Excerpt


In order to manifest itself upon the mortal world, Iazgu the Flayer had forced the artificers of Beamcog to craft a soul-gem housing its true essence. When its schemes fell apart, and its bid to take control of Beamcog by subtlety and force failed, the soul gem was captured by the canny hero Gora.

Soul gems being what they are, Gora had a choice: she could shatter the gem and banish Iazgu to the Darkness Beneath for all eternity, or she could issue it a single, binding command. The choice had to be made in an instant, as the demon raged at her in an attempt to reclaim its lost soul.

Gora’s solution?

She opened up an inn with the proceeds of her adventures, but like all inns it had need of hard labor in turning down sheets, serving drinks, and the like. Now, people come from miles around to the inn in order to watch, and mock, the once-mighty demon that is now condemned to serve as a chambermaid for all eternity.

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A land of unusual warmth for its latitude, and as notable for its hot springs as for the many miles of caverns that snake beneath it, the Caldera is the site of an ancient catastrophe. Millennia ago it was the site of a violent volcanic eruption, the cause of the Black Year written of in many chronicles, and the culprit behind the collapse of more than one ancient civilization. The cataclysm resulted in a crater-shaped depression surrounded by jagged peaks that are difficult to traverse in the summer and all but impassible in the winter, with only Screefall Pass to the south being open year-round.

The warmth and incredibly rich volcanic soil of the Caldera led to a period of intense settlement after memory of the eruption had faded. Colonies of humans, dwarves, and elves were all established, with the settlements of Vallia, Morinth’s Delving, and Welkor’s Light dating to this time. Pilgrims were also attracted from many of the faiths that had the Black Year as a centerpiece of their cosmology, and many ephemeral temples rose and fell in the area through time.

Perhaps the most notable figure to emerge from the Caldera was Minaka the Conqueror, who was born in Vallia and was able to use the Caldera as a base to carve out an empire for herself. Her tomb, carved into living volcanic rock, is the centerpiece of a great abandoned necropolis–the Valley of the Dead–that houses the bodies of many of Minaka’s most powerful friends and advisors. Unfortunately, Minaka the Conqueror died without an heir, and her incompetent nephew led her realm to dissolution within a generation.

The Caldera has largely remained a backwater since Minaka’s empire fell, attracting a steady number of visitors to its hot springs and a diminishing number of religious pilgrims to the crumbling sites of fading faiths. It has largely wound up being in thrall to whoever has occupied the large walled city of Ulat to the south of Screefall Pass, and the population has been in decline as its remoteness has grown with the turmoil of the world.

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The sliver enlarges the wasteful ice, yet the blow volunteers that same ice. When does the weather enhance the freezing wood? The vessel prepares the moldy regret.

The oil enlists the fire. The way influences the flame. The mature peace crystallizes into the burn.

The balance hangs on the meal. How does the meal modernize the ordinary person? Why does the rapid attack execute the grain, but not the spit-roasted meat?

The ray conveys the wave, the thunder leads the increase. All is extinguished, but the flames.

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I see them there, every time I pull up: the three stacked traffic lights at the intersection of Van Buren Avenue and Lewis Street. People drive by them every day, twice a day or more, without noticing.

But I do. I know their secret. I see it every time one goes dark, imperiously stopping me or sending me on my way. Tiny skulls, in shadows of amber, crimson, or jade, leering out of the glass.

I’ve tried pointing them out, bringing people into my confidence about the evil that has overtaken that intersection. But they all laugh or cluck their tongues, saying things about LED lights and optical illusions. But I am not fooled; I know better.

Those lights are the locus of all that is evil in the world, a poisonous seed spreading tendrils throughout a tranquil garden.

I know what I must do.

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Devtpo – A large but sparsely populated barony in southern Pexate known for its peaks, straddling as it does the Gambeaux Range that helps divide Pexate from Layyia. Its remoteness and solitude have led the Sepulcher to establish many monastaries there. Due to the danger from marauders and Layyian raids, most of the monastaries are fortified and manned by guards, doubling as fortresses.

Toan – A large city on the river, Toan has long been a gateway for shipping inland goods that come from the southern sea, as all but the largest boats can sail up the river to reach it. This gives Toan a cosmopolitan air and its marketplaces and back alleys are among PExate’s most powerful engines of commerce. As a barony, it is among the smallest, encompassing only the city itself and a bit of the surrounding countryside as a legacy of its former status of a Liberated City of the Crimson Empire. It is also ruled by a bishop rather than a baron, thanks to its status as a coveted prize and the Sepulcher’s reputation for neutrality

Exor – A barony in central Pexate, directly on the border with Layyia. It has been the site of many battles between Pexate and Layyia, and as a result has traditionally been allowed considerable latitude to defend itself. Known for its iron mines and high-quality steel, Exor blades have long been the arms of choice for the kings of Pexate.

Hecoran – A mostly rural barony in central Pexate notable for its many rivers and dense hardwood forests. Like Exor it borders Layyia and has been the site of many a clash between the two kingdoms. Its hardwoods are prized for furniture, and it also has many sites at which the components of gunpowder may easily be gathered.

Ioxus – A large barony in the plains of central Pexate and home of many herds of wild and feral horses. The capture, breaking, and training of hoses has long been its specialty, and Ioxans in general are known for their horsemanship. The barony provides heavy cavalry, scouts, and many other essential troops. It is also a matriarchal barony in that power passes from mother to daughter rather than father to son, a feature that Ioxus has carried over from its long-ago existance as an independent principality.

Gattne – A barony in northern Pexate consisting mostly of wild grasslands and home to the majority of sheep in the kingdom. Its vast herds of sheep have also made it a center of dyeing and weaving. The city of Bleachfield is particularly noted for its textiles, and its finery is famous throughout the land. Bleachfield has been the source of clothes for the Pexate court for centuries, the process behind their brillian “Bleachfield Crimson” a closely-guarded trade secret.

Varrett – A barony in the north of Pexate, notably covered by Greywacke Wood, the largest and densest forest in the kingdom. Its people are notoriously hardy warriors, most of them having hunted from an early age, and forestry is the basis for most of its economy. Notably, Varrett’s forests and fortified crags at Aiov and Ogre’s Reach have meant that it has never been conquered.

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Much as Vallis was founded by humans after the catastophe that created the Caldera, so too were Morinth’s Delving and Welkor’s Light founded by dwarven and elvish colonists, respectively.

In the north of the Caldera, the dwarven colonists stumbled upon a warren of volcanic caverns and subterranean steam vents created from empty magma chambers. This ready-made dwelling also had access to veins of precious metals, plenty of room for growth, and many avenues of access for trade with both the surface and the Underdark. Within a generation, a powerful line of dwarven dukes had arisen, and for many years they were the primary power within the Caldera. While many of the mines have closed, and other colonies have since eclipsed Morinth’s Delving, Morinth IX still rules over a wealthy and potent kingdom.

Welkor’s Light was an aboveground settlement dedicated to studying the potent magical aftereffects of the calamity that created the Caldera. A fortress set on a wooded crag, it clowly grew to encompass a full-fledged community of elves despite its beginning as a mere research outpost. There was continual tension between Welkor, the leader of the settlement, and the various members of Morinth’s line, each accusing the other of a variety of misdeeds. In time, though, Welkor’s Light became a powerful fortress, capable of withstanding a lengthy siege and a powerful producer of artifacts in its own right.

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The largest human settlement in the Caldera, Vallia is set around the famous hot springs of the same name. Legend has it that a nymph lives in the spring, imparting healing properties to it, and the Baths of Vallia have made immersion in the spring the centerpiece of the town’s economy. The Baths are frequented by the wealthy elderly from Ulat and further south, with some traveling untold leagues for the privilege.

Another attraction is the Demon Arms Inn, a well-kept place of lodging and drinking that has been in the Gora family for generations. Gora the Seventh is currently the proprietress, catering mostly to people wishing to use the hot springs, but there is one other major attraction: Iazgu the Flayer. A demon from the underworld, Iazgu attempted to conquer the far-off outpost of Beamcog but the founder of the Gora line was able to capture his soul gem and bind him to service. Iazgu currently serves as the tireless server and chambermaid of the Demon Arms, and attracts visitors who have never seen such a being before.

Vallia is governed by a Council of Notables, who choose from among their number a Mayor. The qualifications required are somewhat murky–it’s been said more than once that the only way to become a member is to seat yourself and be powerful enough that the guards too frightened to remove you. The current Mayor is Derex Freehold, a major landowner in the farmlands around the city. Other notable members include Gora the Seventh, Kalto Hearthfire the dwarven owner of the general store, Zero the elven smith, Namidine the halfling proprietress of the hot springs, and Ockham the orcish chief of the city guards.

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It came to me slowly, as all great things do.

I had, for many years, marched to a martial beat in the service of others. Or, at least, that is what I had told myself. I gloried in the marching, the brass clusters and percussive taps. It was my structure, my life, the rack on which I hung the baggy canvas sack which my life had become.

In narratives like mine, the chain is always broken by an unlawful order or a massacre, a big evil blade to sever the chain forever. But, as I said, it was a gradual thing.

When you’re in a rut, when you’re relying on orders to fill a void within you that you refuse to address yourself, you notice little things. That robotic adherence to the letter rather than the spirit. That cynical manipulation to get what you want rather than what they meant. And the annoyance of watching the young and the idealists, matched only by the annoyance of watching them wilt into you, into your successors.

Everybody has a point, even if it’s just a fleeting one, in their lives where the straws are piled high enough that they can see the break coming, even if the camel can carry another bale or two. For me, that time came one morning when, as I had done a hundred times before, I had to write somebody up.

Only this time, somthing was different.

Only this time, that somebody…was me.

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Said she: “Why dost thou do this, the selling of tissues? Surely the income thou earnest cannot cover thine costs, not in a time and a city which hast known much of sorrow yet prides itself on never shedding a tear.”

Said he: “It is my lot to soak up the tears of a weeping world. For all they who hold in the weeping for lack of something soft with which to meet their sorrows, I am there. For all those who wish to comfort and dry the tears of their dearest ones, I am there.”

Said she: “But why?”

Said he: “For I have known much of weeping in my own life. I have never turned down a person who sobbed but could not pay.”

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Canto the Fifth

In those caverns deep where no light will dare
The Seeker of Knowledge waits patiently there

With great red-rimmed eyes and features of stone
He seeks to know all and he seeks it alone

Bargains he will make and deals he will strike
For knowledge alone without malice or strife

For that’s what sustains him, that what he craves
All new information stored deep within the caves

But be wary of him and his treasures do shun
For it’s knowledge he gathers but of it he gives none

For the deep set Seeker is where good facts go to die
And you will die too should you meet with his Eye

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