Saturday, 8 November 2025

[BLOG] Year Nine: An Off Year

The Hall of Mirrors Extends, Slightly
This blog started on 5 August 2016, making August a good time to take stock and reflect. It is now November, so take this for what it’s worth. This has been kind of an off year; the last one was very productive, while this one, a lot less so. Getting lost in larger projects slowed down visible progress, while too much real-life work has taken over a lot of the time left for the hobby From the grind, good things may emerge. But to tell the truth, it has been tiring.

The State of the Fanzine & Other Projects

 
This year, EMDT has published 4 releases, two in English – a setting guide to Fomalhaut, and an Echoes issue. This isn’t much. A lot of the summer was spent moving from a sole proprietorship to an LLC, which took up a lot more time than initially anticipated. It had to be done, as the business side grew too large for a sole prop, but figuring it out and setting things up was a lot of time not spent on the actual hobby. This is the less fun side of making the sausage. It is rewarding to write, do layout, commission orders, create maps, pack orders and go to the post, while this was just drudgery, and it started feeling a lot like a badly paid job. By the time things were set up properly, I got hit by an avalanche of short-deadline tasks at my day job, so I put things aside again, and it is now three months later with little to show. This was really annoying, but you don't get ahead by staying that way. E.M.D.T. ULTRAREALITY Publishing Kft. is up and running at last.

My shop is back up, and orders are open again for most of the world. Stock is available for most releases, except Helvéczia (which will be reprinted next year – it’s a complex product); what is not available at this time will be reprinted. US shipping is not yet available: the international postal system, of which the Hungarian Post is part, has not yet figured out how to administer tariffs. To my best knowledge, the baselines have been hammered out, but they have not yet been implemented on the ground level. This means things will take a bit more time to open up for the US side; once the system is online, I will need to learn and test it. I foresee things opening up fully by early 2025. If you would like to be notified of this, please send an e-mail to beyond.fomalhaut@gmail.com, and I will put you on the list.
 
The Ape-Men Didn't Know Whom They Were Messing With 
But this year has also involved slow background work. I have the first new adventure written and laid out, and the illustrations are rolling in. City of the Ape-Men will be zine-sized, but on the larger end of it – a tropical isle adventure with a ruined city, a wilderness section, a nearby base town, and various smaller dungeons, so a lot of stuff. Hordes of ape-men too (no false advertising in the title), and dinosaurs, and a lot more. This was great fun to run, first in a campaign, then at a convention, then as a standalone multi-session module. It feels polished enough now to release, and it will likely be available in early December. Work is less advanced on Echoes From Fomalhaut #14, but it is slowly, slowly taking shape too.

Three major projects have been on my table, which is the “behind the scenes” work whose fruits are yet to be available. The first one if Gamemaster’s Guidelines Beyond Fomalhaut. This will be a hardcover OSRIC supplement focused on providing practical advice on designing and running old-school adventures and campaigns, from basic philosophy to tested design procedures. It is something you could learn the Classic Adventure Gaming philosophy from, while for old hands, it will provide useful techniques and helpful bits and pieces. This is an area where old-school gaming has been fairly underserved; there have been good primers and lots of good writing, but to my knowledge, no systematic teaching guide to pick up this style of gaming. (To be fair, OSRIC’s new GM book will be a step in this direction.) Obviously, this is a large undertaking, with a final page count promising to be a bit below 300 pages. The book would be available around this time if the year had not been what it was, but that’s not how it worked out.

As things stand, large sections have been done, sections have been partially completed, and there are sections which have not been touched at all. The work continues. For now, here is a list of chapters to give you an idea of what it will be when it is finished:


I. Guiding principles (a primer for CAG-style play, thoughts on sword & sorcery as a distinct style of fantasy, sources of inspiration)

II. Gamemastering (basic and advanced GMing techniques, game styles, harnessing randomness for creativity)

III. Optional rules (a collection of rules from our games for combat, mass battles, experience, magic, survival, poisons and disease, and a bunch of traps)

IV. Adventures and campaigns (the book’s largest section, with a discussion of openness and player agency; guidance and procedures for dungeon, wilderness, city and situation-based adventures; and a section on sandbox campaigns)

V. Fantastic worlds (guidance on creating game-friendly settings, fantastic societies, a larger section on religion, and a shorter one on variant fantasy settings)

VI. Taxes & death (basic domain management rules with procedures for taxation, regional development, construction, and armies)

VII. Monsters (a large section on monsters, some familiar, and quite a lot new; human NPC types; monster variants; and a large set of encounter tables for various purposes – in a sense, the “implied setting” of the campaign)

VIII. Treasure (a whole bunch of magic items, again mixing old and new; technological devices; my system of random treasure tables)

IX. The omniscient oracle (a selection of random inspiration tables: adventure locations, dungeon and wilderness sites, ruins, islands, weird civilisations, magical curiosities, curses, and downtime complication tables)

Still Pretty Doomed
The second project is The Four Dooms of Thisium, a low-level sandbox campaign  centred on the doomed City of Thisium. Thisium first took shape in the time of the Bat Plague, when everyone was locked up and nobody had better things to do than play; developed with maniacal speed and played with relish, a D-Day style campaign with a time limit and massive casualties. It was followed by another campaign with a different group, a bit more leisurely, and we are now playing it for the third time as an open table campaign on the CAG discord, where it is racking up the body count just as fine. (Positions still available.) The campaign has a bit of everything: city, Underworld, countryside, sea and dungeon adventures. It is a high-pressure, “git gud” kind of thing that’s deliberately challenging, but would work just as well for relatively new people. As it stands, the Hungarian version is well along: the manuscript is around 90% complete at around 150 pages of raw text (barring an intro chapter and final post-playtesting editing), all but two of the maps are done, and once playtesting wraps up, it can move into the layout, illustration and production phase. What this will first result in is going to be a book for the local gamers, but from there, I would like to move on to translating it.

The third project is also Hungarian for now. Last year, LFG.HU, our main RPG portal, ran an Adventure Site Contest, with yours truly judging the entries. There were three winning entries and three runners-up, which will fill up a large anthology (or two full-sized pamphlets; we will see). These are module-sized, location-based scenarios which turned out very nicely. I am hoping to publish English versions of the three winners in some way, either as zine articles or standalone booklets (they are kind of on the borderline). The local versions come first, but these, I feel, is something the Hungarian old-school community deserves to be proud of, and which the rest of you should enjoy to see.

Other projects which have seen little progress: Erillion, Land of Adventure (although the Hungarian edition of Baklin came out quite well, and shall be part of the eventual hardcover), the Fomalhaut Boxed Set. Them’s the breaks.

Invincible.

The State of Gaming: Borderlands and Empire (Politisperging Edition)


If we are to discuss the state of old-school gaming this year, we must do so in the context of where D&D and the broader hobby are going. This year’s musings will be less directly concerned with old-school than usual. There are two basic reasons for this. First, the internal trends have barely changed from last year, and need not be repeated in detail: there has been a process of rediscovery, community-building, and new consolidation; returning to old-school gaming’s basic principles. All that was old was new again in 2004–2008, and al that was new in 2004–2008 is newly new again. Solid things are being created – modules like Brink of Calamity and Pestilence at Halith Vorn; fanzines like the renewed Fight On! magazine; the new edition of OSRIC; and the likes of Cauldron Con. That’s jolly good. But second, there seems to be a transformation outside our thing that will have important consequences for us in the next years. Be warned, this will get very political, very fast.

For a long time, the old-school has been kind of an island, existing not quite in splendid isolation, but at least partially insulated from a lot of the trends transforming gaming business-wise and culturally. Which is not to say it was all a bed of roses: the dangerhair takeover attempt of the late 2010s was a shameful episode that destroyed a lot of the accumulated trust and goodwill in what had previously been a very positive community; and the sheer sadism exhibited against James Raggi in particular an event which should make decent people recoil with shame. I believe this is mostly solved. The worst characters have fucked off to be a nuisance elsewhere, and the rest have sorted themselves into sufficiently separated sub-communities where there is little space or reason for conflict, increasingly for a lack of interaction. On the political side, there is correlation between personal politics and hobbyist niches, but no clear correspondence. If things didn’t become so utterly poisonous as they did for a while, this would be unremarkable. As is, armed vigilance is warranted, and lets people focus on creative growth. For now, this works better than pushing everyone together into a single room. It is easier to be on decent terms with a little space between us.
 
A Working Model

Now the thornier hobby context. If old-school gaming’s communities are keeps on the Borderlands, then the Borderlands are on the fringes of the Empire, modern Dungeons & Dragons. For over two decades, there was little reason to be involved with the affairs of the imperial core: the OGL served as a good basis to build our own thing, and the hobby’s good general health has had benefits for this far-flung corner. For all its merits and flaws, 5e’s success was the rising tide that lifted all ships. But that has changed. My thesis is that the Empire has entered a phase of stark decline, which will eventually impact it as a business, and as a hobby. This, in turn, will spill over into the periphery we inhabit.

The matter is not simply political – creative exhaustion and predatory business models play a large role – but politics is a big part of it. In the 2010s, fringe leftist politics would infiltrate every facet of society. If you are asking why your crocheting circle, aquarist Facebook group, or niche retrogaming community started to be about the New Thing all of a sudden, it is because everything started to be about the New Thing. This is the problem of the German Cat (many such cases!). Tabletop gaming was just one of the many hobbies downstream of this trend, although probably more vulnerable than others due to its general leftist slant and emphasis on inclusion. Even so, it took a while for things to change substantially, since “there is a great deal of ruin in a nation”. But the deal is done: hilariously obnoxious activism has utterly consumed D&D, and turned it into a weird “slice of life” fantasy game with twee Starbucks aesthetics, HR-approved messaging, and an inexplicable baking fetish. Credit where credit’s due, the activists’ victory has been complete, since they have, indeed, successfully redefined what D&D is in the public eye. As a minor side-effect, D&D 2024 is pretty much dead in the water, and nobody really cares for it. It sold well, but has no buzz, and does not seem to be played at all in the same circles where 5e had made an enormous splash.
 
A D&D

The activist victory came at the precise cultural moment when people have just had enough of this shit. D&D’s core audience is young men, and it was always a game focused on their interests. “Norman wants to be a warrior-hero, using complex mathematical equations to blast big-breasted monsters into oblivion” as the late, great Jeff Freeman put it in the prophetic Chicks in Gaming, all the way back in 1997. It is fair to say that D&D 2024 is not a game for Norman, and has made this very clear in its messaging – it is for a new, modern, enlightened, diverse (etc.) audience that doesn’t really exist in large numbers outside girlboss-friendly Powerpoint presentations. As young men are departing the plantation en masse in the most hilarious outcome of modern politics, they are abandoning modern D&D as well, along with the rest of the popular culture which has tried, and in its largest self-own, finally succeed at exiling them into the wilderness.

It would be fun to think of them suddenly developing a range of incredibly right-wing games – Bronze Age Mindset has always called for an RPG adaptation ("Steppe barbarian. Nationalist, Fascist, Nudist Bodybuilder! Purification of world. Revolt of the damned. Destruction of the cities!") – but there are no signs they will do so. Adventurer, Conqueror, King comes closest to a moderate centrist idea of the concept of “slightly right-coded D&D” with its Roman Empire callbacks, historically solid sense of cultural colour (it is actually cool to play a badass Persian warrior when it is not accompanied by endless HR lady nagging), solid focus on conflict and warfare, and even its baseline mechanical complexity that appeals to slightly autistic young men, but ACKS cannot do the kind of heavy lifting only D&D is capable of. And D&D is incapable of course correction, in the same way fantasy publishing, or the movies, or computer gaming are incapable of course correction due to the tremendous inertia these systems have accumulated, and the institutional death-grip that holds them hostage. And so it goes. Gaming will not be more right-wing, it will most likely become irrelevant, abandoned by a generation of potential hobbyists. There is no greater sin in culture than being cringe, and role-playing has become really, really cringe. Nobody wants to play the pumpkin spice latte gay wedding game, sorry, HR ladies, none of us do. People put up with it for a time, but you were just far too obnoxious. A generation of angry young men will create a new culture of their own, but signs indicate tabletop gaming will not be a part of it.

These are the affairs of the Empire. What does this hold for the Borderlands? Imperial decline will mean what these things always mean: fewer resources flowing outwards, shrinking populations, and all that comes with being cut off. Shrinkage and decline will spill over to this corner of the hobby as well. Luxury edition Kickstarters are not going to be sustainable beyond the next few years. But it can also mean that the freedom of the frontiers can be preserved and formalised. Old-school communities, of which there are now multiple (separated by preferences which are not merely political), are well positioned to exist independently, as this has been the way they have grown up, and it was the brief period of rubbing shoulders with “industry professionals” and winning trophies at award shows that was the ill-fitting exception. These were never our core values. Old-school gaming will work well if it retains a cohesive creative focus, and cultivates excellence in its own framework. This will enable it to attract and retain new people on fair terms. When we look at successful releases, communities or events, this is the principle that animates them: they do a specific thing well. And this can let us survive and flourish, against the backdrop of a burning Empire.
 
Promising Signs for the Season Ahead

 

Thursday, 7 August 2025

[BLOG] News on the March! Episode X.

This post continues the series of brief play reports I have been posting on Discord. This does not cover every single session (sometimes, recon and setup is what happens), but it covers our ongoing games.

Slaying the Hydra

01/07/2025 THISIUM

News from the doomed city of Thisium! Four adventurers headed for the Temple of the Unknown God, with a detailed battle plan to slay an eight-headed hydra they had fled from previously. To clear up any danger, they first had to remove another obstacle: four alabaster gargoyles in the NE corner of the temple. The battle was successful, the gargoyles falling under the company’s magic weapons, although not before Sagittarius the crossbowman perished by their claws. The monsters’ room was decorated by bas-reliefs of polygons, one of which looked both 3- and 20-sided depending on the angle it was view for. This was the place of a secret door, with a slightly protruding stone, but it could not be pushed in, nor smashed with weapons, so they found now way to open it. It was time for the hydra, dwelling in the pool in the central chamber. One part of the party positioned themselves by the gargoyle room, while thieves drew forward to lure the beast from its lair. This went successfully as the hungry reptile came forward in pursuit. It followed through the passages, right into a trapped intersection. Four portcullises slammed down around it and the ceiling started to lower slowly. The adventurers sprang out, peppering it with missiles. Angered, the hydra charged a portcullis, and with a superhuman feat of strength, bent the bars! It was now coming for the party, and caught up with them. In the ensuing melee, they fought heroically; Toxotes the crossbowman and Grumio the porter were torn apart, but all eight heads were destroyed and the beast was slain.

They could now investigate the central hall. Its ceiling stretched up to infinity, and above blinked the uncaring stars of space. This was a place of cold and emptiness. By an empty altar rose a massive hoard of treasures, but only as a shadowy simulacrum. Figuring out a sacrifice at the altar might work, the hydra heads were brought, and their blood spilled on the stone. Improbably, something did happen: a Presence, barely there, yet bringing darkness with it. A hollow voice spoke, demanding to know who had awakened the Unknown God, and what did they seek here in his temple – for he has slumbered here since before Men, and the new gods, and shall still be there once their time will have passed. Seized by fear, the adventurers told the Presence that they would disturb it no longer, and decided to withdraw while they could. From corners of the hall, they could see faint shades watching them, and felt the scrutiny of the god, older than men. They left behind the temple, whose secrets they could not solve, and rode back to Villa Cardone. At this time, the city had 29 days left... 

Art courtesy of EscapeFromZardoz

Ugolino

03/07/2025 KASSADIA

News from the fallen empire of Kassadia! The Lion Pack delved once more into the Undercity of Viaskar, seeking the patrician tombs of the lower levels. They descended into the depths via two deep staircases, finding an old, abandoned storeroom. From even further down came sounds of human conversation, and lights were seen. Two scouts ventured down, but were surrounded by rough-looking men demanding to leave their turf. They returned to the storeroom, but from the spiral stairs, they heard the voices of another company. It was a group of men in yellow robes, and three iron-masked clerics of Titus Malformatus, Viaskar’s patron deity! The newcomers were eager to have found these „escapees” beneath the city, but were soundly trounced, only a few of them able to flee. Now the men from below came up in a more friendly way. They were proscribed outcasts led by Tarkoth the Panther, a young barbarian, and the priestess Claudia, who maintained the fire of Vedius as an aegis to protect them – for now. It was agreed that the adventurers would help them escape the city, but for now, they continued exploring. Above the hideout, they found a room of antique, magical statues, but could not solve its mystery. Further up, a frescoed room was the dwelling of Ugolino, a ragged hermit. Ugolino tried to adopt Jovial Faustulus as his son, but his insanity was soon revealed – he wished to do so to kill and devour him as he had done to the others. He was thus slain – “I acted for the weal of the Empire”, Faustulus noted.

The way onwards led to the deserted underground arena. As they were contemplating returning to the hideout, the company was beset by a pack of ghouls, who killed and dragged off Septima the light footwoman. After reorganising their ranks, the adventurers followed in pursuit through stairs and the lepers’ caverns. Finally, they emerged much higher, in a massive domed chamber from the imperial age, with mosaics of ancient patricians and a massive brazier of stone. The ghouls were put down and Septima’s body saved from a grisly fate. From here, a short flight of stairs led to a smaller chamber decorated with astrological motifs, with multiple stone doors for exits. In a side-chamber were five lookouts – they worked for the Imprisoners, one of Viaskar’s feared gangs, but once they learned the intruders weren’t affiliated with their hated rivals, the Drowners, they proved fairly agreeable, showing a spiral stairway leading to an exit from the Undercity. There was time for some more exploration. Returning to the great domed chamber, the company investigated a large rubble pile near a place where the walls have collapsed, revealing a cavern passage. While the others checked if the pile held anything of interest,  Publius Varro went forward to scout and was surrounded by eight ruffians who tried to rob him. In the resulting melee, the men proved to be wererats, and Publius caught the curse of lycanthropy! Things looked dire, until Trupo Gizmegas saved the day with an illusion, making the unstable cavern „collapse” on the wererats, killing the lot of them. Shaken by the experience, they returned to the chamber of astrological bas-reliefs, and emerged through a hidden exit into the daylight near the Upper Market and the Golden Hand tavern.

The Enchantment of Thuzar Yi

06/07/2025 FOMALHAUT

News from ULTRAREALITY! The Viridian Star sailed through the sargasso to find the mysterious island whose map they found in the belongings of the Sorcerer Opangi Ord – inhabited by men in their likeness! They put down on the anchor on the shores of a wooded island dominated by a large plateau. The woods here weren’t the foetid jungles of ULTRAREALITY, but similar to the gentler forests of Fomalhaut. They disembarked on a sandy beach, and climbed a butte to take a survey of the territory. To avoid being seen, Murat the Etunian alone climbed the summit. On the windswept plateau, he saw movement, a white-cloaked figure looking down into the forests. He reported to the others, and they climbed up together, but the vision was gone without a trace. Looking across the landscape, they saw a lake cradled by cliffs; and right below them, a small tent hidden in the forest. This looked like a good place to investigate, so they descended. On the shore, they encountered five warriors catching crabs, and found them to be the castaways of an expedition from the city-state of Thellas, who became shipwrecked here. They spoke of their saviour, the beautiful Thuzar Yi, who gave them food and drink, and let them dwell in an abandoned village. Choosing to accompany the men, they walked through the forests. A white cloak fluttered among the trees, and they were face-to-face with a beautiful young girl –Thuzar Yi herself! The island’s mistress spoke to them in friendship, graciously offering them to resupply in her domain, as long as they didn’t exhaust what the island had to give – the castaways were already stretching things to the limits. In exchange, she only asked for a small token, and declining gold and jewellery, accepted Ion’s blue cap. With a side-step, Thuzar Yi disappeared, leaving behind their awestruck guides. They continued on along a trail to the plateau, eventually arriving in a village of archaic stone huts, now inhabited by the lost men of Thellas.

They were led to a longhouse, where they were received by Lyostratos Andromakhos, once the tyrant of Thellas, but  now only the master of this village. As the grey-bearded fighting-man explained, trouble was afoot on the island: renegades had broken away from their camp, followed by Lyostratos’ own son, Meurios. These men acted out of jealousy, seeking to seize the fair Thuzar Yi by force, a terrible act against her hospitality! Lilith, as Ishtar’s champion, declared that she would see to it, and Lyostratos suggested to capture or kill the renegades. But Lilith saw that they seemed obsessed, or perhaps ensorcelled, by Thuzar Yi’s beauty; so much so that they paid no heed even to her 18 CHA! Saying farewell to the villagers, they returned to the lower woods, heading for the small camp, but finding the single tent abandoned. Leaving a note, they returned to the ship to rest. The following day, they took a skiff to circumnavigate the island. On its southern side, they discovered two beached war galleys, stripped of valuables; and further on, another butte inhabited by enormous pteranodons. From the shore, they also saw a mound rising from the forest – a place to investigate. It was an artificial brick structure, but crumbling and overgrown. A group of villagers were placing five helmets on a makeshift memorial, each to commemorate a fallen comrade – this was a barrow, and a memorial for the dead. They returned to the skiff, fighting off a hungry pteranodon. Sailing further north along lush forests, they saw no further signs of habitation, only a cliff where 4 more pteranodons seemed to circle around something – this, they avoided. Making landfall at the bottom of a gorge leading up to the plateau, they contemplated their next step. Ion froze and stumbled. He spun around in whirlwind-like fashion, and disappeared from view – all gone! They were one man less on this mysterious island, and from this point, time was ticking away, hour by hour. The hunt was on!

Soldiers of the Empire

07/07/2025 THISIUM 

News from the doomed city of Thisium! A group of adventurers rode out from Villa Cardone on an invitation from Valentino La Cava, the commander of the seaside garrison of Locassum. Not far from the villa, they found an old stone throne decorated with carvings of skeletons, and lifting some flagstones out of place, discovered a buried hoard of 30,000 sp. With this bounty, they quickly returned to the villa to place it in safety, then continued on. Along the way, they met a gang of bandits lurking in the bushes, but the men, seeing a superior force, just greeted them awkwardly and let them pass. Further on, the road led through a gorge, its walls carved with enormous, weird faces. The next group of bandits were here, calling down from the cliffs to demand the price of passage. 1000 sp was left here from the hoard, and they were allowed to ride on. They passed under the arch of a ruined aqueduct, and finally arrived in Locassum, a tiny legionaries’ garrison on the borderlands. Valentino received the liberators of Villa Cardone well, and while his forces were small, offered what help he could: rare suits of plate mail, the garrison’s warship, and his men if needed be. He spoke of the growing orcish threat along the coast, and Falumfano, an eccentric musical exile reputedly living in the archipelago, and working on an enormous water organ. The next day, they headed back to Villa Cardone. A spot by the aqueduct has been freshly dug up, and a rectangular object removed – but they did not pursue its trail into the hills. Bypassing the greedy bandits by mentioning Valentino’s friendship, they continued, just as deftly evading a group of riders carrying the banner of a six-legged, fire-breathing poodle. Eriberto Barrella quickly concealed himself and hid among the others: this was the standard of his former captor, Lady Giacinthe Albiate, whose tower the company had looted. The furious Giacinthe was headed for Locassum, while they quickly went the other way.

Picking up their companions, they parted from Ottilio Cardone, still mourning her dead love, who died so young – „If only Adonis Gratianus were still alive, things would be so much easier!” They rode to the Wailwind, and hitched Locassum’s galley to Thisium, where the Sacrificial Calf had just been offered to the gods. Burt their destination was not in the city: the next dawn, they set sail for the Isle of Mortuaries, which they had visited previously. There was a third group of family tombs they had missed then, and this is where they were headed. These four were smaller and less imposing mausoleums. In the crypt of the ALBERGATO family, they fought two carrion crawlers, and found some precious flowers growing from the roots of great cypress trees. The crypt of ACARDOLO was open and looted. Down in the tomb chamber, a grandiose fresco showed a vast cavern, with a black stone bridge spanning a bottomless abyss of fire – a mystery now unsolved. The third mausoleum, of the GAVRILOTTI, was broken into as well, but the bodies were still there, frozen in reddish wax filling their sarcophagi. The wax was quickly melted with Dorvo’s sword of fire, yielding minor jewellery. The final tomb was of the DE ACCORA: it held the statues of a noble family showing them planting trees in Thisium, a mysterious poem, and a precious golden mask in the main sarcophagus.

As they emerged from the crypts, they were accosted by a group of soldiers – legionaries by their equipment. Aufidia Corvina, flanked by her bodyguards wearing legionaries’ plate mail from Locassum, bluffed her way through the jam, and the soldiers escorted them to the villa of the island’s master, Bragan Braxus, a soldier calling himself The Imperator. Among his legionaries, the Imperator exalted imperial glory, outlining his plans to conquer Thisium, the Coastlands, and eventually the Empire in whole! For this, he needed a symbol of power to solidify his reign: the crown of Pandolfo Barbani, Thisium’s last podesta! This was a familiar relic: the company had won it in service of Yldegonda Gremullo, and promptly sold it off in port to shady merchants, where it was gone. Nevertheless, they quickly promised to seek it for the glory and resurrection of the Empire, earning the Imperator’s goodwill. Thus they returned to their ship, and sailed back to Thisium. At this time, the city had 26 days left...

Shadowing the Wolves

09/07/2025 KASSADIA

News from the fallen empire of Kassadia! The Lion Pack decided to do some shopping on the market by the Pyramid of Pantaxus Superbus. While looking around the merchants, they spotted an old acquaintance – Colmazio, who had sold them fake tear salts, now peddling his wares to a group of Northmen. They surrounded the swindler, but a crossbow bolt aimed at him missed, and he disappeared behind a door. Another stray shot hit one of the Northmen, who attacked the „assassins” at once until half of them were trapped with a hypnotic pattern. They chased down Colmazio, and dragged him into the back streets before the open altercation would bring the law down on them. “You have not harmed us, but the good reputation of Mur!”, growled Jovial Faustulus. The petty cheat crumbled, parting with his meagre coins, and offering the location of a hidden entrance in exchange for his freedom. After making sure the place he described existed on the Plaza of Faceless Statues, he was ultimately let go with a stern warning. The entrance opened to a downwards stairway, trapped with a pendulum trap, dutifully triggered. The way lead to a secret shrine of Rualgar, God of Secrets, one of the three Imperial cults. A hiden niche hid a cryptic message and a crystal-tipped arrow filled with gas which broke while handling it. Worse, Trupo Gizmegas stood on the altar, and was struck by Rualgar’s punishment, losing all his belongings, including spellbooks! In a less good mood, they departed, heading for Viaskar’s western walls, where they hoped to help the outcasts in the Underworld flee the city. In a crumbling tenement, Publius Varro met two youths, members of the Drowners, and strongarmed them into showing him around the rooftops to survey the surroundings. They didn’t dare knife him, but the party was soon attacked from the rooftops by archers brought by the lads. The ambushers were killed or fled across the rooftops, and they returned back to the de Marco palace for the night.

Their rest was interrupted by the barking and howling of dogs in the alleyway. Peering outside, they saw a ragged man with a dog pack, and chased them off with a crossbow bolt and magic. However, this was a good time to get a lead on the werewolves hunting for Cornelia de Marco, and they set out in pursuit after the mysterious figure, leaving Leonio, Lazio and Asinus as bodyguards for the noble maiden. They followed the tramp and his dogs across dark streets through the sleeping city, into the port area, listening to him talk to his hounds, and learning his name, Zanothio the Enchanter. The trail led to a crumbling waterfront palace, where Zanothio started fumbling with his keys. They attacked him and the dog pack. Zanothio turned and growled as he transformed into a hulking wolf-man! Trupo Gizmegas used his spectral force to „summon” an ape demon, distracting some dogs, but failing to fool Zanothio, who retaliated with his magic wand, shooting several magic missiles at the party. A desperate melee ensued, where the dogs were eventually dispatched. Just as Zanothio was about to tear Publius Varro apart, he was caught by a last-ditch colour spray, and executed while unconscious. Throwing the bodies into the dark water, they plundered the madman’s palace, finding it an abandoned wreck. The bedchamber contained several bunches of wolfsbane, some coinage, a crystal ball with a miniature figure trapped within, and an old, ugly toga. They packed them up and returned to the de Marco palace as they came, but too late. The servants who opened the door were weeping. Mistress Cornelia had been kidnapped while they were out, and Roma was laid out dead on the dining table, having given his life to defend her safety. Leonio recounted what transpired: a purple-robed werewolf entered from the rooftop terrace, and put the guards to sleep while carrying off poor Cornelia. There were now two nights before new moon – and the hunt was on!

The Blood-Drinking Horror of Thuzar Yi

20/07/2025 FOMALHAUT

News from ULTRAREALITY! As Ion the Fighting-Man disappeared from before his companions, a grim foreboding filled the adventurers’ hearts, and they knew deep inside time was now of the essence. Bocephus produced his new crystal ball, and peered inside to find the warrior. He saw a dark, splendid palace room; Thuzar Yi, the mistress of the island was sitting in a throne on one side of a table, and the smitten Ion on the other, both drinking from the same cup. Noting the lack of windows, they surmised the palace might be underground - after all, they saw no such structure on the surface. They set out to find a way to their companion. The search took them to the wooded island plateau, but they could find no entrance, although they saw many odd things: a small amphitheatre probably frequented by the island’s castaways; a circle of small stones around a large stone bowl filled with purple liquid, with shambling fungal zombies around it; and a cliff where a struggle had taken place, where they found the bones of a warrior, broken weapons, and a broken conch-shell horn on the rocks below. It was getting closer to night. Bocephus did another look into the crystal ball: he saw Thuzar Yi’s bedchamber, the beautiful girl dancing seductively before Ion next to a poster bed. At sunset, they arrived in a small garden of fountains and songbirds in the NE of the island, when Nycterphila the Thief recalled something – a reference to Thuzar Yi dwelling in a spring cave, and a stream cascading down from a plateau to their east. Could this be her lair, and so close to them? It was night, so Nycterphila and Murat the Etunian bravely set out in the dark night to do some recon. They evaded a mountain lion ambush in the last possible moment, and climbed down the cliffs to the source of the stream, a small cave mouth. A woman’s song came from inside, and they saw Thuzar Yi singing in a simple, but pleasant cavern of vine-covered walls, although no sign of Ion.

As thieves, they snuck forward and struck. „Thuzar Yi” folded apart into a mass of tentacles and gibbering mouths; Nycterphila was presently torn apart and devoured by the blood-drinking horror, while the horrified Murat fled, relating the terrible events to the others. They had walked right into Thuzar Yi’s trap – but now, to find Ion! The next morning, they headed for the island’s tall northern peaks. Here, in a barren stone waste, they found another cavern, with the statues of youths and a misty pool, which looked suspect, and was avoided. Even higher they went, finding a small, semi-completed rock garden on the tallest peak, and two playful kittens, who devoured the meat thrown to them with suspiciously ravenous appetite. Still no way in. A new crystal ball scan showed Ion sleeping contentedly in the bed, while Thuzar Yi was not to be seen. There was an enormous cave on the isle’s western side, a promising target. They made their way through the wilds, looking through a massive opening into a lit garden of fruit trees, a small spring, and walls covered with abundant moss. Remembering an item in her possession, Lilith tossed her wand of true direction in the air, which pointed right inside the cavern. After an embarrassing detour due to misreading the portent and superfluous rock-climbing, and having to use the wand again, they returned to investigate the cavern with more attention, finally finding a secret door under a thick layer of moss. A dark cavern passage led deep into the island. After a while, they emerged in a cavern filled with a pleasant garden of red flowers, lit by artificial lights. The way led on, through more long cave passages, and another large (now unlit) cavern filled with a dark lake, fed by the mouth of a great stone face, the magnetic ores in the walls drawing in their weapons. On they went, through another garden cave, and even further. And as they went, the hours passed.

Following the Swimming Crate

22/07/2025 THISIUM 

News from the doomed city of Thisium! Resting at the Pickled Carp, the company awoke to the clamour of fighting in the harbour, and rushing outside, saw that the Swimming Crate, an ugly trading vessel, was exchanging missile fire with the city guards while rapidly pulling out of port. Under disguise, the notorious pirate Burlagon the Halfway-Orc had audaciously infiltrated the city once again, striking its warehouses and patricians! The company quickly boarded the Comely Lass to pursue from a safe distance. Out on the edge of the archipelago, they were spotted, and the Swimming Crate disappeared behind an islet, probably to lure them close. They approached from the other side, hiding the small Comely Lass under a phantasmal force spell to mask it as a protruding rock. The pirates gave up and headed deeper into the archipelago, the small ship pursuing at distance, still appearing as a rock. In the afternoon, they were spotted again – the pirates turning back to investigate the strange vision – but they made their getaway. Thus they sailed to the Wailwind to rest up, and returned to Thisium the following day. Things in the city had taken an even darker turn. Attacks by black dogs had grown more frequent in the last days, who had mauled and even devoured citizens, and nobody knew where they came from. News came that an army of orcs had descended from the northern mountains, and besieged the fortified manor of Egmont Mouseburg – unsuccessfully, but at a great loss of life and property, and a blow to the city’s food supply. Meanwhile, the Measurers, the city’s august wine tasters, held a session in Flandevole’s cellars. Someone had unknowingly mixed poison into the noble vintages, and most of the Measurers were now dead.

Hestia Tamburello

Giacomo, who had been smitten in the Forest of Verrilli by a vision of Hestia Tamburello, the daughter of Thisium’s richest nobleman, Mornalt Tamburello, decided to pay her loved one a visit. He paid a hefty fee to Puccio Malatesta, a minor nobleman and known rake, to introduce him, and after receiving tips and advice on wooing pretty girls, they walked to Villa Tamburello, a rambling, eccentric palace of cupolas, galleries and colonnades. Let in by the guards after Giacomo declared that he was bringing Hestia an important omen from the forests, they met the beautiful girl on a high gallery overlooking the city. Throwing caution to the wind, Giacomo declared his undying love to Hestia, and his intent to wed her. Her response was filled with sorrow and sadness: alas, she was doomed along with the city, and would soon be dead along with everyone else. Her father, Mornalt Tamburello, was lost in grief after the city mob murdered his sister, Lucia Tamburello, who was accused of witchery by vile rumours. Lucia’s only love, the poet Chiaffredo, has just been found dead a few days before, after starving himself to death in his house. All was lost. Giacomo reassured Hestia that they would help, and, gifting her his glove, asked her to let them into the small outbuilding in the palace gardens to visit Lucia’s crypt. They came to the conclusion this dark tale might be directly related to the dooms in some fashion. Thus they parted, Hestia throwing her arms around Giacomo. On the way back out, they met another lady, older, but with a hint of familiarity. This was Iacynthe Tamburello, Mornalt’s wife and Hestia’s mother. She was inquisitive while the company was evasive, and they departed – Puccio Malatesta all the more hastily because his tryst with the lady of the house had gone sour once, and he feared for his hide. However, the way lay open to the passages below the garden.

Beneath Villa Tamburello

Descending from the vintner’s cottage, they encountered guards demanding their purpose. Saying they were sent by Hestia, they were even given directions to the crypts. Lower down, they found a room inhabited by four scantily dressed women in a love den. Once again, name-dropping Hestia worked, and they got a key for the lower passages. Going through a large domed chamber with a steaming pool, lit from the gardens above through an oculus, they opened an old iron door, and descended further. A passage led east, while peering through a door to the south, they saw an artificially lit garden filled by all manner of expensive birds. Proceeding east, they found themselves in a long hall of columns – a familiar place. A large group of brigands came forth, along with their leader, the cocky Pierluigi Piscitello. Alas, Heraclitus was recognised as one of the adventurers who had met and fought the robber captain before, and a vicious melee ensued, where Stephanus Fry and Madruga, heavy footmen, were both killed. The brigands were all slain, netting them their food (noble fare, quite fresh), a key, and a treasure map. Wounded, they decided to do some prep work. They descended one level below to the large underground garden, using Heraclitus’ knockspell to open a wizard locked secret door for later use. This done, they retraced their steps to the aviary. Entering, the birds scattered, except for a talking peacock, and a motionless owlbear in a glass display case with a golden jewel around its neck. The peacock was hostile towards the intruders, until Racha Ducka showed him his enchanted ducks’ feet. The peacock spilled the beans on Mornalt Tamburello, who had brought „pretty hens” down here, and promised a secret in exchange for bringing him a new she-peacock. They returned to the surface, disturbing a decadent orgy in the steam pool chamber, but defusing the alarms quickly. Thus they left Villa Tamburello. At this time, the city had 23 days left...

Finding the Trail

24/07/2025 KASSADIA

News from the fallen empire of Kassadia! With Cornelia abducted by werewolves, it the de Marco palace fell under a dark spell. The next morning, silver weapons were delivered, but where the cultists of Lykophron took the girl was a mystery. The only clues they had was the palace of the werewolf they had fought the night before, and a sealed tomb in the Undercity belonging to Vidibius Memor, the lycanthrope god’s champion. Out of other options, the Lion Pack ventured out, followed by the page boy Leonio, who could not bear to wait until her mistress was sacrificed. First, they visited the hidden shrine of Rualgar where Trupo Gizmegas sacrificed two unknown magic items to the god of secrets, and regained his lost spellbooks. Finding nothing to help them in Zanothio the Enchanted’s ruined palace, except an old sailor’s confirmation that he had been visited by a purple-robed old man – the same one who had been seen abducting Cornalia – they headed for the Undercity to seek the tomb of Vidibius Memor. The gate had no keyhole or other known way of opening it, and two ominous-looking griffin statues to the two sides with traces of dried blood on their beaks and talons served as a warning. Finally, a reduce spell was used to gain entrance. Looking at the sarcophagus and five more griffins, the place seemed like a trap, but an inscription praising the fallen champion for building the drinking hall next to the temple of Lykophron seemed like a clue worth following. The hall, known for its mineral springs, was located just a bit north of the de Marco palace, and it was a building left over from the old empire. This is where they sought next – a place of charlatans peddling miracle cures, and washing-women using the healing waters for their laundry. But behind the main hall, in a pump room, they met an old gnome repairman, who complained of the incessant foot traffic going through the place, especially recently: and the purple-robed old man who had kidnapped Cornelia!

After the Siege of Mouseburg Manor

28/07/2025 THISIUM

News from the doomed city of Thisium! As their companions were delving into an Underworld, a different company of adventurers chose to check out a ruined tower on the southern edge of the city. While walking the streets, a lightning bolt struck through the roof of a nearby house, causing fire and commotion. Boldly, Captain Spezzaferro rushed upstairs, finding the charred body of a young man in a poor garret, amidst scattered documents. The man destroyed by the gods was Palladio, a young astronomer, and his studies focused on trying to figure out the exact date the four dooms would destroy Thisium. References returned again and again to the name Raniero Galasso, one the company was familiar with – they discovered his villa on the Coastlands a while back. Continuing to the ruined tower after deciding the villa would be next, they investigated the ruins. This was once the domicile of Harpang the Wizard, but it had long been a ruin. A sundial amidst the rubble fluctuated oddly, the shadow jumping rapidly from numeral to numeral on a 26-unit scale. While examining the oddity, Maglor the Elf noticed something out of the corner of his eye; a group of tiny humans, the size of mice, trying to filch their valuables. A spell put them to sleep before they could return to the rubble pile, and the minikins were gathered while their companions watched in terror from the gaps. The little things were eventually freed, and in gratitude, dragged a gift from beneath the stones – a splendid, gold-headed warhammer +2! With this find, the company mounted their horses, riding out of Thisium into the Coastlands.

Bypassing a group of bandits roasting a stolen sheep, who were too cowardly to attack them, they first visited Mouseburg Manor, where Sir Egmont Mouseburg had just withstood an orcish siege. The orcs were driven off, but Sir Egmont’s forces were decimated, and the lands around the estate, supplying Thisium’s food market, had been burned. More worryingly, the orc attack was better coordinated than previous raids. The pig-faces used a pincer attack, some arriving from the coast by boat, and had superior weaponry – the captured specimens came from two sources, one stamped with the symbol of a hand grasping a sheaf of wheat, and one of unknown non-human make. Contemplating the scouring of Mouseshire and the help they might recruit in the task, they parted with the old knight, and headed for the Villa of Raniero Galasso. The abandoned estate stood in the middle of a hedge maze decorated with abstract geometric statues, but Illyrio the Magic-User navigated the twisting maze expertly. They arrived at the entrance, an inscription asking visitors to pay respects before the master of the house. Spezzaferro bowed while entering, avoiding a neck-level blade trap in the doorframe. From the dusty atrium, they went west, finding a small locked prison cell. A captive inside introduced himself as „the real Raniero”, imprisoned by a gang of hobbits. He turned out to be a ghoul trying to get close to someone, and was put down.

Death Hobbit Doom

However, the noise also drew the attention of the hobbits themselves – little killers in servants’ liveries, raining slingstones on the party. The attackers were eventually killed, and one survivor, Otho Pikefoot, captured. The squirming little chap was asked to identify a part of the manor known from a treasure map, and pointed out the western part of the manor. They made their way into an abandoned sculptors’ studio filled with partially completed statues and the statue of the sculptor himself, surprising and killing a gang of orcs while Otho tried to flee. To the east, they found a door with the image of the grim reaper they could not open, but they knew a secret door was also nearby. While searching, one of the half-finished statues attacked in hysterical laughter, a doppelganger! Secundinus Faustulus the Fighting-Man was strangled, and the wily Otho slipped away. The treasure room was nearby. They pressed on into the servants’ quarters, where Ser Narvi detected the treasure under the floorboards with his magic sword. Just as they set out to pry open the wood, screaming hobbits ambushed them from the other rooms, wounding Illyrio grievously and knocking out Maglor. However, the attackers were massacred. The space under the floorboards contained a few blackened corpses, and several large burlap sacks. A wealth of 14,000 gp and 30,000 sp was buried here, so the company filled their sacks to capacity as they could. It was time to get out before Otho Pikefoot would return with more of his kin. A group of squat, ugly humanoids came from the east, but they were repelled with flaming oil suppressing fire for enough time to slip out. They returned to their mounts, leaving Villa Raniero and heading back to Thisium. At this time, the city had 23 days left...

Entering the Temple of Lykophron

01/08/2025 KASSADIA

News from the fallen empire of Kassadia! On the trail of the lycanthropes, the Lion Pack descended into the passages beneath the drinking hall. The way led through ancient passages left over from the age of the Empire. Some way down, they found a secret door to a vantage point above a large hall where rough men were eating and drinking around a campfire, but surmised they might not be the followers of Lykophron. They went the other way, under a cascading waterfall from the drinking hall’s warm mineral springs, and eventually, up again into a large, empty hall built from enormous stone blocks. From up the spiral staircase, they heard conversation and saw torchlight, and Publius went to investigate, bumping into two werewolves wearing monks’ habits, who chased him back down. One was pinned and killed, but the other ran back up. This was the place they were looking for. The stairs led upwards, above street level – to dark, dusty, windowless corridors of great antiquity, decorated with friezes depicting running dogs and bunches of wolvesbane. In a side-room, they encountered a group of wererats engaged in prayer. In the melee, most were slain, but a few could once again make a run for it deeper into the unlit complex. In the other direction, a recon party ran into three werewolves in a corridor lined with bronze doors, wearing the antique helmets, cloaks, and axes of imperial lictors. In this fight, Lazio the crossbowman was torn apart by one of the werewolves, and others were bitten. The passages echoed with distant cries of penitence and perverse joy as the followers of Lykophron confessed their terrible crimes against men in the hidden sanctum of their god.

Sanctum of the Lycanthropes

The company withdrew a little to heal and get themselves in order, but were soon interrupted. Flanked by three werewolf temple acolytes wearing dark robes, a regal werewolf wearing imperial finery and a purple cape announced himself as Aulus Naevius Litumaris, a patrician of the Imperial Capital, come to avenge the slayers of his kin. Behind him, in purple robes and human form, was an old man, the Cornelia de Marco’s kidnapper, Zalomort the Werewolf-Mage! This fight was relentlessly brutal, and consumed a lot of the company’s resources. Publius Varro, sneaking behind (and seeing more wererats in the passages debating whether to close in or let the werewolves handle things) ran into the retreating, wounded Zalomort, and finished him off with a backstab. Finally, the lycanthropes were put down, Asinus the heavy footman delivering the killer blow, and naming himself Wolf-Slayer. The Lion Pack once again stopped a little to heal, and were once again interrupted, as two more werewolf monks came to fight. Asinus the Wolf-Slayer stepped forth to fight them, and was killed, dying as Asinus the Wolf-Slain. Nine more wererats came in a new wave, but seeing the carnage, turned and fled back into the temple to raise the alarm. Pressing on, the company went forward, seeking the cell where Cornelia might be kept. They emerged in a vast, empty and dark hall with a fathomless pit in the middle, surrounded by crumbling stone balustrades. More to the east were six more wererats, whom they fought. More could be heard through a door, but Publius Varro quickly jammed the lock to slow them down, and they could not batter it open. The rats brought a crowbar, but a shocking grasp cast at the door dissuaded them from their plans. Wererats were killed and one, knocked out with colour spray, captured for interrogation. It turned out the cell was right in the entrance corridor guarded by the lictors.

Voices were rising deep in the temple, the angry chorus of a congregation which has now learned of the blasphemers in their sanctum and the death of their high priest and Imperial guest. Rushing back, wounded and exhausted, they found four more wererats, and unleashed a monster summoning spell from a scroll to keep them busy while they sprang the locks. Cornelia de Marco was in one of the rooms, hiding under an old wooden bed, while the other was occupied by scared commoners, handsome young men and women kidnapped for Lykophron’s rites. A wolf-woman, a matron, raised a hue and cry, spotting the intruders. They fled the temple down the spiral stairs, and through the passages, the howling of the mob echoing behind them. They came to the waterfall room, hastening across. Quintus the heavy footman, Trupo’s faithful companion in many ventures, slipped and fell, disappearing down an angled water chute into the darkness of the Underworld, his fate unknown. They thought of lowering a rope, but the lycanthrope-cultists were drawing close. Entrusting Quintus to the will of the gods, they ran, leaving behind the Undercity. Back in the fortified palace of the de Marcos, a discussion was held. Cornelia de Marco and the page boy Leonio decided to leave the city for a good while, travelling to Leonio’s modest manor in the provinces, now united by love rather than fealty. The Lion Pack would still have to decide where to go from here. They had won magic and treasure from their defeated enemies, but Cornelia was too poor to reward them with anything but a written letter of recommendation to the city’s high nobility, and the Temple of Gladuor. And they now had enemies hiding in Viaskar’s shadows. „The wolves are among us”, Cornelia said darkly. Two of the survivors –Jovial Faustulus and Arden Oakbark – had been bitten in the temple of Lykophron, and yet another, Publius Varro, bore the lycanthropic curse in his blood from an early encounter.

Thursday, 31 July 2025

[BEYONDE] The Domes of Calrathia

The Domes of Calrathia
The word “stagnation” describes much of fantastic fiction today, stemming from a larger cultural exhaustion in modern society. Sturgeon’s law has always held true, but at least the bad stuff was often colourful, lovable junk; something that could be bad in interesting ways. Today’s junk is a different kind. The institutions of genre publishing have turned their output into a morass of safe mediocrity. Critics highlight the role of the theatre kid invasion and their political manias, but that is only a part of it: it is more that the final result is an extreme case of design-by-committee through social pressures and institutional takeover. Nothing of interest comes out of those cursed ruins anymore, and it can be safely abandoned to the wild beasts and mutants which populate it. If something interesting is happening at all, it takes place in the wilderness far from these structures, where the huddled survivors gather to build their new thing. Outfits like DMR Books, Cirsova Magazine, and a few similar venues is where you can go to for strong heroic fantasy. The results are still mixed, but again, colourful, lovable junk beats dull pap, and sometimes you catch something genuinely great – two or three stories in your average DMR collection, or Mark Mellon’s outstanding Melkart Unchained in an otherwise fairly ho-hum volume of peplum stories. Most of these stories work inside older genres, mainly mid-century pulp, but something puzzling and new is still rarely seen. The following book is something puzzling and new.

The Domes of Calrathia by Isaac Young is a self-published fantasy novel (the first of a two-part story) which comes even from outside these outposts, straight out of the wilderness. I came across it pretty much at random on a political interview podcast. The author had interesting things to say about the state of fantasy, and the kind of fiction he liked. I found my interest piqued. He had an Indiegogo for his first print book, and based on the excerpts, it seemed like a bet worth taking. It turns out the bet was a good one, and the 106 backers (of whom 72 went for the physical book) got something well worth their money.

"Of the men who inhabit the strange lands south of the Great Ice Plain, I was told there are three varieties: the maddened cannibals whose heads are cut in the shape of their hallowed obelisk, the wandering ghost men who eat nothing and yet still live, and the men of Calrathia, sat huddled in their great domes which are vast enough to encompass cities.

I, the Astronomer Sirius, had only heard tall-tales and faded stories of such things. And not long into my journey, it seemed I would die before encountering any of them."

This is a book set at the world’s end, both in the physical and spiritual sense. We are at the end of the great ages, in the winter of civilisation. Mankind, which had once reached across the stars, has become exhausted, living among the ruins of inconceivably grand megastructures it possesses no means or will to replicate, or even maintain. Long-operating infrastructures built aeons ago are starting to fail, and are replaced with stop-gap solutions on a much more minor scale, accompanied by growing dysfunction. This was not by means of war or disaster, just mankind’s slow, long retreat from the heights of its greatness. As things are grinding to a halt, the fringes of the world are claimed by the creeping cold; oceans frozen into the endless Great Ice Plain, and the most distant outpost of civilisation, Terminus, gradually being abandoned as the machines that provide its heat giving out. Strange tribes and mythical beasts reclaim what has been left behind, and things that have been taken for granted – long-distance travel, security, serving automatons, or an ordered civilisation – fade away:

“Up ahead, I saw the walls of Terminus. And until then, I did not realise there were, in fact, two sets of walls. The first was made of wood and stone and seemingly whatever the denizens of Terminus found as construction material from the ruins. It was jagged and piled up in an ill manner. The only part of this wall that seemed to be tended was the gate, which sat squarely in the distance. The divide appeared to serve one purpose, to keep the unwanted firmly outside the boundaries of Terminus proper.

The second wall was on the other side of the city, and it was the one I had spotted from far off. It ran from east to west, disappearing in the long distance. This wall was ancient, and it was so large that it devoured much of the sky, a steel horizon of rust and faded metal. But even more impressively, shooting up from the wall was a spire that towered firmly into the Firmament. Though having seen it from a distance, I never had a vantage point to properly appreciate its immense size. It hung over the city like the fin of a giant fish.

‘I’ve never seen such a structure,’ I spoke to Gereon.

‘That is the Border Wall and Castle Padua. They were built when the Great Ice Plain was an open sea.’

‘But why were they built? I recall no histories of war here, and this must’ve been long before the cannibals took root.’

‘It was against the winter,’ Gereon said. ‘When men realized this land was growing colder, they built the Border Wall to keep the cold at bay. And it did, for a thousand generations, but that was an age ago. Now, the ashen furnaces can barely heat the city.’”

The book’s narrator-protagonist, Sirius, is an Astronomer, the trainee of what might be described an order of scholarly paladins, as versed in the knowledge of the heavenly bodies as hand-to-hand combat and religious philosophy. His voyage across the frozen lands is part pilgrimage and part exile: he has been entrusted with delivering a priceless illuminated manuscript containing his order’s history to Calrathia, the city of all knowledge far beyond the last outposts of men. No attempt has been made to undertake the journey in over 300 years, and it is understood that it is bound to be a death sentence for a murder that would otherwise call for his expulsion and execution. This is also the last such journey that will ever take place before things fall apart for good, and the Astronomers’ knowledge also becomes lost.

Calrathia’s inspirations are plain to see. This is a “dying Earth” book inspired by Gene Wolfe (mainly), Jack Vance, Lovecraft’s Dreamlands, and Edgar Rice Burroughs. It bears similarities to Leigh Brackett’s Book of Skaith in some of its themes (a frozen, dying world; corrupted and failing civilisation; pockets of strange survivors who have adapted to the spreading cold), although it seems the author was unfamiliar with this book. As an example of the subgenre, it succeeds admirably: it creates a compelling setting filled with strangeness and fine detail without being pedantic about it. Mid-range fantasy explains everything; great fantasy leaves room for interpretation and preserves an air of distance and mystery. The Domes of Calrathia is first and foremost mysterious – we gain glimpses into the world’s workings from the narrator’s point of view, but we do not get a precise picture, and a lot of the context is gained through the resonance of association and careful word choice (these are also devices Wolfe and Vance use in their work). For example, the Astronomers can command anemoi, winged beings who might be angels, elementals, or something in between – but they are not described in detail. Neither are the precise technologies and grand projects alluded to in the book explained. It is fairly clear that humanity was (and might still be) capable of interstellar travel, or that Terminus had a massive port. In the book, these are described from the narrator’s viewpoint, such as:

“It was on the fourth morning that I thought I had spotted the tips of the mountains in the distance, but Odoacer informed me that they were merely the cairns that marked the last leg of our journey. I was confused, but as I saw, these shapes resolved into spires far too thin to be called mountains, though still indisputably large. The tribesmen knew them as markers of a sort, but I immediately recognised them for what they were. Great ancient ships sat in their berths; their bows pointed aimlessly at the sky. They were older than the ones at Terminus, and their hermetically sealed hulls were clearly meant for the empty sea. The vessels were all held in place by titanic scaffolds long rusted over. (…) There have been few times in my life when silence was painful on my ears, and it was not the first instance I had encountered such graveyards. And yet, this place opened a hole in my heart, much more so than the ones at the Border Wall. These ships belonged to my vocation, to men not much different than I.”

There is great wonder and fascination in ruins, and the book is written from the perspective of a scholar standing in the shadow of his forebearers, looking up on works he partially understands, but cannot fully fathom. It is this combination of grief, faith and wonder which gives the novel its own tone. The novel has a distinct late Roman, maybe even early Byzantine vibe in its mythological and spiritual references, along with strong Biblical parallels (sometimes vague, sometimes quite literal). This is also an era where much of the earlier world-spanning civilisation is already lost, or falling into disrepair and ruin in a much smaller age. It is a fascinating setting for adventure, and the book explores its physical and spiritual landscapes in full.

Sirius himself is a compelling character. He is competent in scholarship and swordplay, but naïve in the ways of the world, which gets him in deep trouble more so than other miscalculations. He is also an example of someone laden with grave doubts, and preoccupied with deep moral concerns. The crucial conflict of the book is how to act as a righteous man in this degraded and cold world, balancing the needs of survival with one’s moral principles, and avoiding missteps which would invite spiritual ruin. Epic fantasy often ends up heralding a sort of milquetoast morality that feels easy and tawdry (and its deconstruction simply revels in cynicism and misanthropy), but The Domes of Calrathia treats the subject with a good deal of serious thought. Sirius can see nobility in the conduct of an old guard dog, a dutiful automation serving a patrician family, or the birds he encounters across the vastness of the Great Ice Plain, and he struggles to make the right decisions under the pressures of his quest.

“The dog whimpered and licked her fingers weakly.

‘You do this beast dishonour.’ Gereon kept his gaze away from the animal. ‘If you do not have the heart to kill it, at least remove this creature from the sight of others. It is a foul thing to be decrepit in the full light of day. Cover its shame.

‘Is it so much better to die in a sequestered corner than at your post’ I asked, coming to the aid of Berenice. ‘There is no shame in a well-spent life, and this dog is wise for remaining here. For he knows the day is coming when he shall rejoin his master, and he shall receive his just reward for remaining faithful unto death.’”

The world of Sirius is one ordered by moral principles, and the cosmic plan of the Potentate who had created it, but also contradictions and self-doubt concerning his deeds and mission (a de facto death sentence for a crime he either did not commit, or committed for a very good reason – this is not clarified in the text). Some of the book’s voice recalls St. Augustine more than anything, and some of its plot hints at the deeper spiritual struggle behind the sojourn to Calrathia, whose significance Sirius only begins to realise in the later segments of the book. Again, it is as much pilgrimage as adventure, and this is a novel written from a deeply held Catholic faith.

As this is a first novel (at least as a printed work), it is not without flaws. About two thirds of the novel deals with intrigue in the city of Terminus, while the trek across the Great Ice Plain, which leans more strongly into the setting’s mythic dimensions, is comparatively shorter. The second volume, which promises to complete the story, may correct this imbalance, but presently, this arc feels underdeveloped. Thus, the pacing feels off sometimes, while some of the middle portion lags a little. But these are minor criticisms. The Domes of Calrathia stands up to scrutiny, and as a first, it is a very strong entry. It is also something that feels new in today’s heroic fantasy – it owes a debt to the works it is inspired by, but it continues the tradition in a new and interesting direction.

The Domes of Calrathia is currently available on Amazon as a paperback, a free version is available in full on Royal Road, and an audiobook is available in full on Youtube. There is even a trailer.

Across the Icy Wastes