GM Observations
- There are three ‘scenes’ or mini-adventures as part of this writeup, all occurring in the first two years of the time compress.
- Note that Ethan can now do Divination spells, so I've suggested how this might work in practice.
- Note - I can’t add the hyperlinks to other sessions at the moment because the Rite Publishing website is undergoing an upgrade.
Ichabod and Isabelle
- This event happens almost four months after the events of Session 103. In other words, Isabelle has been living in Westgate and spending a lot of time with Ethan, working on the machinery of Clockworld. The two of them are getting along well.
- Way back in Session 54, Isabelle told Ethan that she intended to sit down and have a proper conversation with Ichabod (who has had a previous grievance with her). At last she tells Ethan that she is going to meet with Ichabod and sort this matter out. By this point Ethan knows that Isabelle can open Doors with a device that she carries - she keeps it secret but he knows of it. Isabelle departs for Nexopolis from Clockworld, telling Ethan that she’ll be back in a day or two. Ethan knows that it’s only a short walk (about five minutes) to Nexopolis from Clockworld and he sees no reason to worry.

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- However, he receives an Icon contact after only fifteen minutes. Ethan can tell that it is Isabelle (GM’s note - he can now identify who is contacting him because he has Wrighting - he is far more experienced with Icons now). Accepting the contact, she practically screams at him through the connection that they are under attack. Ethan can tell that she’s afraid for her life, and he pulls her through. Ethan knows that he’s pulling through someone else that she’s in physical contact with but he does it anyway.
- Suddenly Isabelle and Ichabod are there. Ichabod is lying on the Clockworld floor, covered in blood. He’s been shot many times and the wounds are terrible. Luckily, Isabelle seems to be physically unharmed but she’s clearly distressed by the sudden attack. She tries to explain but Ethan asks her to wait while he focusses on Ichabod.

* Image by Santani on DeviantArt, model: Aleksiy Chumakov, photographer: Diana Serejkina
- Ethan gently treats Ichabod, first telling him via mind-to-mind contact that he is safe and relieving him of his obvious discomfort (GM’s note - he uses Eidolon for that). Ethan carries him gently to a healing booth (the same one that they first met Jacob in, way back in Session 27 Part 3) and then he listens to Isabelle’s story.
- Isabelle explains that she was going to meet Ichabod in Nexopolis at a cafe that she nominated. She didn’t make it very far - she bumped into Ichabod on the way, and then less than a minute later, there were a number of men in dark trenchcoats on the street who just started shooting at them. Ethan quizzes her further - Isabelle is clearly a bit frazzled but she calms enough to realise that Ichabod tried to shield her. He took gunshots meant for her.
- Isabelle describes their assailants in more detail. She says that they wore long trenchcoats, but the collars were high such that she couldn’t even see below their noses. They had sunglasses and wide brimmed hats. She thought they were odd even before they started firing, but she certainly hadn’t expected to be shot at.
- Ethan remains very calm during this. He offers her a drink, and uses Eidolon to relax her. He gently asks if she’d like to stay with a friend. The unspoken suggestion is that she contact Lucien. Isabelle shakes her head. (GM’s note - she doesn’t say why)
- At this point the healing booth which is working on Ichabod raises an alert tone. Ethan goes to look at the readouts and he quickly deduces that the machine (which channels Eidolon power) is having a very difficult time healing his injuries. While Ethan looks into the situation, he asks Isabelle further about where they were attacked.
- Isabelle tells him that they were attacked in a side street, but there were still other people around. It was hardly deserted.
- Ethan pauses and offers to show Isabelle a ‘magic trick’. Isabelle is surprised but agrees. Ethan produces his Icon of Isabelle (which is a small LEGO sized figurine) and casts a simple spell upon it. It glows red for a moment, and then he puts it away. He explains that he tried a simple Divination spell (GM’s note - yes, he can now use Divination spells) - the result is inconclusive but she doesn’t appear to be the target of the attack. (GM’s note - the Divination spell is used to confirm something that Ethan suspects but does not know. Of course it will never be 100% accurate, but it gives Ethan an indication as to whether his hunch is likely to be right or not) He doesn’t have an Icon of Ichabod handy (though he does have one) so he doesn’t repeat the Divination spell to confirm that Ichabod was the target of the attack.
- Mulling over the inconclusive result of the Divination spell, Ethan asks Isabelle if she was carrying anything precious. Isabelle says that she was not, to which Ethan looks carefully at her in case she could be lying (he doesn’t believe her). Feeling the weight of his gaze, Isabelle repeats that she wasn’t carrying anything that would make her a target. She seems a touch offended that Ethan is pressing her, so he backs off.
- Ethan presumes then by process of elimination that Ichabod was the primary target. But something feels wrong with that too. In the meantime, the healing booth is still not making any progress. There are a number of bullet fragments lodged within his body and the fragments are resisting removal. Furthermore, the many metal splinters are slowly moving within his body, gradually working to kill him.
- Ethan opens the healing booth and reconfigures it so that it serves as an operating table. Using Sorcery, he spends some time examining the fragments and he realises that these are Cursed. They are designed to work against a Warden of the Stair, and the more powerful the target, the more damage these bullets would do. There are dozens of fragments in Ichabod’s body, but if for example Ethan himself had been hit, he would not have been able to use Eidolon to heal himself: The fragments would have siphoned the energies and used them to burrow faster. They could even have been lethal.
- Using lesser magics (Sorcery), Ethan carefully negates the Curse on the bullets, then he uses a ‘pattern sweep’ of Ichabod’s body to eject any remaining fragments and make his body physically whole again. Before putting Ichabod back in the healing chamber, a thought occurs to him. Ethan takes out his own Icon and casts another minor divination spell. This time the figurine glows blue, confirming in Ethan’s mind that he was the true target.
- Ethan offers an apology to Isabelle for putting her in danger, and when he explains why he thinks he was the target, she completely loses it. She is furious, and not with Ethan. Swearing and cursing, raving and ranting, Ethan gives the impression that she knows who is after him, but he does not pry. Instead he touches Ichabod’s head and makes mental contact. He assures Ichabod that he is safe and will recover, but asks him if there could be anyone else in danger in Nexopolis.
- Ichabod mentions the owner of the cafe (Stefu) who is a friend of his. Ethan cuts the contact and contacts Grant. He explains quickly that Isabelle has come under attack in Nexopolis, but that they were probably trying to kill Ethan. He asks Grant to head to Isabelle’s and Ichabod’s rendezvous and make sure that Ichabod’s friend is safe. Grant heads off immediately from Marindar.
- Ethan puts Ichabod in the healing chamber and then tries to calm Isabelle. He lets her blow off some steam, and then offers her some tea and crumpets. Isabelle’s anger is snuffed out by Ethan’s calm and she sits down to try to relax.
- Less than ten minutes later, Grant contacts Ethan again and passes Stefu through. He’s been shot in the arm. Ethan brings him through into Clockworld and begins medical treatment. Meanwhile Grant has decided to keep looking for the perpetrators.
- Stefu’s wounds are less severe but he recovers more slowly than Ichabod (GM’s note - Ichabod has Ranked Endurance, Stefu does not). Ethan offers him an Eidolon-laced cocktail with an umbrella in it to speed his recovery, and sits him down in front of a television to try to relax.
- Ten minutes later, the healing chamber opens. The healing cycle is complete and Ichabod slowly awakens. Ethan organises some more tea and cakes. Ichabod is pleased to see that Isabelle is unharmed and they sit down to have their conversation and reconcile differences. Ethan steps away to give them some privacy (and be away from the daytime television that Stefu is watching).
- He does not have to wait before Grant gets back in contact. It’s taken him another half an hour, but he found a nest of the creatures that attacked Isabelle. He says that they weren’t human, and that they appeared to be mannikins when ‘slain’. Grant doesn’t know quite what to make of them. Ethan thanks him for his help, and Grant says he’ll look around a little more before returning to Marindar.
- Ethan notes that Isabelle and Ichabod seem to be getting along well. Stefu is a zombie in front of daytime television - Ethan has no idea what he is watching but he has no interest whatsoever. He gets back to work on the latest project on Clockworld.
- Twenty minutes later, Ethan is interrupted again by an Icon contact from Grant. He is out of breath. A whole building was rigged to explode - again mannikins were involved. Grant is pretty certain that there are no more in Nexopolis now but he finds the whole thing very odd. He asks Ethan whether any of the pieces that he’s collected would be useful. Ethan thinks for a moment and then asks Grant to get rid of them (he’s worried about traceability). Grant offers to takes some photos before he destroys what is left of the mannikins and Ethan agrees that this is a good idea. This ends the Icon contact.
- After many hours, Isabelle and Ichabod have reconciled. Ichabod and Stefu decide return to Nexopolis and to Ethan’s surprise, Isabelle suddenly tells him that she has decided to leave too. She tells him that she plans to return to Lucien. Ethan is disappointed and asks her to stay longer. There is a moment where she appears tempted, but then she flashes a smile and tells him that she’ll see him again soon. Ethan thinks about kissing her good-bye but he lingers on the thought too long. She has initiated an Icon contact and is suddenly gone.
- Ethan asks Ichabod if he’s satisfied with his conversation with Isabelle and he acknowledges that he is. Ichabod asks Ethan if he would escort them back to Nexopolis - Ichabod has thought of a bolthole that he uses in times of danger and he would appreciate Ethan’s help in confirming that it is safe. Together, all three of them head to Nexopolis. Ethan is prepared for battle, and using mental invisibility to hide who he is.
- There is no sign of another attack, but on the final approach to Ichabod’s retreat Ethan finds a low-tech tripwire rigged to an implosion grenade. He disarms the device, and tries to get a psychic impression of who placed it there. Unfortunately it’s just another marionette. Ethan tries to trace where the marionette came from but the trail leads back to a destroyed building (collapsed during Grant’s investigation). Ichabod and Stefu eventually part company with Ethan. They both thank Ethan, and Ethan decides to leave Nexopolis via a different Door in case he is somehow being observed.
Lucien and Ethan
- A few days after Isabelle departs, Ethan receives an Icon contact from Lucien. He accepts, having never received an Icon contact from Lucien before. Lucien asks to meet with Ethan in a place of Ethan’s choosing. He says that it’s not urgent but that he would like to talk. Ethan can sense through the contact that Lucien is concerned, and more than a little angry but the anger is not directed at him.
- Ethan thinks for a moment and suggests that they catch up for dinner. He describes the place and a time is set.
- Two days later, Ethan arrives at a restaurant high in the sky. The restaurant is miles above the planet’s surface, perched on a space ‘beanstalk’ that reaches low orbit. The view is spectacular from here, and the food is extraordinary. Ethan is early. Lucien arrives on time.

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- They order and eat. They talk about mundane matters like the quality of the view and the food. The red wine is particularly good. Ethan doesn’t know Lucien very well, so he doesn’t open up to him. It is only when Lucien is eating dessert that he asks the first question of any real significance. Lucien asks about whether it’s true that both Ethan and Grant came from the same realm. When Ethan confirms this, Lucien says that he finds this extraordinary. It is clear that Lucien has a lot on his mind and he is rather preoccupied, but not quite sure as to how to ask.
- Worried that the time is being wasted, Ethan asks if he did meet the Arcadian Queen whilst in Marindar. He knows it’s a sore topic as Lucien wasn’t impressed with being tricked into meeting up with her again. Lucien acknowledges that he met with with Aglaranna, but he says that things have changed. He explains that she’s married now, and they are different people than when they last met. He was also concerned about the position that Ethan had put him in - the possible disruption to Marindar given Arcadia’s proximity. He then remarks that he has his eye on someone else anyway.
- Ethan then turns the question around to ask how Lucien copes with living an extraordinarily long life. Ethan doesn’t mention Abbie or Isabelle by name, but he mentions that even with Eidolon, a lover or partner will still continue to age whilst a Warden is almost standing still. He asks for Lucien’s counsel. Lucien explains that there are only three ways that he has seen working. Firstly, to stay in place, one must have a connection to the place, but not necessarily the people. People change. People die. Secondly, withdraw and don’t get involved. Thirdly, he says that some Wardens seek out numerous relationships which he considers superficial as a way of connecting and remaining connected to people. Bastiano does this, but Lucien wonders if this is a coping mechanism for those with Umbra lest they lose all empathy to ground them.
- Lucien advises Ethan to avoid being fixed in his ways. He advises that change is an essential part of living, and the absence of change means death. Ethan asks about what happens when Lucien does meet people that he really connects with. Lucien shrugs and says that he enjoys those connections while they last, and he advises Ethan to do the same.
- Ethan asks about Vala as she doesn’t appear to fit into any of the three categories that Lucien describes. Lucien says that Vala is special - she is able to connect people in a way that he has never been able to. Changing the topic, he advises Ethan that if he stops growing, he stops living. He says that new things will keep us alive.
- A second dessert arrives - it is so good that Lucien has decided to try all of the options on the menu.
- Lucien shifts the topic of conversation to the fact that the Stair has decided that Earth needs two Wardens. That is unprecedented as far as he is aware. He warns Ethan that Earth is a minefield of artifacts left over from the Great War. He cites that Earth was the 3rd worst battlefield of the war, and it was a serious mess that he and others had to repair. Ethan asks what the Dwimmerlaik wanted with Earth.
- Lucien then drops the bombshell that the Dwimmerlaik think that there is a Typhonian Superweapon on Earth. Something that can change or destroy whole sections of the Stair. Ethan pauses, surprised that Lucien would say something like that, even here. Ethan asks if Lucien believes that, and Lucien says that he does. He believes that it is well hidden, but it is there somewhere. It’s for that reason that Realm 0 is so well guarded.
- Shifting the conversation back to two Wardens on Earth, he says that he believes that the Stair has a guiding will - similar to the guiding will of Eidolon or Umbra. The Stair has wants and needs, and that it chose two Warden at the same time from the same realm makes him very uncomfortable. He urges Ethan to remain vigilant.
- Ethan thinks over this as the shadows lengthen over the lands below. Lucien orders a third dessert, and a waiter tops up Ethan’s wine. Lucien breaks the silence by pointing out just how much power Ethan (and Grant) have acquired since stepping onto the Stair. Lucien points his fork at Ethan that he has more power than Wardens who have been on the Stair for decades or even centuries. He speculates that this is only because the Stair wants it. Because the Stair needs it.
- Ethan is aware that he is strong for a Warden, and he thinks of Grant as even stronger than he. He asks Lucien whether his own experiences were different. Lucien says that he did not acquire what Ethan has acquired as quickly as Ethan as done. To drive the point home, Lucien changes the topic and begins to talk about an outcast Dwimmerlaik. One who was so worthless to the Empire that he was cast out. That Dwimmerlaik found power and within a century he became the one known as the Dwimmerlaik with Red Eyes. He points out that this adversary has met Ethan more than once, and is showing a great deal of interest in him. He warns Ethan not to be flattered by such interest. Lucien says that great power is a magnet for others and there are many who would covet what Ethan has.
- Ethan’s glass is topped up again. Lucien insists that Ethan try one of the desserts and it is ordered for him. Ethan opens up a little and shares that there are still gaps in his memories. He knows that the Dwimmerlaik influence worlds, and make them dependent upon the Empire. He has so many unanswered questions - like where did the girl that he was following go? There are so many loose ends. The fact that he can’t follow them all irritates him. Lucien smiles at this. He sees this as only natural - it is impossible for a Warden to follow everything.
- Ethan asks about Oscar, the Lord of Gossamer who appears to have mentored Grant. Lucien frowns and warns him to be cautious around Oscar. Lucien considers him to be brave and noble, but he is tainted by Umbra and he can be unstable.
- Lucien pauses, sensing that Ethan wants to share something with him. Ethan explains about what happened when he thought he was someone else (Griffin) and that the Dwimmerlaik sent him to kill a Warden called Fambol. But in attempting to kill Fambol, he turned out to be a mannikin. The same sort of mannikins tried to kill Isabelle in Nexopolis - but Ethan believes that they were trying to kill him, and Isabelle was just caught in the middle.
- Lucien asks for more questions and Ethan shares what little he knows. Lucien speculates a little that it might be possible to impersonate someone else in such a way if they kept the host alive, but then he stops himself. He says that it’s very rare to see something ‘new’ on the Stair, but this sounds new. He asks a number of probing questions, eventually focussing on Ethan’s mental contact with Fambol. Lucien asks if there was a delay in connecting to him, and he convinces Ethan that there was - the host was removed. So perhaps a relay was involved. But to coordinate an entire ‘hit squad’ is something more. Perhaps there are others with the same power. Ethan wonders how Fambol could open the Door if he was not somehow a ‘real’ Warden.
- Ethan asks Lucien how a Warden is made or chosen. He asks if it would be possible to make someone else a Warden, or transfer the power to someone else. Lucien chuckles and says that this is one of many mysteries that he has not been able to solve completely, but he knows it is not possible to make a Warden or transfer the power to another. He admits that it is possible to temporarily imbue someone else with the power, but nothing complex or lasting works. The Stair doesn’t seem to want to cooperate to allow these things.
- The conversation moves to Clockworld, and Ethan asks many questions. Lucien shares his experiences and insights freely. During the conversation, they find themselves the last diners in the restaurant, but Lucien persuades the manager to keep the place open (and the kitchen running) with two ‘fingers’ of gold. They spend hours talking about the Clockworld machines and Lucien uses napkins, menus and anything else on hand to illustrate and explain his points. The table quickly fills with diagrams and mathematical formulae. They discuss what would be required to achieve ‘Control of Contents’ over Earth (Realm 0) from Clockworld and Lucien gives Ethan advice as to how to achieve that. Lucien thinks that Control of Contents would be an asset given that something powerful and dangerous remains undiscovered in Realm 0.
- At last Lucien has tried all of the desserts on the menu, and is suitably pleased with himself that he has done so. He asks Ethan if there is anything else on his mind. It is very late but they have the place to themselves. Ethan wonders if he should ask about Isabelle.
- Ethan takes a deep breath and asks about whether Isabelle is really his granddaughter. Lucien says that technically she is his great-great-great-great granddaughter. Before Ethan can ask, Lucien expands upon a previous point in the conversation, describing her as probably the most likely candidate to be chosen by the Stair as he has ever seen, and yet it has not happened. He finds it odd - as Ethan knows, Isabelle was exposed to Lucien’s Compass at a very early age and due to an accident, she remains linked to it at some level. For many years Isabelle thought that it had changed her but he believes the reverse to be true. He would have thought her a perfect candidate to become a Warden - she has an affinity for an item which is deeply connected to the Stair - and yet it hasn’t happened. Lucien seems tired and disappointed. Ethan makes the observation that Lucien seems very fond of her, and he acknowledges this.
- Ethan admits that he is also rather fond of her. Lucien says nothing. He just listens with an expressionless face. Ethan says that he finds it difficult as he knows that things don’t last forever.
- At this point Lucien halts Ethan. He says that as painful as it is to him, when Isabelle was in danger, she contacted Ethan, not him. He knows that Clockworld was close-by, but physical distance makes little difference to an Icon contact. She contacted Ethan, not Lucien.
- Ethan doesn’t know what to say to that. He hadn’t thought of this aspect. Fumbling for another topic of conversation, Ethan realises that Lucien has had enough of the conversation and that it is time to close. Ethan thanks Lucien for coming to meet him, and he promises to keep Lucien updated on his progress with Clockworld. They part ways amicably and Ethan wonders if he has made a connection of a sort with Lucien. He has always been envious of Grant’s relations with many of the other Lords of Gossamer. Perhaps this is the start of something.
Gathering of the Lords of Gossamer
Months later, the first gathering of the Lords of Gossamer that Grant and Ethan have been invited to is held in Shatterlight. The light in this realm has a positive effect on all who are exposed to it - people feel happier, more content, more sure of themselves and optimistic about the future.
Lady Vala convenes the meeting in the great, shimmering Hall of Justice. In attendance are fourteen Lords of Gossamer: Lucien, Drake, Mordecai, Dayle, Bastiano, Cooper, Cal, Jessamyn, Yaeger Zane, Galatea, Grant, Ethan, Eric (Drake’s son), and Lady Vala herself.
Grant and Ethan make the following observations:
- Greywalker is not in attendance. The other Lords are not sure if he is dead or not.
- Some of the other Lords such as Harrison, Turadok, Benjamin (the Mad Elf), Oscar and Jacob are not invited.
- It is the first time that either of them have met Dayle.
The following topics are discussed formally:
- A review of the terms of the Gossamer Alliance (the agreement that binds them all) (Cal explains this for the benefit of those who have never attended one of these gatherings before - Galatea, Grant, Ethan and Eric).
- The status of the known Lords of Gossamer (Vala leads the conversation)
- An update on the Grand Stair and the security of routes between key worlds and nexi. (Lucien provides this update)
- The state of the Dwimmerlaik Civil War (Mordecai leads the discussion)
- The Shadow War against the Dwimmerlaik (Drake leads the briefing)
- The readiness of the Breath of Eden for a counterstrike against the Dwimmerlaik (Cooper explains the current status of the weapon, and Bastiano explains how he plans to use it to cause maximum impact to the Enemy.)
There is also a formal dinner, and the chance to catch up and talk more informally over the course of the day.
The following conversations are had informally:
GM Observations
- Given that we’re currently having a time compress and both Grant and Ethan have now attained Mastery of the Stair, we spent an evening talking through what we knew of realms close to Realm 0 (Earth) and what the PCs would do to reorganise the area. We used a Google Docs document to structure the conversation and agree the points. Grant and Ethan didn’t make large changes, but they did remove the links to realms that were potentially hazardous and then used the Blank Doors to create links to other worlds that were important to them. However, given that ten years have passed, the PCs have explored further and found many more hidden corridors in this section of the Stair. It is almost as if the Stair wants some of these realms to be hidden or protected. David has hinted at this multiple times over the the last three years of gameplay. It has also been hypothesised (including by Lucien - Session 106) that this is why the Stair chose two Wardens from the same world for this section of Stair.
Proximate to Realm 0 (Immediate Cluster)- Realm 0 (Earth) - Current year 2003. Ethan has control of contents and a lot of problems have been solved, many conflicts avoided and scientific advances are beginning to have an impact on the public’s quality of life. Powell-Kapoor fusion cores have made energy abundantly available but also created huge social problems as the fossil fuel industry is upset. The European Space Agency takes lead on space exploration, eclipsing NASA.
- Middle Earth - in the last years, the winters have been much colder. Ethan can sense something powerful far to the north.
- Tyndam - a vast graveyard of abandoned houses and towns. Whatever plague / calamity has occurred here, the survivors have all but died out. The manor house which is close to the Door lies empty.
- Blank Door - Used to be linked to the Middle Kingdom
Within 5 minutes walk (500 metres)- Oasis Seven - Accessible via a trap door in the ceiling, Oasis Seven is a space station in a highly politically fragmented galaxy but outside the territory of an known government. This allows trade in items restricted by other worlds’ laws, religions or various corporate machinations. The station is ruled by a Commander who is strangely absent. It is said that the Commander has enough favours owed to him by many governments to prevent interference and he has access to sufficient military forces to prevent anyone from attempting to take direct control of the station. Whilst rare goods and artifacts are the most visible items for sale, rumour has it that information is the most lucrative trade on the station.
Within 10 minutes walk (1km)
On the main branch- Midas - a paradise island resort which Grant and Ethan have returned to many times.
- Curiosity Shop (Albion) - a modern world where feudalism never died out.
Branch #1 (Cluster of 3 Doors)- Red Rock City - a mid-western township connected to other cities via a steam powered railway. Dead men continue to walk here.
- Shifting Sands - a place where sands consumed much of civilisation.
- Metro City - a modern world where over-the-top superheroes and villains are commonplace. The premier hero is the aging ‘Commander’.
Branch #2 (Cluster of 4 Doors)- Marindar - once a Door which led to The Vault, it has been repurposed to point to Marindar.
- Bounty - a world where vegetation grows abundantly. It rains frequently, and the ground is very muddy here.
- Barsaive - leads to the city of Throal in the kingdom of Barsaive. People have only in the last decade begun to return to the surface after a long time underground, waiting for the ‘Horrors’ to leave.
- Blank Door - Used to be Jodan’s Factory, now a Blank Door which has yet to be repurposed.
Branch #3 (Bust on Pedestal, big red button - fireman’s pole)- Gloriana - A medieval/feudal world. Magic exists, and is powerful, but those capable of using it are not common. There is a guild for Adventurers, who mainly fall into one of three categories - Fighter, Magic User and Thief. There are two rarer types - Wizard (an advanced Magic User) and Paladin - a fighter with additional abilities fueled by good deeds. The door is in a remote town, where the adventurer’s guild has fallen into disrepair, tended by an elderly ex-thief well past his prime. There is need of heroes here. The misfortunes are preposterous but are nonetheless real in this place. The duke is bedridden, his son and daughter are missing. No one has come through any of the passes into the valley in years, and no one who has left to go out through any of them has returned. The river has almost dried up and strange creatures roam the wilds at night. Most recently, no one has seen the gravedigger since last Tuesday. All of this is blamed on a curse placed by a powerful sorceress several decades ago.
Branch #4 (Single Door)- Legendary Realm - a realm of ‘high adventure’ in which Grant and Ethan are ‘lost princes’. The Legendary Realm appears to have Doors to dark places elsewhere on the Stair.
Branch #5 (Accessible via concealed door and dumbwaiter)- Santa’s Workshop - where Nicholas lives with his wife.
Other Doors in hidden sections:- Trollbardin - the Door opens into the kitchens under the great hall of Trollbardin, the seat of power for King Amantar, Lord of the Rock Trolls. This is a realm where ‘might makes right’ and most ‘little uns’ have been enslaved. However there is a prophecy of an uprising and the Trolls are ever watchful for signs of rebellion.
- Sauria - The Door opens into a technologically advanced city named Luska populated by reptilian humanoids. Here, the reptiles became highly intelligent and advanced - mammals never evolved past small, furry creatures. The society is very different - hierarchical and ordered - but they have pushed the limits of technology farther than anything which Ethan and Grant have seen to date and both feel that there is much to learn here.
- Clockwork Caves - a great labyrinth of corridors inside some sort of great machine. There are synergies here with Clockworld but Ethan senses a powerful mind slumbering somewhere within the world.
- Anra - the Door opens into the walled city of Anra, a dark-ages level city state surrounded by dangerous wilderness. Humanity is under siege here from many other human ‘breeds’ and the wild is filled with monsters.
- Innros - A land of enslaved steam elementals and mechanical power, Innros clanks and clatters under the eyes of Dwarven ancestor gods.
- Earth-3 - A jarring Earth variant where the Door opens into Orléans, the capital of the Kingdom of Louisaine. The Kingdom of Louisaine controls more than two thirds of what would otherwise be North America. Grant and Ethan have spent days in the libraries here, trying to understand how the history of this place differs from their own.
- Mirrorworld - a strange world which (at least for Grant/Ethan) seems to mimic Realm 0, although little things are different.
- Sundered Realm - a deathly cold and dark place which feels as though it was once the remnant of something great. The ground here is littered with relics and items from a previous age, but there are also unquiet spirits ready to consume the living.
- Serran - an alternate world where noble giants rule as wardens of the land and humans live among a variety of different races: diminutive fey, savage but honourable leonine warriors, vinaceous-skinned psionicists, once-human reptilians, and a now-intelligent race that once were only beasts.
- From the Hidden Landing section, one of the chimneys is climbable (though very sooty). It reaches up multiple levels and to a cluster of other Doors before changing again to a truly alien section with curves and no stairs (Alien section)
- From the Hidden Landing section, it also possible to reach a section of Stair which looks like the interior of a Guest House, where each Door might lead to a separate room.
Within 15 minutes walk (2km)- Versais - an alternate 18th century France. Versais refers to a nearby township but there is also a traveller’s inn which Grant and Ethan quite enjoy.
- City Seven - a cyberpunk world in which Mordecai is known to have a presence.
- Treasure Cave - a short partly collapsed tunnel leads to a vast treasure hoard of gems and gold.
Alphan Empire - the Door opens into a shanty town on a remote planet. Above amongst the stars is the powerful Alphan Empire. - Starfall - a crashed spaceship which is on a significant angle.
- Skandia - the Door used to lead to be Eldale (Jodan’s Homeworld) but has been repurposed. Skandia was once Dwimmerlaik controlled but it has become one of Ethan’s haunts and he has achieved Control of Contents over the realm.
Dust - the trapdoor opens out onto a vast plane of dust. Other Doors are present but they are far away. - Cepharus Seven - an industrial world which is part of an alternate ‘Star Wars’ universe.
- Eflan - a faerie world populated by elves, sprites, dryads and other fey creatures. The Court is divided along seasonal lines - Summer, Spring, Winter and Autumn. Enchantments are everywhere, and the fey are only too eager to help Grant and Ethan … for a small price.
- The Best Tea Shop - the Door opens into a strange arcade with a relatively low ceiling - but the smell of freshly brewed scented tea can be as soon as Grant and Ethan step through. There are many small stalls here that serve tea and ‘whisp’ (a sort of tea cake) - Grant and Ethan have sampled many of them to try to determine which is ‘the best’. The people here are short and squat - almost gnomish.
- Junction - by the time Grant and Ethan discovered this world, the Dwimmerlaik civil war had already destroyed the key installation. Once a Dwimmerlaik military outpost, the Lords of Gossamer found the installation destroyed and the post abandoned.
- Europa - the Door opens into what appears to be Lisbon, but in this place, Europe is the dominant superpower. Ruled by a number of noble families which have enhanced (metahuman) abilities passed down along genetic lines, the world is in a new era of colonisation as the Europans seek to expand their influence across the world. Ethan has had some dealings here as they have advanced technology in some areas including teleportation and mass-energy conversion.
- Gort - the Door opens out from a tomb on a hillside covered with tropical vegetation. It is very hot and humid here. The inhabitants are burly green-skinned orks who spend most of their time warring against their neighbouring tribes.
- Mountains of the Five Winds - From an open rip in the fabric of reality, a cloud of Umbral energy sweeps across the land, changing all it touches. Five peaks above the endless cloud cradle five cities—the Five Winds—and protect what remains of civilization on this world. From this last bastion, its people hold back the tide and seek to turn it toward Order. The Door opens into Redstone, the centre of commerce on this world. Grant was fascinated by the warping impacts of Umbral energy on the inhabitants of this world and has determined to return here to study further.
- Tannish - Strange green forests surround ancient volcanoes of acidic chemicals on this world, where humans, elves, and dwarves live in domed cities of crystal.
- Assikon - A high energy reality strong in Eidolon and inhabited by ravids and silver plants whose vines grow centimetres every minute. They are kept in check by large silvery insects that feed upon them even as they spew forth pure oxygen. Ethan has not spent much time here but he was interested in the rapid rate of growth in this place and the delicate balance between the lifeforms.
- Blank Door x 2
Realms accessible via the Great Hall (a major junction):- Earth-2 - coined ‘Earth-2’ by Ethan, superficially the world appears to be identical to their homeworld, except that the Door opens into the London Underground and time flows normally in this realm (there is no Clockworld). Alternate versions of Grant and Ethan both exist here and Ethan has been using ‘Earth-2’ as a reference to measure the degree of divergence. Ethan keeps a low profile here - he occasionally rents accommodation and goes exploring.
- Four Kingdoms - the world of Thessia was once part of a galactic empire, but the empire is in decline and worlds on the periphery have broken away. As the periphery slides into a technological ‘dark age’, Thessia is blessed by having enough food to feed all of its people but the other Kingdoms do not. Ethan is intrigued by this place and has visited more than once - he foresees invasion on the horizon here.
- Juniper - an early mediaeval world of talking animals. The cats of Westgate have decided to set up a colony here for the time being.
- Garrison - a heavily militarised world which Grant has harnessed, figuring that he would need an army at some point.
- The Isle of Silrae - looking for a comfortable inn to have a good meal, rest and get away from it all, Ethan and Grant found a Door that leads to an isolated verdant island with high mountains. The Wayfarer’s Arms is a small inn which looks like it hasn’t changed much in over a thousand years, even though it has been modernised internally. In winter, the nearby mountains are covered in snow. In stormy weather, the windows shake as powerful storms lash the inn - but the occupants remain cozy inside.
- Iron Forge - the Door here opens into an underground labyrinth - the home of three dwarven smiths. Each is supremely confident of their own abilities.
- Djah - a tropical world gleaming under constant starlight. Its native inhabitants offer sacrifices to the evil gods under the sea who emerge when the moon is dark.
- The Iron Kingdoms - a steampunk and sorcery world where humanity (and other races) are spread out across a number of city states.
- Log Cabin - a trim cabin made of redwood logs which looks as though it has been abandoned for many years. However Ethan is able to tell that it once belonged to Lucien.
- Deluer - this stone Door opens into labyrinth of crystalline roads which stretch through a dark grey void connecting tiny, glittering jewel-worlds to solid spheres of iron, silver,
and gold. Xorns and other elemental creatures inhabit Deluer, but humanoids are forbidden to roam freely and mining is the greatest of all crimes. - Empyrea - an enlightened Greco-Roman realm ruled by the God-Emperor Bellaphon. At first suspicious and skeptical of them, Grant and Ethan have developed a friendly rapport with the Allfather. The God-Emperor shows avid interest in the worlds beyond his own, and Grant and Ethan have seen no reason not to be open with him. Grant has discussed inviting the Allfather to Marindar and Lady Sophia has agreed to this - however the timing has never been quite right.
- The Tower - the Door opens onto a landing within a great tower made of white stone that appears to climb into the heavens. There are many chambers here, some of them large enough to hold townships and even small cities. As to what lives at the top of this tower, Ethan has been keen to find out - he can sense a powerful mind (and ‘light’) at the top.
- Crylitt - The Door here opens into a vast underground complex, one of the few shelters remaining. The people are poor, hungry and desperate as they are constant siege from the denizens from the deep reaches of this world.
Sara - A fascist society loyal to the Masters (though their Dwimmerlaik Masters have been absent for some time). The people here are non-human, but humanoid with pale yellow skin and even paler yellow-white hair. They have received many benefits from being loyal to the Dwimmerlaik and await the time that their Masters will return. - Dim Quamol - A world with no sun, but illuminated by surprisingly bright stars in a perpetual twilight. The humans living here have no concept of good or evil, and a godlike being called the Sentinel works to ensure that no one teaches them.
- Blank Door x 3
- From the Great Hall, it is possible to climb to the Balconies (upper levels).
- From the Great Hall, it is possible to descend into the Basement Levels. Beyond the Basement Level is a section of Stair that looks almost identical to the Home Landing, and there is also a circular stone staircase which ascends and descends. A number of branches have not been explored.
- From the Great Hall, there is also a narrow chute (with a knotted rope ladder) to reach the Lower Basement. There are many junctions here with sections of the Grand Stair branching off in many directions.
Realms accessible via the upper balconies of the Great Hall (a major junction):- Gemworld - a realm of high magic but mediaeval technology, almost everyone can use magic here even if it is just to help them fish. There are many faerie races here and twelve noble families based on the gemstones that give the families their powers. An odd property of this world is that it tends to de-age people back to an adult (peak) level.
- Earth-5 - Another alternate Earth, although in this world the Door opens in occupied Paris. The year here is 2012 (9 years in the future) but there has been a major divergence in that most of Europe and the Soviet states are controlled by Nazi Germany. Finding the idea distasteful, Grant and Ethan left quickly but it has come up in conversation more than once that there is a world that needs help.
- The Village - this strange place appears to be a normal English village, but there are some strange anomalies here. For starters, Wayfinding doesn’t work at all here and the major powers are exceptionally weak. Ethan is able to sense a strong mind here ‘in all directions’ and he feels that only subtle magics would be successful here. Deciding that this place could even be a manifestation of The Nightmare Realm, Grant and Ethan left quickly.
- Maze - The Door opens into a small township of only a few thousand people but the inhabitants seem to be convinced that ‘treasure’ exists in the labyrinth beyond. The sky above the ‘Maze’ is an endless black, unbroken by light of any kind. At the entrances to the labyrinth (at the outskirts of town), Ethan can tell that there are sorcerous portals in place which lead ‘elsewhere’, possibly to other realms. Ethan made a discreet exit from this place, and has decided to return to this place at some future date with at least one companion.
- Elfhome - a land of perpetual youth where little has changed in thousands of years. The people lead a simple life in tune with nature, and they have frequent interactions with the fey. Although the true fey are shy and reclusive, the humans themselves are curious and interested in newcomers. They have met both Jacob and Lucien before. The Door is part of a shrine which has been well maintained for years.
- Triala - A realm of elven kingdoms where the other races have been enslaved “for their own benefit,” and where a resistance to the elven boot is growing in the swamps.
Within 30 minutes walk (3km)- Nexopolis - Multiple paths lead to Nexopolis, a major nexus with hundreds of Doors, but the fastest way is via Clockworld. There are multiple Lords of Gossamer inhabiting Nexopolis - it is too complex a place for a single Lord to hold complete control.
- Blank Door x 6
- Toyworld - a world filled with living toys.
- Frontier - opening out from a dilapidated shed which has been abandoned, Grant found that he had stepped into a place in which colonisation had been attempted but failed. The township is almost gone, and nature has taken over again. The people are gone - and there is unexplored wilderness in all directions. Grant and Ethan have been exploring the nearby area (for fun). Interestingly enough, low magic (like Sorcery) doesn’t work here and even high magic (like Umbra and Eidolon) are extremely difficult to use as the natural order of this place opposes it.
- Waterworld - the Door here opens onto a tiny island, and steps descend down into the sea. In this place, there are many atolls and islands but no continents. Instead, civilisation has developed beneath the sea. A dolphin-like race with an additional pair of flippers and a long serpent-like tail which can be used for fine motor control is the dominant race here. Grant shapeshifted into the same form as the natives in order to explore.
- ‘It’s Christmas’ - an odd world which Ethan and Abbie discovered where it’s always winter time, and there is always a winter festival on. Time isn’t stopped or looping (as far as Ethan can tell), but it seems to be a natural law here that it is always winter time and the season never changes.
Further Afield (beyond 30 minutes walk)- Earth-4 - another Earth-like world with significant similarities to their home and Earth-2, the primary difference here appears to be psychic potential. Both Ethan and Grant are able to sense other powerful minds in London. The Door here opens into the London Underground in exactly the same place as Earth-2 (spooky!)
- Agora - the grand market which sprawls across many realms and sections of Stair. Many merchants have tokens which enable them to gain access to the nearby Doors.
Goblin Market - another crossroads, where clever goblins sell their wares but the buyer must still beware. - Hyboria - a world which sounds remarkably like the Hyboria of Conan and Red Sonja mythology. Magic works here but it is rare. With steel and cunning, a bold man or woman could carve out a kingdom.
- Mossbourne - a township which appears mediaeval but magic also works in this realm and there are orcs, giants and witchcraft. Elves, dwarves, gnomes and hobbits (halflings) also exist here, much to Ethan’s delight.
- Earth-E - a world much like Grant and Ethan’s homeworld, except for ‘The Exceptionals’ which have begun manifesting in the last two years. These gifted individuals only have minor powers but it is already starting to create divergence away from what Grant and Ethan think of as ‘normal’.
- ‘Fairytale’ - a realm where all of the traditional fairy tales are real and happening in contemporary time, almost as recurring themes. However, not all fairytales have happy endings.
- ‘Giant Furry Animal World’ - is a land where mice, rats and other creatures which are typically small, are actually huge - either that, or people entering from the Stair are small in comparison.
- Norwald - a savage northern kingdom which reminded Ethan of Skandia and Einland, however here Ethan is able to sense the ‘Gods’ via Wayfinding, suggesting that they really exist as physical beings.
- Dynia - the Door opens out to a vast wine growing region. Life is slow here, and the people are relatively dull and unimaginative, however they have amazing food.
- Metropolis One - the Door opens out into a vast robotic city. Here living robots go about their business - each is an individual, but they also share some common thinking as well.
- Eridani Prime - a feudal world with futuristic technology, this land is owned by House Eridani. Their armed forces are relatively small, but they also have bought mercenary support with land and titles.
- Destroyed World - Ethan has gone hunting for traces of the Rhan (who destroyed Abbie’s world of Meridian) and found another example of their handiwork, suggesting that they are still active in the multiverse. He has not yet told Abbie about this.
- ‘Mageworld’ - coined ‘Mageworld’ by Ethan, the land is actually called Salvador. In this place, the mages are firmly in control of the land and the population. There is a small resistance movement of ‘muggles’ (non-magical people) but it is only a matter of time before they are wiped out.
- Vesper - a world where Umbra is particularly strong, and the people are used to harnessing the eddies of chaos/change. There is no homogenous race here, because the people here are themselves shifters, changing as their environment does.
- City of the Drow - in searching for other places where Arana might find a home, Grant and Ethan have uncovered a city of Dark Elves living deep beneath the ground - an astonishing place but also a place of great cruelty.
- Ydyl - an utopian society with advanced technology. The people are beautiful and serene. They are empathic and telepathic, and it takes a great deal of effort not to connect to these people on a telepathic level.
Next session (Session 106), we have three smaller adventures. One with Ichabod and Isabelle, one where Ethan spends time talking with Lucien, and finally the first gathering of the Lords of Gossamer that Grant and Ethan have been invited to.
PS: Some of these realms are made up by David and I, but also some are drawn from official Rite Publishing supplements (e.g.: Empyrea), also a handful are drawn from Beyond Countless Doorways, and also from the GURPS Alternate Earths supplements....
Excellent update!
This is almost as good as playing LoG&S
Something that I haven't mentioned is the theme of the next story arc.
David and I sat down and talked over what we wanted to see in the next story arc and what we didn't want to see. Firstly we're not going to use the Dwimmerlaik as the 'big bad' for the next story arc. Also, we don't want bigger and bigger wars, conflicts etc. It's wrong to keep escalating the game threats.
The theme of the next story arc is 'discovery'.
We have the Imperial Wardens who are still out there. There is still the Red-Eyed Dwimmerlaik (Lucien gives his perspective on R.E.D. in Session 106). We also have a group of hostile Wardens which Fambol was supposedly part of.
But there are some new challenges too.
- Reading back through the Empyrea sourcebook (official supplement from Rite Publishing) I realised what I didn't like was that Augustus was a god-king who was possibly a huge threat. So we're going to be putting Empyrea in the game, but Augustus as a learned, wise kindred spirit who is as interested in the Wardens as they are about him. No doubt we'll put in there that Yaeger Zane has ruffled his feathers (just like in the official supplement) so it's not all plain sailing, but we positive, constructive encounters as well as threats.
- We are also going to see the Sons of Saul return. I've long wanted to run a Forever Evil/Wanted game where the bad guys won. The idea of a world where the bad guys won, and they're spreading out across multiple worlds is (I think) a great idea. Then there are baddies with superpowers who are potentially a real challenge for the PCs. (Of course they are going to other worlds where their powers work). It doesn't have to be a big, violent conflict. There will be lots of interesting characters there for the PCs to roleplay with.
- And then there's the idea of another pantheon of Wardens - think of encountering the Asgardian deities or the Egyptian gods. They are not good or evil - they're just different. The opportunity there for interesting role-playing, new opportunities, threats and challenges is just too good to pass up. Still, David may push me to make them non-human, and then it could be even more challenging.
- And of course, David has plans of his own.
One of the things we've discovered after running this game for >3 years is that there are lots of loose ends. In the end, that's life. Shrug, move on.
GM Observations
- Ok, we’re winding the clock forward to 2002. The game started in Earth Year 1985 when Grant and Ethan were 19 years old. Hence this is now 17 in-game years from when they started. They now appear to be in their mid-twenties.
- One of the challenges of having Earth in the game is the key question about whether the PCs can change world events - and whether they should be allowed to. In the last three years of running this game, we’ve tried to avoid tampering with world events, but now it’s hard to avoid. So we’ve had to make calls. The key call we’re making is that the timeline is now different from the Earth that we (the readers) live in. They are no longer the same.
- Following from that, we decided that we don’t want to play blow by blow through Earth events. This is a game about Gossamer Realms, not about tinkering with Earth history. Also, I think it would be presumptuous of us to presume that Grant and Ethan to solve or even prevent real world problems like AIDS, the long standing tensions between Israelis and the Palestinians, prevent 9/11 etc. Some readers might even find some suggestions offensive, so we’re not going there. Earth 0 now significantly diverges from our timeline and things are not the same. We’re not going to go into heavy details - at least nothing controversial.
- I would also comment that this is the same dilemma that comic book heroes from both DC (eg: Superman, Justice League) and Marvel (Avengers, Fantastic Four) run into. There are powerful heroes in those universes who would prevent, mitigate or even undo many of the calamities that appear in our world - so effectively the comics just bypass these issues.
- Again, we’re effectively re-baselining the game for the next story arc. 17 years have passed since they first set foot on the Stair. The Session 104 explains how things have changed for the PCs, and Session 105 details how the Stair has changed.
- Read on, and enjoy!
Ethan - 350 points
- Ethan is now 36 years old, but he looks to be in his mid-twenties. He has learnt Mastery of the Stair from Grant, and spent years working with the intricacies of Clockworld such that he has learnt Wrighting. He acquired Control of Contents over Realm 0 (Earth) in 1995 and has been guiding (and adjusting) events ever since.
- At 350 points, Ethan’s stats are as follows:- Psyche 90 points [1st Rank], Strength 20 points [2nd Rank], Endurance 45 points [1st Rank], Warfare 10 points [4th Rank]
- Powers: Mastery of the Grand Stair (35 points), Eidolon Mastery (50 points), Wrighting (30 points), Sorcery (15 points), Cantrips (10 points)
Domains: Earth (7 points - 4 points Primal World, 1 point Control of Contents, 2 points Restricted Access), Skandia (1 point - 1 point Control of Contents) - Items/Creatures: Dragonshield (9 points - 8 points Invulnerable, 1 point Contains an Icon), Eidolon Saber (5 points - 4 points Deadly Damage, 1 point Contains an Icon), Multi-Dimensional Storage Cube (2 points - Mould Gossamer Reality to store useful items), Set of Icons (2 points)
- Allies: Abbie (3 points), Isabelle (3 points), Macavity (3 points), Stolvir (1 point)
- Bad Stuff: 1 point
- Unspent Points: 10 points

* Image by Gordon Napier on DeviantART
History of Realm 0 (1995 to 2002)
- Ethan had already been trying to guide humanity for two years before he achieved Control of Contents in 1995. Since 1995, things have been generally positive - things that were bad have improved. Things that were good are even better.
- People are generally happier and more tolerant of others. They are proud of themselves and the contribution that they make to society. There is still inequality, death, disease, famine and occasional war but there are fewer tragedies in the world and on the whole humanity is optimistic about the future.
- Consider it this way - even if Ethan is surprised by an event, with the machinery in Clockworld he can undo it and prevent it from happening. He cannot be everywhere, but he is making subtle and not-so-subtle changes to improve things. Even if he is on the Stair and remote from Clockworld, he has devices to inform him of matters which require his attention.
- Ethan is publicly known on Earth as Ethan Powell, the designer of a plethora of different technologies over the last ten years, some of which have transformed civilisation in some of the poorer places in the world, but also have opened new frontiers in science and engineering. Even though the Powell-Kapoor reactor is still thought of as a joint invention, many other inventions are Ethan’s alone. The designs have been made available for many to replicate all over the world. Effectively Ethan has made technology available that would not have existed for another 50-100 years, and this is having a powerful shaping effect on Earth. The technology level of Realm 0’s Earth is at least 20 years in front of our own Earth’s technology, and still accelerating.
- Abbie Powell is one of the most powerful and influential people on the planet, with high level contacts into many of the most powerful governments on Earth. She still produces albums roughly every two years, but she has a permanent role with the United Nations Strategic Advisory Group (UNSAG) on behalf of the British government. As part of UNSAG, she has been working to guide the nations of the earth towards strategic goals, achieved collaboratively. Her greatest challenges lie with China and Russia, as well some of the entrenched business interests in the Western World.
Mastery of the Stair
- Grant acquired Mastery of the Grand Stair in 1991 via tuition from Lady Vala herself. Since 1993, Grant has helped Ethan to achieve the same level of Mastery. They have used their knowledge of the Grand Stair to map out the hidden ways and concealed Doors which are proximate to Marindar and Realm 0, and then to rearrange some of the Doors to remove potential threats. More on this will follow in the Session 105 writeup as we have reorganised parts of the Home Landing.
Abbie
- Abbie is now 34 years old, but she looks a few years younger than this due to Eidolon. She has now become a Sorcerer in her own right, and has good relations with most of the other Realm 0 sorcerers (but not necessarily at the same time as there are age-old enmities between them). She is still a driven young woman, with a clear vision 10, 20 and 50 years into the future of Earth. Abbie has travelled to many other Gossamer Realms with Ethan, and them sometimes with Grant or Isabelle. She holds one of the Realm 0 Keys, enabling her to leave Realm 0 without depending upon Ethan and she has enough Sorcerous tricks to be able to open some Doors.
- Abbie has been close friends with Isabelle, Sophia, Galatea and Jessamyn for almost a decade. She has Icons of many other Sorcerers and Lords of Gossamer. She also has a good relationship with Lord Mordecai, who almost treats her as one of his daughters.
- Over the last decade, Ethan and Abbie have never formally married and they have not always been together. The first real split occurred in 1996 as Abbie found herself attracted to the passion and enthusiasm of one of her colleagues - a young Frenchman named Marc - she and Ethan drifted apart for almost a year before they got back together. Abbie has developed a fondness for charismatic men of intellect on Earth, Marindar and Empyrea, and it is not unusual for someone to court her. She enjoys the attention - she’s grown up and is an independent woman. Nevertheless, there is a strong, enduring bond between Ethan and Abbie and they still talk about ‘settling down’ at some point. (GM’s note - Abbie is a 3 point Ally of Ethan) For the time being, neither of them feels any urgency to have children due to their extended lifespans, so both seem content to move in and out of each other’s lives as it suits them. They do talk about having children from time to time, but Abbie doesn’t feel ready for such a commitment (or burden) yet.
- One thing that Abbie has not shared (although Ethan suspects something) is that she has found this reality’s homeworld of the Rhan - the militant race that destroyed her own homeworld of Meridian. Abbie has long accepted that her world was destroyed, but the thought that a similar race could exist on Realm 0 is making her reconsider her long term plans.

* Image by Haryarti on DeviantART
Isabelle
- Isabelle has been the ‘other woman’ in Ethan’s life on an on-and-off basis for over a decade. Most of the time she’s a friend to both Ethan and Abbie, but there have been times where she’s used her previous relationship with Ethan to help her out of a tight spot. Ethan always has fun with Isabelle because there never seem to be ‘strings attached’, however he frequently ends up in a mess with whatever adventure they end up pursuing. Ethan remains very fond of Isabelle, and the feeling is mutual (even if she only rarely will admit it). (GM’s note - Isabelle is a 3 point Ally of Ethan)
- Isabelle is known to have Invocation and Wrighting. She has a strong affinity to a number of Lucien’s artefacts which are attuned to the Stair (such as Lucien’s Compass, which technically only he should be able to operate), but is not a Warden of the Stair. Isabelle says that Lucien is her grandfather - Lucien has not acknowledged this, but he is certainly protective of Isabelle. (GM’s note - in Session 106, Lucien says that Isabelle is his great-great-great-great-granddaughter)
- Abbie and Isabelle also maintain a close friendship. Ethan can almost always tell when Abbie has been talking with Isabelle.

* Image by jas-tham on DeviantART
Changes in Westgate
- Superficially, Westgate Manor looks just like it did when Grant and Ethan first took occupancy almost seventeen years ago. However, there are many sub-basement levels and multi-dimensional technology has been used in crafting the levels.
- The house is largely empty most of the time. The cats and ravens have relocated to the world of Juniper (GM’s note - more on that in the Session 105 writeup) leaving R2-J7 to look after the place mostly on his own. R2-J7 is still as potty mouthed as ever, and gone more than a little peculiar given the long isolation. (“@#$* you, Master, you $#&&”)

* Image sourced from Google Images
- Grant and Ethan both have small rooms in the main house and there are more comfortable quarters in the lower levels.
Antarctica
- Ethan and Grant have received warnings not to disturb what lies in Antarctica - indeed the previous owner of Westgate disappeared there. Ethan has visited the Door which opens out onto the frozen wastes. He has seen the mountains which Lovecraft called “The Mountains of Madness” but not ventured into them. (GM’s note - one of the adventures to be run during the time compress post Session 106 is to explore these mountains and find out what lies here)

* Image sourced from Google Images
Jodan and The Exile
- Last seen in [a href="http://www.ritepublishing.com/forums/vi ... 502#p11502"]Session 75[/a], Jodan disappeared before the Dwimmerlaik Civil War. In 1994, Grant finally found where Jodan (the Warlord) had been hiding. At the request of Grant and Ethan, he had decided to lie low, gathering his forces and sought counsel from a powerful Dwimmerlaik Lord who simply calls himself “The Exile”. In 1994, he ventured back onto the Stair and started trying to reconnect with his old holdings before venturing further afield and aggressively attempting to gain control of more territory on the Home Landing.
- Jodan’s expansionist plans put him in direct conflict with Grant and Ethan because he attempted to take control of a number of realms on the Home Landing. Grant and Ethan confront Jodan, and they agree to move Jodan’s worlds to another place on the Stair that will relieve the tension between the groups.
- Jodan parts cordially, but Grant and Ethan are sure that this is not the last that they will see of the young and aggressive Warlord.

* Image by GerryArthur on DeviantArt
Keys
- It is only possible to enter and exit Realm 0 with a Key. Even if an individual wishes to use an Icon, they have to be holding a Key or the contact will not be made. One of the constraints to Realm 0 is that there were only a handful of Keys which gave Grant and Ethan access to the Doors. However, in 1996, Ethan was finally able to duplicate a key, which is now in Abbie’s possession.
Skandia
- The threat of the Dwimmerlaik finding Skandia again has been in Ethan’s mind for more than ten years. The Door to Skandia has been relocated to the Home Landing (courtesy of Lucien) and Ethan continues to visit Hoffgard from time to time. As yet, the Dwimmerlaik have not returned.
- Lady Morwen’s husband Tomas died nine years ago in a battle with the Hetlanders, leaving her alone with a young daughter Gilda. Ethan has become the de facto father and protector of young Gilda, who is almost ten years old.
- One of Ethan’s gifts to Morwen was his dog, Stolvir, who now looks after her and her young daughter. (GM’s note - Stolvir remains a 1 point ally of Ethan)
The Dwimmerlaik Civil War and the Shadow War
- The Dwimmerlaik Civil War has been raging now for almost twelve years. Even though there are periods where things cool down, it does not take long for the conflicts to reignite. There are many factions and the Dwimmerlaik Empire has disintegrated into a number of multi-dimensional fiefdoms, controlled mostly along House bloodlines. The Empress continues to control the largest section of the old empire.
- The Lords of Gossamer have been very successful in remaining out of the cross-fire and then occasionally provoking some of the Dwimmerlaik warlords into action against their kin. Colloquially this is known to the Lords of Gossamer as the “Shadow War” - a dirty war fought in the dark places of the Stair. Lords Mordecai, Drake and ‘Benjamin’ (the mad-elf) remain at the forefront of this, but occasionally Bastiano can be bothered to pitch in. Occasionally one of the Dwimmerlaik factions directs its attention against the Lords of Gossamer, but it rarely lasts long.
- In 1996, Cooper and Lucien perfect the Breath of Eden weapon. Bastiano, Grant and Ethan then deliver it into key points within the Dwimmerlaik command structure, throwing the Enemy even further into disarray. The Breath of Eden mind-blanks large numbers of Dwimmerlaik, spreading by mental contact including Icons. The memories are harvested by Cooper and Lucien and then scrutinised for intelligence gathering purposes. The Lords of Gossamer use the chaos across the Enemy to stage a series of raids into Dwimmerlaik territory. (GM’s note - yes, we will be running adventures for this)
- When the dust settles, the Dwimmerlaik Empire is in woeful shape - even those factions that have been least affected are still in no shape to strike back against the Lords of Gossamer. For the Lords of Gossamer, this becomes a period of relative peace - at least until one Dwimmerlaik Lord finally seizes control over all of the other factions or manages to reverse the effects of the Breath of Eden.
Lucien
- Lucien has shown more interest in conversing with Ethan as the years have passed. He has shown up unannounced every year or two to talk to Ethan. Gradually Ethan has been more comfortable talking to him but he still ‘clams up’ to a degree.
- At first Ethan thought that Lucien was showing interest in him because of his companionship with Isabelle, and then he wondered if it was because of Clockworld. Eventually Ethan has accepted Lucien as being ‘curious’ about Ethan. Ethan is still uncomfortable asking Lucien for help or guidance, although he has done so on occasion. Most notably he asked for Lucien’s help in moving the Skandian Door (before he acquired Mastery of the Stair). He has also asked Lucien’s advice about how he has coped in relationships with people who have shorter lifespans than the Lords of Gossamer. His counsel was direct and to the point: “Enjoy while it lasts.”
- More on Lucien’s interaction with Ethan is covered in Session 106.
Lucien and the Queen of Arcadia
- In 1994, Ethan became aware that Lucien was planning to visit Marindar, and he believed that Lucien had not made good on his promise to visit Aglaranna, the Queen of Arcadia. Ethan decided to arrange a situation where Lucien would finally meet the Arcadian Queen once more. They were cordial to one another, but Ethan could tell that Lucien was quietly furious with him for interfering. Lucien made it plain to Ethan at the time that he was displeased, and they spoke further about it in Session 106.
Marindar
- Even though Queen Constancia is technically the ruler of Marindar and its lands, it is Lord Protector Grant and the Princess Sophia who hold the greater power and influence over the Kingdom. The Lord Protector has rebuilt Marindar’s defences, including a standing army and the elite ‘Marindan Defenders’. He has opened many of the Marindan Doors to re-establish old and establish new trade routes. Central is once again the heart of trade across dozens of realms, bringing an influx of new migrants into and through Marindar to other places.
- Ethan’s parents returned to Earth (Realm 0) in 1999, thinking that they had had enough of Marindar. However, in 2001 they returned again, this time ‘for good’.
- Ethan’s elder brother Ben is still married but now has three children, the eldest being ten years old. Ethan’s twin brother Mark looks physically older than Ethan (because Mark has not been enhanced with Eidolon) - he’s still an engineer, and the girls still love him. Mark thinks that he’ll never leave Marindar although he’s been offworld many times.
- Grant’s siblings have also decided to remain in Marindar. Both have picked up a small measure of Marindan magic. Grant’s sister works as a nurse in Central, and his brother has found a far more interesting career path than accounting. Grant’s parents were influenced to move back to Earth in 1999 along with Ethan’s family (the Powells) but they too returned to Marindar. For Grant’s family, the decision to return to Marindar was made clear when Grant’s older brother got married and admitted that they were expecting a child.
- In 1996 when Abbie fell in love with Marc (one of her colleagues), Ethan spent more time in Marindar for a few months. Grant was well aware that the Marindans would seek to offer him a companion to try to create bond for him to their realm (as is their nature) and warned him of the possibility. The Marindans tend to be respectful of Ethan because of his relationship with the Lord Protector (Grant). Ethan has a good relationship with the Queen’s Councillor, Meliander - Meliander is Ethan’s closest friend on Marindar.
Bastiano and Galatea
- In the last decade, Bastiano has been doing a lot of empire building for his own personal benefit, enlarging his armies and influence over a large number of realms. He has also participated in the Shadow War against the Dwimmerlaik from time to time, but mostly he’s been enjoying the good life and quietly preparing for the next time that things go poorly. Occasionally his empire building has been a headache for Grant. Bastiano’s emissaries attempted to claim Marindar in Bastiano’s name (given the number of bloodlines in Marindar that are descended from him), but Grant told him to ‘get stuffed’.
- Oddly, for most of the last decade Bastiano has been in a relationship with Galatea, the Marindan Lady of Gossamer. Few, if any, believed that it would last but to the surprise of all, it has endured for a long time.
- Bastiano still treats Grant as a sometimes friend, sometimes rival but there is no enmity between them. Bastiano doesn’t consider Grant a threat to his plans.
Grant
- Grant is now 36 years old, but he looks to be in his mid-twenties. As the Lord Protector of Marindar, Grant wields considerable influence and power from this base. He maintains good relations with almost all of the established Lords of Gossamer and makes an effort to keep abreast of current events.
- At 350 points, Grant’s stats are as follows:- Psyche 65 points [3rd Rank], Strength 30 points [1st Rank], Endurance 20 points [3rd Rank], Warfare 80 points [1st Rank]
- Powers: Mastery of the Grand Stair (35 points), Umbra Mastery (50 points)
- Domain: Marindar (7 points - 2 points Common Ground, 1 point Control of Contents, 4 points Guarded)
- Items/Creatures: Gorgorin the Shatterer (24 points - 16 points Primal Damage, 2 points Linked to Umbra, 2 points Named and Numbered Forms, 4 points Mould Gossamer Reality),Serpent Bracer(23 points - 4 points Deadly damage Blaster, 1 point Alternate Form [ring], 4 points Invulnerable to Conventional Weapons, 5 points Confer Invulnerability, 4 points Engine Speed, 5 points Confer Speed ) , Set of Icons (2 points), Everful Wallet(1 point Mould Gossamer matter to always have local currency, ID, tickets etc)
- Allies: Oscar (5 points)
- Good Stuff: 8 points

* Image by Gordon Napier on DeviantART
Princess Sophia
- Sophia is still a professional, seasoned diplomat and Sorceress. However, she no longer hides that she is Constancia’s sister and a Princess in her own right. Sophia has been Grant’s lover for over fifteen years and the opening of Marindar to other worlds has presented new challenges and opportunities for her. She is Princess Sophia, ambassador of Marindar to dozens of other realities and often she is the voice of authority away from Central.
- With the opening of so many Doors, Sophia only spends part of her time in Central itself. Often she has travelled to other Realms to maintain or improve diplomatic relations, but just as often she spends time with Grant on his adventures. Queen Constancia (Sophia’s elder sister) has remarked to Sophia’s embarrassment that she was quite a ‘hellraiser’ in her youth, and with Marindar safe and stable, Grant has started to see another side to Sophia behind the mild-mannered, cool and reserved woman that he fell in love with. There is an adventurous and even rebellious side there, but she has concealed it for so long that she often pretends that it is not there at all.
- Physically, Sophia has not changed in the slightest. A decade passing is nothing to her.
- To outsiders Marindans are strangely tolerant of polyamorous relationships. For many, it is even encouraged - Sophia encouraged Grant to seek other partners if he wished. She gave no indication whether she was seeking others herself. She admitted earlier in her relationship with Grant that she is incapable of having children.
- Ten years have passed - Grant’s and Sophia’s relationship is still very solid, but Grant has noted some changes in her. She no longer encourages him to seek other partners, and she has been trying to join him on some of his adventures where possible. Due to her extraordinary long life span, part of Princess Sophia is set in her ways - she has enormous reserves of patience and rarely feels or displays strong emotions. However little by little, cracks are forming in those old ways and she is increasingly seeing the present and future as something new and exciting.

* Image by Mictones on DeviantART
Raine
- Raine was one of Grant’s lovers but she ended up drifting away in 1998. They remain friends but Grant spends the majority of his time with Sophia.

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The Fate of Trell
- Grant impersonated a Dwimmerlaik warrior named Trell for an extended period prior to the commencement of the Dwimmerlaik Civil War. Trell was imprisoned and interrogated by Bastiano and Grant.
- The imprisonment continued for almost a year after the death of Mowbray, after which Grant realised that he couldn’t possibly release Trell. After much deliberation, Trell was executed. Very few know of this. It is still a closely guarded secret that Grant impersonated a Dwimmerlaik, triggering the break-up of the Dwimmerlaik Empire.
The Fate of Arana
- Grant acquired the services of the dark elf Arana during his time impersonating Trell. As the Dwimmerlaik Civil War erupted, he maneuvered her out of the conflict zone, hoping to spare her but well aware that she was no angel.
- Ten years later, Arana has been manipulated into serving Mordecai. She now serves the Lords of Gossamer as one of Mordecai’s Shadow Warriors, striking in the dark places against the many factions of the Dwimmerlaik. She does not know that Grant was once Trell - she only knows that Grant has treated her with kindness.

* Image by Wavebender on DeviantArt
The Lords of Gossamer
- The most powerful Lords of Gossamer (Vala, Drake, Bastiano, Lucien and Mordecai) have reaffirmed their alliance. Shatterlight has been restored, and the Lords of Gossamer are once again working to re-establish their authority across the Realms whilst still seeking to destabilise the Dwimmerlaik factions.
- The Lords of Gossamer meet once every five hundred standard days in person in a location which Vala nominates. All Lords of Gossamer are invited. The first Gathering that Grant and Ethan are invited will be described in Session 106 (the session was run last week).

* Image by Jason Rainville
The Green Dragon Inn
- Six months after the death of Mowbray, Grant received his first invite to the Green Dragon Inn by Cal. Since, then every tenday, Grant makes an effort to join the fun.
- A handful of the Lords of Gossamer like Cal, Jessamyn, sometimes Yaeger Zane, Gretchen, Veronique, Harrison, and even some of the Elders (such as Lucien) pop in for a drink, a game of pool and then, after ten o’clock, many play ‘Nine-Star’ Poker until late in the night.
- The Green Dragon is frequented by small-uns and big-uns, and a handful of very-big-uns (ogres) who come for the beer and the hospitality. The bartender Lorac has an unusually strong Psyche.
Other Loose Ends
- Then there are some loose ends that are still dangling:
- Imperial Wardens - Ethan assumes that the Wardens in the service to the Dwimmerlaik Empire have either joined with the various Dwimmerlaik factions or have gone into hiding. He has not sought to find the others such as Burnside, Victor, Taltos and Khalim.
- Lost Girl - when Ethan lost his memories he was pursuing another Warden who was very frightened (a young girl). This has not been pursued.
- Fambol - there are still another group of Wardens opposed to the Lords of Gossamer and the Dwimmerlaik that are on the Stair, somewhere. When Ethan ‘killed Fambol’, he found that he’d slain a manikin (a facsimile). They are still out there somewhere (GM’s note - they turn up in Session 106, by the way)
Unplayed Adventures
- Finally we have some other events that need to be run as proper adventures. We can’t complete the time compress without playing through the following:
- Isabelle and Ichabod - Isabelle promised to meet with Ichabod and apologise. This would surely have happened within the decade or there would have been consequences. (Session 106)
- Ethan and Lucien - it is very likely that Lucien would have something meaningful to say to Ethan over the course of the decade which would lead to …. Something. (Session 106)
- The Gathering of the Lords of Gossamer - even if the Lords of Gossamer are meeting every 500 standard days, it is very likely that Grant and Ethan would be tasked with something during this time. (Session 106)
- Legendary Realm - Grant wishes to return to the Legendary Realm to find out how he and Ethan became ‘The Lost Princes’. (Session 107 - ???)
- Princess in the Glass Mountain - Grant has been enamoured of the Princess ever since Session 44. He wants to rescue her. (after the Legendary Realm)
- Shadow Raids - Bastiano, Grant and Ethan are tasked to deliver the new Breath of Eden superweapon into Dwimmerlaik territory and finish the Enemy once and for all. Also, Lucien has a number of ‘shopping items’ that he would like them to acquire in the aftermath/confusion. (after Legendary Realm adventure)
- Antarctica - it seems unlikely that Grant and Ethan would do nothing to explore Antarctica within a ten year period. (probably around 2001)
Hope you’re enjoying all of this!