Friday, June 25, 2021

LotFP Adventure: Star Index

Summary: This is my submission for the recent LotFP Call for Collaborators. This was my first time doing a traditional OSR/LotFP adventure with actual stats and a map with a scale you can take seriously; I attempted to set up an adventure location where emergent things could happen by including a pair of parties who each have reasons to kill and/or work with the PCs, by including an Entity that has highly unpredictable effects, and by including several research/resource rooms with a variety of deadly, spectacular and outrageously profitable effects all tied together along the same die rolls. Hopefully you can smell the Artpunk creeping forth at the seams from the treasure and final character reveal.
Note that I reused elements of the sundisc room and the interstitial marauder from Skychasm because I thought they fit more or less perfectly with the LotFP spell Contact Outer Sphere, which is of key importance to this adventure site’s central mystery.

I may have to take this down if it happens to get picked up, but for the time being I want to share it.

News: Lately I’ve been working on a Maximalist Weird Fiction Mercenary Contract Generator in the vein of my Maximalist Weird Fiction City-State Generator. I’ve been on vacation and have ironically had less time than usual to devote to my content, but the Contract Generator already has 25,000 words while the City-State Generator had a total of ~19,000 words (not counting adventure hooks I wrote in the comments for Dan Sullivan’s, Ben Massey’s and Solomon VK’s city-states).


STAR INDEX

Setup
1632, Spanish-occupied Netherlands.

The Lensmakers' Guild of Maastricht has been outed as an outlawed Hermetic Society in disguise. The lensmakers have been burned at the stake and their guildhall has been placed under quarantine by Imperial troops pending the arrival of an Inquisitorial mission.

Most Hermeticists study the works of the apocryphal Hermes Trismegistus (the Thrice Greatest), who is said to be a union of Hermes and Thoth. They pursue the secrets of philosophy, theology, alchemy and astrology.

The Lensmakers of Maastricht followed a later manifestation of this figure: Hermes Tryphon (the Luxurious), who is a union of Hermes and some unknown god.

They abandoned philosophy and theology and turned their eyes exclusively upon alchemy and astrology.

As such, they were rumored to be the makers of the world’s most wondrous treasures. Jewels of impossible luster, watches of impossible intricacy, puppets of impossible verisimilitude.

Now the Dutch army descends upon Maastricht and the Spanish guards have been pulled to the walls. Lensmakers’ Hall lays open and the night falls.

Two men have been watching these events with great interest. A Spanish Jesuit who has been made an unwilling occultist and a rogue Dutch spy who is on a mission of supernatural extermination. Tonight is their night. They steal into Lensmakers’ hall unknown to one another, and each of them is accompanied by supporters ignorant of their leaders’ true purpose.

Maastricht
A handsome Dutch city of sober brick buildings. The river Meuse runs through the center of town. It is home to roughly 15,000 people, most of whom are Dutch Catholics. It is occupied by the Spanish Empire.

Lensmakers’ Hall is a free standing building in Jekerkwartier, the old city center on the river. It is whitewashed with a black roof and is only a single story tall. It has two wings reaching the street and a garden in between. Their festhall on the river is where the lensmakers once dined and held their rare public receptions.

Using the Agents
The two agents who have entered Lensmakers’ Hall tonight are the Spanish Jesuit Francisco de Vigo and the Dutch spy Christiaan van der Garde.

They each have their own objectives and retinues described in their sections, but as the GM you must know that they categorically oppose one another and would both like to utilize the party.

The GM has several options about how he or she utilizes them:

-Independent agents (presumed utilization): The party encounters the agents already in the building. They encounter one agent in the Storage Room, one in the False Treasure Room. When they enter the Study, there is a 50% chance of it being Francisco or Christiaan who is present. The other agent will be in the False Treasure room examining the corpses.

-Random encounter: Roll a d4 when the party enters an area. On a 4 they encounter someone. Roll a d4 for who it is: (1) Francisco, (2) Christiaan, (3) d4 level 0 thieves, or (4) d4 surviving level 0 Lensmakers.

-Adventure hooks: If the players are already sympathetic to the Spanish Empire or the Dutch Republic (or Protestantism or Catholicism, or Republicanism or Monarchism) the GM can have Francisco or Christiaan contact them for a night entry into the Hall. With the beginning of the siege, the plotters have their chance.

Should their parties encounter one another, they will quickly come to blows. See Appendix D: Battle and Bombardment for likely outcomes.

APPENDIX A: FRANCISCO DE VIGO, HIS MEN AND HIS MISSION
Francisco de Vigo discovered an algebraic formula during his time as an inquisitor. It burned itself into his eyes from the pages of a book in a secret library in Malta. Francisco is almost blind as a result. Still he sees.

He sees the drooping death of all layers of existence; inanimate ash curling to rest after all potential has been burnt. Peeled slices of the past. He suspects that the Lensmakers have been working on a way out. That’s why he took this posting in Maastricht. And he has prepared for this day.

He seeks the Guildmaster of Lensmaker Hall and his final project. He seeks to escape this universe. He will tear this Hall down to its foundations if he must.

Francisco de Vigo is accompanied by a squad of confused Imperial Tercio troopers whom he pulled from the wall; three Southern Dutchmen, two Germans (one from Anhalt and one from Ansbach), a Spaniard, an Englishman and an Irishman. Four are pikemen, four are musketeers.

Francisco is known for having members of his own order burned. This is a mad path for a Jesuit leader but he doesn’t care. It all ends tonight.

When he witnesses the party:
“Stop in the name of the Society of Jesus!” A blood-chilling command in these lands.
“Who are you? Why are you here?” His men level pikes and muskets. The pikemen kneel up front and the musketeers level their weapons above the shoulders of the men below.

His attitude towards most parties will be the following:
“You’re no concern of mine. Plunder what you will from these heretics. Don’t interfere with my mission and I won’t interfere with yours.” His men will look at each other in confusion at this edict of toleration.
Francisco will be hesitant to work with the party right off the bat, but he will reconsider as the night goes on, particularly if he suffers casualties or has difficulties finding the Guildmaster.

He carries a kris inside his sash. He will never use this as a weapon.
If his men are killed or he is mortally wounded, he will plunge the kris into his own heart.
It will make him the locus of a burst of energy that will transform him per the Summon spell with no chance of failure. He will continue his mission in his new form until he is slain or he is successful.

Francisco wears a great straw hat in the manner of a traveler. It is broad-brimmed with a tower-like tip. He has a soft black goatee and mustache.
He wears a salmon-colored coat embroidered in white and gold. He has a great, soft collar of white lace falling in triangles down his chest. He wears a salmon-colored sash from shoulder to hip which is tied in a great loose knot that adds to its apparent softness. He wears tall, light-brown cavalry boots with spurs fastened over them. He smokes a long, thin pipe with great need and can often be seen packing it with fresh tobacco. He wears a heavy golden chain that rests about his left shoulder and right hip.
He has a pair of segmented white rosaries hanging from around his neck, one tucked into his sash. The chains are pearl and the crosses are ivory. They are worth 50sp each.

He has 8HP
d6 kris
AC12

The Imperial Troops
The eight Imperial soldiers dress in yellowish buffcoats with broad sashes tied around their midsections to give them color and grace; blue, red, gold, white. They have tall brown boots and rapiers in black scabbards, some with little tassels tied to the hilts. They wear floppy hats and have long bushy hair and mustaches.

One of the Southern Dutchmen has a buff overcoat with a voluminous white ruff, and long, red sleeves beneath.

The musketeers have shaggy apostle bandoliers hanging across their midsections and carry rapiers at their waists. The pikemen have 16' pikes that can barely fit inside, and rapiers as well. Their pikes are thick, sturdy and difficult to break.

Soldiers have 4HP.
d8 arquebus and rapier or pike (see firearms rules, LotFP core rulebook)
AC13
Pikemen have steel breastplates and are AC14

APPENDIX B: CHRISTIAAN VAN DER GARDE, HIS MEN AND HIS MISSION
A spy in service to the Dutch Republic.

He is not here to open the gates for the Dutch army. He was unaware of their approach. He has reported to his handlers that he is in Antwerp. He has spent his operational fund bribing his way into Maastricht and purchasing the tools and fetishes he will need for this night.

His people will execute him should he be discovered here.

It is his personal mission to destroy the supernatural because of things he witnessed in Rotterdam and Batavia while working as a state intelligencer. He has lost his faith in any necessity but to burn such horrors out of existence.

Now rumor has led him here. It is Christiaan’s mission to kill the Guildmaster, destroy the Guildhall, and eliminate all witnesses to the iniquities of Hermes Tryphon. Including his own men.

He has rallied a few Dutch Republican activists to his cause before entering the Guildhall. They do not know his true purpose; he has told them that he is searching for documents which are precious to the Republic that he cannot risk being destroyed in a sack.

In truth he is grimly heedless to the Republic and its fate. He is privy to matters of higher import.

He will attempt to make allies of the party. He will attempt to learn something about them and then tailor his story to their intent. His men will understand if he’s told them something different.

He will promise to reward the players for their aid, but if turned down he will state that the two groups must stay out of each other's way and then set off deeper into the building. If he suspects the party have seen something supernatural, he and his men will then ambush them at close quarters with pistols and rapiers in the deadliest location that the GM can find.

He stands six and a half feet tall and is built like a grenadier.
He wears a black tabard set with golden suns and stars tied with many golden bows over a blue jacket with gold brocade. He wears a bright blue sash and wears a broad black hat with a fluffy blue feather near the front.
He has a substantial white ruff and has a blonde goatee and mustache. He has luminous, intelligent blue eyes.
He has a pair of pistols stacked atop each other in his sash.
He has a number of tiny daggers tucked into his sash, belts and boots
He carries a great rapier in a band that rests near his hip. Its hilt nearly reaches his breast and its tip bobs six inches from the floor. He carries a torch in one hand and a third pistol with a great braining knob in the other.
At his hip is a triangular, furred, electric blue powderbox.

He is tall, blonde, dashing, heroic, a secret agent and a Republican in an age of Absolutism. He is a valorous fighter, an eloquent speaker, a skilled logician and a man of taste.

He will do his very best to kill every single player as well as his own companions after this is finished, and he will do it in the most devious, devastating way that the GM can conceive of. He will resort to close combat only if the party is an inch from escape. The only thing that can save them from his murderous intent is if he is absolutely sure that they have encountered nothing supernatural in the guildhall, and intend to leave right away. This is very unlikely.

He doesn’t call dark magic unholy anymore. It does not need to exist in opposition to God to be evil. It is evil, God or no. He has seen its works.

He possesses a final sanction against the darkness.

It is a tiny comet. It continually vibrates at a low frequency. When placed in the mouth (warmth, moisture and friction), it will emit a titanic electrolaser that will utterly demolish whatever he is facing. In the process it will break his jaw and cheekbones, pop his tongue, shatter his teeth and blow his eyes out. This is a sacrifice he is willing to make should he have no other way to destroy his fell quarry. He has been warned. The seller is dead, though Christiaan left the man’s cash with his firstborn son.

Should Christiaan be mortally wounded or physically stuck, he may pass the meteor off to a player with an explanation of how to use it. But he may also use it on the party under such circumstances. No witnesses.

He is a level 3 fighter with 16HP
Pistol is d8/d4, rapier d8 melee. He has a +4 attack bonus.
AC13

The Dutch Patriots
These men are Dutch Protestants.

One of Christiaan’s companions has a brocaded green jacket, white hat and billowing white pants with white tights tied with big white bows. Another is dressed in white, floral coat and pantaloons with a pink sash over a gold gorget. He wears a black hat with a pink ribbon. The third is in a yellow coat with white Dejima silk wound about his abdomen, black sleeves and pantaloons, and a white ruff and cavalry boots. He wears a black hat with white feathers.
Each carries a rapier and 1d4 pistols.

They are wild-eyed and terrified.

These men have 4HP.
d8 pistol and rapier (see firearms rules, LotFP core rulebook)
AC13

LENSMAKERS’ HALL



A1 RECEPTION HALL
This is a handsome and well-appointed sitting room for those wishing to do business directly with the guild.

The huge, semicircular double doors stand intact and ajar. They are a dark wood but are laden with wrought iron.

Several stately couches of green velvet sit near the walls.

Upon the floor is an arabesque carpet surrounding a marble circle which is clouded like the surface of the moon. The carpet depicts reams of colorful shrubs around fortresses set in diamond backgrounds with many geometric patterns. By and large it is black, tan and gold, with red around the flowering shrubs.

Marble of the same hue as the moon disc is set into the wall up to about three feet high, and above it the wall is painted blue.

Set against the wall to the east is a standing triptych depicting lensmakers and light theorists back to Archimedes. Their visages are illuminated by a framing of gemstones which could be pried out at daggertip. Taking your time you could extract 2d20 gems worth 10sp, and a number of smaller gems worth less. The triptych would require two people to move.

A2 LENSGRINDER
This lightless room contains thousands of lenses produced with impossible speed by the guilders. They are set on thin wire racks, but by and large this room is nothing but highly reflective glass. A light source carried into this room (e.g. one of the lamps in the reception room) causes this place to erupt in hundreds of layers of dazzling radiance.

Three of the lenscrafters managed to hide out from the purge here. The Spanish attempted to search this place but could perceive little in the labyrinth of light.

The lenscrafters here are nude except for goggles. They are covered in esoteric tattoos which they believe will protect them from steel and lead. They are wrong. Unarmed when the Spanish came, they have spent their time feverishly powdering glass to be used as a weapon. One of them has his hands empty but has filled a cheek with powdered glass to blow into the eyes of an opponent; the others carry it in the hollow of their hands and will cast or grind it into the eyes of their marks before attempting to take their weapons from them, kill them, don their garb and escape Maastricht.

If the players do not discover the lensmakers or get close enough to attack, the lensmakers shadow them.

Their skins (actual, or precise drawings thereof) would be of value to a great many alchemists, esoteric theologians and Hermeticists. This was why their brothers were burnt and not hung or shot. Each full skin could be sold for d20gp to be rolled at time of appraisal.

In the corner of this room by the door to the supply room is the actual lensgrinding lathe.

To-hit rolls are lowered by 2 in this room.

If glass is thrown into your eye, save vs breath weapon. On a failure, you have a 50% chance of being permanently blinded and a 50% chance of having your vision obscured until you can thoroughly wash your eyes.

A3 SUPPLY
This is a simple stone room filled with crates and cabinets. Wooden supports rise up in the corners. Inside the containers you will find magazines of grindstones, stacks of dolloped glass to be ground down into lenses, porcelain inkwells, lengths of thin steel cable, light wooden slats, bolts of cloth of every color and whole horns of ivory ready to be ground down into new shapes. There are 2d4 ivory horns, each worth 25sp.

The room is about half the size it should be.

There is a false wall with a hidden entrance to an alchemical supply dump. Roll Architecture to find the seam in the wall. It can be pried open with a blade, revealing an alchemical supply room.

In this place is the rendering engine.

It looks like a small greenhouse with a handcrank outside of it.

Vigorously turning the hand crank raises a mist of alkahest within the engine. Most objects are turned to liquid and then to steam by the alkahest until nothing remains, but a hard tar is left by living people. This is phlogiston creosote. It is scraped up and used as the active ingredient in much of the Hermeticists’ alchemy.

The plating is crystal, not glass, but it is just as translucent.

Once upon a time the Hermeticists held lamentation rituals for those dissolved in the machine. These have waned. Hermes Tryphon has taught them otherwise.

The alkahest will be gradually used up. The Hermeticists could create more, but the party could not.

There are seven units of phlogiston creosote in funerary urns. Each unit of phlogiston creosote could be sold to an outlaw occultist for 5gp.

A4 STUDY
This is a stately room with a thin green carpet, a gilded chandelier resplendent with twenty candles at different elevations, and numerous bookshelves set against the walls.

There is a heavy, burnished table of American mahogany in the center of the room. Its legs are angels whose wings support the plane, and in their hands they hold up a banner upon which sits a naked woman. The table has a great German pewter stein ridged with the chest feathers of an eagle emblazoned on it. It has a statue of Ferdinand II in a ruff and battle armor atop the lid. The stein is worth 10sp.

There is a curiosity on the wall here; an African mask like a great, mirthful owl. It is worth 3gp.

On the ground near a corner is a Turkish reading stand; essentially a pair of crossed, interwoven slats designed to hold a book open at a 90 degree angle. The v-shaped area where the book is to be sat is draped in a fine floral cloth. One side of the stand is decorated with a pair of swans in mosaic, necks intertwined, and on the other white hexagons set in aquamarine star patterns. A pair of fat and tasseled pillows are plumped in front of it and the book currently set on the stand is titled “Lithic Symbolism.”

Flipping through it one will find a strange (but complete) alchemical recipe involving phlogiston creosote, seemingly unrelated to the book’s subject matter. Roll on the Alchemical Discovery table to see what it is.

The lensmakers have a system for organizing their books and disguising their knowledge. Not a single text here is recognizable to the players. Every book has been written by the lensmakers in their spare time.

The wisdom of Hermes Tryphon is secreted throughout these books. Searching through them is dangerous because comprehending the proper use of phlogiston creosote and its implications is hazardous to one’s social and psychological integration. When rifling through these books looking for alchemical recipes, roll d20 + Int bonus.

1-5: -1 Wisdom (ability score drain)
6-10: -1 Wisdom, +1 Intelligence. One type of memory overwrites another.
11-15: Disturbing fact about cosmos recorded by bored lensmaker, or useful information about astrological or alchemical sites in Europe or the Islamic world.
16-20+: Recipe uncovered.

Once you have discovered a formula, you may attempt to produce the associated substance in the Alchemical Workshop in the Society Wing. Each attempt requires one unit of phlogiston creosote.

Success produces a single dose or unit of the finished product. See the Alchemical Workshop section for a failure table.

Alchemical Discovery (d12):

1: Panacea: A healing salve crushed from herbs and phlogiston creosote. When applied to a fresh wound or ingested, the creosote attaches itself to the user's platelets and triggers rapid healing, but this healing is imperfect. A gash will close and scar over within minutes, but the scar tissue will run deep and cause stiffness and pain thereafter. A shattered bone will knit, but it will be crooked and the limb will be shorter than before. An opened stomach will close but it will be constricted and its owner will be forced to eat little and slowly from then on. Panacea causes scarring at the cellular level all over one’s body and biologically ages the user a little each time it's used.

You will heal d6 HP, but permanently lose 1 from your max HP.

2: Oil of Antipathy: The oil of the oft-miscategorized axewood tree mixed with salt, powdered coal and phlogiston creosote detonates into a deadly shockwave on contact with most acids. The resulting oil can be put into a two-chambered sphere with acid for the content to mix upon shattering.
Such an orb, when thrown, detonates as a powder barrel. It is at great risk of shattering more or less all the time.

3: Aqua Ignavus: Ground gallstone of Vermilingua Ignavus mixed with tree sap. There is no hope once a drop of this enters your bloodstream, your brain tissue will begin necrotizing within seconds and there is no antidote.
Unit Effect: A single drop is enough to directly poison one person, or to kill anyone who drinks from a poisoned water source.

4: Moonlight Moss: Emits a soft blue light, good for seeing in the dark without making a beacon of yourself. Retains its light-giving properties for months after harvesting.

5: Humor du Paix: A wondrous serum derived from dandelion milk and phlogiston creosote, it neutralizes any poison or venom when ingested.

6: Anselm Tar: Burning putty. The solitary siberian anselm trees are highly explosive and flatten the forest around them when caught in fires. This tar, when set alight, is not explosive but it can burn through 24 inches of any material because the tar works its way through a material as it destroys it.

Success produces enough anselm tar for a 3’ x 3’ application of the tar.

7: Agrippan Beeswax: This wax hardens into a superglue when spread thinly and blown upon. The glue then becomes a ceramic which binds at the molecular level to whatever it is touching.

8: Butter of Llull: This thin butter is spread over wounds and acts as an antibiotic. It will quickly dry over the wound if spread properly, preventing further bleeding as well.

9: Aqua Nihil: This solution neutralizes scent when rubbed into clothing and over the body to the point that a bloodhound will be confused by your trail. Can be applied to anything with a scent.

10: Master Lime: Ground seashell mixed with phlogiston creosote results in a powder that must be quickly sealed from the air or it will erupt into a billowing inferno. A package of master lime in wax-sealed paper can be connected to a fuse and left be, and when touched by the flame a raging firestorm will erupt from the source. Sending it into the wind will result in an airborne conflagration that will set alight anything that can burn.

Everyone in the target effect suffers 3d8 damage first round and then d8 damage each subsequent round. The firestorm lasts for d20 rounds.

11: Sal Irascor: Fine grains of vitriol stone treated with phlogiston creosote. When immersed in water, these stones will dissolve and turn it into an unstoppable superacid that will melt through the container and then everything below it and anything its been splashed upon.

Produces 1 cup of superacid. Being splashed or misted with this acid deals d8 damage; save vs breath weapon or be permanently blinded and disfigured.

12: Sweet Acedia: Rubbing these phlogiston-treated flower petals into a fresh cut will send the recipient into a coma within seconds, during which time the heart will barely beat and the lungs barely rise, the low circulation giving the person a deathly pallor. Twenty minutes later the recipient will awaken with a splitting headache and must sit still while their system gradually comes back online over a period of five minutes.

A5 LARDER
This cool larder is rich beyond imagining. Some of the greatest confectioners in Europe have been employed by the lensmakers and sworn to silence in their service. This place is ludicrously rich, eerily rich.

There is a 24’ cake in the shape of a vast, intricate warship. It is a scale model of the Adler von Lübeck. The interior is a perfect replica of the real thing with candy sailors and all, so that when the cake is divided it is also cross-sectioned for the viewer. The Adler is intended to be set on fire after being divided and the candy sailors will emit a hiss of steam through their fluted interior like a horrific screaming for the titillation of the Hermeticists. This carmelizes the exterior.

There is a plot of soil in the middle of the larder incongruously growing spice plants. Cinnamon, black pepper and saffron are all in one patch. The Hermeticists feed it night soil, nightshade and nitrates from their laboratory.

Also in this place are reams of macarons, forests of metworst hanging from the rafters, casks of beer and aromatized wine from the monasteries, crates of speculaas piled in little pyramids, and whatever else the GM wants to tantalize the players with. Butter, fish, truckles of gouda, sides of smoked meat, and bread from the best bakeries in Maastricht are a given.

There is also a vast sackheap of coffee beans. These are quite valuable.

There is a supply of spices along racks in the wall worth 10gp all together. They are currently in glass jars.

A6 KITCHENS
Phenomenally clean and well-appointed.

There is a massive waffle iron here.

B1 LENSMAKERS’ REST
A great dining hall filled with round tables placed jauntily here and there, each with four or five chairs with round wicker seats and crescent-shaped wooden backrests.

Each table has one or two goblet-like silver bowls decorated with ribbons and raised images of men blowing wind, ivy, leaves, and trumpets. The bowls are filled with candy in every shape, little white and brown things of marzipan or chocolate.

Each table also has a valuable Ming vase in blue and white, filled with tulips. You could sell each vase for d4 gp each if you could move them.

The lensmakers were dining when the tercio shooters stormed the guildhall. Ample food can be found sitting here but it is all three days old. The room reeks of bad shellfish and wasting fruit, but there is much good (if crusty) bread, extra-dry sausage, cheese, charcuterie, dried figs, dates, and confections, even great rolls of krumkake produced in the lensmakers’ waffle iron.

On one table near the bar is a glass jug with a handle and neck of gold shaped like curling vines and autumn leaves. It is worth 4gp.

Sitting on a dais meant for chamber music is the room’s centerpiece: a silvered aquamanile shaped like a great greyhound being harassed by malign hummingbirds; the lensmakers would race around with it on their shoulders and pour sherry and schnapps down the throats of revelers during their feasts. It is 200lbs and worth 20gp.

The Guildmaster’s Office (labeled “Repose” on the door) dominates the garden-side wall. Leathered and bronze-studded double doors wait slightly cracked for the next visitor.

There is a doorway to the Society Wing; it is guarded by an iron portcullis that has been battered open until a man can slip through with difficulty. A man in rigid armor will not fit through. Either Christiaan or Francisco has already entered the Society Wing.

Upon the stones over the fireplace is an Arabian matchlock jezzail with a stock like a full crescent moon. It has steel patterns like fleurs de lis crossed with ranseurs running up the frame and it has a pair of holes like the sun and moon cut through the butt. The barrel is set alternatingly in black and gold bands.

There is ample Alsatian wine already poured at the tables. Much of the alcohol behind the bar is blended with arsenic, which the lensmakers have been inured to. Save vs poison or be disabled for d12 hours by cramps, vomiting and diarrhea.

There are alabaster statues of the founders of the order; behind them is a great fan made of gilded strips of varying length to create the impression of the dawning of a new light. There are 12 strips and each strip could be sold for 3gp. A strip is considered an Oversized item.

B2 GUILDMASTER’S REPOSE
This is the Guildmaster’s personal reception room.

It has a red wallpaper set with little diamonds of off-white or pale gold in weaving reams like the thousand dancing chains of a hierodule.

Scattered about are plush récamiers and méridiennes engorged with goosedown and cloaked in velveto.

On the guildmaster’s tremendous table of dark cherry is a laquered jet statue of a leering cat. Its expression is almost perverted. It is worth 4gp.

This was also a place of forbidden hierogamies and oft was the agunah carried to the renderer where she met her fate in the footsteps of her beloved.

There is a painting of the guildmaster sitting in an ample chair by the fire with a full tigerskin draped over him like a duvet. He is old and sickly but has burning, playfully murderous eyes.

Upon the wall above the fire is a green flag of woven herb sprigs with a medieval bastard sword laid upon it. It is a surprising admission of nature in this place. The herbs are all of types used in their alchemy.

There is a roaring fire. The logs do not burn up; they just burn. Behind the fire is a disguised 45’ copper passageway traversable on hands and knees. As you go down this passageway, you realize that it is like a ventilation shaft hanging in space. It is attached to a hinge at its midpoint. As soon as you go too far, the shaft will tip forward and you will slide into a pit of water so cold only the strong mechanical action of the nearby Meuse keeps it from freezing solid. No one will be able to reach the rear of the shaft to balance it; that will be hanging in space, too. The only way to escape this is to climb back up the actual smooth walls of the shaft.

If you fall in the water you must save vs paralyzation every other turn.

The actual passage is under the carpet beneath the guildmaster’s table. If the players do not find it, either Christiaan or Francisco will eventually have this room ripped apart by their men and will find it. This may be after the players have left.

It can be found with a Search check.

The passage is a simple stone stairwell and a hallway leading to the Star Index.

C1 “MUSEUM” / DEATH TREASURE ROOM
Labeled “Guild Museum.” This is a room of false treasures and trinkets to wow inebriated party guests. They are warned not to touch anything. There is no such warning now. It is a spiderweb for thieves.

The door is locked. When broken down, the very dust of the door is death to those who breathe it. The one who destroys the door must save vs breath weapon or die.

Those who enter are met by the miasma of aging death.

There are a pair of Spanish infantrymen’s corpses. The door locked behind them. They were led by their hands.

Their hands exploded and riddled their bodies with bone when they tried to pick up a heavy globe. There is no evidence of gunpowder or burned flesh on them.

The globe has a single massive continent in the shape of a swaddled baby smoking a pipe. It has political demarcations and titles that are of no recognizable tongue. These include oceanic and arctic districts. This is Earth immediately before the End-Permian Extinction.

Touching this globe will boil your marrow to the point of instant fragmentation, destroying the body part you touched it with and riddling your body with bone fragments dealing 3d8 damage.

Laid casually over a table like a tablecloth is a carpet with multicolored flowers inside blue or red backdrops with pale orange borders. Upon the carpet is a small North African lute, the sound hole beneath the fretting a honeycomb of intricate woodwork, the neck wrapped in dark leather painted with white crescents, stars, lozenges. If strummed it will detonate as a fire bomb, but should the explosive charge be removed it would make a valuable item for trade.

Also on the table is a bust of Hermes Trismegistus in onyx. He is a medieval sage in a dogskin cap and he has a tiny golden arrow embedded to the fletching in his breast. Should you touch the arrow, the statue will crack into pieces. Within is a 2’ x 2’ x 6” venomous spider wrapped in chainmail that awakens from stasis as the statue breaks up. As soon as the spider is free it will go berserk and start leaping all over the room looking for somebody to bite.

Chainmail Spider:
6HP
d4 damage, save vs poison or be incapacitated for d4 rounds.
AC15

There is a large, lavishly embellished alhambric birdcage hanging from the ceiling, all crenellations, collunades and mounting towers. If disturbed the walls will snap outwards and it will fall. The bars are all blades. The frame is cast iron. It is heavy and will shred you like an egg in a wire slicer. It counts as a +2 attack and deals 2d8 damage if it hits.

C2 ALCHEMY WORKSHOP
This room is disguised as a distillery just in case someone manages to get in here from a party in Lensmakers’ Rest. Bottles of top-shelf liquor contain poison that mimics alcohol poisoning, bottles of bottom shelf grog contain alchemical reagents.

The walls of this place are sheathed in copper. Over one wall is a great red theater curtain. Behind it is a mural of a skeleton beating a man across the back with rough herbal twigs in the manner of a banya. The sun and moon watch on approvingly from an even plane in the sky and the man smiles mildly as his blood flows.

Next to the walls are spartan, copper-coated wood tables playing host to a variety of instruments. A raised pan on three legs. An alembic shaped like a stone Zoroastrian temple. A windup centrifuge.

In the center of the room is an oil fire that’s been left burning. Resting above it on a triangular cast iron stand is a crystal decanter with a crystal stopper. The thin liquid within is meant to burn for 37 days but it is only on day 9. This is how alkahest is made.

If the decanter is unstoppered or broken, the unready solvent will emerge as a swirling vapour that will begin to melt everyone and everything in the room, even objects that cannot normally be melted. Everyone in the room takes d8 damage per turn and must save vs breath weapon or be permanently blinded. Furthermore, items exposed to the air are severely degraded.

When a player attempts to compose a substance from a formula gathered in the study, he or she must roll a d12 with the following modifications:
Alchemist present: +1
Int above 17: +1

The experimenter must roll an 8 or better to succeed in their endeavor. 1-7 are failures.

Success uses 1 unit of phlogiston creosote and produces 1 application of the substance.

On a failure, refer to the relevant section below:

Panacea: The experimenter’s fingers and thumbs meld together into fleshy mittens. Reduce dexterity for manual tasks to 7, Sleight of Hand to 1, and Charisma by 1 permanently.
Oil of Antipathy: Explosion as per gunpowder barrel.
Aqua Ignavus: Vapours damage the brains of all present. Save vs Breath Weapon or reduce Int by d4 permanently.
Moonlight Moss: The moss becomes animated by the vapours of phlogiston creosote and with a rapid engorgement leaps onto your body and begins sucking moisture out of you. The vampire moss can gain no sustenance from this and the water/blood it sucks from you pours out of its hairs and onto whatever is nearby. Lose d4 HP per turn until death, or until the moss has been killed. Failed attacks on the moss hit you. It has 4 HP and your AC.
Humor du Paix: The experimenter suffers massive blood clotting. Make a Con test or die.
Anselm Tar: Catches on fire and superheats the room. Your hair and clothes are set on fire. Roll vs Breath Weapon or be permanently blinded.
Agrippan Beeswax: Your fingers are bound into the wax. You must deglove your hands to remove it. This precludes their use until you have fully healed.
Butter of Llull: Massive declotting of the blood causes those inhaling the vapors to vomit, cough, urinate and defecate blood. They bleed into their skins, turning them purple, and they bleed into the whites of their eyes. Save vs disease or lose d4 HP every hour for d12 hours.
Surviving this results in permanent hearing damage; you suffer a -2 to surprise initiative checks.
Aqua Nihil: Your skin becomes permanently translucent. This is a superstitious and blood-soaked age and scapegoats are in short supply.
Master Lime: The lime spreads almost invisibly in the air until it reaches one of the flames necessary for production and detonates. Those nearby are engulfed in fire and must save vs breath weapon or have their lungs ripped out from their mouths as all local air is pulled into the conflagration.
Sal Irascor: A thoughtless tap causes an explosion that collapses the ceiling into the room. Rocks fall, everyone dies.
Sweet Acedia: The experimenter falls into a coma lasting d4 weeks.

C3 MECHANICS WORKSHOP
This is a place of pseudo-mechanical experimentation. There are little tables here and there draped in monocolor linens; red, yellow, orange, white.

Upon the tables are puppets shaped like birds, monkeys, unicorns. Inside each is an everburning wick beneath a chain-suspended wad of phlogiston creosote. The vaporous destruction of the soul-stasis within lends life to each mechanical animal; a demented projection of that consciousness which has been melted into the soul tar. The puppets and machines are given life, but it is a life of pure panic.

The creatures are uncannily constructed from brightly colored fabric wrapped over wooden frames girt with thin steel cables.

Gradually as the players enter and explore the room, the mechanical animals and entities (of which there are dozens) will begin to awaken at the stimulation. They will move mechanically like windup creations at first, though if examined closely there will be no apparent mechanism for this. As they awaken and panic they will rush about madly with much more dexterity, turning the room into an inexplicable madhouse zoo of silent puppets, until finally in their desperate frustration they turn on all humans present and attempt to tear them apart.

Each pseudo-mechanical creature has the following base stats, but these can be adjusted up or down depending on if it’s a parakeet or chimpanzee etc.

Creosote Creature
3HP
d4 damage
12 AC

C4 TREASURE ROOM
A hardened, fortified room that contains the Gilders’ actual treasure, earmarked to be shipped to royal courts across the land.

The room has 3’ thick stone walls containing iron sheets. Cannon fire would take a long time to breach it. It has a huge, steel safe door hidden inside a false wall fragment; roll Search or Architecture to discover it.
The locking mechanism requires a stone of a precise weight. This stone has been destroyed by the guildmaster. He can always produce a new one.

The players will need to find some novel way of getting in this room. Alchemy is one possibility; God save them should they try it.

Within they will find:

A statue of a man in winged sandals with an enormous synthetic sapphire for an eye embedded in the head of a hostile baboon. You can pry this out but it might shatter into absolute powder, which is very dangerous (as glass powder in the Lensgrinder room). This watches over the room; it is how Hermes Tryphon is represented in Hermetic mythology. It is worth 20gp.

A huge lapis lazuli carved into a deity sitting against a pillar, armless and faceless but buxom. It is worth 8gp

A small machine like an anachronistic ferris wheel. On closer inspection the mechanisms and spokes of the wheel are made up of golden, straining little people. This is worth 50gp but requires 2 people to carry it.

Lastly, there is 75gp in Spanish gold just sitting on a little wicker garden table.

D1 STAR INDEX
This is an underground atrium where the air is patterned by mystic suntiles, a hundred little disks burning and glowing with midnight blue between them. Some are set upon the stones, some float freely in the air. Some are dimming, some brighten at random. All of them murmur with celestial light.

This is an orrery, a representation of distant stars.

More practically the suntiles are an entrapment of metacosmic radiation, an energy address for extrauniversal projections. Those who walk among the suntiles may commune directly with the extradimensional entities who project themselves into this existence as gods and demons and compete to harvest the dying for their realities.

Those who possess any knowledge of Western and/or Hebrew esoterica and apocrypha know that this place is not merely astrological in its symbology, but also Theurgic and Goëtic.

The suns are Theurgic. The spaces between them are Goëtic.

In the center, fixed to a dais, is a golden telescope supported by smooth, navy blue columns of veined stone. Set into it in white coral are Theurgic symbols; cross, crescent, six-pointed star. Triskelion, triquetra, Tengric mandala.

The roof of this room is dark blue. Burning, blood-red Goëtic symbols lurk behind the stars.

The Guildmaster is here. He goes by Elias Bouwens. He is actually Hermes Tryphon.

What he says and does will depend on who comes through the archway.

Players only: He will act as a wise sage who has reached the end of a long quest for knowledge and is at peace. A man who stands outside the barbarism of the times like a Virgil. He will offer to share his knowledge with the players; he will tell them much of what he knows, ideally enough to convince the players he can and will help them. For those questions outside of his experience he will direct the inquirer to consult the stars via the Theurgic telescope in the center of the room. Of course, the players can ask the stars about him...

If told about the rendering engine et al he will act shocked and declare that his pupils have strayed from the straight path; for he no longer leaves this observatory (this is false).

If asked about the chamber, he will tell the players that Zoroaster gave mankind astrology and that faithfully recreated replicas of the stars can have as much astrological potency as the real thing because intention is where the power is drawn from (this is false).

Really he’s just been biding his time till the Empire fucked off, and the arrival of the players is the signal that this has happened. He wants a player to become possessed so he can more easily destroy them as witnesses and escape.

He will gesture to the telescope.

“Look up to a sun. It will answer your question. Don’t worry. It will not burn your eye.”

The player looking through the telescope at a sun will be prompted: What is your question?
Even thinking of a question or verbally musing one activates the spell Contact Outer Sphere (see LotFP Rules & Magic).

If the players ask for a description of suns they could look at, give them as follows.

1. Alpha Centauri: A gentle glow like the sun seen through a cloud.
2. Sirius: A scintillating white disc like a will o’ the wisp
3. Altair: Like a white opal that quivers while you look at it like an eye about to cry.
4. Fomalhaut: A blue star, eyelike with a flitting aurora.
5. Arcturus: A large, lazy-looking golden star
6. Algol: Small, luminous blue stars that flit about one another when you aren’t looking.
7. The Hyades Cluster: A shattered star; hundreds of motes of light like gems cast across a sky.
8. Almach: A bright star with a tiny electric blue disc hiding like a beauty mark.
9. Polaris: Like a lance of light into the eye. On closest inspection there are two smaller sundiscs orbiting it.
10. Antares: This is the hardest one to look at because of its immediate solar brightness.

After a player has been possessed by a deep void entity, Hermes Tryphon will shed his cloak and attack. See Appendix C: The Guildmaster for details.

Francisco’s Arrival: Francisco will not be denied and will tell Hermes Tryphon to stand aside, which he will gladly do, thinking Francisco is about to be possessed by a freak from another existence.

Francisco will pivot the telescope dramatically and gaze into the black, murmuring a latin incantation that sounds like a prayer. Those versed in Latin realize it is the opposite.

A rune once hidden upon the dark blue velvet ceiling glows red. Francisco flops to the floor as an interstitial marauder attempts to possess him but is instead possessed by him before it is shunted into his body. It is trapped and he is now free to escape the eventual destruction of the universe.

The confused, agonized and enraged creature from beyond the cosmos will cast Weird Vortex every round while hollow white discs studded by points of light swirl in the air around Francisco’s body’s head and chest. This ends when the body has died and begun to decompose.

Christiaan’s Arrival: As Christiaan strides into the room, Hermes Tryphon will step forwards sweetly to greet him. Christiaan will raise a pistol and blow the alchemist’s brains out. He will then walk into the center of the room, gaze about for a few moments, and pick up the runic telescope before smashing it against the floor. This will damage the fabric of local space to the extent that an interstitial marauder can home in on the sundisc orrery and enter the room through the corrupted realspace. Normally they must possess individuals; this one can manifest directly.

Interstitial Marauder: This entity seeks out receiver breaches just like this one (or creates them via cosmic ray bombardment) so that it can pass through and gleefully wreak as much havoc on the other side as possible. It will superheat materials (stone to lava), create wandering gravitational vortices, randomly rearrange local molecules (flesh becomes a hard and useless slurry, stone becomes a kind of novel sandstone), project highly radioactive rays, and radically reset or accelerate local entropy rates. It takes the form of an arrangement of white light projections from a center point; the projections wax and wane methodically as the interstitial marauder floats across the air.

Every round, those within 30’ of it must roll a d6 and save vs magic or be:
1. Set on fire
2. Affected by gravity reversal or gravity now set to a discrete local point in space
3. Direct damage and ability score loss as molecules are rearranged; d12 damage and lose 1 from a random ability score accompanied by disfigurement.
4. Sickened by radioactivity. Save vs poison or take -1 to all rolls for a week.
5. Aged forward d20 years
6. Aged in reverse d20 years

The interstitial marauder is immune to physical harm but can be affected by spells and supernatural artifacts.

When the creature manifests, the sundiscs crack and shatter. d12 remain whole. Once the last sundisc is destroyed, the creature will dissipate; it can be harmed by spells and energy attacks, otherwise it will escape and wreak havoc on Maastricht and the invading army before setting off for new frontiers.

If Christiaan uses his energy beam on the telescope, the marauder will come through; but if it comes through first, he will attempt to use his energy beam on it.
1: Miss, no effect
2: Marauder grazed and weakened
3: Room collapses, marauder trapped by sundisc shards
4: Interstitial marauder killed

GARDEN
There is a vast, jaunty parasol here. It has an interior band depicting tulips and an exterior band that is green with their stems and yellow with the implied sunlight.

On little gold chains on a crystal table under the parasol are three starving falcons with little feathered helmet-crowns; one green, one gold, one black. These crowns are worth 1gp each, and the falcons 1gp each.

There is a beautiful ewer on a wicker stand in the corner of the garden. It has a lovely pale neck with vibrant flowers and ribbons in and around baskets painted on it. Around its base it is a lovely purple with flecks of white like a layer of nebula over a night sky, or a new type of marble.

It served the guild as a witch bottle. It is filled with old urine, hundreds of nail clippings, and hair of many colors. If cleaned, the ewer would be worth 2gp.

THOROUGHFARES
The stone walls in the hallways are cracked handsomely and have been repainted expressionistically in places but are mostly left to age in peace.

APPENDIX C: THE GUILDMASTER
He poses as Guildmaster Elias Bouwens.

He is Hermes Tryphon.

The Gilders were merely clothes that he shed to escape a pursuer, as he has many times before.

He is on a quest for ultimate knowledge. The alchemy, the guilders, the Star Index. All are tools in the pursuit of the Magnum Opus.

It is the Great Work of a Hermeticist to bring a natural body to the state of its final perfection. For most of them that means turning lead into gold. How generous of them.

It is Hermes Tryphon’s Great Work to bring his own natural body to a state of final perfection.

Knowledge and perfection. What more is there for a man?

So he sought to breed the seed of the tree of knowledge into his body.

It germinates.

He speaks normally but you can see the epochs in his eyes; there’s not anything supernatural about them except the breadth and distance expressed therein. They are hard, open, fixed.

He wears a voluminous cream-colored coat which is lined and veined just like marble. It has a high, stiff collar that reaches his cheekbones and hangs open, reaching near his heels. Within it he wears a black tabard tied tightly with silver roping, and wears black pantaloons streaked with silver. He wears ivory rings and bracelets.

He has a red sash; at his shoulder is a golden eye emitting bolts of lightning down the length of the sash.

His objective is to survive but he will not surrender the Star Index. When the time comes, he sheds his robes.

His naked ribcage shines white. His organs are pulsing fruit cloaked in flowers and falling leaves. He will eat his own lung or heart and gain perfect (short-term) foreknowledge which gives him AC18 and +4 to hit for d20 minutes. He gains +2 to all saving throws.

Anyone who eats one of his organs will gain the same effects.

His personal weapons include a flower full of poison powder, a midnight-blue serpent bearing lime green ouroboric symbols, and a d4 dagger that seems to be made of white light but is actually a poisonous ceramic which will dangerously congeal the blood. If damaged by any of these things, save vs poison or take d4 temporary Dex damage each turn for d4 turns. If your Dex goes below 0, you die.

“Come and see.”

APPENDIX D: BATTLE AND BOMBARDMENT
Cannonballs fall through the city. The streets are deserted. Everyone is helping at the walls or taking shelter. You have a chance of getting nailed with a musketball if you’re in the middle of the street for a round (1/100). If you go to the wall for some reason it’s 1/20. d8 damage.

Historically, the Dutch mined and blew up the Spanish wall, and after furious assaults the Spanish capitulated and were allowed to march out of the fort.

If you’d like to leave things to chance, roll a d4.
1: Historical outcome.
2: Dutch defeat; Spanish troops return to guildhall.
3: Hard-fought Dutch victory. Limited sack; reprisals against prominent Empire supporters
4: Pyrrhic Dutch victory. Furious army loots and burns city to deny it to the enemy

Francisco’s and Christian’s parties are likely to fight.

Christiaan’s party is only likely to triumph over Francisco’s in an extremely tight, close-quarters fight where their pistols are of more utility than the Imperials’ pikes and muskets. Otherwise the pikes, muskets and sheer numbers of the Spanish party will probably win out. Christiaan will retreat, wounded, and prepare to deliver his final sanction when Francisco reaches the Star Index.

You can resolve this fight mechanistically if the players intercede, or roll on this table if they observe.
Christiaan’s party: d4
Ambushing Francisco’s party in melee: +2
Francisco’s party: d8
Squared up in a hallway: +2
Each party: -1 per man already incapacitated.
Equal results: Parties each take d4 casualties before mutually breaking off and retreating to separate rooms.
Winner: Take d4 casualties. The loser’s party is all slain or wounded and driven off. Their leader prepares for desperate measures.

APPENDIX E: POINTS OF ENTRY
The players can choose their point of entry.
Reception Hall: Perhaps the players are walking by Lensmakers’ Hall and see that the huge doors are wide open and that the inside is well-lit and richly appointed. This is the Reception Hall.
Gate: The garden gate is locked but easily climbed.
Chimney: There are three small chimneys and one large one. The chimney in the middle of the Society Wing is copper and smells burnt and herbaceous. The chimney emerging from the Optical wing is made of some kind of unbreakable glass but has no scent. The third small chimney emerges from the Guildmaster’s office but is too narrow to squeeze down, and besides smoke is currently pouring from it. Near the river is the chimney of the festhall; this is large enough to be climbed down.
Salters’ Guild: A running jump from the roof of the Salters’ Guild could bring you onto the roof of Lensmaker’s Hall.
Gunpowder Magazine: The lensmakers were revealed to be what they are after a nude member walked into the gunpowder magazine with a torch muttering about splitting the monad and escaping the paradigm, and was tackled. His Theurgic and Goëtic tattoos marked him out as more than a run of the mill madmen, and under torture he spoke of many disturbing things, thereby condemning his confraternity. Currently the whitewashed, fortified gunpowder magazine has only a skeleton crew of two dozen. Nobody stands outside. This building would be difficult to climb but a jump from one of its supplementary roofs could take a person onto Lensmakers’ Hall.

Wednesday, June 9, 2021

Art Contest Entry: Laren Dar at the Bridge

Summary: This is my entry for the Noisms art contest to draw a color picture of Laren Dar, an Etruscan fighter played by Patrick Stuart. I also did a reading of Horatius from the Lays of Ancient Rome by Macaulay to accompany my illustration. The poem is about a vast Etruscan army attempting to capture Rome so that they can sack it and reinstate an obligated Roman monarchy.

Link to reading

Link to art contest post

Link to poem



Shame on the false Etruscan
Who lingers in his home,
When Porsena of Clusium
Is on the march for Rome.

Tuesday, June 8, 2021

Cave Dragon

Summary: This is two-fisted weird fiction set in Ben Massey’s city-state of Sarabande. A dying mercenary  is offered one last chance at meaning before he passes away. Perhaps there is no better time for an adventure than when your life is already forfeit, but on a real adventure you could risk spending your last moments in hell on earth. What do you choose?


He couldn’t taste the coffee. It was all about the heat and the clink of the china at this point.

He looked at the cigar stub laying on a clean white porcelain ashtray atop the fishscale glass table.

“Parasitic worm,” he growled at it, and smiled.

Hunter Flintridge was cold. It was a crisp, sunny, bright-aired day in Ascension. The thick little leaves shimmered and shivered in the breeze on the gleaming gray trees lining the clean, uncracked lane.

Hunter tried to bury himself deeper in his gray felt overcoat. He crossed his legs in his black corduroy slacks, squeezing his thighs and knees together as if to extract a little more warmth by friction or some impossible melding of flesh and bone.

He coughed long and bloodily. Tasted like he’d been shot. All the little round holes on his body gave him the authority to say this. But he couldn’t recover from his latest wound. He smacked his lips and wiped them with the back of his hand. The foam he was coughing up wasn’t as pink as it would be in the evening. At least there was that.

Two men walked up the sidewalk towards him. Black peacoat on the first one, gray tweed slacks, black loafers. Smoked lenses in round wireframe glasses. Black flat cap. Companion in a light brown bomber jacket. Brown cords. Brown combat boots. Red scarf.

If Ascension even had an intelligence service, these boys seemed to be likely candidates. Handler and security. Or they were outsiders looking the part. Hunter was used to being approached this way. He hated to disappoint, but he’d been forcibly retired.

They stopped a few paces from him.

“Hello Hunter,” said the foremost man with a brisk smile.

“Yeah, yeah,” said Hunter and took a long, loud sip of coffee.

“It was distressing to hear about your prognosis. Such a talent. Such a career.”

“Hope no one died for you to discover that secret.”

“On the contrary. It might end up saving lives.”

“I’m touched. Let me finish my lunch so I can barf something.” He picked up the cigar stub, popped it into his mouth, looked up at the man and swallowed it.

The man’s smile didn’t waver. “You’ve got spirit, Flintridge. To this day you’ve got nothing to prove.”

“That’s the Grimwall in me, sport. I wasn’t born in paradise, and now that I’ve made it here I can’t wait to move on.”

“That’s what I was hoping you’d say,” said the man. His smoky lenses flashed.

“I’m retired. You know that. An eight-year-old with a bad attitude could take me. So what the fuck do you want? A speaking tour?”

“In a way. We’ve got a job that only you could do, Hunter. Your life has been one long mission. You’ve never spent your fortune, except in service of your missions. Your extravagance is legendary there. We know you don’t want to live out your days dying at a cafe table.”

“Huh. So you boys from the Tribune or the Association of Psychoanalysts?”

“We represent a host of interests, and to the point, it’s been decided that things would be better if Hemmer IV Adarga of Sarabande did not become absolute monarch of her ill-favored city-state.”

Hunter cracked a coffee-stained smile.

“Adarga. That’s big game, tiger. Be careful, the ill-favored can be touchy. We don’t have a lot to lose.”

“Precisely the concern about a permanent Adarga government in Sarabande. We aren’t after an assassination. That’s not likely anymore. Queen Adarga’s condition is worsening. She’s moving around less and less so as to preserve her life into the foreseeable future. Her body is becoming harder. Gunfire, explosions, poisoning are becoming less viable day by day. What Sarabande needs is a domestic opposition. They’ve got one, but they have no tradition of internal espionage. They’ve never needed one. Don’t like your monarch, just weather the storm for a few years.”

“Advisor, then, that’s what you want.”

“That’s right.”

“But any son of a bitch who takes you up on this is gonna get the barking fever.” The woodrot. The body-stiffening disease endemic to Sarabande.

“It wouldn’t be a letter-writing campaign.”

“So I should go to Sarabande and get my nuts turned into acorns on top of my lungs turning into nuts?”

“We could leave you alone if you’d like.”

“Yeah, yeah. Who’s the opposition?”

“Varnishing Commissioner Garland Millsborough. Minister in the public affairs office.”

“Alright. I want a ticket today. Flight, boat, horse and carriage, I don’t give a shit. I wanna leave before sundown. Pull some strings. Second, I want some cash up front. I’m gonna live a little before the game’s up and I want a bankroll to burn. Don’t care if it’s in the barkbone colony.”

The man drew a black velvet coin purse from his coat and set it before Flintridge.

“This is the advance I’ve been authorized to give you. Now, would you come with us to the transit bureau? It would be easier to get you a berth if you’re present.”

“Nope. But I’ll do you a favor and sit right here till you’ve got tickets in hand. Course, I was gonna do that anyway.”



It was a merchant cruise. Some exports, but mostly consignors and importers looking to make a deal and skip town that same day. The cargo exchange would be touch and go. No one wanted to linger in the sickening city of Sarabande.

They’d just passed the island of Tincaro, the burgeoning colony of Sarabande. The people of Sarabande were generally not welcome abroad, but those seeking a degree of productive isolation could leave the sawmill city and take root on Tincaro for however long they lived. The homes and statehouses were more developed, the port quieter and less prominent, but it was a place that took in the sun.

Hunter stood at the very bow of the ship, leaning on the light metal railing. The mainland coast loomed, spilling foliage over the water everywhere but around a trident-shaped concrete jetty which awaited the ship’s flighty passengers. A few miles inland Hunter could make out the dark stony towers of Sarabande.

A merchant came and took hold of the rail at Hunter’s elbow.

He wore robes composed of dozens of diamond-shaped pieces of red fabric set with hundreds of little gold outlines of squares and intersecting triangles. Tassels fell from his earrings as if from the bottoms of tapestries.

“There it is,” said the merchant, “How far we are from the light to be trading in such a place as this.”

“Not looking forward to the plunging necklines of Sarabande?”

“In case you couldn’t tell, that’s not what I consider good taste. So what’s your racket?”

“I’m a socialite. Here for my health. Better climate.”

The man’s eyes went wide.

“Are you mad? Do you know a thing about Sarabande?”

“I’ve heard about the woodrot but I think that’s overblown. Why don’t you come check out the town with me once we dock? Gonna try and find a really happening dive bar or a dancehall, somewhere nice and packed.”

The merchant looked at Hunter like he’d exposed himself.

“Man, are you-“

Hunter grinned. The merchant walked away, shaking his head.

The dock was lined with stevedores waiting to receive the ship. They shifted, crossing and uncrossing their arms, flicking little white cigarettes into the water. Further back there were big blue parasols on steely poles. Saber-wielding security slaves from the nearby tribes were manacled to the poles, crouching on their heels and chewing some kind of herb from the forest’s heart. They were tattooed as if they were covered by unpleasant animals; thin-legged spiders, mandibled millipedes, twin-tailed scorpions and climbing cockroaches with wide-ranging antennae. There were potbellied slave overseers standing nearby; they’d dressed as they pleased but they had bolt-action rifles slung over their shoulders. They periodically handed down cigarettes or mouthfuls of chaw to their slaves.

It was a two mile walk to the city from the docks. Hunter hired a palanquin to be carried by a pair of slaves. He didn’t give a fuck. He wasn’t walking that.

They walked him over the well-worn trail to Sarabande. He smoked and spat over his palanquin door. Sarabande came into view; a city of raised promenades wrapped around the hills, half-subterranean houses stucco-clad or like squat stone towers, newly built lumber mills, mining seams cut into the rocky hills and ridges, foundries and smelters with a whiff of metallic dust and phosphorous. Everything outside of the old town seemed to have been built of lacquered logs and planks; this place must be fearsomely fire-prone, but all the newest buildings had a glossy, dewy appeal like they’d just been soaked in rain.

Hunter dismissed his palanquin once they’d cleared the city’s fire-treated palisade. Riflemen and tribal auxiliaries knelt among the stakes, watching.

Hunter walked among the smoky streets and hacked pink phlegm onto the gleaming, veined stone thoroughfares and the rich, dark soil that seemed to surround the city’s every house and edifice.

Damp goddamned smoke, he growled to himself, How’d they pull that off?

He found a cafe that consisted of a ring of stone countertops around a stack of cages. There were strange little muskrat marsupials hanging from their tails from the roofs of their cages; every few minutes one of them would defecate a coffee bean then catch it in its little pawns and tuck it into its pouch. The tender of the cafe moved between the cages with bright red coffee cherries, deftly tucking them into the marsupials’ mouths while simultaneously running fingers over their bellies to slide gestated coffee beans out of their pouches. These beans were placed in a grinder on an elevated blue marble dais, and when customers came the coffeeminder would serve them espresso or black coffee as their preferences ran.

All of this sat beneath a bright orange water tower. As Hunter stood gazing at the cistern among the treetops, he saw a hatch open and a number of tattooed and muscular young men in tan overalls come leaping from a chamber at the very top with fire axes in hand. They came and slid down smooth poles that undergirded the water tower’s legs, the tops of which were ribbed so as to serve as stepladders.

Hunter stepped up to one of the countertops and a thin young man with a rag over his shoulder stepped up to take his order. The boy had bright eyes and weak features, except for a Neanderthal-like brow which jutted visorlike over his friendly eyes. Hunter also noted that the backs of his hands were incredibly gnarled, to the point that he looked like he had extra knuckles across his fingers.

“Hey sport, I’ll take a doo doo drip, don’t much mind the kind so long as it’s hot and steaming. Some fire boys, eh? Spot a smoke signal and down they come. Good job for a young guy.”

The server waited for a few moments until the last of the fire brigade had trooped up off the woodmulch hillside.

“Well, sir, it’s likely they’re going on a raid, not a fire callout. I’m afraid things have been a bit topsy-turvey in Sarabande lately. The fire brigade have turned into the Queen’s paramilitaries. They’re chopping more than wood with those axes. I see them coming back and washing blood off them right into the tower cistern.”

“Nice,” Hunter smiled grimly, “Hey kid, I’m here to see the Varnish Commissioner. Any chance you could point me his way?”

The boy thought for a time, then said, “A friend of mine works in that ministry. I can tell you where he lives, and he might be able to set you up with the Commissioner.”

Hunter drank his coffee in one glug.

“Lay it on me.”



Hunter walked up a steep stone stairway under an upside-down sea of jostling boughs. There was a house above, wood and painted brown, with a flat slat deck and a roof and eaves like an upside down heart. He knocked at the door and a young man with sharp, burning eyes and a tight-lipped expression opened the door.

“Hey killer, name’s Hunter Flintridge, I’m from out of town. Wanna pull on the Varnish Commissioner Millsborough’s coat about commissioning some varnish for Grimwall, you know, kind of a rough looking town as you might imagine.”

“Sure,” said the boy, “Follow me.” He slipped past Flintridge and went down the stairs two at a time. Hunter hustled after him but choked up halfway down the stairs, leaning on the walking-stick wood banister, coughing a thin stream of gore over the side, then sat down, breathing deeply through his nose.

The boy glanced over his shoulder, held up, then came back near the base of the stairs.

“You said you’re from out of town but you’ve got the rot.”

“Nah kiddo,” Hunter wheezed slowly, “Wood rot might have this market cornered but it’s not the only game in town. Just gimme a sec, I ain’t the tiger I used to be.”

“You want me to get you a stick?”

“Nah, my knees are bad but they ain’t transformed on me yet. Just hold up.”

He breathed for a few moments until his head cleared, then he stood up and walked after the young man.

The Varnishing Commissioner lived behind a high wall of cast iron bars; this was difficult to tell at first glance because the entire structure was totally blanketed with ivy. The boy led Hunter across the fallen leaves until they reached a seam in the ivy that would have defied Hunter’s passing attention; presumably this was the gate.

“Here you are, sir,” said the young man.

“Thanks kiddo, I’ll put in a good word for you. What do I call you?”

“Don’t worry about that,” the young man said and walked back towards his home.

“Oh-kay…” Hunter breathed. He tried the gate. It was locked.

He stepped back.

“Anybody there?” he shouted. His voice petered out and turned to an aural wisp by the end of it. He bent over his knees and began a rasping, coppery cough that continued until he was brought down on one knee. When he finally got a grip on his coughing, he was wheezing and light-headed. He looked up to see that the gate had opened. A badger-haired man in an orange tartan blazer and black slacks had opened it.

“Here,” the man said, holding out a palmful of copper coins.

Hunter smiled. “Man. I’m sorry about that. Mr. Millsborough? I’m Hunter Flintridge. I’ve heard that you’re in need of a security specialist. Well, that’s why I’m here. Had a lifetime of infiltration and counter-infiltration. Intelligence-gathering and counterintelligence. ‘Active measures.’ Obviously my days doing fieldwork are over, but I can get you and your people set up in a watertight front that’ll keep your secrets, bounce off any prodding tendrils, and give you something to strike with should you ever find that necessary.”

Millsborough nodded. “Very well. I never wanted things to get to this point but I suppose I’ve got to be realistic, hadn’t I?” he said with a faint smile, “Please come in.”

Hunter followed him through the gate towards the man’s home, which was a stately three-story wooden building that had been painted a mint color with a white trim. Millsborough stepped up onto the deck, which wrapped around half the house, and sat down in one of a pair of wicker rocking chairs with a little table between them. He indicated the other for Flintridge, who accepted it with a smile.

“The situation has evolved dangerously these last months,” said Millsborough quietly. “We’ve begun to suffer murders committed by the fire brigade. In every case the rationale is self-defense, but that’s a fig leaf. Everyone who’s died was in some way related to the Committee for Monarchical Sacrifice. The Queen is weakening their influence across every level of society. It’s becoming less of a certainty that we’ll have a sacrifice this year. No one seems to want to bring it up at chamber assemblies. And there have been new hires in the Ministries. Young people from the Royal Academy, or fresh out of the fire brigades. It’s a goddamned infiltration if the chilling effect it’s had on all my colleagues is anything to go by. But the desire for mutual defense is there, and for a hardening of the will come the next sacrificial season. We just need coordination.”

“That’s where I can help you. I’ve seen situations like this all my life, works the same more or less every time. I was in Atrialia when Goval came into power and trust me, I left behind more than my faith in humanity on that island when I escaped. But I took a lot of wisdom with me too, more or less all of which applies to our situation. The key is to get in communication, get in cahoots early so that everybody knows that they’re not gonna be acting alone. Otherwise it’s like an assault where everybody’s looking at his buddy to make sure he’s not the only one making the charge. You gotta start to insulate-”

There was a banging on the gate.

“Sorry, do you mind if I get that?”

“Go head.”

Millsborough stood up and walked across the sun-streaked, leafy lawn to the ivy-girt gate and opened it a little. It was suddenly pushed open in his face and he staggered backwards.

Flintridge blanched at the ogre who stood in the opening.

He was easily seven and a half feet tall. He had huge, muscular arms that curled across themselves like ingrown oaks, and his barrel chest was ridged strangely like his ribs had shifted into a vertical disposition. His muscles were wrapped around their anchorages and strained to transmit power between his gnarled bones and twiglike sinews. His hands were horrible: his fingers had grown long, thin and segmented like some kind of scarecrow, and rather than being flat along a palm they seemed to emerge in a bundle from his knotted wrists.

He had a tightly-shaven, misshapen head and a malign simian brow with thin-spread sootstreaks of eyebrow, bloodshot red eyes and teeth that were unnaturally spaced by the growth of his gums and jaw.

He wore a long sleeve white collared shirt that he filled to bursting and had on custom-made office slacks and huge loafers with stitchwork showing between lengths of rawhide leather.

He strode forward and with every movement Hunter could hear cracking and creaking coming from his body like he had to force his joins and bones past each other to walk. This didn’t seem to bother him; he was grinning right at Hunter. Hunter gave him a fierce, mirthless smile back. But Hunter’s rictus lapsed slightly when he saw who was standing behind the monster: it was the boy who’d led him here. The boy shot Flintridge a look, then turned and walked out of sight

“You’re having guests and I wasn’t invited, Garland? Taking on lodgers now? Is your post in Her Splendor’s government leaving you that unsatisfied?”

“It’s not hers,” Millsborough hissed at the giant.

“I’ll tell her you said that,” grinned the monster, “And what have we here?”

He stood in the grass and the leaves before Hunter’s rocking chair.

“Why don’t you introduce yourself first, since I’m the one who’s sitting.”

“Garland, didn’t you tell him? I’m Nefaro. The Security Commissioner. Let me guess. You didn’t register with the Foreign Affairs Bureau before you arrived?”

Millsborough cut in,

“That bill was only just passed, Nefaro! He hasn’t been told!”

“Is that a legal defense?” grinned Nefaro.

“So what you gonna do? Take me in yourself?”

“Hmmm… I was going to serve you macaroons, but I like your idea better. In fact, I think I’m going to carry you all the way to the mines by your head like a springball.”

The monster twitched to take a step forward and Flintridge already had his .38 in hand, firing one, two, three, four in the chest, five, six in the head. Lung cancer couldn’t stop him from being the fastest quickdraw this side of a Mayhew Brothers sideshow. Millsborough jumped and lurched to the side as the shots shattered the morning calm. Hunter peered through the smoke at Nefaro. The giant hadn’t collapsed yet.

Then he put his hands on his hips.

“Aahahahahaha! I love it when they do that! Should have saved one for yourself, you silly thing.”

Hunter gaped at his target, then looked down as his revolver. Had he loaded it with blanks? No. No way. His life had just been cursed since he coughed his first puff of blood in Attar. He thought maybe it’d been some tincture-gone-wrong that he’d smelled. No. Perhaps it was the revenge of those he’d slain.

Hunter set his pistol on the little wicker table between the rocking chairs. Then he got up and walked to the edge of the deck.

The ogre’s chest and forehead were bleeding. His skin wasn’t bulletproof, but the rest of him seemed to be.

“Mr. Millsborough,” Hunter said, nodding to the Commissioner, who was pale and holding a hand over his mouth.

Nefaro reached behind Hunter’s neck and picked up him up by his coat collar. He carried him through the haze of gunsmoke, through the yard, the sunshine and the chirping birds, and out through the gate.



By the time they reached the mine, Hunter couldn’t feel his arms. The rubbing of his shirt and coat on his underarms had reached a burning furor, and he couldn’t tell if the dampness there was sweat or blood.

It was a place of stripped-stick scaffolds like geometric wicker men around mineshaft entrances, mechanically screaming gasoline conveyor belts, and fraying baskets of glittering coal and dull tetrahedrite filthy with other minerals. Cauldrons of hot grease were kept boiling here and there across the artifice; these were used to fry the raw food slaves were fed at mealtimes, and they were also used as a source of discipline. When a slave was regarded as being in need of punishment, he was brought before a cauldron where an overseer dipped a cat o’ nine tails into the boiling grease and whipped him with it; if it was a light punishment the overseer would stop short of actually making contact, instead just sprinkling the slave with hot grease, but for a severe punishment the overseer might lash him until the grease cooled, then dunk the cat o’ nine tails again and continue.

If a slave was to executed for e.g. killing an overseer, he’d be lowered headfirst into one of these cauldrons.

Most of the slaves and the overseers were deformed in similar ways to the Security Commissioner, but to a far lesser extent. His disease was either far advanced over the average case, or it had simply taken to him with a vengeance.

The commissioner set Hunter down near a 5’ tall mineshaft. Hunter looked with unease at the large steel bowl of boiling, hissing, leaping liquid next to it. An overseer and a pair of guards approached. The overseer carried a cat o’ nine tails, and the guards carried axe handles. No one appeared to have a firearm here. They’d obviously been phased out.

“So, who are you? Why are you here, my friend?” asked Nefaro, putting a massive, sandpaper-rough hand on Hunter’s shoulder.

“I’m here to commission varnish for private citizens in Grimwall.”

“Quick on the draw for a decorator! And you’ve sought out Sarabande’s greatest malcontent.”

“Grimwall’s a rough spot. And my impression was that Millsborough’s a harmless civil servant.”

“Oh, sweet little man. You want to protect Millsborough. You can’t protect him. Especially not since he retained an armed foreign mercenary in secret. I could crush your skull, but we’re going to get some labor out of you instead. If someone comes and offers a great ransom for you, we might let you go. Otherwise, you’ll never leave that mineshaft.” He pointed a wandlike finger to the mouth of the mine.

Hunter grinned. “You’re wasting your time. Nobody’s coming for me and I’ve got lung cancer. You won’t get a nugget of coal out of me, you hideous, dimwitted freak.”

Nefaro gave his shoulder a squeeze, which was sharply painful like his muscle was being cut on bone, and grinned back darkly.

“Mazranai, induct him into slavery.”

The two guards seized Hunter and roughly stripped him of his shirt and jacket. Sure enough there were livid bands showing across his shoulders and armpits, bloody at the very bottom. They turned him to face the dark mouth of the mineshaft with the burbling cauldron behind him.

Slaves were glancing at him. Some with pity. Some with resignation. Others with a sadistic thrill.

Hunter looked up into the blue skies through the canopies of the trees that loomed over the mineshaft. They were bobbing gently in the wind, oblivious to all this. He’d tempted fate one too many times and this was his comeuppance. Life had been without color when he was waiting to die in the sterile streets of Ascension, but this was a far more terrible way to end his life. There was no need for it.

“You know why we use tribesmen as overseers?” asked Nefaro.

“They’re the only ones stupider than you are?” said Hunter quietly.

“No. They’re the only ones crueler.”

There was a sizzling noise.

Wap!

Hunter screamed. It felt as though someone had put serrated kitchen knives to his back and ripped them down with great force. The pain did not relent. He wanted to run forward to escape his own back, but the guards held him with iron force. Their muscles were stronger than his, and their joints and ligaments were hardened by their disease.

Wap!

He felt himself being cut to the ribs and backbone. He felt sick and clammy. Rivulets of hot grease ran down his back like razorblades, burning away the hair and peeling up healthy flesh.

Wap!

He cried out raggedly. The carnage of his back was scrambled and deepened by this final blow. It was like he was on fire; he could not escape the pain. His eyes were clenched, his head was spinning, and he was getting chills and spasms.

The guards had dumped him in the dirt without his notice. He lay there, blowing dust with his rattling breath.

“Get him to work,” spat Mazranai, the overseer. A pair of slaves gripped him roughly by the biceps and pulled him across the cool dirt of the mineshaft.



There was an explosion. Hunter was consumed by fire, ice, lightning. He leapt up but his body was maimed; he couldn’t move it. He forced his eyes open into a smog of whirling darkness. Finally he saw a pair of legs in wrappings of diamond-patterned linen.

There was a tremendous splitting crack on his head as the overseer dropped a wooden bucket on him. He heard it spin on the rough stone floor, and then it came to rest against his head. He was wrapped in a rough, filthy, wet wool blanket. The slaves had cocooned him in this to stave off shock.

He was soaked. He began breathing deeply through his mouth and tried to free himself from the sodden wool blanket. The overseer came around behind him and kicked him in the back, which caused his whole body to arch as if he’d been electrified. The kick was accompanied by an aura of splitting pain emanating throughout his entire back from the point of contact.

“Up,” said the overseer. Hunter had been passed out on the stone and could barely move, his left arm dead asleep, but he managed to stagger into a kneeling position. His trousers were soaking wet now, too. The overseer picked up the bucket and raised it. Hunter staggered away from him on all fours and fell over on his side, unable to balance himself properly.

“Go down and get a piece of coal at least as big as your head. Bring it back to the mouth of the cave, then go down and get another one. Keep at it till you get called for food. If I hear you’re malingering, you get painted again. I’ve got lots of eyes and ears down there. I’m a charming guy and your compatriots are eager to please. Got it?”

“Yeah,” Hunter breathed, and staggered into the darkness away from the overseer. He saw some torchlight and went towards it. It was a burning torch, which seemed profoundly dangerous in a coal seam, but he continued as he seemed to be losing elevation. The shaft narrowed and shortened, and soon he was walking bent over at the waist, stumbling and twisting his ankle on the uneven stone floor. He began to pass slaves who were carrying hunks of coal. They seemed to balance it on their thighs and were moving with a natural crouching lope. Human question marks gone troglodyte in the mines.

They eyed him mercilessly. “Better hurry up,” one of them whispered in singsong.

Hunter’s thighs began to ache. He could barely breathe in this cloying air. These tribesmen had been fashioned by hardship. Their joints were flexible. Their sinews strong. Some of them were so gnarled by disease that their skin had begun to split; Hunter saw one hulking, cracking monstrosity whose skull was showing through his scalp and it had developed lichen like a fallen log. Men like this inevitably carried the largest hunks of coal.

He fell to his knees on the stone floor to rest. A pair of slaves passed by and one of them slapped Hunter’s rear end. They both guffawed as they continued their assent.

His back itched terribly. He felt the skin around his wounds and instantly he yanked his hand from his back, arching his chest flat against the ground like he was praying for the dawn. A pain of fire clawed at him from the place he’d touched. He would not make the mistake of allowing anything into contact with his maimed flesh again.

Down and down. How far was it to the coal? He’d have to traverse this entire thing again, uphill. He went to his knees again after an indeterminate stretch of darkness. A slave passed him and just spat on him.

How degraded he was. He’d left his wealthy, idle life in Ascension chasing a high, and ended up in hell on earth.

No. Not a high. Chasing meaning. He looked up into the darkness. I rolled the dice. I crapped out. Fair game. Time to give up the ghost.

“Get up man, before the prods catch you.”

Hunter looked up. He could smell a slave and just barely see a glint in his eyes.

“You got coal?” he asked.

“Yeah, what of it?” the slave asked defensively.

“Beat my head in with it, friend.”

“Don’t say that.”

Hunter shrugged invisibly.

“If you won’t, someone else will.”

The slave was silent for a few moments, then leaned in very close to him.

“Keep going. Feel for a hole. Go down that thing. Be real careful. There’s a priest down there. Tends to some of us. Talk to him. Then come back up.”

The slave hurried on. Hunter looked after him. What else was there to do? If all else failed he could go down the hole headfirst.

He crept forward through the tunnel for a long time. He didn’t know how long or how far. It seemed endless. It was the most laborious task he’d ever done. Slaves passed him by and passed comments. His cuts were splitting as he reached around on the stone and his sweat was tormenting him, but he was not going to miss that hole.

Finally he found it. It wasn’t large. Just a pit where the floor met the wall. There was a little light up here, but there was none down there. The hole was so dark it was almost fictional, but Hunter felt around and got a sense of its dimensions. He began to lower himself into it gingerly and felt a rock he could brace on. A slave passed by and glanced down at him.

“The fuck you think you’re doing?”

“Taking a shit,” said Hunter.

“That’s not the shitting spot.”

“I know, but what’s it to you? Would you just fuck off already?”

“Yeah, I’ll fuck off.”

“Thank you.”

The slave continued his ascent.

Hunter reached down with his second foot and felt around the wall but couldn’t reach any footholds. His tenuous grip on the rim of the pit gave way and he fell into the darkness with a gasp. His left foot hit the stone first and he felt it fold beneath him. He felt the cold panic of a broken bone where he lay in a pile on himself. He’d struck his head against the wall but this was nothing; his leg was limp and numb underneath his body.

That was it. There was no coming back from a broken leg here. This nightmare would soon reach its crescendo and its terminus.

He pushed himself around until he was able to get off of his leg; to the degree he could feel anything it was deeply-piercing pins and needles. He seemed to have fractured his femur, his shinbone and possibly his foot. He felt around the walls in a cold sweat and found where the tunnel went: downwards and away from the mineshaft above.

He dragged himself through it for a long time. He began to see an ephemeral glow up ahead of him. He couldn’t tell if it was a light or ‘the light’ but he decided to make for it anyways and picked up his pace, expending what strength he had left.

He reached the edge of a glowing cavern. It looked like a vast sea of cigarette ash punctuated with glowing blue pylons like a landing strip. On closer inspection they were bioluminescent, translucent mushrooms.

Hunter reached up and scooped up some of the ash; it was a wet sludge! He tossed it with a glop and immediately the cavern erupted with ear-splitting screeching like he’d triggered the linked alarms of eight bank vaults.

His ears were ringing when the screeching died, but he could still hear a voice in the darkness.

“The bells toll, service is in session…”

“Who’s there? Are… are you the priest?” called Hunter, afraid he was hearing a hallucination.

“You wouldn’t ask that question if you weren’t going to treat me like one.”

“Please, I’ll treat you like whatever you like, but I’m really hurt. Can- can you tell me what I should do?”

This felt hollow and pathetic.

“You can do little now. Why don’t you crawl down into the muck and get warm while you pass away.”

Hunter squeezed his eyes shut and grimaced. This was a waste of time.

“You’re my only hope. Please. You’re a priest. You care for people. Please, can’t you do anything?”

“There’s little of you left. Not much worth saving. You won’t like what I have to offer. There’s no going back.”

Hunter almost laughed.

“Oh, I’ll like it. Trust me, I’ll take my medicine. You just tell me what to do.”

“Come closer. Come to my voice. Let me look on you and see what can be made of you.”

“Ok.”

Hunter slid himself forward into the ashen muck. It was warm, and there were living things inside of it; worms, and something like sand fleas.

“Closer… closer,” called the voice.

He dragged himself forward with his slickening forearms. The muck burned his broken leg. Even the smell burned his nostrils; phosphates or sulfates or something.

“Here… I’m here.”

Hunter slipped himself up to the source of the voice. There was a figure sitting cross-legged before him in the darkness. Its legs were very thin. Skeletal. Hunter plucked a mushroom and waved it around the form. It was a wooden man. A wooden mummy. A skeleton with thin, contiguous bark for flesh. Green and yellow lichen grew here and there in splotches.

“Wha… you’re a fucking statue… a wooden statue!”

The mouth moved a little.

“Yes, I suppose I am. And what are you? Soon you will be less animate than I.”

“I… I’m a petitioner,” he gulped, “I’ve come to seek you. The, the other slaves told me I could find you here…”

“And you wish to be saved?”

“Yes.”

“Are you willing to become like me?”

Hunter’s mouth fell open. Despair curled around his heart.

“Please, there must… there must be some other way, musn’t there?”

“Do you know why I am a statue?”

“No.”

“I am the oldest of the wood-rotting ones. My disease is the most advanced. This is the final form, unless I am to become a tree. The multitude die before they reach this stage. But I have found a sustenance that this body can consume.”

“Guano.”

“Yes. And because my disease is the most advanced of all, it is most concentrated in my blood and bones. My breath,” he hissed.

Hunter shut his eyes for a long time and then looked at the figure again.

“So my only way to live is to… take in your disease.”

“Yes. And then you must choose. You may remain here as my acolyte, and minister to the slaves once I am unable to speak, or you may return again to the surface and die. Once you have been made host to my disease, you will never again taste a meal. You will die of hunger unless you remain in this cavern.”

“How do you know this?”

“I have done it once before. A slave who wished revenge upon his captors. They thought he was a monster. A dragon. He slew a great many of them before he died. He returned to this field many times, but he still wasted away. If you wish to live, there is no uprooting from this place.”

Hunter gazed at the frail, wooden form. So he was damned if he did, damned if he didn’t. He thought he might have escaped that terrible dichotomy but it followed him still, taking on new forms as it went.

This was not the life for him, sitting in this cavern with his blood and bones hardening into permanent fixtures. It never had been, not once in his wandering life. He’d been preparing himself for death over the last months. Doing nothing but preparing to die. He knew there was only one choice. He was going to go forward with death, but it would be in a blaze of glory just like he’d planned.

So this priest could make him into a monster. A cave dragon. Well. That suited his purposes just fine.

“I’ll take it,” he said. “Work your magic. I’m going the way of your last disciple.”

“It will not make you invincible. But it may give you parity with your captors.”

He thought, Parity? With these amateurs? There will be no parity.

“I’m ready,” he said.

“Then kiss the lips of your redeemer.”

Hunter hesitated, then pushed himself up onto a knee with great pain. He hadn’t realized how lethargic he’d been getting. Shock was setting in. He leaned his face in near the wizened wooden priest’s bowed, eyeless head, waited for a moment, then put his lips to the priest’s coin-slot mouth.

As soon as he did so the priest exhaled a cloud of particles like wet sawdust into his mouth and throat. It tasted of cedar. Hunter coughed and sputtered, hacked and choked, gripping his throat and spitting.

“Lay down. Rest. If you can be saved, the process will now begin,” said the priest.

Hunter coughed and retched until he could barely breathe, then laid down on his side in the muck and waited for the shock to take him. He felt himself falling from his body into an infinite underworld.



He was driven back onto the earth by a cosmic scream. His world was nothing but an overwhelming sonic wall of epic proportions. His soul joined in the scream.

The scream died but its reverberations continued in his mind, heart, ears. He noticed that he was warm. That was all he knew. He lay in the warm softness. He was well-fed. He didn’t want to disturb this sensation now that the screaming had stopped.

There was a blast of light across his vision, then darkness. Then another blast, then darkness. What was this annoyance?

“There he is. Oh, what the fuck is that?”

Squelching noises. The harsh talk of men. His father coming to shake him out of bed.

“A mummy… it’s a fucking mummy!”

“Like hell it is… it’s an effigy. The slaves built a fucking effigy down here and the merc crawled in thinking he’d found salvation. Did you know about this?”

“No, master, but this is quite the find I’ve made for you, isn’t it?”

“Yeah… double rations for a few days, I guess.”

“Thank you.”

“Hey, watch this.”

There was a cracking noise.

“Heh, I- oh, God! He’s- there’s-“

“Is that…”

“It was a mummy! Look at that shit! And there’s still blood!”

Hunter tried to open his eyes. His eyelids were stuck together. He kept trying. Finally his eyelids split apart and he could see the scene by the light of lanterns carried by the overseers.

One of the thugs had hit the priest with a sledgehammer. It’d broken his arm off. They could see the bones and blood still lodged in his body’s bark. What eyes he had were closed. His narrow mouth was slightly ajar and moving ever so slightly. He was praying.

“God! Kill it! Break it down!”

The guards had axehandles and hammers, and they began beating the priest apart. His brittle body fractured and split beneath their blows. Hunter recognized the man with the sledgehammer as the overseer Mazranai. He brought the hammer down onto the priest’s head and it splintered into sawdust and brains.

Hunter stood up.

The thugs turned to face him. They were four: two guards, the slave informer, and Mazranai.

Hunter hugged himself and clasped his biceps. His muscles felt hard, rugged, wooden. He slid his hands down his legs and stood up again. There were knots where his bones had fused.

“I’m gonna do to you what you did to him,” he said.

They looked at each other and laughed. They laughed deep, dark and hard. The bats joined in with a wailing sonic screech.

Hunter gritted his teeth and advanced towards them. His breath was free, clear and strong for the first time in many months, though he felt like he was breathing through a wooden chamber like the hollow of a tree. He cracked his knuckles. These were the hardest of all.

Mazranai grinned and rushed at Hunter in the lamplight, swinging his sledgehammer full-force. Hunter ducked it, going so low that his chest almost touched the ground, though he still felt the hammer graze his back. Mazranai took a step back and Hunter lunged for him, grabbing his sledgehammer with both hands. They struggled over it for a moment, bent at the waist while the other thugs stood and hooted encouragement to Mazranai. Hunter lunged down beneath the sledgehammer and between Mazranai’s legs, wrapped an arm around Mazranai’s thigh and grabbed his sleeve with his other hand. Hunter lifted the overseer up across his shoulders and then fell sideways, smashing Mazranai’s head onto the wet rock like the tip of a ball peen hammer.

Hunter stood up and dusted his hands. The thugs and the informer gaped at him in the darkness, lit by the lanterns which they’d set down to illuminate the fight.

“You son of a bitch!” one of the guards cried with fear and indignancy. “Why did you do that?”

Hunter glanced down at Mazranai, whose neck was crooked in an unhealthy way. His lips were working but his body wasn’t moving.

“You have the rest of your life to ponder that question. I think that’s what he’s doing.”

The guards wore expressions of ugly rage. The slave wore an expression of grim resignation. They rushed Hunter all at once. One of the overseers was in the center of the charge and leapt at Hunter with a jumping kick, but Hunter slipped left while throwing a wide punch and caught the man in the jaw while he was still flying. The man twisted in the air from the force of the punch and fell onto his side stunned, gritting his teeth and touching his face as he slid through the guano.

The other two were on Hunter in a heartbeat. The guard wrapped his arm around Hunter’s bicep and struck him in the shin with his axehandle while the slave began to strangle him. Hunter bent over at the waist, pushed his hip into the slave’s pelvis and then raised his leg to the side between the slave’s legs, lifting him off the ground just enough to dump him flat. Then he hugged the guard’s arm tight to his body and whipped himself away from him in a circle, dislocating the guard’s arm at the elbow. The guard gave a ragged scream and slid to the ground, pliant as a kitten. Hunter let him go.

The man who Hunter had punched midair had rolled over and pushed himself up onto his hands and knees. Hunter walked over to him and gave him a kick in the jaw like he was teeing off a jettyball game. Hunter could feel the man’s jaw break and he fell face first into the muck. Hunter didn’t lift him.

The informer got up and rushed at Hunter, who took up a handful of guano and threw it into his eyes. The man gave a roar, clawing his burning face, and Hunter slipped him without difficulty. The man tried to run for the entrance but ran straight into a rough stone wall with a smack, falling down and holding his head.

Hunter approached the man and leapt into the air, drawing his knees into his chest as he went, and then stomped on the man’s head with both heels as he landed. Hunter could feel cartilage break free beneath his feet, and he fell on his rear at the bottom of the attack, his guano-slick feet slipping on the ground after exiting the slave’s face. When Hunter got up, the man’s eyes and jaw were hanging open, and he didn’t seem to be moving under his own power. Hunter gazed down at the man in a state of burning rage, but then felt a pang of regret at having done something so ruthless. He went and grabbed a lantern.

“Rest in peace, stool pigeon. Today I get mine, too.”

Hunter shone the lantern’s beam in the face of the man whose arm he’d dislocated. He was sitting in the guano rocking back and forth, cradling his dislocated arm in his lap, pale and sweating.

“Hope you guys told someone you were down here.”

Hunter went to the vertical tunnel and shone the lamp up it. With a light it was a damn easy climb. He dried his shoes on the rock as best he could, then ascended.

He made his way up through the tunnels. His bones were getting heavier. His muscles were hardening. His ligaments were stiffening as he walked. This shit worked fast, indeed, he thought. He rotated his shoulders, elbows and neck as he walked. He intended to stay limber as long as humanly (or woodenly) possible.

Hunter reached the mouth of the cave. The sunlight blinded him. It must have been the next day after his transformation. He could smell the stale grease. What a marker for a slave’s life; food and punishment at the door to his prison.

Hunter walked into the open next to the great cauldron of grease. The sky was blue and the birds were chirping. He saw them alight here and there in the boughs. He looked at the wood mulch spread across the ground here and saw a little blade of grass with an electric green bug clinging to it. He saw ants. The scene was unbearably beautiful.

Two overseers approached him, one of whom had a cat o’ nine tails on his belt.

“Why the fuck are your hands empty?”

“Why are yours?”

The overseer looked at his scourge and then back at Hunter. He turned and called up to a guard on the hillside scaffolding, “Niron, we got a hard case.”

“K, one sec,” the guard called from where he was sitting and began descending the network of little stepladders made from sticks.

Hunter advanced on the two.

“Hey, woah!” the overseer cried. He staggered backwards and threw his cat o’ nine tails at Hunter while the other one, quicker on the uptake, stepped forward and launched a high punch. Hunter ducked it, grabbed his leg and bowled him over onto the ground. The overseer stepped in to grab Hunter, but he spun around, launching a fist from near the ground and bashing it into the overseer’s jaw with a visible ripple. The big man fell woodenly. The man who’d been thrown got up and squared up with Hunter, who rushed him and gave him a stunning crack on his collarbone straight through his guard. The man staggered backwards on his heels, then fell on his rear. Hunter rushed forward and straddled the man’s legs, then delivered a sharp kick into his jaw. The man’s face went tense and his arms straightened and began to flap ever so slightly. Out of it.

The third guard stood watching from a platform made of long, thin poles carved from nearby trees. He reached up and began to ring a silver bell that hung from the scaffolding. This would be heard for hundreds of meters around the mine. There would be reinforcements.

“Come down here and I’ll ring your bell,” Hunter grinned.

“With pleasure. But I do have a job to do,” commented the guard as he finished his descent.

The man came in at Hunter low, juking left and right with his fists by his mouth. Hunter faked him out with a couple high swings, then clasped him by the back of his head and delivered a jumping knee into his mouth and nose. The man seemed to leap backwards and then fell flat on his back with blood pooling in his nostrils. Hunter rushed the guard and he rolled over on all fours, shielding his head with his arms. Hunter could have begun kicking him in the kidneys, but this was practically a stalling tactic on the part of the guard.

Hunter straddled the man’s head and punched him in the back a few times to keep him in place, then pivoted his right leg above the guard’s head, seized his left arm and fell flat on the ground with his legs beneath the man and the man’s arm across Hunter’s pelvis. Hunter wrenched it up across his body and the man let off a high-pitched scream as his arm broke in two places.

“You know why I picked that arm?” Hunter hissed at him.

The man screamed, “I rang the bell with it!”

“Ding ding ding!” said Hunter, viciously rapping the man’s head with his knuckles. Then he got up and left the guard to the judgement of the slaves, ascending the hill to Sarabande proper.

He cleared the lip of the hill and saw a blue marble promenade with several lacquered wood houses around it and a few little shops with orange light inside. There were a gang of fire brigade paramilitaries coming towards the promenade from the nearest wooded hill. Some carried ropes, some carried Sarabande midwives (broadheaded splitting hatchets), and one carried a full fireaxe.

Hunter advanced on the square with his arms raised.

“I’m unarmed!” he called.

“Good! We’re not!” yelled the man with the axe.

Hunter grinned. The fire squad rushed him.

The first man who reached him was supernaturally fast. Maybe he was infected with balsa wood. The squaddie launched a wild swing and crashed into Hunter but Hunter ducked it, rose with a hook of his own and clipped the man across the nose. The fire trooper fell on his rear with blood pouring from his nose, wearing a curiously calm expression.

Another man wrapped up Hunter from behind while a man with a Sarabande midwife raised it to split Hunter’s skull. Hunter bore the man who was grappling up onto his back and ran headfirst into the man with the midwife, who was knocked off balance. Hunter wrestled his way around in the arms of the man who had him in a bear hug, grabbed him by his suspenders and spun around, throwing him at the gang as he released. Hunter had momentum from this, too, and staggered into the doorway of a candle shop. Fighting the fire squad in a circle was suicide, he knew that well enough. A woman screamed and threw a patchouli candle at him before ducking into the back room.

A fire squaddie came into the doorway with his fists up. He threw a jab but Hunter leaned back at the waist and the punch was too short. Hunter leaned forward again and popped the man in the cheek; when the man raised his arms to defend his face, Hunter ducked and launched a massive thrust into his stomach. The man staggered backwards with his cheeks puffed down to the side, and Hunter kicked him in the bridge of his nose. He was felled by the blow, his unconscious face wearing an expression of beatific despair as he collapsed amongst his comrades. They dragged him back.

The first man Hunter had hit was on his hands and knees behind the gang, holding his mouth as blood poured between his fingers, and two squaddies made their way around him. Hunter simply shoved the foremost man. He was pushed back into the second, who fell over the man who was on the ground.

Hunter dove in low, grabbed the stumbling foremost man’s heel and leapt skyward, flipping him onto his side. He booted the man across the head, yelling, “Gotcha, bitch!”

A big fat squaddie pushed his way past the jumble of bodies. Hunter came in and gave him a right cross into the jowl with a wet slapping noise. The man launched a couple swipes at Hunter, who leaned back and then threw a cross at the exact same time the big man launched a punch. Hunter’s blow connected first and took the wind out of his opponent’s punch; it connected, but was a mere discomfort, while Hunter’s fist struck true and felled the man, who hit the marble pavillion and bounced.

A man rushed in as soon as the slugger was out of the way and grabbed Hunter around the back of his knees, pushing forward. Hunter was driven backwards out of the doorway and fell down with the man’s head in his groin. This was extremely dangerous as the squad was doing everything it could to get up and through the door. Hunter got his feet underneath him, grabbed the man around the rib cage, deadlifted him up into the air and then rode him skull-first into the wooden floor of the candle shop. The man sprawled out limp as a mannequin.

Two of the squaddies had broken free of the tangle and came in one after the other. The first kicked Hunter in the face. He sprang to his feet and turned, tasting blood around the molars. The man had a midwife in one hand but jabbed with the other, and Hunter fell back between two racks of shelves.

Hunter cocked back his left fist and the man ducked. Hunter cocked his right fist and the man ducked the other way. Hunter sent his left fist into the man’s jaw and he went reeling backwards.

The second man had gone around the back of the rack and clinched him. Hunter elbowed the man loose, put his leg across the man’s knees and twisted him to the ground, breaking free of him and stomping on his head. There was a tremendous flash and a crack as the man Hunter had just punched gave him a right cross to the cheekbone.

Hunter lunged in and grabbed his belt and shirtsleeve, and then fell to his knees, whirling around in midair and pulling the man across his back as he dropped. The man flew face-first into the floorboards with a crack and flopped out, totally still except for his head which lolled and bobbed from the force of the impact. He’d been killed.

Two of them remained standing and they rushed Hunter where he stood near the center of the store. One had a Sarabande midwife and the other one had the fire axe. The man with the midwife came first and made a downward slash at Hunter, who dodged inward and body slammed him. The man tried to clinch him but Hunter grabbed him by the thigh, put a hand in his face, lifted him up a little and slammed his head down into the floorboards.

He picked up the Sarabande midwife as the man with the fire axe advanced on him with the handle raised to shoulder height, the head of the axe almost scraping the ceiling. Hunter leapt forward and struck the midwife into the top of the man’s head with a flick of the wrist, outranging him. The axe stuck into his skull and he staggered backwards, dropping his fire axe with a clatter, trying to wrest the midwife free With both hands. He couldn’t do it and fell to a knee, holding the axe like some kind of displaced horn.

The man who Hunter had last kicked in the head ran full force into Hunter’s back and carried him clear into the shop’s window, which broke into huge shards with a plaintive crash. Hunter’s scalp was cut and blood flowed freely down his face, blasting out in a mist as he exhaled. He windmilled his elbows to get the man off him, then spun around to face him. This man’s scalp had been split, as well, in the center of the forehead where Hunter had kicked him. He had a stripe of blood running down his nose like warpaint. He moved his fists with speed and had a spring in his step. Hunter sighed.

He was exhausted. This wasn’t lung cancer. It was the simple fatigue of fighting fight after fight and ascending the underground labyrinth. The man gave him a flashing cross to his jaw. Hunter tried to hop in for a knee but was granted a right cross for his effort and staggered back against the window, dropping his hands. The men stepped in and gave him a jaw to the chin and a hook across the brow. Hunter tried to give the man an uppercut, driving him back, and then followed with a heaving straight but missed both. The man cracked him in the eye and Hunter was knocked sidelong; he reached for the floor to stabilize himself if he fell, then threw that hand in a cross that was slightly deflected but clipped the other man’s scalp.

This guy had a fucking guard. Hunter launched a barrage of blows into the man’s hands to get as close as possible, then spun full circle and caught him in the jaw with his elbow. It let off a clapping noise. Hunter whirled to face his foe and was about to strike him again, but the man’s head was lolling on his shoulder; he was already unconscious. Slowly he collapsed sidelong and lay on his back.

“There’s a time and place for everything.”

Hunter looked around at the manifold fallen forms. His head was ringing, his knuckles felt broken and his legs felt like lead. That was ok. They’d done their job.

He walked out through the front door. The man with the hatchet in his head was sitting miserably against the doorjamb.

“You want a hand with that?”

“No, no, I’m good…”

“Suit yourself.” Hunter stepped over the man’s legs and set off for Millsborough manor.



He saw the ivy-girt gates before anything else, but shadows loomed before them. Hunter advanced and saw that crates marked “kerosene” and “naphtha” were being stockpiled by the gate. They were planning on burning Millsborough manor.

Hunter came near them. There were pallets for the crates and several large trucks which had been used to carry them in. A few stevedores were still unloading the trucks, and a pair of fire brigade troopers stood guard over the stockpile of incendiaries.

“I guess that’s why they’re the ‘fire brigade.’”

Nefaro, the vast security commissioner, was pacing back and forth before the steel gate. He could climb it, this was no problem, but he could not burn the manor alone.

Up above, in Millsborough manor, Hunter saw Garland in a wide window with his family and associates at his shoulders. They were pale, tight-lipped, and were comforting children at their thighs or breasts. This was their last refuge on the mainland.

“Just you and these two clowns, big ugly? Don’t anybody wanna play with you?”

Nefaro froze, then looked over his shoulder.

“Not looking so beautiful yourself, now. Though slightly more robust…”

“Don’t let the growth spurt fool ya. I’m just as dead as you are.”

“I’ll take that bet,” Nefaro grinned, and advanced on Hunter who could feel the ogre’s footfalls. It was like staring down a grizzly bear. Hunter didn’t think he could have done it if this wasn’t his last day. But he did. The fire troops and stevedores stood and gaped.

Nefaro lurched his shoulder inwards a bit and then gave Hunter a massive backhand. Hunter got his hands up but it was like getting hit by a car and he went tumbling head over heels, absorbing most of the force in his face and chest. He looked up with double vision, split lips and a numb nose as Nefaro came looming over him.

“He’s gonna kick my head out my asshole,” Hunter thought and rolled to the side over and over in a way that felt comical and pitiable to him. He leapt up, woozy, and Nefaro was just six feet from him. He rushed in at Nefaro and swung at his jaw; this was risky but Hunter had to find out just how fast his opponent was. He hit Nefaro right on the tip of the chin; the giant let out an angry puff and smashed Hunter in the back as he passed beneath his armpit. Hunter had the wind knocked out of him, tripped, hit the ground hard and tumbled end over end again, his legs whipping him around. He felt the skin of his back rip. What the hell?

He staggered to his feet, Nefaro already lumbering towards him. This was not fair. He reached back to feel his skin, and between the bloody rips in his flesh there was a strange knotted surface. He wondered if he’d gripped a tree for a moment, but it was there even when he moved his back around.

Hunter rushed away from Nefaro, sliding on the grass. Nefaro had stopped and Hunter glanced over his shoulder. Nefaro was glaring at him with a furrowed brow.

“Can you blame me running?” panted Hunter with a stinging face.

“You… how long have you been in Sarabande?”

“A day. Or maybe forever. Depends on what you call me,” Hunter said with a half-cocked smile.

“Don’t trifle with me, fool,” said Nefaro, “I was mighty before I ever showed signs of the woodrot. Whatever strange, advanced case you may have developed can bring you no closer to matching my prowess.”

“You know more about it than I do. I just broke down a whole squad of your boys so you might be right about the ‘advanced case’ part.”

Nefaro’s eyes went wide and livid. He glanced in the direction that his fire squad had departed in, then back at Hunter.

“And can you squish ants, too? Come, prove yourself against a member of your own species, brother!” Nefaro stomped towards him. Hunter rushed in and launched a punch at his nose, connecting. Nefaro tried to clap Hunter’s head between his loglike palms and woodspire fingers, but Hunter squatted and made a diving roll between his legs, correctly predicting that he’d have clearance. Punching Nefaro in the nose was like striking a tree, and Hunter’s knuckles burned. He glanced at them and his eyes popped: the bloody skin had flaked away where he’d used it to strike, and his knucklebone was covered in a knot of what looked like smooth mahogany. He almost fainted at the sight of this, glancing over at Nefaro in wonder and disbelief.

“Pfeh! You can strike!” exclaimed Nefaro. “Come closer! I’d like to feel something again!”

Nefaro bore down on Hunter. Hunter bladed his body and raised his fists, considering how to manage this attack. He leapt in to kick Nefaro in the testicles. Nefaro grabbed his pant leg but Hunter ripped it free. Nefaro caught Hunter’s forearm as he was spinning.

“Got you! Any last words?”

Hunter’s flesh felt strangely numb under Nefaro’s grip. He had a premonition.

“Yeah. My skin’s yours. Might help with the blemishes.”

Hunter wrenched his arm free of Nefaro’s grasp. His forearm and hand were bloodily degloved by the iron grip, and Nefaro was left only holding only a ragged, calloused, fingernailed length of flesh.

Hunter darted back and raised up his aching hand. He had strange calcite-like buildups of smooth wood on his bloody bones, there were woody vines entwining his pale ligaments now free to flower with budding leaves, and he saw cellulose fibers in the interstices of his muscle, coloring it coconut brown.

Nefaro hurled the hand-flesh; it thwacked into the side of a nearby truck and began sliding towards the ground.

“Then give me what I’m owed!”

Nefaro lurched for him but Hunter rolled to the side. Nefaro tried to kick him but he juked out of the way and slipped behind the ogre, slugging him in the gut as he went. Nefaro whirled on him and reached out with both hands, seizing Hunter under both armpits and staggering forward with him until they came to a crashing halt in a broken crate of kerosene bottles. Wood dust rose around them and they were both drenched in the ruddy smelling fuel. The smashed bottles lacerated Hunter’s skin, but it was a curiously weak pain and only went skin deep.

“Now I’ve got you. Ironic that we ended up here. I would have loved to see you burn, stack of faggots that you are. But I’m going to pull your head off first.”

Hunter reached into his pants pocket and drew out his cigarette lighter.

“No, no, I’ll oblige you,” he said, and looked at his silver lighter as he flicked it. “I always knew you’d kill me.”

The inferno spread over them in a heartbeat. The air became a rushing gout of blue and pale yellow flame joined by booming eruptions of naphtha from the stockpile. Not only was everything in Hunter’s view set on fire, it seemed the very trees above had been set alight and were weeping burning matter into his field of vision.

Hunter’s mind was split in half and he was gripped by cosmic agony as his skin burnt up and died. There was a constant high-pitched scream in the background, even above the all-consuming breath of the fire. It was Nefaro; he had been made into a torch and was staggering away from the stockpile like a maimed yeti of fire.

I should be blind, Hunter thought. He looked at himself and he too was burning. He got up and walked through the numb heat towards Nefaro.

The fire was cutting through the body of his nemesis. Much more of Nefaro was flesh than Hunter had realized, and his blackened and scorched body contained much charred meat. Hunter had expected Nefaro to be like him. A statue of wood and ivy.

Nefaro rounded on him, a blackened shadow demon of ruined flesh and malevolent countenance. He burned.

“Still I will destroy you,” uttered the monster.

Silently, Hunter moved towards Nefaro, picking up speed with a trail of fire behind him. He could throw pebbles at Nefaro all day, but only a boulder would fell the giant. Hunter had to take a risk; he had to make one, perfect attack or Nefaro would surely finish him. But there would be no escaping the aftermath of a strike of sufficient magnitude. He had to get it right or Millsborough manor would burn.

Hunter arrived at his quarry and snapped a kick into the ogre’s chest. Nefaro brought his hands up to deflect it. Hunter followed the kick into a second spin and leapt into the air, coming parallel with the ground.

He delivered the top of his wooden foot right into the jaw of the monstrosity. Hunter dropped to the ground, and looked up with wide eyes. Had he failed, he would now feel the giant’s deadly stomp.

Nefaro leaned sideways, wavering for a few moments, and then pitched sidelong into the leaves in a heap and there his body burned.

Hunter walked to the ivy-laden gate. He gripped it with woodbone fingers and climbed, singeing the ivy as he went. He straddled the top of the fence and looked upon Millsborough’s beautiful manor.

“Millsborough,” Hunter rumbled through the flame, “The way is clear!”

His voice sounded strange; resounding, but reedy and monotone.

Millsborough left the window and his supporters followed him after gazing upon their burning savior for a moment. Millsborough led them, perhaps a full hundred, in procession through the gate. They bowed their heads to the strange, burning wooden statue as they passed. The Queen’s siege works were consumed in flame, but they loaded themselves into the trucks and sped away for the docks. This would be the end of their chapter in Sarabande, but perhaps not of their role in the future of the city.

Hunter walked through the city streets and overlooks. People screamed, gasped, held hands over their mouths at seeing this burning figure. A specter of legend. Myth. Fairy tale. It was making for a tower.

There Hunter Flintridge stood and gazed over the glittering bay of Sarabande for the last time. He saw the waving boughs of the forest and beyond them a red steamship making for the isle of Tincaro and a new life beyond the Queen’s deadly grasp and the reach of her enforcers, the chief of which was now firewood.

From the deck of the ships, the Commissioner, his family, and his supporters could see little of Sarabande but a single burning figure bidding them good fortune from the city’s tallest tower.

Art - First Run