The battle for Estona has been won, and the Wrathbreakers have sealed a major victory over the deepfolk, as well as rooting out and destroying a deep magic cult in the city. In the aftermath they were finally able to get some rest and healing, butt here remains one significant task for them to attend to: Eliabak’s final reckoning with the Selkie, who he organized to kill and harvest for magic reagents to power his ill-fated golem experiment. The roster for this session:

  • Bao Tap, human stormcaller
  • Itzel, elven Astrologer
  • Ella, spume dwarf scoundrel
  • Xu, human weaponmaster from Ariaka

After day of rest the Wrathbreakers visited the Iron Hand’s lair, a small villa outside the Estona city walls. Having slain them at the beginning of the battle for Estona, they took some time to loot the building and glean some reward for all their hard work. They then returned to Estona to meet with the leadership council, where they explained the situation as best they understood it, were given due reward for their hard work, and extracted a promise to hand over Eliabak for punishment. They learnt that Eliabak’s rival, Boric, had been commissioned to try and repair and recover the golem, to correct its corrupted parts, and press it into use as a potent defender of the city; to this end messages had been sent to Elizabeth the 4th in the Valley of Gon, requesting access to the books she had taken on the construction of golems from the deep cult sorceress there.

The following day they took Eliabak from his prison cell onto a ship called the Grey Fox, and set off for the place where they met the Selkie queen. They traveled for two days under steel grey skies, and arrived at the windswept rocky outcrop where they had last found the Selkie queen in the early afternoon of the second day. A small deatchment of marines rowed them ashore, drawing the ship’s boat up the sandy beach under the watchful gaze of five seals. The marines stayed at the ship’s boat, warily eyeing the seals where they lazily splashed in the surf, and the Wrathbreakers dragged their protesting prisoner up the beach to the strange cave on the promontory. This time they knew the way, and dragged him straight down the slick steps to the lower cavern, where they had confronted the selkie and met the queen. The pool of water at the foot of the steps was still and dark, almost indistinguishable from the black stone of the cave floor. They stopped at the pool’s edge and waited, and shortly the queen herself emerged from the far side of the pool, walking out of the darkness of the cave beyond, which they had never entered. She was just as they remembered, the pale grey skin, the trident and the tall, imperious presence unchanged from when they first met. However, this time she was alone, and behind her in the cavern they could sense a dark, brooding magical presence, something older and more powerful even than her. A faint light flickered inside the cave, like a single tiny glowing dot in the deep sea, and they all felt a a faint compulsion to move towards it and reach for it – though they also felt that were they to do so, something huge and terrible would emerge from the darkness and swallow them whole. They stood their ground, and presented Eliabak to the queen.

As soon as they pushed him forward a huge sea lion emerged from the dark pool, heaving its huge upper body out of the water and pushing its flippers on the ledge so that it leaned close to the prisoner, who fell on his knees before it. The rest of them staggered back in shock, thinking it would grab him in its huge jaws and drag him into the pool, but it did not. Instead, it sniffed at him and seemed to stare deep into his eyes with its own saucer-like, limpid orbs. Then it slid back into the water and slipped out of sight in the darkness, leaving the barest ripple in the surface of the water. As the water fell still again the queen spoke.

“Yes, it his him. Push him in.”

There was no question of disobeying. Xu kicked Eliabak in the back and he fell into the water, still trying to protest his innocence through his tight gag. He kicked and thrashed in the water, trying to stay afloat with just his legs, and the Wrathbreakers waited for the lampreys to gather and begin eating him. They did not, though. Instead they saw many tiny dots of coloured light emerging from the depths of the pool and a swarm of huge jellyfish floated to the surface. They were large, translucent balls strung through with pulsating light, long faintly luminescent tentacles hanging beneath them. As they rose up from the depths they filled the pool like gelid bubbles, and the ones beneath Eliabak seemed to support him, lifting him up a little in the water so he floated on his back, his nose and mouth out of the water. Others swarmed in and began wrapping tentacles around his arms and legs and across his stomach. He began to scream in pain, thrashing the water desperately as the stingers began to sink into his limbs. Then the kicking began to become weaker and subside, and with it the horrible screaming dropped to growls and grunts, then to gasping, and then stopped. Eliabak floated in the water, buoyed up by the jellyfish, his eyes wide and terrified, breathing in short, small gasps, as more tentacles wrapped around his feet, hands and neck.

“He is paralyzed,” the Queen told them. “He will float there now, helpless, while the jellyfish digest him. It should take weeks, assuming his heart withstands the pain, which has not stopped.” She gestured to them. “Come forward. I must speak with you.”

They looked at each other nervously, and then walked around the pool, carefully avoiding putting their feet in the stinger-infested waters. Eliabak’s eyes followed them, but he could barely move his head. He managed to move it weakly a little, and as soon as his left ear fully submerged in the water a loop of gently pulsating blue and green lights wrapped around it, a jellyfish tentacle grabbing onto the exposed flesh. They moved around until they stood in front of the Queen.

Behind the Queen the darkness seemed to throb and pulse with bristling menace. Darkness so deep it felt like it should be a liquid filled the room, and vaguely through it they saw that pulsing lure. They drew back from it with the physical effort of resisting its pull, and then the Queen told them that this darkness was the lord of the ocean, and it wished to communicate with one of them. Who would it be?

They discussed it briefly. It seemed natural that the correct supplicant should be Bao Tap, as the storm caller, but they were not sure if the lord of the ocean could communicate in any language except elvish. Until now Itzel had been responsible for all the communication with the Queen. What would happen if someone went into that darkness who could not communicate with the thing in the centre? Would they be treated as an animal? So, it was decided: Itzel must go in. She gathered her courage as best she could and stepped through the arched entrance into the darkness.

Inside she found herself floating, as if she were at the edge of the continental shelf looking down into the vast deeps of the sea, or perhaps somewhere deeper and peering down into unfathomable depths of inky, crushing water. Vast shapes and powers drifted by her, out of all proportion to the scale of the room. Images flowed in her head: it communicated with her by sense and impression, not in words. She felt a vast and overwhelming power, and realized that somehow she was in the presence of the closest thing the Archipelago had to a god. She stood for a moment in that darkness, simultaneously in the depths of the ocean, communing with this ancient god, and then it was gone, the lure blinked out, the darkness faded, and she stood in the sudden stunning brightness of a phosphorescent cave that smelt of brine and stale air. It was gone.

She returned through the arch to her friends and told them what she had seen.

“The Lord of the Ocean grants us one favour,” she explained, “and says to use it wisely.”

Behind them, Eliabak floated helplessly on his bed of jellyfish, slowly dying. The queen turned away and walked into the cave where he Lord of the Ocean had been. As she passed she stopped briefly to touch Itzel on her shoulder with one strangely cold, delicate hand, and then she too was gone.

They stepped carefully back around the pool, not stopping to look back at Eliabak’s floating grave. Perhaps he managed to choke out a whispered plea to them as they entered the tunnel that led to the surface, or perhaps it was the wind blowing through the caverns. In any case, they did not pay it heed. They trudged slowly to the surface and emerged from the cave mouth into the biting cold of the wind, standing free under a grey sky of scudding clouds, frozen rain and salt spray hitting their faces as the weather slowly turned worse. Down on the beach the marines saw them and waved hurriedly, began preparing the boat. They picked their way down to the shore and walked past the seals, which watched them with the same expressionless black eyes. The marines pushed the boat into the waves and sculled them hurriedly back to the Grey Fox, where they climbed aboard and set off hurriedly. They returned to their cabins, wishing more than ever before that these small boats might have space aboard for a decent bath, to wash away the sins of a month spent soaked in blood and pain.

The Grey Fox headed back to Estona, and they prepared themselves for the next stage of their campaign: to uncover the truth about the deep cult, and maybe, finally, break the deep folk for once and for all.

The ocean heaved with ancient uncaring power beneath them, and behind them a man slowly died, alone and in pain, in a cold dark watery grave of his own making.

The Wrathbreakers have uncovered a plan to launch a combined deepfolk and deep cult raid on Estona, and now find themselves caught up in the last stage of that plan: the midnight attack by deepfolk. They were at the docks, expecting to raid a ship that had come to collect one of the deep cult’s spies, but instead found themselves in desperate battle against a deepfolk naval force that they had not been expecting. The roster for today’s session:

  • Bao Tap, human stormcaller
  • Itzel, elven Astrologer
  • Ella, spume dwarf scoundrel
  • Xu, human weaponmaster from Ariaka

The battle began with Xu and Bao Tap standing at the shoreward end of a pier to which the deepfolk boat had docked, Itzel hanging in the air above it, and Ella carefully hidden behind bales of rope and crates on the dock itself. The ogre charged down the pier, carrying a huge spiked club and screaming in rage. It was huge, probably 3m tall, wearing mismatched armour of some kind of lizard’s hide, with a blank, almost featureless face, grey skin and a belt festooned with the shrunken heads of past foes. Xu stepped forward to meet it and they crashed together near the base of the pier, the diminutive weapon master dwarfed by the huge beast. Behind them Bao Tap worked his magic to try and clear the mist that blocked their view of the ships, while Ella fired supporting crossbow bolts from the shadows at the ogre, and Itzel dropped huge balls of fire onto the ship to try and disperse gangs of griggs that were gathering at the gunwale and firing arrows into the battle.

Bao Tap cleared the mist by calling a ferocious onshore wind that howled and raged across the docks and the river, pushing against the griggs’ arrows and making the ship rock and sway at its moorings. With the mist gone, Itzel could clearly see the decks of the ship and, in the light of its burning sails, a little further upstream. The rowing benches were stocked with human figures, all dead, and the ship was clearly a human ship. There were five more ships behind it, the rhythmic sweep of their oars trying to drag them past it and into shore to dock on other piers. Itzel realized that the deepfolk must have very recently raided a port upriver, killed everyone there, and then used their dark magic to animate the corpses for use as rowing machines – all six ships were propelled by zombies! This explained also Ella’s observation that the oars were being swept too well for a human crew. It was a crew of perfectly synchronized undead. The sack-like things hanging off the gunwales of all the ships were dead humans, hung there as decoration or as part of some grim ritual to propel the reanimation magic.

Of course they had no time to interfere with those rituals now, but even the supernatural coordination and strength of zombies met its match against the howling storm Bao Tap had conjured, and the ships looked likely to miss the pier if they were delayed just a little more. As Xu and the ogre battled behind him, and arrows flew all around him in the raging wind, Bao Tap cast his nature’s champion spell and called forth a kraken, lured from the depths of the sea to Estona’s estuary to attack the ship closest to the pier. It emerged from the inky waters of the river to wrap huge tentacles around the bow of the ship, smaller tentacles reaching to pluck deepfolk archers into the river, and a frenzied battle began on the water as desperate deepfolk from all five ships fired arrows and magical bolts into the thing to try and kill it. It tore one ship apart, and the other four had to divert deeper into the channel to get around it, definitively missing their chance to dock with the nearest piers. They would need to drift on to the sea docks to make landing, but at that end of the port the Wrathbreakers knew a single marine ship was patrolling, waiting for any deepfolk ships.

By now Itzel had destroyed the remaining griggs on the docked ship, and Xu and Ella between them had defeated the Ogre, though Xu was injured and Bao Tap exhausted. The four ships managed to kill the kraken, and were drifting away from the pier, and Itzel did not believe that a single marine ship would be able to battle all four attackers. In a desperate act she drifted out over the river and cast her most powerful spell, conjuring a ball of fire so huge and so intense that it exploded across all four ships at once, killing their wizards and most of their archers and warriors, immolating the rowing zombies, and leaving them helpless, scorched and badly injured in the centre of the river. When the marine ship came in for the kill it found an easy target, and the remaining few deepfolks were killed easily on their uncontrolled, burning craft.

Itzel drifted to ground at the docks and they all sat, exhausted and pummeled, watching the remains of the deepfolk ships disappear into the darkness. They could hear bells ringing and general alarms rising in the city as the deepfolk attack on the walls raged, and the batriders dropping into the city began to cause trouble within its walls. They had no idea how many deepfolk were attacking the city, but they decided after a brief rest to go and help with the battle.

After a short pause they left the docks and walked the short distance to the reliquary, hoping to see if any help was needed there. The dock side of the town was quiet, and they reached the reliquary without incident. Here they found a few dead batriders and a small squad of guards ready to defend the shrine, but no trouble. They decided to seek out the leaders of the deepfolk attack and see if they could end the battle early by killing the leadership.

This took them 30 minutes of wandering through the south-western side of the city, following clues to the location of the leadership. They stumbled upon a couple of conflicts where they could help – a group of humans captured by a small force of deepfolk, who they freed with extreme violence, and a squad of soldiers who had been pinned down by a force of goblins accompanied by their own deep sorcerer. They killed these goblins and moved on, bringing some of the guards with them.

Soon after they found the leadership, set up on a raised platform they had commandeered in a square near the westgate. Perhaps the platform had been set up for some ceremony or festival a few days ago, but abandoned during the assault, for it was definitely not deepfolk work. Two squads of goblin raiders stood guard under the platform, and a flight of rickety wooden steps led up to the platform itself, on which stood an orc champion, a goblin leader and a goblin witch doctor stood, watching a distant battle and flanked by a squad of grigg archers.

They gave Ella a little time to sneak closer and take cover behind a stall on the edge of the square, and then attacked. Xu and Bao Tap ran forward as Itzel floated into the air above the square, lobbing bolts of fire across the distance to the platform. The goblin raiders charged out to engage Xu and the city guards from under the platform, and soon Xu started slaughtering them. Ella sniped at the witch doctor while the grigg archers fired at Itzel, and the orc leaped down to join the fight agianst Xu.

Briefly it looked bad: the griggs’ arrows took down Itzel, who had to fly away to find healing further back in the city, while Xu sank under the storm of goblin and orc attacks, but somehow they turned it around. Xu disarmed the orc and Bao Tap engaged the witch doctor, while Xu dealt with the goblin captain. By the time Itzel returned, barely healed, to the fray, the battle was over, and the deepfolk leadership had been slaughtered. They took the goblin leader’s head and paraded it down the street to the front lines, killing as they went, and within the hour the word had spread among the deepfolk that their captains were down and help was not coming from the river. By dawn the grim job of clean up had begun: those deepfolk who had not fled the city were trapped in alleys or surrounded in squares, and brutally slaughtered, shown all the mercy they would have shown the humans of Estona.

The battle for Estona was finished, the deep cult cell broken, their plan to raid the reliquary foiled, and Estona saved. The Wrathbreakers returned exhausted to the stronghold at the centre of the city to rest, and with the first flush of dawn the city was able to wake to victory and relief. The wrathbreakers had triumphed over a deepfolk force at last.


Image credit: the ogre is by Alex Alexandrov, on deviant art.

The Wrathbreakers have discovered that there is a deep cult outpost in Estona, and that it had some secret plan connected with Eliabak’s misbegotten golem. In a vicious battle at the Academy the Wrathbreakers defeated Eliabak and stopped him from activating his golem, but during the battle they felt a pulse of dark magic from the docks, and they know what whatever plan the deep cult have stretches beyond Eliabak’s golem. They need to raid the deep cult and stop whatever plan they are about to set in motion. The cast for this session:

  • Bao Tap, human stormcaller
  • Itzel, elven Astrologer
  • Ella, spume dwarf scoundrel
  • Xu, human weaponmaster from Ariaka

Having interrogated Eliabak’s changeling assistant, they now rushed to the docks to attack the deep cult in its warehouse lair.

Breaking the deep cult

It was early evening when they reached the warehouse, a small square building a block back from the sea wharf. It was a typical small Estona warehouse, a simple high-ceilinged building with a single small office room attached to one side, and a wagon parking and unloading area in front of that small extension. The building had a small second story on top of the main warehouse, which could be reached by stairs from the extension office building. It was quiet, but there were lights on inside the office building, barely visible through drawn blinds. Ella investigated the area around the warehouse but found no back entrance. There were only two doors: a main set of double doors for entering the warehouse space and a small, locked door on the office extension. She returned to the shadows opposite the main entrance and they prepared for battle.

They used the standard strategy: Bao Tap summoned his nature’s champion, and they followed it into battle. This time, being near the Estona docks, there was little wildlife to call upon, but Bao Tap was aware that the docks were home to a large, slimy, centipede-like sea creature that scavenged dead things and hunted small rodents and other creatures near the docks. His spell, suitably adjusted, called forth a giant one of these dragging it from some dark shadowy part of the river docks to come slinking, stinking and horrific, through the shadows of the dock’s streets to the warehouse doors. It smashed through, and they charged in after it.

Unfortunately the deep cult had heard Ella sneaking around, and they were ready. A ball of dark magic engulfed them as they entered, doing serious damage to Bao Tap and Xu. Inside the room were 20 deep cult fighters, an Astrologer and a Deep Sorcerer. The fighters rushed in to attack the giant centipede thing, some rushed to attack Xu, and the astrologer and sorcerer stood back to cast spells. Itzel cast a magic barrier on Xu, Bao Tap and the giant centipede thing, and every time the fighters hit it two of them died in explosions of acid. Ella sniped at the sorcerer and Itzel fired magic bolts at the Astrologer.

Half the fighters were dead from acid or Xu’s halberd within seconds, but four more emerged from the side room, along with two champions wearing full plate armour. Seeing the real threat was Itzel’s magic barrier, they poured crossbow fire into her before Xu or Bao Tap could intervene. She fell quickly, and Bao Tap also fell, but not before he and Ella had killed both the Astrologer and the Sorcerer. With the magic barrier dispelled by Itzel’s collapse the battle became harder, but Xu engaged the champions, Ella kept sniping, and Calim brought both Itzel and Bao Tap back from unconsciousness to rejoin the fight. The melee with the champions was bitter; Bao Tap lost his hand, and somehow in the hail of crossbow fire Itzel’s leg was destroyed. However, within another minute they had slain all the fighters and subdued the champions, one of whom they were able to take prisoner. They emerged, blood-soaked but victorious, with the deep cult nest purged.

The deep cult plan

As always they knew they would be able to learn nothing from the deep cult prisoner they had taken; they sequestered him to use as an experiment in reversing the cult’s brainwashing spells, but they did not waste their time interrogating him. Instead they searched the building. Upstairs on a narrow balcony they found a strange magical pipe, imbued with deep folk magic, that was set into a steel tripod and pointed at the sky. They suspected that this was the source of the magic pulse they had felt earlier, and perhaps some form of emergency flare or signal. They also found two maps in the sorcerer’s room on the second floor. One map was a map of the town of Estona, with some clear and meaningful markings on it:

  • Strange long squiggly marks with little side strokes on them, one marked at each gate on the walls of the town
  • Square-like symbols with an unclear mark inside them, drawn at the docks and on the other side of the river
  • A cross at the Academy and the Reliquary
  • A line drawn in a smooth arc from Academy to Reliquary, with an arrow head pointing at the reliquary

The second map was a map of the inside of a building, which had many small locked rooms, some traps marked, and a pathway drawn through it. This was a high quality map that looked like it would be between 5 and 20 years old. They guessed – and later confirmed – that it was the reliquary, and that it was the map that Crulhum had been asked by Anyara to steal from his criminal gang, the Nekkers, a few years ago.

After they had looted the warehouse they split up and visited Kay the Myrmidon, the Rimewardens at the Reliquary, and the Myrmidon in charge of the city guard. These visits took them some time – perhaps two hours – but when they regathered at their hotel they were able to piece together a sense of the plan. While they were poring over the maps again at the hotel Itzel realized that the strange marks inside the squares on the map were the symbol of the Skydeath clan – the clan of deepfolk who had driven them out of the middlemarch the previous year.

They guessed that the deep cult had been set up in Estona by Anyara a few years ago, after she obtained the map of the reliquary. They guessed too that at that time she had begun feeding slightly misleading information about how to build golems to Eliabak, ensuring that the golem he finally built would be broken in some fundamental way, most likely designed to go wild and begin randomly attacking anyone and everyone in the town. They also guessed that at some point after the golem activated there would be a concerted deepfolk attack on the town, with a tribe attacking the walls while the Skydeath clan attacked from the river and also from the cliffs on the far side of the river – possibly using bat riders, as they had used to attack Ibara. Looking at the second map, they guessed that the golem had been designed to go wild and begin smashing its way through the town, heading for the reliquary – possibly attracted by the aura of dark magic it must emanate. While the golem was fighting Estona soldiers, killing wizards and smashing its way into the reliquary, they guessed that the deep cult would attempt to sneak into the reliquary, and steal as many relics as they could. Although they had managed to prevent Anyara’s agent from finding it, they knew that there was some evidence from a library in Gon that one of the “seals” the deep cult were searching for might be in the reliquary. Perhaps the deep cult – and the deepfolk? – had decided the easiest way to gather possible “seals” was to recover deep magic artifacts from the largest reliquaries on Rokun?

Had they not stumbled onto this plan, the Wrathbreakers thought it could have been very successful. Even at its weakest, when briefly activated, the golem had crushed Itzel with a single punch. Were it to be fully operational, in a room with some wizards who were not ready to fight it, it would have easily killed many of them. Once they fled the room to regather, it would be free to begin smashing its way across Estona. Troops would gather to fight it and it would slaughter them, drawing more soldiers and wizards in from the outside of the town. Then, when the deepfolk attacked – from air and land – the soldiers would not be in a position to defend the town walls, and the Astrologers would not be in a position to attack bat riders. With the town invested, soldiers would have to be diverted from fighting the golem, which would then be free to smash holes in the reliquary – which the deep cult could slip into, to loot the reliquary. Even if the deepfolk attack were eventually beaten back, the deep cult would have stolen what they were looking for from the reliquary. And if the surprise attack of the golem and the cult were not beaten back – or if there were a powerful weapon in the reliquary that the deep cult were able to liberate – then perhaps Estona would fall, the first time a major city had been captured by deep folk in human history.

Fortunately the Wrathbreakers had returned from Gon to Estona in time to defeat every part of the plan. They had killed Anyara in Gon, and from clues in her room had realized something bad was planned for Estona. Correctly guessing it was a sabotaged golem, they had returned to Estona in time to defeat Eliabak and prevent him activating the sabotaged golem, even though he had tried to move the activation forward. Then they had killed the deep cult that had planned to raid the reliquary, and warned the city authorities of a possible impending deep folk attack. There was one part of the plan that they had yet to interrupt, which held the potential to teach them more about Anyara’s network of contacts inside and outside Estona: Crulhum’s ship. It was Crulhum who had stolen a map of the reliquary for Anyara, who worked secretly with Anyara to sabotage Eliabak’s golem project, who had coordinated with the deep cult in the city and who had organized Eliabak’s criminal activities for him. But Crulhum himself was not a deep cultist, and had been promised a big payment and escape from the city in exchange for his work. Whoever was coming to collect him would arrive at midnight tonight in a ship at the river docks, and Crulhum had agreed with the Wrathbreakers that if they let him keep the money on the ship he would play the part of an escaping accomplice, enabling them to board the ship and capture whoever was coming to collect Crulhum. They hoped with this act they could gain more information about the people helping Anyara, and perhaps find clues about her network outside of Estona. So, they headed at midnight for the docks, to ambush Crulhum’s ship.

The deepfolk attack

They rested for an hour and then took Crulhum to the docks. Since the sun had set the town was again covered in the heavy mist typical of evenings in the month of Thaw, and it was difficult to see very far, especially when they reached the pier where Crulhum expected his boat to arrive. There were few lamps burning here and their weak light was soon lost in the mist. Even Itzel, blessed with elven darkvision, could not see far in the dimly lit fog. The pier was deserted, a 20 metre long wooden structure extending into the cold, sluggish waters of the river. Other piers and jetties for the river ships were all further west, closer to the sea and the town and only visible as strings of blurred light in the mist. Crulhum took a position at the base of they jetty, where it met the land, and the Wrathbreakers settled in behind some crates and coiled ropes to wait for the boat’s arrival. Itzel cast a fly spell and hovered over the pier, ready to drop from above, and Ella took a position hidden at one end of the crates, watching the water.

The boat drifted into view near midnight. It was hard to see in the gloom, but they could hear the beat of its oars as it swung in towards the docks and slowed down, and as it drove closer they could see the outline of the ship itself. As it approached Ella, a dwarf with experience of boats and sailing, noticed something strange – that the rowing was too precise for any human crew, the oars beating in time more perfectly than even the most highly trained dwarven raiders could manage. She could see someone crouched at the bow of the boat waiting for it to reach the pier so they could throw the rope out to tie the ship on, and she could see what looked like sacks of grain or some other trade good slung along the gunwhale of the ship, as if it were overloaded and some of the cargo had been slung to hang outside the ship.

The ship came to a stop at the docks and some people set to work tying it to, their activities barely visible in the dark and the fog. Up above in the frozen air, Itzel could see movement on the deck but could make out no details. Someone jumped off the ship onto the pier and walked towards them, calling out “Crulhum! Crulhum! We are here!” in a thin young woman’s voice. The Wrathbreakers braced themselves, ready to charge the ship once Crulhum made contact. Crulhum stepped forward and hailed the woman, announcing his presence. “Come,” she called, and he walked out onto the pier. Behind him, in the shadows of the crates, Xu muttered “Here goes nothing,” knocked back a healing potion, and tensed to rush.

A flight of arrows emerged from the ship and hit Crulhum across his neck and chest, killing him instantly. The girl fell to her knees and cried out, “I did what you ask, can you free me!?” but was silenced moments later by another flight of arrows. As she screamed and fell off the pier with a splash, Itzel felt a disturbance in the fog and just managed to dodge out of the way as a huge bat emerged from the shadowy sky, hurtling straight at her as the goblin riding it attempted to skewer her with a spear. Below, at the pier, Ella looked upriver and noticed other shapes looming in the darkness – more ships drifting down the river. A huge form uncurled itself from the shadows of the docked ship and leapt with a scream to the jetty: a deepfolk of monstrous proportions, perhaps 3 metres tall, carrying a huge, curved sword in both hands and roaring a deepfolk battle cry to the heavens. Behind it, Griggs, goblins and orcs gathered ready to charge.

As this deepfolk monster leapt out of the ship one of the sacks hanging from the gunwhale twisted, its fastenings knocked loose, and a naked, dead human arm flopped around to dangle over the water. They were not sacks at all, but human victims tied to the gunwale to be carried for some horrible purpose to Estona. Ella cried out in horror, Itzel swooped across the sky trying to avoid bat-riders, and Xu and Bao Tap jumped from the rear of the crates to face the pier and the onrushing deepfolk champion.

The deepfolk were here, and the Wrathbreakers were alone against the whole horde of them!

At the Westgate in the month of Thaw

The Wrathbreakers have returned to Estona, sure that a disaster is going to strike the city on the 14th of Thaw, and with most of the clues they need to find the Puppet Master, the strange wizard who has been directing criminal operations in the city using printed notes, and who may or may not be in league with a strange cult of deep magic-using humans. Upon their return Itzel let slip to one of the prime suspects that they had secret knowledge of his plans, and soon thereafter they were confronted by the Iron Hand, a gang of rival adventurers known to have previously done at least one job for the Puppet Master. They defeated the Iron Hand and captured its injured leader, and from her they have learnt that they were paid by a “generic elf” to set this ambush. They now rush to capture that elf, who is supposed to be meeting the Iron Hand to pay them for their job in a small square near the Westgate, in one hour. The roster for this mission:

  • Bao Tap, human stormcaller
  • Itzel, elven Astrologer
  • Ella, spume dwarf scoundrel
  • Xu, human weaponmaster from Ariaka

They warned the Iron Hand’s leader, a woman named Garag, that if she did not help them with the capture of the elf they would hand her over to the city authorities, but if she helped them they would give her a portion of the money the elf was carrying, and give her the chance to flee the city. She agreed, and they headed to the square near the Westgate.

The Puppet Master revealed

The square was a typical Estonan public space, a square open area of paved stones with a disused well in the middle, one entrance to the square on each side, and shops and businesses lining the square at ground level. They stationed themselves at places around the square: Itzel used her magic to disguise Xu as a street-sweeper, and the two of them took positions in the square itself, Xu near the well and Itzel at a chestnut seller. Ella found a public library at one corner of the square, which specialized in Biographies, and hid herself in its unused rooftop garden. Below her Bao Tap pretended to be reading in the public reading gallery, near the door and with a view of the square at ground level.

The elf walked into the square on time, approaching Garag where she waited at the disused well. He carried a bulky, well-made leather bag that looked quite heavy. As he approached Garag, Xu walked towards him to speak, but the elf realized immediately that Xu was disguised, threw the bag of money at him and turned to flee. He slipped as he turned, but still managed to evade Xu’s mad grab for him. Ella shot him in the back of the leg, which caused him to stumble, and Itzel tried to levitate him, but he resisted this magic and was just landing and ready to hit full sprint out of the square when Bao Tap rocketed out of the library door, throwing aside a book of salacious pictures about a famous young Gigolo, and hit the elf with a ferocious tackle that dragged him to the ground and nearly ripped his head off. They rolled to a stop in the slush of the square and much as the elf struggled, he could not escape Bao Tap’s grip. They had their agent.

They immediately dragged him from the square to the nearby gatehouse at the Westgate, where the city guard – warned earlier in the day by Kay the Myrmidon that the Wrathbreakers were investigating events – let them drag him to a cold basement room. The man told them his name was Crulhum and yes, he was a Changeling. He promised to answer their questions truthfully, and revealed that his employer was the Wizard Eliabak. Eliabak! The Wizard that Itzel had visited earlier that day for a consultation about crafting a prosthetic arm, and who would be part of the exhibition on the 14th. Their suspicions confirmed, they demanded that Crulhum tell them the full story.

The Nekkers in better times

The Changeling’s web of lies

First of all, Crulhum told the Wrathbreakers that he had been working for Eliabak for about 3 – 4 years. He told them that the printed notes came from a magical printing press installed in the basement of a house in the Stone Quarter. This printer could produce notes on Eliabak’s command, without anyone being present to operate it. These notes would be printed with an address and a message. The old man living in the house folded them up, read the address, and then gave the letters to street kids working for the messenger network in town. He always chose children who could not read, and told them where to deliver the letter. This old man was happy to provide this service without any complaint, and was paid a decent amount of money every month to maintain the service. He never saw Eliabak, but instead received supplies for the printer by delivery, and sent the letters on without further instruction. This ensured that Eliabak’s network of crimes was conducted remotely, without anyone tying anything together. The old man in the Stone Quarter had met Eliabak once some years ago but did not know who he was (and would probably not remember his face). Crulhum’s primary job was to visit people (like Creosote or the Iron Hand) to make the initial business arrangement regarding receipt of the notes. He would always visit in a different form, thus ensuring that no one who worked for Eliabak’s little network of notes ever saw the same agent as anyone else, and no one every knew that the agent they were talking to was Eliabak’s assistant.

It was through this note system that Crulhum had originally proven his worth to Eliabak. A few years ago Crulhum was a junior member of a gang called the Nekkers, which was unique only for having an Astrologer from the academy as its (secret) leader. At some point Eliabak made contact directly with Crulhum and gave him a device which enabled him to activate Eliabak’s secret printer, and to send short messages. They were always of the form “[Address to send letter to] Short detail about a nekker raid”. Eliabak then used his printer and notes to direct various mercenaries to intercept those activities and disrupt the Nekkers. The Nekkers could not understand who was doing this and how to stop them, and although they became increasingly paranoid and desperate they could not penetrate this strange plot, because they did not know about the printer[1]. Eventually Eliabak organized for the Iron Hand – who were new in town – to raid the Nekkers’ base and kill them all except Crulhum. The Iron Hand would be allowed to take any treasure in the Nekkers’ possession, except their magic items.

The night before the raid, however, Crulhum was approached by Anyara, the deep cult leader from the Valley of Gon. She paid him a lot of money and offered him a very bright future if he would do one simple thing for her during the raid: steal a map in the Nekkers’ possession, and turn it over to Anyara. He did this and gave her the map, and since then he has worked for both Eilabak and Anyara, with Eliabak unaware that Crulhum was Anyara’s agent in Estona and secret spy within his own laboratory.

The map, he informed them, was simply a map to a complex of rooms inside some larger building. He did not pay much attention to it, does not remember the details, and knows only that Anyara wanted it, and the wizard leading the Nekkers had left it in their possession. Crulhum believes this raid destroyed a competitor of Eliabak’s, and also cemented Eliabak’s role as a criminal in the town. Since then Crulhum has worked to set up Eliabak’s network of agents, keeping Eliabak’s role as a criminal mastermind secret from both his agents and the town generally. Much of his tasks were mundane – things like organizing drop offs or setting up dropboxes, paying people for information, occasionally visiting agents to ensure that they were still loyal to the process – but occasionally he had to do dirtier jobs. For example, after he learnt from Creosote that the Wrathbreakers had attacked Creosote’s base, and then learnt from the Rock Spider that the Wrathbreakers were starting to investigate the network of children who deliver messages in the town, it was Crulhum who organized to ambush them at the river outside Estona.

Crulhum now had a second employer though, who paid him well and had offered him “a bright future.” His primary task was to give suggestions to Eliabak from Anyara, but occasionally he attended to extra tasks in the town. It was Crulhum, for example, who organized the investigation and ultimately the abduction of Siladan’s apprentice Sara, on Anyara’s request. Crulhum did not receive his messages from Anyara directly, but through a group of agents of hers who were living in a warehouse at the docks. He told the Wrathbreakers that this group were “a little strange” and “don’t seem very nice”, and that he would visit them regularly to give information to be sent to Anyara, and to receive advice and orders from her, as well as his regular payments. Of course he visited them in a different form to the form he used around Eliabak – as always his comings and goings were disguised by his Changeling skills.

They guessed that the agents in the warehouse were deep cultists, though it appeared Crulhum knew nothing about the more sinister nature of Anyara’s magic or her darker connections. When pressed, he told them he did not know the agents’ true goals, but he was sure something big had been planned for the 14th of Thaw. He had been promised by Anyara that once the events of that afternoon were complete – whatever it was she had planned for Eliabak’s exhibition presentation – Crulhum would be free and rich. He told them that at midnight on that night, a ship would arrive at the docks with a large amount of money for him, to take him away from the town to make his own future however he wanted. He completely trusted her, of course – either because her magic had done its subtle work on him too, or because he had no reason not to. Crulhum did not know what Eliabak was building, but said it must be big and important, because he had been working on it for more than a year and was regularly receiving deliveries of Orun stone, metals, and various reagents to one of the biggest laboratories on the first floor of the Academy. Crulhum also did not know what Anyara’s plans were – all he knew was that they would come to fruition at the exhibition. His job was to put the parts of the plan into motion, not to inquire as to what those parts were.

In any case, he revealed, all the plans had changed. After Itzel’s visit to Eliabak, the wizard had called Crulhum and told him some Fay-drenched elven bitch is sniffing around after my work – they’re onto me! He had told Crulhum that for his own protection he would go now to his laboratory and complete the activation of his grand project, two days early, to ensure it was not disrupted by some elven wizard. He wanted Crulhum to organize for the Iron Hand to kill the Wrathbreakers. With that, he had rushed off to his laboratory. Crulhum had organized the Iron Hand in person, and then rushed straight to the docks to meet Anyara’s agents. They told him that everything would have to be sped up. His ship would arrive at midnight tonight, instead of 3 days’ hence, so as soon as he had finished the task of eliminating the Wrathbreakers he was to return to his lodgings and prepare to leave the city.

So, now the Wrathbreakers knew who to target, and where. They cut a very simple deal with Crulhum: he would help them until midnight, when they would raid the ship coming for him to catch whoever was going to pay him. He could keep the money he was owed provided he helped them honestly, and left town afterwards. He agreed eagerly to this plan, and told him where the warehouse at the docks was. They decided that their priority was Eliabak: they would go and stop him from activating whatever his secret project was, and capture him alive to hand to the Selkie Queen. Then they would go and raid the Warehouse at the docks, and exterminate the deep cult agents who were lurking there. Once that was done they would go to the docks with Crulhum, wait for his ship, board it, and take captive whoever was waiting for him. All in one night! The sun had set, the evening mists of Thaw had begun to rise, and they had perhaps 5 hours until Crulhum’s ship arrived. But first, they had to rush to the Academy to stop Eliabak.

Eliabak undone

Before rushing to confront Eliabak the Wrathbreakers first visited Kay the Myrmidon at his dockside stronghold. They explained their fears and he granted them two teams of four marines each to help in their intervention, along with a letter of authority that he hoped would help them gain access to the Academy’s laboratories, though he warned them that he had no official responsibility for Estona’s security, and could not guarantee his word would help them at all. With this limited assistance they proceeded to the Academy to confront Eliabak.

Eliabak had hired a special over-sized laboratory on the first floor of the Academy, directly adjacent to the main exhibition space. The exhibition space itself was a coliseum-like theatre structure, large enough to hold a couple of hundred spectators in banked seats, with enough space for a pitched battle between wizards to be watched comfortably from one side. The wall opposite the spectator stands held four huge sets of double doors, each about 10-15 m high and 8-10m wide, which opened into over-sized laboratories large enough for the preparation of unusual and exceptionally large exhibits. Crulhum informed them that Eliabak was working on his secret project in one of these, and so after a short but tense negotation at the entrance hall to the Academy they headed to one of these. Before they even opened the door Itzel and Bao Tap could feel the straining pulse of magic being worked inside the room, and they knew they were close to the activation of whatever Eliabak had planned. They pushed the door open and charged in.

Inside was a huge, high-ceilinged room with laboratory benches lining the walls on one side, and a study table at the far end. The room towered up into shadow perhaps 20-25 m above them, and was dimly lit with just candles and a few recessed enchanted low-light globes. Opposite the laboratory benches, standing against the right hand wall, was a huge structure of scaffolds, perhaps 10m square at the base and about 15m high. Inside the scaffolding stood a huge humanoid figure made of black Orun stone. The stone glimmered faintly in the dark light, but within it lines of silver and gold flickered with magical energy, and gems studded in various parts of the beast pulsed dimly with their own internal energy. This enormous statue was only a crude humanoid form, lacking proper digits, with no face and only rudimentary eye sockets, which were not yet puissant with their own light. It loomed over them, shadowy and threatening, still silent and cold, but Itzel and Bao Tap could feel that if they did not stop this process now the thing would activate, and even in its dormant state they could tell that it carried enormous power. If that thing were to activate, it would easily kill all of them.

At the table at the far end of the room Eliabak stood, preparing his golem. Various magical paraphernalia were scattered across the table, obviously to be used in the preparation ritual. As soon as he saw them enter he yelled a threat and pulled a golden ball from his gown. They had been warned about this by Crulhum: Eliabak’s automated flying attack device, which he called “The Bludger”. It whirred to life, wings buzzing, and flew forward like a bolt of golden lightning to hit Itzel. She dodged, and battle began.

Initially the battle seemed to be in their grip, but it soon spiralled out of control. The two teams of marines and Xu surrounded Eliabak, but he used lightning bolts of incredible power to destroy them, killing four at a time. He also knocked down Xu, although the team’s healer brought Xu back to his feet long enough to take a healing potion[2]. Both Xu and Itzel tried to damage the paraphernalia on the table, and the Bludger continued trying to kill Itzel while Bao Tap used storm spells to bludgeon the wizard into exhaustion, and his rockhopper summoned monster tried to knock him over. Realizing that if he could push them back Eliabak would make time for himself to complete the golem ritual, Itzel ran to the golem itself and intervened directly with the apparatus, to break its magical connection to Eliabak, as the Bludger attempted to shoot her with beams of light. It missed and she successfully broke the connection, but as she completed this task something went wrong and the thing briefly twitched to life, one fist smashing into Itzel and immediately knocking her unconscious.

They had to take Eliabak alive, which prevented Xu or Bao Tap from using the full range of deadly abilities at their disposal, but Ella was suffering no such qualms. She lurked in the shadows behind the laboratory benches, firing crossbow bolts into the fray whenever she saw an opportunity, and after Itzel was knocked out, seeing her chance, she fired a crossbow bolt straight at Eliabak’s head. It stunned him[3], and unable to cast spells under the overwhelming pain of the crossbow strike, he was no longer able to fight or even to escape. They grabbed him, tied him up, and smashed everything on the table. They had stopped whatever disaster had been tied to the activation of the golem, and taken Eliabak alive.

Unfortunately 8 marines were dead, fried in electrical storms, and everyone was exhausted and injured from this battle, Xu nearly killed with lightning and Itzel smashed by the golem’s enormous fist. They still had two more missions to complete, and no time to rest. As they finished tying Eliabak some senior Astrologers entered the room to investigate the commotion, and after a tense stand-off, explanations and justifications, the group managed to talk their way out of trouble. Instead of being punished and Eliabak freed, they were given healing potions and allowed to escort Eliabak to Kay the Myrmidon. Here they locked him in a cell, ready to face his fate with the Selkie queen. They barely had time to rest, though: now they must rush to the docks and confront the deep cult nest, to find out what else was planned in this night of chaos and confusion. What had been Anyara’s ultimate goal, and what sinister plan lay beneath her subversion of Eliabak’s golem-making?


Artist note: The picture of the city in mist is by a Lithuanian artist called Gediminas Skyrius, and appears to be from an illustrated book.

fn1: I think actually this entire setup would make an excellent campaign of its own, possibly using a Blades In the Dark type system.

fn2: Since Calim left the team have no healer, and rather than play an NPC we have decided the team can use a story point to get a healing spell cast. This healing spell is cast using Calim’s dice pool when he left the group, and can heal either wounds, or level 1 or 2 criticals. This is significantly increasing the story points available to me!

fn3: Another miracle critical from Ella, this time rendering him staggered – and thus unable to act – until the critical is healed. Her shots don’t necessarily do much damage, but they have wickedly perfect criticals.

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 Wrathbreakers have finished their work in Riak, and now need to return quickly to Estona. They suspect that on the 14th of the month of Thaw something terrible is going to happen in the city, connected to the mysterious Puppet Master and his or her relationship with Anyara, the leader of a Deep Cult cell in the Valley of Gon. They do not know what is planned but suspect it involves a magical trap or something involving a golem. The cast for this session:

  • Bao Tap, human stormcaller
  • Itzel, elven Astrologer
  • Ella, spume dwarf scoundrel
  • Xu, human weaponmaster from Ariaka

In Riak the Wrathbreakers investigated rumours of something called a “Seal”, and found a list of five candidate items that were old enough, unique enough and powerful enough to be worth the Deep Cult sending a team to the town. They killed this Deep Cult team and, of course, learnt nothing from them. However, one of the candidate items was listed as being stored in the Reliquary at Estona. Could they investigate this item in more detail after the coming crisis, and learn more about it? They were not sure they could arrive in time, given the forces arrayed against them, and in the interests of security sent their shardhawk ahead, carrying the following message to Kay the Myrmidon:

Suspect violent attack in Estona on 14th Thaw maybe magic related maybe selkie deep folk trouble maybe human keep eye on magical exhibition and reliquary.  Keep quiet do not arouse panic. Our ETA 11th Thaw.

The warning sent, they prepared to set off.

Stars in my pocket like grains of sand

They left the Freeport of Riak the day after their battle with the Deep Cult, still bruised and sore but with no time to rest. They stopped on the evening of the 3rd of Thaw at Ar, staying in comfortable lodgings organized by Elizabeth the 4th, and picked up Sara. From Ar they sailed downriver in grey, cold weather to Gon. They arrived in Gon on the 5th of Thaw and, having an evening to spare, decided to visit an Astronomer on the edge of the city. The Collector had given them the contact information for an Astrologer who knew much about the strange symbol embossed on the calendar that they had found in Anyara’s room, and they thought that perhaps if they spoke to this Astrologer in the one free evening they had in Gon they might learn useful information before it was too late. They traveled to his compound in a rickshaw pulled by a gigantic, dour Wildling who refused to take shelter from Gon’s gently falling snows after they arrived. Leaving him snorting and clapping his hands in the cold outside the residence, they entered yet another Astrologer’s home to learn about ancient lore.

The Astrologer told them that the symbol on the calendar represented a single star from a constellation called The Seven. This constellation was believed to follow a strange pattern of movement across the sky in which every 150 years or so one of the stars would lock into place in the sky and the rest would rotate around it, while preserving the overall geometric form of the constellation. This slow rotation would happen for 150 years until the next star locked into place, and then the others would rotate around it. It was believed that this system followed a fixed orbit in the sky, so that after all seven stars in the constellation had completed this lock cycle the constellation would return to its original position in the sky. This was mere conjecture, though, based on primitive models of the movement of stars, because the celestial path of this system was longer than the history of human observations of the stars. No one knew if Astrologers had been tracking the stars during the Harrowing, because there were no records, and so they only had 700 years or so of records, but the general view was that the complete cycle of The Seven lasted about 1000 years ago, and when a star was in alignment this meant it was locked in a position it had last occupied about 1000 years ago.

This 1000 year period concerned Itzel, so she asked a little more. The Astrologer told her that no one knew anything about the history of that time, but it was rumoured that there were two independent sources of information about the stars at that time:

  • An obscure wildling poem about The Seven, which discussed their relationship to various earthly and atmospheric phenomena, but was not generally considered credible
  • A document recording the delusional opinions of an elven scholar, widely believed to be insane, who had reported his dreams about The Seven. The Astrologer could not remember the name of the scholar, but told them this strange document was rumoured to be sealed up in the elven city of Asboran

They thanked the Astrologer for his time, made their goodbyes, and returned to their apartment in Gon.

Return to Estona

The following morning, the 6th of Thaw, they boarded the longship Excelsior and departed Gon for Estona. The journey was uneventful, though the sea was restless, the sky grey and the weather frigid, and once in the distance they thought they saw the breach of a great sea monster. It did not approach their ship, though, and on the afternoon of the 11th of Thaw they arrived in Estona cold but unharmed. They headed straight to their normal tavern in the town, settled their belongings in, and prepared to investigate the looming threat.

Itzel believed that the threat was likely to occur at a magical exhibition or display, so they first headed to the Academy. Here they separated to pursue two separate tasks. Itzel visited the wizard Eliabak, who she had previously been told might be able to craft a new, magically animated arm to replace the arm that had been ruined in battle some weeks ago. While she conducted this interview, the rest of the Wrathbreakers visited the public gallery of the Academy to see if they could find any advertising for upcoming exhibitions, or information about other pending public events.

Itzel found Eliabak in his chaotically messy office, sitting behind a desk in front of a window overlooking the old quarter of town. A large table in the middle of the office was covered in fragments of metal and wooden equipment, papers and notes, and the walls were lined with bookcases. One wall had a large corkboard, on which were pinned many notes, scrolls, invitations, posters and other miscellanea going back many years. Eliabak himself was a small, thin man with receding hair who greeted Itzel with a slightly snooty voice. He was amenable to her request, and offered a range of different options to repair her arm at various prices. He told her he would need to perform surgery, which meant booking time from a senior Rimewarden, and that he would be free in perhaps a week to do this. Itzel agreed to return when a booking was made, and while he measured and investigated her arm she asked him casually about golems. Eliabak was a master of constructing and animating objects, so she thought he might know. She told him that a woman in Gon had some very old texts on the creation of golems, and wondered how common such texts were or how easy it would be for others to have them? Eliabak showed interest in the books, but no particular knowledge of the topic. Itzel booked her next appointment and left the study to rejoin the others in the public gallery.

Meanwhile downstairs the rest of the Wrathbreakers had made friends with some cheerful young apprentices, and had learnt that there was an exhibition scheduled for the 14th of Thaw, which would feature displays from four prominent Astrologers. The content and nature of the displays was always secret, so no information was available about what would happen there, but they were expecting something big because the exhibition was booked for the main exposition hall, which abutted onto some very large and spacious laboratories. The four presenting wizards were:

  • Selvim, an old woman renowned for healing and tattooing
  • Ingelek, a young man with prodigious talent in producing artillery, ordinance and devices in support of war and violence
  • Eliabak, known for animating objects for art and industry
  • Boric, Eliabak’s main rival, a middle-aged man known for animating objects in support of labour and industry

What a strange coincidence that the Astrologer who would be repairing Itzel’s arm should also be giving a presentation at the exhibition! The Wrathbreakers suspected the most likely candidate for their secret golem-maker was either Eliabak or his rival Boric, and they made an agreement with the apprentices to pay them for their help researching past exhibitions these men had participated in. They agreed to meet the following day at the public archives of the Academy, and set off to return to their hostel to rest.

The Iron Hand Strikes

Unfortunately they were not able to return to their hostel, because within a few minutes of leaving the Academy they were attacked by the Iron Hand. It happened in a narrow, dark street a short distance from their hostel. They realized soon after they entered the street that it was deserted, and soon saw the reason – three members of the Iron Hand standing ahead of them and three standing behind them. Their rival adventurers were fully armed and armoured, and obviously intent on conflict. Though they had little doubt what would happen they made a desultory attempt at negotiation, which fell flat, and then the battle was joined.

It did not last long. As the fight began Itzel dropped a smoke bomb and under the cover of the smoke Ella crept into hiding in a stall, from where she launched a lethal sniper attack at the Iron Hand’s healer, almost killing him on the first strike[1]. At the same time Itzel staggered the wizard, and although at one point it looked like Xu was in danger of his life, the Iron Hand’s healer was so busy keeping himself alive, and their wizard unable to effectively cast spells, that the tide of battle turned. Finally they were all dead bar Stitch and the leader, Garag. Stitch ran but Itzel picked him up with a levitation spell and hurled him against several buildings before dropping him. Seeing Stitch fall Garag did her best, but eventually she too was overpowered, and the Iron Hand ended their career in a vicious, bloody defeat on a back street of their home town.

They interrogated Garag, and she told them all she knew in exchange for her life. The Iron Hand had been hired earlier that day by a non-descript, generic elf, who had offered to pay them a very large amount of money if they would immediately kill the Wrathbreakers. They had agreed, and were due to meet him in an hour in a small park near the Southgate. The Wrathbreakers guessed this was the Puppet master’s aide, and decided immediately to go to ambush him. Garag, badly injured and relieved just to be alive, agreed to leave town immediately and never return.

They were discussing exactly when and how to ambush the Puppet master’s assistant when behind them they heard desperate begging and a horrible gargled scream. They turned and saw Stitch, writhing and screaming on the ground. Sara was standing over him – Sara who had accompanied them to the Academy as an assistant and who they had forgotten after she ran to hide when the battle began. Now she was crouched over Stitch, and he was screaming and crying out in pain, gasping in between desperate pleas. He was obviously badly injured but Sara had roused him from unconsciousness and was crouched over him. They rushed over to see what was happening and as they approached Stitch’s cries fell to whispered, gurgled final curses. Sara stood and turned towards them, holding something in her hand, and a fountain of blood followed her. She took a step forward and held her bloody hand out towards them, Stitch’s testicles and viscera hanging from her clenched fist. “Itzel,” she said in a flushed, eager voice. “I want to be your apprentice!”

So the Iron Hand ended in bloody ignominy, and Itzel gained her first apprentice. But they had little time to celebrate – events were heading towards some kind of chaotic climax, and they needed to rush to the Westgate to find the Puppet Master’s aid, capture him, and hopefully learn who his master really is in time to avert catastrophe two days hence. To the Westgate!


fn1: Ella’s player rolled the overpowered critical, rerolled her attack, rolled the overpowered critical again, and basically did an enormous amount of damage and three crits with one strike. For some reason both Ella’s and Itzel’s players were rolling incredibly pools of successes in this battle, and everything they did was intensely violent, while I couldn’t roll a single success even with upgrades and huge dice pools.

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.

Rumours of a Seal …

The Wrathbreakers have killed the warlord who rules Ar, uncovered a cult of humans who use forbidden deep magic, and gathered together many clues about what that cult was aiming to do. Amongst the clues they found a map of the Valley of Gon with pins for 7 locations, which they now prepared to investigate. The roster for this session:

  • Bao Tap, human stormcaller
  • Itzel, elven Astrologer
  • Ella, spume dwarf scoundrel
  • Xu, human weaponmaster from Ariaka

Kyansei chose to leave them at this point to head to Alpon to investigate the blight affecting her homeland, and Calim was too badly injured from the battle to help them further. They would investigate the secret sites of the Deep Cult without a healer.

Itzel’s Intervention

They had spent a week in Ar, recovering from their injuries and enjoying Elizabeth 4th’s hospitality as they investigated the clues left behind by Anyara, and their plan had been to stay in the Valley of Gon and investigate all the locations marked on the map. However, on the 31st Still, a week after the overthrow of the Argalt, Itzel gathered together and told them she thought Estona was in danger.

They sat in a warm gallery overlooking the town in one of its better hostelries, eating grilled eel and drinking maize wine as she outlined her theory. First, she pointed out to them that Anyara, the cult leader, appeared to have sent a corrupted recipe for how to create a Golem to a contact in Estona. They suspected that this contact was the person they called the Puppet Master, who had been using notes to organize crimes in Estona. This Puppet Master had been gathering body parts from Selkie. The notes they had found in Anyara’s study suggested that Selkie body parts could be used to enhance the mixing of magic, but only if properly prepared – and the recipe that Anyara appeared to have sent to her contact in Estona was corrupted to ensure it would use Selkie body parts that were improperly prepared.

Itzel’s suspicion that Anyara had a plan to set up a magical trap in Estona, that could be either:

  • A kind of magical dirty bomb, perhaps disguised as a golem, that when activated would explode with a wave of dark magic (or mixed magic, or just the parts of the golem) and kill everyone nearby
  • A dark magic golem that when activated would kill humans
  • A corrupted and uncontrolled golem that would simply go wild

She pointed out to the group that the contact in Estona seemed to have met Anyara at a magical exhibition, where new magical designs were shown off by wizards to other wizards. If Anyara were building a corrupted golem as a trap, then it is possible that at some upcoming exhibition the Puppet Master would activate a golem that would then begin killing Astrologers. Her studies of the books of Golem-making they had found in Anyara’s study, though preliminary, suggested that Golems could be extremely dangerous, extremely difficult to kill, and potentially immune to magic if they were created in specific ways. If, for example, some spies of Anyara’s were to lock the doors of an exhibition chamber when a magically-resistant golem went wild, the carnage would be extreme and the cream of Estona’s wizardry would be slaughtered.

Furthermore, Itzel had asked Sara (the former apprentice from Estona who they had rescued) about the frequency of such exhibitions, and had been told that thy were quite frequent. Anyara’s calendar had a mark on it for a day two weeks hence, on the 14th of Thawing. Itzel suggested to the Wrathbreakers that this was the date that the trap in Estona was set to go off. So, she recommended they change their plan, and head back to Estona as soon as possible.

Everyone listened to her explanation and agreed. However, returning to Estona from Ar would take 5-6 days, and from Riak would take 6-7 days. So they decided to head to Riak, investigate the cultist point of interest there, and then sail from Riak to Estona, arriving in Estona on about the 10th or 11th of Thawing, with 3-4 days spare to find and stop whatever Itzel suspected was going to happen. It was tight, but they did not know how important the clues were, and anything more they knew of the cult’s plans could only be helpful. So, the next morning they set out for the Freeport of Riak.

The Riak

It took just the day for a river ship to take the Wrathbreakers to the Riak, and they arrived in the late afternoon under a slowly fading snowstorm, perhaps the last of the season. The Freeport of Riak sits near the head of the northern tributary of the river Gon, at the foot of a system of white water falls called the Riak Cascade. A few small Freeholds with lucrative trapping and mining operations further upriver marked out the north-easternmost extents of the Valley of Gon, and these towns were served exclusively by river transport that must pass through Riak. Here the boats stopped, offloading goods that would be carried by porters up a narrow path beside the cascade to a higher section of the town at the top of the falls, where they would be loaded onto smaller boats to be shipped upriver. The necessity of this portage, and the fees and levies associated with it, had made Riak wealthy, and it was the first town in Gon they had visited which did not greet them with slums and poverty. The main part of the town – lower Riak – spread along the southern river bank, with a steep hillside behind it limiting its southern sprawl. The hillside formed a series of embankments marching back into low-hanging cloud, and on the higher embankments there were expensive lodging houses made of logs and stones, nestled amongst pine trees and served by hot springs and streams. A stone wall on the lowest embankment of the hillside separated the town proper from these lodges.

The Wrathbreakers traveled through the town, passing a large stone structure called the Riak, after which the town was named. This building was a mixture of shopping arcade, fortress, residences, libraries and official buildings, cut through by several galleries for public amenities and surrounded by wooden additions, pavilions and squares that marked out the centre of the town. Beyond this was a wealthy area of expensive townhouses and shops, then a cluster of simpler buildings wandering up the hillside to the town wall. They passed out of the town and up to a higher embankment, where they picked out a luxury lodge called the Overlook and booked a suite of rooms overlooking the Cascade. After a nice comfortable soak in their suite’s onsen, they headed into town to do some drinking and socializing and learn what they were looking for. All they knew was that someone called Anders was seeking “rumours of a Seal,” so they guessed they would need to do some rumour-hunting, some smooth talking, and some carousing until they could learn where to look for antiquities in the town, if any strangers were hunting around for the same thing, and who was and was not investigating ancient matters.

In the bars and restaurants near the riverfront they learned that the primary source of information on antiquities in the town was a very old Astrologer and scholar known simply as “The Collector”, who lived with his two apprentices in the Riak, where he maintained an extensive library and a small laboratory. Not particularly magically powerful, he had retired and moved to the Freeport of Riak many years ago, where he had devoted himself to studying ancient history and training apprentices with great research skill and mediocre magical ability. He was known to have a side interest in deepfolk magical artifacts and abominations, though everyone insisted his reputation was pure and he would never keep or use such atrocities. Finding no other evidence of suspicious activities, they decided to visit the Collector the next day and see if they could find out what books he had on deepfolk antiquities.

The next morning they visited the Collector, following an invitation sent by the maitre d’ of their hotel, arriving at his quarters at the Riak just before lunch. The entrance to his home was located just off of a gallery stretching through the middle of the Riak, which served as a shopping and dining area protected from the weather by a glass-paned roof. A young man called Jessop greeted them, and led them through to a warm, comfortable study where an incredibly old man sat in a deep chair, reading scrolls. After they had made their introductions Itzel offered him a fragment of a text that they had uncovered at the Observatory near Ibara as a gift, and they began negotiating access to his library. They also discussed astronomy with him, and by some strange feat of negotiation Itzel was able to learn that the symbol on the calendar they found in Anyara’s room was a star, that was part of a constellation of seven, about which the Collector knew very little but which they now could investigate at their leisure.

They spent the rest of the afternoon in the library, and eventually tracked down a tome called the Necromanteion, which held exactly the list of antiquities they had hoped to find. Eventually they selected five likely candidates for the item that they thought the deep cult might be searching. They returned the book to its place in the library and Itzel went to speak to the Collector’s second apprentice, a girl called Anthea, to find out about any suspicious activity around the Riak. Anthea was initially sullen and uncooperative, but Itzel helped her with a simple apprentice’s challenge involving beaming light through tubes, giving her some tips on magic use, and in exchange Anthea brightened up and began talking more freely. She revealed that yes, for the past 10 days she felt someone had been watching her and the Riak when she left on business, although she had not been able to identify anyone and had put it down to the kind of typical feelings of depression and nervousness one got in the middle of winter.

They decided to set a watch on the Riak, and to also put a guard on Anthea as she performed her evening chores. Ella followed Anthea into town, while Xu and Bao Tap took up position in a grilled meat stall across from the back entrance to the Collector’s home, and Itzel ensconced herself in a cafe in the Gallery facing the front entrance. After an hour Anthea returned unharmed, and Ella joined Itzel at the cafe. They waited.

They did not have to wait long. After perhaps two hours Xu noticed that the door to the Riak was open – someone had crept in under their noses! They charged in, and found the apprentice Jessop in the living room not far from the back entrance, fending off two cultists with a chair. Xu attacked the cultist who looked most like a wizard, and although he hit the cultist he suffered a shocking burst of dark magic up his sword arm that injured him badly. The other cultist appeared to be some kind of rogue, perhaps there to break locks, and proved useless against Xu. While Bao Tap attempted to cast spells that failed, and Ella and Itzel rushed around from the front entrance, Xu engaged the wizard, who summoned a shadow from the dark corners of the room and set it against Xu.

This battle could not last long, and soon both deep wizard and rogue were dead. A team of four cultist foot soldiers emerged from a connected room but upon seeing their dead leaders they fled. Bao Tap killed one on the spot, and the remaining three emerged into the square at the back of the Riak to be attacked by both Ella and Itzel as they entered that same square.

Two footsoldiers escaped this ambush, but they easily tracked these two to a hotel on the hillside outside of the town, and killed them both. In the room they confirmed that the deep mage was a man called Anders, and he had with him a note which simply had the following information scratched on it in Anyara’s handwriting:

  • Necromanteion
  • The Collector of Riak
  • Should be powerful, rare, unique, very old
  • May come with a location
  • Get the description, any information about the location
  • Do not arouse suspicion or leave any clues about your objective
  • Find out what else the Collector has or knows only if you can

This confirmed for them that they had found the right document, and helped to narrow their search among the shortlist of antiquities. But why were the cult searching for these things? What was a “seal”? Did it seal something shut? Or did it mark something in some way? And what was its connection to the star in the calendar and the “alignment” marked there? And why did Anyara have such an interest in sabotaging an unknown wizard in Estona?

These questions would have to wait. They had no more time in Riak. They needed to return to Estona as fast as possible, to arrive before whatever strange event was marked in Anyara’s calendar, and avert some kind of disaster in Estona. Soon the dark threads of this strange plot would be tied together, and they would learn what the cult was planning – in Estona!

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.

The Wrathbreakers have uncovered a secret cult of humans who work with deepfolk, at least one of whom also uses deep magic. To do so or to work with deepfolk in any way is a deep and terrible heresy, believed impossible for 1000 years. The Wrathbreakers found this cult and its sorcerous leader under the Stronghold of Ar, in an ancient temple that is likely of deepfolk design, but they were previously attacked by very similar people in the Freeport of Gon. They suspect, therefore, that the cult they have uncovered in Ar is only a cell of some greater network, and that there must be other deep sorcerers like Anyara, the woman they killed in the ancient halls beneath Ar.

The Wrathbreakers also stumbled upon and killed a strange beast in the Freehold of El, just a day’s boat travel from Ar, and every place they visited in the Valley of Gon seems to have academics devoted to the study of ancient deepfolk ruins, and tales of ancient deepfolk caverns under their towns and farms. Is it a coincidence then that they would find a deep sorcerer and a new cult here? Is this some aberration of human morality that has arisen in this fractured, warring land, where the normal moral constraints on human endeavour have been weakened by long years of war and “freedom”? Or did this cult travel here searching for something? Were they seeking the strange beast that the Wrathbreakers killed outside of El?

After they defeated Argalt, Warlord of Ar, as he lay dying in a pool of arcane vitriol, he told them that the deep sorcerer Anyara had come to his stronghold some years ago and offered to work with him in exchange for his acceptance of and occasional support for her activities. This suggested that the cult and its deep sorcerer had been formed somewhere else, and came to Gon on a quest of some kind. The Wrathbreakers realized that they needed to carefully investigate Anyara’s belongings, to see if they could find any clues as to her origins, the nature of her cult, or her goals. So, after they had rested for an hour or so and confirmed the Stronghold of Ar was secure and under Elizabeth 4th’s control, they climbed the tower to investigate Anyara’s room.

The Sorcerer’s Haven

Anyara’s room was at the top of a flight of spiral stairs that passed the throne room and rose two more levels. The stairs curled up to a kind of gallery, which had arrow slits giving views over the stronghold gates and a wide window overlooking the castle roof. From here they followed the stairs up one more level to a narrow landing with a solid wooden door.

At the door Itzel sensed that there must be a magical trap, which would be activated by the key in the door and which she did not know how to defuse. This would unleash an extremely destructive wave of deep magic that would roll down the stairs and enervate anyone within a wide distance. Although she could not defuse it, Itzel guessed that it would not be activated if the door was opened from the inside, and decided to see if she could access the room from the window. She descended to the lower gallery and cast a flight spell on herself, using it to travel from the window of the lower gallery to a matching window in Anyara’s room. Here she took a risk, opening the window and slipping into the room without triggering any traps. She opened the door with no trouble, and they wedged it open and entered the room unhurt. Anyara had clearly been much more concerned about people within the castle prying into her affairs than she had been about intruders from outside.

Anyara’s room was a simple, comfortable affair typical of a woman living in high status in a stronghold. It had a comfortable bed, a desk, closets with women’s clothes, a small make up desk under the window, and a comfortable rug from the western isles. The only sign that she was not a court lady was a large bookcase of slightly esoteric texts, a map of the Valley of Gon on one wall, and a sinister silver mirror set on the wall next to an expensive scroll calendar. They checked everything for traps, and then searched diligently for clues.

The desk

The desk had a long, narrow drawer in the centre and a small cupboard on one side, both locked. They opened them using one of the keys from the collection they had found on Anyara’s body. In the drawer they found:

  • A deep magic wand, identical to the wand she had used to attack them in the subterranean temple
  • A small rolled-up scroll containing an original of a famous human poem about vengeance, which could probably be sold
  • A small silver key

They destroyed the wand, and searched the cupboard, where they found a powerful healing potion and a sandalwood box. Inside the box they found:

  • A single printed note, exactly the same as those which had been used to organize criminal activities in Estona, which simply said “This is how I do it. What else did you expect of me?”
  • A fragment of text on selkie
  • A list of magical reagents, which made no sense at all to them. The text was written on a piece of yellowed paper that was obviously very old and had been torn from a larger book. In the margins of the text was a note that had been hand written more recently and simply noted “In the copy, make clear that the sand cannot be from a beach, and the water should be pure”
  • A faded scroll, rolled up, in which the small printed note had been secreted, which was an advertisement for a display of magical experiments held about 20 years earlier at the Academy in Estona. This advertisement promised exciting developments in sun magic, and an inset piece of text in a separate bubble promised “Apprentices Free”

The fragment of text on selkie was also old, part of a larger document on some soft leather that had been torn or taken, and appeared to have sustained some damage. It was written in clear, careful writing in a slightly archaic script, which started mid-sentence and read as follows:

… speaks of both power and control, and of transition between salt and storm. The Selkie is a creature of flux and transformation, but like all fey its magic has a special power over humans.  It will not harm you provided you remain neutral in all dealings, but will strike with great power if disturbed. Like all fey, its memory is long and its vengeance bitter. It is worth disturbing though. What can one do with the essence of this liminal creature? Bind both salt, sun and storm, and combine or interweave all forms of power – such is the strength of the selkie’s connection to flux and change. Few know of this property of its essence, but the proper preparation of the hide and organs of selkie offers unique power to harness flux and merge powers together. But beware! The power is not easily contained! Without proper combination of tinctures of violet, beach sand,  sea water, and flowers withered in the winter sun, any such powers shared and combined will inevitably come loose of their caster’s control. Little is known of the consequences of this, but the selkie is a malevolent force of nature, so do not expect the backlash to spare the caster or their immediate associates.

No author was ascribed to this document. They could make little sense of the documents bundled together in this box, but Itzel did note that Anyara had appeared to be in her late 30s, and would likely have been old enough to be an apprentice 20 years ago, when the advertisement was printed. Had she been an apprentice in Estona, who subsequently turned to evil, but retained some connection in Estona? Was the Puppet Master, who organized crimes by printed note, an old friend, comrade or lover of Anyara’s? And if so, had she told this Puppet Master about the use of selkie ingredients, but misled him or her slightly about the correct method for their preparation? They would need to investigate this when they returned to Estona.

The bookcase

The bookcase held a collection of largely standard texts used by Astrologers across Hadun, along with a few novels and collections of poetry and some standard histories of Gon. However, in amongst these traditional shelf-fillers the Wrathbreakers found a group of three texts on the construction of Golems, and a small box of magical scrolls.

The Golem Creation texts were entitled Elucidation of the Manufacture of Mechanistic Humanity, and were collected in three volumes sub-titled Theory and Ethics of Mecha-humanity, Principles and Practice of Rudimentary Quickening, and Mechanical Recipes in Sun, Salt and Storm. Although these titles were slightly sinister, those familiar with the writing of magical texts would be familiar with titles of this kind: for example, text books on specific spells and rituals would often be labeled “X recipes in Sun”[1] or “X recipes in Storm”, with X representing a discipline or task (“Lumic recipes in Sun” for example would detail spells of light and shadow). Texts detailing the theory and ethics of magical practice were also common, particularly where spells could be mis-applied or misused by error or design. Nonetheless, magic for the animation of matter was rare, and would offer powerful enhancements of ordinary life if properly used. Anyara’s possession of such a textbook was something of a mystery, however, since she was a practitioner of deep magic, which focused on the domination of the minds of other living things and the animation of the dead.

They briefly considered the possibility that Anyara had created flesh golems that were able to change their form, or had made multiple flesh golems in the form of dwarf, elf and wildling, and that the Puppet Master in Estona had used these golems as messengers to organize his or her schemes, but Itzel quickly searched the Principles and confirmed that flesh could not be quickened. During her search, however, she found a dedication a few pages into the text, written in an unknown hand, that was much newer than the original text and simply said “A parting gift, I will always be yours.” She searched a little more and found that the third book contained a single missing page, which perfectly matched the fragment of recipes in the sandalwood box. Unfortunately later that week, when Itzel decided to check that section of the book again to see which recipe the missing page had been torn from, she spilt some wine on the text and obliterated the majority of the recipe, so that none of them could determine what recipe Anyara had torn from the book and relocated in the sandalwood box, with instructions to transcribe it falsely.

The box of scrolls was a finely made wooden container with a crystal lid that could be unlocked with the small silver key from the desk. It held three scrolls laid side by side and bound separately into tight rolls using old, faded silk ribbons. These scrolls had clearly been written very long ago and were extremely fragile, and were so old that Itzel could not determine what magic they contained. She could tell, however, that once these scrolls were opened they were so old that the ink with which they were written would soon fade. She also guessed that they would be fragile, and any attempt to read them would need to be done carefully lest they crumble or break. For now they left the scrolls unopened, and committed to read them when they had a safe place and time to do so in Estona.

The Chest

The chest was also untrapped, and held Anyara’s magic items:

  • A cloak of defense (+1 defense to whoever wears it)
  • A strange potion that when taken reduces wound threshold by 5 but increases the character’s arcane skill (in any discipline) by 2 and increases all mental attributes by 1 for 1 hourr or scene
  • A belt of fortitude that increase strain threshold by 1
  • A collection of fine jewelry worth 5000 coin

They also found a potion rack that held multiple valuable potions.

The map

The map was a large, detailed map of the Valley of Gon, framed and hanging on the wall over Anyara’s desk. By itself it was probably worth a lot of money, but it had been slightly disfigured with 7 bronze pins, the head of each of which was a number, that had been stuck into the map at 7 locations. The map had some towns they knew marked in black for Freeports and Grey for Freeholds, and a few towns they did not know marked in the same way. Beneath the map was a handwritten list of 7 points, which they assumed corresponded to the points marked on the map with pins:

  1. Anzad (1) – The Principium
  2. Verity (3) – Archives of Agaz
  3. Numenor (1) – Aveld the Foul??
  4. Greel (5) – The Song of the Seraphim
  5. Anders (1) – Rumours of a Seal
  6. Gandaz (3) – Ruins of the First
  7. Nirek (1) – Archives of Askelian

They recognized Anzad, Greel, Ganaz and Nirek as common names in the Archipelago, and guessed the rest were too. Were these the locations of agents of the cult, investigating historical locations or items of value to the cult?

The mirror

The mirror was placed on a wall away from the cosmetics table, and was not high enough quality to be useful for aesthetics in any case. Bao Tap touched it and immediately realized it was steeped in sinister purpose. With a simple act of will he was able to identify the location of the silver platter that they had been given as a token of good faith for their “spy”, Emily, and so they realized that they had been tracked from the moment they had left El on their mission to attack Ar. With further investigation it became obvious that the mirror was a product of deep magic, and that although it might have many uses, they should destroy it. This they did, immediately. Next to the mirror hung a bone plaque engraved with a benediction in deepfolk language, beneath which was written in normal human script:

Good luck. May the Host guide you. I welcome your return to Leminog. A.

Obviously Anyara had a contact, A, in the far northeast. Was this another cultist? Did they communicate by the mirror?

The Calendar

The calendar was an expensive scroll calendar, opened to the current and following week and hanging from a special mount with a pen and ink pot in a cradle on the wall next to it. This kind of calendar was not normally available to the ordinary people of the Archipelago, and was more typical of the type of calendar that might be found in a Harbourmaster’s office or a senior official’s home. It was made of solid, high-quality parchment bound carefully in a roll around high-quality staves, and carefully illuminated with high quality inks in a tasteful mixture of sepia, gold and dark reds. Every few weeks the scroll was embossed with the name of its creator, a company in Rokun called “Arcadium Calendars”. In the visible two weeks were two handwritten notes: One indicating that the 31st of Still (one week from the current date) would be an event known as “the alignment” and another indicating the 3rd Thaw was the date to “Begin study.” Unrolling it further, the Wrathbreakers found that the calendar ended in two months, at the end of the current season of Salt, and a new one would have been needed by then – perhaps, given the company was in Rokun, it had been ordered already? There was a cross on the 14th Thawing, three weeks from the current date, but no account of what that cross might mean. The only other noticeable feature of the calendar was a single strange symbol on the 31st Still, where “Alignment 1” was written. This symbol was embossed onto the calendar in the gold ink of the calendar’s makers, not written there by Anyara. Typically such symbols would be indicative of important celestial dates of relevance to the calendar’s purpose – a season’s end, for example, the likely beginning of heavy rains, a propitious time for a wedding or other special event, or a time of particular activity on the sun shard, but this symbol meant nothing to any of them. They would need to speak to the calendar company to learn its meaning.

The telescope

Bao Tap had one theory, however. A small telescope stood on the window sill, its lens housing pointing up at the ceiling. Bao Tap theorized that this telescope was being used to track a celestial body that was due to align with something on the 31st Still, in 7 days’ time. He proposed that they take a week to rest in the town, and every night turn the lens housing down its pivot, not moving the legs of the tripod but assuming that they were placed in the position of the axis on which the alignment could be viewed from Anyara’s window. Were they to do this they might get a sense of what this alignment was for, without having to visit Rokun and ask the calendar makers.

They followed this path. Everyone was injured and exhausted, and Elizabeth 4th had offered them the chance to rest as long as they wanted under her care. They spent the week relaxing, studying Anyara’s documents, searching the room again, and regularly scanning the sky. On the 31st they confirmed that there was a star on the axis of the telescope, but unfortunately at the end of a viewing session Itzel knocked the tripod so that it moved slightly, and was unable to locate the star again[2]. They would need to find an astronomer to whom she could report their observations in order to be sure which star they were looking at, but this would not be difficult to do, either in Estona or even in the Freeport of Gon[3].

Rest and conclusions

After a week in Ar the Wrathbreakers had recovered from their wounds, thoroughly studied everything they could find, and discussed the results of their investigations. They had stumbled upon a conspiracy with profound implications, which they did not think was limited to Gon. This conspiracy involved a secret human cult or organization, which they called the Deep Cult, that was in contact with deepfolk and whose leaders seemed to be able to use deep magic. This Cult had been found in Ar but they did not believe it was limited just to Ar, or even to Gon, and likely it had at least a connection in Rokun, the capital of Hadun, where the calendar was made, and in the wild peninsula of Leminog where someone called “A” appeared to be waiting for Anyara’s return. The leader of the Deep Cult in Ar, Anyara, had come here from somewhere else and may have been an apprentice Astrologer in Estona 20 years ago, where they suspected she had made contact with, and still worked with, for or over the Astrologer they had come to refer to as the Puppet Master. She may have given that Puppet Master information on the use of selkie body parts for magical creations, but had deliberately misled him about the method of preparation of those body parts. She also had, or was working with, agents who were distributed around the Valley of Gon looking for clues about some ancient secrets. They sought something called “The Principium”, were delving into two archives, and were also seeking something called a “seal” and something else that might be a poem or lost story about an object, place or person called “The Seraphim”. They also appeared to serve, worship or owe alliance to a thing called “the Host”, which must be some form of supernatural power. It was possible that all of these secrets were somehow connected to the stars: Anyara had an expensive calendar that spoke of an “alignment”, she had a telescope that pointed in a specific direction, and the last time the Wrathbreakers had encountered Deepfolk in force those Deepfolk had been on a mission to destroy an observatory and despoil all its knowledge, though they appeared to have missed a poem that a desperate Astrologer had rubbed off of a blackboard before the Deepfolk completed their destruction of the observatory. It seemed clear that there was a sinister conspiracy stretching across the entire main island of the Archipelago, involving deepfolk and a human Deep Cult, and possibly reaching as high up as the stars themselves and as far back in time as the prehistory of human activity in the Archipelago.

What did it all mean? What were the deepfolk and their human allies trying to do? And what were the Wrathbreakers going to do about it?


fn1: The astute reader here will notice an allusion to modern engineering and physics, where we can buy the classic texts Numerical Recipes in C [or Fortran, or …]

fn2: Itzel rolled two beautifully timed despairs this session, one on the attempt to learn which golem recipe the reagents were from, and one on the attempt to find this star. Well done Itzel! She also rolled 8 successes and a triumph on another roll, so there is no pity for her from these quarters.

fn3: This will, however, mean that someone outside their immediate group knows what they are looking for …