Saturday, September 12, 2026

Nightingale: Please Remain Calm. The Realm Is Only Slightly Corrupted

 

Nightingale: It Is Not Craig’s Fault – Really!!

Normally, when anything goes wrong, CCF blames Craig.

This is not prejudice. It is not scapegoating. It is not even particularly unfair.

It is simply the natural conclusion reached after nearly thirty years of careful longitudinal study, during which Craig has repeatedly demonstrated a remarkable ability to be standing beside the lever, button, door, explosive device, suspicious hole or recently deceased important person at precisely the moment something unfortunate happens.

Science has standards.

But even Craig isn’t up to breaking an entire realm.

That is deity-level fubar.

Craig is more of a minor mischief-maker: drop the portcullis on your friend’s head, build a staircase to somewhere that doesn’t technically exist, pull the lever before anyone has finished reading the sign. That sort of thing.

His one genuinely historic act of mischief — failing to pick a gold dragon’s pocket — happened so long ago that normal people would have forgotten about it by now.

Unfortunately, Dave has the memory of a herd of elephants and holds grudges longer than magpies.

So the dragon remains on the permanent record.

Welcome to the Sylvan Cradle. Probably.

After clearing a few caves in the Abeyance Realm, the Realm Walkers decided it was time to broaden their horizons and headed for somewhere with the pleasantly Fae-sounding name Sylvan Cradle.

This sounded promising.

“Sylvan” suggested trees.

“Cradle” suggested comfort.

There was every possibility of a peaceful green woodland full of gentle breezes, chirping birds and perhaps some nice people selling artisanal jam.

Myles opened the portal.

There was some fumbling.

Eventually everyone stepped through.

Everything went black.

This, initially, was regarded as normal.

Portal travel in Nightingale is not exactly Jetstar, although it does involve standing around wondering whether anything is happening.

The darkness lingered.

No loading screen appeared.

There were sounds.

There were no pictures.

Craig immediately blamed the developers for producing low-budget portal effects without so much as the decency to provide a Stargate-style hyperspace tunnel.

Everyone else blamed Craig.

It was instinctive.

This time, however, an independent inquiry subsequently determined that Craig was innocent.

The game had crashed.

Nightingale was shut down, restarted, rejoined and generally encouraged to reconsider its life choices.

Eventually, the party emerged into the Sylvan Cradle.

They had been expecting a sunny green realm full of lush forest and vigorous growth.

Instead, an overcast sky hung above twisted, warped trees in a landscape that looked as if Mother Nature had woken up with a migraine and spent the morning making threats.

And for once they couldn’t even blame Craig.

He was still loading.

Mary Poppins Dave Ain’t

Someone had thoughtfully left a map at the portal, clearly marked with various points of interest.

This was suspiciously useful.

Nevertheless, Myles examined it and the group headed toward the druid camp.

The route involved a cliff.

Fortunately, Realm Walkers have umbrellas, which in Nightingale operate according to the well-established Victorian scientific principle that opening an umbrella while falling several hundred metres makes gravity reconsider its position.

Craig, Myles and Zaph floated gracefully down.

Dave jumped.

Then Dave remembered the umbrella.

There are moments when the human brain produces a wonderfully expressive silence.

This was one of them.

Mary Poppins he ain't.

Somewhere below, the ground prepared to receive him.

The druids were rather surprised when the party eventually arrived. Apparently it had been quite some time since anyone had come through the portal.

Certainly not four intrepid, inept Realm Walkers equipped with umbrellas, weapons and a statistically dangerous level of confidence.

Opportunity Awaits

The usual process followed.

The party wandered around town asking whether anyone needed help, had employment opportunities, possessed valuable information, or was prepared to join a travelling organisation with no meaningful occupational health and safety policy.

Dave and Myles picked up followers.

The group also acquired three quests involving the corruption and the Boundless.

There was some discussion about making better equipment.

Their current picks were no longer up to mining the tougher rocks in the new realm.

Unfortunately, improved picks would mainly benefit Dave.

The proposal therefore received the level of cross-party support normally associated with introducing a new tax.

Hard pass.

Instead, CCF headed off into the wild slimy yonder.

Myles dropped a waypoint on the map.

This constituted the plan.

There was also a magical flying race course mounted on one of the buildings, so Craig, Myles and Zaph decided this was clearly the sensible way to travel.

Dave declined.

He stated that his flying incompetence did not require further public demonstration and set out on foot.

Soon they arrived.

Well.

Three of them arrived.

No guesses who got lost despite Myles providing clear directions.

Craig.

Naturally.

Druids With Lasers

At the destination, some druids were attempting to open a Fae forcefield among a set of ancient ruins.

Their method involved firing up some sort of magical laser apparatus.

Unfortunately, every time they activated it, the Boundless attacked.

This was strongly reminiscent of the radar equipment back in Icarus, which apparently operated according to a similar universal rule:

Switch device on. Summon everything hostile within several kilometres.

CCF offered to help.

And, somewhat disturbingly, helped.

Three waves of Boundless arrived.

Three waves of Boundless were dispatched.

Rewards were collected.

Nobody destroyed the laser.

Nobody accidentally killed a druid.

Nobody even built an unnecessary ramp over the ruins.

It was unsettling.

Zaph then persuaded one of the druids to follow him, because what this expedition clearly needed was another innocent bystander.

There Is a Bear in There

Myles had been complaining that Nightingale was getting a little too easy.

The game heard him.

This is why Myles should sometimes keep these observations internal.

The wolves from the starting realm had now been supplemented by bears, vicious lizards and weird pigs.

Nature had apparently examined the Realm Walkers and decided ordinary wolves were insufficient.

Challenge accepted.

We Came, We Saw, We Kicked Its Corrupted Ass

The group cleared several Boundless camps.

The new enemies were becoming distinctly less polite.

The Edward Scissorhands impersonators were a bit of a shock.

Other Boundless had apparently discovered grenades.

And then there was the corruption itself, which coated Dave in a sickly red glow and slowed his movement.

This may have been a magical status effect.

Or Dave may simply have been over-ece-numbered.

Over-encumbered.

One of those.

Despite this, the camps fell and the group started collecting a respectable quantity of Tier 2 Essence.

Better equipment was now within reach.

Possibly even equipment capable of compensating for the people using it.

The group then explored an ancient ruin.

They descended into its depths, where corrupted vines crawled over the walls and the décor could best be described as Victorian Botanical Garden After Several Poor Decisions.

Eventually they found the source of the corruption.

Excellent.

They had absolutely no idea what to do with it.

Less excellent.

Nearby they also discovered the realm transmuter, a device that allows minor cards to be played to alter aspects of the realm.

Myles was immediately keen to try it.

Unfortunately, the transmuter was itself corrupted and unusable.

Nightingale had now successfully presented the party with two important magical mechanisms in rapid succession, neither of which they could actually operate.

Progress.

The Game Kicks It Up a Notch

Apparently someone remained concerned that CCF was not having enough fun.

At the next corrupted camp, Nightingale added a weird corrupted treant-like creature.

Because the logical escalation from grenade-throwing Edward Scissorhands monsters is an angry diseased tree.

The party dealt with that and then cleared a small village.

Nightingale had also started adding environmental challenges to buildings, requiring the Realm Walkers to work out how to enter them rather than simply walking through the front door like customers at Bunnings.

It also continued hiding things in random places.

This encouraged exploration.

In theory.

In practice, it encouraged Zaph to hack through walls and complain that every wall he demolished had nothing behind it, while every wall Dave chose somehow concealed a chest.

This suggested either a hidden loot mechanic or the universe itself was trolling Zaph.

Both explanations seemed equally plausible.

Not everything appeared on the map.

While heading toward the next location Myles had carefully tagged, Dave spotted an interesting structure containing a column and wandered off to investigate.

Obviously.

Which meant everyone else had to follow.

Not because they wanted to see the column.

Because somebody would shortly need to rescue Dave.

Dave jumped through an opening onto the ground floor.

Myles discovered a puzzle room requiring six glyph symbols to solve.

Zaph and Craig took one look at this measured, methodical puzzle-solving opportunity and immediately went to the roof so they could fight their way downward instead.

This is the CCF doctrine of combined arms.

Myles looks for clues.

Dave looks for loot.

Zaph looks for firing positions.

Craig looks for gravity.

After clearing the building, the party found a corrupted creature they couldn’t help.

They also discovered notes left by an earlier explorer who had been investigating the corruption.

At last.

A clue.

A proper clue.

Written down and everything.

They then helped a druid build his camp.

After that they helped some other druids defend another ruin.

There was an uncomfortable pause while everyone considered what was happening.

Clearly Puck had kidnapped CCF and replaced them with helpful people.

It was the only rational explanation.

We Moved Base

Craig then asked whether he could put an estate cairn in the druid village and use it to move quickly between realms.

Dave explained that this was not how estate cairns worked.

You could have multiple cairns.

However, only one could be marked as your respite point for fast travel.

Craig listened to this explanation with the sort of attention usually associated with a Labrador being taught tax law.

Still, one undeniable fact had emerged.

The druid village was in considerably better condition than the ruined heap CCF currently called home.

So, in the finest tradition of colonial-era Realm Walkers arriving somewhere pleasant and finding people already living there, the village was appropriated for CCF use.

Storage was moved into the temple.

Workbenches were installed in the houses.

Presumably the druids watched all this with growing concern.

The party then made a quick trip back to the former camp to retrieve the more exotic resources they had accumulated.

Soon, the old ruin was largely abandoned.

The new base had walls, shelter and neighbours.

There was no vote.

It’s Only Rain

The Realm Walkers headed back out beneath heavy cloud.

Rain began to fall.

Smart travellers raised their umbrellas.

Craig did not.

Craig had lost his.

This was concerning for two reasons.

Firstly, umbrellas are useful in the rain.

Secondly, in Nightingale an umbrella is also approximately half of your aviation system.

Nobody yet knew where Craig’s umbrella had gone.

Possibly Craig didn’t know either.

The inquiry remains open.

Spelunking We Go

The final destination for the night was a cave.

This was generally welcomed because Nightingale caves had turned out to be considerably more interesting than Icarus caves.

In Icarus, a cave was often a geological cupboard containing worms.

In Nightingale, caves increasingly resemble somebody asked the Fae to design an escape room while suffering from food poisoning.

This cave took some exploring to find, but eventually the group located the entrance.

Inside, they discovered more notes from the previous explorer.

These contained the extremely useful information that a potion could be created to remove corruption.

Excellent.

Finally, a solution.

The group pushed deeper into the cave.

Corrupted plant tentacles lined the passages and smacked anyone who got too close.

Dave, meanwhile, decided that glowing red and moving slowly was apparently his new signature look.

Eventually, because even CCF occasionally follows an obvious trail to its logical conclusion, they found the source of the cave’s corruption.

There it was.

The thing they had come to cure.

If only they had the potion required to cure it.

Fortunately, this group does not give up easily.

It does, however, frequently discover that accomplishing one simple objective requires establishing an entire industrial economy.

They checked the recipe.

To make the potion they needed an alchemy bench.

To make an alchemy bench they needed lumber and crafted stone.

That meant they needed a woodworking bench.

And a workbench.

So the party established both.

Now they could make the alchemy bench.

Excellent.

Except making the actual potion required glass and some herbs.

They had the herbs.

Of course they had the herbs.

Dave had them.

Dave has all the herbs.

If Nightingale contains a plant with even the remotest possibility of being useful in a recipe three months from now, Dave has already harvested it and put it into a chest labelled something magnificently unhelpful like Stuff 4.

What they did not have was glass.

Because Dave had been slacking off.

Puck Poses a Moral Dilemma

At this point Puck decided everyone needed to think about ethics.

This was poor timing.

Puck essentially posed the following philosophical question:

When you are deep inside a cave and encounter a unique creature created by the Fae using magic on an ordinary animal — perhaps a wolf — what is the morally correct response?

Should such a unique being be respected as a rare manifestation of Fae magic?

Should it be left alone?

Should—

“Would you just shut up already, Puck? We are trying to kill this uniquely named creature, yelled Myles.”

There followed the sounds of combat.

Then silence.

“Done – said Dave – now what was the question?”

Puck's ethical seminar had not gone well.

A crown symbol had appeared on the map and moved as the creature moved.

This was extremely helpful.

The game now clearly marked unique creatures so the Realm Walkers could efficiently track them down and kill them.

Somewhere, the fates wept.

But legendary steak is better than normal steak.

This is also philosophy.

Crafting

The group returned to base.

Myles built a smelter.

Dave finally mined the crystals needed to make glass.

This allowed Zaph to manufacture the corruption-cleansing potions.

By the time all the infrastructure and resources were in place, they had enough materials to make approximately seventy potions.

They made five.

Nobody likes excess preparation.

Myles also constructed a refined smelter so Dave could make himself a better sword.

It had been a productive night.

Corruption had been investigated.

Druids had been helped.

A village had been acquired.

A unique magical creature had been ethically converted into ingredients.

Industrial glass production had begun.

Naturally, this called for music.

Tonight’s Campfire Song — Sung by Craig

At some point Craig supplied the evening’s campfire entertainment.

For legal, artistic and basic public-safety reasons, the surviving CCF transcription has been reconstructed into the following approved edition:

The woodland watched Craig hatch a plan,
And every branch objected.
Myles had maps,
Zaph had his bow,
Dave had steel,
Craig brought raccoons,
Which nobody had requested.

Every mountain called him upward,
Every wall became a game,
Every tree looked vaguely chop-able,
And now the wilds all know Craig’s name.

There was probably applause.

Or something caught fire.

These things can sound remarkably similar from a distance.

Did We Learn or Achieve Anything This Week?

We learnt several important lessons.

Do not leave your umbrella behind, Craig.

Rain is only the beginning of the problem. There are cliffs in this game.

If a portcullis falls on your head — Craig made it happen.

This remains one of the most dependable diagnostic tools available to the group.

If you are going to solve puzzles, distract Craig.

A puzzle with Craig nearby is merely a mechanism awaiting premature activation.

If a tree has survived a thousand years in a tower, Craig will chop it down.

Age, historical significance, architectural integration and basic common sense are not recognised protections under the Craig Forestry Act.

Disclaimer

For the sake of fairness, accuracy and avoiding correspondence from Craig’s solicitor:

IF something goes wrong — 99.95% of the time it's Craig. However, the corrupted realm — out of his league.

There.

It has been formally acknowledged.

Craig did not corrupt the Sylvan Cradle.

Probably.

Achievements

There were, against all expectations, actual achievements.

First Fledgling Steps
Complete the Abeyance main quests.

Apparently CCF has now officially taken its first fledgling steps, despite having already killed enough wildlife to materially alter several ecosystems.

Dave achieved — What Dilemma
Killed a unique creature.

Puck will be delighted.

Myles achieved — Refined
Put on airs.

You thought it was going to be build a smelter, didn’t you?

Craig achieved — Not My Fault
Caught holding the lever.

One appreciates an achievement system with a sense of irony.

Zaph achieved — Why Isn’t This Working
Forgot to set his respite point.

Which, after all the earlier discussion about respite points, cairns and fast travel, seems almost professionally negligent.

And so another evening in Nightingale drew to a close.

The Realm Walkers now had a better base, better equipment, glass production, corruption potions, followers, several dead unique creatures and at least one unanswered question concerning the whereabouts of Craig’s umbrella.

More importantly, they finally had the means to tackle the corruption itself.

Tune in next week to see if we can distract Craig long enough to cure the corruption.









Saturday, September 05, 2026

Nightingale: So What Is a Realm Walker Then?

 


Sons of the Forest — you have been redacted.

Removed from the minutes. Expunged from the official records. The photographs have been burned, the witnesses relocated, and anyone asking awkward questions will be told that the CCF spent several perfectly normal Friday evenings discussing lawn maintenance.

We can’t recall another game we have quit so quickly.

Even GTFO, which is pretty brutal.

There was therefore no tearful farewell to the island, no ceremonial burning of Craig’s latest structurally questionable dwelling, no final salute to the cannibals. Somewhere, presumably, a mutant is standing outside our abandoned base wondering why nobody has come out to play.

Instead, tonight we started Nightingale — a Gaslamp fantasy set in the Victorian era, roughly 1820 to 1914, a historical period apparently best remembered for steam, waistcoats, colonial confidence, magnificent facial hair and inventing an astonishing number of words for being drunk.

A cataclysmic event known as the Pale has thrown Earth into chaos, forcing humanity to flee through a network of portals into the mysterious realms of the Fae Wilds.

Our mission is to become Realm Walkers: survive hostile lands, master the portals and search for humanity’s last refuge, the enclave of Nightingale.

It all sounded wonderfully mysterious.

Craig promptly asked:

“Gaslamp – does that mean Dave is gaslighting us, and I just paid $10 for a game that doesn’t really exist?”

This was, it has to be said, an entirely reasonable concern.

“Did you even read the 10 things I wish I knew before playing article I linked?” Replied Dave, “I even sent a link for a Video.”

Dave had prepared.

Of course Dave had prepared.

Before the rest of us had even escaped through the first portal, Dave was already overloaded with enough materials to provision a moderately ambitious expedition to the North-West Passage.

“But hey the bowler hat makes me look like a right gent doesn’t it lads?”

“More like a right Toffer” – replied Myles.

And with that, adventure awaited.

A Gentleman Never Waits Five Minutes Longer Than Necessary

We started at the regular time, 7:30 pm.

Well.

Myles and Dave started at 7:30 pm.

This distinction matters.

By the time Zaph and Craig joined 15 minutes later, Dave had already backslanged it down the road to adventure with his chuckaboo Myles.

There had technically been a waiting period.

“Its not my fault!” Dave exclaimed, “I waited an entire 5 minutes … that’s a new personal best.”

And, in fairness, it probably was.

The others should count themselves fortunate. Dave is normally capable of hearing the phrase we’ll wait until everyone arrives as immediately sprint towards the largest unexplored landmark visible on the horizon.

There had also been a character creator memo.

Everyone read the character creator memo.

Except Craig.

This surprised absolutely nobody, including Craig.

The first thing you would notice when we were finally assembled was that everyone was wearing essentially the same outfit: coat, gas-pipes and bowler hat.

A small troupe of Victorian gentlemen prepared to stride forth into the unknown, possibly to discover a lost civilisation, perhaps to inspect its railway timetables and complain about the tea.

Except Craig, who had a fly rink.

Of course he did.

Craig doesn’t read the instruction manual.

Craig doesn’t read the quest instructions.

Craig doesn’t read any memo Dave sends.

Sending Craig preparatory material is largely a ceremonial activity, like placing a bottle of champagne against the bow of a ship. Nobody expects the bottle to read it either.

The Abeyance Realm — And Your Personal Muse

Our first proper destination was the Abeyance Realm.

And there we met Puck.

Puck it!

This is now our new curse.

It is primarily deployed whenever the quest log tells us that we must talk to Puck again.

Puck is an annoying Fae mischief character who floats around dispensing riddles, instructions and insults concerning our intelligence, skills and overall fitness to become Realm Walkers.

Basically, Clippy for interdimensional survival.

It looks like you're trying to survive the Fae Wilds. Would you like me to explain, at considerable length, why you're unworthy?

It's like he knows us.

Fortunately, we didn’t get the morbs, so its all good.

As for teamwork, that would still make a stuffed bird laugh.

Nightingale — The Tutorial

Here we are in the Abeyance Realm, an easy realm which works as the tutorial for Nightingale.

Four hours later, we are still here.

But the camp is coming along great.

This is roughly equivalent to spending the first semester of university standing in the orientation hall because someone discovered the tea-making facilities.

To be fair, we learnt quite a lot.

We learnt how to cook.

We learnt how to sew gloves.

We learnt how to make umbrellas capable of supporting our entire body weight, allowing us to leap casually off cliffs and drift serenely towards the earth like heavily armed Victorian Mary Poppins impersonators.

We solved the musical puzzle ruin.

We solved the symbol ruin.

We smashed fractured walls to find hidden chests.

We killed floating wisps for essence.

We built backpacks that allow us to carry more weight, an innovation Dave immediately regarded as less useful equipment and more a formal invitation to collect absolutely everything.

We enslaved allies to chop trees and mine for us.

And we learnt how to use climbing picks.

Well.

Some of us learnt how to use climbing picks.

There were questions.

There was experimental swinging.

There was staring at cliff faces while pressing buttons hopefully.

There was at least one moment in which someone dangled from a wall with all the dignity of a possum caught halfway through stealing fruit.

We also picked flowers, mushrooms and berries, because apparently Realm Walking involves considerably more artisanal foraging than the brochure suggested.

Then we cooked bow wow mutton for food.

Nobody asked too many questions about the provenance of the bow wow mutton.

Sometimes civilisation depends upon knowing when not to read the label.

What Shenanigans Did We Get Up To?

Let’s just say it was rather enthuzimuzzy, with a fifteen puzzle thrown in, and nothing skilamalink.

There were a few collie shangies.

There were disagreements regarding puzzles.

There were disagreements regarding which button operated particular pieces of equipment.

And “damfino” was Daves response when asked how the climbing picks worked.

This from the man who had sent an article entitled 10 things I wish I knew before playing.

Apparently number eleven was climbing picks.

And, strangely for a new game, Myles did not come down with foot-and-mouth disease.

This represents substantial progress.

Usually a new survival game gives Myles approximately seven minutes before he eats an unidentified mushroom, drinks from a suspicious puddle, catches three parasites and requires emergency medical attention despite ostensibly being the group member responsible for knowing better.

This time, nothing.

Civilisation may yet prevail.

Our First Base

Our home in the realms is bang up the elephant.

It is magnificent.

In the sense that abandoned Victorian masonry covered in crafting benches can be magnificent.

We haven’t built a single wall.

We haven’t built a floor.

We haven’t built a roof.

Instead, we simply took over an abandoned ruin, installed our estate cairns and immediately began dismantling everything the previous owners had inexplicably left unattended.

Anything destructible became raw materials.

Anything not destructible became something we walked around while looking annoyed.

Soon the ruin contained every crafting bench we could unlock, several boxes for storage and enough bedrolls for the company.

In other words, we had achieved home ownership the traditional way: occupy an abandoned property, smash the fixtures for timber and declare sovereign title.

At one point we did try to sleep.

But Craig pulled a major macfluffer.

Further details are unnecessary.

The important point is that the beds existed.

Sleep did not.

Somewhere in that sentence lies the distilled essence of thirty years of Friday nights.

How Did We Go in Combat?

We were totally bricky.

We batty-fanged the Boundless.

They won’t be annoying us anytime soon.

There was firing.

There was stabbing.

There were enemies attempting to engage us in the traditional heroic struggle between good and evil, only to discover Zaph had already worked out optimal firing angles and Dave was approaching them carrying enough gathered materials to alter the local gravitational field.

Or as Myles put it:

“The combat is easy.”

From somewhere nearby came the metaphysical equivalent of an exhausted sigh.

“Oh my foolish realm walkers,” muttered Puck, “this is the tutorial, and it's meant to be easy”

Puck had a point.

Nobody acknowledged this.

Was There a Boss Fight?

You know there was.

After all, one does not spend four hours learning to make gloves without eventually being expected to murder something enormous.

Lewis Carrol summed it up perfectly when he wrote:

’Twas brillig, and the slithy tove, did gyre and gimble in the wabe, all mimsy were the borogoves, and the mome raths outgrabe. “Beware the Jabberwock, my son! The jaws that bite, the claws that catch!

Which is approximately as clear as most boss-fight instructions Craig has ever read.

After solving many puzzles, fighting off the Boundless and climbing stairs, we finally faced the Jabberwock.

The Jabberwock was a squirmy reptile that teleported around the arena, presumably because simply standing still while four elderly gamers shot at it would have lacked dramatic tension.

It jumped.

It twisted.

It disappeared.

It reappeared elsewhere.

Zaph began shooting.

This dramatically reduced the amount of time the creature had available for interpretive movement.

With Zaph firing, we pinned the creature down, carved our names into its skin and then, because apparently Nightingale has been written by the Brothers Grimm after a particularly difficult camping trip, skinned it for dinner.

Yum.

Jabberwock steaks.

A rare realms delicacy.

Next on our to-do list:

Jubjub bird.

And the frumious Bandersnatch.

At this rate Dave will have recipes for both by next Friday.

How Did the Night Finish Up?

Puck it.

Back to the crossroads to talk to Puck.

Again.

This time Puck explained how to open a portal into another realm, an ability which theoretically means next week we might finally leave the tutorial.

Theoretically.

Then it was back to camp to unload our ill-gotten gains into the growing collection of storage boxes.

Dave presumably required several.

To sum it up:

It was nanty narking.

Tonight’s Campfire Song

Sung by Craig a la Whooperups.

Craig gathered himself beside the campfire, gazed mournfully into the middle distance and delivered an original lament dedicated to Dave and the promises upon which ten Australian dollars had been spent.

The Ballad of Dave’s Completely Reliable Game Recommendation

Dave brought us all to Nightingale,
To chase the dream he’d sold,
Of towers stacked impossibly high
And jumping brave and bold.

He promised puzzles by the score,
And feats above the trees,
Whole Fae realms spread beneath our boots
Whenever we should please.

“A splendid game,” Dave told the lads,
“A wonder to behold.”
Craig checked his wallet afterwards:
Ten dollars lighter. Sold.

Then someone started fighting things,
And someone found a flame,
And sensible routes up the hill
Were clearly far too tame.

We climbed, we fell, we built a bed,
We gathered, cooked and mined,
Then someone introduced that bed
To fire of the open kind.

So raise a glass to Dave tonight,
Whose promises inspire:
There may be puzzles. There may be heights.
But mostly things catch fire.

Did We Learn or Achieve Anything This Week?

We learnt several valuable lessons.

These may one day be essential to the survival of humanity.

Don’t run through the cooking fire, that will set you on fire.

This sounds obvious.

It was apparently not obvious.

Don’t umbrella glide into the cooking fire, that will set you on fire

Again, the scientific method required independent verification.

This means we have now established that fire operates consistently whether approached horizontally or from above.

Puck would surely be proud.

Or leave.

Probably leave.

If you are going to solve puzzles, don’t get them wrong, as that summons the bound, who are bound to attack your friends whilst they are trying to solve the puzzles.

This produced an interesting new tactical paradigm.

Normally, failing a puzzle simply means trying again.

In Nightingale, failing a puzzle can mean that three other people suddenly have monsters attempting to remove their spleens while they are concentrating on coloured symbols.

Consequently, “have you got the sequence right?” has acquired substantially more urgency.

And finally:

Rain napper’s are the quintessential tool

Quite right.

The ordinary umbrella has spent centuries suffering the indignity of being regarded merely as protection from weather.

Nightingale finally recognises its true purpose:

Personal aviation.

Disclaimer

Any suggestion that Dave tried to fit as many Victorian slang terms into this blog as possible is a serious case of the evening wheezes.

The CCF rejects this scandalous accusation absolutely.

The fact that half the post now reads like Charles Dickens suffered a minor head injury in a pub is entirely coincidental.

Achievements Unlocked

Despite four hours spent heroically refusing to leave the tutorial realm, we all learnt:

First fledgling steps
(complete the abeyance main quests)

Dave achieved:

Podsnappery
(put on superior airs)

Myles achieved:

Not orf chump
(perpetually hungry)

Craig achieved:

umble-cum-stumble
(thoroughly understood the mechanics)

This is perhaps the most fantastical element Nightingale has introduced so far.

And Zaph achieved:

Not shooting into the brown
(Didn’t miss)

Which, unlike Craig’s achievement, is entirely believable.

Thus ended our first evening as Realm Walkers.

Humanity remains lost.

The portals remain largely unexplored.

The mysteries of the Fae Wilds stretch endlessly before us.

But we have gloves.

We have several boxes.

We have a ruined house full of benches.

We have umbrellas.

And thanks to rigorous experimental work conducted by Craig and associates, we now possess conclusive evidence that cooking fires are hot from every direction.

Puck it.

Next realm.




Appendix

Editorial note: No guarantee is offered that using any of these expressions in modern conversation will make you sound Victorian. It may simply make people move away from you on public transport.

SlangEnglish translation
TofferA suspiciously well-dressed gentleman. Or Dave in a bowler hat, according to Dave.
Backslanged itWandered off somewhere he probably wasn’t supposed to go. Dave’s default movement mode.
ChuckabooA close friend or companion. Someone foolish enough to follow Dave when everyone else hasn’t logged in yet.
Fly rinkAn exceptionally fine or stylish gentleman. Craig’s reward for ignoring the character-creation memo.
The morbsA fit of melancholy or low spirits. Victorian depression, but with better vocabulary.
Bow wow muttonDog meat. A phrase which does absolutely nothing to improve the dining experience.
EnthuzimuzzyExcessively enthusiastic. The state normally preceding an avoidable accident.
SkilamalinkSecretive, suspicious or underhanded behaviour. In CCF terms: probably Craig touching something before anyone has read the instructions.
Collie shangieA noisy quarrel or argument. Four people confidently explaining four different solutions to the same puzzle.
Damfino“Damned if I know.” Dave’s technical documentation for the climbing picks.
Bang up the elephantAbsolutely first-rate; excellent. Our roofless, wall-less, floorless stolen ruin was apparently premium accommodation.
MacflufferA serious blunder or embarrassing mistake. Usually followed by three people asking Craig what he just did.
BrickyBrave, tough or courageous. How we felt immediately before Puck reminded us this was the tutorial.
Batty-fangedThrashed, beaten or battered thoroughly. What happened to the Boundless once Zaph started taking things seriously.
Nanty narkingGreat fun; a splendid time. Four hours in the tutorial and somehow nobody demanded a refund.
WhooperupsInferior or noisy singers. Therefore the traditional CCF campfire choir.
Rain napperAn umbrella. Victorian technology later perfected as an emergency personal aviation system.
Evening wheezesFoolish evening amusement or nonsense. Any allegation that Dave deliberately filled the blog with Victorian slang.
PodsnapperyPutting on airs; pompous self-satisfaction. Dave wearing a bowler hat for approximately thirty seconds.
Not orf chumpNot off one’s food; still very interested in eating. Myles, perpetually.
Umble-cum-stumbleThoroughly understanding something. Awarded to Craig, making this the least historically credible phrase in the appendix.
Shooting into the brownFiring into a mass of targets without aiming particularly carefully. Zaph’s achievement was specifically not doing this, because apparently professionals have standards.