Current Prereg List for November

Character Name Team/Housing Group
Abbot Lucas Free Society
Adelaide Seekers
Amity Misfit Menagerie
Arcs/Wailin’ Rassi Coven
Arianna Windward
Ash
Avi Misfit Menagerie
Azari Ruckerdemalion
Azrael Crimson Krakens
Baader Free Society
Brandt Free Society
Brook Misfit Menagerie
Calavacte Parliament
Carraig Heathen’s Faith
Ceryn Running Lost/Gr’maks
Chelsea Misfit Menagerie
Copione Heathen’s Faith
Cor’delia Windward
Coral Fang, Horn, and Poppy
Corso Windward
Credo Running Lost/Gr’maks
Crispin Free Society
Dagny Free Society
Davin Seekers
Devon Heathen’s Faith
Dimentio Windward
Drogo Crimson Krakens
Eirikur
Elentia Parliament
Eligos Heathen’s Faith
Eliza Free Society
Elli Misfit Menagerie
Ellion
Ellis Windward
Ephraim Parliament
Eredin Seekers
Faye
Fenrick The Unbroken Shield
Ferka Seven Sisters
Florian Parliament
Furchtlos Free Society
Galeth
Graham
Gunnar Seven Sisters
Gwyon Fang, Horn, and Poppy
Harper Fang, Horn, and Poppy
Hart Fang, Horn, and Poppy
Hludana Fate’s Chosen
Holly House Caraidean
Ignoratio Fang, Horn, and Poppy
Jerikho Free Society
Jodrik Parliament
Jonathan Brandrkind
Kagg Free Society
Kastrid Heathen’s Faith
Kazimir
Kira Seven Sisters
Kole Free Society
Kourash Free Society
Kulbert Heathen’s Faith
Lady Charcoal Running Lost/Gr’maks
Linly Running Lost/Gr’maks
Lirael Free Society
Loredana Windward
Lucinda Misfits & House Twilight
Luthor Heathen’s Faith
Maebh
Malakai Fang, Horn, and Poppy
Malorie
Marc Running Lost/Gr’maks
Markas Fate’s Chosen
Marteen Fate’s Chosen
Mordekai Seekers
Murdoc
Nahdir
Nathan
Nev Seekers
Nico
One Eyed Jack Parliament
Osric
Penny
Rainiere Windward
Rasvim Misfit Menagerie
Relkin Free Society
Rhiannon Fang, Horn, and Poppy
Rue Parliament
Rue The Unbroken Shield
Rydan Heathen’s Faith
Sadie
Saile House Caraidean
Sebastion
Sifjar
Sitara Heathen’s Faith
Skeek Misfit Menagerie
Skjoldr Iron Wrought
Starling
Sunara Seekers
Sunrise Brandrkind
Sybille Sapphire Chalice
Syn Misfit Menagerie
Tamsin Seekers
Tekiou Free Society
The Balmonious Bard Fang, Horn, and Poppy
Theo Seekers
Thrymr The Iron Wrought
Torn Parliament
Tris Windward
Ultuar Free Society
Vaal Parliament
Valfred
Viera Parliament
Willow Parliament
Zephyr Windward

The Harrowing of the Foul

This text has begun to appear around the area of Nocturne. Some have heard it from spirits while doing seances. Some have dreamt of strange entities whispering the words to them. Others have seen ghostly text appear on documents they are writing late at night, only to have it fade away with the dawn. Some have even waken from a restless sleep, finding the text written on parchment in their own hand.

The Harrowing of the Foul

When summer’s warmth is left behind

And winter’s threat is not so kind

The darkest time in all the year

Falls after harvest fields are clear

When the Harrowing times arrive

 

The time the Foul does cloak the Earth

Each year, these nights, its dark rebirth

And those that serve will drink and feast

What meal, not fit for man nor beast?

Best shunned by those alive

 

And though the living face this dread

The greater threat is to the dead

The Foul does claw each resting place

To stave off torment that they face

Each grave this night a threat

 

The Foul brings with it bitter spite

Undead grow stronger Thirteenth Night

Beware the dead, those touched by Foul

The ghasts and haunt these nights do prowl

The dead must pay their debt

 

With undead strong and ghouls about

Too strong, the Foul, to be locked out

No sanctuary this night remains

To bring folk rest nor ease their pains

No safe place will protect

 

In ancient times the House of Weald

Brought magicks strong in woods and field

To circles full of leering faces

That grew outside in darkest places

No soul would they neglect

 

In these dark times when blood is spilled

The Foul’s dark hate is never filled

It gnaws at flesh and eats at life

And claims all souls who fall from strife

Those downed have fragile fates

 

If battle comes when darkness falls

Let healers heed the battle calls

Each wounded friend in dire need

For allies fall and always bleed

Too slow, the Reaper waits

 

At Harrowing Time the earth is churned

The undead claw to freedoms earned

Though corpses lurch and bones do rise

Worse still the ghosts with seeking eyes

That do not find remains

 

These spectral dead are stronger still

With anger comes the urge to kill

When Malediction feeds despair

These ghosts possess each soul they tear

Each spirit it profanes

 

With living spirit ripped away

The haunting ghost comes forth to stay

Where once stood ally stout and true

The hungry ghost will seek its due

Until the Harrowing wanes

 

 

Out of Game

The Harrowing Nights last from Friday until dawn on Sunday.

  • During the Harrowing Nights, the typical sanctuaries are ruined. Players cannot take long rests in their hearths, or in the tavern, or even in their holy places as normal. In most of the lands, people lock themselves away. Around Nocturne, however, mysterious circles of Jack O’ Lanterns are said appear. Players may take long rests at these circles, exposed to those that might attack them. Those resting at a circle take all the power of one of the Jack O’ Lanterns while they rest. That is to say, if someone is already using a Jack o’ Lantern to rest you cannot use it until they are done. The circles start out small, with few Jack o’ Lanterns. Players can bolster the power of these circles, however. If you bring you own Jack O’ Lantern and place it at one of the circles, and keep it lit at night, the circles grow in power. More players can rest at one time. In addition, it is rumored that circles bolstered with more Jack o’ Lanterns can contribute more power to those that might use them to aid travelers, and perhaps other boons can be drawn from circles that grow in number if the Jack o’ Lanterns are carved with care or skill.

 

  • During the Harrowing, Malediction weakens all living and Gifted things. Players who fall from damage always fall unstable, even if they fall from uncalled damage. Whenever someone falls from damage or takes damage when they have no Vitality they are unstable from the damage. Characters can be Stabilized normally, but further damage will make them become unstable.

 

  • During the Harrowing, undead are more powerful and can be more resistant to some effects, particularly Death effect.

 

  • Vampyr Undying gain an additional Void during the Harrowing. Unfortunately, feeding is almost impossible during the Harrowing without exposing oneself to Malediction. In game, Vampyr Undying can feel the Foul in the air around them during this time and avoid feeding during the Harrowing of the Foul.

 

  • During the Harrowing, any of the Gifted that are inflicted by the Foul with a Haunting – “Inflict Harrowed Trait” – are drawn into the Gloaming, and a corrupt spirit takes their place in the waking world to destroy any Gifted beings it finds.
    As a corrupt spirit, you lose all abilities, armor and traits of your player character. Boons are suppressed. You become a spectral mockery of your Gifted character. You have only three Vitality, have the Undead, Malediction, and Harrowed traits, and will strike uncalled with whatever weapons you carry.Corrupted spirits do not speak or respond in a intelligible manner; their speech is limited to dark whispering of their terrible dreams, or soft cries of anguish. It should be obvious to any player who tries to communicate with you that something, by your whispers, is very wrong.

    This effect lasts until you are defeated or cured – “Cure Harrowed Trait.” If defeated you fall down and 10 seconds later your player character returns with whatever Vitality and Armor you had when you were inflicted. If you fell down unstable then you are stable when you reappear; this is an exception to always falling unstable rule of the Harrowing.

    As bad as that is, there are corrupted areas of the Foul that can be much worse. If you are permanently inflicted by the Foul – “Permanent Inflict Harrowed Trait” – the effect will not end when you fall. Instead the effect will last until you receive a “Cure Harrowed trait” effect. If you are taken down then after ten seconds you will rise as a spirit and slink off into some dark place, only to slowly reform and come forth again to slay the living. You will try to reform just out of sight from the living; if you are forced by the area to reform within sight of those who are not corrupted your dark whispers or soft cries of anguish should be used to warn others that soon you will active once more.

    If the attack is delivered as a Gesture or By My Voice attack then you will turn to a non-combat spirit first, walk out to the horrible thing inflicting you, and then become combat active – when you are no longer in the middle of the ranks of your one time friends who would otherwise beat you into submission before you took two steps.

    Undying, Demonbound, and Grotesque player characters are particularly susceptible to these effects, but this corruption of the Foul can strike anyone.

    Other Details:
    ~
    Sometimes your spirit will glow with corruption during this time. You will put on a necklace with a soft light to indicate you are a corrupted spirit. This glow does not always occur.

    ~ It would be helpful to us if players who don’t normally carry weapons might hold an extra one at night. If you find your self inflicted without a weapon we will often have extras nearby.

    ~ Players who are non-combat or have some other medical reason to have a special combat status should contact plot if they should be immune to this effect.

    ~ In heavily corrupted areas, players who are drawn into the Gloaming and become corrupted spirits rely on living allies in the area to retain their lifeforce. If all of their Gifted allies are killed then they too might be killed.

    ~ We intend this to be fun and we expect players to be fair and fun to other players in all types of game situations. That said, players who would rather take a death or have some other detrimental effect rather than participate in this manner can drop me a line before the event.

    To summarize: “Inflict Harrowed trait” means you become a corrupted spirit once.

    When you are dropped, you will be a spirit for 10 seconds and then you will become your character again in whatever state you left. If you were unstable you are instead stable.

    “Permanent Inflict Harrowed trait” means you become a corrupted spirit until you receive a “Cure Harrowed trait” effect, and each time you are destroyed you will, after ten seconds, reform and “recycle” in some dark place and attack again.

    If you go to reform, try to be in some dark place away from the players. If you must form near active players, take 10 seconds and use whispering and soft cries of anguish to warn them you are reforming.

    If the attack is delivered as a Gesture or a My My Voice then you will turn to a non-combat spirit first, walk out to the horrible thing inflicting you, and then turn into a combat active corrupted spirit.

    As a corrupted spirit:

    ~ All armor, abilities, skills, and boons are suppressed. Your actual body is trapped deep in the Gloaming.

    ~ You have 3 Vitality points.

    ~ You have the traits Harrowed, Undead, and Malediction.

    ~ You have the ability to fight with whatever weapons you can find.

    ~ There will sometimes be extra weapons in the area you might be directed to if you have none.

A resonance from the Seven Charters

Those in Nocturne walk past the Chambers of Harmony and hear an echo of conversation. As they approach close, the conversation becomes clearer:

The Admiral laughs heartily when Jynx tells him her idea on how the party that the heroes of Nocturne suggested should be done.

“Seriously Jynx! A tea-party!” You almost couldn’t hear the words through the rumble.

Turning red, Jynx replied, “stop laughing! I AM serious. Imagine how disarmed the nobility will be when invited to tea. I mean we have the best teas imported from all of Aerune already, and it will be intriguing.” Jynx was clearly rambling as she didn’t get the response she was expecting.

The Admiral smiled, “You are quite right. It will be intriguing and unexpected. I like it!” He paused and took on a more serious tone. “I appreciate you finding trustworthy folk to deal with this political stuff. I’ve never had much fancy for it myself.”

Jynx knew the Admiral regretted not being able to meet these young heroes that Jynx and Bartow went on about, but his business was elsewhere. Truthfully, he often confided feels of resentment over the political side of leading. The Admiral was more of a war leader then a politician. Though, you would never know it from his behavior in the counsel room. Luck would have it that the exact people she needed to prevent the chaos in The Charters, stumbled onto the old mythic ruins of Nocturne…it was a dizzying thought.

On her way out of the halls, Jynx bumped into Bartow. “Bartow, ahoy, the parties on — Saturday afternoon. I’ve got lots of planning to do, you want to help?”

Bartow makes a sort of hurmph laugh sound, “fat chance. I’ve my own work to do. I will gladly come to spike the tea though.” Jynx smirked. It was the thing about Bartow that made her most endearing to Jynx. Bartow could always turn Jynx’s moods around and get her to see that larger picture that she struggled with.

“I can still rely on you for disseminating the cover story information for our compatriots right?”

“Of course. Our word is our bond.”

“And our heart is our song,” Jynx replied reflexively. “You’ll be with the Admiral on mission during the soirée?”

“Yes, my sword will, but my thoughts will be with you all. Hopefully, we get to the bottom of this sneaky business.”

Posted in Nocturne by the Knight of Diamonds

Greetings,

The lands that were formally and historically the site of Nocturne are considered unsettled and registered as such. Our group, the Illuminarium, has acquired from all the bordering kingdoms a license to settle the land for the purpose of historical investigation and for archeological and magical recovery of artifacts related to not only that ancient city, but other ruins we might encounter. We have acquired the right for 11 years, although the settlement has existed for almost a year already, and we have options to extend that period through renegotiation at that time.

As part of the license, the Illuminarium has accepted the responsibility of “abating lawless behaviour” which is intended to not only curtail the war-like attacks of the Hobgoblin houses, but to also preclude banditry that might hamper trade between the kingdoms. This responsibility would include any who have answered the call to maintain the peace and join us in the task of investigating the past.

I must confess that the agreement is greatly in our best interest, both because the initial state of the land held dangers from Hobgoblin war parties, local creatures, and rumors of wandering undead, and also because the kingdoms did not, for the most part, believe that the city of ancient Nocturne even existed, much less that the ruins would be uncovered. We have entered into this agreement several times previously, but this is the first time our investigations bore, as they say, historical significance.

Now that the hobgoblins have, for the time being, scattered and the land has begun to yield both magical knowledge and treasures, some of the kingdoms would no doubt be eager to find reason to not honor the license and move into the area. This unsettled land has grown dramatically in importance now that we have proof that ancient Nocturne existed and that it was built on this site.

We are appreciative that heroes such as yourselves have answered our call and have embarked upon this investigation with us. We wish to support you in your efforts as you have supported us in ours. If settlers in the area, however, attempt to establish a sovereign state, or bring forth a vote of no confidence in the Illuminarium’s ability to keep the peace, that is your right but in doing so you would be negating both the contract we have with a number of kingdoms and the area’s status as an unsettled border. This would allow kingdoms to legally withdraw both their legal obligation to maintain our license and to break the peace by sending military forces directly into the unsettled borderlands.

While we would be glad to support any who feel they have been wronged as part of our agreement to keep the peace of the area, we also want to respect as much as possible the laws of the lands of those who have come forth to act as our allies and champions.

Before the settlers and champions of Nocturne strive to create a sovereign state, however, we urge you to set aside that task and any official proclamation of state; at the very least until you have a chance to speak with our representatives.

The Knight of Diamonds,
Scholar of the Illuminarium

Preregistered for the September Event

Here is the current list of players preregistered for the September Event:

Character Name Team/Housing Group
Abbot Lucas Free Society
Abraham Running Lost & Gr’maks
Adelaide Seekers
Alex Parliament
Almerrick
Arcs/Wailin’ Rassi Fang, Horn and Poppy/Coven
Ari Misfit Menagerie
Arianna Windward
Ash
Avalon Parliament
Avi Misfit Menagerie
Azrael Crimson Krakens
Belladonna Heathen’s Faith
Brandt Free Society
Bridget Running Lost & Gr’maks
Brook Misfit Menagerie
Caladon
Calavacte Parliament
Carraig Heathen’s Faith
Chelsea Misfit Menagerie
Copione Heathen’s Faith
Cor’delia Windward
Coral Fang, Horn and Poppy
Corso Windward
Coto Misfit Menagerie
Crispin Free Society
Dagny Free Society
Davin
Devon Heathen’s Faith
Dimentio Windward
Drifter
Drogo Crimson Krakens/Heathen’s Faith
Eirikur
Elentia Parliament
Eligos Heathen’s Faith
Eliza Free Society
Elli Misfit Menagerie
Ellion
Ephraim Parliament
Fenrick The Unbroken Shield
Florian Parliament
Fordel Seven Sisters
Furantur Running Lost & Gr’maks
Furchtlos Free Society
Gunnar Seven Sisters
Gunther Fang, Horn,and Poppy
Gwendolyn Fang, Horn, and Poppy/Coven
Harper Fang, Horn,and Poppy
Hart Coven
Hludana Fate’s Chosen
Holly House Caraidean
Iccauos Parliament
Ignoratio Fang, Horn and Poppy
Jerikho Free Society
Jodrick
Johann Stillkarren
Johnathan Brandrkind
Kagg Free Society
Kastrid Heathen’s Faith
Kira Seven Sisters
Kiroan
Kourash Free Society
Kyroan
Larkspur Ruckerdemalion
Linly Running Lost & Gr’maks
Lisel Stillkarren
Lord Bartram Free Society
Loredana Windward
Lourlan Coven
Lucinda House of Twilight/Misfit Menagerie
Luthor
Maebh
Malakai Fang, Horn,and Poppy
Malorie Running Lost & Gr’maks
Mans
Marc Henry Running Lost & Gr’maks
Marcellus Windward
Markas Fate’s Chosen
Mordekai Seekers
Murdoc House Caraidean
Nahdir
Nev Seekers
Nezzetta Seven Sisters
Nico
One-eyed Jack Parliament
Ophelia Parliament
Osmir/Suleiman Free Society
Osric Seekers
Quazi
Rack Heathen’s Faith
Rainiere Windward
Rasvim Misfit Menagerie
Relkin Free Society
Rhiannon Fang, Horn and Poppy
Rue The Unbroken Shield
Ruka Iron Wrought
Rydan Heathen’s Faith
Sadie
Saile
Sam Parliament
Sebastion Stillkarren
Seeker Case Seekers
She Fang, Horn, and Poppy/Coven
Sifjar Tempest
Sitara Heathen’s Faith
Sitara Ruckerdemalion
Skeek Misfit Menagerie
Snow Shrike Heathen’s Faith
Starling
Sunara Seekers
Sune
Sunrise Brandrkind
Sybille Sapphire Chalice
Syn House of Twilight
Tamsin Seekers
Tekiou Free Society
The Balmonious Bard Fang, Horn,and Poppy
Thranaq Iron Wrought
Thrymr Iron Wrought
Torden Running Lost & Gr’maks
Torn Parliament
Tris Windward
Ultuar Free Society
Valfred Fate’s Chosen
Viera Parliament
Vivienne Seven Sisters
Willow Parliament
Yngvarr Ruckerdemalion
Yulen Fate’s Chosen
Zenzi Parliament
Zephyr Windward

Preregistered for June event

Here’s the current prereg list for the June event:

Character Name Team/Housing Group
Abraham Running Lost & Gr’maks
Alex Parliament
Ariana Windward
Avalon Parliament
Avi Misfit Menagerie
Azrael Crimson Krakens
Bartram Free Society
Brenna Seekers
Bridget Running Lost & Gr’maks
Brook Misfit Menagerie
Caladon
Calavacte Parliament
Carraig Heathen’s Faith
Ceryn Running Lost & Gr’maks
Chelsea Misfit Menagerie
Copione Crimson Krakens
Corso Windward
Coto Misfit Menagerie
Crispin Free Society
Davin
Devon Heathen’s Faith
Dimentio Windward
Drifter
Eirikur
Elentia Parliament
Eligos Heathen’s Faith
Eliza Free Society
Ellion
Ellis Windward
Ephraim Parliament
Eredin
Faye
Fenrick House Caradean
Fordell
Furantur
Gunnar Seven Sisters
Gunther
Gwendolyn
Harper Fang, Horn, and Poppy
Hart Coven/Fang, Horn, Poppy
Holly House Caraidean
Horkos Free Society
Ignoratio Coven/Fang, Horn, Poppy
Jerikho
Kagg Free Society
Kastrid
Kira Seven Sisters
Kourash Free Society
Kulbert
Lady Charcoal Running Lost & Gr’maks
Larkspur Fang, Horn, and Poppy
Linly Running Lost & Gr’maks
Lisel Stillkarren
Lodern Gr’Mak and friends
Loredana Windward
Lorelei Brandrkind
Lucas Free Society
Lucinda
Luthor Stillkarren
Luxe Parliament
Maebh
Malorie Running Lost & Gr’maks
Mans Seekers
Marc Running Lost & Gr’maks
Marcellus Windward
Markas Fate’s Chosen
Mordekai Seekers
Nahdir
Nathan
Nev Seekers
Nezzetta Seven Sisters
One Eyed Jack Parliament
Ophelia Parliament
Osric
Quazi
Rainiere Windward
Relkin Free Society
Rhiannon Coven/Fang, Horn, and Poppy
Rue The Unbroken Shield
Rydan Heathen’s Faith
Sadie
Saile
Sayer Seekers
Sebastion Stillkarren
She Coven/Fang, Horn, and Poppy
Sifjar Tempest
Sitara Heathen’s Faith
Skeek
Snow Shrike Heathen’s Faith
Sunrise Brandrkind
Sybille Sapphire Chalice
The Balmonious Bard Coven/Fang, Horn, and Poppy
Thrymr Iron Wrought
Torden Running Lost & Gr’maks
Torn Parliament
Tris Windward
Valfred
Viciria Misfit Menagerie
Viera Parliament
Vivienne Seven Sisters
Willow Parliament
Zephyr Windward

Posted on a tree in Nocturne…

******Written on parchment tacked to a tree in Nocturne*******
Welcome all Shamans and Followers of the Spirits:
          Come join me in creating our circle in Nocturne at Noontime on the first full day of the gathering. So that each of us are represented please bring a token showing your connection to the spirits,animal or elemental, which will become a permanent part of the circle. To protect and anchor these tokens think of a story, or song that illustrates that connection. It can be about you, something you witnessed, or heard that inspires you. This ritual is open to anyone who follows the shamanic faith, be they Shaman or lay followers, and it will remain open for anyone who wants to join in the future.
Spirits guide and protect us,
Inge

Scarlet Scouts and Karma

Greetings,

We wanted to introduce the concept of Karma and talk about Scarlet Scout shifts!

Karma
Karma is an additional attribute whose sole purpose is to reward players who take extra time to add to the game. It is awarded for entirely out of game reasons; players who act as NPCs, or create in game areas that add to atmosphere, or do other things to add to the game community and immersion can be awarded Karma.

~ You may spend a point of Karma in place of a point of Air, Earth, Fire, or Water
~ You can have up to 3 Karma points. Extra points earned are lost so spend them!
~ You must precede any skill where you use Karma with “With Karma” so we know.

Scarlet Scouts
We are looking for players willing to take some time out of their weekend to leave game and help us run encounters by playing an NPC for a time. We set up shifts and players who sign up will help us keep up the pace and excitement of the game.

Players interested in a shift should send me an email – and should not reply to the list.

To facilitate this process we both arrange for sign ups so players can plan their contributions, and we sometimes come into game as a group called the Scarlet Scouts. This NPC group is well known to act as protectors of the farmers and commonfolk of the land. Players that go off to help the Scarlet Scouts should know, out of game, that we are enlisting players to spend some time as NPCs. It is also well known that most Scarlet Scout missions – even though they are considered important – are uneventful.

Shifts
We are looking for players to “take a shift” to NPC in the following slots:

Saturday, 11 am to 2 pm
You aren’t really a morning person, and would rather come and help us entertain players rather than get into full costume right off the bat. You can also take this time to help out Josh who runs morning modules if you prefer.

Saturday, 4 to 6 pm
Dinner is coming up, and players with lighter costuming requirements can take some time to help us run modules.

Saturday, 7 to 9 pm
Players have just finished dinner, and are willing to take an early evening shift to help modules run.

Saturday, 9 to 11 pm
This is a good time for players who like to fight a lot to come and help us rock the PCs.

Saturday, late night fight
This involves playing through the night until you see people gathering for what is likely to be a big fight, and then going to bolster the Scarlet Scouts so you can help us in the battle or battles to come.

Sunday, any time
Hate getting into costume on Sundays? Come to monster camp instead and help us run modules and fight the PCs!

If you are willing to take some time to help us out you will have our gratitude (and you will also get a piece of treasure and a point of Karma.)

Thanks,
RJC

Current prereg list for Event 4

Here’s the current prereg list for event 4, will be updating it periodically.  If you know you’re coming and haven’t preregged yet, please do.  If you see that your friend who is coming hasn’t preregged yet, please badger them to do so (I have a lot of instances where people told me to put them with X and Y friends, and neither X nor Y has preregged).

See you guys soon!
JJ

Character Name Team/Housing Group
Abbot Lucas Society for Exploration
Abraham Gr’macks & Friends
Adelaide Seekers
Alex Parliament
Alice
Almerrick Ruckerdemalion
Arianna Windward
Ash
Avalon Parliament
Avi Misfit Menagerie
Azrael Crimson Krakens
Ballast Fate’s Chosen
Belladona Heathen’s Faith
Briar Heathen’s Faith
Bridget Gr’macks & Friends
Brook Misfit Menagerie
Caladon
Calavacte Parliament
Carraig Heathen’s Faith
Chalice Sapphire Chalice
Chelsea
Copione Crimson Krackens
Corso Windward
Coto Misfit Menagerie
Creak Windward
Crispin Society for Exploration
Davin
Dimentio Windward
Drifter
Drogo Crimson Krakens
Eirkur
Elentia Parliament
Eligos Heathen’s Faith
Eliza Society for Exploration
Elli Misfit Menagerie
Ellion
Ellis Windward
Elsbeth Lady’s Revenge
Ephraim Parliament
Eredin Seekers
Fenrick House Caraidean
Florian House Caraidean
Fordel Seven Sisters
Furantur Running Lost
Genny Running Lost
Gunnar Seven Sisters
Harper Fang, Horn, and Poppy
Hart Coven
Hjalmar Parliament
Hludana Fate’s Chosen
Holly House Caraidean
Horkos Society for Exploration
Ignoratio Fang, Horn, and Poppy
Jacen Society for Exploration
Jan Stillkaren
Jerikho Society for Exploration
Jodrick Parliament
Johann Stillkaren
Jorn Fate’s Chosen
Kagg Society for Exploration
Kastrid
Kazimir
Kelwyn Parliament
Khalul
Kira Seven Sisters
Kiroan Ruckerdemalion
Kourash Society for Exploration
Kyroan Ruckerdemalion
Larkspur Ruckerdemalion
Linly Running Lost
Lisel Stillkarren
Liv Parliament
Loredana Windward
Lorelei Brandrkind
Lucinda
Luthor Stillkaren
Luxe Parliament
Luxiera Parliament
Madeline Parliament
Magnus Brandrkind
Malorie Gr’macks & Friends
Mans Seekers
Marc Running Lost
Marcellus Windward
Markas Fate’s Chosen
Marteen Fate’s Chosen
Maxwell Ruckerdemalion
Nahdir
Nev
new char (Caitlin M) The Unbroken Shield
Nezzetta Seven Sisters
Nico Lady’s Revenge
Night Arrow
Nuunsa Fate’s Chosen
one-eyed Jack Parliament
Ophelia Parliament
Osric Crows
Placeholder (Brian B) Ruckerdemalion
Placeholder (Jason B)
Quazi
Rack Heathen’s Faith
Rainiere Windward
Rapp
Rasvim Misfit Menagerie
Rhiannon Fang, Horn, and Poppy
Rook Parliament
Ruka Iron Wrought
Rydan Heathen’s Faith
Sadie w/ Stillkarren
Saile
Sam Parliament
Seeker Case Seekers
Siegwald Seven Sisters
Sifjar Tempest
Sitara Heathen’s Faith
Skeek Misfit Menagerie
Skjoldr Iron Wrought
Snow Shrike Heathen’s Faith
Solveig Seekers
Sune
Sunrise Brandrkind
Sybille Sapphire Chalice
Tamsin
TB Brandrkind
The Balmonious Bard Fang, Horn, and Poppy
Thrymr Iron Wrought
Tiel’d Society for Exploration
Torden Gr’macks & Friends
Torn Parliament
Tris Windward
Valfred
Viera Parliament
Wizard
Ylva Parliament
Zephyr Windward
Zodii Tempest

A Tatterfolk on the path…

The Meeting of Ways, the Crossing of Paths

As was the way with many of the holidays celebrated by the Tatterfolk, the celebration of the turning of years was one met with quiet joy and deep contemplation. They had so many holidays for there was so much meaning to be had in all the world, on all the roads they traveled. The very difference between the paths all would walk in their lives was worth celebration.

Crossroads, though, were a special thing to the folk.

The Meeting of Ways, the Crossing of Paths was a holiday of the New Year and the crossroads beheld nothing but promise—to abandon what was behind them, with deliberation or with a fond wistfulness and to discover with joy or trepidation of what lay in the next step, in the next path to be taken.

This path, this night, brought Marianna into a dark wood and she mused that some never returned on this path that invited them in. Some paths were easy to walk and comfortable. Some seemed to speed the wanderer on their way even in the murk and cold of winter, crocuses and daffodils framing every step. Some, though, some were dark and foreboding, but this was the way of paths and the way of life.

Indigo dust slipped from her fingertips, touching the edges of the dark way.

There was something that was hunting her, prowling like liquid shadow that slipped through the edges of her vision. No matter how learned she was, how many secrets she knew, in the end she was still one of the Tatterfolk and the magic within her drew the hungry things of the world like a warm fire draws a traveler on a cold night.

Tonight, though, she walked the path that she laid, colored dust trailing behind her. The holiday would save her. When the thing came close enough to try and strike her she murmured words over the dust on her palm.

“The path turns away.”

With those words, by the time the dust fell to the ground  and the talons of the thing dug furrows in the earth, Marianna was gone.