New Release: Short Tales of Distant Lands

Short Tales of Distant Lands

Step into a world where magic whispers through ancient forests, shadows hold forgotten secrets, and ordinary lives are touched by the extraordinary. Short Tales of Distant Lands is a spellbinding collection of stories set in the richly imagined universe of Talking to Dragons.

The Short Tales of Distant Lands are a companion to Talking to Dragons, Book 1 of Tales of Distant Lands and the Tales of Distant Lands tabletop roleplaying game. These stories are intended to enrich and expand the world first introduced in the novel, delving into its history, its mysteries, and its people. The lands of this world are vast and varied, shaped by forces both magical and mundane, and within them lie countless stories waiting to be uncovered.

Where Talking to Dragons follows the journey of a central narrative, the Short Tales offer glimpses into other corners of this world, highlighting moments and characters that might otherwise remain in the shadows. These tales stand alone, each a complete story in its own right, but together they weave a tapestry that deepens our understanding of the setting and its intricacies.

From wizards grappling with the cost of power to rebels fighting for freedom on the high seas, each tale unveils a corner of this vast and enchanting world. Journey to the bustling harbors of Thee, the shadowed depths of Saaland’s forests, and the rolling hills of Erea, where subtle magic lingers in the air. Meet characters who face their fears, uncover ancient truths, and learn that the greatest magic lies in patience and discovery.

Whether you are a returning traveler or a first-time visitor to these distant lands, this collection offers something for every reader: high adventure, heartfelt lessons, and the quiet wonder of worlds waiting to be explored. Perfect for fans of fantasy who love rich settings, unforgettable characters, and stories brimming with magic and mystery.

Enter a land where every shadow hides a story and every whispered secret holds a spark of wonder. Short Tales of Distant Lands will captivate your imagination and leave you yearning for more.

Into Darkness, TALKING TO DRAGONS, book 1 of TALES OF DISTANT LANDS

After their meal, they continued their journey, the forest growing darker and more foreboding as the rain intensified. The compass remained steady, its needle pointing unwaveringly ahead. It was late afternoon when they reached a clearing, the sudden openness startling after hours of navigating the dense woods.

At the clearing’s centre stood a monolith, its surface slick with rain. The stone was ancient, its surface weathered but still imposing. As they approached, they noticed the carvings: intricate patterns of vines and flowers on the front, and on the back, a massive face, its features exaggerated and grotesque. The mouth, carved open, led into a dark cave.

Newt stopped in his tracks, his expression a mix of awe and fear. “This isn’t on the route,” he said, his voice barely above a whisper. “We avoid this place.”

Joy frowned, stepping closer to the monolith. “Why? What is it?”

“It’s old,” Newt replied, his voice heavy with reverence.

Shei approached the monolith cautiously, their gaze lingering on the carved face. “It’s eerie,” they said, their voice uncharacteristically quiet. “Like it’s watching us.”

Makaira stepped forward, his movements deliberate. He ran his fingers over the carvings, feeling the grooves and ridges beneath his touch. “It’s well-crafted,” he remarked, more to himself than to the others. “The work of master stonemasons. But it’s not magical. Not directly.”

Joy glanced at the compass, its needle unwavering in its direction. “Do we go through?” she asked, her voice tinged with both excitement and trepidation.

Makaira hesitated, his gaze fixed on the dark mouth of the cave. The forest was silent around them, the rain muffled by the thick canopy above. The monolith loomed, its presence oppressive yet strangely compelling.

“We proceed,” he said finally, his voice firm.

Newt shifted uncomfortably but nodded, his resolve outweighing his fear. The group gathered their courage and stepped toward the monolith, its shadow swallowing them as they entered the darkness beyond.

TALKING TO DRAGONS, the novel, which is book 1 of TALES OF DISTANT LANDS, is being released on my Patreon. You can read a lot more about the world and about the novel there.

Tales of Distant Lands Playtest: Group 2, Session 2 – AP

Once she was sure that everyone was asleep, Joy crept from her stuffed straw pallet and slipped out of the room. She was sure no-one would have heard her move because of the constant put-put-put from Makaira’s snoring. But even as she pulled the door closed, she wouldn’t have seen a pair of eyes flick open.

Once outside the room, she muttered some words and felt a flush of joy as the magic coursed in her, and she became invisible to the world, yet fully visible to herself. for not a moment did she consider if her spell had worked, she just was confident in its working.

She padded down the steps towards the open door and stepped out into the night. A cat hissed at her passing and she wondered at the strangeness of those creatures and their keen senses.

From an upper window, Shei gazed out upon the yard, wondering if Joy would be leaving but as nothing came into view, they curled up on the straw and listening to the rhythmic snoring of the older mage, fell back into their nightmare.

Joy could hear the last of the town revellers as she crept along the dirt streets, doing her best to stay in the shadows. One could never be sure if the invisibility was complete and she had seen too many pranks go awry at the Guild when an inexperienced apprentice had forgotten to mask their own shadow as well as their body. Joy would make no such mistake; she had practiced the art of invisibility for slipping off into the woods and watching nature for hours on end.

Finally she arrived at the strange fish-shrine in the town. Someone had left two burning candles there, to the fish-effigy was wreathed in an ethereal flickering light. The trapdoor was still secured.

Outside, across the square, one of the many porthole taverns were closing their trade. Porthole taverns represented the roughest of places – where the clientele wasn’t even trusted to enter the hearth but instead were passed drinks through a small window. She crept closer, careful not to disturb any stones and then she spotted the three unpleasant men she’d spoken to earlier. One, the ringleader, seemed very much the worse for wear and he coloured the air blue with his language.

All three sloped off into a small cul-de-sac and then parted ways, the leader shuffling into a one room shack. As she peered in the window, she could smell only man sweat and fish work and all she could see was a lone table and chair, a poorly tended fireplace with a pot hanging above it and poking out of a dark alcove, two grubby feet.

She debated whether to investigate further but was wary – these were rough people “of the knife” it was said. Feeling slightly defeated she returned to her lodgings and crept back inside.

As she opened the door to their room, she heard Shei hiss “and where have you been”

Shei questioned her at length, knowing the dangers of snooping around at night, and berated her for carelessness and how they’d be sick with worry if she did not return. Makaira made a loud snort that seemed to indicate he was still asleep but then he spoke “Do I have to lock fast your jaws to make you stop wittering through the night?”

Joy related her journey to them both and Makaira surprised her by standing up and starting to dress. Even moreso when he did not put on his ceremonial garb that he went everywhere with. Makaira was not the sort of Wizard to be seen about town so unadorned yet here he was, beard and hair uncombed, ready to step out into the night.

The three made their way in darkness, not bothering with invisibility or any form of camouflage until they arrived at the Shrine. It was now Deepnight and it seemed that anything that had occurred here had long since departed. The candles were burned down to their wicks.

Makaira nudged Shei towards the locked trapdoor and Shei, taking the meaning, obliged. The lock was simple, only two tumblers, and Shei picked it expertly but the mechanism wouldn’t release. “It’s held fast by magic”. Joy wondered at the implications of this when Makaira stood to his full height and uttered a single word “Haba”, which means Raze in the True Speech. Instantly the trapdoor itself was rendered to splinters which hung in the air for a moment as if surprised, and then fell into the darkness of whatever was below the door.

Clicking his fingers, Makaira summoned a magelight which he tossed into the blackness and then stepped into the hole.

Below, lit by the eerie magelight, was a small pontoon at the end of a long cave. There was some evidence it had been used due to the marks of feet on the greenish slime so common to caves and harbours but there was nothing else to be seen. The cavern waters carried the smell of the sea and they all surmised this must lead to some secluded opening on the coast. Joy recognised this a s smugglers hole, not uncommon when folks wanted to avoid taxes or move good unseen.

With nothing else to be gleaned here, they climbed out of the hole. Shei expressed some concern at the trapdoor which lay in fragments, but Makaira ignored them and bade Joy to lead them to the ringleader.

In this odorous little shack, standing above it’s owner, Makaira spoke quietly into the darkness. Both Joy and Shei recognised some of the words. Shei saw them form as certain musical notes which they had used many times in attempts to sway the minds of others. A reminder of the kinship between magic and song.

With his mind utterly enslaved, the ringleader confessed all. He was part of a clandestine gang who were moving people in and out of the lands unseen. He personally was responsible for the deaths of at least six people. Their motives were partly about money but there was a revolutionary aspect to it that left Makaira very uncomfortable. He sent the man back to sleep with no memory and then the three returned to their lodgings.

Rising fashionably late, they decided to inform the wizard Alaric of the goings-on. He again displayed considerable prepared relaxation but promised them he would take action. Uncertain of his sincerity, they made their way down to the port to find the ship they awaited.

The Wanderer was a sleek vessel, narrow of beam but quick on the wind. It’s master, Spicer, was a lean Osslan who inspired confidence and strength. He agreed to their haggling for the trip to round the top of Saaland and out to the West.

As they loaded their belongings aboard the Wanderer, Joy spotted a commotion in the square. A large crowd was gathered. Spying through the eyes of a seabird, she saw the ringleader being hoisted to a pillory. The Wizard Alaric must have made good on his promise. The Wanderer slipped it’s moorings and headed East out into the open sea before turning Northeast. After a day at sea, it rounded the northern horn and set a course due West for Alben.

Spicer took great delight in teaching anyone who would listen about the sails and lines. Makaira spend most of his time in silent meditation with only the occasional snore but Shei and Joy were quick to follow instructions and soon were able to tack and steer without supervision.

Alben came into view a day later, a town brightly lit by greenish magelight. It was clear the place was wealthy, maintained by the lucrative Ironworks in the region. The Wanderer slipped quietly into the dock with Shei and Joy securing her to the harbour wall and Spicer off to unload cargo and collect supplies for the next leg of the journey.

Public Update for Tales of Distant Lands

Today we made two private entries public.

Both are more detail on the Cunning Folk. Cunning Folk are the “lesser” wizards of the worlds. People who have a smattering of wizardry in one area. They’re cure-alls, chanters, wind workers and fish-callers, but the title may be used for anyone who has a little magic and uses it to enhance their trade.

The Cunning Folk, part 1

The Cunning Folk, part 2

Tales of Distant Lands: The Song of Rusal and Erse

The Song of Rusal and Erse

In the history of Saaland, Rusal was a legendary warrior, poet and prince. In the story, Rusal become enchanted with a woman he sees on a passing ship and pursues her by jumping in the water.

But the waters are too strong for him to catch her. The song is about his call to the woman as the waves eventually take him. She can only watch as he drowns.

The second part of the song describes how the woman, Erse, takes the same route on the ship years later and the shade of Rusal rises from his watery grave to court her once more. This time she chooses to jump into the water and they embrace, the waves bearing them to the depths.

The story highlights the dangers of recklessness and obsession and serves as a warning tale to intemperate youth. Various renditions of the story exist with the apocryphal Rusal (also known as Russe in the south of Saaland) having varying accomplishments and adornments. He has also been syncretised into other heroic myths.

The identity of Erse (Elspe in the south of Saaland) is less straightforward but is said to represent the historical drowning of Lady Erse on the crossing between Erea and Saaland. Erse was exiled from Saaland during the overthrow of her father, a local warlord and was able to return in her old age, once all of her enemies were dead. Her sorrow at her dead family results in her throwing herself from the ship once she sights the coast.

In the tongue of Saaland, these verses rhyme and are accompanied by music.

The waters of Saaland speak his name,
Rusal, the prince of legend,
Warrior with a heart of poetry,
His eyes found her on a passing ship,
An ethereal vision,
Her silhouette a beacon on the horizon.

With reckless abandon he plunged,
Into the depths, toward her shadow,
The waves mocked his valiant pursuit,
Their cruel embrace dragging him deeper,
His call to her lost in the roar,
His fate sealed by the unforgiving sea.

Years drifted by like autumn leaves,
Erse, her heart laden with sorrow,
Returned to the waters of her exile,
Her eyes searching for a coast long unseen,
A spectral figure rose from the depths,
Rusal’s shade, his love undimmed by death.

This time she did not hesitate,
The waters held no terror, only reunion,
She leapt from the ship, arms wide,
To meet her lover beneath the waves,
Their embrace a final, fateful dance,
The sea their eternal witness.

Together they sank into legend,
Two souls bound by the currents,
Their story a whispered warning,
To those who chase shadows on the water,
Recklessness and obsession,
The waves’ unyielding toll.

In Saaland, their tale endures,
Rusal, the poet prince, and Erse,
Echoes of their love and loss,
Resounding through the ages,
A myth to temper youthful ardor,
A love as vast and perilous as the sea.

Languaging and the Naming of Things

One of the important things for the World is familiarity. I remember reading a great (and hefty) first RPG by a Scottish crowd and one of the things I remember most is not their evocative prose or the art which captured the sort of neo-victorian fantasy world, but that they took the time to use different names for things like “sword”.

You gotta makes changes where it matters but also remember that the language you’re using to write the game (British English in this case) is different to the language they’re using in the world (which I’ve named ilsien). Things will be translated if they’re common enough. It was one of the issues I had with Skyrealms of Jorune, which being one of my favourite games, I tried to foist on players a couple of times. And while they got to grips with Thriddles, Shanthas, Muadra, Dyshas…they struggled with Shenters, Iscins and Incleps.

So, language has to be “common” but there has to be rules for adding new words.

Below are a list of the words I’ve used so far and the meaning for them. This will be the start of the Lexicon.

Places

L-ilsien – the name for the archipelago, containing all of the domains who are enjoined to the Shining City and the Court.

Inis – a city on the northmost coast of the island of Erea

The Shining City – city on the eastern coast of Plattesaal, home of the Court

The Court – political centre of the isles, where all Princeps and Families attend

Privetch – city on the North coast of Prive, an island south of the Saaland

Saaland – a large island with the most important cities

Plattesaal – the flatlands on the eastern side of the Saal range

Hindersaal – the rural western side of the Saal range.

The Saal – a mountain range reaching across Saaland

Lenut – a small village on the western side of the Saal located in a dense and lush forest

Alben – port town on the north coast of Saaland

Erea – a large crescent-shaped island east of Saaland.

Losung – a volacanic island south of Erea and East of Saaland

Terona – a small island between Erea and Prive

Wizardry

Wizards – the spellcasting caste of L-Ilsien society

Wizards Staff – symbol of a Wizards craft

Charms – small, usually non-magical tokens, necklaces or bracelets. May be imbued with wizardry to provide protection or other small advantage.

Runes – written language representing concepts in the True Speech which may accompany a small instance of wizardry. If used with actual wizardry, the roll gets a +1 boon (not stackable)

  • Shoth – the rune for Courage
  • Lir – the rune for Freedom
  • Sakkin – the rune for Sharpness
  • Seher – the run for Protection

Signs – these are like charms, but used by simpler folk. These can be enhanced by wizardry and provide a +1 boon (not stackable)

  • Hold – this movement of an open palm to close the tips of the fingers is used to evoke silence among those who see it.
  • Ward – the open palm with the thumb tucked to the centre, pointed at whatever offends you – this operates as a shield. Reflexively used when people don’t like something, it can act as a magical defence.
  • Calm – placing your left hand, palm to their right, fingers pointing to your right on the head of someone else can help, if they are willing, bring them into a meditative state.
  • Spit – spitting at a person is a surrogate for a curse. Used along with a rhyme by children.
  • – thumb and first finger, held aloft is a sign of defiance and resistance. The meaning is lost to time, but it is most often used by disobedient children when called to bed.

The Guild – the organisation responsible for training, certifying and policing wizards

The Hall of Scrolls – a large library of papers, scrolls and books

The Questioner – one of several mentors within the Guild

Ilsien – the language and the people of L-ilsien (the speakers)

True Name – the secret name given to every person at their majority

True Speech – the language by which the world was made, the root language of all

The Balance – the metaphysical representation of how much change a Wizard can make in the world before there are consequences

Becoming – the simple ceremony of giving someone their True Name at their majority

Unbinding – the Last Rite given to the dying where their name is taken back and their spirit is set free to be reincarnated from the Sunless Lands

Handfasting – the non-magical rite where a couple bind themselves together (with symbolic string or rope) as a form of marriage. This rite is renewed after 1 year, after 3 years and after 7 years.

Bane – any wizardry used to harm another.

Things That Go Bump

Dragons – older than writing or speech, the Dragons are forces for the Balance, attracted to Imbalance, representing air and fire. Millennia old, knowledgeable and fearful of their True Names being discovered.

Old Ones – older than writing or speech, the Old Ones represent darkness and earth. They are ravenous for worshippers (who become their agents in the world) but despise light. They can invade the dreams of those close to their temples, creating nightmares of tentacles and unbound malleable flesh.

Kobalos – creatures of darkness who service the Old Ones in their dark places. Smaller than humans but capable of dark wizardry. They despise the light but can cloak themselves in the flesh of others.

The Silver Lake – the metaphysical representation for the barrier between the Living and the Sunless Lands (this was the Black Gate but I’m rethinking it.)

Sunless Lands – the realm of the dead, a static and unchanging place of eternal twilight with no sunshine or stars where the spirits of the dead wait to be reincarnated

Shades – spirits who, for whatever reason, retained their name after they entered the Sunless Lands. They roam these lands, retaining their memory, oftimes resenting the living.

Revenants – a shade which has managed to return through the Black Gate. They often re-inhabit their previous body but can also occupy the bodies of others.

Talking to Dragons

Dragons of all shapes and sizes occupy this world but due to the spread of wizardry, they are most often found on remote islands or on lonely peaks. A solitary race of oviparous hermaphroditic flying lizards capable of parthenogenesis and, when mature enough, breathing fire.

It takes a dragon over a hundred years to go from hatchling to hazard and live for thousands of years. When younger, they are much quicker and only with maturity do they become more sedentary. They consume around 1 hefty meal a month and spend much of their time sleeping while they digest it. Their conflict with people comes from how they source their meals – usually from livestock but it is not unknown for them to take people (as they only consider Wizards to be intelligent).

Dragons speak the True Speech, part of the song which separated the lands from the seas and sky, but their words do not change the world as wizards do. They do not work wonders, they are wonders.

Dragons guard their True Name even more than Wizards do. Their vulnerability to wizardry means they are hesitant to cross Wizards of the Guild. They’ll be much keener to negotiate and keen to share their experience. Dragons don’t just talk, they gossip, building a skein of history lasting millennia.

It therefore takes courage to seek a dragon out and it is a fools errand to do so without a Wizard. Beware of anyone claiming to be a Dragonslayer.

(all this and more on the Patreon)