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  • Assertion of Dominance

    The first sign that anything was wrong was when the war dogs began barking and whining. The patrol stopped, spreading out to take cover in the overgrown shrubs and gorse bushes that lined the old road in Connemara. Automatic pistol-carbines of the dwarves probed the landscape, while the two humans with the long-range rifles hung back to provide overwatch.

    Nothing showed itself. For several long moments, they watched, waited, and watched some more. Heartbeats slowly crept up. Muscles tightened. A few muted coughs from behind full-face helmets broke the dogs’ warning noises. But nothing showed itself.

    Trooper O’Malley, at the back end of the patrol, faced out to the northwest, back along the road. His head rotated every which way, trying to compensate for the poor field of view offered by the tinted eyeholes of his helmet and felt, not for the first time, a small pang of jealousy at the humans for not being so sensitive to light. Of course, he was a much smaller target and could actually see in the dark.

    Nothing showed itself. Had the dogs imagined something, or was there a monster creeping up on them? Some Fomorian bandit itching for blood or Fearnathair snake looking for a trophy or food? A banshee-

    Movement caught his left eye. He whipped his head around and focused again. Nothing – there!

    A dozen unnaturally tall figures burst out from the bushes they had been hiding in thirty yards away. Long flowing cloaks and flat-faced helmets with round eyeholes, spears or rifles with bayonets held upright in one hand, and inhuman blond skin. Before he could even scream a warning, they screamed and charged.

    O’Malley tried to lift his carbine further, but his brain refused as he failed to understand the way they drew closer. Their legs were not moving, their arms remained sticking out to the side in a T-shaped pose, and yet they glided forwards at ludicrous speeds, rotating and bouncing at random without any apparent effort. Then they stopped in mid air.

    He smiled with a heady mix of relief and hate, sighted on one, and pulled the trigger. The gun pushed back against his shoulder with a series of loud cracks from the muzzle. Got you-

    One of them suddenly appeared in front of and to his right without actually having physically crossed the gap between them, brown mouth open in a horribly blond face. He screamed and threw himself to his left, rolling onto his side to try bringing the carbine up. The monster passed by, its own screaming rising and falling in a harsh, disjointed rhythm that was physically painful.

    In horrible slow motion, he tracked it as it homed in on Corporal Mellows and suddenly changed its unnatural pose to bring its spear down into his throat with a fluid stabbing motion. Then another flew past and bounced off Trooper Neachtain’s shoulder with a horrific crack, spinning up and around to come behind the stricken dwarf. The spear lashed out and down into Neachtain’s back, collapsing him like a puppet whose strings had been cut.

    O’Malley brought his carbine up again and pulled the trigger even before the sights had fully lined up with the banshee’s head. The gun pushed back against his shoulder again, and this time he had the satisfaction of seeing the banshee collapse in a bloody scream as the bullets tore into its lower face. He swung his head around, looking for another target.

    The banshee that had killed Mellows screamed and turned towards O’Malley, back in the cursed T-shaped pose. It didn’t move, but he threw himself into a roll to his right anyway. Whatever unbidden impulse caused that motion saved him as the banshee suddenly appeared next to where he had been causing the banshee’s spear to miss as the beast suddenly appeared next to where he had been.

    A dog snarled as it launched itself at this banshee, latching onto the monster’s left arm and biting down hard. It fell to one knee, the other hand reaching for a dagger. O’Malley lifted his carbine and squeezed the trigger again. One round went off. Then a second. And then nothing.

    His eyes rolled downwards towards the ammo counter on the top-mounted magazine. Somehow, he’d gone through an entire magazine without noticing. A shaking left hand slapped the release switch, groped for the magazine to come out, fumbled with his pouches to grab another, and slammed it in.

    It didn’t sit in properly, so he slapped it again, feeling his legs getting uncomfortably warm and wet. Swearing, he grasped the stubby charging handle, pulled it back with a cha-chick and aimed again.

    The only thing that sounded better than chambering a fresh round was the gunshot that finally put the banshee down. Right in the bastard’s mouth. With a wide, cruel grin behind his helmet, O’Malley stood up and swung around to look for more targets.

    For a long moment, the only sounds were the wind passing through the bushes and the surviving dog whining as he nosed into Dog-Trooper Mic Amhlaigh’s huddled body. Green-clad dwarves and humans lay where they had fallen to spearpoint, some still clutching their guns. Banshees lay in huddled shapes, some bent into unnatural poses.

    O’Malley broke into a run towards Mic Amhlaigh. The dog handler lay in a seeping puddle of his own blood from the stab wound in his neck, but O’Malley checked anyway. No pulse and a head that rolled drunkenly when moved.

    “Shit,” he whispered, crossing himself. He stood up again and ran over to Mellows, not expecting anything. The corporal was dead as expected. He hadn’t even managed to get off a flare to call for help. O’Malley felt a sudden, irrational pang of anger at this.

    Then something pushed its way past everything to the front of his mind. There had been twelve banshees, but he could only see six! Were they all dead?

    He spun around, levelling the carbine in every direction. His breath sucked in and out through the filters on his helmet, necessary deep underground but useless up here without gas canisters to throw. And then a chill ran down his sodden legs as the wind caught him.

    The only reason he wasn’t pissing himself now was that he’d already done so. But realising that did not help with the more pressing issue of where the other banshees had gone!

    Had they been using their unnatural powers to make it look like there were more than there had been? What else could those monsters do?

    He froze as he heard it again. The rising and falling screams. Coming from the southwest this time.

    More were coming.


    Take the “T-pose to assert dominance” meme, combine it with bunnyhopping to make somebody move much faster than they should, and add lag spikes causing people to “jump” forward. Only one of those is something a player can do in some games, but nobody in-game seems to really notice it. But here they do!

    “Banshees” are what the dwarves of Ireland call the ehdis-neab, an “elvish” people who invaded Connemara during the 1840s and have since taken over the old dwarven cities under Mweelrea, the Sheefries and Ben Gorm. If you speak Irish, you may notice something about that bit in italics. If not, that’s “bean-sidhe” in reverse, or “fairy woman”…aka, banshee.

    I’ve used banshees as the in-universe name for a reason. They are loud. They use a lot of sonic screaming attacks that, in tight quarters, would echo and disorient dwarves even more than humans. Out in the open, they would not be so effective, but the banshees also have their “jank” magic. Basically, I wanted an excuse to work video game jank into this universe.

    If you like this, maybe check out Fomoritis Uncovered!

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  • HAAAGS!

    Consider a door. A solid wooden thing made from pine planks that must be at least half a tree in width, weathered and dulled with age. Thumb-sized rivets hold them in place behind tarnished iron ribs and braces that curve up to the arch of the doorway, easily tall enough for a horse and rider to pass through without ducking their head. The carved stones around the archway are decorated with ancient runes that still glow with heat, interspersed with carvings of angry faces and odd cubes mounted on plinths.

    That was the door that Alwyn Janes was considering, set into a hillside about a day’s ride outside Pogovatn. At first glance, there was no lock on the door. No sign of any keyhole, no subtly hidden lever. It seemed odd, if not foolish, but the natives tended to avoid these barrows. No doubt the wealthy individual who had commissioned this tomb had been relying on quaint superstitions and physical obscurity over actual security.

    That would make this job easier.

    “Get that door open, Miss Borzwsky,” she ordered, glancing to her left at the runemistress she’d hired from some no-name town between the Sydfjords and Tinland. Borzwsky stepped up to the runes and began to peer at them, drawing heat from the air into her wand and converting it to a diagnostic spell.

    “Articulator junction…sixth-order reticulated splines…huh. Third-type spimsticks?”

    Alwyn sighed and turned back to her other hirelings, tuning out the technobabble. Helen Tross was from Tinland, like herself, with the unfortunate handicap of being a pyromancer. Unable to perform any magic beyond setting things on fire, she had at least found a niche as muscle like most of her ilk. But she didn’t ask questions. Alwyn could use that.

    The fourth member was their native guide, clad in a faded bowler hat and the ratty striped poncho cloak they called a skyrta. Her face was mostly hidden against the driving snow of April by a faded red scarf, though her classically blue eyes showed above it. And the look of fear in those eyes showed that she had her people’s primitive superstitions on her mind.

    “We should not be here, Madam,” the native spoke up unbidden. “The legends-”

    “The legends claim that Draugr Hágs bathed in the blood of his enemies, wrestled dragons and could find treasure by merely looking in one direction.” Alwyn wasn’t interested. The legends were a straitjacket keeping the natives in place. Small and worthless. No wonder they had been annexed.

    “No, Madam. He left the door unlocked. What draugr does that?”

    “Unlocked? Why didn’t you say that, Moasdottir?” Tross asked. Alwyn had been about to ask that herself, but ignored it as the pyromancer gave the door a shove. The squeal of hinges that hadn’t been oiled in centuries, if that, heralded the door swinging slightly ajar. Tross gave it another shove, harder this time, and the door swung further open to reveal a black void just beyond the immediate light from the grey sky.

    As her eyes adjusted to the interior, Alwyn began to make out more details. The corridor had been roughly carved from the stone, with rough and misshapen flagstones lining the floor. Old sconces, blackened with age and smoke, lined the walls at sporadic intervals with their torches still flickering thanks to the ancient Sydfjorders’ grasp of magic.

    “Hey, I hadn’t finished!” Borzwsky protested, standing up.

    “We don’t need them to get inside. What do they even do, anyway?”

    “Um…they’re decorative. Really, they’re just lighting. Bit wasteful, really.”

    “Of course.” Alwyn did not roll her eyes at the bumpkin’s lack of understanding. “Right then, let’s get inside. Grab what you can. The more valuable, the better.”

    The entrance corridor had nothing that looked like treasure. The small urns on shelves probably only held cremation ashes. There were a lot of plinths that held strange metal boxes that had been painted a faded yellow-brown, aside from one side which held a thick, dark and curved window. Those might be display cases…

    “Give me a hand here, Tross.” Moasdottir called, lifting a couple of logs from their fire basket.

    “What are you doing?” Alwyn demanded. She was in charge, damn it!

    “Making sure that door stays open.” Moasdotti began to carry them over. “You aren’t going to listen, Madam, but I would prefer to have a quick exit if we need to.”

    “An excellent suggestion,” Alwyn conceded as Moasdottir and Tross began to pile the logs up in front of the door and between the jamb and the doorframe, pinning it open. Waiting for them to finish, she continued, “And onwards!”

    The display cases were disappointingly empty. Or it looked like it. The thick, dark glass made it impossible to see inside, even as Alwyn pulled heat into her wand to cast a lighting spell next to it. She tried multiple times, but the light actually made it harder to tell if there was anything inside.

    “Nothing but ashes,” Tross grunted as she examined one urn. “You sure there’s anything here?”

    “Gotta be. I heard they had solid gold funeral masks.”

    “They would not put treasure out in the corridors.” Moasdottir put in, sounding like she was trying not to curse them out. “Those would be in a sarcophagus, if they have one.”

    “If? No matter.” Alwyn straightened and began to make her way further along the corridor towards the arch at the end. As she passed each flagstone, she swept the ones ahead with her wand, looking for traps. The most she found were three hollow flagstones that held some kind of pressure plate, and some empty brass tubes in the floor. But aside from those, there was nothing.

    The next doorway led into a small, oval-shaped chamber lined with shelves that creaked under their load of ancient, musty tomes. Faded, worn and torn banners of the same odd cubes hung from the ceiling. There was still nothing that Alwyn could see that looked like treasure. She wanted gold, damn it!

    “Nothing but junk,” she muttered, running a hand over one of the books. The leather felt oddly solid despite its appearance, but the writing on the spine was almost illegible. She tentatively pulled it. The book stayed firmly where it was, glued in place through friction alone. She dropped her hand and pointed towards the other door at the far end. “Keep moving.”

    The corridor twisted up and around to the left. As they rounded the corner and kept climbing upwards, still mindful of the possibility of traps and treasure, they saw lights flickering from an open doorway.

    “You hear that? That humming?” Tross whispered, pointing at the doorway. They stopped, ears straining to hear what she’d noticed. Alwyn couldn’t hear anything, but she saw Moasdottir nodding fearfully. Of course the super – wait! There! A faint, almost mechanical hum mixed with a whirr.

    “What is that?” Borzwsky asked. There was a note of fascination in her voice.

    “Nothing good.” Moasdottir muttered. “We should-”

    “You can leave if you want. But you won’t be getting paid, and you’ll be walking back by yourself!” Alwyn snapped. The native woman flinched, eyes widening above her scarf until they looked like saucers.

    “You wouldn’t dare! You don’t force people out by themselves here! It’s-”

    Alwyn pointed her wand at the coward, pushing heat into it and causing it to spark. “I don’t care what your people believe! There’s treasure in these old tombs, and we‘re going to take it. You can either take part, or leave. You have thirty seconds to decide.”

    Ten heartbeats passed as they stared at each other. Fifteen. Twenty. And then Moasdottir sagged and nodded meekly. Alwyn lowered her wand.

    “Good. Now move.” She turned and strode upwards, not bothering to check if they followed. The brief slap of their footsteps before it was drowned in the rising hum told her everything she needed to know as she entered the archway.

    She stopped. Whatever was in this chamber, it was not what she’d expected. Long rows of dark cabinets, festooned with glowing blue and white lights. No flickering torches on the sconces, but lines of small, cold blue-white lights lined the bottom of each wall, curving up over each doorway to outline them. It was otherworldly and mysterious, and she felt a thrill as she realised that she had no idea what it all was.

    “Wow,” Borzwsky breathed as she pushed past Alwyn. Of course the bumpkin would focus on the blinking lights, mumbling nonsense about the runes within as she walked down one of the outer racks, examining it closely. Alwyn tuned that out, but followed her and took a look herself.

    Up close, the heat from the rack was making her sweat inside her winter clothing, and the hum of the arcane mechanisms inside had become loud and deep enough that she could feel them through her feet. More display cases filled the rack at irregular intervals, interspersed with worn typewriters mounted within shelves and strange arrays of spinning plates with a glossy black strap running between them.

    As Alwyn reached the end of the rack, she glanced around, looking for the next sign of treasure that had to be here. There was a door nearby, so perhaps-

    She froze as the door slammed open and the draugr stepped out.

    It wasn’t the draugr’s height in itself that threw her off. Not the eerily preserved white beard and hair, nor the far-from-standard green tunic and leggings. It was the massively oversized head it had, just about filling the doorway and exaggerating the draugr’s death rictus into a caricature of a glare.

    Two heartbeats passed. A third. A fourth, and a fifth. Then the draugr lifted a hand, pointing accusingly at her.

    “HAAAGS!” It screamed, head wobbling around like it was on a spring. Alwyn pulsed heat into her hand, drawing it from the racks of arcane mechanisms, and cast a shock spell towards the draugr. She felt a moment of cruel joy as it reacted with a snarl of pain and rage.

    A thick, meaty slap cut short a scream from Borzwsky. Alwyn glanced over her shoulder, vaguely saw a huddled shape on the floor, and cut back to the draugr as she moved backwards, ducking into an alcove. Then she looked again and stopped.

    Borzwsky was huddled on the floor, twisted into a shape that could only be achieved in death without continued screaming. One of the display cases lay next to her, stained with blood from where it had hit her.

    Thudding footsteps from in front of her snapped her away from the dead runemistress and back to something more important. The draugr had taken advantage of her momentary lack of attention to break contact with her shock spell and take cover behind one of the racks of arcane mechanisms. One eerily pale hand poked around the corner of the rack, pointing vaguely in her direction as the draugr once again screamed “HAAAGS!”

    A blur of movement to her right caught her eye. She whipped her head around and froze at the thunk of a display case bouncing off the wall next to her alcove, spinning onto the floor next to her.

    “Hey, arsehole! Over here!” Tross yelled from somewhere to Alwyn’s right. There was a brief flash of flame and cloud of black smoke visible over the racks, then another, and another. But the draugr churlishly refused to just die and kept screaming “HAAAGS” over and over, each scream followed by a thunk as more display cases smashed into things.

    Alwyn steeled herself to move, drawing heat into her wand again. She looked further along the wall, spotting more display cases, and an idea came to her mind. She pointed her wand towards the display case that had landed next to her, willing it to move.

    It jerked upright, spinning erratically as she forced it into the air. A cold smile spread across her face as she pulled it along the racks with her to the corner, peering around to see the draugr locked in a fight with Tross. she readied herself, swung around the corner, and pushed.

    Just as one of the display cases hit Tross in the back of the head with a sickening thud. She froze as the draugr whipped its giant head around with unnatural speed, saw the case flying towards it, and grabbed it in one pale hand with almost contemptuous ease.

    For a moment, it just glared at her as a thick shaft grew out of the underside of the case, making the case resemble a warhammer with a giant, square head. Then the draugr shifted stance to grasp its hammer by the handle with one hand, took a step forwards, and another. And another.

    “Screw this, I’m out of here!” Moasdottir screamed. The coward had just reached the door to the exit when the doorway burst into a wall of flames that licked up towards the arch, cutting short her final scream and leaving Alwyn alone with the draugr.

    Alwyn hurriedly drew heat into her wand, pushing a flame spell at the monster, only for it to be deflected by the hammer into the wall. She stumbled backwards as the draugr rounded the corner, catching one heel on a flagstone and falling flat onto her back.

    The last thing she saw and heard was the hammer descending towards her with a snarl of “BAN!”

    A man with a giant head, empty nose area and glowing eyesockets stands in a doorway, pointing and screaming "HAAAGS". He has unnaturally pale blue skin and white hair.

    Author’s notes

    Take Dr Hax of the GMOD Idiot Box fame and turn him into a draugr. Why? My sense of humour is weird.

    This takes place in the same universe as Remittance Witch. Draugr like Dr Hags above are a common and dangerous enemy in the Sydfjords, but some just don’t bother to go after anyone. Unless somebody intrudes on them.

  • Salognia Sorcerers, Chapter 2

    Salognia Sorcerers, Chapter 2

    The main characters arrive at a psychiatric hospital in Salognia, after being deported for the crime of being “unstable” mages. I originally released this chapter on Ko-Fi and Patreon back in April, so I’m making it free to read in the hopes of drumming up some interest. Supporting me on either site gets you immediate access to chapters as I release them!

    Spoilers around medical conditions. It’s an actual plot point.

    Salma and Pete both have temporal lobe seizures here. Salma’s are characterised by hallucinations and altered consciousness, disorienting and scaring her enough that she lashes out at the hallucinations. Pete has an out-of-body experience and goes catatonic. Both forms get more attention in later chapters.

    My standing rule around medical conditions is to portray them as accurately as possible, so I’d love any corrections on that part!

    And here’s some mugshots of the kids.


    The boat slowed for what must have been the sixth time, turning to its left. From where Rosie lay, strapped to a trolley within the hull and facing towards the rear, the view through the rear door didn’t change much. To her right, a shadow came over the windows as the boat chugged into the shade of a building. Eventually, the engine subsided to a low rumble as it coasted to a stop.

    From outside, she heard shouted orders and responses, none of which she understood. The white-clad policemen and women escorting her and the other two children, whose names she still didn’t know, slowly stood up as the paramedics began to unstrap her trolley.

    “Wh-where are we?” she blurted out. The policeman who appeared to be in charge, somebody called Pallino, turned his head towards her and, with the hesitancy of somebody who did not fully speak English, replied that they were just at the hospital of San Limotta. Before she or the others could ask where that was, the paramedics began to wheel her out onto the rear deck.

    To her immediate left and to the rear, she could see a fence along the water, lined with a pontoon walkway at water level. As the trolley turned to her right, she caught a glimpse of another fence further out, and then the buildings on the other side of the canal, well over three hundred metres away. Several streams of boats tacked back and forth across it, ranging in size from the black wooden gondolas she had heard of, all the way to a smaller tug.

    The trolley came to a stop on land, and her head jerked around to see the hospital staff approaching. A dozen of them in loose teal-coloured trousers and shirts. Rosie felt her stomach begin to roil, just like her fellow inmates-

    “Burning whoppers!” the other girl whimpered from somewhere behind her. Rosie whipped her head around to try seeing her, but the pillow blocked her way. “Red Morasjha. Here!” the girl continued, her voice slurred and disjointed, but still with the elongated vowels and rolled R of the Mailendogg valley. Was she pointing at something? A brief flash of light caught the corner of Rosie’s eyes, but when she looked back again, all she saw was the girl being wheeled past.

    As Rosie and the boy were in turn wheeled inside what looked like a hospital admissions room, the girl suddenly stopped and mumbled something. Rosie had the unnerving feeling that she knew exactly how the girl felt: tired, confused, and scared. Like Rosie herself had felt this exact same thing after a minute-long gap in her memory, only to be met with horror or pity.

    One of the nurses stopped next to Pallino, talking rapidly in Salognese. Her face cycled through a mix of horror, pity and anger as the policeman explained something, both of them glancing towards Rosie and her fellow inmates. After a brief moment looking over them, the nurse turned to one of her colleagues and asked him something. He nodded and stepped around her to look at the file that the policeman held.

    Allora…” he began after a moment, looking up at Rosie and then the other two. As he did, his ID badge appeared, showing his name as ‘Mario Sarruchio’. “Miss Sands, Miss El-Gregha and Mister Jacobs. Let us get you three cleaned up and processed.”

    ***

    The shower was hot. Maybe too hot. But after three days without even a cold one, it felt like the best shower she’d ever had. The staff didn’t even tell her to get out in less than five minutes! But she knew it couldn’t last.

    “What are those?” Jacob’s voice broke in from outside the shower room. He was looking at something, but she couldn’t tell what as she turned off the shower and began to dry herself.

    “A new uniform,” the translator replied. “I know that it looks like the one that you had, but there are some rules that we must follow here.”

    Rosie froze. Another striped jumpsuit? More shackles? Were they being locked up? She suddenly had a vision of being thrown into a padded cell, arms bound in a straitjacket, and –

    “Signor Jacobs?” the translator continued. “Can you hear me?”

    Jacobs – Pete – couldn’t move. He was…watching himself? Unable to respond. Rosie resumed drying herself, faster now, head half- turned towards the hazy door. Just as she got her hair down from soaking to damp, Pete stopped his reverie and mumbled something sleepily. He felt tired and slightly confused, as though he had no idea what had happened. Rosie finished scrubbing at her hair and shuffled outside into the dressing room.

    Without her glasses, everything was blurry, especially to her right. But she could definitely see the privacy screen that one of the nurses steered her towards, and behind it, the new uniform. It was, just as she’d feared, another orange-and-white striped T-shirt and trousers. There was a longer-sleeved, fully white T-shirt to wear underneath it, and the material was a lot more comfortable than the itchy, ill-fitting thing she’d spent the last two weeks in, but it was still a prison uniform!

    “Are we really going to have to wear these?” El-Gregha asked from somewhere to Rosie’s left, her voice hitching. There was a sound of something being tightened, like a luggage strap. Not the ratcheting click of handcuffs, or the rattle of chains.

    “I am afraid that this is so,” Sarruchio answered. “You had an episode of uninhibited magic while we brought you inside, and the reports from…from the authorities in Agmarastia claim that that all three of you have problems with this. It is a temporary measure until we can arrange a session for you to cast magic to…I think bleed it off is the term.”

    Rosie had no clue what they were talking about there. As she finally left the screen and accepted her glasses again, the world swam back into focus. The fuzzy letters on the back of Pete’s shirt resolved into Ospedale di San Limotta’, as did the soft, fleece-like material on the inside of the cuffs fastened to his wrists. And the ones on El-Gregha’s wrists – Salma’s – as the girl lifted her hands to reapply her headscarf. And the matching set that one of the nurses held out to Rosie.

    Relucantly, she lifted her hands forward for the nurse to shackle her. The material lining them was just as soft as it looked, and there weren’t any chains or straps between them, but she still felt a cold clammy sensation as they tightened around her wrists. It felt just like the mittens she’d been forced into before boarding the seaplane.

    ***

    The staff led them back to the admissions room, sitting them at a low table with chairs around it. Apparently there was a problem with the examination room for their medical check-ups, so they had a few minutes to wait.

    “So, Pete, Salma…” Rosie eventually began. Both of them looked at her, sharply in Salma’s case, sleepily and with lingering confusion in Pete’s case. “Do either of you…”

    “When did either of us tell you our names?” Salma cut in, staring at her in bewilderment.

    “I…uh…” Rosie couldn’t answer that. In fact, she couldn’t remember even speaking with them until now. “Did I tell you mine?”

    “You didn’t…Rosie?” Pete mumbled, sounding more alert now. Her jaw dropped as he used her preferred name, not even the official ‘Rosa’ that had been on her birth certificate. Where had he heard that?

    Then it hit her. She’d known that Pete was unable to respond while in another room. She’d known that Salma had been pointing at something. And she knew that neither had any awareness of it, just a suspicious blank spot in their memories followed by exhaustion.

    How did she know that?

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  • Fomorian Company 0.3

    Fomorian Company 0.3

    Fomorian Company is now at v0.3 on itch, bringing a few improvements after I showed it at the Galway Game Devs meetup. Seriously, if you’re a dev yourself and there are game dev meetups near you, go to one!

    Veterans and Preserving Units

    If your units survive long enough to level up, they get upgrades. And when those experienced units retreat, they’re saved to a character pool for you to use. You can choose to deploy them outside the tutorials, and while they’re going to be more expensive, they should be worth it! Now you have a reason to actually retreat units.

    You can also rename them after friends and family to make their deaths more tragic or amusing.

    Healthbars, Healing and Terrain Effects

    I had a status bar for player units that showed their health, aim, defence and morale. However, that only appeared if you clicked on their deployment spot. I’ve changed that to only show a health bar at all times, as shown below. If your units have armour, it’ll show here as well.

    A screenshot from Fomorian Company, showing deployed units with their healthbars. One also shows a rounded bar with their deployment spot's terrain modifiers (+50 defence, 100% enemy viewing range)

    I also decided that the “hold fire” button for specific units was pointless. It was a leftover from when the global “open/hold fire” button simply toggled their current state instead of setting it, but that isn’t necessary now. Instead, this will heal the selected unit, at the cost of some resources. Healing applies 50% of their max health, and stacks with any Dwarven Inquisitors that are deployed.

    Deployment spots, when selected, will show their defence and concealment modifiers. The first tutorial level will mention this as well, so play that if you haven’t.

    Target priorities

    By default, most of your units will attack whoever’s closest. Heavy units will attack the most heavily-armoured ones. However, you can override this globally or on a specific unit. The available options are closet, most armoured, healthiest, or weakest (AKA the one with the lowest remaining health). So you might order a Fearnathair or a human sharpshooter to pick off the weakest enemies that are retreating, while the heavy units keep blazing away at the healthiest or most heavily armoured, and your line infantry attack whoever’s closest to them.

    Intro video

    And there’s an intro video as well, setting up the lore of this universe and referencing Fomoritis Uncovered. See below!

    Right, it’s 3pm on a Friday. I need coffee. Or a trip to the pub.

  • New game project: Fomorian Company

    New game project: Fomorian Company

    Since Turscar Isle is about to come out, I’ve started planning a new game. This will be my first that ties into the Connacht Disaster Zone series, set a few years after the events of Fomoritis Uncovered.

    Fomorian Company is going to be a tower defence game where you control a group of Fomorian auxiliaries in an alternative WW1, conducting ambushes behind enemy lines. Fomorians are the trolls/giants of Irish mythology, but I’ve been using the name as the in-universe term for the orcs of the setting. They’re stronger than most regular humans, and the tusks and green skin fungus that many have makes them somewhat uncanny to most humans as well.

    Those would make them excellent shock troops, but this alternative WW1 hasn’t devolved into trench warfare yet. There also aren’t very many, because few manage to leave the Connemara quarantine zone due to Ireland’s dwarves being a bit trigger-happy about them. So, the British military decide to use the few Fomorians they have as behind-the-lines raiders.

    And they’re hiring snakepeople as well.

    Core mechanics

    The core mechanic is that player units are outnumbered, relying on stealth to stack the deck in their favour. Being shot at is scary, however, so enemy and player units will suffer morale penalties when being shot. If a unit’s morale drops to zero, they flee. And if an enemy unit flees, you get rewarded for it. Just not as much as killing them.

    Enemy units are able to shoot back, and can potentially kill your units. The game only ends when none of your units remain on the battlefield, but the difference between victory and defeat is whether any of your units survive.

    I have added a level designer that I’m going to use to design the official maps, but this will also be available to the player as well. And to make sure that works, I’ll be using it to design the actual campaign. There will also be other factions playable, like the dwarves of Ireland, who rely on relatively high tech to overcome their very short range. And unit upgrades are part and parcel of this genre, so they’ll be coming along as well.

    Here’s me waffling through the initial prototype.

    Devlog

    Yes, the second devlog is because I’m a programmer :D. Waves are now infinite, and the level designer’s initial version is complete.

  • Turscar Isle: Dev Complete

    Well, that’s a wrap! Turscar Isle development is officially done, with the release date moved forward to the 2nd of July. It’ll be available on both Steam and itch.io for the price of €6.

    So, what worked?

    • I completed development. I don’t have the stats to hand, but apparently 75% of developers who release a game to Steam only release one. If so, a second puts me ahead of most.
    • Irish localisation worked a treat! Paying an expert to do this was worth the money. If you’re looking for a company to do this, I definitely recommend snasta.
    • I added more content than I planned to. Originally, the undertunnels and the no-gear level were supposed to come after release, but I added them because I had the time to spare. I much prefer that than rushing to cram things in at the last minute.
    • Writing the lore was easily the most fun part. I loved coming up with deranged bullshit that the spammers might use to justify their crimes. And while I suck at voice acting, I think that fits the spammers’ leader quite well 🙂

    What didn’t?

    • Lighting was a pain in the arse to get working correctly. Any stealth game like this which relies on lighting is always going to require a balancing act between “too dark to see what I’m doing” and “too bright to be believable that I can hide”.
    • Pathfinding is still a bit janky. The bots even acknowledge it.
    • Smoke bombs didn’t work out. I also didn’t get around to adding more equipment options like upgraded knives or replacing flashbangs with electroshock grenades.

    But anyway, it’s kind of a relief to get this far.

  • Sitting around in Salognia

    Three kids in orange-and-white striped uniforms sit on a sofa, looking at a book that one holds open. From left to right, they are an Arabic girl in a black headscarf, a white boy with blond hair and blue eyes, and a black girl with glasses. They each have a padded cuff on one wrist. The wall behind them is a blue gradient with a fish and a dolphin.
    From left to right: Salma El-Gregha, Peter Jacobs and Rosa Sands.

    This image took me about a half hour to sketch on paper, then 4 hours to paint it in Krita. It’s the main characters from Salognia Sorcerers, passing the time by browsing through an atlas and imagining places to go in Salognia when/if they get released from the secure ward in the hospital that they’ve been committed to.

    Why have they been committed? Well…they’re mages from the Republic of Agmarastia who committed assault with magic during an apparent psychotic episode! 😱 And since the Republic of Agmarastia has banned magic entirely, there’s clearly no place for these demonic lunatics there! Fortunately, the hospital of San Limotta in the Republic of Salognia is willing to take them in…which might be because Agmarastia just deported them unilaterally.

    If that sounds interesting, I’m releasing chapters via my Patreon and Ko-Fi pages. If you support me there, you’ll get early access:

    • Tip jar: €1/month, chapters released after 6 months. You also get free access to my completed work!
    • Coffee: €3/month. Chapters available after 1 month, and free access to my completed work.
    • Pint: €5/month. Immediate access to completed chapters, and free access to my completed work…and I probably need to think of something else to add here!

    Seriously, any suggestions on what to add for the Pint tier are more than welcome!

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  • Fomoritis Uncovered is now out!

    A Mauser C-96 pistol and a petri dish lie on a table, above a page or folder titled "FOMORITIS UNCOVERED". The page also shows a corporate logo made of a rounded rectangle bordering the letters CTC, and some filler in Irish about this being "private and confidential".

    Fomoritis Uncovered is now out on multiple digital bookstores for $4 (or free to Patreon and Ko-Fi supporters)! Just in time for the May bank holiday weekend in Ireland.

    What happens when a corrupt dwarven scientist in pre-WW1 Ireland cheats his Fomorian suppliers? They raid his unauthorised laboratory and discover he was turning humans into Fomorians. What happens after that? They hand his test subjects over to the British military. And so, we finally learn exactly what the differences between a Fomorian and a human are.

    Now the test subjects have to adjust to it.

  • New writing projects: Draugr bikers & an invisible war

    Two new projects: Salognia Sorcerers and The Ice Line Nightmare. I’ll be releasing chapters via Patreon and Ko-Fi, so support me there to get early access!

    The Ice Line Lightmare

    A motorbike whose front is a cow skull comes head-on towards the viewer, through a foggy, snowy valley. The skull's eyes glow red, acting as headlights. The rider has glowing blue eyes and wears a spear and shield over their back.

    Partly inspired by Mad Max, this sequel to Remittance Witch involves Draugr bikers making a nuisance of themselves in the Sydfjords. And our heroine, Tara Heywood, is getting caught in the middle of it.


    Few things are feared in the Sydjords than the Draugr. The undead revenants, once men who were cursed centuries ago with an eternal life of service for the worse crimes.

    Most stick to their barrows, bound by ancient magic. But some roam free, along the roads that wind through the pine forests and mountains. Avoiding fights with the military, they strike isolated farms or travellers. Growing bolder as they travel without repercussion.

    This is the Ice Line Nightmare.

    And Tara Heywood, a young witch apprenticing under the retired warlock Bernhard von Clief, is right in the middle of it.

    Salognia Sorcerers

    A view through a window of a canal lined with Venetian architecture. A gondola and flying carpet travel along the canal.

    In 2011, the Republic of Agmarastia passed the Removal of Magic Act, declaring itself to be a magic-free country. Under the act, magic was outlawed on penalty of death or exile. In spite of international condemnation, the republic remains resolute on the removal of magic, but has conceded to applying “softer” measures to the underage and the mentally unstable.

    Rosa Sands, Salma El-Gregha and Peter Jacobs fall into both categories, officially diagnosed by the Agmarasitan government with “magic-induced psychosis” . And so, their country deports them to the famous mage hospital of San Limotta in the Most Serene Republic of Salognia to regain their sanity.

    For the Polizia di Magia of Salognia, already contending with a rash of unexplained deaths and rumours of an invisible war being fought behind the canals and piazzas of Salognia, those children are just another magnet for trouble.

  • Arrival in Salognia

    Arrival in Salognia

    Thugs. Thugs with uniform in place of oversight.

    That was Tomasso Ignassi’s first thought as he beheld the khaki-and-grey camouflaged armour and custodian helmets of the Amgarastian Immigration Enforcement agents, approaching with the swagger of bullies that had been granted authority without the responsibility to use it appropriately. And almost certainly, cowards who would flee at the mere sight of a wand like the one holstered within his left sleeve, underneath the half-cape he had draped over it.

    Ignassi’s brown eyes looked past the first of the thugs, at the alarmingly young prisoners they were deporting to Salognia. Three children, maybe ten years old, dressed in orange-and-white striped shirts and trousers, shackled at the hands and feet. The first was a black girl whose eyes glistened behind her glasses with unshed tears. Shuffling behind her was a girl of Middle-Eastern features in a black headscarf, glancing around her with a mix of fear and fragile hope. And then the third, a slightly taller boy with blond hair, blue eyes and a narrow jaw that quivered.

    “Are you the most senior police officer present?” the lead enforcer asked in loud Agmarastian, tapping a slim folder against his left leg. His custodian helmet had been tilted down over his small, round eyes, casting a shadow over his face as the eyes travelled up and down Ignassi’s immaculate white uniform and shako. Unlike the rest of them, his face wasn’t covered in a scarf and sunglasses, revealing a pencil-thin black moustache and a receding chin.

    “Si.” Ignassi’s voice was as cold as an Alpine midwinter. “Ispettore Capo di Magia Ignassi. And you are?”

    “Inspector Thompson, Republic of Agmarastia Immigration Service,” the enforcer sneered. “These three freaks have lost their citizenship, under Section 3 of the Removal of Magic Act. Fortunately, due to their age and mental infirmities, they have been spared the noose.”

    The children froze. Ignassi blinked, his blood running cold. “Excuse me?”

    Thompson nodded. “Oh yes. Using magic to harm enforcers of the law is punishable by death. I wouldn’t expect a wizard like yourself to understand, of course. But the three of them are a bit young for that, and unstable. An unfortunate side effect of Magical Addiction Syndrome-“

    “Could you please get to the point, Inspector?” Ignassi sighed. The Agmarastian stared, mouth working spasmodically as he tried to process the weary tone that Ignassi had deliberately used. Clearly, he hadn’t expected anything but a fiery rage expressed as much through extravagant hand movements as through rapid-fire screaming. Ignassi took one step forward, lowered his voice and hunched his shoulders slightly. “Hand them over, and leave.”

    Before Thompson could retort, the black girl behind him tensed and exploded in joyless, sardonic laughter. Grimacing, her eyes rolled upwards and to her left as her left arm shot forward as far as her shackles let her. What alarmed Ignassi, however, was the pale green marks that appeared on her bare forearms and the glow from inside the mittens that covered her hands. Uncontrolled magic, possibly caused by suppressing it and bottling it up.

    Thompson and his lackeys jerked away in fear, leaving a clear circle around their prisoners. Ignassi whipped his head around and, faster than thought, flicked his wand out and pointed it towards the enforcer who was half-way through pointing a gun at the children. A quick thought sharply pulled the gun up and away from the thug’s trigger finger, ejected the magazine and the chambered bullet, all in one fluid motion.

    “ENOUGH!” Ignassi roared. The thug froze as his compatriots backed away. Ignassi held the gun in place for a second, before lowering it back to the thug’s hand and lowering his wand. Turning his attention back to Thompson, he lowered his voice again. “This is not your jurisdiction, Inspector, and you and your thugs have no authority here. Now hand over any documentation you have and leave.”

    “Very well. I will report this assault,” Thompson sneered as he handed over the small folder. He turned on his heel and marched away in what he no doubt thought was a martial manner. Ignassi watched coldly for a moment, before turning to glance back at the children. The black girl, he realised, had stopped laughing and was blinking confusedly. The other two had moved closer to her and were staring back at him, lifting their own bound hands and hunching slightly as though they could do anything…and then he noticed that they both had the same green marks on their arms.

    He turned around to face one of his subordinates, and was briefly irked by the glint from multiple binoculars on the main terminal’s observation deck, about three hundred metres away. A quick pulse of energy into his wand caused a haze to appear around the childrens’ faces, invisible at very close range but enough to blur them from the distant gawkers. With that out of the way, he opened the folder and skimmed it.

    It was alarmingly brief, containing a single page providing their names, mugshots and a threadbare criminal record. “Rosa Sands” was the black girl with the glasses; the file claimed she had “juvenile magic-induced idiopathic psychosis” and had harmed three Agmarastian policemen while being detained. The next second covered the boy, “Peter Jacobs”. The file suspected he had a “dissociative disorder co-morbid with Magical Addiction Syndrome” and would unconsciously lash out with magic during his episodes, like he had done when being detained. And finally, “Salma El-Gregha”. Possibly schizophrenic; again, she had lashed out with magic during a two-minute long episode, which had led to her detention.

    Something about the stated explanations smelled off, in that frustratingly subtle way that would only fully come to him hours or days later. Shaking his head, he closed the file and handed it to his immediate subordinate, Barrachietiero Sovrintendente Pallino.

    “Pallino, escort them to the hospital at San Limotta.” He kept that in Agmarastian, before switching back to Salognese and lowering his voice. “I’m not fully convinced by the explanation given here, but there’s definitely something wrong with them. If they act out, they might not be fully in control of themselves.”

    “Sissignore.” Pallino’s eyes glanced to his right, lingering on the children. One hand lifted to slap at a fly buzzing around his right ear. “Seems a bit too short for a psychotic episode, don’t you think?”

    “Possibly,” Ignassi shrugged, “but that’s San Limotta’s field. Once you’ve – oh, what now?” He lifted his right hand to the two-way radio hidden under his half-cape, activating the scrambler rune. “Ignassi.”

    “Inspettore Capo, a couple of people from SIM need to speak with you at your earliest convenience,” the communications officer told him. Ignassi did not roll his eyes at this, but it was tempting. Military intelligence getting involved in police work was messy, and one of the least favourite parts of his job.

    “Understood. I should be back in the office within…thirty minutes at most. Ignassi, finished.” He lowered his hand and focussed on Pallino again. “When you’ve finished, get back to the office. SIM wish to talk.”

    “Ah. Say no more, Capo.” Pallino turned to his own subordinates and began to direct them and the children inside the secure terminal. Ignassi watched them shuffle inside, shook his head and turned to leave. A half-dozen police agents had been sitting around for a couple of hours, waiting for a seaplane to arrive from one of the most bigoted countries against magic instead of tracking down actual criminals. Glancing to his right, he saw the grey Agmarastian seaplane taxiing out towards open water. No doubt the thugs aboard were shaking at the thought of escaping close contact with a mage who could fight back.

    Being part of nonsense like this was, in fact, his least favourite part of this job.


    This is a follow-up to an earlier post about epileptic mages being deported. Yeah, my muse is still angry at ICE’s bullshit in the USA. If it weren’t obvious, the AIE are inspired by those thugs. And if you’re fine with what they’re doing, go fuck yourself.

    Two men glare at each other. One wears a khaki-green uniform with "AIE" on a shoulder patch, along with grey body armour and a grey custodian helmet. He has a gun holstered on his belt. This is a member of the Agmarastian Immigration Enforcement agency. The other is thinner, wearing a white tunic and matching trousers, half-cape and shako. A navy blue stripe runs down his trouser legs.
    Thompson (left) and Ignassi having a staredown.

    Salognia is effectively Venice, and I’m basing the Polizia di Magia slightly on the Italian Polizia di Stato, or at least their ranks and structure. Their job is to handle magical crimes and to provide support to the regular police in Salognia, the Polizia Civile. That usually means magical fire support, mobility, forensics…and accepting deported mages.

    I’m not sure how far I’m going with this story yet. Let me know what you think!

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