
Chronicles of Six #6: The Rampant
The trigger fires. The demon breaks free. And in a moldy basement filled with screaming, a death knight who knows what it means to be the monster in the room does the one thing nobody else can: she stays.


The trigger fires. The demon breaks free. And in a moldy basement filled with screaming, a death knight who knows what it means to be the monster in the room does the one thing nobody else can: she stays.

The warband follows a thread of fading arcane chains to a moldy basement. Reyneese finds her sister. Giselleese finds five armed women on her doorstep. Nobody finds what they expected.

A body on a doorstep. A death knight who promised to find the first girl who needs saving. And a demon hunter who stopped screaming hours ago.

A death knight recruits. A druid declines. Two philosophies of healing meet in a forest clearing, and neither is wrong. Meanwhile, someone watches from the shadows—and takes notes.

Two tomorrows collide. At a camp outside the walls, a warband holds together after the Reckoning. Inside the city, a death knight walks through the wreckage they left behind and finds the first girl who needs saving.

A death knight, a guild charter, and the white flowers that taught Giselleese to build hope from poisoned soil.
Life is a game. Loss is a lesson. Every setback is a rule learned. Hiyorieese doesn't mourn — she studies the board, adjusts her strategy, and plays again. Smarter. Faster. With fewer illusions about what winning costs.
Twice dead. Still building. Giselleese runs a shelter in a moldy basement with twelve copper and a conviction that won't rot — because someone has to stay when the world burns, and the dead don't tire.