If you’re reading these words without having read the story mentioned in the title, don’t be a fucking moronski; read it first.
I assume you’ve read some of my previous posts on my ongoing fantasy cycle, so you may remember that I’m producing these stories in tandem with improvements to my app, named Living Narrative Engine. It’s a browser-based system for playing scenarios like immersive sims, RPGs, etc. I’m compelled by the mutual pulls of adding more features to my engine and experiencing new scenarios; sometimes I come up with the scenario first, sometimes with the mechanics. That has my brain on a constant “solve this puzzle” mode, which is the ideal way to live for me.
Anyway, the following scenarios involving a brave bunch of dredgers in a fantasy world, tasked with extracting a dangerous arcane artifact from some gods-forsaken hole, will require me to develop the following new mechanics:
Lighting mechanics. Currently, every location is considered constantly lit. Given that we’re going underground and that the narrative itself requires using lanterns, I have to implement mechanics for recognizing when a location is naturally dark, and whether there are light sources active. There are other mechanics providing information about the location and actors in it, so from now on, when a location is naturally dark and nobody has switched on a flashlight, we have to block offering descriptions of the location and other actors in it, and instead display text like “You can’t see shit.”
Once lighting mechanics exist, we need actions for lighting up and snuffing out lanterns and lantern-like entities. By far the easiest part.
Currently, when an actor speaks in a location, the speech is only received by actors in that location. At the same time, I consider an entity a location when it has defined exits. Now we find ourselves in a situation in which we have a thirty-feet-long underground corridor separated by grates. That would make each segment between grates a location (which would be correct, given the boundary), but an actor could step from a boundary into the next and suddenly not hear a character on the other side of a grate’s bars. Obviously idiotic. So I need to implement a mechanical system for declaring “if an actor speaks here, the voice will be heard in these other places too.” That will need to extent to actions too: if you have eyes, you can see someone scratching his ass on the other side of bars.
No other scenario has featured water sources that could play a part. And by play a part I mean that actors could get in or fall in, exit them, struggle in the water, and drown. I really don’t want to see my characters drowning, but that’s part of the stakes, so the mechanics need to exist. Given that water sources tend to be connected to other locations and not through the regular exits, I will need some way of allowing “I’m in the water, so I want to swim upstream or downstream to a connected stretch of this water source.” This whole water system will be arduous.
Line-tending mechanics. Until I started researching matters for this story, I doubt that the notion of line-tending had ever entered my mind. Now we need mechanics for: 1) making an owned rope available to others. 2) Clipping and unclipping oneself from the available rope. 3) pulling on the rope to draw back someone clipped that’s wandering away. 4) possibly other cool line-tending-related mechanics. I can see line-tending reappearing in future scenarios such as traditional dungeon delves (for example, to avoid falling in Moria-like environments). Admittedly, though, this whole thing is quite niche.
Blocker-breaking mechanics. Basically: this door is bar-based, so this allows a hacksaw to hack through the bars. I don’t want to make it a single action, but a progressive one (e.g. if you succeed once, it only progresses a step toward completion).
Mechanics related to mind control. To even use those actions, I will need to create a new type of actor for the scenarios: a dungeon master of sorts. Basically a human player that’s not accessible to others, as if it were invisible, but that can act on present actors. I would give that dungeon master for this run the can_mind_control component, then allow actions such as putting people into trances, making them walk off, dive into water, etc. This means that there would need to be opposite actions, with the victims fighting to snap out of the trance. It will be fun to find out what happens when the scenario plays out. In the future, this dungeon master could be controlled by a large language model without excessive difficulty: for example, feeding it what’s happened in the story so far, what are the general notions about what should happen, and giving it actions such as “spawn a hundred murder dragons.”
That’s all that comes to mind now regarding the mechanics to add.
About the story: so far, it seems I want magic to be treated in this fantasy world as if it were toxic material. That’s not a decision I’ve made about worldbuilding, but a natural consequence of the stories I’ve felt like telling. I actually don’t believe in the kind of worldbuilding in which you come up with imaginary words for the warts on an invented race’s ass. I’m all about use and tools. My mind always goes for “what can I build with this.” I’m very rarely interested in a subject if I can’t see myself creating a system out of it. It also doesn’t help that due to autism, abstractions tend to slip through my fingers, so I need to feel like I’m sensing something to understand it.
In a way, I wanted to create a story about specialists working through a problem that needs to be solved. Jorren Weir, Kestrel Brune, Saffi Two-Tides, Pitch… these people don’t have superpowers. Most of them are glad they can keep a job. There is no grand evil here, just people’s self-interest. I want them to do well so that they can return home at the end of the ordeal. But given that we’re dealing with chance-based tests, that’s not a guarantee. And that tension alone makes it exciting for me to experience these scenarios.
As usual, if you’re enjoying these stories, then great. Otherwise, fuck off.
Check out the short story where these characters first show up: “Custody of the Rot.”
Creating characters is by far the most time-consuming part of putting together a scenario, but it makes sense why it has to be that way; weak characters ruin fiction. Thankfully, I enjoy determining every little detail of their fictional personas.
Fun fact: before I came up with Pitch, the fourth member of the dredgers was supposed to be a mole-folk man who was half-blind and attuned to magical effects to the extent that he had started to hallucinate. As I developed his character further, I realized that his role was too specialized for a group of dredgers; at the most, they would only request his help when the crew knew in advance they were going to extract an artifact from some cave system, or the underground canals. But I didn’t see that guy getting along with the rest of the crew. The ensemble dynamics is vital. So I ditched that whole concept and started from scratch.
Me finding a character fun is a big part of when I decide that a concept for one is on the right path. Pitch has shown himself in “Custody of the Rot” as a stoic, professional demolitionist who’s very good at its technical aspects, but three of his most notorious aspects have barely peeked, and may not even play out through the rest of this arc. Those buried aspects heavily influence his portrayal in an iceberg kind of way, so it works regardless.
Anyway, you came for the portraits, I’m guessing. Assuming you aren’t mindlessly reading these words.
The mansion’s front door fights back, then the servant yanks it wider and nods. I’m past him, boots on gravel, cutting for the service yard.
The yard’s a wedge of hard-used ground trapped between the east wing and the boundary fence—packed gravel, deep wagon ruts, built to take mud and keep moving. Our cart sits in the thick of it, and the crew’s gathered there: Pitch in his blast bib, Saffi in her dive jacket, Kestrel’s tall frame, and Hobb Rusk standing off to the side in that kiln-black Ash-Seal coat.
Past the fence, the canal runs parallel and close, separated by a narrow strip of towpath. The water’s wrong: tar-black, sluggish, filmed with a dull sheen that catches lamplight in greasy swirls. The smell reaches us in waves—sour rot with metal underneath, like wet iron left in a bucket too long.
I stop at a distance, far enough to address my crew as a group. I meet their eyes one by one: Pitch, Saffi, Kestrel.
Then I sigh. Lower my head.
My tail starts thumping against the gravel—slow, rhythmic. Old habit. I raise my gaze again, and something hardens in me.
“Alright, crew. Client’s one Lady Eira Quenreach. I had only heard of her. Now I wish it had remained that way. Had you followed me inside that trap room, there would have been far more shouting. Short version—we’re screwed. Long version—Lady was renovating her underground galleries when they dislodged an ancient artifact in a silted culvert. Messed with the seal or the ward or whatever. It started leaking that rot that has blackened the waters and made them stink something awful.”
I jerk my chin toward the canal.
“As you can see, it’s spreading far out of the estate. They reckon in two days the rot’ll be in range of the city inspectors. Of course Quenreach wants us to get rid of the artifact before someone sniffs her way. And the artifact won’t stop spewing that black shit, which means it’ll eventually ruin Brinewick’s whole canal network unless we stop it. Somehow that ain’t the worst of it.”
The silence stretches. Morning fog drifts between us, and the canal churns wrong behind the fence—thick, sluggish, a sound like something rotting from the inside out.
Kestrel laughs. Sharp. Involuntary. The sound cuts through the fog and dies fast.
I rub the fur of my brow, then meet their eyes again.
“The construction workers who approached the artifact reported pressure headaches. Fell into trance states. Got mind-wormed—intrusive compulsions toward moving water. Two workers drowned. Afterwards, all the workers quit. Some took at least a couple of the grate keys with them. A fuck-you on their way out, maybe.”
I shake my head.
“A mind-controller ancient artifact that risks rotting the whole canal network’s water. Which of course includes Brinewick’s drinking supplies. Lady Quenreach should have kissed our boots for coming down here to fix this quick.”
My jaw tightens.
“Instead, she handed me a contract that says the moment we touch that artifact, custody falls on us. Including responsibility for further contamination and deaths. And if the inspectors trace the mess back to the source and want to squeeze money out of anyone responsible, we’re supposed to pay for the protected parties’ losses—which would include the whole of Brinewick, as if we shat the ancient turd ourselves. Of course, by ‘we’ I mean me and our bossman back at headquarters. Nothing legal’s going to barrel down your way.”
I draw a breath. Let it out.
“Guess I’ve gotten through all the setup. This is the part where I tell each of you—Saffi, Pitch, Kestrel—that if you want to walk, you walk. Truth is, though, I don’t think this can be done without any of you.”
Kestrel laughs again—another sharp burst, then another, each one cutting out fast like her throat’s choking them off. Her eyes dart from me to Pitch to Saffi to the canal and back, that worried look deepening across her muzzle while her mouth keeps trying to laugh.
I turn my hands palm-up toward the sky, then drop them and force myself to meet each of their eyes one by one.
“Yeah, it was a lot to take in for me too. Let’s hear it, folks. What do you decide? I promise to shield you from any legal consequences—I’m the only one who signed, and if push comes to shove, I’ll claim I worked alone—but we’re risking more than legal here. Whoever’s staying, we gotta know soon, because we must move straight to logistics. Every minute counts.”
Pitch stands there in his blast bib, expression unreadable. Saffi’s golden eyes are hooded, slits tracking between me and the others.
Kestrel turns her head toward them both, then back to me. A broad smile spreads across her muzzle. She laughs.
“Yeah, I’m in. Not walking on this one, Jorren. You need muscle for hauling, pinning, or dragging someone out of a trance state before they drown themselves? That’s what I do.”
Another involuntary laugh bursts out of her.
“Besides, if that rot hits the drinking water and people start dying, that’s on all of us if we could’ve stopped it and didn’t. So count me in. Let’s hear the logistics.”
A sigh of relief escapes me before I can stop it.
“Don’t know how glad I am to have you by my side in this rotten mess, Kestrel.”
I turn my gaze to Pitch and Saffi.
“We got at least two old ironwork grates to crack open because their keys have flown. I’m talking thirty feet from access point to the half-collapsed culvert where the artifact is entombed, so we’ll need expert handling of bolt cutters or handsaws while mind-worms push into our brains. That’s where you’d come in, Pitch. And Saffi, intrusive compulsions toward diving into rotted flows means we need a line tender. The best in the business. The rope-meister. Not guilting you—just stating facts. We pull that artifact out of the water or soon enough Brinewick’s going to be drinking rot.”
Pitch meets my eyes directly. His voice comes out flat and certain.
“I’m in. Ironwork cracked and grates breached while mind-worms push into our heads? That’s demolition work under pressure, and that’s what I do. The rot’s real, the timeline’s real, and if we don’t stop it Brinewick’s drinking supply goes septic. So fuck the paperwork. I’ll handle the breaches. You’ve got your demolition specialist.”
Saffi’s tail curls once, then goes still. She speaks.
“You need a line tender who can read wrongness through rope before it becomes visible. Someone who won’t freeze when mind-worms start pushing compulsions. The artifact’s already killed two people. So yeah. I’ll handle the line work. You’ve got your rope-meister.”
The relief hits hard.
I catch movement in my periphery—Hobb Rusk stepping closer, circling around the crew’s loose cluster to position himself near our group. Still in that meticulous Ash-Seal coat, still silent, but the proximity signals engagement. Not commitment, though.
I thump my tail against the gravel once, decisively. The sound cuts through the fog and settles something in me. My face shifts—the worry-frown giving way to the harder focus I get when I’m mapping logistics.
“About thirty feet from access point to flooded section that contains our half-collapsed silted culvert and the buried artifact. Can’t wade straight to it—at least two grates we don’t have keys for. We get through the grates first. Then we dig the artifact out, slow and careful. Client believes it’s currently sealed, so we can’t risk cracking that with a quick extraction.”
I crouch down, fingers tracing an absent map in the gravel while I think it through.
“The sealed version of the artifact is already rotting the canal network and killing people, so we don’t want to know what the exposed version can do.”
The line draws itself in my head: access point to first grate to second grate to artifact location. Thirty feet of blind work underground.
“Zero visibility in those underground tunnels. Lanterns are a must.” I turn my head toward the cart. “We brought a couple. Alright, so we illuminate our steps from the access point to the grates. Imagine we’re cutting through the locked grates when mind-fuckery worms its way into our brains, telling us to dive into the canal waters. Need to be clipped to a rope, with Saffi as the anchor on the back. Anyone strays, sharp pull. These mind-compulsions don’t sound like the kind of worm you can squash easily, because construction workers just walked into a drowning—any of us starts looking loopy and tries to unclip themselves from the line, we need strength to restrain them. That’s where you’ll come in, Kestrel.”
Pitch heads toward the dredgers’ cart, his stocky frame cutting through the fog. He reaches for the bolt cutters, testing their weight and grip with practiced hands.
“I’ll take point on the grate breaches. Bolt cutters for primary cuts, hacksaw for backup if the ironwork’s thicker than expected.”
Pitch grabs the bolt cutters fully, the metal catching what little light pushes through the dawn.
“Thirty-year-old grates, no keys, zero visibility, mind-worms pushing drowning compulsions—yeah, I can work with that. Just need to know: are we cutting clean to preserve the infrastructure, or are we cracking them fast and dirty to hit the timeline? Because those are different approaches, and I need to know which one we’re buying before I start planning the cuts.”
I straighten up from the crouch, and that’s when I notice the newt-folk liaison, Hobb Rusk, standing to my side. Close—touching distance. That kiln-black coat, the ash-gray collar standing crisp despite the fog. Those large round eyes fixed on me, waiting. He’s positioned himself to hear my answer to Pitch, but he ain’t dressed for tunnels and he sure as hell ain’t volunteering to come down with us.
I meet his eyes briefly.
“Thank you for paying attention to our logistics, Master Rusk, even though I won’t even bother asking if you’re coming down to contain the artifact at the extraction point. You ain’t even dressed for it. But all we need is your magic box and a thorough destruction of the ancient terror so we can all cart back to our lives.”
I turn to face our sapper directly.
“Pitch, don’t know where you got that thing about grates being thirty years old. The way the Lady and her right-hand man sounded, the infrastructure down there is ‘ancestors-old.’ Maybe a couple hundreds of years old. Ironwork that age may be easier to saw through. Regarding infrastructure, this ain’t a ‘blow shit up’ situation, I’m afraid to disappoint. Silted culvert containing the entombed artifact is already half-collapsed—a blast may send down slabs of stone onto the artifact’s seal, then all hell’s broke loose. Lady Quenreach agrees to ruining them locked grates, just not to the point of collapsing the tunnels and fucking us all.”
Pitch moves back toward the cart and grabs the hacksaw, testing the blade tension with his thumb. His voice comes out measured.
“Ancestors-old ironwork. Right. That’s brittle, oxidized differently than modern stock—fails at different stress points. Makes the cuts trickier but maybe faster if I read the weaknesses right.”
He slides the hacksaw into his belt loop alongside the bolt cutters.
“Got primary and backup. No explosives, no structural collapse risk. Just precise cuts through old iron while mind-worms crawl into our skulls.”
A burst of wild laughter from Kestrel punctuates Pitch’s resolution. She stays quiet otherwise, that worried look still carved deep across her muzzle even as her mouth twitches toward another laugh.
Saffi moves to the cart and takes one of the hooded oil lanterns, the motion efficient and practiced.
“Alright,” I say, “both phases seem separated to me—first, clear our path to the flooded section where the artifact waits buried under two feet of contaminated water. Once we’re done with that, we head back up, leave the bolt cutters and hacksaws and whatnot, then pick up the planks and trenching shovels and block-and-tackle for the by-the-book extraction. We will enter with Pitch on point, the four of us clipped, rope-meister on the back as anchor. Let’s think perils—bad water that’s also a lure. One of us may pause, stare at the flow, step in, stop fighting to get out. Being clipped should help.”
I approach the cart to browse through the remaining tools. My hand scratches at my chin.
“Might wanna bring the throw line… but we’d have to hope the person who walked into the water wants to catch it. Rest of the risks come when we reach the silted culvert—I’m talking zero visibility sludge, confined space hazards. Two feet of water over uneven rubble is ankle-breaking terrain. Will need planks for that. And of course: crack the seal, and everyone loses.”
Saffi moves to the cart and takes a coil of long rope, looping it over her shoulder.
“Logistics of the first extraction phase look fine,” I say. “Now, worst case scenarios—imagine Saffi’s tending to the line when she suddenly decides the rotted waters look sweet enough for a dive, and we find our diver underwater in waters she shouldn’t dive in. Or what if the first one to look loopy is our gentle giant Kestrel, but nobody’s strong enough to restrain her? What if Pitch’s cutting through a grate only for his hands to drop the tools, then for him to jump pantless and ass-first into that liquid darkness? Any ideas?”
Kestrel lets out a succession of laughs that manage to sound both compulsive and nervous.
“C’mon, folks,” I say. “I’m thinking our most reasonable contingency plan is ‘don’t get mind-wormed.’ Anyone clever enough to come up with something better to do once someone’s eyes go blank?”
Pitch moves toward the cart again, reaching for one of the remaining hooded oil lanterns.
“Need light to read the ironwork properly. Can’t assess cuts or oxidation patterns in the dark.”
He takes the lantern, metal catching dull morning light through the fog.
I rub the fur of my forehead, working through the problem.
“Let me think about this… Two construction workers drowned. Plenty reported the mental compulsions but didn’t jump into the water. We need a taste of how those mind-worms actually feel like. A probe of sorts. Once we go down there—clipped of course—for the first phase, the moment one of us gets mind-wormed and starts hearing words in their head that don’t belong to them, we hurry them back up to the surface, or at least out of the access point. See how long it takes for the mind-worm to go away. Which we know it does because the affected workers all fled.”
“Alright, worst-case scenarios,” Kestrel says. “Here’s what I’m thinking—we can’t stop the mind-worm from hitting, but we can make it harder to act on. First: multiple clips on the line. Not just one carabiner—two, maybe three per person. That way if someone’s brain tells them to unhook and dive, they’ve got to fumble through extra metal while we’re yanking them back. Buys us seconds, maybe more.”
She shifts her weight, that worried look still carved deep across her muzzle even as another involuntary laugh bursts out.
“Second: watchers. We pair up—one person works, one person watches. Pitch cuts the grate, I watch his eyes. Saffi tends line, Jorren watches her. The moment someone goes blank-eyed or starts staring at the water too long, the watcher yells and we haul them out of the access point, back to the surface, see how long it takes for the compulsion to fade. Third, and this is the uncomfortable part—if the worm hits me and I decide I want that water, rope tension and crew strength might not be enough to stop me. So we need a fallback: Saffi’s line-work has to be strong enough to drag dead weight, and the rest of you need to be ready to pile on if I start moving toward the canal. Same goes for anyone else who gets wormed hard. We can’t prevent it, Jorren. But we can plan for the aftermath. Make it harder to drown ourselves even when our brains are telling us it’s the right call. Not a great plan. But it’s the only one I’ve got that’s honest about the risk.”
“Brilliant, Kestrel. Multiple clips. Pair up. I think that’s as good as it’s going to get for our first extraction phase.”
I turn my head to look up at the Ash-Seal liaison. Hobb Rusk’s standing there in that meticulous kiln-black coat, large round eyes fixed somewhere between me and the crew. He’s been listening this whole time—close enough to hear every word of our contingency planning, silent enough that I almost forgot he was there.
“Master Rusk, what exactly do you need from us? We’ve worked with other Ash-Sealers in the past but not in these fucked-up circumstances. What constraints are you relying on so you can contain the artifact in your box and pulverize it, or whatever the hell you tight-lipped fuckers do?”
Hobb’s eyes shift to meet mine directly. There’s a pause, like he’s organizing his answer into the specific order he wants. His hands stay at his sides, webbed fingers motionless. Then he speaks.
“I need the artifact intact and sealed when you hand it to me. If the seal’s cracked—if you drop it, if stone slabs crush it during excavation, if someone gets mind-wormed and drags it through contaminated water—the containment process changes completely. A sealed artifact goes into the box with standard ward protocols and salt geometry calibration. An actively leaking artifact requires layered suppression, extended calibration time, and significantly higher risk of containment failure. So your extraction needs to be precise enough that what you bring me is still structurally intact, even if it’s covered in sludge. Beyond that, I need workspace—clean ground, adequate humidity for the box’s adhesion wards, and enough light to verify seal integrity before I start the containment sequence. If you can’t provide that at the extraction site, we bring the artifact back here to the service yard before I touch it. And timeline: sealed artifact, maybe an hour for full containment. Cracked artifact, could be three to six hours depending on how bad the leak is, and I can’t guarantee success if the damage is severe enough.”
His lipless mouth compresses into a thin line.
“So the short version is this—bring me what you promised Lady Quenreach you’d extract, don’t fuck up the seal during the dig, and give me the workspace I need to do my job properly. Do that, and we’re fine. Crack it and hand me a disaster, and the timeline you’re working with collapses completely.”
I nod at Hobb Rusk, processing his parameters.
“Got it—clean ground, adequate humidity, enough light. Perfect arguments to stay topside instead of crawling through contaminated tunnels with us. Alright, we’ll bring the ancient, sludgy turd straight to your hands, and hope we don’t ruin the package along the way.”
I look around at the opulent estate grounds—manicured gardens, precisely trimmed hedges, wide gravel paths that probably cost more than my year’s wages.
“As for providing you with a good enough workspace…” I gesture at the space around us. “If the open air won’t do, we can talk to the steward. Man’s an amphibian too—maybe you two will reminisce about your family tree as you save the day.”
My tail thumps against the gravel twice. I turn to face my crew. Pitch stands there in his blast bib, bolt cutters and hacksaw collected, lantern in hand. His expression’s unreadable—that demolition-specialist look that doesn’t give away whether he’s got questions or he’s just waiting for me to finish talking. Saffi’s got her rope coiled over one shoulder and her lantern ready, golden eyes tracking between me and the others with that hooded, calculating look she gets when she’s reading group dynamics.
“Folks,” I say, “unless you’ve got some last-minute objections, let’s gear up. Nobody’s dying today. Otherwise I’ll be forced to drag you out of whatever afterlife you believe in, and that’d ruin my afternoon.”
A new arc of my fantasy cycle has started, now that the first arc, “The Extraction at 12 Kiln Lane,” has ended. I think this new arc will be quite interesting. Link for “Blackwater Contract.”
I put plenty of work into designing the characters. Here are the three we’ve met so far.
Jorren “Mudsong” Weir
Cress Siltwell
Eira Quenreach
Given that I’m not comfortable with human beings, I guess it was a matter of time before I started populating my stories with animals. And I like it a lot.
That brings to mind a quote I read about Patricia Highsmith, fellow autistic writer (was diagnosed post-mortem by a psychiatrist friend of hers, although it was obvious to me from her biography):
Early in 1967 Highsmith’s agent told her why her books did not sell in paperback in America. It was, said Patricia Schartle Myrer, because they were ‘too subtle’, combined with the fact that none of her characters were likeable. ‘Perhaps it is because I don’t like anyone,’ Highsmith replied. ‘My last books may be about animals’.
A servant closes the door from outside without so much as a nod. Through the narrowing gap I catch a last glimpse of the foggy canal landing, the estate fence lost somewhere in the mist, before the latch clicks.
Inside, the vestibule’s churning with movement. Servants in uniform—animal-folk and humans both—scrubbing floors, rushing through with laundry. Frantic enough that something went wrong recently.
I stand on the mat by the threshold, waiting for someone to receive me. They flow past like I’m furniture.
“Hey,” I call out. “I’m with the dredgers. I was told to meet the employer here.”
Not a glance. A servant with a bucket doesn’t even break stride.
I thump my tail on the pristine tiles.
“Folks,” I say, keeping level. “Your canal water’s gone bad. That Lady of yours should come meet me as soon as possible.”
That breaks through. A human woman glances my way, then hurries toward the double doors at the far end of the hall. She swings one open and disappears inside.
Moments later she’s back out, and a toad-folk man in a tar-black waxed oversmock follows her into the hall. He makes straight for me.
I nod as he reaches me.
“I’m guessing you ain’t the Lady. I’m Jorren Weir, dredgers’ crew leader.” I hook my thumb back toward the estate grounds. “I saw you have a serious problem with your canal waters. Flow’s tar-black, rotten-looking, and it stinks something awful. This ain’t a simple spill situation, given you hired us dredgers.”
“You’ve got the right read, Weir. It’s not a spill—it’s sealed work gone wrong, and the Lady’s waiting to brief you herself.” He gestures with one padded hand toward an interior doorway, already turning. “This way. She’ll explain the contract terms and the site conditions. I’ll be handling your crew’s logistics once you’ve seen what we’re dealing with.”
He’s moving before he finishes speaking. I follow him through a short corridor and into a sitting room.
Upholstered chairs in pale colors, low table stacked with papers, muted lighting. A white-furred ermine-folk woman sits in one of the chairs, dressed in layers of ivory and pearl-gray, document in her gloved hands.
The toad-folk man moves to the second chair and settles into it, easy and practiced, angling so he’s facing both the lady and the empty third seat.
“Mr. Weir, this is Lady Eira Quenreach.” He nods toward the ermine-folk woman. “My Lady, Jorren Weir, crew leader.”
He gestures with one padded hand toward the third chair.
“The contract’s ready for your review, Weir, but the Lady will want to walk you through the site conditions first. What you saw from the canal edge is the surface problem—the sealed work’s below, and it’s nastier than a simple extraction.”
“Guess I’m sitting down.”
The chair’s more comfortable than I’m used to. Once I’m squared away, I address them both.
“Our boss was awfully cagey about this job. Even requested an Ash-Seal liaison to handle artifact destruction on-site.” I gesture toward the window, the canal beyond. “The rot on the waters tells me this is some shitty business. Never seen a cursed item taint our waters like that. Straight talk—what are we pulling up?”
Lady Quenreach extends the contract toward me—smooth, deliberate motion, held at an angle that reads as courteous rather than urgent. Her voice stays soft, measured.
“Mr. Weir. I appreciate your directness.”
The document passes from her gloved fingers to mine. Heavy.
“What you’re being asked to extract is a sealed artifact—very old, pre-estate construction, entombed in a silted culvert. We don’t know what it is.” She pauses, letting that settle. “What we do know is that it’s been leaching corruption into the canal water since it was dislodged during excavation work two days ago.”
I flip the contract open, scanning the first page while she talks.
“The workers who handled it reported pressure headaches, intrusive compulsions toward moving water, and trance states. Two drowned. The rest quit.”
My eyes flick up from the page.
“The site is partially flooded,” she continues, gray eyes level, tone factual. “The access routes are tight, and some of the grate keys are missing. You’ll need people who can work in bad water without losing focus, and you’ll need your Ash-Seal liaison on-site for destruction. That document establishes that you’re claiming the artifact under salvage and quarantine protocol. What it also establishes is that the artifact’s origin point is documented as somewhere in the broader canal network—not specifically here.” Her voice remains calm, almost gentle. “If inspectors trace the taint, your records will reflect that. The terms are there. Read them, and then we’ll discuss site access and compensation.”
I scratch the fur on my chin. Two drowned. A lure in the water. That’s new. Something this nasty needs to be dragged away from our canal waters as soon as possible.
First, though, I’ll read through this legal text of hers, see what fine print they’ve included.
“There’s always some, right?” I say, settling the contract flat across my lap.
The room goes quiet. I read through the standard clauses—salvage rights, quarantine authority, non-disclosure about site origin. All expected. Then I hit the section that makes my jaw tighten.
I lower the contract carefully to my lap, keeping my gaze on the text for a moment before I raise my eyes to both of them. I feel the frown pulling at my muzzle.
“Quite the one-sided contract, ain’t it?” I say, calm.
Lady Quenreach’s expression doesn’t shift. The toad-folk man stays still.
“I understand a legal document handing us off a cursed item,” I continue, “and requiring us not to tell that we found it in a noble’s estate. Standard stuff—nobody wants the stink to trace back to them, and most of the cursed shit’s been there for gods know how long, so the landowners aren’t at fault.”
I lift the contract, angling it so they can see I’m reading straight from the page.
“But what’s this crap?” I read aloud: “‘The moment a dredger touches the artifact, custody, disposal authority, and responsibility shift to the dredgers, including responsibility for contamination, downstream spread, injuries/deaths, and any public hazard that follows.’ Fuck, and this part—’If inspectors investigate, if fines happen, if scandal erupts—the dredgers must defend and pay for the protected parties’ losses.'”
I lower the contract again, meeting their eyes.
“So, it ain’t enough that we’re here to risk our necks in your canal, we’re also meant to eat the shit your artifact is already spewing?”
The silence stretches. Lady Quenreach’s face stays calm, her hands motionless in her lap. She lets my objection sit there in the air for a measured breath before she responds.
“You’re right, Mr. Weir. It is one-sided.” Her voice stays soft, but there’s something underneath it now. Thread of steel. “Because the artifact is already spewing, as you said. The contamination isn’t waiting for signatures—it’s spreading through the canal network right now, whether you take this contract or leave it. What this document does is formalize what’s already true: the moment you extract it, you’re the ones handling a quarantine-class object. That’s not me imposing liability—that’s waterways code. Cursed artifacts don’t stay clean just because the paperwork’s polite. If inspectors trace the taint and you’re standing there with no contract, no documented salvage claim, and no legal authority to have moved it—what does that look like? It looks like dredgers who freelanced a removal without protocol and made the problem worse. This contract is what makes your work legitimate. It establishes that you claimed it under salvage and quarantine authority, that you’re coordinating with an Ash-Seal liaison for proper destruction, and that you handled it by the book. The terms are harsh because the artifact is harsh. But they’re also what keeps you from being the ones blamed for amateur handling.”
Her voice softens just slightly.
“I need it gone, you need the pay and the proof your crew can do this kind of work, and the canal network needs it out of the water before the rot reaches Brinewick’s drinking supplies. The terms don’t change. But you can sign knowing that walking away doesn’t make the liability disappear—it just leaves it unassigned, and unassigned liability has a way of landing on whoever was closest when the disaster got worse.”
I shift in the chair, feeling the upholstery creak under me. I keep my voice level—calm, but firm enough that they hear I’m not bending just because the setting’s nice.
“Lady Quenreach, I respect your position as a noble of the realm, but let me tell you—I know the waterways code better than the bastards who wrote it. You wanna test me on that? Section twelve, subsection four. Salvage claim transfers on recovery, not on your say-so. Get it straight—we pull your trash out of the water. That don’t make us trash. Not river scum picking through garbage. We touch the occult shit so you don’t have to. Just because we’re built for water don’t mean we’re built to die in it for your convenience.”
The toad-folk man stays perfectly still in his chair. Lady Quenreach’s expression doesn’t shift.
“Thing is,” I continue, “we both know you can’t find another crew in time to risk their necks in that canal. Not when the rot’s spreading bad enough it’ll ruin the water system of our great city in a couple of days. That’ll affect far worse than your reputation, milady. So we can’t in good conscience leave your canal clogged with whatever ancient turd’s lodged down there.”
Silence settles over the room—the deliberate kind, where someone’s letting your words breathe before they respond. Lady Quenreach’s hands stay folded in her lap, her gray eyes steady on mine.
Then she speaks. Measured, almost thoughtful.
“You’re absolutely right, Mr. Weir. You’re not river scum. You’re professionals. That’s exactly why I called you. And you’re right that I can’t find another crew—not one that can handle contaminated salvage on this timeline, not one with an Ash-Seal liaison already coordinated, and not one whose boss understands that quarantine-class artifacts don’t wait for polite negotiation. But let’s be clear about what’s actually happening here. That artifact is already spewing its poison into the canal network. Whether you sign this contract or walk out that door, the taint is spreading. If it reaches Brinewick’s water supply—and it will, if no one extracts it—inspectors will come. They will trace it upstream. They will demand to know who knew, who delayed, and who refused to act.”
She leans forward slightly.
“If you walk away, they will find out professional dredgers were offered legitimate salvage work under quarantine protocol, were told about the contamination risk, and even though they had an Ash-Seal liaison ready to coordinate destruction, they refused. And when the disaster gets worse, when people start asking why no one acted, your boss’s reputation suffers. Not because you did the work badly. Because you didn’t do it at all.”
I tsk.
“Tough one, aren’t you?” I lean back in the chair. “I’ll bring my crew down there and get rid of the artifact. This ain’t about your fancy reputation or mine any longer—it’s about my little one not needing to drink rotten water thanks to whatever cursed piece of occult crap some ancient imbecile buried in your land.”
I pull my pencil from the vest pocket. Chewed at one end, but the graphite’s still good. My eyes catch the quill sitting on the coffee table between us—proper writing instrument, the noble kind.
I hold up my pencil.
“Is a dredger’s pencil good enough to sign, or do I need to use your quill as well?”
“Your pencil is perfectly acceptable, Mr. Weir. The contract’s binding either way. Sign wherever you’re most comfortable—margin, footer, wherever your crew protocol requires. If you want witness marks, Mr. Siltwell can countersign as landowner’s agent.”
Her gray eyes stay steady on mine.
“Once it’s signed, we’ll walk through site access, key inventories, and liaison coordination. The faster your crew can begin extraction, the better for everyone.”
I rest the contract on my thigh and sign using the pencil. When I straighten, my gaze sweeps from Lady Quenreach to the toad-folk man—Siltwell. The frown’s still pulling at my muzzle.
“Done,” I say. “All the dredgers’ crew responsibility now.”
Siltwell leans forward just enough that the room’s weight shifts with him. His tone stays practical.
“Good. Now we move to site access and coordination.”
I watch him settle into it. The quiet third chair’s gone—he’s running the show now, and the Lady’s sitting back to let him.
“The artifact’s lodged in a silted culvert beneath the east wing,” he continues. “Partially flooded, tight access routes, and some of the grate keys are missing because the workers who quit took them when they left. I’m working on recovering those keys, but in the meantime I’ll need to know your crew size, your equipment load, and whether your Ash-Seal liaison needs separate access or works embedded with your dredgers. You’ll report findings through me, I’ll handle access schedules and keep staff clear. The faster we can map crew movements and equipment staging, the faster you can begin work, and the faster that thing’s out of the water. What’s your crew’s standard operating procedure for contaminated salvage sites, and what do you need from me to make the first descent safe?”
I pull out my notebook—dog-eared, water-stained, pages crinkled from getting soaked and dried too many times. Flip it open to a clean page.
“Alright,” I say, pencil already moving. “You’re the key toad-man. Keymaster.”
I catch the faintest twitch at the corner of his mouth—not quite a smile, but close enough.
“We’re four dredgers, counting me. I wouldn’t count on the Ash-Seal fucker to venture into trouble with us—he hasn’t decided yet, as he wanted to know the details, but I’m guessing he’ll wait by the cart with his containment box for us to show up muddied and dragging the problem to him.”
I jot down a quick note about staging area, then look back up.
“My people are outside, waiting. Regarding standard operating procedure, need to know what tools to bring. Those missing keys, we don’t have time to wait for them. Will bolt cutters and saws do? Brought them with us, no problem carrying them. Just need to know if you can handle ruined grates.”
“Bolt cutters and saws will work—the grates are old ironwork, not secured against professional tools, and I’d rather you cut through than wait for keys that might not come back in time.”
I tap the pencil against the notebook.
“Also, artifact’s lodged in a silted culvert? Does it need to be dug up?”
Siltwell leans forward again, keeping that practical focus locked in.
“The artifact’s lodged in a collapsed culvert section, partially submerged in about two feet of contaminated water—silted channel, tight access, and yes, you’ll need to dig or dredge around it to get clean extraction leverage without cracking whatever’s keeping it sealed right now. Your four dredgers can stage from the east courtyard. I’ll have it cleared and your cart positioned there so your Ash-Seal liaison has clean line-of-sight to containment without needing to descend. I’ll walk you through the access route myself once we’re done here: down through the service stair, through the lower gallery, then into the construction zone where the culvert’s exposed. The flooded section’s maybe thirty feet from the access point, tight enough that your people will be working in close quarters with bad air and worse water.”
I raise my eyes to Siltwell, and let the look settle into something grave.
“Bossman had us bring muscle,” I say. “Are we dealing with beasties down there—the rabid or transformed kind—or does this artifact of yours just ruin our canal waters and mind-control people?”
“No beasties so far—no transformations, no rabid-kind threats, just the mental compulsion pull and the water rot. The workers who drowned walked in on their own, or slipped and didn’t fight to get back out, and the ones who got close reported headaches and intrusive whispers telling them to touch the flow or step into the channel. But I can’t promise the flooded zone’s safe from escalation. We don’t know what happens if someone stays submerged too long near the artifact, and contaminated sites have a way of getting worse once you start moving things. Your muscle’s a smart call—bring them, keep them close, and if anyone on your crew starts hearing whispers or staring at the water too long, pull them back topside immediately and don’t let them argue. The artifact’s not attacking people directly, but it’s pulling them in, and that’s dangerous enough when you’re working in tight quarters with bad air and two feet of tainted water underfoot. Treat it like the threat could escalate the moment you start extraction, and we’ll both sleep better once it’s in your Ash-Seal liaison’s containment box.”
“Alright,” I say. “Don’t need nothing more. I’ll get my crew up-to-date with this gods-awful shitshow, then flag down one of your servants when we’re ready.”
Aldous’ kitchen sits in warm, dim light. Rough plaster walls, heavy timber beams, stone floor with salt worked into the cracks. Plain table against the left wall, two clay jugs on top. Tall cabinet on the far wall—open shelf with glass bottles.
We file in. Still wearing the chicken fight.
Bertram’s temple is stained with dried blood—chicken peck and self-inflicted pipe strike both. Aldous has tongues of dried blood down his arm. Vespera walks like her ass is on fire. Rill’s work tunic shows a bloom of blood at the chest.
Bertram plods to a stool, one hand over his temple like that’ll help. Sits down heavy.
“I don’t know about you folks, but I’ve had enough of chickens for a lifetime. I don’t even want to eat one for revenge.”
Vespera settles onto another stool with a careful wince, trying to keep weight off the wounded cheek.
“Alright, everyone survived the Great Chicken Apocalypse, but we’re all leaking in various places. Bertram, your temple looks like you lost a fight with your own pipe—which, to be fair, you did. Aldous, that arm needs cleaning. And Rill…” Her ears flick toward the girl. “…that’s a lot of blood soaking through. We should probably handle these wounds before they decide to get interesting in the bad way, meow.”
Can’t treat what’s got chicken shit in it.
“Need to clean these wounds.” I look at Aldous. “You keep vinegar in that cabinet?”
I cross to the cabinet, pull down a stoppered bottle from the shelf.
“Right,” Rill says. “Let’s get this done.”
She strips her work tunic off smooth, no hesitation. The chest wounds are visible now—punctures where the beaks found the soft spots, red and raw.
Aldous reaches for one of the clay jugs on the table, lifts it.
“There’s cider here if anyone wants it. Not much, but it’s clean.”
Bertram reaches for the other jug—the mead. Brings it to his nose. Sniff test. His eyes narrow when he lowers it. Pain flash.
“I’m glad you don’t mind if we help ourselves to your alcohol, friend.” He looks down at the salt worked into the floor cracks, even under the table. “And I must say, I owe you my apologies. I thought you were just eccentric. No harm in it. Gods know men like us who live alone for a long time get that way. But what made those chickens move… wasn’t whatever passes for mind in poultry.”
Vespera winces getting off her stool, approaches the wash basin.
“Melissa’s got the vinegar, but we need to rinse first—blood and gods-know-what needs to come off before disinfectant touches it.” She looks at Rill. “Come here. That chest wound took the worst of it, and you’re not doing anyone favors by pretending it’s fine. Let me clean it before Melissa works her vinegar magic.”
Rill crosses to the basin. Vespera works the cloth, methodical, gets the blood and chicken-shit off. The wounds look cleaner. Raw, but clean.
I move to Bertram with the vinegar jar. Head wounds bleed dramatic but they’re usually shallow. He’s coherent—all good signs.
“This is going to sting. Don’t jerk your head back.”
I tip the jar, let the vinegar soak into the wound. His fist goes white against the table edge. He bites his lip hard enough I can see the pressure, breathing through his nose to keep the expletives down.
I work it clean, watch for deeper damage signs. Pupils look normal. No confusion beyond the pain response. Shallow cut, like I thought.
Rill’s trying to treat her own chest wound now that Vespera rinsed it. Hands steady—adrenaline or stubbornness, hard to tell with her. She may have watched enough patchwork to know the theory. Clean, close, cover. Practice is different than theory. Her hands fumble the angle. Can’t see what she’s doing properly, can’t apply even pressure. The wound edges don’t meet right.
Aldous strips off his quilted jerkin. The bantam got his arm during extraction—shallow, but from a possessed bird. He’s standing there like he forgot he had his own wound until everyone else started getting treated.
Bertram takes a long pull from the mead jug, lowers it slow.
“Maybe I shouldn’t want to know, Aldous, but…” He looks at the potter. “You said whatever got into your chickens came from buried pottery. An ‘entity,’ you called it. What damnable thing did we just fight that found itself in our town?”
“You’ve been hosting while bleeding, Aldous. Very hospitable, but let me take a look at that arm while you explain.” She gestures toward his wounded limb. “Sleeve needs to come up.”
Aldous is already moving to the basin. Rolls up the blood-stained sleeve on his left arm.
I move to Rill with the vinegar jar.
“Your turn. This’ll hurt worse than the rinse.”
She doesn’t blink. Just waits.
I tip the jar. Vinegar hits the punctures.
Her jaw locks hard. Fists clench. Breathing goes shallow and controlled, knuckles white against the burn. But she doesn’t jerk back, doesn’t make a sound. Just holds there while the vinegar works through raw tissue.
First serious wound she’s taken. From something that wanted to kill her. She’s not moving. Good.
Aldous starts rinsing his wound at the basin, water over the shallow bite.
“The entity came from something I buried. Eight years ago—piece of pottery from a failed firing. I thought burial would contain it. I was wrong.” His voice stays steady despite the sting. “The shard must have strengthened over time, reached out to the nearest living thing. By the time I dug it up and destroyed it properly, the corruption had already transferred into the hens. Living bodies anchor entities better than ceramic.”
He strips off his work shirt for better access to the wound.
“What you fought was something that shouldn’t exist—a contamination that moved from dead material into living hosts. That’s why extraction was necessary instead of slaughter. The birds weren’t the threat. They were just occupied.”
Bertram sets the mead jug back on the table. Then he looks at Aldous—long, grave stare.
“From a failed firing… eight years ago?” His voice drops. “You can’t mention ‘eight years ago’ and expect me not to know what that implies, my friend.” He rubs his temple where the wound is. Winces. “Did this entity have something to do with that sweet, studious apprentice of yours? What was her name…” Squints like recall’s harder with the head wound. “Mara, wasn’t it? First time you’ve referred to that year. Ever since.”
Vespera’s ears snap forward.
“Aldous, let me take a look at that arm while you tell us about Mara.” Her tone’s careful. “That kind of connection deserves the full story, meow.”
Bertram glances at her.
“I can see the bloodied hole in your breeches over your shapely ass right where that demon buried its beak, miss. Maybe you should let yourself be helped.”
Aldous’ arm needs disinfectant. Rinsed, exposed, accessible. Then closure. The wound’s not trivial—bantam peck, deeper than it looks. Blood loss makes people stupid. Infection risk is real. Vinegar will burn but he’s kept talking through worse today.
“Aldous. Hold still. Your turn.”
I move to him. Tip the vinegar over the wound, let it soak deep.
His jaw locks. Teeth grind—I can see the muscle flex. Fists clench white, breathing sharp through his nose. He holds still.
When I finish, he reaches for linen strips from the cabinet. Starts wrapping the wound himself. Hands steady despite the burn-ache.
“Yes. The entity came from Mara’s death.” First wrap secured. “Eight years ago I tried a ritual from a grimoire fragment I’d bought. Thought I was being careful, thought I understood the variables. I was wrong.” Another wrap. “The firing went catastrophically wrong and she died in the kiln fire. What came out of that kiln, other than burned shards, was my first functional containment vessel, sitting perfect in the ashes while she bled out on my workshop floor.”
He ties off the bandage. Small knot.
“So yes, Bertram—what you just helped me extract from those chickens has everything to do with my apprentice. Most of what I know about craft-based containment, I learned from the night she died.”
Bertram looks down at his lap. Lifts the clay jug to his lips, takes a longer gulp. Wipes his mouth with the back of his hand.
“That poor girl.” The edges of his eyes wrinkle. “Maybe I should say that… these things are not to be played around with. Whatever ‘entities’ exist out there that can be brought over through mysterious grimoires. But I guess… it happens. Despite our best intentions, life takes away the ones we care about.” He pauses. “Such a bright smile she had, that one.”
Vespera shifts her weight, ears flicking back.
“Right. Guess it’s my turn.”
She reaches back, works the torn breeches down over her ass. The wound’s exposed now—puncture, red, angry.
Bertram, seated behind her, makes a contemplative sound.
“Oh my. I can’t say I’ve seen many cat-folk butts in my long life, but yours is quite lovely, miss.”
Although Vespera’s tail twitches, she doesn’t turn around.
Last one needing disinfectant. Ass wounds are awkward but not complicated—muscle tissue, decent blood supply, low infection risk if treated properly. Vinegar will sting worse on tender flesh.
I cross to her with the jar.
“Vespera. This is going to burn.”
I tip it over the wound. Her spine goes rigid. Full-body shiver, tail jerking stiff. She sucks air through her teeth, claws flexing against the table edge. Holds still.
Rill’s trying to close her chest wound again. Hands working the angle, trying to bring the edges together. Can’t see what she’s doing. Fumbles the pressure. Won’t hold.
Aldous approaches her, methodical.
“Your wound’s been prepped correctly—rinsed and disinfected. Let me try to close it properly before infection sets in.” His voice stays level. “My medicine skill isn’t excellent, but the rooster got you helping with my problem. I owe you at least the attempt.”
Rill nods. He kneels beside her. Examines the punctures over her heart—copper-backed rooster hit the same spot twice. He reaches for linen strips, works the edges together carefully.
He tries to seat the cloth, then tries again. It slips. He pulls back, jaw tight, strips loose in his hands.
Bertram straightens. Sets the mead jug down on the table—solid thunk. Reaches behind his apron, extracts his pipe. He examines it like he’s checking for damage from the temple strike. Takes a long look at Rill.
“Kid, you did good. You went with us into that ambush. Kept holding tight to those chickens despite the bloom of blood in your chest. Despite the fact that you weren’t strong enough to prevent those feathered devils from escaping your grip. You’ve got grit is what I mean.”
He pauses. The pipe stays unlit in his fingers.
“Still… don’t know if that’s a good thing. There are worse things out there than possessed chickens, if you’re still willing to put your life on the line. Threadscar didn’t get her nickname from mopping floors, I’m guessing.”
Vespera shifts her weight, reaches down for the pooled breeches at her feet.
“Right, well. Can’t have a serious conversation about dead apprentices and entity corruption while my ass is hanging out. Not the aesthetic I was going for.”
She picks them up. Starts working them back over her hips, careful around the treated wound.
Rill’s chest wound is prepped—rinsed, disinfected, exposed. Both Aldous and Rill tried to close it already. Both failed. My turn. Rill’s young. Healthy tissue, good blood supply. Should respond well.
“Stay still. I’m closing this properly.”
I kneel and examine the punctures—rooster hit the same spot twice, over the heart. Worst wound of the group. Edges clean from the vinegar, good blood supply, no compromise visible.
I press the edges together—firm, even—and hold them while I seat the linen strip. Tension right, coverage right. I secure it and test the hold.
The bleeding’s checked, but nobody relaxes.
Aldous moves toward one of the empty wooden stools. Sits down careful, mindful of the arm wound.
“You all came here because I posted at the Registry about possessed chickens, and you stayed through an extraction that turned into a small battle.” His voice stays level. “I owe you more than cider. If anyone needs rest before heading back to town, the space is yours.”
Bertram produces a match, strikes his pipe. Flame catches. He lights the tobacco and takes a slow draw.
Smoke curls up. He’s watching Vespera work the vinegar-treated wound through the tear in her breeches.
“As for you, miss cat, I’m picturing a young life whole with fresh taverns in which to play, adventures to partake in.” Another puff. “Don’t know what brought you to our little nowhere-town, but I hope we didn’t make too bad of an impression on you. Possessed poultry and all.”
Vespera glances back toward the treated area.
“Melissa already handled the vinegar part—which hurt like absolute hell, by the way—so the wound’s disinfected. Let me see first if I can close this rooster wound properly.”
My hands are done. Now I watch.
Bertram’s managing his own pain—mead first, now pipe. Self-administered. Vespera’s struggling to handle her own closure attempt. Rill’s quiet, processing the first real wound she’s taken.
They’re talking about Mara again. Heavy conversation. Not my terrain. I patch bodies. I don’t patch guilt.
Bertram’s good at the social space. He reads people the way I read blood. I’ll watch for delayed shock. Infection signs. Anyone who destabilizes. That’s what I’m trained for.
The rest of it—the sharing, the bonding over tragedy—that’s their work.
Through this cycle of fantasy stories, I’m exercising in tandem my two main passions in life: building systems and creating narratives. Every upcoming scenario, which turns into a short story, requires me to program new systems into my Living Narrative Engine, which is a browser-based platform for playing through immersive sims, RPGs and the likes. Long gone are the scenarios that solely required me to figure out how to move an actor from a location to another, or to pick up an item, or to read a book. Programming the systems so I could play through the chicken coop ambush involved about five days of constant work on the codebase. I’ve forgotten all that was necessary to add, but off the top of my head:
A completely new system for non-deterministic actions. Previously, all actions succeeded, given that the code has a very robust system for action discoverability: unless the context for the action is right, no actor can execute them to begin with. I needed a way for an actor to see “I can hit this bird, but my chances are 55%. I may not want to do this.” Once you have non-deterministic actions in a scenario, it becomes unpredictable, with the actors constantly having to maneuver a changing state, which reveals their character more.
I implemented numerous non-deterministic actions:
Striking targets with blunt weapons, swinging at targets with slashing weapons, thrusting piercing weapons at targets. None of those ended up taking part of this scenario, because the actors considered that keeping the birds alive was a priority, as Aldous intended.
Warding-related non-deterministic actions: drawing salt boundaries around corrupted targets (which Aldous said originally he was going to do, but the situation turned chaotic way too fast), and extracting spiritual corruption through an anchor, which Aldous did twice in the short.
Beak attacks, only available to entities whose body graphs have beak parts (so not only chickens, but griffins, krakens, etc.). This got plenty of use.
Throwing items at targets. Bertram relied on this one in a fury. I got clever with the code; the damage caused by a thrown weapon, when the damage type is not specified, is logarithmically determined by the item’s weight. So a pipe produces 1 unit of blunt damage, and throwing Vespera’s instrument case at birds (which I did plenty during testing) would cause significant damage. Fun fact: throwing an item could have produced a fumble (96-100 result on a 1-100 throw), and that would have hit a bystander. Humorous when throwing a pipe, not so much an axe.
Restraining targets, as well as the chance for restrained targets to free themselves. Both of these got plenty of use.
A corrupting gaze. It was attempted thrice, if I remember correctly, once by the main vector of corruption and the other by that creepy one with the crooked neck. If it had succeeded, it would have corrupted the human target, and Aldous would have had to extract it out of them as well. That could have been interesting, but I doubt it would have happened in the middle of chickens flying all over.
Implementing actions that cause damage meant that I needed to implement two new systems: health and damage. Both would rely on the extensive anatomy system, which produces anatomy graphs out of recipes. What I mean about that is that we have recipes for roosters, hens, cat-girls, men, women. You specify in the recipe if you want strong legs, long hair, firm ass cheeks, and you end up with a literal graph of connected body parts. Noses, hands, vaginas exist as their own entities in this system. They can individually suffer damage. I could have gone insane with this, as Dwarf Fortress does, simulating even individual finger segments and non-vital internal organs. I may do something similar some day if I don’t have anything better to do.
Health system: individual body parts have their own health levels. They can suffer different tiers of damage. They can bleed, be fractured, poisoned, burned, etc. At an overall health level of 10%, actors enter a dying state. Suffering critical damage on a vital organ can kill creatures outright. During testing there were situations in which a head was destroyed, but the brain was still functioning well enough, so no death.
Damage system: weapons declare their own damage types and the status effects that could be applied. Vespera’s theatrical rapier can pierce but also slash, with specific amounts of damage. Rill’s practice stick only does low blunt damage, but can fracture.
Having a proper health and damage system, their initial versions anyway, revealed something troubling: simple non-armored combat with slashing weapons can slice off limbs and random body parts with realistic ease. Whenever I get to scenes involving more serious stakes than a bunch of chickens, stories are going to be terrifyingly unpredictable. Oh, and when body parts are dismembered, a corresponding body part entity gets spawned at the location. That means that any actor can pick up a detached limb and throw it at someone.
Why go through all this trouble, other than the fact that I enjoy doing it and that it distracts me from the ocean of despair that surrounds me and that I can only ignore when I’m absorbed in a passion of mine? Well, over the many years of producing stories, what ended up boring me was that I went into a scene knowing all that was going to happen. Of course, I didn’t know the specifics of every paragraph, and most of the joy went into the execution of those sentences. But often I found myself looking up at the sequences of scenes to come, and it was like erecting a building that you already knew how it was going to end up looking. You start to wonder why even bother, when you can see it clearly in your mind.
And I’m not talking about that “plotter vs. pantser” dichotomy. Pantsing means you don’t know where you’re going, and all pantser stories, as far as I recall, devolve into messes that can’t be tied down neatly by the end. And of course they’re not going to go back and revise them to the necessary extent of making something coherent out of them. As much as I respect Cormac McCarthy, one of his best if not the best written novel of his, Suttree, is that kind of mess, which turns the whole thing into an episodic affair. An extremely vivid one that left many compelling, some harrowing, images in my brain, but still.
I needed the structure, with chance for deviation, but I also needed to be constantly surprised by the execution of a scene. I wanted to go into it with a plan, only for the plan to fail to survive the contact with the enemy. That’s where my Living Narrative Engine comes in. Now, when I experience a scene, I don’t know what the conversations are going to entail. I didn’t even come up with Aldous myself: Copperplate brought him up in the first scene when making up the details of the chicken contract. It was like that whole “Lalo didn’t send you” from Breaking Bad, which ended up producing a whole series. From that mention of Aldous, after an iterative process of making the guy interesting for myself, he ended up becoming a potter-exorcist I can respect.
I went into that chicken coop not knowing anything about what was going to happen other than the plan the characters themselves had. Would they overpower the chickens and extract the corruption out of them methodically with little resistance? Would any of the extraction attempts succeed? Would any actor fly into a rage, wield their weapons and start chopping off chicken limbs while Aldous complained? Would any of the characters suffer a nasty wound like, let’s say, a beak to the eye? I didn’t know, and that made the process of producing this scene thrilling.
Also, Vespera constantly failing at everything she tried, including two rare fumbles that sent her to the straw, was pure chance. It made for a more compelling scene from her POV; at one point I considered making Aldous the POV, as he had very intriguing internal processes.
Well, the scene wasn’t all thrilling. You see, after the natural ending when that feathered bastard pecked Vespera’s ass, the scene originally extended for damn near three-fourths of the original length. People constantly losing chickens, the rooster pecking at anyone in sight, Melissa getting frustrated with others failing to hold down the chickens, Rill doing her best to re-capture the chickens that kept wrenching free from her hold. Aldous even failed bad at two extractions and had to pick up the vessel again. It was a battle of attrition, which realistically would have been in real life. I ended up quitting, because I got the point: after a long, grueling, undignified struggle, the chickens are saved, the entity is contained in the vessel, and the actors exit back to the warm morning with their heads down, not willing to speak for a good while about what they endured.
Did the scene work? I’m not sure. It turned out chaotic, with its biggest flaw maybe the repetition of attempting to catch chickens only for them to evade capture. There were more instances of this in the original draft, which I cut out. I could say that the scene was meant to feel chaotic and frustrating, and while that’s true, that’s also the excuse of those that say “You thought my story was bad? Ah, but it was meant to be bad, so I succeeded!” Through producing that scene, editing it, and rereading it, I did get the feeling of being there in that chaotic situation, trying to realistically accomplish a difficult task when the targets of the task didn’t want it completed, so if any reader has felt like that, I guess that’s a success.
I have no idea what anyone reading this short story must have felt or thought about it, but it’s there now, and I’ll soon move out to envision the next scenario.
Anyway, here are some portraits for the characters involved:
Plank walls stained deep brown, low ceiling beamed with simple timbers, two stubby roost bars mounted like a ladder on the left wall. Centered at the back sits a narrow shelf unit divided into three nesting cubbies. The floor’s covered in flattened straw and wood shavings, uneven underfoot, with two shallow bowls set directly on it. Morning light struggles through the wire-mesh opening. Corners stay shadowed; wood grain shows deep and dark. Burnt clay coats my throat with every breath.
We’re all inside now—Bertram, Aldous, “Threadscar” Melissa, Rill, and me, crowded into this glorified chicken prison. Five birds occupy the gloom: a black pullet with a crooked neck making tiny ceramic clicks from her beak, dust clinging to her pinfeathers like kiln sweepings. A copper-backed rooster with an impressive tail immediately positions himself between us and the other chickens, broad chest out like he’s got a chance. A buff hen with a startlingly pale face pecks the same exact spot in the litter, obsessive and drooping. A tiny slate-blue bantam circles the back corner.
And at the center: the speckled hen. Large, holding unnaturally still, staring straight ahead despite five humans invading her space.
The coop door scrapes shut, but the latch doesn’t catch. A finger-width gap of light. Bertram glances back at it, then scans the interior, jaw tight.
“This chicken coop of yours is way gloomier than it has any right to be,” he says.
Aldous moves closer, containment vessel cradled like glass.
“The gloom’s not aesthetic, Bertram. It’s symptomatic. The burnt-clay smell, the dim light, the way the roosting bars look wrong even though nothing’s physically changed—that’s all bleed-through from what’s anchored in the flock. Vespera, we’re starting with the speckled hen. I need you to position her exactly one handspan from the vessel’s opening when I give the word.”
The black pullet recenters its crooked neck with a sharp twitch. Click, click, click from the beak.
Melissa shifts beside me, moving into position without crowding my space. Support stance—sparring distance. Close enough to intervene.
The buff hen moves slowly across the litter, drooping like she’s sick, letting out soft clucks with a dry rasp underneath.
I move toward the speckled hen, keeping my movements fluid and deliberate. That clean focus I get before violence kicks in—except this time it’s aggressive chicken handling for occult pottery.
“I’ll hold her steady when you’re ready, Aldous,” I say, closing the distance smoothly. “Just tell me when to position her.”
The speckled hen holds that unnatural stillness, staring ahead while a milky film slides across her eyes—a second lid, slow and wrong.
Then, she jerks sideways, whole body yanked like an invisible wire pulled her. Her head swivels with mechanical precision, scanning. Seeking a target.
The hen’s eyes lock onto Melissa, and I catch the detail I missed before: concentric rings in the iris, like growth rings in cut wood. The gaze holds. Something passes between the hen and the veteran. Pressure drop before a storm.
Melissa doesn’t flinch. Her jaw sets, eyes narrowing, and whatever spiritual rot the hen’s pushing at her hits resistance. The veteran stands her ground.
The copper-backed rooster explodes into motion. Plants himself beside the speckled hen. His beak opens. Burnt clay rolls out on his breath—I taste it.
Then he lunges at Rill. The rooster jumps, surprisingly high for something that size, and drives his beak straight into Rill’s torso. Right over her heart. The impact lands wet and precise.
Rill staggers back. Her face registers the pain in a tight grimace, but her eyes stay locked on the rooster. Combat-ready despite the blood starting to seep through her linen tunic.
The black pullet’s making excited clicks now, rapid-fire ceramic taps that echo off the coop walls.
The slate-blue bantam explodes from the back corner, tiny legs churning through litter. She launches herself at Melissa, but the veteran sidesteps clean. The bantam’s beak snaps shut on empty air.
The buff hen, who’s been pecking obsessively at the same spot this whole time, suddenly lifts her head. Looks around like she’s just waking up. Then something clicks behind those pale eyes and she snaps alert.
She charges Bertram. The buff hen lunges with more speed than her drooping posture suggested possible, beak aimed at his face. Bertram throws his hands up, stumbling back—the hen overshoots, loses her balance completely, and hits the ground in a tumble of dusty feathers.
Bertram’s got his pipe out now, pulled from under his apron, gripped like a club.
“This was an ambush!” He edges closer to the fallen bird, keeping the pipe raised. “I guess the saying is true—no plan survives contact with the enemy!”
He drops down, gets his hands on the buff hen before she can right herself, and pins her. She thrashes but he’s got weight and leverage.
Aldous moves immediately. Not rushed—methodical. He crosses to Bertram and the restrained hen with the containment vessel still cradled carefully, his eyes already assessing angles and positioning.
“Bertram, keep holding her. I’m going to help her upright, and then we’re doing the extraction immediately while you’ve got her restrained. This is the best chance we’ll get.”
He sets the vessel down carefully, then gets his hands under the buff hen’s body. They wrestle the buff hen upright, Bertram maintaining his grip while Aldous adjusts her position with almost ritualistic precision.
Melissa lunges forward, going for the copper-backed rooster—the biggest active threat now that Bertram has the buff restrained. But the coop erupts into chaos of wings and movement. The speckled hen jerks sideways exactly as Melissa commits, the rooster pivots, and suddenly they’ve traded positions in that split-second scramble.
Melissa’s hands close around the speckled hen. She pins the wings tight against the bird’s body with both hands, adjusting her grip with practiced efficiency.
“Got her instead.” Melissa’s voice cuts through the noise, steady. “Aldous, proceed with your extraction. I’ll hold this one.”
The speckled hen thrashes, and that wrongness radiating from her intensifies. I can feel it like heat off sun-baked stone.
The rooster’s loose. He’s already drawn blood. Melissa’s got the primary anchor, Bertram’s locked down the buff—I need to handle this copper-backed bastard.
I move toward him, smooth and deliberate. I go in like I would in a clinch—hands sure, wings pinned, no room for him to spin. Mrow, let’s see if restraining a possessed chicken gives me the same edge as actual combat.
The rooster sees me coming. His head snaps toward me, tailfeathers flaring, and he sidesteps with surprising speed. I adjust my angle, reach for him, but he evades. Clean pivot, low to the ground, and he’s out of range before my hands close on feathers.
Rill, blood seeping through her tunic where the rooster pierced her, lunges forward. She’s going for him with both hands extended, trying to pin his wings the way Melissa demonstrated with the speckled hen.
The copper-backed rooster twists away from her too, wings beating hard. Rill’s hands grasp at empty air, and the rooster plants himself three feet back, chest out, guarding the space between us and Melissa’s captive.
The speckled hen’s thrashing intensifies. Melissa’s got solid grip, wings pinned tight, but the hen twists with unnatural strength, and the veteran’s hands slip just enough. The hen wrenches free, tumbling to the litter in an explosion of dust and burnt-clay stench.
The copper-backed rooster sees it. His head snaps toward the escaped hen, and then he’s airborne, launching himself straight at Melissa with focused rage. He drives his beak into her torso, right over the ribs. The impact makes a dull thud against her leather cuirass. Melissa doesn’t even flinch.
Movement from the shadows. The slate-blue bantam rushes out, tiny and fast, making a beeline for Bertram. She launches herself at him, beak aimed for exposed skin, but Bertram shifts his weight without losing his grip on the buff hen. The bantam’s strike goes wide, her beak snapping shut on empty air.
The buff hen thrashes harder, clucking with that raspy edge, losing feathers as she strains against Bertram’s hold. He pins her tighter. She can’t break free.
The tanner keeps his eyes narrowed, head angled to the side like he’s expecting another strike.
“Aldous,” he says, steady despite the bantam circling for another pass, “I would appreciate if you extracted whatever you need to extract out of this one, my friend.”
Aldous positions the vessel one handspan from the buff hen’s head. Hands steady despite the burnt-clay choke.
“Bertram, she’s going to thrash when the extraction engages. Don’t let go, don’t adjust your grip. The gradient forms along geometric lines and any movement breaks the pattern.” His eyes sweep the coop without moving his head. “Eyes away from the opening. I’m starting now.”
He shifts the vessel’s opening closer to the hen’s face. The buff hen starts shuddering immediately—not normal thrashing but something deeper, tremors running through her entire body. A prolonged screech escapes her throat, high and wrong.
The struggle lasts seconds but feels stretched. The hen convulses, Bertram holds firm, Aldous keeps the vessel positioned with mathematical precision—and then it’s done. The buff hen goes limp in Bertram’s grip, the wrongness bleeding out of her. Whatever corruption was anchored in that bird, it’s in the vessel now.
Melissa crosses the distance to the speckled hen in three strides. She gets her hands around the bird before she can scramble away—pins the wings against the body with both hands.
The hen thrashes, making garbled sounds that don’t belong in any chicken’s throat, but the Melissa’s grip holds.
The copper-backed rooster is still the biggest threat. I’m free to handle him.
I lunge forward, hands extended to grab him before he can attack anyone else. The rooster pivots. I reach for him, but my boot catches something in the litter, uneven wood shavings or straw, and my ankle rolls. I’m going down fast, hands grasping at empty air as the ground rushes up.
I hit the floor hard. Dust and burnt clay smell explode around me. The impact knocks the breath halfway out of my lungs.
The rooster, three feet away, broad chest puffed and tailfeathers flared, clucks territorial. His head swivels, sizing up opponents.
To my right, Rill lunges forward, going for the rooster with both hands extended. She’s trying to pin his wings against his body the way Melissa showed us. The rooster twists away from her. He’s out of range before her hands close on feathers. Rill doesn’t hesitate. She goes after him again.
The rooster launches himself at her. He flies straight for her chest—same heart region where her tunic’s already bloodstained. His beak drives into her flesh with unnatural accuracy, piercing through the linen again. I hear the wet impact even from the ground.
Rill staggers but doesn’t go down. Her jaw sets tight against the pain.
The kink-necked black pullet is suddenly right there, five feet from my face. Her crooked neck cants hard to the left, and she locks eyes with me.
Click, click, click. Sharp ceramic sounds from her beak, rapid-fire and wrong.
Pressure blooms behind my eyes—cold, invasive. I brace, and it slides off like rain on stone. The pullet backs away, clicks slowing.
From the back corner—the slate-blue bantam rushes out. She launches herself at Aldous, beak aimed for exposed skin. Aldous sidesteps without looking at her directly. The bantam lands in the dust.
The buff hen shakes her head in Bertram’s grip, confused, trying weakly to free herself. The extraction pulled the wrongness out, left her just a regular chicken trying to escape a human’s hold. Bertram struggles to scramble to his feet.
“Everyone still alive?” He glances around the coop. “What feathered demon are we handling next?”
He spots me on the ground, and his eyebrows go up. He rushes over, reaches down, grabs me by the front of my shirt even though that hand is still holding his pipe. The buff hen squawks indignantly under his arm.
“Floor ain’t made of catnip as far as I know, miss. Get up.”
He hauls me to my feet with more force than finesse. I find my balance, dust and wood shavings clinging to my clothes.
Aldous crosses to Melissa and the speckled hen, vessel cradled carefully, eyes already calculating angles.
He positions the containment vessel exactly one handspan from the hen’s head, where those growth-ring eyes show whatever corruption runs deepest. His hands stay steady despite the chaos still churning around us.
“Melissa, hold her firm—this is the primary vector.” His voice cuts through the burnt-clay stench without rising in volume. “The extraction will fight harder than the buff hen’s did. Don’t adjust your grip no matter how she thrashes. Eyes away. I’m extracting now.”
The speckled hen’s body goes rigid in Melissa’s grip. Then she screeches—garbled, wrong, a sound that would require vocal cords no chicken should possess. The screech scrapes against the inside of my skull like metal on glass.
Her body spasms. Not the panicked thrashing of a restrained bird—something stronger than her frame should allow. Wings strain with unnatural force. The veteran’s grip holds, tension cording through her scarred forearms.
The struggle stretches. The hen convulses, that screech rising and falling in waves that make my teeth ache. Aldous keeps the vessel positioned steady as a fixture.
Then it’s done. The wrongness bleeds out of the hen like heat dissipating into cold air. She goes limp in Melissa’s grip. Just a bird now. The burnt-clay smell doesn’t fade but the pressure it carried, that invasive spiritual rot, collapses. Melissa releases her; the hen settles onto the straw-covered floor, docile.
Melissa straightens, turns toward the copper-backed rooster who’s still loose and aggressive, chest puffed and tailfeathers flared.
I lunge for him again, movements sharp and controlled, aiming to pin his wings before he can strike. But the rooster jumps, and I’m grasping at empty air as he lands three feet away. My hands close on nothing.
The speckled hen, clean now, picks her way through the scattered bodies and debris. She avoids Rill, sidesteps Aldous’ boots, and heads straight for the coop’s entrance.
The copper-backed rooster’s head swivels, tracking movement across the coop. His eyes settle on me. That barrel chest puffs wider, hackles flaring rust-red in the dim light, and I can see the exact moment he chooses his target.
He charges. Talons churning through litter, wings half-spread for balance. I sidestep. He adjusts mid-charge, but I pivot. His beak snaps on empty air. Momentum carries him past me in a flurry of copper feathers and burnt-clay stench.
The kink-necked black pullet locks eyes with Melissa. Click, click, click. That spiritual pressure builds again. Melissa’s jaw sets, eyes narrowing. The pressure shatters. The pullet backs away.
The slate-blue bantam explodes from the shadows. Tiny legs pump through the litter as she launches herself at Bertram with surprising height. Her beak drives straight into his head—I hear the impact piercing skin.
Bertram’s hands fly to his skull, still gripping that pipe. He swings it up reflexively and cracks himself in the temple with his own weapon.
“Agh! You feathered cunt!” He releases the buff hen—she drops from under his arm, flapping indignantly to the floor—and presses both hands to his bleeding scalp. “I felt the vibration right through my gray matter!”
The buff hen shakes herself, confused and free, then waddles away.
Aldous moves. That same methodical precision he showed during the extractions, but faster now—crossing the distance to the copper-backed rooster. Not waiting for someone else to handle it.
“Hold still,” he says, reaching for the rooster with both hands angled to pin wings tight against body. “I’m not giving anyone an excuse to kill you when extraction is still possible!”
The rooster twists, wings snapping, and Aldous’ hands close on empty air. The bird plants himself three feet back, chest out, eyeing Aldous with focused aggression.
“Third time’s the charm, you feathered bastard,” I say, closing the distance fast. “Hold still so Aldous can fix you!”
I lunge at the rooster. He sidesteps—my boot catches the litter and I’m down again, dust and burnt clay exploding around me.
Rill’s shifting her attention away from the rooster. Her eyes lock onto the kink-necked black pullet instead, the one who tried to corrupt both me and Melissa with that ceramic-click gaze. She’s done chasing the copper-backed demon.
She lunges at the black pullet with both hands angled to pin its wings tight against its twisted body. The pullet’s neck cants hard to the left, beak opening for another click—but Rill’s already got her. Hands close around the bird, wings pressed flush to her sides before she can cast that corrupting gaze again.
Near the coop entrance, the large speckled hen settles into a corner. She watches the chaos with what looks like concern, head tilting like she can’t figure out why everyone’s so worked up.
The copper-backed rooster jumps, hits the wall with both talons, rebounds off the planks with surprising force, then swoops down on Aldous. Wings spread wide for the dive, beak aimed straight for his chest. The rooster pecks hard—I hear the impact against Aldous’ quilted jerkin, the dull thud of beak hitting padded fabric. The jerkin holds.
The black pullet in Rill’s grip thrashes harder, neck twitching violently, beak clicking against Rill’s hands. She’s trying to free herself with unnatural strength for something that size.
The pullet wrenches free from Rill’s hold, tumbling to the litter in an explosion of dust and that burnt-clay stench. Her crooked neck recenters with a sharp twitch—click, click—and she backs away fast, putting distance between herself and Rill’s hands.
The slate-blue bantam rushes out again from the shadows, tiny legs churning. She launches herself at Aldous, who’s still recovering from the rooster’s chest strike. The bantam’s beak drives into his exposed left arm with surgical precision. I hear the wet sound of piercing flesh.
Aldous grimaces but doesn’t cry out. Blood wells up where the bantam’s beak punctured skin.
The white-faced buff hen spots the coop door. It’s cracked open, light from the yard spilling through the gap. She clucks indignantly, ruffles her pale feathers, then waddles straight for freedom. Pushes through the opening and disappears into Aldous’ yard, leaving the coop behind.
Bertram’s got one hand pressed to his bleeding head where the bantam struck earlier. His eyes sweep the coop floor, searching. Then he spots the slate-blue bantam circling near Aldous’ feet, and his expression tightens.
He lifts his pipe-hand, the carved wood gripped tight despite the blood running down his temple.
“You accursed bunch of misbehaving poultry!”
He throws the pipe hard. It hits the slate-blue bantam square in her torso, enough force to send her tumbling through the litter. She rolls once, then scrambles upright, shaking herself with a chirp.
Aldous is approaching me, quick but controlled despite the blood sliding down his arm. He extends a hand down.
“Up—now. Rooster’s still active. I need your hands functional, not eating straw.”
I grab his hand and he hauls me to my feet. Pulled up again. Mortifying.
Melissa’s already moving, eyes locked on the kink-necked black pullet who’s been circling and clicking since she broke free from Rill’s grip. The veteran’s hands are angled low to pin the pullet’s glossy-black wings tight against her twisted body before she can cast another corrupting gaze.
She’s got her; the pullet thrashes, clicks muffled. But Melissa holds firm.
We’re bleeding for every inch, and I’m still dead weight. Rill’s chest wound seeps through her tunic. Bertram’s holding his head. Aldous’ arm drips.
The rooster’s still loose, barrel chest puffed and guarding his position like he owns this coop. And maybe he does.
The slate-blue bantam is tiny, wounded from Bertram’s thrown pipe. Better odds than the rooster. Smaller target, less dangerous, already hurting. I need to actually succeed at something.
The burnt clay smell coating my nostrils, the straw compressed under my boots, the chaos of wings and bodies and blood. This is what I’m good at. Violence with purpose. The bantam. Pin her tiny wings.
Mrow, fourth time’s the charm.
I move toward the slate-blue bantam, hands angled to grab her before she can dart back into the shadows or attack someone else.
The bantam sees me coming. She jumps—tiny legs pump hard—and twists mid-air. My hands close on empty air where she was a split-second ago. She lands three feet away, shakes her wounded body, and circles toward the shadows.
Movement beside me—Rill lunges at the bantam with both hands extended, going for the same target I just whiffed on. Her chest wound’s still bleeding but her eyes are locked on that tiny slate-blue body with focused determination.
The bantam jumps again. Rill’s hands grasp at feathers. She’s got contact, fingers closing around one wing, but the bantam thrashes hard and Rill’s footing shifts wrong in the litter. She’s going down, hands losing grip as her knees hit the straw-covered floor. The bantam wrenches free and darts away in a blur of slate-blue feathers.
Near the coop entrance, the large speckled hen takes a final look at the chaos. Then she turns and waddles straight through the cracked door, following the white-faced buff hen out into the yard. Two regular chickens escaping the violence.
I’m tracking the bantam’s movement as she circles back toward the shadows, when something massive and copper-backed fills my peripheral vision.
The rooster lunges at me. Lower. He drives his beak straight into my right ass cheek.
Pain explodes sharp and piercing. I feel the beak punch through fabric, through skin, driving deep enough to make everything clench involuntarily.
“Fuck!”
The rooster pulls back, beak dripping, and plants himself three feet away. Chest puffed.
My ass is on fire.
THE END
Check out this video I generated about this short. I hadn’t laughed that hard in a good while.
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