The Backstory: The Wayfinder's Folly
Part 1: The Relic in Pretoria
The city of Pretoria, a Gnomish stronghold of steam and cogwork, was built on order. For Kyp Quicksteel, a brilliant young tactician, "order" was just another word for "predictable." He craved a true challenge, a scenario not found in his manuals.
He found his allies in the city's most ambitious (and restless) minds:
- Griselda "Griz" Gearwhistle: The engineer. Give her a spring, a boiler, and a handful of bolts, and she could build you a mountain climber... or a coffee maker. Usually both.
- Rorick "Rory" Rootcutter: The alchemist. A master of poultices, acids, and, most importantly, highly potent mushroom-based stews. He was the group's cautious, pragmatic core.
- Flickr "Flick" Flintknap: The scavenger. Lithe and shadow-quick, Flick could find a lost cog in a scrap heap or a silver coin in a troll's pocket.
It was Flick who started it all. While "reclaiming" materials from a condemned sub-basement beneath the Great Clocktower, his quick fingers found a loose pressure plate. Behind it was a small, lead-lined box. Inside was not gold, but a strange, heavy compass-like relic.
Kyp was mesmerized. It wasn't a compass; the needle spun uselessly. But etched into its bronze housing, in a forgotten Gnomish dialect, was a directive. It spoke of a "True North," a place beyond the charted maps and frozen seas. It claimed a "Land from the Past and Beyond," the cradle of Gnomish creation, was waiting for those brave enough to find it.
For Kyp, it was the ultimate strategic problem. For Griz, it was the ultimate engineering challenge. For Flick, it was the ultimate score. And for Rory, it was the ultimate headache... but he'd be cursed if he let his friends go alone.
Part 2: The Perilous Voyage of 'The Cogsworth'
Griz Gearwhistle poured her genius into their vessel. The Cogsworth was a marvel of salvaged parts and inspired designโsteam-powered, paddle-wheeled, and utterly un-seaworthy by any standard but her own.
They launched under the cover of a steam-fog night and pushed north, farther than any Pretoria-gnome had ever sailed. The journey was a constant battle. Griz's custom-built engine was powerful but temperamental, a vertical nightmare of pipes and valves. She had, in a fit of "Gnomish efficiency," placed the primary steam-regulator valve high up on the main boiler, far from the splash of the bilge.
During a vicious squall, the regulator began to shriek, threatening to tear the ship apart. Griz, slick with grease and seawater, couldn't get a grip. "Rory, brace me!" she yelled. The stout alchemist wedged himself against the bulkhead. "Climb!" Griz scrambled onto his shoulders, her wrench extended... but she was still inches short.
"It's not working, Kyp!" she screamed.
Kyp, white-knuckled at the helm, scanned the deck. "Flick! On top! Now!"
Without hesitation, Flick Flintknap scaled Rory, then Griz, a three-gnome pyramid swaying wildly. He balanced on Griz's shoulders, grabbed a scorching hot pipe for balance, and kicked the valve shut with both feet. They collapsed in a heap, soaked and steaming, but alive.
Part 3: The Beast of the Splinter Lands
The true test came weeks later. They entered a dead-calm fog bank, so thick that Rory, attempting to test the water's properties, claimed it was "more like soup."
Flick, perched on the mast as lookout, suddenly hissed. "Kyp... shadow... under us."
They all saw it. A shape, impossibly vast, moving beneath The Cogsworth. The sea to their starboard side began to rise, not as a wave, but as a living mountain of flesh and coral. A single, colossal eye, blinking with ancient, horrifying intelligence, breached the surface and stared at them. It was a true Kraken, a beast from a time before gnomes.
Kyp Quicksteel, the tactician who had a plan for everything, was frozen. No manual had prepared him for this.
The beast simply... watched. Then, a mile away, a secondary tentacle rose from the fog and crashed down, sending a shockwave that cracked The Cogsworth's hull and snapped the main steam line. Griz screamed in furyโnot in fear, but at the insult to her work. The monster hadn't even bothered to attack them directly. It had just... moved.
Part 4: The Shore of No Return
The Cogsworth was dying. Griz's frantic patches and Rory's alchemical sealants could only do so much. They drifted for days, leaky and cold, before the sound of surf and the crunch of rock announced their journey's end.
They crashed onto a beach of volcanic black sand, under a sickly, swirling green sky. The ship was a wreck.
"The supplies!" Rory yelled, wading into the wreckage. He hauled their provision-chest to shore and cracked it open. His face fell. "It's a loss. The preservation draughts... they broke. The biscuits, the fungi... all soaked in seawater and engine oil."
Flick, ever the scavenger, was already moving. "I'll find something. There has to be something." He scaled the rocky cliffs bordering the beach to get a better look. He froze at the top.
His voice was a strained whisper. "Kyp... you need to see this."
Kyp and Griz scrambled up to join him. They looked out not on a Gnomish paradise, but on a nightmare. The jungle before them was a pulsating mass of towering, bioluminescent fungi and trees that looked like exposed bone. And from that jungle, a symphony of chittering, clicking, and skittering echoed out.
They were not alone.
Kyp Quicksteel looked at his three companions. They were shipwrecked, starving, and surrounded. His mind, once frozen by the Kraken, was now terribly clear. This was the ultimate scenario.
"Griz," he said, his voice low and sharp. "Salvage every weapon and scrap of metal. Rory, see if you can make a poison or a bomb from that sludge. Flick, find us a choke-point. That relic didn't lead us to our past."
He drew his own cog-axe, its tactical weight a small comfort.
"It led us to our last stand."
(To be continued in Gnome's Last Stand...)
Act 1, Scene 1: The Swarm
As Kyp Quicksteelโs last wordโ"stand"โhangs in the air, the jungle itself seems to inhale. The symphony of skittering and chittering stops, replaced by an oppressive, sudden silence.
Then, a new sound: a wet, rolling hiss. From the pulsating fungal forest, a sickly, cold fog rolls in, thick with the smell of ozone and damp rot. It smothers the beach in seconds.
"Back-to-back! Sound off!" Kyp barks, his cog-axe held high.
"Griz! Here!"
"Rory! Got my vials!"
"Flick! Right behind you!"
They stand as a tiny, four-gnome island in a sea of white. The fog is so dense they can barely see their own feet. Then, as one, the mists are pulled back, as if a great curtain was drawn.
The world is revealed. And it is teeming.
"By the First Cog..." Griz whispers.
The black sand beach is no longer empty. It is a writhing, squirming carpet of things. Small, bioluminescent creaturesโsome like mushroom caps scuttling on dozens of insectile legs, others like pale rodents with glowing purple eyes and carapaces of mossโare staring at them.
A single, high-pitched shriek rises, and the entire swarm surges forward.
[GAMEPLAY START: THE FIRST WAVE]
This is not a battle; it is an extermination. The gnomes fight for their lives, a blur of motion. Kyp's axe cleaves through fungal armor. Grizโs wrench smashes chitinous bodies into glowing paste. Roryโs vials of alchemical acid sizzle, clearing small circles in the horde. Flick is everywhere, his knives a silver flash, stunning one creature and disabling another.
Hours pass. The gnomes are exhausted, their arms burning, their armor slick with ichor. They've fought their way from the wreck to the relative safety of the cliff wall.
"They just... keep... coming!" Kyp yells, smashing another glowing-eyed rat.
"This is getting inefficient!" Griz shouts back.
Then, just as the wave seems endlessโjust as thousands of the creatures have fallenโa new, deafening shriek echoes from the deep jungle. It's a command.
Instantly, every single creature stops. The entire swarm turns as one and scuttles, terrified, back into the fungal depths, disappearing in seconds. The beach is littered with their steaming, glowing remains.
Act 1, Scene 2: The Compass
The gnomes collapse against the cliff wall, breathing heavily.
"My satchel," Rory groans, checking his supplies. "My entire acid-flask reserve... gone. On vermin."
Flick, however, is frantically patting his pockets, his face pale with panic. "No, no, no... my knives, my picks... where is it?" He crawls on the beach, shoving aside bug-carcasses. "The relic! The bronze disk! I've lost it!"
"Flick, we don't have time forโ" Kyp begins, but Griz cuts him off.
"Wait. What is that?"
Flick stops. From beneath a pile of viscous, fungal goo, a faint, rhythmic pulse of crimson light is glowing.
He shoves the carcass aside. There, on the black sand, is the relic. It is no longer a dull, inert piece of bronze. It is alive. The central needle, once spinning uselessly, is now rigid. One half glows a deep, angry red. The entire artifact is warm to the touch.
Flick picks it up. As he stands, the red needle stays locked, pointing past him, directly inland toward the island's dark, mountainous center.
"It's active," Griz says, her engineer's mind racing. "This island... the energy... it must be powering it."
Kyp takes it from Flick. He walks left. The needle stays pointed inland. He walks right. It stays pointed inland.
"It's a compass," Kyp says, his tactical mind clicking into place. "It's showing us the 'True North' from the inscription."
Rory peers at the glowing red needle. "Kyp, that's the exact same direction the bugs fled. Tactically, that's a death trap. They're running from something."
"Or to something," Kyp counters. He looks at the glowing red point, then at his exhausted team. "That's the objective. That's where we're going."
Act 1, Scene 3: The Hunt
Following the relic's crimson glow, they leave the beach and enter the oppressive jungle. The air is thick and wet. The chittering of the small creatures is gone, replaced by a new sound: the thud of heavy paws on damp earth, and a wet, slavering growl that seems to echo from the trees.
Flick, scouting ahead, drops from a canopy of fungi. "Hostiles. Big. Pack of them."
They emerge from the gloom, and the gnomes' hearts sink. They are loping, powerful beasts with the hunched, muscular build of hyenas, but covered in slick, reptilian scales. Cold, lizard-like eyes track them in the dark, and acidic drool sizzles as it hits the fungal floor.
[GAMEPLAY START: THE SECOND WAVE]
This is a true fight. A large, scarred "alpha" directs the pack. Smaller, faster "skulkers" try to flank them. The gnomes must work together.
"Griz, the alpha! Draw its attention!" Kyp commands.
"Rory, their eyes! Blind the fast ones!"
"Flick, the one on the left! Hamstring it!"
The battle is brutal and desperate, but the gnomes are victorious. They stand over the massive, steaming carcasses of the hyena-lizards, bruised and bleeding but alive.
"Well," Rory says, catching his breath. "At least these are useful."
He pulls out his field kit and examines the alpha's body. "Griz, this hide! It's as tough as our boiler-plating. And this sinew... we can use this to bind our weapons."
Griz is already examining a flat, serrated shoulder-bone. "This is better than a shield. This is armor."
Flick, naturally, has already found a small, pulsating sac near the creature's throat. He pokes it.
"Don't touch that!" Rory snaps, nudging him aside. He sniffs it. "It's a powerful coagulant. A healing salve. Potent. And the marrow in these bones... Kyp, it's food."
For the next hour, the gnomes are not tacticians or engineers. They are butchers. They harvest the carcasses, gathering everything: tough hides for armor, sharp claws for arrowheads, thick bones for shields and club-heads, healing salves, and protein-rich food.
They are no longer four shipwrecked, starving gnomes. They are armed, armored, and supplied.
Kyp Quicksteel sheathes his newly-bound cog-axe. He looks at his team, now clad in grotesque, effective new gear. He holds up the relic. Its red light pulses steadily, a heartbeat leading them deeper into the island's dark, dangerous heart.
"Right," Kyp says, a grim smile on his face. "Let's see what else this island has for us."
(To be continued...)