The road so far
Table of Contents

This page is where we list the scenarios that have been played in the saga thus far, which will (hopefully) also include a little bit of basic information on what happened in each of these stories. Players are invited to expand on this information with their own retellings and records.

Unless stated to be otherwise, it's assumed that 1 week passes in-game for each week that passes in the real world. That is, this week's plot begins 1 week after last week's plot started.


Town: SKY RIVER

Week 1 - August 28

01.1: Mystery of the Flowing Dress

Nature: Scenario
GM: Felix
Players: Moonglow (Jonas), Puddle (Tore), Ruby (Markus), Eucalyptus (Sondre)

Description: The players stroll around in Sky River and meet Petal and Tulip near a fountain. Tulip is sad that the old fountain is no longer there, while petal is upset that the waterstones are used for art and pleasure of the village instead of helping other people. A bit later Petal asks the players for help, some waterstones have gone missing from a few storage locations in town and the disappearance coincides with the arrival of the caravan.

The players investigate the Chaos pool and have a chat with the water spirit there. The water spirit tells them that a new person, wearing a fancy dress, came to collect the waterstones. The players suspect tulip, who wears a dress that looks like it was stitched together from different dresses, was that person.

Next the players look into the warehouse where they find Tulip looking at the old fountain which is running. She has plans for making a dress that uses waterstones. The players take her to Petal who is aware of the dress making plans and scolds Tulip for stealing the waterstones.

Player retellings: The Euclidian Chatterbox,

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01.2: Smoke on the Water

Nature: Scenario
GM: Jonathan
Players: Reed (Torstein), Bubbles (Hilde), Nyan (Kim)

Description: Reed, Bubbles, and Nyan notice smoke billowing from a building site and investigate. They discover that the townsfolk are building a hotspring to placate a local water spirit, but that the boiler the town wanted to use is producing too much smoke. They ask Lapis, a smith and town elder who was clearly taking charge of the situation within the building site, how they can help. She suggests examining alternatives to the wood they're using, the boiler they have, and/or maybe even the heating techniques at all.

With these statements as guides, they head out to talk to Saffron, a gemsmith specialising in waterstones that Reed had met briefly previously. While the team notice that it might be possible to use Saffron to create an alternative heating source, they decide not to as the requirement to be able to do so would be to force Saffron to undergo something he specifically does not want to.

The team then head off to the logging camp in the forest to investigate the wood situation. At the camp they run into Asher, a charcoal burner with the caravan, who was finishing up some business with the logging team. They learn that charcoal has far less smoke when you burn it, although you have to create it in the first place which can be smoky, and negotiate with Asher for some charcoal and his advice in how Lapis to create a charcoal kiln. Reed takes the opportunity to approach Saffron to request a water stone, and is given a small stone on the condition that he have a word to a member of the caravan who had taken a large water stone without asking.

The next day the team oversee a meeting between Asher and Lapis, with Asher agreeing with Lapis that the boiler the town has needs urgent upgrades. As neither Asher or Lapis are super experienced with boiler systems, the players approach Springtide, the caravan's water expert and part-time tinkerer. He agrees that the boiler is out of date, and luckily has some knowledge of how to upgrade old boilers like this to some degree, but can't provide plans for a better boiler in general. He enlists the help of Thyme, another tinkerer with the caravan, and between the two of them the upgrades are completed within the day.

The team then contact the water spirit, and, with Reed using water walking on top of the puddle within which the spirit is residing, perform a ritualistic welcoming for the spirit into the hot spring, accessed through the boiler. The spirit takes his spring, quickly changes its flow so it feeds directly into the intake of the boiler, and shoots through out to the other side, quickly filling the hotspring with steaming hot water.

Player Retellings:

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01.3: Creature of the Turquoise Lagoon

Nature: Scenario
GM: Henrik
Players: Dusk (Martin), Sapphire (Gry), Chert (Maggie), Glimmer (Sigurd)

Description: Sapphire the dragon, Glimmer the dragon, Chert the cat, and Dusk the fox have caught wind of a great tentacle monster at the docks of Sky River. It has been trying to steal people by grabbing them out of the water, and even smashed a boat against the rocks. Thankfully, no one has yet to be dragged into the murky depths for good. After a brief consultation in Sapphire’s wagon, the party agrees to send the dragons, the adults, down to the dockside while the kids travel up to the town to gather intel. The adults, Sapphire and Glimmer, find a fellow named Pear at the docks who tells them about the monster attacks. He is grateful to them for being willing to save them, and has a cousin who will lend them a rowboat.

The kids, meanwhile, are climbing the city. They see the gorgeous algae arrangements on the pile of block rooftops. Dusk wants to dick around, Chert wants to go to the candy store to buy more pocky. At the candy store, the storekeeper, Mint, happily gives them candy – Chert is tragically forced to pretend it is for his totally-real younger brother. Her son is able to direct them to a man who was attacked by the tentacle monster, Lark, who works with carving magic rocks. He gives Chert two magic sinking-rocks for their quest. The adults, meanwhile, are beginning to feel guilty about ‘abandoning’ the children after hearing talk of what happens to unsupervised children. The party regroups. Glimmer is given a magic rock – the greedy dragon likely isn’t going to let that go again. They wait until the evening to go out and try to talk to the tentacle monster in a rowboat. Chert is very reluctant, but reluctantly agrees to come along. Armed with a net, the heroes set out.

Out in the boat, shenanigans ensues, until Sapphire has had enough: "If you are quite done messing around, we would like to talk now". And sure enough, from the depth rises… a KRAKEN! Turns out, he is a henge named Anemone, cast out from his society of krakens for being too clingy. With some effort, he is persuaded to take human form - "the humans won't run in terror if you look like them!" There is talk about keeping him in a bathtub in Sapphire's wagon, but thanks to several heartwarming speeches, the village seems to have accepted him for now…

Player retellings:


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Week 2 - September 4

02.1: Creation of the Flowing Dress

Nature: Scenario
GM: Felix
Players: Ruby (Markus), Eucalyptus (Sondre), Prism1 (Ole Kristian)

Description: The players are asked by Petal to keep an eye on Tulip, who has been asked to stay in her workshop for a while so she doesn't cause any more trouble after it came to light that she had stolen water stones. Then, once they arrive, they are asked by Tulip to convince Petal to help with the creation of the water dress that she envisioned. They do so, convincing Tulip that maybe it's okay to finish a project once in a while and Petal that maybe it's okay to sometimes to things that don't have an immediate practical purpose. Along the way they also try to convince the village that Ruby is an awesome God, but Sky quickly puts a stop to that.

Player retellings: The Euclidian Chatterbox,

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02.2: Solving the Shrine

Nature: Scenario
GM: Jonathan
Players: Reed (Torstein), Moonglow (Jonas), Breccia (Fredrik)

Description: It is a lovely summers day. The gang goes to the shrine, meets the mysterious shrine maiden Tarragon, solve numerous puzzles, then come face to face with Sky, spirit of Sky River, and receive just rewards for their cleverness. The lovely day turns into a lovely evening.

Player retellings:

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02.3: Smells like teen drama

Nature: Scenario
GM: Henrik
Players: Dusk (Martin), Chert (Maggie), Glimmer (Sigurd)

Description: At an ungodly hour in the early morning (just before noon) Dusk, Glimmer, and Chert are attracted by the sound of angry shouting somewhere outside the wagons. It turns out that Heath, a lumberjack from the village is angrily asking Loam and Bracken where he might find their friend Clay. After some back and forth, including letting Dusk distract Heath with a quest for cookies, it becomes clear that while Bracken and Loam are not terribly worried, and in fact saw Clay just this morning, Heath has barely seen her since the caravan arrived. Moreover, it seems that he had expected to see her a whole lot more, though he is unwilling to disclose exactly why. To appease the spurned lumberjack, the group agrees to look for Clay. Loam and Heath go to search the forest, while Chert, Glimmer, and Dusk plan to ask around the city. However, Dusk secretly follows the two going into the woods, hoping to gleam some secrets.

The two in the woods, however, betray few secrets, nor do they seem all that capable at searching - especially Loam pays more attention to Heath than anything else. Dusk decides to instead go search by the waterfront, asking for whether anyone has seen Clay this morning. As it turns out, she was seen entering the lake together with one Lark, whom Dusk knows from before…

Meanwhile in the city, Glimmer tries asking people on the street if they have seen Clay. This goes poorly. The dragon has some serious issues figuring out which humans may have been about Clay's age and demographic, so the questioning leads nowhere. Chert, however, has another plan. Sneaking into a less-light alleyway, he calls upon the power of his people, summoning a swathe of local cats. Conversing with Gary, the floofy "leader" of the cats, it is clear that they normally do not pay much attention to the humans unless they are handing out snacks, but Keith, a gangly and rusty-grey cat who lives by the docks might have seen someone matching Clay's description. And sure enough - early in the morning, Keith says he saw Clay enter the lake together with a shirtless teenage human with some excessive bruising on his torso. Chert and Glimmer decide that might be Lark, and thus, the trio converges at Larks house.

Lark confirms that yes, he helped Clay and her boyfriend(!) Aconite out with gathering some deepwater plants that morning. The house briefly turns into a group-hug when Lark's newly acquired housemate Anemone sees that his new friends are visiting. In the middle of the commotion, Glimmer just about catches wind of someone being outside, but deciding to leave after a brief pause - it's Bracken! Feigning an emergency, they run outside, following Bracken into an alley and confronts him about what he wants. Turns out, he is there to see Lark, but it seemed like there was a crowd, so he wouldn't want to impose maybe come back another time, and so on. Glimmer, lunging on a hunch decides that this is nonsense, and with a promise that they along with Dusk and Chert will bring Anemone out of the house, Bracken is dragged back to Lark's house. A quick insistence upon bringing an expert in potential water related investigations later, and the first set of relationship drama for the day has been solved.

At a loss for further clues, the trio (and Anemone) head to talk to Opal, the resident bard of the caravan, to find out who is sleeping with who, and more precisely where they can find Clay and Aconite's sleeping arrangements. A bit of back and forth leads them to Aconite's wagon, where they find his research notes. Turns out, he isn't a very good alchemist. And now, he is trying to "cure" love, using an experimental potion with lots of fumes. Fearing they might be too late, the party takes to the sky, searching for signs of smoke. They find a clearing with Clay, Aconite, and their experimental apparatus… but it is too late. Aconite's experiment has, in a way, succeeded. But all of the memories of the two are gone.

Scrambling to get the two amnesiacs back to the caravan before something ill befalls them, the group runs into Heath and Loam - and in the confusing mess of angry and confused outbursts that follow, the truth eventually comes out:

  1. Last time the caravan came to Sky River, Loam developed a crush on Heath, but was too shy to say anything about it. Therefore, she asked her friend Clay to help her by cozying up to him and putting in a good word, so to say.
  2. Heath and Clay appeared to have chemistry - she ended up accidentally seducing him, and they spent an intimate moment together. Clay, of course, never told Loam.
  3. Heath assumed their moment of shared intimacy meant something, and has spent the last year working on building a house so that they can settle down - he assumed they were engaged. Meanwhile, Clay hoped he had forgotten about the whole thing.
  4. A few weeks ago, Clay met Aconite, and the two fell in love. In fact, this was why Aconite decided to join the caravan.
  5. Bracken, being a close friend of both Clay and Loam, has been confided in by both parties, promised not to tell anyone else, and has been generally tired of the drama since it began. Honestly he would just like to get some peace alone with his boyfriend if y'all wouldn't mind!

Looking at each other, Chert, Dusk, and Glimmer decide that this is generally awful, but at least it is now all in the open so that they can sort it out. After Clay and Aconite have been brought into the care of a competent herbalist, who assures everyone that their memories will return by morning, the teens are left to sort out the remains of their drama on their own…

Player retellings:


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Week 3 - September 11

03.1: Time to say goodbye

Nature: Scenario
GM: Felix
Players: Glimmer (Sigurd), Chert (Maggie), Amethyst (Bianca), Ruby (Markus)

Synopsis: A small feast is thrown to ensure that the social entaglements of the past few weeks may end in amicable resolutions.

Description: Summary of the going away party:

Glimmer, Chert, Amethyst, and Ruby are invited to dinner with Cloud, who briefs them on the need for a farewell party. The intent of this endeavor is to give everyone who might need it a chance to come to terms with having to part with one party or another they have gotten attached to over the past weeks as the caravan will be moving on. After some quick brainstorming, Chert and Glimmer agree that the teenagers involved in the previous week's drama (02.3 - Smells like teen drama) might need the time, as well as Anemone. Ruby posits that his friends Tulip and Petal might be a good idea to invite as well, and moreover he himself seems to need some time to come to terms with leaving especially Tulip behind.

Having compiled a guest list, the group sets out to gather supplies - and deciding it is probably too late to bother Cypress (who is in charge of food distribution to the caravan) directly, they stop by Mint's candy store to get some snacks for the party. She is of course more than willing to help out once it is clear that the candy is for the party rather than for the road. It turns out Cypress has given instructions not to hand out "too much" food for the caravan. This seems unusual, so the quartet of henge seek out Cypress next…

Cypress' place is a chaos of people running around everywhere, with her directing the moment and generally seeming quite stressed. At this point Ruby ducks outside for a bit, while Chert takes a nap - so it is up to the bunny and the dragon to convince Cypress to relinquish the supplies they need. As it turns out, she is rather unwilling to do so. She seems hung up on the idea that she really needs to ration the food just in case there are more caravans coming through, and in fact there is a bit of concern the caravan might not get enough food for the road. Glimmer attempts an appeal to rationality, but it is Amethyst's appeal to her emotions that finally breaks through, using the sleeping Chert to melt her frozen heart ("Do you want this kitty and his entire family to starve? Look how cute and fluffy he is!") Cypress, to the groups surprise breaks down crying. It turns out her mother left with a caravan years ago, and since then she has resented the caravans taking people away and tearing relationships apart. She is, of course, promplty invited to the farewell party after some extensive effort to hug it all better.

At the party, all invited save Petal have shown up, and appear to have a good time. The teenagers seem to have mostly sorted out their issues - each going the way they came at the caravan's arrival. Some concern was raised about the relationship between Bracken and Lark, but as Bracken says - "some people know how to do casual". That leaves just Anemone in that particular tangle, and he is indecisive. With some prodding, he is ultimately convinced that he needs to let go of someone and given his dependency on water that ultimately means staying in Sky River.

Ruby decides to have a chat with Tulip, to see how she is doing. As one of the first people to ever genuinely listen to him, he feels a special attachment to her, and tentatively suggests that maybe she might want to come along? However, Petal has a home here in Sky River and will be staying. Ruby is sad but understanding, and decides to leave her a memento. Using a considerable amount of magical power, he creates a ring for her, capable of turning her invisible at will. And unlike a normal ring, he will be able to maintain its magic even after the caravan has left. Tulip is elated, and as the party dies down, she is already busy fantasizing about her new dress designs…

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03.2: A spring by any other name

Nature: Scenario
GM: Jonathan
Players: Nyan (Kim), Eucalyptus (Sondre), Puddle (Tore), Sapphire (Gry), Bork (Brage)

Description: Retiring to the hot spring after a cold breeze interrupted a pleasant warm evening, the gang discover that Hot Spring has found a new obsession; becoming the spirit of the water dress designed by Tulip. They are split on how to proceed, with some wanting to help the spirit and others wanting to convince the spirit to be happy as he is. They discuss this issue with knowledgeable townsfolk, namely Sage, Sky, and Chaos, and end by ritualistically convincing Hot Spring that being a hot spring was a good thing to be. Along the way they also met Florian, the attendant at the hot spring, responsible for ensuring the boiler is kept fueled, and ask her to take a role looking after Hot Spring while he learns to be a good spirit.

Player retellings: The Euclidian Chatterbox,

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03.3: Under Da Lake

GM: Henrik
Players: Bubbles (Hilde), Moonglow (Jonas), Jasper (Michael), Dusk (Martin)
NPC's: Anemone, Lark, Murray, Current, Tarragon

Description:
Player retellings:


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Week 4 - September 18

04.1: Are We There Yet?

Nature: Scenario
GM: Felix
Players: Glimmer (Sigurd), Eucalyptus (Sondre), Chert (Maggie), Moonglow (Jonas)

Description: The Forward Accessibility Scouting Team (FAST) scouts the road ahead, go down the rabbithole into a deep, dark, spiralling pit without bottom until they reach the secret hub of the cat paths. From there, they briefly visit Bubbles, Puddle, Ruby, and Firestone. Chert later receives a pie from Dill the lonely farmer, and finally they bridge depression to reach Hope Arch.

Maps:

Player retellings: The Euclidian Chatterbox,

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04.2: They Can See Clearly Now

GM: Jonathan
Players: Dusk (Martin), Mica (Henrik), Amber (Gjermund nr2), Bork (Brage)

Description: Something lurks in the woods, watching the caravan. The players give chase, meet a lonely lost doll named Penumbra, narrowly avoid a fight with a lost frost fairy, and discuss the nature of love and loss with the local forest spirit. Making a magical deal with the forest spirit (in which they will send word to a poet that lived in the woods ages ago that he is missed), the players get granted passage back to the caravan. The frost fairy disappears the moment the gang leaves the woods, but the rest return to the caravan where they reunite Penumbra with her original owner Gloaming for a happy ending. In escaping the forest it is possible that they might have also unleashed shadow beings of unknown intent into the world, but that's fine, right?

Player retellings:

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04.3: Catch up if you can

GM: Fredrik
Players: Bubbles (Hilde), Puddle (Tore), Ruby (Markus), Firestone (Kais)

Description: A wagon owned by the small family consisting of Auburn, Heather, and Juniper gets separated from the caravan, and the players set out to find them. At one point they are briefly joined by Glimmer, Chert, Eucalyptus, and Moonglow. In the end, the group catches up with the caravan.

Player retellings:


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Town: HOPE ARCH

Week 5 - September 25

05.1: Henge in Sheep's Clothing

Nature: Scenario
GM: Felix
Players: Ruby (Markus), Nyan (Kim), Eucalyptus (Sondre), Puddle (Tore)

Description: The group finds a young shepherd, Forest, who is crying because he has lost his favorite sheep, Mist. The decide to help and set off to search the plains at night. Finding nothing, they search the village as well. During this search, they come across Clover, another shepherd who goes off to look into this matter. The players tag along, and after some conversation between the two shepherd, they discover that Coriander was one of the people who helped found the village, and the original owner of Mist. The sheep was apparently very gentle and easy to work with; a good first sheep for shepherd to learn the trade. Clover suggests they search the edge of the plains since Mist has not been found on the plains; so smelling where it might have gone off the plains would be easier than following the trail among all the other sheep trails on the plain. The group heads off into the forest, and soon enough finds Mist who turns out to be a Henge as they had suspected from the very beginning. She's in a bad state, having been on her own for two days and lots of scrapes from bushes. On the way back, most of the party gets distracted talking to the spirit of the forest, which calls itself the Autumn Forest. Nyan is not amused, and carries Mist back so she can get some help with the rest of the party goes off to look at a tree made of ice in the middle of a lake.

Player retellings: The Euclidian Chatterbox,

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05.2: Trickster Trouble

GM: Jonathan
Players: Beryl (Sarah), Sapphire (Gry), Dusk (Martin), Mica (Henrik)

Description: With their wagon stuck at the top of the elevator, the group venture into Hope Arch to see what there is to see, with Beryl determined to count every stair on the way down out loud. Inside they meet the rambunctuous twins Alocasia and Colocasia, who tell them to talk to a local baker, Caladium, about a resident of the town, Zephyr, who has been acting out of sorts lately. Also, the baker's specialty is eggy bread; the gang can't pass that up. Talking to Caladium, they learn that Zephyr is considered a good person, and these recent changes in his personality are upsetting to say the least. Caladium cuts off discussion of Zephyr upon the entrance of Xanthosoma, who is dressed in an outfit coloured with very fancy colours and in a fancy material, but which has obvious issues in relation to tailoring. She takes a loaf of bread and leaves, but even after she is out of the picture Caladium is reticent to continue to the conversation, suggesting they seek out more friends of Zephyr. They again meet with the twins, who ask them for the information they got from Caladium. At the bottom, Beryl announces that there are 14,763 stairs if you take the internal path through the arch. They meet Granite, who informs them that Zephyr's change in behaviour is a good thing for the town. They meet with Wintersweet and Jasmine, who guide them to a secret bar hidden inside a large stack of bundled hay covered by a wooden roof; impossible to distinguish from other similar structures if you didn't know what to look for. Inside they talk briefly to the bartender Bougainvillea and start getting drunk, before finally meeting with Zephyr. He tells them that Xanthosoma told him that there were many others in the town who wanted to kick him out, and showed him a list with signatures to prove it. The gang drunkenly break into Xanthosoma's home and steal the list, which they discover to have been a grocery list that had other words hastily added. Back at the bar, Zephyr recognises the list and says that when Xanthosoma showed it to him she had waved it fast in front of his face so he hadn't caught that they weren't even names. The shepherds voice their support of Zephyr, who feels far more comfortable and ready to get back to his old ways.

Player retellings:

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05.3: Do You Even Elevate?

Nature: Scenario
GM: Sigurd
Players: Moonglow (Jonas), Bubbles (Hilde), Amber (Gjermund), Firestone (Kais)

Description: Opal implores the players to look into some trouble with the elevator on behalf of a local friend named Syrinx. The elevator, or lift as the locals say, proves to have some mechanical issues, exascerbated by the local mechanics refusing to let the engineers from Sky River have a look at it, despite Sky River natives having originally installed it. After some back and forth, they convince head mechanic Shingle to let the engineers have a look at his lift, and after some prompting the two teams manage to work together to fix the lift.

Player retellings:


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Week 6 - October 2

06.1: Clear Skies

Nature: Scenario
GM: Felix
Players: Ruby (Markus), Sapphire (Gry), Puddle (Tore)

Description: Xanthosoma asks the players to look into the weavers because they send less cloth to the Dyers guild. Puddle angers her, and she storms off to find his owner, Cloud. Ruby drenches her room with Fairy Rain. The players are not happy to help Xanthosoma, but are interested in weaving and cloth anyway, and so go there to check it out. They meet Silk, who gets wrapped up in an intense conversation about looms, and accidentally spills the beans that there are fewer to no dry clouds coming in anymore. Before they can leave to investigate, Cloud arrives with Xanthosoma and fake scolds Puddle so that it looks he is chastising him while really praising him. The players venture off to find out where they have gone. Ruby talks to Forest and Mist who are with a herd of sheep; while Sapphire and Puddle perform a ritual on a little cloud pillow they got from Silk to show them where it came from. The pillow nudges in a direction and they go that way. On the way they come across Ruby and intend to take him along further on the direction they are going. Offhand Sapphire asks Mist if she knows where the dry clouds come from and is informed that they come from these sheep, which will poof up their wool into a cloud from time to time, leaving them with almost none that then slowly regrows. They managed to induce one sheep to do so, and follow the cloud out of the plains and over a swamp. Ruby has to walk while in a lot of pain because he pissed off Sapphire and was hit and sent flying quite far. In the swamp they reconcile when Ruby apologises. They discover nothing that might draw the clouds to the swamp and go looking in the direction of Hope Arch instead. They find there is a spirit that draws in anything in the air, including cloud. They try to talk to it, but it does not answer. However, they notice that the range over which the spirit draws in stuff does not extend to the cloud sheep. They question Forest whether the sheep might have been moved, but are informed they they have not; however the village it further away now. They realise that the land has been expanding, and so even with the sheep in the same area, they village has gotten too far away because the plains in between have grown. They ask Forest to move the sheep closer so that they are caught by the air spirit, and he agrees. They also move some of the clouds from the swamp towards the village, but it is hard work. Xanthosoma finds Ruby, and gets some water stones from him because her room has been drenched and they can keep it dry.

Player retellings:

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06.2: Friendship is Mayhem

Nature: Scenario
GM: Henrik
Players: Glimmer (Sigurd), Chert (Maggie), Firestone (Kais)

NPC's: Opal, Shingle, Xanthosoma, Zephyr, Bougainvillea, Clay, Bracken, Aconite, Loam, Ümlaut

Description: Glimmer, Firestone, and Chert receive an invitation to a celebration of the arrival of Autumn. Outfitting themselves with masks and costumes from a chest found in Glimmer's hoard, as well as animalistic henge traits, they attend the party, and, in rapid succession experience or instigate a series of incidents:

  • Multicolored fire breaks out on a table near Bracken (who has broken his leg due to "Bad communication")! Tip for the future: Glitter makes for a poor fire extinguisher.
  • Clay throws a tantrum over the players putting out the fire.
  • Chert gets significantly tipsy, while simultaneously gathering relations and intel.
  • The dragons are stumped by Clay, Aconite, and Bracken - though Firestone notices Clay has two sets of footsteps?
  • Loam hits a pinata full of bees off-screen, and hides in a barrel of water. Chert valiantly saves her from the icy, wet clutches of the water, while the dragons swat away the bees.
  • The lights go out, and at last they see Clay, who has been missing, being stalked by a shadowy gremlin creature.
  • Chert apprehends the gremlin, who turns out to be Ümlaut, a "helpful" mononoke who wants to set things right for Clay and Loam pestering Bracken.
  • With Ümlaut's help, the trio of teenagers are finally convinced to share their feelings with each other, and, perhaps, this time they will remain friends…2

Player retellings:

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06.3: Kids These Days

Nature: Scenario
GM: Fredrik
Players: Dusk (Martin), Moonglow (Jonas), Eucalyptus (Sondre), Nyan (Kim)

Description:

Player retellings:


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Week 7 - October 9

07.1: Colored Clouds

GM: Felix
Players: Ruby (Markus), Prism (Theo), Bork (Brage), Eucalyptus (Sondre), Magellani (Maja)

Description:
Player retellings:

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07.2: Firebird and Thunderbird

Nature: Scenario
GM: Henrik
Players: Sapphire (Gry), Glimmer (Sigurd), Chert (Maggie)

Description: The characters solve the shrine of Hope Arch, in order to earn an audience with Hope, the god of both the city and the region in general.

Player retellings:

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07.3: Where Have All the Flowers Gone?

GM: Jonathan
Players: Firestone (Kais), Puddle (Tore), Moonglow (Jonas), Dusk (Martin)

Description: The gang is approached by Iris and asked to help her with a request the local Dyers guild have to get some flowers with which to make dye. Joining on their quest is Gloaming, the caravan's barber-surgeon; Penumbra, Gloaming's porcelain doll; and three members of the Dyers guild; Fulgurite the high-ranking painter, Kowhai, the middle-ranking 'dye procurement manager'; and Wintersweet, the low-ranking dyer. The mission is successfully completed, with Moonglow procuring a small supply of magical plants.
Player retellings:


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Week 8 - October 16

08.1: Tying the Knot

GM: Henrik
Players: Amethyst (Bianca), Chert (Maggie), Moonglow (Jonas)
NPC's: Wicker, Parsley, Mesa, Nimbostratus, Twine, Peninsula, Delta

Description:
Player retellings:

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08.2: Baaaah-d Romance

GM: Jonathan
Players: Nyan (Kim), Ruby (Markus), Eucalyptus (Sondre)

Description: After painting the clouds the previous week, Ruby and Eucalyptus are pulled before some of the angrier denizens of the town to explain themselves and put things right. This feels strange to the gang, as they had only painted one set of sheep, but looking up in the sky they see many colourful clouds. They go to talk to Forest, and discover that him in a confused state wondering whether what he had recently experienced was love or not. Seeing that the cloud sheep Forest had been herding were all painted in weird clumps and patterns of colour, and discovering he didn't know who or what had painted them, Nyan and Eucalyptus took Forest in search of Mist to see if she knew anything. Ruby stayed behind to watch the sheep.

Eucalyptus found Mist, who was hiding from Forest, and discovered that she was sick of being harrassed by Forest, refusing to meet with him. Nyan had a long talk to Forest and convinced him that the fact that he had 'heard music' looking at Mist but hadn't actually felt any emotional connection indicated that he wasn't really in love. Ruby, closely watching the sheep, observed that, after a dry cloud drifted off a sheep, the new wool that started growing in was initially white but very quickly started changing colour. The group reuniting, minus Mist, they investigated the scene and worked out that they changes in wool colour were due to the sheep eating the colourful flowers in the area. Nyan determines that Ruby had used some of their powers to give both Forest and Mist strange dreams about romance, and gets Ruby to see the error of their ways.

Tasking Forest to make sure that his flock stayed away from the flowers, and with the promise of Nyan spending time with him over the next few days so that he could talk out his feelings, the gang go talk to Mist in the Shepherd's Secret. She states that if Forest doesn't start taking his work properly again, which he can't do while mooning after her, she doesn't feel comfortable with leaving the village like she had originally planned. The gang convince her that Forest will change his ways, and Ruby apologises to Mist for both the dream he made her have about loving Nyan, and for the drama he caused through the dream he gave Forest about loving Mist. The gang then inform the guilds about the cause of the clouds being colourful, and inform them that, aside from a last batch of colourful wool, they should soon be back to being properly white.

Player retellings:

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08.3: If Everyone Jumped Off a Bridge...

Nature: Scenario
GM: Fredrik
Players: Dusk (Martin), Glimmer (Sigurd), Puddle (Tore)

Description:
The players investigate a mighty ruckus atop the arch - turns out the children of Hope Arch are jumping off the cloud catching platforms in ropes to amuse themselves. Onlookers are of split opinions, some seem tempted to join in themselves, while others are on the verge of attempting to shut it down. After a brilliant(?) idea from Dusk, the players decide to do both.

Speaking privately with Holly, leader of the weaver's guild, they plan to organize the activity into Hope Arch's official village sport. After securing the support of the shepherds as well, bureaucracy happens and a few days later, the first official event is held. Whether the sport will truly catch on, or fade into obscurity now that it is a sanctioned mainstay of the region remains to be seen…

Player retellings:


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Week 9 - October 23

09.1: Recruitment Drive

Nature: Scenario
GM: Sigurd
Players: Moonglow (Jonas), Mica (Henrik), Dusk (Martin), Sapphire (Gry)
NPC's: Opal, Gloaming, Penumbra, Syrinx, Peach, Wicker, Delta

Description: As the caravan prepares to leave, it turns out that a couple of its members are tempted to stay behind. The characters are upset at this, and work to get everyone to share what they actually feel about each other, so that at least the decision is made as a well-informed choice. A nice "we appreciate and will miss you" dinner / evening is arranged to accomplish this, and magical potions are slipped into peoples' drinks to help them 'open up'. A local kid who's been considering whether he should join the caravan to run away from his problems also shows up, and an attempt to help him fix his issues accidentally convinces him to join instead.

Player retellings:

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09.2: Guild Drama

GM: Felix
Players: Puddle (Tore), Firestone (Kais), Bork (Brage), Ruby (Markus).

Description:
Player retellings:

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Week 10 - October 30

10.1: Travel Trouble

GM: Felix
Players: Sapphire (Gry), Bubbles (Hilde), Eucalyptus (Sondre), Ruby (Markus), Firestone (Kais)

Description:
Player retellings:

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10.2: The Undiscovered Country

Nature: Scenario
GM: Henrik
Players: Glimmer (Sigurd), Chert (Maggie), Dusk (Martin), Moonglow (Jonas), Puddle (Tore)
NPC's: Clay, Loam, Magnolia, Iris, Bracken, Mango, Dewdrop, The Church-Grimm

Description: Iris has gone missing, and when attempting to find her, so has Bracken! The players are enlisted by Magnolia, Clay, and Loam to find the missing scouts. Following the tracks left behind, as well as asking a friendly neighborhood bat leads the group to what appears to be the remains of a truly ancient settlement. In a weird garden with geometrically arranged stone markers, they find an ancient stone building with light inside…

Curious, they knock on the wall by the doorway, and Dewdrop greets them. He evasively answers questions about the missing people, and allude to some entity who doesn't want them to enter the building. And that was when the grimm appears - a huge, semi-transparent black hound. He demanded they leave, and nit disturb the people in the ground. Clearly these people must be hiding. From what, the Grimm would not say. To avoid angering the Grimm, the group flew onto the roof and met Mango the bat henge. She's friemdly, just like the bat they met earlier.

Glimmer, Dusk, and Chert make their way in through the windows. Glimmer runs into, and hits it off with, Dewdrop. Turns out dewdrop (who the dragon has identified as a spider henge) is a little bit lonely, making fancy weaving all on his own, decorating the building, and occasionally making new clothes for himself or Mango. Meanwhile, Dusk and Chert explore the building… Including a silk-made loft where they find Iris and Bracken! The two wake them up, at which point there is noise, attracting dewdrop. Thus, the whole gang is in the same place!

Turns out, the Grimm is feeling lonely, and while Mango likes the place well enough, with her bat friends, Dewdrop feels more people would be beneficial. The players have the bright idea to possibly revitalize the settlement, perhaps Grimm could be the God of the settlement. Ultimately, they convince the henge to come along to the next town where they hope to find potential settlers for Grimmstad…

Player retellings:


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Week 11 - November 6

11.1: Flown Away

GM: Felix
Players: Ruby (Markus), Eucalyptus (Sondre), Puddle (Tore), Firestone (Kais), Amethyst (Bianca)

Description: A conspiracy theorist, Rosemary, asks the players for help because nobody in the village is trustworthy. There is a missing flying machine for them to retrieve that will help him on that quest once he figures out why they wanted it.

So they go and find the inventor's workshop, where someone called Twilight had built the flying machine. Both are missing. The players mess around the workshop for while, among other things poking a strange cube made of too many gears to actually fit inside it, and activate it. Some inventor freaks out about "the spacial engine being activated", but they ignore it.

They track the trail of the flying machine, and find it. It is possessed by a spirit, and the inventor is inside because the spirit needs a driver. They get her out, and she understandably freaks out about the whole thing. Saying stuff like it isn't what she spent years building, but an abomination replacing it. They calm her down, and convince her to think of it more like a child. Then they hold a ritual to teach it about how spirits work, flying, not keeping people trapped inside it and how it can be whatever it wants to be.

Rosemary was mostly stable though paranoid when they met - after the session, he's probably worse. Eucalyptus used the "Twitter" power to let the man know what they had found out - without telling him about the power first, so he just heard a voice without explanation.

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11.2: Going Out For Drinks

GM: Sigurd
Players: Bubbles (Hilde), Nyan (Kim), Chert (Maggie), Dusk (Martin), Mica (Henrik)
NPC's: Springtide, Brook, Fortunate, Cascade, Laguna, Fjord, Indigo, Nephrite

Description: Since the caravan arrived at Heaven's Gate unannounced, there had been no preparations for all the food and drink the new guests would need, and since there had apparently been far less rainclouds in the area than normal, this results in the village running out of water. The characters are asked to scout out the local area to find new drinkable sources the mobile settlement can tap into.
Player retellings:


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Week 12 - November 13

12.1: Knockin' on Heaven's Gate

GM: Henrik
Players: Bubbles (Hilde), Breccia (Fredrik), Dusk (Martin)
NPC's: Delta, Chalcedony, Peony, Twilight, Feldspar, Magnetite, Anorthosite

Description: A newly joined member of the caravan (Delta) asks the players to help him understand how to behave in town, since he's never experienced any society beyond the village he grew up in. Whiel exploring the city, they all stumble into the shrine, and end up solving it. This attracts the attention of some of the village Elders, and after talking to them the characters head on over to the flying machine workshops, and end up helping there as well.

Player retellings:

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12.2: Stranger Than Fiction

GM: Jonathan
Players: Ruby (Markus), Puddle (Tore), Bork (Brage), Nyan (Kim)

Description: Bork, Nyan, Puddle, and Ruby are searching the central island to find some bungie jumpers so that they can throw Puddle off the island to see what happens when they hear shouting coming from the library. Bork, Puddle, and Ruby rush inside, to find two of the librarians, Peony and Broom, fighting a small fire. Outside, as Nyan casually jogs towards the building, he notices a strange person jump out of the top floor of the library tower, clutching an antique dressmakers doll. Investigating these events, they meet the 'otherwise alive' book people Sanguinis and Spinifex, the ancient and mysterious archivist Papyrus, and eventually have a show-down with Marble, a book person whose sense of self is unstable, and who had been kept bound in book form in the library basement due to a history of uncontrolled and sometimes violent acts when allowed freedom, such as attacking the innocent Rata. Unable to determine a way to help Marble long term, the gang bind him back in book form to rest. They do learn that changes may be possible through editing Marble, but that this may have unintended consequences if not done correctly.

Player retellings:

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Week 13 - November 20

13.1: Winter Wonderland

GM: Felix
Players: Chert (Maggie), Eucalyptus (Sondre), Puddle (Tore), Firestone (Kais)

Description:
Player retellings:

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13.2: (the B plot?)

GM: Sigurd
Players: Sapphire (Gry), Reed (Torstein), Dusk (Martin), Mica (Henrik)
NPC's: Basil, Laurel, Bilberry, Trifolium, Pratense, Roja

Description:

Player retellings:

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Week 14 - November 27

14.1: Lost in a Good Book

GM: Jonathan
Players: Ruby (Markus), Nyan (Kim), Puddle (Tore), Firestone (Kais), Eucalyptus (Sondre).

Description: Ruby, Nyan, Puddle, Firestone, and Eucalyptus ritually abstract themselves out of reality on the journey to rescue Peony, who had fallen inside a not-so-good book (Marble). Along the way they see a bizarre noir city, a creepy children's story, the beginnings of a dark space opera, and manage to destroy one side of Marble's personality. They also learn of two beings that lurk in the spaces between worlds; the monstrous Leviathan and the insidious Whisperer. Succeeding in their mission, they accidentally bring back The Dark Traveller, whose head they had all been inside during the space opera. Papyrus is concerned; the book The Dark Traveller is from was never in the libraries collection prior to their mission.

Player retellings:

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14.2: Flight of the Hummingbird

GM: Maggie
Players: Glimmer (Sigurd), Dusk (Martin), Mica (Henrik), Prism (Felix)
NPC's: Longitude, Latitiude, Prosper, Yew

Description:
Player retellings:

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Week 15 - December 4

15.1: The Great Snowball Fight

GM: Felix
Players: Chert (Maggie), Dusk (Martin), Puddle (Tore), Bubbles (Hilde)

Description:
Player retellings:

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15.2: The Wail of the Banshee

GM: Henrik
Players: Sapphire (Gry), Ruby (Markus), Firestone (Kais), Eucalyptus (Sondre)

Description:
Player retellings:

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Town: HARMONY LAKE

Week 16 - December 11

16.1: Remember kids: Do lots of drugs!

GM: Felix
Players: Glimmer (Sigurd), Chert (Maggie), Firestone (Kais), Puddle (Tore), Eucalyptus (Sondre), Nyan (Kim)
NPC's: Leaf, Bloom, Flower, Melon

Description:
Player retellings:

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16.2: Take Us To Your Leader(s)

GM: Henrik
Players: Bubbles (Hilde), Reed (Torstein), Dusk (Martin), Pearl (Markus)
NPC's: Chanterelle, Cairn, Yeast, Neoteny, Amplitude, Bauxite

Description:
Player retellings:

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Week 17 - January 8

17.1: It came from Above

GM: Felix
Players: Bubbles (Hilde), [[Puddle]]] (Tore), Firestone (Kais)

Description: The fish in the lake are upset because there is a horrible fish-human hybrid destroying their homes and taking their children. Players figure out that this is Aconite, and tell him to stop. They eventually manage to inform the fish of this, but not before two houses have been sunk by the fish army. Aconite wanted to retrieve a lost statue from the lake bottom, and the fish agree to get it in exchange for a hundred metal tools.
Player retellings:

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17.2: The Orb

GM: Maggie
Players: Nyan (Kim), Pearl (Markus), Dusk (Martin), Mica (Henrik)

Description: The players retrieve some lost lizards so they can hatch their eggs.
Player retellings:

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Week 18 - January 15

18.1: It's coming from inside the caravan

GM: Felix
Players: Firestone (Kais), Bubbles (Hilde), Ruby (Markus), Sapphire (Gry)

Description: The caravan has had a lot of obvious and potentially harmful magic happen around it for a while, and people are starting to get suspicious. It has to be one of them, so everybody distrusts everybody else. The village isn't friendly to the caravan either for the same reason. In this general air of suspicion, people start investigations to figure out who is behind all this magic.

Iris and Thyme hire a cryptid hunter, Shamrock. She has with her her assistant, Kelp. The children of the village have also debated the problem and decided that it sounds exciting and they should themselves go investigate to join the fun.

The players fight and manage to knock themselves out. This convinces everybody that they are poor and innocent victims of the evil magic and thus totally trustworthy.

Cloud is accused of being magic by the children, but while they discuss what to do about that, Bubbles distracts them so he can get away.

Shamrock has a plan to expose the responsible people by having a play where they see their wicked actions reflected on the stage and cannot but help and reveal themselves by their reactions.

The players try to come up with something, anything, to restore trust among the caravan. Multiple suggestions of pretending to be an evil spirit and than banishing it were rejected because the henge of the caravan would have be quiet about their magic use afterwards to make it believable that that was the problem - and that's not going to happen. In general, more magic isn't a good solution if the problem is that there has been too much magic. The players summon all the henge, tell them to be more subtle in the future, and prepare to tell the rest of the caravan in general terms that there are some people in the caravan whose job it is to deal with supernatural problems, and while they have been having a bit of trouble with it for a while they are working on it.

The next day, Shamrock has had a stage prepared. The teenage adventurers, Loam, Bracken and Clay are her main suspects (with Aconite tagging along). Meanwhile, those have had their own plans to deal with the mistrust - brew an alchemical potion to remove everybody's memory of the issues. The players convince them to let them try solving the problem with their play first. The players use the play to convey how henge are helpful rather than following Shamrock's idea of exposing the people responsible. Shamrock confronts them, and they reveal themselves as henge in private. She is excited, because they can help her find interesting things to study, specifically in the "depths below". When players ask whether this refers to the depths of the lake, she excitedly takes them to a tree platform, where they through a gap in the canopy can see that what they thought was the forest floor are really just branch high, high up the tree, and they descend far further down. In the depths they can see shapes moving.
Player retellings:

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18.2: The Egg Goes Ever On

GM: Jonathan
Players: Mica Henrik, Glimmer (Sigurd), Eucalyptus (Sondre)

Description: The Orb in the lake is a shrine, which the players set out to solve.
Player retellings:

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Week 19 - January 22

19.1: Frost Fairies vs Lake

GM: Felix
Players: Mica (Henrik), Firestone (Kais), Dusk (Martin), Shine (Brage)

Description: Frost Fairies are causing an intensely cold snow storm, in order to freeze the lake that for some reason keeps thawing unless they constantly refreeze it. The villagers are used to this, and prepare their houses and lilypads to not be sunk by the mass of snow, before hunkering down inside.

The players decide to go out and talk to the frost fairies. Firestone flies over to try to meet them, and is near frozen. Mica creates an alchemical potion to calms the storm and the frost faries. It works a bit better than intended, and the frost fairies hang emotionless in the air above the lake, answering factually to any questions posed to them but showing no desire to take any actions.

The effect on the frost fairies is maintained by them, so there is no way to break them out of it without their desire to do so - and since they have no emotions they also have no desire to end the effect. This is a problem, as it could delay perhaps indefinitely the end of winter, which is caused by frost fairies leaving the world.

Shine tries to get them to laugh with a henge ability, which works - but they laugh emotionlessly, the power does not cause happiness for them, just laughter. However, it also gives them Dreams, which manifest as softly glowing orbs orbiting around them. The players experiment a bit with those to figure out what they are. They also have deep knowledge of lore that frost fairies have no distinction between their minds and their bodies - when they go to sleep, they do not leave a sleeping body behind, all of them goes to whatever realm people go to when they dream. This would count remove the problem of frost fairies just hanging out emotionlessly. It is also a growing problem - new frost fairies arrive, note that this looks like a fun game, and apply the same magical non-emotion effect to themselves.

In order to get the frost fairies to touch a Dream, and thus begone from the world, they go to see Bloom, the local herbalist. Together, they create a liquid form of the Dreams, and use a spray bottle to spray the fairies, which vanish.

Players Retellings:

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Week 20 - January 29

20.1: Stars staying high above you

GM: Felix
Players: Eucalyptus (Sondre), Firestone (Kais), Shine (Brage)

Description: The God of the Shrine, a phoenix, has asked for help with the sky, since something is wrong with it. Also, it is in constant pain and would like some help with that as well by being hatched.

Also, the children of Harmony Lake are acting creepy, and the players set out to figure out what is going on. They discover that since the village is run by a council of Youngers, the children will lose their power if younger children are born - and so they have set out to put a stop to it. They have altered children's songs and rhymes, and this keeps the stars from falling and thus children being born.

The players fail to find a solution to this.

Firestone stays behind to keep looking for a way to assist the phoenix.

Player retellings:

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20.2: What Lies Below

GM: Henrik
Players: Sapphire Gry, Chert (Maggie), Ruby (Markus)

Description:
Player retellings:

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Week 21 - February 5th

21.1: Flowers and Sand

GM: Felix
Players: Ruby (Markus), Shine (Brage), Nyan (Kim)

Description: The caravan prepares to travel to a new village. One family, consisting of Auburn, Heather and Juniper, set out early because they were late once and don't want to repeat that. So instead they get lost because they don't know the way. The players track them down with the help of Melon and set them on the right path.

Their mettle in navigation having been proving, they are tasked with finding a path for the caravan. They go through some flower fields, where Ruby eats one, which causes flowers to grow from his head. They decide that this is a good path to send the caravan through.

Some time later, they cross a desert, and find a crossroad that is not on the map. They use a compass, but it points in two directions. They wait for the sunrise, and find that there are two suns. After choosing one path, and ending up elsewhere on the map, they notice that there are two areas on the map that are marked "finite desert" - they were in both spots at once.

They travel onwards to the next village, and right before stop by the Almond retreat. The owner, Almond, welcomes them, and lets them stay. Ruby forms an instant deep connection of Trust with Almond, and stays for a few more days. When he leaves with the caravan, he promises to visit before they leave the village.

Player retellings:

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21.2: There are wolves

GM: Henrik
Players: Dusk (Martin), Glimmer (Sigurd), ? (Kais)

Description:
Player retellings:

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Week 22 - February 12th

22.1: Welcome to Mooncreek

GM: Henrik
Players: Radish (Kais), Ruby (Markus), Mica (Henrik), Sapphire (Gry)

Description: The Caravan arrives at Mooncreek. The village wants to hold a welcome feast, but there are arguments about where to hold such an event. The titular creek of Mooncreek has recently expanded into a large river, and people have various opinions on where the village should be. Most buildings are on what is referred to as the old side, while some mostly newly built buildings make up the new side. An ornamental bridge that used to go over the creek has expanded into a bridge, and connects the two sides.

As the villagers discuss where to hold the welcome feast, their opinions on what to do with the village shines through, and it devolves into petty arguments. The players try to defuse the situation by suggesting more outlandish suggestions to the problem, such as hosting the feast in the middle of the river on a sandbank, but find that there are people in the village that hold that exact opinion, and feel vindicated to talk at length about their opinion by this.

Sapphire suggests to decide the location through random chance, since that way everybody can agree to abide by the randomly made decision without feeling slighted. It ends up being on the old side.

They talk to various people at the party.

Player retellings:

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Week 23 - February 19th

23.1: My Brother's Keeper

Nature: Scenario
GM: Jonathan
Players: Nyan (Kim), Bubbles (Hilde), Ruby (Markus), Glimmer (Sigurd), Lotus (Felix)

Description: Throughout their first full week at Mooncreek, the players each overhear a sad story Diatreme, the local woodsman, tells about how his unstable horrible brother Strata broke his heart by sneaking off into the night. He begs the players to help him bring his brother home. The players discover Strata is the local teacher, and go to the school to talk to him. They quickly determine that he is 100% unwilling to discuss anything to do with Diatreme, and that, while appearing open and honest, he is consistently in a highly anxious state. A long day later, after talking to Crevasse, Old Granny Scorpion Shoes, Pneumonia, Toadstool and Thyme, the players piece together the knowledge that Diatreme is a highly abusive narcissist who has driven his extended family except Strata away, and has actively been undermining support for Strata not only in the town, but spreading the word to further villages through making sure passing caravans take harmful gossip with them. They also work out that Strata is clearly showing signs of having been subject to intense prolonged narcissistic abuse. After a long discussion about specifics of using incredibly powerful magic to help solve this situation, and how it would be unethical to change the underlying persona of either Diatreme or Strata, the group settle on the idea of providing both Diatreme and Strata with powerful magic crystals that allow them to contact therapists, with an impulse placed upon the objects that they must be used for this purpose at least once in the first week the crystals are in the brothers' possessions. Along the way, the group also learn the following information:

1) It is likely that, if the Phoenix egg in Harmony Lake hatches, the entire forest will burn down in what can only be described as the first catastrophic fire based event in a long chain to follow. (learned from discussing the nearby villages with Strata)
2) The field of flowers they passed through are highly dangerous, and the fact that they have sprouted flowers is a bad sign; while it may take a long time, if this is not dealt with quickly, then every time they breathe in a little more of the pollen from the flowers they will grow more and more, and eventually there will be so many that the roots will fill such a space in their heads that they will never move again. (learned from talking to both Strata and Old Granny Scorpion Shoes about the flowers)
3) There used to be a shrine here, but the last clear reference to it was 2500 years ago or older. (Learned from Strata by asking about the lack of a shrine. Strata suggested that it's possible it 'walked away'; i.e., the land between the shrine and the village grew)
4) Strata is looking for something in a cold dark river, unrelated to the shrine entirely. Something to do with what might be the original source of the moonlit water here. But whatever it is, it made Bubbles too sad to think about for more information to be remembered, and no one else saw it. (learned by looking at translation and notation work Strata was doing on a song; the only information about where he got the song from was a postal tube he took the original document he was translating from. The tube smelled of clover honey, and had the words "To Strata; this is the song I was talking about. Hope it helps, love Cheeky" written above a lipstick kiss mark).

Players Retellings:

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23.2: Mansion Mischief

GM: Henrik
Players: Chert (Maggie), Reed (Torstein), ? (Noah), Radish (Kais)

Description:

Players Retellings:

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Week 24 - February 26th

24.1: Observe

GM: Felix
Players: Dusk (Martin), Sapphire (Gry), Reed (Torstein), Mica (Henrik)

Description: The players are asked by Cliff and Poppy to escort them to the observatory that lies on one of the mountaintops nearby. They are expecting a child, and the observatory allows them to connect to it more easily. On the road they meet Filament, who is acting shifty and distracts them while a figure sneaks around them to head towards the village unseen - Sapphire notices that this is happening, but not who it is.

On the road they talk a bit more about children. In this world, (human) children are born from starts that fall during spring (usually). At the end of spring there is the festival of lights, where couples that want a child (in rare cases even just one person, or more than two) can send a little glowing orb up towards the sky, where it will from from a tiny speck into a vibrant star over the course of the year, and fall as a baby next spring. During this year the parents have a psychic connection to the child, which allows them to feel how it is feeling, and sort of converse with it - the child isn't really able to understand or send more than raw emotions. Anyway, in Mooncreek, this connection is dampened, which doesn't surprise the group because magic in general is. But being high up - like on a mountaintop - boost it a bit. And a stronger connection to the stars like an observatory does so further.

Dusk races ahead to the observatory, and accidentally halts some of the machinery, so he slinks away.

They reach the observatory, and are warned by Cliff and Poppy to not mind the rude astronomer who runs the place. Going in, Cliff acts very stand-off-ish, while Poppy is overly bubbly and friendly. Lavender, the astronomer, has a long-suffering expression while greeting them courteously if not friendly. They send Cliff and Poppy off to one of the guest rooms, which the two are happy to do to get away from Lavender. This way the group can talk privately with the astronomer. She tells them that this attitude is fairly normal - Mooncreek is quite insular and she is weird enough that people from there don't like her by default. After confirming that the group is aware and not afraid of spirits, she also reveals that the observatory has a spirit, though a fairly young one.

During the night, they each get a chance to use the telescope and admire the stars. They step into a dark room, with a platform where a ray of concentrated starlight shines down from the large telescope, which they peer through to gaze upon the sky.

Mica, having been informed about Dusk's accident, feels bad and decides to do something nice for the observatory. He uses alchemy to improve the lenses beyond what would normally be possible. Looking through it, he can see the sky so realistically that is feels as if he is floating incorporeally in it. This is even more amazing, but poses a problem when he tries to leave - so caught in the stars, he cannot feel his body and thus not move away from the telescope. Mica calls out, and the observatory spirit answers. Mica uses the wish power to offer the spirit anything it might want if it releases him. The spirit agrees, and after some thought asks to be capable of looking beyond the sky. Contrary to how this power usually works, this wish is not immediately granted. There is some resistance, but Mica pushes more power into the ability, and something gives. He is suddenly free, and stumbles backwards. Where there was a beam of concentrated starlight, there now is a beam of concentrated darkness. Mica decides to leave quietly before anybody notices it was him.

They leave the observatory, and on the way back see a star fall. They head to the village, to find people forming search parties to search for the fallen star, Cliff and Poppy's baby.

Mica tells Sapphire of what occurred with the wish, and the two of them head back to the observatory to warn Lavender.

Reed joins the search party, and spots Filament having found the baby and trying to keep it away from the other search parties. They have a confrontation, and Strata joins as well. There is obviously something clandestine going on, but the two aren't willing to reveal anything for a while. It takes quite some convinces, but eventually they explain that this is their child. They had a fling, and while they love their child a lot, they can't give it a normal life. Strata is basically a social outcast - which has been dealt with in a different plot, but would take a while to return to normality. So they had a vague plan to give their child to another normal family which could pretend it was their child and still let them visit and help raise it. They also had quite a few arguments over the topic, so their fling didn't turn into a proper relationship. Anyway, Reed suggests they should just say that Filament is an only parent - with stories from the caravan to back up that this is actually a thing that can happen. This way, they also have a reason to not reveal that there was a child any earlier - the unusual nature of an only child would be frowned upon, so the story would be that Filament kept it secret for that reason. Thus this plot thread was resolved.

Meanwhile, back at the observatory, Lavender, Mica and Sapphire talk about the beam of concentrated darkness which comes from looking beyond the sky. They all agree that this is a dangerous thing, and the observatory should not be used to look at stars before this issue is resolved or studied enough. Sapphire experimentally holds a shoe under the beam, and it looks strange afterwards. Nothing obvious changed, but it no longer looks as if it is a part of this world. They leave the shoe with Lavender as a warning of what happens to things exposed to the darkness - so she doesn't get overcome by curiosity and tries to look beyond the sky.

Players Retellings:

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24.2: Shrine, where art thou

GM: Jonathan
Players: ? (Noah), Bubbles (Hilde), Ruby (Markus)

Description:

Players Retellings:

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Week 25 - March 4th

25.1: Flowers, Gleam and Glow

GM: Sigurd
Players: Ruby (Markus), Chert (Maggie), ? (Kais), ? (Frieder), Jasmine (Felix)

Description:

Players Retellings:

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Week 26 - March 11th

26.1: All of the things

GM: Felix
Players: Radish (Kais), Bubbles (Hilde), Fog (Markus), Chert (Maggie), Dusk (Martin)

Description:

The players investigate what happened to the moonlight. It used to be fairly easy to collect from the creek, but now it has become a river, and things are more difficult. The moonlight gathers near the middle, so you have to stand on a sandbank to collect it. After talking to people, they realise that flowers have been planted near the shore. These flowers grow in much of the village and even more so in the nearby forest. They do, as it turns out, absorb most magic, which explain why the village is a low magic area. This doesn't work on moonlight, since that is subtle magic and is only pushed away instead. So it gathers in the one area without the flowers - the creek (or river, now). Planting flowers right on the shores has pushed the moonlight further towards the middle rather than being distributed along the entire river. However, also, people have been using these flowers in the forest nearby to signal to the spirit of the forest that they would like privacy. So the villagers have been picking more of these flowers. This leads to fewer flowers overall, which lead to the remaining flowers having more magic to absorb - and too much magic kills them. They get a bit more sickly by being in a slightly more magical environment, and thus don't grow as well. This naturally leads to fewer anti-magic flowers, and the area becomes slightly more magical still, leading to fewer flowers, leading to more magic… it's a feedback loop, and at some point, it would get too much and collapse. That would be a problem - being in a high magic area is fine, but magic suddenly rushing in to fill an area that hasn't had magic in a while is. It's the difference of swimming in a lake (stable high magic) and standing in front of a bursting dam. They tells the villagers to plant more flowers.

The higher levels of magic also explain why things have started to change in the village that used to be stable - such as the river expanding or the orchard getting a spirit.

Having figured this out, they notice that there are neighbors around. There have been neighbors around for a while, and always seemed to belong there, taking some things and leaving. Focusing intently, they notice that these are wooden constructs, with an effect on them that makes them seem unimportant and to belong. There are also a lot more of them than you tend to notice without focusing, and thinking back while concentrating to overcame the attention-altering effect, they notice that there has been a definite rise in the number of neighbors around.

They follow the neighbors to the mill. It is a vast gothic structure, having expanded along with the creek when it turned into a river. A steady stream of neighbors carry things into the mill. They follow them in, and after some searching discover a workshop, where the miller and his family are being forced by the mill to create more wooden constructs to carry more things to the mill - so that it can grind something as is its purpose. They mill threatens to grind up people if they interfere.

The players get the millers and his family out, and light some fireworks in the mill before running as well. All the fine dust in the mill ignites, and the whole building explodes.

There is a lot of shock and fainting. The villagers are not used to events on this scale.

When people come back to, they are faced with the wooden constructs - they no longer have the mind-altering effect on them that makes them unnoticed, so everybody notices them. That also no longer are controlled by the mill, so they have no purpose or idea how the world works.

There is a lot of shock and fainting due to this, as well.

Most of the wooden constructs decide to tag along with the caravan for the time being, until they figure out what they want to be.

Players Retellings:

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NOTE

Hexagon activities had been suspended beyond the end of spring due to the Corona virus, so that was where that campaign ended.

See the official announcement here.


EPILOGUE

It is a quiet, somber mood that holds sway over the Mooncreek as the caravan prepares to leave. The explosion of the mill has shocked everybody. And suddenly everybody noticed the neighbors - wooden constructs created in the mill to feed it. They are now without anything controlling them, without knowledge of the world, and truly without purpose. Some constructs choose to stay in the place of their creation, but most join the caravan, to find their place in the world somewhere far away from any reminders of how they came to be. But even as new people join the caravan, there are also those who are making their farewells. Ruby returned to the Almond Retreat near Mooncreek, and Firestone had stayed behind in Harmony Lake to help out the God there. Welcoming new friends and saying fond farewells to old always leaves a bittersweet feeling in the caravan.

And so the caravan leaves Mooncreek behind, once again braving the dangers of the road. While the caravan moves on from town to town, it is slowly and forever shifting. Travellers finding spots that speak to them as a place to call their own and stay, or grow weary of a life always changing quickly between each village they visit. At the same time, there are those that feel drawn to the freedom the caravan promises, that feel the lure of the wondrous sights out there in the world, and they join the caravan - for a while, at least.

The shifting terrain is never the same as it was last time, with new landscapes appearing among the old, and areas growing in size. While roads expand with the world, they fall victim to the changing terrain. Roads may sink into swamps or turn into untraversable mountain passes. So new passages have to be found. But for this part of its journey, at least, the caravan sidesteps these issues. With the help of the wooden constructs, rafts are built to drift down the river, onwards until they reach the shore. A vast ocean greets them, and the caravan travels along the shore for a while, until it reaches the village of Sunset Shore. A trade nexus, connecting land, sea and air. Ships crowd the harbor. A narrow cliff juts out of the center of the village, reaching up and culminating in a lighthouse on its top. Around the lighthouse are walkways out into the sky, along which airships are moored, undergoing repairs, or preparing for their next journey. Roads reach out over land to other villages and towns. There is intermittent communication and trade with the underwater civilizations living in the ocean as well, and there are caves that extend downwards. As a trading hub, this is a place where caravans often pass through, and it is weird if there isn’t at least one other caravan or travelling group around; this is no place where a caravan is a rare sight every few years, and it is a major cause for celebration and the center of attention. The sheer number of people passing through here is grounds instead for excitement within the caravan; with this many opportunities for new adventure in different directions, this place truly feels like endless opportunity at everyone’s fingertips. It is perhaps no surprise then that Sunset Shore is a place that changes caravans. People stay behind to join other groups traveling in different directions, while new people join. The caravans that come to Sunset Shore get reshuffled before they leave.

While the caravan is at Sunset Shore they experience the Festival of Lights. People let lanterns float into the sky, while couples that want to have a child send glowing orbs of light of their own into the sky, where they will be stars for a year before falling back down as children next spring. And with the festival, spring ends, and the fifth season, Mellon, begins.

Mellon is a season of empathy. During this season, everybody gains the ability to feel what other people are feeling. As such, it is also a season of relationships. New ones are formed as you notice people who have feelings for you, while some existing relationships may become strained. And it is a season of song. People are able to feel what others are feeling, and you can slip further into this and become very much in sync. Musical style songs, where random strangers join in, are possible and happen during Mellon. There isn’t always a song happening, of course, mostly life goes on as normal it can in a world so heavily magical while everybody’s feelings are exposed. And even when there is a song, people are not forced to join in - it can be tempting and addicting to give in to the songs and just move with the music, but there are always those that don’t feel like it and go to do something else. The music numbers grow larger and more elaborate throughout the months, from a few friends singing a duet or quartet to whole streets performing elaborate dance routines with multi-melody choruses. It all culminates in the finale, where people sing to the sun until it explodes into a shower of light that falls as a luminous rain to the ground. It seeps into the earth, which will then glow throughout summer, restarting the cycle of magical seasons that the players have been witness to. And being in Sunset Shore in Mellon, with all of the different directions open to travel and all the travellers passing through, can lead to decisions about the future and new romances that at any other time of the year might never have come to pass.

It is thus a much different caravan that moves on, downwards into the depths. Through caves that shift and grow with time much like the landscape above - but down here there is no sky to orient yourself on or look down on the landscape from above from. There are few landmarks to guide your path, and so the journey through the caves is treacherous without guidance. It is a road traveled often to keep it properly marked and safe. A group of guides travels back and forth continuously, noting any changes and updating their maps.

Down in the depths the caravan reaches Glowshroom Caverns, a village set deep below the earth. Light is scarce down here, with only a few bioluminescent mushrooms providing some gloomy light. And yet the village is brightly lit, by specially grown sunflowers. Every year during summer, the sun is infused into the earth, causing it to glow. During that season, the light down in the caves is as bright as above - brighter still, perhaps, because it comes from the ceiling and walls as well. The sunflowers greedily drink in the light, and during the rest of the year slowly dole it back out, shining with sunlight.

It is a village where no children are born - with no access to the sky, no stars can fall here. Couples that yearn for a child need to go to one of the neighboring villages on the surface to participate in the Festival of Lights. They tend to stay there for a year watching their child grow in the sky before returning to the Glowshroom Caverns.

But eventually, even this village is left behind. Yet there is always another to go to. The caravan travels on, changing as the people it contains leave or join, and as they too change. Villages, too change. You can go back to a place you’ve been before, or meet an old friend, but they won't be the same - and neither will you. The past is gone forever, and with each step, each action, you take you lose a bit more of yourself to it. You might be tempted to hold on to the past, to stay in the present, but that too is an action and becomes past. And as you try to cling to what was, you lose a bit of your future. There is so much there, in the future, in potential things to see and do, and with each moment you delay more of these possible marvels. So no matter where the road may lead you, you boldly walk towards your uncertain future. And once you get there, it will be the same - onwards to new experiences once more, because what you’ve just reached is already past.

The road does not turn back.

The Road Goes Ever On.

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