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Interview with Lilah
[I wasn’t sure I could arrange an interview with Lilah, and I wasn’t sure I could go through with it when things came together. Thanks to my connections in the religious community, I was able to arrange for us to meet in a small church that I prefer not to name. Suffice it to say their lovely sanctuary is adorned with several ornate crosses and other religious symbols.]
DP: Thank you for your time. This shouldn’t take long.
L: I don’t suppose it will. You’re nervous, aren’t you? I can tell.
DP: What? No… Just…
L: <smirks> It’s all right. You don’t have to pretend; I know the signs. You set this meeting up at a nice neutral location so you wouldn’t have to invite me into your house. Plus, what’s that around your neck. A cross?
DP: …I mean…
L: Crosses don’t work on me. Or dharma wheels or stars of David or anything else, for that matter. We don’t all get our panties in a wad over the Powers that Be.
DP: <internally crestfallen> Uh… Good to know.
L: You can’t believe everything you see in the movies.
DP: I never do. I understand you’re leaving on a trip soon?
L: <nods> To Louisville. But it’s for business, not pleasure. Some unfinished business I need to handle.
DP: Have you been to Louisville before?
L: Once or twice. The baron and I have crossed paths.
DP: The barron?
L: “Baron” is wishful thinking, if you ask me. A pretentious little man trying to herd cats, and he calls himself a baron. <scoffs> Vampires. A guy reads one too many Sookie Stackhouse mysteries and he thinks he’s royalty.
DP: I take it that’s not the way it works?
L: I’ve got to admit, it’s not too far off. You can call yourself whatever you want. You just have to have the strength to back it up…and you’d better hope nobody stronger is waiting in the wings.
DP: I understand there are varieties of…of…
L: You can say it. Some of my people find the word offensive; I don’t.
DP: Varieties of vampires.
L: See, that didn’t hurt, did it?
DP: <takes a deep breath> Your…people, they originated in the classical world, didn’t they?
L: In our most recent incarnation. Before that, it was ancient Babylonia. There’s always a market for vengeful women, it seems. “Hell hath no fury” and all of that.
DP: Yes, I’ve read a little of your history. Do you mind if we talk about that?
L: Why should I mind?
DP: Well, you… That is to say…
L: My fiancée was sleeping with my best friend behind my back. Is that what you’re so carefully trying not to say?
DP: I know it’s…a delicate topic for you.
L: <eyes smouldering> It was. At first. I can’t let it get in the way of my purpose in life. Or unlife? It’s complicated.
DP: Your purpose in life?
L: I am a cautionary tale, Mr. Pursiful. A living, breathing cautionary tale. As old as Lilith. You know the story, I presume?
DP: Of course. The spurned woman who takes out her vengeance on the man who jilted here. As you say, it’s a common trope in mythology.
L: You’ll find that I am no myth, Mr. Pursiful. Whenever women cry out for vengeance, I’m there. I or one of my sisters. Do you know how many women endured the shame of infidelity, the indignities of oppression? Do you know how many have mourned their husbands’ and sons’ sham imprisonments? Lynchings? <smiles> Nothing changes. Rachel is still weeping for her children. And vengeance is a bull market.
DP: And you’re in it for…what? Money?
L: Sometimes. As it turns out, houses cost money. But I much prefer pro bono work. So fulfilling! It makes me feel all tingly inside.
DP: <shudders>
L: Are we through here? I’m supposed to clear a domestic abuse case later tonight.
DP: Yes, I think that’s all. Uh, thanks again for your time.
L: Of course. <smiles, bats eyes> Sleep tight.
Lilah meets Rune in Dead of Night, and you’ll just have to see for yourself what happens next.
The night gets darker on July 1.
Interview with H. Brackwater
[Mr. Brackwater prefers to go by Brack. I’m not sure if he doesn’t like his given name or if he’s just a little paranoid about revealing his true name to strangers. Whatever the case, he was kind enough to visit with me and share a little about his life.]
DP: Thank you for meeting with me. I understand you first met your wife because of an argument?
HB: That’s right.
DP: Do you remember what it was about?
HB: Yes.
DP: Would you like to tell me?
HB: No.
DP: …
HB: …
DP: I just thought—
HB: It’s between me and Thora. What’s your next question?
DP: Uh. You traveled a good deal when you were younger. What was that like?
HB: Really good. Those were really good times. My father was a gearsmith, you know. He’d go wherever there was work: Arland, Iwashe, Cài Penlly. All up and down the Mother of Rivers. And every place is a little different, you know?
DP: What’s one lesson you learned in your travels?
HB: I guess you gotta do right by people, no matter who they are or where they’re from.
DP: Treat them the way you’d want to be treated.
HB: <nods> All coins are struck from silver.
DP: Is that a dwarfish expression?
HB: You ain’t never heard that? Yeah. It means, no matter who you are, you’re the same as everybody else. We all got the same needs, right? I’m a businessman. If you’re my customer, I don’t look at your size or the shape of your ears. I treat you just the same as everybody else.
DP: Not everybody thinks that way. I understand there are some who get nervous about having a metal-weaver around.
HB: <sigh> Yeah, that’s true too. Probably a lot of why we moved around so much when I was a kid.
DP: Could you explain that a little bit?
HB: Folks don’t always know what do to with what’s different. I bet it’s the same on your side of the Mere, too. You see, iron and magic don’t always get along. Your people used to carry around iron nails in their pockets to keep my kind of people from bothering them. And it can work, too, if you know what you’re doing. Iron sets up…you might call it a field. Keeps magic from being too, well, magical.
DP: I see.
HB: Most folks where I’m from won’t even touch the stuff. They say makes ‘em feel empty inside. Like they ain’t even connected to their chaos anymore.
DP: Their chaos is the source of their magic?
HB: That’s right. So somebody like me, who can work with iron all day long? Pfft. I can see most folks would think that’s kind of freaky. Scary even. It ain’t right. I’ll call ‘em on it, too. But I guess I can see their point of view.
DP: Is that important? To see other people’s point of view?
HB: You want to walk around in my work boots for a day? <chuckles> You want me to try on those shoes you’re wearing? ‘Course it’s important.
DP: Because all coins are struck from silver.
HB: Damn right.
DP: So now you live in Goblintown. You’ve raised a family there. How do the people there treat you?
HB: They’re all right. Of course, Thora knows a little about healing magic, and nobody complains about having a healer around. And she ain’t a metal-weaver, anyway. She weaves earth, same as my oldest son, Laurin. Now Duren—he’s the middle one—he’s gonna be a metal-weaver like his old man, but he’s still young.
DP: And your daughter?
HB: Ulfa’s bound to take after her momma, but she’s got some growing to do first. No, the Goblintowners are all right. Goblins don’t think twice about welcoming strays—if there’s something in it for them! And like I said, everybody needs metal fittings and tools and cranks and whatnot.
DP: You serve a purpose.
HB: And it feels good to be useful. It’s no good just taking up space. You gotta do something, you know?
DP: You’ve lived in bigger towns, places with a lot to offer. Do you regret ending up in a little, out-of-the-way place like Goblintown?
HB: Big is overrated. Any place can be home if you let it. Goblintown’s my home. I expect it always will be.
DP: And when there’s a problem?
HB: I’ll be there, doing what I can do.
DP: You mentioned your children. What do you hope for their future?
HB: Same as everybody, I guess. I want them to grow up to do the right thing. To make me and Thora proud. One of these days to make their own kids proud. Did you know my oldest just got married? <chuckles> Found himself a trollish girl, of all things!
DP: Congratulations.
HB: By the Seven, I’m gonna be a grandpa before too long! Can you believe it? But I want those grandkids to know their parents were strong. That’s what I want for my children. I want their own kids to grow up knowing they never gave in, were never untrue to themselves. <sniff> I want ‘em to hear their kids say, “That’s my daddy!” “That’s my mommy!” and swell up with pride ‘cause they’re a hero to their children, you know? ‘Cause when I hear my own kids say that? Boy, there ain’t no better feeling in the world. So that’s my hope for them.
DP: Yes, that’s, uh… That should be enough. <sniff> Thank you once again for your time.
You can learn more about Brack and his family in Dead of Night.
The night gets darker on July 1.
90 Magical Occupations to Use in Your Favorite Fantasy TTRPG
[Edit: Tables are now expanded to include 30 more occupations!]
In the Caretaker Trilogy, the protagonist is a defector from an evil overlord in a magical world. I have described Rune’s backstory as escaping from a bad D&D game. In that light, I thought I’d share a little bit of my worldbuilding for the world of Saynim. And because I cut my worldbuilding teeth as a forever DM back in my middle school/high school days, I’ve decided to gamify it. Maybe you’ll find something here that is useful at your table. Feel free to tweak things as necessary to suit your needs.
I have sought to include only occupations that meet at least one of these three criteria:
- They require some degree of magical talent to pursue.
- They support a magical economy, even if they don’t specifically call for magical talent. (In other words, the job would not exist if magic did not exist.)
- They exist in the mundane world, but in Saynim the presence of magic alters their nature or application.
You can use the tables below to generate NPCs with magical jobs. Everything is system-agnostic and ought to fit well with any TTRPG with a fantasy setting. Keep in mind, however, that they are the product of a specific fantasy setting in which magic and culture developed in specific ways that may not mesh with the world you are playing in.
How to determine if a random NPC has a magical occupation: Determine the NPC’s social rank, which is assigned a numerical value in the tables below. Roll a d20 (for a high-magic setting) or a d100 (for a low-magic setting). If the result is equal to or less than the NPC’s social rank, they have a magical occupation.
At lower social classes, these occupations are more likely to be “side hustles,” ways of supplementing the income they gain from tenant farming, carpentry, or some other non-magical pursuit. The magical occupations of the higher classes are more likely to be full-time careers.
If an NPC has a magical occupation, consult the tables below to determine which one.
Rank 1: The Country People
These are tenant farmers, laborers and servants, and others of lesser station.
Roll a d20:
1. Barn Warden. Uses limited magical abilities to caring for livestock, milk, protect harvested foodstuffs, etc. Most barn wardens are small folk or goblins.
2. Bone Digger. Robs graves and harvest body parts—bones, teeth, organs, bodily fluids, etc.—for use in magical items and potions. Bone digging is usually illegal. In some cultures, it is permissible for people to sell their bodies to a bone digger, who comes to collect them when they die.
3. Ferryman. Negotiates with whatever supernatural or fantastical entities have a claim on the waters they cross or at least knows how to appease or evade them.
4. Field Warden. Uses limited magical abilities to perform farm-related duties related to planting and harvesting.
5. Forester. Guards the forests, serving as the equivalent of forest rangers and game wardens. Recognizes and manages the magical flora and fauna found there, apprehends poachers, and generally preserves the mystic ecosystem.
6. Hayward. Maintains magically warded hedges. They may not be able to lay fresh wards, but they can repair wards that have deteriorated or been damaged as well as responding to potential threats when wards are crossed or broken.
7. Herder. Care for livestock of a magical or fantastical nature: “faery” cattle, gittoes, goat deer, etc.
8. House Warden. Possesses some degree of chaos magic which they use in the fulfillment of their duties. Fire-weavers tend the family hearth, earth-weavers use uncanny strength, water-weavers ensure that the well brings forth pure water, etc. The most accomplished house wardens might also serve as mage’s attendants to a more magically accomplished master.
9. Kindler. Uses fire magic to serve as a lamplighter for the town’s street lights or for the many lamps and ovens found in a market district.
10. Knucker. Works at the bottoms of lakes, rivers, or the sea. They mostly harvest clams, mussels, crayfish, octopus, and underwater plants. Crews of knuckers might collect lake sediments useful for clay, silt, and fertilizer or retrieve sunken timber from old-growth trees. Engineers might hire a crew of knuckers to help build a bridge or a dam.
11. Light Scrunge. Traps wanderlights, search for lampstones, or even collect pit slime, all of which they sell to others as sources of light. A common occupation for older children.
12. Link Man. Produces magical light to guide people through the streets at night.
13. Mage’s Attendant. Gathers spell ingredients, maintains alchemical equipment, and similar duties. If their skills permit, they add their own magical potentialities to their master’s to increase the power of the master’s workings (“overlay”). Sometimes called a famulus.
14. Ostler. Takes care of magical horses: horses that can gallop over water or at impossible speed, that move in complete silence, that are carnivorous, that can understand spoken language, etc.
15. Queaser. Size-shifters who shrink their bodies to navigate easily in tight spaces. They clean the insides of chimneys, work in crawl spaces under buildings, etc.
16. Quigger. Forage quigs (magic beans). They either sell the quigs they find to rootmongers or deal directly with larger distributors. Quigging often involves poaching on another’s land, and quiggers are notoriously protective of knowledge about where they harvest their goods.
17. Rootmonger. Harvests plants for use in magical spells, potions, etc. They occasionally also work with animal parts, minerals, and other ingredients.
18. Scrunge. Collects discarded or overlooked magical objects and ingredients. Sometimes they sell these directly to hedge mages and the like. More often, they re-purpose them into new magical items.
19. Warrow Catcher. Deal with fantastical vermin such as warrows, scrunges (the ferret-like animal, not the occupation), shadelings, giant rats, and the like.
20. Wrangler. Care for fantastical animals used in hunting or guarding such as albatwitches, deerlets, and shuck hounds.
Rank 2: The Working Trades
The working trades comprise shopkeepers, trades folk, artisans, and handicraft workers of every sort. They often have a single magical talent in which they excel but lack versatility.
Roll a d20:
1. Apothecary. Concocts compounds used mainly in healing magic and offers advice on their proper use. The difference between an apothecary and a hedge mage or healer is that the apothecary is likely not as accomplished in the actual performance of magical rituals.
2. Arcane Clothier. Fashions enchanted cloaks, boots, shirts, and other items of clothing.
3. Arcane Outfitter. Sells magical gear desirable for camping, exploring, and overland travel: rations, tools, weapons, light sources, protective clothing, etc.
4. Banisher. Dispels unwelcome spirits.
5. Bone Conjurer. Hedge mages who use magical ingredients harvested from corpses, usually supplied by bone diggers. Many consider their use of body parts distasteful or even offensive.
6. Charm Maker. Fashions magical talismans, amulets, and periapts. A large city might have many charm makers and none of them create the same sorts of objects. Higher-rank charm makers specialize in particular products (gearsmiths, runescriveners, wand makers, etc.).
7. Clouter. Restores magical objects by re-applying charms or incantations that have lost their potency or been damaged through use or misuse.
8. Curse Breaker. Identifies and counteracts malicious magic, including finding the one who inflicted the hex or curse. A curse breaker might also be a banisher.
9. Dowser. Locates sources of water, metals, gemstones, gravesites, or other items of interest.
10. Dwimmerman. Creates simple illusions (“dwimmers”) for the amusement of others. They often supplement their actual magic with stage-magic sleight of hand and misdirection.
11. Gearsmith. Creates magical clockworks of every sort. They often work as well on mundane clocks, mechanical automata, and other gadgets.
12. Herbalist. Treats people’s ailments and injuries. Some specialize in herbal remedies, charms, and incantations; others treat their patients through rudimentary alchemical principles.
13. Hedge Mage. A generalist mage of the poorer classes, sought out for charms, curses, healing, finding lost objects, and other advantages.
14. Horse-leech. Treats disease and injuries in domestic animals: a veterinarian who uses a variety of magical and mundane techniques.
15. Ice Maker. Provides ice to preserve perishable foodstuffs. They mostly work alongside butchers and grocers, but in large cities they might assume the role of icemen in the 19th–20th century Fallow, delivering ice to customers via wagon or cart.
16. Messager. Soulcasters who send an ectoplasmic double to distant locations to deliver a message.
17. Potioner. Produces potions, unguents, and other substances that are either consumed or applied to the body to imbue magical effects.
18. Runescrivener. Applies runes, sigils, and other mystic designs to objects of stone, wood, or metal. They also often apply mundane designs to objects purely for aesthetic reasons.
19. Thrift Dealer. Trades in second-hand magical items, buying sub-par items from others, restoring them to good working order, and then selling them at a profit.
20. Wand Maker. Fashions wands, rods, and staffs that some arcane practitioners use to channel and focus magical energies.
Rank 3: The Middle Sort
This social rank is filled by lesser military officers, lesser lawyers, teachers, freeholders, and the like. It is also the class of artisans and professionals of the highest rank.
Roll a d20:
1. Arcane Armorer. Imbues weapons and armor with magic to make them more effective or to grant them special properties such as generating light, detecting enemies, emitting heat or cold, etc.
2. Arcane Gunsmith. Fashions firearms with magical properties as well as enchanted shot that can deliver a hex or curse to the target, enchanted powder that is virtually silent when fired, etc.
3. Arcane Librarian. Keeps, studies, and archives arcane texts. They are versed in protective wards intended to guard the contents of an enchanted book or scroll and know how to keep such texts safe from unauthorized use and harmless to readers.
4. Arcane Swordsmith. Combines this skill with skill in imbuing magical properties upon the weapons they create.
5. Astrologer. Determines the correct time and place in which to perform some kind of arcane ritual working. They also have encyclopedic knowledge of the astrological associations of plants, minerals, parts of the body, etc.
6. Attester. Audits interrogations and legal testimony as an aid to assessing the truthfulness or state of mind of witnesses or defendants. They are also called upon to witness the swearing of oaths or the signing of legal contracts, a kind of magical “notary public.” The highest ranking auditors are of the upper classes, though most are of the middle sort.
7. Conner. Tests and evaluates magical artifacts, discerning their properties, detecting curses, and generally determining their value and usefulness. They are often attached to banks and mercantile houses.
8. Diviner. Provides personal insight and plot a beneficial course for their clients’ lives. Comparable to a therapist or counselor.
9. Earth and Stone Shaper. Creates and enhance constructions of earth and stone. They are effectively civil engineers, charged with overseeing the construction of roads, bridges, levees, and every other kind of earthwork.
10. Ley Liner. Maps and studies ley lines. They often work alongside arcane architects, geometers, ward layers, and the like providing specialist information to assist them in their pursuits.
11. Mage of the Watch. Uses magical talents to keep the peace, address immediate threats, and assist the populace in an emergency.
12. Magery Officer. Leads a military unit of specialist mages. A magery unit can take many forms, from shapeshifting reconnaissance troops to intelligence-gathering scryers to long-range units that rain down elemental destruction on the enemy.
13. Magical Scholar. Investigates the philosophical underpinnings of magic. They might teach at a prestigious university or conduct independent research for their own purposes or at the behest of a liege or patron.
14. Magical Tutor. Takes young children under their wing to draw out their magical potential.
15. Physick. In contrast to the working-class herbalist, physicks are “respectable,” university-educated healers who employ a combination of mundane and magical techniques to bring healing to the body.
16. Sooner. Weaves magic through music, chant, and even dance. They are especially known for teaching their methods to others, especially the young, to enhance their magical talents. They are almost always well versed in both magical and mundane lore.
17. Timeseer. Highly sensitive to the way time flows in Saynim. At the most basic level, they function somewhat like meterologists who predict when the timeflow is going to shift, how severely, and for how long. They might be hired to generate timescape charts to assist a wizard with a powerful ritual working that relies on precise timekeeping.
18. Tree Shaper. Causes trees and bushes to grow into desired forms to serve a particular purpose, creating structures out of still-living plants.
19. Ward Layer. Fashions magical environments by working charms and incantations into the structure of buildings. Their work mostly involves installing powerful wards (against scrying, offensive magic, etc.), but other effects can also be created.
20. Waymaker. Finds and exploits “impossible” shortcuts connecting one location to another based on the mystic connections between them.
Rank 4: The Rich
The rich are military officers, greater freeholders, successful lawyers, lesser merchants, and the like. People at this rank employ other magical practitioners to further their pursuits. For example, merchants might benefit from the services of diviners, messagers, ward layers, etc.
Roll a d12:
1. Alchemist. Specializes in the magic of transmutation. They are called on to purify food and water, change the physical or chemical properties of substances, and, at the highest level of expertise, to prolong and even create life.
2. Arcane Master Builder. Leverages angles, proportions, materials, and the placement of sigils and other charms to build structures that direct magical forces in desired directions. This might mean a wizard’s tower designed to focus and enhance the user’s abilities, a prison cell designed to contain magically potent prisoners, etc.
3. Ight Agent. Maintains relations with “ights,” non-humanoid intelligent beings, on behalf of a noble or a wealthy merchant: dogheads, pukwudgies, deer folk, etc. Sometimes called an ight mooter.
4. Magery Staff Officer. Coordinates the activities of several magery units from a position well rear of the front.
5. Magic Lawyer. Posses expertise in matters of law related to the practice of magic. They defend clients or prosecute offenders in matters such as the acquisition and transport of magical ingredients, magical assaults, admissibility of evidence obtained by magical means, restricted or forbidden uses of magic, the use of iron, etc.
6. Magic Merchant’s Agent. The agent of a wealthy importer of magical goods, domiciled in a foreign country at some distance from the importer’s base of operations.
7. Errander. Undertakes specialized duties on behalf of their liege. Such persons are usually known by their specific job title: Nightwalker, Knight of the Hand, etc. Such agents always display great magical prowess, which is supplemented by special equipment or endowments provided by their liege.
8. Geometer. Applies the principles of waymaking to design and implement impossible feats of construction. They can create structures that violate the principles of geometry by being larger on the inside than on the outside, that connect two distant points without crossing the intervening distance, or that are phased out of the ordinary world into a limited pocket dimension.
9. Guild Master. Oversees the operation of guilds of magical trades folk such as gearsmiths, banishers, wand makers, etc. in dwarven societies.
10. Sexton. See to the protection, upkeep, and acquisition of magical implements, artifacts, and other paraphernalia of a magical nature for a mercantile house or guild hall.
11. Scryer. Sees people, events, and locations at a distance. For the most part, they are employed by rulers to keep tabs on both their subordinates and their enemies.
12. Tilth Reeve. Increases the output of fields, gardens, and orchards. Though nearly every farmer in Saynim can hire a hedge mage to bless their crops, tilth reeves are more effective and reliable. Sometimes, these agricultural specialists are freelancers called “growers” who travel from community to community offering their services at exorbitant prices.
Rank 5: The Very Rich
The very rich are well-born, esquires, greater merchants, and the like.
Roll a d12:
1. Advisor on Magical Affairs. Provides counsel with respect to magic use within a liege’s domain. They might suggest policies or procedures for magical practitioners, taxation of magical goods and services, etc.
2. Arcane Shipwright. Oversees the design and construction of ships with magical properties.
3. Chief Alchemist. Oversees alchemical pursuits in the service of a Gentry person. This includes overseeing a staff of charm makers, potioners, and other specialists.
4. Chief High Crafter. Oversees the work of arcane architects and geometers under a liege.
5. Chief Scryer. Oversees scrying, divination, and other forms of magical intelligence-gathering under a liege.
6. Court Wizard. Master of an elemental chaos and possessing a wide knowledge of magical techniques, both elemental and arcane. They are the ranking members of a court’s magical retainers: the chief alchemist, chief high crafter, etc..
7. Importer of Magical Goods. Deals in rare magical ingredients and artifacts. Provides necessary supplies to everyone from hedge mages to court wizards.
8. Keeper of the Trove. The chief sexton in a liege’s court, the guardian of the court’s magical artifacts and equipment.
9. Magical Textile Merchant. Deals in the production of textiles such as umbersay that possess inherent magical properties. These textiles might be made of rare fibers that must be imported from some distance or require involved (and proprietary) magical rituals to imbue them with power.
10. Overbringer. Supplies human changelings to the courts of Saynim, sending their agents into the Fallow to acquire candidates the match the specifications of their clients.
11. Provisioner. Performs the role of a keeper of the trove but for a large mercantile enterprise, wealthy free person, or some other person or enterprise not affiliated with the liege and their court.
12. Truth Speaker. A ranking bard, poet, or lore master at a liege’s court. While a court wizard is essentially a specialist technician, truth speakers possess a more well-rounded skill set that makes them esteemed advisors at the courts of powerful Gentry folk.
Rank 6: The Lesser Nobility
The occupation of most nobles is simply to be a noble: to tend to their landholdings, care for those under their patronage, and support their liege. Pretty much every occupation at this level (and above) requires a degree of magical potency, if for no other reason to avoid being replaced by a candidate for the job who is more magically proficient.
Roll a d6:
1. Castellan. The governor of a castle. Under their liege, they maintain a garrison, administer justice within their assigned territory, and collect taxes.
2. Chancellor. A truth speaker who serves as chief advisor in a Gentry person’s domain. Their function is comparable to a prime minister to a Fallow king or perhaps the consigliere of a powerful mafia don. Their role is to provide strategic information and sound, unbiased advice.
3. Deemer. A jurist who specializes in the administration of laws pertaining to the practice of magic.
4. General Staff Mage. In a large kingdom, the liege’s marshal is assisted by a general staff of magical and non-magical advisors. Staff mages have operational authority over the various magery units.
5. Marshal. The highest military leader under the liege themself. They organize military matters and oversee their liege’s armies. Without exception, they are drawn from the ranks of the most skilled and respected magery staff officers of the liege’s household.
6. Sideline Wizard. Pursues magical knowledge as an avocation and not strictly as an occupation.
What do you think? Is there anything I missed?
Shadow of the King: Building a Protagonist (Part 3)
Morty pushed his empty bowl of stew to the side. He leaned in, all business.
“I know some folks who might can hire you,” he said. “Nothing permanent, you understand, at least not right now. But there’s always somebody from the old neighborhood who could use a hand.”
“Thank you,” Rune said.
“Don’t go thanking me,” Morty said. “I hook you up with the right people, maybe you can do a favor for me down the line.”
“Of course.” The honor game had rules, even on this side of the Mere. Give, and receive in return. Keep the favors flowing. A hasty “thank you” might imply a one-time transaction, but this Morty obviously had his eye on the long term.
“You got skills. You told me a little about that, being trained with—” He looked around. Everyone was listening to the musicians, but he lowered his voice anyway. “With them people…and all.”
“The Haw wasn’t a bad place,” Rune said, a little defensive. “Intense, but not all bad. Whisper seemed happy to have me around.”
“Whisper,” Morty said. “He’s the one that runs the joint?”
“That’s right. He said he’d always wanted to see what I had it in me to do. He’s the one who really taught me magic. Of course, my mother and stepfather started me out when I was young. But it was Whisper who pushed me to show what I could do.”
“I expect you can do quite a bit.”
“I try to be resourceful. Think on my feet. Having the biggest sword doesn’t matter much if you don’t know how to use it. And it helps to have the right people behind you.”
“Did you? Have the right people?”
“It was a good team,” Rune said. “Even if they weren’t always doing good things.”
“I aint’ here to judge,” Morty said. “Folks don’t get a say in the cards the Good Earth deals ‘em.”
Rune just nodded. He was coming to like this Morty Grindle.
“Any of ‘em you’d call friends?”
“One. Goodfellow. Avice was the team leader. She tried to make things hard for me. She succeeded in making things hard for me. But Goodfellow always took my part.”
“Most have been hard to stand up to her, being the team leader and all.”
“Goodfellow’s family was as well-placed as mine. It limited what Avice could do to him…openly. And, to give him credit, he was fierce in a fight. You didn’t want to cross him if you could help it. But being my friend cost him at least one relationship—another Nightwalker he’d taken a fancy to. I suppose I’ll always owe him for fouling that up for him.”
“D’you think you’ll ever see him again?”
“I don’t think that would be a good idea.”
“But suppose you did. What would you tell him?”
Rune stopped to think a minute. “I’d say thank you. I’d tell him… he taught me a lot—about loyalty and perseverance and…compassion, I suppose you’d say.”
“He sounds like a real friend.”
“He is,” Rune said. He swallowed. He looked down and pushed his own half-eaten bowl of stew to the side. “He was.”
Shadow of the King: Building a Protagonist (Part 2)
Rune’s contact seemed unimpressive: short and apparently uncomfortable in his ill-fitting clothing—an outfit meant for a human form, though this Morty Grindle was anything but. Some might take his heavy brow and broad back as evidence of limited intelligence, but Rune saw the glint in his eye.
The waymaker said he needed to meet this man. If he wanted to get along in this new world, he’d need contacts, and Morty Grindle had the reputation of knowing just about everybody.
“You settled in, then?” he said. He swallowed a bite of stew. On the other side of the room, a band played “Creep” by Radiohead on tin whistle and hurdy-gurdy.
Rune just shrugged.
“It takes a while,” Morty continued. “The Fallow ain’t like home, but it ain’t bad. Have you tried ice cream yet?”
“Just last week,” Rune said. “My landlord’s daughter calls it ‘comfort food.’”
“That ain’t far wrong. You got a favorite flavor?”
“So far I’ve only tried strawberry. It was quite good.” Rune took a sip of his yaupon tea, grateful that Gamaufry Tavern had at least some of the pleasures of home. “I’ve always loved strawberries. My mother kept a strawberry patch. Or I should say, the servants did, out behind the carriage house. I used to sneak away to visit them. Clervie fed me strawberries.”
“You won’t have no problem finding strawberries around here in the summer. Servants…that’s another thing.”
“I understand. Fallow folk have machines to do their work. Servants are…out of fashion, I suppose.”
“Yeah, that’s a nice way of saying it. But I could tell from looking at you you’d come from a house with servants.”
“We had three cabins full,” Rune said. “Clervie and Malunthy and their children. And then there were Dollick and Caelia who looked after the grounds and gardens. And then when Caelia was expecting their first baby, Mother brought on Quamp and Cabma to help them.”
“And you got with them all? ‘Cause I gotta warn you, folks in the Fallow will judge you if you start acting like you’re better than other people.”
Rune paused. Things had changed, and quite abruptly, when he took leave of the King of Shadows. Back home, he’d now be considered an outlaw. Clervie and the rest were now his betters, at least by Saynim’s strict code of honor.
“Just fine,” he said. “Maybe too good.”
Morty sat there, waiting for him to say more.
“I was young. I didn’t understand that the son of Herdis of the house of Claea wasn’t supposed to rub elbows with the help. Let’s just say strawberries were a rare treat.”
“A little rebel, huh?” Morty chuckled. “I hope hanging out with the help didn’t get you in no trouble.”
“Not…directly.”
“Not directly?”
Rune sighed. “Clervie and Malunthy’s youngest was about my age. Jussie. We would play together in the vineyards. Somehow Mother got it into her head that… I mean, it’s ridiculous. We were only thirteen years old.”
“She thought there might be something developing between you two?”
He nodded. “She turned her into a fawn.”
Morty’s mouth dropped open.
Rune stared at his stew. His face warmed.
“I’m sorry. You mean she just…”
“You heard what I said.” Rune took another sip of tea and collected his thoughts. “She kept her that way for a week. Her parents were beside themselves. When Mother finally turned her back, she told me I should be grateful she didn’t do worse”
Morty took a long drink of his beer. “That’s…something.”
“That’s my mother.”
Shadow of the King: Building a Protagonist
“Is this a bad time?” Zoey said.
“Not at all.” Rune took a step back and welcomed his landlord’s daughter into his mother-in-law apartment. She had a stack of linens in her arms.
“Mom thought you could use these.” She handed over the linens and pushed her spectacles up to the bridge of her nose. “Said you’d probably prefer plain white bedding to the yellow flowers. Those were my Grandma’s. We just never bothered to change ‘em out.”
“Either are fine,” Rune said. “Thank you.”
“So, I guess you’re staying here a little longer?” Her voice was bright, hopeful.
“One step at a time,” he said. “I’m seeing somebody tomorrow about a job. Someone from…back home, I suppose you’d say.” Zoey was the only living soul who knew that Rune wasn’t from here, that technically speaking he wasn’t exactly human. So far, she had adjusted to that news surprisingly well.
“A friend of yours?”
“We’ve never met, but I’m told he’s well connected. If the wind blows right, I’ll be able to pay this month’s rent. After that, who knows?”
“Well, you know you’re welcome to stay as long as you want, right?” She bit her lip. Her eyes never left his face.
“Is something wrong?”
“Huh? No.” Zoey’s face warmed. “It’s just…funny how the wind seems to blow through your hair. I mean. Here. Inside, where there isn’t any wind.”
“I hadn’t noticed.” He pulled his ponytail tighter through the leather barette that held his hair in place. “Please thank your mother for the bedding.”
“Sure thing.” She didn’t turn to go. “Are you…okay, then? Anything else you need?”
Rune sighed. He was on the run, low on supplies, and in possession of stolen property that could get him killed. He still had a half-healed stab wound in his side and a phantom pressure on his throat from where his cloak had tried to kill him. What didn’t he need? “I’ll be fine.”
“Is there anything you miss? Something to make this place a little more like home?”
He clenched his jaw. “I don’t suppose you could do anything about the stars?”
“The stars?”
“Back home, the night sky was filled with them. Thousands of them. Here, you can only see a few dozen.”
“I see.”
Rune wasn’t sure she did. “The stars… It’s hard to explain. They’re constant. Ancient. Inscrutable.”
“It sounds like you’re talking about living things.”
“Maybe I am. They’re connected to everything else in the universe, products of the same elemental forces that surge within all of us. They may not possess life or intelligence, but they reflect it.”
“I never thought of it like that.”
“It may be something your people lack,” Rune said. He noted Zoey’s frown and continued, “No offense. Maybe it’s because you don’t have magic, but you don’t seem to be aware of all the life and energy around you. Do you even know what phase the moon is in tonight?”
“Uh…”
“In Saynim, everybody knows. It’s the little things. We feel the pulse of elemental chaos. Maybe that makes us more attentive. When I look up at the stars, the moon, it reminds me that I’m part of something bigger than myself.”
He lay the bedding on the arm of the sofa in his small sitting room. “I’m sorry. I should have offered you a seat. Would you like something to drink? I have…water.”
“It’s okay.” Zoey took a seat on the sofa.
“I’m not a fit host, I’m afraid. Back home, we had servants to…” He trailed off when he saw Zoey’s confused and suddenly withdrawn expression. “Well, anyway…” He found a plastic tumbler in the cabinet of his tiny kitchen, dropped in a couple of ice cubes from the refrigerator, and poured it full from the tap in the sink.
“Thanks,” Zoey said when he offered her the drink. She took a sip. Rune sat down on the other end of the sofa.
“Rune? What do you see when you look at the night sky?”
He thought for a second. “Beauty,” he said. To his own surprise, his voice cracked a little. “Stillness. Rest.”
“Seems like your life hasn’t had much stillness or rest lately.”
He sighed. “And that’s why I miss the stars.”
* * *
The shadow falls October 1.

