Ballad of Old Shuk
A children's rhyme

He trots about in the dead of night,
baying in the fog that causes a fright,
Beware his eerie Green Light,
Or your family may not survive the night…

Visions 1

All I hear is that beat,
It is not the drums of a festival, or the flutes of a fireside tale,
It is the sound of footfalls crushing our world, it is the music of our own destruction.
It marches like ants across the dust, in steady lines that have no beginning and no end, no head and no tail, an eternal convoy of ceaseless demolition.

They grind us away and leave me polished to nothing, they pick me and all I know clean until we are smooth and nothing anymore.

They scavenge the world that is left to them, carrion beasts picking apart what remains.

I do not know if I can look upon my home anymore with hopeful eyes. Whenever I see the grass sway I can never be sure if it is the breeze, or the ants marching onward. When I hear a noise, I can never be sure if it is the storm or the drumbeat of the end marching on. I want to run to the second world, and hope that this vision never finds me before I reach that endless journey.

A Big Proposal For Bigfoot
By: Annina Rösch

Bigfoot has been seen as a mythical creature across many cultures meaning he, or perhaps she, is brushed off as not real. Though there have been several eyewitness accounts of Bigfoot’s existence, such as my own, ultimately there was a consensus that there is not enough conclusive evidence to act as proof of such a creature. However, with the help of my remarkable scholastic colleague for my research, Hotah, I will proove that Bigfoot is real along with the Sasquatch race; indeed, the evidence used to prove their existence lies in their language and culture along with my own experience seeing a Bigfoot out in the Frontier.

Words of a Tired Nomad
I need a nap.

It’s been a rather…eventful day-ish. I’ve found and spoken with Cree about The Incident, and have found myself traveling with the Little Ray of Sunshine caravan for now. I’ve only spoken to a handful of the others, but so far they all seem okay. Skittles is probably very…very upset with me, though I deserve it, and I want to find Makya again. He’s a curious thing, I hope to have the chance to speak to him more.

Assuming we get out of this damned place.

The Thoorin thought it’d be a good idea to go into a Tormentor’s Cavern, which is a bad bad bad place, and play with Iron Spirits, and though Iron Spirits Cerul 12 and 13013 have grown on me significantly since first meeting them, I still don’t feel totally comfortable being here. I’ll have to make sure everyone is properly purified as soon as we return. If we return. We’ve almost lost ourselves once already to one of the creatures down here. A Sinner’s Beast is what Thoorin and Anazat said it was. According to Anazat, the now corpse is to be sacrificed to Az, though apparently Elros thinks he can make some kind of weapon from it. Sounds both interesting and mildly terrifying but that’s been my whole day at this point, really.

And though I don’t like to think about it, theres also the incident earlier with the seance that went very wrong. I should have known better than to fuck around with the spirits in this place, and yet I let the Thoorin drag me down here before I had the chance to do anything otherwise. Dear Giles seemed incredibly shaken afterwards. I haven’t had the time to talk to him about it yet, but I need to. I also need to thank him for helping me a bit ago as well. Hopefully I can talk to him privately, it’ll at least make me feel better.

And then there’s the fact that the Thoorin might murder me with his own hands. I should find a suitable place to hide, or at least try to avoid him as best I can. We’re sort of all locked in this room. Perhaps Anazat will keep him away from me? I’m not sure. I need to make sure Anazat doing okay after everything anyway. Between his…transformations earlier and the pharmaceutical-that’s what the Iron Spirit Cerul 12 said it was likely to be-I injected him with (which caused the anger of the Thoorin), I’m a tad worried about him. He can handle himself, yes, but that doesn’t keep me from being concerned.

At least the little one called Annina seems to be doing fairly okay. We had a run in with a monster that had her rather upset earlier but we managed to shoo it off for now. Hopefully he stays occupied with what we basically bribed him with. Bodil seems to be keeping her eye out for him.

It seems I have quite the list of things to do for now while Iron Spirit 13013 does his upgrades. Hopefully I can get as many done as possible before going to sleep, though I doubt I’ll sleep well in this cavern.

Tormentor’s Cavern To Do:

  • Talk to Giles
  • Talk to Anazat
  • Avoid the Thoorin
  • Avoid death

General To Do:

  • Acquaint myself with the rest of the Caravan
  • Speak more with Cree
  • Speak more with Makya
  • Explore more of the town
  • Learn the language of the Iron Spirits Help little Annina look for the Bigfoot
  • Attempt to teach Cerul 12 and 13013 about basic emotions and free will Try to make it up to Skittles
  • Investigate more on The Incident
  • Learn more about The Voice of Summer Try not to get booted from the caravan

I suppose I’d better stop messing around and get back to it. I pray that we all make it out of this cavern alive.


6 Things Every Imperial Knows about the Frontier
For Players of the Imperial Faction, Sphinx Society, and potentially the United Churches

1. It’s Wild and Untamed: Even after the Orc Wars the lands northeast of the Imperium are still wild and untamed. The people of that land (called nomads) live wild and unruly barely better than animals and follow faiths long gone from the worlds of civilized men.

2. Frontiersmen: The frontiersmen are vassal people loyal to the empire, but are an unruly and often ignorant lot. They left the light of civilization long ago when the faith was new and have lived in the edges of the world for so long that some of the wild has rubbed off on them. Many follow old faiths that have long since left the lands of rational men, and even cavort with the wild peoples of that land like the feralfolk and orcs. Some say that they even cavort with Ogres, producing terrible spawn of great evil, brutal strength, and dark urges.

3. Nomad Faiths: The Great Green Sea is full of faiths and religions dedicated to all manner of enigmatic and potentially dangerous Lords not seen in the Imperium. These faiths are holdovers from a land not touched by the likes of Aurum or the Creed, who long ago expunged the deceptive and dangerous faiths from our lands so that we might never be lead astray by those beings alien to mortal men.

4. The Strange Technology: Greatest of all its mysteries, the Frontier is full of strange technologies found nowhere else in all of Oki. This is the land where the Calvans found their great stash of firearms and with them pushed back the Orcs during the Orc Wars, and where Spirespawn wander free or awaken from deep slumbers buried in the earth. These relics are holy things the Creed denotes as parts of the Great Spire in the heart of the Imperium and many are considered the divine property of the faith. To find or keep one of these is to have the favor of The Spire and great prestige in the Imperium. Many have left to the west to find their fortunes here in this land of holy mysteries.

5. Horsemen and Orc Wars: The nomads are known for their mastery of the horse and other mounted beasts, having long ago elevated these beasts that take to the saddle as holy creatures. They say that wealth is measured in horses rather than gold in these lands, and great leaders will have whole herds to their names. More terrifying than the nomads though is the Orc, the greenskin menace that lead the Orc Wars 2 centuries ago. These brutes are said to be taller than the greatest warrior, with bodies of knotted green muscle, and wield weapons of terrible power atop beasts the rational man can barely comprehend. They were beaten back 2 centuries ago with the help of the Imperial troops and some nomad loyal to the Imperium who helped push them back beyond a great mountain range in the area, but many are still in Imperial space, roving and raiding with fire and dark glee.

6. Dragons, Giants, and “Iron Spirits”: The lands of the frontier hold many other beasts beyond the nomads thanks to its nature as a land wild and untamed. Giants of old still wander the lands and dragons stalk the tall grasses like nowhere else. Some say these beasts have faces of swords, tails like battering rams, and are so massive that they can climb the greatest city walls like a goat fence. Amidst these also stand mysterious and terrifying creatures called “Iron Spirits” said to be the spirits of the dead locked within walking tombs of metal. These beasts are said to be able to breath lightning, shatter swords on their breasts, and defend themselves with glowing airs that surround their bodies. Many believe them to be lost souls of the Creed, Spireborn looking to return home or driven mad and left to wander the earth for past misdeeds. They are said to be beautiful and terrifying and best avoided by all but the most well prepared or most foolish.

Little Ray of Sunshine Rules of Conduct
Sunfire Encampment Safety Update

Nailed to a corner of your sleeping wagon, a rough sheaf of vellum rustles in the breeze.

Camp Rules for Safety in camp

  • No scuffles or sparring in camp!: The Frontier is already dangerous enough, keep your personal scuffles for your off hours outside of camp. Those who break this rule receive 3 lashings. Those who harm Cree or those sent to break up your petty squabbles will receive 6.
  • No Gambling!: There is to be no gambling within camp where coin, gem, or treasures are exchanged, the former often leading to the scuffling above. Those who break this rule receive 2 lashes.
  • Respect the Apothecary Tent: Do not interrupt, distract, or otherwise impede the work of whoever’s on call in the medical tent. If you distract them and fuck up their procedures the consequences are on you. 3 lashes plus whatever punishments come for the harm caused.
  • Don’t sleep in if you can’t afford it: If you got work in the mornin’ you best be at work on time. We aren’t paying you to loaf! Employees who are not at their details by dawn will be on latrine cleaning and take 2 lashes. Drivers who are not at their stations and ready when it’s time to break camp will receive 4 lashes and their pay docked accordingly. Further punishments may follow.
  • Leave the Passengers Be: Do not badger, annoy, or otherwise intrude on passengers when it ain’t needed. They’ve paid to be here. Those who do otherwise will be stuck on trash, latrine, or cast off duty.
  • Passengers, do not obstruct crew: You’ve paid to be here, they’re here to work. Do not get them in trouble by getting in the way of their job. They are paid to keep our wheels moving on time and our camp from being lit on fire by orcs. Do not fuck that up. Passengers who ignore this rule will get charged 1 gp for their trouble.
  • Do not tell Cru the food is out!: Due to recent events this apparently obvious rule needs to be stated. Do not tell Ooth Ooth Cru that food is out. Yes, the beast is more intelligent than a simple beast, but he is still a beast. He will eat you, he will eat the horses, he will try to eat the crew or the passengers. Until such a time that that beast has been tamed or cowed, keep the workings of the crew to yourself. Those who break this rule will receive 4 lashes assuming they are preempted before Cru can cause any damage. Should the beast begin to hunt about camp, your punishment will be much more severe, the least of which will be repayment for damages rendered.

Rules for The Sunfire Encampment!

*KEEP YOUR MOUTH SHUT!: We are working in a hidden sight, it is to remain that way. Do not disclose the location of our camp to outsiders lest you would like to have our spoils and your pay compromised accordingly. Loose lipped crew will receive 2 lashes. Expedition crew will be handled by Ambrose and likely receive a lashing as well.

  • All Experiments and Artifact Testing are to be done at a safe distance from Camp: Due to recent events, all experiments and identifications of unknown artifacts from the Sunfire Encampment must be done at a safe distance from the passenger sleeping quarters, mess, medical tent, and other essential service stations. Ignoring this will cost you 1 gp and/or a turn on shit hole duty. Failure and serious damage to our wagons or crew will result in further punishment of lashings and pay to repair damages. Do not make me explain this twice.

Upper Management
Head Teamster Charlie Crayton, Tyrant Chief Saltuck Cree

Big Head's Journal #2: From Grave to Grains
The game is a foot

Well I would’ve never thought that Otis cult were still here in Middleborough. Not only are they here but they were though. But not tougher than the shadow of big head. Thinking after they tried to burn a house down and hit me with a shuriken they could hide. They thought their traps would stop me but it didn’t. It only made the thrill of the hunt more exciting, even while writing this I can’t stop the shaking from excitement. There were some hiccups though, I gave my presence to Bodil and Giles after boxes falling on me, got foot in hole (still feels numb and hard to move), and an imperial took a pot shot. Why can’t anyone understand that I am doing good for the people. Still my work isn’t done, one got away and the blue eyed ghost was there and went away after the guy left. It seemed to be good seeing as it lit up the one guy not us. To make matters worse seems there’s a potential smuggling/pilfering operation, seeing as how the boxes of “grain” are really iron spirits as sus calls them. One contained syringes, silver disks, and a tiara with cables sticking out of it. Main question is who took the grain and where is it? Now that I think about it I agree I do feel pretty wearing it think that I will keep it and at least one syringe gotta keep the fire going through tomorrow and the next day. Uh-oh thunderous stomps means thoorin’s coming by better hide the stuff before he takes it.

-Big Head
A Treatise on the Cultures and Histories of the Frontier
Ambrose Ballrene

Some of the oddest forms of divination are found in the frontier. Here the Scrapwalkers and those of the fleshier sort practice the art of Cybermancy. The trek into the deepest caverns or weathered ruins, finding those brushed steel and blinking places those old bodiless souls called homes. Here I have seen them huff vents of queer smoke as those followers of the Inferno might through peace pipes, cocking their heads skyward and exhaling fumes of violet, lavender, and roiling cerulean. They say they see the past future of time and space, its odd geometries, The Dreamer and The Walker all cavorting in the clicking lights and flickering walls of these hallowed grounds. And from these swirling visions the they parse that which is to be.

On the Art of Magical Crafting
A Treatise on the art of imbuing the mystical forces into the objects of man.

The art of crafting magical items is a tradition far older than any border on map or history put to page, an art form meant to bind the fickle wills of the mystic to mortal instruments for the use of all men and beast. That said the art itself has been fraught with uncertainty and danger since before records were kept. Tales stretching back to the Homes Across the Sea tell of the dangers of trinkets made without clear intent and of magic laced into weapons forged with malicious intent and the dangers they’ve wrought on the lives all men. From the mundane feather token to the fabled “phylacteries” of the Whore Frost, our stories and lives are littered with their footprints and in these humble few pages I hope to give you dear reader a better understanding of their works, lest you run afoul of these arcane devices as so many unprepared have before you.


Perhaps the most important and least understood parts of a magical item, the point of craft and creation is arguably one of the most dangerous times in the life of all magic items. Here brave or foolish wielders of magic attempt to call, coerce, and bind the raw unbridled powers of the aether and shape them to their whims, hoping that they will relent and acquiesce to their whims. The first and greatest danger is the magic itself. Wild, powerful, and unrelenting the whims and winds of magic are often too much for even the greatest sage to understand completely, let alone the run of the mill craftsmen. This greater mystery to this powerful force often leads to odd, unintended effects during the crafting of various items, be it as little the gold band of a nobles ring of deflection becoming bright pink to the weapon sprouting fanged maws and an endless thirst for human blood.

to be continued.

Big Head's Journal #1
Worst Night Ever.

You know such a simple plan go into the big scary beacon of death, find proof about blue eyed ghosts, get cool lost tech stuff, get drunk at Pilgrim’s Hill with new comrades and friends and what happens? Suus goes attacking the robots going on about how they are tormentors and stuff, dwarf goes and injuries her hand by smacking the table hard causing us to postpone the trip into the beacon and caused me having to use the damn library that has no info about the ghosts anywhere. NONE! You’d think a town with the United Churches and Temple of AZ AND where nothing but strange and supernatural happening the only info there would be is the supernatural and strange. Maybe I should have stuck with the Sons of Frontier and New Kings. Nah, supernatural needs to be stopped before they get more powerful beside could involve Duncan. And on top of all that now I got my identity discovered by my comrades who may or may not sell me out when I least expect it I don’t know if I can trust them thought my third disguise would have fooled them for sure especially since Suus and Thoorin never saw my special talent but NOPE! GET BITCH SLAPPED AND CHARGED 150 GP FOR NO REASON BY PIG MAN BECAUSE OF “WASTING HIS TIME” OR SOMETHING LIKE I’M SUPPOSE TO TRUST THE MAN WHO’S BEEN SAYING “I’m gonna catch him and turn him in” ALL DAY. Why is it friends anyways friends/people trying to be friends with always want money from you. God might as well invest in hookers as friendship at least getting blown is always on the table with prices. Well I know A) Children are dicks and need to stay locked in their cages. B) Chickens are dicks and the next chicken coop I see it getting fire bombed for fired chicken. C) Sneak everywhere when masked not like I move any slower from regualr walking. D) I now have a constant alibi which is great for me to get away with my stuff. Downside is how much can I away with before Suus decides he’s gonna turn me in is the question. I need to get dirt on these two if they got my secret then I need see if I can get dirt on them. First thing is first blue eyed ghosts, then SOF, then dirt hopefully after all of this hopefully I can get money and get tools to make my job easier. Ugh can’t wait to get back to camp feeling tired after all of this gonna sleep forever.


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