THE MONSTER NEXT DOOR

Eljara and Sean witness villagers negotiating with a horned creature

Andaluria: Blood & Desire · Monster, Myth & Humanity · October · Week 2 — The Things That Live Beside Us

THE MONSTER NEXT DOOR

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SEAN:

“I’ve got a question.”

ELJARA:

“That usually means somebody is about to have a difficult afternoon.”

“Suppose there’s a monster living beyond your village.”

“Does it speak?”

“Yes.”

“Can it negotiate?”

“Yes.”

“Does it understand promises?”

“Better than most politicians.”

“Then what’s your question?”

Sean leans forward.

“Who owns the valley?”


SEAN:

“There’s a village in Andaluria. Thirty houses, a mill, a chapel, a few vineyards. Above the gorge lives something ancient.”

ELJARA:

“What do the villagers call it?”

“The Hollow King.”

“And what does it call itself?”

Sean hesitates.

“I don’t know.”

“Then you’ve already told me something about their relationship.”

He ignores that.

“Three hundred years ago, the village made a bargain. Twelve sheep every autumn. In return, the creature keeps worse things from coming down out of the mountains.”

“So they pay for protection.”

“Aye.”

“Who provides the sheep?”

“The village.”

“Which villagers?”

“The farmers.”

“Who decides how much each family contributes?”

“The council.”

“Who sits on the council?”

“The landowners.”

“And who carries the sheep into the mountains?”

Sean sighs.

“The shepherds.”

Eljara folds her hands.

“So the powerful negotiate, the council collects, and the people with the least power take the greatest risk.”

“It’s kept the village alive for three centuries.”

“Perhaps. But survival doesn’t automatically make an agreement fair.”


SEAN:

“One year, the harvest fails. The villagers can only spare eight sheep.”

ELJARA:

“Does the Hollow King accept them?”

“It takes them. Says nothing.”

“And?”

“Three villagers disappear that winter.”

“Did the creature take them?”

“Nobody knows.”

“But everyone blames it.”

“Aye. So the council raises the tribute to twenty sheep.”

“Did the creature demand that?”

Sean stops.

“No.”

“Then who benefits from the extra payment?”

He considers the question.

“And who has to pay it?”


SEAN:

“Now a young lord arrives. He declares the creature an abomination and promises to free the village.”

ELJARA:

“How?”

“He drives the Hollow King from the gorge.”

“And the villagers celebrate?”

“For one autumn. Then winter comes.”

“What happens?”

“The things from the old ruins come down into the vineyards.”

“The soldiers?”

“Gone home.”

“The lord?”

“Safe in his castle.”

“The villagers?”

“Alone.”

Eljara looks at him.

“So someone with the power to make a decision has left others to live with its consequences.”

“Sounds familiar, doesn’t it?”

“Painfully.”


SEAN:

“Then the Hollow King returns. The villagers want a new treaty.”

ELJARA:

“Who negotiates?”

“The council.”

“Only the council?”

Sean smiles.

“No. This time the shepherds come too. And the miller. And the widow who lost her son.”

“Better.”

“They agree on boundaries, payments and protection.”

“And what happens when someone breaks the agreement?”

“That’s the difficulty.”

“Then they need a way to resolve disputes.”

“With a monster?”

“With a neighbour who can kill them, yes. That makes getting it right rather important.”


SEAN:

“Suppose a child crosses the boundary looking for a lost goat.”

ELJARA:

“And the Hollow King finds him?”

“It holds him until the village acknowledges the trespass.”

“Is the child safe?”

“Yes.”

“Then demand his release.”

“And if the creature refuses?”

“Then we have a real conflict. Coexistence doesn’t mean accepting every demand.”

“But the boundary was broken.”

“By a nine-year-old who didn’t understand it.”

“So the village should explain its rules better.”

“And the creature must learn that children cannot be treated as bargaining pieces.”

Sean nods.

“And if both sides admit they were wrong?”

“Then something may finally change.”


SEAN:

“So what happens in a Mythveil campaign?”

ELJARA:

“The players can kill the Hollow King.”

“And free the village.”

“Perhaps. But the ruins remain. The mountain paths remain. Whatever the creature was keeping away may now be free to return.”

“Or they negotiate.”

“And make promises the village must keep long after the adventurers leave.”

Sean looks at the map.

“So the story doesn’t end when the party rides away.”

“No. The villagers wake up there the next morning.”

“And the next generation inherits what happened.”

“Exactly.”


SEAN:

“Would you trust the Hollow King?”

ELJARA:

“Not without evidence.”

“Would you live beside it?”

“If there were boundaries both sides respected, ways to settle disputes, and a real possibility of safety.”

“And if it refused every agreement?”

“Then coexistence might fail. Some threats cannot be accommodated.”

“And if the humans were the ones refusing?”

“Then we’d have to be willing to recognise that too.”

Sean smiles.

“You really don’t intend to give me an easy answer.”

“No.”

“Why not?”

“Because a neighbour isn’t a problem you can always solve by making them disappear.”

He looks towards the window.

“And what if neither side is innocent?”

“Then they have to decide whether they can build something better than what came before.”


WORLDS THAT REMEMBER — CTA

In Mythveil Chronicles, a monster can be an enemy, an ally, a protector — or a neighbour with three centuries of grievances.

In Andaluria: Blood & Desire, treaties matter. Boundaries matter. Promises outlive the people who make them.

You may leave the valley. Its inhabitants cannot.

No resets. No heroic immunity. A living world that moves on — with or without you.

Discover our campaigns and enter the story:
https://mythveilchronicles.com/weekly-schedule/

Play Daggerheart: Andaluria — Blood & Desire on StartPlaying →

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