Post by Bruce on Aug 1, 2017 9:45:04 GMT
GM’s Observations
- Way back in Session 1, Grant and Ethan commenced looking after Westgate cottage (which holds a Door to the Grand Stair). The owner of Westgate cottage was on a trip to Antarctica and he mysteriously disappeared. This session is again within the ten year time compress, where Ethan, Abbie and Macavity go on a trip to find out what happened to Westgate’s previous owner.
- It was a short session, mainly because Ethan was extremely cautious and didn’t wake the god-monster up (he has Bad Stuff, but he also has a lot of common sense).
Part 1 - What Happened Since
- Three years have passed since Grant freed Princess Athelwyne from the Glass Mountain. (GM’s note - still in the time compress, but we’re almost done) Grant has been a loyal companion and advisor as she adjusts to normal life. She has grown up and fallen in love with him, putting Grant in the odd situation where he not only has a long term relationship with Lady Sophia of Marindar, but also Princess Athelwyne.
- In those three years, Ethan has been spending time in Westgate manor, Clockworld and the Legendary Realm (in Bloodstone). He has been working to understand Clockworld and Wrighting, but has found himself increasingly spending time in Bloodstone because it is (mostly) quiet and he likes the people there. He even takes the time to take Lady Aelfwynn through the Door from the Legendary Realm into Realm 0 (an eye-opening experience for her). Ethan decides to build a residence in Bloodstone (a small tower) so as to feel more comfortable. He is not able to bring any technology with him, but his skills in Sorcery and Wrighting increase significantly as he is forced to operate without reliance upon technology. Abbie also splits her time between Realm 0 (Earth) and Bloodstone. When in Bloodstone, she brings Stolvir with her.
- The geopolitical situation in the old Damaran baronies and duchies worsens. Word filters out that the Barony of Bloodstone has a newfound source of wealth, which puts Bloodstone into conflict with its neighbours. Baron Tranth, with Ethan’s support, starts raising an army. Grant is aware of this, but he does not get involved in the initial stages of what ultimately becomes the Bloodstone War.
- At first, Abbie does not wish to get involved either. Even though she too can see the writing on the wall that conflict with the southern lords is inevitable, she wants to spend more time in Realm 0 improving things for the population of the planet, not fighting a war in the Legendary Realm. She offers to help protect Bloodstone, but limits her involvement to that. But this does not dissuade Ethan, and when war does break out, the armies of Bloodstone are ready. Ethan has become the Warlord of Bloodstone.
- What follows is almost two years of fighting against the other baronies and duchies. Some diplomacy is attempted, but ultimately the entire area is plunged into civil war and Ethan finds himself at the head of the Bloodstone armies, battling well trained and competent armies. It is only after the first two engagements that Grant decides to get involved, reasoning that Ethan should not have to do it alone.
- During the Bloodstone War, Ethan and Lady Aelfwynn become lovers for a few months as they march to war together. However the relationship does not last as it becomes clear to both of them that Ethan is still in love with Abbie. But the damage is done - Lady Aelfwynn falls pregnant (GM’s note - Ethan’s bad stuff again?) and when Ethan offers to stay with her, he is firmly rebuffed. A short time later she has a new relationship with Gareth Dragonsbane, a valiant warrior who has always admired her and Ethan is left to wonder what might have been and how long it will be before Abbie finds out.
- By the end of the war, the former Damaran baronies and duchies have been conquered. Prince Grant is now the ruler of a new kingdom, called the Kingdom of Bloodstone, and Princess Athelwyne is his Queen, All of the local threats have been dealt with, with only the Witch King of the north remaining. Princess Athelwyne has left her former realm of Europa and is now firmly established in the Legendary Realm as her base.
- Abbie is upset when she realises that Lady Aelfwynn’s son has red hair and she works out that Ethan is the father. She remains cool with Ethan for some time.
Part 2 - The Antarctica Mystery
- With Bloodstone now stabilised for the time being, Ethan finds himself spending more time in Realm 0 (Earth) than in Bloodstone. He finds it difficult being in a place where his young son is living but he has no part in the child’s upbringing. By this point Ethan has explored much of Clockworld and he understands much of Realm 0’s workings such that he has achieved a level of control over the realm. He has achieved sufficient mastery of Wrighting such that he can make Icons.
- Ethan goes through the paperwork from the house’s previous owner (John) and he remembers that he was lost in Antarctica. Ethan wonders what happened. He starts to review the newspaper clippings and decides that he wants to find out more. According to the papers, John’s tractor fell into a chasm in the ice. There are also references made to a research station where John worked. Ethan attempts to scry the area, but he finds that there are powerful magical currents in this place which makes scrying very hard and he is reluctant to delve too deeply.
- Remembering that Clockworld has a Door which leads to somewhere in Antarctica, Ethan decides to investigate. He contacts Abbie and invites her along. He is very pleased when she accepts, and she brings Macavity with her.
- They prepare themselves for subzero temperatures and journey to the Antarctica Door via Clockworld. There is a thin layer of ice over the Door but Ethan is able to open it. It is bitterly cold on the other side but it is daylight. They find themselves in a chamber which has an opening to the outside world of snow and ice, but inside is frozen. There is an ice wall in front of them which seems to have consumed part of the chamber, but there are also other openings.
- Ethan gently ‘feels’ for whether there are any other beings present. He can sense magic here, and intelligent minds but they are slippery. Macavity states openly that he doesn’t like it here.
- Ethan and Abbie investigate the opening to the outside world and find that they emerge on the side of a mountain with a glacier below. Ethan can tell roughly where the research base is that John was working - it is about two days away. Looking over a map, they conclude that John’s tractor was lost about halfway between the research base and this location.
- Ethan, Abbie and Macavity begin to explore the complex. They find that all of the chambers are quite odd - the doors are not quite rectangular. The ceilings are straight but at odd angles. Here and there there are statues carved out of stone - the statues are of non-human creatures with short bulbous legs. Ethan urges everyone not to touch anything, and not to use magic.
- They find a chamber with a large table in it and seven chairs. There are plates and cutlery here. At this point Ethan notices that although it is cold, it should probably be much colder. He wonders why. The creatures that Ethan can sense seem to be keeping their distance. At last they find a chamber where there is a lectern, on which rests a book. Looking at the book, the pages seem to be made out of some sort of kelp-like material, not paper. It appears to be some sort of religious text.
- Ethan briefly turns the pages. The writings warn the reader not to disturb the chambers, and warns of dire punishment to anyone who might disturb the “Halls of Silence”. It talks of extreme danger, and mentions that something which is not yet dead might awaken. Something beneath the ice.
- Ethan, Abbie and Macavity carefully investigate the magical energies in the place. The magical forces here seem to be directed and guided by the odd doorways, as if maintaining some sort of spell effect. The magic here is powerful, but slow and difficult to channel. Ethan wonders if the hole in the entry chamber to the outside world might be some sort of weakness as the opening appeared recent.
- After concluding that the book itself is not part of the magic flows here, Ethan decides to take the book from the lectern for further study. In response, some of the oily-minded creatures start to move in their direction, and they beat a hasty retreat.
- Before they leave, they find an small ovoid that was not there before. It does not appear threatening, so Ethan takes this too.
Part 3 - Back at Clockworld
- Back in Clockworld, Ethan asks Gearwing to analyse the book that he recovered, and they talk about what they have seen.
- The book is written for pilgrims of a nearby city which is all but abandoned. Most of the book consists of warnings as to what must not be done. The book also makes reference to “He Who Was and Must Not Be Again” - something that is sleeping beneath the ice and must not be awoken. The text describes that as something colossal - it’s “head reached the clouds” and “all things bowed before it.” Some of the phrasing reminds Ethan of H.P. Lovecraft’s works (which he has read since becoming a Lord of Gossamer).
* Image by PE Travers on DeviantArt
- Ethan, Abbie and Macavity all agree that the place was creepy and it would not be advisable to return. Investigating the ovoid that they picked up, they find it contains a message. A deep inhuman voice warns them that the place they visited is very dangerous. Taking the book was not a problem because they will replace it but the voice begs them to be extremely careful and not to use any magic within the walls. “The Sleeper must not awaken.”
- They are left wondering whether the breach in the outer chamber could be slowly weakening the spell (disrupting the spell harmonics) and also what might happen if someone of malicious intent was to find the chambers in the Antarctic.
… and that’s where we left Session 116, which concludes the ten year Time Compress.
- Way back in Session 1, Grant and Ethan commenced looking after Westgate cottage (which holds a Door to the Grand Stair). The owner of Westgate cottage was on a trip to Antarctica and he mysteriously disappeared. This session is again within the ten year time compress, where Ethan, Abbie and Macavity go on a trip to find out what happened to Westgate’s previous owner.
- It was a short session, mainly because Ethan was extremely cautious and didn’t wake the god-monster up (he has Bad Stuff, but he also has a lot of common sense).
Part 1 - What Happened Since
- Three years have passed since Grant freed Princess Athelwyne from the Glass Mountain. (GM’s note - still in the time compress, but we’re almost done) Grant has been a loyal companion and advisor as she adjusts to normal life. She has grown up and fallen in love with him, putting Grant in the odd situation where he not only has a long term relationship with Lady Sophia of Marindar, but also Princess Athelwyne.
- In those three years, Ethan has been spending time in Westgate manor, Clockworld and the Legendary Realm (in Bloodstone). He has been working to understand Clockworld and Wrighting, but has found himself increasingly spending time in Bloodstone because it is (mostly) quiet and he likes the people there. He even takes the time to take Lady Aelfwynn through the Door from the Legendary Realm into Realm 0 (an eye-opening experience for her). Ethan decides to build a residence in Bloodstone (a small tower) so as to feel more comfortable. He is not able to bring any technology with him, but his skills in Sorcery and Wrighting increase significantly as he is forced to operate without reliance upon technology. Abbie also splits her time between Realm 0 (Earth) and Bloodstone. When in Bloodstone, she brings Stolvir with her.
- The geopolitical situation in the old Damaran baronies and duchies worsens. Word filters out that the Barony of Bloodstone has a newfound source of wealth, which puts Bloodstone into conflict with its neighbours. Baron Tranth, with Ethan’s support, starts raising an army. Grant is aware of this, but he does not get involved in the initial stages of what ultimately becomes the Bloodstone War.
- At first, Abbie does not wish to get involved either. Even though she too can see the writing on the wall that conflict with the southern lords is inevitable, she wants to spend more time in Realm 0 improving things for the population of the planet, not fighting a war in the Legendary Realm. She offers to help protect Bloodstone, but limits her involvement to that. But this does not dissuade Ethan, and when war does break out, the armies of Bloodstone are ready. Ethan has become the Warlord of Bloodstone.
- What follows is almost two years of fighting against the other baronies and duchies. Some diplomacy is attempted, but ultimately the entire area is plunged into civil war and Ethan finds himself at the head of the Bloodstone armies, battling well trained and competent armies. It is only after the first two engagements that Grant decides to get involved, reasoning that Ethan should not have to do it alone.
- During the Bloodstone War, Ethan and Lady Aelfwynn become lovers for a few months as they march to war together. However the relationship does not last as it becomes clear to both of them that Ethan is still in love with Abbie. But the damage is done - Lady Aelfwynn falls pregnant (GM’s note - Ethan’s bad stuff again?) and when Ethan offers to stay with her, he is firmly rebuffed. A short time later she has a new relationship with Gareth Dragonsbane, a valiant warrior who has always admired her and Ethan is left to wonder what might have been and how long it will be before Abbie finds out.
- By the end of the war, the former Damaran baronies and duchies have been conquered. Prince Grant is now the ruler of a new kingdom, called the Kingdom of Bloodstone, and Princess Athelwyne is his Queen, All of the local threats have been dealt with, with only the Witch King of the north remaining. Princess Athelwyne has left her former realm of Europa and is now firmly established in the Legendary Realm as her base.
- Abbie is upset when she realises that Lady Aelfwynn’s son has red hair and she works out that Ethan is the father. She remains cool with Ethan for some time.
Part 2 - The Antarctica Mystery
- With Bloodstone now stabilised for the time being, Ethan finds himself spending more time in Realm 0 (Earth) than in Bloodstone. He finds it difficult being in a place where his young son is living but he has no part in the child’s upbringing. By this point Ethan has explored much of Clockworld and he understands much of Realm 0’s workings such that he has achieved a level of control over the realm. He has achieved sufficient mastery of Wrighting such that he can make Icons.
- Ethan goes through the paperwork from the house’s previous owner (John) and he remembers that he was lost in Antarctica. Ethan wonders what happened. He starts to review the newspaper clippings and decides that he wants to find out more. According to the papers, John’s tractor fell into a chasm in the ice. There are also references made to a research station where John worked. Ethan attempts to scry the area, but he finds that there are powerful magical currents in this place which makes scrying very hard and he is reluctant to delve too deeply.
- Remembering that Clockworld has a Door which leads to somewhere in Antarctica, Ethan decides to investigate. He contacts Abbie and invites her along. He is very pleased when she accepts, and she brings Macavity with her.
- They prepare themselves for subzero temperatures and journey to the Antarctica Door via Clockworld. There is a thin layer of ice over the Door but Ethan is able to open it. It is bitterly cold on the other side but it is daylight. They find themselves in a chamber which has an opening to the outside world of snow and ice, but inside is frozen. There is an ice wall in front of them which seems to have consumed part of the chamber, but there are also other openings.
- Ethan gently ‘feels’ for whether there are any other beings present. He can sense magic here, and intelligent minds but they are slippery. Macavity states openly that he doesn’t like it here.
- Ethan and Abbie investigate the opening to the outside world and find that they emerge on the side of a mountain with a glacier below. Ethan can tell roughly where the research base is that John was working - it is about two days away. Looking over a map, they conclude that John’s tractor was lost about halfway between the research base and this location.
- Ethan, Abbie and Macavity begin to explore the complex. They find that all of the chambers are quite odd - the doors are not quite rectangular. The ceilings are straight but at odd angles. Here and there there are statues carved out of stone - the statues are of non-human creatures with short bulbous legs. Ethan urges everyone not to touch anything, and not to use magic.
- They find a chamber with a large table in it and seven chairs. There are plates and cutlery here. At this point Ethan notices that although it is cold, it should probably be much colder. He wonders why. The creatures that Ethan can sense seem to be keeping their distance. At last they find a chamber where there is a lectern, on which rests a book. Looking at the book, the pages seem to be made out of some sort of kelp-like material, not paper. It appears to be some sort of religious text.
- Ethan briefly turns the pages. The writings warn the reader not to disturb the chambers, and warns of dire punishment to anyone who might disturb the “Halls of Silence”. It talks of extreme danger, and mentions that something which is not yet dead might awaken. Something beneath the ice.
- Ethan, Abbie and Macavity carefully investigate the magical energies in the place. The magical forces here seem to be directed and guided by the odd doorways, as if maintaining some sort of spell effect. The magic here is powerful, but slow and difficult to channel. Ethan wonders if the hole in the entry chamber to the outside world might be some sort of weakness as the opening appeared recent.
- After concluding that the book itself is not part of the magic flows here, Ethan decides to take the book from the lectern for further study. In response, some of the oily-minded creatures start to move in their direction, and they beat a hasty retreat.
- Before they leave, they find an small ovoid that was not there before. It does not appear threatening, so Ethan takes this too.
Part 3 - Back at Clockworld
- Back in Clockworld, Ethan asks Gearwing to analyse the book that he recovered, and they talk about what they have seen.
- The book is written for pilgrims of a nearby city which is all but abandoned. Most of the book consists of warnings as to what must not be done. The book also makes reference to “He Who Was and Must Not Be Again” - something that is sleeping beneath the ice and must not be awoken. The text describes that as something colossal - it’s “head reached the clouds” and “all things bowed before it.” Some of the phrasing reminds Ethan of H.P. Lovecraft’s works (which he has read since becoming a Lord of Gossamer).
* Image by PE Travers on DeviantArt
- Ethan, Abbie and Macavity all agree that the place was creepy and it would not be advisable to return. Investigating the ovoid that they picked up, they find it contains a message. A deep inhuman voice warns them that the place they visited is very dangerous. Taking the book was not a problem because they will replace it but the voice begs them to be extremely careful and not to use any magic within the walls. “The Sleeper must not awaken.”
- They are left wondering whether the breach in the outer chamber could be slowly weakening the spell (disrupting the spell harmonics) and also what might happen if someone of malicious intent was to find the chambers in the Antarctic.
… and that’s where we left Session 116, which concludes the ten year Time Compress.