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The Shattered Eye

The twenty Generals

Twenty Generals hold the fragments of King Valor's Eye. Each rules a land of their own and fights by a law of their own: learn it, and they fall.

The Vampire01

Chapter 1 · The Blood Court

The Vampire

Night and Blood

Their law

The blood of the fallen runs through channels to his fortress and keeps him alive; cut the supply and he can be killed.

Sign: A bat over a drop of blood

The Werewolf02

Chapter 2 · The Moon Forest

The Werewolf

The Moon and the Beasts

Their law

While the full moon touches him he cannot die; the pack is strong in moonlight and exposed in shadow.

Sign: A wolf before the full moon

The Lightning Revenant03

Chapter 3 · The Storm Laboratory

The Lightning Revenant

Lightning and Flesh

Their law

Lightning gives him back his life: coil bearers raise the fallen once; three rods round his keep must be grounded before the storm raises him.

Sign: A heart split in four, sewn with rope and bolted

The Demon04

Chapter 4 · The Burning Land

The Demon

Fire and Destruction

Their law

Fire does not hurt him, it feeds him: the more of the field burns, the stronger he is; put the fires out and cool the land.

Sign: Horns ringing a black flame

The Phantom05

Chapter 5 · The Erased City

The Phantom

Shadows and the Unseen

Their law

What is not fully in our world cannot be killed in our world: light the lanterns to hold the ghosts in the material plane.

Sign: A face without eyes inside a veil

The Ghoul06

Chapter 6 · The Necropolis

The Ghoul

Hunger and Decay

Their law

Every dead thing feeds him if it is eaten: burn the bodies at the grave braziers before the devourers and carts reach them.

Sign: An open jaw

The Dragon07

Chapter 7 · The Hoard Mountain

The Dragon

Tombs and Treasure

Their law

He cannot die while the treasure he guards is untouched: push the hoard carts away from the road, and kill the keepers who haul them back.

Sign: A crown over a treasure

The Djinn08

Chapter 8 · The Sand Palace

The Djinn

Wind and Smokeless Fire

Their law

The body you see is not his true body: find the vessel that anchors him as it moves, pin it and break it.

Sign: A spiral of wind round a flame

The Ogre09

Chapter 9 · The Badlands

The Ogre

Strength and Hunger

Their law

The more damage he takes, the stronger he gets: provoke his blows onto the bait pillars, and let his own strength bring his fortress down.

Sign: A hammer with a bone for a haft

The Troll10

Chapter 10 · The Living Mountain

The Troll

Earth and Regrowth

Their law

He heals as long as he touches the earth: raise the lift platforms under his trolls to stop it and tear them from the ground; root weavers drag the platforms back down.

Sign: A root gripping a stone

The Shtriga11

Chapter 11 · The Hexwood

The Shtriga

Fate and Curses

Their law

Her witches tie their curse to your towers with thread: light a ritual doll to take the threads and turn the curse back on the one who cast it.

Sign: A red thread tied round a spindle

The Succubus12

Chapter 12 · The Dream Palace

The Succubus

Desire and Illusion

Their law

She and her charmers march as three; only the true one puts out the lanterns she passes. Unmask her, and the illusions fall.

Sign: A mask with a rose behind it

The Banshee13

Chapter 13 · The Moor of Bells

The Banshee

Mourning and Doom

Their law

She and her keeners wail in three pulses and silence the towers in the marked zone: ring a counter-bell on the third pulse to cut the wail off.

Sign: A cracked bell

The Griffin14

Chapter 14 · The Sky Aerie

The Griffin

Sky and Speed

Their law

In the air he and his flyers take half damage and come straight down the air corridors: arm a harpoon ballista as they pass over to net them and drag them into reach of every tower.

Sign: A feather crossed with a spear

The Basilisk15

Chapter 15 · The Stone Temple

The Basilisk

Sight and Stone

Their law

His gaze turns towers to stone along a charging ray: turn a bronze mirror as it charges and the ray comes back at him, stunning him and cracking his scales.

Sign: An eye carved in a mirror

The Minotaur16

Chapter 16 · The Labyrinth

The Minotaur

Force and Direction

Their law

He declares his road and charges down it — faster, half damage: swing a labyrinth gate across it after he commits and his charge breaks, leaving him stunned and exposed.

Sign: A horn wound with a broken thread

The Kraken17

Chapter 17 · The Sunken Fortress

The Kraken

Sea and Depth

Their law

The water stands in one of two basins: the sea-born are submerged and hard to hurt there, stranded in the other. Turn the sluice to move the sea; deep priests jam it and the kraken pulls the tide back.

Sign: A tentacle wrapped round an anchor

The Siren18

Chapter 18 · The Lagoon of Song

The Siren

Song and Longing

Their law

Her song charms our hero and soldiers off the line and lulls the towers: light a recall lantern to free them and bring them back, briefly immune.

Sign: A shell with a crown inside

The Golem19

Chapter 19 · The Rune City

The Golem

Order and Obedience

Their law

Three tablets show the order his constructs run next — Shield, March or Repair: rewrite them so Repair, the open core, runs inside your kill zone.

Sign: A stone tablet with one word carved on it

The Jiangshi20

Chapter 20 · The Sealed Court

The Jiangshi

Hunger and the Seal

Their law

He and his qi eaters feed on the living near them: raise the ritual barriers to cut them from their escorts, let their reserve run dry, and set the seal — a seal set stays set.

Sign: A yellow talisman with a red seal