Session 85
Into the Mists
A Vistani seer deals five cards, and the road out of Neverwinter turns into a road nobody mapped.
Played July 7, 202615 min readWith Zuktind, Telno, Yeltsu, Rathenfall, Lissandra, Mira
Previously
Searching for the gold dragon Tamarand with the cartographer Mira Ashveil, the party followed a Vistani child to a camp outside Neverwinter, where an old seer laid out her cards and told them to sit.
Opening
Mirela's hands were already moving when the night found them again — shuffling a deck none of them had seen her draw, the cards hissing against one another like dry leaves dragged over stone. Inside the blue wagon's tent it was close and warm: Zuktind, with Telno at his shoulder and Yeltsu half-lit by the candles. Outside, past the flap, Rathenfall and Lissandra waited with Mira Ashveil, and a fiddle had been playing a slow tune since the party first walked into the camp.
They had come here for a road. An old woman among the Vistani had promised to help them find what they sought, and warned them the road ahead was not the one they believed they were on. Then she had laid out cards and told them to sit. That was where the last night had ended.
She did not look at her hands as she shuffled.
The Turning of Cards
"Five cards," she said, and laid them face-down in a row. "One for the road. Three for what waits on it. And one—" She paused, and for the first time Zuktind noticed how old she was, how frail the voice had become. "—for when every road lies to you."
Somewhere outside, the fiddle changed key. Half a step down, into a minor mode, and Zuktind felt it in his body before his ears made sense of it — as if the room itself had gone a degree colder. Mirela did not look up.
She turned the first card. A cloaked figure walking a road, and the figure was upside down, walking away from its own destination. "The Traveler, reversed," she said. "The road you walk is not the road you are on. It never was." Her hand hovered. "This is not a warning, cousins. It has already happened."
Her fingers passed over the row and another card turned as though it had turned itself. An old-gold dragon, wingtips dark as bronze, coiled around something too small to see. "A crowned dragon," she said. "Old gold, bronze at the wing. He guards a thing that he fears, and he calls that guarding faith. You will stand before him — if you are to stand anywhere at all."
Zuktind nodded, slowly, to show her he was trying to understand.
Another card. Five talons climbing a mountainside toward a crown set at the peak. "The reaching claw. Climbing toward the crown, while the crown watches the horizon." Her eyes came up. "They do not come to kill. They come to take."
Another. A stone doorway split down its center, light spilling from both sides of the break. "The broken door. When the door opens, it opens from both sides." She let that sit. "Remember that, when someone tells you a door only leads one way."
By now the tent had gone dark without their noticing when. The sun was still setting somewhere beyond the canvas, but in here the light had drawn in close and confining, and the candle flames all leaned the same way — toward the cards — and the smoke flattened and crept along the carpet like water finding its level. Outside, the fiddle stopped on an unfinished phrase.
Mirela did not glance at the flap, or the candles, or the smoke. She looked at them. "The reading is not finished," she said. "It has only moved outside." And she turned the last card. A single point of white light in a field of black. No lantern. No moon. No source at all. "A platinum star. When every road lies to you — follow the light that has no source. It will come once. It will not argue with you." Her voice thinned to almost nothing. "Do not doubt it."
Meanwhile, the Camp
Past the tent flap, Rathenfall had been watching the camp change.
It began small. The grey-muzzled camp dog lifted its head, fixed the southern treeline for a long moment, and then — deciding nothing, or deciding everything — let it go and lay back down. The fiddler, Tobar, played on with a fine tremble in his left hand. A girl no older than ten sat near the banked fire threading buttons onto a length of string, one at a time, mouthing the count to herself. At a fence post a knife-thrower worked a wager against a man twice his size, blades flashing silver between his fingers.
And beyond the ring of the wagons, the fog was rising. Not rolling in on any wind — rising, as if the ground itself were exhaling it, curling up in a slow arm, then vanishing, then rising again a little nearer. No one in the camp was hurrying. That was the wrong part. A woman knelt at a wagon board and brushed a symbol into the wood — old, deliberate, the kind of ward that takes a lifetime to learn and no part of a performance. At the horse line a boy stood among animals that did not graze and did not spook, only stood dead still with their heads low and their ears unmoving, giving something in the ground or the air their whole silent attention.
Rathenfall read the fog for what it was, and what it was made his skin crawl. Not weather. Unholy — the sudden darkness above them was some foul thing settling over the whole camp, and when he reached, out of habit, for the familiar thread that tied him to the divine, he felt something almost physical wedged between him and it. A muffling. A hand laid over a mouth. He told the others what he saw, and none of it was good.
Inside, the last candle guttered as the others talked.
Questions for the Seer
They had questions. She answered every one, and never twice, and each answer closed like a door even as it opened.
The upside-down traveler, Zuktind reasoned aloud — it meant they had been walking the wrong road for some time. So he asked her: was there a way to know when they first went wrong, so they could return there and find the true path?
"I am not here to discuss the details of your wanderings," she said. "I am here to warn you. Turn your mind to finding the right road again — not to why you drifted from it."
Zuktind accepted it. He worked through the cards with her one by one — the crowned dragon, old gold and faithful, guarding a thing it feared; the reaching claw, grasping for what was not its own, in conflict with the crown; the broken door somewhere ahead that opened more than one way. "It is right in front of you," she said of that one, and as he said the words back to her a candle behind her collapsed quietly into its own smoke. Just one small flame. Nothing more.
And last, the light with no source — that when the dark was total, a small light would rise and lead them, once, and they would have to seize it at once.
"If you see the light," she said, "I will tell you to follow it."
Zuktind thanked her, and asked what she would have in return.
She looked at him and smiled — kindly. "The price has already been paid, cousin." And when he rose to take his leave, she stopped him. "Wait. This one." She laid two fingers on the platinum star, and slid it across the table into his hand. Her milky gaze held his. "You carry a great responsibility. Let us see whether your hands are fit for it — or whether it will feel too heavy for you."
Zuktind bowed as deeply as respect allowed, the card in his hand, and told her they had a city to return to and one last meeting before the night was done.
"You're welcome, cousin," she said.
Leaving the Camp
The tent flap lifted, and the cold hit them before anything else did — not the crisp cold of a night, but something heavier, damper, the kind that settles at the back of the throat. The camp looked as it had before: firelight, wagons, the fiddle beginning again. But past the wagon ring the fog no longer rose and vanished. It stood in a solid wall now, shoulder-high, unmoving, and no wind touched it.
They did not walk into it. They tested it first.
Zuktind and Telno set their wings against it, beating hard, throwing gusts at the wall to tear a gap they could pass through. The fog bent aside — and rolled back along the ground and reclaimed exactly what it had lost, welling up again from the earth as though nothing had moved it at all. Lissandra, watching, grew certain: this was not natural. There was magic working here, and it was a dark kind, and it was reaching for them.
So they tried light. One of the drift globes turned in Zuktind's palm, the command word spoken, and daylight poured out at once — hard, clean, white — chasing every shadow out of the wagon ring in an instant, throwing a dog's shadow long and sharp across the packed earth, drawing a startled curse in a language they did not know from someone in the wagons. The light raced outward the way daylight should burn haze and gloom to nothing. It reached the fog wall and simply stopped. Not fading. Not thinning. Cut off clean, as though it were pressing against glass instead of passing through smoke. Past that hard edge the dark kept its distance, untouched, waiting. Zuktind read the spell aloud, hunting for the clause that would break it. There wasn't one. The fog was not darkness. The fog stood.
They reached deeper. Was there anything to dispel? Lissandra worked out the truth of it before she even tried — Dispel Magic unmakes a thing done to a place, and nothing had been done to this place; this simply was the place now. But Zuktind searched anyway, and his own reading confirmed it cold: no aura. No source. No seam. No discrete effect to seize and unwind. There was nothing here to grab.
They could not go through it. They could not banish it. So they would go over it. Lissandra upcast Fly — for herself, for Yeltsu, and for Rusty, drawing them all into the air; Rathenfall spread the cloak of the bat; Zuktind took Mira up in his arms, small enough to carry, and he and Telno beat skyward on their own wings.
Turning Point — The Valley Takes Them
They cleared the wagon ring and the fog fell away below, and for a moment it worked. They turned toward where Neverwinter's lights should have been.
There were no lights.
There was fog from every direction at once now, and the wind came wrong and unnatural, howling, and the beat of their own wings blurred into the sound of it until they could not tell what was up and what was down. Their vision greyed. Grey of the fog. Grey of the treetops, where an instant before there had been open plain toward the city. History failed to explain it — no thick woods lay in the direction of Neverwinter, only grass and plain, and yet here were woods. Something grey came climbing out of the trees toward them. Zuktind clawed the platinum card free and said, aloud, that if the light with no source meant to come, now would be its moment.
The darkness reached for them. Their sight ran red, then black. In sheer disorientation each of them cleared the canopy by inches, wings screeching down hard, and they all dropped through the branches — through two ancient black pines whose bark tore their skin like iron, needles and teeth — and landed in a country that made no sound they recognized as home.
There was no Neverwinter here. There was no wind that knew them.
The Land of Barovia
Zuktind looked around, and it was wrong in every particular. Black old-growth pines, older and taller than anything in the Neverwinter Wood. Far off, faint and thin, what might have been the harbor bells — or might have been nothing. The air tasted of cold pine and wet stone, not salt. Through a gap in the trees the land showed itself: no gentle slope down toward a city, but forested hills, dark, rising. And for two seconds, as the clouds shifted, he caught something far above the fog that had not been there before — a single tall peak, and on its summit a shape that men had built. A castle on a crag. Then the cloud closed over it and it was gone.
Mira turned her sketchbook in her hands, still shaking the fall out of her, and confirmed what Zuktind's gut already knew. This was nowhere near Neverwinter. The vegetation was wrong. The land was wrong. And she had seen the castle too — a huge thing on a mountaintop, in a place she, born and raised in that city, had never once heard named.
They could not navigate. There was no landmark taller than the trunks, no clearing, no road. But down at knee height, threading between the trees in slow deliberate currents, the mist was moving — not swirling, drifting, all of it the same way, everywhere they looked. The one thing in the whole forest that seemed to know where it was going. Mira found north on her cartographer's compass and went briefly glad of it, then troubled: the needle held confident and steady, and something about that confidence sat wrong with her, a false certainty she could not name. Zuktind looked closer, and it landed like a stone in his chest — the compass pointed the very direction the fog was headed.
Somewhere out in the black middle-dark a single howl sounded. Distant. Not hurried, not nervous, not quite threatening. Almost polite. Like a doorbell rung by something that already knows you are home.
They could not stay. They followed the only thing that knew its own mind, and the drifting mist and the uneasy needle led them, through trees dry and grey and half-dead, down to a road. A crooked old road of black compacted dirt — and the fog stayed clear of it, drawn back from its edges on both sides.
The Dead Rider
A single raven sat on a low branch above the road, and it tracked them with one eye as they came. Another howl answered the first, far off.
Then hoofbeats. They came from up the road, out of the fog — measured, unhurried, iron-regular as a clock. The fog did not touch the road, so the rider turned out of it where the road turned, and they saw the horse first: black in a way that drank the little light they had, its eyes two points of dull red that smeared like embers when it tossed its head. Steam breathed off it, and the ground it touched kept a faint print of frost. The rider might have been a man once. What was left sat upright out of habit more than strength — a skeletal thing in the green-rotted ruins of a courier's leathers, a satchel still crossed over the cage of its ribs, its face long since taken by decay. Its posture, decay had left alone. It rode like a man with a deadline.
It passed within feet of them. It did not slow. It did not turn its head. And it went on down the road and out of sight, and the hoofbeats took a long time to leave their ears.
"Well," Zuktind said, when the sound had gone. "That was spooky. Luckily we did not have to waste time fighting such a thing." It was not Neverwinter, Mira agreed. It was nowhere she had ever heard of.
The Devil's Land
The road ran east through a country built in almost no colors at all — black pine, grey stone, brown earth, and fog. From the gaps where the trees broke they could see how vast the place was: a valley, forests climbing into cloud on both sides. They heard rivers they could not place. Sound behaved strangely — their own footsteps were loud, but the world around them was quiet, and when a raven called it seemed to own the whole sky. It was cold, not the cold of winter but the cold of a cellar, as though the entire valley were somehow indoors.
A structure resolved out of the murk. A cottage, perhaps — for a moment Zuktind thought he saw a chimney, and smoke, and a light. Then the light died and shutters banged shut as they approached. He went to the door and knocked.
A whisper answered from inside, taut with fear. "Do not answer. Stay quiet. It will be all right. They'll go away soon."
Zuktind told them, through the wood, that they were not the monsters they feared. That they were people too. A woman's voice: "What if they need help?" A man's, flat: "Nothing out there needs help from us."
He said a fog had swallowed them and set them down here, and they did not know where here was. Could they at least tell them its name?
"Walk on," the man said. "Whatever you are, walk on. The road, it takes everyone. If you are who you say you are, the road will take you. There is nothing we can do." And then, because they had asked: "You are in the devil's land. You are in the valley of Barovia."
Zuktind thanked them for the name, told them he was sorry to have frightened them, and walked back to the others. Some place the man called the Devil's Land, he said. Barovia. Did any of them know the word? None of them did. Not from any history, any tale. It was, to every one of them, a place that had never existed until tonight.
Closing
They followed the road because there was nothing else to follow.
And then, ahead — not from the sky but shining through the woods — a small ball of platinum-silver light began to grow. Unnatural, sourceless, a thing they would have called an omen out of nightmares if they had not been told to wait for exactly this. That's the light from the card, Zuktind shouted. Follow it — fast, before it's gone. He broke into a run and the others ran with him.
The light was already gone. Something in the valley had reached up and smothered it before it could take hold — it resisted, shrank, was pressed out of the world.
But as they ran, a different light caught Zuktind's eye, much closer. At his waist the bag of holding was glowing. He reached in and drew out the platinum mirror — the old relic of their faith — and it shone in his hand with a silver light all its own. He turned to Telno. Had she ever seen one glow before? What did it mean?
She never answered. Even as he asked, the mirror's light was already reaching for her, several strands of it playing over her hands, and Telno raised her palm and let them fall across her skin, marveling. She stepped forward. She reached down and touched the mirror — and the glow flared white and blinded them all, and when their sight cleared the mirror was gone. It had unmade itself into strands of light that tied themselves around Telno's wrist, and there hung a platinum bracelet now, a tiny mirror in miniature dangling from it, still glowing.
She lifted her wrist and light spilled out of it. Down at their ankles the fog still tried to sprout from the ground — but from their feet up, in every direction, for some sixty feet around, the bracelet held it back and cleared the air.
The fog had not given up. They could feel it leaning against the light, pressing at the edges of it, trying to reclaim the ground it had lost. Not beaten. Only held — for now.
They stood there on the crooked black road, in a country that was on no map any of them had ever read, a castle somewhere above the cloud watching down from its crag, and the mist moving all around the little island of light, all of it going the same way they were going.