We do not know how long we were in the Archipelago before the deepfolk turned on us and the Harrowing began, whether one generation or several, and the reason the Harrowing ended and the story of how humans first settled permanent towns and cities is also shrouded in mystery, though we believe that it was done with help from the elves and the dwarves. The elves taught us stonework, the dwarves made us shipwrights, and the Wildlings taught us to fight. Now we have spread out across all the lands where they did not live, and naturally when we stand on those lands under the night sky we look to the stars.

The stars are a mystery, as is the sunshard. We can see them on a clear night, indicating that they must lie behind the most distant clouds, and they clearly generate or shine with light. Some stars are fixed in the firmanent, some move erratically, and some move in stable patterns that repeat over generations. Some, it is believed, are on stable patterns that repeat so slowly that we may have seen them only once since the Harrowing, and perhaps maybe those others which appear erratic are simply moving in patterns too slow or too complex to have been measured in the short space of human history. Stars have been known to disappear, but our catalogue of these tiny flickering lights in the sky is incomplete, and so we do not know if new ones are born. No one has seen a star during the day, but they can be seen when the sun shard is dancing. It is also known that elves can dream under the stars and share those dreams with each other, though little is known about the elven relationship with the stars beyond this. We can view stars with a telescope, but they simply appear as larger lights with no detail or further structure. So what are they, and what do great thinkers believe about them?

The theories

Let us immediately dispense with the most outlandish notions, for though we are here to discuss speculation we must not humour insanity. The scholar-physician Banu Delecta, for example, believes stars to be distant equivalents of our own sun, which may be warming other lands as our sun warms ours, and beneath which it is even possible other humans – or stranger creatures – live. We obviously reject such nonsense out of hand. Let us also reject also the stranger pscyho-philosophical musings, such as those of the idiot-savant Kanta, who believed that the stars are an extension of human dreaming, and that if we all willed it so we could eliminate night altogether, and live a lifetime of perpetual daylight. Kanta believed that the stars were a representation of all the souls of humanity, shining in the sky as they allowed their own fears and confusion to create a shroud of night over the earth. After 30 days without sleep, it is said that Kanta lost his own mind, and thankfully so his theories were lost to us in his mad apotheosis on the isle of Kaen. Dragons, perhaps, also do not accept preposterous theories of the universe.

So to more tangible explanations of the nature of the stars. Many scholars have proposed that they are fragments of our own sun, cast far across the sky in an ancient cataclysm that weakened the sun and left embers of it burning in the deeps of night. Some say this cataclysm accompanied or even triggered our arrival in the Archipelago, while others believe it predated that event and even predates the the arrival of elves and dwarves in the Archipelago, if indeed they ever arrived here and are not native to these shores. This theory explains the extinction of stars, which are perhaps embers burning out, and the strange movements of others – perhaps some of those embers are still careening though the darkness of empty space beyond our skies, spinning and tumbling in fire through the distant heavens. If so then one day they will all fade, and the sky will become a clean black slate. But this theory does not explain why we cannot see stars in the day, or why some of these chunks of light are not larger than others.

Analactia proposed a Two Worlds Theory, in which the darkness of the night sky is a shroud between our world and another, and our sun most also move around and between that other world, which is why it is not in our own sky constantly. Then, the shroud between the worlds is sometimes rent or torn or has tiny holes, and so we can see the light of that other world as the sun traverses its daytime sky, shining through the rents in the sky to remind us that our sun will return. This theory is complete in its own right, but it raises many questions, and in particular I am concerned to know when the denizens of that other world will find a way through the shroud of night, so that I must fight them. Others, such as the renegade Astrologer Zenobix, have proposed a many worlds version of this theory, though these are less attractive except in that they offer a wider array of opponents for me to one day face in battle.

A variant of this Two Worlds theory is the much-derided Two Levels theory. In this idea the world of the deepfolk is actually somehow removed from ours, and is a kind of inverse world in which our sun shines during our night, and the deepfolk are in every sense an inverse of us – cruel where we are kind, hating our day and loving our night while they love their day and hate their night, rich in steel where we are poor, and so on. In this Two Levels theory the land of the deepfolk is on the other side of the sky, not underground, and the tunnels where we find and fight the deepfolk are simply entries to the other world, and the stars are variously the rents between those worlds, or the ways in which all forms of immorality seep into our world through the thin veil that separates us. I have fought deepfolk above and belowground, and I am sure that they have no sunlight in the world where they live, so I do not accept this theory. They are horrible pale-skinned monsters who crawl beneath the earth in darkness and ordure, and that is all the philosophy we need to understand them.

Other philosophers, such as Nedia the Younger, suggest that the sky is a kind of realm of the spirit, and our souls become stars fixed in that firmanent after we die. In Nedia’s cosmology, the sun departs from the sky for half of the day so that we may see the souls that have left us, and when we sleep we draw closer to the collective memory of our ancestors. In Nedia the Younger’s celestial vision our dreams are a way of drawing collective wisdom from those who lived on this earth before us, and we inherited this practice in a weakened form from the elves, who are able to commune with their own ancestors in their dreams, and can use the firmament as a medium of communication precisely because they understand as a people that it is the medium in which lost souls are embalmed. Some have observed – often somewhat critically – that the elves have no such theory of their own souls (indeed, anyone who has fought alongside elves might be led to wonder if they have souls at all!), and others have pointed out that simple mathematics suggests that if this theory is true ultimately the sky will become a single field of brilliant light and we will never again be able to sleep under the burdensome brilliance of our own ancestors’ post-mortem glow. How will I be able to take a new lover when all my past lovers who died in battle (not with me (mostly)) are up there looking down on me? I cast my salt-thanks regularly in appreciation of tents, against the possibility that this theory holds any truth.

The Romantics claim that the stars are a remnant of our tears from the Harrowing, fixed in the firmanent to remind us of our suffering. This is why the three stars known as Sword, Sigh and Tear circle back to their fixed positions over the Archipelago every year at the time of the Harrowing, and why the stars burn brightest at that time. They are the permanent reminder of that tragedy, and also the reason that the stars stir in so many of us feelings of regret, longing, sadness and hope. The Romantics, of course, have idiosyncratic ideas about dwarves and elves, which might explain why their theory does not consider the pre-existing history of the elves and dwarves on this matter (but we all know that if the Romantics had their way, there would be no dwarves or elves). I cannot credit the Romantics with any philosophical or scientific depth, and in general consider their few remaining adherents to be good for nothing except cheap banter, drinking songs, and an occasional robust brawl. I doubt their cosmological theories hold up much better than their brawling skills, either.

My personal belief is that this is all nonsense. The stars simply are, they have always been in the sky and always will, sometimes changing and sometimes dying, sometimes fixed and eternal. They move on patterns of no relevance to our own lives, and any finding that a star or a constellation affects matters in the Archipelago is simply coincidence, or the result of humans fitting patterns of our lives to the movements of the stars. For example, perhaps during the Harrowing humans fixed the Sword, Sigh and Tear as a good measure of time, and decided to define a year that way, so that after the Harrowing was over the beginning of years was fixed to those stars, and they have no connection otherwise to our history of torment and exile. We are here, they are there, and the deepfolk are beneath us, plotting and scheming. So it is that I must put aside my pen, again, cease my reading and speculation about the nature of the heavens, pick up my sword against the one and only threat that faces all of us, and act on the only philosophy that matters – the complete and utter extermination of deepfolk. The stars will be in their fixed, cold movements in the heavens long after I am gone, and I cannot change that, but I hope the deepfolk will be dead and gone by my hand, in my lifetime, and that at the end of that great fight I can turn my face up to the stars’ cold indifference, show them the blood on my hands, and tell them that I do not care what they are because I am, I slew, and I won.

I recently posted some of my criticisms of the Genesys combat system to a forum for Genesys-related material, and received a surprising amount of resistance to the idea of making any changes to the rules. In amongst the resistance there were a large number of people telling me “you shouldn’t be doing that much combat anyway” and “if you like combat so much, just play D&D”. There was a strong theme of “people who play Genesys don’t like combat-heavy gaming” with the general assumption that combat-heavy gaming is somehow bad.

I have been GMing and playing RPGs for just over 30 years, and over that time I have repeatedly run into this idea that combat-heavy gaming is wrong, in various manifestations. You see adverts from gaming groups looking for members that say “we don’t focus on combat”, you meet GMs who tell you “yeah my campaigns tend to avoid combat”, and the ever-disdainful “yeah it’s not like D&D, it’s not all about combat.” Here is an example from the forum where I posted my suggested rules changes:

This entire post seems to me to be a misunderstanding of what Gensys is. If you want combat play 5e. If you want and narrative game that’s interactive between players and GM, then you’re on the right page.

This really pisses me off for a lot of reasons, and reflecting on it over the past week has triggered me to write this rant. To me, this “We don’t run games that are combat heavy” routine is like the idea that “you’re not like other girls“. Men pull this sometimes, and what they mean is they don’t respect basic aspects of modern femininity, which at the same time they really want their girl to have. It’s a shitty, self-deluding and mean-spirited approach, and most sensible girls list it as one of their basic red flags for exiting from a date. In the case of RPG talk, this “my games aren’t combat heavy” routine is bullshit for several reasons:

  • Every game group I’ve ever joined that has advertised itself this way has been just as combat-heavy as the ones that don’t
  • Combat is fun, and most people enjoy it, so when you set yourself apart from it like this you’re saying you’re a killjoy with a weird approach to gaming and probably a boring GM
  • It’s almost always based on separating yourself from D&D, just as “you’re not like other girls” is meant to separate the girl you’re talking to from a lumpen mass of boring, shallow selfie-taking girls who actually only exist as a stereotype in the speaker’s mind

In fact D&D isn’t any more combat-focused than any other system, and when people compare themselves with it they’re setting up a false equivalency which shows they either know nothing about the world of RPGs, or are an arsehole with too much brand loyalty to some other system. I want to attack each of these issues in turn.

Most groups have the same levels of combat

I’ve GMd and played in many groups in many systems over many years in several countries, in multiple cities, in two languages, and in my experience most gaming groups have about the same amount of combat. There is almost no such thing as a gaming group that doesn’t do much fighting. Regardless of the system and the setting, most campaigns involve a fair amount of good quality savagery. There will be sessions of investigation and negotiation, and sessions of shopping and planning, but these will inevitably lead up to combat or flow from combat, and players are always happy when the shit hits the fan and the dice come out.

I think there is a secondary reason for this besides that combat is fun, which is that the players often are working on limited information and don’t know the full story of the situations they’re dealing with, or what they need to do, and often they misunderstand or have forgotten key bits of information (which they invariably didn’t write down). But they can sail through these complexities because they know ultimately they can beat someone up and force the information out of them (or steal it) and if their primary pathway through the story gets lost the GM will save them by having their adversaries play their hand – usually with a weapon in it. Combat is very helpful for resolving story impasses, and GMs and players alike use it for that purpose.

It should also be noted that even though combat makes up a large chunk of time in a typical session, it isn’t actually that much of the story. Consider session 22 of my Genesys campaign, for example: The PCs visited a bar to get a job, sailed overnight on a ship where they did some planning and investigatory magic, walked for a day along a beach, checking carefully for signs of lurking dangers or evidence of wrecking, investigated a shipwreck by examining several bodies and finding and opening a chest, scouted a cliff face to find two men of dubious purpose, scouted a cave entrance looking for signs of fake signal lights, triggered a trap, and had a fight with some selkies. In actual game time the fight probably took as long as two or three of the other activities in the session, but it was only a tiny part of the total story. Combat takes up an out-sized part of the action and people’s perception of the balance of things in a game because rules are clunky and fights take a long time to resolve, not because they’re necessarily a large part of the activities of a typical adventure.

So frankly, I don’t believe people when they say they’re not really into combat in their games, because every time someone says that the empirical evidence shows the lie. Don’t get judgy with me about how you’re not that into it, and don’t pretend your level of combat in your games is special. It’s not, trust me. You’re not special.

Combat is fun

This is why every rule system has a section on fighting, and why popular gaming podcasts are called things like “I hit it with my axe” and not “I talk calmly with it to resolve the conflict.” There are several reasons for this, and they’re all perfectly good reasons:

  • It’s the time your PC faces the most risk and it’s also the time when things are least like the world you’re actually in
  • Most of the settings we play in are designed for conflict, because we want worlds where there are big evil and dangerous threats, and we especially like magic and demons and monsters, which inevitably bring violence
  • We spend most of our lives compromising with shitty people who have more power than us and negotiating and talking our way out of trouble, often with little success, and being able to smash your way out of problems – especially if the person you’re smashing is a bully or evil – is real escapism, and we don’t play these games to replicate the shitty interactions we have with shitty people in our shitty real world

If players didn’t enjoy fighting, and if people who wanted low-combat games were common, game designers would give combat the same amount of attention they currently give to social encounters or stronghold building: almost none. The reason it is a large part of gaming is that people enjoy it, which might also be the reason D&D 5e is so popular … except that D&D 5e isn’t an especially combat-heavy system.

D&D is not combat heavy

This idea that D&D is a combat-focused game is very old and very shitty. It wasn’t true 30 years ago and it’s not true now. First let’s consider some canonical examples of this idea, which I hear all the time. Consider for example this 9 year old post on stack overflow asking how to reduce combat in a D&D game, where respondents say things like this:

Well, for starters, I’d say don’t use D&D. It is a game tailored towards violent conflicts, which is exactly what you’re avoiding, it seems. Mind you, I said “violent conflicts”. No story, thus no game, can exist without any conflict whatsoever. I’m not also saying it’s completely undoable with D&D, just mainly… a waste of its design and practical goals.

I don’t know how to put this finely, so I’ll just say it: this is utter bullshit. D&D was never designed entirely towards violent conflicts, and this idea that it was is based on an unpleasant retrofitting of the nature of these games. Very early D&D lacked a skill system, so compared to games like Traveller and Warhammer that were around at the same time it looks like it was intended to be entirely combat focused, but it was never seen this way at the time. It was understood that the players and GM would resolve all non-combat stuff between themselves using negotiation and discussion and role-playing, and the rules were there to make fighting coherent – not that the game was only about fighting. You can see this in many of the classic early modules, which set out huge amounts of non-combat role playing in the social context of the game, without any particular mechanism for resolving those parts of the adventure. Later versions of the game introduced skills because of the popularity of skill systems and the recognition that without structured rules for non-combat encounters it became too much of a GM’s kimagure about how these matters would be resolved.

It should also be noted that compared to some other fantasy RPGs like Tunnels and Trolls, D&D led the way in finding ways to introduce non-combat themes. D&D invented the thief, a character class originally intended to be weak in combat but very useful outside of it, and also is responsible for the development (or at least popularization) of the much-maligned bard class, which is the Platonic ideal of non-combat role-playing. And what do we find in the 20 years since its inception? The bard is the routinely most-hated character class. Why would that be I wonder?

This idea about D&D being combat heavy is also empirically verifiably not true. Let us compare systems I have on hand! The D&D 5e rulebook has 200 pages of rules, excluding spells, of which 10 are devoted to combat, 2 are devoted to social interaction, 6 to skills, and 5 to weapons and armour. Among the spells 6/11 Bard cantrips are non-combat, 10/18 2nd level Druid spells are non-combat, and 7/15 7th level wizard spells are non-combat. (This is treating healing and restoration as combat-focused). So perhaps 10% of the rules and 50% of the spells are for combat. Compare with Genesys, our supposedly narrative/non-combat game, where in 136 pages of basic rules 7 are devoted to social encounters, 23 to combat and 3 to weapons and armour. Almost all of the spell section is devoted to combat spells, and no real guidance offered for non-combat spells, which are entirely up to the GM and players to figure out. Warhammer 2 has 140 pages of rules, of which 16 are devoted to combat, 6 to weapons and armour, and two of the PCs’ basic attributes are combat-only! (Weapon Skill and Ballistic Skill). In the spells, 5/8 of the lesser magic spells are non-combatant. The game Limnal, a modern fantasy based around things like Rivers of London and the Dresden Files, has 88 pages of rules among which 8 pages are for combat. So even definitively combat-light games like Limnal that are set in the modern mundane world where you can’t just shoot people still reserve nearly 10% of their rules for combat. D&D is far from special in this regard!

Not only do people enjoy combat, D&D isn’t especially combat heavy and it never was. I bet this pernicious lie was started by the Vampire the Masquerade poseurs, who needed an excuse for the fact that their much-loved and very popular game had shit combat rules and really boring magic. But games like Vampire, which explicitly tried to frame themselves as more social, had another problem that D&D and other “combat-heavy” games had less of: They were a target-rich environment for bullies and abusers.

Combat-free gaming and bullying GMs

I played a year-long World of Darkness game, followed up by a very short stint in the standard Vampire world, and I have never experienced so much bullying and abuse by a GM in my life. The setting is designed to make your GM a bully, and the lack of structured rules and the insane power differentials that make combat impossible also mean that almost everything becomes a case of begging your GM for a break. This old Reddit thread in response to someone asking whether to take up VTM is a good example of its kind, with comments like this:

VtM, in my opinion, tends to be bogged down by the lore, politics, and hierarchy of the system. Instead of doing cool vampire things, you mostly skulk around talking to other vampires who are all more powerful than you and will most likely execute you if you try to do anything interesting. Most of the time even having a character sheet was pointless because it seemed like using your powers in any way would get you on the Most Wanted list.

This was my experience exactly: having a character sheet was pointless because any conflict you entered (whether combat or social) was against people so powerful that your skills didn’t matter, or against mundane people who you could always beat. It was completely narrative, effectively, and the problem with narrative styles like this is that you end up entirely at the mercy of the GM, with no clear cues as to how to deal with his goals and desires, and no frame of reference to determine whether he is being unreasonable. In VTM, if a GM puts you into conflict with some god-awful ancient elder vampire, you won’t necessarily know what you’re up against and you won’t be able to resolve this situation unless you know what the GM wants to get out of the encounter; but you also won’t have any framework within which to argue your GM is being unreasonable, since the whole stupid game is designed this way. In contrast if your D&D GM throws your first level group against a lich you know there and then that you can just walk away because the GM is an arsehole and a bully.

VTM is basically high school cliques turned into an RPG, and it’s just as much fun: none. It’s also ripe ground for bullies precisely because systems without clear rules or guidelines for conflict, and without the option for you to hack and stab your way out of trouble, put too much power and privilege in the hands of the GM. It’s no surprise to me then that in amongst the last two years’ metoo reckoning within the gaming industry, a lot of the people being exposed turn out to have worked on VTM. It’s a game designed by bullies for bullies.

When you put a lot of power in the hands of one person, you need a strong and robust institutional structure to control that power. In the case of role-playing the institutional structure is the rules, and well designed rules not only provide the players with a good structure for how to handle any situation, but also provide a clear set of boundaries for the GM, so that everyone can tell when he or she is stepping out of line. This is another reason they’re combat heavy: because combat is naturally a time when everything is structured, and when everything is structured then everything is fair, and players want the game to be fair. There are a couple of clear red flags pointing to a bullying GM, and the clearest one is that he or she simply doesn’t bother to follow rules. If (as in my World of Darkness campaign), your GM doesn’t really care about character sheets and character development, ignores rules, arbitrarily forces you to change your PC, puts you into situations where using your powers or engaging in combat will inevitably be lethal, or repeatedly forces you to back down from your own plans by revealing highly powerful enemies, then you need to run. And chances are, if your GM prides themselves on not doing combat, they’re also doing one or all of those things.

Why any of this matters

I think a lot of people enter role-playing out of a genuine and deep interest in the idea, because role-playing is awesome, and I think a lot of them leave very quickly because of their experience of hard-core gaming nerds, who can be really unpleasant. If you want to grow the hobby it’s really important to recognize why people come to the game, what they really want from it, and what behavior and principles will destroy their fun and our hobby. It’s a cliche in this hobby that there’s no right way to do it, and that you should just have fun, but it’s also a truism that you never see people who enjoy combat-heavy games sneering at people who don’t, and you never hear people who enjoy D&D griping about how other games don’t have enough fighting. This sneering all goes one way, and I think there’s a reason for that: a small minority of people in our hobby want to set themselves up as special and rarified masters of the game, and in order to do that they need to disparage one of its most central, universal elements in favour of much vaguer, much less structured parts of the experience which people enjoy less and which make the game much more dependent on successfully negotiating real-world social interactions which are often, sadly, toxic. Don’t fall for it! And don’t become part of some weird system of cliques in which people who play a certain way are better than people who don’t. We’re not in high school anymore, and we don’t have to pretend to be cool. So kill as many orcs as you want, and steal their treasure from their still-warm bodies with joy in your heart and no guilt in your soul!

Next Page »