GM Observations - Part 1
- This session concludes the story arc, and gives Grant (as Trell) new opportunities. I definitely ‘hit the mark’ with this session as David praised it, saying that he enjoyed having to make choices where to succeed on one front meant compromise/setback on another front.
Part 1 - Planning to Land
- Trell looks over the imagery taken from the probe. His conclusion is that the military team crash-landed on the planet and that some, perhaps all of them survived the impact. He shares the information with Bastiano and Bastiano agrees that it is possible. Bastiano quickly loses interest in Trell’s planning activities and he decides to leave for a bit (via Icon). Bastiano is asked to find out more about the planet Gamoran from the other Lords. Grant (as Trell) knows that Fiorin is not there so he looks for clues as to what else might be on the planet.
- Number 5 begins preparing a landing ship. The vessel is heavily reinforced to survive a landing on Gamoran and be able to return safely. Trell wonders if it will be enough.
- Trell studies the composition of the second military team, and the Eidolon Master.- The Eidolon Master from the first scientific team was named Lothin. He was a researcher and an explorer, no combat skills.
- Krabane was the leader of the military team. One of Krovaliss’ Sable Guard, he was highly decorated and competent. His service history is very long indeed.
- Yenda, served with Krabane for almost a decade. Highly skilled. Krabane’s lead scout.
- Acris, the team’s long range specialist.
- Nyssle, the team’s survival expert, very good with explosives. Notably he even has seen action against Mordecai’s Raven Guard.
- Volla, a very large and strong Dwimmerlaik. Heavy weapons specialist.
- Narion, a combat mage.
- Trell does not have to wait long before Bastiano contacts him again. Lady Vala is the eldest of the Gossamer Lords and she knows only a little about Gamoran. It was the homeworld of Zor, the Dwimmerlaik Emperor who predates the current Empress. Even though the Dwimmerlaik have only one ruler, there have been many Emperors and Empresses in the Empire’s history of more than eighty thousand years. Being the homeworld of an Emperor would have awarded Gamoran a special status. Bastiano says that Lady Vala doesn’t know why Zor was deposed but it was probably a violent end.
- Based on this new information, Trell asks Number 5 to provide more information about Gamoran. Unfortunately the mechanoids have very little information about Dwimmerlaik worlds, and hence Trell needs to ask for assistance. His request however draws the attention of Lord Aurum.
Part 2 - Lord Aurum
- Once the name “Gamoran” is mentioned, Lord Aurum arrives on the dreadnought and says that he will remain to observe and advise upon the mission.. Grant (as Trell) wonders if he mis-stepped as he is now being watched by a member of the High Council. Luckily Bastiano is not with him.
- Trell asks Lord Aurum for more information about Gamoran and Lord Aurum tells him that Gamoran was one of the worlds that was severed from the Stair at the end of the Great War. As this was one of the ‘Imperial Homeworlds’ (the birthplace of an Emperor or Empress), there would be knowledge archives and relics stored on the planet. Lord Aurum shares the list of relics and sure enough, Fiorin is on the list. (GM’s note - Grant learnt last session that Greywalker had been ‘meddling’) Trell looks through the list of relics, looking for anything else that may have survived an extended period in Shadow - he finds rings, gemstones, a number of items made of metal. It’s hard to know which of these items could be giving off a strong Eidolon signature. Trell asks Lord Aurum about Emperor Zor and finds out that he was a strong Eidolon user. This information makes Trell uncomfortable.
Part 3 - An Expendable Sorcerer
- As the reinforcement of the landing craft nears completion, Grant takes a calculated risk and asks Lord Aurum for a sorcerer to assist him. He worries about this course of action because it increases the chances of him being detected as Grant, but he can see no option without using powers that Trell does not have. Lord Aurum agrees and asks if Trell requires someone ‘expendable’ or not. Trell thinks on this and decides that a competent but expendable resource would be adequate.
- Lord Aurum makes arrangements, and a Dark Elf arrives via a portal. Grant has met Lady Arana before (GM’s note - waaaay back in Session 8! She does not appear happy to be there, Grant can tell she is intimidated by Lord Aurum, but she dutifully asks what they require of her.

* Image by Wavebender on DeviantArt
- Trell briefs her and explains that the shuttle will need sorcerous protection in the descent and return. Trell explains that she will be on the ship (to give her motivation to do it correctly). She asks for time to adequately prepare and Trell grants her the two days that she asks for. She then asks for some healthy slaves to accompany them on the journey. She explains that in Shadow there is an absence of energy sources hence it is necessary to bring her own. It’s clear she means to sacrifice the slaves in order to draw upon their life energy should her own reserves be depleted. Even though Grant finds the idea distasteful, he agrees as it would be in character as Trell to do so.
Part 3 - Landing
- At last they are ready. As Trell boards the landing vessel and dons his environment suit, he summons Bastiano via Icon and Bastiano slips into his suit. He is joined on board by two mechanoids, Lady Arana and five slaves. The slaves are appropriately ‘doped up’ so that they will not pose a problem. Trell gives the command to the ships in the fleet to open the rift, and the landing vessel heads for the aperture. Once through, they skirt the hulk, deploy relays to keep in contact with Number 5 and head directly for the dark planet beneath them.
- The descent goes well. The systems suffer minor degradation but the mechanoid pilot executes a controlled landing with little more than a heavy bump. They are less than a mile from the flat-topped pyramid, the only structure left on this planet.
Part 4 - Hostile Reception
- Knowing that time is of the essence and that the ship will degrade in this place, Trell and one of the mechanoids head out as soon as the landing ramp is lowered. Arana elects to stay on the ship for their return.
- The landscape is eerie. It is utterly desolate except for one structure. Suddenly there is a crack and a flash of light. Instinctively Grant goes for cover as the mechanoid’s head is blown clean off. With no nearby observers (and Grant knows that the orbiting probe is in a decaying orbit and no longer providing surveillance), Trell opens his suit and Bastiano hops out.
- They quickly assess that there are two figures heading for the shuttle. With Umbral sight, Grant can tell that they are both Dwimmerlaik but they have an Eidolon signature - one on his left shoulder, the other on his torso. Cursing, Grant realises that they’re going to reach the ship before he can get back there. Nevertheless he heads back to the shuttle as fast as he can while Bastiano heads the other way to the pyramid.
- The two Dwimmerlaik dash up the landing ramp. Another crack is heard before Trell can get inside. He finds that the other mechanoid has been executed and Arana has dived for cover, using one of the other slaves as a shield. One of the Dwimmerlaik is definitely Yenda, as his body is covered in ritual tattoos and he carries numerous blades and pistols. There is a blue crystalline spider wrapped around his right arm. Seeing Trell, Yenda drops his pistol (which has fired once) and quickly draws a blade. Trell dives low and comes up underneath Yenda’s guard, delivering a powerful uppercut and laying him out. Immediately the crystalline spider detaches and begins scuttling along the cabin wall in the direction of the nearest slave.
- Trell is blasted in the side by red-robed Narion with a sorcerous spell before he can act further. Wincing in pain, Trell is momentarily staggered (GM’s note - but he has Ranked Strength so he is not stopped for long). Spotting another crystalline spider embedded in his chest underneath his robes, Trell launches himself at Narion before the sorcerer can weave another spell. (GM’s note - Warfare beats Sorcery, Grant is quicker) Trell lays Narion out and shifts Gorgorin from ring-form into a short club. He smashes the crystalline spider. There is a whimper from the nearby slave as the other crystalline spider starts digging itself into the poor man’s flesh. Trell tears the spider off and kills it, but blood pours out of the slave’s open wounds. Before the slave’s life energy can run out, Arana casts a spell and the slave dies on the spot. Trell says nothing. He simply leaves.
Part 5 - Emperor Zor
- A short distance away, Trell finds the body of Volla. Bastiano has killed him. Hurrying on, Trell finds Bastiano doing battle with both Acris and Krabane. Acris is a slender figure who wears goggles with blue-tinted lenses. With a wand in each hand and a crystalline spider embedded in his shoulder, he is fighting Bastiano. Beyond is heavily armoured Krabane, a pale blue crystalline spider totally covering his face.
- While Bastiano draws their attention, Trell takes down Acris from behind. Krabane then opens fire with a short lance which fires bolts of concussive force. His attention appears focussed on Bastiano, so Trell slips away to reach the pyramid. The sounds of battle do not last long and all is quiet once more.
- On one side of the low topped pyramid is an arched entrance. The structure has definitely been enhanced with Eidolon. As Trell approaches, he realises that a Dwimmerlaik is waiting for him. It looks roughly like Lothin, but there are many changes. His skin is chalky white and drawn so tight over his bones that he is almost skeletal. He has long black hair, carefully braided. His horns have no antlers - they are long, slightly curved with no deviations whatsoever. He wears armour which appears to be made of a pale blue crystalline material and there are many crystal spiders scuttling on the ground nearby him.
- The strange Dwimmerlaik says that he is Emperor Zor. He welcomes him to Gamoran and says that has foreseen his deliverance at the hands of the enemy, a statement that leaves Grant with no doubt in his mind that the Emperor can see through his guise as Trell, and knows that he is a Lord of Gossamer.
- Grant lets loose with an Umbral blast and scatters the spiders. Zor himself withstands the blast but does not engage Trell in combat. Instead he becomes very chatty as they slowly head towards the ship together. Zor asks for information about the current state of the Empire, an Empire that he intends to rule, and Grant humours him by keeping him talking as he believes Bastiano will have defeated Krabane and be somewhere nearby. Some of the spiders get too close for Grant’s comfort and he swipes them away with a blast. Grant asks after the sixth member of the military team, and Zor tells him that only five survived the crash. Grant sizes up Zor using Umbral sight and he realises that Zor wears a ring that is an extremely powerful Eidolon weapon. (GM’s note - yes, it’s a power ring, think Green Lantern).
- As they are almost at the landing craft, Bastiano makes an appearance which surprises Zor - he clearly was not expecting to see Bastiano. To Grant’s surprise, Zor remembers Bastiano as a hated enemy that he faced long ago but Bastiano claims not to remember Zor. (GM’s note - remember that Bastiano has also lost a good section of his memory due to the Breath of Eden. He’s operating on backups) This incenses Zor and Grant shifts Gorgorin into a blade and slices off Zor’s forearm while he is distracted.
- Instantly the crystalline spiders crumble. Finding that Zor is still alive even after such a blow, Grant finishes him off and takes the forearm with the ring still attached. Bastiano returns to his black grasshopper form and hides away once more.
Part 6 - Return and Reward
- Trell returns to the landing ship alone (as Bastiano is hiding). Arana is waiting for him on the ship - she doesn’t ask what happened. Seeing his return, she drains the life-force of the slaves and they toss their bodies onto the surface to save weight. With two recovered from the second team (Yenda and Narion), Trell considers his mission completed. Trell takes the pilot’s seat and launches the ship. There are malfunctions with the onboard systems, and one of the tanks ruptures thirty seconds into the ascent, but using sorcery, the ship holds together.
- Returning to the dreadnought, Trell hands over the prize to Lord Aurum. The mirror-masked Dwimmerlaik Lord displays no emotion but he praises Trell for his service to the Empire. Trell explains that he believes that the ring is cursed (in an attempt to prevent the Dwimmerlaik from using it) and Lord Aurum listens to Trell’s version of events. Upon completion of Trell’s story, Lord Aurum praises Lady Arana, telling her that he is pleased that she is still a useful asset of the Empire.
- In the days that follow, learns more about the rewards that he has earned. To begin with, Lord Aurum tells him that the High Council wishes his bloodline to continue, so they will find him a suitable mate to have offspring (GM’s note - this earned a chuckle from David, but it makes sense from the point of view from Dwimmerlaik society which is tightly regulated) He has his choice of command, and ‘other benefits’. Trell is grateful and humble, saying that he only wishes to serve the Empire. He asks for Arana to be assigned to him as she has proven loyal and useful, and Lord Aurum agrees to this. (GM’s note - Grant asked for this because Arana has displayed a reluctant obedience to the Dwimmerlaik on multiple occasions. Grant believes that she might be turned.)
GM Observations - Part 2
- … and that’s where we left it. Grant has won the favour of the Empire which will move him closer to the missing memories; But he has also delivered a powerful Eidolon artefact into the hands of the Enemy, which of course gives me (as GM) the opportunity to put it on the finger of a Dwimmerlaik Lord and introduce a new and powerful villain, capable of defending himself against Gorgorin, Grant’s nasty nasty sword.
From here, Session 88 will be back to split between Grant and Ethan as we move the plot forward.
Session 87 was run this evening. The 'Into Shadow' storyline has been completed, and next session will be split between Grant and Ethan.
I'll hopefully get the writeup done on the next flight.
I am actually thinking of starting over from the beginning. I've forgotten a lot of details. Also need inspiration for when/if I can run or play.
You do a great job of writing engaging prose and building a world (or worlds) with words.
BelleSorciere wrote:Those are great. 
Looking forward to session 86 and beyond.
Thanks BelleSorciere, I'm glad that someone is reading and enjoying. You never know.....
Ooo.... you guys are lucky here's a missing section of the writeup plus Session 86....
Missing Section
GM Observations
- Sadly, the following preamble was written but not posted. It should have been read before the start of Session 85 as it contains a lot of what Grant has gathered whilst undercover as Trell.
Part xx - Missing Section
- The last five months have been anything but boring for Grant. Even though Trell has not been in the thick of action, he’s manage to penetrate the Dwimmerlaik far more successfully than anyone expected. He is clearly trusted by Lady Urla and Lord Forst, and he has access to Chammont’s resources and all of the court gossip, giving him much greater insights into the Dwimmerlaik than the Lords of Gossamer ever had previously.
- The Lords of Gossamer had previously seen different factions within the Dwimmerlaik but for the first time they have an insider. There are six major houses (bloodlines) - Perita, Cavalarn, Rantesh, Sural, Zepharus and Malkesh. Each is different, influenced by the strengths and weaknesses of their bloodlines and the deeds of their ancestors. For example, House Sural is expected to produce the best artisans and master-builders in the Empire because that is what they have been famous for ten of thousands of years. Yes, the Dwimmerlaik are old - their history goes back more than eighty-two thousand years!
- Grant (as Trell) finds that those of House Sural are not known to be particularly politically active and are considered loyal supporters of the Empire. There has never been a member of House Sural who has defied the Empress’ will. Hence they can go many places and be respected whereas members of some of the other Houses are viewed with more suspicion. Given that the Dwimmerlaik have an extremely long lifespan, they also have long memories and slights, even minor, are remembered for an age.
- Grant (as Trell) finds that House Sural has some of the best libraries to survive the Great War. He he has access to a great deal of information about how the Dwimmerlaik work, how they organise themselves, how they see themselves. Interestingly enough, even though the Dwimmerlaik are generally loyal to the Empress and seem to live in a rigidly organised society (by human standards), Grant notes that there is a particular longing and even nostalgia for the ‘golden age’ before the Great War. It seems strongly ingrained into the Dwimmerlaik psyche that they need to reform the Empire as it was, rebuild what was broken, take back what was taken from them, and recover what was lost. Hence the libraries are an incredible resource about what the Dwimmerlaik people value, what has been lost to them and what they are seeking to recover. For example:- They used to have many different ways to travel from one world to another. The most expedient way was the Grand Stair, but since it has reformed they have been looking into alternatives. For example, the Codex of Infinite Worlds, Banatar’s magnus opus which describes how to access over a thousand worlds - everywhere the great sorcerer journeyed to. There also used to be ‘Worldships’ capable of crossing the barriers between worlds, but most of them were lost during the Great War. Sorcery and sorcerous constructs are capable of opening doors between worlds, or even opening Doors on the Stair, but it requires a great deal of energy. Without the power to connect the many Dwimmerlaik worlds, there are fears that the Empire will fragment and even collapse. Grant recognises (using his High Ranked Warfare) that the Dwimmerlaik are extremely dependent upon Icons and Icon communication to keep the Empire together. He realises that the Empire is very much more fragile than the Lords of Gossamer think. He passes this information back to Bastiano who is working to weaponise the Breath of Eden.
- At the end of the Great War there was a terrible cataclysm which effectively ‘kicked the Dwimmerlaik off the Stair’. Not only did this disconnect many Dwimmerlaik and their worlds from the others, but whole realms simply disappeared. The Dwimmerlaik have since found only a handful, but the realms were badly damaged and the few Dwimmerlaik who survived the calamities were badly traumatised by the horrors and upheavals. The Dwimmerlaik are still seeking to reconnect with some of those ‘lost’ worlds. It is generally believed that they were swallowed up by ‘The Shadow’, the space between the realms - a place of darkness and entropy. For the Dwimmerlaik, the Shadow-Realms are a kind of Hell. The Dwimmerlaik do not believe in a pleasant afterlife. The dead go to the Shadow.
- There are many Dwimmerlaik relics which pre-date the Great War and many have been lost. The Orb of Sight, Tarius - capable of seeing across the Gossamer realms. Tarius was lost during the Great War but every effort has been made to recover it Callus, a circlet of golden bone which grants the wearer great presence to any who wore it, to the extent that any order which was given by the wearer was sure to be obeyed. It is thought that House Perita may still have this somewhere. Mollias - the box of eternity which is said to be able of indefinitely storing an almost limitless number of arcane spells. Many warlocks have fought over this box, and its present location is unknown. Arne Kun - the golden armour of the Emperor’s Hand (his champion), said to make the wielder invulnerable and self-sustaining (never needing to sleep or eat). The Emperor’s Hand disappeared at the end of the Great War. Johydee’s Mask - made from a demon’s face, the mask enables the wearer to assume any form. It is believed that House Devish (a minor House) may still hold this precious artefact. Hecate’s Inferno - a luscious orange gemstone which appears to encapsulate a firestorm within, the jewel gives the wielder a mastery over the classical element of fire. Stolen during the last war, the Dwimmerlaik think that it is in Lady Vala’s possession. Ring of Two Dragons - a master-crafted ring of gold and silver (one dragon of gold and one of silver, entwined), this artefact was originally made by the great Dwimmerlaik sorcerer Gandrake who sought mastery over all dragon kind (some texts suggest he might have achieved this). The records show that Gandrake was slain in battle with a Lord of Gossamer, but don’t specify who he was fighting.
- During the weeks and months that follow, Grant hears about the following (often he is informed after the event has happened as the Lords of Gossamer fear that if Grant is captured that he would reveal some of this). At other times he hears about the events via Dwimmerlaik channels:- Bastiano continues to harass Dwimmerlaik-controlled worlds. During one particularly vicious incursion, Bastiano is ambushed by Krovaliss and wounded. Grant hears after the fact from Lady Vala that Lucien believed that he had found where the Dwimmerlaik were storing the Gossamer Lords’ memories, and unfortunately it turned out to be a trap.
- Drake has rejoined the Lords of Gossamer, even though his memories are still lost. He was first found by Yaeger Zane but Yaeger failed to adequately convince him. However, Lady Vala is successful in persuading him.
- Greywalker has been searching for more allies. Grant is informed by Lucien that they believe that the Stair is ‘making’ more Wardens of the Stair but the Dwimmerlaik are hunting for these striplings before they can join the Lords of Gossamer. Lucien asks Grant to keep an eye out for how they are achieving this, and what they are doing with the novices that they find.
- Grant hears a worrying tale from Lady Vala that Mordecai has turned against them and is now working for the Enemy. As Mordecai is still ‘veiled’ from her sight, she speculates that Mowbray has tampered with his memories. Lady Vala asks for Grant to help find the Lords’ memories if at all possible as Mordecai is unconventional and dangerous.
… then read the Session 85 write-up (already posted), then the below.
Session 86 - Into Shadow
GM Observations
- Even though this session was comparative slow-moving, Grant was attempting to operate in character as Trell, and also be a High Warfare character. There was nothing pushing him to act quickly so he could be careful given that the situation was potentially dangerous. Trell is known to be a ‘great survivor’ so this kind of careful planning was certainly in character for him.
Part 1 - Detailed Planning
- Number Five tells Grant that his mechanoids have been hardened with Eidolon. Grant (as Trell) questions this and concludes that this should make them less prone to breaking down, and it should improve their self-repair systems. However the mechanoids are living robots and they will degrade like any organic lifeform exposed to entropy.
- Trell spends some time understanding what the two previous teams consisted of, what they did and when contact with them was lost.- The first team was effectively an adventuring/explorer team made up of nine scientists including an Eidolon Master and some ‘labour drones’. They were there to explore. They had all of the normal equipment which would be required to explore a hazardous environment such as Shadow. They reported back that there was a second, larger planetary mass beyond the hulk at the threshold.
- The second team consisted of six warriors, led by one of Krovaliss’ Sable Guard, a Dwimmerlaik called Krabane. They were well equipped for survival and combat. Strangely, they disappeared more quickly than the first group. Their communication was cut off abruptly. They had a combat mage in this team. The second team was sent onto the hulk a number of weeks after the first time. They didn’t land at the landing site for the first team.
- Trell thinks over this situation and he theorises that there is a hostile entity on the hulk at the threshold which is hard to fight with conventional weapons. Even though the mechanoids have been hardened with Eidolon, he wonders if Eidolon might be a ‘beacon’ for whatever still lives on the hulk and attract trouble. Trell discusses the idea with Number Five, and Number Five will do what the mission requires. A low-key stealth mission would be possible. There are also scouting drones on-board the mechanoid dreadnought that could be used to gather intelligence.
- Trell goes through all of the mission reports, reviews all of the information about the two teams and the resources at his disposal - and he takes his time to understand the situation. A cabin has been prepared for him on the dreadnought - it appears to be private so Bastiano and Grant take turns to return to normal forms to rest and confer. Bastiano is inclined to agree with Grant’s assessment (GM’s note - they both have High Ranked Warfare) that using Eidolon hardened robots would likely extend the mission, but it could attract unwelcome attention. They spend considerable time reviewing all of the available information, including fragments. There are times where Bastiano appears a little restless and Grant suspects that he uses Icons to talk to others to pass the team, but Grant says nothing of this. Grant wonders what his friend Ethan could be doing - it’s been a long time since he heard from him.
- Number Five’s vessel arrives at the rift. The rift is invisible to the naked eye, there are numerous ships around the location and a tactical display is used to indicate that each ship will transmit an energy beam which can be used to open the rift, or close it, almost like a drawstring bag. Opening the rift uses considerable energy - the longer it is held open, the longer it takes for the vessels to recharge sufficiently to open it again. At the mouth of the rift is the great hulk, visible only when the rift is open. It is a huge planetoid consisting of planetary materials from multiple sources, and many ships all blended together. Both teams landed on this hulk first, and both were able to detect a powerful Eidolon signature lying beyond which is assumed to come from a nearby planet-sized mass.
Part 2 - Scouting Probes
- After extensive planning, two pairs of scouting drones are sent to the surface to the landing sites for the first and second teams. A group of mechanoids head to a third location in a dropship with orders to leave within the hour, or at the first sign of trouble. These mechanoids are to act as a decoy - Trell hopes that if anything is looking that it will see the mechanoids first and miss the drones.
- The group of mechanoids land, perform a scan of the surrounding area and report back. They return to the dreadnought without incident. The degradation of their systems is measured.
- The two pairs of scouting drones land successfully. Each pair sets up a small relay station at their landing point and the lead drone begins following the trail of each missing expedition with the second drone in the pair hanging back and following at a distance. Scout team #1 reports back that the explorer ship is still present, whilst Scout team #2 reports that the dropship used by the second missing team is not at the landing site. Trell orders the rift to be closed, and the drones are allowed to explore and report back periodically when the rift is opened a fraction to allow communication.
- Thirty minutes pass and Trell orders a first ‘peek’. The scouting drones report back. Scout team #1 reports back that the lead drone is exploring urban structures which are of Dwimmerlaik origin. There is no sign of the first missing team. Scout team #2 is tracking overland, following the second team’s route. There is no sign of system degradation at this time.
- As time passes, Trell checks in on the scouting drones every two hours. Scout team #1 continues to explore the Dwimmerlaik ruins, eventually finding a way down into tunnels beneath the city. The lead scout starts to show signs of impairment after the second check-in - a slow energy drain that once extrapolated suggests that a drone that should last for years will probably only last days in this place. As the drones continue to explore, Trell wonders if the explorer ship might yield any clues - he decides to send down a team in a few hours to recover it. Meanwhile Scout team #2 reaches a vertical shaft and they begin to descend into the hulk’s interior.
- Four hours into the mission, Scout team #1 has found a discarded data pad. It is without power and the memory core has degraded but the lead probe is able to supply it with power and download the fragmented information. Trell examines the contents of the data pad - it is badly degraded. It will take time to piece this together. Meanwhile Scout team #2 has exited the shaft and is travelling along the spine of a large space vessel that has been entombed within the hulk. The lead drone of Scout team #2 has travelled deeper into Shadow than the other probes and it is suffering the greatest degradation - but the chain of lead probe to backup probe to relay station seems to be working.
- On the next transmission, the lead drone of Scout team #1 reports “wind” even though this should be impossible. Trell is unsure as to whether the drone is actually detecting a disturbance or whether the drone’s sensors have degraded. Meanwhile, Scout team #2 has found evidence of weapons fire within the entombed ship. It is not clear what they were shooting at. They were shooting in many directions. Grant (as Trell) has thoughts of Aliens (GM’s note - Aliens was released in 1985 and Grant would be familiar with the movie) Scout team #2 proceeds carefully, and they begin to detect an Eidolon signature. It is distant but powerful to be detected at this range.
Part 3 - Deeper Still
- Scout team #1 reaches the last transmission of the explorer team. They are underground by perhaps only 1 kilometre, far less than Scout team #2. Trell instructs the lead drone to search the area, and it is not long before a body is found. The corpse is mummified, and the cause of death is blunt trauma to the head. The drone is able to identify which scientist this is, and Trell directs the drone to keep searching.
- The lead scout from Scout team #2 is starting to behave oddly. Trell believes that it is becoming impaired by Shadow - it is detecting ‘false readings’ and time is wasted investigating these sensor ghosts. The scout finds a spent marker flare but cannot find any of the members of the missing second team. The lead scout follows the team’s trail within the entombed ship, reaching the site of the second team’s last transmission in the reactor room of the vessel. Trell speculates that they may have tried to fire up the engines even though the ship was clearly underground but he doesn’t know why. There are many exits from this chamber and it is not clear where the team might have gone. The reactor room is only three kilometres from the surface of the far side of the planetoid. With the lead scout’s systems degrading fast, Trell instructs the drone to head to the surface and attempt to scan what lies beyond.
- Meanwhile Scout team #1 has found more bodies - everyone except Lothin, the Eidolon Master. Most asphyxiated when their suits failed. The lead scout drone is also beginning to degrade by now, but its sensors are also picking up a strong Eidolon source. Trell is able to use the two readings to triangulate the source’s position - it is thousands of kilometres away, definitely not on the hulk itself.
- During this exploration, a team of mechanoids recovers the explorers’ shuttle and it is brought onboard one of the other vessels in the flotilla (not on Trell’s ship). Analysis shows that the Eidolon Master is not onboard. The ship is literally falling apart - all systems have degraded and the structural integrity of the vessel has also been compromised. There are fragmentary records onboard the ship which are quickly reviewed. Lothin did return to the ship without the rest of the team, but then he left again. His last message is unrecoverable.
Part 4 - The Planet Beyond
- There is little point having the drones from Scout team #1 continue to explore so Trell recalls them before their systems fail completely. He feels that he has made the right choice not to send the mechanoids - he thinks that their functions would have broken down, with potential symptoms including blindness, motor function failure, delusion, madness and possibly even death.
- After a long time, the lead scout from Scout team #2 reaches the surface on the other side of the hulk. It is running on backup and secondary systems and does not have sufficient power to return. It reports that it has found a Dwimmerlaik vessel which has crashed on the dark side of the hulk. (GM’s note - by this point Grant has learnt a lot about Dwimmerlaik ships - they are grown out of some sort of alien bone) Number Five is able to identify the crashed vessel as the “Mordalion”, a cruiser which was lost during the Great War. The lead scout from Scout team #2 does some simple scans of the dark world beyond the hulk. The world is huge - many times that of Earth. It has high gravity. It appears lifeless, although there is a strong Eidolon energy signature coming from the southern hemisphere.
- After sixteen hours of mission time, the lead scout from Scout team #2 stops transmitting. Its backup is returning to the relay station but there are doubts as to whether it will make it.
- Trell pours over all of the information that has been gathered, and he decides that they need to send another probe to orbit the dark world beyond. This will be difficult as it means that the rift will need to be opened significantly so that a special probe can be sent past the hulk. The probe itself will need to be hardened sufficiently to last days, and there needs to be a number of relays that can operate as a network with sufficient redundancy so that a single failure cannot stop the mission. He confers with Number Five and the mechanoids go to work. The mechanoids work tirelessly with singular purpose but it still takes time. Bastiano takes this opportunity to slip away for a bit, telling Grant to notify him when they are done.
- There is little that Trell himself can do so he takes time to rest. He talks a little via Icon to some of his friends, but otherwise focuses on the mission. After four days, the new probe is ready. Bastiano rejoins the endeavour and Trell gives the instruction to open the rift. This is done and the probe is fired.
- They do not have to wait long before the probe starts to send back images and detailed information about the planet below. It no longer has much of an atmosphere. It once had seas and lakes across the surface but these have boiled away. It once had huge mountains but these have also been flattened by titanic forces. The probe is able to find the ruins of multiple population centres, the largest of which is over one hundred and fifty miles across. There is a single intact structure on the surface - a squat pyramid-like structure. The probe is able to capture shadows moving in the ruins (perhaps as many as six of them) in a ten mile radius near the pyramid. Based on the terrain features, even though they have been grossly changed, Number Five is able to identify the planet as “Gamoran”, one of the Dwimmerlaik homeworlds.

* Image by Robert Phoenix
- As the probe orbits the planet, Trell is able to deduce more. The probe is able to find a crash site within the city - the scarring to the planet’s surface is more recent than the other damage. Analysis of the wreckage suggests that it might be the crash site of the second team’s dropship - landing on such a high-gravity world would have been very difficult.
- Trell wonders if they land on Gamoran how they will be able to get off the planet?
… and that’s where we left Session 86. Session 87 will be run this Tuesday (26th July). Year 4 continues!
Those are great. 
Looking forward to session 86 and beyond.
GM Observations
- This writeup continues the Grant storyline which was last visited in Session 81. We last left Grant on a side-mission with Lady Urla on a machine world which appears to house Lox’s mass driver. This session wasn’t particularly long because I was very tired (jet lag). Hopefully we’ll complete this story arc in Session 87.
- In this session I introduce the concept of the High Council, those Dwimmerlaik who directly serve the Empress. (this is a great way of introducing new, important villains).
- I also introduce and explain the concept of Shadow, the unreality that lies beyond the Gossamer Realms.
- Also, another LEGO picture at the end of this writeup - for Kendal (Ethan) and Stolvir. Enjoy!.
Part 1 - Delayed Disruption
- While Lady Urla speaks with the Dwimmerlaik commander who is dressed in a black and red uniform, Grant studies what he can. He decides it would be too obvious to sabotage the equipment here, so thinks how best to cause a failure at a later date. Grant is Dominant Ranked Warfare, he is an Umbra Master and he has had access to Lox’s data crystal which contained some information about this place. As such he is able to come up with a plan relatively quickly. He is only on the machine world for a comparatively short amount of time (about 6 hours), but he manages to weaken some of the containment structures such at least some of them will catastrophically fail very suddenly. He also makes some alterations to some of the monitoring devices so that they incorrectly monitor systems that will continue functioning so that the sabotage will not be detected until too late.
- Lady Urla and Trell (Grant) return to ‘Earth’, the realm which Lady Urla and Lord Forst have been tasked to conquer. Grant continues to talk from time to time with Bastiano. News trickles in over time - Drake has rejoined the Lords of Gossamer (despite the loss of his memories). There is unfortunately no news of Ethan. The Lords of Gossamer which are part of the Vala, Lucien etc group have developed ways of receiving Icon contacts even from those infected with the ‘Breath of Eden’ without being infected themselves and losing their memories. Grant tells Bastiano about the location of the mass driver and shares information about his sabotage. Bastiano agrees to monitor and launch an attack if appropriate. Grant wonders if he’s making the right choice to remain as Trell or whether he should switch to another identity. His Dominant Rank warfare tells him that remaining as Trell is worth something as Lady Urla and Lord Forst are well connected. He just has to be patient.
- In the meantime, Grant (as Trell) gets to know Lord Forst a little better. The two of them are still relatively aloof and distant, but Lord Forst has a weakness - he enjoys a checkers-like game called ‘Ko” which is played on a much larger grid. Trell is particularly competent with this game and Forst desires to be better - hence they develop a rapport. Both Lord Forst and Lady Urla are relatively young Dwimmerlaik with short horns (teenagers) but they are clearly well thought of, and Trell is aware that Lady Urla has provided positive reports back to her superiors on his performance.
- It is never spoken about openly but Trell is able to figure out one of the side projects that Lord Forst and Lady Urla are working on in their laboratory. They receive coke-can sized canisters of coloured fluid via sorcerous portal which they then mix carefully. Trell is able to deduce that they are blending memories. Once their assignment is complete, they return the completed canister via sorcerous portal. Grant is interested in this but he sees no opportunity to ask questions so he continues to observe and wonder. He thinks that they are working on ways for controlling subjects, ensuring obedience, even subservience but there are pieces missing in his understanding.
Part 2 - The Summoning
- One day, Lady Urla meets with Trell and tells him that she has received a summoning for him. This is unusual for Trell, as Urla is the elder of the two and it is normally Forst who speaks with him (there is a pecking order). Urla tells Trell that his loyalty has not gone unnoticed and the High Council has a request to make of him. Grant (as Trell) knows that a request from the High Council, the ruling body that serves the Empress, is no trivial matter. He also knows that he can’t say no, so he agrees to meet with a representative from the Council.
- Urla opens a portal for Trell, and he reaches a dark chamber of black glossy metal. In it waits a single Dwimmerlaik Lord, dressed in light armour. From his shoulders hangs a deep burgundy cloak. His face is covered with a reflective mirror-mask. This is Lord Aurum (GM’s note - last seen in Session 84 where he met Ethan) Lord Aurum is a Warden of the Stair - Grant can tell - but he keeps his own powers suppressed so that Aurum is unable to sense him as a fellow Warden. Meeting Lord Aurum is unnerving for Trell - clearly he is powerful and important - hiding his face behind a mask means that Grant (as Trell) has difficulty reading him.
- In a hollow voice Lord Aurum asks for confirmation of Trell’s deeds, recounting the many times that he has survived. Trell confirms that he is that individual and Lord Aurum tells him that his service to the Empire has not gone unnoticed. Aurum explains that Fiorin has been found. (GM’s note - Fiorin is a gemstone which was finally recovered by Grant and Ethan in Session 73 - it is effectively a macguffin, allowing whole worlds to be reshaped - think “The Jewel of Judgement” from Roger Zelazny’s Chronicles of Amber) Grant hides his surprise at this because he knows that Lady Vala has Fiorin (or at least ‘had’ Fiorin when he last checked). Aurum goes on to explain that the Dwimmerlaik have tried twice to retrieve it but both attempts have been unsuccessful.
- Lord Aurum introduces Number Five to Trell. Number Five is a spindly Mechanoid (a sentient robot) with a red faceplate and the number ‘5’ inscribed. Lord Aurum explains that Number Five’s dreadnought will take Trell to the rift. Beyond the rift is Shadow - the void beyond. The ships at the rift have managed to establish a tether to a great mass on the other side. That great ‘hulk’ is made up of planetary materials and a number of lost ships. The first two missions were lost, but Number Five’s mechanoids have been hardened with Eidolon, and Trell himself is a great survivor. Perhaps Trell and the mechanoids can succeed where others have failed? Lord Aurum explained that it is the Empress’ command for Trell to try, and success will bring ‘many rewards’.
- Trell asks a handful of questions and Lord Aurum answers them patiently. The Dwimmerlaik clearly think that Fiorin is at this location because of the strong Eidolon signature - but Number Five has more information about the previous missions. Lord Aurum makes it clear to Trell that he will have the full resources of the Empire at his disposal - whatever he needs will be provided.
Part 3 - Side Conversations
- Trell is cautious about charging in without understanding further. Lord Aurum accepts this and provides Trell with an Icon to contact him if needed. Number Five shows him the way to the bridge as they are already aboard the Mechanoid Dreadnought - a massive ship almost a mile long with tens of thousands of mechanised troops.
- Number Five speaks to Trell in a mechanical voice (as expected). It is clear that although Number Five is captain of this vessel, Trell is in overall command of the mission. Trell asks a number of questions about why the fleet has gathered at this location (Realm 15-66-2) and Number Five explains that Shadow is vast, possibly endless - it is difficult to find anything in Shadow. Nevertheless the Masters have been able to divine this location by means unknown to Number Five. According to Number Five, this is where Fiorin the Maker is to be found, hence the mechanoids are prepared to find an Eidolon artefact. The first of the two previous teams confirmed the existence of a powerful ‘Eidolon signature’ but they did not return. Trell asks whether the Masters were looking specifically for Fiorin or were they looking for something else. Number Five is unclear, but he poses the hypothetical that the Masters have been looking for many worlds which became lost when they were severed from the Grand Stair - perhaps they found a lead?
- Trell goes to a cabin which has been set up for him to ‘prepare himself’. While he is alone, Trell decides to contact Lady Vala. Lady Vala is pleased to talk to Grant, and informs him that she does still retain Fiorin. Vala has never been into Shadow before but she says that it is a place without form - she speculates that Umbra and Eidolon will be difficult to use. When Grant asks why the Dwimmerlaik would think that Fiorin would be here, Vala says that a powerful Eidolon construct would be a beacon in Shadow. She also comments that Greywalker may have had something to do with this as he was planning some misdirection regarding Fiorin. She suggests that Grant speak to him.
- Grant contacts Greywalker and he admits to having planted some evidence which might make the Dwimmerlaik search Shadow for Fiorin. He surprised that they’ve found something with a strong Eidolon signature so quickly - Shadow is vast, possibly limitless and it would be ‘like finding a needle in a thousand haystacks’ to find something significant. Hence Grant is left with the impression that there may be nothing at all, or something which is Eidolon powered which is not Fiorin at the destination.
- Thinking further, Grant decides to contact Bastiano. He believes that Bastiano will probably know the most about Shadow. Unfortunately Bastiano is using the shower when Grant contacts him so he asks for a few minutes. Ten minutes later, Bastiano and Grant chat. Bastiano explains that Shadow is a ‘nasty place’ - a dark place which is entropic in nature but is sometimes difficult for an Umbra Master to control. Nevertheless Umbra Mastery is the only way (from his perspective) to leave Shadow. When Grant explains that the Dwimmerlaik think that Fiorin or another powerful Eidolon construct is there, Bastiano says that it would need to be strong to survive long in Shadow. He notes that the ‘Shadow always seeks to devour the light’. Grant asks if Bastiano has ever journeyed to Shadow, and he says that he has. At that, Grant asks if he would join him. Bastiano agrees, but says that Grant will ‘owe him a favour’. Bastiano shifts into the form of a black grasshopper and comes through the Icon contact. He hides himself on Grant’s person.
… now this is where I’m going to stop the writeup, because Grant asks questions of Number Five and starts planning. That planning continues into Session 86 so it makes sense to put it in the Session 86 writeup - otherwise it’ll be split up.
But now, some more LEGO Lords of Gossamer….. !!!
Welcome LEGO Griffin and Stolvir

(Ethan doesn’t look particularly happy. Personally, I love the LEGO white wolf. It was David’s idea to have a large white wolf be Ethan’s companion (as a contrast and foil to Macavity)… he didn’t quite expect it to be warg-sized, but when I showed the LEGO model, he went for it. Yay!)
And finally (deep breath) …. in 3 days time we’ll have been running this campaign for 3 YEARS. Woo!
Session 86 was run this evening. We didn't quite finish the story but we will next session.
I should be able to post the Session 85 writeup on Monday 18th, and get another session run and posted before we reach 23rd July (3 year anniversary).
And look out for the next LEGO instalment. It's Dark Ethan (who has been convinced that he has always worked for the Empire).
Session 85 was run last night. I'll get the writeup done in the next days. More flights = plenty of time to write.
Ok, so this is an updated version of the Session 84 as we made some small amendments based on how poorly things went in Session 88. All updates are in this colour.
GM Observations - Part 1
- The idea for this storyline came from the notion that the Dwimmerlaik would be more likely to recruit and harness any Wardens that appeared on the Dwimmerlaik-controlled worlds rather than killing them. In the Grant/Ethan game, Wardens can sense other Wardens so detecting a newly awoken Warden should be relatively easy. Once found, the idea is to indoctrinate them into the Dwimmerlaik’s view of the universe. To prevent Wardens from ‘walking off the map’ or ‘going rogue’, the Dwimmerlaik effectively hold the Warden’s realm hostage. Loyal Wardens are rewarded by allowing freedom of movement, and the ‘Masters’ aid in the development of the Warden’s home society. By aiding the society, a dependency is created - and the implicit threat that the benefits could be taken away or the community could be punished if the Warden disobeys or disappears. Loyalty is rewarded. Disobedience is punished severely.
- In some ways this is what I thought “Lords of Gossamer and Shadow” was all about. The Lords of Gossamer are the good guys - the rebels. The Lords of Shadow could refer to the Dwimmerlaik, but it could also refer to the Dark Lords of Gossamer - those Wardens who have been recruited to the Dwimmerlaik cause.
- Now, in terms of ‘messing with Ethan’s memories’, the Dwimmerlaik have had plenty of time to prepare. It may not seem like that so I’ll explain. The Dwimmerlaik have used the Breath of Eden to steal memories so they were well prepared to capture an amnesiac Lord of Gossamer and re-implant altered memories (as they have done with Mordecai, by the way). The problem with Ethan is that he lost his memories to the Lords of Gossamer (Icon Contact #1) and a few days later lost his memories again (only a few days worth) to the Dwimmerlaik (Icon Contact #2). Once infected by the Breath of Eden, it doesn’t trigger twice - you can’t lose your memories again - however Ethan was first affected by a warped Breath of Eden that Lucien/Greywalker/Cooper/Bastiano had been working on - it’s not the same thing. So in this case it is possible for Ethan to be hit twice. So all the Dwimmerlaik have to work with are the items that he has on him, and a few days of memories which don’t really tell them much. They were expecting to have a lifetime of memories to work with - but it some ways this way is easier.
- They know that he has Eidolon powers (they gave him two crystal balls in the Base and one lit up). They have divined that he is a Sorcerer and that he has strong Psyche but they don’t know how strong. So they have a two pronged method of deceiving him. I’ll not spoil that just yet - I’ll put at it the bottom of this narrative.
Part 1 - My name is Griffin
- Peace has returned to the farm since the destruction of the local guardian. Ethan has been busy rebuilding using the materials provided by the Hosts. Even though he has no memories of ever building a structure before (GM’s note - he has done this more than once), he is a quick study. Ethan is physically different from the locals (red hair, pale skinned, thinner and less stocky) but he is also much stronger. His physical strength is of epic proportions and he can work and keep working longer than anyone else. (GM’s note - ranked Strength and Dominant ranked Endurance) Many of the farmers continue to toil in the fields, but Ethan works with the rest of the community to rebuild what has been lost.
- The Hosts bring many things with them to help the community to rebuild. Ethan notes that not only do the Hosts want to help, feeling some responsibility for what happened here, but also they seem interested in him (without making him feel uncomfortable). Marcavius and Ethan (Appleplum) talk often as they work, although Marcavius returns most nights to Base rather than remain with the humans. Ethan senses that Marcavius is no longer afraid of him and he grows to like the Host as the days pass. Marcavius tells Ethan of their studies on the materials brought back from the nearby city library - Ethan feels that Marcavius is being genuinely open with him, and Ethan shares with him that he is still confused about what to do next - whether he should return to the city to perhaps trace back where he came from, or seek out the Door near the Base, or even carry on into the wilderness in search of where he was going. Ethan hopes that the Hosts can help restore some of his memories, though he confesses he feels a little apprehensive at the thought.
- Six days after the destruction of the Sleeper, Marcavius arrives early one morning and tells him that he has some good and bad news. The good news is that someone who knows him has arrived at the Base, and he has brought a memory ‘matrix’ which should help him. The bad news, Marcavius adds gently, is that the ‘matrix’ that they’ve managed to put together isn’t complete - it’s been compiled from many people who knew him, from the fragments that they do know of his life and from people who had similar abilities to him. It’s the best ‘patchwork’ that the Hosts could come up with. Ethan is confused by this and Marcavius explains that the weapon that has taken Appleplum’s (Ethan’s) memories is a weapon of the Gossamer Lords. The Hosts don’t have Appleplum’s missing memories so they’ve done their best to ‘fill in the gaps’. Marcavius explains that Appleplum’s friend will be along shortly and can explain better.
- Ethan is distracted as he works. It is late afternoon when a silvery skiff carrying two Host soldiers arrives. The skiff descends to the ground, and a black cat wearing a crystalline collar leaves the vehicle. The black cat has a commanding presence as it walks over to him, easily singling him out. Ethan senses that the cat has a strong mind. It has penetrating green eyes.

* Image sourced from Google Images
- The cat asks Ethan to ‘walk with him’, and they move away from the others to the edge of the plantation. When out of earshot of the others, the cat asks if Ethan has any memory of him, and Ethan shakes his head. The cat introduces himself as Kade (GM’s note - ‘General Kade’ was last seen in Session 50 Part 1 in Finbar). He says that Ethan was one of his students, Griffin, originally from Skandia. The names means nothing to Ethan and he says as much. The General asks Ethan to describe what happened to him, and Ethan explains what he knows. The General listens intently, and then says that it sounds like there has been significant damage to his mind. He offers to take Ethan home to give him time to heal, and asks if Marcavius explained about the memory ‘matrix’ that the Hosts have put together for him. Ethan nods but he asks for Kade to explain again, which he does. A gemstone about the size of a man’s knuckle detaches from Kade’s collar and floats towards Ethan. (GM’s note - the collar provides Kade with telekinesis as well as mental shielding)Kade explains that the memory ‘matrix’ should help him recover more quickly - all Ethan needs to do is to keep it with him and gradually the memories will become available to him.
- Ethan considers the floating gemstone. He can feel the power radiating off it. He hesitates briefly and then takes it. There is no immediate change. Ethan asks how will be able to tell whether a memory is really his or merely something ‘useful’. Kade says that that will be up to him to determine, but this is why Ethan should return ‘home’ for a while until he adjusts and works these things out for himself. Kade says that the people of Skandia will look after him. Kade makes it clear that he expects Ethan to leave with him immediately - remaining here is not helping with his recovery.
- Ethan delays a few minutes to say his goodbyes, Marcavius seems genuinely disappointed that Ethan is leaving. Ethan tells him that his name is apparently ‘Griffin’, and that he’s going home which will hopefully help him to heal more swiftly. Ethan promises to return to see Marcavius when he is himself again.
Part 2 - Return to Skandia
- Kade and Griffin return to the Base. A Host wearing light armour, his face hidden by a reflective mirror-mask that hides his face completely awaits him. Griffin finds it difficult to look at him, as if his gaze is being turned back on him. The Host introduces himself as Aurum. He says in a strange hollow voice that he will be their guide. Aurum opens the Door in the ruins and the three of them enter the Grand Stair. Griffin feels a strange sensation being on the Stair - a sense of deja vu. As they walk, Aurum explains that every Door here leads to a different Realm. Every Realm is important to the Empress - the ruler of the Hosts, and the true master of the multiverse.
- They walk for a long time, passing hundreds of different Doors. Aurum impresses Griffin with his encyclopaedic memory of the different Realms that lie beyond. Some of the names mentioned such as Verdia, the Foundry, Outpost 6030, Tarva and Bane’s Landing sound familiar - Griffin wonders if these are trigger words to the memories on the crystal he has accepted or whether he is starting to regain his real memories.
- At two places on their journey they are stopped by other Hosts and questioned. Aurum traces golden lettering in the air as his mark of passage and the sentries let them pass by. Kade explains to Griffin that the security of the Stair is a serious business. Aurum chimes in and explains that regulation of the Stair is necessary to preserve the natural order of things. Griffin asks whether Aurum knew him personally in the past - and Aurum says that he knew of him, but they had never met in person. Aurum only knows Griffin as a loyal subject of the Empire.
- At last they reach the Door to Skandia. The coat of red paint upon the wood looks freshly painted. Aurum opens the Door - Kade and Griffin are ushered through. It is very cold here, and the sky above is a pale twilight. Kade puffs himself up. They are in a walled city with defensive towers. It appears to be mediaeval but there are lighting towers on the street corners. Kade thanks Aurum and Aurum leaves them with a silent bow.
- Kade leads the way, taking him to a stone-bricked house which looks important. Without knocking, the occupants become aware of Kade’s presence and the door is opened. They are quickly admitted and shown to Master Gremm, the Fabricator General of Hoffgard. Gremm is a middle aged man of stocky build who wears a robe of red and silver. Kade explains the situation and Gremm agrees to help. Gremm appears a little nervous and Griffin asks if Gremm knows him well. Gremm nods and explains that the Skandians knew that something was wrong a few days ago when the Hoffgard foundries began to lose their heat. This makes no sense to Griffin so Kade encourages Gremm to explain further. Gremm says that the ‘Masters’ have provided the Skandians with many gifts in return for producing two Wardens of the Stair. However, they remember what happened to the township of Uthred when Griffin’s predecessor didn’t come back. Kade explains that the Masters can take away what they bestow - hence service to the Empress not only results in benefits for the individual, but also benefits for the community. Griffin listens and understands the warning.
Part 3 - Griffin and Gremm
- Over a cup of warm mulled wine and in front of a thermal heater, Gremm tells Griffin that according to legend, Skandia is defended by four mythic creatures - a dragon-serpent, a mountain giant, a griffin-eagle and a snow lion. It has been customary for those which the ‘Masters’ choose to take a name based on one of those four creatures. Hence he wasn’t born with the name ‘Griffin’, but here everyone will know who he is just by giving his name. Gremm explains that Griffin’s birth name was ‘Kendal’. He was born in Hoffgard nineteen years ago. Kendal grew up on his family’s farm only a few leagues away but his family perished nearly five years ago in the aftermath of Uthred’s destruction. Gremm explains that Uthred was an ‘enlightened’ city-state in the south-west (similar to Hoffgard now) but it was destroyed when the source of their power was abruptly taken from them, the timing of which coincides with their disappearance of their Warden, a man named Blair, the Lion of Skandia. Gremm explains that when Blair disappeared and the Masters withdrew their support, their enemies from across the east (the Vorns) and to the the south (the Hetlanders) made plans to invade. After successive raids and invasions, Uthred had been destroyed and much of Skandia had been plundered. Griffin asks about what happened to Blair and Kade says pointedly that he disappeared - killed, incapacitated or turned traitor - the Hosts don’t discriminate. Any of those possibilities mean that the Empire was no longer being served. Griffin asks how long he had been missing, and Gremm explains that it had been eight days. Long enough that they were beginning to worry.

* Image by Enkidu on DeviantART
- As the conversation continues, Kade settles down to rest on a chair, but he keeps his ears up to listen. Griffin and Gremm talk for hours as the light fades out completely. Gremm explains that the ‘Masters’ will understand that Griffin is injured and needs time to recover, but they will want to see signs of progress - if he is unable to be what he was before, the result to the community will be the same. The Masters will withdraw their support, putting Hoffgard and more than twenty other Skandian settlements in danger. Gremm promises to do everything possible to help Griffin.
- Gremm explains the basic geography of Skandia - it is a large peninsula and very mountainous. Most of the towns are along the coast, but there are some across the sea. The seas are extremely dangerous - great dragon-serpents live in the depths. Even fishing is a hazardous job. Nevertheless, with the help of the ‘Masters’ they have built a handful of glide-ships that have managed to explore distant lands and set up settlements elsewhere. The city of Hoffgard is not the largest settlement but the Door to the Stair makes it of strategic importance. Apart from what the ‘Masters’ have brought into Hoffgard, over the years Kendal brought a number of books from different worlds which has formed the core of the Great Library. Gremm himself is the Fabricator General, the head researcher and engineer. His daughter, Morwen, is the head Librarian.
- Gremm explains plainly that there was a relationship between Griffin and his daughter in the early days after Griffin had become a Warden. Gremm apparently approved of the relationship at the time however it didn’t last. The reality of Griffin’s duty to the Empire meant that there were frequent absences and some of them were long absences. Gremm tells him that he can’t imagine what it must be like to be a Warden of the Stair - but he observed considerable change in Kendal over the years after he was ‘chosen’. Griffin asks why Gremm is telling him all of this - he doesn’t remember any of it. Gremm explains that his daughter is the person who knows him best, and can help him recover. He’ll ask her in the morning to do her duty and assist with Griffin’s recovery. In the meantime, Gremm suggests that he stay the night in his house. Griffin has lodgings of his own in Hoffgard, but Gremm suggests that he stay with friends given his current state. Griffin agrees to this - he brushes off Gremm’s concerns about Morwen. He has no emotional attachment whatsoever.
- At last Gremm decides that Griffin has heard enough for the evening. He asks an attendant to show Griffin to a room, and Kade remains where he is. The room is simple, comfortable and warm. Griffin notes that the room has a light globe in it, and a heater. Whilst sitting on the bed, he ‘listens’ to the place but he can sense no particular connection to the place.
- Griffin takes out the gemstone and concentrates on it, but nothing comes to him. Putting it aside, he rests.
Part 3 - Griffin and Morwen
- The next morning Griffin feels little different. He eats and then goes with Kade to visit the Library. Lady Morwen is expecting him. She is young and attractive, but Griffin gets a cool reception. She asks if he truly doesn’t remember her at all. At that moment, he realises that he does vaguely remember her - her smile, her laughter. He remembers teasing her about her love of books. But he also remembers a heated argument as well - he remembers her anger. Griffin lies and says that he doesn’t remember her. He says that her father told him that she knew him well. He asks what sort of person he was. By this time Kade has curled up on a chair and settled down into a comfortable pose to listen.

* Image by Smitth on DeviantART
- With a touch of reluctance, Morwen begins explaining about Kendal, recounting what she knows. Much of her retelling is mundane, but her recollections are detailed enough for Griffin to believe that she knew him. Griffin asks about how he first gained the attention of the Hosts, and Morwen tells him the story. There had been regular incursions by Hetlanders for almost two years by this time - when two of the Masters came to Hoffgard and asked for Kendal by name. No one had seen the Masters since the Lion of Skandia had disappeared, so it came as a great shock to King Finarion when they suddenly reappeared. Kendal was brought to the great hall, the Masters took one look at him and declared that he was ‘chosen’. Morwen says that she was present when this happened - it was the first time she had ever seen one of the Horned Masters. They took Kendal away with them, but when he returned he was much stronger than he had ever been before. With Kendal’s return, the Masters provided support for the Hoffgard community. She also mentions that Kendal started to bring her back books from his travels. Kendal knew that she loved books, and she was very happy for a time being the centre of his attentions.
- Morwen presents this matter-of-factly, and always speaks of Kendal in the third-person which Griffin finds a little odd. When Griffin has listened to her tale, he asks her how he can corroborate what she has told him. Morwen accepts the challenge dispassionately and shows him to the Library. One by one she takes him through the books that Kendal contributed. Each one has a story behind it, and she is able to show a number of trinkets that Kendal gave her. Griffin marvels at the extent of the library, and asks if he kept a journal of his travels. Morwen seems surprised by the question, and says that he did in the early days but he gave it away. She finds the journal buried in her study and gives it to him. By the light of a globe, Griffin looks through - the handwriting is very poor indeed but he can’t read it, just like he can’t read any of the words that are written here. Griffin shakes his head and admits this to Morwen. At this Morwen laughs. Kendal brought her many books from other worlds and had to teach her enough to be able to learn the language. Given that he was a polyglot, Morwen finds it intriguing that the man standing in front of her is as illiterate as Kendal was all those years ago.
- Griffin doesn’t rise to this - he asks more about the contents of the library and how she would recommend going through it. Morwen is very surprised by this - the Kendal she remembered would never have the patience to read a book, let alone many. Griffin counters by asking whether he really is Kendal. He says he’d like some proof.
Part 4 - Griffin and Stolvir
- Morwen thinks for a moment, and then asks Griffin to follow her. As he does, he asks what she thinks. She chuckles and says that if losing his memories has meant that he has a genuine interest in books, it’s an improvement. Kade calls after them that he’s not coming, which Griffin finds strange. Morwen leads him down a flight of steps to a stout door. On the other side of the door is a sitting room, and in the centre of the room is a massive white wolf, curled up on a blanket near the heating bar. Before Griffin can take in just how huge this creature is, the wolf is awake, up and bounding for him. In a split second, Griffin realises that the creature is not going to attack - it is simply overexcited and pleased to see him. The wolf leaps up on him - it would be enough to flatten a normal man, but Griffin is very strong and he stands his ground. Upon physical contact with the creature, Griffin senses that it’s name is ‘Stolvir’, and this is his dog. He can tell that the dog thinks of him as its Master. The dog is incredibly pleased to see him. It has missed him tremendously.
- Griffin takes a few minutes to get used to this as the wolf nuzzles him. He didn’t expect to own a giant white wolf. Its fur is very soft and thick. Stolvir is protective of Morwen, who has been looking after him in his absence, but its doggie brain is certain that Griffin is the Master. He ‘smells right’.

* Image sourced from Google Images however according to the watermark on the image it is by Constielo Parra
- Morwen smiles a little. Griffin relaxes a little. He confesses that this is all very strange to him - but Stolvir tells him that he is Kendal. Morwen asks quizzically how Griffin can know the wolf’s name and Griffin explains that he can tell a great deal by physical contact. Stolvir told him his name. Morwen is surprised by this as she thinks through the implications. As she opens her mouth to ask a question, Griffin says that it sounds like he hurt her in the past and he has no wish to pry. Instead Morwen asks who else knows that he can do that. Griffin thinks and then says that he has told no one. She advises him to keep a secret, takes a seat and offers her ungloved hand. He hesitates and she makes it plain that she wants to help him recover quickly and this is a practical way of accelerating that process.
Part 5 - Morwen’s memories
- Griffin refuses to take her hand, explaining that there is a spell upon him which could steal her memories. But Morwen is not dissuaded - she says that Griffin was always a powerful sorcerer even if he cannot remember it. She suggests that he try to dispel it, and if that does not work, to at least insulate them both. She encourages him to try.
- Thinking back to what he knows of magic, he finds that he does remember a little but the memories feel foreign as if they are not his. Concentrating, he focuses on an unlit candle and he lights it. Smiling, he thinks carefully over how to approach the problem. He knows that he managed to achieve a mental connection with the Guardian in the realm that the Hosts found him. It seems to work when the target mind is inert or distracted. He asks her to close her eyes and relax. Stolvir settles down behind Griffin. Griffin gently takes her hand and closes his eyes. He reaches out with his mind but hovers a fraction away from actual contact. Using raw magic, he creates a thin mental shield between them through which he can listen. Calming himself, he reinforces the barrier with Eidolon and listens to her thoughts. To his surprise, this works very well - he is able to access her memories easily. The flood of information over the next hour is tremendous. Morwen and Kendal were very close for a number of years and has a great deal of knowledge about him, his personality and his experiences. She also can read dozens of languages, and knows more about the contents of the Library than anyone else in Skandia. She even knows about some of the other Wardens that Griffin has worked with in the past - a Warden named Burnside (whom she believed mentored him) who helped him to put an end to the invasions and begin modernising Skandia and sharing some of their learnings with other Skandian communities. There is also another Warden named Khalim, a dark-skinned warlord from another realm. And there is an elven Warden-sorceress whom Griffin admired - he can feel her fear of that individual. If Morwen knows her name, she has suppressed her memory of it.
- Morwen asks if this is helping, and Griffin says that it is. She observes that the connection is two-way - she believes him now that he doesn’t have any memories of her or this place. Griffin is surprised by this - he didn’t mean for her to be able to read him. (GM’s note - Ethan does not know any form of Psychic defence given that he has lost his memories) He simply accepts this and notes that he may be able to relearn some of the languages that she knows.
- The contact is maintained for over an hour, after which Morwen develops a significant headache and Griffin pulls away. Morwen looks very pale and Griffin finds a pitcher of water to pour her a drink. While she rests, they talk further but it is clear that they are done for the day. Morwen is tired, and Griffin’s head is swarming with memories that he needs time to digest.
Part 6 - Griffin Reborn
- Over the next few days Griffin tries to make sense of the huge quantity of memories. He spends the days in the library pouring over Kendal’s journal scrawls, trying to relearn how to read and write, and trying to order the memories that he has acquired. In addition to Morwen’s memories, he feels that the gemstone is helping to fill in the blanks but the sequence of those memories is confusing for him. When he needs a break, he and Stolvir head beyond the Hoffgate walls out into the wintry landscape to explore. The landscape is breathtaking. He remembers growing up here but it feels like he is discovering it for the first time.
- Griffin returns to his house in Hoffgate but it feels cold and empty as if he has never been here. He isn’t sure what to make of that. (GM’s note - it’s a clue of course. The Dwimmerlaik couldn’t fabricate this part, but the longer he holds onto the gemstone, the more memories will appear to fill in the blanks) Kade is noticeably absent for much of the time, particularly when Stolvir is nearby (which is most of the time).
- As the days pass, more memories return. He remembers how to write and he begins documenting what he knows and what there is left to uncover. He works his way through the library for hours and hours every day. He borrows tools from Gremm in order to dismantle things (including his lightsaber) and rebuild them. Gremm and Kade are pleased with his progress and they check on him daily.
- Morwen checks on his progress from time to time and finds that he is almost always in the library. She asks how he’s feeling and he admits that things are beginning to fall into place. He has remembered a lot more about his old life. He remembers Master Yo at the Tarvian Academy, a Dwimmerlaik warrior-monk who had attained ‘enlightenment’ . He managed to harness Eidolon after his time there. He is pretty sure that the fire magic that he remembers learning isn’t his own memories - they belong to a warlock called Zora - but he is able to feel the currents of magic in the realm, and even make changes. For example, he finds that he can make a pocket of air combust, which frightens Stolvir and he promises not to do it again. He also finds that he remembers quite an array of spells and he spends some time exploring them.
- Morwen seems to enjoy Griffin’s company but they never talk for long. Griffin knows why - she has a husband, one of his former friends named Tomas. He knew about Tomas when he first touched her hand. It doesn’t matter to him - he enjoys her company anyway, and as the days go on, they seem to reach an unspoken understanding. Griffin takes the time to show her the things that he was found with and he asks her opinion of each. He wants to know if she can tell him anything about the items and the history behind them. She looks at each of them but unfortunately she knows nothing more about them than he does. By the time he had acquired such things, their relationship had deteriorated and Kendal was no longer forthcoming about such things. Griffin finds this interesting - she still refers to Kendal in the third person when she has something negative to say or she feels the need to distance herself. But she seems to have accepted that he is Kendal.
Part 7 - Khalim Returns
- Six weeks pass. Griffin continues to spend long periods in the library, but he also spends time in the Gremm’s fabricator workshops and occasionally going exploring with Stolvir. He has able to sense the Door again and he can pick any book in the library and read it without requiring a translation. He feels confident with using sorcery - he has practised many times outside the walls of Hoffgard - he still thinks that there is room for improvement in fine-control, but he has a great deal of raw power. More than he expected.
- Kade is pleased with his progress, and sends for one of Griffin’s fellow wardens, a man called Khalim. The man is tall, dark-skinned, well dressed and he exudes strength. He greets Griffin as a fellow Warden and ‘brother’ and says that he has never been to Griffin’s home before - it is too cold for him but he will ‘tolerate it’. Khalim appears very focused and tightly controlled.

* Image is by Ian Napier - one of two unnamed NPC images included in the Core Lords of Gossamer Rulebook (p102). I’m using this image for Khalim
- He says that he is pleased to see his brother recovering but his face shows little emotion when he says it. When Griffin asks about current events, Khalim explains that the Enemies of the Empire continue to harass and terrorise but that the Empire is strong and will endure. Griffin shows Khalim his Icons and personal items and asks Khalim to identify what he can.
- Khalim recognises Lucien and Greywalker as Lords of Gossamer, but he does not know the other. He comments that some of the women are pretty. As far as the items he carries, Khalim thinks that the lightsaber is impractical - Griffin should ‘get rid of it’. As far the elven sword, he says that Griffin probably received in Alfheim - the inscription on the blade says that it was given ‘in friendship’ and Griffin always had a soft spot for Lady Miriel there. As for the dragon-shield, he says that it came from a dark place that Griffin would never speak of. Khalim says that it is ancient, and powerful.
- Griffin notes that Khalim shows deference to Kade, calling him ‘General’. Kade suggests that Khalim take him onto the Stair and show him the Empire so that he might remember what he has forgotten and Khalim agrees to this.
Part 8 - The Grand Stair
- Over the next two weeks, Khalim takes Griffin out onto the Stair and shows him the ways between the Dwimmerlaik-controlled Realms. There are many checkpoints but each time Khalim has only to make a gesture which leaves a golden trail in the air and the Dwimmerlaik grant them passage. Khalim is very stoic - he doesn’t venture information unless asked. Even when Griffin asks a question, Khalim often pauses a considerable length of time before answering. It just seems to be his way. Khalim tells Griffin that every Warden in the service of the Empire has a mark on his (or her body) and every one of them has a unique ‘sign’ that they will make in order to request passage through Imperial territory. Khalim does not know Griffin’s sign, but in time he will no doubt remember it.
- The Grand Stair is vast, but the sections that they venture to are all controlled by the Empire. Every Door leads to a world where the Dwimmerlaik either have control, influence, or they monitor. They visit the following:- Castelon - a cold rock floating in space, it’s a remnant of a world which once defied the Dwimmerlaik. The Empire shattered the planet, burned off its atmosphere and left only those cities that remained loyal. The survivors live in habitat domes and there are many Masters here as they have scientific and research outposts here.
- Scythia - a race of lizard-men are the dominant lifeform here. Assisted by the Dwimmerlaik many generations ago, they have developed technology which is so advanced, it borders on sorcery. The Scythian have already colonised more than one hundred star systems in their home cluster and they are fiercely loyal to the Empire.
- Mira - a realm filled with lush vegetation, there are uncivilised elves that live here called the Miraleen. The Dwimmerlaik have been studying these people due to their long lifespan.
- The Foundry - a hive world populated by billions of slender humanoids with fine white hair, they produce machines for the Empire. Griffin asks how many worlds Khalim has seen like this one and Khalim says simply ‘there are many’.
- Outpost 6030 - in a secluded part of the Stair is a nondescript Door, which leads to a battered space station, orbiting a lonely world far from anywhere important. Khalim explains that Loyalists like himself, Taltos, Burnside, Griffin and Victor come to relax. The Masters may even know of this place, but they leave them alone here. Khalim suggests that Griffin remember the way, as there will normally be at least one of them in residence or just there because they need some ‘space’. The two of them have a drink, and play some of the games. Griffin asks if Khalim has something else to say to him. Khalim says ‘lots’ but then says nothing at all. Griffin doesn’t ask why. At last Griffin asks Khalim to show him where Tarva is and Khalim obliges.
- Tarva - The Door to Tarva is guarded and there are guardians inside the Door. They scan both of them - Khalim makes a sign but they accept Griffin without making his. There realm is made up of a huge archipelago of small and medium sized islands. The Tarvian Academy can be found spread across sixteen islands - it is technologically advanced and there are many Masters here. The Tarvian Academy is a place for ‘higher learning’ for the Masters - to be taught by the eldest and wisest of their race. A handful of ‘chosen’ are also taught here - Khalim says he was one of them. The lessons were ‘very hard’ for someone who was not a Dwimmerlaik. Griffin goes to find Master Yo - he finds that the Tarvian Academy is not a welcoming environment - there is racism here and it is clear that they are not well regarded by the other students. Nevertheless, he reaches Master Yo - a wizened robed Dwimmerlaik with wispy white hair. Yo serenely asks what they want. Griffin explains, and Yo shakes his head saying that he has taught many students and he doesn’t remember them all. Even if Griffin had been a remarkable student, he might not remember - he has taught many remarkable students. Griffin is surprised by this - he says that he learned Eidolon from Master Yo - that must have been unusual for someone who was not a Master. Yo smiles and congratulates Griffin for achieving mastery of Eidolon - he agrees that it is rare for someone who is not a Master to achieve such ‘enlightenment’. Yo explains that ‘enlightenment’ comes from within - it is Griffin’s achievement, not his. Even if he may have pointed Griffin in a direction, it was Griffin’s path and no one but him could have walked it. Yo wishes him a long life in the service of the Empire, and waves them a kind farewell.
Part 9 - A New Dawn
- Returning to Hoffgard, Griffin finds Stolvir is waiting and happy to see him, and Aurum and General Kade have been expecting his return. Kale asks how Griffin feels and Griffin says that he’s grateful for the time to recover. He still has many questions but he’s slowly putting himself back together. Griffin asks about Zora’s magic and Aurum explains that he was a Warden and Sorcerer who died in the service to the Empire. They managed to salvage his dying memories - he hopes that Griffin has found them useful. There is further discussion, but Aurum and Kade accept Griffin’s response and Aurum tells him that he’ll be granted passage on the Stair. He teaches Griffin a sign that the Dwimmerlaik will recognise as his. He warns Griffin not to use or accept Icons as the enchantment which has stolen his memories is still on him, and it would be transferred to anyone he contacts. Griffin asks what the Empire expects of him now, and Kade says that the Empress herself has decided that he should be given more time to rest. Kade explains that the Empire typically expects a great deal of its subjects and he advises Griffin to take advantage of the Empress’ benevolence. Kade tells him that he has at least three months, probably more. Aurum will return when it is time. In the meantime, Aurum gives him some gifts that will help him to adjust - for example a purse that will always contain ‘what is needed’ (GM’s note - so that Griffin doesn’t run out of money - it gets old, trust me) and a silver star which those who are not Masters will recognise as a symbol of authority. (GM’s - think Sheriff’s badge)
- After their departure, Griffin continues to work at the fabrication workshop and spend time at the library, occasionally venturing on the Stair to explore and map out the area. When he can, he brings back technology and books for Gremm and Morwen to review and analyse. His relationship with Morwen has improved - she invites Griffin to dinner with her and her husband, and they talk about the future. Morwen tells Griffin that she is with child, so she needs to think about the future of the next generation as well as the current. Griffin congratulates them both. They make a great deal of progress advancing what technology Kendal has brought back previously and adapting it for Skandian conditions.
- Over the months that follow, he explores widely, including the following, bringing back new technology and books wherever possible.- Realm 15-66-2- the Door leads to a Dwimmerlaik vessel controlled by Mechanoids. The vessel is holding position near a inter dimensional jumpgate. The Mechanoids are curt, but the Master who captains the vessel is intrigued by Griffin and invites him to dinner.
- Verdia - a world of sentient trees which the forest goblins worship as gods.
- Cascade - the icy world of Cascade has many deep fissures criss-crossing it. Two native races war over the planet - their once advanced technology diminished by centuries of war, and the Dwimmerlaik monitor with interest.
- Aurs - once a a wasteland, there are now trees and flowers everywhere in this idyllic land. There are many spires of gold and silver in this land, raised from the rich metallic soils with sorcery. There are many Masters here that have made their homes in this place and their lands are well defended by powerful servants.
- Kespares VII - a high-gravity world with high wind-swept mountains and deep chasms. The elements here are extreme, but the Masters maintain a military presence here despite the absence of any indigenous life.
- The Hordelands - there are few structures dotted across the great plains of the Hordelands. The Dwimmerlaik are revered as gods here by the orcish tribes. Griffin gets the impression that these orcs would be fine cannon fodder if ever the Masters had need.
- The Iron Gates - a section of the Stair which has been blocked off with a massive set of iron gates. It is well defended and Griffin found that he was not welcome beyond this point.
- Aurelia - a world tainted by Umbra, decaying quickly while the population tries to escape its death-throws. A handful of Dwimmerlaik remain on Aurelia to observe the inevitable end.
- The Necropolis of Astinath - the world with vast underground tombs where the occupants sleep, awaiting their Masters’ call to return. Griffin finds it unnerving.
- Kestimir - a strange mining town where the local population digs for blue crystals that grant the possessor a measure of sorcerous power. Griffin meets the Master who is evaluating the crystals.
- Alfheim - a fey realm of immortal bright elves which Victor warns him about. He says that immortals can be cruel and he advises Griffin to be on guard. Nevertheless the court is an amazing sight - with fantastically tall trees and jaw-dropping architecture that possess a timeless classical beauty. The elves themselves are almost angelic - Griffin can see the allure of such a place and why few seek to leave. The elves confirm that they gave Griffin the elven sword that he possesses (GM’s - it’s a lie, but the elves are good at lying) Griffin finds it hard to resist staying ‘for a few days’ - Lady Miriel is achingly beautiful and he finds himself almost bewitched by her. She burns so brightly that it is painful being with her. Miriel seems to enjoy having the attention of a Warden and milks it for all it is worth - Griffin almost forgets himself and finds time getting away from him. In the end it is Miriel herself that reminds him of his duty to the Empire. She whispers to him that there would be a high price for him to stay longer. In sharing a kiss with her, he catches a glimpse of how she sees him - she is fond of him, but he is still a ‘plaything’, a prize to win her status amongst her kin, nothing more. Despite this, Griffin finds it difficult to leave - he wonders if he spent more time with her whether things might be different. It is only when he returns back to Hoffgate and asks Morwen if Kendal ever mentions Alfheim that she says that this was when their relationship began to change. Griffin understands why - the lady Miriel is intoxicating.
- Griffin also returns to Outpost 6030 every few weeks and talks with a number of the other Wardens - Khalim, Vuurnth, and Victor. He talks with Victor about Alfheim, and he chuckles at Griffin’s experiences. Victor mentions a Warden that comes from Alfheim whom he may meet - he doesn’t give her name, but says that Griffin will know her when he first meets her. Griffin doesn’t like the sound of that. Victor is a corsair, and he is allowed to roam widely on the Stair for the purpose of finding and harassing the Enemy.

* Image by Ian Greenlee. This is Victor from the Core Lords of Gossamer Rulebook (p50)
- Vuurnth is a warlord in his own realm, courtesy of the patronage of the Masters. He is the strongest of his kind and he comes to the Outpost to seek comradeship, as everyone in his realm sees him as a demi-god. Despite his strange appearance, Griffin finds Vuurnth to be most agreeable company and the two meet multiple times to talk and drink. Vuurnth has a colossal appetite for ‘space mead’.

* Image is that of Vuurnth from the Core Lords of Gossamer Rulebook. I’m not sure which artist penned this one.
- Griffin begins to forget that he ever lost his memories - the blanks have already been filled in. The only nagging doubt at the back of his mind is his recollection that in recovering the dragon shield from a dark place, he remembers feeling desperate to save the lady with pale skin and fair hair. He wonders what he was doing when he lost his memories. It is only when he asks Vuurnth what happened to Burnside that it occurs to him that he might have been looking for him. He occasionally looks back at his journal and realises that he still doesn’t have all of the pieces.
GM Observations - Part 2
- Following on from the comments at the top of this post, there are two methods that the Dwimmerlaik have used to deceive Ethan. They have only had about a week to prepare specifically for Ethan but they have had plenty of time to prepare the groundwork to receive an ‘amnesiac Lord of Gossamer’. For starters they gave him a gemstone which contains three insidious functions:
- 1. It contains a mixed bag of memories, each which has been carefully crafted and the people and places referenced have been prepared. The anomalous memories such as Zora’s have already been explained upfront so as not to appear suspicious.
2. There is a memory implant spell within the gemstone which has a function to grow memories around fragments of what the subject remembers, incorporating them so that they do not conflict with the rest of the fabricated memories. This avoids the issue of a subject detecting external interference - the memories are coming from within, with the help of the subject’s own subconscious mind, and thus are indistinguishable from real memories.
3. There is a method for monitoring and fine tuning the process when the subject is resting or asleep. It is for this explicit reason that the memories contain no mental defence training.
- In case I haven’t been clear, the best way to fool someone who is potentially strong in Psyche is not to mess with them directly, but do it indirectly. Kade’s collar gives him mental defences. Gremm’s and Morwen’s memories have been heavily doctored. The other Lords of Gossamer that he meets have already been briefed. The wolf Stolvir has also been carefully prepared so that Ethan will believe the dog’s simple belief that he is the dog’s master. Of course this could all unravel very quickly - but the longer that the Dwimmerlaik have to work on him, the more chance they have of convincing him that he is from Hoffgard and everything else is a lie.