fantasy

Worldbuilding Revisited, Internal Logic by Matthew Marchitto

This is an old post from my blog, originally shared in the eon past of 2016. It was apart of a short lived worldbuilding series I did. Looking back, I have mixed feelings on some of the entries I wrote, but feel this one holds up. Anyone who’s been writing SFF likely won’t find anything new here, but I like to revisit the basics every now and then.

An important caveat about the original worldbuilding series, but also with anything that orbits writing advice:

This series was about the things that I've learned, or am learning, about worldbuilding. It's me trying to level up my craft, and documenting the process. These posts represent my personal approach to worldbuilding, and the way I do it might not be right for you. I'm not an authority on writing, and so everything in these posts should be taken with not only a grain of salt, but a heaping bucket of saline.


Worldbuilding, Internal Logic

Can the manticore bite through steel? Does the dragon’s fire melt stone? What happens when someone gets hit with those mage fireballs? Any piece of fiction that has fantastical, sci-fi, superhero, or any variation of those elements needs to have consistent internal logic. It’s the thing that keeps us, the audience, rooted in the world even though Strongman is swinging a bus like a baseball bat. 

I see internal logic as the rules of your world. If you have a fireball flinging mage, then the damage of their fireballs should be consistent. That way the reader knows that when the fireball hits a wooden shield it’ll char it, but if it hits a steel shield it won’t do any damage. Things like that, that remain consistent throughout the story, are what help keep the reader immersed in the world. If the fireball doesn’t do anything to a wooden shield, but turns a steel one into a pile of molten goop, that takes me out of the story because it doesn’t seem to make sense without an added explanation. If later in the story the fireball turns a wooden beam to ash, then I’ll start to think the writer doesn’t have any internal rules that govern the mage’s fireballs, making it hard for me to get into the story because it feels like there’s no consistency.

I’m using things mostly associated with fantasy as examples, but this really applies to any kind of story. It can be extended to all kinds of things in a whole variety of genres, from character traits, to tools, sci-fi gadgets, or even laws and the consistency with which they’re enforced. When any kind of “rule” is introduced to your world, you should stick to the general parameters of that “rule” throughout the story.

Rules could be things like:

The fireball cannot melt metal

The comm-link requires wifi access

The yeti needs to eat, like, a *lot* of food daily 

And so on. The rules can be loose, or more like guidelines that can be bent this way or that, but in general there should be some consistency to their implementation. Maybe the mage fireballs can only melt metal if their being cast by an elder mage. That would be a good way to bend the rule, or add an addendum to it. 

And I prefer to know the limitations of these abilities or powers. It makes it easier to build the world around them, to know how they would act in most scenarios. It feels like you’ve laid out your tools, and now it’s just a matter of how you want to use them.


Does it hold up?

I think the idea outlined here is solid enough. I will say that the bounds of how magic works in your world can be bent and molded however you want. How stringently you want to adhere to consistency might also change whether you have a soft or hard magic system. Although, I’d ere on the side of caution with letting a soft magic system be an excuse for excessive leniency. I think there should still be limits understood by your readers. If vaguely understood magic keeps solving problems, then the conflicts presented to your characters will feel lackluster and their solutions unsatisfying.

Anyway, I’m still learning. So take this all with a grain salt.


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Moon Breaker is free for a limited time by Matthew Marchitto

MoonBreaker-lg.jpg

My first novella, Moon Breaker, is free via Smashwords until September.

You get a DRM-free download of your preferred format (mobi, epub, pdf), so you can read it on all your dang devices without limitation.

Just head over to the Smashwords store and use the coupon code CX98Z at checkout.

The code is good until September 1st, so feel free to share it with your buds.

And if you enjoy it please consider leaving a review on Goodreads or your preferred bookish site.

Thanks!

GOBLIN DESSERTERS, a micro-RPG about trying to not get eaten by ogres by Matthew Marchitto

I felt inspired by HONEY HEIST and CRASH PANDAS, and CriticalRole’s one-shots of the former and the latter, so I decided to go ahead and try to whip up my own micro-RPG. I had a lot of fun writing it, and hopefully it’s also fun to play. This is my first time doing something like this, so I’m sure there are plenty of flaws in it. But, I figure the only way to get better is to put it out there and see what people think. If you give it a try please do send me a message and let me know how it went!!

GOBLIN DESSERTERS

Welcome to GOBLIN DESSERTERS, a world where monsters rule and humans are at the bottom of the food chain. You are a goblin soldier on the frontlines of the century long goblin and ogre war. But you’ve had enough, what’s the point in dying for a war that never ends? You’re going to desert and find yourself a nice little haven where there’s all the human meat you can eat. But you’ve got to make it out of the frontlines first.

Creating Your Character

Name: Are you Grimgut Orgreslayer? Hexa Wolfsbane? Canker Cutthroat? Or maybe just Bob, there’s nothing wrong with Bob. Give your goblin a name!

Motive: Why are you deserting? Are you afraid of dying? A pacifist? Or a veteran who’s seen enough? Or maybe you’re just looking to settle down on a nice human farm. What’s your motive for deserting the war? And do you have an end goal?

Appearance: Goblins in GOBLIN DESSERTERS come in all shapes and sizes, whether it be scrawny, rotund, burly, sinewy or anything in-between. One thing they all have in common is green skin and big pointy ears.

Stats: You have three stats:

  • BRAWN: This is all things physical, like pushing, lifting, jumping, biting, punching, kicking, swimming, and climbing.

  • BRAINS: This is all things that require mental aptitude, that includes dexterous tinkering, discerning some clever bit of information, and being able to manipulate a conversation.

  • RESOLVE: This is your ability to resist fear. Each goblin has three fear points, when you fail a resolve check, you lose a fear point. Lose all three fear points and you become scared.

Assign one of the following numbers to each stat of your choice. 4 (this is what you’re good at), 2 (this is what you’re okay at), and 1 (this is what you’re bad at).

When you do anything in the game, you make either a BRAWN, BRAINS, or RESOLVE check. Roll a number of d6 equal to your stat. Dice that roll 1s, 2s, and 3s are failures. Dice that roll 4s, 5s, and 6s are successes.

Difficulty of Checks:

  • Normal - 1 success needed

  • Hard - 2 successes needed

  • Very Hard - 3 successes needed

Fear and being Scared

Goblins are prone to being chickenshits. You have 3 fear points. Whenever something really fucked up happens, the GM will call for a RESOLVE check, if you fail you lose 1 fear point. When you lose all your fear points you become scared, and start screaming and flailing and running, and generally having a very loud freakout.

Your goblin friends can attempt to restore a fear point to you. They can either slap the shit out of you (BRAWN check), or try to talk you out of it (BRAINS check). They make a BRAWN or BRAINS check versus your RESOLVE check, if they have more successes than you have failures, you regain a fear point, if not then you continue to have a meltdown.

Ogres want to EAT YOU

Goblins might be easy to kick around, but they’re damn tough to kill. The only way to kill a goblin is to get eaten by an ogre.

Ogres are giants that tower over goblins, and they’re also really hard to kill. Cut off a limb and it’ll still try and wobble toward you. The only way to kill an ogre and all its appendages is to crush its skull.

When an ogre grapples you, you and your goblin friends will have a series of chances (at your GM’s discretion) to break free. But if you pass the threshold of an ogre’s gaping maw, you enter last chance.

Last Chance: Once you’ve passed the toothy threshold you have one last chance to save yourself. Your friends can’t help you with this, you’re on your own. Describe what you want to do, roll whatever check the GM deems appropriate, and pray to your goblin gods. If you fail, that’s it, your goblin’s dead.

Optional Rule: If your goblin dies, then you take control of an ogre. Your ogre has 5 BRAWN, 1 BRAINS, and no RESOLVE because they cannot become scared.*

Bonus Dice

There are a few ways to gain additional bonus dice to your rolls.

  • Do something cool.

  • Use an item creatively.

  • Be especially savage.

  • Get weird.

  • Impress the GM.

Items

Your body is littered with little pouches, sacks, and hidey holes. You can carry as many items as you want. Choose three items to start with, or roll a d20 three times.

  1. Broken sword hilt: It would be nice if it had a blade, but you could still use it to bludgeon someone to death.

  2. Wooden shield: It’s really just the top third of a tree stump with a bit of rope, but it’ll get the job done.

  3. Metal armour: You’ve tied old, dented pots and pans together to make...armour?

  4. Food rations: Dried manflesh is a great post-cry pick-me-up.

  5. Ogre heart: You’ve heard this can be used with old magic, but you’re not sure how.

  6. Werewolf skull: A trophy or heirloom? Either way, it’s dang cool.

  7. Black powder: Who thought it was a good idea to trust you with explosives?

  8. Chicken: An adorable live chicken. You’ve heard that humans used to eat them, barbaric.

  9. Gyrocopter certificate: You won it in a raffle, so you’re pretty sure that means you’re a qualified pilot.

  10. Vinno homme: Delicious wine made from the finest pulped human meat. You can even taste the bone fragments.

  11. Map: A map of the surrounding area. Handy.

  12. Tinker box: A little box filled with precision tools, good for fixing gizmos and picking locks.

  13. Hungry sac: A membranous sac filled with teeth, it’ll eat anything you put inside. It’s kind of scary.

  14. Orb of annihilation: Cool name, it’s a black marble.

  15. Executioner’s axe: It’s big, mean, and sharp.

  16. Crossbow: It’s string is made of unicorn hair, and anything shot from it catches fire.

  17. Lightning rod: It’s a long metal pole.

  18. Jewelry: A handful of rings, earrings, and necklaces. Pretty.

  19. Your baby teeth: Why would you keep these?

  20. Incubus snot: Snorting this stuff gives you a hell of a high.

Special Items

Special items are unique, often magical, and usually do something cool. These are hidden throughout the world, good luck finding them!

Magic wand: Six inches of hard oak laced with pixie dust and dipped in a phoenix’s earwax. Point in a direction and hope something good happens. Roll 1d6 and see what happens from the list below.

  1. A lightning bolt shoots down from the sky.

  2. Whatever you’re pointing at turns into a bunny.

  3. Whoever you’re pointing at develops really bad indigestion.

  4. Summon Cerberus, the three headed hellhound of Hades.

  5. Your pouches are filled to bursting with gold coins.

  6. Teleport the ogre king to your location.

Excalibur: A legendary magical sword, used back when humans thought they were tough shit. This blade can cut through anything, literally.

Warhorn: A hollowed out Minotaur’s horn covered in magical runes. When blown, every creature within earshot becomes horribly confused, as though they’re trapped in a labyrinth.

Sunspot lantern: An elegant brass lantern that never goes out. There’s a piece of the sun trapped inside, so don’t open it—ever. (When opened everything in the vicinity catches fire.)

Dragon scale armour: Not only is it protective, but it also lets its wearer breathe fire. And it’s cozy.

Alchemical concoction: A vial filled with peculiar rainbow coloured fluid, it’s unsettlingly viscous. Drink it and roll 1d6 to see what happens from the list below.

  1. You’re filled with adrenaline, too much of it. You go into a rabid rage.

  2. You see the entire universe, the end times, and the beginning of it all. You immediately learn the solution to one problem you are facing.

  3. Everything around you slows down, time has stopped. Wait, no, time hasn’t stopped, but you’re moving incredibly fast. You gain super speed for a short duration.

  4. You feel light, like you weigh nothing. And why’s the ground  receding beneath you? For a short duration you’re as light as a feather.

  5. You feel heavy, like you weigh a ton. And why are you sinking into the ground? For a short duration you weigh a metric fuck-ton.

  6. This potion thingy isn’t agreeing with you, and you feel sick. You vomit acrid sputum in a direction of your choice, slathering the area in acidic fluid.

*Edited on July 10, 2019: Changed this to be an optional rule. I realized that having players take on adversarial roles against each other isn’t fun for all groups.

Worldbuilding Part 6: Nothing Matters Until You Make it Matter by Matthew Marchitto

Pages upon pages of worldbuilding notes, noble lineages, shifting political landscapes, it doesn’t matter.

Until you make it matter.

I’m always reluctant to start worldbuilding before I’ve started to write the story. All the bloody tears that went into that world can be erased with one wayward line of dialogue. I could always rewrite that line, but is that the right decision?

Sometimes the worldbuilding is wrong. Being beholden to a document isn’t the way to write a story. Instead, the story should dictate the worldbuilding. There has to be malleability to my worlds, there has to be room to move the pieces, realign the axis, erase an ancient king from its history.

What I’m getting at is that all the history and trade routes and political systems don’t matter until you make them matter. If it’s not on the printed page, then it’s on the chopping block. It can be changed, erased, altered, or never even see the tail end of a blinking cursor.

In this case, I think there’s a detriment to being over prepared. The story and characters should always come first, and the worldbuilding second. Being beholden to a worldbuilding doc is setting up a series of hurdles in front of your story. 

I say chuck it all and dive into the story, let the worldbuilding come after.

Edit (February 25, 2019): This series is about the things that I've learned, or am learning, about worldbuilding. It's me trying to level up my craft, and documenting the process. These posts represent my personal approach to worldbuilding, and the way I do it might not be right for you. I'm not an authority on writing, and so everything in these posts should be taken with not only a grain of salt, but a heaping bucket of saline.

Morbidus Joe by Matthew Marchitto

I can't quite remember how the idea for this story started. It might have been with the image of Morbidus Joe, and the question of why is he so morbid all the time. Or, it might have been with the idea of someone being so focused on one thing, like it could fix all their problems, when really they were looking for the wrong thing the whole time.

****

Every Thursday Morbidus Joe cried himself to sleep.

On Friday he’d trudge through his office in a stupor, blaming and hating himself for his melancholy mind.

On Saturday he’d stay indoors curled up in a blanket.

On Sunday he’d resolve to get over himself and stop making excuses.

On Monday he’d rev his Brimstone Squealer down Hellfire Highway, feeling like he could take over the whole underworld.

On Tuesday he’d finally do it, he’d ask Gluttonous Gal to go on a date.

Morbidus Joe had met Gluttonous Gal in an eatery, and every day since then they’d meet for lunch and spend an hour talking. Gal would order an eye of newt, and Joe would have a cup of lamentations. She told him about her job devouring the dammed, and he told her about his job tallying sins.

Morbidus learned that Gluttonous wanted to visit the Styx and maybe see Charon in person. If she was lucky she’d get to see him dump a penny pincher into the river. Morbidus Joe had never thought of travelling before, but it sounded like fun.

Tuesday came, but it didn’t feel right. “Tomorrow,” Morbidus Joe thought.

On Wednesday Morbidus Joe lost his nerve.

On Thursday he decided it was a bad idea and cried himself to sleep because nothing was ever going to change.

Morbidus Joe didn’t hate his life, but he didn’t like it either. Every day was the same, and it was the sameness that Joe hated. If he could ask Gal out, then maybe it would make things better.

The next three days passed Joe by. He trudged around in a stupor that lasted longer than normal. He felt wrong, like something inside was twisted.

On Monday Gluttonous Gal was telling him about a screamer she’d devoured, and when she was done Joe blurted out—

“Do you want to go on a date?”

Gal’s face contorted from shock, to flattery, to sadness.

Joe regretted asking.

“Morbidus, I like you, but not in that way.”

He wanted to walk out onto Hellfire Highway and let himself be crushed into dust. Why couldn’t he just keep his mouth shut?

Gal looked nervous. “But we can still be friends, right?”

Friends? Morbidus hadn’t even thought of it, but a friend was better than a date. And Morbidus needed a friend right now.

“Yes, I’d like that very much.”

On Tuesday Morbidus Joe tallied the vacation time he’d never used.

On Wednesday he bought two tickets to the Styx and told Gal they could go this very weekend.

On Thursday Morbidus Joe fell asleep thinking about everything he needed to pack for the trip.

Gary the Orc by Matthew Marchitto

This story started with the simplest of ideas, an orc named Gary. From there it grew into something a little silly and a lot bloody.

****

Garuk’tchuk’kai’ruk’ury, chieftain of the Red Hand orcs, slayer of the ogat’thu, and conqueror of the man-filth kingdoms, breathed deep of the crisp dawn air. The sharp ringing of hammers on steel and the roaring burn of churning furnaces greeted him. Today was going to be a good day.

Garuk’tchuk’kai’ruk’ury was renowned, feared, known for brutal swiftness and deft strategy. The man-filth called him Green Fury. The elves called him Soul’s Bane. The dwarves called him Stone Crusher. His friends called him Gary.

Gary strode through his chiefdom. Burly orcs nodded to him as he passed. Gary nodded back, taking note of who had earned themselves new tusk rings.

Oguthula, a scrawny orc with a gray beard to his knobby knees, shuffled after Gary.

“Oguthula, I don’t have time.”

“Sire, you must. The accounts are unbalanced, and the orb of quadrant calculation needs replenishing.” Ogulthula, the chiefdom’s accountant, said.

“Og, please. Just use the abacus.”

“And be lost to the innovations of the other chiefdoms? Never!”

“Fine, fine,” Gary acquiesced. “How do we replenish your quadrant orb?”

“I need the tongue of an ever living beast, the eye of a spectral nightmare, and the heart of a very smart man who might also be an asshole.”

“Og, I’m not killing Bill. How many times do we have to go over this?”

“But he stole my sheet of spreading and my cube of scrawling!”

“So go and ask for it back.”

“Not after he called me a bumblesnatch.”

Gary pinched the bridge of his nose. “Fine, a heart of a smart thing, possibly an asshole. I’ve got it.”

Ogulthula grumbled his thanks and shuffled away.

Gary sighed. A chief’s tasks were never over. He thought today would be simple, a few human raids, a few spoils of war, some relaxing grog. But, it seemed he’d have to go and get what Ogulthula needed.

Gary didn’t understand what it was accountants did. Og insisted they record every spoil, every ounce of gold, every bit of plunder they gathered. Including how much they tithed to the warchief, and for some reason at the end of each year they got some of it back.

It made no sense. Maybe that was why the man-filth called them savages.

***

It took all morning, but by brunch Gary had found Kragoa the Mutilated. Kragoa was an amorphous immortal writhing glob of undulating flesh. If Gary could answer three riddles, then Kragoa would bequeath one of his many tongues to Gary.

Gary got all three riddles wrong, said “fuck it” and wrestled the tongue out of Kragoa’s fifty-third mouth. With a swing of his axe and a spray of blood, Gary had the tongue of an ever living beast.

***

It was late afternoon when Gary reached the cultists altar at the bottom of the crypt. He was in luck, because an occult ritual was taking place at that very moment.

Gary didn’t have anything against cultists, he figured you can ooh and ohm as much as you like as long as it’s not in his backyard. Unfortunately, he needed the summoned specter’s eye, and the cultists wouldn’t let him have it.

Chop, chop.

Gary stuck meaty fingers into the ghost’s socket, plucking out an ice cold eyeball. He stepped over the cultists bodies, making sure not to slip on their innards.

***

It was late in the evening when he trudged into Ogulthula’s hut, battered and bloodied. He plopped the tongue and eye on the accountant’s desk with a sigh.

“I couldn’t find the heart. Can’t you make do with these?”

Ogulthula wrung his hands. “Well, actually, I, uh, I really only needed the heart. The rest was just for flavour.”

“You’re fucking kidding me.”

“Bill sleeps in every Friday!”

Gary white-knuckled his axe.

***

Gary placed the heart of an asshole beside the tongue and eye. He grabbed the goblin-phone and spoke into its ear. The goblin repeated each word, which was then screeched by a goblin sitting on the windowsill, which was then screeched by a goblin down the street, until the entire camp was filled with Gary’s goblin-screeched words.

“Bill, you’re the new accountant. Get down here and fix the orb of quadrant calculation. And have somebody clean up Ogulthula.”

Tarr of Tarrs by Matthew Marchitto

This story takes place in the same world as The Horned Scarab, but follows the Tarr and one of his bodyguards trying to evade an assassination attempt. Other than sharing a secondary world, the two stories don't connect in any way. Although, in theory, Tarr of Tarrs takes place while Arn and Rohqim are dealing with the Horned Scarab.

***

Tarr Oben, Tarr of Tarrs, regarded the land of his empire from a balcony of his temple fortress. Green fields spread before him, cut by mountain ridges and deep valleys. The mighty swing of the river Rund touched the horizon.

Eldara watched from behind silken curtains. Light from the noonday’s sun gleamed off her bronze cuirass. The Tarr had power, a power that was unseen to the eye, but heard in the depths of his voice, and perceived in the stride of his gait, the set of his shoulders, the pits of his eyes.

Tarr Oben turned from the balcony and strode into his chamber, robes embroidered with gold and silver trailing behind him. His necklaces and bracelets sang a soft clangour. Eldara followed, silent, and stood at the study’s entrance with Dula, another guard. 

“Eldara, come and look at this.” The Tarr’s voice resounded deep in Eldara’s chest.

Eldara obeyed, approaching the Tarr’s side, peering at the maps on his desk. Eldara gave the Tarr her counsel, in a soft, quiet voice. Her lips brushed the Tarr’s ear. He nodded to her, and without another word she returned to the doorway and stood alert. She noted Dula’s sideways glance.

Eldara’s eyes darted to a flicker of movement near the balcony. She took a step forward, and the first arrow flew. Her shield was up in time for the arrow to ping against its hardened bronze. Guards lurking in the shadows leaped forward. Four assailants in black cloth stalked into the Tarr’s chamber, bows at the ready. But the other guards did not engage them.

“What are you waiting for?” Dula said as he charged forward, shield upraised. But before he could reach the black clad men, a guard sliced open Dula’s throat. Dula fell to his knees, blood pulsing from his throat.

Their eyes alighted on Eldara.

She dashed into the study, swung the heavy oaken door shut, and slid the deadbolt into place. The Tarr was on his feet.

“What has happened?”

“We’ve been betrayed.”

He ran a hand over his beard. Then, he regarded her with a questioning gaze.

Eldara said, “the secret passage, it’s the only way out.”

Tarr Oben nodded, and together they moved the large desk to reveal the trapdoor beneath.

They darted through the secret corridor. They came to a barrack’s door. Eldara opened it just enough to peer through the gap. Her heart froze, a pile of bodies was all that remained of the fifth quarter guards. Their weapons and armor stolen.

Tarr Oben lightly touched her arm. “Whoever did this will suffer the Tarr’s justice.”

She turned from the gruesome sight.

Eldara continued down the corridor. “I know an unused passage to Counsel Orla’s chamber, there you will be safe until we learn how deep this betrayal’s roots are.”

“I trust Orla, but I will not hide. Together we will weed out the scum that mean to mock the Tarr.”

A side door opened, and a guard adorned as she was stepped into the passage. Her grip tightened on her sickle-sword.

“Hail,” the guard called. “We’ve trapped the traitors in the Tarr’s chambers.”

How long had they been walking for? This passage cut through complex networks of rooms and servant-ways. Would the guards in this quarter of the temple fortress know what had happened in the Tarr’s chamber?

“Have you notified the fifth quarter?” Eldara asked.

The guard hesitated, “yes.” His hand drifted toward his belt.

A dagger twirled through the air—not at Eldara, but at the Tarr. Eldara leaped in the way and felt the force of the dagger slam into her cuirass. She reeled into Oben’s arms.

He gasped. “Eldara…”

The man lunged. Eldara deflected a strike with her shield and used the deep curve of her sickle-sword to hook the man’s ankle and pull it out from under him. He went sprawling. She struck with the edge of her shield, and the man’s skull crunched and squelched under the force of her blow.

She turned to the Tarr. He leaned on the wall, rattled, but unharmed. Eldara pressed a hand to Tarr Oben’s shoulder. His eyes danced for a moment, and he gave her a weary smile.

She led the way, her shield dripping brain matter.

They came to the door of Orla’s chamber. Eldara opened it slightly and peered through. Orla, hunched and gray bearded, spoke quietly with one of his personal guards. Instinct held her back. Instead, she strained to hear the Counsel’s words.

“Is it done?” Orla asked.

“He escaped into a secret passage. Below we found a dead man, and no sign of the Tarr. He must have turned to a passageway unknown to us.”

“This damned place is hollow with rat holes. Unsurprising he would hide in one.”

Eldara’s heart thrummed. It was Orla who had killed her companions and tried to murder the Tarr. Oben—who had heard Orla’s words as well—nodded to her.

It was in silence that she emerged from the secret passage, and without joy that she struck down Orla’s guard. He did not have time to draw his blade.

Orla screamed. Eldara swung swift and true, and Orla’s head was severed from his shoulders.

Tarr Oben pulled Eldara close and whispered, “bring me Orla’s firstborn so that we might learn how deep this betrayal’s roots are.” His lips brushed her ear.

Monolith by Matthew Marchitto

This is an oldie I wrote a couple years ago. It's set in a world that I never fully fleshed out, where a native species of scaled creatures called Goras fight off an invading alien force. And throughout the Goras' planet are these ancient monolithic structures that they revere. Honestly, I can't remember what role the monoliths were supposed to play in the overarching story.

This piece is far from perfect, but I've decided to post it as is. I only gave it a very cursory edit for minor typos and errors. Otherwise, it's presented in all its pockmarked glory. 

***

The monolith touched the clouds. They swirled around the top of the massive gray column like the clouds of a mountain peak. At the very top, Arlon thought he could see specks of snow. Around its base were skeletons of Goras that had come before him, their corpses mangled and twisted in on themselves. I will not fail.

The monolith had been here since time before memory, since time before time, and all the while it sat silently contemplating. Arlon, feeling the chill seep between his green scale plates and seek out his flesh beneath, reached out a hand and touched the monolith.

Nothing happened.

Am I not worthy?

Arlon had travelled through the grand forests and swamplands and into the realm of the Gora’s enemies, all the while hoping beyond hope that he would be chosen by the monolith. But no visions came to him, no whispered words found his ears, no otherworldly beings reached out to touch his flesh.

Arlon shrugged, his scales screeching against one another, and he craned his head to look toward the monolith’s peak. Perhaps, he thought, perhaps there is a way to show my worthiness.

Arlon marched around the base of the monolith, it was so large it would have taken him days to make a full rotation, but after a few hours he found what he had hoped for--a stair. A series of horizontal stones jutted out of the monolith’s gray stone. They were not connected, and some were farther apart than the others, but Arlon could climb it.

And so he did, reaching one hand above the other to grasp the stones and use those below him as footholds, he climbed. And climbed. And climbed. Arcing through the sky, the twin moons shone on him with soft pale light, and the sun rose once more. And still Arlon climbed, heaving from the effort, never stopping. How many days past he could not know, but soon he felt the cold chill of the monolith’s peak, and reached an opening at the very top of the monolith. Arlon crawled into it, hauling himself over the caves lip and falling to the ground, panting and heaving. And before he could bring himself to his feet, he passed out from exhaustion. How much time had passed he did not know, but he awoke to the sun high in the sky and its light warm on his scales.

Arlon now looked into the cave, it was a smooth and perfectly round tunnel, the sun’s light illuminated it from holes in the ceiling. He took the bladed chakram from his hip, and holding it firm in his hand began the long march forward. It was long and slow, but soon he came to a grand opening that led into a circular room. And in the center of this room was the decayed skeleton of a Gora, one such as him. He approached the skeleton, reached a trembling hand to touch its surface, and felt nothing but dry bone. The monolith had been his faith, the one thing his people could see from all their land, the one hope of another, a better place. And now he had climbed this ancient and holy place to find nothing but a corpse. There were no answers for his people here, no secret knowledge, no whispers from the afterlife.

The room led nowhere, there was no other stair, no secret room. And it was a long and slow walk back to the cave’s entrance. And as he stood at the lip of the cave, he thought, how can I return to my people? How can I tell them everything we believed was a lie. He couldn’t, because he couldn’t bear to break the hearts of a thousand generations with the truth that he was now faced with.

And so, with a hollow place in his chest and a tear in his eye, he stepped out over the precipice of the cave--and fell.