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SNAKES N CAKES
Sep 6, 2005

DAVID GAIDER
Lead Writer
Gameplay:

https://www.youtube.com/watch?v=Dk4L-fqdm3g

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SNAKES N CAKES
Sep 6, 2005

DAVID GAIDER
Lead Writer
One thing to note from the demo is that Tyranny seems to be going back to the genre's roots by featuring classic MMO gameplay; the party is split between a tank with AoE taunts, a dedicated healer with HoTs, instaheals, and AoEs, a damage dealing squishy rogue, and the main character.

SNAKES N CAKES
Sep 6, 2005

DAVID GAIDER
Lead Writer

Octo1 posted:

New developer diary all about combat

Thank god that they removed friendly fire from the game. It was such a nuisance constantly killing my own people with spells in PoE.

SNAKES N CAKES
Sep 6, 2005

DAVID GAIDER
Lead Writer

Captain Scandinaiva posted:

Anyway, like others have said, it all depends on how the system is constructed. I haven't read the latest blog post but I think the best way to do it would be to keep the skills, attributes and enemies separate in their progression. Like, you use AoE spells and level them up but can then choose to increase one attribute to make them do more damage or another attribute to make their area and duration greater, similar to PoEs attribute system. While enemies are static and don't level up as you use your skills.

The lead dev has confirmed that enemies will downscale to the player's level, but I don't think we've heard anything about upscaling yet.

SNAKES N CAKES
Sep 6, 2005

DAVID GAIDER
Lead Writer
There's an amazing new update on the main site:

quote:

Dev Diary #6 – Barik
13 July, 2016 Author by Brian Heins.

Hello, everyone! In our last dev update, I talked a bit about combat mechanics for Tyranny. For today’s update, I wanted to introduce you to one of the Companions who can join you on your adventures in the world of Terratus – Barik of the Stone Shields.



Barik is the quintessential Disfavored soldier. He embodies all of the rigid and uncompromising values that Graven Ashe’s iron legion holds dear. He’s polite, respectful of authority, and doggedly intolerant of anyone born outside of the Overlord’s long shadow.

He began his career with the Disfavored in the phalanx – his size and strength made him a perfect addition to the shield wall. His strong nerve and unwavering obedience quickly drew the eye of his superiors. Barik received several battlefield promotions before drawing the eye of Archon Graven Ashe, leader of the Disfavored. Once the Great General knew his name, Barik quickly ascended to the ranks of the Iron Guard – Ashe’s select group of advisors and lieutenants.

It was one desperate mission that led to Barik’s undoing. During the war against the Tiers, Barik did not retreat with the rest of the Disfavored when word came that the Overlord Kyros was about to proclaim an Edict upon the realm of Stalwart. Instead, he joined a select group that embarked on a daring rescue mission to the heart of Sentinel Stand Keep. When the Edict struck and ruined any chance of success, Barik faced a harsher punishment than disgrace. Unlike the rest of his squad, he survived to witness Kyros’ judgment on Stalwart.

As Kyros’ Edict of Storms swept across the land, Barik was caught in the magical winds – winds that bore the weapons and armor of Barik’s phalanx and the enemies they fought. When the initial onslaught of the Edict subsided, Barik was found still alive, but trapped in a prison of twisted blades. To this day, Barik wears his armor of fused iron and bronze – durable protection, yet an unyielding mark of his failure. No one has been able to free him from the armor he was sealed into by Kyros’ Edict.

Combat Role

We designed Barik to serve as a much-needed shield to protect the party from danger. Barik stands in the front line, engaging enemies, taunting them into attacking him, and being a damage sink to keep the rest of the party alive.

When designing his talent trees, we looked at a couple of different themes that players could use to specialize him. His ‘Sentinel’ tree focuses on allowing him to maintain control on the battlefield while increasing the amount of damage he can absorb. His ‘Punisher’ tree transforms him into a warrior of retribution, excelling at slaying foes that dare to stand against him.

A few of his notable abilities:

Striking Iron: A strong slashing attack that deals increased damage if the target is actively engaging Barik in combat.

Stance: Phalanx: Barik ‘hunkers down’ into a defensive stance, hiding his body behind his shield. While in this stance, Barik gains a bonus to Armor making him significantly more capable of weathering damage from enemy attacks.

Engagement Attack: A passive ability that grants Barik a free attack on any enemy who engages him.

Defender’s Charge: Barik leaps to an ally’s side, taunting nearby enemies into attacking him.

Blade’s Embrace: As Barik adventures with the Fatebinder, he gains control over the bronze and iron prison that confines him. With this ability, Barik is able to command the weapons in his armor to strike out at nearby targets, dealing increased damage to anyone who is activately engaging him.

We wanted players to see Barik as a protector in battle, but also as a tactical asset. Barik’s Defender’s Charge and Striking Iron abilities are powerful, but they excel the most when players find the right moment to take action. Striking Iron incentivizes standing toe-to-toe with enemy melee units, but isn’t as effective when targeting an enemy archer or spellcaster. Defender’s Charge can move Barik to any ally on the battlefield, effectively saving them, but his relocation may leave his previous position unprotected.

By making strong choices and careful tactical decisions, players can use Barik as a powerful commanding presence, emphasizing his strengths to shift the tide of battle.

I hope you enjoyed this first look at one of Tyranny’s companion characters. Stay tuned for our next update, where we reveal our next companion: Verse!

SNAKES N CAKES
Sep 6, 2005

DAVID GAIDER
Lead Writer
I have a theory that indie RPG developers deliberately abstain from hiring women and minorities so they can count on Codex support for their Kickstarters.

SNAKES N CAKES
Sep 6, 2005

DAVID GAIDER
Lead Writer

quote:

Dev Diary #7 – Verse
27 July, 2016 Author by Brian Heins.

In our last update, we introduced you to Barik of the Stone Shields, one of your potential Companions. This week, we wanted to show you the other side of the coin, so to speak. Meet Verse, a fierce warrior with ties to the Scarlet Chorus.

https://pdxknightrider.files.wordpress.com/2016/07/tyranny_dev_diary_07__verse_vo1.wav



Verse represents the bravado of the Scarlet Chorus. She’s constantly proving herself, challenging others, prodding for weaknesses, and delighting in the social power play within Kyros’ more volatile army. Her free spirit and playful sarcasm make her a fitting counterpoint to Barik and his iron walls of emotional repression.

Verse is a Scarlet Fury – one of the elite fighters in the Chorus, possessing training in all manner of exotic weapons and fighting styles. Combat for Furies is an art form, a coordinated dance ruled by passion over reason or tactics.

Like all members of the Chorus, Verse started out as a civilian in the southern continent of the Tiers – an ordinary girl on an ordinary farm. When the sun went down, she liked to sneak out to the barn and take a knife to the farm animals, and always sensed that she was destined for something more.

When the armies of Kyros arrived and started conscripting from the local populace, Verse recognized her calling. She was one of the few mad enough to volunteer and begin her new life in the howling mob, where she made a point of rising in the ranks with bloodthirsty ambition. She led multiple gangs at different times in the war, so she’s no stranger to pushing others around.

Everyone who joins the Chorus gets a new name. The name “Verse” was a compliment from the Voices of Nerat, who – in one of his crazier, artistic moments – heard music in the shrieking and howling of battle. He said that hers stood out louder than anyone else’s, and contained too many parts to be easily defined.

Verse has a special knack for learning the combat styles of others. She could spend five minutes watching a grizzled veteran wield a spear and know the form as if she had used it across a hundred battles. During the war, this talent manifested in an unexpected fashion. During a battle with the defenders of Apex, Verse suddenly froze in panic – a totally unheard-of reflex, coming from seemingly out of nowhere. The Scarlet Furies fighting alongside her died in battle because of this spasm of hesitation.

What happened next was stranger still: Verse felt the deaths of her sister Furies like a part of her mind getting ripped apart, and she stumbled from battle possessing knowledge of the battle stances and weapon acuity of her sister Furies – an unintended, almost parasitic reflex that fascinated and disgusted her.

Verse hates herself for the hesitation that stayed at her hand, and feels revulsion for everything that came after, which casts her instinctive need to challenge others and prove herself in perhaps a sadder light.

~Paul Kirsch, Narrative Designer

Combat Role

Verse was designed to blend between melee and ranged combat with ease, acting as a highly mobile single target damage dealer. Verse’s talent trees support this synergy between short and long ranged combat and allow her to perform the roles of melee assassin or ranged archer on the fly. Verse also possesses unique combat stances that allow her to further match the party’s needs in the heat of the moment.

When designing Verse’s talent trees, we started by splitting them by Melee or Ranged combat specialization. Deep in each of Verse’s trees lie talents that place strong emphasis on one style or another. Talents at earlier tiers are focused on value for both melee and ranged combat, maintaining synergy for users interested in a hybrid approach or those that enjoy switching styles frequently. Verse’s Duelist tree features a twin blade strategy geared around rushing through the fray and unleashing flurries of deadly melee strikes on weaker targets. Her Skirmisher tree is built around escape tactics and long range devastation via bow and burning arrow.

A few of Verse’s notable abilities:

Know Your Enemy: A talent which allows Verse to study her enemies in combat. This allows Verse to become increasingly more deadly the longer that a combat spans, increasing her Dodge and Parry each time she is struck by an enemy. As a quick thinking fighter, Know Your Enemy helps sell the idea that Verse won’t fall for the same combat trick twice.

Rush: As a Scarlet Fury, Verse is no stranger to sprinting into danger with a wave of Chorus allies at her back. The Rush ability gives players the chance to send Verse like a streak of lightning through the enemy ranks, drastically increasing Verse’s movement speed for a short time and making her immune to engagement.

Killing Spree: After felling a foe, Verse will enter a Killing Spree where she attacks multiple times with each of her basic attacks.

Burning Iron: Verse launches a single arrow doused in oil and flame. When it strikes, it ignites her enemy, burning them for Fire damage over time.

Unbound: Verse performs a spinning attack and vaults through the air to a safe location. A remnant of one of Verse’s fallen sisters appears in her place to face her foes.

Verse is a first and foremost a deadly assassin, her ability to dispatch high priority targets and remain mobile on the battlefield makes her well suited for the task. Abilities like Killing Spree and Know Your Enemy give Verse the momentum to tear down nearly any foe. While Verse is capable of dishing copious amounts of damage, she is notably more vulnerable than iron-clad counterparts such as Barik. Those with Verse in their party should expect to keep a keen watch to prevent her from getting in over her head. Abilities like Unbound and Rush are great offensive and escape abilities, though if on cooldown, Verse loses her mobility advantage and is left vulnerable.

With her highly active kit and powerful single target abilities, Verse feels like a storm on the battlefield, aggressive, relentless, and apt for dispatching key foes.

~Nick Carver, Systems Designer

I hope you enjoyed this look at another of your potential companions in Tyranny. In our next dev update, I’ll talk about setting the game at the end of the Bronze Age, and how we reinforced that in our items and lore.

That dialogue snippet and that haircut just scream Bronze Age to me. Goes to show what having a few gifted historians in high places can do for a company.

SNAKES N CAKES
Sep 6, 2005

DAVID GAIDER
Lead Writer
Gamerevolution has a huge interview up:

quote:

Interview: Writers for Obsidian's Tyranny on Writing Evil and Surviving a Tyrannical World

Developer Obsidian reintroduced the complexity and difficulty of classic cRPGs with Pillars of Eternity, which was just as successful upon release as it was with its Kickstarter campaign. Now that they have seen success with a cRPG, the team was eager to create another, but this time, there is no good vs. evil. In Tyranny, there is only the means to survive by being manipulative, strong, and staying somewhere between neutral neutral and chaotic evil.

Not long after presenting how the game will play at E3, the writing team began to publish short stories on the Tyranny blog. Their idea was to present a bit of what we can expect with the various factions in the game as well as just how dark the environment will be. I had an opportunity to talk with the Narrative Design Team about these short stories and about writing evil for Tyranny.

GameRevolution: What inspired the dark setting for Tyranny?

Matt Maclean, Lead Narrative Designer: The dark setting was one of the original pillars of the game’s design – ‘what if evil won?’ was the question asked in the earliest pitch documents. So ‘evil setting’ was an owner mandate from day one and as far as design constraints go, that’s a fun burden to have around your neck. Our inspirations included The Black Company, the Fallout series of games, and the ‘what if evil won?’ question was unavoidably read as ‘what if Sauron won?’ so there’s always a little Lord of the Rings in any modern fantasy, though I’m proud to say we don’t have elves or dwarves or a lovable midget race of any kind.

For my own interpretation of the question ‘what if evil won?’ I’ve always assumed the answer would be ‘sounds like real life.’ Evil wins when people learn (or are shaped by ignorance) to accept it as required and normal. So most of my own inspiration for Tyranny has come from real life. I’ve never read a book or seen a movie with a fictional villain as fascinating as Alan Dulles, Qin Shi Huang, or Kim Jong-Il.

GR: Did you take any ideas from books, games, or movies for this environment of evil winning? Which and how?

MacLean: The Black Company was very influential, with is excellent show of a world wherein the cast of characters know the stories and myths of the magical big wigs but are only semi-aware of how it all actually works. Black Company also had a great sense of soldiers-as-people and it didn’t fall into the brash hero/peasant savior nonsense that most fantasy novels can’t help but repeat to death. Myth: The Fallen Lords was also a big influence, with its grim take on the true cost of being a hero. Myth was also inspired by Black Company, and like Myth, Tyranny features magicalsociopaths with personality-driven powers set alongside grim, desperate regular folk trying their best not to die.
A world wherein there’s one big evil dude on top really only works when it’s sold with great big lies that get the average person invested in the evil (or just dependent upon it), instead of willing to resist it. And for evil to win long term, it also needs to be immune to self-implosion (since we’ve all read enough fantasy literature to know that the evil defectors are involved in 9 out of 10 evil regicides), so with that in mind, I’ve found most of my inspiration comes from non-fiction: fascism, American exceptionalism, drug cartels, capitalist corporations, and militaries through the ages have all provided a great deal of inspiration as to how evil wins.

Megan Starks, Narrative Designer: I really like the dark humor in many of the Orcs' lines in the Lord of the Rings movies. I also like to think a bit about some different bad guy groups like the Governor or the people running Terminus in The Walking Dead, the raiders in Fallout 3, the reavers in Firefly, US prohibition-era gangsters, or hired gun type characters (whether it be a spy like Brock Samson from the Venture Bros or a sellsword like Bron from Game of Thrones). For examples of good people, or just normal people - both good and not-so-good, caught in situations they don't have much control over (you do what you have to protect your country and/or to survive), I looked at various war movies for inspiration. If these influences seem like they're all over the place, it's because they definitely are. It's good to consume a lot of different types of narratives and character portrayals and blend them together new and interesting ways, in my opinion.

Paul Kirsch, Narrative Designer: I take some inspiration from Michael Moorcock’s Elric of Melnibone series – not as much from the sword & sorcery angle as the impression that the protagonist comes from a context so inherently dark that cruelty and atrocity are the benchmarks for normalcy. If doing something unspeakably awful is presented in a casual tone, chances are fair I’m tipping my hat to Elric.

Another of our big themes is power and how it gets wielded. We take a lot of inspiration from Soylent Green – specifically the scene where Charleton Heston is supposed to be investigating a murder and he spends most of the time looting the victim’s upper-class apartment. He’s operating within the rights that his station affords him, he’s being a huge dick about it, but he doesn’t spend a moment questioning the ethics behind this behavior. That’s a good roadmap for understanding how the Fatebinder expresses their authority.

Robert Land, Narrative Designer: I played a lot of D&D growing up and was the DM most of the time so I spent days designing my own worlds and filling them with both good and evil, so I usually tap into those stores if I want something particularly evil to write about. But I love sci-fi, horror, and fantasy, so there's a gigantic mess of twisted ideas roiling around in my brain.

GR: What made you decide to write these short stories for the Tyranny blog?

Kirsch: We wanted to present some emotional / intellectual context for the world of Tyranny, to offer a sense of familiarity when approaching the game as a newcomer. The protagonist of Tyranny didn’t just stumble out of Candlekeep, a blank slate afraid and alone. He or she is a firmly established name in a hierarchy of influential people. They know their way around the world and its many laws, they know how to navigate the power available to them, and this gives them something of an advantage over the comparatively less-experienced player. The stories help to even the playing field as it were, and set the expectations for whatever lies ahead.

Land: Sirin quickly became one of my favorite characters I ever had the chance to develop and as her backstory kept becoming more and more tragic, I wanted the opportunity to tell one of her stories in more detail. She is probably the most powerful Archon on Terratus and the story gives you a little taste of just how powerful she really is.

GR: What do you enjoy most about writing them?

Kirsch: I’ve been working on the game long enough that writing these stories feels like fan fiction. The themes and types of experiences Terratus has to offer are very familiar. That’s quite different from sitting down in front of a blank piece of paper and thinking to myself: “I wonder if this world has clocks. Would they have a bell tower, a sun dial, a cow that wanders by every fifteen minutes? drat, what do they feed the cow? Where does their water come from? How expensive are candles? How do airships work?”

Land: When you develop a character and really get to know her, you want to tell as much of her story as you can. I loved giving everyone a little more insight into why Sirin is so messed-up.

GR: Do you have a favorite faction to write about/for?

MacLean: My favorite faction to write was the Scarlet Chorus, mostly because it’s a faction of grumpy jerks and I’m a grumpy jerk so it’s a perfect fit. More a lawless mob than a ‘proper’ army, the Scarlet Chorus is made up of folks forced to join or die, with the masses kept in check by aggressive gang leaders who rule as despots until they are challenged and dethroned. The folks in this bloody motley have to be rough, jaded, and darkly optimistic to make it through the day, so they’re all tinged with sass and deceit, and that’s far more fun than writing honest villagers.

Starks: Within each faction, I've grown really fond of several specific characters. As a whole though, I like writing for the Scarlet Chorus. Their unruly attitudes and lack of hygiene has been endlessly fun to imagine and write.

Kirsch: The Disfavored and the Scarlet Chorus are fun for different reasons. As the most militaristic and viciously patriotic, it can be enjoyable to test the Disfavored’s limitations – what a soldier will do for their unit, how they balance their emotions and needs against the needs of the legion, and how their personality measures up to the expectations of the legion.

When it comes to the Scarlet Chorus, this is more fertile ground for creative exploration. No form of psychological manipulation, physical torture, or all-around weirdness is off the table when the Scarlet Chorus is concerned. We’re talking a Fury Road magnitude of diversity and strangeness. Since every gang has its own rules and twisted leadership structure, there isn’t what you’d call uniformity in any gang of Chorus rats.

To answer the question... yes. But I suppose it depends on what sort of day I’m having.

Land: Specific faction? No. But I do love writing evil options. When I play games, I always decide, "I'm going to try the evil path," but when the first choice presents itself, I can't bring myself to do it. But coming up with twisted things for the player to choose? I love doing that!

GR: Are there any plans for extended lore? I need more of those short stories, especially about Crow Trap and the Trap Gang.

Kirsch: Thanks! A friend of mine read “Under New Management” and described the Trap Gang as human jackals. I was pleased that it read that way.

MacLean: Hopefully you’ll find the game to be the extended lore. Some of the folks in the short stories will have cameo appearances in the game and you could spend a good deal of time reading the game’s encyclopedia if your life depended on a serious lore fix.

GR: The short stories suggest there's more to these factions than just burning and pillaging. Will we learn their back stories in the game? And is this indicative of how the narrative and role-playing will run in Tyranny?

Kirsch: If you want to understand the armies of Kyros, there’s no better entry point than the soldiers and Archons. Talk to everyone, take the time to ask questions and figure out who these people are. Even the Chorus understand that their way of life is unsustainable, and that someday the survivors will have to pick up pitchforks and boat oars for their intended purposes. If you’ve explored every dialogue option, we’ll know that we’ve done our job.

GR: Will the stories also touch upon the choices available to players regarding the type of tyrant they can be?

MacLean: We don’t plan to spoil any of the quests in the short stories, but hopefully the short stories give you a better sense of the world, its characters, and its oddities.

Starks: A lot of our stories focus on different characters and groups within the world of Tyranny. As a writer, my hope is that in giving a glimpse into these characters, we're also providing readers with insight into how different people handle the amount of power they have - or don't have - in their daily lives on Terratus. Everyone has their own motivations which, in turn, informs their actions in the face of both conflict and opportunity. Some people are only out for themselves, while others might operate on moral ideals or have a person they want to protect or avenge. Players, too, I think will choose motivations for their character which will then influence the way they progress through their path to power in the Tiers.

GR: Will the gamut of role-playing options run from killing everything just because to strategically ruling the empire with an iron fist?

MacLean: This isn’t a game of running an empire, so it’s safer to say the choices are all about surviving in a world where being a decent person rarely gets you very far. So your options run from deceptive, to abusive, to professional, to charitable, to terrifying, to passively indifferent. Generally speaking, you can attempt to inspire love and loyalty in others, but often that means doing sick and twisted things to earn the affection of evil people. Or if you get sick of people taking advantage of you, you can inspire fear and hostility in others.

Kirsch: The Fatebinder is an extension of Kyros’ law, so their role necessarily covers a lot of ground – anything from the regulation of merchant selling rights to the defense of legal precedent. If “killing everything just because” achieves the goal of bringing Kyros’ Peace to the new frontier, the Overlord is not above offering it as an available solution.

GR: Is there an option to play "nicely"? One who tries to rule with love instead of fear?

MacLean: Rule with love instead of fear? So you mean emotional blackmail and guilt? You can play as a ‘nice’ character within reason, the game doesn’t really have a ‘save the orphanage’ side quest, so being good in Tyranny often means less glamorous acts of goodness, like showing restraint and not answering violence with more violence, or lying to save lives.

Starks: You can certainly try. ;) Actually, I think there will be plenty of nice tyrants taking over the Tiers. My husband plays one for example (while I play the more evil route). The game forces you to make some tough decisions, but ultimately the decision is still yours. What are you willing or not willing to do for the greater good? What about for your own self-interest or even, maybe, for your own survival?

Kirsch: Just because the Fatebinder comes from a bad place doesn’t make them Alex from A Clockwork Orange. The difference here is that “nice” doesn’t necessarily correspond to “right” in the same way that “evil” doesn’t correspond to “wrong.” Being wicked to someone might just get you the better result because that’s what this war demands.

GR: What kind of tyrant would you be?

MacLean: I would tax/imprison/kill people for having children, using fossil fuels, and wasting resources. And I won’t force people to eat other humans, but it will be subsidized until we learn to live within the limits of the planet. And I'd establish a court wherein you can prove your innocence by fighting a polar bear.

Starks: When I play video games, I like to stick to a lightly principled "do good things to good people and do bad things to bad people," but I also find chaos and the unexpected to be really fun and interesting. Surprising characters is particularly enjoyable. So I would definitely play a chaotic neutral Fatebinder. I'm always out for myself above all else - if it serves my own interests, I'll go for it regardless of the consequences to other characters.

Kirsch: I would be the innocuous-looking page who stands beside the throne holding a candelabrum or a very long scroll. You would never imagine that I was the head of the empire, or that the person sitting the throne is effectively a scarecrow meant to deflect assassination attempts away from me.

Land: I'd like to think I'd be the tyrant with the heart of gold, but who knows what would happen if I were presented with real power. But if my game-play experience is any indication, the first time I had a chance to be evil, I'd take the good choice instead.

Thank you all so much for your time. I know I'm even more excited about Tyranny and the opportunity to play a game where being good gets you nowhere. Tyranny is set to release later this year in 2016.

http://www.gamerevolution.com/features/interview-writers-for-obsidians-tyranny-on-writing-evil-and-surviving-a-tyrannical-world

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SNAKES N CAKES
Sep 6, 2005

DAVID GAIDER
Lead Writer
New short story:

quote:

When I sat down to write Carved of Shadow, Crept From Darkness I had a couple of goals in mind. The first was that I wanted to write a short story from the point of view of a Fatebinder during or leading up to the years of Kyros’ conquest of the Tiers. I wanted to get into the head of someone who knowingly served a higher, “evil” calling but was not necessarily a bad person himself. I wanted to play with the idea that even when people do bad things, that doesn’t mean they can’t be a good-looking, charismatic war hero, or have people they dearly love. I also wanted to hurt that Fatebinder — because I, myself, am a terrible person, ha. :)

My second goal with Carved of Shadow, Crept From Darkness was to provide a satisfying and hopefully exciting introduction to the companion I’d been writing over the past year for the game. Because Kills-in-Shadow is a monster, (albeit an intelligent, humanoid one with her own desires and motivations,) I thought it would be fun to draw upon classic horror fiction and film techniques for revealing her, such as unveiling the monster slowly, glimpse by glimpse, claw… by fang… by glowing red eyes.

Thank you for reading. I hope you enjoy it!

~Megan Starks, Narrative Designer

Carved of Shadow, Crept from Darkness

Three. “A charmer till the end,” she says. Her face is pallid, her voice cracked as the tiled porcelain beneath their feet. Listless, she weighs no more than a ragdoll in his arms.

“Your fate is not yet finished. Remain steadfast.” For Terratus, for Tunon. For me.

If he speaks with enough conviction maybe, just maybe, by the grace of Kyros, he can make it true. Can really, truly bend reality to his will. To save her life. Her lips split in a fleeting smile, her teeth tinged red. She bleeds rivers from her back, drenching his hands.

He’s never felt so useless as a Fatebinder.

He slips on the slicked, split porcelain tiles of the bathhouse floor as he lunges forward. In his haste, he nearly forgets his halberd. The steam stings at his eyes. Clogs his throat.

This is unfamiliar territory for a battlefield.

“Where is it?” he asks. His muscled body surges like a thrust spear through the steam. With each damp, panting breath, he tastes perspiration and mead.

For Nunoval, Fatebinder of War, death takes the form of a Beast.

A shadowed silhouette rises like the jut of a mountain, hazed before him. Blocking the door.

Layla takes a ragged breath but doesn’t scream. She rattles in his grip as he crashes into the wall. The entire right side of his body throbs acutely, numbed. Soon he won’t be able to feel anything. Not panic, not grief, not the haft in his hand. Not heat nor anger nor love.

“My dagger,” she says as it skitters across the floor.

How she’d maintained a clutch on it before is beyond him. Even draining like a split boar, she’s tough as bronze. Had always been the toughest of all of them.

“Rademos!” he howls.

“Did you see it?” she asks. “It slunk from the shadows.”

“Rademos!” Nunoval shouts again. “Rademos!”

Layla’s head lolls, and the darkness draws closer. Hunched and hulking, it moves inhumanly on elongated hands and feet, crawling, creeping, no, stalking across the room, its saber-like claws tap-tap-tapping slowly, deliberately, against the mosaic tiles. It is hunting. And they are its prey.

Cold sweat beads Nunoval’s brow. His pulse pounds in his neck, thump-thump-thumping to the clawed beat of their coming death. For a skip of several heartbeats, everything feels surreal.

When the creature, the form of darkness, is only a few yards away, it rises once more and, ambling, drags its black claws along the wall, casually but deeply furrowing the stone.

It’s savoring this, toying with them.

“Do not close your eyes,” he says to Layla and jounces her to force her awake, but maybe he says it as much to himself, and all the while his thoughts are racing, thinking—where is Rademos? Gaien and Evander and Niccol he knows already are gone. Branwen, as well, cannot help them, and if no one can come, he will have to set Layla down in order to fight, and then she will be dead. Behind his back, she will slip away like the sands in an hourglass, while he savagely hacks their attacker to bloodied chunks in his fury and anguish.

“Wouldn’t dream of sleeping now, might have nightmares,” she says. She jokes, teasing him unbearably to the end, but her lips are ashen and grimaced as she speaks. “Might dream of you, mewling and pawing at my breasts, kissing my clavicle in that sloppy way you do.”

She is looking at him, eyes half-focused and bluer than the northern sky. So he offers her the softest quirk of a smile, though he cannot decide what to do.

Fight or die?

It is a decision he should have no problem answering, has never had a problem answering before.

Fight or die?

Yet now he asks himself again and again—

Fight or die?

And where is Rademos?!

Blessedly, in answer, the door in the crook of the far wall splinters. Finally. A thud, a beat, and it bursts fully inward, slamming against the stucco wall before hanging askew in its frame.

“Commander?” Garbed in a rucked tunic, leather trousers, and flaking, mud-caked boots, flaxen hair mussed with sleep, Rademos strides into the room. His eyes dart about before settling on the pair of them. “poo poo, Layla.” His fingers falter mid-sigil.

Help is near, but so far away.

“Careful!” Nunoval shouts. “It’s among us!”

“In here?! How?”

Layla simply says, “It’s a clever one,” as if that explains everything.

Nunoval surges again for the door. He shifts Layla more to one arm so he can better heft his weapon. The dark Beast swipes again, but this time Nunoval halts the attack. One-handed, muscles straining against the force, he holds the brute at bay. It is no easy feat. Black claws like scythes score his fingers before he returns the slash, the blade of his halberd lancing across the Beast’s thigh.

Then he is moving again. And with a rumbling chuckle, the creature disappears into the steam.

Rademos raises his staff, knuckles blanched where they grip the helve. “I thought we lost it at Lethian’s bridge.”

“Clearly, we did not.”

Rademos swears profusely before invoking the name of his Archon, fingers contorting into the form of a familiar sigil, a rune he’s favored a hundred times and more in battle, but now hesitates to cast, holding back the acrid swell of energy, jaw set grimly as he waits on his commander and squad-mate to slip past, and the air pops with accumulated power.

“Forget the Beast,” Nunoval gasps as he skids into the doorway. “Help her.”

Rademos glances to them sidelong before releasing a whiplash of lightening arching throughout the steam-clouded room. Behind the haze it looks like a distant thunderstorm. “You know I can’t mend flesh and blood,” he says.

“I don’t care. Do something, whatever you must,” Nunoval counters. “Save her.”

“Do you hear it?” Layla asks, eyes closed as she listens, and the men fall quiet as well, panting and straining to hear over the rushing of their blood in their ears.

Rademos is the first to speak. “No.”

“I didn’t either,” Layla says. She reaches for her hip, fingers fumbling for the dagger that isn’t there. “But that’s the trick, isn’t it? Not to feel it first.”

In the moment before the Beast struck, she’d been laughing deeply, abs bunching beneath taut, bronzed skin, water swirling her navel. Then her drink sloshed as she pitched forward, face twisted in confusion and pain, and his arms outstretched to catch hers, grasping desperately to hold on.

***

Five. The Beast had been hunting them for days. He’d issued orders for caution. He’d tightened their formation and altered their route. He’d taught them, for so many years, how to survive no matter what, how not to fear or falter, how to strike hard and bury their foes in the dirt.

Evander and Niccol went to take a piss in pairs, but only Niccol stumbled back, swearing and shaking. Nunoval stared down the line of his soldier’s arm, rent red from shoulder to elbow. Then he rolled his eyes to the sky.

Kyros have mercy. His soldiers had turned to mewling piglets in the face of a single Beast. Even he was beginning to worry, to wonder. Yet had he not, himself, cut down an entire pack with tawny fur and citrine eyes less than a fortnight before? Beastmen were nothing to be feared.

A Beast was nothing he could not best, yet despite his efforts, both Gaien and Evander had carelessly gotten themselves killed. And now Niccol was injured.

“Branwen! Stitch Niccol before we eat. Layla, Rademos—with me.”

He did not wait for a reply as he set at a sturdy pace for the edge of the clearing. Withered leaves crunched beneath his boots. With each step, he felt his pulse quickening as he approached the spot where Evander’s corpse would forever lie.

What should have been a simple scouting expedition had become a tepid and drawn-out bloodbath. Forget mapping Haven’s marshes. He was tired of soaking in the blood of his own men. It felt unbearable to lose them now, when the invasion of the Tiers had yet to even begin, when they were only just preparing a military stratagem for Tunon the Adjudicator. At least, if they were to die honorably in battle, he could accept the loss. But like this? Like this he would have only failed them.

He was going to confront the Beast that night. And barring his assured victory, they would head for Lethian’s Crossing—the closest human settlement to their position in the realm.

The three of them stood silent, nearly elbow to elbow as they peered down at the hewn gore that was their former companion.

Nunoval gritted his teeth as he barked a single command.

Lethian’s Crossing was protected by a well-known band of mercenaries. No Beast would dare follow them there.

“Dig.”

***

One. His chest heaves as he runs. The Beast slams into him, pitching him to the ground. Layla tumbles from his arms and rolls, a twisted heap, her hair spilled around her like a golden crown, her damp skin caked with blood and mud from the road. She’s gone.

Aching, he crawls to his forearms, palms and knees. He scrapes his hand over the haft of his halberd, so livid he can’t even speak. He feels it looming over him before its dusky, gnarled foot steps into view. With a low, rippling growl, it drops Rademos’s severed head before him, and he screams, stabbing it in the gut. He twists the blade, cursing it back to the darkness from whence it came, forcing it backwards as he shoves to his feet.

“drat you!” he chokes, “Kyros drat you all!”

His voice breaks, but he doesn’t stop. He’s wounded the Beast. He can barely distinguish it from the surrounding shadows, but he can smell its blood. He hacks and slashes and thrusts, pressing his advantage. He will end this.

He will kill it.

It tries to block an upward thrust, and triumphantly, he stabs straight through its thick-muscled forearm. A fiendish grin breaks across his face, the first outward sign of his surging bloodlust. Of his fury and raw desire. But instead of shirking or yowling, the Beast chuffs with a dark amusement. It stalks forward, pressing further onto the sharp, speared tip, closing the distance between them. Swiftly, he moves to rip the blade back, but it grabs onto the helve of the staff and with a monstrous strength wrenches it away. It tugs the barbed blade from its flesh with a snick, and then his weapon is tossed, clattering, into the darkness.

The Beast is on him in an instant.

His back hits the ground, hard, the wind painfully jarred from his lungs. His fists lash out, but its massive, calloused hands grab his wrists, and he realizes with a shock that it’s a woman. Her naked, scarred teats brush his chest.

Her nostrils flare as she inhales his scent, and she growls deeply, purpled lips peeling back to bare yellowed fangs. Her scarlet eyes hungrily rove his face. Shattered, his thoughts flee his mind, deserting him to his fate. This is how he’s going to die.

She speaks. Words form with heated effort, her voice rumbling, low. “Did human think own roaming pack could hunt as wished? Could slaughter three river-whelps in Beastwomen-lands?” She licks his neck, her mauve tongue rough as wood. “Did not know Shadowhunter would take vengeance?”

When she breathes, her exhale is hot against his skin.

“How? How could I have known?!” he howls. He grits his teeth until he tastes blood. “Do it! It’s because of me they’re dead.”

All of them. Because of his mistake.

She grins, fierce and dangerous.

For reasons he’ll never understand, or maybe for no reason at all, she spares him. Unlike the others, she leaves him – alive, heart thrashing, emotionally riven but bodily whole, battered and nearly broken in the rammed-clay street, staring up through clouded eyes at a starless sky.

But before she slips as the ebb of a shadow into the pitch blackness of the night, she carves, slowly, painstakingly with one claw, a deep scar into his chest. With it, her parting words brand into his mind.

“Remember Beastwoman’s vengeance. Remember Kills-in-Shadow.”

https://blog.tyrannygame.com/2016/09/09/carved-of-shadow-crept-from-darkness/

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