# Fund Development of a Cross-Chain Loot Game on Farcaster (Repost)
# Fund Development of a Cross-Chain Loot Game on Farcaster (Repost)
This proposal has been updated and improved based on community feedback.
Because the previous vote narrowly missed quorum by only a few votes, we are resubmitting with refinements, clarifications, and a stronger explanation of the team’s long-term track record in the Lootverse.
## What’s New in This Version
• Clearer explanation of the team’s background
• Added details about Season 1.5
• Added context on Farcaster and Base support
• Budget refined based on feedback
• Added more specific descriptions of deliverables and development milestones
## TLDR;
Fell the Dragon: Season 2 Proposal (Revised)
Fell the Dragon: Season 2 is a multichain Lootverse dungeon crawler that bridges Base and Starknet through Farcaster — connecting Loot’s social, creative, and onchain layers.
Season 2 expands Loot’s presence into Farcaster and Base while maintaining strong roots on Starknet. This initiative marks the first cross-chain activation in the Lootverse and will be supported by the Farcaster and Base teams during launch.
Season 1 attracted 530+ players and proved that Loot-based games can thrive on social platforms like Farcaster.
This proposal requests 13 ETH to build Season 2 — a larger, fully onchain game featuring new maps, NPCs, mintable companions, and integration with Synthetic Loot, Loot Beasts, and the upcoming Hall of Saints collection.
Season 2 introduces a milestone-based structure with transparent deliverables and cross-chain contracts on Base and Starknet.
**Goal:** position Loot as a chain-agnostic, multiverse project while routing 10 % of all in-game mints and 5 % of Hall of Saints mint revenue to the Loot DAO Treasury.
---
# Overview
Fell the Dragon is a roguelike dungeon crawler featuring a world map, branching paths, AI-agent NPCs, and a companion system. Set in the Lootverse, it integrates Synthetic Loot and other Loot-ecosystem projects on Farcaster. The goal is simple but perilous — to slay the dragon that resides at the top of the map.
Season 1 had 530 active players and ran for 18 days. A follow-up “Season 1.5” introduced refinements and quality-of-life improvements, further validating player interest. Both seasons were self-funded, relying on organic traction and Farcaster’s built-in social distribution.
Season 2 builds directly on these learnings, refining the game’s systems, pacing, and player retention while expanding its reach across Base and Starknet.
---
# Purpose & Alignment
Fell the Dragon Season 2 represents Loot’s official bridge between Starknet, Base, and Farcaster — uniting the onchain gaming layer with the social and economic layers of the open web.
While Loot has strong roots on Starknet through projects like Realms: Eternum and Loot Survivor, expanding into Farcaster and Base ensures Loot remains chain-agnostic and discoverable where new users already are.
The Farcaster team (Dan & Linda) has expressed interest in featuring Season 2 in-app, and outreach to Jesse @ Base is underway for launch collaboration. These partnerships provide organic marketing support and visibility equivalent to a multi-ETH campaign.
This project strengthens Loot’s identity as a decentralized universe that thrives wherever open creativity is possible and introduces thousands of new players to the Lootverse through interactive storytelling.
---
# Season 2
Season 2 targets a March–April 2026 release window, aligning with Farcaster’s 100 k + DAU growth and Base’s post-TGE expansion.
Season 2 focuses on scale, depth, and meaningful player choice.
### Players can expect:
- Two large world maps with multiple starting positions
- AI-agent NPCs and mintable companions
- Dynamic quests, traps, and lore scenes
- Integration with Synthetic Loot, Loot Beasts, and Hall of Saints
The scope emphasizes replayability and sustainability. Deliverables are modular and milestone-based, ensuring progress stays transparent and on budget.
*Don your gear, raise your banners, and descend into the dungeon to face the creatures lurking within.*
---
# Game
Each adventurer begins by choosing their origin (Synthetic Loot, Loot, or Genesis Adventurer) and defining the gear they wield or carry into the dungeon.
**Synthetic Loot:** Farcaster accounts naturally generate two Synthetic Loot contracts linked to the custody and native wallet addresses. This built-in structure provides an immediate onchain identity and inventory layer that fits perfectly with our game.
Players can equip up to four gear types: Head, Chest, Hand, and Legs. Each item dynamically modifies one or more of the nine base attributes.
**Loot & Genesis Adventurer:** Loot and Genesis Adventurer holders gain access to six total gear slots, providing slightly higher base attributes and a strategic edge.
Each class starts from a distinct node in the dungeon’s procedural map, a design choice rooted in the established lore of the game.
---
# Contracts
## Onchain Adventurer contract
We will develop a bespoke Synthetic Loot contract that extends the original with native Farcaster integration and custom vocation and naming systems.
Each player’s Farcaster ID (FID) will serve as a seed that influences dungeon generation, NPC dialogue, and in-game events.
Environmental changes can reflect Farcaster channel activity, while social metrics, such as Farcaster engagement, will dynamically alter encounters, creating a new kind of composable and socially aware gameplay.
## LootMap contract
The LootMap contract functions as an onchain dungeon graph composed of interconnected nodes.
Each node stores state data describing its entities, conditions, and connections.
As a player moves through the dungeon, the contract tracks progression and dynamically computes encounters.
When a player enters a node, the system evaluates local entities. It triggers logic that determines what spawns or events occur (influenced by player attributes, FID-based modifiers, and overall dungeon difficulty).
---
# Gameplay
Players face off against different challenges as they proceed through the dungeon.
## Traps & Other Obstacles
The dungeon’s trap system introduces reactive mechanics tied to player statistics.
Physical traps such as poison arrows, collapsing floors, or falling boulders trigger timed mini-games where difficulty scales with Agility.
Magical traps and puzzle barriers scale with Intelligence and Wisdom, rewarding diverse character builds and stat investment.
## NPCs & Lore
The team behind Fell the Dragon draws deeply from existing Loot lore, expanding its mythos through interactive storytelling.
NPCs serve as both gameplay anchors and narrative conduits.
- Merchants offer consumables, potions, and rare gear.
- Quest-givers provide optional missions that reveal the history and secrets of each dungeon region.
---
# Battle
Enemy encounters form the backbone of Fell the Dragon’s gameplay loop.
Each encounter is procedurally generated and responds to player attributes.
Players can choose between four core actions:
- **Flee** – attempt to escape (success scales with Agility)
- **Beg** – try diplomacy or barter (influenced by Charisma)
- **Warcry** – intimidate enemies or boost morale (depends on Strength and HP)
- **Fight** – engage in direct combat
Combat in Fell the Dragon introduces positional targeting and prediction-based defense mechanics.
### Attack System
Players can aim at individual enemy body parts (head, torso, right hand, left hand, right leg, left leg) to deal bonus damage or apply status effects.
### Defense System
Blocking requires anticipating the enemy’s targeted body part (head, right hand, left hand, right leg, or left leg), and correctly guessing it negates 85% of the damage.
### Onchain Rewards
Defeating an enemy grants the ability to mint them as a unique, allowing players to reuse them in future encounters as special summons/companions.
---
# Loot Survivor Beasts
For Season 2, we plan to integrate Loot Beasts as core adversaries and collectible rewards.
- A select pool of Beasts will be locked in a contract on StarkNet.
- The contract generates mirror (“shadow”) copies of these assets on Base, serving as playable proxies.
- When a player defeats a Beast in-game, a Base shadow Beast is airdropped to their native Farcaster wallet.
- The player can then burn/redeem this shadow beast to claim the original Beast on Starknet.
This system connects the Base and Starknet networks, providing players with tangible, interoperable rewards. It also links Fell the Dragon directly with the Loot Survivor ecosystem.
---
# Integration Summary
These systems (gear, traps, NPCs, combat, and cross-chain Beasts) combine to form a dynamic onchain world where social activity, player attributes, and contract logic interact.
Every player’s journey is uniquely shaped by their Farcaster identity, making Fell the Dragon: Season 2 both a game and a living experiment in socially composable onchain storytelling.
---
# Hall of Saints
The Hall of Saints is an upcoming collection of 8,000 NFTs that will play a significant role in Fell the Dragon: Season 2 and future seasons. The collection is being developed independently of this funding request, but will directly complement the game.
Hall of Saints NFTs enhance the effects of a player’s Loot gear and can grant unique “miracles” when certain stat thresholds are reached (adding depth to both lore and gameplay). The collection will also serve as a long-term revenue source for the ecosystem, with 5% of all mint proceeds routed directly to the Loot DAO Treasury.
A Loot bag (#801) and the Hall of Saints stained-glass window that is minted for the holder of the bag.
---
# Team
## Our Team at a Glance
We have spent the last four years building games, art, writing, and tools inside the Loot ecosystem. This includes Lorecast, Fell the Dragon Season 1, Farcastles, Loot Herald, Blitkin, Realmsfolk, and contributions to the Genesis Scrolls anthology, Pixel Banners, and more. We have shipped fully onchain games, CC0 art, Farcaster mini-apps, and foundational storytelling work that the community already knows and uses.
---
## Ticklish — @ticklishart
Ticklish is a long-standing contributor to Loot fiction, illustration, and CC0 worldbuilding. His writing includes:
- **Open Quill / Genesis Scrolls / Genesis Eye** — nine short stories
- **Daily Loot Bag** — dozens of micro-descriptions of Loot bags
- **Call the Banners** — backstory + reactive storytelling for the Genesis Eye event
- **Scrips** — short fiction inscribed fully onchain
- **Loot Explorers** — a short story for the Explorer’s Tribune
Beyond writing, Ticklish was a key lead, artist, and administrator on **Blitkin**, an early cross-chain experiment between BTC inscriptions and ETH that emerged from the Blitmap community.
He was also one of the earliest artists invited to **BasePaint**, contributing daily to the onchain collaborative canvas for two years.
As an artist within the broader Loot ecosystem, he has contributed to:
- Pixel Banners
- Blit Adventurer’s Pack
- Genesis Scrolls Illustrated
- Realmsfolk
---
## KingBlack — @kingblack
KingBlack is a full-stack and onchain game developer with 9+ years of experience across Lua, C#, Python, Solidity, React, Node.js, and Next.js.
His work includes:
### **Lorecast — Lead Developer**
- A Loot-based frame game on Farcaster built with Next.js and Solidity.
- Grew to over 1,000 players and received the Arbitrum Frame-It Grant (2024).
### **Fell the Dragon: Season 1 — Lead Game & Contract Developer**
- Built with Lua, Next.js, Solidity, and React.
- Integrated Synthetic Loot and onboarded 500+ players.
### **Battleframe — Developer**
- An AI-powered post generator using Farcaster frames.
Outside the Lootverse, he has shipped AR applications using Unity and Vuforia and contributed to multiple blockchain tools.
---
## Raul — @raulonastool
Raul is an early Loot and Realms minter and long-time contributor across storytelling, game design, art, and community coordination.
### His contributions include:
- Founder of **Farcastles**, the largest Loot-based community/game on Farcaster
- Founder of **Call the Banners**, including:
- Discord text adventure
- Starknet onchain strategy game (in development)
- Painted Banners (ETH) & Pixel Banners (Starknet)
- Contributor to **Genesis Scrolls / Open Quill** anthology
- Longstanding admin of the community-run Loot Discord
- Voice actor behind **Blobert** in Season 1
- Led marketing/community activation for Season 1
Raul bridges creative direction, community experience, and the cultural tone of the Lootverse.
---
## Oexcess — @oexcess
Oexcess is a writer, system designer, and long-time contributor to Loot lore.
### Contributions include:
- Founder of **Loot Herald**
- Lead game designer and writer for **Lorecast**
- Lead designer and writer for **Fell the Dragon: Season 1**
- Regular contributor to Realms, Loot fiction, and worldbuilding
He specializes in turning CC0 fragments into expansive narrative structures, designing coherent systems, quests, and lore that align with Loot’s ethos.
---
## Shared Philosophy
Across writing, art, development, and community-building, our team is deeply aligned with Loot’s founding principles:
- CC0 openness
- Thou mayest
- Permissionless creativity
All work produced for Fell the Dragon Season 2 — art, code, lore, characters, tools, and assets — will be **fully CC0**.
---
# Proposed Funding
Following internal alignment and community feedback, the budget has been optimized for higher efficiency, while maintaining the total request at **13 ETH**.
### Contract Dev — 5 ETH
Synthetic Loot + Farcaster integration; LootMap + Enemy mint contracts; Beast bridge (Base/Starknet).
### Game Dev / Design — 2 ETH
Gameplay systems and integration.
### Story / Writing — 1 ETH
Dialogue trees, quests, and lore integration.
### Art — 2.75 ETH
Lead artist full-time + equipment + environments.
### Music / SFX / Voice — 1 ETH
Optimized; SFX + VO produced in-house.
### Marketing — 1.25 ETH
Farcaster + Base activations, bounties, community rewards.
**Total: 13 ETH**
This distribution reflects lessons learned in Season 1 and community recommendations, emphasizing durable infrastructure, polish, and balanced promotion.
---
# Ongoing Development & Pre-Season Momentum
The team is actively shipping new content while preparing for Season 2.
We are currently building **Fell the Dragon: Season 1.5**, an arcade-style adaptation of the core gameplay.
### Season 1.5 includes:
- A streamlined dungeon loop
- Score-based runs
- A global leaderboard integrated into Farcaster
- Lightweight UI for mini-apps
Season 1.5 is self-funded and serves to:
- Keep community momentum strong
- Onboard new players
- Stress-test UI + analytics
---
# Ecosystem Partnerships & Marketing Efficiency
## Farcaster Support
Members of the Farcaster team (Dan & Linda) have proactively expressed interest in:
- Featuring Season 2 in the client
- Highlighting the launch
- Amplifying through official channels
Equivalent to several ETH of ad spend.
## Base Support
Base team has signaled interest in featuring Fell the Dragon inside **The Base App**, reaching hundreds of thousands of users.
This reduces marketing cost while increasing reach.
---
# Timeline
### Pre-Season (Nov – Dec 2025)
Proposal ratification, Farcaster/Base promo, etc.
### Contracts (Jan – Feb 2026)
Deploy core contracts; internal testing.
### Alpha (Mar 2026)
Playable alpha with placeholder art; open playtests.
### Launch (Apr 2026)
Full release; Farcaster feature; Base collaboration.
### Post-Launch (May 2026)
Analytics + revenue distribution to DAO.
The DAO may structure milestone-based payouts for transparency.
---
# Transparency and Accountability
- Regular updates on Farcaster (#loot, #fellthedragon)
- Contracts + progress verifiable via GitHub and BaseScan/StarkScan
- Milestone summaries + playtests before release
- Open playtests, including Season 1.5
---
# Risks and Mitigation
**Technical risk:** cross-chain complexity → mitigated by modular contracts + experience
**Adoption risk:** low traction outside Farcaster → mitigated via Farcaster/Base support
**Financial risk:** overruns → mitigated by fixed deliverables + structured budget
---
# Benefit to Loot
Fell the Dragon Season 2 strengthens Loot’s presence across:
- **Farcaster** (social layer)
- **Base** (economic layer)
- **Starknet** (onchain logic layer)
Providing:
- Chain-agnostic interoperability
- User acquisition through Farcaster
- Revenue return to DAO (10% + 5%)
- Open-source contracts for future Lootverse builders
---
# Long-Term Impact
Season 2 establishes:
- A self-sustaining multichain Loot ecosystem
- DAO-supported revenue flows
- Reusable infrastructure for future seasons
- Lower development overhead moving forward
**Total Funding Requested:** 13 ETH
**Duration:** ~5 months
**Target Launch:** March – April 2026
# Fund Development of a Cross-Chain Loot Game on Farcaster
# Fund Fell the Dragon Season 2 — A Cross-Chain Loot Game on Farcaster
## TL;DR — What This Proposal Seeks
This proposal asks the Loot DAO to **fund the development of Fell the Dragon: Season 2**, a fully onchain, cross-chain dungeon crawler that expands the Lootverse onto Farcaster, Base, and Starknet.
Season 2 is designed to cement Loot as a chain-agnostic, multiverse project where its IP, items, and characters move freely across networks and applications.
What is being requested:
- **13 ETH** to fund development of Fell the Dragon Season 2
What the DAO receives:
- **10% of all in-game mint revenue routed to the Loot DAO Treasury**
- **5% of all Hall of Saints mint revenue routed to the Loot DAO Treasury**
- Reusable onchain infrastructure that other Lootverse projects can build on
- A cross-chain activation that introduces Loot to thousands of players on Farcaster
What you are voting on:
> Approve funding for Fell the Dragon Season 2
> to build a cross-chain Loot game on Farcaster with revenue back to the DAO.
Season 1 demonstrated demand with 530 players and strong organic traction.
Season 2 expands the scope, formalizes the revenue path, and makes Loot visible and playable outside of Starknet.
---
## Overview
**Fell the Dragon** is a roguelike dungeon crawler set in the Lootverse.
Players traverse branching maps, interact with NPCs, and attempt to defeat the dragon at the top of the dungeon.
Season highlights so far:
- Season 1: 530 active players over 18 days (self-funded)
- Season 1.5: In active development — a streamlined “arcade” mode that introduces a new map and focuses on rapid runs, dying often, and competing for leaderboard high scores
Season 2 builds on this momentum with:
- A larger world map
- Mintable companions
- Cross-chain contracts between Base and Starknet
- Farcaster identity and inventory via Synthetic Loot
---
## Purpose and Alignment with Loot
Season 2 creates Loot’s first cross-chain activation across:
| Layer | Platform | Purpose |
|--------|----------|----------|
| Social layer | Farcaster | Player identity, distribution, discovery |
| Economic layer | Base | Mints, liquidity, companions |
| Logic layer | Starknet | Onchain asset ownership and execution |
Farcaster and Base leadership have expressed interest in featuring the launch of Season 2.
This avoids needing to pay for marketing while placing Loot in front of a rapidly growing audience.
This proposal positions Loot as:
- Chain-agnostic rather than chain-isolated
- Composable rather than siloed
- A universe of interoperable projects rather than a single game
---
## Season 2 Scope
Planned release window: **March – April 2026**
Players can expect:
- Two full world maps with multiple starting zones
- NPCs, merchants, quest-givers
- Mintable companions
- Integration with:
- Synthetic Loot (every Farcaster user has an Ethereum wallet address; the sLoot contract assigns every wallet a unique Loot bag, creating instant character identity and inventory)
- Loot Beasts (Starknet)
- Hall of Saints (Base)
Season 2 is structured around milestone deliverables to ensure transparency and accountability.
---
## Game Systems
### Character and Gear
Each player selects their origin:
| Origin | Gear slots | Notes |
|--------|------------|------|
| Synthetic Loot | 4 | Every Farcaster account automatically generates Synthetic Loot |
| Loot or Genesis Adventurer | 6 | Additional slots, minor attribute edge |
Gear slots:
- Head
- Chest
- Hand
- Legs
Each item affects one or more of nine base attributes.
### Combat System
Players choose actions based on their build:
- Flee (Agility)
- Beg (Charisma)
- Warcry (Strength / HP)
- Fight (combat)
Attack system:
- Players choose enemy body parts to target for critical effects.
Defense system:
- Predict enemy attack location to negate most damage.
### Rewards
Defeating an enemy gives the player the option to mint that enemy as a companion NFT.
---
## Cross-Chain Integration: Loot Survivor Beasts
- Core Beasts remain on Starknet
- Mirror copies are generated on Base as playable proxies
- When defeated, players receive a Base shadow Beast
- Shadow Beast can be redeemed/burned for the original on Starknet
This mechanism links both chains while maintaining asset provenance.
---
## Hall of Saints Integration
- Independent collection of **8,000 NFTs**
- Enhances Loot gear and unlocks stat-based miracles
- **5% of mint revenue automatically routed to Loot DAO Treasury**
Season 2 does not require Hall of Saints funding, but the systems are designed to complement each other.
---
## Team
| Contributor | Role / Contributions |
|-------------|---------------------|
| **Raul (@Raulonastool)** | OG Loot contributor, creator of Farcastles (largest Loot-based community on Farcaster), marketing and launch lead for Season 1 |
| **Oexcess (@oexcess)** | Lead designer and writer for Season 1, writer/game designer for Lorecast, contributor to Realms and other Lootverse projects |
| **Ticklish (@ticklishart)** | Lead artist on BasePaint, artist on Realmsfolk and Genesis Scrolls |
| **KingBlack (@kingblack)** | Lead developer for Season 1 and Lorecast, 9+ years of dev experience |
---
## Funding Request — 13 ETH Total
| Category | Budget | Deliverables |
|----------|--------|-------------|
| Contract Development | 5 ETH | Synthetic Loot + Farcaster integration, cross-chain contracts, enemy mint system |
| Game Dev / Design | 2 ETH | Gameplay systems and integration |
| Story / Writing | 1 ETH | Dialogue trees, quests, lore |
| Art | 2.75 ETH | Lead artist full-time plus environments |
| Music / SFX / Voice | 1 ETH | In-house audio production |
| Marketing | 1.25 ETH | Farcaster/Base launch coordination, community bounties |
| **Total** | **13 ETH** | |
Prioritization is based on lessons learned from Season 1, focusing on infrastructure and sustainability.
---
## Timeline
| Phase | Dates | Deliverables |
|--------|--------|-------------|
| Pre-Season | Nov–Dec 2025 | Proposal ratification, Farcaster/Base coordination |
| Contracts | Jan–Feb 2026 | Core contracts deployed to testnet |
| Alpha | Mar 2026 | Playable alpha with public testing |
| Launch | Apr 2026 | Full release, Farcaster feature |
| Post-Launch | May 2026 | Revenue distribution to DAO, analytics |
---
## Transparency and Accountability
- Progress updates posted on Farcaster (#loot and #fellthedragon)
- All contracts open source on GitHub
- DAO may choose milestone-based payouts
---
## Risks and Mitigation
| Risk | Mitigation |
|------|------------|
| Cross-chain technical complexity | Modular contract architecture |
| External adoption risk | Launch partnership with Farcaster/Base |
| Budget overrun | Fixed deliverables and milestones |
---
## Benefit to Loot
Season 2:
- Expands Loot to new ecosystems
- Returns revenue to the DAO
- Establishes reusable cross-chain infrastructure
- Demonstrates how Loot can power multiple games and experiences
---
## Long-Term Impact
Season 2 sets the stage for Loot in future seasons and games.
The more projects that build on this shared infrastructure, the more Loot benefits.
---
## Requested Funding
**13 ETH**
Development duration: approximately 5 months
Target release: **March – April 2026**
> Approve funding for Fell the Dragon Season 2
> and enable Loot to become a cross-chain gaming universe on Farcaster.
# Ratify the Loot Treasury Charter
# Proposal: Ratify the Loot Treasury Charter
**Summary**
This proposal asks the Loot community to **vote on ratifying the below document as the official Treasury Charter for Loot.**
If approved, this charter will serve as the binding framework for how Loot Treasury funds must be stewarded and allocated—**regardless of the custodian** (multi-sig, DAO, or onchain governance system).
Ratifying this charter ensures that community expectations and principles remain constant no matter where the treasury is held, protecting Loot’s neutrality and values across time and custodians.
---
## Loot Treasury Charter
*Adopted by the Loot Community — Version 1.0.0*
### Preamble
Loot is a public good: a canon-optional, decentralized fantasy world owned by no one and open to all. There is no official narrative authority or core canon. The only immutable truth is what is encoded in the Loot smart contract on Ethereum mainnet.
All stories, characters, games, and worlds that emerge from this foundation are considered to "exist" by virtue of their creation. The more that others build upon a work, the more cultural weight it carries, much like the collaborative ethos of open-source software. Loot is not about controlling IP, but about seeding infinite creativity.
Recognizing the need for transparent, accountable, and community-aligned management of the Loot ecosystem treasury, we, the holders and stewards of Loot, hereby adopt this Treasury Charter as a formal framework for stewardship, funding, and long-term growth of the Lootverse.
If ratified by a Loot DAO vote, this document shall serve as a binding contract for the expectations and acceptable utilization of the Loot treasury, regardless of where those funds reside.
This Charter exists to strengthen, protect, and promote the values of Loot in perpetuity.
---
### Article I: Core Values and Principles
#### Section 1.01 — Open-Source and Public Domain (CC0)
(a) Unrestricted Use: Loot operates under a CC0 1.0 Universal Public Domain Dedication, allowing any individual or project to use, modify, and build upon Loot materials without restriction.
(b) Creative Freedom: While Loot promotes CC0 culture, projects funded by the treasury may use any license they choose. Open licensing is encouraged but not required.
(c) Open Licensing Preference: Projects that adopt open-source or permissive licenses for public benefit are strongly encouraged and may receive preference in evaluation.
#### Section 1.02 — Permissionless Participation
(a) Decentralized Contribution: Participation in the Loot ecosystem shall not be gated or controlled by any centralized authority or ecosystem.
(b) Ecosystem Support: The treasury shall prioritize funding initiatives that foster community engagement, collaborative worldbuilding, and composability across the Lootverse.
(c) Alignment with Values: All proposals shall be evaluated based on their adherence to Loot’s open, collaborative, and decentralized ethos.
#### Section 1.03 — Responsible Fund Stewardship
(a) Transparency and Accountability: All disbursements, proposals, and treasury-related actions must be recorded and made publicly available via verifiable means—onchain where possible, and via signed attestations or disclosures when not.
(b) Prudent Management: The treasury shall be managed conservatively and transparently, avoiding unnecessary financial risk, lock-in to third-party ecosystems, or long-term misalignment.
(c) Minimized Bureaucracy: Treasury operations should remain lightweight and flexible, enabling experimentation while upholding fiscal responsibility and public trust.
#### Section 1.04 — Treasury Tenets
In service of proliferation, the Loot Treasury establishes the following tenets as guides for the stewardship and deployment of resources. These tenets are not exhaustive, nor are they exclusive; instead, they provide a framework through which proposals may be measured and advanced.
(a) Revenue: The treasury seeks to expand its capacity by supporting initiatives that generate sustainable growth and create compounding opportunities. Investments under this charter focus on scalability, network effects, and long-term yield. Revenue allocations must consider both immediate sustainability and strategic pathways that maximize the capacity of the treasury to proliferate further.
(b) Awareness: The treasury will fund efforts that amplify the voice of the Loot ecosystem and its participants. This includes storytelling, partnerships, campaigns, and activations that spread Loot’s ideas and values to a broader audience. Awareness is not simply marketing; it is cultivating identity and narrative, ensuring Loot is recognized as a living, evolving mythos with cultural significance.
(c) Legacy: The treasury will support projects that contribute lasting value to the Lootverse. This includes expanding the shared content library, curating high-quality creations, and archiving the evolving mythos. Legacy is about continuity—ensuring that the contributions of today remain accessible, inspiring, and foundational for future generations of builders and players.
(d) Community: The treasury commits to fostering shared ownership and active stewardship by the Loot community. Funding is directed toward programs that lower barriers to entry, support creators and developers, and encourage meaningful collaboration. Community allocations ensure that Loot remains open, participatory, and shaped by the contributions of those who contribute to its story.
(e) Stewardship: The treasury recognizes its responsibility as custodian of collective resources. Stewardship funds are dedicated to maintaining stability, ensuring transparency, and upholding trust. This includes audits, reporting frameworks, and open documentation that guarantee the treasury remains resilient and accountable, so that proliferation can endure over time.
(f) Forward-Thinking Responsibility: All treasury decisions must be weighed not only for immediate benefit but also for the precedent they set. While yield strategies may be pursued with community oversight, proposals that resemble private sales or concentrated bets in external ecosystems must be justified with clear, transparent rationale and subject to heightened review. The community must be aligned in treating the funds as a shared legacy—responsibly, conservatively, and with the seriousness that ensures credibility with future builders, partners, and observers.
(g) Return on Impact: Distributions shall be evaluated on financial, cultural, and social returns. Loot’s value includes identity, narrative, experimentation, and cultural footprint—impact may take many forms.
---
### Article II: Applicability and Interim Custodianship
#### Section 2.01 — Applicability of This Charter
This Charter applies to all current and future stewards of the Loot Treasury, including but not limited to BibliothecaDAO. While not currently enforced via smart contract, it is adopted by the Loot community as a binding social contract. It is intended to guide treasury usage, behavior, and accountability in the absence of onchain governance.
#### Section 2.02 — Neutral Treasury Stewardship
The Loot Treasury must remain neutral, chain-agnostic, and ecosystem-agnostic. Projects affiliated with specific chains or protocols (e.g., Realms, Starknet, $LORDS) may be funded when their proposals align with Loot community values. However, no custodian may use treasury funds in ways that primarily or disproportionately benefit a single external ecosystem without open approval from Loot NFT holders.
#### Section 2.03 — Acceptable Use of Yield Strategies
Treasury funds may be deployed to generate yield or acquire strategic assets under the following conditions:
(a) The principal remains recoverable and not locked into external systems indefinitely.
(b) Custody is retained or transparently delegated under community-approved guardrails.
(c) All proceeds (yield) are used in service of the Loot ecosystem in a neutral and permissionless manner.
(d) Strategic asset acquisitions (e.g., Loot NFTs, Realms, $LORDS) must be justified and broadly reviewed for alignment with long-term ecosystem growth.
Delegation of funds to trusted stewards may be proposed and approved, provided such actions remain transparent and in accordance with this charter.
#### Section 2.04 — Transparency and Accountability for Custodians
Any custodian of the Loot Treasury is expected to adhere to the following baseline standards of conduct:
- Publicly trackable wallet activity and onchain transparency
- Clear rationale for all treasury movements, allocations, or strategies
- Open communication channels (e.g., Discord, Farcaster, forums) for community input
- Documentation of all decisions in a publicly verifiable and timestamped format
Failure to meet these standards may trigger calls for withdrawal of custodianship and reassignment to a more neutral steward.
---
### Article III: Governance Authority (Future Onchain System)
#### Section 3.01 — Governance Body
All decisions regarding the Loot Treasury shall ultimately be made by Loot NFT holders using onchain governance contracts deployed on Ethereum mainnet.
Until such contracts are reinstated, this Charter expresses the expectations of Loot NFT holders toward all stewards of the treasury.
#### Section 3.02 — Voting Mechanism (Under Development)*
(a) Voting Power: Each Loot NFT shall represent one vote. No delegation or staking shall be required.
(b) Proposal Threshold and Quorum: Governance thresholds shall match those defined in the future Loot Governor contract and may be updated via governance.
(c) Timelock and Execution: All governance decisions shall be subject to a time delay to ensure transparency and sufficient reaction time.
(d) Quorum Aggregation Risk: As Loot NFTs are freely transferable, it is possible for a malicious actor to acquire both proposal and quorum thresholds on the open market. The community is encouraged to participate actively and remain vigilant to defend against abuse.
*This section does not apply until an onchain governance solution is voted on and passed.
#### Section 3.03 — Emergency Measures
In the event of a security breach, misappropriation of funds, or other exceptional circumstances, any holder may raise an emergency proposal—onchain or offchain—to pause, revoke, or reallocate treasury funds.
Emergency actions may include:
- Temporary halt of unexecuted proposals
- Cancellation of pending disbursements
- Escrow or delay of tranche-based funding
All emergency proposals must meet the same proposal threshold, quorum, voting delay, voting period, and timelock requirements as standard proposals, once governance is reestablished. Until then, emergency actions should be coordinated via public channels and consensus among Loot NFT holders.
---
### Article IV: Funding Categories and Requirements
This framework is intended to guide all current and future treasury managers, including BibliothecaDAO, in the evaluation and disbursement of funds.
Note: The term "distribution" refers to any treasury allocation, whether a grant, investment, partnership, asset acquisition, or other strategic use.
#### Section 4.01 — Small-Scale Distributions (≤1 ETH)
(a) Purpose: Intended for experimental, creative, or low-budget Loot-aligned projects.
(b) Requirements: A brief proposal with objectives, budget, and alignment with the Charter.
(c) Review: May be approved via expedited governance process, batch review, or trusted committee action.
#### Section 4.02 — Medium-Scale Distributions (>1 ETH and ≤20 ETH)
(a) Purpose: For established contributors or multi-milestone projects.
(b) Requirements: Detailed proposal including objectives, budget, milestones, and impact.
(c) Oversight: Recipients are encouraged to provide lightweight public updates or milestone confirmations but are not required to submit formal reports unless specified.
#### Section 4.03 — Large-Scale Distributions (>20 ETH)
(a) Purpose: For strategic ecosystem development, tooling, or infrastructure.
(b) Requirements: Comprehensive plan including risk assessment, sustainability, and endorsements.
(c) Approval: Requires broader governance vote and may be broken into milestone-based disbursements.
#### Section 4.04 — Oversight for Large Distributions
(a) Proposals over 20 ETH must include a roadmap with milestones and funding schedule.
(b) A neutral community member (not affiliated with the team) should serve as a Milestone Steward.
(c) If the steward cannot serve, a replacement must be proposed and approved.
(d) Funding may be gated by deliverables, community checkpoints, or timelocks.
(e) Escrow mechanisms may be used as needed, subject to governance approval.
(f) Disputes may be brought to the community for review and resolution.
---
### Article V: Evaluation Criteria
#### Section 5.01 — Eligibility and Use of Loot
(a) Projects are not required to use Loot NFTs or derivatives.
(b) Any licensing model is allowed, including commercial or proprietary licenses.
(c) Proposals should reflect the spirit of permissionless composability and worldbuilding.
(d) Projects must demonstrate relevance or benefit to the Loot ecosystem.
#### Section 5.02 — Evaluation Criteria
(a) Mission Alignment: Proposals should embody the ethos of decentralization, creativity, and public good.
(b) Community Impact: Preference is given to proposals that broaden participation and interoperability.
(c) Feasibility: Proposals should include a realistic plan, timeline, and milestones.
(d) Transparency and Accountability: Recipients should be open to community feedback and visibility when appropriate.
---
### Article VI: Amendments and Ratification
#### Section 6.01 — Amendment Process
(a) Any holder meeting the minimum proposal threshold of Loot NFTs may propose an amendment.
(b) Amendments may be adopted via onchain governance when available, or via documented consensus through public discussion forums and open voting mechanisms in the interim.
#### Section 6.02 — Living Document
This Charter shall evolve with the needs of the Lootverse. Governance may amend this Charter to reflect changing contexts, emerging threats, or opportunities, provided changes are communicated transparently and retain community backing.
---
### Ratification
This Charter is ratified by the Loot community as a formal social contract. It expresses the clear, collective expectations of Loot NFT holders for how the treasury must be managed, regardless of its current or future custodian.
Any entity that assumes custodianship of the treasury is expected to uphold this Charter in full.
\"We Stand With Crypto\" Banner - Limited EditionBANNERipfs://bafybeibpyl4gvx4hdjkcoh4nwpn3difelufljxpga6iyj3ygf6ndsz4aey/ipfs://bafybeibpyl4gvx4hdjkcoh4nwpn3difelufljxpga6iyj3ygf6ndsz4aey/metadata
The Book of Enlightenmentraulonastool.ethArtemus was a solitary figure, a hunter who had made a home deep in the heart of the woods. He was a skilled tracker and hunter, his senses honed by years of living in the wild. But the villagers, who feared and mistrusted him, knew him as the "Lone Wolf of Lunnon," a mysterious figure who kept to himself and rarely interacted with others.
One morning, as the sun was just beginning to rise, a knock came at his door. Artemus opened it to find his childhood friend, Xedho, standing on his porch. "Arty," Xedho said, using the nickname he had called him since they were kids. "You know I hate to ask you for this, but we need your help."
Artemus raised an eyebrow, surprised by the unexpected visit. "What's the matter?" he asked.
Xedho explained that the farmers in the village were complaining about a pack of wolves that had been ravaging their cattle. The villagers were afraid and didn't know what to do. Artemus was their last hope.
Artemus sighed, rubbing the stubble on his chin. He didn't like being asked for help, but he couldn't ignore the plight of his fellow villagers. "Alright," he said begrudgingly. "I'll track them down."
Xedho thanked him profusely and offered to accompany him, but Artemus declined. He set off into the woods, scanning the ground for any signs of wolves. He could smell the pack's scent on the wind and followed it deeper into the woods. The forest's darkness closed in around him, the trees towering above like sentinels.
It took him only a short time to locate the pack. They were a large and vicious group, their fur matted and their eyes wild. Artemus knew that taking on a pack of wolves alone was dangerous. He crept closer, heart pounding in his chest, and his hand gripping the hunting knife tightly.
He had almost reached the pack when he accidentally stepped on a twig, the loud snap echoing through the woods. The wolves turned, sensing the presence of their prey. They snarled and bared their teeth, ready to attack. Artemus was outnumbered and outmatched. The pack closed in, their eyes glowing like embers in the darkness, and their teeth bared in a terrifying grin.
The adrenaline pumping through Artemus's veins as he prepared for the fight of his life, knowing that one wrong move could mean his demise. The wolves lunged toward him, he braced himself, and the battle began.
***
“Wake up, Artemus”
Artemus, roused from slumber by a voice as soft as a caress, opened his eyes groggily. He didn't recognize the speaker, but the tone was soothing.
"Wake up," the voice urged, growing firmer.
With a start, Artemus rose to his feet, his hand instinctively coming up to guard his face and his right hand gripping the hunting knife at his belt. He shifted into a defensive stance, ready to fend off any would-be thieves.
But as his eyes adjusted to the deep white mist surrounding him, he lowered his guard and relaxed his shoulders. He couldn't see more than an arm's length in front of him. "What is this?" he muttered to himself.
"Wake up, Artemus," the voice repeated - this time, he could tell it belonged to a woman.
As the mist receded, a figure emerged. A woman dressed in pearl-white robes trimmed with gold, her hood low over her face, revealing only her pale cheeks and tight lips. She held a large silver key that emitted a glimmering blue light. "Who are you?" he demanded.
But before she could answer, the mist engulfed him again, blinding him and leaving him disoriented, unable to determine which way was up or down.
"WAKE UP!" a voice bellowed, a man's this time. He felt hands grip his shoulders, shaking him violently. His body was unresponsive, paralyzed. He clenched his jaw and squeezed his eyes shut.
The shaking stopped.
When he opened his eyes, he found himself lying on a cabin floor. His best friend, Xedho, loomed over him, concern etched on his face.
"Are you alright, Arty?" Xedho asked.
"The woman in the mist," he groaned, sitting up quickly. "Where-"
"Woah!" Xedho cut him off. "Those medicinal herbs must be taking effect." He gestured for Artemus to lie back down.
"Take it easy, Artemus. You've been sleeping for three days. You shouldn't make any sudden movements. You're still healing."
He noticed bandages wrapped around his arms and midsection.
"Those are fresh," Xedho explained. "I did it myself this morning. You're lucky to be alive. How did you manage to kill an entire pack of wolves anyways? There must have been at least a dozen of them."
Artemus furrowed his brow. He couldn't remember ever finding the pack, let alone killing them and returning to the village.
"You don't have to answer that right now. You can tell me later over a drink. I could use your help rebuilding my old oven."
The thought of manual labor caused Artemus to shoot his childhood friend a strange look.
"You owe me for staining my floors," Xedho said with a wink.
***
"Uncle Arty! Uncle Arty! Tell me again about how you defeated all those wolves!" Young Pirrus bound onto Artemus, playfully pretending to sink his teeth into his uncle's neck. "Because I'm a wolf! Arrrrr!"
Artemus indulged the boy's antics, chasing him around for a moment before scooping him up and holding him aloft. "Alright, that's enough, little guy. It's time for bed."
"Wolves don't sleep!" Pirrus wriggled and squirmed until Artemus set him down, and he scampered off to his room, howling like a wolf. "Awooooooo!"
"No running in the house!" Xedho called out from the kitchen. "Sorry about my child, Arty. I'm not sure who raised him."
"It's alright," Artemus replied as he rose from the table and stepped out into the night.
Xedho turned to offer him a cup of tea but found his friend had already disappeared into the darkness.
Artemus sat beneath his favorite tree, gazing up at the moon and basking in the sense of peace it gave him. He envied the moon, not for the light it provided, but for the way it worked alone, quietly doing its job without concern for the opinions of others. He spent most of his time in the mountains and woods around Lunnon, hunting, and fishing, and that's how he liked it. A village couldn't judge a man they didn't see.
The air was remarkably still that night; the only sound was the distant crashing of waves on the coastal cliffs. The emptiness of the night made space for the thoughts that haunted him to gnaw away at his mind. It had been weeks since he dreamt of the woman in the mist. Although he knew it was only a dream, it was unlike any he had ever had. It was as vivid as a memory, as striking as the last time he saw his father. But the most puzzling thing about the dream wasn't the woman, the mist, or the voice. It was the feeling that hadn't escaped him since that night - a sense of imminent danger.
Xedho joined him under the spruce tree, but Artemus kept staring aimlessly at the night sky. Xedho handed his friend a cup of freshly-brewed tea and sat beside him.
"How are you feeling?" Xedho asked.
"I'm fine," Artemus replied, still staring at the moon.
Xedho cast a concerned glance at his friend, noting the distraction etched upon his features. He knew the recent amnesic episode must be taking a heavy toll on Artemus.
"Hey, I appreciate all of your help with the bakery. My family enjoys having you around, and with the new oven, we can make twice as many batches as before." Xedho offered a reluctant smile and gestured toward the untouched cup of tea. "You haven't tried your tea."
"Do you ever get bored?" Artemus replied, his tone numb and unresponsive to Xedho's gratitude.
"Bored?" Xedho asked, his usual jovial curiosity piqued.
"With the bakery. Don't you think there's more to life than just making bread?" Artemus turned towards Xedho, his gaze intense and searching. "Why do you do it? For what purpose?"
Xedho chuckled, perplexed by Artemus' odd behavior. He raised an eyebrow and smirked. "I like the way it smells. I love the way it tastes. But most importantly, I love the face Pirrus makes when he bites into a fresh loaf." Xedho placed a hand on Artemus' shoulder. "What has gotten into you, Arty? You haven't been yourself since that night."
"I said I'm fine," Artemus retorted as he roughly shrugged off Xedho's hand, causing the tea to spill onto the ground. He turned and began walking back to the cabin, leaving Xedho momentarily speechless.
Just as Artemus reached the cabin, a glowing orb flashed in the sky, bathing the village in a golden light. Both men raised their arms to shield their eyes from the brilliant glow, which seemed to writhe like a worm above the forest to the north.
"Divine's sake, what is that?" Xedho exclaimed, a sense of unease creeping into his gut.
Almost as quickly as it appeared, the orb vanished. Artemus pulled his hunting knife from its sheath and began walking towards the woods where the strange phenomenon had occurred.
"Wait, you're not going out there, are you?" Xedho called out, despite already knowing the answer. "What if there's some sort of monster out there?"
"I bet it bleeds," Artemus replied, his determination to uncover the truth driving him forward. He felt pulled towards the source of the light as if it held the answers he had been seeking.
***
The night was dark, and the only light came from the silvery moon that shone through the canopy of trees. Artemus knew the woods like the back of his hand, and he moved with quiet, steady grace. He had been hunting in these woods since childhood, which was like a second home.
His father was a master hunter, and he had taught Artemus everything he knew. Most of the hunters in Lunnon traveled in groups, but his father believed that a true hunter must surrender to the environment and become one with nature. The two would spend many early mornings swimming in rivers, capturing fish with their bare hands. They would often put on wolf’s fur and crawl around in the forest brush, stalking a herd of elk grazing in the fields. The villagers called them "The Lunnon Lunatics," but they respected his father for his skill. In Artemus’ eyes, his father was the most prolific hunter in all the realms.
But then, when he was sixteen, a strange group of men wearing colorful garments under their armor came to the village searching for his father. They had requested his help with a rather unusual hunting expedition. His father told him that the mission was too dangerous for him to come along. The hunting knife he carried with him was a gift from his father on that day. He instructed Artemus to watch over it until he returned.
Twelve winters had passed since that day.
As he moved deeper into the forest, he came upon the small clearing where he had laid several snare traps. His father had always dreaded trapping, calling it the tool of lesser hunters. He believed that actual hunting required knowing your target and developing a quick, humane kill strategy. But these snares were useful for capturing fur-bearing animals, ensuring that the thickest part of their fur remained pristine. Winter was fast approaching, and furriers paid handsomely for high-quality materials to make their cloaks, scarves, boots, and gloves.
As Artemus ventured deeper into the woods, a sense of unease began to wash over him. The trails seemed just as they had in the morning, but something felt off. The trees stood tall and proud, their branches reaching the sky, but their leaves rustled with an eerie stillness. The forest floor was a blanket of crisp leaves, but they crunched underfoot with a distinct finality as if each step could be his last.
He reached the western edge of the copper mines, where the mysterious orb of light had appeared in the sky. He hoped to find answers at the Village Guard's outpost nearby. But as he approached, a chill ran down his spine. Felled beech trees blocked the entrance, their trunks sliced cleanly as if by a razor-sharp blade. And beyond the pile of felled trees, he saw a possum dragging something in its mouth. The creature scurried away at his approach, dropping its prize - a severed arm, still seeping with blood.
Artemus sprinted towards the outpost, his heart pounding with a sense of urgency. The Village Guard of Lunnon was a formidable force sworn to protect the village from threats. He and his childhood friend Xedho had joined their ranks at 18, as was required for all able-bodied village men. The guardsmen were a tough and capable group, second only to his father in his eyes. But whatever had caused the gruesome scene before him, it was not the work of any animal or a simple accident.
As he reached the gates, the sight that greeted him was unspeakable horror. Bodies of the Village Guard were scattered in front of the entrance, mutilated and dismembered. Some were missing limbs, others decapitated, and all had blackened, smoldering eye sockets as if their eyes had been burned to ash in their skulls.
The familiar faces of friends and comrades stared up at him; their expressions were frozen in a grotesque parody of death. He recognized Dunstan, Virgil, and Ivar among the fallen. They had been like brothers to him, and the sight of their brutalized bodies filled him with a sense of overwhelming despair.
Despite his familiarity with death, the sight before him was unlike anything Artemus had ever encountered. The once-proud guardsmen lay strewn about the clearing, their bodies mutilated beyond recognition. His childhood friend Dunstan is missing his right arm. Virgil, headless and missing his pinky finger. And the leader of the Village Guard, Ivar, was impaled on a flagpole, his eyes nothing more than blackened pits.
Artemus felt his stomach churn as he collapsed to his knees, tears streaming down his face. He couldn't comprehend what he was seeing. It was as if a nightmare had come to life. He thought back to his father, and how he had disappeared under mysterious circumstances. Was this his fate as well?
But then, a scream. It cut through the stillness of the night, piercing the silence like an arrow. Artemus' heart raced as he recognized the voice. It was the woman from his dreams who had haunted him for weeks. Despite his fear and uncertainty, he felt compelled to investigate. He rose to his feet and began moving towards the sound, his hunting knife ready.
As he moved deeper into the woods, the screams grew louder and more frantic. He could feel the adrenaline pumping through his veins as he quickened his pace. What was waiting for him at the end of this path? Was it a trap? Or was it the same force that had decimated the Village Guard? He couldn't shake the feeling of impending danger, but he pushed on, driven by a sense of duty and the need for answers.
***
The young girl, Felicity, lay sprawled on the ground with her arms crossed. She pouted her lips as she implored the old man sitting before her, "I'm bored, Mordecai. Read me something from your book!" She fixed him with her most pleading gaze, eyes wide and innocent like a newborn puppy's.
Mordecai erupted in laughter, "Oh, Felicity, this isn't a book of stories. It's my Grimoire."
Felicity looked at him quizzically, and her forehead crinkled in confusion. "What's a Grilwarg?"
Mordecai chuckled, "A Grimoire is a book of magic. It's filled with hundreds of spells and invocations."
Felicity's eyes widened in wonder, "Wow." She lay belly down in the dirt, her chin resting on her hands as she pondered this new information. "Do you know them all?"
"But of course!" Mordecai exclaimed, a twinkle in his eye. "I've had a long time to practice."
Felicity's curiosity was piqued, "Is that how you summoned the portal?"
Mordecai's smile softened, "Not exactly, but that's a bit too complicated for one so young. Perhaps in a few years..." He trailed off, leaving the thought hanging in the air.
But Felicity was not to be deterred. She slammed her fist into the ground and started kicking it, "I'm almost ten. Explain it to me now."
Mordecai smiled, noticing a group of ants marching toward a small leaf near Felicity's face. "Pick up that leaf by your head."
Without hesitation, Felicity reached out and plucked the leaf from its resting place. She held it up for Mordecai to see, "This one?"
"Precisely," Mordecai said, beaming with pride. "You see those ants coming towards you? To them, that leaf vanished into thin air. But you and I both know the leaf did not disappear. You lifted it to a plane that they simply could not see."
"Ohhh," Felicity pretended to understand for a moment.
"Does that make sense?" Mordecai asked, surprised by Felicity's astuteness.
"Not really," Felicity murmured, eyes scanning the leaf as if seeing it for the first time. "It's pretty."
Mordecai and Felicity shared a moment of laughter, but their merriment was short-lived as a gust of wind snatched the leaf from Felicity's grasp. "My portal!" she exclaimed, leaping to her feet and giving chase. But her pursuit was abruptly halted as her foot became ensnared in a rope, lifting her high into the air, suspended like a puppet on a string.
"Help!" Felicity screamed, her voice a mixture of fear and pain as she swung back and forth from a large branch.
Mordecai chuckled in amusement, "Just hang in there, Felicity."
"That's not funny." Felicity cried, tears streaming down her face. "It hurts!"
Mordecai's expression turned serious as he heard the sound of leaves rustling and twigs snapping in the distance. Artemus emerged from the trees, wide-eyed and panting with his hunting knife drawn.
"Who are you?" Artemus demanded through labored breaths.
But Mordecai's face shone with delight, "Look at that, Felicity. We've found a new friend to join us on our adventure."
Artemus struggled to keep his composure, his heart pounding so fiercely that he could taste blood on the tip of his tongue. "What are you doing here? Who else is with you?" he demanded, scanning the area for any sign of the mysterious woman from his dream. But all he could see was a pale, skinny child and a rangy old man. The girl was caught in one of the snares he had set that morning.
"Hello there, young master," Mordecai responded jubilantly. "Many names have been given to me in my lifetime, but my friends call me Mordecai. And this young lady caught in your trap is Felicity."
"Get me down from here!" Felicity's face turned bright red as she struggled to free herself from the snare. "Hey, mister! Cut me down with your little sword," she exclaimed to the blade-wielding hunter.
Artemus took a deep breath, attempting to steady himself as he processed the scene before him. "It's a knife," he replied.
Mordecai grinned, "She's right. It looks more like a short sword, but it's an interesting blade nonetheless. Where'd you find it?"
Artemus hesitated for a moment, "It was a gift from my father-"
"GET ME DOWN FROM HERE!" Felicity interrupted, her tone scolding.
Artemus walked over to the tree's base, untied the snare, and slowly lowered Felicity to the ground. She quickly freed her foot and ran back to Mordecai, punching him in the arm.
"Ouch! Just because I can't move my arms doesn't mean I can't feel them," Mordecai said through laughter.
"Good!" Felicity raised her chin and crossed her arms.
Artemus sheathed his blade, "You're paralyzed?"
"It's a curse!" Felicity responded.
Mordecai grinned, "It's called Sorrow Peak. My spirit is wide awake, but my body is just a puddle of melted wax." Artemus gave them a blank look, but he approached them more patiently as he caught his breath.
"I don't get it, but I gotta get you guys back to the village. It's not safe out here." He grabbed Mordecai's cart and pushed it down the trail, with Felicity skipping beside them.
"What's your name?" she asked.
"Sorry, I'm Artemus. I live here in Lunnon. What about you and grandpa over here?" Felicity reminded him of Xedho's son, Pirrus.
"He's not my grandpa!" Felicity exclaimed. "We're on an adventure."
"What kind of adventure is that?" Artemus asked, curious.
The sound of blades ringing through the air filled their ears, and before anyone could react, a tree was felled and blocked their path. The cut was clean, just like the others they had seen earlier. A figure in a white robe with gold trim and a hood covering their face approached them, holding a long, thin blade that seemed to emit a wispy, ethereal black smoke.
"Grim Grasp..." Mordecai muttered under his breath.
Artemus unsheathed his knife and stepped in front of Mordecai and Felicity, his blood boiling with memories of the people he had lost.
"You! What did you do to my friends?" Artemus yelled.
The figure, a man, continued to walk forward, lifting his blade into the air. Artemus charged towards him and slid between his legs, delivering a slashing blow to the back of his calf. He dealt another blow to the figure's back with lightning speed, but it didn't have any effect. The man stood firm, unfazed, and turned towards Artemus, lifting his sword.
"Stay away from that blade!" Mordecai yelled to Artemus.
Artemus leaped to the right as the man swung his sword, narrowly avoiding the blow. The force of the impact left a mark in the dirt. Lying on the ground, the hunter's eyes widened as the man raised his blade. Artemus struggled to reach his feet but spun away from the overhead strike. He countered quickly with a swift strike to the figure's wrist, severing the assailant’s hand and causing the sword to fall to the ground in a puff of black smoke.
The black mist spouted from his arm, yet the assailant showed no sign of pain. He knelt, picked up his right hand with his left, and began to reattach it to the flat stump of his arm. Artemus ran back to Mordecai and Felicity.
"Run!" he shouted.
Artemus grabbed Mordecai's cart and darted around the fallen tree. He looked back to check on Felicity, but she was nowhere to be seen.
"Felicity!"
He saw her standing in front of the hooded man, frozen in a haunting stare.
"Where did your soul go?" she innocently asked.
"Get away from him!" Artemus shouted.
Instead of responding, the large man picked up Felicity and disappeared into the forest.
Artemus turned to Mordecai, who was deep in meditation.
"What are you doing, old man? That thing just grabbed Felicity!"
Mordecai opened his eyes and looked at Artemus with concern.
"He's headed to your village. They're in grave danger."
Artemus paced back and forth, his mind in turmoil. He longed to charge toward the monster and rescue Felicity, but he knew he couldn't act recklessly. Not with this creature. His ears were ringing, and his vision had narrowed as he put his head in his hands and screamed into the dirt. He looked at Mordecai with bloodshot eyes and pointed his blade at the old man's throat.
"Explain yourself! Why is the village in danger?" Artemus demanded, his words laced with rage and vitriol. He had witnessed the atrocities that Felicity's captor was capable of and couldn't bear to think of what he would do to the innocent villagers. To Xedho and Pirrus.
Mordecai stared at the blade, then closed his eyes and took a deep breath. He let out an exaggerated sigh before speaking calmly, "You seem upset."
The old man's calmness worked, and Artemus cooled his temper. He lowered his weapon and took several steps back. "I'm sorry," he said.
"Don't be!" Mordecai interrupted with a laugh. "To be alive is to experience emotions. Isn't it wonderful!?"
Rage and vitriol gave way to irritation and impatience. "Listen, I need to know what is going on. That monster murdered my friends. Now he's kidnapped a little girl and is headed to my village. We need to stop it. Please, Mordecai."
"Yes, I suppose you deserve to know," Mordecai pondered for a moment. "Have you ever talked with a tree?"
"What the--we don't have time for--"
"Well, I suppose it's more like listening." Mordecai continued, "Every blade of grass or grain of sand has a story to tell if you have the patience to listen. Living beings tend to leave an imprint everywhere they go. Our emotions. Our thoughts, our memories. They carry an energetic weight. The clothes we wear, weapons we wield, and even the ground we walk on can store that energy and, in a sense, is imbued with its spirit."
"What does that have to do with our situation?" Artemus leaned in, hanging on every word Mordecai spoke. The old man possessed the same charisma and infectious conviction as his father when he had taught him how to hunt as a young boy.
"It has everything to do with it," Mordecai responded guilelessly. "I can feel that man's energy. I can hear his intentions. And that weapon -" Mordecai shivered.
"What about it?"
"That blade is no ordinary weapon. It feeds on the souls of its victims." The optimistic tone had vanished from Mordecai's voice. "And it's hungry."
"It feeds on souls?" Artemus asked in bewilderment.
"Yes, it's just as it sounds. You can distinguish its victims from their eyes. Or lack thereof."
The village guard...
"The eyes are quite literally a window to one's soul. Grim Grasp rips the victim's soul out of their skull, leaving only scorched skin and hollowed bores."
"How can I fight something like that? I couldn't even damage it."
"That I do not know. I've lived a long time and have never seen anything like it," a sudden thought crossed Mordecai's mind. "But it appears our little Felicity knows him."
"How is that possible? Don't you two know each other?" Artemus asked, confused.
Mordecai let out a chuckle, "Of course not. We only just met a couple of days ago."
Artemus raised his eyebrows in surprise. "Then what were you two doing in the forest at night? How did you even get here?"
Mordecai hesitated for a moment before responding, "Do you believe in magic, master Artemus?"
"Magic? As in fairy tales?"
Mordecai let out a snicker, amused and insulted by Artemus' response. "I was being held captive off the coast, not far from here. I'm not sure how long I was there. I lost track of time after a while. But a few days ago, I started hearing rumblings from the guards about a new captive - an extraordinary girl from a city in the sky."
Artemus crossed his arms in disbelief. "I've never heard of a city in the sky."
"Well, it exists, and if you stop interrupting me, I can tell you the rest of the story," Mordecai scolded, his voice laced with a hint of frustration. "As I was saying, this girl, as you may have deduced, was Felicity. I was impressed by how sharp she was for her age. But beyond that, I felt an immense well of power emanating from within her. While she may look like you or me, her bloodline is rather peculiar. Her father was a druid, and her mother an oracle. Such a child hasn't been born for 1,000 years."
Artemus' eyes glossed over as he struggled to comprehend Mordecai's words. "Mordecai, I don't know what any of that means. Did she tell you all of this?"
"Yes, it's quite fascinating. Felicity and I first spoke in a dream. My first conversations weren't with the young girl you met. She was much older. A beautiful young woman in white robes and..." Mordecai's words trailed off as his mind wandered back to the lady in his dream. Could the woman have been Felicity?
"How could she possibly speak to you in a dream?" Artemus interjected.
"She can't control her power. She must've wandered into my mind as a thought projection. She got lost in a deep mist, and I helped her find her way out," Mordecai continued to explain to his shaken caretaker. "But it took me decades to learn and hone my abilities in my astral body. Meanwhile, this child did it by accident! This new generation truly excites me."
"We need to find her, Mordecai. I don't care what it takes, but we must save her from that thing." Artemus flipped his father's knife back and forth in his hands and whispered, "What would you do here, father?"
A wide grin crossed Mordecai's face. "I think you've been holding the key to defeating this monster the entire time, master Artemus."
Mordecai's grimoire emitted a blue glow, rose from his lap and floated between him and Artemus. The grimoire opened to a blank page, and the old man's eyes began to glow the same blue as the book.
"LIGHTNING BANE," Mordecai shouted. A burst of electrical energy burst from the pages straight towards him. Artemus remained unharmed.
"Hold on to that blade of yours, Master Artemus," Mordecai shouted with a hint of excitement. "It's more than just an ordinary hunting knife, my boy. It is a short sword imbued with a spirit of protection – and it intends that no harm ever befall you. Whoever gave it to you must have had a hell of a lot of love for you, that's for sure!"
***
Xedho tightly gripped his torch as he ventured deeper into the forest, his heart pounding heavily in his chest. He halted for a moment to steady his breath, his fingers clutching the amulet around his neck. "You better be alive," he muttered as he continued down the path.
He carried with him an old quarterstaff, his weapon of choice for its superior reach, and the fact that the mess of swords made him uneasy. It had been collecting dust in his bedroom since he left the Village Guard all those years ago.
As he crept forward, he felt for the level ground before picking up his pace. Suddenly, the acrid smell of smoke filled his nostrils, causing him to stop in his tracks. A bird flew past his face, followed by another, then a third and a fourth in quick succession. The cacophony of creatures escaping a nearby fire disoriented him, and in the chaos, he lost his torch and sense of direction. He stumbled backward several steps before colliding with something solid and warm.
"What in the..." he exclaimed as he turned slowly, his heart skipping a beat as he laid eyes on a hooded man carrying a young girl on his shoulder. "Woah! Sorry about that, friend. I didn't see you there with all the -"
The man lifted Xedho into the air by his collar and threw him down like a rag doll, leaving him coughing and rolling onto his side, wincing from the likely cracked ribs. Withdrawing his quarterstaff, he used it to stand up, but the hooded man continued through the smoke.
"Hey!" Xedho managed to yell out through a cough. "What was that for?"
The man disappeared into the smoke, and Xedho chased after him, covering his mouth and nose to prevent smoke inhalation. As he entered the forest trailhead, the mysterious man grabbed him from behind and tossed him to the ground again.
"You have to stop doing that," Xedho muttered as he rose to his feet, his eyes narrowed in confusion and frustration. "What is your problem?"
The hooded man carefully placed the sleeping girl on the grass and unsheathed his "Grim Grasp" katana, releasing heavy black smoke that swirled with the grey from the fire.
Xedho readied his quarterstaff, sinking into a fighting stance as his heart rate instantly tripled, hoping that years of peace hadn't softened his training from the Village Guard.
"Hey, I think your scary sword there must have caught on fire," Xedho said, trying to buy time.
The hooded man charged towards Xedho with his sword raised, but Xedho pivoted to his right, creating an advantageous angle, and swung the quarterstaff at his chin. The man didn't react, causing Xedho to be startled.
"Really? Not even a flinch?" Xedho leaped backward, creating distance between himself and his formidable opponent.
The man swung his katana at Xedho, but he ducked underneath, pivoted to the left, and slammed the quarterstaff at his face with all the force he could muster. This time, the blow spun the man off his base, causing him to stumble and remove his hood.
Xedho froze in terror at the sight of the man's face. The blackened skin on his forehead and scalp contrasted with the pale complexion of his cheeks. Fresh blood streamed down his face from the dark pits in place of his eyes.
As the man slowly approached him, Xedho backed away and tripped, falling onto his back.
"Die..." the man croaked, raising his katana.
Just as he was about to bring the blade down on him, the point of a sword exploded through his chest, raining blood down on Xedho. Even without eyes, the man's face betrayed his disbelief as his body slumped to the ground, revealing Artemus standing triumphantly behind him.
"Are you okay?" Artemus asked Xedho; concern etched on his face.
"Yeah, I think I got some of its blood in my mouth," Xedho responded, spitting to the side. "Pwahhh."
Artemus helped him up and pulled him into an embrace.
"You had me worried, running off like that. I thought I was going to have to rescue you again," Xedho said, a hint of reproach in his voice.
"This time, I rescued you," Artemus said with a smile.
"Don't celebrate so soon," Mordecai interrupted, stern and serious. "This fight is far from over."
Xedho and Artemus turned to see their undead enemy again rising to his feet, a look of determination etched on his face.
"Who's the old guy with the book?" Xedho said, readying himself for another round of battle.
"That's Mordecai. He's some kind of magician,"
"Wait, Mordecai? As in the Genesis Adventurer?" Xedho turned to the old man in amazement. "Oh wow, Master Mordecai, it is an honor to meet you. My wife and I live by the teachings in your letters!"
Mordecai smiled, "Thank you for the kind words, young man."
Artemus looked perplexed, "Genesis Adventurer?"
"Divine's sake, Arty, read a book. This man is one of the most famous people in all the realms. What is he doing with you -"
"Watch out!" Mordecai warned, interrupting Xedho.
Xedho and Artemus narrowly dodged the sharp edge of the katana, which cracked the earth beneath them.
"Xedho! Let's over-under," Artemus commanded, his voice steady and determined.
Xedho nodded in agreement, and with a fluid motion, he swept the back of the man's legs with his quarterstaff. At the same time, Artemus, with precision and deadly accuracy, plunged his short sword into the center of the man's rib cage, causing their undead enemy to crash to the ground with a thud. Xedho swiftly kicked away the katana and held the defeated foe down with a firm foot on his chest.
“Chop off his head!”
As Artemus gazed down upon the monstrous creature standing before him, his mind raced with thoughts of his friends and the realization that this may be the last thing they would ever lay eyes upon. With a fierce yell, he raised his blade, prepared to deliver the final blow with all his strength.
But just as he was about to strike, a blood-curdling scream from Felicity halted him in his tracks. Time seemed to stand still as the sound of crows cawing, and the crackling of the burning forest fell silent. Though he couldn't turn his head, he could see Felicity through the corners of his eyes, standing beside him and weeping.
"Please don't kill my father," she whispered, trembling. "He's all I have left." And with those words, her eyes rolled back in her head, and she collapsed to the ground.
As time resumed its flow, Artemus was left to ponder the revelation that the monster he was about to slay was Felicity's father. But before he could react, the enemy seized Xedho's leg and flung him towards Artemus, sending the two tumbling to the ground. The hooded figure lunged for his katana but was met with a powerful gust of wind from Mordecai's grimoire, sending the weapon out of reach. Mordecai, now weakened, coughed violently, "This cursed body of mine can't wield magic like it used to."
With a surge of fury, the monstrous enemy rushed towards Mordecai, violently yanking his limp body from the cart and tossing him to the ground. His fists pounded relentlessly into the old man's face, one blow after another. Artemus and Xedho threw themselves at the attacker, desperately trying to subdue him, but he shrugged them off quickly. The brute kicked Artemus in the stomach, sending him flying several feet away. He grabbed Xedho by the back of the head and slammed his face into the ground repeatedly, rendering him unconscious. Artemus struggled to get back to his feet, his broken ribs making it difficult to catch his breath. Helpless, he watched as the towering figure approached him with murder in his eyes.
"Artemus," Mordecai called out weakly, "Take good care of Felicity and see that she makes it home safely. She needs you -"
His grimoire lifted into the air, bathing Mordecai in a golden light. The brilliance was blinding, and Artemus had to look away. The char-faced man changed course, heading towards the old man.
"So this is where my adventure ends," Mordecai said as the light around him grew brighter and brighter.
"Mordecai, no!" Felicity screamed.
"There's no need to worry, child. Your father and I are going to get some much-needed rest," Mordecai said, giving Felicity a hopeful smile. "I leave the future of the realms in your hands, young adventurers. May the light illuminate your souls."
The light around Mordecai pulsed faster and faster, his grimoire flipping to its final page.
"Divine Twilight," Mordecai spoke in a serene tone.
A blinding explosion of light burst from the book, transforming the dead of night into the brightness of midday in an instant. When the light dissipated and Artemus finally opened his eyes, Mordecai and the enemy were nowhere to be found. All that remained was the glowing grimoire.
Xedho groaned as he slowly regained consciousness, "What happened?"
"They're... gone," Felicity said, her voice quivering as tears streamed down her face.
Artemus, struggling to stay upright, stumbled towards the grimoire. As he approached, its light flickered and dimmed, revealing a glowing rune on the front cover - a symbol resembling the rising sun.
With a sense of urgency, Artemus frantically flipped through the book's pages, searching for answers, but it was blank. Every page was a clean sheet of parchment, except for the first. Inscribed at the top of that page were only a few simple words:
"Where one story ends, another begins."
Loot (For Adventurers) - Character Biosraulonastool.ethAll images were generated with Midjourney. All bios were generated by OpenAI ChatGPT
Curated by raulonastool
Bag#: 2560
Name: Arcturus the Mighty
Race: Human
Class: Mage
Equipment:
Weapon: Ghost Wand - A powerful magic wand imbued with the essence of a ghost, allowing the wielder to cast powerful spells and curse enemies.
Chest: Leather Armor - A sturdy suit of leather armor that provides excellent protection against physical attacks.
Head: Demon Crown - An ancient crown imbued with the power of a demon, providing the wearer with enhanced strength and magical abilities.
Waist: War Belt - A sturdy belt that allows the wearer to carry large weapons and equipment with ease.
Foot: Greaves of Anger - A pair of enchanted greaves that increase the wearer's speed and agility in combat.
Hand: Linen Gloves of Fury - A pair of soft, lightweight gloves that provide excellent grip and allow the wearer to wield weapons with precision and speed.
Neck: Necklace of Power - An ancient necklace that increases the wearer's magical abilities and allows them to cast more powerful spells.
Ring: Platinum Ring - A beautiful ring crafted from pure platinum, imbued with powerful magic that increases the wearer's strength and resilience in combat.
Description:
Arcturus the Mighty is a powerful and fearsome human mage, feared by his enemies and revered by his allies. He is a master of both sword and magic, using his Ghost Wand to cast powerful spells and curse his foes, while his Leather Armor and Demon Crown protect him from physical and magical attacks. His War Belt and Greaves of Anger allow him to move with incredible speed and agility in combat, while his Linen Gloves of Fury give him a deadly grip on his weapons. His Necklace of Power increases his magical abilities, and his Platinum Ring enhances his physical strength and resilience. With his formidable array of equipment, Arcturus the Mighty is a force to be reckoned with on the battlefield.
Bag#: 3804
Name: Luna the Swift
Race: Elf
Class: Rogue
Equipment:
Weapon: Quarterstaff - A sturdy quarterstaff that can be used for offense and defense in combat.
Chest: Hard Leather Armor - A suit of leather armor that has been treated to provide enhanced protection against physical attacks.
Head: Hood - A hood that can be worn over the head to provide concealment and protection from the elements.
Waist: Hard Leather Belt - A sturdy belt made of treated leather that allows the wearer to carry a variety of weapons and equipment.
Foot: "Blight Grasp" Silk Slippers of Detection +1 - A pair of enchanted slippers that increase the wearer's ability to detect hidden enemies and traps.
Hand: Gloves - A pair of gloves that provide enhanced grip and allow the wearer to wield weapons with precision and speed.
Neck: Pendant - A small, ornate pendant that protects the wearer from magical attacks.
Ring: Gold Ring of Anger - A beautiful golden ring that increases the wearer's strength and resilience in combat and heightens anger and aggression.
Description:
Luna the Swift is a cunning and agile elven rogue known for her quick reflexes and deadly accuracy with a quarterstaff. She is a master of stealth and deception, using her Hood and "Blight Grasp" Silk Slippers of Detection +1 to move silently and detect hidden enemies and traps. Her Hard Leather Armor and Hard Leather Belt provide excellent protection against physical attacks, and her Gloves give her enhanced grip and precision in combat. Her Pendant protects her from magical attacks, and her Gold Ring of Anger increases her strength and resilience and heightens her anger and aggression. Luna the Swift is a formidable opponent on the battlefield, striking fear into her enemies' hearts and earning her allies' respect.
Bag#: 693
Name: Marcus the Wise
Race: Human
Class: Warrior Mage
Equipment:
Weapon: Short Sword - A short, lightweight sword that can be wielded with speed and precision in combat.
Chest: Silk Robe of Rage - A beautiful silk robe that increases the wearer's magical abilities but also amplifies their anger and aggression.
Head: "Plague Root" Crown of Skill - A powerful enchanted crown that increases the wearer's skill in magic and combat.
Waist: Dragonskin Belt - A sturdy belt made of treated dragonhide that allows the wearer to carry a variety of weapons and equipment.
Foot: Wool Shoes - A comfortable pair of shoes made of wool that provide protection from the elements and enhance the wearer's stealth and agility.
Hand: Dragonskin Gloves - A pair of gloves made of treated dragonhide that provide enhanced grip and protection in combat.
Neck: Pendant - A small, ornate pendant that provides the wearer with a measure of protection from magical attacks.
Ring: Gold Ring - A simple but beautiful gold ring that enhances the wearer's physical and magical abilities.
Description:
Marcus the Wise is a powerful human warrior mage known for his skill in both magic and combat. He is a master of the short sword, using his weapon with deadly accuracy and speed on the battlefield. His Silk Robe of Rage increases his magical abilities but also amplifies his anger and aggression, making him a formidable opponent in combat. His "Plague Root" Crown of Skill enhances his skill in magic and combat, and his Dragonskin Belt and Wool Shoes allow him to move with stealth and agility. His Dragonskin Gloves enhance his grip and protection in combat, and his Pendant provides protection from magical attacks. His Gold Ring enhances his physical and magical abilities, making him a powerful and feared warrior mage. Marcus the Wise is a respected and feared mage, respected by his allies and feared by his enemies.
Bag#: 748
Name: Kael the Hunter
Race: Human
Class: Hunter
Equipment:
Weapon: Short Sword - A short, lightweight sword that can be wielded with speed and precision in combat.
Chest: Divine Robe of the Fox - A beautiful and enchanted robe that increases the wearer's
agility and speed, as well as their cunning and intelligence.
Head: Hood - A simple hood that provides the wearer with a measure of stealth and anonymity.
Waist: Plated Belt - A sturdy belt made of plated metal that allows the wearer to carry a variety of weapons and equipment.
Foot: Divine Slippers - A pair of enchanted slippers that increase the wearer's speed and agility, as well as their ability to move silently.
Hand: Chain Gloves - A pair of gloves made of chain mail that provides enhanced grip and protection in combat.
Neck: Necklace - A beautiful necklace that enhances the wearer's magical abilities.
Ring: Titanium Ring - A strong and durable ring made of titanium that enhances the wearer's physical abilities.
Description:
Kael the Hunter is a young human boy known for his cunning and skill in combat. Despite his youth, he is already a formidable hunter with a sharp mind and quick reflexes. He is tall and slender, with short, dark hair and piercing blue eyes. He wears a Divine Robe of the Fox that is tailored to his slender frame, and a Hood provides him with a measure of stealth and anonymity. A Plated Belt is wrapped around his waist, holding a variety of weapons and equipment, and his Divine Slippers allow him to move with speed and silence. His Chain Gloves enhance his grip and protection in combat, and his Necklace enhances his magical abilities. His Titanium Ring enhances his physical abilities, making him a formidable opponent in battle. Kael the Hunter is a rising star among the hunters of the land, and his name is known and respected by those who have faced him in combat.
I hereby waive all copyright and related or neighboring rights together with all associated claims and causes of action concerning this work to the extent possible under the law.
PDF Location:
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I Am A WarriorRaul On A Stool# I Am A Warrior
***
I am a warrior. War is all I've known. I've come to this place to rid myself of the memories of battle and liberate myself from these unabating nightmares. My hair is washed with blessed water as monks chant in ancient tongues. The abbot slaps my arms and legs with the branches of a willow tree. The grand priest begins his ritual.
*"Close your eyes. Imagine a ball of purifying light floating above the crown of your head. Enjoy the feeling as the light enters your body. Filling your skull like a glass of wine. Relaxing all the muscles of your face and jaw."*
I am a warrior. War is all I've known. The air feels cold on my face. A different kind of cold than the steel of my helm. An openness to the elements. Without my visor, the sun's glare is overwhelming. I can't shrug off the faces of my dying comrades. Or the once-faces of my victims when I retrieve my mace.
*"Now imagine the light moving down into your chest. Pumping your heart and heaving your lungs with kindness and love."*
I am a warrior. War is all I've known. "Tempest Shout," they called us. Our demon husk armor and hard leather belts are recognized everywhere we go. When they hear our battle cry, they know a storm is coming—leaving a trail of destruction in our wake.
*"The light flows into your arms and legs, making you feel lighter. As if you were floating in an endless sea."*
I am a warrior. War is all I've known. My hands and feet feel light, but only because they are unburdened by studded leather boots and heavy gloves. However, deeply entrenched in my bones is the weight of the lives I've squeezed out with these very fingertips. My calloused feet, numb from relentless marching to orders of kings I've never met.
*"The light dissipates into the air around you, leaving you an empty vessel. And with that, my brother, you are free."*
The chanting stops…
What is this place? What am I doing here?
Who am I?
***