I. THE HOUSE THAT HUNTS
The Gilded Spur was not merely a bounty house—it was a reliquary of violence.
It stood in Old Struttsburg, where the gutter stones never dried and the air always tasted faintly of iron. To the east rose the taller spires of noble manors and Academy towers, and to the west sprawled butcher alleys, piss-soaked courtyards, and the Black-Market Vaults. Somewhere in the middle, like a rotting tooth between gold and decay, stood the Spur.
Built atop the bones of a burned-out penitence chapel, the Spur’s foundation stones were said to still weep during the witch’s moon. The front doors were thirty-foot slabs of green-stained oak bolted in iron and engraved with curses in half a dozen forgotten tongues. Stray dogs never lingered outside. Even ravens avoided the eaves.
Above the entryway hung the house sigil: a horseshoe hammered through the forehead of a skull, nailed into black iron and stained with old, flaking rust. Beneath it: the motto carved in faded lacquered red, known to every killer, sellblade, and sanctioned tracker in the Empire.
“COIN BEFORE CONSCIENCE. DEAD BEFORE DISHONOR.”
Inside, the hall opened like a wound.
Massive beams—driftwood from the Bone Coast, blackened from fire and soot—formed the ceiling, supported by eight carved pillars, each shaped into monstrous forms: dragons devouring knights, chained demons shrieking in silent agony, beasts with too many eyes. Candles flickered inside old helmets, some still bearing the scorched sigils of traitors long dead. Crows had nested in the rafters once. They didn’t anymore.
The scent of the Spur was unique in the way of battlefield rot—stewed leather, rusted chainmail, bear fat, pipe weed, and dry blood caked into the corners of the floorboards. That floor had seen more spilled lifeblood than some battlefields. Men had died between the third and fourth tables over a wager. Two women had strangled a priest hunter with the chains from a captured beast. Both were promoted.
But this was not a place for the soft-hearted. It was not even a place for the brave.
It was a haven for the damned.
II. THE RETURN OF WARPLAYER
The doors opened with a groan that sounded like a dying ox.
Rain and wind came first, like ghosts invited to witness something old. Then came him.
Warplayer.
He entered without fanfare, though that was not to say the hall did not notice.
The hall always noticed.
Every knife-thrower, gutterblade, sellsister, and guild-registered hunter paused—if not openly, then subtly. A glance over a shoulder. A tilt of the tankard. A finger no longer drumming the edge of a dagger.
His silhouette was unmistakable. Tall but not towering. Broad but not brutish. Cloaked in a half-drenched black duster lined in silver thread, boots muddy with peat, and one glove undone to reveal the scarred hand beneath. A sword hilt—leather-wrapped and grip-worn—rose over his right shoulder, oilcloth-covered and unremarkable to those who didn’t know better.
He carried a sack.
It leaked.
His face was marked not by ugliness, but by time, war, and disappointment. A beard kissed with gray. A long scar that curved from cheekbone to jaw. Eyes like storm iron—dull, watchful, unreadable.
He didn’t speak as he passed the tables. He didn’t need to.
III. THE LEDGER AND THE LIVING
At the center of the Spur sat the high table, flanked by stone braziers shaped like hollowed wolf heads. From here, contracts were sealed and payments made. Behind it, seated in a throne carved from the prow of a shattered warship, sat Jarnum the Red-Eyed.
“Bring it forth,” the old guild master rasped, his voice a mix of gravel and old brass. His lower jaw was mechanical, assembled after losing it to a rust troll during the Sarthan Campaign. He could not drink as well but still chewed tobacco regularly.
Warplayer dropped the sack.
The thump echoed like a drumbeat. Blood seeped from the leather, forming an uneasy halo.
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Jarnum leaned forward. “Callos Ten-Souls?”
“Aye,” said Warplayer.
“You sure he didn’t charm you?”
“He tried. His last spell was a plea.”
Jarnum’s mechanical jaw clacked twice before he grunted. “Good.”
He motioned to the half-blind scribe beside him, who pulled out a contract log so old it had its own spine. Coins clinked behind the dais as a lockbox was opened, and soon Warplayer was handed a thick satchel of imperial gold crowns.
“Eight hundred crowns,” Jarnum said. “Hazard bonus for sorcery confirmed. Ledger sealed. Drink?”
“Rainwater. Lemon peel.”
“Still drinking like a Dry Monk,” Jarnum muttered. “One day we’ll find your liver and teach it shame.”
IV. The Peacock arrives
Clap.
Clap.
Clap.
A slow, deliberate applause that cut through the murmur like a blade across skin.
All heads turned to the spiral stair that coiled down from the upper chambers.
There he stood—Henry Boudamont, known as Peacock, the self-anointed jewel of the guild, and perhaps the most arrogantly lethal blade this side of Struttsburg.
He descended like a swan at court, violet coat fluttering with each step, silver-threaded gloves clapping against each other like the wings of a dying dove.
“Well,” he said. “It lives. I was beginning to believe the legends were just… tavern spit.”
Warplayer didn’t turn.
“You still dressing like a whore’s pillowcase?” he asked without inflection.
The hall laughed. Some barked. A few hissed. The goblin twins cheered.
Peacock smirked, undeterred. “You smell like the past. Are you here to relive your glory? Or do you need coin to bribe another priest into forgiving you?”
Warplayer turned then—slowly, deliberately.
“I need nothing,” he said. “But maybe you do. A reason to live. A reason not to scream when someone real comes for your throat."
V. STEEL WITHOUT DRAWING
Peacock’s smirk tightened—still elegant, still composed—but now with a glint behind the eyes. The kind of glint one sees just before a duelist lunges or a prince poisons his brother.
He stepped lightly onto the floor, his boots clicking across the stained boards like court shoes on marble. Every motion was performed, measured, and practiced—not unlike his kills.
“You have such a gift for charm, old man,” Peacock said. “But the thing about ghosts like you is that you keep haunting halls that have no memory of your name.”
He circled lazily toward Warplayer’s left, violet coat sweeping with every pivot. A gold chain glittered at his collar, bouncing over a scarab brooch engraved with the Boudamont family crest—a lion with three eyes.
“I remember when I was still wet behind the ears,” Peacock mused, loud enough for the guild to hear. “The tale of the great Warplayer. The knight-turned-killer, the silent shadow, the slayer of the Ash Prophet, the Butcher of Veld. And now here you are. Smelling of road dung. Still pretending your silence is mystique and not rot.”
Warplayer said nothing.
He simply turned with him.
The coin pouch had vanished, tucked away beneath his cloak. His cloak, now still. His left boot was half a step back. Elbow bent. Hand low.
Not drawing.
But close.
All around them, the bounty hall changed. Slowly. Without words.
Tankards lowered. Dice stopped rolling. Knives were subtly palmed. Whispers died in throats.
Some leaned in to watch.
Others leaned back to avoid blood spray.
Near the side hearth, Morn Hookhand chuckled deep in his belly and leaned on his iron hook. “Two cocks on a roof. One’s gonna fall.”
Beside him, Sister Kaile, the one-eyed monster tracker from Hallowmere, lit a smoke weed stick and grinned behind the ash. “Only if the rooster’s got steel in his spine. One of them looks like he waxes his legs.”
Peacock ignored them.
Or pretended to.
He took two more steps, placing himself within a sword’s reach of Warplayer.
The blade at Peacock’s side—Virelan, an heirloom rapier forged in gold-hardened glass steel—glinted beneath the torchlight. The hilt was thin enough to fit between ribs. It had kissed the hearts of at least a dozen men.
And Peacock’s hand was now on it.
Softly. Casually. As if considering.
“Do it,” Warplayer said flatly.
Peacock blinked. “Do what?”
“Whatever your father’s pride and your mother’s perfume are whispering you’re man enough to try.”
A pause.
Then Peacock’s smile bloomed again, wide and full of that dangerous charm that always made him more hated than feared.
“I see what this is,” he said. “You need the room. You need them”—he waved his free hand to the crowd—“to remember what you were. You want a corpse to prove you’re not one.”
“I don’t need a corpse,” Warplayer said, eyes locked on his. “But I’ll make one if it walks at me wearing silk and lies.”
“You really believe you’re still feared?” Peacock laughed. “You’re a knife from another war, dulled by time and shame. You hide behind old rules. But men like me? We built new ones.”
Warplayer’s left shoulder twitched. “You built nothing. You were born with a seal on your name and servants wiping your arse. Your family bought you your rank, and your blade was kissed by a highborn whore, not blood.”
Peacock’s hand twitched on the hilt. Just slightly. Enough for old killers to notice.
Then Warplayer stepped forward.
Just one step.
The hall tightened like a throat in frost.
“I don’t sleep because of what I’ve done,” Warplayer said, voice low but loud enough. “And you don’t sleep because of what you haven’t.”
A beat.
“You think because you’ve dueled a few sellswords in polished saloons and slit a few throats under moonlight that you understand what it means to earn a bounty? No. You hunt men for pleasure. I hunted mine because I had to. And that makes me dangerous. Because I’m not playing.”
Silence.
And then:
“That’s enough,” said a voice like rusted hinges.
Jarnum stood behind the high table, brass jaw clicking.
He didn’t shout. He didn’t move fast.
He didn’t have to.
The iron flanged mace at his side was now resting across the table, heavy enough to crush skulls like eggs. Its haft was blood-dark wood wrapped in chains. Its head had notched more bones than half the bounty house combined.
The room exhaled. Dice resumed rolling. Drinks were refilled. But eyes still watched.
Peacock smiled again, though this time it was thinner. Not as sure.
“I have no interest in breaking the law, Master Jarnum,” he said smoothly, releasing the hilt of his sword. “Not within your walls, at least.”
He turned, coat swirling, boots sharp against stone.
But before he climbed the stairs, he stopped once more beside Warplayer.
Leaning close. Only Warplayer could hear.
“You’ll die alone,” Peacock whispered. “In some alley with rats chewing your eyes, and no one will remember your name.”
Warplayer didn’t move.
But his words followed Peacock up the stairs like iron nails in velvet.
“I’ve already died. That’s what makes me better.”

