Dolmenwood Solo: TPK

[This play report contains spoilers for Dolmenwood’s Winter’s Daughter adventure module. First part of this solo adventure is HERE.]

The snowstorm only hindered them for a bit. They were so close to Sir Chyde’s burial mound when the storm began that they found it and groped their way to the stone entrance.

Joremey was ready. He wanted to find the Lady, find her ring, be a hero. He led Lady Pouncemouse and Obb through the door, prying it open with a crowbar so they could get out of the snow and cold.

The tomb kept the snow out but not the cold. Obb managed to shake off the frigid air, but Joremey and Lady did not, further adding to their exhaustion (and hindering their ability to fight and do damage). Still, they were glad to be out of the snowstorm as they entered the tomb and descended twenty feet down stairs caked with dust. Everything was deathly silent, and there was a dank smell in the air. Moisture and mold pervaded the space. Lighting one of Joremey’s torches, Lady held it and led the way.

She stopped at a square room made of stone blocks. It was musty and wet, and the first thing she noticed were the four plinths, one in each corner of the room. Atop each plinth was an object covered in mustard-yellow mould. Her eyes lit up at the thought of treasure, but as soon as Lady stepped into the room, the objects floated into the air and screamed at her in shrill voices:

“Heathens! Repent, ye sinners! Godless fairies, godless heathens!”

The objects–a silver chapes, a wooden cherub statue, a holy book, and a thick liturgical candle–launched themselves violently at Lady, trying to strike her dead.

Luckily, my PCs won initiative, so Lady booked it across the room to a doorway on the right side, Obb and Joremey following quickly behind (Joremey’s plate armor clanking noisily). As soon as they fled into the other room, they heard the objects shout, “Serves ye right!”

Huffing for breath, Lady led them all down a ten-foot hallway to another chamber, a circular room that seemed less hostile (at first). This room was also constructed of stone blocks, but there was a chill atmosphere as they entered it. On the southeastern side of the circular room was an empty marble plinth (3′ across, 1′ high) with a full-length mirror behind it on the wall. The mirror was framed in silver and faced a set of stairs on the opposite wall (northwest side of the room).

The stairs were stone-carved with the archway over them also carved of stone to look like tree branches hanging over the entryway. Next to the stairs was another hallway leading out of the room.

Joremey was quite interested in that mirror and went right up to the plinth, faced the mirror, and looked.

Lady, for her part, was interested in the stairs and the beautiful tree motif carved into the stone archway. Obb followed Lady and peeked into the nearby hallway as they went. What they didn’t see was poor Joremey, so transfixed by his glance into the mirror that he turned still as a stone.

In fact, he really WAS frozen in place!

“Joremey, lad! Come see!” Lady called, noticing that on the stairs there wasn’t a hint of dust (unlike the rest of the tomb) and that at the bottom there was a watery shimmer in the light from her torch.

But Joremey said nothing.

“Cat got your tongue?” Lady teased, turning around and seeing immediately that Joremey was now frozen solid.

“Stay back from the mirror!” she warned Obb as they both skirted the wall of the room to reach Joremey without looking directly into the mirror. They pulled at him, but he was utterly frozen. Together, they managed to lift him up and pull him away from the mirror, but it was no use; he was still cursed.

Obb broke out his pan pipes and tried to play a tune, hoping it would break the spell, but it appeared this was holy magic and not fairy…

“Best to head back to Lankshorn,” Obb offered. “Let Fr. Dobey handle it.”

But Joremey was much too heavy for little Lady and Obb to carry. They could try dragging him…

“Let’s strip off all his stuff,” Lady said, “he’ll have to be glad we’re taking him back even if he leaves his gear behind.” They stripped him of everything but his traveling clothes, and heaved him up in their arms. He was heavy, and they couldn’t move very fast… Could they outrun the screeching objects in the first room?

They tried, but this time, initiative was not on their side. They lost and the objects attacked.

“Back for more, eh? Ye heathen fairies!”

Two objects (the candle and the book) hit Lady, and one (the chapes) hit Obb. Lady went down (taking five damage, more than her total), and Obb couldn’t help but drop Joremey without Lady’s help. Terrified, he simply fled for his life, but lost initiative again, meaning two objects hit him (the chapes was joined by the cherub). He took five points of damage and fell to a crumpled heap. Poor Joremey was frozen like a statue on the floor, while his two comrades lay dead on either end of him. The holy objects–satisfied that they’d destroyed the heathen interlopers–returned to their podiums.

Now Joremey must rest here, frozen seemingly forever in the tomb of Sir Chyde unless some other adventurer should find their way into the tomb and rescue him…


Yikes. That was an ugly defeat. I suppose if initiative had gone differently, my party might have made it out alive, but as it was, they did not. I thought fleeing the first time was the right call (four objects vs. three PCs didn’t seem like good odds), but once Joremey was frozen from the mirror’s magic, things got much dicier. OSR-style gaming is not for the faint of heart!

I do really like how simple the mechanics are. Combat (though deadly) is quick, and my characters were able to explore and make choices without too many rules or fiddly skill rolls getting in the way. Exploration means describing character actions and seeing what the modules says they see/hear/smell/etc. It’s very narrative in that way, very immersive.

For group play, if one of my players investigated the plinth and mirror, and I knew looking into the mirror caused paralysis, I would telegraph that danger. I might say that he gets an ominous feeling as he approaches the plinth and looks around. Maybe say that he feels especially cold as he comes nearer the mirror, “freezing cold,” or something similar.

But for solo play, I wasn’t sure how to handle that since I can’t really “telegraph” danger to myself. Perhaps I should have rolled dice and used my oracle to determine whether Joremey approached cautiously and avoided getting frozen. Having him simply “be cautious” while knowing (as the player) that the mirror is magical feels like cheating. This might be a case where letting the randomness of dice determine a PC’s fate should’ve been the way to go. As this is only my second “solo play” session, I can’t be too hard on myself. I’m learning as I go.

Now that my trio of adventurers is dead/paralyzed in an ancient tomb, I have two choices: send some of Joremey’s cousins off to find out what happened to him OR start with a totally new adventure and character(s).

I’m somewhat inclined to go with the second option… I’m already envisioning a human thief who meets a human or breggle fighter in a tavern and together they go adventuring… Fafhrd and Gray Mouser, Dolmenwood-style!

Till next time!

Open Substack

Alan Jacobs is right to defend the open web (despite the likely poverty that attends it), but I don’t think being on Substack is antithetical to the open web.

For instance, my Substack is entirely free, and since Substack can still be read on a browser and not exclusively through an app, it is free and searchable to anyone with an internet connection. I don’t paywall anything except the links to my ebooks for patrons who are paying subscribers. But my writing, as such, is totally free and open to all. Being on Substack is just an easy way for me to manage a newsletter—mostly because it’s free. When my previous newsletter service raised prices and then went defunct, I figured I needed to switch things up. Substack was still relatively new, so I made the switch.

My intention was never to monetize the newsletter. I see it as a way to write essays while keeping in touch with people who read my books. I still maintain a wordpress blog (this one) where I post more often than on Substack (intentionally, by the way; I want my own real estate to be where the action is), and I keep my Substack free. If folks want to subscribe with money, they do so knowing it is a patron-model, and their payment is really because they like my work and want to support it; they get free access to any new ebooks I publish, but as that’s (at the moment) rather infrequent, they aren’t getting much for their money other than my eternal gratitude. I do not use Notes or try to gain followers on Substack in any way. I simply write my missives, send them out, and read and reply to those writers whose work is of interest to me. I barely even look at the Notes feature because it does indeed feel too much like social media/Twitter/Instagram/blah. I’ve never once done a chat or whatever they offer as add-ons. Not interested. I write a newsletter. It gets delivered to peoples’ emails. It’s readable on the web via html. Here is an example: https://jmbaldwinwriter.substack.com/p/in-which-i-weigh-in-on-adventure

If at any time I find Substack to be not-so-easy, or not-so-free, then I’ll switch it up again and move to a different newsletter provider. I don’t intend for Substack to be my income source. It’s a nice-to-have, but I don’t base my career around it. And that’s partly because I don’t think paying for substacks is a sustainable model for nonfiction writing (or fiction writing either). Maybe if several writers got together and turned their individual substacks into a magazine, then paying for subscriptions makes sense. But I simply cannot afford to pay for all the different substacks I enjoy reading. I’m nearly always a free subscriber, even to those whose work I value. I do pay for Kleon’s newsletter, but he is the only one, and that is truly my limit. It’s ludicrous to pay for multiple writers on Substack (for $5 a month!). Even if I only subscribed to four people, that’s $20 per month! More than the cover price of a monthly magazine! I can get a yearly subscription to Commonweal or similar for $25, and I’ll get an actual physical magazine to go with my subscription. The Substack paying model is ridiculously overpriced, and utterly unsustainable in the long run.

So I don’t plan my writing career around something so unsustainable. If people want to pay for my writing online, they can patronize me through Buy Me a Coffee or Substack, but they don’t have to. I believe in the open web. Substack is merely a website (like wordpress) that lets me host my writing, but I’m not wedded to it, and I can easily take my wares to another piece of real estate if I wanted to.

This isn’t me shilling for Substack; I just want to respond to Jacobs’s point because his characterization makes it sound like it’s not freely available to anyone with a browser. It is. If writers want to make their writing paywalled, that’s their affair, but Substack doesn’t mandate that we do. If they ever do mandate it, I’ll leave the site in a hot minute. If there’s something you want to read on Substack and it’s not freely available on the web, that’s because the writer–not Substack–has put it behind a paywall.

Like Jacobs, though, I don’t rely on my writing to put food on the table. I work as a teacher; that is my main source of income. And I don’t plan on hustling my way to a “side gig” any time soon. Teaching is enough of a gig to keep me busy, I don’t need to hustle on top of it!

Writing is my way of engaging and processing the world, of living my life. Language and story are how I think and how I communicate. They are my modes of play. I could no more stop writing as stop breathing. I hope folks enjoy my writing enough to pay for it, but I don’t expect it nor do I need it to be monetized. Frankly, I’m sick of the ways in which our economic system forces creative people, journalists and artists alike, to be hustling all the time, busking all the time, and submitting to tech overlords’ demands and systems. I know artists have always had to scrounge for money and struggle, but that doesn’t mean it’s right. We could—we should—have a system in which people can make art and at the same time not feel economically precarious for most of their lives. We should have a system in which people can live while working less than forty hours per week so they have time and energy to make their art, to volunteer at church, to take up worthwhile hobbies. Especially in two-income households. The fact that both spouses need to work full-time just to eek out a living is the real problem here.

But I’m a bit of an anarchist too, so I don’t see why anyone’s life should be precarious when we could all support one another in mutual aid…

Some Ideas to Beat Procrastination

You may also call it Writer’s Block.

  1. Write ideas, sentences, words, images, etc. on note cards. Small space and limited commitment. Bar is lowered. Easier to begin.
  2. Sit down at your writing desk, get everything ready to go and then offer yourself a real choice: Write or don’t write. No guilt if you choose “don’t write.” It’s a free choice with no shame attached to either option. There will legitimately be times when “don’t write” feels right, and there will also be many times in which “write” feels right. Don’t fight yourself. Writing creatively is fun. Let it be fun and not an obligation.
  3. Identify the negative thoughts that are the real cause of the procrastination. Here are some of mine: “What if I write something crappy?” and, “I’m just wasting my time. No one will want to read this,” and “I’m too old to be successful,” and “I’ll be bored.” Evaluate–really evaluate–these thoughts. Do they make sense? Redefine things like “success” and “failure.” Make success the accumulation of words (like scoring points in a basketball game). Failure, then, becomes zero points/no words. No more fear of writing something bad; good/bad are irrelevant to success. Or take “I’m just wasting my time,” and consider what “wasting time” really means. Isn’t stewing about not writing and sitting around looking at distractions the real waste of time? How would you like the next five minutes to go: adding words to a piece of writing or scrolling on your phone/stress eating/reading blog posts about procrastination? Which is truly “wasteful” and which isn’t?
  4. Test these negative thoughts by beginning to write and see what really happens. Consider it an experiment. Think you’ll be bored? Experiment by writing for five minutes and check to see if you really were bored. If you are, then try the experiment again but write about something else. If you aren’t, well then that is proof your negative self-talk is false. Keep these experiments short. Do them for five minutes. Keep doing them to see what factors impact your feelings and experiences. Change methods and behaviors to achieve greater impact. Make the whole thing into a kind of game or research study on yourself.
  5. Embrace your slowness. Slowness can be playful. It can be dreamy. Sometimes you need a dreamy, slow writing session that meanders. It still counts. In fact, stop counting. The writing still happens even if we don’t measure it. Which means it doesn’t help to treat writing like a job. It’s supposed to be fun (even if it is your job). Let your body, your mood, your mind, your whole self have fun and play. Even if you only have ten minutes to write, embrace slowness. Maybe you only get ten words in those ten minutes, but those are ten wonderful words that didn’t exist before. Savor them, enjoy the experience of writing them. You won’t always be this slow, so there’s no use beating yourself up about it.
  6. Don’t ever beat yourself up AFTER you’ve written (or before or during or…). That kind of negativity will linger. It’ll infect your next attempts. Here are the ways I beat myself up after a session: “That was crap,” or “Only one hundred words. Pathetic,” or “You’ll never finish, so why bother?” This is that negative self-talk again. Turn it around, stop it before it starts. Remember, success isn’t good/bad but words. Words written means success. Even if it’s only a few. By any measure of logic, even if someone only wrote one word per day, they’d still finish at some point. The only failure is to give up. So, “You’ll never finish,” is nonsense. Utter nonsense. If you’re writing–even one word–you will eventually finish. “Crap” is irrelevant. The measure of success is words. Instead of beating yourself up, celebrate. Even if you only wrote one word. Even if you sat at your desk and decided you didn’t want to write that day. Celebrate. Feel good about how honest you are with yourself and how you don’t want to make your writing into drudgery. You love to write too much to make it something that sucks the joy from your life. Celebrate every word you write. Not with a big party or anything, but internally. Allow yourself to be happy for who you are and what you’re doing. Even those ten words are an accomplishment.
  7. If you journal, use it for material. Maybe not word for word (especially if you write fiction), but use it for ideas. I’m often stopped/blocked because I think I don’t have any ideas. But I’ve been writing three pages in my notebook every day for years. That’s hundreds of pages of ideas, ready for the taking. Instead of putting pressure on yourself to invent the next scene on the spot, dip into the journal and read for a bit. Find a word or phrase that sticks, that excites, that surprises, that is usable for something and put it into your story/poem/essay/whatever. You don’t have to start from scratch.
  8. Make a list (and keep adding to it as needed) of all the things that excite you about your current project. Start your writing session by rereading and adding to this list before you do anything else. Let the items on this list remind you of why you’re doing this in the first place. Anyone can read or add an item to a list. If this is all you do in your writing session, celebrate. You’re getting closer to discovering all the things that inspire you. That will keep the fuel going throughout the process.
  9. Switch up the tools. If you’ve been writing on a computer, switch to writing by hand in a notebook or legal pad. Switch to those note cards mentioned in Item #1. If you’ve been writing longhand, go to the computer or a typewriter. Try dictation for a bit, just to see. Try sketching out ideas or using word webs to make things more “pictorial.” Use prompting tools like RPG random tables, story dice, prompt generators online, or flip open a dictionary, pick a word at random and then see how you might incorporate that word into your next paragraph or scene. Do a writing exercise without any expectation that it needs to go into your WIP.
  10. Read a book. Consider it R&D. Reading is just as important to a writer as writing, so you’re not really wasting time, are you? Tell yourself you’ll try again tomorrow (or whenever you have another chunk of time for writing), and that in the meantime, the reading you’re doing is helpful and productive. It’s refilling the well, feeding the muse, adding more words to your word hoard. Reading is a metaphor machine, an incubator, a compost heap. No shame in reading. Never ever. It’s the twin of writing, the other side of the coin. If words won’t flow out, flip the coin over and let some words flow in. And then celebrate your success! You are doing the very thing a writer needs to do. Reading is fun, after all, and so is writing.
  11. “Lightly, child, lightly.” “Don’t go about it in a serious way.” Play, play, play, play, play. If you’re playing, you’re living.

Reading is idling, an act of rebellion

I teach English as an act of rebellion. Against the deification of STEM. Against utilitarianism. Against consumerism. Against Capitalism.

It is not “useful” to read novels or poems or stories or even (most of the time) essays and other nonfiction:

“Reading is not profitable; it doesn’t teach you any transferable skills or offer any networking opportunities. On the contrary, it is an antisocial activity in the most concrete sense: To do it you have to be alone, or else pretend you’re alone by tuning out other people. Reading teaches you to be more interested in what’s going on inside your head than in the real world.”

(Adam Kirsch, “Reading Is a Vice”)

I am against those who want to sell you things and control your attention for money and power. Reading books is one of the ways we say, “I’m not going to optimize. I’m going to be slow and self-serving. I’m going to value my pleasure over your profit.”

Yes, there is a publishing market, but it’s more than just New York publishers or Amazon. Those of us who read books buy them used, we trade, we go to the library. We buy from small presses, independent presses, self-publishers. It’s a business, sure, but readers have a way of circumventing the business and consumerism if we want. We have all the old books to read, if we want. One could spend a lifetime only reading the old books.

There is homework–math problems, history notes, science reading–but then there is reading a chapter from a novel. There is reading a poem and writing one of your own. In the most narrow sense, if one does these at home as assigned by a teacher, then they are homework. But reading a novel is a pleasurable act. Reading poetry is leisure. We bristle when something is assigned; we suddenly don’t want to do it. But if we take a few moments to reconsider, we realize that reading is not work. Fiction, stories, language, poetry: these are a chance to be alone, to get inside one’s own head, to fight back against the world. All it takes is a shift in mindset to discover that this “homework” is really an idle pleasure.

Reading is idling, the opposite of work.

Which means, every chance a student has to read a book, she gets to break free from a work-obsessed, profit-obsessed, productivity-obsessed, speed-obsessed world.

I’m not interested in “21st century skills,” a buzz word for managers and corporations. I’m not in the classroom to teach students how to prompt machines. I’m there to read books, to share the stories and language I think are beautiful, good, and true. I’m there to point to things I like and let students discover and point to things they like. We spend our time reading books, talking about books, writing about and in response to books. I can’t think of a better act of rebellion against the machine-driven, inhumane world that would reduce our lives to money and influence.

Sometimes students don’t see the “point” in all this reading. But that’s because there really isn’t one. Not in the utilitarian sense. Not in a “How will this help me when I’m an engineer or a doctor?” sense. It won’t help you in engineering and doctoring. It will only make life better, make you escape the confines of defining yourself purely as “engineer” or “doctor,” make you pay attention to your own mind and what’s going on inside besides worrying about which rung of the ladder next needs to be climbed.

That can be an uncomfortable place to sit for some students. To do a thing for pleasure–in school!–is incomprehensible. Even we English teachers have to church up what we do with standards and data and metrics and all the rest of it.

But really, what we do–what I hope to do–is share a space with young people so they have time and materials to read. My little rebellion. My first principle of idling. My useless, antisocial, indulgent vice.

OSR Arrietty

Last summer, we watched the fifteenth anniversary screening of The Secret World of Arrietty, Studio Ghibli’s adaptation of Mary Norton’s novel The Borrowers, a film I’ve seen twice already, and one that was incredible to see on the big screen. What stood out to me during this screening was how very OSR-ish the film is in its presentation of Arrietty’s world and adventures.

She’s a dungeon crawler. A problem-solver. The world is big and full of dangers and she’s just an ordinary borrower, looking for treasure, watching out for traps, avoiding giants and monstrous cats.

The spaces under the floorboards, the heights of the kitchen countertop: Arrietty and her father have to make their way through these environments using their tools and their wits, and the creativity of their solutions reminds me a lot of how players have to navigate the “dungeons” and fictional worlds of an old-school RPG. The answers aren’t in “stats” or magic spells but in one’s inventory and the creative use of the fictional environment. It’s about clever solutions to problems that don’t have one “correct” answer.

And most of all, it’s about the bigness of an environment that encompasses merely a country house and the fields and gardens that surround it. Arrietty’s world is huge to HER, and that’s all that matters. Her adventure doesn’t have to span continents or involve saving the world. It’s the opposite of “epic.”

And yet it has incredibly amounts of tension and high stakes because the world matters to Arrietty. She’s fighting for her home and her family. The stakes aren’t “big” but they are deeply personal.

This is a good reminder for OSR-style gaming. The stakes don’t have to be earth-shattering, but they have to matter to the lives of the characters. Saving one’s village from destruction can be enough to drive an entire campaign. Finding a way to survive against giants in your midst can be enough to tell a wondrous tale.

And the characters don’t have to wield great magic or be mighty warriors. They can survive on courage and cleverness and kindness too.

The other movies we watched with the kids this summer were Labyrinth, a film close to my heart, and Harry Potter and the Prisoner of Azkaban, my favorite of the Potter films. Both of these movies also speak to the OSR sensibility, to the idea that growth comes from in-world experiences (Harry learning the Patronus charm) and magic items (the Marauder’s Map) and that “dungeon crawling” is more about “player skill” than what’s on the character sheet (after all, Sarah is merely a human from our world, and yet she solves the puzzle of the Labyrinth and gets her brother back).

Think of how Sarah works her way through the Labyrinth using problem solving and non-combat skills. She can’t rely on a Strength stat or a special power to get her through doors and around obstacles. She has to use her own wits, her own ability to form relationships with the denizens of the Labyrinth.

We also played Mausritter, an OSR game that uses rules similar to Into the Odd and Cairn. My kids had to use clever ideas and the physical tools available to them in the environment or their traveling packs to solve problems and get past the Ded Ratz gang. They rolled dice occasionally, but they soon figured out that making those rolls meant a pretty high chance of failure. Wits and creativity mattered much more to their success than straight-up fighting (just like it did for Arrietty and Sarah and Harry Potter).

I also ran a one-shot of Cairn 2e, and the same OSR principles applied. We only played one session, but already, per the rules of the game, I could see ways in which the characters’ interaction with the world, their in-game choices and actions, changed them. Using experience points and other metrics to advance characters is totally fine (and many games I love use those procedures), but there was something really bold and exciting in the way Cairn 2e eschews XP or levels for advancement and embraces a fiction-first process: Characters grow and change based on what they do in their adventures, the alliances they form, the daring-do they perform, the knowledge or items they discover, the people and creatures they interact with along the way, just as Arrietty, Sarah, and Harry grow and change because of what they do in their adventures. No “levels” or “XP.” Just choices.

I think what I love most about OSR-style gaming is the way that it makes me feel like I’m a slightly more capable version of myself, going on adventures in a dangerous but living world, and that my choices impact that world; my ideas can lead to clever escapes, daring adventures, and meaningful outcomes. Things are smaller-scale, but they’re not without thrills or real danger. Sarah in Labyrinth isn’t saving the world, she’s saving her brother. She isn’t traveling over vast continents, she finding her way through the maze. Harry Potter saves more than one life in his adventures in the third movie, but he does it within the confines of Hogwarts.

I’m not against grand, sweeping epics, or stories with world-saving stakes. But there’s something to be said for the smaller-scale drama, for the tension and excitement of navigating the space beneath the floor boards.

Many children’s adventure films understand this kind of drama and adventure. In some ways, they are closer to the OSR spirit than adult adventure films. And if nothing else, they’re a great place to gather ideas for OSR gaming.

Mio, My Son

(This is part of my foray into the Dolmenwood Inspirational Media. For more, go HERE.)

I hope many of you have taken the chance to read Mio, My Son. I’m writing not so much a “review” or even a formal analysis as I’m writing my impressions, my ideas as they relate to the novel. I’m interested in the ways Mio, My Son inspires Dolmenwood, but I’m also interested in the book as part of the larger fabric of fantasy literature. What threads does it weave and carry forward through the tapestry? What can we take with us into our own writing and gaming? I’ll be writing about the book for an audience familiar with it. I do not hesitate to mention important plot details (so be warned). If you haven’t read it yet, I encourage you to do so. It’s a short text, but utterly lovely and memorable. Like a fairy tale.

The threads of trauma and neglect, of emotional abuse and loneliness, weave their way throughout Astrid Lindgren’s Mio, My Son. I can’t help thinking about the final page, the italicized lines: “He is in Farawayland, I tell you.” The insistence that all is well with Mio—not Andy, the boy on the bench in the park, the boy with foster parents who care little for him, who certainly do not give him any love—no, he is Mio, the King’s son, who lives in Farawayland. That one line—“I tell you”—is a desperate line, an urgent line. The narrator—who is Andy—needs us to believe that Mio is in Farawayland. He needs to believe it himself.

Because our main character Andy is a boy without true parents, who is dominated and unloved by “Aunt” Hulda and “Uncle” Olaf, who has only one friend—Ben, a good friend—but who lives a sad, second-hand life. Farawayland must be real and Andy must be Mio, or else the sorrow is too much to bear.

This is why the Sorrowbird must sing even amidst the King’s beautiful Garden of Roses. This is why the Sorrowbird continues its song even after the happy ending and Mio’s victory over Sir Kato: “I don’t know what he could have been singing about, now that all the captured children had come home. But I thought Sorrowbird would probably always have something to sing about.”

Sorrowbird always has something to sing about because sorrow will always be part of life.

He is in Farawayland, I tell you.

But somehow, we doubt. It would be wonderful if he was, but sorrow cannot be banished so easily.

The book’s mixture of joy and sorrow, happiness and pain, reunion and loss, are what make it deeper than it first appears. At first, it feels too perfect, too wish-fulfillment (though goodness knows, Andy deserves to have his wishes granted). Andy/Mio gets whisked away from all his problems by a genie in a bottle and reunited with his father, the King of Farawayland. Farawayland is perfect. His father loves him unconditionally. He makes a true friend in Pompoo (who reminds him so very much of Ben). He has a magical white horse named Miramis (who reminds him of the real horse, Charlie). Everywhere he goes and everything he does is beautiful and life-giving. The bread is literally called the Bread That Satisfies Hunger. The water is literally the Water That Quenches Thirst. There is no want in Farawayland. Only abundance.

But there is Sorrowbird singing in the trees. And soon we learn that all is not quite well in Farawayland. Nonno’s brothers have been taken, Totty’s sister has been taken, the Weaver’s daughter has been taken. Sir Kato has taken them. Evil, horrible Sir Kato. He is the blight upon Mio’s newfound life, upon the King’s realm. Even in a magical paradise, evil waits upon the borders, in the Outer Lands. Even in Farawayland, there is sorrow.

There is a distinct “fairy tale” style to Lindgren’s prose. Sentences are short, simple, and direct. Even the emotional register is straightforward. Mio was sad and neglected in his old life, but he is happy and fulfilled in his new. Miramis is perfect, Pompoo is perfect, the King is perfect.

But always along the edges of things, in certain moments, we are reminded that this perfect life is not without strangeness, mystery, and, of course, sorrow. Mio doesn’t know why the Sorrowbird’s song hurts him at first—and the pain goes away once his father comes and reaffirms his love for Mio—but we know why. We know that Andy is an emotionally abused little boy without true family and only one friend. A boy who feels the taunts of bullies and the ugliness of life. Even though Mio has joy upon coming to Farawayland, even he can’t help but remember the pain of what came before. So Sorrowbird must sing.

There are also elements of the uncanny—an eerie, otherwordliness—that creep into the story despite the cheerily idyllic life Mio now leads. That uncanniness is what Dolmenwood, the game, does so well.

My first real sense of “Dolmenwood” came in the chapter about the Well That Whispers at Night. When Mio meets Totty and his siblings, they are sitting beside a “fairy-tale” cottage and a stone well. Totty is cheerful, and his family is just as kind as all the other friends Mio meets in his father’s kingdom. But the Well is not for water. This comment from Totty immediately makes the Well mysterious. The uncanny is now introduced to what had been, just a few lines earlier, an idyllic scene.

“‘It’s the Well That Whispers at Night,’” says Totty.

A Well that Whispers. No water rests at the bottom but something else instead. Not even a someone else. It’s not a man or fairy or creature that whispers from the depths of the Well; it is the Well itself that whispers. The whispers send up their own whisperings.

I found myself shuddering a little at this moment, and yet it wasn’t meant to be scary or sinister. Still, there was something strange… that uncanniness creeping along the edges.

And the Well does whisper. Mio and the others lie down beside it and listen, and just as evening comes (for it must be evening before the Well begins to speak), they hear the whispers.

Tales are told from these whispers. Fairy tales.

I’m reminded by my British Literature students, as we study literature like Sir Gawain and the Green Knight and read a few Grimm’s tales, that fairy tales—not the modern Disney kind—are often strange and unsettling, even as they have heroic heroes and happy endings. They are weird.

So it is when the Well begins to tell its fairy tales, they are not frightening or bad—they are the very best tales, the most beautiful Mio has ever heard—but still. The moment is uncanny. There is magic here, and it feels unsettling. Why the Well whispers is never explained. How it came to be is never told. We only know that it whispers, and that one of its tales might be about Mio himself…

“‘Once upon a time there was a king’s son riding in the moonlight. He rode through the Forest of Moonbeams…’”

As soon as Mio hears this story, he can’t stop thinking about it, and this story is what sends him off, away from his father and his idyllic life. It’s almost as if the Well had put a spell upon him, as if the story both foretold his fate AND compelled him to make it true. After this whispering at the Well, Mio longs to find the Forest of Moonbeams, and from there his quest will begin.

So many of these seemingly simply things—Wells, Forests, Birds, Moonlight, Swords, Caves—are imbued with the uncanny, with an vitality that makes them special. Capitalizing them as proper nouns helps, but so do the details Lindgren includes. The description of the Dead Forest is one such instance: “We went on through the night and at last we came to a forest where there wasn’t a breath of wind and no little green leaves rustled because there wasn’t a single leaf left to rustle. There were only dead, black trunks of trees with gnarled, dead, black branches.”

The repetition here is simple but effective: “rustled,” “rustle,” “leaves,” “leaf” “dead, black trunks,” “dead, black branches.” The image is clear. It’s the “dead forest”: trees upon trees, but all of them dead. It’s a thick, tangled forest that Mio and Pompoo get lost in, but it’s the opposite of the verdant, leafy woods we’re familiar with. It’s unnatural. There might be a dead tree here and there in a woods or in our neighborhoods, but an entire forest made of “dead, black” trees is nearly impossible. The wrongness of it invites that uncanny feeling again.

I’m reminded of Tolkien’s point about how fairy-stories contain both magical elements as well as natural ones: “Faerie contains many things besides elves and fays, and beside dwarfs, witches, trolls, giants, or dragons: it holds the seas, the sun, the moon, the sky; and the earth, and all things that are in it: tree and bird, water and stone, wine and bread, and ourselves, mortal men, when we are enchanted” (“On Fairy-Stories,” 9).

Lindgren takes those natural elements and elevates them to the magical, but not by making the trees talk or the stones glow with fairy magic. Instead, she strips them to their very essence. The Forest of Moonbeams is just that: a forest filled with moonbeams. The Deepest Cave in the Blackest Mountain is exactly what its name implies. But what does Deepest really mean? What is the Blackest of Black Mountain? When Mio goes into the caves, when he loses Pompoo in the darkness, when he travels through impossibly winding paths toward the heart of the mountain, we can feel this intensity, the primacy and power of darkness. These primal elements are made manifest, and that primacy is what gives the story power.

I think about my own gaming and how I might be able to bring this primal and yet uncanny feeling to the worlds in which I play. Calling something the Deepest Cave can do something, but I’m not sure it can do everything that Lindgren does in her book.

Still, I am curious to see how inviting the Well that Whispers or the sword that cuts through stone into my Dolmenwood game might also invite more of the uncanny into the game world. A creepy whispering well (and maybe that well tells my players a story in which they are the main characters, and that story compels them to make things come true…), or a stretch of forest that is Dead like the Dead Forest (I’m thinking of the Nag-Lord’s realm), or a magic item that is the Sword That Cuts Through Stone, or a bird that always sings sorrowfully and the players want to find out why… These are all possible hooks and world-building elements that can give the Dolmenwood game a distinctly fairy-tale flavor. It doesn’t take quirky or whimsical elements to do it either. It’s as simple as Moonbeams, Darkness, Water, and Bread.

Even as the last page of the book takes us back to Andy on that lonely park bench, we too hope desperately that he might be in Farawayland. In his imagination—in every reader’s imagination— he can be Mio who fights Sir Kato, Mio who rescues the children, Mio who plays and laughs with his father the King in the Garden of Roses. This is the great work of fairy tale: the building of otherworlds. In these worlds, there are wells that whisper and horses that fly, friends who gather and bread that satisfies, quests to undertake and parents who love us.

Next month in my Year of Dolmenwood

I’ll be reading “Goblin Market” by Christina Rossetti.

Please join me in reading this strange and bewitching poem for March 2026. I just finished teaching it in my British Literature class, so I’m primed and ready to look more closely at the connections between the poem and the Dolmenwood RPG.

As part of my students’ work with the poem, I challenged them (for a bit of fun) to pretend they were co-writing a new song with Kate Bush. She wanted to do an adaptation of “Goblin Market,” so their assignment was to condense and transform the poem into a “Kate Bush version.” For inspiration, we watched many of her best videos (including “Wuthering Heights” of course), and my students knocked it out of the park. You better believe there was quite the chorus of “Come buy, come buy!” as they performed their songs (no interpretive dances, alas).

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