Thursday, October 9, 2014

[Urbis] Locations of the Cold Frontier - Soaring Eagle Village

It's time to finally detail the last village of the Coastal Tribes - Soaring Eagle Village. At only 200 inhabitants, it is the smallest but by no means the least important of the villages - as it serves as the home base for the Giant Eagle Riders, who serve as scouts for all the villages and keep an eye on the interior of the continent. As this includes warning of a new outbreak of the Great Darkness, this task is seen as being of the utmost importance for the Coastal Tribes, who all pay for these services with supplies and other support. Furthermore, they serve as one of the primary source of news.

The giant eagles don't actually live inside the village, but to the north of it at the Giant Eagle Eyrie. Still, individual giant eagles can frequently be found perching on the cliffs overlooking the village.

So, what else should we know about the village? Let us turn once again to the Random Nations Generator to fill in some details.

For government, we get Autarchy, a minimalist government whose inhabitants adhere to strong, informal codes. For this village, let's say that everyone is dedicated to the ultimate mission - everyone is either an Eagle Rider, supporting the Eagle Riders in some fashion, or a minor, and everyone who doesn't do their best to support the Eagle Riders is not-so-subtly encouraged to move to another village. The nominal chieftain is Black Falcon (male gender like all warriors, female sex), but he is out on patrol so often that there is little in the way of actual leadership, not that it is necessary. If there are any conflicts, each of the three groups (men, women, and shamans) will handle their own affairs in an informal manner.

As for organizations, we get Biker Gang - well, it should be obvious that the Eagle Riders take a lot of pride in their jobs. Some members might "mod out" their saddles, picking particularly garish colors and feathers to adorn them. Some of the giant eagles might even consent to dying some of their feathers. We also get the Monuments, Fine Arts, and Archives program, which is interesting in this context. Perhaps as part of their initiation into the higher ranks of the Eagle Lodge, the Eagle Riders must retrieve something noticeable from far inland - whether an exotic stone or even an artifact of a prior civilization. The more unusual and unique an artifact is, the more bragging rights the Eagle Rider will get, and these artifacts are proudly displayed within the local Eagle Lodge.

Among the NPCs, we get Jason And The Argonauts. Let's say that quite some time ago, a group of young Eagle Riders decided to press on inland as far as possible, and after many reached the central crater where the God Chamber is located. They even brought a minor Mothman artifact with them. Only one member of this group - one Fading Light - is still alive and very old. He would have quite a tale to tell - if he were inclined to talk to the PCs, which isn't likely.

The next NPC is Bede, the famed 8th century English monk. Let's say the village has a shaman - Deep Water - who has an unusually scholarly bent. He is deeply interested in the writing system of the Old Native culture and may be one of the few alive today who can read it. He is also interested in the writings of the Flannish Cities culture and has even managed to acquire a book all the way from Footfall. Once the colony expands, he will be very interested in acquiring print products from them, and he might not like what he reads there. Once he learns of printing presses, he might be interested in modifying one for the Old Native script and promote its use among the Coastal Tribes. Likely as a counterweight to the spread of Common - which, after all, is a memetic virus in Urbis, and he may be one of the few able to see it for what it is.

Finally, we have an Artifact of Doom - as a distinct character. Maybe the "artifact" brought back from the God Chamber by Fading Light actually contains a small fragment of the Immortal Ichor that still lives there. For now, it is safely sealed away - but if something were to crack its container, it would try to dominate a nearby human and use them as a minion to restore the God Chamber.

Among political issues, we get "More than 230,000 Japanese centenarians 'missing'" - a report that there may be rather less old Japanese people than commonly reported. And indeed, somehow Soaring Eagle village seems to have rather fewer old people than the other Coastal Villages. Where have they all gone? Well, once they feel they can no longer contribute to the Village and its Cause, they are led to a nearby hidden cave that is strongly protected by spirits. There they are put into suspended animation by magic - inactive, but still alive, and their souls represent a vast reservoir of power as well as a ritual circle of sorts that the local shamans can tap into when the need is the most dire (as well as for enchanting powerful magic items). More than 2,000 old people have now been put into hibernation here - ten times the living population of the village!

The "Major Projects" section at the Random Nations Generator reinforces these themes. The Bible Retranslation Project represents the efforts of Deep Water to translate works in Common into the native language. The Global Consciousness Project represents the souls of the old people gradually forming a gestalt mind, which is also very sensitive to all sorts of psychic disturbances - such as increased Mothman activities, or whatever else the PCs get involved with. Finally, Scientists Make Teleportation Breakthrough could represent Deep Water's use of the Circle of the Elders to teleport to the ends of the continent - including to Footfall (where he got those books), but potentially also to other interesting locations (such as the Crater).

Among "Religious Practices", one stands out - Glossolalia. This might represent the Circle of Elders taking temporary possession of someone when they have an urgent message. The "unknown language" spoken in such a case is simply the result of so many minds speaking through one tongue - but still, it requires magic to understand. Magic which, of course, the local shamans have access to.

Among the historic events, Chilean Blob and  "Huge blob of Arctic goo floats past Slope communities" stand out - which remind me of the aquatic abominations that come to the nearby Mating Beach to the west. It probably wouldn't be too surprising if sometimes the... secretions of these creatures drift further along the coast, and some of the shamans might as well collect some of the substances for their own purposes. The normal villagers, on the other hand, are encouraged to stay clear of the oceans at such times. We also have "Portal to mythical Mayan underworld found in Mexico" - which here, once again, refers to the Cave of the Elders, which has probably all sorts of warning symbols to keep outsiders away (you know, the kind of symbols that seems to attract daft graverobbers and adventurers).

Among the "Famous Locations", we get Ys, a city sunk for its sinful ways (also, by the Devil opening the floodgates). Perhaps there was a nearby village which also consorted with the abominations from the depths and which gave rise to many mutated children, just like the marsh giants. But the shamans of Soaring Eagle Village destroyed it with a mighty magical earthquake and sunk it beneath the waves.

La Isla De Las Munecas - the Island of the Dolls - also conjures an interesting image. What if the dolls are animated? What if, in fact, they are some variant of tupilaqs, a construct that fits into the general mythology of the region. What if they can be powered by the Circle of Elders? What if one form of tribute Soaring Eagle Village receives from the rest of the region is whalebone, and they have built a Strategic Tupilaq Reserve? If so, intruders had better step very lightly in these parts...


Note: A list of all Urbis-related posts can be found here.

Wednesday, October 1, 2014

[Urbis] Maps of the Cold Frontier, Part III

I had a rather lengthy train trip today, which gave me plenty of time to draw some quick map sketches for my Cold Frontier campaign.

First, a map of the Spire City Ruins, which I have mentioned here - basically, this used to be a major trade town at a location where two large canyons merged into one. Each direction had its own cliff side settlement - now fallen into ruin - and these settlements are connected by vast bridges (still maintained to this day by spirits bound into them) which meet at a central fortress carved out of a tall spire.


The next map is of the heart of the continent - the central crater where the God Chamber is located, and thus the location of the center and finale for the whole campaign! Obviously, the PCs won't get there for a long, long time - but it doesn't hurt to plan ahead, does it?


Note that the individual sublocations are not necessarily to scale. I am currently doing a lot of brainstorming for this location elsewhere - so stay tuned!

Note: A list of all Urbis-related posts can be found here.

Thursday, September 25, 2014

How to deal with Elminster and other powerful "Good Guy" NPCs

Many settings have powerful NPCs that are more or less supposed to be "on the same side" as the player characters, or at least not outright Bad Guys that are supposed to be defeated. The Forgotten Realms is especially well-known for this - Elminster, Khelben Arunson, the Simbul and many others - but they are hardly the only ones. Aberrant has Divis Mal and Caestus Pax, Trinity has the Proxies, and the old World of Darkness also had its share of extremely powerful NPCs.

Many players - and quite a few GMs - worry that these NPCs will constantly overshadow the PCs and "steal their thunder", solving every problem for them and showing the player characters how useless they are.

But that doesn't need to be the case. Properly handled, these NPCs will not harm the campaign and instead be a useful asset to the game.

I've formed these opinions after (a) reading David Rothkopf's book Superclass, which describes the livestyles of the 5,000 most powerful and influential people on the planet and (b) the past three years of my work life - I am now working as a project manager, and this certainly has given me quite a lot of insight into power hierarchies.


First of all, you need to realize that the more powerful and influential people are, the more busy they tend to be - and the most powerful people are incredibly busy. The scarce free time is highly cherished, and they go to extreme measures to make sure they aren't bothered about inconsequential stuff. This means that they will have flunkies - also called "gatekeepers" - who do little else than make sure they aren't bothered for trivial reasons. This is even canon with Elminster, whose scribe Lhaeo takes perverse delight into making visitors fill out obscure forms in triplicate!

In other words, for low-level or inexperienced parties, such powerful people should be figures that are almost never seen, only occasionally glimpsed from afar. Even a short appearance should add importance to a scene, but they will soon be gone again and leave the PCs to their own affairs - in other words, the PCs remain the protagonists of their own story.


Of course, sometimes the PCs do stumble across extremely dangerous threats where it is entirely reasonable to notify the most powerful people they can find, and where it is entirely reasonable that said people would take an immediate interest in intervening.

In that case, let them meet with the powerful NPC. And let the NPC take them seriously.

"All right, you have convinced me. I will look into this and take care of it."

But... look at this from the POV of the NPC:

"Okay, these are obviously resourceful people, to have stumbled across this problem and survived to tell me about it. I have... uses for resourceful people like that."

So after that, the NPC tells them:

"By the way, there is a small problem I can't spare the time for right now. Would you mind looking into it?"

This is not presented as a trade - the NPC will help with the first problem no matter what. There is no obligation on the part of the playercharacters. Rather, this is a test of character - and the possible start of a mutually beneficial relationship.

If the PCs say "No", then it's that - the NPC will deal with the immediate problem (though inevitably there will be a few loose ends), but he won't show them any special favors later on. If they do say "Yes", and resolve the second problem to the NPCs satisfaction, then they have just joined his informal "network". He won't be constantly there to hold their hands, but he will pass useful information to them from time to time (especially when that information is about a mutual foe) and introduce them to all sorts of useful people. Of course, he will also continue to ask the PCs for all sorts of "minor favors" - dealing with problems which he doesn't have the time for. If the PCs attempt to get too much out of their relationship, he will become more distant again - only helping out with a genuine emergency.

What the PCs gain out of this is primarily a wealth of information - and if the PCs have a problem that is outside of their own expertise, the powerful NPCs might be willing to hand it to some of their other flunkies. The PCs should always feel that they are getting a lot out of this exchange of favors - and the GM can use this to hand out the next adventure seed.

Of course, if the PCs ask for more material assistance, then that's also an option.

"Okay, let me think - there is this magic sword that I don't have any personal use for, but I think you might find it useful.

Oh, and if you find any really oddball magical stuff, be sure to show it to me, hmmm?"

Again the PCs are given a favor in advance, with hints that the NPC would like to see some favors in return in the future. If they refuse to participate, future favors will start drying up, but if they do return the favor, the trades will likely work out beneficially for both of them.

If it's money they are after:

"Hmmm... what do you need all that money for?"

If they hint that the costs of living in the area are too expensive:

"Oh, that's no problem. I have a friend in the town who would probably allow to live in one of her building practically for free if I asked her! In fact, she would be happy to do so if you helped her with a little problem..."

And now the GM has another adventure to throw at the PCs - and if they go along, they will get something useful at a vastly cheaper price than otherwise.

A party member needs to be raised? Again, another contact of the NPC - a priest this time - will come to the rescue and do it for free, but he, too, will expect a favor.

Do they want a noble title? A "unfortunate misunderstanding with the authorities" cleared up? That, too, the NPC can arrange - by simply dropping the right word with the right people that the PCs are just the right adventurers for some highly specific jobs.

The PCs get what they want - not for free, but considerably easier than if they didn't remain in the good graces with the powerful NPC. The NPC gets what he wants - all sorts of little problems solved that he doesn't have to deal with any more, and thus can focus on other things. And all the contacts of the NPC also get useful contacts in the form of the player characters...

Eventually, as the PCs become stronger, the relationship becomes less one of patronage than one between peers. Then the PCs might meet not only with their former patron, but invited to meetings with other powerful people. By this time, the PCs probably have developed expertise with a particular "problem", and these powerful NPCs will only be too happy to hand any pertinent information about this problem to the PCs so that they don't have to deal with it - "It's a drow problem, let's hand it to these guys". The PCs, in the meantime, can try to foist dangling problems that they can't deal with themselves over to them. But ultimately, they have some of the most powerful people in the setting as peers and allies - and be counted as peers and allies by the great and powerful in return.

Monday, September 15, 2014

Where I read the Bible for Gaming Inspiration - Genesis 2:18-25

Continued from here.

"[18] And the LORD God said, It is not good that the man should be alone; I will make him an help meet for him.
[19] And out of the ground the LORD God formed every beast of the field, and every fowl of the air; and brought them unto Adam to see what he would call them: and whatsoever Adam called every living creature, that was the name thereof.
[20] And Adam gave names to all cattle, and to the fowl of the air, and to every beast of the field; but for Adam there was not found an help meet for him."


I am not sure what to do about the "out of the ground" phrase - perhaps the aboleth bio-factories I mentioned also seeded the land with animal life? However, this "naming of every beast" business strikes me a lot like a grand biological survey of all life forms on the planet. The aboleth presumably didn't have to survey the planet since they created all the life forms in the first place (unless they stuck around for long enough that evolution became a serious factor). So let's make the survey the work of a later civilization - in particular, the mythical Oreanor which is also called the First City. As they were masters of magical biotechnology, searching the world for life that might be useful for their research seems appropriate. Perhaps there are still some hidden repositories with samples somewhere in the world... such as in the Cold Frontier, where the First City certainly had active outposts.

"[21] And the LORD God caused a deep sleep to fall upon Adam, and he slept: and he took one of his ribs, and closed up the flesh instead thereof;
[22] And the rib, which the LORD God had taken from man, made he a woman, and brought her unto the man.
[23] And Adam said, This is now bone of my bones, and flesh of my flesh: she shall be called Woman, because she was taken out of Man."


When I read that women were designed later - and as "help meets" to boot - I am immediately reminded that the First City basically created all the nonhuman races with their bio-magics as helpers (except for the elves, who were an experiment in genetic transhumanism). But it would be fun if a garbled account of this process survived somewhere in mythology. But garbled to what degree, and in whose deity's mythology?

Let's pick the deity Ouneiros, who is basically a demigod worshiped only in the ancient city-state of Ouneirotur in the Lake of Dreams region - which just happens to be the same city that the First City was allegedly in (though nobody has identified its precise location). Let's go with this idea:

Ouneiros was also the patron deity of the First City (or so he claims). And after the people of the First City "took stock" of all the animals in the world, they begged him for helpers that could help them in a way that the beasts could not. So Ouneiros took various body parts from various human inhabitants of the city and turned them into various nonhumans:
  • Elves (role as "companions"): Hair from the fairest maiden.
  • Halflings (role as "domestic servants"): A foot from the most good-natured household slave.
  • Gnome (role as "artisants"): An eye from the best artist.
  • Dwarf (role as "laborer"): Testicles from the most hard-working worker.
But then, in their hubris, the people of the First City attempted to create further servant people and combined humans with animals (for example, orcs with wild boars), which of course went terribly wrong. This was one of the reasons why Ouneiros turned his back from the First City, cursed it, and went to build a new city-state with his few loyal followers elsewhere before the First City suffered its inevitable doom.

At least, this is what his Book of the First City claims - one of the few texts describing Oreanor, which is why it is of so much interest to scholars, despite its often dubious contents. Ouneiros rules his city still, as he has done for millenia, and the city remains unchanging. Elves, halflings, gnomes, and dwarves are the only nonhuman races allowed to exist in the city, and they fulfill their ancient roles as servants - though since many of them object to this subservient role and flee, slavers occasionally capture members of these races from elsewhere and sell them here.

"[24] Therefore shall a man leave his father and his mother, and shall cleave unto his wife: and they shall be one flesh.
[25] And they were both naked, the man and his wife, and were not ashamed.
"

My key phrase here is "shall be one flesh". Perhaps the First City also dabbled in combining men and women into hybrid critters? Whether this is something as simple as a hermaphrodite or as complex as an artificial intelligence formed out of multiple brains, Ouneiros probably disapproved either way. Though the latter are probably more interesting if the PCs encounter them in a long-abandoned First City lab...

Saturday, September 13, 2014

[Urbis] Locations of the Cold Frontier - Azoth Refinery, Treaty Stone, Ghost Boat, and Star Tower

In the heart of this volcano, the First City colonists built a refinery which used the heat of the magma to create azoth - pure, distilled magic in liquid form, which serves as "universal ingredient" for most magical rituals and whose production in nexus towers serves as the cornerstone of the economy of the Flannish Cities. The refinery is heavily damaged, and will only produce one drop of azoth every 36 hours. If fully repaired - which would be quite expensive and require importing a number of experts on magical engineering from the homeland - the refinery could produce as much as 1 drop per hour. Possibly more important, in the process said engineers could learn how to apply these principles for building future refineries, turning volcanoes into a new power source. Unfortunately, the structure and its environs are swarming with thoqqua and similar creatures of fire coming from the depths of the planet below - they would have to be kept away during both the repairs and the refinery's operation.

Near where the rivers meet, a (now fallen) monolith has been enchanted against the ravages of time, which makes its inscriptions still readable. The top side shows the script of the Old Native people, which has largely vanished from modern-day usage. The down side, now buried in the Earth, displays the same text but in the language of the now-vanished Naxal Empire of the Far Coast. If translated magically, the text says:

"We affirm the eternal brotherhood between the Naxal Empire and the Tribes of the North, pledging to stand firm against the monstrous brood of the Chasm of Filth and any other enemies of our people."

This refers to the war against the would-be god who attempted to reactivate the God Chamber at the center of the continent and who released hordes of alien creatures in order to fight the Old Native civilization.

Downriver of the Canyon of Faces there is a ruined cliffside settlement. One of the few recognizable remnants is an old, crumbling stone pier. During the day, sensitive people approaching it might sense an otherworldly presence. During the night, while the moon is shining, a large ghostly boat (capable of housing up to six passengers) with an equally ghostly navigator will appear. The navigator will be clad in native garb and will not speak, for while he has eyes, he has neither mouth nor nose. If spoken to, he will carry passengers to other parts of the river system, at a speed of 10 miles per hour - but he is unstable, and there is a cumulative 1:6 chance per hex that he will suddenly disappear, dumping his passengers and their cargo into the river.

South of the Bird Lakes, a half-ruined stone tower is covered with grass and shrubs. The tower is approximately 10 yards high and constructed in a conical shape, with a spiral ramp leading to the top. If examined closely, various star constellations can be seen chiseled in the wall, and somehow protected against the decay of the rest of the tower. Interacting with them via magic or other mystical means threatens to summon abominable creatures from beyond the stars. However, if the tower were to be restored, the proper rites could also create powerful wards against such creatures or help with banishing them.


Note: A list of all Urbis-related posts can be found here.

Saturday, August 16, 2014

[Urbis] Locations of the Cold Frontier - Canyon of Spiders, Bird Lakes, Giant Frog Swamp, and Bat Caves

Downriver of the Crystal Falls, numerous insects, large and small, congregate to feast on the plant and algae growths emerging from the mineral-rich waters of the canyon. These, in turn, are preyed upon by a multitude of spiders, some of which can reach the size of a large dog. Their nets cover the canyon walls, and anyone who gets entangled in them will quickly be swarmed by them. None of the spiders are intelligent.

These marshlands south of the volcano are fairly shallow and are subdivided into innumerable small lakes which are bordered by fairly low-growing vegetation. During the warmer seasons, large flocks of water fowl make their home here, preying on the numerous insects and fish and building their nests in the hedges.

The warm swamplands downriver from the First City Spa are home to a species of giant frogs. While they are not averse to make a snack of halfling-sized snack (they will leave larger creatures alone), their main problem is the noice they are making. Their croaking will thunder around the area, sounding like the call of a much larger creature. Sleep is next to impossible within this hex.

The small caves dotting the sides of this small canyon are used as refuge for a large number of bats who prey on the insects in the swamps to the south. Most of the caves are too small for a full-grown human. Still, for those who can gain access, large amounts of bat guano can be harvested for both alchemical and magical purposes.


Note: A list of all Urbis-related posts can be found here.

Friday, August 8, 2014

[Skyrim] Black Horse Dispatches 11 - Messages


Before we reached Ivarstead, we saw a lone figure running up the 7,000 steps to High Hrothgar.

It was Lydia - alive and well, though a bit bruised.

"But... how?"

"Well, first I landed in a massive snowdrift and had to dig myself out...

...and when I had done that, a huge pile of dragon bones landed on top of me."

"Uhm..."

"Which pissed me off even more, since it meant that I couldn't carve that overgrown lizard's heart out for knocking me off the mountain. So the next time we fight one, save a piece for me!"

"...sure. Glad to have you back."

"See? He does care!" said Vrija from behind me. I gave her the Glare of Death, but it did nothing.

I was shivering heavily as we entered Ivarstead, and that the snowfall had turned to rain did not help. I wanted nothing more than warm myself by the inn's fireplace, but just before we reached it two strangely-garbed figures wearing bizarre and identical masks approached me.


"You there. You're the one they call Dragonborn?" Morrowind accent. Curious...

"The Greybeards seem to think so..."

"Then it is too late. The lie has already taken roots of the hearts of men. So we shall expose the falseness in their hearts by tearing out yours, Deceiver!"

I swear, I could hear the capital letter in "Deceiver".

"When Lord Miraak appears all shall bear witness! None shall stand to oppose him!"

With that, they started to throw bolts of fire around - from close range. And while I was too busy freezing to death to put up much of a fight, they were still facing three of the deadliest warriors I've known (and Vrija). A short time later, and their corpses presented yet more evidence that fanaticism doesn't compensate for combat experience, let alone brains.

They were indeed dunmer. And one of them had a note with them. But wasn't there something else I was supposed to do? Oh, right - get inside and not freeze to death.

As I sat down so close to the central fire as to be practically on top of it, I pulled out the note.

"Board the vessel Northern Maiden docked at Raven Rock. Take it to Windhelm, then begin your search. Kill the False Dragonborn known as Araneus Venator before he reaches Solstheim.

Return with word of your success, and Miraak shall be most pleased."

Well, well, well, now isn't that interesting. I only learned that I was a Dragonborn two days ago, when I absorbed that first dragon's soul near Whiterun. Which means that this "Miraak" either became supernaturally aware of this event and was capable of learning my own name at the same time, or that he knew that I was a Dragonborn before I did and kept careful track of my movement before I even reached Skyrim. And quite possibly both.

As the puddle of molten ice and snow forming around me began to cover more and more of the floor and earned me dirty looks from the barkeeper which I studiously ignored, I pondered the decision I had to make. Continue to Ustengrav to get that Horn for the Greybeards, or go to Solstheim and conduct an interview with this Miraak, quite possibly involving the Mace of Truth?

Ultimately, it was no contest. "Interview with a dragon" will beat "interview with some deranged sorcerer" any day of the week.


Fredas, 22nd of Last Seed, 4E 201.

According to what the Greybeards told me, Ustengrav was northeast of Morthal, where the swamps of the region meed the hills west of Dawnstar. Looking at my map, I could either return to Whiterun and follow the road north, or travel into the direction of Windhelm and then move up the river Yorgrim. The latter would lead me through Stormcloak-held territory - probably a bad idea at the moment, as I was still wearing the light imperial armor I had taken from Helgen. I needed to replace that at the earliest opportunity...

As I stepped out the inn, I encountered a courier who handed me a letter - allegedly from "Siddgeir, Jarl of Falkreath" who claimed that my "reputation" had attracted his notice, and invited me to visit him if I was "interested in becoming Thane of Falkreath". The letter also insinuated that "a choice parcel of land" would be available for purchase if my "services would prove useful" to him.

Well, far be it for me to speculate on the Jarl's character. But, well, back when High Rock was about a hundred thousand independent principalities, sending such letters to rich people in Cyrodiil who were greedy for some aristocratic title were a major industry. Just allow these merchants and shopkeepers to pay you large sums of money for some petty noble title, and you have enough funds for throwing the next sybaritic orgy or two, while the merchants could brag about their new title to all their friends while becoming the laughing stock of the actual Cyrodiilic aristocracy. Even after the Warp in the West,when there were only five kingdoms left, this scam didn't stop - the only thing that changed was that the kingdoms the letters were allegedly from were as fictional as the titles themselves.

Anyway, the Courier.

"Listen, this is important. Do you go to Cyrodiil? Maybe even to the Imperial City?"

"Mister, if I get paid enough, I will go anywhere in Tamriel."

"Good." I stuffed my notes of the last four days into a watertight bag, and pressed it into his hands.

"Take this to the offices of the Black Horse Courier, Market District, Imperial City on the fastest way possible. Give this to the hands of editor Dro'Bassa only. Do this, and he will make you rich beyond your wildest dreams. Tell the furry bastard I said so."

"You said so? Well, who in Oblivion are you?"

"I am Araneus Venator, the best damn writer his rag has. I've seen the first dragon to rise, and the first dragon to fall, and once this hits the press, everyone will want to read about it. Now run, little man, as if all the dragons in Skyrim are bearing down on you!"