Adventure in the underground world with the uplifted mice and rats who live there and those who rule those domains - the Rat Kings! Help us create this latest book for the Realms of Pugmire TTRPG in PDF and PoD versions!
Latest Updates from Our Project:
Preview: Roads to the Underneath
4 months ago
– Fri, Jul 24, 2026 at 04:42:03 AM
Hello Tail-blazers,
Let's head into the weekend with another preview from our upcoming setting chapter, peeking at some of the paths, locatons, and characters that will lead you to the Underneath!
Roads to the Underneath
The roads to the Underneath are countless. Intrepid explorers can reach the Underneath through natural fissures in the earth, or rivers that dip underground through narrow cracks. Pugmire has increased its presence in the Underneath during the reign of King Puckington, documenting and sometimes regulating the more stable routes — meaning those that aren’t cut off or upended whenever seismic activity strikes. This new access creates both opportunities and restrictions for explorers. It’s easier now to find a road into the Underneath than ever before, but traveling it might require membership in the Royal Pioneers or a carefully placed bribe.
There are different ways for explorers to enter the Underneath: as representatives of the crown or church, as independent couriers, through ship’s passage from Riverwall, or as smugglers.
Pioneers for the Crown
In the reign of King Puckington, Pugmire has turned a steady eye to the Underneath. Not for expansion or colonization, but to guarantee the city’s own safety. No one wants to risk a cell of Labo Tor cultists overflowing into the city, or one of the Underneath’s cities launching a coordinated attack. King Puckington initially tried sending ambassadors to select locations, but quickly realized the futility of that endeavor. The Underneath is too fractured and ever-shifting to maintain official diplomatic relations — nor, frankly, are its people interested in talks with the topside. Trade, however, proved another matter, and Pugmire now bankrolls merchants in various parts of the Underneath. Two of them openly fly the royal banner, two move discretely, and the fifth barely considers herself on Pugmire’s payroll at all, but all can be useful contacts for dogs who explore the Underneath.
Anchor: Renn Collie
Renn Collie is a retired Royal Pioneer who fell in love with the Underneath during her adventuring days. She jumped at the chance to open a trade post in Anchor, but now struggles to stay put. Explorers seeking the trade post — a modest market stand recognizable by the Royal Pioneers’ banner flying proudly overhead — are likely to find Renn’s wife Isa holding down the fort while Renn is out on another run (or as Renn calls them, “an in-person visit to further trade relations.”) Anchor’s central position on the Underground River means the trading post could actually run a profit — albeit barely — if not for Renn’s habit of giving goods away at a steep discount (or free) to any explorer who looks like they need it.
Renn might not have a nose for business, but the people of Anchor have taken a liking to her personally as she matches their outgoing and adventurous spirit. That said though, they’re not as keen on this whole “Royal Pugmire Pioneers” thing. Anchor is a city with a large standing and outreach in the Underneath, and it fears that Pugmire — bigger and richer by far — could outclass it if it ever gained a pawhold.
Renn, or Isa if she’s out, makes a welcoming if erratic contact point for adventurers. She understands risk and reward, and is never afraid to back a gamble. She supports the adventurers’ endeavors even if they’re a long shot. Renn is a terrible judge of danger, though, and sees absolutely no problem in explorers going up against ridiculous odds. It’s not unthinkable that Lisa might hire the explorers if Renn doesn’t come back from her exploits one morning.
Azuresky: Ben Rabbit
Ben Rabbit is proud to be one of Pugmire’s first lagomorph pioneers, and — now that he’s older — is eager to continue his career as an off-the-books diplomat to Azuresky. Born and raised in Pugmire (hence his unusual surname), this is Ben’s first time in a predominantly lagomorph society, and he’s thriving. He’s also increasingly torn between his loyalty to Pugmire and growing commitment to Azuresky. He hopes to strike a balance that is beneficial to both cities. Benn’s idealistic and earnest nature has drawn approval from senior court diplomats who recognize that Ben is perfectly placed to — one day, hopefully — further an alliance that makes Pugmire and Azuresky greater than just the sum of their whole. Ben would certainly make the short list if Puckington ever considers instating an official diplomat again.
The lagomorphs of Azuresky have adopted Ben with open arms. They know he’s from Pugmire and was once a “Royal Pioneer,” though that title holds little significance to them. They don’t know that he’s still working on Pugmire’s behalf, and think he left Pugmire to come “home” to Azuresky. They go out of their way to support his shop, even if it doesn’t offer anything special as far as they’re concerned.
Ben makes a timid but intelligent contact for adventurers. He is happy to help in any way he can, so long as it harms neither Pugmire or Azuresky. He has put out a reward, backed by his own private funds, for any explorers who deal with the predator that haunts Azuresky every full moon.
Blackfur’s Wreck: Noah Hound
Noah Hound was a pirate harrowing the waterways until he was pressed into service as a privateer for the crown. That could have been the extent of Noah’s service to Pugmire, if it weren’t for an audience with King Puckington years later. The meeting, which should have been a simple ribbon ceremony, grew into a conversation between Noah and the king. Noah was impressed by Puckington’s honesty and idealism, and shifted his commitment from begrudging convenience to passionate loyalty. He now serves as the crown’s embedded contact in the pirate town known as Blackfur’s Wreck.
The dogs and cats of the Wreck treat Noah as one of their own, a sometimes-pirate sometimes-merchant. Tiernan Spaniel has, however, realized that something is amiss with Noah’s business staying afloat when there’s no realistic way for the Hound to run a profit. Tiernan suspects an outside backer, though his primary suspects are Renn Collie or Hilda Mutt (below). He would consider either of those usual Underneath politics, but Tiernan would be upset to discover Noah’s backer is actually Pugmire.
Still a pirate at heart, Noah has acquired a partial journal by Blackfur himself, which makes mention of treasure, and seeks a group of daring (and foolhardy) explorers to accompany him.
Emissaries of the Church
Missionaries from the Chapel of St. Anna followed shortly behind Pugmire’s merchants. They used the maps and roads cleared by the Royal Pioneers, though such guardrails remain unpredictable in the Underneath. The Church founded chapels in Chewpost and Anchor, although the number of acolytes between them can be counted on the digits of one paw. Both architects focus on lending spiritual counsel to explorers who’ve encountered the strange faiths of the Underneath, while another pawful of disciples wanders the Underneath to guide wayward dogs back to the church.
The Church finds its beliefs challenged as it spreads — albeit slowly — through the Underneath. The architects of the Underneath chapels have taken up a letter correspondence to discuss the place of rodents, so prolific in the Underneath, in the church’s theology. Gertie Boxer, architect of Anchor, was a friend of rodents long before she ventured to the Underneath. She has become more convinced of her beliefs since witnessing the rodents’ culture and cities. Gertie is working on an epistle proclaiming rodents as uplifted by Man, different but equal to dogs. She realizes this view is extreme — bordering on heretical — and hopes to gain the support of her fellow architect of Chewpost before presenting her letter to St. Anna’s. Architect Kyle Pug of Chewpost has proven more conservative than Gertie, but he has accepted her invitation to discuss the matter through letter correspondence. Either seeks to question dogs about their experiences in the Underneath, and with rodent culture specifically, to bolster their side of the argument.
Phoebe Cavalier is the only acolyte of the chapel in Chewpost since her mentor, architect Kyle Pug, accepted his position. Poe maintains her faith, but becomes increasingly eager to explore the Underneath for herself. She hopes to go through the Ritual of Transubstantiation soon so she can travel the Underneath as a disciple. If that fails though, she might throw faith to the wind and follow the next adventuring group to depart from Chewport.
Meanwhile in the far reaches of the Underneath, Disciple Karl Mutt finds himself under the sway of a young theosophical rat known only as Dire Rat. Unknown to Karl, Dare Rat is actually an Illuminated of Re-Ser-Char. She has been feeding Karl snippets of the 100 Theories, combining both their religions in a monstrosity the pair calls the 100 Laws of Man. Karl believes that following the 100 Laws will reveal the wisdom of Man and uplift Mutts to become the purest and best of all dogs. Explorers who encounter the pair find themselves at risk, as Karl moves from academic theology to scientific experimentation.
Booking a Ship
The Underground River touches the surface in several locations, allowing explorers to sail into the Underneath on a river barge. The difficulty lies in finding a route that remains entirely above water, and doesn’t turn into a maelstrom halfway. Luckily for explorers, the Riverwall Docks has trustworthy (if intermittent) ships leaving for the Underneath. These river barges navigate the waterways from the surface into the underground, with Anchor as their final and only stop. Explorers can bargain with Milo Spitz (Realms of Pugmire, p.138) for passage. He might accept payment in plastic, but usually prefers an exchange of services. He might ask explorers to guard a ship against pirate activity, or carry sensitive goods to one of his contacts in Anchor. Milo is intrigued by Anchor’s chain system, and is always looking for maps on which leads where — information that Anchor’s own navigators prefer to keep to themselves.
Kunia Snauzer runs the “Pugmire dock” in Anchor. The small dog is outgoing, friendly, and never forgets a face. Milo chose her for her uncanny ability to make friends in new places, but unfortunately Anchor seems wholly resistant to Kunia’s charms. The royal trade post, Church of Man chapel, and Amber’s courier service might count three dogs and one rodent between them, but that’s still a lot of new topside arrivals. Anchor’s captains are determined not to let the dogs gain any more of a pawhold in Anchor. Explorers arriving by topside river barge must disembark and find a new vessel to sail further down the Underground River. Any dog asking too many questions about the chains, or otherwise too obviously on a mission from Milo, is treated with suspicion or even fed wrong information.
A taste to get us through until Monday. Next week is a double drop for the draft manuscript, with chapters comign on Monday and Friday. We'll get some more sneak peeks at enemies on Tuesday and Thursday. This would normally be the quietest week in the crowdfunding schedule, but I think we'll have plenty to talk about with those two chapters coming our way.
Have a great weekend, and please continue to spread the word!
#LairOfTheRatKings
Letters from the Underneath
4 months ago
– Thu, Jul 23, 2026 at 06:33:22 AM
Letters from the Underneath
She told me. She told me one should never answer when they first hear their name called out in the lonely dark. Never answer until you’ve heard your name spoke once and twice and thrice. I didn’t listen.
I’m getting ahead of myself.
I was born a mutt and a stray, and though the orphanage raised me tenderly, I longed to strike out and find my own community, my own family, my own space. There was a call for good and hardy dogs to apprentice under the tutelage of a tunneller. I answered.
Acclimating out of the sight of the sun and the breath of the wind, it was no easy thing. But I had the fortune to learn under a most able and wise mouse, my mentor in the craft of tunnelling. She taught me many things. She told me tales of the Hungry Earth. I admit I scoffed at that as so much fireside embellishment. Then, the Hungry Earth came for me.
I know. I know. There’s nothing so mundane as gravity doing what gravity does, making earth fall unto earth. But it’s different when you’re there. I heard it growl. I heard the rumble of its hunger. I saw the glee of its rocky jaws closing in on me with terrible agency. The tunnel collapsed. Cut off from my fellows and my mentor, I had naught but the glow of a dying handful of fungus to hold back the pitch blackness.
Then, the light went out. That’s when I heard my name.
“Copper?”
It was the voice of my mentor.
“Copper?”
But my mentor had instructed me to never answer my name in the dark, not until I heard it a fourth time. She said the things that might call your name with wicked intent usually don’t bother calling out more than three times. Usually.
It might’ve been on account of my terror. It might’ve been on account that nothing occasions a dog to perk up so much as hearing their name. I answered on the second call.
“I’m here! I’m here!”
Then I saw it. So pale that I could somehow see it dimly in the tar-dipped darkness. Smelled sickly sweet, like fruit that’d give if you but touched it. It had strangely shaped hands that were not hands, bent and folded over like a shepherd in prayer. So many sets of hands! And eyes and eyes and eyes!
“Copper?” it said in the voice of my mentor.
I ran from that pale shepherd. I ran and I whined and I yelped. Mandamnit, you would too! Eventually, I was found. Now, I don’t answer to my name no more. I don’t answer it to no one, no matter how many times they call it.
My Liege,
I pray this letter reaches you directly, rather than be caged indefinitely in the paws of an overzealous go-between. As you may know, I am a scholar — of no inconsiderable repute — specialized in the lore of the Underneath. I am concerned with our kingdom’s recent mass exploration and migration into the realms below.
I know my reputation is one of rantings and ravings regarding the dangers and horrors that lurk below, particularly in light of a positively manic display I made at a recent social gathering. I’m afraid I let my passions get the better of me after reading the recent journal entries of the dog formerly known as Copper, and I acted most inappropriately… but I digress. No, my more urgent concerns are for the life of the Underneath.
Regarding stepping into a new frontier, when we lead with industry rather than with learning, we have a tendency to trample our fellow creatures. There are entire civilizations down there, of lagomorphs, rodents, and more — entire, delicate ecosystems whose rules we simply do not yet understand. Seeing these strange wonders and only seeing new land to claim comes to the detriment of those who already have lives down there. I implore you to consider slowing down our deluge of delving into the Hungry Earth. Instead, send small expeditions led by learned scholars. Let us learn before we hew.
I realize my measured voice may be drowned out by the din of many. Yes, we could send in every treasure hunter, explorer, and merchant with a glint of greed in their eyes. We could fetch and fetch and fetch until our coffers hemorrhage with new treasures. We have the power to do all these things, with no regard for anyone who is not of our kind, but after all of that is done, if we looked in a mirror… would we see a good dog?
Ever your servant,
Aloysius Poodle
Psionics! [Backer Draft Manuscript Part 2]
4 months ago
– Tue, Jul 21, 2026 at 06:18:58 AM
Hello Tail-blazers,
It's a big brain day, as we learn all about psionics in the Reals of Pugmire! Let's do some quick review and then get to our latest manuscript download at the bottom of the page.
Digital and Print-on-Demand Rewards
We know times are hard these days, particularly with rising costs and economic uncertainty, so we’ve designed this crowdfunder to be as painless as possible. We offer a wide variety of digital options for backing, as well as leveraging print-on-demand technology to have physical products printed as close to you as possible to cut down shipping and reduce tariff concerns.
Creating and fulfilling physical versions this way gets you the best price, fastest delivery, and excellent customer support!
DriveThruRPG's printing partners are located both within in the USA and the UK (and expanding), making shipping cheaper and avoiding the tariffs incurred by international manufacturing and shipping!
Draft Manuscript Previews
Over the course of these 4 weeks, backers will receive the entire current draft manuscript for Lair of the Rat Kings, but it's not going to come to you all in one go. The previews will come out in squeak-sized treats throughout the campaign. This helps me seem interesting over the next 28 days, but it's more about guiding the conversation and helping steer feedback for the developers.
Because they want your feedback! These manuscript previews are of the current draft manuscript – the document in its latest, approved form. This may not be the final form after editing and any additional development, but you can consider it about 95% finished, so keep that in mind.
In fact, you can help guide the team through the next stages of development by providing feedback on these manuscript previews! The Onyx Path team has set up a special Feedback Form just for campaign backers for this very purpose: <Lair of the Rat Kings Feedback Form>
You can use this Feedback Form to share your thoughts directly with the Pugmire developers and help guide them through the next rounds of development and editing.
DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY
Remember, thanks to BackerKit magic, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Reply to this Update" or "Learn More" button on the bottom and I'll see you below this title treatment.
Preview: Psionic Power Descriptions
4 months ago
– Mon, Jul 20, 2026 at 08:09:27 AM
Hello Tail-blazers,
We had a great weekend, unlocking our second stretch goal!
ACHIEVED! - At $5,000 in Funding - LAIR OF THE RAT KINGS MAP UPGRADE I
Map Upgrade 1 - Red Paw Gang's Burrows. The planned hand-drawn maps to help roughly orient Guides and players will be upgraded to a full detailed and gridded map to aid game play.
We're gonna continue the theme of providing more resources to the team to make Chapter 5 even better than initially planned! It's time for map upgrade #2!
At $6,500 in Funding - LAIR OF THE RAT KINGS MAP UPGRADE II
Map Upgrade 2 - Selected Areas of The Not. Maps for key areas of The Not in Chapter 5 will be added to the book.
As I've said, and thematically appropriate when dealing with the mice of Pugmire, this is a smaller project so any additional resources we can throw at the team to jazz it up even more than planned really have an impact.
But enough about that, let's get to a sneak peek of tomorrow's manuscript section.
Psychic Power Descriptions
Each psychic power is presented in a format designed to provide as much information as possible at a glance. In this section the parts of a psychic power description are broken down, so you know what you are dealing with when you get to your character sheet.
The first thing you’ll note is the psychic power’s name. This is provided as a header to help keep things organized. Beneath the power’s name is the power’s college (see below) and magnitude. Next up, the power has an activation time. This is how long it takes from the moment the psionicist starts using their powers to the moment the effect starts working. Once you get past that time frame, you’ll be dealing with the subject of the next entry: duration. Duration reflects how long a power’s effects persist. After that is a power description including what the power does and any systems associated with the power’s effects, such as damage dice, movement ranges, or conditions the power inflicts or ends.
Some powers require a location to be well known. It is up to the Guide to determine how much time a psionicist must spend in a location to consider it naturally well known.
Psionic Colleges
Rodents divide psychic powers into four distinct schools, or colleges. Scholars believe these colleges were founded in the earliest days after the Old Ones disappeared. The most scholarly among the rodents — some of which eventually formed the Cult of Labo Tor — are believed to have been the ones to codify the powers and the colleges to which they belong. Though the Cult of Labo Tor are a fringe cult that is largely despised by the rest of rodent society, most rodents agree the classifications of powers and colleges make sense.
Powers within the same college behave in a similar fashion and affect the same kinds of people, places, or things. A power’s college is determined by the power’s results and the methods by which the psionicist creates those results. Rodents generally accept four colleges of psionics, though there are always a handful of researchers trying to discover a new college. The colleges are:
Galvanism focuses on generating, rerouting, and manipulating energy.
Humorism focuses on sensing, healing, and harming living things.
Observationalism focuses on the psionicist’s perceptions of the world around them as well as the passage of time. Observationalism also teaches the psionicist methods of interfering with other people’s perceptions, as well as how to perceive and affect psychic and magical energies.
Parapsychology focuses on the mind. Through this college the psionicist can work to attain internal perfection, communicate with others, and even shatter an opponent’s mind.
Analysts study powers from the colleges of observationalism and parapsychology. Psykers focus their studies on the colleges of humorism and galvanism. Not all rodents require the framework of a calling to access Psychic Powers. Psionicists access their powers through the Mentalist Aptitude Trick rather than through a calling may learn powers from any college. The college a power belongs to is listed directly after the magnitude in the power description.
Concentration and Shapes
While many psychic powers persist for a finite duration, some are maintained, requiring the psionicist to concentrate on them. Psionics use the same rules as magic (Realms of Pugmire p. 95) when it comes to maintaining concentration on an effect and the number of shapes a power can take. Concentrating on a psychic power uses the psionicist’s supplemental action.
Modifiers, Difficulties, and Affinities
Upon attaining their first psychic power, a psionicist must assign an affinity attribute. This reflects the attribute connected most closely with their sense of self and their psionic core being. The affinity trait is ultimately up to the player, and once an affinity attribute is selected it may not be changed. At character creation select either Cunning, Intellect or Presence as their affinity attribute. This will be referred to throughout as the character’s affinity modifier.
Attacking a foe directly with psionics is considered a psychic attack. When making a psychic attack roll, the psionicist rolls 1d20 + the psionicist’s affinity modifier + the psionicist’s experience bonus.
Psychic powers that don’t require an attack roll are often resisted by a test. The difficulty for this test is 8 + the psionicist’s affinity modifier + the psionicist’s experience bonus.
Spider Climb
Magnitude 2 galvanism
Activation Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
By manipulating the pull of gravity on a target, you grant them the ability to move like a spider. One willing character you choose within range gains the ability to move across any solid surfaces and upside down along ceilings, using only their feet. The target also gains a climbing speed equal to their walking speed.
Alleviate Gravity
Magnitude 3 galvanism
Activation Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
By manipulating the pull of gravity on an individual, you lift them into the air, effectively rendering them Immobile. Choose one character within range who you can see. They immediately gain the Immobile condition as they are lifted 1-2 feet off the ground. If the target has a fly speed, they may move normally; otherwise they hang in the air, unable to move. This makes attacking difficult and defending themselves challenging.
Test (Agility): The target suffers no effects. Affected characters can make an additional test at the end of their turns. On a successful test, the effect ends for them.
Flight
Magnitude 4 galvanism
Activation Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
You may telekinetically move yourself through the air. This gives you a flying speed of 60 feet. If you are still airborne when the effect ends, you fall.
Tune in tomorrow for the entire draft version of Chapter 2, which is all about Psionics in the Realms of Pugmire!
Miska’s Tonic
4 months ago
– Fri, Jul 17, 2026 at 06:43:17 AM
Miska’s Tonic
Howe Greymoor peered at the yellow liquid in the glass beaker. The rat frowned and swirled it around before setting it back on the table. Miska Goldenfur, his research partner — although she continually insisted on the word “friend” — poked her head over the edge of the table.
“Is it done?” she chirped. Howe was used to the higher pitches of his mice brethren, but Miska’s always seemed particularly… piercing, somehow.
“Not yet,” the analyst muttered, grabbing a bottle of green liquid and carefully pouring a few drops into the beaker. It blorped into a muddy brown.
The psychic huffed and sat back on her chair. “It’s never ready,” she grumbled. “I should touch it. That’ll make it go faster.”
Howe barely stifled a sigh as he grabbed his magnifying lenses. “Your burgeoning abilities in humorism are not toys,” he intoned, turning to Miska. Wearing the lenses made his eyes look three times bigger than usual, and Miska giggled at the sight. With a huff, Howe turned back to his experiment and continued. “Besides, there’s nothing about necrotic touch that will help this creation in any way.”
The psyker’s laugh changed into a petulant pout. “Don’t think I’m ungrateful,” she hedged. Miska knew that Howe could be sensitive at times, and she liked to stay on his good side, no matter how irritating he could be. “You’ve taught me a lot about my psychic abilities. I just—”
At that moment, Howe dropped a flat white tablet into the mixture. It touched the brown liquid and crimson smoke burst into the room, filling it with a fine, oily, stinging vapor. Both rodents coughed, and Miska rushed to open the window to her apartment.
“That,” coughed Howe, “will keep your neighbors confused for a while.”
Miska hacked again and rubbed her eyes. Leaning her head out the window, she sucked in huge breaths of fresh air before she spoke. “It won’t be the first time,” she rasped once the gas cleared. “But folks here in Riverside don’t ask a lot of questions.”
Howe waved a wisp of gas from his nose and closed one eye, looking at the beaker again. “But they do ask questions,” he grumbled, half listening.
“Oh, sure,” Miska agreed. “Mister Meow even asked me if you’re a member of the Cult of Labo Tor.”
The rat jolted his chin around to look at her, and Miska fervently waved her paws to reassure him. “No! I mean, I told him you weren’t! You’re a good rat!” He snorted and returned his attention to the beaker, swirling it and frowning. The mouse prattled on. “But you come and go a lot, and your knowledge of science is greater than mine. It’s an easy mistake to make.”
“A mistake us right-thinking scientists constantly pay for,” Howe groused.
“Besides,” Miska continued, “I think he’s looking for friends for some reason. Maybe to try to make the lives of the cats in Riverside a bit better.”
“Particularly after the monarchies have recalled their diplomats,” Howe muttered.
Miska shrugged. “I don’t know much about politics, but Mister Meow seemed pretty upset about it. Which is why I asked you to make a tonic for him.”
Howe took a sip, nodded, and put the beaker on the table. “It’s a minor form of science,” he pronounced, “but in my travels I learned how to make a good health tonic. But I fail to see how this cat friend of yours…”
“Mister Meow,” Miska offered.
“… yes, so you said. I don’t see how he benefits.”
The mouse rolled her eyes. She’d explained this several times before. “Mister Meow is nervous about his health.”
“Yes, I got that much. Hence the request for a health tonic.”
“But he’s afraid to go to the Church of Man for healing. He thinks they’re still mad about the cats who left of whatever.”
“The diplomats.”
“Yeah, the diplo cats. So when I mentioned I knew a rat who could mix an excellent tonic, he got excited. ‘I must have Miska’s Tonic!’ he would say in that obviously really fake accent of his.”
“That accent really is quite atrocious,” Howe agreed.
“If I give him the tonic,” Misks concluded, “he’ll owe me a favor.”
The rat sat down on a battered wooden stool next to Miska. “What favor do you plan to ask of him?”
“Me?” Miska giggled. The thought made her anxious. “None. But if word gets around that he owes me a favor, the other cats will leave me alone.” She shivered involuntarily. “It’s hard being a mouse who lived in a neighborhood full of cats.”
Howe shrugged. “So move. Your village fell to the Unseen, true, but there are plenty of rodent communities who would value your knowledge. Even the warm darkness of Chewpost would accept you.”
Miska walked back to close the window, but she lingered, staring out at the streets of Pugmire. “But if I go,” she asked, “who will make this place better?”
Howe didn’t have an answer for that.
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