Trumps of Winter

55 - Broken Glass
Peculiarities on the path to the Foundry Mills.

The bogatyrs cross out of the Cathedral District’s wards and into Brassbutton Square, a formerly prosperous neighborhood in the Watermills district. A number of shops and some few homes have fittings of finely worked brass here and there to match their neighbors, though most of it has gone to tarnish. Strange black-and-white cats with spiraling two-color whorls marking their coats avoid the bogatyrs, especially when they spot Gullet.

As the party moves through the area, Kazimeer and Mika both sense something unusual nearby: Kazimeer detects a strange anomaly in the flow of the magic around him, while Mika feels the peculiar sensation reminding her of Queen Norevna and the Fates card. They lead the party into the actual Brassbutton Square that lends its name to the district. There, they see a peculiar phenomenon arrayed around a glazier’s shop. A number of shards of… nothing, possibly, or broken absences of reality, radiate out from the glazier’s as though the air itself had broken like a window. The shards show glimpses of something else on the other side, a dimly lit view of Valgrad that doesn’t match up with the cloudless summer morning.

Gullet investigates one of the smaller window-shards, pushing his paw through it before Anfisa can stop him. “Weird,” says the wolverine. Gennadiy checks the other side, and not only is Gullet’s paw not visible, but the window shows a different scene. From one side, the shards show a dim green light — from the other, sunlight on cobblestones that are in better repair. As he watches, Gennadiy sees a booted foot move past the shard.

An intrigued Gullet tries to run all the way through the shard; Anfisa grabs him by the hindquarters to hold him before he can vanish, yelling at him that he doesn’t know if he can get back. She drags him back out, and he tells her that she should really see what’s on the other side.

The bogatyrs examine the largest shard, about the size of an actual door. Kazimeer leans halfway through and looks around. What he sees is the city in the same abandoned state of disrepair, the dark sky overhead tinged with green light. When he cranes around to the west, he sees the source of the light: the Mad Star, fully visible and giving off as much light at the moon, hanging over the Grand Palace.

The other side of the windows, however, seems to reflect Valgrad as it was. Brassbutton Square is filled with people going about their business. Gennadiy throws a pebble through the window to the past, landing it near a pair of old men playing chess at a sidewalk tea-shop. Neither of the old men seem to notice.

As the bogatyrs watch on both sides of the windows, the scenes from both past and future advance. In the future Valgrad, a torrent of magic explodes out of the Grand Palace toward the Mad Star, wreathed in a coil of smoky darkness that takes the form of a roaring dragon’s head. In the past, they see the Disastrous Draw take place, the imprints raining down on the city. Both past and present images then reset. The images seem to replay a loop of about twenty minutes’ worth of time before their respective disasters.

The group discusses the possibility of entering the past and racing to the Grand Palace, attempting to stop the Draw, but ultimately they decide their chances of success would be microscopic. They move to the edge of the Brewers neighborhood. Anfisa goes in ahead of the others to scout, mindful of the warning of great coppery constructs. Soon she hears the sound of stone and wood splintering, accompanied by laughter and a chorus of erratic high-pitched voices raised in song.

She quickly finds the source of the noise. The copper giant is made of actual copper: an assembly of distillery kettles and vats walking in roughly humanoid shape, animated by a fragment of a Key imprint. Half a dozen tiny people covered in hair ride on its back, singing and laughing and hurling empty bottles — domovoi or bannik, perhaps, likely displaced from their homes during the Disastrous Draw. The faeries seem to be guiding it to destroy a portion of a building at a time for their amusement.

Anfisa returns to the others and brings them partially into the Brewers block. The group is working on a plan to distract the copper walker over in the east when they hear another crash from the west — and more singing. A quick bit of reconnaissance, and Anfisa confirms that there’s a second walking heap of brewery machinery, this one with a crown-like series of pipes set about its head, and another half-dozen household faeries atop it.

They settle on the plan of having Anfisa going ahead to give them the signal when it’s safe to make a break for the doctor’s office. She keeps an eye on the eastern animate, but as the bogatyrs are making the crossing, the animate from the west suddenly arrives. Gena steps up to distract the copper hulk and its crowd of tiny rowdies while the others make a break for it.

Gena races down an alternate street and the animate takes off after him, the domovoi throwing bottles as it goes. One of the bottles impacts him with the impact of elfshot. The fumes of alcohol are intensified by the fey magic, clouding Gennadiy’s judgment. He pauses mid-flight to wonder at what he was doing, and the animate catches up to him and punches him through the front of a tavern. The fey cheer riotously.

Gennadiy picks himself up in the wreckage of the tavern, bruised but still intact. “Usually I get thrown out of bars,” he says, and dashes out the back door. Once he’s in the back alley, he throws his shadow cloak over himself and remains still, letting the cloak’s magic occlude him from sight. He hears the construct pull itself into the tavern and thrash about, but before long the drunken faeries give up.

The others discreetly reach the area of the doctor’s office without drawing the other Brewer-golem’s attention. They find a number of open vials strung up on a lamppost outside, with the pungent aroma of smelling salts coming from them. Anfisa hazards a guess that they’re meant to repel or possibly cure any drunken house-faeries that come this way. Gennadiy catches up with them shortly there after, and they knock on the doctor’s door.

An older man with bristly white whiskers opens the door. He waves the bogatyrs in, asking them which of them is in need of treatment. Doctor Moskorvy, as he introduces himself, seems especially concerned with the state of Kazimeer’s flesh, and isn’t entirely convinced when Kazimeer explains that it is his natural state and not an imprint-drawn curse.

Once asked why and how he’s still here, the doctor admits he never left. He made a promise to look after anyone who came to his door, and he couldn’t fill it by leaving. When the bogatyrs ask what he eats, Doctor Moskorvy looks puzzled for a minute, then says he doesn’t actually remember eating anything in a long time. He does say that he patched up some adventurers last summer, people who were scavenging the city for loot or magic. They were a tight-lipped group, though, and didn’t tell him much about their purpose or what was going on with the world; he really isn’t familiar with Lokva after the Draw. He does say he spotted an elf wearing a helm styled like a bear’s head about a week ago, but the elf avoided his door.

Anfisa goes upstairs to the doctor’s garret and slips outside, sitting on the roof and watching. The group spends about 45 minutes sharing some food with the doctor and telling him of the goings-on through the city and beyond, both of which he approves. When they mention that they’ll probably be back, Doctor Moskorvy agrees to help mend them however he can.

Kazimeer goes up to the garret and takes Anfisa’s place while the hunter and her wolverine go scouting. Thanks to Gullet’s nose, the two of them find that the outer perimeter of the Foundry Mills is infrequently patrolled by the elves. Gullet doesn’t pick up any snake-like smell, though; just elves. The two return to their party, and the bogatyrs decide to set a trap for the Ruin’s scouts.

The group decide to use Mika’s “familiar” Slatejaw for the bait. They place him in the broken storefront of a Foundry Mills general store along the elves’ patrol route and tell him to just keep talking. Without the need for lungs, the animated ghoul skull is more than equal to the task. Gennadiy and Kazimeer settle down in the same storefront, using their shadow cloaks to be hidden from sight. Mika and Anfisa camp out on the second story of a building across the street with a good view of the location, while Gullet curls up in the first story of the same building.

They wait for hours. Slatejaw goes from pontificating on the nature of his twice-undead state to reciting both religious and secular works. Finally, though, an elf in a mottled gray-and-brown cloak appears in the alley between the buildings. The scout listens for a bit to the chattering ghoul without drawing nearer, then puts its hand to its mouth. The elf waits without moving, and the bogatyrs wait, for another fifteen minutes. Then another elf, similarly dressed, moves up to join the scout. A third — this one wearing a leather and metal helm worked like the head of a snarling bear — moves across the roof of the general store.

The elves move forward a few steps, and then they are joined by a larger form — a hooded woman, from the waist down a great snake as large around as a tree trunk. The two elves in the alley start moving forward in earnest, flanking the snake-woman, when she suddenly pauses… and the tongues of several tiny snakes flicker out from her hood, tasting the air. She gives a signal, and the elves nock arrows.

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54 - Supper With the Knight
The arrival of Commander Anrikka Valyevna.

Some nights ago, Gennadiy told his companions the story of how he helped the Knight card change hands. How he and Commander Anrikka fought alongside Tsar Gorinstal’s troops; how the tsar’s son Doryevich took up the Knight card; how the card compelled Doryevich to keep his word to hold the enemy at bay, forcing him to fight to the death against a vastly superior force; how Gennadiy took up the card, pushing away the voices. ‘Swear the oath,’ it said. ’Swear the oath.’

He resisted the card long enough to pass it on. The commander was his only choice. “She’d always known the right thing to do,” Gena told his companions. “If anyone could bear that power, she could.”

Now, the group moves through the main temple plaza of Valgrad’s Cathedral District, many of the volunteer troops of the Knight around them. “I need to clean up first,” says Gena.

The bogatyrs return to the building they’ve commandeered as their quarters; Iazmina greets them and inquires about treasures, while Yerek is nowhere to be seen. They wash up from their recent ordeals. Mika lends Gena her camouflage cloak, demonstrating that it can be used to help him pass for a more nobly attired gentleman. Anfisa, on the other hand, spends some time chasing down the blood-and-viscera-crusted wolverine who is not in the mood for a wash.

Once they’re freshly groomed, the group sets back out across the square. Halfway to the temple of Kaal, Gena hears a woman’s voice call his name. He turns to see Teskina and Radenza, last seen covertly leaving the service of the Donjon after the envoy Olek’s ill-fated attempt to take the Rogue card from Prince Casivir. The two close with the bogatyrs and embrace Gena, quietly admitting that they’re here in Casivir’s service now. Mika interjects to demand that the two give the prince a message for her — she needs to meet with him.

As Teskina flirts more aggressively with Gena, the doors to the temple open and out steps Commander Anrikka Valyevna — the Knight. For a woman who seems to have roughly a third of her volunteer soldiers in love with her, Commander Anrikka is more handsome than beautiful, but the presence of the Knight hangs about her like a heavy shield. Radenza and Teskina politely excuse themselves as the commander greets the bogatyrs and Gennadiy makes introductions. Valyevna recognizes both Kazimeer and Anfisa by reputation, but if she knows Mika’s true identity, she gives no sign.

The bogatyrs tell her they have matters to discuss but that they can’t do it in public. She agrees, and asks Captain Miyar Byelnikov — seemingly pleased enough with leaving his Tyurin post for the dangers of Valgrad — to arrange for some food.

They return to the temple of Valysa, where the Knight is keeping her temporary “court.” Mika is somewhat uncomfortable as they cross the threshold to the goddess of justice; Slatejaw even more so. In the kitchen, Miyar serves the bogatyrs a light supper (and Mika drinks all she can) as the group tells Commander Valyevna of their audacious proposal — reuniting the deck.

The Knight is hesitant at the news. She says that it worries her; surrendering the card’s power and duty feels like breaking her oath. Gena responds that if it’s her, she will probably be fine.

The bogatyrs stress that in the current situation, there will eventually be a war for unification, and it will be brutal for those caught in the middle. At the moment, those who want peace are sufficiently unified to stand off the individual efforts of forces such as the Skull and the Ruin, but it seems inevitable that at some point their enemies will also organize long enough to make a powerful attack. The Knight shakes her head. “If Gorinstal could set aside his ambitions…”

“Impossible,” Gena and Mika say in unison.

The next thing the bogatyrs bring up is the information gathered from Magister Topova Biresla from the Observatory. The prospect of the building pressure in the ley lines under the Grand Palace — and the potential for an explosion — further unnerves Commander Valyevna. “This changes things,” she says. She explains that she was planning to take action in Dawnside to draw out the Flames’ servants and destroy them, but now it seems the Grand Palace is a greater priority. Unfortunately, she was hoping to uncover any potential alliance between the Donjon and the Flames, but that also will have to wait.

In response, the bogatyrs offer her the opportunity to ask a question of the whispering book, perhaps to give her the confirmation she needs. She agrees to think it over. With that, the impromptu conference ends, with the Knight heading to begin reworking her current plans. Along the way home, a very drunken Mika attempts to come on to the handsome Captain Byelnikov, and between vomit and a very poor reading of his character, makes it the least attractive proposition possible.

The bogatyrs return to the house where they’re quartered, where Mika immediately collapses into her bed. Anfisa heads off to make contact with the Moon’s representatives, who have reputedly done some scouting from the air. There, the talking heron Fencer tells her some of what he knows, including that a band of hunters tried going after the Ruin’s warband when they left Miska with the Black Chalice. They must have failed, for one of the Ruin’s men is wearing the bear-helm of the ranger who led them. Gennadiy spends a little time writing before Teskina drops by with a bottle and a proposition for him; they share the bottle and the night in each other’s company. Before midnight, Kazimeer draws out the whispering book and asks it “Who is the Donjon’s point of contact with the Flames?” The book whispers back, “Chelessa the Torchbearer.”

Iazmina appears in the window in the morning, and joins the bogatyrs for their communal breakfast. As Teskina is departing, Gena quietly pulls Yerek aside and asks him to subtly follow her, just to see where she’s going and who she’s talking to.

Then the group settles down to plot a path to their next objective: revenge. They compare their information about the Watermills district, and potential routes to the Foundry Mills where their enemy Vozmeyvich is waiting. The group decides on a path around Brassbutton Square, through the Brewers’ block to the doctor’s office where a Knight imprint has been seen. With that as a potential base camp, they can survey the area a little better and work out a strategy to divide the Ruin warband and conquer it.

With that settled, they gear up to set out into Valgrad. Before they leave, though, they drop by the Knight’s base of operations and bring the whispering book to Commander Valyevna. Once Kazimeer informs her of the name “Chelessa the Torchbearer”, she asks the book the question “Who is Gorinstal’s chief of intelligence in Valgrad?” The book responds with “Genachky the Razor.

The commander nods, thanks the group, and wishes them luck. They thank her in turn, and set out to the north.

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53 - Five Whispers
The wheel turns in Valgrad.

The cadaverous Magister of Astronomy retrieves a decanter of old but still servicable liquor and serves drinks as the bogatyrs discuss their next options. She neglects to pour a portion for Gullet, an oversight which Gennadiy quickly remedies. The bogatyrs muse over what this means — should they approach the Grand Tsar’s Palace as quickly as possible, even though it may be the most dangerous place in Lokva? Should they depart Valgrad for the manse of Vilivin the Dreamer, to defang the holders of the Deck? Should they do what they can to protect Magister Topova, who admits she will not be safe with the Void imprint gone?

Mika steps away from the others, and attempts to meditate. She sends her consciousness out into the network of imprints left by the Deck, searching for the strands left by shadows of the Fates. Whispers come to her of events that might be:

“The man-eater’s death will blind the idiot’s eye.”

“The metal hand of the Donjon draws a dagger from the flames.”

“The shield of Lokva has returned to its heart.”

“The shadows of the star will ward the lens.”

“The dragon-blood coils in the clockwork mills.”

The bogatyrs muse on the gleaned prophecies. One seems self-evident: they know from the whispering book that Mirsha Vozmeyvich, the dragonspawn who bested them in Miska, is the strongest of the Ruin’s agents in Valgrad. It seems evident that he must be lairing in the Watermills district. Kazimeer also deduces that “the shadows of the star” likely refers to imprints of the Star card, and if the imprints can be destroyed, one might also be moved to the Observatory where its stellar power might power Magister Topova’s defenses. The group uses the smaller telescopes in the great tower to look over the district, but no Star card imprints are immediately clear.

They decide that even if a Star imprint might not be easy to come by, the Observatory can still be made safer if they remove the ogrinka sorcerer as a threat. Mika is certain that his recall spell took him somewhere within the building, so the group decides to go find wherever he’s been camping.

They find what seems to be their prey’s lair on the second floor, in the wing of workshops. Kazimeer tastes the air and finds the faint arcane trace of a summoning in progress. Gennadiy spies a light emanating from underneath a nearby door. But Anfisa spots a line of what appears to be soot across the hall, and recognizes it as a witch’s alarm. She takes out an odd nut from one of her pouches and grates the powder carefully along the line of soot. Once the operation is complete, she nods in satisfaction and scatters the powders. They gather around the door, and then kick it in.

The room beyond is a lens workshop, turned into a warlock’s lair. The ogrinka, blood around his mouth and looking somewhat restored from the previous battle, stands near the smoldering embers of a summoning circle. To one side of him stands a viciously barbed devil with glowing green cracks running across its hide; to the other, a whirling column of green star-flame with the charred skull and bones of a human host dancing inside it. The one Idiot follower who’d successfully fled also stands near his master, nervously hefting a crossbow. The bogatyrs look from the bloody-mouthed ogrinka to the half-devoured human corpse on one of the workbenches and recall that among the names gleaned from the whispering book, “Vorodd the Voracious” was tied to the Idiot.

Vorodd and his minions are too slow to react to the bogatyr’s initial assault. The devil is badly wounded in the first flurry of attacks, and the human underling drops with a pair of arrows in him. Mika pronounces a chill blessing on her comrades, shielding them against fire.

The bogatyrs carry that momentum with them, and the blessing of fire resistance aids them well. Vorodd falls back after the initial exchange and snatches a gleaming translucent gem from a nearby bench. He hurls it at Gennadiy and Gullet, and the wolverine leaps up to catch it out of the air — just before it detonates in a ball of flame. Gullet goes bouncing across the floor — but with Mika’s power sustaining him, he rises to his feet, to the obvious horror of the sorcerer.

The rest of the battle is practically academic. Gennadiy slays the devil, cuts into Vorodd, and wounds the starspawn immolator with a remarkable three-point maneuver. Kazimeer conjures a tiny comet of raw psychic power and sends it spiraling at Vorodd. It burns into the ogrinka sorcerer’s skull, and he drops, his intellect snuffed out. Anfisa and Gullet then close on the starspawn with a pincer attack, utterly destroying it.

With the battle done, they go through Vorodd’s things. Another of the blazing fireball gems sits on the workbench, and they also find an interesting lens that seems to see through flesh but not bone or wood or metal. The ogrinka sorcerer had a few more oddments of potential arcane utility, but of particular interest is a crude map of the University District, with a route marked to the Observatory from the nearby Westiron Keep on the outer wall. The map indicates that the keep may be the cult’s primary fastness in Valgrad, but it also marks a number of card imprints in surrounding blocks. The map is not complete — apparently the cult cartographer did not explore the entirety of the University district — but the bogatyrs do see a Star imprint marked in the nearby Cultural College buildings.

After further discussion, they decide that with Vorodd dead — and, hopefully, “the eye of the idiot blinded” — that the Magister will be safe for now. They revisit her workspace and bid her farewell, and then set out to return to the Cathedral District.

As the group draws near to the sewer entrance they used to cross half the district, Kazimeer senses something on the wind. He detects the strains of summoning magic — something has been conjured nearby, something dangerous. He pulls his fellow bogatyrs to one side, hiding in a ruined building. They watch as a pack of devils goes snuffling down the street, searching for something. “The metal hand of the Donjon draws a dagger from the flames,” mutters Anfisa. They wait for the infernal hunting party to pass, then quietly make their way to the sewers and return to safety.

The bogatyrs successfully reach the Cathedral District without further risk. When they arrive, they see even more activity around the district than before. Iazmina excitedly greets them all, announcing that more soldiers arrived and everyone seems convinced that something interesting is about to happen. As the bogatyrs near the central area, they see why — the new arrivals wear the colors of Commander Anrikka Valyevna’s honor guard. The Knight has come to Valgrad.

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52 - Blood, Fire, and Stars
The bogatyrs cut a path to Magister Topova.

The ogrinka in sorcerer’s garb holds up a hand, and those surrounding him take a step back and remain on guard. He addresses the bogatyrs, in a rough voice edged with condescension. “I wonder why you stray dogs have left the safety of the Cathedral District to come here.”

“I’m safe wherever I go,” snaps Mika.

The ogrinka focuses on her. “Hn. You seem confident.”

“Self-assured,” she says.

The bogatyrs remain on the stair as the ogrinka offers negotiations, presumably from what he believes to be a position of strength. He admits that they lost the mind-blanked amnesiac to the power of the Void imprint, as well as another one. When the bogatyrs ask if they had to put the other one down, the ogrinka glances to one side and half-smirks. “He still serves,” he says.

Gennadiy holds up a hand in a “give us a minute” gesture, and the bogatyrs quickly converse amongst themselves. They consider running up through the Void imprint’s memory-eating darkness, trying to dispel the imprint, and climbing up the outside of the tower. Kazimeer sends his odd dodecahedronal familiar out a window to scout upwards. He then conjures more lights into the darkness, and Anfisa and Mika spot the outline of an unwavering black rectangle: the location of the Void imprint. Eventually Anfisa argues that they’re going to have to fight the ogrinka’s band — if they try climbing up the outside, they’ll be extremely vulnerable to an attack. Mika glances back down to the ogrinka, and sees a slight grin on his face. “He’s listening,” she reports.

The bogatyrs return to negotiating with with the ogrinka’s band. The ogrinka offers to let the other three go if his band can keep the astronomical curiosity Kazimeer. The bogatyrs flatly refuse, as Anfisa ties the small metal imprint-breaking talisman to an arrow. She fires the arrow up into the darkness, straight for the Void imprint. A magical shockwave of resonance runs through the Observatory, and the darkness begins to dissipate.

The ogrinka gestures for his band to charge, and Anfisa’s second arrow strikes the heavily armored ogre as it charges towards the stairs. Mika begins to channel the power of undeath, flooding her companions with the strength of the dead. Gennadiy closes with the ogre and strikes it hard. The brute attempts to grab him in return, but Gena pulls free as Gullet latches onto the ogre and starts worrying his way through its hide.

Kazimeer invokes his lullaby of the spheres, sending a number of the ogrinka’s troops into a slumber. In return, The Idiot’s ogrinka begins casting himself, throwing spells of corrupt astromancy. Some of the still-standing enemies burst into green flames and charge, while others fire crossbow bolts at the bogatyrs.

The brawl around the stairs quickly becomes a bloody mess. Mika draws on massive power to heal the group: Anfisa after an ugly barrage of hexbolts, Kazimeer after a punishing volley of quarrels, and Gennadiy’s wounds from the starfire.

Anfisa throws her bow to one side and drops down to aid the others, her sabers striking against the ogre’s armor. Gennadiy takes the opportunity to carve an opening and hack the ogre’s arm almost completely off. The ogre, in fury and agony, responds with a hideous cleaver blow that nearly cuts Gena apart.

Kazimeer strikes the ogrinka with a corrosive spell. Gullet leaps on the blood-covered ogre and burrows entirely into its body cavity. As the ogre falls, Anfisa starts killing her way through the starfire-filled husks. Mika, not to be left out of the battle, spears a pair of crossbowmen with ice-cold bone lances. Gennadiy cleaves his way through the husks and lunges at the ogrinka — but his foot catches a pool of blood on the hall’s smooth tile floor, throwing him off-balance enough to spoil his strike. Anfisa cuts down one of the surviving husks and Gullet emerges from the ogre’s torso to maul another.

The acidic spell burns the ogrinka further, and the massive sorcerer suddenly seems to realize his position. A blast of bale starlight fills the chamber, and the ogrinka is gone. Mika recognizes enough of the magic to tell that the spell is a short-range recall: the sorcerer must be somewhere in the building, in a place he’s already been. With that, the sole remaining Idiot soldier throws his crossbow over his shoulder and flees.

The remaining husks charge Gennadiy. One grapples him and starts glowing from the inside with a bright green light visible through his skin. Gena quickly hurls it away with an expert escape, and it lands amid the Idiot cultists still asleep on the floor. The last standing husk is cut down as the glowing one explodes, hurling bodies in all directions. A final survivor wakes up, only to be executed by Anfisa and Gullet.

The bogatyrs quickly charge up the stairs, past the dissipating tendrils of dark where the Void imprint once was. They reach the top of the tower, a grand room of brass fixtures and blue paint dominated by a massive telescope on a raisable platform. Smaller telescopes stand at tall windows, flanked by blackboards, scroll racks, bookshelves, and a small shrine holding the centerpiece of a silver hand marked with stars.

A humanoid form in magister’s robes bends over a set of star charts spread out on the table before her. She glances over at the bogatyrs, who see her face is far too gaunt and pale to be that of a living woman. “You shouldn’t be here,” she says in an irascible tone. “I don’t have time for a consultation. The comet will be here sometime in the next twenty-four hours.”

“The comet is already here,” says Kazimeer.

The Magister is skeptical at first. It takes some work to convince her that the metallic man is in fact the comet itself in humanoid form, but before long she seems to fully accept the revelation. She guides the bogatyrs over and shows them a number of things: an illustrated manuscript for one, but also a sketch of the comet that clearly shows it possessed five contrails. “It was a warning from the silver-handed goddess herself,” says Magister Topova, gesturing at the shrine to Syndra.

“Yes,” says Kazimeer, “but what was the warning about?”

Magister Topova’s explanation requires a number of props. She sets up a map of the nation and another of Valgrad, pointing out the ley lines drawn on each. She also shows them an odd apparatus that faintly resembles a builder’s plumb hung from a derrick. “You see, the lines of deep magic that flow through Lokva convene on Valgrad. The Luskrin dynasty knew this in particular, and they rebuilt the Grand Tsar’s palace directly over the nexus. This is not normally an issue — everything was healthy for centuries. But recently, pressure has been building in the nexus. Something has… put a stopper in it, for want of a better term. The pressure has been building for years.”

She raises a finger. “The Disastrous Draw knocked the stopper loose. Raw magic poured out like a geyser, and it amplified the draw into a much more catastrophic event than it would otherwise have been. The cards became what they are. They left imprints all over Valgrad, and found holders to empower.”

The Magister prods at the apparatus. “Now the stopper is back in place. The worst thing that could happen right now — the thing that I believe the comet warned us against — is for the Mad Star to be in the sky above Valgrad, above the Palace, when the nexus has built up too much pressure again. It would be like throwing a piece of metal between two thunderbolts.”

“When might the Mad Star be in place?”

“I can’t be certain,” she grumbles. “It’s mad, you know. It follows no orderly procession and cannot be tracked.” She pauses for a bit. “Maybe summer. Perhaps.”

The Magister also mentions a somewhat vague theory — staring at Kazimeer, she suggests that it’s not outside the bounds of possibility that Kazimeer is a literal messenger of the goddess of magic and stars. An amnesiac angel of Syndra — but she shrugs, and says she’s really not a zealous believer, and couldn’t say for sure.

“What are we supposed to do to stop this event from taking place?”

She shrugs. “I don’t know. Go into the Palace, maybe. Underground. Undo the stopper. But I’ve never visited, and I couldn’t tell you where to go.”

Mika thinks, and remembers. “I’ve been there,” she says. “We can find it.”

“Well,” says the Magister. “Since the comet is already here, my evening is free. Who would like something to drink?”

“Yes, please,” says Gennadiy. “And some towels.”

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51 - The Search for the Magister
Kazimeer leads the expedition to the Royal Observatory.

The Iron Tsar concludes his conversation with Elbeska and politely excuses himself. He approaches his loyal boyar Aleksty Alrakov and the two speak together quietly, remaining in the hall. The bogatyrs move past him and greet the Sun. She welcomes them and receives their letters of introduction, passing them to an underpriest with a promise to read them later.

The bogatyrs announce their intentions to travel to the Royal Observatory, and offer to help as they’re needed. During the conversation, Mika begins to speak fiercely about the threat the cards pose as a whole. She argues that when two cards meet, the people are ground down between them. Elbeska objects mildly and states that the cooperation between herself and the Knight, for example, saves lives. Mika refuses to concede, asserting that the cards should not be divided between mortals at all.

“I apologize,” says Elbeska, “but I believe I didn’t catch your name.”

“My friends call me Mika,” she replies, “but my father named me Anya.”

A pulse of supernatural force, thick and oppressive, rolls throughout the temple before Tsar Gorinstal regains his composure. Elsbeska searches Mika’s face more thoroughly.

“Madness runs in our family,” says Mika. “My mother went mad and was locked in her tower. My father brought this destruction on all of us. Even my uncle is infected.”

“That much is true,” says Gorinstal, finally stepping forward. Elbeska holds up a hand to cut him off. She greets Mika again, reminiscing about seeing her when her family brought her to festival services.

Mika retakes the momentum, and continues to criticize the cardholders for their destructive capacity. Finally Gullet interjects with “That’s a bag of crap!” Two cardholders turn to look at him, and the wolverine lowers his hackles. “Well, it is,” he grumbles.

Gennadiy takes the opportunity to enter the conversation and bring it to a graceful close. He reiterates the group’s intentions to make things better, not worse. The Sun responds with promises to support the bogatyrs’ band as best they can, and mentions that the many camps around the Cathedral District may be willing to do the same. The audience ends at that point. But as the bogatyrs leave, Mika locks gazes with Tsar Gorinstal. Even in the face of the Donjon herself, she stares into his eyes with a mad fervor — until she has the extreme satisfaction of seeing him flinch.

Once outside the temple, the bogatyrs decide to gather more information. Kazimeer opts to meet Zorev Malioki, and Gennadiy and Mika accompany him. Anfisa directs Iazmina to go scout in the direction of the Cathedral district, and then she and Gullet go to mingle with the soldiers to see what they might know.

Kazimeer’s group receives directions to a bookbinder’s house. They are met at the door by a halfling woman with an odd glass eyepiece who introduces herself as Flute Fineglass. Flute, also an agent of the Vizier, brings them into the house, where they see the workshops have been repurposed into a small glassworks and a library of books likely scavenged from throughout Valgrad. Zorev Malioki descends the stairs and greets them warmly. The tiefling offers them hospitality, and they begin the discussion.

Zorev lays out a map of the Cathedral district as it was, and points out the Observatory. He shows them the most likely avenues of approach, through the Judicial Square, down Shieldgate Street, or through the Dawnside district. The tiefling adept tells them examples of the various card effects that they’ve catalogued so far, though of course he can’t speak accurately of areas too far from the safety of the Cathedral District. He even offers to divine the most powerful influences close to their goal. With a small ritual deck, Zorev performs a short divination ritual, and two cards fall from his hand — the Gem and the Void.

Zorev also shares what he knows of resisting and sometimes even negating the influence of rogue card imprints. He states that the most success has been gained by lengthy rituals, used in secured territory, but a few expensive countermeasures have been developed. He gives Kazimeer a small silver talisman worked into the likeness of the Talons card, and tells him that touching it to a card imprint will consume the talisman but disrupt the imprint’s power.

Anfisa moves among the assembled warriors, learning similar things about the threats around the Judicial Quarter and Dawnside, and stories of their encounters with the cards’ power and the survivors who were changed by them. Eventually, Iazmina returns and delivers a scouting report of her own. The two rejoin the others, and after sharing their information, they decide to wait and rest out the evening. They choose quarters from among the abandoned buildings within the district and sleep, taking some precautions in case the provoked Tsar Gorinstal decides to set assassins after them.

Iazmina is dispatched to scout again the next morning while Anfisa talks to Adwin Chokeknuckle about a possible way in. The dwarven architect speaks effusively about the quality of the Luskrin sewer engineering, and recommends an underground route. The power of the cardfall, as she puts it, often failed to penetrate below the streets, and the odds are good that a sewer route will avoid magically distorted areas. She recommends a potential path, and Anfisa carries the directions back to her teammates.

Iazmina returns with more news. She speaks of presences sensed in the university library building and voices in the auditorium. The bogatyrs decide it’s best to stick to a direct path to the observatory, ignoring potential distractions. They decide to have Iazmin and Yerek remain in the Cathedral District. Checking the route from the maps Adwin showed them one last time, they prepare themselves, find an entrance into the underground, and set out.

The expansive Luskrin sewers provide a safe path into the University district. The bogatyrs emerge with sign distance of the university’s clock tower, where a bright golden radiance shines from the clock face. The group crosses between the library, where Mika senses a strong undead presence — likely a Skull imprint — and the auditorium. They also come close enough to the Arts & Literature building to sense a potential Rogue imprint, but no closer.

The bogatyrs reach the back lawn of the observatory safely. The rear wall of the building seems to be free of card imprints, and the rear entrance appears clear. Kazimeer instead recommends that they enter through the front to be polite. They move around to the main entrance, where the doors and much of the surrounding wall has been transmuted to a pure form of brass. Anfisa examines the entry, and from the faint signs she finds, determines that a group of a dozen or so people of varying sizes entered the observatory a few days ago.

The bogatyrs enter themselves. The atrium is empty and silent, with the transformed brass spreading partly inside. Kazimeer points out that the west wing is likely full of workshops, classrooms, and staff living quarters; to the east is the main observatory tower, marked with a Void imprint. If the Magister is still in the Observatory, she could be in either area. At that point they pull out the whispering book and ask it, “Who is the wisest astromancer in the Royal Observatory tower?” The book responds, “Magister Topova Alimevna Biresla.”

They head east. The large spiral staircase dominating the wing disappears into a thick darkness that obscures the upper portion of the tower after about twenty feet; a man sits on the stairs, repetitively chanting to himself. The man is dressed in a ragged robe over light armor, and barely acknowledges the three of them as they approach. “Akhar. Weyrun. Chass… Akhar. Weyrun… Chass…”

Mika recognizes that the man is attempting to recite the months of the year. She kneels down and helps coach him through all twelve. His eyes light up as he completes the recitation — and then the light fades, and he begins to count in a monotone, losing his place and beginning again. And again.

The party decides to leave him and go up into the dark. Kazimeer first sends up a few dancing lights, but they are extinguished before they can illuminate much. The most the bogatyrs can see is a rectangular patch, even darker than the rest, on a wall — a Void imprint. Gullet and Anfisa are next up the stairs, but when they enter the darkness, they feel that it’s hungry. It drinks out a portion of the day’s memories before the two retreat back down.

As Anfisa and Gullet describe the experience, they hear heavy footfalls approaching from the west wing. The bogatyrs draw weapons and brace. The group that crosses the atrium is a mixed, dangerous-looking group. Most wear robes and light armor like the amnesiac they found on the stairs; a few carry no weapons and seem strangely addled. The group is dominated by a true ogre in heavy armor, but the ogre moves protectively to one side as another form steps out of the crowd. The ogrinka’s cloak partly covers his hunch, but not his distorted, large arms, nor the astromantic sigils carved down them. He taps his staff against the floor and chuckles.

View
50 - The Broken Capital
The heroes receive a cold welcome in Valgrad.

Spring comes to High Miska, and with it the date of the bogatyrs’ reunion. They gather at the Bear King inn. Gena and Yerek are first to arrive, and Kazimeer the next. Anfisa appears in the company of Kostya, Gullet, and Iazmina. Finally, Mika rides up on an aged gray mare, which she turns loose in the street.

The four confirm that it’s time to leave, and that Valgrad will be their next destination. The deck of portals should take them directly into the city if they draw the Sun card, because its owner — Elbeska of the Higher Nine — claims no territory outside the capital’s Cathedral District. Iazmina affirms that she’s still willing to travel with them, as does Gullet and Yerek (to varying degrees of enthusiasm).

They visit the palace, and find that a number of their Miskan allies have gathered in the tsaritsa’s audience hall to see them off: Huntmaster Koden, Captain Ironjoy, Irska Redhoof, Vasil Vargavich, Holak, even Roadwarden Korgoslav Karkovich Ironglove. Tsaritsa Kascha thanks them again for all their efforts, and they thank her for Miska’s hospitality. She provides them with a final gift, a draught of water taken from a hidden well in the Kosvodd that has potent healing and purification power. The bogatyrs make their farewells, then draw the Sun card from the deck of portals and step through.

On the other side is chaos.

The bogatyrs find themselves on the pedestal of a hippogriff statue, one of the endpieces of the grand bridge over the Sorad River. Around and below them, a desperate battle. A small force of Volyar warriors stands where the bridge meets the streets of the eastern bank, led by a tall, white-haired woman in hetman-quality armor, and assisted by a burly bear cavalryman hurling firebombs into the opposing ranks. Those enemies are the undead — squadrons of skeletal warriors on each of the three adjoining streets, and a small unit of ghoul skirmishers that have clambered atop the bridge itself to strike from behind. To the north, the bogatyrs sense as much as see the dominating presence of the undead legion’s commander — a liche in the armor of a long-dead lord, a blackened sword in one hand.

Anfisa immediately sends one of the tripling arrows at the deathknight, following it with another of her regular shafts as Gullet jumps off the pedestal into the battle. Gennadiy charges through the fray directly for the undead commander. Kazimeer conjures the power of the stars to make a number of the unliving soldiers recall what it was like to sleep. Mika is the last to move, torn between the necessity of the cause and her role as a priestess of the goddess of undeath.

The skeletal soldiers are fast and dangerous, suffused with the necromantic power of a master, but the bogatyrs are far finer still. Gena and Anfisa suffer only glancing hits as they split into the melee. The deathknight is another matter — Gena manages to parry one of his strikes, and still feels part of his life force ebb away. He retaliates with a furious riposte that cuts deep. Anfisa fights in a different direction, attempting to cut a path through the thickest mass of undead who block the street to the Cathedral District. Kazimeer supports them with more sorcery, while Mika terrifies some of the nearest undead with her supernatural presence. Even Yerek launches a few arrows, while Iazmina swoops down to pick up the occasional straggling undead and drop it in the river.

Mika raises the ghost-summoning horn to her lips and calls on undead troops of her own. The spectral warriors plunge into the fray, though their opponents appear to be equally strong. The press of bone pushes further into the Volyar ranks, and the giant-blooded hetman falls. Her bear-riding lieutenant is quick to scoop her up. Mika spits out a curse of disgust at the Volyar woman’s weakness, and casts a healing spell to stabilize her.

Then a rumbling underfoot grows even louder, and a strange metal engine bursts through a nearby building. The conveyance seems fashioned to look roughly like a bulette forged of steel, but running on treads that immediately crush a dozen skeletons under the juggernaut’s weight. The “jaw” in the prow of the device opens, and flame gushes out of hidden nozzles, pouring over more of the undead. Then a hatch in the back of the metal beast opens, and a dwarf woman sticks her head out, blinking surprisedly at the bogatyrs — Aidalore, emissary of Golen Kar, last seen astride a clockwork hippogriff en route to Miska. She nervously grins at the heroes and then drops back inside, resealing the hatch.

Gennadiy rallies during the distraction, striking harder and harder at the deathknight. A spell from Kazimeer strips away the last of the animating force, sending armor and bones clattering onto the street. The remaining ghouls panic at the loss of their commander, and bolt away across the bridge. Mika spears two with her icy needles, and the last survivor dives into the river — a poor decision, as the water rises up like a fist around it, crushing it into paste that drifts with the current.

Anfisa and Gullet keep carving forward, as Aidalore’s metallic siege engine grinds more skeletons under it. Soon the main street is clear, and the last of the undead attackers are dispatched. The Volyars work on triage for their casualties, Gena assisting. Thanks to Mika’s magic, the hetman is able to stand and take charge again. She thanks the bogatyrs and Aidalore for their assistance, in particular wondering at the bogatyrs’ arrival from nowhere. The butcher’s bill is six fine Volyar veterans dead and more than that wounded, but all things considered, it would have been much worse.

The giant-blooded Volyar introduces herself as Hetman Varya Votevna Winterbones, and her bear-cavalry lieutenant Okvar Chenesky. She asks Okvar to guide the bogatyrs to the Cathedral District while Aidalore stays to keep a watch until reinforcements arrive. “Gorinstal is going to offer to put some of his men here with us,” she says, “and I don’t trust him.”

“I don’t, either,” adds Gennadiy.

Before they leave, Mika examines the corpse of the deathknight. She confirms to herself that it was a pawn of the Skull, and recognizes the sword as a barrow-blade, blackened from long centuries in a burial cairn and suffused with necromantic energy. The priestess takes the deathknight’s scabbard and buckles the barrow-blade around her own waist.

Okvar rides his bear with the bogatyrs as they head towards the warded portion of the Cathedral District. They pass down a stretch of rubble — “the Ruin’s Road,” Okvar calls it as he asks the bogatyrs various questions. Gennadiy takes charge of the conversation, as he is accustomed to doing. He asks Okvar for all the information he can get about the conflicting bands fighting over the scarred capital. Among other things, Okvar mentions some Tsar Gorinstal’s forces — “about twenty personal guard, some more camped at the territory’s edge. We don’t know their full numbers. We have a lot to keep track of.”

Okvar also describes some of the card-scarred areas they’ve seen. Statues animated with the power of the Key. Valgrad survivors bound by strange oaths laid by the Knight card, a street where anyone walking down it is stricken by confusion thanks to the Idiot’s power.

“Are there other card-marked areas we should be aware of?” asks Gennadiy.

“Yeah. Everywhere.” Okvar cranes his neck, then rides to a nearby cross-street and points down the way. A large mark, faintly shining, stretches across the cobbles of the street, and the bogatyrs recognize the pattern — the face of the Ruin card, the size of an alewagon. “They’re all over,” says Okvar quietly.

The heroes reach the central section of the Cathedral District. The Sun’s warding isn’t visible, but they feel its presence as they pass through it. The central hill and the various temples standing around it are jarringly out of place — they seem just as they were before the Disastrous Draw, a portion of the city that has completely ignored the ruin and scarring all around. A number of people and beasts move in and out of various buildings and even a small orchard-park near the temple to the nature gods. “So who do you want to talk to first?” asks Okvar. The heroes choose the Sun.

Okvar takes them to Ninespires, the grand cathedral to the Higher Nine, where Elbeska holds court. Among the people waiting outside they note half a score of warriors in Gorinstal’s colors, at least two of whom are clearly Branded. A pair of templars open the cathedral doors for them.

The interior of the Ninespires temple seems restful, even warm. More templars are inside, as well as an assortment of warriors, soldiers, and envoys from around the realm. As they draw near to the central portion of the worship hall, they see ten more of the Branded gathered. A woman dressed in robes, the Sun card about her neck below her holy symbol, is speaking with man in full armor. As the bogatyrs draw near, the man turns. For the first time in quite a while, Gennadiy and Mika find themselves face to face with the Iron Tsar, Doryevni Gorinstal — the Donjon.

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49 - Winter in Miska
Time heals wounds, if not pride.

Gena, Anfisa, and Kostya flee into the woods, carrying the wounded bodies of their comrades, Gullet following close behind. A few of the Ruin’s warriors make to pursue, then choose not to split their forces and fall back to support their bleeding, furious leader. Anfisa obscures the trail, and finds a place for them to lie low. Gullet vanishes into the woods and soon returns with an ally — a young leshy by the name of Cousin Ferntoes, who helps treat Mika’s wounds and then guides the group to the river. There the Winged Pike meets them, warned by more of Gullet’s contacts.

Kazimeer and Mika are conscious and mobile by the time the riverboat carries the bogatyrs back to High Miska. Huntmaster Koden meets them at the docks, where they tell him the short version of the conflict. He offers condolences on their defeat, and has them sent to the healing wing of the royal palace. There the tsaritsa’s healers — a strange, snowy woman and a married pair of domovoi and domovikha — speed them to full health in a matter of days. During that time, Huntmaster Koden visits them again several times, gathering more details on the story. On one visit, he’s accompanied by his young daughters, who engage immediately with Kostya, and determine that the clearly intelligent yet mute bear must be cursed.

Koden tells the bogatyrs that Tsaritsa Silverchild will see them tomorrow, in a morning audience. A servant brings clean, fine clothes for the bogatyrs, and others polish and repair armor and other gear. Mika takes some offense at the gesture, and rubs ash back on her armor before going to bed.

The group attends the audience promptly the next morning. The court has fewer courtiers in attendance than might otherwise be expected, though some are clear dignitaries — in particular, Ivar Tyurinov, the young nephew of Tsar Barakir Tyurinov, representative of the Throne. The noble youth is clearly rattled as the bogatyrs enter, for although Kazimeer, Anfisa, Gennadiy, Kostya, and even Gullet are opted for courtly decorum, Mika wears the full regalia of her priesthood. Her face is painted half black, half in skull makeup, and Ivar steps out almost reflexively to protect the tsaritsa. Mika favors him with a wink, which does nothing to ease his nerves.

The bogatyrs get their first look at Tsaritsa Kascha Silverchild. The Miskan tsaritsa is only eighteen, pretty but not beautiful, with silvery eyes and a silver crescent-moon mark on her brow. She wears a royal dress that Mika easily disdains as “provincial.” To her right is Huntmaster Koden; to her left, a heavily scarred woman in medium armor who carries not only a blade, but a quiver of arrows with no bow to be seen.

The court herald announces the bogatyrs. He describes their deeds in service to Miska — the discovery and capture of the treacherous seer Wotanfel, the reduction of the Euryale’s influence in Witchfeather Gorge, the diplomatic errand that secured the loyalty of the Blue Scar ogres, and the courageous attempt to drive out the forces of the Ruin.

The tsaritsa speaks then, with warmth in her voice. She names the bogatyrs friends of Miska, and forthwith honorary road-wardens of the land with all attendant privileges. The courtiers bow or salute the bogatyrs, and then the tsaritsa rises. “Please, adjourn with me,” she says. She leaves the audience hall with her bodyguard, Huntmaster Koden, and a pair of guards.

The bogatyrs follow her to a wide tower within the palace, daylight entering through the windows, plants growing in pots, and a small fountain bubbling. A servant brings fresh drinks for the adventurers, and the Moon invites them to sit and talk.

The tsaritsa asks for the full story of the bogatyrs’ time in Miska, in their own words. Gena is honored to oblige — “happy” not being quite the right word. He tells of their experiences from arriving near Honeythorn and battling the ghost of the Shrike Knight to the forced retreat near Raintowers. Gennadiy is uncharacteristically humble near the end of the tale, admitting that they challenged more than they could defeat.

The Moon thanks them for their efforts in a kind tone. She expresses sympathy for their pain and loss, but tells them that it wasn’t completely in vain. When Grandmother Yedza came to Tyurin and warned the assembly that the Ruin was moving to Miska, the old witch didn’t do so from the goodness of her heart. Koden clarifies that it was a distraction. Because the bogatyrs took on the challenge of the Ruin’s warband, many of Miska’s own champions were available to resist the Euryale’s cunning attempt to gain a foothold in the south of the nation. Certainly it’s a blow that the Ruin will now possess the Black Chalice — but it might have been even worse for the realm.

Gennadiy voices his anger at the Donjon’s band of Forgiven tricking them and setting the Ruin after them before they were ready. As he voices the possibility of opposing Tsar Gorinstal, Anfisa off-handedly mentions that the group intends to unify the Deck anyway — much to the chagrin of her comrades.

After a hasty back-and-forth, the bogatyrs explain that they’ve been thinking on the possibility that the Vizier’s representative mentioned at the recent Tyurin summit. They have been investigating ways to unify the Deck, even though they know it may make an enemy of practically every single cardholder. The loyalist forces of Lokva would lose great power — particularly the Knight, the Sun, the Comet, and the Moon — but Gorinstal would lose the ironclad loyalty of his troops, the Skull, Flames, and Euryale would all be greatly reduced, and perhaps some of the outside forces such as the Fool and Void would give up on Lokva altogether.

Tsaritsa Silverchild surprises everyone in the room when she says she would be at peace with such a solution. While Koden and her bodyguard protest, she elaborates. “I want to think that Miska would be strong without the card protecting it,” she says. “And… I do not want to hold the Moon long enough that I would be seduced by the power.”

Her subordinates are clearly not willing to immediately cede the point, but the tsaritsa overrules them and continues the discussion. The bogatyrs speak of many possible plans and possibilities, though they do not yet have a solid plan of action by the end of the audience. Over the course of the conversation, Kostya admits to being a human under a curse, which attracts the tsaritsa’s attention. She offers to send assistance — in Miska, they have a regrettably long history dealing with curses. Finally, she ends the audience, but invites the bogatyrs to remain in Miska for as long as they require to heal, train, and prepare.

Thus begins the bogatyrs’ winter in Miska. The first week, Anfisa and Kostya meet the tsaritsa’s curse-breaker, an aged orc woman named Grisha. Grisha casts a lengthy ritual over Kostya, determining what she can of the curse. She states that she’s learned the escape clause that would break the curse — for a beautiful girl to fall in unrequited love with Kostya. He admits that it would be a difficult task; Anfisa verifies that her brother would have trouble not returning a beautiful and sincere girl’s feelings. Grisha then commits to undoing the curse the more difficult way. On the night of the new moon, she gives Kostya a ritual bath, and then leads him to the chapel at dawn. Anfisa has difficulty not flinching when the orc woman pulls a knife and slashes across Kostya’s throat — but there’s no blood, and then the wiry old adept pulls the bearskin away, revealing the man beneath. Kostya and his sister embrace, both human, for the first time in years.

Gennadiy and Mika start out their winter gaining a drinking companion in the form of Malyetta the Sparrow, a deserter from Gorinstal’s army who found asylum in Miska. Malyetta has been hoping for a chance to get some form of revenge on her former lord for some time, and finds sympathetic allies in both Gena and Mika. Mika’s promises of vengeance are very much to Malyetta’s liking, and the Sparrow makes a gift of an enchanted cloak to the young priestess. She also shares what information she has that might still be useful, helping Gennadiy with plans to recover what’s left of his treasures from Gorinstal.

Kazimeer asks the whispering book a new question: “Who is the nearest person who knows the true meaning of the comet that appeared above Valgrad before the Disastrous Draw?” The book whispers a name: Magister Topova Alimevna Biresia. Kazimeer recognizes the title, as does Gennadiy — she was a scholar, lecturer, and professor at the Grand University in Valgrad. However, she was also reputed to have perished when Valgrad fell. Kazimeer begins research to learn more, and determines that she might still be in the University — only not in the reclaimed section. He begins making inquiries about contacts in Valgrad.

In the following weeks, Mika leaves the capital and heads downriver to the Spider Marshes. The Namalukii priestess has felt the first flashes of doubt regarding her own mental stability, and chooses to retreat to the bleak haunts to meditate. Gennadiy, anticipating that the fighting may worsen instead of abate if the Deck is unified, offers his help in preparing Miska’s defenses against potential invasion. He even passes on some of his weapons, including the firebrass axe, to Miskan champions who might make use of them.

Kazimeer and Anfisa decide to return to Schuka and guide Holak into the Kosvodd. The two are just as curious about Pelza Threetoes and the manse of Vilivin the Dreamer; for his part, Gullet is not, but he tags along all the same. The bellicose wolverine has taken a liking to Anfisa, and has (very informally) agreed to accompany her on her travels, especially now that Kostya is relearning how to fight as a human.

On an impulse, Kazimeer asks the book another question during the trip: “Who is the nearest entity who knows the true meaning of the comet that appeared above Valgrad before the Disastrous Draw?” The book’s whispered response is Haalvakith. The name is obscure, but Kazimeer identifies it as the devil of hidden meanings, a powerful and unique fiend in the service of Hothos [link]. The question becomes why Haalvakith is near, and not in the shadowy recesses of the Hooded God’s section of Hell. Kazimeer and Anfisa develop a theory that Haalvakith was not only one of the muses of Vilivin the Dreamer, but he might still be present in Vilivin’s manse.

Kazimeer collects Holak in Schuka, while Anfisa asks her Kos contacts for advice navigating the forest. Once prepared, the small expedition goes into the Kosvodd. During the trek, Holak relates what he’s learned of Pelza Three-Toes. She is by repute a mage, a thief, and a scholar, and if the rumors are to be believed, she managed to get into Vilivin’s manse once.

The group finally arrives at an odd dwelling deep in the forest. It seems to be half of a large stone manor house, overgrown with vines, bisected by some unknown force and with its missing half replaced by a crude wood structure that seems as much cultivated as built. Holak knocks at the door, and soon an odd fey woman opens the door — a goat-horned, goat-legged gylion in a shabby once-fine coat. Holak begs her pardon, and explains that they’ve come a long way to talk. The gylion lets the four visitors in, and as she guides them through the front room, they see she’s missing half of a hoof.

The interior of Pelza Three-Toes’ house is even more eclectic. Paintings, tapestries, and hanging art of wildly differing schools and even cultures hangs on the walls. The furniture is just as mismatched, and Kazimeer dutifully sits on an engraved anvil by the overstuffed chair and settee as the bogatyrs settle in for tea.

Pelza tells her guests that the manse of Viivin the Dreamer is trouble. She visited it for a very short time, and would not have wanted to stay longer. She describes how Vilivin had a different studio to paint each card, because the magical power made each room unsuitable for any other purpose. The power of the cards still haunts the manse, as do other things. At Kazimeer’s request, she sketches out a rough layout of the first floor and tells them that the studios come in groups: a card might have been painted across the hall from its opposite number, such as the Knight and Rogue. But the magic is a consistent danger — she lost half her hoof when she cast the teleportation circle to escape, and it closed too soon.

“How would you get in, then?” asks Kazimeer.

She shakes her head. “I wouldn’t. Not again.”

“Is it possible his two muses are still there? The angel and devil?”

Pelza thinks for a minute, very somber. “It could be.”

The winter months roll on. Kazimeer visits the forges in High Miska, putting his skill as an artificer to work — there are foes as dangerous as Mirsha Vozmeyvich in the land, and he decides he will need protective garments of a much stronger weave.

Gennadiy spends some time practicing his old trade as a noble tutor for the tsaritsa. Kascha Silverchild is an attentive student, and asks many questions about the nobles of other cities; Gena suspects her of attempting to deduce how best to detect their schemes.

Anfisa drinks and hunts with the Kos, and spends time with her brother. Irska Redhoof invites her on a dangerous hunt for a blue-scaled lightning-drake, and at the hard-won conclusion, Anfisa affixes the beast’s horn to her trophy vest. Irska is very impressed, and gives Anfisa a fine gift, an enchanted bow with a blacksnake motif.

Mika reconciles, to limited degree, with her mentor in the Spider Marshes. But she spends most of her time on her own, meditating on the tasks her goddess may have set before her. She contemplates vengeance, and ambition, and winter. As the rivers begin to rise with the onset of spring, Mika receives a visitation one chill predawn. A rusalka rises from the river waters that feed into the marshes, and Mika recognizes her as Fair Mirinka, the guardian of Zelezka. The rusalka hands her a corroded box, and within it is an old helm with a partial visor worked to resemble half a skull’s face. As Mika examines the Namalukii relic, Fair Mirinka takes her by the wrists, and pulls her forward, almost into the water. The rusalka leans forward and whispers into Mika’s ear, “Heal Casivir’s wound”. Then she releases the priestess, sinks back into the water, and is gone.

When the winter has finally run its course, the bogatyrs reunite in High Miska. With spring comes the necessity for action, and they are decided: if they are to reunite the Deck and perhaps end the various power struggles in the land, they will have to visit Vilivin’s manse. But first, they must warn the other cardholders on their side. They know where to find the Sun, and perhaps the Knight if she visits — the shattered capital. Valgrad.

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48 - Ruin
Four against a warband.

The bogatyrs’ decision is simple enough: scout out the ruins of Raintowers, and survey the camp of Vilich Valyask Vozmei’s warband. They set out immediately. Anfisa and, surprisingly, Kazimeer are able to get the group quietly into a hiding position, on a rise with a good view of the broken stones.

The broken keep of Raintowers sits on a small island, where the wide stream flowing to the river divides around a tall, pointed stone and then rejoins, forming a natural moat around the tumbled manse. A damaged yet still functional bridge is the only obvious crossing point, leading to the smashed gatehouse. The entire keep has been opened to the elements; the back walls still stand, but the main entry is just rubble. And among the broken stones: the Ruin band. The bogatyrs count over a dozen, sifting through piles of rubble. A few scouts stand atop portions of the second floor that have not been entirely smashed, keeping a wary eye out for enemies.

The bogatyrs decide to settle in and watch the camp. In particular, there might be the chance of catching one of the elven scouts on patrol. A long hour passes before Anfisa catches a glimpse of a form moving quietly through the forest — yet clearly not one of the Tilvash elves. She sends a warning shot at a tree near the woman, and the woman starts and moves quickly away. Anfisa creeps after her, unseen and unheard, until she is able to spot the woman again.

Anfisa lets out a short Volyar whistle, often used among scouts who follow the Comet — but no response. As the woman looks around, one hand on the hilt of an oversized sword across her back, Anfisa gets a better look at her. From the mismatched armor and weapons, she guesses that the woman matches Gennadiy’s description of Belka the Looter — one of Tsar Gorinstal’s infiltrating band of Forgiven. Belka catches sight of Anfisa, and chooses to quietly retreat.

The ranger returns to her companions and tells them what she’s seen. Mika, increasingly impatient, argues that the group should start isolating their enemies and cutting them down. The bogatyrs decide to set an ambush. Anfisa leaves a false trail for any enemy scouts to discover, then rejoins her comrades and lies in wait.

Three hours pass. Then at last they hear boots in the leaves and snow — far more than expected. As the enemy comes into view, it becomes clear that the Ruin’s entire warband has mobilized. A cruelly handsome man in black armor leads the band. The war-leader’s elite forces seem to include two elven archers wearing the blue fire and black flower of House Tilvash and drakeskull leather helms; a scarred man in a fur hood and drakeskull mask, carrying the twisted serpentine staff of a dragon-sorcerer; a hulking orc in plate armor with draconic motifs; and the young witch last seen desperately escaping the bogatyrs down the slopes of Corpse-Chewer Mountain. A baker’s dozen of lesser, but by no means harmless, Ruin warriors bulk out the band. The bogatyrs exchange quick hand-signals to determine their plan — and they choose to fight.

The fight is a bloody, brutal brawl. The Ruin enemies are at least as dangerous as any the bogatyrs have faced before, and have a strong numerical advantage. Anfisa desperately tries to keep her bear-brother alive in the face of the waves. Gena endures more punishment than he has in any other battle. Kazimeer and Mika exhaust their magic, Mika even sounding the ghost-calling horn wrested from the Ghosts of Stolyich Field. And Gullet flanks from behind, keeping the witch from contributing anything other than an effort to save her own hide. But the fight goes ever against them.

The orc juggernaut falls, and only four of the Ruin’s rank-and-file are left standing when Gennadiy sorely wounds the dragon-child leader. The padlock on the dragon-spawned warrior’s neck snaps open, and he swells into a huge dragonlike form, the size of a small house. The newly drake-form warrior tears wildly at his foes — and at the same time, Kazimeer and Mika finally fall to arrow fire.

With three of the Ruin’s elites still standing, to say nothing of the wounded, furious drake, Gena and Anfisa abandon the fight. They take advantage of the dragon-spawn’s pained frenzy to scoop up the fallen forms of Mika and Kazimeer, and they flee deep into the woods.

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47 - The Pursuit to Cairnbridge
The faintest of trails leads from the site of a massacre.

The Winged Pike leaves Schuka before sunrise. Aboard are the bogatyrs, Yerek, a somewhat hungover Gullet, and the harpy Iazmina. As Captain Ironjoy pilots the boat swiftly downriver, the bogatyrs discuss the next question for the whispering book. They decide on learning what more they can about the conflict around the Skinner Knight’s former keep, and who might still be camped there.

“Who is the most dangerous being guarding Briarthrone?”

The book hisses. “Queen Tanglecrown.”

The bogatyrs recall Iazmina asking yesterday about “human people or thorn people,” and assume that Queen Tanglecrown must be one of the latter. According to local lore, when the Skinner Knight was overthrown along with the others of the Black Chalice, her keep was reclaimed by the woods. The bogatyrs muse about the possibility of the thorn-queen being pacted with the Ruin; it would not be the first keep captured by the forces of Vilich Valyask Vozmei.

Before the day is out, the Winged Pike reaches the strip of riverbank where Iazmina says the knight-in-red and her followers reached the water. The bogatyrs disembark and tell Ironjoy to wait for the harpy to return before he continues on to High Miska. Anfisa then begins hunting for tracks. She finds signs of about eight people in the Red Crusader’s party, and what seems to be two light-footed trackers who had followed them. The two trackers, probably elves, seemed to double back once they followed the original trail to the river.

The group follows the trail to the north until it starts becoming too dark. The bogatyrs make camp for the night. Mika consults the hag’s eye amulet before they rest, and it stares to the north.

Morning comes safely. Over breakfast, the bogatyrs decide not to consult the whispering book immediately; they have no pressing questions, and perhaps it would be more useful once they have more information. They break camp and march north to Briarthrone. When they reach the edge of the woods that swallowed the fortress, they find the remains of a bloody battle. Many of the corpses lying about are blackened and distorted by poison. The bogatyrs note only a few corpses of the Ruin’s band have been left behind. They also discover the signs of a few corpses being dragged from the field towards the wood, and to the thorn-choked castle of Briarthrone. Anfisa carefully studies the strange prints where it seems a person temporarily became something larger and more reptilian, and suspects that the Ruin band’s leader is one of the dragon-warriors spawned from Vilich Valyask Vozmei’s teeth.

Anfisa turns her attention to the Ruin band’s tracks, which lead roughly to the northeast, but she soon loses the trail — clearly this warband has members with excellent woodcraft. The group dispatches Iazmina to scout ahead, and marches on all the same. When twilight comes, the bogatyrs have yet to discover the Ruin band’s trail, and Iazmina has not yet returned. The bogatyrs light a fire in their camp in hopes that the harpy can use it to find them.

Mika spends some time pondering the hag’s eye, and recalls old lore suggesting that only hags can use such a thing to its extent. Unfortunately, while it does seem possible to manipulate the amulet’s enchantment so that it recognizes her as a hag, the only options seem to be either fashion a token from a hag’s hand — and she does not have such among her grisly trophies — or altering herself so that some portion of her becomes haglike — a finger, an eye, an appetite. Vanity wins out, and Mika decides against it.

Around the fire, the group determines the day’s question for the whispering book: “Who has harmed the harpy Iazmina today?”

The book responds. “Asurien Ilvarisa.” Gennadiy and Anfisa recognize it as an elven name, and Anfisa suspects the two trackers.

But in an hour’s time, Iazmina flutters heavily into the camp by the fire, bleeding from a wound on her thigh. “Who gave you the elf-shot?” says Kazimeer.

“Sorcerous divination skill you have, ta!” Iazmina allows Mika to tend to her wound. “Laid a cunningsome trap for us. Set out a thing—” and the harpy frowns at the looks on the bogatyr’s faces. “Not a bauble, that! A treasure, proper-seeming. A weapon. And when I lighted to have an assay, an elf shot at me. Lucky it were in the leg and not the wing, ta?”

Mika heals the harpy’s wound completely, and the bogatyrs debate their next move. They decide to keep pursuing the Ruin’s band. They tell Iazmina to go find the boat as soon as she’s rested and able to fly again, and to tell Ironjoy to go ahead to High Miska. Once that’s done, she’s to return and find the bogatyrs again. Gullet confirms that he’s interested in continuing on the hunt alongside them. They then camp the night, preparing to leave early one more time.

The next day’s travel continues overland. As best as they can tell, the warband’s route avoided the scattered villages, and the bogatyrs do the same. By the time the sky is darkening and they need to consider camping, Anfisa estimates they’re within a mile or so of the river. They withdraw the whispering book for their evening’s question: “Who is our nearest enemy?”

Again the book whispers an unfamiliar name: “Dravekna Dragoshevna.” Gullet’s apathetic ignorance regarding human names isn’t much help. The bogatyrs decide that although they can’t be sure, it seems most likely this is the name of the former Skinner Knight.

Once more they rise early on a mild winter morning, and make it to the river before the sun is up. Anfisa estimates that the group is a couple of miles upriver from the town of Cairnbridge. “A bridge? Sounds promising,” muses Gennadiy.

Unfortunately, once they arrive, they find no bridge across the river — the town seems to be named for a bridge across a tributary that runs in from the east. They do find a ferry, however, and signal for a ride. An ogrinka ferryman brings his raft across, and although he finds Gullet a somewhat disreputable-looking passenger, he takes their coin and brings them across to Cairnbridge.

Along the way, Gennadiy slips a few questions into casual conversation. “Any visitors of late?”

“Yeah,” says the ogrinka, “treasure hunters like you lot. They stopped by the town to get more supplies and asked a bunch of questions.” He shrugs. “Then they got back on the river.” A few more questions reveals that the visiting band were about 10 in number and had a boat of their own. The bogatyrs quickly decide amongst themselves that it’s a strong possibility the visitors were Tsar Gorinstal’s covert band of Forgiven.

In Cairnbridge, the ferryman points out the Silver Moon as the place to buy drinks (once it opens around noon), and a general store where visitors might buy more supplies. The bogatyrs tip the ogrinka handsomely and visit the general store. There Gennadiy asks a few more innocuous questions, learning that the recent visitors bought roughly three days’ worth of food for their group. The store proprietor describes the two men who interacted with her the most: a genial, large man shaped a bit like a barrel who carried a pair of chopping blades, and a rather high-class seeming gentleman with a few dandyish affectations. The group completes the transaction and thanks the store proprietor. Then, it being nearly midday, they adjourn outside to consider their next move.

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46 - News from the Sky
Two celebrations and the arrival of a new scout.

While her companions busied themselves with the affair of the starving ogre refugees, Mika chose a task better suited to both her ambitions and her dignity. She sought out Katarinya Snake-Eye, and asked the older witch to teach her the secrets of the hag amulet. During that time, she also asked about the name Lenya Burodovir, and heard the story of the Burodovir family. By old accounts, the Burodovirs were a well-to-do boyar family with holdings near what would eventually become Chernograv, and had actually married into the Miskan tsar’s family, but they lost much of their position when the tsar’s heir was charged with treason and several Burodovirs implicated in the plot. The name “Lenya” does not surface in the tale Mika hears, but she does wonder…

The other bogatyrs drag themselves back into town, exhausted and still in need of a warm drying-out, but awash in the praise of the Schukan townsfolk. Boyar Ulgradov and many of the other town leaders make a point of thanking Gena, Anfisa, and Kazimeer personally. Yerek joins in on the congratulations, as does Captain Brazel Ironjoy, who notes that the Winged Pike is ready to leave and at their disposal when they should need it. Holak, after the requisite courtesies, notes that it’s a new day, and inquires when he might be able to consult the whispering book. “How about now?” responds Kazimeer, and guides the warlock to their inn, where he brings the book downstairs.

Holak takes a deep breath, the book before him, and asks, “Who in Miska is the most knowledgable of the manse of Vilivin the Dreamer?” The book ruffles its pages, and a whisper arises from it: “Pelza Three-Toes.” Holak furrows his brow in contemplation, and then rises, excusing himself. “I apparently have more questions to ask elsewhere,” the warlock says, and then departs.

“Well,” says Mika, once again seeming to appear from nowhere, “I was going to use that question to learn more about Lenya. But whatever. Also, the chalice is somewhere to the northwest.”

Anfisa marks out five possible sites on the map — Briarthrone, the Crawling Tree, Raintowers, Ostagrav, and Chernograv. As she does so, Mika relates the story of the Burodovirs and their holdings around Chernograv, noting archly that she was doing something while the others were fishing. She blows off the idea that the reconciliation with the ogres was itself constructive, which provokes Kazimeer to state “You should have seen the one that got away.”

Two messengers arrive with invitations; the Blue Scar ogres would like their new friends to join them at their feast, while Boyar Ulgradov would also like to honor their peacemaking abilities at a fine dinner. The bogatyrs quibble over the options until they finally decide to accept the ogres and ask the boyar to put off the dinner a day. Then Gennadiy, Anfisa, and Kazimeer take a well-earned rest while Mika finds a place to brew a healing potion. That evening, their dinner with the ogres is much less eventful (in part thanks to the absence of Gullet). Gennadiy in particular mingles with the Blue Scars as though he’d spent months among ogre tribes in the past.

The next morning, one of the first things on the bogatyr’s minds is the whispering book. They debate for a moment, and then ask their next question: “Who protects Lenya Burodovir?”

The book ruffles again, and the whisper comes: “Ten Glass Teeth”. While it scarcely seems a name, Anfisa points out that it seems like the sort of thing a hag would call one of its pets, servants, or creations. It seems all the more likely that at least one of the women of the Burodovir family underwent the transformation into a hag — one of the Chalice Maidens.

One of the younger dockside workers arrives at the inn, bearing news from Captain Ironjoy. A harpy has been sighted across the river, and seems to be watching the boat. The curious bogatyrs investigate. When they reach the dock, they spot the harpy roosting in a tall pine on the far shore — and she seems to note them as well, and takes flight. As she draws near, they recognize her as one of the Witchfeather Canyon shriek, a tall harpy with familiar green in her plumage and green streaks in her dark hair.

“Ta!” she says as she lights before the bogatyrs. “I’m being Iazmina, most impressed-like with your bravery and competence and such. Was hoping I might go a-sky and be of service, help the witchslayers.” She grins. “Maybe bring home a treasure to the Sirin.”

It doesn’t take long for the bogatyrs to agree to the deal. Gena is sufficiently polite in his dealings that Mika out-and-out accuses him of flirting with the harpy. He ignores her, and asks Iazmina what sort of range she’s explored.

“As far south as the Four Sisters, ta. Mother went further, ‘cross the Jadesea, where she got my name. Been east to the coast, but not ‘cross the Yearswater.”

“All right,” muses Gennadiy. “Here’s your first job, then: Go scout out Briarthrone.”

The harpy cocks her head. “The briar ruin down-woods? Aye, I know it, ta.”

“Good. Look to see if there are any people there.”

“Human people or thorn people?” From the look on Iazmina’s face, the question is not rhetorical.

“…Human people. And don’t get seen.”

“No trouble, ta.” With that, Iazmina takes to the air, and with a wide spiral through the air currents, she vanishes to the northeast.

Mika vanishes again to brew another healing potion. Gena and Anfisa decide to pursue no ambition in particular, enjoying food and drink and a few hours of not being locked in dire physical contest. Kazimeer drops by Holak’s quarters again, to inquire about the name Pelza Three-Toes. Holak says that he’s learned she lives in the forest, and he’ll keep trying to make contact with her.

The bogatyrs attend the dinner with Boyar Ulgradov that evening, bringing a gift with them. Gennadiy socializes with a pair of unfamiliar faces before the meal: a giant-blood templar called Bralya the Oak, who speaks admiringly of Commander Anrikka Valyevna, and a halfling scout called Griever, who gives Gena a peculiar eye. The two have a short, cloaked conversation about Gennadiy’s relationship with the Iron Tsar, before Gena calls it to a close and says they can talk more about it later.

Anfisa sits with the Kos delegates, Vasil Vargavich and Korvoska Fenrovich, during the feast. Korvoska gives her an odd bottled draught as a sign of respect, explaining that it is a potion of beast speech that might be useful in helping her “train her bear.” Vasil adds that instead, the bear could drink it and be capable of speech for a time — and Kostya raises his head and gives her a meaningful eye.

Gena chats with Bralya about the force dispositions of the Knight’s volunteer militia, and later over drinks resumes a discreet conversation with Griever. The halfling is rather straightforward about the tales of Gena’s conflicting loyalties regarding Tsar Gorinstal, but Gennadiy points out that the business with the Blue Scars might well strengthen Tsaritsa Silverchild’s position, which is exactly what Gorinstal wouldn’t want. Griever admits that’s true, and then offers some new information. According to the scout, four of the Forgiven — Gorinstal’s elite Branded taken from the prisons — are on the river somewhere. He names Hosteler Kreyd, an innkeep turned trapper and torturer; Brother Fetter, a dapper iron-priest and former bandit; Belka the Looter, bonepicker and scavenger; and Kereskny Firetongue, a warlock rumored to have an infernal contract. Gena files away the names, and thanks Griever.

Not too long after that, a riverman arrives at the boyar’s, with the news that their harpy has returned. The social evening ends shortly thereafter, but not before Gennadiy thoroughly fails to woo Katarinya Snake-Eye into a liaison — apparently while Mika had been studying with the witch, she spent a little time “warning” Katarinya about Gena.

They find Iazmina by the Winged Pike, ignoring and being ignored by the kelpies aboard. She excitedly describes a conflict playing out around Briarthrone: the red versus the green and black. The knight-in-red had greater numbers, but the green and black champion and the sorcerer with him slew droves. The red lost about half her forces, but she fell back with a prisoner liberated from the green and black — a large woman with copper hair. It becomes clear that Iazmina is describing the Red Crusader Ruguta, and the captive must have been the Skinner Knight, robbed of her shapeshifting cloak. Ruguta and the Skinner Knight made for the river while her forces sacrificed themselves to hold off the green-and-blacks — unquestionably the Ruin’s warband.

Gennadiy thanks Iazmina and tells her this is the sort of thing they’ll ask her for again, in particular more accurate numbers. The bogatyrs make their preparations to leave first thing in the morning.

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