Speaker 1: The Necromancer of Pricene contains adult content and may not
be suitable for children. Parental guidance is suggested. In the
world of Turinlay rests an enormous island called Pricene. The
nation of Pricene is governed by a king and council,
though the real power rests in the hands of ten
cursed immortals, powerful supernatural figures who serve only their self interests.
The land is plagued with black blooded monsters, corrupt political leaders,
and bloodthirsty bandits, and the one man who is willing
to stand up to them all just so happens to
be an unholy abomination, a summoner of the undead, The
Necromancer of Pricene.
Speaker 2: Chapter one stories. All the best stories begin in a pub.
At least that's what my father used to say. My
mother would add that only his best stories started in
a pub. She said it with love, never malice. The
thought of their banter was a comforting reminder of home,
a home that felt more distant with each step I took.
But as fate would have it, my father would be
delighted to know that my story, too, begins in a pub.
The rusted saw they called it for a pub in
a town like Willow's Bend, it wasn't half bad. Lumbertowns
like these always come up with bizarre names for their
bars and lame names for their cities. Willow's Bend had
to stay on brand with the neighboring towns of Birch Grove,
Pine Corner, Oak Town, and Maplewood. Lumbertowns love their trees.
Despite the town's simple name, the pub itself was a
masterpiece of woodwork, sturdy and elegant, with tables and chairs
that felt like they could outlast the trees they came from.
The woodwork was nothing too fancy, which allowed the wood
to show off its natural charm. I guess all of
that should be expected from a town full of lumberjacks.
The people of Willows Bend knew their craft, and I
couldn't help but respect that. In addition to the wonderful craftsmanship,
the rusted saw was spotless. Cleanliness wasn't something I expected
from a small town pub, but there wasn't a trace
of rust on anything except the saw itself. The relic
was a massive, long forgotten tool hanging on the wall
behind the rail, serving as the bar's namesake. I had
to admit it was one of the nicest pubs I
had ever visited, not something I anticipated finding in a
small lumber town tucked away at the edge of nowhere.
I arrived the night before, bone tired after five days
on the road. The room I purchased on the second
floor matched the same quality as the pub below, simple,
solid and clean. I spent enough coin to keep the
room for five nights, but doubted I would need them all.
How long I stayed depended on the Advents, but with
good food, smooth ale and a soft bed, I didn't
mind them taking their time.
Speaker 3: Knowing my luck, they wouldn't Advents that's the.
Speaker 2: Nickname given to adventurers who wanted to become professional mercenaries
and the Watchers Guild. I've been tracking four of them
for a little over a month.
Speaker 3: I heard rumors.
Speaker 2: While I was in Maplewood, the last lumbertown I visited,
that the Advents were headed to Willows Bend to look
for work, so I decided to follow suit and hopefully
catch up with them. Traveling without a horse meant it
took me five days to get to Willows Bend from Maplewood. Luckily,
I made better time than the Advents, who also traveled
by foot. They did have one horse, but it carried
most of their camping gear. While en route, I spotted
them breaking camp, but didn't stop to chat. They didn't
know me, and I wasn't sure I wanted them to
not yet. Anyway, getting to town before them was easy enough.
They traveled as a group, whereas I was alone, well
sort of, Frank was with me, but Frank doesn't count.
He's never slowed me down. Once I arrived, I dropped
Frank off, bought the room, and scouted the town. Willow's
Bend wasn't much different from the other lumberjack towns. The
place boasted several shops, a mill, a trade depot, and
one ridiculously fancy mansion where the local logging tycoon likely
lived the kind of person who inherited wealth I imagine, like
most landowners did. The town didn't have much in the
way of defenses. There were no walls or towers, but
most forest towns didn't need them. The woods provided enough protection.
There was a constable, though I hadn't met him yet.
No doubt the Advents would seek him out as soon
as they arrived, so I wasn't in a hurry. For now,
I planned to enjoy the comforts of the rusted saw. Mike,
the pub's proprietor, was a man of few words and
many muscles. Built like a brick wall, he had a
no nonsense air that kept the clientele in line. He
didn't seem particularly fond of me, but that's nothing new.
Where Mike's demeanor commanded respect from those around him, my
presence tends to push people away, and honestly, that suits
me just fine. I've never been one for company. Besides Frank,
the bulky bartender approached my table, swapping my empty mug
for a fresh one, and then gave me a once over.
Speaker 4: Thanks Mike, II Uh, yeah, you're welcome.
Speaker 2: Do I owe you anything for the food and drink?
Speaker 4: Nah, it's rolled into the cost of your room.
Speaker 3: Oh that's great. Thanks.
Speaker 4: Yeah, so I'm sorry. What's your name again, Charlton? But
most people call me charts for short charts.
Speaker 2: Yeah, it was a nickname my dad gave me when
I was a kid on economy, always pretending to be
an inventor. Sure, I'd make him draw up treasure maps
for me. You'd always say, charts for charts.
Speaker 4: Sure, charts Is that what you've been reading all day?
Maps this?
Speaker 3: No, this is just a book I like reading.
Speaker 4: Of course you do. And what brings you to Willow's Bend?
Speaker 2: I'm just passing through. I've been traveling for a bit
and I thought I could rest for a few days.
Speaker 4: Ah, that's good. And are you going to be sitting
here the whole time.
Speaker 3: In the pub?
Speaker 4: Yeah? In the pub?
Speaker 3: Oh no, I'll.
Speaker 2: Be wandering around town here and there, might hit the shops.
I'll need to restock my travel gear at some point.
Speaker 4: Why, that's good, that's good. Uh, it's just that you've
been sitting here all day and it's almost dinner time.
Speaker 3: Oh, will you need this table soon?
Speaker 4: Yeah? I might. It can get a bit crowded in
here during dinner.
Speaker 2: I understand. I can head out in a bit, if
that's all right.
Speaker 4: Yeah, if it's not a hassle or anything.
Speaker 3: Not, I could use the fresh air. Anyway. I was
caught up in my book and didn't realize how late.
Speaker 4: It had gotten. Right, the book. What are you reading?
Speaker 3: It's nothing you would likely be interested in.
Speaker 4: Is it bad?
Speaker 3: Bad?
Speaker 5: No?
Speaker 2: It's Lord Sefner's deconstruction of decomposition in the six stages
of decay.
Speaker 4: Oh, well, that doesn't sound like a treasure map at all.
Speaker 3: You'd be surprised.
Speaker 4: Okay, Well, it was nice chatting, and you will be
finished by the time the dinner.
Speaker 2: By the time the dinner rush arrives. Yes, the table
will be all yours, wonderful thanks. At that moment, the
pub doors were thrust open, and four travelers sauntered into
the room. The four advents walked into a bar, and
by the gods, they were stunning. Even after six days
of travel that left them caked in dirt and dust,
accompanied by nights of uncomfortable sleep that shadowed their eyes
with dark circles, they were statuesque. If those four couldn't
get accepted into the Watchers, I doubted anyone in Pricene could.
The first to enter was a giant of a man,
easily over six feet tall and built like a Dorian
siege engine. He was clearly the muscle of the group
and the only one clad in metal armor. His chainmail
shirt rattled as he moved, a shield strapped across his
broad back and a warhammer hanging menacingly at his side.
His spiked gauntlets, polished in silver, looked like they could
punch through stone. The woman who followed was likely the healer.
She carried a backpack that bulged out around her small frame.
She wore a belt stalked with tinctures, bandages, and herbs
wrapped around her waist and.
Speaker 3: Looped over her left shoulder.
Speaker 2: Loosely Strapped to her right thigh was a curved blade
no more than two feet in length and ready for
action if needed. Next came the archer, and if I'm
being honest, she was the most badass one of the group.
With a short bow and quiver strapped to her back,
three daggers sheathed on each leg, and a leather jacket
with studded sleeves, she looked like she could take down
an army single handedly. Her eyes were sharp, darting around
the room, absorbing every detail and measuring every person. Within moments,
she stepped inside the pub, then leaned casually against the
doorframe as the fourth member of their party entered. And
there he was Catamis, the leader of the group. His
was the only name I'd caught while passing through Maplewood,
and there was no mistaking the man. He was all
charm and charisma, grinning a gorgeous smile that brightened the room.
His shoulder length hair was tied up so neatly that
you'd have no idea he just completed a six day trek.
He wore a leather jerkin, a long sword strapped to
his back, a hunting knife sheath that has left hip,
and a long dagger on the right. The four of
them were just so damned perfect for adventurers. I glanced
back at the pub to find every eye was fixed
upon the group that stood the tavern's entrance. Even I
must have been a little transfixed, because I didn't realize
that Mike had made his way back to his favorite
spot behind the rail. He was quick and quiet for
a fellow that size. I looked back to the entrance
and saw the leader of the advent soaking up the
attention from the room. He broadened his smile something I
would not have thought possible, winked at the patrons of
the rust and Saw, and made his way toward the bar.
Speaker 6: I heard rumors the beauty of Willows Bend, but no
one warned me about how heavenly this place would smell.
Is it the intoxicating aroma of fresh bread in the oven?
Speaker 4: Yes, it is, and that's not the only intoxicating thing
we serve here. Would you like a beverage while you wait?
Speaker 6: My friends and I would love a drink. We would
also like a room for the night, if you have
the space for a group of weary.
Speaker 4: Travelers, plenty of space.
Speaker 6: That's great news, isn't it, gang, It's.
Speaker 7: The best news. I can't wait for a warm bed if.
Speaker 4: You've got the coin for it.
Speaker 6: I mean, of course, of course, good actually barkeeping. I'm
wondering if we could help each other out a bit.
Speaker 4: Oh help if I can. What do you have in mind?
Speaker 6: I heard that you might have a banditry problem around
these parts. Now, normally I would not believe so an
awful rumor about such a beautiful town, But the person
I heard it from is very reliable, and she told
me that this particular group of bandits is very nasty.
Speaker 4: Well, we usually don't like to discuss such dark topics
here at the rust It saw.
Speaker 3: Oh, of course not.
Speaker 4: But you're not far from the truth.
Speaker 6: I'm so sorry to hear about your misfortune, but this
chance would have it. My friends and I are well
equipped to deal with problems of this exact nature. Should
the price be raight.
Speaker 4: Are you members of the Watchers Guild?
Speaker 6: No, not yet at least though we are well on
our way.
Speaker 4: Then I don't think we ought to be paying you
gold for mercenary work. We could get in a lot
of trouble with the Guild for that.
Speaker 6: And I would never wish trouble upon you and yours. No,
we would not ask for coin, just some good old
fashioned trade that isn't against guild protocol.
Speaker 4: No, no, it's not well. I don't speak on behalf
of the town here, of course not.
Speaker 6: But maybe you could point me in the right direction
for your city lord or captain of the guard. Mister,
please call me Katamis. And these are my friends. Clyde
is the big guy. That is Aurora there, and the
archer at the door is Finch.
Speaker 4: It's a pleasure, Katamis. We're a small town. We don't
have a city lord or Captain of the Guard here.
We've got Big George who owns the Willow's Ben lumber mill,
and Constable Larun who takes care of any civil issues
that might come up.
Speaker 6: And are either of those two individuals present.
Speaker 4: Not at the moment, but Aroon should be here soon.
He plays cards every night with that table of gentlemen
right over there, wonderful.
Speaker 6: Say, while we're waiting, could you tell me when the
bandits started making trouble for Willows Bend?
Speaker 4: I'd say about five months ago. Now that was when
the first merchants were ambushed.
Speaker 6: How many attacks have there been?
Speaker 4: Four in all? And each one is more gruesome than
the last.
Speaker 6: That tends to be the way of things.
Speaker 3: When was the last one?
Speaker 4: The last one? It was only three days ago.
Speaker 6: Only three days that's very recent.
Speaker 4: It was a gory, damned mess too. The bodies were
found beaten and robbed, and between you and me, it
didn't look to be a quick affair.
Speaker 6: You saw the bodies.
Speaker 4: Yeah, A Room needed help, so I lent a hand.
We salvaged what we could from the wagon, which wasn't much,
and then we buried the bodies just off the highway.
Speaker 6: And has Constable a Room done anything to pursue these bandits?
Speaker 4: Not much he can do. He has a deputy, but
it's just the two of them for the whole town. Again,
we aren't a big city. We make do with what
we have.
Speaker 7: I understand, Barkeep.
Speaker 4: You can call me Mike.
Speaker 7: It's a pleasure to meet you, Mike.
Speaker 4: You as well, Miss Aurora.
Speaker 7: Can you tell me do the bandits attack every merchant
that travels the highway to Willows Bend?
Speaker 4: No, some merchants can get through, and every one of
our logging caravans has made it in and out of
the town unmolested.
Speaker 7: And would you say that the merchants that have made
it through tend to be better guarded.
Speaker 4: Yeah, i'd agree with that.
Speaker 7: Thank you.
Speaker 4: Now, I hate to sound rude, but I need to
tend to my rounds. Are you all right for now?
Speaker 6: We are great. Thank you for your hospitality.
Speaker 4: I'll let you know when I see a ruin.
Speaker 6: Thanks.
Speaker 4: So what do you think.
Speaker 7: If the bandits are held up somewhere nearby? I bet
they're in a cave or something similar.
Speaker 6: Could be a hunting cabin or a makeshift shack. In
any case, doesn't sound like this a room character is
even looking for them. He's leaving the merchants to fend
for themselves.
Speaker 7: Agreed. And the bandits aren't going after any well guarded merchants,
so they're probably not very strong or well trained.
Speaker 6: Yeah, they are probably just a couple of opportunistic psychopaths
looking to make a quick buck and bail once they've
gotten their fill.
Speaker 7: It's easy pickings around here.
Speaker 6: I say that we talk to a room and see
what kind of deal he can make on behalf of
the town, and if we don't like his terms, we
chat with the.
Speaker 7: Lumber mill owner, Big George.
Speaker 6: Yeah him, We strike up a deal and then go
beat the shit out of some bandits.
Speaker 1: The Necromancer of Pricene will return after these messages. Hey everyone,
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Speaker 2: Mike kept his word, and after an hour or so,
Constable Arun finally made an appearance. I loitered for a
bit longer, but the pub had grown busier and noisier,
making it impossible to eavesdrop on their conversation. Like Mike,
I was also true to my word, so I relinquished
my table as the rust had saw filled with dinner guests,
and headed back to my room. I collected a few essentials,
a canteen, a hunting knife, my travel pack, and a
rain cloak just in case, then check the seeds in
my hidden pocket to ensure they were tucked safely where
they belonged.
Speaker 3: Ready for the road.
Speaker 2: I opened the door to the hallway and pause to
collect my thoughts before heading back downstairs. Now you're probably
thinking to yourself, why isn't Charts going to chat with
the advents? Does he want to join their party? Is
he hoping to become a mercenary with the Watcher's Guild.
Is this one of those stories where the awkward would
be hero teams up with the cool kids and gets
dragged along for an epic adventure. Let me clear that
up right now. This is not that kind of story,
and the last thing I'd ever want is to join
the Watcher's Guild. You see, I've seen exactly what the
Watcher's Guild is capable of, particularly their leader, a man
known as the Torch. Those advents might be decent people
or terrible it doesn't much matter to me. If everything
goes to plan, they'll lead me right to the torch,
and I'm going to kill him. Before heading back downstairs,
I glanced at myself in the hallway mirror. I might
not be as handsome or imposing as those advents, but
I'm by no means an ogre either. My brown curls
were a bit tangled and probably could have used a
good wash, and the dark rings under my blue eyes
were as familiar as an old friend. But who doesn't
look tired?
Speaker 4: Now?
Speaker 3: And then?
Speaker 2: I'd seen the Advents from a distance while I traveled,
but observing them that close was a little more intimidating
than I'd expected. It's hard not to compare yourself to
a group like that, at least for me it is.
I abandoned the mirror and made my way back downstairs
to find the Advents had already left. Keeping a low profile,
I slipped out of the inn and headed directly for
the stables to get Frank. I circled the building to
ensure I wasn't being watched, and once confident that I
was alone, I slipped inside. That's when I heard her voice,
What doing?
Speaker 3: Uh? Nothing?
Speaker 5: It doesn't look like you're doing nothing.
Speaker 3: Well I am, so leave me alone.
Speaker 5: Are you trying to steal someone's horse?
Speaker 1: What?
Speaker 3: No, well, you didn't have a.
Speaker 5: Horse when you arrived here. It does look like you're
trying to steal something.
Speaker 3: Well I'm not.
Speaker 5: Are you trying to rob those wanna be mrks? Because
that seems real risky.
Speaker 2: No, I'm not trying to rob anyone or steal any horses.
Speaker 5: Okay, okay, it's only that you're slinking around like a
tabby looking for a street rat. It's suspicious, to say the.
Speaker 3: Least a tabby.
Speaker 5: Yeah, the type of cat.
Speaker 3: I don't know what that is.
Speaker 5: You don't know what a tabby cat is.
Speaker 2: No, we only have mountain cats where I'm from, big ones.
They get the goats sometimes.
Speaker 5: Oh okay, well, changing around like a mountain cat looking
for a goat.
Speaker 2: Can I help you with something? Or are you bothering
me just for kicks?
Speaker 5: You really should stay at the inn. Sundown is coming
in the forest can be dangerous at night.
Speaker 3: I'm fine, thank you.
Speaker 5: Seriously. There are thieves and bandits about all sorts of
unsavory types. Something bad could happen.
Speaker 3: I've done fine in the forest. So far. I think
I'll be okay now, if you'll excuse me.
Speaker 5: My name is Anya.
Speaker 3: That's nice.
Speaker 5: Why are you going in that stall? There isn't a
horse in there? Did you hide something inside?
Speaker 3: Hey? Frank? How you holding up?
Speaker 4: Buddy?
Speaker 3: Told you i'd be back for you.
Speaker 5: Who are you talking to? You?
Speaker 3: Go on a short trip?
Speaker 4: All right?
Speaker 3: Follow me?
Speaker 5: You you were hiding a person in the air. I
don't think the innkeeper would like that.
Speaker 3: Probably not, but he's not going to find out, is
he not?
Speaker 5: For me? I ain't no snitch. Good hello, friend, I'm Anya.
Speaker 3: Frank doesn't talk much. He's shy.
Speaker 5: Is that why he's wearing the hooden mask?
Speaker 3: Yep? Exactly.
Speaker 5: He looks like one of those creepy temple priests from Dawsnat.
Speaker 3: I've never been.
Speaker 5: You should check it out sometime, the city, not the
priests noted. Are you headed west?
Speaker 3: Uh? Yeah?
Speaker 5: So you are following those adventurers?
Speaker 3: Just coincidence?
Speaker 6: Okay?
Speaker 5: Sure? Uh mind if I tag along?
Speaker 2: I mean I prefer to do things alone, alone, alone
with Frank. You mean, yep, me and Frank?
Speaker 5: Frank? Who you're keeping a horse tall instead of your
room at the inn?
Speaker 4: Yes?
Speaker 3: Now go away?
Speaker 5: Come on, I'm just teasing. Let me travel with you.
Knights in the forest can be real dangerous, and it's
much safer to travel as a group of three. Three
is a luck number. We're less likely to get robbed
when we're a luck number.
Speaker 3: You're not gonna leave me be are you?
Speaker 5: Probably not? But I swear I'm a great traveling companion.
People are always telling me that I make travel ten
times easier on account of being so pleasant to walk with.
Speaker 3: I don't have extra.
Speaker 5: Food, That's okay. I have my own, and.
Speaker 3: I don't know how far I'm going tonight.
Speaker 5: That's okay too. I'm just tagging along.
Speaker 3: Ough, Fine, you can come.
Speaker 5: Yeah, you're not gonna regret it.
Speaker 3: I am already regretting.
Speaker 5: Say I didn't catch your name.
Speaker 2: I'm Charlton, but most people call me Charts for short.
Speaker 5: Well charts for short. I think this is gonna be
an awesome trip.
Speaker 1: Charts is voiced by Josh Allen. Mike the tavern Keeper
is voiced by Richard Collins. Katamus Sendler is voiced by
Dan Stabb. Aurora Kaja is voiced by Elizabeth Phillips. Anya
Esh is voiced by blithe Rene. Audio Engineering by Adam
Colbertson and Richard Collins, editing by Tisha Zang, Music provided
in part by Elizabeth Blakeley and written by Nico Rodriguez.
The Necromancer of Pricene is a Creative Typo Entertainment production.
For more information about this show, our cast, or other
shows under Creative Typo, please check out our website at
www dot creative typo dot com. And thank you for listening.
A very special thank you to our executive producers from Patreon,
Nick Mead and Patrick t Arsenal