Gallery
What the games left behind — the novels written out of played sessions, and the art generated alongside the worlds. Every piece is tied to the canon it illustrates.
Novelizations
Each of these was a played session before it was prose. The dice had already fallen; the book is written afterwards from the campaign's own journal and play transcript, so the plot is whatever the players actually did with it. Read them as records, not as fiction written to a plan.
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The Kestrel of Lanternfall
The sky-realm on the bone-spires of dead leviathans, and the wind itself failing. Three chapters from the opening run — the ninth night, the last supper, the closed hand.
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And Then the Dragons Came: Purewater — the Author's Cut
A seventy-year-old pilgrim of Hel walks three hundred miles into a canal city on the eve of the Lake Lady's Tourney, carrying a quarterstaff and eleven nights of the same dream.
There is also a shorter telling — the same play cut to 72 pages (0.3 MB) in a terser voice, which is the clearest look at what the style setting actually does.
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The Short Ledger
The same city from underneath: a collector working the water-stairs for the local crime lord, and a ledger that does not add up. Dialogue lifted from the play transcript rather than paraphrased from the journal.
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The Wrong Cathedral
Gobtown, the first goblinoid city that works, held together by deals nobody has read all of. Two goblins, nine chapters, and a rent problem.
Art
The gallery is being hung. First pieces arriving soon.