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Hex Session XXX – Actual Play – In the Dreams of the God-Whale

  • Alabastor Quan, a gnome rogue-turned-warlock and failed circus ringmaster; wielder of a cursed dagger and member of the Ravenswing Thieves’ Guild.
  • Caulis, a homunculus warlock liberated from its master; has made a pact with certain Faerie Powers.
  • Miri, trollblood wizard, plucked from Mount Shudder and raised amongst Hex’s arcane elites. A recent graduate of Fiend’s College.
  • An ancient and enigmatic Lengian cleric of the Mother of Spiders, name unknown. She wears bulky ecclesiastical garments covering an uncertain number of limbs and goes by “Sister.”
  • Yam, an eccentric gnome illusionist and local graduate student at Umbral University. Yam cares little for money. Yam is curious. Yam is Yam.

XP Awarded: 1000 XP

Yam had stopped by their apartment in Mooncross, checking in on the magical sheep Cosmo and the Book of Chaos, stolen from Delirium Castle and stowed there with the formidible caprine guardian. They discovered that the Book seemed to be altering their chambers, creating new doors and corridors within the building, undetectable from the outside: a room made entirely of candy and gingerbread, a walk-in closet filled with animated clothes, a tropical greenhouse, even a gallery filled with portraits – all of Yam.

“Like what I’ve done with the place?” The Anarchonomicon asked Yam.

“Uh… I mean, it’s cool and all, but uh… is there any way you could keep this from getting out of hand?”

“That’s not really in my nature, now is it?” The Book of Chaos responded, its pages flipping glibly.

Yam made a note to tell their companions about the tome, then hurried off to the docks to catch a ferry to Genial Jack – an invitation had arrived, from the party for a celebratory soiree in Jackburg.

The party was celebrating the recovery of their treasure from the Cuttlethieves, and the successful auction for many of said items in the Queen of Lost Souls. Flush with funds – most would be used to begin construction of a spacecraft, to travel amongst the spheres – the party headed to the Coils: a district at the bottom of Jack’s forestomach, named after the skeletal remains of a gigantic sea serpent that Jack swallowed many centuries ago, now colonized by Jackburg’s inhabitants and transformed into the city’s pleasure district. Fully legal brothels catering to all species and genders could be found here, along with drug dens, taverns, casinos, and other establishments dedicated to every indulgence. Famous establishments include the Fortunate Fangs (built within the serpent’s mouth), the Cage (within its ribs), and Jack’s Own Luck. The famous rival bordellos Cecaelia’s – featuring various merfolk performers and courtesans – and the Yaghotep’s Cathouse – run by a renegade cat from New Ulthar –  could also be found in the Coils, as well as taverns such as the Drunken Louse, the Klabautermann’s Cap, Fata Morgana, and Aspidochelone.

The group settled in at the Fortunate Fangs; amidst the yellowed teeth of the sea serpent, the Casino was a crowded confusion of light, laughter, and beleaguered groans, principally staffed by humans, goblins, and ratfolk. The crowd was more diverse: polypoids and jellyfolk and glamorous octopoids, cambions and gnomes and trollbloods from Hex and even one or two mysterious figures who might be Fair Folk, dhampir and ophidians and stranger folk – slugkin, shimmering ghostbreed, orchid-women, glass golems, a talking bear. The bar flowed with exotic drink: wines from across the Blushing Sea, melon liqueurs, ectoplasmic cocktails, drinks served in floating, animated glasses that hovered beside their drinkers.

Shark Race. Illustration by Caulis’ player, Bronwyn McIvor.

Comet tried his hand at several cage-fights, winning several and surprising the crowd greatly; Sister won a round of Leper’s Dice, coming away with an extra pincered limb, won from a karkinoi gambler. The group then turned to the exciting shark-races, held in tubes of sea-water winding through the Coils. They placed bets on sharks like Gnasher, Beauty Queen, Mister Smush, Blue Lightning, Bloodlord, and Her Eminence – as well as a mysterious shark, “Carl,” entered by Yam, in fact a subtle illusion the mischievous gnome wizard was conjuring. Bets made, a tiny automated submersible was placed in the tube, leaking blood; the sharks, gnashing their teeth, were off. Yam’s illusory shark won the race handily, earning the gnome an impressive number of dubloons, Jackburg’s currency. The race-attendants began inspecting this mysterious new shark, but the party was saved by a sudden tremor, the “ground shaking,” glasses shattering, cards and chips flying from tables. It was as if all of Jack were quaking, an a monstrous groan was audible, the whale himself crying out in the night.

When the group had picked themselves up, Sister sought out Parthenia Quell, the Navigator who was celebrating with the Variegated Company, and daughter of Sister’s former lover, Adam Quell.

“What in the name of the Mother of Spiders was that?” she asked.

“Another of the nightmares,” Parthenia replied, her tone sombre. “Damn! I thought they had passed for good. For the past few weeks, he’s been suffering from them. We Navigators… we can reach into Jack’s mind, communicate with him in a fashion. But nothing we’ve been able to do can banish them. We thought they’d stopped but now…” Her face pales. “Outside, I am sure there will be significant damage. Possibly deaths. We will have much work to do, to convince Jack he is not responsible. But if we can’t find a way to quiet Jack’s mind, we will have to leave Hex earlier than anticipated.”

Sister pondered. “My group has had some experience with dreams,” she said, thinking back to their sojourn to the Egregor Vaults and Caverns of Fear beneath the Dreamer’s Quarter in Hex. “And I am a Lengian, a creature of the Dreamlands, after all. Perhaps we could be of some assistance.”

Parthenia nodded. “Hmm… you have communed with Jack before, on his last visit here… I will speak to my fellow High Navigators. Come to Melonward tomorrow, the the Inner Sanctum of the Cathedral.”

“We’ll be there,” Sister replied.

The party spent the rest of the night perusing the Borborygmus Bazaar. The group was delighted a gnome woman with mismatched eyes, one red and one sapphire blue, advertising a menagerie of automaton animals, including a wind-up ostrich, a gear-driven hellhound puppy that spat real fire, and a clockwork sphinx that flew around while reciting curious riddles. A polypoid merchant watered bonsai trees each with their own miniature dryad. The dryads didn’t mind if the trees were sold but pruned the trees themselves into elaborate shapes (animals, fanciful cities, monsters, faces, etc); Armand made sure to purchase one, though the sorcerer confessed a weariness from the day’s events and planned to rest the next day. A man from Teratopolis – marked as such by his mask, his twisted left arm, and his slug-like lower body, mutations caused by the alchemical poisons Hex introduced to the water of that city during one of its many wars – sold a variety of salves and oils, including medicinal tinctures; Yam purchased some “salve of sentience,” which animated any object it was rubbed upon, like furniture polish.

Octopoid Tattoist. Illustration by Caulis’ player, Bronwyn McIvor.

The party spent the night at the Fata Morgana in silk hammocks, the traditional bedding of Inner Jackburg. When dawn came, they made a brief sojourn back into Hex, stopping at the Bird & Key City Bank to retrieve the carefully protected tome known as the Oneironomicon or “Book of Dreams,” procured at great risk from the Egregor Vaults deep beneath Hex, at a place in the Old City where the borders between waking and dreaming grew thin. While in Hex they observed some of the damage last night’s events had caused: waves from Jack’s thrashing had destroyed some of the docklands and damaged several ancient dagonian buildings in Croakmarsh, and reputedly the Hexad Council was highly alarmed, entreating the Whaleguard and the High Navigators to move Jack from the harbour lest further devastation occur. Sister studied the Book of Dreams carefully and purchased a few key spell components before the party made haste back to Jack, heading this time to Outer Jackburg and the Cathedral.

Deep within the Cathedral of Melonward, in the heart of the glittering edifice of glass and steel, the High Navigators convened at the Inner Sanctum, a circular chamber beneath a glass dome. The floor here was bare, composed not of stone or metal or wood but of Jack’s own flesh. Parethenia greeted the group with a look of deep concern.

They discussed possible causes for the nightmares, including the presence of certain parasites in Jack’s intestines, but Sister assured Parthenia that she could deduce the cause. “We need to enter one of Jack’s dreams outselves,” the Lengian priestess explained. “There is a ritual here that I can use; it will not harm Jack, but it will let my companions and I slip into his mind.”

Parthenia spoke to the other High Navigators at length; after much discussion, they agreed to try the ritual.

“Anything to stop these nightmares,” said High Navigator Netch Vicissitude, an elderly ratfolk woman.

“Do you have any idea what we might expect?” Armand asked.

“It is difficult to say. Jack does not remember everything in the dreams. We’ve received only flashes – images of pain and death. Some seem to be from his past, from disasters or struggles that Jackburg went through – the storming of the Flukefort, the Doppelganger Plague of 1492, the drownings during the Rising Tide when the undines rose up to demand their freedom.”

The ritual was complex. First, the party waited for Jack to drowse. Each member of the Variegated Company present consumed a quantity of Dreamdew, a soporific drug Sister had purchsed in Cobweb Cliffs. Sister than performed a series of incantations and drew a sigil upon the forehead of each individual, marking them with an Archetype, giving them form within the Dream. Alabastor would be the Shadow, the repository of the fearful, repressed, irrational, and unconscious, able to reveal what is hidden; Miri would be the Sage, representing wisdom, conscience, memory, and knowledge, capable of unraveling memories within the dream; Yam would be the Demiurge, representiong creative instincts, imagination, energy, and willpower, capable of reshaping the reality of the dream; Caulis would be the Innocent, representing idealism, courage, vulnerability, and youth, capable of purifying the dream of nightmares; and Sister herself would take the form of the Trickster, a mischievous figure representing self-destructive and transgressive instincts, a rule-breaker and a manipulator who also stands for freedom and self-realization.

These archetypes decided, each member of the group then whispered their greatest desire to the person on their right, and their greatest regret to the person on their left. Sister spoke a final incantation as the sleeping-drugs took hold, and touched the bare flesh of Jack, inscribing a final sigil upon his skin to mark the Dreamer whose dream they would enter.

They slipped into unconsciousness…

…and appeared in Jack’s dream, in a version of the Main Stomach, a fire blazing. The Gutgardens burned, pools of stomach acid boiling, cilia waving frantically. The Borborygmus Bazaar had kindled, the stalls and shops billowing with smoke, crimson flame lapping at the foundations of the structures above. Smoke was rapidly filling the stomach. The folk of Jackburg scrambled to try and put the fire out, dousing it with water pumped from emergency valves, but it was spreading faster than they could douse the conflagration. Burning bodies raced through the streets, screams filling the air.

The party surveyed their new forms, shapes determined by the Archetypes in the ritual. Alabastor flexed limbs stuffed with straw, button eyes swivelling in a scarecrow face; Sister flapped raven wings.

Archetypes. Illustration by Caulis’ player, Bronwyn McIvor.

Miri, the Sage, recognized the memory instantly – the Great Fire of Inner Jackburg, a conflagration caused by the release of a clutch of wyrmlings, accidentally hatched in the marketplace. The wyrmlings were eventually charmed by a group of visiting enchanters from Tetractys, but the death toll was in the hundreds. She quickly explained this to the party, even as swooping shapes flitted through the fire and smoke – the wyrmlings, recreated in Jack’s dream, spreading fire everywhere.

“There are the enchanters,” Alabastor indicated, pointing to a group of robed figures high above, in Queens’ Corners. As they watched, however, a crossbow bolt whizzed through the air and struck one of the enchanters; he toppled from the boat he was on, falling hundreds of feet to the blazing Gutgardens below.

Wyrmling. Illustration by Caulis’ player, Bronwyn McIvor.

The party leapt into action, Sister flapping her wings and taking to the air in search of the assassin firing at the enchanters. The wyrmlings hurled fire, scorching Miri, who counterattacked with magic missiles. Yam, as the Demiurge, manifested a chain around one of the wyrmlings as it swept by, andmanaged to subdue it; Caulis cast a spell to charm one of the beasts, while Alabastor used a phantasmal force to subdue another.

The assassin, meanwhile, picked off another enchanter. Sister caught sight of him – a Lengian with several arms, swathed in a dark cloak and perched on a high bridge near the top of the Main Stomach. She swooped towards him on raven wings, but he hissed and rolled aside, firing a bolt that struck home. Poison began working its way into Sister’s oneiric body, and she woozily flapped her wings before plummeting to the ground.

Sister’s Fall. Illustration by Caulis’ player, Bronwyn McIvor.

The party rushed over to help Sister; their disguises were slipping, as the Trickster’s magic was what let them sustain the image of their Archetypal forms. Yam, meanwhile, leaped atop the charmed wyrmling.

“I’m calling you Flipper,” the gnome declared. “Now, up!”

The dream-wyrmling complied, flyng through the smoke with Yam on its back, and they chased after the Lengian assassin. He opened a door down a seemingly random alleyway within the dream, revealing a strange vista beyond: Mawtown stood abandoned, Jack’s mouth open. The air  on the other side of the door was frigid; beyond stretched not the ocean but a cold, rocky beach, partially covered with snow, with ice beyond. The chateaus dangling from the roof of Jack’s mouth looked derelict, and several had crashed to the floor, chains rusted through. The wharves and jetties to either side of Jack’s tongue wee rotten and shattered, warehouses broken and looted.

It seemed a nightmare not of things past, but of those Jack feared might yet come – of Jack, beached and forlorn, unable to return to the ocean. In the distance, Yam could see ominous figures of immense size crossing the beach towards Jack, massive harpoons in hand.

“Not so fast,” Yam said, directing the wyrmling to snatch the assassin before he could escape into another dreamscale. Claws closed round the Lengian, and the wyrmling flew the captive assassin back to the party, where Sister was reviving. Yam conjured more chains to keep the assassin subdued. He was garbed in diaphanous garments of spidersilk and carried a crossbow and short blades; a cloth was placed over his mouth, and intricate tattoos snaked over his exposed flesh. Alabastor yanked down the Lengian’s mouth-cloth while Sister conjured a zone of truth. Miri, looming over the Lengian, started asking the questions.

“You’re not going anywhere,” the trollblood wizard said. “So. Let’s start with a name.”

“Dolus,” the assassin snarled.

“And who are you? Are you part of this dream?”

“No.” The Lengian struggled against the effects of the truth-magic. “I’m an intruder here, like you.”

“What are you doing here?”

The Lengian remained silent.

“We can leave you trapped here,” Alabastor said, scarecrow visage thrust at the Lengian’s face. “Trapped in Jack’s mind, while your body rots.”

The Lengian ignored Alabastor, holding back words. Sister examined his tattoos, hissed.

“He’s a member of the Order of Icelus,” she whispered. She drew the other party members aside, described Icelus to her companions – a dark, primordial god, forbidden to Lengians, and said to be older even than the Mother of Spiders. Ancient and sinister scriptures, restricted from common view, held that he dwelt in the void of night before the Many-Limbed Mother spun out the great web of the dream-world. “They’re said to be dreamwalkers – can slip from mind to mind. That could explain how he’s here.”

“Hmm, I have an idea,” said Alabastor. Summoning the power of the Shadow archetype, he manifested a dark, terrifyng worm, all wings and tendrils of tenebrous energy.

“I AM YOUR GOD, ICELUS, LORD OF THE DARKNESS,” he said, looming before the assassin. “ANSWER MY QUESTIONS, OR PAY THE PRICE.”

The Shadow’s powers worked; the assassin’s eyes went wide, irrational fear seizing him.

“I was hired by someone. I don’t know who… a shadowy figure, concealed by magic. She called herself ‘S.’ I say ‘she’ – the voice sounded feminine, but her stature was great.”

“Icelus.” Illustration by Caulis’ player, Bronwyn McIvor.

“Can you make this stop?” Sister gestured to the conflagration.

Dolus looked to “Icelus.”

“ANSWER HER!”

“Destroy this form, and the dream will cease,” Dolus said.

“WHERE IS YOUR WAKING FORM?” Aabastor asked.

“Cobweb Cliffs,” he admitted. “13 Chelicerae Street. At the back of a sword shop.”

“I think we have everything we need,” Miri said. “Yes?”

With the party’s assent, she dispatched the assassin. The dream shifted, the fires dissipating, buildings repairing themselves; burned bodies revivied, their wounds healing; the scene of horror and pain was replaced by one of celebration, a happy dream of contentment and revelry. And with that, they woke.

Back in the Inner Sanctum, awake once more, the party rushed to explain the situation.

“We can lend you an airship,” Parthenia Quell said. “It can take you to Cobweb Cliffs! Hurry!”

The party rushed out to Melonward, where the High Navigators hastily prepared a dirigible. They hurried aboard, the vessel hastening for Cobweb Cliffs, the web-swathed Lengian district in western Hex.

They touched down on Chelicerae street and hurried to door 13; Alabastor picked the lock, then ducked a poisoned crossbow-bolt rigged to hit whoever opened the door.

They found Dolus’s chambers at the back of the empty shop: a spare, simple room with a small bed and a huge host of alchemical concoctions on one wall. Tehse proved to be variants of sleeping-draughts for different times and intensities; the party helped themselves to the collection. There wasalso a tiny shrine to Icelus, represented as a dark, winged figure with tentacles emerging from beneath a robe, face shrouded by a hood.

There was no sign of Dolus himself; thorough search, however, turned up a note:

D

Continue tormenting Jack while he remains in the city. Aim for maximum distress but do not use lethal force unless directed. Only terminate the target on my signal.

– S

“‘S'”? Alabastor asked.

“Wait…” Caulis said. “The note! Back in Troll Country. Someone who used the letter ‘S’ as an identifier was corresponding with the Griefbringer. The homunculus took out the older note, snatched from a messenger-raven many months ago:

J

All goes according to plan here in the City. The people clamour for bread, for fuel, for heat. Soon they will die by the thousands and our forces will take what remains of Hex. Our agents still search the Catacombs for the Pneuomanomicon, but even if they fail in their search, necromancers shall raise those fallen from famine and overrun the gates. It will be your job to direct the Harrowgast to take down the Citadel of the Perpetual Storm. Should your timing be compromised, contact me using the usual channels.

S

Could this be the same “S” behind the fell winter that had brought the city nearly to its knees?

Hex Session XXIX – Actual Play – The Cuttlethieves

The characters in this session were:

  • Alabastor Quan, a gnome rogue-turned-illusionist and failed circus ringmaster; wielder of a cursed dagger and member of the Ravenswing Thieves’ Guild.
  • Armand Percival Reginald Francois Eustace de la Marche III, a suspiciously pale, apparently human noble and sorcerer, and certainly not a ghoul (how dare such a thing be suggested).
  • Caulis, a homunculus warlock liberated from its master; has made a pact with certain Faerie Powers.
  • Cephalus T. Murkwater, a dagonian barrister and monk, specializing in martial arts and magical labour law.
  • Comet the Unlucky, waspkin ranger, a dreamer and an idealist, longing for the restoration of the Elder Trees and the liberation of his people. Loathes the Harvester’s Guild, parasites and destroyers.
  • An ancient and enigmatic Lengian cleric of the Mother of Spiders, name unknown. She wears bulky ecclesiastical garments covering an uncertain number of limbs and goes by “Sister.”

XP Awarded: 1200 XP

As the last sepia vapour cleared, the coughing, flabbergasted party realized they had been well and truly robbed. The precious obejcts they’d auctioned off at the Queen of Lost Souls were gone – stolen, according to Captain Nodus, by the “Cuttlethieves.”

Both Miri and Garvin had been poisoned, knocked unconscious by darts used by the thieves before they made their escape.

Cephalus, meanwhile, had tackled one of the thieves, subduing him. The thief – a wiry young man clad in shifting, chameleonic armour made from some sort of squid-skin, was partially transfroming, his limbs spasming into tentacles, eyes bloating into cephalopodic orbs before receding.

“Don’t struggle,” Cephalus urged, tightening his grip. “You’re surrounded.”

The thief thrashed a moment longer, then was still. The conscious party-members, dazed by uninjured, gathered round the captive burglar. Guests, meanwhile, were picking themselves up and making demands for the items they’d purchased. Alabastor calmly reassured them the items would be recovered, darting nervous glances back at the party.

“Where have you taken our belongings?” Armand demanded imperiously, staring down at the captive burglar.

The thief remained stubbornly silent.

“I don’t have time for this nonesense,” Armand proclaimed. “Hold him down.”

Cephalus obliged, and Armand uncapped a mysterious phial of liquid – some alchemical extraction from the sorcerer’s greenhouse. As the dagonian held open the thief’s mouth, Armand poured the contents in. The thief spluttered and coughed, and suddenly his ear swelled up to three times its normal size.

“Gods above and below!” the man shrieked. “What have you done to me?”

“Ear-swelling is the first symptom of a very fatal poison,” Armand lied. “Cooperate, and I will give you the antidote.” He nodded to Sister, who quietly invoked a Zone of Truth.

“Fine! Fine!” the thief blubbered. “I’ll help you, damn you.”

“Your name?” Sister asked.

“Wickham,” the thief replied. “Of the Cuttlethieves. Fry rank – I’m a new initiate.”

“Once again,” Armand repeated. “Where are our belongings?”

“I can take you to your stuff… it’ll be at the headquarters. It’s hidden in Finfolkaheem.”

Captain John “Deathtail” Winters, one of the auctioneers, hissed. “That den of horrors?” the ratfolk Captain chirped. “An ill-favouered labyrinth, infested with scum of the vilest sort.”

“Why, what’s wrong with this place?” Caulis asked.

“Finfolkaheem is all that remains of the underwater homeland of the finfolk,” Nodus explained. “Swallowed by Genial Jack to end their slaving depredations.”

“The Whaleguard have raided Finfolkaheem on multiple occasions,” Deathtail proclaimed. “The finfolk have their flippers in everything – illegal smuggling, humanoid-trafficking operations, murder-for-hire. No surprise they’d harbour the Cuttlethieves.”

“Perhaps you’d care to join us?” Alabastor suggested to the ratfolk privateer. “You serve Jack – you could help us rid him of these brigands.”

“It would be my honour,” Deathtail chittered.

“Should we just wait for the Whaleguard?” Sister asked.

“Your belongings will be gone by then,” Wickham said, still under magical compulsion and threat of death. “We have a fence lined up. If you want them back… we’d best go now.”

“Captain Nodus, I trust you will alert the Whaleguard of this information,” Deathtail said. “I shall accompany the party to the hideout and retrieve the stolen goods.”

Nodus assented, and the party made haste; Comet noticed a trail of blood from one of the burglars, struck by one of Miri’s magic missiles, and followed this surreptitiously, to make sure that Wickham was leading them truthfully. After Sister scrawled a door using Portal Chalk, the group hurried through several of Jack’s smaller stomachs before arriving at Finfolkaheem.

Entering the pyloric stomach, the air changed, becoming colder, sharper. The smell of ancient dust and a strong waft of stomach acid rose to meet the party. The district was built atop and around a series of pallid stone monoliths that loomed like many-eyes ghosts staring up from below, twisting ramps and walkways linking them. The newer structures accreted to these cyclopean towers were made from the same flotsam and jetsam as the rest of Inner Jackburg, but here something about their construction was different, the angles subtly off, the bridges too crooked, the doors and windows askew. Therewere snarls of shantytown that the adventurers’ eyes slide off, making them dizzy.

“This way,” Wickham indicated, clutching his ear.

“So who are you Cuttlethieves, anyway?” Alabastor asked, using theives’ cant to communicate surreptitiously.

“We’re the elite of the elite here in Jackburg,” Wickham said, pride creeping into his voice. “Not like the Mischief or the Pincers or the Entrail Gangs. We steal only prized objects for discerning collectors.”

“What’s with the squid stuff?”

“When we’re initiated we’re… injected,” Wickham explained, using a series of subtle hand gestures. “Weremollusc blood. It manifests differently for each person. The Soft One has many forms…”

“Soft One?” Alabastor made the signs carefully.

“The Progenitor. An ancient god – some say the eldest god. A god of secrets and origins. All living things are its descendents.”

“Interesting… I’m also a member of a thieves’ guild, as you might imagine from the cant…”

“Is there no honour among thieves? Perhaps some arrangement can be made…”

“We’ll see. No promises. Stick with us for now and I’ll speak to my companions.”

The party came to what seemed a dead-end alleyway, lined with gigantic barnacles.

“It’s there,” Wickham said, pointing to one of the barnacles. Cephalus jumped up to it, prying open the scuta to reveal a passage beyond. As the party prepared to enter the tunnel, noise at the alley’s mouth made them turn.

A cluster of scaly, serpentine creatures like monstrous eels blocked the alley’s exit, their puckered mouths drooling, piscine eyes wide and hungry.

“Finfolk!” Deathtail snarled. “Back, you scoundrels. I am a privateer in the service of the Whaleguard, authorized to wield deadly force in Jackburg’s defense.”

The hissing, slithering things made a rasping sound like a wet chuckle and advanced, hefting nets and tridents.

“These fools look like they have strong backs,” one of the finfolk hissed in the Aklo tongue. “They will command a hgh price.”

“I think not,” Armand asserted, freeing his hands from his sleeves.

Captain Deathtail. Illustration by Caulis’ player, Bronwyn McIvor.

Cephalus, meanwhile, was already moving, Captain Deathtail beside him with sword drawn. The two warriors struck with fists, staff, and rapier at the finfolk, driving them back; Alabastor hurled an agonizing blast, producing a chorus of anguished hissing. The finfolk counterattacked, prodding those at the front lines with javelins and trindents, their barbs glistening with poison; the two warriors fell unconscious as the powerful poison began its work, and nets were hurled atop the pair. Comet set his dancing sword, possessed by Mademoiselle Sanguinaire, upon the eel-creatures, and it slashed a bloody swathe. Sister, stepping forward, spoke a prayer to the Mother of Spiders and struck with an open hand, touching one of the finfolk. Instantly the creature began dissolving, spider venom liquefying its flesh and organs to leave behind a fishy-smelling stain. Caulis, rifling through its pack, produced a runic stone from Troll Country, containing a bound thunder elemental. This the homunculus called upon, and the entity manifested with a rumbling groan, making dust shift and eardrums bleed. The finfolk, terrified, scattered in panic as the being of sound and puissance tore into them, crumpling skulls and pulverizing brains.

Sister’s Strike. Illustration by Caulis’ player, Bronwyn McIvor.

Battered but alive, the party took stock, Sister quickly administering healing spiders from her sleeves to sew up the party’s wounds. It was only after they had recovered that they realized Wickham had fled in the chaos.

“Damn. There goes our guide,” Cephalus muttered as a curative spider sewed up a cut on his forehead, courtesy of a finfolk trident.

Crawling through the secret door in the hollowed-out barnacle, the party entered the hideout of the Cuttlethieves.

A long stone corridor stretched ahead, its walls bristling with spiky masses of coral like vibrant pink and purple antlers. Part way along the corridor the tunnel appeared to be flooded, a sheer wall of water blocking the path forward.

“Most intriguing,” Armand said, eyeing the water. “I suspect it’s an undine – a water elemental. Bound to service as a kind of guardian.”

“I have an idea,” Cephalus said, thinking to his weeks of study at the underwater monastery at the river-bottom along the banks of Croakmarsh, where squamous martial artists taught him methods of manipulating water in all its forms. The dagonian barrister-monk stepped forwards, and the water flowed to meet him; with a muscular gesture and a focusing of his energy, Cephalus lashed out, and instantly the animate wave was frozen, crystallizing into the semblance of a shark.

Ice Shark. Illustration by Caulis’ player, Bronwyn McIvor.

The outer defense disarmed, the party carefully threaded their way past the shark-sculpture – the undine, frozen, seemed to eye them angrily – and the coral spikes, passing into a chamber beyond.

The entire floor of the room was covered in an ancient-looking mosaic depicting a many-tentacled sea-monster somewhat resembling a cuttlefish, though monstrous and twisted, dwarfing a representation of an underwater city whose towers were snared in some of its tendrils. On the walls, ornate sculpted tentacles held orbs containing luminous jellyfish. Several doors adjoined the room.

Armand looked suspiciously at the floor, and took a tentative step. Instantly, the mosaic began to move, the image shifting, the sea-monster reaching out with a tentacle towards Armand’s shadow. The sorcerer hastily retreated.

“I know what to do!” Caulis said excitedly, and cast a cantrip to create the image of a painted chef on the mural, as gigantic as the sea-monster, followed by the spell Marjorie’s Marvelous Mural, learned from the hedge-witch and artist outside Delirium Castle. Instantly, the chef came alive, and began menacing the sea-monster with his cleaver, hacking at the tentacles as if to prepare calimari; the painted horror thrashed and darted deeper into the “sea,” releasing a cloud of black ink that covered the mosaic with darkness.

Chef’s Special. Illustration by Caulis’ player, Bronwyn McIvor.

“That takes care of that,” the homunculus said. The party proceeded to carefully check the various rooms, moving stealthily to avoid alerting the thieves of their infiltration. They first found a storeroom of equipment: thieves’ tools, caltrops, rope, grappling hooks, and, perhaps most intriguingly, a series of grenade-like orbs filled with sepia vapour. These they absconded with, next discovering an arsenal jam-packed with blowguns, darts, hand-crossbows, and whips. Caulis also found a multi-thonged whip, the Tentacular Scourge, with suckered tendrils for thongs; this magical weapon could restrain those it attacked. Another chamber proved to be an armoury containing colour-shifting Chromatophore Cloaks to avoid detection, which the party donned.

At a momentary loss as to where to go next, they returned to the anteroom. Alabastor searched the room carefully and discovered that one of the sculpted tentacles containing light-orbs also functioned as a lever. Instantly, the room began moving – it was an elevator, conveying them to a deeper level of the complex. As they descended, the mosiac altered, as if they were getting deeper into the sea. At the bottom, they discovered the wounded sea-monster, huddled in a corner, quite terrified. Passing through a door, the party found a plain stone corridor with a pit halfway along its length. This Comet swiftly circumvented with flight – only to discover, on attempting to land on the other side, that the pit was an illusion, and that a true pit lay concealed by a second illusion on the other side of the false pit, a monstrous sea-slug at its bottom prowling hungrily. The clever trap discerned, the party passed over the true pit with blink or misty step; Cephalus, ever the acrobat, simply leapt across.

At the end of the hall, the party discovered an alcove with numerous rags. Puzzled, they peered into the next room, and saw that its walls, floors, and ceiling were all of polished nacre, forming a shimmering mother-of-pearl mirror. 

“Hmm. I have a suspicion…” Alabastor said, and blindfolded himself with one of the rags. He entered the room and then, for a brief moment, slipped the blindfold down to look at his reflection. Distorted by the twisted mirror, he saw himself made crooked and bent, contorted unnaturally; instantly he was filled with terrible pain as his bones and flesh began to strain, reconfiguring themselves to fit the terrible mirror image. Gritting his teeth, the gnome slipped the blindfold back on and returned; Sister healed him carefully.

The party heard a noise, and ducked out of sight while a Cuttlethief, blindfolded, crossed the nacre-mirrored room with practiced ease.

“We need to find our stuff,” Sister said. “Alabastor, how about that dowsing rod of yours?”

“Good idea,” the gnome replied, taking out the magical object he’d found back in the Caverns of Fear. This directed them downwards and ahead. Taking precautions, the party crossed the nacreous chamber to a door on the other side, Chromatophore Cloaks donned.

A small shrine occupied this chamber, adorned with statuettes to various sea-gods – the Sharkfather, Dagon, Jörmungandr, Tiamat, the Queen of Crabs, and many others. The largest of these idols was an unfamiliar being like a gigantic molluscoid hybrid, a grotesque combination of snail, oyster, cephalopod, and benthic sea-worm. The idol was tumoured with clumps of seaweed, barnacles, and mussels. An engraving in Aklo was set at the gastropod foot of the idol, next to a deep, black pool of water.

The engraving read: “The Soft One demands something Secret and something Stolen.”

Next to the engraving is an inkwell, quills, and parchment.

Sister, eager to try out her Gargoyle Lamp, shone the magical lantern on the statue. It stirred and shifted, animated by the lamplight.

“Who comes before me?” it rasped, its voice ancient and stony. Did the statue think itself a god?

“We are, ah, new initiates…” Sister fibbed. “What is this ritual for, exactly?”

“Write a secret upon the parchment,” the Soft One statue intoned. “Wrap a stolen object in the parchment, and place both in the pool. Then the way to the inner sanctum will be opened…”

“Seems simple enough,” Armand said.

The party hastily began scribbling down various secrets and placing objects looted from the Cuttlethieves’ own arsenal into the pool. Each time one of them performed this ritual, they saw the pool shimmer and seem to become a tunnel leading downwards, while those who had not performed it still perceived only a pool. As they finished the ritual, the door to the shrine opened, and several Cuttlethieves entered, half-transformed into their weremollusc shapes, their arms tentacular, heads those of vampire squid. One strained under the weight of a huge shell.

“Shit!” Alabastor said, firing off an agonizing blast as the party hastily began retreating down the secret shaft. Caulis hastily whipped out the runestone again, once more conjuring the thunder elemental. It growled and crackled, deafening the Cuttlethieves as the party made their escape, Armand taking care to knock the parchment and ink into the pool to slow any pursuit.

“Alright, we better move,” Alabastor said after they had descended a long ladder to a deeper tunnel. Comet went first, and soon found yet another pit trap, this one leading down a  slippery chute to an oubliette filled with bones; the waspkin, fortunately, could simply fly back out. The party hopped over the triggered pit and entered an antechamber with walls lined with thick, mucilaginous slime. This Armand froze with spells, and the party swiftly investigated several doors adjoining the room. One was a map room containing a huge map of Genial Jack, along with maps of various structures within Jackburg, including the four Queens, the Mysterium Tremendum, the Fomorian Palace, the Finfolk Dungeons, several mansions in Mawtown, and, additionally, maps of Hex, Erubescence, Verdigris, Tetractys, Teratopolis, Nornhold, Hypogeum, New Ulthar, Xell, and Skein. These maps were either displayed on the walls or carefully rolled and stored in cubbyholes. Finally, there were two maps spread on a table, displaying Hex’s Museum of Magical Arts and Master Melchior’s School of Thaumaturgy & Enchantment.

With little time to spare, Alabastor again used his dowsing rod, which led them to a hatch in the floor, leading to a vertical shaft filled with water. Sister hastily cast Water Breathing on the party, furnishing them with gills (save for the already-amphibious Cephalus) – a spell courtesy of her temporary patronage of Genial Jack himself. They climbed into the shaft and began their descent, illuminating the way by magical light. At the bottom, glimmering phosphorescently in the dark, a spined, zanily coloured nudibranch squirmed, massive in size.

File:Okenia elegans.png

Comet, approaching the beast cautiously, managed to temporarily distract it while the party swam past to a chamber below. The waspkin dodged round the poisonous creature and into the chamber – an airlock.

They hurriedly activated the chamber and entered the room beyond: the Cuttlethief treasury, piled high with coins from a thousand realms and multifarious treasures, including all of the objects stolen from the party.

As the party began recovering these treasures, Sister scrawled another Portal Chalk door on the wall, and they began transporting the auctioned goods back into the Queen of Lost Souls, to the amazement and delight of those still lingering in the auction house. Meanwhile, Comet, in a desperate dash back through the previous corridors, circumvented the nudibranch once more and returned stealthily to the shrine, where he found the crumpled, broken forms of the Cuttlethieves, slain by the thunder elemental. This he returned to its runestone before returning to the treasury.

The treasures secured, the party stepped through back into the Queen of Lost Souls and erased the door behind them. The robbers had been robbed, and the party surveyed its new treasures: a deck of cards producing illusions, a wand that could detect secret doors, a trident capable of controlling fish, a cloak made from manta hide enabling tranformation into a manta ray, a snake which, when worn about the neck like a necklace, hissed translations of unknown languages into the ear of the wearer, and – as they learned upon magical examination and consultation with one of the artefact specialists at the auction house – the legendary head of Granny Midnight, a powerful item which, if a name was whispered into its ear, would utter whatever words that person was speaking, even if they were many leagues hence.

Not bad for an evening’s work.

Zymotic Ward Rookery

Hex Session XXVI – Actual Play – The Book of Chaos

The characters in this session were:

AlabastorArmandWaspkin 3Miri Draft 2SisterYam

  • Alabastor Quan, a gnome rogue-turned-warlock and failed circus ringmaster; wielder of a cursed dagger and member of the Ravenswing Thieves’ Guild.
  • Armand Percival Reginald Francois Eustace de la Marche III, a suspiciously pale, apparently human noble and sorcerer, and certainly not a ghoul (how dare such a thing be suggested).
  • Comet the Unlucky, waspkin ranger, a dreamer and an idealist, longing for the restoration of the Elder Trees and the liberation of his people. Loathes the Harvester’s Guild, parasites and destroyers.
  • Miri, trollblood wizard, plucked from Mount Shudder and raised amongst Hex’s arcane elites. A recent graduate of Fiend’s College.
  • An ancient and enigmatic Lengian cleric of the Mother of Spiders, name unknown. She wears bulky ecclesiastical garments covering an uncertain number of limbs and goes by “Sister.”
  • Yam, an eccentric gnome illusionist and local graduate student at Umbral University. Yam cares little for money. Yam is curious. Yam is Yam.

XP Awarded: 1100 XP

The Variegated Company had been busy. Armand was renovating his familial estate, seeking a means of installing a teleportation node between his townhouse and the country manor. Sister had been carefully studying Cosmo, the strange sheep which might contain a pocket universe. Yam had acquired a new supervisor, Millicent Decrestor, who urged them to develop their thesis.

The party met at their usual haunt, the Green Star in Mooncross, to plot their plundering of Delirium Castle, the sprawling ruin in southern Hex. Sister had surveiled the fortress thoroughly using magic. The fungoid bartender Eramus Grole – “Pungent Elmo” – brought them a round of drinks as they planned their approach, sharing what they knew of the Castle, its history, and defenses.

Delirium Castle looms above the worst parts of Hex: the rotten tenements of Corvid Commons to the east, the eldritch desolation of the Midden and the mildewed slums of the Zymotic Ward to the west, the stinking corpse-markets of Shambleside to the south. A sprawling edifice of ancient stone, the Castle occasionally rearranges itself overnight, sometimes sprouting new spires, turrets mottling its walls and towers like tumours, entire wings spasming into existence in a viral bloom of teratomatous architecture.

The Castle was constructed seven centuries ago by the mad dictator Xavier Soulswell, a wizard of tremendous power gleaned from his time in the Old City. Soulswell magically mind-controlled many of those in high positions of office and gradually assumed control of the city, eventually proclaiming himself Emperor, using his arcane prowess and artefacts to maintain his brutal reign. During this period, Soulswell dominated many of Hex’s neighbours, gathered additional artefacts of great power, and enforced a series of bizarre, nonsensical edicts – for example, insisting that all sentences be spoken and written backwards on Stardays, or banning the eating of eggs.

His vicious rule lasted for thirteen years, during which time many of Hex’s other powerful wizards lived in exile. They would eventually return to Hex with an army of mortal mercenaries and conjured troops, the latter purchased through a deal with the Chthonic Gods promising them the damned souls of Hex – a deal which would also lead to the construction of the Infernal Basilica. The Hexian Civil War would culminate in a siege of Delirium Castle which has technically never ended: the invading army forced Soulswell into a retreat, but found taking the Castle too difficult. The result has been a seven-hundred-year stalemate. Soulswell’s crazed laughter still echoes over the city on certain nights, and lights are often glimpsed in the ruinous Castle’s variegated spires.

Overhearing this conversation was a young waspkin – fresh-faced, long-haired, and a tad scruffy, with an idealistic glint in his dark, insectile eyes. He buzzed around to their table.

“Uh… are you, ah, the Variegated Company?” he asked a bit shyly.

“That’s us,” Alabastor said. “Who are you?”

“Do we have a groupie?” Yam muttered to Sister.

“Ah, I’m Comet. Comet the Unlucky. I, ah, heard you talking about Delirium Castle? I go by that place all the time. I could help you get in, if you’re looking for help…”

Sister shrugged. “Why not?”

Armand drained his glass. “I suppose it’s fine. We plan to leave tomorrow morn. Meet us by the Castle then.”

The party reassembled the next day, Comet now in tow, and approach Delirium Castle carefuly. They had placed a chalk portal in he hive of the Thirteenth Queen, in case they needed a swift escape.

The Outer Bailey of Castle Delirium was once extensive, but had long ago been reduced to rubble, the broken walls and shattered tower scarred with the marks of catapults and spells. A series of crude dwellings clustered neat the gatehouse: tents, lean-tos, the odd shack fashioned from loose stone and other materials scavenged from the nearby Midden, Hex’s waste-tip. Fires crackled amidst the ramshackle camp, and a handful of figures drifted about near the flames. These include a heavy-set human, male, with shoulders like an ox, sharpening an enormous battle-axe and staring morosely into the flames, bandages round his waist stiff with blood. His huge beard and long hair spilled down from his head, nearly touching the ground; his dark eyes were filled with flame and sorrow. Next to him, a ghoul in flamboyant rags, grubby finery pieced together into a tatterdemalion suit, presided over a court of rats from atop a throne of rubbish, a yellowing femur for a sceptre, a crown of gold leaf and crow’s feathers atop his head. The rats watched him carefully, and periodically he chittered something and threw them a lump of meat or cheese fished from the depths of his elaborate patchwork frock coat. Over to one side, a cambion woman with huge curling ram’s horns turned half a dozen pigeons spitted on a short spear over an open fire. She wore leather armour made from various dead animals’ hides, a patchwork of fur and scales and bare flesh. Finally, a towering trollblood woman sat on a lump of rubble, dressed in the robes of a Fiend’s College graduate, a spellbook open in her lap. She eyed the party as they approached.

“Are you heading into the Castle?” she asked.

“That’s the plan,” Alabastor said, perhaps over-eagerly compensating for his past troll prejudices. “Are you heading inside as well? We could help each other out.”

“I’m Miri, and I’m looking for a book, the Sanguineous Scripture,” she said. “If you’re heading to the Library Tower, we might as well stick together.”

Near the gate, a woman with untamed hair – human in appearance save for her pale green skin – slowly painted a mural on one of the Outer Bailey’s broken walls. A homunculus followed her about, its branch-like hair laden with pails of paint. She appeared to be painting over an even earlier mural, its colours now faded. As she worked, she whispered incantations, and whatever she painted began to move. The current section depicteds a chivalric tournament between a lizard and a mouse riding a bird and a bat, respectively all of them costumed in knightly armour and barding, while a crowd of animals cheer in hot air balloons. Everything was quite silent. She was painting this scene over a pastoral landscape filled with farmers and sheep. As she painted, the livestock and farmers became extremely agitated, fleeing the colourful destruction of her brush, the farmer’s wife weeping as the mage painted over the barn and then the farmhouse.

Seeing this unfolding artistic catastrophe, Sister experimentally placed a piece of parchment against the wall. To her delight, the painted farmers rushed to the safety of the parchment, huddling in its blank spaces with relief as their painted farm disappeared.

Yam approached the painter. “Interesting spell,” they said.

“Ah, thank you,” she responded. “I call it Marjorie’s marvelous mural – a spell of my own devising. It animates any painting. Here, have a sample scroll.”

“Thanks.” Yam made a note to add the spell to their spellbook later.

The party approached the gate of Delirium Castle, sculpted into the semblance of a monstrous visage that glowered down at those who approach, the doors themselves set deep within the grotesque face’s mouth. As the gate was neared, the face abruptly moved, stone eyes rolling in their sockets. Its lips contorted, and the door yawned and spoke:

“Who approaches Delirium Castle, abode of Emperor Soulswell, first of his name, Lord of Hex, Master of Chaos, Wielder of the Mace of Madness, Keeper of the Anarchonomicon?”

“The Variegated Company,” Sister replied.

“Hmm, more adventurers, eh? Well, good luck in there. To let you in, I need to ask you a riddle. Sorry, it’s a requirement.”

“That’s… alright. Go ahead.”

The gate cleared its “throat” and spoke the riddle:

“A thief is condemned to die for stealing from the halls of Emperor Soulswell. In his endless mercy, the Emperor allows the thief a choice of execution between three rooms. In the first, a water elemental surges, the bones of its victims floating in its deadly waters. In the second, a pack of vicious owlbears haven’t eaten in years. In the third, a golem of brass clenches and unclenches its mighty fists. Which room should the thief choose?”

The party chewed on this for a moment before Miri provided the answer: “Uh, door number two. The owlbears are dead.”

“Yup! In you go!” The gates opened, and the party entered the inner bailey of Delirium Castle – a courtyard of grey stone spreading between pockmarked towers like the carious teeth of a buried behemoth. The black pits of their windows stared down at those below, their emptinesses filled with a nebulous curiosity and cruelty. Apart from the grim spires of the Castle, the visitors were greeted by a series of mutilated, mostly-decomposed corpses, some dangling from dead trees, others pinned to walls or simply left sprawled on the ground, their broken limbs spelling out warnings to other trespassers.

“Yikes,” Comet said, seeing the corpses.

“Oh, look out!” a voice said nearby. “Hide, if you don’t want to get spotted!” The party quickly assumed stealthy positions as a group of goblins stamped across the courtyard – hunched, ugly little creatures, moving towards the kitchens. They periodically snorted fire from their nostrils, clearly augmented magically in some fashion.

“Whew, that was close,” the voice said again, and the paryt looked up to see a cheerful stone face: a gargoyle, peering down at them from a nearby tower. The statue resembled a broad, ugly, vaguely humanoid face, expression contorted into a slightly unnerving grin, its teeth and features half-obscured by moss.

Greengrin. Illustration by Caulis’ player, Bronwyn McIvor.

“Who are you?” Yam asked.

“Me? I’m Greengrin!” the head replied. “Something of a greeter here. Need any directions?”

“This Castle seems… friendlier than I imagined,” Alabastor said.

“You’ll find a lot of us don’t exactly, ah, adore working here,” Greengrin said. “Don’t want to badmouth the boss, but…”

“Gotcha,” Sister said. “Say, can you give us any advice about the Library Tower?”

“Hmm, Library Tower eh? I’ve heard a few things. So, first thing to remember here, is that everything is alive. Stones, doors, windows, cutlery… it’s all filled with the magic of the Castle to some extent. So watch out. Also, everything is dangerous. Even me.” Greengrin snapped his teeth together in a mock-baleful bite. “But only if you piss it off. So, be polite. Learn the rules. That’s general advice for the Castle as a whole. As for the Library Tower itself, I’ve heard a lot of adventurers coming out of there talking about the Silent Ones. I don’t know much about them, but based on the way they talked about them, I’d steer clear if I were you.”

“That was genuinely helpful, thank you,” Miri said.

“Hey, anything to relieve the unendurable boredom of being a stone statue stuck to a tower,” Greengrin said with sincere good-natured mirth.

The party made their way through the Castle’s courtyards to the Library Tower. Alabastor noted a shadowy figure on a high balcony; it retreated into the tower.

After checking the front door of the tower for traps, the party entered a foyer and immediately found themselves in a labyrinthine space – stairways, doors, trapdoors, and passageways branching deeper into the library, much larger than the bounds of the Library Tower should have been able to hold. They noticed a shape in the corner of the foyer; closer inspection revealed it to be a corpse, presumably that of a prior adventurer judging from its rotting armour and rusted sword and pistol. The man’s nose and mouth had been stitched shut, and his stomach grotesquely distended. He also had an ornate key with a worm-like bell, pocketed by the adventurers.

Backing quickly away, the party began their exploration of the impossible library, making their way through a series of chambers filled with books on a variety of topics: one room was filled entirely with tragic dramas, the next with theological tomes, the next mathematical treatises. Metaphysics, medicine, law, magical theory – many topics were covered, with little rhyme or reason dictating an overal organizational scheme. Self-kindling lamps and candles lit themselves upon the party’s arrival at each room. Several discoveries were made as the adventurers pressed their way deeper and deeper into the extradimensional space. Yam discovered a tome known as The Ultimate Tragedy which seemed to be a different tragic play for each person who read it – the saddest play imaginable, for that individual. Comet found a book describing the contents of the Armoury Tower, including the legendary warhammer known as Chainbreaker, supposedly capable of destroying any bond or fetter. Alabastor and Sister discovered a book called the Persuasive Polemic: a largely blank tome, some pages dedicated to extremely persuasive religious or political arguments. Writing in the text would guide a writer’s hand, such that their rhetoric would always be maximally persuasive. The party encountered corpses riddled with some sort of mould, rune-trapped doors, and a flock of animate books flapping round another corpse covered in paper cuts – books terrified by an illusory fire Yam conjured, forcing them into a corner while the party hurried past.

The party entered a new chamber, this one occupied by a massive wooden figure, its torso fashioned from an enormous card catalogue, its limbs articulated joints like that of a massive doll.

“It’s a catalogue golem!” Miri said excitedly.

“Do you require assistance in locating a book?” the golem asked helpfully.

The party requested information on two books: the Anarchonomicon, and the Sanguineuous Scripture. The golem provided a reference card for both, but instead of some specific location, the cards seemed to provide directions: “up and south” for Miri’s tome, “up and southeast” for the Book of Chaos. As the party traveled deeper into the lilbrary, they found the letters on these bewitched cards changed according to their location, in a kind of game of “hotter or colder,” recalibrating in response to a shifting position. Before leaving the group also requested the location of a book about the Silent Ones, “up and east.”

Resuming their expedition, the party discovered a staircase, protected by a crude tripwire rigged to a hidden net. They avoided this curious trap – suprisingly primitive given the rest of the library – and pressed on. Something squelched and oozed up ahead: Comet flitted in front of the party to discover a reeking, slimy, blackish mass of mould, shaped only vaguely like humanoid figures, slithering through the Library Tower, spreading mould wherever it moved. Alabastor attempted to distract the mould-spawn with an alluring illusion of a fellow fungal creature, while the party took up positions of ambush. As the thing shambled towards the illusion the group assailed it with spells and missile weapons, quickly eradicating it in a burst of black spores.

Exploration continued. A book on the Soulswell’s bizarre laws was found, as were a group of shelver-goblins: a unique breed, custom-spawned by Soulswell, with extendable arms to reach the tallest shelves. The goblins squeaked in fear, but Yam approached and offered them some of the pamphlets from the Society for the Abolition of Demonic and Infernalism Subjugation and Mistreatment. The goblins took them with confusion and curiosity, and in exchange directed them to a chamber with a magical circle – a teleportation symbol, which transported the party to a different chamber closer to the books in question. The party pressed on, discovering a secret door, which led them into a library of political philosophy texts.

A translucent, floating humanoid of indeterminate sex, with a mass of prehensile, tentacular hair perused the stacks, humming to itself.

“Ah, visitors to the Library,” the creature said. “I’m one of the Reference Demons. If you’re searching for a book, I can assist you… for a price.”

Tense negotiations proceeded, a complex back-and-forth. Eventually, the Demon agreed to teleport the players to the location of the Anarchonomicon if they promised to release it from its bondage to Soulswell using the weapon Chainbreaker. As collateral, Armand was able to barter one of his most valuable botanical concoctions, promising a moment of pure ecstasy. The demon gave them its name – Beleth – as a means to summon it to repay their debt.

Instantly, the party was transported to the chamber of the Anarchonomicon. The book spewed out a shifting, coruscating madness of transmutation – books becoming colourful rats becoming iridescent pigeons becoming stones becoming bonsai trees, bookshelves transmuting into massive faces or mosaics or walls of ice, the floor transmuting to mud or crystal or waist-deep jam. Sister searched for traps magically, and confirmed that none were present. Yam, bravely leaping forward, resisted the metamorphic influence of the tome and opened it. Instantly, the book transformed into a doorway.

“Ah, guests at the Castle! I’ve been so bored! Come now, plaaaaay with meeee!” the book proclaimed.

Hesitantly, the group passed through the doorway.

The party found themselves on an island in a brightly glowing greenish sea, swarming with eel-like horrors. Upon the island, two giants – one pink and one yellow – guarded two massive doors. Graven on the ground before the giants was the following text:

“ONE OF THESE DOORS WILL LEAD YOU TO ME. THE OTHER WILL BE MOST UNPLEASANT. ONE OF THESE GIANTS SPEAKS THE TRUTH, AND THE OTHER LIES. YES, IT’S ONE OF THOSE. HAVE FUN!

– A”

The pink giant said: “My door leads to the treasure you seek.”

The yellow giant said: “No, my door leads to the treasure you seek.”

The pink giant responded: “My yellow friend here is an inveterate liar. Only I speak the truth.”

“Ugh,” Yam said.

“I know this one!” Comet said. “We ask one of them what the other would say.” The waspkin asked the yellow giant: “Which door would your pink friend tell us to go through if we asked him which was the right door?”

“He would tell you to go through my door, the yellow door.”

“Then we have to go through the pink giant’s door,” Comet said. “If the yellow giant is telling the truth, then pink is the liar, and we should go through the pink door. But if yellow is lying, then pink is telling the truth, and he’d tell us to go through the pink door.”

Accepting this logic – and suitably impressed with their new companion – the party passed through the pink door.

Through the pink door, the characters reached a desolate plain with a bleak orange sky. Rising from the middle of the plain wa a small plateau, on which stood another door. A handful of green, two-headed rabbits grazed on dry grass, while purple cacti muttered to one another.

Each time one of the party moved closer to the plateau, it grew taller. But as some of the adventurers drew further away, it became closer. Armand, bored with the endeavour, cast blink and sped to the top. Using a mixture of spells, ropes, and clever clambering, the party surmounted the ever-growing plateau. They passed through the door into yet another space.

Here was an endless darkness, with a light illuminating a series of tiles, on which were letters spelling:

“NOR DO WE”

Adrift in this void, the characters puzzled and rearranged the tiles, eventually spelling: “NEW DOOR.”

Instantly, a trapdoor opened beneath the party… dropping them back into the library. The book closed itself, and the chaos around it ceased. Stowing the tome, the party made haste in search of Miri’s tome after a brief rest.

The next chamber was infested with a gigantic, inching grub, gorging itself on books. Disgusted, the party slew the creature with a few well-placed clouds of magical daggers and agonizing blasts.

“Like a giant bookworm…” Alabastor said.

The next door was blocked; a skilfull thunder wave broke it open. Miri’s card now indicated that her book was directly below them. The trollblood wizard proceeded to break through the floorboards, prying them up and breaking through the ceiling below to create a path to the chamber beneath. Flinging down a rope, the party entered the chamber, and Miri found the Sanguineous Scripture: a thick tome, bound in dark red leather, with page edges the gleamed like metal, it appeared blank save for a single word on the cover page – “BLEED.”

Her treasure safe, the party continued their exploration, looking now for a way out. A helpful animated memento mori was able to provide directions, and the party pressed on towards the exit. Along the way, Armand discovered an unusual book that looked like instructions for some sort of puzzle box.

The party passed through a room heaped with bloated corpses – human, goblin, cambion, gnome – along with massive quantities of books, piled up in a kind of nest around the dead bodies. All of the corpses were swollen, their mouths and nostrils sewn shut.

“Gods, this is horrifying,” Miri said, and lit the corpse-pile on fire with a spell before the party passed on, out through a door and onto a balcony, high above the bailey below.

Out of the Library Tower, the party began making their way back to the entrance. They passed through the southwest watchtower, in which they found a room with twelve humanoid skulls. Under each was written a short phrase in Goblin.

  • Shot outside the Gate.
  • Eaten by Bloodhound Slugs.
  • Shot attempting to scale the walls.
  • Killed by feral books in the Library Tower.
  • Jumped out of the Haunted Tower.
  • Spiked Pit.
  • Fell in the Broken Tower.
  • Found in the Caves, Cause Unknown.
  • Poison Needles.
  • Slain by the Wolf-Headed Knight.
  • Slept with Succubi in the Tower of Dusk.
  • Pecked to death in the Rookery Tower.

Past this room, they found their way to the West Twin, entering a chamber containing six jars of lantern oil, nails and carpenter’s tools, a dozen torches, linen, and a significant quantity of spare timber.  There were also some bandages and other healing supplies. After looting this room, they pressed on to the East Twin. Another garogyle-face greeted them: a waterspout named Gargle.

“Oooh, you’ve got quite the haul there, adventurers,” the face said. “Best watch yourselves or one of the Castle’s guardians will be after you soon.”

“Guardians? Like what?” Alabastor asked.

“Oh, the Jester, the Deathtrap Golem. One of the Apex Chimeras. Hurry on now, if you want to get out alive!”

The entered the East Twin. Painted onto one wall of an otherwise empty room was an ornate wooden door with a purple door-frame, guarded by two painted suits of armour. There was a bucket of slowly coagulating paint on the floor. Sister took the parchment with the painted farmers she’d rescued from Marjorie outside, and pressed it against the mural. They tugged at the door, opening it, even as the amoured guards began to move. Before the guards could subdue them, however, the door opened and the painted farmers leapt back to the parchment. The door, now open, became a real door, allowing access to a corridor beyond…

The party passed through a long corridor, one larger than the East Twin should have accomodated. They entered a long hall lined with half a dozen towering stone statues, being cleaned by goblins with long arms for dusting and broom-like tails. All six of the statues depicted Soulswell himself, in a variety of heroic poses. Here he was represented as a clever-faced, handsome man, human, dressing in a variety of ostentatious robes. As the party entered the goblins fled, stirring up a cloud of dust with their tails to cover their escape.

One of the statues suddenly spoke, stone features contorting to stare at the adventurers

“Greetings and welcome, intrepid adventurers. I applaud your efforts thus far. Tell me, how are you enjoying my Catle?”

“Hmm,” Armand said, detached as always. “I’ve seen better.”

“Oh you have, have you?” Soulswell said. “Not finding it sufficiently challenging? Well, we’ll just have to remedy that immediately.” The statue whistled, and then abruptly became inert stone again. Somewhere in the Castle, a strange triple-growl was audible.

“Armand, seriously?” Alabastor said.

“Come on, let’s see what we can find here and get out before whatever that thing is finds us,” Sister said.

The party ducked into one of the several chambers off the hall. In the middle of this room was a steel cage; within was coiled a gigantic, writhing worm, thick as a tree trunk, its mouth gnashing with teeth like a buzz-saw. The creature’s segmented hide had natural markings that appeared to be alchemical symbols. Gleaming in a corner on the floor of the cage were hundreds of lumps of gold. The worm whined piteously and raises up, pressing its maw to the hatch in obvious hunger.

The cage had a door and a small feeding-hatch. Heaped on the floor below the hatch was a pile of metal scrap – bent swords, rusted shields, dented helmets, twisted gears, and other metal oddments.

Miri attempted an experiment, feeding the worm one of the bits of metal. It devoured the oddment, and then moments later excreted a small lump of gold. Yam used mage hand to fetch the lump.

“Yep, it’s gold,” they announced.”

“It eats scrap metal and shits gold?!” Comet said.

“A… philosopher’s worm,” Armand observed.

“We have to take this thing with us,” Alabastor said. “I have an idea… someone who’s good with animals, coax it in here.” The gnome ringmaster got out his Snatcher’s Sack, liberated from the Dreamlands bogyeman back in the Egregor Vaults. Using the worm-key taken from the corpse in the Library Tower, they unlocked the gate, and Comet carefully led the worm into the Sack, gingerly luring it with a bit of metal. Alabastor cinched the Sack shut, and the worm was theirs’. The party quickly looted the floor of the room of gold, then returned to the prior hall.

Ducking into another chamber, the party spied what looked like a massive clockwork knight guarding a doorway. Rather fatigued, they opted not to approach, and returned to the hall… just as the beast entered the room.

The thing was the quintessence of predation – a splice of tiger, crocodile, and shark, with the body of a vast bear. It slavered with too many teeth, its breath stinking with the blood of a thousand meals. Unsubtle, but terrifying, a gaudy reimagining of the chimera.

The thing barreled forwards, and the party scattered to avoid it, firing off spells. It snapped at Sister, injuring the Lengian and hurling her to one side, and swatted at Miri and Alabastor.

“Here!” Armand said to Comet. “Get one of these in its mouth. Er, one of them!” He tossed the waspkin a mysterious phial – one of his many alchemical concotions.

“On it!” Comet said, buzzing towards the chimera. He unstoppered the phial and shook a few drops into the tiger head. Meanwhile, the shark head snapped and caught him in midair in a spurt of blood. It chewed and gnashed, Comet struggling to get free, stabbing at it, and the head hurled him away; he hit the wall with a sickening splat, falling to the ground like a bloody rag.

The potion, meanwhile, had taken full effect. While Alabastor, Miri, and Yam continued to hit the chimera with spells, the poisoned tiger head snarled and tore viciously at the head to one side, the crocodile head. With a fearsome flash of teeth the tiger ripped out the scaly throat of the crocodile, and the head went limp, the thing’s life’s blood spewing out from the chimera in a vast spurt that incarnadined half the hall.

Sister hurried to Comet, conjured medicinal spiders creeping from her sleeves to sew up wounds and administer healing serum from beneficent fangs. The Lengian cleric scrawled a chalk portal and urged the party through before some other horror could find them.

So ended the first half of the party’ expedition to Delirium Castle. But their contract with the Reference Demon remained unfulfilled – though they had procured the Anarchonomicon, their business at Soulswell’s fortress was far from concluded.

Hex Session XXV – Actual Play – “The Hexad Council”

The characters in this session were:

AlabastorCaulis 2Garvin Draft 3SisterYam

  • Alabastor Quan, a gnome rogue-turned-illusionist and failed circus ringmaster; wielder of a cursed dagger and member of the Ravenswing Thieves’ Guild.
  • Caulis, a homunculus warlock liberated from its master; has made a pact with certain Faerie Powers.
  • Garvin Otherwise, a human rogue and burglar of the Ravenswing Thieves’ Guild, with a very, very peculiar past and a zoog pet, Lenore.
  • An ancient and enigmatic Lengian cleric of the Mother of Spiders, name unknown. She wears bulky ecclesiastical garments covering an uncertain number of limbs and goes by “Sister.”
  • Yam, an eccentric gnome illusionist and local graduate student at Umbral University. Yam cares little for money. Yam is curious. Yam is Yam

XP Awarded: 350 XP

The party relaxed in the fragrant recesses of the Green Star, planning their next move. To construct the spacecraft they would need to voyage among the Outer Spheres, they had learned from Gideon Bottlescrew, they would need two things: an Aetheric Engine, a piece of Librarian technology, one of which was said to be locked in the depths of the Citadel of the Perpetual Storm, and approximately 50,000 guineas.

The group debated which goal to pursue first, when something fluttered into the tavern and landed on their table: an imp, wearing a sigil-graved collar and clutching a scroll bearing the seal of the Hexad Council, the executive branch of Hex’s government, consisting of six officials elected by the magic-wielding populace of the city.

“Council summons!” the imp declared, depositing the scroll on the table before disappearing in a puff of brimstone.

Garvin eyed the scroll suspiciously, but Sister broke the seal and unfurled the message, reading carefully.

“Sounds like the Council wants to talk to us. Tonight,” she said. “In connection with our activities in Troll Country.”

“Is that a good idea?” Caulis said, a little nervous.

“Disobeying Council summons seems like a bad idea,” Alabastor said, mopping his forehead with a handkerchief.

“We might as well go,” Garvin said, looking pale. “It’ll be trouble if we don’t.”

As they talked, another newcomer burst into the tavern – a sailor, by the look of him, reeling a bit, his cheeks ruddy and his eyes flashing.

“Genial Jack!” he proclaimed. “Genial Jack is coming!”

Hex is a city benumbed to miracles and magic, jaded after so many marvels. The citizens daily see the dead walk, hear machines speak, smell the winds of Faerie blowing in from the Tangle. But the prospect of seeing Genial Jack thaws the cold and cynical hearts of even the most deeply disenchanted.

Genial Jack: Jack the Generous, Jack the Gentle, Jack the Gigantic. A living wonder of the world, a creature who many believe to be the oldest living organism on the planet, who may remember the Librarians themselves. He is a whale, a whale the size of a mountain, who for centuries now has been the host to the teeming town of Jackburg, a place of swallowed ships and lost sailors from countless different lands. The first, they say, he ate by accident, but they survived on the fish that daily poured into his belly, and made new homes in his forestomach, a ramshackle village made from the detritus of broken boats. It was years later that they realized they were not the first to do so, finding older structures deeper in Jack’s endless innards, ruins of some primeval predecessor Jackburg from aeons ago. In time, Jackburg expanded, colonizing his mouth, his skin, his other three stomachs. Mansions dangle from the roof of his maw, ironclad watchtowers bristle from round his blowhole, a temple tops his head, while in his belly, built to withstand the peristaltic forces of the muscular forestomach, thrives a small city, formed from the scavenged hulks of ships from every corner of the ocean.

Jackburg is a city of traders and priests, for the Navigators – mystics descended from ancient captains – commune with the beast, using their prayers and sacrifices to direct Jack from city to city. A fleet of trading ships and naval vessels now accompany him everywhere, and fortresses cling to his barnacled flanks, cannons swiveling alongside his fins. Their travels take them around the planet, and they bring with them the treasures and stories and languages and knowledge of distant places, from realms across the Blushing Sea and past the Frontiers of Chaos, and even from the frozen expanse of the Inscrutable Lands in the far south of the world. And wherever they land, Genial Jack opens his great jaws, and the folk of Jackburg pour forth to trade and revel with all those they meet.

The sailor spoke on, telling of the sighting. Jack would be in the city in a month’s time. Sister smiled, remembering her previous experiences with the generous whale; Yam, filled with excitement, lamented that they would have to wait a month to visit Genial Jack’s metropolitan innards.

Excited about Genial Jack’s approach but burdened by their pressing obligation at the Hexad Council, the party paid their bill and set out for Enigma Heap.

Of all the myriad districts of Hex, none is stranger than Enigma Heap, the ruinous heart of the city, a place where the Old City of the Librarians bursts forth from the earth to claw at the sky with impossible spires. The architecture here is in fact a mixture of the ancient stonework and iridescent metal of the Old City and newer constructions mimicking this style, along with churches and government buildings in the Tentacular Baroque style, gilded monstrosities of marble resembling masses of cephalopod flesh.

The people here were dwarfed by the primeval alien immensities surrounding them. Most were civic functionaries of priests of the Unspeakable Ones: agents of power both secular and sacred. Though they had become desensitized to the disorienting qualities of the architecture, the party had not: the buildings here caused a series of almost-instant nosebleeds, and indeed, several enterprising street-urchins sold tissues and nose-plugs at the border of the Heap for a silver piece, which the adventurers quickly availed themselves of. The structures were impossible, disobedient of every principle of design and physics. Corridors and walls collapsed into one another in dizzying snarls of complexity; gravity was, in places, reversed, inverted, subverted, perverted; prismatic slabs of cyclopean masonry unfolded themselves like intricate paper sculptures, spreading into dimensions that made the head ache and eyes blur.

The most impressive of these buildings were, of course, the Tower of Whispers – a vast, many-levelled spire, treacherous and legendary, whose long shadow serves cross Hex like that of some gigantic sundial – the Temple of the Thousand-Suckered One – rivalled only by the Infernal Basilica and the Cathedral of the Magistra as Hex’s biggest church – and the Hall of the Hexad Council itself, whose six-sided bulk inspired the shape of the city walls. It was a tremendous slab of unknown material which even the most rigorous scientific and arcane analysis founders upon, a substance which at times seemed to act as a metal, at other times like organic tissue. Strange growths somewhere between tumours and turrets erupted from its scarred, ambiguous sides, while great openings like wounds revealed masses of intermeshing machinery.

None are sure of the Hall’s original purpose, and, indeed, not all of it has been explored, even these many centuries later, for there are doors within its endless entrails which no key, spell, or explosive have opened, and a million hidden passageways spiralling down into the Old City. And yet, as if defying the unfathomable structure, this is where Hex’s parliament convenes.

The part turned down the Avenue of Aeons, stetching from the southern edges of Enigma Heap – where the laboratories of Caulchurch smouldered – to the Hall of the Hexad Council itself, terminating before the doors of the Hall and a spiral staircase that descended seemingly forever, the so-called Infinite Stair, whose bottom has never been found. They could see pilgrims of the Unspeakable Ones making their slow way down the Stair, into the numinous darkness where they would meditate, trying to commune with their unthinkable divinities. To the east sprawled the weird opulence of the Statue Garden, where dozens of ever-changing gargoyles presided.

Caulis noticed something off to one side – a homunculus, pacing and looking fretful in the shadows of a nearby structure.

“Everything alright?” Caaulis said to the fellow homunculus.

“What? No! No, everything is not alright!” the homunculus said. “Please, can you help me?”

“Slow down,” Caulis said. “What’s your name?”

“Flibbertigibbet,” the homunculus panted.

“And what’s going on?”

“My mistress,” the homunculus said. “Doctor Lilyclock… one of Hex’s foremost cartographers, Professor of Perspective at Umbral University… she was mapping the district, told me to wait out here, and went into that building. But she never came out. And when I went in… well… it’s just a dead end! There’s nothing there!”

Yam scratched their chin. Lilyclock? They couldn’t remember meeting the professor… but, then Umbral University was a big place.

Alabastor eyed the building curiously. He caught the eye of a street urchin selling handkerchiefs, the better to staunch the nosebleeds endemic to the district. Handing the waif a coin, he inquired as to the structure the homunculus stood before.

“That old hulk?” the urchin said. “No one goes in there. Been marked by the Council as unfit for habitation. Dangerous.” He pointed out a glyph on the side of the building, indicating the place was unsafe.

“Good to know,” Alabastor said, returning to the party. They resolved to hurry on to their appointment, but to revisit the homunculus afterwards, and help it if it were still there.

Past the grand doors of the Hall, two gargantuan golems resembling huge stone statues in the style of the monstrous beings in the Statue Garden stood guard within a vast foyer, its walls adorned with millions of lines of arcane formulae. Numerous passages branched off from this room into other parts of the structure, while another set of huge doors leads into the Council Chamber.

“Who comes before the Hexad Council?” the hideous golems asked.

Golem Guard. Illustration by Caulis’ player, Bronwyn McIvor.

“The, ah, Variegated Company is here, to see the Hexad Council!” Alabastor Quan declared, doffing his hat with a flourish, his old carnival-ringmaster showmanship manifesting. “We have, as you can see, an invitation!” he flourished and produced the summons with a sleight of hand.

“Very well; you may enter,” the golem replied. A little awed, the group passed through the vast doors and into the centre of the building, the thief Garvin nervously shadowing his face with his hood, Yam cracking jokes, Sister quite unflappable, Caulis intrigued, and Alabastor leading the way like a flamboyant herald.

Within was huge six-sided chamber at the heart of the building. The walls had been hung with bewitched tapestries depicting the history of Hex: the exploration of the ruins, the coming of the Lengians, the War of Miscreation, the Incarnadine Wars, the Brimstone Wars, the subjugation of Troll Country, the Taming of the Tangle, the petrification of the Wyrm, the binding of the Plasmic Woe, the revelations of Saint Monstrum, the building of Mainspring, and many other events of note.

Six men and women watched the party closely as they entered, their names and faces known to all in Hex:

Silas Thamiel, arch-Diablomancer, former Chancellor of Fiend’s College: a powerfully built man, human, of middle years, with jade green eyes that watched everything closely, hair black as midnight, and a bronze complexion covered in numerous arcane tattoos. He is known for his grim pragmatism, stern approach to law and order, military acumen, and conservatism.

  Arabella Sickle, a tall, voluptuous cambion woman, somewhat unfamiliar in the purple robes of the Council rather than the black and red regalia she wears as Hex’s Infernal Archbishop. Her huge horns gleamed in the magical light suspended above the six, and she worean expression of disdain. She is known for her ambition, her appetites, and her interest in aggressively expanding Hex’s power, influence, and colonial holdings. Perhaps most notable – her attempts to establish a Penal Colony in Hell, a measure repeatedly failed when it came to a vote.

Iris Skewstone, also human, a surprisingly young-looking woman with hair that shifted colour every few seconds. She wore a pin of Umbral University on her robes. Iris is known for her radicalism, and her efforts – thwarted as surely as Her Unholiness’ desire for Hellish colonies – to extend suffrage to the non-magical citizens of Hex. She is attacked regularly in some corners of the press, alternatively as a manipulator, firebrand, extremist, or megalomaniac, but enjoys widespread support among Hex’s growing middle class.

Barnabas Grimgrove, the richest man in Hex, and one of the richest individuals in the world: an alchemist and entrepreneur of great skill and economic savvy, who built his fortune mass-marketing potions and homunculi to the rich of Hex and beyond. He is a rotund, jovial gnome whose skin is discoloured from numerous alchemical burns. Though spectacularly rich, he is beloved by those of the city’s working class capable of voting, and by many of the elite as well. His policies favour economic growth above all else. He is pro-trade, and averse to war save when profit can be made.

Angus Loamson, reputedly a changeling, undoubtedly an eccentric, a former vagrant who wandered in from the Feypark. Angus – wild-bearded, crazed of eye, and smelling of the woods – insists that he speaks for all vegetal life. He pursues environmental policies with single-minded devotion and is a sworn enemy of the industries Barnabas. While widely dismissed as a crackpot, he was swept into office on the votes of homunculi and fungoids, amidst rumours of voting manipulation via magical slumber.

Finally: Valentina Nettlecrave, a woman who looks even younger than the fresh-faced Iris, but whose porcelain perfection belies her true age. It is an open secret that Valentina is a lich, mummified and sustained by necromancy – easy to believe given her skull-pin of the Académie Macabre, indicative of her high rank at that sinister institution. Despite her likely illusory appearance as a doll-like girl barely beyond adolescence, she is renowned for her extraordinary wisdom and arcane knowledge. She is a wildcard, voting unpredictably, siding with various members of the Council at different times.

“Welcome to the Hexad Council,” Silas said, his voice silky but strong. “We understand you aided the Citadel of the Perpetual Storm in ending the fell winter that gripped our city. We wish to ask a few questions about this matter. We have already spoken extensively with Vanessa and Octavia Greyleaf of the Weather-Witches and with Sergeant Phineas Hookwood of the Stormguard, and have received Master Melchior’s recorded testimony as well, but we would like to hear your perspective. We shall each take a turn. Arabella, if you would?”

Arabella Sickle nodded, and spoke a brief incantation. There was a small rupture in space-time, a sound like a thousand screams of the damned, and a brief sulphurous stench as a demonic scribe materialized in one corner, next to a desk with a typewriter: a thin creature whose hands bore dozens of fingers. Immediately, sigil-graven restraints bind the creature to the desk. It sighed and flexed its fingers over the keys.

Stenographer. Illustration by Caulis’ player, Bronwyn McIvor.

Silas’ questions came first.

“First, we would have you summarize your actions in Troll Country in detail.”

Moving through the group, the party explained their actions – the disruption of the Harrowgast ritual, and the rejuventation of the land – keeping to themselves certain key details – Caulis being especially careful not to note Queen Titania’s involvement.

“It is the task of this Council to determine whether further military action need be taken against Troll Country,” Silas continued. “What is your estimation of the Griefbringer’s forces?”

“Scattered and depleted,” Garvin said hurriedly. “I don’t think a military intervention would be needed.”

“Yeah, the other trolls really didn’t like her,” Yam added.

“Invasion, at this point, would only alienate potential allies,” Sister insisted.

“I see. And could this magical winter or ‘Harrowgast’ be revived?”

“Unlikely, perhaps impossible,” Caulis said. “We convinced the ancestral spirits of the land to turn against the Griefbringer.”

At this, Valentina Nettlecrave perked up. Silas continued.

“The other Troll tribes – the Blackhorns, Twocrowns, Stoneclaws, Bonegrinders, and Goreteeth – how do they seem to regard the Skintakers?”

“The Goreteeth, Blackhorns, and Stoneclaws didn’t seem like big fans, from what we could tell,” Alabastor said. “Some of the others seemed to be working with them, or more tolerant of them…”

“Very well. Arabella, proceed.”

“Thank you, Silas,” Arabella said. “Now, on to my own questions. First. Who are you, precisely? What are your goals, your agenda?”

“We’re the Variegated Company,” Alabastor replied. “Freelance adventuring group. Retrieving artefacts, righting wrongs, that sort of thing.”

“I see,” she said, disdainfully. “And who was it exactly who hired you for this mission?”

“Uh, as I remember… no one hired us,” Yam said, looking to their companions for confirmation. “We just, ah, wanted to help.”

“We talked to the people in the Citadel of the Perpetual Storm,” Sister added. “They had their hands full keeping the weather under control, but they seemed eager for the help.”

“Yes, we have discussed this with the Greyleafs extensively,” Arabella said. “Now, what is your connection with Master Melchior? Why do you enjoy the Archmage’s favour?”

“We helped clear out some Spellmould from the archives,” Alabastor said, truthfully enough.

“And we’ve been helping Master Melchior with some research,” Sister added. “Ancient history.”

“Mhm,” Arabella said, her eyes narrow. “Who authorized you to negotiate with the Goretooth Tribe on behalf of Hex?”

“We certainly weren’t negotiating on behalf of Hex,” Garvin said. “And, in fact, we didn’t come to any formal arrangements with the Goretooth tribe. We spoke to them, and they provided us with some limited assistance -”

“Your actions have fundamentally reshaped the political and physical landscape of Troll Country for years to come, without permission of this Council or the people of Hex,” Arabella interjected. “Some might consider such actions reckless, perhaps even treasonous. How would you defend yourselves against such charges?”

“We saved the city!” Sister said, incredulous. “The winter was literally killing people!”

“I am inclined to agree with the Lengian,” Iris Skewstone added. “This group’s actions may not have been formally sanctioned, but Hex owes them a great deal. To consider their actions treasonous is ridiculous. If you pursue this, Arabella, I will hire their lawyers myself.”

“Hmph,” Arabella said, relenting. “Very well. I maintain that this ‘Variegated Company’ have set a dangerous precedent. But formal charges may be inappropriate at this juncture. Go on then, Iris, ask whatever you want.”

“Thank you,” Iris said, smiling tautly. She turned back to the party. “What is the current state of the Sickened Land?”

“Um… cured,” Sister said. “There’s a huge forest, healthy, where there used to be disease and death.”

“So we have heard. How exactly did you manage this extraordinary feat? Surely this would require incredibly powerful magic.”

The party looked slowly to Caulis.

“Ah… I found a, ah… a scroll. Several scrolls.”

“Scrolls?”

“Yes, scrolls. A spell. In my master’s library.” The homunculus shifted uncomfortably.

“I see. And you don’t have any other copies of this spell?”

“I’m afraid not.”

Iris sighed. “Very well. If you unearth anything further, I would appreciate you letting this Council know.” She pressed on. “You have seen the suffering of Troll Country firsthand, in a fashion few in Hex have witnessed. It is my belief that we owe a terrible debt to the inhabitants of this land, but I am aware that further meddling from Hex may be unwelcome. How do you believe offers of humanitarian aid would be received?”

“I’d be careful,” Garvin said. “Things are… pretty fragile, right now.”

 “There’s a lot of distrust for Hex,” Sister said. “I think that could change. But it’s going to take work. Barging in too quickly could be a mistake.”

“Thank you for your candour,” Iris said. “Baranabas, the floor is yours.”

“Thank you, my dear,” Barnabas Grimgrove grumbled. “Troll Country is a region long written off as a broken wasteland, too dangerous to mine and too barren to produce anything of value. But it seems your efforts may have reversed, or at least mitigated, some of these concerns. How large would you estimate the extent of these new-grown forests is?”

The party described the rough boundaries of the forest.

“Did you think the Trollbloods you encountered would be amenable to employment in the mining, lumber, or fur trade?”

“Possibly,” Alabastor said. “But like Sister said, things are fragile. I would wait for things to calm down. They seem to have their own way of doing things.”

“What about agriculture? These restored lands – might they be converted into farmland?”

“Too cold,” Caulis said. “Small scale farming, sure. But Troll Country’s never going to be a breadbasket.”

“I am also interested in these stone-circles. Tell me more about the power these primitive structures channeled.”

“We managed to convince the ancestor-spirits of the heargs to relent,” Sister said. “With difficulty. I would let sleeping ghosts lie.”

“Hmph. Very well. Some investments take time to mature. Angus, I suppose you have some questions about shrubberies or something?”

“Indeed, Grimgrove,” Angus Loamson said. “Are any of you servants of the Faerie Queens or Kings? Which ones?”

“I have a contract with Queen Titania of the fairies,” Caulis said, truthfully enough.

The other party members indicated in the negative. Alabastor swallowed and lied through his teeth, concealing his allegiance to Queen Mab.

“What are the properties of the woodland?” Angus asked. “Are there any magical qualities associated with it?”

 “There seem to be healing properties associated with water in the woods,” Caulis said. “There may be other enchantments as well.”

“Intriguing. I commend you on spreading greenery and life through a desolate region, and undoing some of the horror this city has wrought in its inglorious past. Valentina, the floor is yours.”

The tiny undead woman cleared her ancient throat with a demure cough. “Yes, excellent,” she squeaked, eerily girlish. “These spirits, conjured at the hearg. Describe them.”

“Spooky ghosts,” Yam said. “Uhhh… like troll-ghosts. A lot of them. They went into the land when they died, but the Skintakers pissed them off. We convinced them to stop being jerks.”

“Were the spirits individuals? Did they seem to retain their autonomy, their psychology? Or were they a collective, acting as one?”

“Yes,” Garvin said. “They were individuals.”

“There was a fight,” Sister said. “A duel, between two of them.”

“I see. Fascinating. We know so little of troll necromancy. And what occurred to these spirits after the Harrowgast dispersed?”

“They seemed to go back into the land,” Alabastor said. “Calmed… content even.”

“They’re at rest,” Yam added.

“My questions are complete,” the likely-lich intoned.

“Very well,” Silas said. “Variegated Company, you are released from this meeting. As a reward for your service to the city, we have agreed to grant you five hundred guineas each.”

“A final offer, before you leave,” Iris Skewstone said. “Should you wish to make your status as servants of Hex more official, we would like to offer the Variegated Company employment as a contracted mercenary company of the city, with a fifty guinea salary, and additional payments for specific tasks. Please, bring this offer back to the rest of your Company and think it over carefully.”

The party thanked the Council and hastily left.

“Well, that wasn’t so terrible,” Sister said.

“I think we managed to stop them from invading Troll Country, anyway,” Alabastor said.

Released from their duties, the party decided to return to Flibbertigibbet and its tale of woe.

“Ah, thank the Magistra you have returned!” the homunculus chirped.

Resolving to investigate, the party cautiously entered the condemned structure. A narrow tunnel snaked into the building, broadening into a vast hall, its roof supported by vaguely eel-like statues with insectile heads. There were numerous bas-relief carvings on the walls. They showed a series of abstract figures – perhaps Librarians – excavating some sort of gemstone from the earth. The carvings showed the gemstone breaking, and a curious vapour emerging and coalescing into a malevolent-looking figure, spidery and sinister. This being was then shown stalking the streets of the Old City, killing Librarians and their servants, before being apprehended and bound in a cage-like device in a seven-sided room.

“Ominous,” Garvin said.

“I DON’T LIKE IT,” Yam declared, eyes wide at the spidery figure.

“There’s a door over here,” Alabstor said, indicating a triangular opening. The party continued onwards, Garvin searching carefully for any traps or wards.

They entered a seven-sided room dominated by a device that resembled an intricate mechanical cage, identical to the one depicted in the mural. Bound within the cage was a human woman clad in the silvery robes of Umbral University, with short greying hair and large turquoise eyes.

On the floor were the remnants of what looks like map-making equipment, strewn about: parchment, quill and ink, measuring devices, and the like.

“Magistra be praised!” the woman said. “My name is Deirdre Lilyclock, and I’ve been trapped here for some time. I was mapping these tunnels when I came across the machine. As I examined it, the cage closed around me, and now I’m stuck! I can’t even use spells to get away, there’s some kind of anti-magic dampening field. Please, I think there’s a control panel.” She points. “I’m sure the right combination could release me! Then maybe we could find a way out of here together…”

“A, Mistress Lilyclock!” the homunculus said, rushing up to the cage. “We’ll get you out of here!”

Smelling a rat, Sister surreptitiously cast Zone of Truth on the cage.

“Ah, I didn’t quite catch that,” the Lengian cleric said, craftily. “How was it you were stuck here?”

“I was… I stumbled… I was mapping… damn you!” Deirdre Lilyclock cursed, choking on the lies as they tumbled from her lips.

“So much for an anti-magic field,” Garvin muttered.

Suddenly, Flibbertigibbet was gone, and in the place of Deirdre Lilyclock towered a spindly, inhuman figure with nine flickering limbs and a tenebrous body somewhere between shadow and flesh. “I am Mephitis,” the creature snarled. “And you are about to die.”

“Your name is My Fetus?” Yam said. “That’s weird!”

The tenebral hissed, conjuring a phantasmal killer to assail Yam’s mind, but the skilled illusionist fought off the assailant easily.

“I’ve been studying hard. You’ll have to do better than that,” Yam said, and conjured a cloud of daggers to assail Mephitis. The being shrieked as the magical blades plunged into its shadowy skin.

Caulis, grinning, conjured a series of looming images, abstract renditions of the Librarians. They rose to all sides, closing in on Mephitis. The creaure cowered, exposing itself to Alabastor’s eldritch blast and deft Hex.

Garvin, dancing around the creature, flicked out his Wand of Fireballs and sent a bead of flame towards the cage, which blossomed into a brilliant greenish conflagration. Mephitis whimpered, relenting its psychic attacks.

“Gah! You have bested me! Let me be! Let me be!”

“Why did you lure us here?” Alabastor demanded.

“The Librarians captured me,” Mephitis said. “I have languished here many centuries… until explorers unsealed this room. I can cast my mind beyond the chamber, conjure illusions in your heads. I hunger, you see – I feed on consciousness. I am starving… it has been years since I tasted thoughts. Lilyclock was my last meal.” It waved an arm, and an illusion flickered and lifted, revealing a dusty skeleton in one corner of the chamber.

Alabastor investigated the bones, discovering a map of Enigma Heap and its undercity, a cloak of scintillating colours, along with a scroll of Haullucinatory Terrain.

Mephitis began pleading with the party to release it from bondage, explaining its cruel fate, its centuries of imprisonment. The party considered releasing it under certain conditions, but eventually left it in its cage, making vague and likely untrue promises to return.

Back at the Green Star, the party discussed their next steps, and resolved that funds would be their first priority. As they talked, a potential source of funds was repeated several times – Delirium Castle. The ruinous old fortress was infamous in Hex, known for its dangers and traps, but perhaps the Variegated Company would succeed where others had failed…

Hex Session XXIV – Actual Play – “The False Queen”

The characters in this session were:

  • Armand Percival Reginald Francois Eustace de la Marche III, a suspiciously pale, apparently human noble and sorcerer, and certainly not a ghoul (how dare such a thing be suggested).
  • Caulis, a homunculus warlock liberated from its master; has made a pact with certain Faerie Powers.
  • Viridian “Grove” Greengrove, changeling druid, exile from his former druidic circle for unknown transgressions.
  • An ancient and enigmatic Lengian cleric of the Mother of Spiders, name unknown. She wears bulky ecclesiastical garments covering an uncertain number of limbs and goes by “Sister.”
  • Vespidae, a waspkin bard/cleric, devoted servant of the Queen in Yellow and possibly the Thirteenth Queen reborn, her daughter, or her avatar.

XP Awarded: 550 XP

Something was happening to the waspkin of Suckletown – they were going missing, acting strangely, and sometimes turning up dead having suffered from strange mutilations. The Queens of Stingsworth care nothing for those outcast waspkin of the Withered Tree. But the Thirteenth Queen had taken the broken and the lame beneath her diaphanous wings. She would not abide their mutilation…

Downpour Heights

Meanwhile, the party had returned from their sojourn in the country, and now planned their next move – the next book of magic on Master Melchior’s list. Sister, eager for adventure in speheres beyond mortal reckoning, suggested they begin researching the Book of Stars. Had anyone ever attempted a journey to the luminiferous aether?

Caulis and Armand began researching, and Caulis found references that its creator had attended some sort of failed spacecraft-launch. Further investigation led them to the Citadel of the Perpetual Storm and their acquaitance, Vanessa Greyleaf, who provided further details.

“About ten years ago, a wizard named Gideon Bottlescrew got it into his head that he could build a vessel to sail the aether between the planets,” she explained. “He claimed to have found some Librarian schematic, based his design off that. Somehow, he managed to scrape enough gold together to build the damn thing. He had to do it in secret – the Citadel never approved his research, and there are rumours he got involved in some shady business to fund it. But when launch day came, he invited half the mages in Hex out to see his marvelous invention.” She shook her head. “I was young at the time, but my mother brought me, and, well… I’ll never forget the mess. The ship had a Librarian artefact powering it. It was supposed to generate an anti-gravity effect, like the one we use to keep the Citadel flying. But… it didn’t work as planned. Maybe he miscalibrated it, maybe it was just broken, but the engine malfunctioned. Gravity went all strange. Many of us watching were levitated off the ground. His test pilots though – students, mostly – didn’t fare so well. The gravity in and around the craft was so intense, and so contradictory, the ship tore itself apart, and everyone inside it as well. Then something volatile combusted, and there was an explosion. Several onlookers died.

“Gideon was stripped of his professorship and kicked out of the Citadel. Criminal charges got laid. Most think he got off light. His tongue got cut out so he can no longer perform verbal incantations, and he was given a curse: the touch of earth pains him.”

“What happened to him?” Sister asked.

“Last I heard, he’d set up some sort of workshop in Suckletown, living out his forced retirement in the branches of the Withered Tree. They say he’s spent the last ten years trying to figure out where he went wrong.”

“Sounds promising,” Caulis said. “Worth investigating.”

The ever-adventurous Vanessa perked up. “Hey, if you manage to actually get something to work… I mean, if you actually build a craft that can travel to the outer spheres, and you happen to need a security officer…” she trailed off with a grin.

“We’ll keep you in mind,” Armand said.

Several party-members gathered – Armand, Caulis, Viridian, and Sister – and headed south. The streets were paved with broken glass and lichen, strewn with trash, half-flooded with rainwater and raw sewage. Suckletown sprawled before thm: the broken heart of Hex’s once-prosperous industrial district, decimated by economic ruin, alchemical explosion, and the decline and death of the Elder Tree whose vast shadow darkened the streets, its gnarled branches leafless now for centuries.

Suckletown

There was a time when the Tree and the neighbouring Alchemist’s Quarter made this one of the busiest parts of Hex, a centre of commerce and manufacturing. Now the only people were squatters, indigents, and other vagabonds: castoff waspkin from Stingsworth, stray fungoids from the Zymotic Ward, outcast trollbloods from Trollhome, and freelance criminals of every species, unworthy even of Thieves’ Marks.

The folk here eyed the party darkly from the gaps in boarded-up windows or the doorways of moss-eaten factories, or from the glimmering barrel-fires around which they gathered to eat mutant rats hunted in the Midden. Several were obvious addicts, ravaged by opium, thrum, and shadowmilk. One, however, stood out: a waspkin, clad in gleaming armour, seemingly identical to the party’s long-lost companion Vespidae, rumoured to have ascended to become the enigmatic Thirteenth Queen.

“Ah… Vespidae, is that you?” Sister asked, approaching. The waspkin eyed the Lengian indifferently.

“Your name is fitting,” the waspkin said inscrutably. “You are known to us.”

“Where have you been?” Caulis asked. “We heard rumours, but…”

“I am here to investigate a series of disappearances,” Vespidae said – if indeed it was Vespidae, for none seemed sure if this was the same waspkin, or another that merely resembled her. “What brings you to the Withered Tree?”

“We’re here looking for some crackpot scientist, Gideon Bottlescrew,” Grove chimed in.

“Our goals are not incompatible,” Vespidae asserted. “Perhaps we should cooperate. You are known allies.”

“Aww Vespidae, we missed you,” Sister said affectionately.

Bad Light“Indeed. We are fond of you also.” Vespidae now led the way towards the Withered Tree, javelin in hand. The street called Badroot coiled around the Withered Tree, a street of husks both human and architectural. The emptied warehouses and eviscerated factories that lined the street were spattered with gang insignia and other graffiti, proclaiming the names of the clannish criminal factions like heraldry: the Parasites, the Dead Moles, the Whipstitchers, the Filthy Fingers, and the Graveyard Girls.

The Withered Tree itself was an etiolated god, riddled with the reddened remnants of the vampire-machines that killed it, the rust livid as blood against bark as white as  bone, turned to stone in an accelerated petrification that took hold of the ancient thing after the Harvester’s Guild finally killed it with their greed.

In addition to the dangling metal leeches that still clung to its trunk, the tree was now festooned with ramshackle additions of wood and scrap, cannibalized from the nearby slums and junkyards and refashioned into flophouses and taverns, drug-dens and brothels. Swaying rope bridges led between these additions, while tunnels dug into the depths of the tree gaped blackly like knotholes.

A pair of Graveyard Girls – an all-female gang with faces and skin painted to resemble corpses, clad in repurposed funerary finery – accosted the party at the door set amidst the roots of the tree. They twirled vicious knives.

“Oi, there’s a two-guinea toll for entrance,” one said. “Got to keep up the nieghbourhood, you know?”

“Outrageous,” Armand said, gritting his teeth. The sorcerer’s fuse seemed to have been esepcially short ever since the events at his familial home. “I’m not paying such a fee.”

“Then I’m afraid there’s going to be trouble,” one of the Girls said, knife flickering.

“Armand, don’t worry so much,” Sister said. “I’ll pay your fee.”

The Graveyard Girls placated, the party passed through the doors and into the hollowed-out cavern within the fossilized interior of the Withered Tree. Dozens of shacks and small lean-tos had been erected within, and a second level was accessible via a wooden walkway. The poor folk who made their homes in the Withered Tree were truly destitute – humans, many of them criminals to judge by their curse-brands, but also a handful of wretched dagonians, cambions, ghouls, and gnomes. A pair of crude wooden doors are set in one wall, the words “PARASITE TERRITORY” scrawled on them. A tunnel was visible near the roof, erachabkle via a series of ladders and walkways. Though most of the people were sleeping, cooking, eating, smoking, or drinking – several were also clearly in a drug-induced haze – a few also sold charms, gewgaws, or crudely distilled beverages, including some sort of fungal beer.

The party began investigating the tunnels on the lower level, eventually finding their way into a chamber filled with the corroded remnants of machinery once used to suck arcane sap from the Elder Tree fill. Scavengers had long ago stripped the machines of everything truly valuable, leaving only the corroded skeletons of the sap extractors and a scintilla of broken glass. Horribly, however, the room was not totally empty. The mangled corpse of a waspkin was caught up in some of the machinery, spattered with dried blood. Although badly bloodied, it was evident that the waspkin was wearing the yellow robes of the Thirteenth Queen.

“A missionary,” Vespidae said, inspecting the corpse. “Someone left her here as a message. We must find out who.”

“We have our own errands,” Armand pointed out.

“Vespidae’s helped us out of plenty of scraps,” Caulis interjected. “We can do both.”

Careful inspection of the room also revealed a broken-down elevator, boarded up.

“Vespidae, take this,” Sister said, handing the waspkin the Portal Chalk after carefully scrawling a portal on one wall. “Head up the shaft and draw a rectangle on the wall, then draw this sigil.” She showed the waspkin, who nodded in seeming comprehension and, casting light to illuminbate the shaft, ascended several levels, emerging in a shack that might once have been inhabited, perched in the upper boughs of the Withered Tree. The shack had long been abandoned, save by a roost of monstrous bat-like things hanging from the ceiling, sleeping. The floor was slick with their iridescent guano. Though leathery-winged and furry-bodied as normal bats, these creatures flickered in and out of reality: phasebats, inter-dimensional creatures mutated in the depths of the Old City. Vespidae carefully drew the portal, and the party followed into the room.

“Be very, very careful,” Viridian whispered. “We don’t want to wake those things up.”

Cautiously, the party made for the nearest exit… only for Armand, usually elegant in the extreme, to slip and fall into the guano with a stifled grunt. Instantly, phasebats burst from the ceiling, flocking and swirling, spitting strange substances from their quasi-real maws.

“Miscalculation.” Illustration by Caulis’ player, Bronwyn McIvor.

BOOM

Speaking an invocation to the Queen in Yellow, Vespidae conjured a blast of arcane fire. Unfortunately, the guano covering the floor of the shack was highyl flammable. There was a terrible searing heat, a flash of light, and the party scrambled to safety, making for a tunnel in the wall of the shack as it burnt down around them, breaking free from the Withered Tree to plummet to the ground below. The phasebats blinked into some other dimension, fleeing the explosion.

The Withered Tree - Modified

Once safe, Sister used her powers to cast a prayer of healing, conjured spiders spinning webs to seal wounds shut.

“Well, that was close,” Viridian said, eyebrow cocked. Pressing on into the tree, they came to a hall with a tripwire strung across it, spotted by Vespidae. The waspkin inspected the trap.

“Pheromones,” she said. “It triggers a mist. An attack-chemical. There is something… strange, about it. Familiar, but wrong.”

They crept down the corridor, and entered a chamber whose walls were covered with the papery nests of waspkin, slumbering within the honeycombed cells. Vespidae sniffed tentatively.

“These aren’t drones,” she whispered. “They’re royal guards. Soldiers. Dormant now. They’ve been fed something… some kind of substance to increase their strength.”

Stealhtily, they passed into an adjacent room; here a rusted cylinder once used as a silo for sap and embedded into the Withered Tree had been converted into an alchemical laboratory. Half a dozen waspkin – all ill-fed, their eyes glazed – attended to the complex array of sputtering glassware and acrid substances being processed here. Dozens of phials were stored in crates along the walls.

“Thrum,” Sister said, eyeing the vials. “I’ve seen people using this stuff, during my work with the poor – addicts juddering in and out of reality, hopped-up and half-phased…”

“Made with phasebat glands,” Caulis remarked. “They must have some sort of operation going here.”

“But who?” Sister asked. “Not one of the Queens…”

“No, someone else,” Vespidae said. “We’re going to find out.”

Continuing their explorations, the group exited the structure and found themselves high avove the ground ona  raised platform, a rickety bridge leading to another building nestled high in the Withered Tree’s branches. Employing stealth augmented with a spell from Sister, the group entered this room.

A thin woman with close-cropped black hair and skin pale as milk sprawled on a massive, throne-like chair in the chamber within, furnished with second-hand finery and tarnished furnishings, the spoils of pawn-shops and derelict manors. Half a dozen waspkin armed with crude firearms guarded her closely, their eyes black and listless, their wings buzzing idly. She toyed with a perfume bottle; Vespidae sniffed. Pheromones – royal pheromones. Somehow this woman had made herself an alchemical queen.

Stepping from the shadows before anyone could stop her, Vespidae approached the woman.

“And who is this? How did you get in here, little one?” she asked.

“Who are you?” Vespidae retorted. “And why do you smell like a waspkin queen?” She tried to avoid inhaling, conscious that the pheromones were having an effect on her.

“The name is Hecuba, my dear,” she said. “Formerly of Master Melchior’s little school, but lately, ah, self-employed. An independent scholar, you might say.” She grinned sharkishly. “What are you doing, nosing about my operation? Who are you, anyway?”

“Vespidae,” Vespidae responded with a shrug.

“Well, no matter. Come here, Vespidae, and bow before your Queen.” Hecuba sprizted herself with alchemicla pheromones.

Vespidae stepped back, dizzy, resisting the thrall. “No. I will not be so easily controlled.”

Hecuba sighed theatrically. “Ugh. Very well then, if you’re going to make this difficult. Guards! Seize this waspkin!”

Immediately, the guards snapped to attention, and began flying towards Vespidae. Twisting, the waspkin flitted out of a nearby window, followed by the honour guard, even as the rest of the party leapt into motion. Sister cast blink to teleport next to Hecuba, dropping from the shadows like a spider on a string; with a prayer to the her goddess, the Lengian struck out with a hand, and where she touched, flesh boiled and rotted, swelling as from some horrific spider-bite. Hecuba screamed and thrashed, and the perfume-bottle went flying, rolling along the floor. Eleyin, Caulis’ psuedodragon familiar, swooped down to pluck the bottle up, while Armand, flicking his wrist contemptuously, sent a firebolt towards Hecuba, scorching the drug-dealing enchantress.

Hecuba snarled, and spat a vicious spell, striking Caulis. A hideous blight overtook the homunculus, leaving its leaves wilted and its bark rotting. Sister leapt forwards, working her magic to keep the homunculus alive. Recovering partially from the blight, Caulis hurled a spell of its own, crippling with Hecuba with a blast of faerie-force.

Grove, rushing to the window, summoned a magical web to slow down the guards outside, while Vespidae contended with them, hurling a javelin while dodging shots from their pistols, weaving a magical pattern in the air taht caused several to flee in terror. Armand cast ray of frost, freezing one of the guards as they entered and debilitating him severely.

Caulis stepped forward, and with a second agonizing blast of fey force, spattered Hecuba’s brains across the floor of the hall. Instantly, the royal guards outside shook their heads, fighting a sudden nausea and confusion. Vespidae drew close, comforting the bewildered waspkin.

“It’s alright. The pretender is dead,” she said. “Come with me. You are safe now, no longer under her control.”

“She… she was in my head,” one of the guards said. “How did she do that?”

“I think I have an idea,” Vespidae said, eyeing a curious structure off to one side, accessible via another rickety bridge. Using an iron key found on Hecuba’s corpse, they opened the door to the building.

Within was a gigantic waspkin – or, rather, what remained of a waspkin, for it appeared to be undead, flesh tattooed with necromantic sigils. The being’s body was interpenetrated with a twisted mass of mechanical devices – syringes, hydraulic pumps, and other mechanisms. These seemed to be extracting some sort of substance from the reanimated cadaver. Tubes conveyed this substance to another large machine, which looked to have once been part of the elaborate industrial harvest used to extract sap from the Elder Tree. This machine seemed to be processing the substances collected from the undead waspkin. Several phials of fluid were evident on a low table next to the machine, and more were being filled by a steady drip from the machine itself.

Now Vespidae knew where she had smelled the pheromones before. This had been her Queen once, the Queen whose death Vespidae had commemorated in a ritualistic dance of death – one that Vespidae, an intended funerary sacrifice, had inadvertantly survived, to her shame, a crime for which she had been exiled. Hecuba must have dug the Queen’s corpse from the ground, and used necromancy and alchemy to revive it.

“Destroy it,” Vespidae intoned, and Armand gladly complied, burning the body and the structure till all within blazed to the ground.

Vespidae’s task now complete, the party rested briefly in Hecuba’s former laboratory, then continued their search for Gideon Bottlescrew. It didn’t take them long to discover his workshop, perched high in the Withered Tree and reachable via a slender wooden bridge – a rickety tower made of wood and scrap metal, its chimneys spewing smoke. A large telescope also protruded from the roof.

They could hear the sound of machines whirring inside. Guarding the entrance to the workshop was a golem, fashioned entirely from trash: rusted scrap metal, rotting wood, chains, wire, and organic matter as well – reanimated bits and pieces of stray animals, integrated grotesquely into the thing’s form. It looked at the party with one eye fashioned from a cracked lens, the other stolen from a dead dog, and spoke from the beak of a bird.

Trash Golem. Illustration by Caulis’ player, Bronwyn McIvor.

Trash Golem“Who goes there, squawk, who goes there?” the golem demanded.

“We’re here to see Gideon Bottlescrew,” Sister said. “We have an offer for him. We want to take him to the stars.”

The bird-thing considered carefully. “Squawk, alright then, alright,” it chirped. “Go on in.” It hopped to one side, allowing the party to pass.

Within, they found a massive space full of objects swirling through the air. The bookshelves along the walls were suspended both magically and mechanically throughout the chamber, covered in complicated models, mechanical devices, and even bubbling alchemical equipment. Containers of everything from food to gunpowder hung from ropes from the ceiling. There were also several magical spheres of force containing everything from miniature explosions to gigantic fireflies. At the very top of the chamber near the ceiling was a bed, wardrobe, and similar accoutrements, suspended via chains, as well as the viewing lens of a gigantic telescope. Fireplaces were located at several points along the walls, fed by animated, flying logs of kindling, and dozens of candles were suspended in space, deftly weaving to avoid lighting anything on fire.

There were also dozens of birds in cages suspended from the ceiling. The room smells of vellum, chalk, smoke, bird shit, candlewax, and ink.

Despite the incredible density of objects, the workshop had a kind of ingenious order to it, like some massive orrery. In the middle of this madness was a man with long, silver hair growing from one half of his head. As he turned, they saw why the other is hairless – he had been horribly burned along his other half, his skin a mass of scar tissue. He was dressed in threadbare waistcoat and trousers, and was frantically scribbling on a chalkboard – one of six that rotated slowing around him. A large and beautiful cockatoo was perched on his shoulder. Some sort of mechanical device had been inserted into its head.

“Hello,” the cockatoo said. Gideon does not turn , but continued writing complex mathematical formulae on the board. “Forgive my unorthodox means of communication. The bird you see before you speaks with my voice.” The cockatoo flutters from his shoulder and alights on a nearby stack of books.

“We heard you built a spaceship,” Sister said. “But then blew it up.”

“Ah, yes…” the cockatoo said, sadly. “The accident was… extremely regrettable. The greatest setback of my life, and my deepest regret. I was too eager, too intent on proving everyone at the Citadel wrong. They all said it couldn’t be done, that travel amongst the spheres was centuries away. I am still convinced they are wrong. I have spent the last ten years perfecting my plans. I now know the source of my error – the program I fend into the aetheric engine was fundamentally flawed. And I believe I am close to remedying that mistake. Of course, my only hope now is to bequeath my notes to future generations… My dreams of travel to the stars are quite dead.”

“We’re here to revive them,” Sister said. “We need something from the Vessel, and we want to build a ship to do it.”

At last, Gideon turned, but then his eyes curiously widened. Sunlight gleamed through the windows, glinting off the Yellow Sign round Vespidae’s neck. Suddenly, Gideon turned back and, moving rapidly, levitated towards a door in one wall of the tower.

“Wait, where are you going?” Grove demanded. The cockatoo was curiously silent. The door was closing. Vespidae flitted over, keeping the door open, and the party hurried through, pursuing this eccentric man, the cockatoo now following them. They noticed the frame of the door looked old, ancient even, and crafted of iridescent metal…

They passed down a corridor that should have led outside, but instead led into a vast chamber with a glass ceiling. The walls were of ancient stone, carved with what appeared to be Librarian symbols. Many doors were arrayed around the edges of the room, interspersed with grotesque statues; each had a curious symbol over it. And through the glass of the ceiling, they looked up and saw, suspended amidst a field of black stars, a small, blue-green orb, swirling with clouds.

It took them a moment for realization to set in.

“We’re on…” Grove began.

“We’re on the moon,” Sister confirmed. “A Librarian outpost on the moon!”

Gideon, wide-eyed and frantic, backed up, but Sister was too quick. She inscribed a zone of truth, enchanting the space against falsehoods.

“What is this place?” she said. “How did you find it?”

“As you said,” Gideon replied through the cockatoo. “A Librarian outpost. An extension of the Old City, really. Time and space didn’t mean the same things to the Librarians.” He was shaking, nervous, but excited as well. “I’ve kept it secret, all these years. I discovered the portal during my expedition to retrieve the Aetheric Engine, and had it brought up here at great expense. Well.” He chuckled. “Brought down there.” He gestured to the world below.

“So… why did you bring us here?”

“To show you this,” Gideon replied, beckoning. They passed into another room, accessible through one of the doors – seemingly wrenched from its frame. The room was filled with assorted junk – technological detritus, along with the bones of some former explorer, now long dead. But on the walls were engravings, intricate, detailed.

“A schematic,” Sister said, staring up at the designs with many awed eyes.

“Yes,” Gideon said, quietly. “A schematic for a Librarian ship. One that can sail amongst the stars.”

HexMoon02sLunar Symbol by Matthew Murray.

Hex Session XXII – Actual Play – “Château de la Marche, Pt. 1”

The characters in this session were:

  • Armand Percival Reginald Francois Eustace de la Marche III, a suspiciously pale, apparently human noble and sorcerer, and certainly not a ghoul (how dare such a thing be suggested).
  • Caulis, a homunculus warlock liberated from its master; has made a pact with Queen Titania of the Faerie.
  • Viridian “Grove” Greengrove, changeling druid, exile from his former druidic circle for unknown transgressions.
  • An ancient and enigmatic Lengian cleric of the Mother of Spiders, name unknown. She wears bulky ecclesiastical garments covering an uncertain number of limbs and goes by “Sister.”

XP Awarded: 400 XP

The long winter gave way to a quick spring and a quicker summer. The season seemed to burn itself out in furious intensity, as if compensating for the long chill. Now the Month of Owls waned, leaves falling from the trees. Rain and heavy fog had replaced the oppressive sunshine with their own damp claustrophobia, a blanket of heavy grey covering Hex and its hinterlands.

Armand Percival Reginald Francois Eustace de la Marche III sat in his study, perusing The Book of the Void, when one of his servants knocked on the door and approached with a letter, freshly delivered by waspkin courier. The letter was marked with the seal of his family on your mother’s side – the de l’Abespine coat of arms. Usually this marked a letter from his mother. The sorcerer opened the letter and read carefully.

Grandson,

I hope I do not trouble your studies in Hex unduly, but I am sad to inform you that your presence is required here at Château de la Marche. Your mother’s condition seems to be worsening. Since your father’s passing, as you know, she has been delicate of constitution, both physical and mental, and recently she has taken a turn for the worse. She spends long hours shut up in her menagerie of glass figures, refusing meals, even locking the doors; I am afraid we have been forced to confiscate her keys, and, at times, treat her almost as a prisoner in her own home.

It pains me greatly to see my daughter so diminished. Despite our attempts to keep her pacified and restricted to her rooms, she has taken to wandering parts of the house which are no longer safe – including the burned southeast wing, and even the disused northeast wing where, we suspect, the air has gone terribly bad. She continually foils all attempts to keep her from such midnight ramblings, at one point even overpowering a servant come to change her linens, and there has been a string of other, similar incidents. She has spoken of seeing your father’s shade, of horned figures, of beasts prowling “the endless dark” – and of other things which I will not commit to writing. She has taken to scrawling strange signs on the walls, abusing her belongings, and vandalizing the estate. The staff, I am afraid, are quite alarmed.

To be blunt – I fear she may hurt herself, or lose what reason she still possesses.

I can’t say whether your presence will do her any good – perhaps the sight of her son will restore her, or relieve her condition. At the very least I am sure you would be a comfort to her.

I would strongly advise that you travel accompanied, as the roads have become terribly perilous of late; unseasonable cold weather has left many washed-out and nigh-unusable, and driven men to banditry. They resent us at the estate, of course, and more than once the servants have driven them off with shots from the old arquebuses. There are wolves as well, in greater numbers than normal, and other wild creatures roaming the countryside; the memory of the terrible incident that befell your parents shortly before your birth still haunts me. Best, then, to bring with you companions suitably skilled in arms, in case you encounter anything dangerous on the journey.

Your grandfather,

Percival de l’Aubespine, Baron de Beresford

Fuming with rage at the ill-treatment of his mother, Armand leapt from his chair and, without ado, began preparations to leave the city. Gathering several companions along with horses and a small band of mercenaries, he set out for his ancestral estate as soon as possible.

To the south and west of Hex, the land became progressively hillier, dotted with pastures and thick oak forests, some remnants of the Tangle, cut off from that sprawling mother-wood. Towards the further south the hills eventually climbed into mountains known as the Dames Blanches, the White Ladies, for their snowy caps. The thick smog of Hex dissipated into an autumnal mist in this region, a subtle, silvery haze from which the reddening trees emerged like russet spectres.

Though the Old City of Hex was built millions of years ago during ancient prehistory, the city built atop it felt almost new compared to the venerable towns and ruins of this region. Though Hex exerted a degree of control over these lands, the folk here maintained a sense of rugged independence, more loyal to the noble bloodlines who have ruled the realm for centuries than to the distant city with its strange technologies and sinister wizards.

Away from the libertine confines of Hex, worship of the city’s strange gods declines rapidly. There were still a handful of roadside shrines to the Magistra for the first few miles from Hex, but these were soon supplanted by fanes and churches dedicated to the Lady of the Mists, a local goddess.

The population also noticeably shifted. At first gnomes, dagonians, and others could be seen in fair numbers, but these quickly dwindled, replaced by humans.

The party stopped for the evening at the White Wyvern inn, a three-storey inn at the edge of a small oak forest. Within, a fire flickered in the hearth, warming a common room crowded with travelers – the Wyvern was the only inn for some distance. Most of these wee merchants and farmers, folk heading north to Hex to peddle their wares. The innkeepers were identical twins, two men with the same thin, clever face and the same close-cut greying curls, distinguished only by the ugly scar that marked the face of one of them.

brothers

Charles and Bertrand. Illustration by Caulis’ player, Bronwyn McIvor.

Caulis and Armand spoke with the brothers, Caulis now in illusory human guise, and learned that wolf attacks had been on the increase of recent.

“Mark me words, the Beast of Vaorigne has returned,” Bertrand, the scarred brother, declared. “I should know. I’ll remember that thing’s howls till my dying day.”

“The Beast of Varogine?” Caulis asked, curious. Viridian likewise perked up at the mention of an exotic creature.

“Aye, the Beast that gave me this scar,” Bertrand said, gesturing to his face. “A monstrous werewolf, that roamed these parts with its pack some twenty years past. But young Master Eustace de la Marche here can tell you all about that.”

The other looked to Armand, surprised.

“The Beast wounded my father, left him lame and weakened,” Armand said, gazing into his glass of wine. “And left mama… changed. It attacked them, late one night, on the road not far from here.”

“Could this Beast be related to revent events at your home?” Viridian asked.

“I see not how,” Armand said. “But I find this topic displeasing. I think I shall retire for the evening.”

The sorcerer drained his glass and departed for his chambers.

That night, Armand’s sleep was troubled. He awoke in the early hours of the morning, sweat soaking through his nightclothes, the memory of a disturbing dream still fresh in his mind. It was a vision of his father, Armand II, trapped in some tenebrous chamber, some twisted parody of his family home. Something was restraining him – long, writhing forms, lashing tendrils or serpents – binding his limbs. As Armand watched, powerless, wounds blossomed across his father’s body, long claw-marks blooming crimson. Some invisible force devoured his right leg, the limb he had amputated in life, and a festering, gangrenous rot began to spread up his body, consuming him, creeping across his skin until he was a grotesque shell of his former self, a diseased husk. His eyes glowed with some vile effulgence as he struggled against the gruesome organic bonds that held him, and his gaze fixed upon Armand, his eyes piercing into your mind.

“Son! Help me, please!” the elder Armand pleaded – before Armand III awoke.

Descending from breakfast on the morrow, Armand did not speak of his vision, but insisted the horses be readied immediately. Once again the party set out, riding hard for Armand’s ancestral home. Soon mist clouded the path, and mid-morningv loping shapes emerged from the fog – a pack of a dozen hungry wolves, thin and ferocious. They howled and leapt towards the horses, but Sister conjured a phantom scent, deterring them from the chase.

Shortly later, another shape materialized from the mist. The broken remnants of a carriage lay by the roadside, a dead horse rotting slowly in the mist, savaged by some wild beast. The ornate carriage appeared to have been thoroughly looted; there were no signs of any occupants, though bloodstains and vicious claw-marks on the wood suggested a violent abduction.

Viridian inspected the claw marks and footprints carefully, and deduced that the assailants had been bipedal.

As the day drew to a close, the party entered Lutin, a small village of Lutin along the road to the de la Marche estate. An old stone wall, crumbling and moss-eaten, served as meagre protection for the tiny hamlet. There was an alehouse – the Goat’s Head – along with a handful of homes and craftsman’s workshops, as well as an old church dedicated to the Lady of the Mists, her sorrowful stone visage looking out across the town.

Working Title/Artist: Pirna: The Obertor from the South Department: European Paintings Culture/Period/Location: HB/TOA Date Code: Working Date: 1721-1780 photographed by mma in 1991, transparency 2 scanned by film & media 6/16/03 (phc)

The group rested here briefly, though Armand was determined to press on to his estate. He paid a brief visit to the town’s magistrate, informing him of the broken carriage, before ducking into the Goat’s Head – rather quiet, with only a few locals drinking the black brew of this region, or cups of the greyish wines made in the hills. The tavern-owner and barkeep was Rosy Maude – a stout, handsome woman with long red hair now streaked heavily with white. She greeted Armand warmly, but when he pressed her for word of his home, her expression grew dark.

“We haven’t seen anyone from Château de la Marche for a fortnight, which is strange,” she said. “Normally at least some of the servants, Old Hugh and Thibault, usually, come down to Lutin once a week at least, for food, drink, and other sundries. There’s been… well, I hate to speak ill of your family, sir, but there’s been some queer rumours of late.”

“No offense is taken, Maude,” Armand assured her. “What have you heard?”

“Well, there’s been tell of some sort of sickness among the staff. When Thibault was last down here, he was coughing terribly, and poor Hugh couldn’t make it out of bed. Said something about mould and bad air. There’s been word your mother ain’t full herself.

“And there’ve been… queer sounds in the night. Distant, mind you, but… strange. Voices heard in the hills, echoing. Whispers in the mist, which ain’t cleared for days and days. Once, a high squealing sound the like of which I’ve never heard made by man nor beast – woke the whole village. And sometimes a rumbling through the earth, like a tremor.”

“And then there’s Ankou,” an old man by the bar declared.

“Quiet, Reynard,” Maud chides.

“Ankou?” Caulis asked, curious.

“I seen him, up in the hills. Ankou, the soul-collector. Death’s henchman. A thin man, all in black, with a broad-brimmed hat. His voice is the scream of the damned. That’s what’s been wailing in the night. I saw him when I was driving my cart. He was up on a little hill, his back to me, but then his head turned round on his neck till he faced backwards. Gave me quite a fright he did!”

“Superstitious nonsense,” Maude declared.

Meanwhile, Sister and Viridian visited the local church. Though the Lengian was regarded with alarm and even terror by some of the locals, her careful questions soon put the local priestess at ease. They learned that the Lady of the Mists was a goddess protecting the region of Varoigne from harm from the outside world – though the region had more than its fair share of troubles, and the faith seemed to be dwindling, the church ill-attended. They also noted that some of the graves in the cemetary behind the church had been disturbed. Viridian examined them carefully, concluding that the same creatures that had attacked the carriage were likely responsible for the body-snatchings.

Troubled by these signs of dark doings, the party set out once more, hastening for the de la Marche estate. The sun sank low as they followed the path upwards into a series of misty hills. They glimpsed horned figures amongst the crags – alpine goats. They watched the party’s ascent with their horizontal-pupiled hircine gaze, unperturbed by their presence, but they made for an eerie welcoming party to this mist-shrouded place.

Then, briefly, another figure could be seen among the goats. At first they thought it was a goatherd, but then they saw its billowing black cloak, its masses of white, stringy hair, its eerie, broad hat shadowing a face that looks skeletal. White eyes roved in the bony visage’s sockets. The being carried a rusted scythe. No sooner had they glimpsed this macabre being than a bank of fog rolled in, obscuring it from sight.

“The Ankou…” Caulis muttered, as, at last, Château de la Marche came into view.

Chateau de la Marche-min

The estate looked decrepit – far worse than Armand remembered. The roof was missing tiles, and some of the windows were broken and boarded up. Attempts to repair the burned southeast wing were clearly abandoned, as it remained a charred shell. The lawn needed a cut and the gardens looked sickly, some of the bushes dead, others succumbing to blight.

In short, the house looked… dead. There weren’t any lights visible, nor any smoke from the chimneys… except, that is, for a ghastly red light in the chapel in the southwest wing.

“Something is very wrong,” Armand growled. “There should be servants here, to take our horses. Come, let’s stable them.”

Nothing awaited them in the stables – a conspicuous nothing. There were no horses here; all of the pens lay open.

Further investigation did reveal a number of hoof-marks and claw-marks on the wooden walls and doors, as well as some bloodstained hay. Something had snatched the horses.

“More troubling still,” Viridian said, touching the marks carefully. “The same creatures that disturbed the graves, and attacked the carriage, I’d say.”

Armand, now furious and intent, marched up to the door of his familial home.

On the steps leading up to the front doors, he saw a rock, weighing down what looked like a piece of parchment.

On the parchment was written:

Dearest Armand Percival Reginald Francois Eustace de la Marche III,

Since you paid my home a visit, I thought it only proper that I paid a visit to yours.

I shan’t do anything so gauche as to break your beautiful possessions, as only an uncouth brute might.

Nor would I ever be so ungallant as to roast your mother alive, as only a murderous wretch would.

Nor even would I exhibit such atrocious manners as to burn your estate to the ground, as only a mad and cretinous arsonist would dare!

I am, after all, still a gentleman of good breeding. Unlike some I could name.

No, no – I have a different fate in mind for the de la Marche estate and its denizens.

I may have plucked my own eyes from my sockets to please She Who Writhes in the Outer Darkness, but I have been watching you and your little friends all the same, and learning much of your doings, and of what you have done to my home and my family.. The Charnel Goddess has many servants – worms and rats and creeping insects– and those of us in Her favour know their secret speech, can see even see through their eyes when it pleases us. I know much about you, dear Armand. More, perhaps, than you know about yourself.

I was so charmed by the little gifts you have been sending to your mother – your dear, sweet mother.  It was a simple enough matter to provide her with one of my own, disguised as one of yours.

I do hope this little visit meets with your approval. I’m quite sure we’re going to have the most delicious fun!

Yours most sincerely,

Jasper Van Lurken

The letter was accompanied by a lock of hair that Armand recognized as his mother.

Armand carefully put the hair into a handkerchief and placed it in his pocket, then crumpled the note in his fist. He turned to the party, seething with a cold fury.

“He got away,” Armand snarled. “Jasper Van Lurken.”

“Who?” Viridian asked.

“A nobleman, although unworthy of that distinction. He corrupted his family, transformed them into vampiric monsters, servants of the Charnel Goddess. I thought I had burnt his filth from the city, but it seems he escaped.”

“The front door will be guarded,” Caulis reasoned. “Where should we enter?”

“We need to find my mother. Her safety is our priority. Come.” Armand led the way west, towards the Rose Garden. As a child, this was where he had spent most of his hours – the east wings of the house had mouldered, abandoned, after his father’s death and the family’s slow decline.

The party approached a servant’s door, leading into the block of rooms surrounding the Graden. A demonic visage had been scrawled on the door, crude but menacing – some sort of ward.

“Hmm, let me try something,” Sister said, and with a whispered prayer to the Mother of Spiders, she blinked to the other side of the door.

This antechamber beyond was filled with pictures of the de la Marche family, including a very prominent painting of Armand II fencing with an ornate duelling sabre. Crouching in one corner with its back to the door, hunched over the decaying remnants of what might once have been a person, was what remained of a woman in a maid’s uniform, her body weirdly elongated, her neck stretching with horrific flexion. She twisted round, staring with bulging eyes, sensing Sister’s presence, but the cleric had concealed herself in the shadows, her goddess weaving darkness like a web about her.

worm-thing

The Maid. Illustration by Caulis’ player, Bronwyn McIvor.

Sister carefully opened the door to the outside. The worm-thing twisted round and fled through an open door as the party stormed in. Armand led them through, fingers twitching, a spell hovering on his lips.

Beyond, a simple chamber once served as the servant’s common room. Its current use was far more macabre. Bodies were laid out on the long tables where servants once sat. They were clearly being prepared for some sort of necromantic ritual, as they had been stripped naked and mutilated, with sigils carved into their flesh.

“This way,” Armand said, pointing to a stairway leading upwards.

In this room, two paintings looked down upon them. One was a family portrait of Armand II, Helena, and the infant Armand III, all dressed in historical finery as a chivalric knight, a virtuous lady, and their child. The young Armand had a face which seems wiser than his chubby cheeks and infant curls might suggest. The second painting, however, looked newly hung – a picture of the Van Lurkens.

Annette Van Lurken was shown as a beautiful dark-haired girl of sixteen or seventeen, pale of complexion and dark-eyed, wearing a green dress and holding a small, three-headed pug dog, one of the cerberi bred by the alchemists of Caulchurch, next to her brother Jasper – a sallow, handsome but rather gaunt man of about nineteen, clad in a black doublet, a sly look in his eyes. He posed with a memento mori. Their parents, Leopold and Nicolet, sat to one side; Leopold a well-fed man with a cunning look, perhaps because of his neat, pointed beard and clever eyes, wearing colourful garments of purple and green and has short, greying curls; Nicolet, a stern-looking grey-haired woman whose once-great beauty had only been somewhat diminished by a lifetime of disapproving frowns and exasperated grimaces, wearing a luxurious burgundy dress.

From this portrait gallery, windows faced out upon the Rose Garden below, which filled the courtyard in the heart of the western half of the house. Beautiful in spring and summer, the roses were now dying, their decline facilitated by some sort of blight which had taken hold of the blooms. However, some new breed of roses appeared to be supplanting the old, still seeming healthy despite dropping temperatures. Grotesque black roses veined with red, their stems not green but vivid crimson, teemed amidst their etiolated cousins. At the innermost whorl of each flower, a tiny mouth cou;d be glimpsed, dilating hungrily.

Tending to these horrible vampiric blooms was a man Armand dimly recognized as the former gardener of the estate, Maynard – or, rather, what Maynard had become. A vast, swollen shape, inflated like an obscene balloon, Maynard was bloated with blood, his body transformed into a sac-like, vermiform shape. In place of his fingers were slender proboscises, mosquito-like, from which he periodically squirted blood, feeding the vampiric blooms. As they were fed the hematophagic flowers sighed contentedly; others, sensing an imminent feeding, moaned and muttered in ravenous anticipation. Maynard also carried a heavy sack, bloodstained and filled with human and animal body parts – limbs, organs, and other gore. He periodically removed some morsel from this bag and tossed it into the flower-patch, at which point the blood-drinking roses all converged, swivelling on eerily muscular stems to gorge themselves on the feast.

the gardener

The Gardener. Illustration by Caulis’ player, Bronwyn McIvor.

“Mother of Spiders, was that a person?” Sister said, horrified.

“We will deal with such abominations later,” Armand said. “Come, this way.” He led them deeper into the house, through another anteroom and a series of galleries, all luxurious but decayed, until they reached his mother’s apartments.

Helena’s sumptuous room had a massive four-posted bed and a side-table; it was in terrible disarray, as something had thoroughly ransacked the chamber.

A large armoire stood against one wall, adorned with images of armoured knights. The armoire had been locked and seemed to have been barricaded crudely, a halberd pushed through its handles. Something bumped loudly from within the armoire, as if straining to get out.

“Help me,” a strange, double-voice said from within the armoire. “I’m locked in here, help!” Armand raised an eyebrow.

“Who are you?”

“Jerome,” one voice said.

“Blaise,” said another.

“Damn,” the two voices said together.

“Aha…” Armand said, stepping back. “I think we’ll be leaving them be…”

A note lay on the floor, carefully folded, the precision of its placement belied by the panicked words scrawled upon it: “FIND YOUR FATHER.”

Hex Session XXI – Actual Play – “The Angel’s Eye”

The characters in this session were:

  • Alabastor Quan, a gnome rogue-turned-illusionist and failed circus ringmaster; wielder of a cursed dagger and member of the Ravenswing Thieves’ Guild.
  • Garvin Otherwise, a human rogue and burglar of the Ravenswing Thieves’ Guild, with a very, very peculiar past and a zoog pet, Lenore.
  • Viridian “Grove” Greengrove, changeling druid, exile from his former druidic circle for unknown transgressions.
  • An ancient and enigmatic Lengian cleric of the Mother of Spiders, name unknown. She wears bulky ecclesiastical garments covering an uncertain number of limbs and goes by “Sister.”
  • Yam, an eccentric gnome illusionist and local graduate student at Umbral University. Yam cares little for money. Yam is curious. Yam is Yam.

XP Awarded: 700 XP

Alabastor and Garvin were at a Ravenswing safehouse in Gloomway, one of the guild’s major rookeries outside of Corvid Commons, off Eidolon Street. Accessible only through a discrete back door cloaked in illusions, the safehouse was sumptuous, if eclectic, decorated with the spoils of a thousand lucrative burglaries. They were in the trophy hall, a place where the guild’s Masters displayed the most precious objects they ever stole – fabulously rare paintings covered almost every inch of the walls, and plinths displayed everything from precious jewels to spellbooks.

Doors lead to the safehouse’s common room, the Blackmail Armoury where incriminating objects collected from the city’s elites were kept, and the Raven’s Nest, where the guild kept some of its magical thieving equipment.  On the level above this one were training halls, where new initiates skulked through mazes of shadows and halls of mirrors under the watchful eyes of guild instructors, while below was the Map Archive, containing floorplans for buildings throughout the city.

Gloomway

The two thieves were in the presence of Veronika Foxstalker, a young Ravenswing thief with premature white hair, as well as two Ravenswing high-ups: Janus Wren, a retired art thief, long ago convicted for her crimes by a Hexian court and sentenced to the Curse of Bad Taste, and Broodfather Valentine Dusk, one of the guild-members responsible for training thieves.

“Glad you could make it, boys,” Veronika said. “Broodfather Dusk has something of a job for you. You can consider it a test, as well. Pass it, and you’ll both be promoted from the Fledgling rank to become Talons.”

Garvin nodded. “I think we’re both eager to move up in the ranks.”

“The task will not be easy,” Valentine said. He was a ghoul, well-dressed and mischievous of expression, with large yellow eyes and glinting white fangs in a face that made them think of a wolf.  “You are welcome to employ outside assistance from trusted associates; numbers may be helpful for certain parts of the undertaking. Janus, perhaps you’ll describe what precisely has happened.”

“Sure,” Janus said. She was a pale, slight woman of middle years, human, and a living legend in the city’s underworld. “So. About ten years ago, I stole an object called the Angel’s Eye – a magical gemstone. Probably Librarian in origins, but could be from Nornhold, no one’s quite sure. If you look through it, you’re supposed to be able to perceive reality absolutely – drives most people mad that look too long. Anyway. As you know… I got caught. Not my proudest moment, but the Warders had been chasing me for years, it was practically bound to happen eventually. One slip-up and they had me. And they took the Angel’s Eye. Put it in the Museum of Magical Arts up in Fanghill.”

“The guild wants to acquire the Angel’s Eye,” Valentine said. “It may be useful in appraising certain objects in our possession. We had long been planning a heist of the Museum, but as you probably know, it’s the most heavily warded building in Hex apart from the Bird & Key City Bank. Getting in and out is nearly impossible. Unfortunately… we weren’t the only ones planning a burglary.”

“Crowsbeak idiots got wind of our plans and beat us to the punch,” Veronika said. “They broke in last night, pinched the Angel’s Eye and a bunch of other stuff. But, because they’re a bunch of bloody five-sided amateurs, they got caught. The Warders threw most of them in Golemsgate Gaol. However. There’s an added complication.”

“Of course,” Alabastor said.

“You see, the Angel’s Eye actually made of three different parts,” Janus said. “The Sclera, the Iris, and the Pupil. You fit them together and the Eye functions. On their own, they’re still valuable, but don’t have the same powers.”

“When the Crowsbeak broke in, they split the Eye up into its separate components,” Valentine said. “One of their burglars was imprisoned by the Warders – he had the Sclera. One made it back to Corvid Commons – she had the Iris. And a third, while fleeing the Warders, reputedly tried to hide in the tunnels below Fanghill. He had the Pupil. You two are tasked with recovering all three parts of the Eye.”

“There’s some potentially good news on the Warder’s front,” Veronika said. “We’ve learned that they’re supposed to be moving the Sclera back from Golemsgate to the Museum tomorrow, by carriage. It’ll be guarded… but it’ll also be an opportunity to get hold of the Sclera without breaking into either the Golem or the Museum.”

“The Crowsbeak thief who made it out has disappeared into Corvid Commons,” Janus said. “But we think we know where she’s staying – a Crowsbeak rookery beneath the Dark Drop, a shadowmilk bar on Badblood Boulevard. The Iris should still be there, but it’s probably only a matter of time before they offload it in the Midnight Market.”

“The only problem there is, things are pretty volatile with the Crowsbeak at the moment,” Valentine said. “So for this phase of the job, you’ll have to be totally unseen, or else adopt some sort of disguise. If you’re spotted breaking into a Crowsbeak rookery, it could be bad for the guild.”

“The final piece, the Pupil, is presumably still with the thief stupid enough to flee into the Old City in Fanghill,” Veronika concluded. “This might be the most dangerous part of the task. Most likely, the thief entered the tunnels through Piranha Boulevard.”

“The Guild is willing to grant a payment of three thousand guineas to each of you if you manage to retrieve the Angel’s Eye,” Valentine said. “Any associates you hire will have to be paid on your own dime. In addition, though, as Talons you’ll be given an object of your choice from the Raven’s Nest.”

The two thieves discussed strategy, and agreed to contact a few trusted associates. Armand and Yam had been useful on the Van Lurken job, and so the Ravenswing thieves headed for Armand’s townhouse in the Dreamer’s Quarter.

Dreamers' Quarter

Admitted to Armand’s house, they made their way to the greenhouse, where the sorcerer was cultivating all manner of strange botanical experiments – many culled from samples taken during the extended party’s adventures. They found him deep in conversation with a fellow botanist, who he introduced as Viridian Greengrove, a trusted associate from years past.

Viridian(1)A short, human-seeming man, Viridian was lean, ropy, and heavily scarified, with sharp, angular features, a crooked, once-broken nose, and vivid green eyes. Though the man was garbed in oddments of fur, leather, and feathers – resembling some wild-man from the woods – he carried himself with alien grace and dignity, and there was something unsettling about his demeanor. Though too rough-hewn to be one of the enigmatic Fair Folk, Garvin and Alabastor both recognized a changeling when they saw one: an elf child abandoned in Hex by its parents, who would have kidnapped a human child in exchange. Many parents in the city considered such an even the height of good fortune, secure in the knowledge that the child of their blood would attain the grandeur and immortality of the Fair Folk, while gifted with a replacement sure to excel in a myriad of arts.

“We came to discuss some, ah, rather delicate business,” the two thieves said, unsure of how to react to this stranger.

“You can trust Viridian,” Armand assured them. “He has no love of the law.”

“If it’s something criminal you’re planning, I am no stranger to such things,” the druid said frankly. “Indeed, I have… certain abilities which might prove quite useful.”

Elsewhere, Yam and Sister were experimenting with the Portal Chalk, and seeking ways to track down the ones who made it. With Garvin’s help, they had deduced that the magical chalk was an artefact of the Antinomian, the mad, laughing trickster deity, god of primal chaos and absurdity, whose religion was one of the few banned in Hex. Together they had made contact with one of the god’s cult’s, secret societies in Hex, using a secret note drop to communicate. Sister drafted a note about a “hypothetical” Portal Chalk puzzle, looking for ways to expand the Chalk’s use. The cult, in due time, responded: they were intrigued, and sent half of an elaborate arcane cryptogram in return. For the other half, they said, they needed an object of power: ridiculously, the undergarments of the Infernal Archbishop, Arabella Sickle. Bewildered and somewhat amused, Sister concealed the note with care. Shortly later, they were contacted by Garvin and Alabastor, informing them about the upcoming job. Yam, owing something of a debt to their companions, quickly agreed to participate. Sister took some additional convincing, but as a servant of a god of schemes and deception, she was ultimately persuaded. Planning for the heist to come began in earnest.

Bridge

The party first set their eyes on the carriage – the most time sensitive of the three heists they would have to pull off. Speculating about likely routes the carriage might take, the thieves began making arrangements. First, they hired a small number of Ravenswing associates to guard a Portal entrance they scrawled in the backroom of the Cockroach Pub, a seedy drinking establishment in Goatsbridge.

Secondly, the group learned that S.A.D.I.S.M. – the Society for the Abolition of Diabolic and Infernal Servitude and Maltreatment – was planning a protest against the use of conjured labour at the Bridge of Sins. The group planned to capitalize on the distraction, using a Portal to convey the Sclera to the Cockroach Pub. Yam would help incite the protest; Alabastor would infiltrate the protest himself; Sister would serve as lookout; Garvin and Viridian would sneak into the carriage. Their plans made, the Ravenswing thieves and their companions slept, preparing for the job to come.

The dawn was misty and damp. The five made their way through Behemoth Bend to the Bridge of Sins, where protestors were already gathering. They’d set up a crude barricade made from bits of furniture and piled scrap. They held up signs: “Summoning is Subjugation” and “Break the Circle!”

Soon enough, the Warders’ carriage approached the bridge: an armoured carriage of gunmetal grey rumbling across the cobblestones, drawn by a team of four automaton horses, snorting steam from their furnace-bellies. The carriage had a Warder driver, a second Warder with a crossbow in a small turret, and two Warder escorts riding alongside the carriage on their own mechanical steeds. One was accompanied by a bound demon who keeps pace with the carriage, led by its summoner with a silver chain. The creature had a sigil-graven collar, a magic circle round its neck; it had chicken-like legs, a beard of writhing tentacles, and carried a wickedly glinting scythe. Judging from the decorated uniform of the summoner, he was the ranking officer of the group.

Alongside was an identical carriage, flanked by identical guards! One of them must have been an illusion.

Alabastor urged the protestors on. “Look at what they’re doing!” He said, gesturing to the bound demon. “Enslavement!”

Sister, thinking quickly, used detect thoughts to perceive which of the carriages was crewed by real people. As she furthered this information to Yam, the Warders began casting a spell to suppress the crowd, and a stinking cloud of magical teargas exploded over the bridge. Dozens of protestors slumped to the ground.

Yam, thinking quickly, hurled an acid arrow at the demon’s chain. The demon, newly freed, turned quickly on its master.

Alabastor, a gas-mask hastily affixed, conjured an illusion: another protest, coming from the other direction. The Warders spun in place, confused, even as their own demon lumbered towards them.

Meanwhile, the shadowy Garvin and Viridian crept toward the carriage, Grove transformed into the shape of a zoog. Garvin used his abilities to flit through space to enter the carriage stealthily, Grove close behind. A large steel chest was the only object within. Hastily, Garvin used the Portal Chalk to create a portal in the floor, dropping the chest through to the Cockroach Pub.

Outside, the demon raged, charging the summoner, but the quick-thinking Warder cast mending, restoring the chain. The demon spun, once more under Warder control.

Goatsbridge3

A guard from the turret darted down into the carriage, arriving just in time to see the thieves making off with the chest. He dart forth as the Portal closed, and instantly was severed in half.

“Gah!” Those in the Cockroach winced as the man fell into the room, screaming, blood pouring everywhere. He passed out quickly, dying within moments.

“Damn,” Garvin said. “That wasn’t in the plan.”

“We’ll get the remains back to the Guild,” one of the Ravenswing associates said. “Ravenswing’ll raise him and wipe his memory. Guild policy.”

Garvin nodded soberly. Ravenswing frowned heavily on deaths, but recognized that occasionally, accidents happened. Garvin picked the lock on the chest; within was the Sclera of the Angel’s Eye, a white, opalescent stone with a depression where the Iris would slot.

Back at the Bridge of Sins, Yam, Alabastor, and Sister had hastily fled, scattering into the streets as the Warders dealt with Alabastor’s illusory crowd, unaware that their prize was gone.

One down, two to go.

Shambleisde, Grey Hook, & Corvid Commons

Next stop: the Dark Drop.

Badblood Boulevard led towards the open square of Crow Court from the districts of Faunsweald and Groanwell, more salubrious neighbourhoods where the folk of Hex revel and carouse. Some of the spirit of hedonism had spilled into the Commons here, as the Boulevard was lined with taverns and drug dens – places like the Bloated Flea and the Laughing Fiend, as well as a large shadowmilk den, the Dark Drop, from which junkies stumbled with eyes like lightless voids.

The Drop was typical for a shadowmilk bar: a place where those seeking to empty themselves of all their cares and woe could seek the abyss at the bottom of a cup. The folk who crowded the dingy bar and swilled down cups of the stuff, served by a good-natured hunchback tattooed with holy sigils of the Unspeakable Ones, were a mix of poor and desperate souls in search of some relief from their suffering and avant-garde philosophers, nihilists hoping to map the terrain of the unthinkable through alchemical means. A good number of dark-robed necromancers from Grey Hook were in evidence, too – students from the Académie Macabre, slumming it in Corvid Commons and discussing thanatology, necropolitics, antivitalist metaphysics, and the ethics of reanimation.

The group took up seats at the bar, while Lenore scuttled stealthily from Garvin’s shoulder. Able to peer through the zoog’s eyes, the arcane trickster used her to scout out the backrooms of the Dark Drop. She entered a chamber filled with complicated distillation equipment, including huge copper tanks and masses of snaking pipes and tubes. Portholes in some of the tanks revealed them to be brimming with a viscous black liquid – shadowmilk. There were two exits. Some of the pipes extend from the machinery through one of the corridors.

Sister provided a distraction, asking the barkeep about the possibility of stowing stolen items at the Drop, a known rookery. Meanwhile, Albastor crept down the stairs and drew a portal; the rest of the party exited the bar and entered through the other end, scrawled in a nearby alleyway. Alabastor got out his dowsing wand, and the group stealthily followed its pull down one of the corridors.

They followed the hall to a stair leading down into a cavernous brick vault that had been made habitable with the addition of a few wall hangings bearing Crowsbeak symbols, a handful of tables, and a well-stocked bar of cheap ale – Blackheart Brew and Moonrise Pale Ale. Three ugly ruffians lounged about the room, drinking and counting coins – two humans and a trollblood. There were two wooden doors visible, one of them open.

Though the thieves were using the utmost stealth, the new member of the group – Viridian – stumbled on the stairs. A brief and vicious fight ensued, bullets, crossbow bolts, and spells whizzing across the chamber. At the end, Grove’s ear lay bloody on the floor, blood streaming from his face, but the three Crowsbeak thieves lay dead.

“Shit,” Alabastor cursed. “We’d better get the Iris and get out of here fast.”

They quickly found a safe hidden behind one of the wall hangings.

Yam quickly cast knock, and the combination lock swiveled to 7, then 13, then 43. Within was the Iris: another gem, this one iridescent and bluish, with a final depression for the Pupil. The safe also contained various other ill-gotten gains, including various articles of jewellery, gemstones, gold, and an obviously enchanted necklace.

“Only four murders and a riot so far,” Grove muttered, holding his severed ear to his head while Sister cast a healing spell, divine spiders flowing from her robes to switch the ear back to the druid’s head.

The band beat a hasty retreat through their getaway Portal, before additional Crowsbeak could appear.

Fanghill

Only one piece of the Angel’s Eye remained – the Pupil, lost in the tunnels beneath Fanghill. The party hastened there now, as sullen twilight turned to light, waspkin streetlighters flitting about with torches in the poorer districts, electric and magical lights flickering on in the more salubrious ones. They reached opulent Fanghill as the sun slunk beneath the jagged silhouette of Mount Shudder. An investigation of the plaza near the Museum of Magical Arts quickly turned up a manhole askew.

Exhausted, the party decided to retire for the evening and to meet up again early the next day, full of fresh spells and energy.

They returned to the Museum in the pre-dawn darkness; the city was once again clad in heavy mist. Careful to avoid detection by early-morning watch patrols, the group dropped down into the sewers.

Even the sewer tunnels were ostentatious in Fanghill, the stonework well-maintained, but even so the corridor was as filthy as any in Hex, puddles of murky water growing stagnant on the floor of the tunnel. Buzzing insects were everywhere, having laid their eggs in the filth.

Garvin – having scavenged his share of sewers as a lad – knew that valuables often turned up in such much. A moment’s search produced a glittering pearl necklace, dropped from the street about and swept into the drain.

Grove, eager to show his worth, transformed himself into a bloodhound-like creature, though hairless and alien. He sniffed about, trying to smell the Crowsbeak thief. The group followed the druid to a larger tunnel. Heavy rains and snowmelt had left the storm drain swollen with dirty water, flowing steadily south. A slippery-looking metal catwalk led across the tunnel. There was something lying on the ground on the other side of the bridge, but it was hard to see what it is.

Use of the Portal Chalk and a rope which Garvin shimmied along bypassed the treacherous torrent. The lower half of a human being lay on the floor of the tunnel . It looked as if something had ripped a person viciously in two. A trail of dried blood led from the remains through a doorway to the south.

Following Viridian and the blood-trail, the group made their way to an old maintenance room with several burst pipes spraying filthy liquid into the chamber. The cause of these was a rent in the wall – a huge split, leading into a dark, natural tunnel beyond. The scent-trail led through this chamber and down the tunnel.

Tentatively, the group descended into the darkness, the smell of blood and decay clotting their nostrils. There was a steady, rhythmic noise, like something breathing slowly.

The tunnel opened up. A great pile of gnawed bones and clothes was strewn across the floor of the disgusting cavern beyond. Squatting in the darkness were three twisted creatures that looked as if they might once have been people. Horribly deformed, the monsters had massively prognathous jaws and enormous yellow teeth. Their eyes were shrunken deep into their sockets, while their nostrils flared, sniffing constantly. One extended a hideous dripping tongue as if tasting the air.

Alabastor was the one to blow the group’s cover this time, sending a stray bone clattering down the tunnel. He used some sort of illusion to intimidate the monstrous creatures, looming up out of the darkness.

Lenore’s zoog eyes glimpsed magic – the Pupil! Garvin hastily used mage hand to grab the obsidian gem from the carrion heap. However, the creatures were creeping back towards the group. Hastily, Garvin scrawled a portal, while Sister, Yam, Alabastor, and Grove flung blasts of force, waves of thunder, and other spells to keep the creatures at bay.

The group were back at the bridge over the tunnel of surging sewage. They crossed, Yam casting ray of frost to cover their escape. Hastily they made their way out of the sewers, returning to Hex, all three parts of the Angel’s Eye in their possession.

Once safe, the group assembled the eye. Sister – eldest and perhaps bravest of the crew – decided to test its abilities. Garvin stood ready with the Pocketwatch of Time Dilation in case some adverse effect took hold. What Sister saw through the Eye appeared to be a universe very much like their own, but subtly different. Shimmering ghosts of the various adventurers seemed to bud off their forms – choices unmade, roads untaken. Swiveling the Iris and Sclera, it seemed she could peer into a plethora of alternate timelines – many of them ruins, burnt-out or overgrown or monstrously mutated.

Reluctantly, she gave the item over to Garvin and Alabastor, who made their way back to the Ravenswing safehouse, the means of their promotion within the Guild secured.

How Detailed is Too Detailed: Granularity vs. Practicality

I have also asked this over on Google+.

In light of positive reactions to the map here, on reddit, and on Google+, I’ve started seriously thinking about putting together a setting book to accompany the map of Hex. Consequently I’ve been looking over my notes on Hex. My plan at this point for each district of the city is to provide an overview description, plus possible encounters and adventure hooks for each area.

However, I’m wondering which the following two approaches would be better to flesh the districts out:

1) A detailed, street-by-street description, as if the city were a dungeon. I have this level of granularity for several districts already in my notes, though not all. This is generally seen as a bonkers approach to cities, but so is spending a year drawing a map by hand with every building in the city, so I’ve already crossed that particular Rubicon of lunacy.

My worry here is that this might be too much even for the most detail-oriented DM, and it could make a setting book harder to use since it’s a bit harder to find the detail you’re looking for quickly, generally a must for any sort of roleplaying product.

On the other hand, it would make the city entirely 100% playable with minimal prep, and it seems to fit with the “maximalist” approach of the map. If it were organized right it might not be as unfeasible.

2) A slightly lighter approach picking out the most important buildings and features of a district for the DM – major temples, taverns, shops, universities – etc. There’d still be detail, but the street-by-street description would be absent. This might be more usable in the long run, but there’d be a loss of detail.

So, for example, following this approach the reader would know about the particulars of the Witching Hour Alehouse, important neutral haven for thieves, and its mystic, tatoo-keyed portal to the numinous Midnight Market, but wouldn’t necessarily know that in Chough Alley there is a family of spiderfolk weavers exiled from Cobweb Cliffs for their ancestor’s crimes, or that an illicit alchemist on Widdershins Way sells memory-modification potions.

What do you think? Which would you want more – full granularity, or slightly-zoomed out?

Hex: Overview

Hex 001

Endless shelves filled with hieroglyph-graven tablets of primeval metal stretch for miles beneath the earth, down aeons-old tunnels that curve and twist in ways that make the mind ache, plunging into cavernous archive-chambers and coiling in upon themselves like impossible stone snakes. Within this lightless immensity the knowledge of the inscrutable Librarians – visitors to this world, now departed or dead – is meticulously recorded, written in gleaming books and upon monoliths of incomprehensible size, arranged according to a system so alien and maddeningly complex that none have ever deciphered it fully. This the First Library, the Old City which drew explorers and scholarly spelunkers from many lands, daring the uncanny and dangerous depths where tenebrous things now lair, seeking for the secrets buried deep in the incalculably ancient labyrinth.

Many centuries have passed since those first sojourns underground, and now a new city thrives atop the old: Hex, the Inkstained City, the City of Secrets. A six-sided sprawl, this centre of magical learning is home to some of the world’s finest institutions of arcane education: the Académie Macabre, Fiend’s College, Umbral University, the Institute of Omens, the Warders’ Lyceum, the Citadel of the Perpetual Storm, the Metamorphic Scholarium, and Master Melchior’s School of Thaumaturgy & Enchantment. Magi, wizards, sorcerers, warlocks, and witches can be found in the winding streets, flocking to the source of esoteric lore with which reality itself can be reshaped. Vast libraries containing translations and interpretations of the alien glyphs of the Old City fill the towers of the city.

Hex came into being slowly. With the first influx of the wise and wealthy came others: librarians and archivists, of course, but also scribes and scriveners, porters and couriers, mercenaries and bodyguards, concubines and cooks, and other servants – and then, later, book-sellers, parchment-makers, ink-dealers, quill-cutters, vintners, and ale-brewers. These were followed by dockworkers and grooms and tailors and victuallers and masons, and later by craftsmen and labourers and merchants of every sort. Soon what had begun as a few remote camps and archeological digs became a fully-fledged campus that later fractured and flourished and overgrew its boundaries, till one day the seething, scribbling enormity of Hex came into being.

Now Hex is a modern metropolis, teeming with traders and cutthroats and decadents. Gaslight, buzzing electric lamps, and glimmering magical crystals bathe faces both beautiful and vile in their variegated glow. The universities have become vast – huge, ornate, and unthinkably wealthy, their spires stab at a sky now criss-crossed by flitting familiars and hot air balloons and skycabs drawn by hippogriffs, manticores, or dock-tailed wyverns. Trade bustles along the banks of the Radula River while alchemists culture homunculi in their cauldrons and necromancers reanimate the corpses of the poor to labour in the city’s churning factories. Temples to a hundred deities burn sacrifices and fill the air with weird chants, prayers to strange and sometimes malformed gods inspired by the primordial pantheon of the Librarians. Above them all the wizards still scribble in their spellbooks, while deep below, adventurers plumb the twisted darkness in search of yet more secrets.

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