Book I

Around Sigisfarne
Book I begins in Sigisfarne, a village built over older ruins, where daily life is already cracked by famine, fear, and old stone secrets.
A boy dies exploring an abandoned church at the village centre, and the first expedition discovers that the church is older than local memory, tied to the Weeping Mother, but also to something more ancient and half-forgotten beneath it.
Its catacombs hold trapped tombs, undead bones, relics, and hidden passages, as well as the reaper-like caretaker, Hackett, who serves an older cult and demands strange ritual observances.
At the same time, the villagers begin ranging outward into the Duskmeadow Fringe.
They find the Quarry, haunted by tapping sounds and worked by eerie stone children mining rubies.
They find a cave leading to an Underground Temple, a buried complex where the lower layer resembles a corrupted Weeping Mother sanctuary.
That temple holds secrets, some of which unfold in the following months: defaced noble statues, a grotesque fat idol, reptiloids, insect-centaurs called Hippareiones, false walls, traps, treasure, and doors that lead deeper into something even less human.
When Sigisfarne’s fields fail, the villagers discover the burrows of the Piot Chants, mole-like folk who claim that humans have taken too much of the forest and upset the balance.
A fight and negotiation turn into a curse: a vendetta falls upon the village, and the only cure is to seek favour with a faerie monarch.
That sends the adventurers down the Fairy Trail into Queensweald, where hospitality is beautiful and dangerous, where mortals are measured as curiosities, and where bargains always leave hooks in the flesh. Cai loses her voice for a time, Razzy owes service to the Queen, and both return marked by fae power.
The Rabbits Inn turns out to be a horror nest where human prisoners have been transformed into rabbits by a bark-skinned predator wearing a man’s life like a coat.
Travellers reach the Middle Waters Minster, already half-starved by taxation, then the Mountain Court, where noble power is lush, beast-haunted, and cruel.
Going North from Deverain
The road descends to Deverain, a richer southern town of deltas, trade, rats, political rumours, and opportunity, where the world begins to feel larger than village folklore and more like a realm sliding toward fracture.
North and east lie Hendenburgh, where the tale becomes a proper marsh-witch lament.
The village is half-abandoned and stalked by supernatural hounds. The hounds are ultimately bound to the tomb rather than loosed upon the land, which feels less like victory and more like hammering shut a cursed reliquary.
Deeper in the Temple
Meanwhile, the Underground Temple keeps opening inward.
Later expeditions reveal that beyond the old chambers lies a threshold into Yellow Smoke, a liminal underworld of toll-taking guards, hand-mouthed mimic beings, drugged patrons, alien trade, and mixed species all sharing the same decadent cave-market.
Here, the Hippareiones are not simply monsters but part of a wider subterranean economy and ecology.
Stone people
The adventurers discover that the Northern Spire is not merely a tower but part of a colossal fallen Titan, an ancient Warden-Stone construct once used against terrors from beyond the Wall.
The Titan is not wholly machine and not wholly dead; it remembers, records, and can be roused.
When a cult nearly succeeds in awakening the Titan, the party fights inside its body, shatters the systems keeping the heart going, and drops the Titan back into dormancy, ruining the spire outside.
The quarry thread deepens into a mournful revelation: the stone children are not just eerie curios but labouring spirits, or beings bound to the mountain’s body, and that greed there awakens a kind of geological sorrow.
Decline of the region
By this point, Sigisfarne itself is changing under worldly pressure as much as supernatural pressure.
The village folds under the Mountain Court, with raisesed tributes and squeezed to a starving place even harder.
The molemen thread returns in blood with a disastrous extermination attempt that ends in slaughter underground.
The north
The road leads north toward Fort Duhrin and the Wall, where druids, river villages, uneasy witches, and the forest beyond promise that the tale is about to step into an even larger myth-country.
Music
Factions
Gauntlet
Highwaymen
Piper's Band
Kryptwood Crones
The Thornless
Cult of the Serpent Queen
Order of Saint Ota
KAW
The Sisters
Church of the Weeping Mother
Locations
Bandit's Bath
Blighted Plantation
Burning Tree
Elder Way Monastery
Fort Drugar
Fort Duhrin
Hendenburgh
Middle Waters
Mountain Court
Quarry
Queensweald
Ruined Church
The Crack
Tyrant's Tomb
Fever Swamp
Kalduhr
Kryptwood
Kormoran’s Wheel
Gravenmark
Sigisfarne
Rabbit's Inn
Deverain
Yellow Smoke
Titan & Ruined Spire
The Wall
Underground Temple
Duskmeadow Fringe
Folklore
Blue Men
Furrykin
Heavy cloaked grotesque
Drowned Ones
Gargoyle
Handzies
Hackett
Insect-Centaurs
Horned Knight
Two heads and another
Piot Chant
Reptiloids
Dryder
Flock of Crows
Finerona
Witch of Nevask
Chapters
March 1
March 6
March 10
March 14
March 19
March 22
March 24
March 30
March 31
April 9
April 10
April 14
April 27
May 7
May 17
May 20
May 21
May 25
May 31
June 4
June 6
June 8
June 10
June 17
June 28
July 7
July 15
July 24
July 28
August 1
August 3
August 11
August 19
August 29
September 11
September 18
September 28
October 9
October 29
November 3
November 8
November 13
November 19
November 27
December 3
December 11
December 16
December 24
December 25
December 31
January 4
January 10
January 11
January 21
January 24
January 29
February 1
February 2
February 5
February 10
February 18
February 19
February 20