Showing posts with label Fiction. Show all posts
Showing posts with label Fiction. Show all posts

Friday, February 17, 2012

Negune: The Nation of Regalia

The nation of Regalia is by far the largest of the five nations on the continent of Negune. Founded eight centuries ago by the legendary bard Horatiana The Beloved, Regalia is a benevolent monarchy, so named because Horatiana was fond of wordplay, but lacked any talent for it. Regalia controls the entire eastern coast of the continent, providing it with the easiest access to the only other known landmass, the continent of Kalimesh. Regalia also boarders every other nation on the continent, except Ribanko, which has become completely isolationist and refuses to engage with the other nations; and Stekett, which, despite not sharing a boarder with Negune, is still most easily reached from Regalia rather than any of the other nations. Given these two significant advantages, Regalia has become the center of culture and trade on the continent.

Regalia is comprised of seven provinces: Centralia, Volpan, Pyensal, Sextent, Shield Haven, Garvain, and Tonshire. One for each of the seven adventurers who united the peoples of Negune eight hundred years ago. Though the seven continents are not explicitly named for one of the companions, each of the seven capitol cities has a bronze statue of one of the heroes just inside the town gate, along with an inscribed plaque penned by Horatiana herself.

Government
Regalia is a monarchy guided by the traditions put forth by Queen Horatiana. Though no formal constitution has ever been drafted, in true Bardic style, Horatiana had every wall of the sprawling royal palace engraved with lessons she had learned, and her philosophies for leadership. These engravings do not legally bind the monarch. In fact, Monarchs often ignore certain engravings when they do not suit their needs or plans. However, the engravings are respected, and on three separate occasions, monarchs have been removed from power for violating the spirit of these philosophies. The wisest of Regalia's monarchs, it is said, spend their lives strolling through the halls of the royal palace, carefully studying the engravings left by their ancient forbear. So respected is this wisdom, that it has been disseminated throughout the seven provinces, and "Take wisdom from the walls" has become a common saying among Regalians.

The current monarch, Queen Byethen, is particularly devoted to these teachings. In accordance with them, she has established a council of seven advisers--one from each of the provinces--which are drawn from the town mayors, and cycled out after one year to make room for a new adviser. She has also assembled a council of 33 scholars, wizards, clerics, soldiers, and government clerks whose primary duty is to argue with her. To "Play Asmodeus' Advocate," if you will. They may respond to her ideas only with argument, or silence. Though they have no power to overrule her, the walls discourage her from taking any action she cannot defend. Queen Byethen also spends one week of each year living and working in a random town within her kingdom, so that she might never forget the hardships her people face.

Something which the walls are most emphatic about, and which no ruler has yet ignored, deals with the royal succession, and the separation between the nation of Regalia, and the seven provinces which constitute it. At any given time, there must be seven potential successors to the throne. Each of these successors is made the ruler of one of the provinces. The monarch may replace a successor at any time, based on any criteria, or completely arbitrarily. However, so long as the successors have the confidence of the monarch, they should be allowed to rule their provinces as they see fit. When the monarch has died, or otherwise cedes the throne, whatever advisory councils they formed during their reign gathers, and selects one of the seven to take the crown of Regalia.

Economy
Regalia is a fantastically wealthy nation. In terms of resources, it has an ample amount of forested area, plentiful fishing, rich mining, and expansive farmland. Regalia is so rich in natural resources, that no necessary commodity needs to be imported from any other nation--though the provinces themselves do need to trade with one another. The surplus of resources has also made Regalia rich in the gold and platinum of other lands through trade. Regalia's prosperity has reinforced the native legend that Negune was blessed by the gods to make it a place worthy of heroes. That legend has even spread across the sea, to Kalimesh.

Culture
Though the specific culture varies from province to province, a few common themes unite Regalian culture as a whole. Despite being governed by a monarchy, Regalia fosters a meritocratic culture. The nation's wealth has allowed education and other opportunities to be offered to most of the people. At present, two of the seven provinces are ruled by people who were born on the lower rungs of society: one a farmer, the other a miller. And as province governors, these two will both be considered as potential monarchs when Byethen leaves power.

Monday, February 6, 2012

Negune: Historical Overview

If you recognize the map above, you may just pay more attention to my posts than I do. I posted it once before (sans political notations) in an October update about methods for generating maps randomly without using a computer. As the sloppy handwriting in the upper right indicates, this is the continent of Negune, location of my Ascendant Crusade campaign. Normally when I start a new game, I start a new game world, and its geography and locals are developed as the players travel further and further abroad from where they start. But Negune is special.

You see, several years back I had no job, no close friends living nearby, and most importantly, no Internet. My TV was broken as well, so I couldn't play any of my console games. From September through to December of 2009 I did two things: Watch Star Trek The Next Generation over and over again, and work on developing the world of the Ascendant Crusade. It may sound very sad--and truthfully it wasn't a pleasant time in my life--but I must confess I miss the absolute focus my isolation provided me. It's remarkable what one can get done without the Internet.

So where am I going with this? Well you see, I miss working on Negune. I had a lot of ideas which I never had a chance to develop beyond concepts. I want to write about this place. Hell, it's already started seeping into my recent writing. Even while I wrote the Gravewhisper's Claw post, I knew that the dozen made-up 'fantasy words' I was dropping were going to be gibberish to my readers. So from here on I'll occasionally be doing posts which develop my Negune campaign setting. Maybe we'll even learn something about creating a living breathing world along the way. Who the fuck knows.

History of Negune
Many thousands of years ago, the god, Valor, looked upon the world of Tyrgaren and saw that it had no heroes to rival those of other worlds. "This will not do!" he bellowed, and struck the oceans with his hammer. Opposite his blow, a new continent rose from the sea. "Here will heroes worthy of me be born! Let any who seek my favor come to Negune, and prove themselves!" To this, Valor's brother Strife replied "If heroes are to be made here, there must be challenges to test them!" With this, Strife sowed across the land challenges unlike those seen before on the face of Tyrgaren. Hearing her brothers, Abundance approached. "You fools." she chided "Who will fight for this land? Who will struggle so hard against challenges so great simply for the favor of a distant god?" And Abundance caressed the land of Negune, bestowing it with a fertility and richness seen nowhere else on Tyrgaren. The three gods embraced, proud of their work, and turned their attention away from their creation. It was then that Evil approached, and blew his dark breath over the land of Negune. "And now," he whispered, careful not to be heard by the three creator gods "my darkness shall always guide this land's fate."

--Creation myth, found scribed on an obsidian tablet in the central Arganian forests.
The earliest civilizations of Negune organized themselves into city-states. Not much is known about this period or what came before it. What is clear is that these city states had a variety of cultures, some quite different from each other. During this civilization's peak, there were several hundred of these city states, frequently warring with one another and vying for land and resources.

It was during this peak that a woman named Eganaptyc arrived in the city state of Oriac. History is unclear on precisely where she came from, and many recovered texts from this period suggest a supernatural origin. However, the people of Negune at this time had not yet managed to construct ships capable of crossing oceans, therefore it is more likely that Eganaptyc arrived on Negune from one of the other continents, which were much more technologically advanced during this period. No effort has yet been made to search the ancient libraries of other lands to discover her origins.

Eganaptyc was a Wizard of not insignificant skill, if tales of her magical demonstrations are to be believed. Though, given that the people of Negune at this time had very limited experience with magic, their accounts are highly suspect. None the less, Eganaptyc's magical prowess and apparent benevolence quickly elevated her within Oriac, and she was made an adviser to the city's king. The king had no children, and upon his death the people demanded that Eganaptyc take the throne.

Under her rule, Oriac began to aggressively expand its boarders. First by securing powerful alliances with other city states in the East, then by conquering the city states to the West. Once her control there was established, Eganaptyc turned on her Eastern allies and conquered them. So did Eganaptyc's wars of conquest continue for many years. Wars which were continued by her son when she became too old to devote her full attention to matters of state. Eganaptyc lived just long enough for all of Negune to be brought under the rule of Oriac during her granddaughter's reign.

With no enemies left to fight, Eganaptyc's granddaughter, Retyac the Benevolent, turned her attention to strengthening her empire by spreading education to its furthest reaches. This is the beginning of Negune's golden age. It was marked by unprecedented prosperity in every corner of the Eganaptyc Empire. Technological advancement and learning accelerated, and within ten generations the once primitive Negune had become one of the most advanced societies in the world. The capital city of Oriac came to be widely known as the greatest city in all the world, stretching out to cover the entire island of Argania.

For three thousand years this unprecedented prosperity continued, and the Eganaptyc Empire flourished. But as Eganaptyc's descendents became more and more removed from the teachings and philosophies which had made their ancestors great, they began to lose touch with their people. When the people questioned them, these rulers resorted to oppression. And almost suddenly, within twenty years, millennia of good was undone. Oriac was sacked, anyone who had represented law and order was subjected to the rule of the mob, and civilization was lost.

Alternative governments were tried, but the incessant squabbling and vying for power in these governments led to constant wars, which invariably resulted in groups that were even more fractured, and required even smaller forms of government. Within a few centuries, Negune had descended from a continent-spanning empire, to a loose confederation of states, eventually returning to city states, and then descending even further into tribalism, and finally to barbarism. And there it remained for an eon.

Two thousand years after the fall of Oriac, five adventurers came to Negune. Many adventurers had come before them, but all had either returned home or perished. But these seven would prove different. Their names have become legendary: Korrik Anribo, the mighty elven wizard; Shorn Ironteeth, the dwarven axemaster; Horatiana, the human whose songs could soften even a titan's heart; Grephar, the human paladin; Norak the wild man; Bronsond the elven ranger; and Carrifeist, the half elven rogue.

For over thirty years, these seven traveled to every land of Negune. They slew monsters, saved villages, and bred good will throughout the land. Then, while exploring the Cold Iron Mountains in central Negune, something happened. Not a one of them would ever speak of it during their lifetimes, but when they descended from the mountain Bronsond was not with them, and they immediately parted ways.

Korrik settled in the far North, on a small island which he named Ribanko. He never spoke with any of his compatriots again. Shorn united many disparate and primitive dwarven clans, and settled in the ore-rich mountains in the North, founding the dwarven city he called Shornholm. Grephar traveled far to the West, to the most defensible position in the party had found in all of their travels. He united the people there, and called his nation Stekett. Carrifest settled near the sea. When people came and built a city around her, and begged her to rule it, she named it for her fallen comrade: Bronsond. Horatiana, the party's public face, had gained the most good will during their travels, and people flocked to her banner when she chose to settle down. So many swore allegiance to her that she had to break her nation, Regalia, into seven provinces: Tonshire, Shield Haven, Garvain, Centralia, Volpan, Sextent, and Pyensal. One for each of her former comrades. Before the group parted ways, Norak asked only that his friends never civilize all the land, and that they leave plenty of space for him to run free.

Eight hundred years have now passed since the Seven Heroes parted company. All have long since died--save Korrik, who still broods on his isle to the North.

Friday, January 27, 2012

Magical Marvels 3: Wallcraft's Offerings

This week's artifact duom spear, also from my Ascendant Crusade campaign, is again illustrated by my ladyfriend. You should check out more of her art on her DeviantArt page.

Wallcraft's Offerings
Artifact Duom Spear

DUOM SPEAR

The Duom spear, introduced in the Dungeons and Dragons 3.0 supplement Arms and Equipment Guide is a longspear with a standard spearhead, as well as two blades curved so that they point backward along the shaft. The weapon has reach, allowing you to strike opponents 10 feet away with it. Those proficient with the duom can also attack adjacent foes with the reversed heads using a practiced "reverse thrust." Apply a -2 penalty on the attack roll if you use the duom to attack a second, adjacent opponent in the same round you attacked the first opponent. Duom spears cost about 20gp, deal 1d8 damage for medium creatures, with a critical multiplier of 3 on a natural twenty. They weigh 8 pounds on average, and deal piercing damage.
PHYSICAL ATTACKS

(Main Blade)
1d8 + 5 (Piercing)(20/x3)(10ft.)
(Reverse Blades) 1d8 + 5 (Piercing)(20/x3)(5ft.)
(Shaft) 1d6 + 5 (Bludgeoning)(20/x2)(5ft.)

SPELLS GRANTED

At Will- Unhallow, cast by thrusting Wallcraft's Offering into the ground for two minutes. (Pathfinder Core Rulebook Pg. 363)

At Will - Animate Dead, cast by letting the droplets of blood from Wallcraft's Offering fall onto a viable corpse for 1 full round. (PFCR Pg. 241)


SPECIAL ABILITIES
  • Though Duoms are not made for throwing, Wallcraft's Offerings magically gives it a throwing range increment of 20ft.
  • At will it can be summoned to its owners hands.
  • At will, the blood dripping from The Blind Empress' hand can create a cloud of red mist around the spear's blade, granting a +5 to bluff checks when attempting to feint.
  • Once per day, The Blind Empress' discarded eye can guide the spear in magical flight. A target who is within the sight of the thrower must be selected, and the thrower must speak the command word "May Vecna make my aim true!" Wallcraft's Offering then flies through the air at a speed of 120ft per round, following the target even around corners, and up to one mile distant from the thrower. After either hitting or missing the target, or reaching 1 mile of distance, Wallcraft's Offering is magically summoned back to the thrower's hands.
  • Wallcraft's Offering grants the wielder a +10 on Spellcraft, Knowledge(Arcana), and knowledge (Religion) checks.
  • When attempting to recruit followers of Vecna, the wielder is granted +5 to their leadership score. All normal leadership restrictions apply.
  • The character wielding Wallcraft's Offering is treated as one level higher for the purposes of determining how many undead they can control.
  • Wallcraft's Offering can be used as a holy symbol by followers of Vecna.
  • Wallcraft's Offering radiates a strong aura of Necromancy and Evil.


APPEARANCE
The blade's shaft is made of a polished bronze, which is perfectly smooth, yet does not slide in the hand when gripped. The shaft ends in an expertly crafted bronze skull, from which springs the the adamantium spear blade. A pair of imp's wings, torn from the back of one of the foul creatures, have been magically turned to iron and shaped into the duom's reverse blades. The Whispered Queen's eye, plucked from her own head, is mounted between the two wings. Likewise her hand, cut from her own arm, clutches the duom's shaft just below the spear blade. Though it has been severed for years, it still bleeds profusely. Any blood which falls from it, however, disappears shortly after it touches the ground.

HISTORY
Not much is known about the early life of the woman for whom this weapon was named. She was always shrouded in mystery, and what was known of her has now been lost to the mists of time. What people do know are the titles she earned for herself. Vecna's Heartfelt Voice, The Blind Empress, the Whispered Queen, Lady of the Ascent--Warmisstress Wallcraft. From her granite throne at center of the Citadel of the Seed, she ruled over the known world with an iron fist for a thousand years. Though it has been centuries since the end of her rule, there are few more terrifying figures in history than she. Perhaps even more so, now that she sits at the right hand of the god she served so well.

It is said that the Whispered Queen was chosen at a young age by Vecna himself. That he groomed her, and guided her to usurp the leadership of his religion from her long forgotten predecessor. That when she stood over the bloody corpse, she turned the knife on herself, and cut out her eyes and her left hand in honor of her god.

The followers of Vecna--those few who still remain--know the story to be a little less dramatic. The Whispered Queen did usurp leadership of the Cult of Vecna from the former leader, and in doing so, obtained both The Hand and The Eye. The removal of her own hand and eye were a gesture of faith, yes, but it was also necessary for her to affix the powerful artifacts to her own body. And she only removed one eye, as the other had been lost during her youth. But even the faithful do not know that tale.

After gaining control the Cult of Vecna, The Whispered Queen took her severed hand and eye, and forged them into one of the most magnificent weapons the world has ever seen. Working with her companions, including master tactician Kisteer Forktongue, The Whispered Queen systematically conquered kingdom after kingdom with ruthless efficiency. Often neighboring nations were completely unaware that their ally had been conquered until the forces of Vecna were on their own doorstep. The world fell before her might, and her empire lasted a thousand years.

But all empires must fall. The Whispered Queen finally met her end at the hands of upstart peasants, and Wallcraft's Offering was seemingly lost to the ages.

What is not commonly known is that one of the peasants who defeated the Whispered Queen, a paladin named Toryan, tried to destroy the vile weapon, but could not. No fire would smelt it, no axe would sunder it, no hammer could even dull its razor edge. At a loss for options, she gathered together three dozen other paladins from her order, and they traveled deep into the wilderness. When they reached a suitable place, they all dug together for nine days, and placed the spear in a sealed adamantium box, upon which they placed powerful wards against evil and divination--hoping to keep its location hidden from the god of secrets himself.

The 37 paladins then buried the box again, and vowed to dedicate their lives to its protection. They settled there, and built a small farming community on the ground above their ward. Generations have passed, and the community has grown to a small town of 300 people. Most know nothing of their town's founders, or of their town's sacred purpose. They are no longer even deep in the wilderness: civilization has spread out around them, and there are several other communities nearby. Only the twelve town elders, and the town's High Cleric know of the secret beneath the earth, and even they know only that a great evil rests there which must be protected.

But centuries have passed, and the magical protections have begun to weaken...

Monday, October 10, 2011

The Girl and the Granite Throne: Chapter Three

"But if the Hidden Lord teaches that each of us has in our heart a dark seed of weakness, then why would He bestow upon his high priest the title of "The Heart?"" Erin asked, incredulous.

"Ah, but The Hidden Lord also admonishes us never to reveal all that we know, child! Our greatest strength is our secrecy." Argetta replied "Surely, you do not think that even a priestess such as myself would know His thoughts. It is enough that he has given us his Heart, and that we follow the teachings the Heart passes on to us."

Frustrated by the dodge, Erin pressed "How can I know what teachings come from Vecna if I know not who the Heart is?"

The two women sat in the chapel, as they often had in the three years since Erin's encounter with her god. The Whispered Lord had not spoken to her often in the intervening years--He had made it clear that she had not yet earned His full support. So Erin had taken it upon herself to seek out his teachings through the religion which worshiped Him. Increasingly, however, she found herself frustrated by the shortcomings in the dogma spouted by low level priests like Argetta.

Just as the older woman opened her mouth to respond, Immar stormed into the chapel, throwing the doors aside with a reverberating thump as they struck the walls. Erin stood and turned to face him immediately.

"How was your meeting with Mayor Geonlad, Master?" Erin asked. Normally she would be nowhere near so formal, but she did not want to give her teacher any excuse to focus his mood on her.

"That piss drinking son of a troll!?" Immar shouted, "That pompous bag of flatulence!?" Erin did her best not to quirk a smile, but the corner of her mouth quivered a bit. Immar was not very good at cursing.

"I take it then, sir, that the audience he requested did not go well?" she asked. From the corner of her eye she saw Argetta skulking out of the chapel, and very much wished she could join the stealthy old hag. "Is he still claiming that the tower is within the bounds of Heathrop to try and extort you for taxes?"

Immar took several deep breaths, which seemed to reduce him from a towering pillar of anger, back to an Illumian man. "Would that it was just the large words of a small man as it has been in the past. Today he presented forged land titles to that effect before the captain of the town's guard. We are to comply within a fortnight, or he will order my arrest." At this, Erin did laugh, though only for a moment before Immar's glare made her cover her mouth to straighten her face. As quickly as she could, she explained herself.

"What hope could Geonlad have of restraining you? His city guard can barely keep on top of a rambunctious drunkard!"

"Paladins," Immar replied, his tone still seething. "Eight of them, Cuthbertians. Apparently here to help the 'goodly' people of Heathrop by dealing with the wizards who are 'abusing their power to avoid their legal responsibilities.'"

Now Erin was starting to feel angry too. "Gods damned paladins!" she cursed through gritted teeth. "Always more interested in being 'heroes of the common people' than they are in doing things right."

Immar rubbed his eyes, then turned and began to walk out of the chapel. "I must meditate and pray." he said, not bothering to look behind him. "Find Argetta and tell her I would like to see her in my chambers, then get some sleep. In the morning we will discuss whatever plan seems best."

Erin nodded, and moved ahead of him out the door so she could find the priestess. She avoided looking back at her teacher. Eight paladins was a very real danger, and after all these years she knew Immar was not likely to pay for something he did not owe. She was afraid, and did not want the older wizard to see the fear she knew was evident on her face.

---

Loattie climbed onto Erin's face just before dawn, and hopped up and down. Erin awoke, and made exaggerated sputtering sounds of disgust until the frog hopped back onto the bed side table. She gave her familiar a withering glare with her one good eye.

"I know I told you to wake me up in the morning, but shouldn't you have figured out a more pleasant way to do it by now?" The frog chirped throatily back at her.

"Oh shut up." Erin spat back, never much a fan of mornings.

Uncovering her Everburning Candle, Erin sat on the floor and cracked open her worn and trusty spellbook to begin memorizing the spells she thought she might need that day. By the time she had finished laying the mental framework required for casting, the first rays of the morning sun had begun to filter through the trees outside of the tower. She washed quickly before rummaging through her armoire for the day's clothes. She had (somewhat clumsily) sewn additional pockets to all of her shirts and pants to store any spell components. And, of course, each had an extra pocket for Loattie.

Before rushing off to meet with Immar, Erin took a moment to stand in front of the mirror. She checked to make sure her hair was neat, and to quickly adjust the way her clothes rested around her increasingly curvaceous figure. She was not a vain woman, but she had discovered the potential of boys to be very entertaining. Though, she had also learned that most of them needed to be singed a bit in order to get them to do it right--but she didn't mind. Burns healed.

Thoroughly satisfied that she looked alluring, Erin briskly walked out of the room, scooping Loattie off of a table and into her breast pocket as she did so. She quickly ascended the staircase, which gently wound along the inside edge of the tower's cylindrical frame, eventually opening up into Immar's laboratory on the top floor. There she found her teacher surrounded by a dense forest of papers. She saw maps, letters of correspondence, and tomes covering a variety of subject matter, covering not only his desk but the floor around him.

"Master?" Erin asked from the stairwell, unsure of whether to approach through the maze of documents. Immar stood and turned so fast that his wooden chair upended itself.

"Erin! Come here! You must see this."

Erin could see even from across the room that the older wizard had not slept since the previous night. Before moving to join him at his desk, she moved to the windows and drew back the heavy curtains, allowing the early morning light to fill the room. Immar winced and brought up his hand to cover his face.

"It's morning already...?" he started, before apparently deciding that the hour was irrelevant, and waving emphatically for Erin to join him.

She did, picking her way through the papers on the floor as gracefully as she could to join her teacher at the table. Immar had never demonstrated the absent minded eccentricity often attributed to wizards before. Erin could not wait to learn what had caused him to start now.

Among the items on the table was a book Erin had perused once or twice before, entitled "Tome of War: The Arcane, and the Mundane." Speaking as a scholar it was of only minor note, detailing what a wizard named Feyun The Crimson Blade believed to be the optimum application of spells in warfare. Presently it was open to a brief chapter detailing the problems posed to a wizard by paladins.

Erin's eyes bulged, and before Immar had even said a word she spun on him, carelessly tearing some papers beneath her heel.

"You mean to fight them!?" she nearly shouted, aghast at the thought.

"Of course I do." he replied, in the same tone he might use if she had just misunderstood the simplest of cantrips.

"But there are only the two of us and Argetta!" Erin replied, "And the tower isn't exactly a fortress."

"Which is why we're bringing in more people, and won't be fighting from the tower."

"Indefensible as the tower is, I hardly think the forest will be a better place."

"Which is why we won't be defending." Immar continued.

Erin, still unsettled by the idea of fighting trained and seasoned warriors, unconsciously cocked her head to the side and furrowed her brow, unable to decipher her teacher's cryptic leading statements. Immar let her dangle for several moments before taking pity and making the leap of logic for her.

"We are going to take Heathrop."

Erin felt her knees weaken, and fumbled for the chair, righting it and sitting down to avoid falling over. The idea seemed ludicrous, but Immar was clearly serious. Of course, he was a powerful wizard, and though he didn't make much use of them he was fairly well connected within the Illumian covens of his people. But there were well over 1200 people in Heathrop, and she doubted Immar could muster even a tenth of that.

"Then what?" was all she managed to ask.

"Then," Immar continued, straightening his back and looking as commanding as he could "We hold it. We rule it. And we guide it into prosperity with the light of intellect."

Erin was silent. She had been fearful about the paladins before, but had gone to sleep confident that Immar would overcome. Now...

"What role then am I to play?" she asked, looking up to meet Immar's eyes.

Immar put a hand on her shoulder, and let another moment of silence pass before he spoke.

"You are my right hand, my dear. You will lead a portion of those who join with me. It will be dangerous, but I have confidence you're up to the task."

"Master," Erin began, "I am a scholar."

"You are a wizard, Erin." Immar replied. "One of the finest wizards I've ever seen at such a young age. This task may test you, but you've never failed a test I've set before you yet."

The younger wizard stood, trying to wipe away the small welling of tears in her eye without her teacher seeing. She took a step towards the table, and unrolled a map of the surrounding area which she found there.

"So," she asked, "what is the plan?"

***

The room was much cleaner two weeks later when Erin stood next to Immar as he explained his plan to the five Illumian commanders. They, and their men, had been sent in response to the wizard's request for aid from his cabal. Erin had insisted that the 50-some odd warriors would not be enough against a town with a population more than twenty-times that. But Immar had assured her that not nearly a twentieth of the town was so attached to the mayor, and his leadership, that they would fight and die.

"Besides" he had added "even those that will are peasantry who've been given swords and called soldiers. An Illumian Warblade is worth a hundred clumsy fighters. It's the paladins we need to worry about, they're the real dangerous element here."

Immar was droning on, pointing at key locations on the map and using minor illusions to better demonstrate his plan. Erin tried to pay attention, but found herself fading out. None of this was new to her--some of it had even been her idea. Simply put, Erin would go into town ahead and organize those few who were among the faithful of The Whispered Lord. On the night of the upcoming festival of high summer, her group would take any action they could to disrupt the town's ability to defend itself, while the Illumians would quell any major resistance. Immar would personally lead one of the Illumian Tenche, a group of ten soldiers, directly to the center of town where they would capture the Mayor and his family. There were details, but the plan was straightforward.

Straightforward enough that Erin found herself far more interested in the Illumian boy across the room. he was perhaps a year her junior, and most certainly was not in command of a Tenche, as the five other Illumian visitors in the room were. Part of her was curious to learn why he had been invited to attend this meeting when the rest of the soldiers had been left to wait in the camp erected outside. A much larger part of her, though, was very interested in finding out if he was as well formed as his light leather armor made him look.

Erin barely noticed when the meeting ended, and only turned to look at Immar again once she noticed that everyone else was filing out of the room.

"Will that be all, master?" she asked, hoping he hadn't already answered that question.

"No, I need you to remain a moment. There are a few final matters for us to discuss." Immar gestured for her to sit, and she did. He waited until the commanders had left the room before he began.

"You'll be leaving for Heathrop in the morning, and I need to know that you understand what this role will require of you. It's just been the three of us here in the tower for most of your life. You've never really needed to be a leader before."

"How difficult can it be?" Erin asked. "You've got authority over the faithful in this region, and have put me in charge those in the town. They must do as I command, correct?" Immar bit his cheek.

"It's not quite that simple, child." he began, picking his words carefully "Much as I have faith in your abilities, they will still see you as a fifteen year old girl. Many of them will likely have daughters your age, or even older, who they still view as young children."

"I am no peasant child!" Erin growled, a little more offended at the implied comparison than she knew she should be.

"Precisely why you will be leading them. But if you want them to listen to you at all then you need to be firm with them. You cannot accept any dissent, and you must never show them any fear or indecision. If they view you as weak, then you cannot lead them."

Erin opened her mouth to respond, but Immar interrupted her and continued. "And you must lead them, Erin. If you fail then so fails the entire conquest, and you and I will both likely lose our lives at the hands of a paladin inquisitor."

Pursing her lips, Erin merely nodded.

"I haven't forgotten what's on the line." she said, softly, but with a determination in her voice which put Immar's mind at ease.

"I know you haven't, my dear girl." Immar said, leaning forward and placing a hand on top of Erin's. The two sat silently for a moment, enjoying the familial comfort for as long as they could before the coming battles threatened to separate them forever. Finally, Immar stood.

"I have something for you," he said, as he walked across the room to one of the tables near the wall and picked up a long shaft wrapped in velvet. "I had thought to make you a proper wizard's staff, but this seemed more appropriate. I commissioned it a few months ago, and it only just arrived."

The older wizard handed his student the shaft, and she expectantly unrolled the velvet to reveal a long, expertly crafted war spear, with two additional blades angled back along the shaft.

"It's called a 'duom,'" Immar offered, "I was told they are favored weapons among those Warblades who favor the spear."

Erin turned the weapon over in her hand, admiring the light weight and beautiful craftsmanship.

"It's magnificent." she whispered, unable to take her eyes off of it.

"I'm still not sure why you insist on using such unsophisticated weaponry when you have spells available to you, but I've never been able to change your mind so you may as well have the best tools available." Erin looked up and met her teacher's eyes.

"Thank you." she said. "I will use it to ensure your victory in the coming battles." A little flustered by the emotional exchange, Immar changed the subject.

"Speaking of, there is one last thing we need to discuss." without waiting for an acknowledgement from Erin, he turned and called loudly "Byert!" Almost immediately, the young Illumian Erin had been eying earlier was on the stairs, and moving to stand at attention before Immar. Erin quickly made her face stern, not wanting the emotional moment she had just shared with her teacher to be on display.

"Erin, this is my nephew, Byert. He will serve as your guard during this offensive."

"What!?" shouted Erin. "Am I now some child who needs a chaperone whilst I overthrow a government for you?"

"Do not overestimate yourself, young wizard!" Immar replied, raising his voice to match her indignant shouting. "There is a limit to how many spells you can cast without rest. No wise mage enters battle without a fighter to protect them."

Erin refrained from pointing out that the spear fighting skills her teacher had discouraged were useful in precisely that situation. Whether she liked it or not, though, he was right. Even Immar himself would be fighting with ten trained warblades by his side.

"Very well, master." Erin said, mustering as much of a respectful tone as she could through clenched teeth. "But you-" she continued, whirling to face her 'protector.' The warning comment she had ready for him died on her tongue, however, when she saw he was kneeling on the floor.

"What are you doing?" the two wizards asked, almost simultaneously.

"Lady Erin," the boy said, his voice resolute and his head bowed "I vow I will serve and protect you faithfully, with my life if need be."

Erin and Immar looked at each other, a little confused by the young warrior's zealous pronouncement.

"Um...rise?" Erin ventured, and he quickly did. The two youths stared at one another blankly, both waiting for the other to speak. The silence might have continued indefinitely had Immar not stepped in.

"The two of you will leave at first light for Heathrop. Now get some rest."

The young warrior crossed his arms over his chest in a formal Illumian salute, spun on his heel, and marched back down the stairs. Annoying as Erin found him, she couldn't help but watch him with lusty eyes, and wonder if he still had his cherry. She was in the middle of enjoying that thought when Immar grabbed firm hold of her ear and painfully twisted.

"He's my nephew, you cad!" The older wizard scolded, only half joking.

Tuesday, September 6, 2011

The Girl and the Granite Throne: Chapter Two

Erin's eyes fluttered open and glanced out the window. It was still dark out. She started to roll over to find a comfortable spot to drift back to sleep, but the mechanical alarm Master Immar had placed in her room sounded a shrill ringing sound, abrupt enough to cause her to start. She reached out to silence the monstrous thing, cursing it to the depths of the 9 Hells as she did every morning. Moving slowly, with all the eagerness of a 12 year old who had chores to do, Erin pushed back the covers and dropped down from her bed.

Bare footed, she padded across the stone floor, which was pleasantly cool on her feet compared to the warmth of the summer's night. She washed her face at the wash basin next to her door, paying special attention to the creases and folds caused by her scar. Once that was done she pulled on her simple leather breeches and boots, along with her loose white shirt.

Dressed, Erin darted out of her room to get about her duties cleaning her master's laboratory. First, she dusted, using chairs and ladders to get to the spaces she couldn't reach. Following that she swept. By the time she was half done with the mopping, the rising sun's light was making its way down the wall opposite the east window. According to the system she had worked out, she had until it reached the floor to finish her chores and meet her master downstairs. She hurried her way through a cursory inventory of the available spell components, noting that they were running low on Bat Guano, Obsidian Orbs, and Birch leaves. By the time the sun reached the floor she had placed the list on her Master's desk and was darting for the spiral stairs.

Immar often reprimanded her for sleeping in too late to get all her chores done, but what did he know? Every task was complete--at least complete enough that she probably wouldn't be scolded--and she'd gotten plenty of beauty rest. Erin was descending the stairs two at a time as she rounded the final bend. Only to find Immar had gotten there first. He was looking right at her, biting the inside of his cheek the way he always did when he was annoyed with her.

Maybe she should get up earlier.

"Erin," Immar began.

"Yes sir?" she replied, sheepish.

"What have I told you about being late for morning prayers?"

"I am sorry, Master." Erin whispered, head bowed. Not so subtly, the Wizard rolled his eyes and sharpened his tone to emphasize his annoyance.

"I don't buy your false regret for an instant. If you're going to lie, make it better than that."

"Yes, Master" Erin replied, the injection of remorse mostly gone from her tone.

"Now get inside, Child. Priestess Argetta is waiting for us."

Erin did move quickly to enter the small chapel, and wondered (not for the first time) why she had ended up apprenticed to the only Wizard in all of Regalia who made time to serve the gods. Most were too busy unlocking hidden mysteries of the universe to bother with kneeling on a stone floor breathing bad incense and regurgitating the cryptic teachings of some far off deity. Master Immar not only spent time on religion, but had devoted an entire floor in his modestly sized tower, to worship. When she was a wizard, Erin wouldn't waste time on such nonsense.

Still, she was expected to chant along, so she obliged.

"Knowledge is the root which grants the fruit of power." she droned. The words had been heard so often that she didn't even acknowledge their meaning anymore. "Hidden beneath the flesh of the fruit lie the secrets--the seeds which grow and grant evermore knowledge, evermore power."

She listened half-asleep as the old crone, Argetta, told the story of the battle of Fleeth, and the lessons to be learned regarding the value of forgiving one's enemies. Erin had heard it all before, and so far it had not become more compelling as she aged the way master Immar was always telling her it would.

As the short service began to wind down, Erin heard a loud murmuring. It was like a dozen voices all shouting at one another. But the sound was muffled. It was as though the shouting was happening two rooms away, shaving the words down into indecipherable sounds. She looked around to see if anyone else had heard, but wasn't surprised to see them all still intent on the end of the service.

Argatta loudly slapped her hand over her eye, ceremonially ending the service, and with it, the murmuring.

Erin wasn't too terribly concerned about the sound. It was hardly the strangest thing she had encountered in Immar's tower. The constant use of magic had a tendency to cause random minor effects in the area. None the less, she resolved to ask Master Immar about it during their morning study.

She skirted out of the chapel with as much speed as she thought she could get away with and still avoid a lecture on reverence. Once outside, she dashed back upstairs to her the laboratory, and began pulling the last book of spells she had been studying off of the shelf. She was halfway through deciphering the diagrams and runes which made up the "Orb of Acid" spell, when Immar finally made his way up the stairs. Erin stood, making sure she marked her place before doing so.

"Can we study evocation today? I really think I can avoid setting anything on fire this time!"

"No." Immar said, his voice flat.

Erin's face fell a little, but she pressed on.

"Well...maybe we could do some conjuration? It's kinda similar, and it would give me practice!"

"No."

Erin screwed up her face, an expression which her scar made a just little more creepy than cute.

"What will we study today, then, Master?" Erin asked, refraining from allowing any hint of exasperation into her voice. Immar was a kind enough man, but her sharp tongue had earned her more than a few switchings over the years. She wasn't eager for more.

"We will study nothing today, apprentice." Immar said. "Today, you will leave the tower, and you will not return until you have correctly summoned a familiar."

"But sir!" Erin wailed in a tone she was starting to get too old for "I've tried that four times already! I can't do it."

"You can, and you will. It's long past time for you to get this over with. Now off with you! I've got work to do, and I can't have you underfoot." The wizard then turned and sat at his work bench, gesturing for a tome which drifted through the air and opened in front of him.

Erin wanted to argue, but she knew it would get her nowhere. She gave a deep, sarcastic bow to her Master's back, then bustled down the stairs to get ready to leave. She realized that, in her frustration, she had forgotten to mention the murmuring to her Master. But she was too upset with him to stomach asking him for any help right now. Fifteen minutes later she walked out the door at the base of the tower and into the surrounding forest. She wore a large hat to protect her from the sun, carried her tiny (and still nearly empty) book of spells in one hand, and her spear in the other. Around her waist was a belt containing what components Immar said she would need, and a few more she'd managed to slip off with in the hopes of trying them out herself.

Lacking any specific destination for the ritual, Erin decided to make the trek two miles north, to a small clearing where she sometimes came to read. Once there, she began using the red mud from her spell component's pouch to make the summoning circle on the surface of a large rock. It was an hour before she was finally satisfied that each and every line was perfect, every arcane word conjugated correctly, and every intersection at the precise point indicated as ideal by her studies.

Stepping back, she tossed a handful of dirt, a feather, a pebble, and a bit of tinder into the circle with one hand, while furiously signing the gestural elements of the spell with the other. She began to mutter the verbal component of the spell as well, but stopped when she saw the items she had tossed into the circle fall naturally to the surface, instantly destroying an hour's worth of labor as it marred her circle. Not that it mattered, if the spell was going to succeed the components would have been suspended in the air above the circle for a moment to allow her enough time to speak the words.

"Curse the Blackleafin' luck!" she shouted, relieved that Immar couldn't hear her gutter mouth.

After gathering her things, Erin began to wander through the woods again, nose deep in the spellbook she had brought. Her circles had been right, she had no doubt of that. She had checked them, and checked them, and checked them a dozen times over. That was far more precision than the spell even called for, so it couldn't be the problem. No, her problem was somewhere in her selection of material components. She knew she needed the dirt, but the rest of it was a bit of a puzzle. She'd tried making the circle out of tree sap, water, even bear feces. Nothing had channeled the arcane energies correctly to allow the other components to work.

A half hour of wandering and reading later, Erin arrived at a small lake where she sometimes swam. The sight reminded the fisherwoman's daughter that she hadn't had time to break her fast yet. She was famished. It was the work of twenty minutes to spear a fish, and only twenty more to cook it over a simple fire made with the flint and tinder in her spell component pouch.

As Erin ate, she thought about the spell. It wasn't the most complex spell she had ever tried to cast, by a long shot. Yet the exact method for casting it eluded her. For every other spell she'd ever learned, everything was very specific. The gestures, the words, the materials, all were specified in exact amounts by whatever spell she was casting. The caster could vary amounts slightly, or even substitute similar gestures or materials to create different effects, but the essential elements of the spell were always there. By contrast, the spell required to summon a familiar left several important spaces blank. Supposedly the intent was for the spell to be more personal, yet Erin didn't see how it could be personal when all the items she had selected had failed.

"Wait a moment!" She shouted, causing a squirrel to flee from a nearby bush. It was obvious! The spell being "personal" was not an invitation to try any elements which struck her fancy. The components had to be personal in order for her to form a personal bond with a creature.

Leaving her fish half eaten, she found another flat rock and knelt in front of it. Using the tip of her spear she made a small cut in her palm, wincing as she drew blood. Using the index finger of her opposite hand like a quill, Erin dabbed blood onto the rock, reassembling the summoning circle just as she had created it back in the clearing. She moved much more quickly now, less concerned that she had been missing some mistake now that she had latched on to this new hypothesis.

When the circle was completed, she began to glance around, trying to figure out what materials she could cast into the circle to be consumed by the spell. She tore a strip of cloth from her sleeves, then grabbed a few bones from the fish she had just caught. Finally, she used a rock to chip off a tiny splinter of wood from the shaft of her spear, then clumped all three into a ball of dirt. She repeated her actions from earlier, throwing the ball into the circle with one hand, while gesturing with the other. This time, the ball of dirt and everything in it did not succumb to gravity. Instead, they formed into a whirlwind, obscuring her vision of the circle. Erin grew excited, but didn't allow her voice to falter as she uttered the verbal portion of the spell.

"Arcanacus chryot zho uleer!"

A sudden gust of wind blew past Erin, whipping her hair into her face. She quickly brushed it back, only to see that the wind had carried everything away. Even the circle of her own blood was completely gone, as though it had never been there. And, in its place, sat a toad.

Grinning from ear to ear, Erin knelt and held out her hand.

"Hello there, little Loattie!" Erin said, having decided a long time ago that she would name her familiar after the stuffed toy she had loved as a younger child. "My name is Erin!"

The toad obediently hopped towards her waiting hand. The moment it touched her, the murmuring returned. It was louder now, like it was coming from just behind her. And now that she wasn't in a wizard's tower, it suddenly seemed to Erin a much more serious thing. She whirled around, holding Loattie to her chest, but saw nothing there which could have caused the cacophony of sound.

The murmuring began to change. The dozens of voices became one dozen, then half a dozen. Each voice seemingly merging into another, until there was only one voice left. One remaining voice which spoke int a terrifying, rasping sound. One whose every word seemed to slice through the word before it.

"Well done, Erin." the voice said. The murmuring returned when it--'he,' she now recognized--spoke, repeating his words over and over again in tones which seemed even more frightened of the original voice than Erin was.

"Who...what are you?" Erin shouted, trembling.

"Be not afraid, child." spoke the voice. "I am here to guide you."

Erin couldn't say she was relieved by that. "But who?!" she shouted.

"I have been with you all your life, child. And with your deepening powers of the arcane, I am now able to speak to you more easily."

Erin was feeling bolder now. "To the Nine Hells with all that, I asked you who are you?" She couldn't be sure, but she thought she heard the voice laugh.

"You know me, child. I am The Whispered One, The Secret Holder to whom you offer your insincere prayers each day."

Erin's eyes widened, and she nearly dropped Loattie to the ground in shock. She let her feet drop out from under her, landing hard on her knees.

"My...my lord I am so sorry..." she began.

"Save your apologies, I have no stomach for them. Nor do I care for your prayers."

Erin nodded, speechless.

"What I want is you. To groom you, to grant you the opportunity to earn the right to be my chosen representative on the Material Plane. I will mold you, if you are worthy."

Erin remained silent. This was too much to take in. But then...the favor of a god could only help her...right? She raised her head, though the voice--the god--had offered her no form to meet eyes with.

"Yes, my lord Vecna. I will prove myself worthy of your favor."

Monday, August 22, 2011

The Girl and the Granite Throne: Chapter One

Immar Twistfinger strolled casually through the countryside, dressed in a blue robe, with a pointed, wide brimmed hat. It was a ridiculous outfit, but he found that it occasionally helped to look the way most peasants imagined a wizard 'should' look. And today was likely to be such a day. While speaking with a priest this morning, Immar had been advised that his god wanted him to meet someone on the Shildhaven trade road today.

Sometimes he thought the gods took pleasure in being cryptic, just to amuse themselves watching their followers fumble about trying to follow their instructions.

It was nearing mid day now, and Immar had been strolling since just after breakfast. He'd passed a few travelers, but none seemed to him worthy of a deific message. There had been a young woman shapely enough to be a celestial creature, but Immar doubted his libido was a matter of divine concern.

As he passed through a small fishing village he'd not visited before, he saw a small group of children standing around, and heard indistinguishable shouting from the tiny mob. In all likelihood they were throwing bones or partaking in some other childish pastime. Immar remained only vaguely aware of them as he scanned the rest of the village for anything which stood out. As he continued down the road, though, Immar saw that what the children surrounded was not a game, but another child. A young girl, unless he missed his guess.

The other children were hitting her with sticks, and kicking dirt on her. The kind of simple minded cruelty reserved for goblins, and children. Immar had just resolved to frighten the little cretins away from the poor child, when a man from the village interceded before he could, shouting loud enough that Immar could hear him.

"You little beasts! Leave her alone before I tan every one of your hides and drag you to your parents by the scruff of your necks!"

The children complied without argument, collecting into smaller groups and moving off in different directions and, Immar hoped, less cruel forms of play.

With the children now gone, the wizard could get a better look at the young girl, and could see why the children tormented the poor creature. Her face was a mess. A large, unnaturally puffy scar took up most of the left side of her face, devouring her eye, her ear, and large tufts of hair, leaving her red locks thin enough that her scalp was visible on one side.

Immar slowed a bit, impressed by the sheer brutality of her disfigurement. What could possibly leave that kind of horrible mark on a child?

Then he noticed one of the larger boys from before come out from behind a nearby tree and move slowly up behind the girl as she was pulling herself to her feet and dusting off her dress. The boy pushed her to the ground, and Immar was close enough now to hear his taunting.

"Pretty girl, pretty girl, you're so beautiful." His tone was beyond sarcasm. It was contemptuous, even hateful. The girl lay on her face, and she appeared so defeated that Immar quickened his pace to teach the little brat some manners. But before he could reach her, the boy grabbed her shoulders, spun her around--and got stabbed in the eye with the pointed stick the girl was clinging to like a dagger.

With her other hand, the girl grabbed the boy by his tunic, and pulled her face close to his, whispering something the wizard couldn't hear. She then pushed off of the boy, knocking him to the ground before he scrambled to his feet and ran off towards the village. The stick was still stuck in his eye, which bled freely. The organ was probably ruined.

Immar stopped dead in his tracks, stunned. He was only a dozen paces from the girl now, just staring at her back as she watched her attacker flee. If her appearance had not intrigued him before, her quick minded and decisive ferociousness most certainly had. Moving close enough to speak without shouting, Immar asked,

"What did you say to him?"

The girl jumped and turned around, startled.

"Who are you?!" she shot back, clearly distressed by an adult presence so soon after she'd half blinded the boy. Rather than answer her, Immar said

"He deserved what you gave him. I won't tell anyone. But what makes you so sure he won't?"

"Everyone will make fun of him if they know." the girl said, appearing to relax as she shifted her attention to examining the wizard. Immar was silent as she did so, and after only a moment she spoke again. "You're an Illuminan." She stated, without any question in her tone.

Before, Immar had been stunned. Now he couldn't help but let his mouth drop open for a moment. Most humans had never even heard of Illumians, assuming that the lighted runes circling Immar's head were the result of his wizardry, not his heritage. None the less, he corrected her.

"It is pronounced 'Illumian.'" he said.

"I knew that!" the girl shouted. Immar didn't press the point.

"How do you know about Illumians?" he asked instead.

"Vicar Tolkris lets me use his library sometimes." she replied, gesturing towards a small stone building with the symbol of the god Pelor on the door.

Once more Immar was taken aback. Most peasant humans he had met were barely literate, yet this child apparently took an interest in study, and at an age of no more than seven or eight! The wizard had no doubt that this remarkable girl was the one he had been sent to to meet.

"I'm still curious; what did you say to that boy, after you wounded him?"

The girl's eyes dropped to the ground, her fear of Immar as an adult apparently returned. He guessed she had been punished for a sharp tongue before.

Nervously, she said "I told him that now he can be pretty too."

Immar had to suppress a boisterous laugh at that, and knelt to put himself at eye level with the girl.

"What is your name, young human?"

"Erin." she said simply.

"Well, Erin, how would you like to be a wizard?"

---

Erin's mother was more difficult to convince than the girl herself had been.

"She's seven summers old!" the woman shouted, becoming distressed as Immar continued to press her.

He gritted his teeth as subtly as he could manage. He had to take this child as his apprentice. If not for the will of the gods, then simply because she deserved it.

"How long can your daughter be happy with the books at the chapel?" Immar asked.

"He's right, Mother." Erin chimed in, not one to be left out of adult conversations.

"And even if she could be, what future is there for her in a village this small? The boys who throw rocks at her now won't show her any more love when she becomes a woman."

"Hey!" Erin shouted, turning on Immar angrily. He pressed onward.

"And how effective can a one eyed fisherwoman really be, anyway?"

"HEY!" Erin shouted again, louder this time. "I'm the fourth best spear fisher in this village!"

Immar turned to look at her.

"I really must learn to stop being surprised by you. I apologize for assuming." he said, before looking back to lock gazes with Erin's mother. "But that only goes to demonstrate my main point. Erin is made to face greater challenges than those offered through the eternal struggle between fish and fisher. Let me give her the tools to do that."

"Please mom!" Erin begged.

Her mother looked back and forth between her daughter, and the wizard who wanted to take her away. Tears began to appear on the woman's eyelids.

"Is this really what you want, Errie? You know you can't change your mind once you do this."

Erin seemed a little surprised by that, and turned to look at Immar for confirmation.

"It's true." he said. "I live very far from here, and I am a very busy wizard. I cannot be bothered with an apprentice who is not dedicated to her craft."

Erin's face was as serious as a seven year old's face had ever been. But it only a took her a moment to return her gaze to her mother.

"Yes, mom. I want to." uttered with the solemnity of a soldier.

The woman stepped back until her feet met the edge of a chair, and slumped into it, bringing her hands up to cover her face. When she removed them, Immar saw her try to hide the tears she wiped away.

"Alright." she said, sounding suddenly lonely.

Immar nodded, and moved to the side of the room to begin casting a spell while Erin and her mother made their goodbyes. He heard the woman telling her daughter to be good, and not to forget that she was loved. By the time the woman's heavy sobbing had quieted, the spell had completed, creating a portal in the center of the room.

"Come, Erin." Immar said.

"Just a moment!" she shouted, and ran into the next room. She returned shortly with a bag slung over her shoulder, and a fishing spear in one hand. Immar could see the leg of a stuffed toy sticking out of the bag. The wizard nodded, approving. Nothing about wizardry discouraged a fondness for possessions.

Immar then placed his hand on Erin's back, and turned once more towards her mother.

"You are giving her a great gift. She will always thank you for that."

Before the woman could respond, the wizard and his apprentice stepped through the portal, into a tower several days travel away.

"Welcome home," Immar said.

Tuesday, August 16, 2011

The Girl and the Granite Throne: Prologue


Along a muddy road through the woodlands of Shieldhaven province trundled the black caravan. Three carriages pulled by six spindly horse-shaped figures shrouded in black cloth. Guiding the horses were human-shaped figures--no less spindly in their frame, and so buried beneath black robes that no other distinguishing feature between them could be found. The only sound as the caravan passed was the squeaking of the six axles, and slosh of hooves moving in and out of mud. Those who saw it pass thought it to be part of some funerary rite. A few even removed their hats and bowed their heads as the carriages passed, out of respect for the dead. In a manner of speaking they were correct to do so.

For I was very much dead.

As the last dim light illuminating the clouds faded into darkness, I flung open the door of my casket, and took a deep breath of air I no longer needed to function. I climbed out of my carriage and onto the roof to get a good look at our surroundings. I recognized them. The fishing village we were approaching was not far from the hidden mountain pass which would lead to my stronghold--the stronghold of Vecna's power on the material plane. With my tireless skeletal minions marching ceaselessly, I would arrive long before I needed to sleep through another day. Long enough, in fact, that I had time to stop and satisfy my hungers here in this small, and delightfully defenseless village.

Instantly my form disintegrated, leaving behind a swarm of buzzing mosquitoes. As one, guided by my consciousness, the swarm moved into the air to grant a better view of the people below. There appeared to be an informal gathering in the center of town. Torches stuck in the ground, and bonfires over which food was being prepared provided light to the few dozen people sitting, talking, and drinking around tables. I eyed them one by one, wishing my form had lips I could lick in anticipation.

My gaze came to rest on a voluptuous young woman flirting with a boy about her age. I slid my many hundreds of eyes along her graceful curves slowly, savoring her casual sensuality. I would have lusted for her in life. I don't know if it's just my imagination, but the ones I want to fuck always taste the sweetest.

Single minded, I guided the swarm in a steep descent towards my meal. As the flitting insects began to skirt in and out of her vision, she waved them away with her hand as though they were any other bug. As they grew in number she turned to look, and at the sight of the cloud of insects gathering behind her, she screamed in terror. That gave me more pleasure than a dozen such girls could have given me in life.

I wrapped her in my swarm before coalescing into my "natural" shape--the pinpricks my bugs had made in her neck widening to accommodate my teeth. She struggled valiantly, screaming curses and calling for her nearby friends and family. But my unnatural life had granted me unnatural strength. She would have had more success struggling free of iron manacles than against my grip. And by the time her form grew limp, and grey in my arms, her fleeing boy was only two dozen stumbling steps away.

Spitting the woman to the side like the shell of a nut, I leapt into the air, alighting three paces in front of the boy. I heard him fumble to a stop, and turned just in time to see the oaf fall on his ass. I scowled, and held out my hand to the side. From the darkness, a cloud of bats appeared, and flew around my hand in a frenzy. When they dispersed, I held a great sword. So large a dwarf would have needed two hands to wield it.

"Coward's blood is too bitter." I said, before bringing the sword down to cleave the boy through from shoulder to hip.

The group was fully alert now, some grabbing rocks and sticks, the slightly wiser among them grabbing the torches mounted in the ground. The wisest ran to the houses, calling the town to arms as if it would do them some good. I took a moment to look around. The young lady had done an admirable job satiating my hunger for blood, and her lover my lust for slaughter. But the night couldn't end without causing someone a pain I knew would last long after I left.

Then I saw the woman with the baby, hiding beneath the table.

Moving at no great speed, I walked towards her. I opened fatal wounds in four brave--but foolish--attackers in the space it took to reach her, without breaking step. The mother locked eyes with me, and I could see the panic fill them as she realized I was coming for her. She tried to climb out from under the table to flee, but a kick from my boot sent the table spinning, and knocked her to the ground.

I knelt, ignoring several large rocks as they bounced off my back and head, and took hold of the baby's leg. I held the child in front of me as I stood. It was a girl, couldn't have been more than six months old. I grinned, baring my teeth at the mother. She stared at me from the ground, frozen in suspense and terror. She jumped with fright when, suddenly, I threw my great sword to the side, burring it hilt deep in a young woman charging me with a sword. Apparently they'd found some weapons, useless though they might be.

Slowly, deliberately, I drew Vecna's dagger from its sheath at my hip. The pommel was shaped like a dismembered hand, clasping an eye. And from the eye shot the blade, a glare made of steel. The dagger is sacred to the followers of Vecna-- intended for sacrifices offered by only Vecna's highest ranking cleric on the material plane: myself.

I held the baby high then. I couldn't see, but I was sure that the cattle surrounding me were lowering the weapons in fear of what they were about to behold. Slowly, I brought the tip of Vecna's Glare to the baby girl's left eye, not quite touching it yet. I wanted everyone to see this.

The crackle of the fires was the only sound in the terrified silence the moment before I plunged the dagger up to its hilt in the child's eye. And for a moment after that, the silence continued, the villagers too shocked at first to respond. But shock quickly became rage. In the moment before they charged, I dropped the child, letting gravity pull it off the blade. Just as the first blade swung through my form, I became again a swarm of insects, flitting off into the darkness to rejoin my carriage for the ride home.

It wasn't until months later that I would notice the tiniest of flecks of metal missing from the blade of Vecna's Glare, and wonder where it had gone to.
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