Worlds Beyond Number - WWW #50: Axis Mundi
Episode Date: June 12, 2025Everything that rises must converge. In the gloaming, where the tide of one world washes and runs across the sands of another, we pass through the center of things like a gate, like a river, like the ...sea of the sky, champions on parade at the crossroads, a place we know, a place we find familiar, before the night, as it ever does, arrives. We are:Brennan Lee MulliganErika IshiiAabria IyengarLou Wilsonand is produced, designed, and scored by Taylor Moore at Fortunate Horse with exquisite design and editing help from Jared OlsonSPECIAL THANKS TO: Shannon and Amanda Freberg! Transcript of this episode coming soon! You can find transcripts of all our episodes here, for free, on our Patreon. We're a little behind, but we're gonna catch up!Our album art is by the great Corey BrickleySome additional environmental sound design comes from Michael Ghelfi Studios. You can get their sounds and music for your home games and VTT as well, which we enthusiastically recommend.
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This is the sound of Worlds Beyond Number.
Old night wind.
Here it walks.
Coming closer together.
Ursula, you see the road winding.
Little patch of moonlight illuminates.
The crossroads that you face.
Past them.
The first buildings of the village of Toma.
To the right, the road leads to Silbury,
to the left, farther north.
towards Port Talon as the crossroad lies dim and silvery.
Your wild one's eyes perceive the forest.
No crickets sing, no twigs snap.
It is still and windy here as boots approach behind you.
The hair and fur of your body begins to stand.
It can't be helped.
No matter how much you,
have honored each other. Those footfalls are the approach of something final. Your body knows it.
Perhaps every living thing spends its days running from those footfalls.
Brother, I cannot help but be reminded of our first meeting when I thought you foe. Take a few more steps.
Take a few steps across closer towards the source. The story of
small road that goes to Toma.
You're quite near the first buildings,
and you move still a few
paces ahead of the King
of Knight, whose
ominous
warning seemed given
in earnest
kick to not let him draw too close.
You have seen him stand
before, once at a
well, another
on a ferry,
but never on a road,
except here.
Where under the swinging shadows of moonlight dappled leaves, he stops right at the corner, the back of his boots up against the grass, knowing that he will not return the way he came, but neither will he commit to which road he walks down until he's had his words with you.
The shadow cast from his wide-brimmed hand.
Brother Ursula, for the great deed.
Do not yet home.
So my quest is not complete.
What means have...
None of my own.
I seek the aid of others.
Right now I'm headed to hopefully speak to Arima
of the reaching green.
She once provided me transport,
and I hope that she might again.
Whites, Father Erslan.
Yes, and is what it will call.
For such matters, it is wise to bring...
Ursulaan stands the cross.
a moment, ruminating on the final words of the King of Night, and the idea of standing by his side.
You feel the small, domestic bliss of Toma behind you. Hear the wind rustling that hanging sign of the great bear over the summer stage, the tinkling of clay tiles in the shrine, depicting
all those wild ones and honored friends that populate the woodlands and pastoral glades of a calm.
To the left, the road to Silbury, the place in which it has said you are the strongest man
and the right, the long, punishing road to port the road that first broke your spirit when you were
wayshadowed here in the world of mortals. In the middle of that crossroads,
Cottage ahead, Toma behind, Silbury to your left, Portalyn to your right.
There is a single moment where the wind blows and asks for clarity and purpose,
questioning your certainty.
Does it find you double back and rethink your choice?
Or does it find you committed but doubtful?
Ursulaan sets himself to walking back to the cottage.
feels that question, I think is going to turn around and set himself to his original idea.
Fuck yeah.
Of going to the shrine.
You take your step to head back to the cottage and on the exact axis mundy of that crossroads, this first crossroads that you remember coming to when your glamour was that of a 12-year-old boy and turn back around and walk with the purpose you had towards that shrine.
The wind picks up.
The moonlight cast over Toma.
The town, even for nighttime, strangely empty.
It is early night.
It is the early hours of night.
But the town has emptied out to go to the cottage to tend to the children.
So you see a strange sort of deserted feeling in the town, and you approach the center of town.
Lohan's bakery, the summer stage, the maypole, and the shrine.
Clay tiles painted with the images and icons of spirits, great and small.
what do you do?
Ursulaan reaches back into his memory of
Amé's processes
at these places of worship
and I think feels kind of
confused as to how he interacts with them
I think because these are
these are spaces where the spirit meets the real
but I feel like often
Amé has taken kind of lead in terms of establishing communication.
So I think Ursulaan is going to take Wavebreaker off of his belt, place it on the shrine.
Light incense, if there are any.
Clasped his hands together.
Bow?
Orima of the reaching great.
It is I.
Ursula.
A religion check.
17.
The incense curls, your trepidation is that of away-shadowed spirit who has slept in stables and barn floors and you wear a sword.
And for all intents' purposes, I've probably been walking down the road, at least in Toma, in your glamour, I imagine, like this far away from the cottage.
Or at least once you get to the crossroads, right?
As the incense swirls, you see on the wall ahead of you a little bit higher up,
is an icon of a beautiful woman with talons for feet surrounded by glowing vines.
The incense curls and that single point of red light on the stick of incense.
Sparks, and the two sparks lazily float up to rest.
glowing like embers on the eyes of Orima's icon.
Her voice sighs, but you do not see her here.
You know that a great spirit can see through the eyes of its own icons and idols.
But you hear her voice.
Ursula, the spirit of the wild, spirit of freedom.
Yes.
I have found my breath, had named it.
Then first I beheld you, you were a cub.
No longer.
Young bear, you have found it.
It is, though you kneel at the shrine like a mortal.
I'm not familiar.
I mean, Calliah was there to help in Gouthmeier.
Kick off those shoes.
Let your feet spread and claws scratch.
Sit on the floor of the shrine.
Some of this offering is for you, spirit.
And you see a small bowl of cooked rice
with some little sort of scallions that have dried
and sort of being here during the day.
Help yourself to a mouthful.
Just one.
Ursula scoops a bit of food into his mouth.
The incense continues to curl with smoke,
and as it curls around,
it gives the faint outline or indication
of a woman much smaller than you
sitting across the offering altar from you.
But still those embers glow in the icon's eyes.
You see Orima speaks and says,
did you wish to come and footsteps on the ground of a calm once more?
Yes.
In naming my breath, in finding my purpose,
it took me across the sea.
to free a number of children, some 80 who were captured by the Citadel.
And with the aid of Amé and Suvi, I have brought them here.
And yet now, I would not say my job is finished until I see them returned home.
And I seek the means to do so.
And as you once aided me by introducing me to Halliman,
I thought to speak to you again.
However, on the way here, I was made an offer by the king of night.
And while he has shown me many kindnesses in the past,
there sits a day on the horizon,
at which we will cease to be friends and become foes.
Orima, sort of pauses here and says,
You are spirit true.
You no longer stink of liquor, nor do you call to me with familiarity as you did
the first time you wandered into my reaching vines in a moment where I was wroth.
And not liable to hear words of softness or kindness.
And then you took great pains to save my husband.
My kindness was repaid to you then, the horse Holliman.
For you in my heart do I have tender affection, but I feel our debts are settled.
You ask for new aid in this moment, unless I am much mistaken.
And you are a curious thing to me, Ursula.
You are a spirit of freedom.
These children are free.
You have done what your breath demands.
And yet you seek to do more.
Curious.
you are curious.
I sense your heart troubled, your mind astir.
You come with more than one desire.
You desire for these children.
And there is also some part of you
that dwells upon the king of night.
I understand that you and him are aligned.
I have sworn to his cause.
Why?
Because he is right.
far enough.
And was I ready?
My talons sharpened, my teeth bare at the thought that the mortals might have trapped.
There must be other means.
I travel with Amé and Sufi.
The wonders they show me the openness of their minds.
Other means, other ways, other roads, other paths.
There was one who spoke of other means and other ways.
It was she who fashioned this clay tile with my image.
Who left a bowl of rice much like this one on an altar in the village of Lamry.
Wren spoke of other means, and she spoke of them for years on end, until that tower's
shadow crossed the whole of this world.
If you ask me to give you a timeline on which these tasks would be complete, I could not give you one.
But there are those somewhere in the free roads, a place called Noara, who seek to change the world.
There is the witch, the witch, Amé, who is not like Renzel, who is cunning, who pursues action.
There is a way.
There is a road, and I am on it.
Me, a persuasion check, neither with advantage nor disadvantage.
16.
Oremah, of the many things she is a spirit of is a spirit of battle and ferocity,
only ever tamed by the love of her husband, he of the gentlese.
You see her sigh and soften, the smoke of the incense now, even partially outlining a face.
though featureless, her eyes still looking from her icon over the smokewoman's shoulder.
She softens and says, what I cannot deny, my young brother.
I have never said that I was sorry for denying you as my brother.
When first we spoke, I could not see it.
Your breath was so far from you.
But it is true.
We are one, as all of the world of spirits are.
You walk a road that is wild and free,
and I suppose you are not as alone on that road,
as I would have thought.
No, the witch Amé was cunning enough, wasn't she?
And seems to be so.
But her love for the citadel,
and yours, even if you would balk at my understanding.
insistence that it is there troubles me. No. I cannot believe in you, but I honor your belief in
yourself. If the man in black has offered aid, it is his aid you will seek. Our affairs are settled,
and I have matters to attend to of my own, the call upon my realm. If it please you, I will mention
the road you walk to my husband, for at the insistence of his father, King of Storm,
and the entreaties of his lady wife, who is persuasive.
He has not sworn himself to the cause of the king of night.
I will mention it would mean a great deal to me, sister.
Travel well, young bear.
Remain free.
My doubts.
And yet, you have surpassed some already.
The smoke dissipates.
The sparks.
Wild hair, chapped lips,
bleary eyes with tears streaking towards the hair.
Amé has been flying at top speed for hours.
As many things of myth and legend end up being explained
by matters almost mundane,
a witch's wild hair is often attributable
to what it actually means to fly from wood.
one end of the world to the other.
You descend, having flown in early night,
now it is early morning,
perhaps only an hour or two of darkness remaining
by the time you make your way to care.
The fox sleeps in your bag,
nestled around a safely folded task the spider,
who has taken the sharpest portions of himself
and oriented towards,
the middle of himself, sort of like a little folded disk of mirror class, nestled in the fox's
soft underbelly. You feel his breathing even at top speed and have the white-knuckled, head-buzzing
focus of someone driving a wagon train hour after hour after hour, simply focused on a desk.
destination. Like the steady beating of a drum, come the wing beats, almost infrequent in how fast
and gliding this travel has been, how high on the thermals you are, the inky bat-like wings of
Enzo, whose wingspan is almost some eight feet, long, inky legs tucked up under his
navel, a long nose of ink, long bat-like ears that stretch behind him. His eyes pointed towards the
horizon as he travels. And behind him, only able to keep up at his and your speed because of the
wake of Enzo is Cyril, a little blue porcine-tusked pot-bellied ink demon. His bat-like wings actually
much smaller than can reasonably said to support his weight, who instead flaps much more quickly
to stay aloft. And in every beating of Enzo's wings, he actually gets sucked forward in the wake,
tumbling forward and batting around and having to reorient himself to once again be facing your
destination. In the night sky, the lights of Cairo come into view.
Caro, largest and greatest city of the empire.
Tall spires, oppressive stone.
Architecture, both Gothic and absurd in arcane history.
of the first city to know a wizard's war.
There are statues holding aloft, leaning buildings
that for some time were supported in their top heaviness
by arcane magic suddenly dispelled.
During the years of the wizard's war
between the Akradati and the Antivoli,
the thousand-thousand-goyles of this city
were animated to sort of.
service by the wizards here. And when that war concluded, many of the gargoyles returned to stone
in the midst of their endeavors, meaning that while the spiring architecture towering some
30, 40, 50 stories over the streets is crenellated with imposing beaked grotesques and gothic
figures of monsters, it is just as likely to find a gargoyle.
sprinting on all fours down the street that has been frozen there for some hundred or more years.
Lurking demons, visages of stone griffins, lion-headed sphinxes carved of obsidian basalt, granite, and gray stone,
sometimes pier, huddled behind alleyways, unmoving in the living memory of those within this city.
carrow towers overhead.
It is a city that lives beyond the upper periphery
of the vision of its inhabitants
who trudge from place to place,
busy with the work of the trade hub of the empire,
this port city,
this place where money and power and intrigue
and skullduggery connect,
where sputtering gaslight,
flickering candles and all manner of guild-mages, sinister folk, imperial bureaucrats come
to the beating economic heart of the Kamsara'san Empire.
The city ascends to a cliffside overlooking crashing waves and along that cliffside hang
row after row of gallows nooses to give the message of the empire's law to all those
trading vessel from realms abroad to know the power and might of the Imperium as they approach.
Far distant as Amé flies, you see the outlying towns that support and surround Kiro,
stony bridges, cathedral-esque mercantile bazaars, spiring bell towers, and off some distance.
away from the truly colossal structures,
some of which are held aloft by 80-foot stone colossi,
monstrous gargoyles holding the buildings from collapsing
as sky bridges connect.
Some of the sky bridges have connected the buildings
so much that there are entire neighborhoods or city squares
where the sky cannot be seen by the criss-crossing sky bridges overhead.
Some distance where the buildings become,
a little more humble, a little bit more genteel, you see a circular court with the name of
Cavender and a large building dedicated to some industrial purpose there. Industry, warehousing,
and trade is the almost religious fixation of this city, and where the people of it dwell,
you cannot say, for the boroughs of Cairo run deep. You,
fly past the sputtering lights and dim lamps towards a singular orange glow.
The gate of Caro.
Some almost two miles from the harbor through Marketplace Bazaar, warehouse, and
trading company, there lies the large glowing orange gate to Haverwork as you approach.
What do you do?
I've touched down to a discrete location
so as not to be seen in the air traffic above the city.
With the towering colossi,
it's fairly easy to find an unattended sky bridge to duck under.
I feel the city
just in the way that Ursulaan
can go into a forest and hear its spirits and feel its breath.
A city is where I am given to understand the way that the rivers of people flow.
I want to know what the city has to say,
how best to duck around in it and appear inconspicuous.
I need to find the gate, get to it.
Is also a part of me that remembers
there is a little half-spirit girl,
the carnissary of Cairo.
As you land on this sky bridge and look towards Cavender Court,
you see that Enzo and Cyril are fixated on the orange light of the gate
through spires and buildings farther away.
You see in them that they must fulfill this task given to them by Suvi.
It is magical compulsion.
So any attempt on Cavender would be done alone and without help.
Give me any roles you want to make for the city in this moment here.
I'll do survival and Kennedy with assistance from all present.
Yeah, yeah, yeah.
22, survival.
You reach out.
your insight, your perception, your survival.
It is early morning.
There is too much activity in this city for early morning.
There are sailors coming from the dock.
Fish markets are already setting up so that they are ready by dawn to be able to provide services here.
You look and see a ship in the harbor, unloading box.
You, your sight almost fans out across the city. You see boxes. There's some ice and they're loading. Oh, they're lifting. Those sailors are lifting something huge. What is that? It's a clam. It's an absolutely enormous clam being loaded into a box.
Oh, take open a door and free ghost. I know this is my chance. This is my only shot. Citadel.
Well, I take it. Oh, splendid. I'd be happy to help forge names on it.
You see that the fox looks and says, this might be one of those, what do you call them, metaphors.
That's true.
Oh, I got it.
Oh, Dylan, you're starting to understand literary phrases.
Look at you. Must be these boys rubbing off on you.
You see, the fox lifts up his white underbelly to show a bunch of ink stains.
They are rubbing off on me.
You see, Cyril looks over and says,
I don't care for metaphors.
I'm sorry?
Hmm?
You're a poet.
Surely metaphor is a large part of your work.
Is it?
Should I be doing that more?
Well, it is far be it for me to prescribe your art to you.
No, what I mean is that,
I believe that clam could be going nowhere other than Haver words.
Truis Chowder.
See, the fox says, we have to go.
It's our only way in.
Truro's Chowd, don't even think about another way.
It won't work.
Whatever the other way other than Truroes Chowder is, it won't work.
Well, listen, if Enzo or Cyril have any better ideas of how to go in undetected,
I would be open to those, but, you know, I suppose that the judge.
giant clam is a very attractive possibility.
Go ahead and give me insight with advantage.
That's a 10 total.
10 total.
So I don't know if what Ame feels or thinks about this moment.
There are wizards that are scanning at the gate for looking for things.
You know that you have the non-detection run from Enzo that will defeat some forms of divination.
But I don't know if Amay, to what degree Amay has confidence, your insight does not grant you any other information in that regard.
The crates that are being packed up with seafood at the dock, do I detect any magic on them?
You'd have to get closer.
All right. I'd like to stealthily head towards the boat and examine the crates.
Awesome. Go ahead and give me a stealth check.
As you land, the fox stays in your bag, and you see that Enzo and Cyril both dawn human glamors.
Fifteen.
Fifteen.
Walking down the street, Amay, you move in disguise along with the two human and glamors of these ink demons.
You see that Enzo takes on the guise of a tall, reedy, bespectacled black man, shaved head, mustache, professorial, distinguished, but also very nice.
nondescript. He looks
fussy and like
he teaches some
Byzantine form of
accounting or
ledger book management.
And you see Cyril looks
like a short
down on his luck, lush.
He appears to be some sort of poet
or bohemian with
a sort of journal by his side
with the sort of
ill-kempt like
brandy-stained tweed
jacket of a cafe poet
as the two of, with a sort of
pale, sort of a little bit damp
skin and the most intense
unflattering middle part of all time in his
hair as the two of them walk side by side behind you.
I feel that this is his truest form somehow.
It will not be a glamour.
Ame is in perfectly ordinary
common clothes, but there's something extra that allows people's eyes to slide right off of me.
Not even just a nondescript, but something almost in the way that Ursulaan remains hidden.
Yeah. Become anonymous. You arrived down at the fish market and it's starting to get a little bit
busier as the sun is rising, or at least in the eastern edge of the sky over the land,
you see that there are little hints of the sky, lightning a little bit. As you get down here
to the harbor, go ahead and investigate, especially the ship that you see beginning to unload
these giant clams. 16. You don't see any magic going on them. I mean, you see stuff moving
towards the gate. It looks like a day's amount of supplies are all.
feeding up out of the harbor and moving towards Haverward. The Citadel is a massive city,
and not only a city, a city filled with luxuries and so many goods and services and raw
materials, everything funneling towards the orange gate, and it's in the middle of the
desert. There is no road that goes to the citadel. So everything comes through one of these
gates. So you're looking at a tremendous amount of raw material that is all beginning to feed
towards that gate. And these boxes are basically being packaged up with ice and being ready to get
sent forward. How about the couriers and the fishmongers are they also going with their goods to
the Citadel? It looks like it. It looks, and you even see that some of the sailors and the fishmongers,
well, the sailors are saying on the ships, but these local caro fishmongers, you see, are
wearing what looks like some form of papers in little these sort of red.
wax folders on lanyards around their neck that appear to have some kind of citadel marking on them.
Like they will be the ones to go through the gate into the city.
Are there just mundane papers, you know, sort of a pass?
There are minor bits of magic on those, but you would recognize them as effectively cantrip.
Can I tell the camtrip?
Yes, you can.
Go ahead and give me Arcana with advantage.
Twelve.
12, well, actually 10 plus spell level is enough for a cantrip.
You recognize these as arcane marks.
These are a sort of citadel specific.
It's a form of like a signature cantrip.
And there are a lot of them.
And you see that all of them are different because it seems that, you know,
and let me actually ask you for this too.
Go ahead and give me history.
Give me a history check, and the fox can help you here.
Nine.
Nine.
All right.
You look at these arcane marks, and they look to all come from different sources.
There are a lot of different, they are not all coming from the same wizard.
It looks like there is probably a bureau of different wizard authorities that are giving different businesses the means to come and approach the gate and go through to Haverwood.
Right.
There's different things
or requisitioned by different departments, perhaps.
Well, it looks like I need to get one of those letters.
And I think I'm going to see how, number one,
how well attended they are,
or number two, if there's anybody that is looking around
as if they might be looking for assistance.
Absolutely.
Go ahead and give me perception or insight.
21 Insight.
21 Insight, you have the busy marketplace in the morning.
There will never be more of these letters out and about than there are right now.
And as important as they are, there's so many of them.
The Citadel, and you begin to see something like an organism at work here,
because the Citadel wants security.
Does it want security more than it wants?
Does it want security more than it wants things done quickly?
There is an empire of people working to provide the things that the Citadel needs.
And they have taken some pains to create these identifications and these papers and these sort of
little arcane tabs.
But the arcane tabs are not a powerful third-level spell.
It's a cantrip.
It is because the point at the end of the day is not to prevent any possible threat.
If you prevent any possible threat at the expense of eating, it won't matter.
It would be terribly inconvenient to have to procure more of those if they were harder to break.
So I think I am going to ask my compatriots to help me in stealing one, I think.
Fantastic.
You see that Enzo actually looks up in you.
You know, which of the world's heart.
If you're so required, do you have any journaling material or other papers of...
Oh, yes, of course.
Why, I have some.
I rummaged through my packs and I pull out a little matching stationery set that I had gotten while we were in Port Talon.
Yes, it seems what we require is some Citadel writing.
And you see that he walks over.
The fox scoots over to find a couple of fishmongers
loading up some giant groupers.
He's a huge, huge, massive fish.
The fox walks up and says,
Excuse me, Sirrah, I'm sorry to bother you.
I am a talking fox, as well, you can be aware.
And I was wondering if I could trouble you
because I would like to procure some fish.
And you see the fishmongers go,
and you see he goes, now, now now, calm yourselves.
I'm a simple business fox, and I've come here to make a trade.
My companion is a spider.
He can't speak, but he'd be more than happy.
Amme runs over and starts mouthing along with the fox, like,
matching his lip flap.
You see, the fox looks up and says,
Young woman, what are you doing? Yes.
And as you can see, I am a master ventriloquist.
I'm not talking, me being me the woman.
That's who's talking.
I'm a puppet.
A fox of a puppy.
puppet. You know, ventriloquism.
Tadda!
Both of the fishmongers just look stunned
and panicked. Behind them the
entire time, you see that Enzo
has slinked
over as Cyril has
walked backwards and hit one with
his butt and turned around and been like, I'm so
sorry to have troubled you. And that
allows Enzo to slink
the papers out of the red
folder. You see that Enzo
whips them around
and perfectly
copies them with a piece of illusory script.
And he creates several passes for you,
pushes them back.
The monger turns around and says,
look, we got no time for shows or anything like that.
I'm so sorry.
I was just trying out my act.
You know, I'm new to Carrie, you see,
and I thought maybe that I could be in the town.
Do you know, is there a pub or a tavern nearby
that perhaps could have use of such ventriloquist acts?
Lady, this is Carol.
If you want to get into ventriloquism, you got to go to strings and handles, the ventriloquism pub.
Oh, thank you.
It's on Birch Lane.
Thank you so much.
You had no ventriloquism in the harbor.
Well, very little.
Well, thank you so much.
I really appreciate it.
If you're ever there, go by.
And...
Lady, I'll be there Friday.
Okay.
I'll see you then, sir.
All right.
Have a good one.
You do.
You too.
That's pretty incredible that you can move that puppet without time.
touching it. You see
Enzo
you see
you see that Enzo circles
up with you having made
multiple copies of the
of the papers from your
basically like using illusory script to
transmute your stationary supplies
into traveling papers for the gate.
Excellent. All right, everyone.
Next stop.
Averward.
The epiphany
changes course.
bound east for the capital city of Sarasmir.
And from the gorgeous windows, gilded frames
of her beautiful chambers, guarded from the outside,
Suvi looks and sees the approaching capital city.
It is a short few hours into the night,
But gorgeous stars overhead quickly give way to much brighter lights coming from the ground.
Looking down, you see that the capital city of Sarasweer in transformed, lush greenery, a golden paradise.
Sarasmir under starlight is more illuminated by alchemical torches of blue,
and green and purple, heatless fires burning from sconces, and you see paved roads
flecked with mica and white stone on which construct carriages, like the ones you saw in Bracken,
but these designed by wagon rights, with family crests and sigils atop them,
that trundle along autonomously under enchantment, with families astride them,
merely speaking to globes of arcane magic in the front, dressed in finery, tall hats and cravats,
brocade, fine hoop skirts as families laugh and delight to get quickly to viewing boxes aside the many lakes of Sarasmir.
But where from the lakes of Sarasmir? Why so studded with lakes, this place that was once a verdant plain,
or partially arid jungle nearby in some areas? Well, the lakes,
came after the appearance of the courts of the citadel,
the flying courts, so wondrous to behold.
And those Lords of the Imperium stated,
wherefore our floating platforms?
Wherefore our ancient villas and ancestral manses
taking to the sky, and to the sky they took?
Park marked all around the landscape of Sarasma,
a city which, in its true,
True urban wonder is about 12 miles in diameter, but whose attendant towns and a semi-urban spread
throughout is some 40 miles in width. Parks and greenery abound. All of our roads tree-lined
and festooned with fruit, we see that there are incredible, multicolored long-limbed,
striding birds with
toucan like beaks that walk
throughout the parks of collecting
fruit at night. Small
striped-tailed squirrel
monkeys gliding from
tree to tree. We see
also here in this place that
the main thing
that Bedext Sarasmyr between the lakes
are long, wide-paved
roads through
giant archways of
glittering arcane light,
celebrating the victories of the empire.
hanging lush vines, arcane moths that leave a trail of sparkling dust in their wake
fly throughout, and the many lakes all equally mapped in geographical size to a floating platform
of stone and earth somewhere nearby floating. Of course, the attendant needs of a floating
platform done for its ostentatiousness alone were immediately countermanded by the
lack of utility to be suddenly floating. So raised highways float, connecting the platforms
back to the ground they just left. So what Sarasmir looks like from the sky are floating
platforms flying immediately disregarded in their ability to fly because of the sky, because
they need to be attached to the ground,
and reattached with highways suspended
on which these wooden carriages go to and fro,
creating a multi-level capital city
of hanging gardens, decorated palaces,
beautiful, flickering, heatless arcane lamps
of every color of fire imaginable
headed towards the central city,
where in the grand palace of the house
of Saraz stands.
Golden, spiring in defiance of gravity,
the most powerful arcane spells ever brought to bear
on its grand balustrades,
the high viewing platform
with the royal family holding a scepter aloft
as the emperor shouts,
victory!
Aid of sky ships marches overhead
and a floating highway suspended
over a massive loop of the central city
that connects to the ground
only outside the western edge of the city
and outside the southern edge of the city
but spirals through neighborhood
after neighborhood untouching of the ground
has a massive parade
dancers, bands, timori musicians,
war steeds of species of pachyderm
and equine type
innumerable and never before seen by Sufax.
V's eyes, confetti
and wizards flying
to and fro with illusions
scintillating through the air, and
sky ship after skyship
after sky ship, after skyship, after
sky ship, at the end of which
the epiphany
freshly repaired
with, of course, illusion magic.
As the epiphany
wends its way in between
two of the spires
of the inner city and actually
begins to be visible.
You can look at your window
and see noble families
from within their spiring towers,
actually eye to eye,
much like a float
looking at the windows of skyscrapers.
So you see that there are a gaggle
of extremely wealthy, young, noble teenage girls
who are all having a sleepover to celebrate the parade.
And they look in and see you
and they just shake little imperial flags
and throw some confetti and point at you excitedly.
Who?
They're been funny.
I salute and just sort of back away from the window.
You perceived, Fishbowl, get out, get out.
Quickly, draw the curtains, open the door.
And you look into, give me, actually, your passive investigation is what?
21.
You see in that little noble home of those young girls,
there is a little golden,
miniature of the Citadel that has some award behind it, but it's an award you've never seen before.
It has to do with the Citadel, but you've never seen it.
And it has the name of a noble family on it.
How fast are we going past?
If we're going slowly enough, Suvie will reopen the curtains and be like, hold on.
What was that?
You see, it has the family named Dossett on it.
It basically says like, awarded for exemplary ability to the standard and caliber of the citadel.
Okay, cool, cool, cool, cool.
Fun.
Yeah, you don't know exactly what the deals with it.
But as you're looking at it, the door opens and you see the wizard's slate enters the, enters the chamber.
Oh, cool.
Do an immediate insight check.
No insight check required. She does not look, she does not look like she's licking her lips.
Cool.
Wizard's late.
Wizard's guy.
Your, the sword of the citadel apologizes for having to cut the meeting abrupt business in the aftermath of the Battle of 12 Brooks.
But she sent me to collect your effects such that they may be returned.
to the tower of the glove,
so that you may accompany her
to the Purian dome upon landing.
Oh, sure.
Yeah.
You could, this is formal,
and I'm kind of looking like
has she stepped into this room at all?
She stepped into the room, yeah.
Okay.
She closes the door behind her.
Do I have your permission to affect a search of your quarters?
Oh, yeah.
Why? Yes?
Wonderful.
She casts arcane sight and begins to collect anything of yours that is magical and unattended.
Oh, the fuck?
Okay.
What are you, why are you up?
What?
We're returning your effects to the Tower of the Glove.
Yeah, okay.
Got it.
I can give them to you.
Why?
Oh, wonderful.
Yeah.
Okay, this energy is fucked, and I think we both know that.
What's going on right now?
Hmm?
Oh, you don't like my energy?
It's not my favorite.
Got it. She raises both her fists up and smashes the table in the room in half.
Do you like that energy?
Less than before, so if we're choosing...
Give me your gear, Sky.
I know that you've connected with your mother.
I'm waiting to find out what happened,
because I know whatever the sword says happened is what happened.
But until then, I'm afraid I know.
what I know. Do you want to give me your things or do want me to take them?
Do your job.
She goes to work and is going to remove any magical effects from you.
That's unattended, yeah?
She gets the ones that are unattended and then moves to your body.
Oh, incredible.
And is going to go, you offered to give me anything that you were, uh,
that you didn't wish for me to take.
Yes, and anything on my person, I do not wish for you to take.
Got it. Well, it's coming with me.
Anything not physically on my person is yours to take and return to my tower.
Anything on my person, you will have to beat off of me
and then explain to my mother, your boss,
why you beat me within an inch of my life to take my necklace off of me.
Is that good for you?
Go ahead and give me intimidation.
I've never had an intimidation rule go well before.
21.
I didn't know.
I didn't know I could do that.
She looks at you.
The magical items that you have on you,
that I'm aware of it.
Can you confirm for me
which magical items are still on your person?
She would have a fang in her pocket,
like close interior pocket.
Gotcha.
necklaces under all of her clothes.
Not worried about Vandal, but like personal spellbook would be on her.
And she would have, I think, a reasonable expectation of like, that should stay with me.
Gotcha.
And Sufi is wearing her gloves that have Ame's, like, token talisman stitched in.
So she would hold on to those two.
Gotcha.
You hit a 21 intimidate.
Slate looks at you.
glances up and down
give me insight with advantage
13th
13 she glances you up and down
and goes
you could have just said you didn't have anything
and then goes and
collects the things other than what you've listed
and says
he'll be waiting for you in your tower
Archmaid apprentice and turns around
leaves the shadow table
and
I'm going to tell your wife
You have a temper problem.
She turns around and leaves.
But that intimidation, you think it stopped her enough that she scanned you.
Yeah.
And you don't think she saw anything.
You don't think that the pendant or the dagger or urine's fang.
Enzo!
Enzo?
The non-detection.
He, when we, I let him break the bottle.
We broke the bottle.
And he cast non-detection on me.
and Ursulaan and Amme.
Oh, God, I miss him so much.
Not in a way that it's transaction.
That was cool.
Oh, he's so cool.
I should have let him out of the bottle earlier.
Letters.
He was supposed to deliver Silver's letter.
I wonder if he did it.
As you wonder, you know that the recipients of those letters
either received them at some point in the last, what, 12 hours?
or you suddenly realize Enzo and Cyril are chasing down this ship.
The epiphany finishes its parade, and through your window you see the balcony.
Aroshmandier, his arm around his son, Kamari.
Through the window, you see Kamari turn salute proudly at your ship.
Give me an insight check, DC20 to see it where he's looking at on the ship.
Okay, okay.
Perception, DC20.
Perception?
Perception.
Okay, okay.
Please, please dies.
18 on the die.
18 on the die.
Plus three for a 21.
Through the window, Prince Camari salutes looking directly at you.
The ship turns and over the loudspeakers, you hear the voice of steel, sword of the citadel, say,
two victories won for the glory of the Kamsaraan Empire.
Long live the Saraz Imperium.
May the light of the citadel ever shine!
The epiphany glows, cascading sunlight.
Over the city, here in the middle of the night,
is the epiphany glow brightly,
and all its arcane spell engines fire.
Ahead itself, and for a moment project
the distant citadel on the horizon for all within the city to see.
A voice on a whispered cantrip comes to you.
You and you alone.
We're going home.
We're going home, Sufi.
Birds chirping with early dawn light, mist rising off of the grass outside of Amé's cottage.
What corner of the house or perhaps what area of the yard does Ursulaun awaken in that morning?
I'm assuming he's long past now, but I believe that Ursulaan is likely sleeping in the same place that I'm.
that a goat by the name of Nicholas once slept in.
Out in the goat shed, surrounded by some other goats,
though Nicholas has long since passed,
Ursulaan, you awaken to also find yourself
absolutely covered in sleeping children.
Ursula's going to do his best to stand
while allowing as many of the children to sleep,
kind of maybe doing a gentle picking up
and placing of one.
And then just a gentle tiptoe out of the goat chip.
Gently placing the snoozing children around where they can be safe.
You head out in the early morning light to see the upper half of the two-part farmhouse door open.
Ellsbeth is already up in preparing breakfast.
You see that in the early morning light, Dalma is peeling some potatoes on the stoop and nods.
Good morning to you as well.
There are wheelbarrows and supplies and a lot of things left here by townsfolk,
who all traveled together back to Toma at a late hour of the night after clothing
and feeding as many of the children as possible.
Dauma nods to you as your approach.
The last of the villagers who left last night made it clear that should we need any more assistance today,
they're going and gathering more supplies should we need them.
True kindness, but I believe I've...
secured passage for these children.
Well done. Were you able to speak with Orima last night?
I did. However, it is another great spirit who will provide them passage.
Lucius Ferry.
Lucius Ferry. The name carries weight, but I don't know that I've heard it.
Ferrymen, this is a name of a spirit that I do know.
He has many names.
Very well. You have treated with him before?
Several times.
Well, have come quite some way from the cub that wandered into that yard over the little footbridge.
Oh, I'll gather up the house spirits.
Please, I'm in Neif as well.
Young Neif?
Young Neif.
Very well.
Seated at the kitchen table a few chipped cups of tea.
and beautiful little teacups from a lifetime of collecting them.
You, the other four spirits, and Neif sit at the kitchen table looking to you.
There's some sleeping kids off in the living room somewhere.
You see that Dauma speaks to Neif and says,
Ursulaan has secured passage for the children of the Grinot to go home.
But the four of us, though we have wiles and ways here amongst the cottage, we are tied to the land and tied to this place.
Ursulon is not, and I believe has some need of your help.
You see, Neif turns to you and says, uh?
Yes, Neif.
One, I wanted to see how you and Buckles fared in gathering the home locations of these children.
Yes. So I talked with Buckles, and there are a lot of pieces of information that I was able to find,
but I talked to every single kid and know the names, for those that remembered names,
and some of the kids couldn't or didn't remember, but they knew the name of some grown-ups or their parents.
But the biggest thing I found is some of the kids got taken after some of their parents were already helping to look for other lost kids.
And there's a place where the Grinot are meeting to try and make a big push to find the missing kids.
And it's in a city called Verrick on Rhymer's Bay to the far west of the Shroud Mountains.
That city, there's a place deep under the city.
There's an old wine cellar that you can get to by Riverway, and it's called The Singer's Cellar.
The family that used to have that castle doesn't live there anymore, but the Grinot basically use it as a long haul, a place to store secrets and stories and treasures and spells that they can find.
And there's wise women and some Grinot witches that live there and other things like that.
And there's a lot of that apparently is where they're meeting to not only get together, but also arm them.
themselves. They're ready to head. In the last few weeks, some of the kids mentioned that
they knew parents or aunts and uncles that were headed to the singer's cellar to try to
mount some kind of, some kind of effort. So, in other words, the children that don't have
somewhere to go, their people are waiting for them there. Well done, Neve. I was happy to do it.
I hope it's not too much to impose, but I believe we'll need your aid again.
Oh?
I need to get these children to the River Lindry by the gloaming hour today.
There will be a fairy there to hopefully take them, perhaps even just to this destination, Veracon-Rimer's Bay.
Oh, a magic fairy?
Yes, sir, a great spirit.
help them. I think
it will also be necessary as
he has
requested a witch.
Neef.
You see, Neif fully
is
stopped breathing.
It's just like eyes go wide.
And she goes,
I, I, I, I,
Neif,
Ame wants to ask me to do this.
Will you breathe with me?
In
and out.
I am very, I'm very dedicated to, to, to, to, to helping these children because, because I, you know, I, I, many of them don't, don't have, um, parents. I grew up in, in, before injury, um, adopted me. Is that what she did? Yeah, no, I don't know, but she had a, um, uh, I was in an orphanage and I, I, I, I felt very strong yesterday. I felt very strong. And I said, I'm going to help.
these children but I can help these children because I'm just talking to them and writing
down what they say in a book which is the kind of managerial task record keeping that I
feel confident in you a great spirit asked for a witch and your thought what it your first
thought would be me and not yes well Amay is helping Suvi I I I don't I don't have a familiar I don't
I don't know how to do magic.
I don't know how to do magic. I don't know how to do anything.
I'm not good.
So if I'm not good, then I can't.
But you are good.
Look at all the good that you've done.
You helped us find these children.
You've helped us find their homes.
If anything, this is simply completing the task you already have begun.
Go ahead and give me a persuasion check.
23.
You see a look of whatever the opposite of grim determination is,
horrified determination, reluctant determination,
fingers scratching the floorboard determination,
as you realize that your life's purpose is actually going to drag your heart down the road
to what you need to do.
And she goes, well, right.
because we've started. So in some ways it's too late. We already started and you can't leave a task like this.
Half finished.
So what did you say the hour was? We have it tomorrow or the day after?
Today. Oh, the gloaming hour.
Oh, oh. So today. Yes, well, yes, well. I'm going. I'm going to have to have to, I'm going to have to
And you see Dalma goes, get ready.
And she stands up and goes, okay, witch, I'd never cast a spell.
I don't have familiar.
I don't have, I don't even have a hat.
I mean, as I understand, which is, it's not the hat or the small animal that makes them a witch.
It is in your very nature.
But if you'd like to bring a small animal, you can.
Small animal. Okay. If I can ask that, I will, let's do this. We are in a beautiful woodland. There are many animals nearby. There's a warren of, there's a small warren of rabbits on the embankment by the road, and I'm going to go, and I'm going to go talk to the rabbits. Because the injury told me one time that I shivered like a rabbit, and that that would probably be my
familiar. And so I think that I will go. And what I would ask is if I, if something's wrong with me and I can't get a rabbit by the time we need to go, please don't make me go because I'm clearly not ready. So if I, if I don't have a familiar, could you just say that if I don't have a familiar that I don't have to go?
No.
No to my request? Yes.
Ah, ah, well, very well.
But to be clear, you do not have to go.
Oh, okay.
I will.
I will just get ready.
And you see, she stands up and walks towards the doorknobs of common cause,
opens the closet, sees that there's not a door to somewhere far away on the other side,
and it's just the closet.
And she goes, hmm?
And then closes it.
And goes, okay, doesn't have to get ready.
O'SLOTS go to turn to the other caretaker spirits.
I'm nervous.
You see, they all nod and say,
We are as well.
All right, as long as I'm not alone in that.
You are not alone, Ursula.
So that day, Ursula, you, the kids start to get excited.
Word of a fairy, which is something they know.
It's a ferryman.
It's familiar to all of them.
They all start to get ready.
they're packing their goods, they're packing supplies.
You know, buckles, you see the young kid,
Buckles starts talking to everybody and comes up and says,
okay, so everyone is still nervous
because we can't jump anymore and we can't change anymore,
but we have food, and a lot of us have been to the singer's cellar.
So we know, we'll know what to do when we get there.
Good, good.
As to the nature of when you will be able to jump again,
I'm not sure.
But perhaps returning you home is a star.
A lot of these kids have homes to go back to,
and I know they'll be really happy, and their parents will too.
Thank you.
Thank you, honored friend.
Of course, Buckles.
Thank you.
As the morning gets a little bit later,
and you're going to have to head out,
to get there by the glowing hour,
you're going to have to head out right after these kids eat up,
probably like, an early lunch.
Great.
You look and see a small hillside.
It's not the hill, but the shrine.
It's actually sort of on the other side of the little dusty embankment.
There's like a stone bench near the road, but a little ways away from that, there's a small hillock.
And there is a, there are the openings of a rabbit Warren there.
And you see Neif, she's been kneeling near the opening across from, there's like a little glade across from the woodline.
And she's been kneeling towards one end of this glade.
Her back is to the glade and to the wood line,
looking at this little hillock with a rabbit warren in it.
And you just see she's been kneeling with a shaking hand of sliced carrots.
God.
Jesus Christ, Neef.
Do I get the sense there's another entrance to the den that Neif perhaps couldn't see?
Give me a perception.
It may survival.
19.
19.
There's a bunch of rabbits right in that hole.
And you can hear what they're saying with the speech of beast and leaf.
Can I listen in?
As you listen in, and you're just like standing away, so you haven't mentioned that you're walking towards her yet.
So this is at a little bit of a distance.
But you can hear Neif going, please, please, please, please, please, please.
And you can hear the rabbits.
You know rabbits.
Rabbits are frightened creatures.
they are a very scared type of animal.
You see that they're going,
there's something wrong out there.
Something's near the entrance of the hole.
It's shaking.
It smells like fear.
We can't go out there.
It's afraid of something.
There's something bad out there.
Ercelon is going to quietly approach Neef.
Mm-hmm.
How's it going?
Hi.
Hi.
As she sort of leaps at your approach,
you can hear the rabbits all run deep underground.
Oh, God, no.
Oh.
I'm so sorry, O'all.
I'm so sorry.
I don't know what's wrong.
Injury taught me very little about witchcraft,
but I always thought that, you know,
she always talked about how scared I was,
and she would laugh about it and just say,
you're shaking like a hare or a rabbit,
and she said, one day you'll have a rabbit of your own,
and it'll be the only thing more scared than you.
You, you.
One, that is very rude of entry to say.
And two, as I understand, familiars, are they not meant to be a part of you that I may always describe Ren as having a kind of stubborn rooster because Ren was so pleasant and easy going?
is it not a matter of opposites?
In this moment, give me, like, any skill you want.
Call it nature, call it survival.
Whatever, if you want to connect to the magic of this moment,
give me nature or survival.
I will give you survival.
Let's do it.
18.
What would I understand about, like, I've seen,
I watched Amé and the Fox.
Or no, I didn't.
I've never seen a witch find a familiar.
But you heard Amme's story about how she found it?
Would I understand that to be the, I guess in understanding the nature of familiar magic or finding familiars?
Like, there's a part of Ursulaan that thinks that based on what he understands about familiar is that a rabbit would not be Neff's familiar.
And so in that, I think, is thinking.
about essentially walking
Neef into the forest to find
a familiar. But I think is
I
Lou and I guess in some
ways Ursulant is
wondering if that
if that's how this works.
I think
on that, you've got an 18
survival. 18 survival. I think
as you take her hand
the wind kicks up and
blows your green cloak.
Spirit of nature and
freedom and a guardian spirit walking a young girl into the forest to find her familiar is not a
way to do this it's fucking the way to do this you are on your way you are on the right track this is
exactly your position young witch is looking for familiar and in some ways she is asking for the
wisdom of the spirits though you grew up in the world of mortals and
in many ways carry that perspective with you.
Perhaps some part of Ursulaan, seeing a young witch look for the wisdom of the spirits,
would have a mortal's reaction, which would be some version of good luck with that.
I hope you find the spirit's wisdom.
But all of a sudden, you realize that this young witch is looking at a wild one,
standing in a glade, tell her something about the nature of magic,
that he knows for a fact.
and I think you feel
that it would not be
inappropriate for you to help her here
after all
giving gifts and guidance to witches
is also your role
and it is not wrong for you to take
Ursula is going to stand up
and extend his hand to Neif
can I help you
yeah yes and she
reaches out and takes your hand.
Ursula will open his divine sense.
And I think in the speech of Beast and Leaf
call out to the forest.
There is a witch in need of assistance.
You call out in that speech.
Neif looks up amazed that she can understand that
because what all of the kids in the yard here
is a mighty bear-like roar.
Bird song, the buzzing of bees.
Something huge in the woodline.
Low, cresting through the branches with the snapping of twigs.
Lowering a massive shaggy head.
A full-grown bull elk steps from the woodline.
Ten-point antlers spreading wide.
Neif looks and is just trembling.
staring at this massive
primeval forest god of an elk
that is some eight and a half feet tall
at the shoulder. Its antlers like 10 feet up in the air
walks forward. The elk turns to you
in the speech of Beast and Leaf and says
heard your call. Is this the young?
Indeed it is. Neif?
Take a step back.
You take a step back. The wind kicks up.
It is effortless. Second nature. You've done exactly as you should. She reaches up with a shaking hand to touch this massive elk. The elk sees the hand, lowers his head, and presses forehead and the length of his snout right against her chest and an embrace so that she can wrap her arms around his soft furry muzzle. Breathes out. Blades of grass and leaves.
as she suddenly doesn't just have to tentatively touch him,
but is fully embracing this massive elk.
He goes,
oh, and you can see touching this animal,
this warm fur, her breathing slows down.
And you see the elk speaks in Imperial and says,
everything, blah, blah, blah, blah, blah, wow, wow,
every, what am I doing?
What am I doing?
And Leif just starts giggling.
holding the head of this elk.
And you see the elk turns to you or someone and says,
Is this the same?
Is this the same as what I was doing before?
No, it's quite different.
There's so much to explain.
Consequences, voting.
All will be made clear in time.
We cut from here to the road as a massive elk neaf, the children, and Ursula.
stride away from the cottage towards the River Lendry.
Several hours of walking, kids taking turns, riding in the elk's massive antlers.
You can see the wisdom, what you knew of Wishcraft, has saved this young girl.
Neath, with the elk by her side, a walking stick in her hand,
and one of many corduroy witch's hats from inside the cottage.
now firmly on her head, a nice, toasty,
sort of burnt orange corduroy,
which is hat with a little purple patch on it,
as she walks by this massive elk with a feeling of pride and confidence.
She has this massive, powerful, familiar beside her.
And goes, okay, okay, okay, okay, okay, okay, okay, okay.
Okay, okay.
Yes.
And the elk goes, okay.
And you see, after hours of traveling, early moments of dusk arrive, and you can hear water up ahead of you.
As the water comes, you come around to see the banks of the river Lindry.
The gloaming is coming.
It will soon be night, and in fact, night is coming quickly.
90s coming very quickly
and you look out at the river
give me a perception
check as you see the river here
22
this river is running over
a
stone river bed made of many
many smaller stones the river
is incredibly shallow
here and you realize
you're looking at a fort
this is a place where the shallowness
of the river means you could
walk over it, even potentially by foot.
Only some two feet of depth, you know,
go a little bit above your knees.
Children are a little bit shorter than that, obviously,
but you realize you're looking at a ford.
You hear the chirping of starlings nearby.
A boat, a flat raft, odd and long,
moves down the river, fireflies in a glass lamp,
and a man in a wide-brimmed hat with a pole moving down the river.
He stops in the middle of the water.
He looks out at you.
Ursulaan, I see that you have brought a young witch and the children of the Grinot.
You see the children start going, Luccio's Fairy.
It's Lucio's Fairy.
It's very.
Who sing my songs.
It is well.
You see, he looks up at you, Ursula.
You are standing slightly above the dip down into the water
because this road actually goes.
This is a weird place and you suddenly realize you're at a crossroads
because it's the road going down to the river
and the river is the road for the ferry.
So it's where river and road cross and intersect.
You're standing up a little bit of ways from the water
and the man in black turns and says,
you have done well, Ursulaan.
Send them forth to me.
Ursula's going to turn to the children.
Everyone, this is the great spirit, Lucius Ferry.
He will see that you are brought home.
Neif looks up and looks at you and says,
From the vote at the conclave?
Ursulaan is going to silently nod.
He agreed to bring.
them home.
Yes.
The children get ready and some of them look at the big river that they want to go swim in.
And as they do, as they go down, you see Neif get sharp.
That elk beside her snorts.
And as the first little kid begins to like want to run down to the water, Neif's hand shoots out in front of the kid, puts on the chest and says,
A home, sorry, sorry.
Hi.
Hi.
I'm Neif.
I am the witch of getting these kids home.
I am a new witch, honored spirit, honored friend.
You see, the man in black just turns to is gazing wordlessly at Neve.
It is an honor for you to ferry these children home.
Where may I ask is home precisely?
And I do hate to be a bother, but it is a witch's job to manage these agreements between mortal children and great
spirits. The man in black turns to Neif. It changes his bearing, the posture you haven't seen
before. You see, he says, I task to bear these children home, and home I will bear them.
Right. The home we have in mind is the singer's cellar in the city of Verrick on Rhymer's Bay,
across the sea from here. Is that, is that your understanding?
great spirit and honored friend of home.
Brother?
The Ursula.
Where is it you...
Where is it you intend to take them?
Where they sing the songs of the great bullfrogs still.
Home, where their grandfathers,
grandmothers, their ancestors dwell.
And to ferry these children home to the world of spirits.
Is that not a fit place for them,
brother ursula i see how i see how you came to that conclusion but it was not my intention the children
especially those who have homes that is where they need to be of the home i see are the rivers
ever full of fireflies the night's long and warm i see for them in the world of spirits would see some
justice done of that spirit which gave them
legs to leap and voices to the magic of that tower.
You see, Neif looks out, tears in her eyes.
What she knows you already know, but needs to say aloud.
There's a very simple way.
Ursula is going to look to Neif, the children off the road.
I'm going to draw my swords, pull my shield, and step forward.
Neif begins to corral the children.
The man in black looks at you as you stand in between him and these know what waits for
You and them on your shoulder, sword and shield in hand on the road to Starlings Ford,
and you hear the approach of bare feet in the woods to your left,
approaching the ditch on the side of the road.
Golden armor radiating in ghostly light.
Shield on his back, the sword of night at his hip, missing only one
paldron on his left shoulder and with an arrow jutting from the flesh where his neck meets his
chest.
The ghostly radiance of the saintly dead is Sir Curran.
It's good to see you, little brother.
That was Lou Wilson as Ursulon, Erica Ishii, as Amé, Abria Aynagar, as Suvi, and Brennanley
Mulligan as everyone and everything else.
World's Beyond Number is edited, designed, and scored by Taylor Moore at Fortunate Horse,
with additional sound designed from Michael Delphi Studios.
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