“Do you think they will ever come back?” Her voice trilled, resonating like dancing metal shards jangling in the breeze.

“I think so.” The other’s cadence was more measured and cleaner, yet neither female nor male.

“How long has it been now?” She asked.

“For who?” It was almost a statement with barely an inflection.

The water lapped quietly over the silver sand on the shore while the whiteness of the sky rolled diamonds of light across the wave tips.

“Silly! For them,” she giggled.

A quiet, haunting melody mixed with flutes ebbed and flowed continuously.

“The Bearers or the Carriers?”

“Oh. Right. The Bearers.”

A zephyr passed and a few grains of sand fizzled in its wake. Time seemed to stand still.

“Ten millennia,” came the reply.

“Do you think they will ever come back?” Her voice was despondent. “Why did they have to leave?” Dejected.

“The Bearers normally return in the blink of an eye. Something must have gone wrong with the Carriers and they need to fix it.”

“They’ve gone away before?” The sand hissed as ripples receded.

“Many times, little one, but before you.”

“But why?”

“The firmament isn’t what it used to be, angel. Work needs to be done.”

“Is it the Anxious? Are they causing the problem?”

“No. It’s a Defalcator. But don’t worry, angel, it’s not the first one the Bearers have had to deal with. I’m sure they will be back soon,” the voice comforted.

“OK, Progenitor. If you’re certain.” She wasn’t convinced. “Can I be the pineapple now? Sand is boring.”

“OK, little one, but don’t cause any ripples. You remember what happened last time?”

The waves harmonised with the omnipresent melody.

“The Bearers,” the voice prompted.

“Y’know, sand is just fine,” she acquiesced.

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By Edward

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    About me

    About 40 years ago, I discovered role-playing and Dungeons and Dragons in one of the after school clubs. It revealed a universe that allowed me to flex my storytelling muscles and enjoy a mixture of fantasy and sci-fi and feed the escapist dreamer inside.

    Over time, I played (and story-led - marked with *) many systems including Call of Cthulhu*, Shadowrun, Dungeons & Dragons*, Middle Earth, In Nomine*, Bushido, Chivalry & Sorcery, Chill, Warhammer, Warhammer 40k, Gammaworld, Hawkmoon, Stormbringer, Immortals*, Marvel Super Heroes, Paranoia, RuneQuest, Vampire: The Masquerade*, and a couple of systems my own devising (Medieval* and Parody*).

    I explored live-action role-playing – eventually running my own club and creating my own LARP systems (Fools Gold and Dream Conquest) – and usually found myself in script-writing or game-master duty, writing over 500 individual live adventures over the period (usually weekly), many linked into the world events of the fantasy land we created. I also volunteered for Curious Pastimes and Lorien Trust at their main LARP events (special effects at the Ritual Circle), and did a little script work, cameos and improv for Curious Pastimes. I was also the South East's Editor (UK) for the LARP magazine The Adventurer. The biggest event I ran was a 10-month modern-day "murder mystery" LARP set around parts of Kent where characters were "always-on" and could get updates and interactions at any time outside of scheduled events. That was in the 1990s.

    I was also the artistic director for English Heritage for their live Halloween Horrors events at Fort Amherst in Kent from 1998-1999.

    Now, I write as the mood takes me with occasional competitions and challenges, and this year (2020) I will be taking on #NaNoWriMo.

    Here's to the future!