The Veja Pit
Earthgarden

Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
Story activity
Read entity
The quill is inked. The map lies open, its edges weighted with smooth river stones. Somewhere beyond the candlelight, a world waits. Dungeons that spiral into the earth like the roots of impossible trees, cities built on the bones of civilizations that shaped reality itself, a faith which preaches that their god died two thousand years ago and will return, and secrets buried so deep that even the dirt has forgotten them.
But where will you go?
Earthgarden is old and vast. Four continents ring an inner sea. The land of Humans to the North, Halflings and their Asmund brethren to the West, Dwarves to the East, and the elusive High Elves in the South.
Kill something - or someone - with XP, and half of that XP becomes yours. Permanently. This is the Law of Accretion, one of the magical laws that underpin this reality. Chants, magic circles, and maybe even prayer work on rules just as straightforward, if perhaps a little more arcane.
Do you have a character in mind, or would you like to hear more about this world?
Player contribution
I want to play an adventurer (~level 20) in a party of 4 on an expedition to find Professor Veja and the moving dungeon she described. An anonymous benefactor has put up the contract to find the dungeon and destroy the monolith at its heart (for a great reward) and I have put together a balanced party of strong adventurers I know to go and complete it.
Story activity
Read "Veja"
Story activity
Read "Elias Hohenstein"
Story activity
Read "Fennec Ashgrove"
Story activity
Read "Kessara Vinnthal"
Story activity
Read "The Enemy"
Story activity
Found 6 entities
Story activity
Found 79 entities
Story activity
Found 1 entity
Story activity
Read "The Veja Pit"
Story activity
Read "Monolith Movement and Royal Dungeons"
Story activity
Read "The Dungeon Defense"
Story activity
Read "The Adventurer's Guild"
Story activity
Read "Western Continent"
Story activity
Read "Halflings and Asmund"
Story activity
Read entity
Story activity
Set title: "The Pit That Runs"
Story activity
Read "The Free City of Bastion"
Story activity
Read "Bastion - Notable Locations"
Story activity
Updated "World Clock"

The bounty board in the Bastion Guild hall is a hundred meters of layered paper, generations of contracts pinned atop each other — but the one that brought you here isn't pinned to it at all. It came sealed, delivered by a Guild proxy who wouldn't give a name, offering Guild-verified gold against a single line of instruction: locate the scholar called Veja, and destroy what she found. No monster tally required. No time limit stated. Just a reward large enough that the clerk who read it aloud had to read it twice.
You've spent the last two weeks calling in favors — pulling three people you trust enough to walk into the tundra with, into a hunt for a pit that, by every account, doesn't want to be found. They're gathered around a back table now, waiting on you to say the part out loud: why you took a job this strange, and how you mean to fight whatever's actually down there.
Before we build your sheet — two things I need from you:
What's your fighting style — steel, spellwork, or something stranger? And what's actually pulling you into a pit that eats search parties: the gold, a grudge, or something you're chasing that has nothing to do with the contract at all?
Player contribution
I'm an evocation-focused battlemage with some swordplay experience.
"Evocation. Chants, mostly — I picked up the blade later, enough to not be dead weight when the casting window closes."
You turn from the board, and one of the three at the table — the one nearest, always first to notice you've stopped talking — asks the harder question before you can dodge it.
"So, gold's the story we're telling the Guild clerk. What's the real one? Nobody signs up for a moving hole in the ground for coin alone."
What's actually dragging you toward Veja's pit — a debt you owe, a name you're chasing, something you lost that you think might be down there, or something else entirely?
Player contribution
You're chasing a rival's failure
Story activity
Added "Joran Delk"
Story activity
Added "Dagrun Holt"
Story activity
Added "Sable Rourke"
Story activity
Added "Isla Marrow"
Story activity
Removed entity
Story activity
Added "Isbet Kalgrave"
Story activity
Created image for "Isbet Kalgrave"
Story activity
Created image for "Dagrun Holt"
Story activity
Created image for "Sable Rourke"
Story activity
Created image for "Isla Marrow"
Story activity
Created image for "Joran Delk"
Now let's build the dashboard and update the GM's forward plan before returning to the scene.
Story activity
Added "The Pit That Runs"
Fixing the dashboard's clock reference and the gm_state edit.
Story activity
Plotted
Story activity
Updated "The Pit That Runs"
Dashboard's clean. Now to the scene.
Story activity
Isbet Kalgrave thought
"So, gold's the story we're telling the Guild clerk. What's the real one? Nobody signs up for a moving hole in the ground for coin alone."
You could give her the easy version — Named-tier bounty, gold nobody else will touch, reputation. She'd take it and move on. Instead you find yourself turning your cup a quarter-turn on the table, the way you do when a chant needs a second before it's said right.
"Someone I trained with went after this same story, two years back. Alone, against every good instinct. He came back. He's not — " You stop, choose the next word carefully. "He's not finished coming back. I want to know what did that to him before it happens to anyone else stupid enough to go looking."
You don't say his name. Isla notices you don't say his name — she notices everything, and files it, the way she files everything else in that battered notebook of hers — but she lets it go for now, adjusting her spectacles and turning back to the sealed contract instead of pressing.
Dagrun hasn't said a word since you sat down, arms crossed over a chest built like a doorframe, but she grunts something that might be approval. "Good. Better reason than most take a job like this."
Sable just nods once, satisfied, and goes back to stringing her bow — the question asked and answered as far as she's concerned.
That leaves the actual problem on the table: the contract wants Veja found, and Veja found is not the same as the pit found. She's not registered with any Guild, and the Western Continent doesn't keep the kind of records Bastion does. What you do have is a name — Weissberg, the public archives at the Königliche Universität, where a disgraced professor with nowhere else to go still has reading privileges — and the season. Ebbtide is thinning fast toward Stillmark, and once the snow locks the tundra she won't be leading anyone anywhere until spring.
Player contribution
Head for the Weissberg archives
Story activity
Added "Weissberg"
Story activity
Updated "World Clock"
Story activity
Plotted
Story activity
Updated "Isbet Kalgrave"
Story activity
Updated "Dagrun Holt"
Story activity
Updated "Sable Rourke"
Story activity
Updated "Isla Marrow"

The five days out of Bastion pass in the grey, unhurried rhythm of post-road and barge — hired wagon to the river landing, then a flat-bottomed cargo barge upriver against a current thick with fallen leaves. Dagrun spends most of it honing her blade in silence. Sable perches at the rail with an arrow nocked loose across his knee, watching the tree line out of habit rather than need. Isla fills half a notebook with questions he hasn't asked yet.
- Roll
- 1d20
- Result
- 15 ([15])
Nothing worse than one delayed barge lock and a night spent under canvas finds you — the journey is uneventful by the standard of your trade, which is its own kind of luxury.
Weissberg announces itself before you reach it: terraced slate roofs climbing a river bluff, the copper dome of the Great Library gone verdigris-green with age, visible for a mile before the barge ever ties up. The city smells of wet stone, river silt, and lamp oil. You disembark into a plaza slicked with drizzle and fallen leaves, wagons and porters moving with the unhurried purpose of a place that has never had to be anything but a place of study.
The Königliche Universität's archive doors stand open past a colonnade of pale stone, unguarded but for a bored clerk checking readers' letters at a lectern. Inside, the reading rooms swallow sound — vaulted ceilings, ranked shelving disappearing into gloom, the particular hush of several hundred people trying not to disturb each other.
Story activity
Isbet Kalgrave thought
The clerk at the lectern glances up as your party approaches — four armed, weathered strangers is not the archive's usual clientele.
Player contribution
Ask the clerk for Veja by name
Story activity
Veja thought
Story activity
Added "Brenner Aulke"
Story activity
Created image for "Brenner Aulke"
The clerk's eyebrows lift a fraction over the rims of his spectacles — not surprise, exactly. More like a man confirming a suspicion he'd rather not have had.
"Veja," he repeats, setting down his pen. "Now there's a name I don't often hear said with that much iron behind it." He looks the four of you over — the greatsword, the longbow, the chalked bandolier — and something in his face settles into weary recognition, the look of a man who has watched this exact shape of trouble walk through his doors before.
"She reads here most days this season. Third gallery, the emergence records — north wall, past the cartography stacks. She won't thank me for sending armed strangers her way without asking your business first." He doesn't move to stop you. "So. What business would that be?"
Player contribution
Go straight to her.
Isbet doesn't answer him. She's already moving, the others falling in behind — past the clerk's lectern, past shelves of ledgers thick with dust, into the hush of the third gallery. He calls something after you, mild and unoffended, the kind of thing said by a man who's used to being walked past.
The cartography stacks give way to narrower aisles — bound volumes labeled by decade, by region, by emergence type. Northern wall, past a reading table stacked with unrolled charts held down at the corners with lead weights, a single figure sits hunched over a ledger, spectacles pushed up into iron-grey hair, a walking staff leaned within easy reach against the shelf.
Story activity
Veja thought
She looks up before you're within ten feet of the table — unhurried, spectacles catching the gallery's grey window-light. Her eyes go across the four of you in a single pass: the greatsword, the longbow, the reagent bandolier, the way you carry yourselves like people who've been paid to be somewhere dangerous before.
"Well," she says, setting down her pen with the same unbothered precision she'd use to close a book she wasn't finished with. "Nobody walks a reading room like that unless they already know who they're looking for. So. Which one of you is going to tell me who sent you, and how much they've already decided I'm worth."
Player contribution
Tell her plainly — you're here about the pit
Story activity
Veja thought
"We're not here to laugh at you. We're here about the pit."
Something crosses Veja's face and is gone before it settles — not quite hope, too old and too tired to be that, but a kind of bracing, like someone who's heard a door creak in a house they thought was empty. She doesn't answer right away. She takes off her spectacles, folds them with deliberate care, and sets them on the open ledger.
"Say that again, slowly, and tell me exactly what you think you know — because I have had every flavor of person walk up to this table wanting to talk about my pit. Some want to prove I'm mad. Some want to prove I'm right, so they can make a name laughing at the people who laughed at me. And a very few," her eyes move over Dagrun, over the greatsword, over the fresh calluses of people who've killed things for a living, "want to go there. Which one are you?"
Player contribution
Say it straight — you want to go there
Story activity
Veja thought
Veja doesn't answer immediately. She looks at Isbet a long moment — not at her weapons, not at the bandolier of chant reagents, but at her face, the way a woman reads weather.
"Everyone who says that means it," she says finally. "That's never been the problem. The problem is what it costs to mean it and go anyway." She glances at Dagrun, at the scars crossing her forearms, then back. "I found it once. Walked the gullet, past the things that breed down there, through a room that isn't a room so much as a mistake in the shape of space — and I came back out and told the truth about what I saw, and the University took my life's work and called it the ravings of a woman who'd gone soft in the head from the cold. That's the good outcome. That's what happens to someone who comes back at all."
She leans forward, elbows on the ledger, voice dropping though the gallery is empty around you.
"So before I tell you anything useful — before I hand four strangers a season of my life's work — I want to know what's worth that to you. Not the coin. I don't care what your contract pays. I want to know why you," her eyes fix on Isbet, "are the one asking."
Player contribution
Give her the shape of it without the name, as you did the party
Isbet doesn't flinch from the question, but she doesn't give it all either. "A colleague went after this two years ago. Alone. He came back — but not really. He can't finish a sentence most days. The Guild logged it as unexplained trauma and closed the file. I don't want that answer written for anyone else who tries this, including me."
Veja is quiet for a moment. Something in her expression loosens — not surprise, recognition. "I've heard that shape of story before. Not his name. The shape of it — travelers passing through, a season or two back, talking about a caster from the south who went looking for a wonder and came back a husk. I filed it away because there's nothing I can do with a rumor with no name attached. I'm sorry for him. And I believe you, which is more than I can say for most people who've stood where you're standing."
She pulls the ledger closer, tapping a column of dates with one ink-stained finger. "Here's my honesty in return. I can get you into the tundra. I can teach you to read the emergence-sign that tells you the pit passed within a day's walk. What I cannot do reliably anymore is put you in front of it — because my triangulation survey, the real one, the good one, was confiscated when they stripped my chair. I've spent two years reconstructing it from memory and it fails more seasons than it works."
"That survey is still sealed in the Arcane University's archive in Galdhavn. If someone could put it back in my hands, I would not be guessing anymore. I would be able to walk you to that thing instead of hoping the wind is kind to us."
Story activity
Plotted
Story activity
Plotted
Player contribution
(OOC: I also have a flight spell, it's a special secret spell I found in a grimoire buried deep in a dungeon and learned. It applies to me and anyone I'm touching while I cast it but only while they're touching me.)
Say that I have a plan to stop the pit from running, I just need to know what signs to look out for to identify that it's nearby.
Story activity
Updated "Isbet Kalgrave"
Story activity
Updated "Veja"
Story activity
Veja thought
"I have a plan for the part that's broken every expedition before mine — the running. I don't need your bearing to be perfect. I need to know what tells me it's close before it knows I am."
Veja's hands go still on the ledger. For a long moment she doesn't answer, turning the sentence over the way she'd turn over a suspect data point — looking for where it breaks.
"That is not a question anyone has asked me before. Everyone asks where. You're asking what it looks like before I've told you where." She sets her spectacles down properly, folds her hands. "I won't ask you to tell me the plan. I've kept enough of my own counsel to respect it in someone else. But I'll tell you plainly — if the answer is 'we're fast' or 'we're quiet,' it isn't enough. It has seen fast and quiet. It is still out there."
She waits a beat, reading your face for whether that lands, then continues without pressing further.
"Signs, then. Emergence is the surest — when something crawls out, it lifts its snout and walks a straight line before it trundles off, and that line points back at the mouth of the pit closer than any chart I own. I cross-reference dated sightings here for exactly that reason. Second: the ground near it doesn't frost the way it should. Permafrost that stays soft a hand's width down, in weather that should have it iron-hard. Third — and this one my instruments confirm, not just my nerves — a sighting compass drifts near it. Not wildly. A degree, two, that won't hold steady no matter how you level the plate. And fourth, the one no chart records: no birds. Not silence — absence. Something in that stretch of sky keeps them elsewhere, and tundra hawks don't avoid ground for no reason."
"Find me two of those in the same day's walk, and you're within a corridor I can work with. Find three, and I'd wager we're inside a morning's march of it." She studies you a moment longer. "What I still don't know is what happens after you've found it and it hasn't run. That part I'd like to hear — before we're standing on the ice and I'm finding out with everyone else."
Story activity
Plotted
Player contribution
Thank her for the information and leave for the Western continent.
Player contribution
We travel by flight.
- Roll
- 4d20
- Result
- 30 ([9, 8, 3, 10])
Story activity
Updated "World Clock"
Story activity
Updated "Isbet Kalgrave"
Story activity
Updated "Dagrun Holt"
Story activity
Updated "Sable Rourke"
Story activity
Updated "Isla Marrow"
Story activity
Plotted

Story activity
Veja thought
"That's what I needed. Thank you."
Veja nods once, slow, watching you rise from the table like she's already filing this conversation next to the others that didn't end well. She doesn't ask where you're going or how. She doesn't offer to come.
"Mind the compass. If it drifts and you don't notice, you'll walk past it and never know."
She's still seated when you leave the gallery, spectacles back on, already turning a page.
Outside the archive, the afternoon has gone grey and cold, Weissberg's slate roofs dripping with an early frost. Dagrun eyes the open sky with open suspicion. Sable says nothing, just checks his bowstring is dry. Isla watches you with the particular stillness of a man about to ask a question he already knows the answer to, and decides not to ask it.
You gather them in close — a hand on each shoulder, Dagrun's fist locked around your wrist, Isla's fingers hooked into your bandolier strap, Sable's grip steady on your forearm — and the chant unspools low and quick, four seconds of syllables that taste like static on the tongue. The ground lets go.
The days blur into cold wind and the ache of sustained concentration. You cut north and west over the Iron-Road hills, out past the last fishing villages of the Eisenmark coast, and the strait opens beneath you — grey water, then the long grey coastline of the Western Continent rising to meet it, closer than any wagon or barge could have made it feel. Dagrun grows used to the height by the second day and stops swearing every time you bank. Isla catalogues cloud formations in his notebook to keep from thinking about the drop. Sable watches the ground scroll past with a hunter's patience, marking terrain nobody in the party will need to walk.
No storms find you. No wings but your own trouble the sky. By the fourth evening the coastline behind you has gone to memory and the land below has flattened into the endless grey-green nothing of the tundra — lichen and sedge stretching to a horizon with nothing on it to break the eye.
You set down at dusk, the ground crunching frost-stiff underfoot, the wind a low constant note with nothing to break it for as far as anyone can see.
Player contribution
Make camp for the night
The party works fast against the falling dark. Dagrun kicks together a windbreak from stacked stone and turf while Sable strings a low perimeter line of sinew and bells scavenged from his kit — nothing subtle, but nothing out here moves without you hearing it first. Isla gets a small peat fire going, banked low and shielded from the wind, just enough to keep the worst of the cold off without throwing light for miles.
There's no timber this far out, no landmark, nothing but flat frozen ground in every direction and a sky gone the color of a bruise healing. The wind doesn't stop. It just changes pitch — a low continuous note that Isla, hunched close to the fire with his notebook, describes as "the loneliest sound I've ever tried to write down."
Dagrun takes first watch without being asked, greatsword laid across her knees, dark eyes on the featureless dark past the firelight. Sable sleeps light, the way he always does on a job, one hand near his bow.
Isla glances at you across the fire, chalk-stained fingers still for once.
"You never did say what the flight spell is called."
He doesn't press past that. Just waits to see if you will.
Player contribution
Tell him the truth
"Skyweaver's Flight. Found it in a grimoire, deep in a dungeon, years ago. It's mine — I use it constantly. Just never taught it, never mentioned it. I like having something nobody else has."
Isla considers that, chalk-stained fingers turning a page he isn't reading.
"Fair enough."
He goes back to his notebook. The fire pops once, low, and the wind fills the rest of the silence.
Story activity
Updated "Isbet Kalgrave"
Player contribution
Ask Isla about his own doubts
Story activity
Isla Marrow thought
"You think this is a mistake. You've thought it since Bastion."
Isla doesn't look up right away. When he does, there's no surprise in it — just the look of a man who's been waiting to be asked.
"Nobody pays that much to stay anonymous unless the thing they're pointing us at is real. And nobody keeps a contract sealed unless they already know what it costs."
He sets the notebook down, finally, hands still.
"I don't think you're wrong to go. I think you're chasing something that already took a piece out of somebody, and you still won't say who."
He watches you across the fire, patient, not pushing — the same way he's watched you since Bastion, waiting to see if this is the night you finally say the name.
Player contribution
Say Joran's name
Story activity
Isbet Kalgrave thought
"Joran Delk."
The name sits in the cold air a moment before you go on.
"Came after this same rumor two years ago. Alone. Came back walking and breathing and not much else. He's in a ward in Bastion. Some days he doesn't know his own name."
Isla is quiet for a moment, watching you rather than the fire.
"You were close."
Not a question.
"We trained together. He was better than me, most days."
"And you think you can do what he couldn't."
"I think I have to find out."
He holds your eyes a second longer, then nods once and picks the notebook back up — no lecture, no reassurance he doesn't have to offer. Just the fire, and the wind, and one fewer thing unsaid between you.
Story activity
Updated "Isla Marrow"
Story activity
Plotted
Story activity
Updated "Isbet Kalgrave"
Player contribution
2 then 1
Story activity
Isla Marrow thought
"Keep this between us. Dagrun and Sable don't need it yet."
Isla nods, unbothered.
"Wasn't planning on it."
He goes back to his notebook. You leave him to it and settle into your bedroll, the windbreak cutting just enough of the cold, Dagrun's silhouette motionless against the last grey light on the horizon. Sleep comes slower than it should, the wind finding every gap in the stone, the name still sitting somewhere behind your ribs — lighter for having been said, and no less heavy for it. Eventually the tundra's dark and quiet pull you under.
Player contribution
Wake at dawn and start the search
- Roll
- 1d20
- Result
- 15 ([15])
- Roll
- 1d20
- Result
- 17 ([17])
- Roll
- 1d20
- Result
- 19 ([19])
Dawn comes grey and reluctant, the sun barely clearing the flat horizon before smearing itself thin behind cloud. You break camp and start walking the perimeter of where you set down, Sable ranging ahead and to the flanks, reading the ground the way he'd read a treeline back home. Dagrun and Isla fall into an easy rhythm behind, eyes down, watching for anything that isn't lichen or stone.
By midday the scale of it starts to sink in properly. The tundra doesn't end. You crest one low rise and there's another beyond it, identical, and another beyond that — grey-green nothing in every direction, no river, no ridge, nothing to tell you that you've made progress instead of just walking in a very large circle. Sable finds bird sign twice — a scatter of ptarmigan tracks, a raptor's kill site, old and picked clean — nothing that reads as absence, just ordinary tundra doing what ordinary tundra does. You check your compass at three separate points; the needle holds steady each time, stubbornly unremarkable. The ground underfoot is iron-hard everywhere you press a heel into it.
Nothing today says the pit is close. Nothing says it isn't, either — you're one day into a hunt that could take the rest of the season, and Veja's signs only mean something once you're already near enough to catch them.
By evening Dagrun voices what everyone's thinking without quite admitting it: this ground could swallow them for a month and never show a single track worth following, on foot.
Player contribution
Search by flight instead of on foot
- Roll
- 5d20
- Result
- 36 ([2, 15, 3, 7, 9])
Story activity
Set title: "The Veja Pit Contract"
Story activity
Updated "World Clock"
Five days from the air. You cover more ground in that stretch than you could have walked in three weeks, sweeping wide arcs over the flat in long gliding passes, Sable scanning for the tell-tale absence of birds, Isla logging terrain features against the blank pages of his notebook, Dagrun mostly silent, arms locked around your shoulders, watching the ground scroll by with the grim patience of someone used to waiting out worse.
It gives you almost nothing. Twice you drop low over a patch of sky that looks too empty, only to find weather pushing the birds off, not the pit — a squall front on one, nothing at all on the other. The compass reads clean at every stop. The ground, where you land to check it, freezes hard under every boot print.
On the second day, low over a shallow basin miles from anywhere, Sable goes rigid and points — a shape crossing the flat below, too far and too fast to make out clearly, moving with a gait that doesn't belong to anything native. Gone behind a fold in the land before you can close the distance, no trail worth following once you set down. It's the first thing that's felt real since Weissberg — and it's already gone, swallowed by more of the same empty ground in every direction.
By the fifth evening you've burned most of a season's patience covering a fraction of a continent, and the wind off the north has started carrying the first bite of real cold.
Player contribution
The creatures walk in straight lines, so if I extrapolate backwards from the direction it was walking I should be getting closer to the pit. Keep searching from the air, the goal is to swoop down on the pit from above.
- Roll
- 1d20+22
- Result
- 33 ([11] +22)
Success
- Roll
- 4d20
- Result
- 49 ([18, 14, 3, 14])
Story activity
Updated "World Clock"
Story activity
Plotted
The math is simple enough that Sable doesn't even need convincing — the thing was moving in a dead-straight line before it vanished, no wander in it, no doubling back, exactly the kind of gait a creature keeps when it's putting distance between itself and where it was born. You mark the reverse bearing on Isla's map by lamplight and turn the party's whole search axis to follow it.
The next four days feel different from the first five. Less like searching, more like tracking.
Day one along the vector, Sable calls a stop over a stretch where the ground below reads wrong even from height — a long faint band where the frost hasn't taken the same way, patchy and grey instead of white. Day two, your compass wobbles for the first time since Weissberg, just a degree, holding steady the moment you check it again but wobbling once more an hour later when you cross back over the same line. Day three you find tracks — real ones this time, three-toed and deep, walking dead straight across open ground exactly like the first, and this time fresh enough that the edges haven't started to soften.
By the fourth dawn, flying low over a wide stretch of nothing, the birds stop.
Not thin. Not scattered by weather. Gone — a silence in the sky that Sable notices before anyone says a word, going still mid-glide with his head cocked, scanning a horizon that should have raptors on it and doesn't.
"We're close."
He doesn't say more than that. He doesn't have to.
Player contribution
Climb higher and scan the horizon
- Roll
- 1d20+36
- Result
- 39 ([3] +36)
Success
High above the flat, wind screaming past, Sable goes rigid and points down and to the left — not at anything obvious, just a dark, irregular smudge against the frost-pale ground, small enough that from height it could be a shadow, a stone, nothing at all.
It isn't nothing. The angle's wrong for a shadow. It doesn't move with the light.
Nothing below reacts. No shape lurches to flee, no ripple crosses the ground the way the old stories say it should. Whatever wards the thing against being found, it reads the world from ground level — a figure cresting a horizon, walking toward it across the flat. Four bodies hanging in open sky, high above that sightline entirely, register as nothing it's built to notice.
You're looking straight down at Veja's Pit, and it doesn't know you're there yet.
Player contribution
Dive straight down onto it
- Roll
- 1d20+10
- Result
- 17 ([7] +10)
Success
You don't call it, you just go — folding the chant's lift into a controlled drop, wind tearing at everyone's grip on you as the ground rushes up fast enough that Isla makes a sound he'll probably deny later. You flare the fall at the last possible moment, boots and Dagrun's greatsword-butt and Sable's crouch all hitting frozen ground within the same heartbeat, hard but controlled, no stumbling, no shout.
The mouth of the pit sits not six feet away.
It's smaller than the stories make it sound — a ragged black gap in the frost-crusted ground, barely a yard across, edges crumbling like old mortar. No glow, no obvious ward, nothing to mark it as anything but a hole a careless traveler could break an ankle in. The dark inside doesn't reflect the grey morning light at all; it just swallows it.
For a long moment nothing happens. No shudder in the ground, no sense of the earth deciding to be elsewhere. Whatever tells this thing to run hasn't caught up yet — or has no answer for four people already standing on top of it.
Dagrun plants her greatsword point-down beside the opening and looks at you, waiting.
"It's not running."
She doesn't say the rest of the thought. She doesn't have to — two years chasing a rumor, five days searching blind, four more on a hunch, and here it is, sitting still, exactly once.
Story activity
Updated "Isbet Kalgrave"
Story activity
Updated "Dagrun Holt"
Story activity
Updated "Sable Rourke"
Story activity
Updated "Isla Marrow"
Story activity
Plotted

Player contribution
Cast Cinderedge before entering
- Roll
- 1d20+32
- Result
- 38 ([6] +32)
Success
Two words and a flick of the wrist, and flame licks up along your blade — controlled, low, casting an orange wash across the frost and across the four of you gathered at the edge of the hole. Not enough to blind, plenty enough to see by.
Dagrun grunts approval and settles her grip on her greatsword. Sable nocks nothing yet but keeps an arrow loose in hand. Isla checks his satchel one last time, chalk and bandages, and looks to you.
The dark down the shaft doesn't retreat from the light. It just sits there, past the reach of it, waiting the way it's waited for however many hundred years this hole has been dodging the horizon.
Player contribution
Send Dagrun in first
Story activity
Dagrun Holt thought
- Roll
- 1d20+26
- Result
- 44 ([18] +26)
Success
Dagrun goes over the lip without ceremony, boots first, one hand braced on wet black stone, and drops into the dark below the reach of your flame.
The gullet answers almost at once — stone grinding somewhere below her, the shaft narrowing audibly, a deep wet groan of rock closing on itself like a throat swallowing. She doesn't stop to think about it. She drives her shoulder into the tightening wall and shoves, using her own weight and the full breadth of her frame, and the stone that should have caught her simply loses that fight. Grit and meltwater rain down past her as she forces another two meters, then another, descending in short brutal surges rather than a climb.
"Coming down clear! Don't be slow about it — it resets!"
Her voice echoes strangely, swallowed too fast by the dark, like the shaft doesn't want to carry sound any further than it has to.
Player contribution
Follow her down immediately
- Roll
- 1d20+4
- Result
- 11 ([7] +4)
Failure
- Roll
- 1d20+2
- Result
- 13 ([11] +2)
Failure
- Roll
- 1d20+8
- Result
- 22 ([14] +8)
Success
Isbet forces through cleanly on Dagrun's heels, stone scraping her shoulders as the shaft narrows and lets go, the trick less strength than knowing not to fight the angle.
Behind her, it goes wrong fast.
The gullet closes quicker than Dagrun's passage suggested it would, stone grinding in from both sides at once, and Sable's shoulder catches wrong against the narrowing rock — a grunt of pain swallowed by the dark, one arm pinned half a second longer than it should be. Isla, lighter and slower to react, gets caught worse, the shifting stone driving the breath out of him with a crack of impact against his ribs before he can twist free.
Story activity
Isbet Kalgrave thought
Player contribution
Shout for Dagrun to climb back up
Story activity
Dagrun Holt thought
- Roll
- 1d20+34
- Result
- 49 ([15] +34)
Success
- Roll
- 1d8
- Result
- 2 ([2])
Success
- Roll
- 1d8
- Result
- 6 ([6])
Success
Story activity
Updated "Sable Rourke"
Story activity
Updated "Sable Rourke"
Story activity
Updated "Isla Marrow"
Story activity
Updated "Isla Marrow"
Story activity
Isbet Kalgrave thought
Your voice tears up through the black gullet — "Dagrun! Climb back — now!"
Below you in the dark, Dagrun doesn't ask why. She turns on the narrow ledge she's just fought her way onto, plants her boots against wet stone, and goes back the way she came — into a throat that's supposed to only ever let things through one direction.
Above, it's already bad. Sable's pinned at the shoulder, the wrench in his arm biting deeper as the stone shifts against him, a strangled curse lost somewhere between his teeth. Isla is worse — the rock caught his ribs edge-on and didn't stop, and the sound that comes out of him now isn't words, it's just air forced past a crushed breath, thin and awful in the dark.
Dagrun doesn't fight the angle this time — she reads it, shoulders in sideways, drives with her whole weight into the exact seam that let her through minutes ago. The stone groans like it resents the intrusion, grinding against her armor, and then gives. She surges up past the choke point in a spray of grit and cold water, comes up hard beside Sable first — close enough to grab.
The stone shudders, resetting around all three of them at once.
Dagrun gets a fist around the back of Sable's coat and hauls, wrenching him free of the narrowing seam a half-second before it would have closed on him fully. He comes loose with a ragged gasp, favoring the arm, boots skidding on slick rock.
Isla is worse off — folded half sideways, one hand clawed white-knuckled into a crack in the stone, breath coming in short, wet-sounding pulls. Dagrun's other hand closes around his collar and drags him bodily through the gap just as the walls grind shut behind him with a sound like the whole pit swallowing.
For a moment all four of you are down in the black together — Isbet's Cinderedge throwing a wavering orange light across wet stone, the passage above sealed tight and silent again, and Isla curled on his side, one hand pressed to his ribs, breath coming shallow and fast.
Story activity
Plotted
Isla forces a breath in through his teeth, one hand still splayed against his side. "Give me — a second. Just—" He doesn't finish it, focus already turning inward, fingers twitching through the shape of a chant he can't yet steady enough to speak.
Sable rolls his shoulder once, winces hard, and doesn't say anything at all — just plants his good hand against the wall and gets his feet under him, watching the dark ahead of you rather than his own arm.
Above, behind, the gullet has gone still and silent again, sealed shut like it was never passed. Whatever waits deeper in the pit hasn't announced itself yet. Cinderedge gutters faint orange light against wet black stone, and the passage ahead runs on into dark you can't see the end of.
Player contribution
"Let's heal up before the next room." Once they're healed I'll use Cinderedge to light up the next room and have a peek.
- Roll
- 1d20+39
- Result
- 47 ([8] +39)
Success
- Roll
- 1d20+39
- Result
- 46 ([7] +39)
Success
Story activity
Updated "Isla Marrow"
Story activity
Updated "Isla Marrow"
Story activity
Updated "Sable Rourke"
Story activity
Updated "Sable Rourke"
Story activity
Updated "Isbet Kalgrave"
Story activity
Updated "Dagrun Holt"
Story activity
Updated "Sable Rourke"
Story activity
Updated "Isla Marrow"
- Roll
- 1d20+4
- Result
- 11 ([7] +4)
Failure
Isla presses two fingers to his own sternum, breath held tight, and works through the chant despite it — the words come out clipped and careful around the pain, but they hold. Warmth spreads under his hand, a pulling-together sensation like a wound stitching itself in fast-forward. The ragged catch in his breathing eases; when he straightens, the wince is gone from his face entirely.
"Better." He doesn't waste words on it. He turns to Sable next, presses a hand flat to the wrenched shoulder, and repeats the working — Sable rolls the joint experimentally afterward, testing the draw of an invisible bowstring, and gives a short nod. Whole again, both of them.
You lift your blade higher, letting Cinderedge's flame throw its light further down the passage. The gullet behind you has sealed itself smooth and featureless, like it was never breached at all — ahead, the tunnel widens, the walls dropping away into something bigger than torchlight was built to fill.
You catch the shape of a larger chamber opening beyond the passage mouth — space enough that your firelight thins out and dies before finding a far wall. Something is moving down there. You can hear it more than see it: a dry, layered rustle, like a hundred small things shifting against stone at once, and beneath it, an occasional wet click. Whatever's making the sound doesn't announce itself further, and the light won't reach far enough to show you shapes, numbers, or how close the nearest of them actually is.
Whatever's waiting past the gullet, you don't yet have the whole picture.
Player contribution
"Stand back" Pop Cinderstorm in there to clear it out
- Roll
- 1d20+32
- Result
- 37 ([5] +32)
Success
- Roll
- 4d8+18
- Result
- 36 ([5, 4, 8, 1] +18)
Story activity
Updated "Isbet Kalgrave"
Story activity
Plotted
Story activity
Read entity
Story activity
Plotted
"Stand back."
You plant your feet at the gullet's mouth, sword lowered, and let the chant build — eight seconds of measured Evocation grammar, syllables you've spoken a hundred times over bounty work, each one stacking toward the point you've fixed just past the passage threshold. Dagrun hauls Sable and Isla back a step without needing to be told twice.
The chant completes and the dark ahead erupts.
A roiling sphere of white-hot flame blooms open in the chamber beyond, and for one long second you see everything the fire touches — a mass of segmented, too-many-legged shapes clustered near the passage mouth, bulging eyes catching the light an instant before the light becomes the last thing they ever see. The shrieking that follows is short, and ugly, and then it isn't anything at all. Charred husks slump where a dozen shifting bodies were a heartbeat ago, the stink of burnt chitin rolling back out through the gullet mouth on a wave of heat.
Something shifts in you as the flame dies — that familiar bright pressure behind the sternum, power settling into you like a held breath finally let out. The kills register, clean and total; you can feel yourself standing a fraction taller than you did a minute ago.
But the chamber beyond is vast, and your fire only reached so far. Past the drifting smoke and the ruined first wave, deeper in the dark where Cinderedge's glow still can't follow, the rustling hasn't stopped. If anything, it's gotten faster — and closer.
Player contribution
ready another cinderstorm while Dagrun holds the line
Story activity
Dagrun Holt thought
- Roll
- 1d20+28
- Result
- 29 ([1] +28)
Success
- Roll
- 1d12+28
- Result
- 36 ([8] +28)
- Roll
- 1d20+14
- Result
- 32 ([18] +14)
Success
- Roll
- 1d20+30
- Result
- 32 ([2] +30)
Success
- Roll
- 1d10+14
- Result
- 19 ([5] +14)
- Roll
- 1d20+28
- Result
- 46 ([18] +28)
Success
- Roll
- 1d12+28
- Result
- 32 ([4] +28)
- Roll
- 1d20+32
- Result
- 39 ([7] +32)
Success
- Roll
- 4d8+18
- Result
- 47 ([8, 8, 8, 5] +18)
Story activity
Updated "Dagrun Holt"
Story activity
Updated "Dagrun Holt"
Story activity
Updated "Isbet Kalgrave"
Story activity
Plotted
"Hold them."
You plant your feet and begin the chant again, the words settling into that familiar groove, and Dagrun steps past you into the gullet mouth without a word, greatsword low and ready.
The first shape comes scrabbling out of the smoke almost immediately — segmented legs, a wet clicking mouth, moving faster than something that size has any right to. Dagrun doesn't wait for it to close the distance. She meets it at the choke point and puts the greatsword through it in a single committed swing that nearly costs her the grip — the blade skids off bone-plate at an ugly angle before it finds the seam and opens the thing from shoulder to gut. It goes down in two pieces, but not before a trailing limb rakes across her forearm, drawing a long line of blood through torn leather.
A second one crowds in behind the first, clambering over its dying kin. Dagrun's swing this time is clean and total — the blade catches it dead center and the creature simply stops being a threat, folding sideways into the wreckage of the first.
Behind you, your own chant reaches its final syllable. Cinderstorm blooms a second time, rolling out past Dagrun's shoulder into the chamber beyond — catching a third pursuer mid-scramble and whatever else had been massing unseen in the dark past it. The blast is bigger this time, a wash of white fire that lights the chamber all the way to walls you couldn't see before, and when it fades, the rustling that had filled the dark since you arrived has gone utterly silent.
You feel the accretion again, sharper this time — another surge settling into you, and beside you, Dagrun straightens with the same look, blood still running down her forearm, breathing hard but steady.
The chamber ahead sits quiet now, littered with the dead, firelight from your blade throwing long shadows across a floor of packed black earth that stretches out further than Cinderedge alone will ever show you. Whatever else lives in the spawning grounds hasn't shown itself — yet.
Player contribution
I'll put everything into INT and Dagrun can do as she likes, then advance forwards.
Story activity
Read "Level-Up Ceremony"
Story activity
Dagrun Holt thought
Story activity
Updated "Isbet Kalgrave"
Story activity
Updated "Isbet Kalgrave"
Story activity
Updated "Dagrun Holt"
Story activity
Updated "Dagrun Holt"
Story activity
Updated "Dagrun Holt"
Story activity
Updated "Dagrun Holt"
Story activity
Plotted
Level Up — 2 pending
Isbet — Level 21
- +2 attribute points → INT (18 → 20)
- No talent at this level (not a milestone).
Dagrun — Level 20
- +2 attribute points → STR (26 → 28), HP max 76 → 80
- Stage: Named. Her body now sustains what almost broke her tonight without complaint.
- Major Talent gained — Anchor: once per fight, when she plants herself at a chokepoint and declares she won't yield, she cannot be moved, forced back, or bypassed by non-magical means for the rest of that fight, and the first hit against her each round deals half damage.
The bright pressure behind your ribs settles, and something in the way you hold the next thought feels a little sharper, a little further ahead of itself — the world's edges just slightly easier to read than they were an hour ago.
Beside you, Dagrun rolls her shoulder, testing the new weight of herself, and looks faintly amused by whatever she finds there. "Didn't feel like anything broke. Feels like something stopped being able to."
You lead the party forward, out past the wreckage of burnt carapace and into the open dark of the spawning grounds. Cinderedge's flame throws your shadows long and wavering across packed black earth, and the chamber stretches on ahead — walls you still can't see, a ceiling lost somewhere above the reach of firelight, the floor pocked with round, dark openings sunk into the ground like burrows. Nothing moves in the ones nearest you. Further out, past where your light gives up, you can't say the same.
Player contribution
Keep Cinderedge bright and advance cautiously as a group
- Roll
- 1d20+36
- Result
- 55 ([19] +36)
Success
Story activity
Plotted
You keep tight together, Cinderedge held high, and cross the chamber at a careful, unhurried pace — no one breaking from the group, no one straying near the dark mouths of the burrows pocking the floor.
Sable reads the ground the whole way, eyes flicking from burrow to burrow, and it's him who catches it first — a hand raised, flat, halting the party. "Three of these are breathing. Watch the dust around the rims — see it stir? Don't step near." He picks a path that swings wide around each active opening, threading you all along the chamber's edge where the ground looks packed and undisturbed, and nothing so much as twitches as you pass.
The crossing takes longer his way, but nothing follows, nothing wakes. Cinderedge's light finally catches something ahead worth catching — not a wall, but a seam in the air itself, a place where the darkness beyond doesn't sit quite right, edges bending faintly like heat-shimmer over stone that shouldn't be warm.
You've reached the mouth of the distorting chamber.
Player contribution
Send something through first to test it
Story activity
Isbet Kalgrave thought
- Roll
- 1d20+22
- Result
- 34 ([12] +22)
Success
You scoop up a chunk of charred carapace from the nearest kill and lob it into the shimmer.
It doesn't burn, doesn't vanish, doesn't even slow down — it sails through the bent air exactly as a thrown rock should, and lands with an ordinary clatter on the far side, whole and unchanged. You watch it a long moment, half-expecting it to twitch or reshape itself. It doesn't. Just a piece of dead shell, lying where it fell.
You turn the result over as you look at the shimmer again. Whatever this space does, it isn't doing anything to matter — the carapace crossed clean, no warping, no damage. That tracks with what the pit's reputation says and what you've never let yourself ask Joran directly: it isn't your coat or your blade this place wants to bend.
It's whoever's still thinking when they cross it.
There's no way to test that part without a mind to spend.
Player contribution
Ask Isla if a Restoration ward could help
Story activity
Isla Marrow thought
- Roll
- 1d20+30
- Result
- 35 ([5] +30)
Success
Isla is quiet for a moment, turning the question over properly rather than giving you a quick no.
"Restoration reverts things to what they were. In theory, if this place rewrites someone, the same grammar that closes a wound could unwrite that too — pull you back to who you were before you crossed." He shakes his head slowly. "In theory. What I actually know is Mend the Break, and that's built for torn muscle and cracked bone, not — whatever this does to the part of you that isn't your body. I'd be improvising a ward against something I've never seen work, on the first person who needs it to work. If I get the grammar wrong out here, blind, I could make it worse instead of nothing."
He glances at the shimmer, then back at you. "What I can promise is this — whoever goes through, I'll have Mend the Break ready the second they're clear on the other side. If there's anything physical to catch, I'll catch it fast. The rest of it, I don't have an answer for. I wish I did."
Player contribution
Go through yourself first
Story activity
Isbet Kalgrave thought
- Roll
- 1d20+4
- Result
- 15 ([11] +4)
Failure
Story activity
Updated "Isbet Kalgrave"
Story activity
Updated "Isbet Kalgrave"
Story activity
Updated "Isbet Kalgrave"
Story activity
Created image for "Isbet Kalgrave"
"Stay here. I'll signal if it's clear."
You don't wait for an argument. You step into the shimmer.
For a moment there's no sensation at all — not cold, not heat, just a pressure like the air itself leaning against you from every direction at once. Then the chamber does something to your sense of where you are. The floor seems to tilt without moving. Your own hands look wrong for half a second, fingers numbering incorrectly when you try to count them. Somewhere behind your eyes, a thought starts to form and then unspools before you can finish having it — you reach for it and your fingers close on nothing.
You think of Joran. You try to picture his face, the way you have a hundred times these past two years — and it isn't there. Not gone exactly. Soft. Smeared, like a name in wet ink, like something you're recalling secondhand rather than remembering. You know the shape of what he meant to you. The specific geometry of him — the exact line of his jaw, the way he used to squint before a chant — has simply stopped being available.
Then you're through, stumbling half a step on solid ground, Cinderedge still burning steady in your grip. Behind you, the shimmer sits exactly as it did, patient and unbothered.
You reach up without quite meaning to and touch your own cheekbone, checking that your face is still your face. It is. Whatever this place took, it wasn't your face.
"Isbet?" Dagrun's voice, muffled through the distortion, edged with something that isn't quite alarm yet. "You're just standing there. Talk to me."
Player contribution
"You guys might not want to come through. I lost something. It's at your own risk."
Story activity
Isla Marrow thought
Story activity
Dagrun Holt thought
Story activity
Sable Rourke thought
A pause on the other side of the shimmer — long enough that you can picture the look Dagrun and Sable are trading.
"Lost something. That's not blood, that's not a limb — what is it, a memory? A finger?" Dagrun's voice carries no fear in it, just the flat need to know what she's pricing in before she pays it.
"She's not going to tell you standing through a wall, Dagrun." A beat, then, quieter, aimed more at the shimmer than at anyone in particular: "You wouldn't have said 'at your own risk' if you thought it'd kill us outright. That's something, at least."
Isla says nothing for a moment — his silence is the loud kind, the kind that means he has a guess and isn't going to say it in front of the other two. Then, evenly: "I'll go last. If something's changed in whoever crosses, I want eyes on all of you before I lose mine to the same thing."
They're waiting on you now — whether to come through one at a time, together, or not at all.
Player contribution
Wait for everyone to cross
- Roll
- 1d20+4
- Result
- 17 ([13] +4)
Failure
- Roll
- 1d20+2
- Result
- 16 ([14] +2)
Failure
- Roll
- 1d20+4
- Result
- 6 ([2] +4)
Failure
Story activity
Updated "Sable Rourke"
Story activity
Updated "Sable Rourke"
Story activity
Updated "Isla Marrow"
Story activity
Updated "Isla Marrow"
Story activity
Updated "Dagrun Holt"
You call back through the shimmer. "One at a time. Dagrun, you're next — then Sable. Isla, hold like you said."
Dagrun doesn't hesitate. She steps through with the same flat nerve she took the gullet with, and for a moment the distortion swallows her whole — you watch her silhouette bend at angles a body shouldn't, then snap back true as she staggers out beside you, blinking hard.
She's quiet a beat too long. Then: "I left home over something. I know that much. I don't—" She stops, jaw working, reaching for it and coming back empty. "It's just gone. Whatever it was." She touches the strap of her pack, where the unlit candle rides, like checking it's still real. It is. She just doesn't know why she kept it anymore.
Sable goes next without commentary, moving fast and low like he's crossing open ground under fire. He comes out the other side steady on his feet, expression unreadable, and says nothing at all — but his hand goes to his coat, to the folded receipt tucked inside, and lingers there a moment too long before he lets it go.
Isla crosses last, exactly as he asked to. He's slower than the others, deliberate, like a man wading into cold water on purpose. When he steps clear, his hands go immediately to his satchel — pulling out his field notebook, flipping pages with the particular urgency of someone checking a wound. He goes still on one page. Then another. He closes the notebook without a word, but his knuckles have gone white around it.
All four of you stand together now on the far side, whatever the chamber took already spent. Ahead, the passage narrows again, sloping down into a deeper dark — the way toward the Monolith room, if the pit's shape holds true.
Player contribution
Say nothing and press on
- Roll
- 1d20+36
- Result
- 50 ([14] +36)
Success
Story activity
Sable Rourke thought
No one says anything more. You let the silence hold and lead the party down, the passage sloping steeper with every step, the air growing thick and still in a way that has nothing to do with temperature.
Sable throws out an arm before you've gone twenty more paces, freezing the party mid-stride. He doesn't speak at first — just points, jaw tight, toward where the passage finally opens out ahead. Cinderedge's glow catches the edge of a vast chamber, and past it, low and iridescent, an unmistakable shimmer pulsing in the dark like something breathing.
"There's something in there with it," he says, voice dropped to almost nothing. "Not moving yet. But I can hear it breathing from here, and whatever's taking breaths that slow isn't small."
You've reached the threshold of the Monolith room, and for the first time since the gullet, you have room to decide how you enter it — if you enter it at all.
Player contribution
Have Isla heal up Dagrun before we go in. Standard fight plan, open with a Cinderstorm from outside, Dagrun leads and tanks, I follow up with Emberlances, Sable looks for opportunities to disable the opponent, Isla stays out of harms way and heals anyone who gets too hurt.
Story activity
No results for "Enemy aspect"
Story activity
Search: "aspect-holder" (1 results)
Story activity
No matching entities found
Story activity
Found 1 entity
Story activity
Read "The Five Aspects"
Story activity
Read "The Enemy"
Story activity
Added "The Cinderwarden"
Story activity
Created image for "The Cinderwarden"
Story activity
Set title: "The Veja Pit"
- Roll
- 1d20+39
- Result
- 42 ([3] +39)
Success
Story activity
Updated "Dagrun Holt"
- Roll
- 1d20+32
- Result
- 49 ([17] +32)
Success
- Roll
- 4d8+18
- Result
- 36 ([1, 7, 5, 5] +18)
- Roll
- 1d20+10
- Result
- 22 ([12] +10)
Success
- Roll
- 1d20+30
- Result
- 40 ([10] +30)
Success
- Roll
- 1d12+30
- Result
- 37 ([7] +30)
- Roll
- 1d20+34
- Result
- 40 ([6] +34)
Success
- Roll
- 1d20+20
- Result
- 21 ([1] +20)
- Roll
- 1d20+46
- Result
- 56 ([10] +46)
Success
- Roll
- 1d20+34
- Result
- 49 ([15] +34)
Success
- Roll
- 2d10+34
- Result
- 43 ([4, 5] +34)
Story activity
Updated "The Cinderwarden"
Story activity
Updated "Dagrun Holt"
Story activity
Read "The Pit That Runs"
Story activity
Updated "The Pit That Runs"
Story activity
Updated "Isbet Kalgrave"
Story activity
Updated "Dagrun Holt"
Story activity
Updated "Sable Rourke"
Story activity
Updated "Isla Marrow"

"On my mark. Everyone stay behind me."
You don't step into the room to look first. You raise your blade, sight along the dark toward the shimmer Sable marked, and pour eight seconds of Evocation grammar into a point you can't fully see yet — trusting his ears over your eyes.
Cinderstorm blooms around the corner in a wash of white fire, and for one violent heartbeat the whole chamber lights up at once.
It's enormous. Fully three meters of black volcanic rock cut roughly into the shape of a standing man, veins of molten orange threading every crack in its hide like a fire banked too long to ever fully die. Where a face should be there's only a horizontal seam of that same light, no eyes, no mouth, nothing that looks back at you so much as simply faces you. Behind it, past its shoulder, you catch your first real look at what it's guarding — a black cylinder taller than Dagrun, resting crooked against the far wall, surface crawling with a faint oily shimmer, and beside it, set flush into stone, a pale tablet cut with lines of script.
Your fire rolls over the thing's shoulder and chest — and it barely reacts. The glow in its cracks brightens for a second, like a coal catching a breath of wind, and that's all. No stagger, no roar, nothing close to what that spell just did to a room full of lesser things.
"That did nothing." Sable's voice, tight.
It's already turning toward you, unhurried, each footfall a grinding crunch of stone on stone, and Dagrun doesn't wait for a plan — she's moving past you into the room, sword already coming up.
She meets it as it closes, driving the greatsword in hard and true — the blade bites deep into a seam between two plates, and dark cracks spider outward from the wound, bleeding orange light. You follow with Emberlance, the bolt lancing across the chamber to catch it center-mass — and like the Cinderstorm before it, the flame just dies against its hide, swallowed whole, barely a mark left behind.
Sable's arrow finds better luck. He puts a shaft precisely into the molten seam at its shoulder-joint, where the plating gaps wide over bare magma-glow, and the thing actually flinches — stone grinding against stone in a way that looks almost like pain.
It answers by driving one massive fist into Dagrun before she can fully reset her stance — the blow catches her across the ribs and side, throwing her half a step back, breath driven out of her in one hard grunt. She plants her feet against the impact rather than go down, but you can see it cost her.
The thing's weight is still coming forward. It hasn't slowed down at all.
Player contribution
"Fuck why did I only learn fire spells?" I guess I've got to go in with the sword
- Roll
- 1d20+18
- Result
- 19 ([1] +18)
Failure
- Roll
- 1d8+12
- Result
- 19 ([7] +12)
- Roll
- 1d20+30
- Result
- 48 ([18] +30)
Success
- Roll
- 1d12+30
- Result
- 31 ([1] +30)
- Roll
- 1d20+46
- Result
- 56 ([10] +46)
Success
- Roll
- 1d20+39
- Result
- 57 ([18] +39)
Success
- Roll
- 1d20+34
- Result
- 43 ([9] +34)
Success
- Roll
- 2d10+34
- Result
- 52 ([8, 10] +34)
- Roll
- 1d20+34
- Result
- 42 ([8] +34)
Success
- Roll
- 2d10+34
- Result
- 50 ([6, 10] +34)
Story activity
Updated "The Cinderwarden"
Story activity
Updated "Dagrun Holt"
Story activity
Updated "Isbet Kalgrave"
"Fuck — why did I only learn fire spells?"
You sheathe the thought along with your reliance on Cinderedge and go for its flank with steel instead, throwing your whole weight behind the thrust — and your blade skids clean off an angled plate, sparks scattering, the momentum spinning you half a step off-balance.
It doesn't miss the opening. One vast stone arm comes around in a backhand you don't fully see coming, and it catches you square across the ribs — the impact throws you clean off your feet, the world tilting hard sideways before the floor meets your shoulder. Pain floods in a half-second later, sharp and total, and for a moment the chamber goes white at the edges.
Through the ringing you catch fragments of the rest of it: Dagrun's blade opening another seam across its chest, black cracks running wider, brighter. Sable's second arrow punching home in the same joint as before, and this time the whole limb jerks, stone grinding audibly. But the thing turns its attention on Dagrun in the same breath, one massive fist driving into her side hard enough that you hear the breath leave her in a single ragged bark — she staggers but plants her feet, refusing to go down.
"Isbet!" Isla's voice cuts through the haze, already moving — you feel warmth spreading through your side even before he reaches you, the worst of it knitting closed just enough to keep you upright, though the pain hasn't gone anywhere.
You're back on your feet, sword still in hand, but that hit took more out of you than anything since the gullet. The thing is still coming, still whole, cracks spreading across its hide like a held breath finally starting to show through the stone.
Story activity
Updated "Dagrun Holt"
Story activity
Updated "Isbet Kalgrave"
Story activity
Updated "Dagrun Holt"
Dagrun's still standing, but only just — her stance holds through pure stubbornness, breath ragged, blood running from a split at her hairline. She's taken far more than she's let show.
Player contribution
"It's Dagrun you need to heal, Isla! Hold the construct back, I'm going to finish what we came here to do." If I can't hurt the construct I'm going for the goal. I'll get close up to the cylinder and try to pop an Emberlance on it.
Story activity
Dagrun Holt thought
- Roll
- 1d20+39
- Result
- 59 ([20] +39)
Success
- Roll
- 1d20+34
- Result
- 43 ([9] +34)
Success
- Roll
- 2d10+34
- Result
- 51 ([10, 7] +34)
- Roll
- 1d20+46
- Result
- 55 ([9] +46)
Success
- Roll
- 1d20+34
- Result
- 47 ([13] +34)
Success
Story activity
Updated "Dagrun Holt"
Story activity
Updated "The Cinderwarden"
"It's Dagrun you need to heal, Isla! Hold the construct back — I'm going to finish what we came here to do!"
You break from the fight and sprint past the thing's guard, straight for the cylinder. Behind you, Isla's chant catches on the first try and something in it lands harder than usual — warmth floods through Dagrun so fast and complete you can hear her exhale like she's just stepped out of ice water, the blood on her scalp already slowing.
The thing you've been fighting doesn't hesitate. The instant it registers where you're actually running, its whole bearing changes — less brawler, more sentinel, closing the distance toward you instead of whoever's swinging at it. Dagrun sees it a half-second before it happens and puts herself in the gap anyway, catching the blow meant for your back across her own shoulder with a crunch that would have ended you outright. She goes down on one knee from the force of it, snarling through her teeth, but she's still up.
Sable puts another arrow into the same shoulder-joint as it turns, and this time you hear something inside it crack audibly, stone grating against stone.
You reach the cylinder. Up close it's worse and stranger than firelight let on — not warm, not cold, its surface swallowing Cinderedge's glow rather than reflecting it, that oily shimmer crawling across it in slow, patient waves like it's breathing. You don't hesitate. You put your palm flat against it, feel the chant complete, and Emberlance detonates at point-blank range directly into its surface.
Nothing happens.
Not resists — nothing. No mark, no heat-scarring, no crack, no reaction at all beyond the shimmer along its surface briefly rippling faster, like a pond disturbed and already settling. The fire simply ceases to matter the instant it touches the black. Your hand is still pressed against something that has clearly never once been harmed by anything you know how to do.
Behind you, the fight for the room is still very much unresolved, and you're standing exposed at exactly the place the guardian is trying hardest to reach.
Player contribution
Examine the cylinder for a weakness
- Roll
- 1d20+28
- Result
- 37 ([9] +28)
Success
- Roll
- 1d20+34
- Result
- 39 ([5] +34)
Success
- Roll
- 2d10+34
- Result
- 46 ([7, 5] +34)
- Roll
- 1d20+46
- Result
- 54 ([8] +46)
Success
Story activity
Dagrun Holt thought
Story activity
Updated "Dagrun Holt"
Story activity
Updated "Dagrun Holt"
Story activity
Updated "The Cinderwarden"
Story activity
Plotted
Story activity
Plotted
You press your palm flat against the black surface and let your senses do what the fire couldn't. Up close, the shimmer isn't random — it moves in a slow, deliberate rhythm, like breath, like something repeating the same word over and over into the dark. It isn't reacting to you. It isn't reacting to anything. Whatever this is, it has been doing this, unbothered, since long before Veja ever found it, and every instinct trained into you as a battlemage tells you the same cold thing: this isn't a matter of enough force. More fire, more steel, more of what you already tried — none of it was ever going to be the answer. Breaking this would take something else entirely, something you don't have and can't improvise in the next five minutes.
You don't get to finish the thought.
Behind you, the thing rounds on your exposed back a second time, and Dagrun throws herself into its path again rather than let it reach you — the same choice she made a breath ago, already knowing what it might cost this time.
It costs her everything.
The blow takes her full in the chest with a sound like a felled tree, and she goes down and simply does not get back up. No last word, no lingering breath to hold onto — one moment she is between you and the thing that would have killed you, and the next she is on the stone, still, her sword ringing as it falls from her hand.
The chamber goes silent except for that sound.
"Dagrun —" Sable's voice cracks on the name, an arrow already nocked and forgotten in his hand. Isla takes one half-step toward her before his own instincts stop him — there is nothing left in her to save, and the thing that killed her is already turning its attention back to the rest of you, unbothered, unhurried, exactly as patient as it was before it took her life.
You are still standing at the cylinder. She died closing that distance for you.
Player contribution
"Isla get her back up!" I go back at the guardian with Cinderedge
Story activity
Isla Marrow thought
- Roll
- 1d20+39
- Result
- 45 ([6] +39)
Failure
- Roll
- 1d20+32
- Result
- 50 ([18] +32)
Success
- Roll
- 1d20+18
- Result
- 27 ([9] +18)
Failure
- Roll
- 1d8+12
- Result
- 19 ([7] +12)
- Roll
- 1d20+46
- Result
- 55 ([9] +46)
Success
- Roll
- 1d20+34
- Result
- 38 ([4] +34)
Success
- Roll
- 2d10+34
- Result
- 43 ([3, 6] +34)
Story activity
Updated "The Cinderwarden"
Story activity
Updated "Isbet Kalgrave"
"Isla — get her back up!"
Isla drops to his knees beside her anyway, hands already moving through the chant, because refusing to try would be its own kind of surrender. Warmth gathers under his palms and finds nowhere to go. Restoration reaches back toward a wound, a fever, a body still fighting to hold itself together — it has nothing to revert here, no thread left to pull taut. The working dissolves into nothing against her stillness, and he knows before he even stops chanting that it was never going to work.
"She's gone, Isbet." Flat, cracked, final.
You don't have time to feel it yet. Cinderedge catches along your blade in the same breath as you turn back into the fight, and you drive the strike in hard — but the thing reads the angle and shifts its weight at exactly the wrong moment, your edge skating off stone instead of finding the seam.
Sable doesn't miss. A third arrow buries itself in the same ruined shoulder-joint, and the crack running through it widens visibly now, a thin seam of brighter light bleeding through where solid rock used to be.
It answers by turning fully on you. The blow comes faster than the last one, catching you across the shoulder and driving you back into the very cylinder you failed to break — the impact rattles through your whole body, breath gone, vision swimming at the edges. You're upright only because the cylinder's surface caught you before the floor could.
Fourteen. That's what's left in you. One more hit like that and you won't be getting back up either.
Player contribution
Stand and keep fighting regardless
- Roll
- 1d20+39
- Result
- 56 ([17] +39)
Success
- Roll
- 1d20+18
- Result
- 33 ([15] +18)
Success
- Roll
- 1d8+12
- Result
- 18 ([6] +12)
- Roll
- 1d20+46
- Result
- 58 ([12] +46)
Success
- Roll
- 1d20+34
- Result
- 45 ([11] +34)
Success
- Roll
- 2d10+34
- Result
- 47 ([5, 8] +34)
- Roll
- 1d6
- Result
- 1 ([1])
Story activity
Updated "The Cinderwarden"
Story activity
Updated "The Cinderwarden"
Story activity
Updated "Isbet Kalgrave"
You don't retreat. Grief can wait its turn.
Isla's chant catches you before the next blow does — warmth floods back through you fast and total, the shoulder wound closing, breath returning fully to your lungs. Whatever it costs him to keep doing this, he doesn't let it show.
You go back in on the strength of it. Cinderedge still burns along your blade, and this time your strike finds true purchase — not the joint, just solid plating, but enough force behind it to crack stone and send a shower of hot orange sparks scattering across the floor.
Sable's fourth arrow into the same ruined shoulder does what the first three were building toward. Something inside the joint gives way with a grinding shriek of rock tearing from rock — the arm drops, hanging half-slack at its side, molten light pouring from the wound like something bleeding out in slow motion. The thing staggers, weight lurching wrong without that arm to balance against, and for the first time since it started moving, it looks less like an unstoppable engine and more like something that can actually be broken.
It doesn't stop coming. But it's slower reaching you now, favoring the ruined side, and the next blow it throws is a clumsy overcommitted swing with its remaining arm — enough force behind it to still be dangerous, enough telegraph that you see it coming and manage to twist half out of the worst of it. It clips your side instead of catching you square, a burning line of pain rather than the bone-deep impact of the last two hits.
You're bleeding, exhausted, and Dagrun is still on the floor behind you. But for the first time, the thing in front of you looks like it's losing.
Story activity
Updated "Isbet Kalgrave"
Player contribution
Press the advantage on its ruined side
- Roll
- 1d20+22
- Result
- 42 ([20] +22)
Success
- Roll
- 1d8+12
- Result
- 13 ([1] +12)
- Roll
- 1d6
- Result
- 2 ([2])
- Roll
- 1d20+46
- Result
- 63 ([17] +46)
Success
- Roll
- 1d20+28
- Result
- 48 ([20] +28)
Success
- Roll
- 2d10+34
- Result
- 42 ([2, 6] +34)
Story activity
Updated "The Cinderwarden"
Story activity
Updated "Isbet Kalgrave"
Story activity
Isla Marrow thought
- Roll
- 1d20+39
- Result
- 57 ([18] +39)
Success
Story activity
Updated "Isbet Kalgrave"
- Roll
- 1d20+28
- Result
- 33 ([5] +28)
Failure
You drive in at the exposed wound with everything you have left, and for once every angle lines up — your blade sinks deep into the molten seam and twists, prying the ruined joint open wider, and the thing lets out its first sound since you entered the chamber: a grinding, cracking groan that isn't a voice but might as well be one.
Sable doesn't waste the opening. His next arrow goes straight into the widened wound and buries itself to the fletching, and this time the reaction is immediate and total — the whole arm sags, useless, streams of molten light running down its side like something finally, actually bleeding.
But it still has one good arm, and it uses everything left in it. The blow that follows isn't clumsy at all — it catches you square, harder than anything before it, and the impact throws you off your feet entirely. You hit the ground hard, and the room goes distant and grey at the edges, sound narrowing to almost nothing.
"No — no, not you too —" Isla is already there, hands pressed to you before you've fully stopped moving, the chant spilling out of him fast and unsteady with panic he doesn't have time to feel. Warmth floods back into you in a rush, dragging you back up from somewhere very far away. Your eyes open. Breath returns, ragged and burning. You're not out. You're not out yet.
The thing swings again while you're down, this time at Sable — a wild, overextended blow with its one good arm, thrown off-balance by its own ruined side. He steps back out of it without much trouble, bowstring already drawn for the next shot.
You get yourself upright, unsteady, sword still somehow in your hand. Across the chamber, the guardian is listing hard to one side, half its light gone dark, the molten glow in its chest guttering low. It is still standing. It is not standing well.
Player contribution
Finish it — all-out attack
- Roll
- 1d20+46
- Result
- 63 ([17] +46)
Success
- Roll
- 1d20+18
- Result
- 23 ([5] +18)
Failure
- Roll
- 1d8+12
- Result
- 20 ([8] +12)
- Roll
- 1d6
- Result
- 1 ([1])
- Roll
- 1d20+28
- Result
- 33 ([5] +28)
Success
- Roll
- 2d10+34
- Result
- 49 ([8, 7] +34)
Story activity
Updated "The Cinderwarden"
Story activity
Updated "Isbet Kalgrave"
Story activity
Updated "Isbet Kalgrave"
Story activity
Plotted
You put everything into the finishing blow — and your blade skids wide, thrown off by exhaustion you didn't let yourself feel until just now.
The thing doesn't have much left either. But it has enough. Its one good arm comes around in a last, desperate arc, no finesse in it anymore, just raw collapsing momentum — and it catches you full in the chest.
There's no pain. That's the part that will never make sense to anyone who wasn't there — no burning, no impact you can describe, just a sudden and total absence, the room tearing away from you all at once. You don't feel yourself hit the ground.
"Isbet — ISBET —" Isla's voice, and then nothing that sounds like words at all, just your name over and over, and hands that already know, before he even reaches you, that there's nothing left this time for a chant to catch hold of.
Sable doesn't stop moving. He puts himself between the guardian and both of you, bow abandoned, blade drawn, alone now against something with one arm gone and half its light dark — badly hurt, but still standing, still coming.
Isbet Kalgrave died in the Monolith room of Veja's Pit, on the 26th of Ebbtide, two years to the season after Joran Delk went into this same ground and came out broken. She did not come out at all.
Player contribution
Quick epilogue, what happens next?
- Roll
- 1d20+46
- Result
- 47 ([1] +46)
Success
- Roll
- 1d20+28
- Result
- 42 ([14] +28)
Success
Story activity
Updated "The Cinderwarden"
Story activity
Set title: "The Veja Pit"
Story activity
Updated "The Pit That Runs"
Sable's last arrow does what your blade couldn't finish. The guardian's final swing comes apart before it lands — its own ruined weight betraying it mid-motion — and it collapses in a slow avalanche of dead black stone, the light in its cracks guttering out one seam at a time until the chamber is lit by nothing but the ambient shimmer off the cylinder itself.
For a long moment neither of them moves. Then Isla starts shaking, quietly, and doesn't try to stop it.
They don't try the cylinder again. Whatever it is, it's plainly beyond anything two exhausted survivors can attempt, and neither of them has the stomach for it anymore. Isla notices the tablet on his way past — he almost doesn't look, and wishes afterward that he hadn't. Beneath the name he can't place, two more have been added in the same perfect, ancient script, neither of them written by any hand in the room: Isbet Kalgrave. Dagrun Holt. He doesn't tell Sable what it means. He doesn't know himself.
They can't carry both bodies through the gullet — the crushing stone that nearly took them on the way in makes that impossible — and after a long, terrible conversation, they leave them together in the chamber, beside the cylinder that broke everything, rather than leave them alone in the dark for something else to find. Sable says a handful of words over both of them that neither of them will repeat to anyone else.
The climb out is a blur — the distorting chamber taking nothing further from either of them the second time through, the spawning grounds quiet and ashen, the gullet letting them pass without complaint, as if the pit itself considers the matter closed. Isbet's flight spell dies with her; they walk out across the tundra instead, four days on foot that feel much longer, living on what's left of the rations and saying very little.
They reach Weissberg a week later. Veja meets them at the archive door already knowing, somehow, before either of them says a word — the look on their faces is the same one she's worn coming back from that ground herself, more than once. She doesn't ask what they found. She gives them a place to sit and doesn't make them talk until they're ready.
The sealed contract is never fulfilled. No one comes to collect on it, and no patron ever reveals themselves to demand an accounting. Sable eventually pays off his sister's debt with what the Guild allows for a contract abandoned in the field rather than failed outright — it isn't generous, but it's enough. Isla stops practicing Restoration for a long while after, though he never fully explains why to anyone who asks. Joran Delk remains in his ward in Bastion, still tracing small circles on any surface within reach, and no one ever tells him that someone finally went looking for what took him — or that it cost exactly what it cost him, twice over.
The cylinder is still down there. The pit, presumably, still drifts.