GM’s Observations
- One part of this adventure was the Feyball, introducing the characters to the Faerie Courts (and with Ethan as Lord Wynterlyr, and Grant as the Shadow King); the other was their journey towards Amber.
Major Characters
- Ethan, Grant, Hilda
Adversaries
- None
Adventure Hook
- Invitations to the Feyball.
Background
- The PCs are seeking to find Amber. They are curious about it.
Adventure Summary - Part 1 - Feyball
- The adventure starts ‘in media res’, run as a flashback. The Feyball takes place over a month of ‘screwy time’. The location is Emora in the realm of Faraenyl (GM’s note - thanks to the Beyond Countless Doorways supplement by Monte Cook). It is a place of high towers of pure white marble, broad avenues laid with glassine cobblestones, each filled with golden flakes. The trees are blossoming, a sign that this place was recently conquered by the Spring Court.
- Lord Harlin, an elflord with a piercing smile, favoured by Princess Caeralluna leads the Feyball. He dresses in yellows and greens.
- The Autumn Court is led by Lord Kalamist, an elf-lord dressed in browns, oranges and blacks.
- The Summer Court only sent a small delegation, led by Sir Rydvaine. He dresses in reds and greens.
- Ethan is attending the Feyball as Lord Wynterlyr (his first court appearance) as part of the Winter Court delegation. Queen Mab (the Ice Queen herself) is also present. Ethan is attending alone - he invited Abbie but, to his surprise, she refused. Members of the winter court dress in white, pale blues and browns.
- The Shadow King (aka Grant) also receives an invitation. His predecessor used to not bother showing up or responding. The Shadow King decides to attend but not provide advance warning that he is coming. He dresses in blacks and blues.
- The fey are surprised and ruffled by the announcement of the Shadow King’s arrival, along with Macavity and Brightspur. The other courts are tense as the Shadow Court delegation glides down the steps into the manicured gardens that serve as the Feyball’s arrival area.
- The Shadow King notes that the servants at the ball are all (what appears to be) human children, no more than 12 years old. They serve chilled fruits and drinks. The Shadow King is disturbed by this but says nothing.
- The five fey groups tend to keep to themselves, at least to begin with. The Spring Court has the largest delegation. The Winter court is coldly aloof and does not show any interest in mingling with the others. The Autumn court appears friendly but only to each other. The Summer Court have only sent three low-ranking nobles, a snub towards Lord Harlin as they recently lost Emora to his forces.
- As the Shadow King goes to greet the highest ranking nobles of each faction, Ethan can’t help himself - he goes to chat with members of the Autumn Court. Ethan quickly becomes the ‘life of the party’ - the fey had no idea what to expect of the new Lord Wynterlyr and they welcome a new lord who is less aloof and more willing to engage. The courts accept Ethan with astonishing ease, and he charms them easily. A number of the fey ladies show interest in Ethan, but he is distracted by a Lady of Autumn with red hair (he never learns her name).
- The Shadow King enjoys wordplay with some of the nobles. Apart from Queen Mab, he has no peers here, only those of ‘lesser rank’. He enjoys verbal sparring with one of the Summer Court nobles (Sir Rydvaine) and when he has sufficiently riled the Summer Lord, he sends Brightspur to ‘teach him a lesson’. Brightspur enjoys thrashing Sir Rydvaine and the fey enjoy the spectacle. Brightspur also attracts attention from the ladies by showing off his skills with the rapier.
- Macavity cruises around the Feyball, finds some food and seems content to watch the proceedings.
- As the ball goes on, some of the fey inquire as to what the Shadow King’s plans are. The Shadow Court has typically been withdrawn and outside the normal rivalry between the courts. The Shadow King enjoys talking with them without revealing anything tangible.
- Meanwhile, Ethan dances and charms his way from one group to another. He allows himself to enjoy matters. Being Lord Wynterlyr must be good for something after all.
- In the evening, Queen Mab wishes to speak with Lord Wynterlyr. She is a coldly beautiful fey who never seems to smile. She says that she has been watching him and she gives her approval for him to continue as he has been behaving. She refers to him as Lord Wynterlyr and Ethan feels that he has her acceptance. This acceptance is felt quickly among the other members of the Winter Court. Some of them are more willing to talk with him given that the Queen has accepted him.
- Ethan reflects upon what Lady Vidaniel said (way back in Session 281) - that the Arcadian elves wanted him to take up the position of Lord Wynterlyr because of the change that they thought it would bring. It seems prophetic.
- Grant (as Shadow King) and Ethan both find Emora to be a beautiful place and they would like to spend more time here. They each achieve their goals of being introduced and fitting in. The Shadow King avoids meeting Ethan directly (as Ethan does not recognise Grant as the Shadow King) and Ethan is having too much fun to approach the broody King.
Adventure Summary - Part 2 - Preparation
- The Feyball feels like a dream. It is hard to believe that it really happened. Ethan tells Grant of his adventure and Grant shows interest, never letting it slip that he was there too.
- On Earth Zero (their homeworld), the pair prepare for the journey to Amber. They know that Gossamer reality will be hard to mould - that both Eidolon and Umbra may not work as they get closer to what some have called the ‘One True Realm’.
- Hilda contacts Ethan via Icon and says something strange. She says that she had a funny dream about a strange ball with fairies, and that ‘dad’ (ie: Ethan) was also there. This surprises Ethan - he doesn’t remember Hilda being at the ball and yet she seems to have some memory of being there.
- Ethan explains to Hilda that he is going to Amber and may be away for a while. He asks her if he would like to spend time with Abigail or someone else (he still can’t reach Isabelle via an Icon). She says that she’d like to come to Amber, and they agree to this. (Ethan privately does a Divination and it suggests that they will reach their destination without incident).
- Hilda joins them on Shadow Earth and they make plans. Hilda has dreamt of this adventure. She says that Amber is a place with unicorns (!!!! huh?). Ethan and Grant stare at her, unsure of what to make of this. Hilda is insistent that she saw a unicorn on a mountain in her dreams.
- They spend some time on Earth preparing for the journey - putting together the things that they will need. Ethan takes a medical textbook with him (to continue his studies) but leaves the Dragon Shield behind. They expect a long journey over land and possibly a sea voyage as well. Ethan spends time reinforcing their equipment with Eidolon.
- They spend a final evening in Fiveways with a meal at the Tipsy Elephant. The bartender is always pleased to see them and Hilda gets a double-serve of ice cream dessert - it may be a while before they see ice cream again.
Adventure Summary - Part 3 - False Start (Gateway)
- Grant and Ethan head for Vilford, the closest known realm to Amber with a Door. It takes them many days on the Stair but they are in no hurry. They take their time and replenish their supplies from time to time.
- On the journey, Grant receives an Icon contact from Cal. Cal asks if Grant has seen Yaeger Zane or Ethan. Grant confirms that Ethan is with him but he hasn’t seen Zaeger Zane. Cal says that he has been talking with Vala about ways to pursue the Necromancer. Grant confirms that he is still interested.
- Ethan talks to Abbie via Icon. She is still following her own pursuits - she seems tired but is pleased to hear from Ethan. Ethan tells her that Hilda is with him and they’re on their way to Amber. Abbie says that she would have liked to join the adventure but she is busy (she won’t say with what).
- After almost two weeks, they reach a nexus realm with many Doors (many of them blank) called ‘Gateway’. The reigning lord has been missing for two years. It’s a cosmopolitan city, retro-mediaeval, almost Star Wars-like - a strange fusion of different cultures.
- They arrive through a Door ‘that was not supposed to be opened for another two hundred cycles’. Fark (an avian with a long beak) and Vaun (a sylvan creature) are very surprised to see Grant, Ethan and Hilda, and want to know how they got through the Door. Apparently Doors only open where there is a ‘conjunction’.
- Befriending the pair, they learn a lot about Gateway. There are Doors that are always accessible and some that only open when there is an alignment or ‘conjunction’. Nevertheless, this is a realm which is used to reaching other realms and there are many cultures and peoples here.
- Hiring them as guides, they make their way through a densely populated city in order to look for another Door which will lead them to Vilford. In many ways the place feels like the Agora but there are more exotic races here. The food smells good, but Vaun points out that most of the roast meat is probably cooked rat (or something else unmentionable). However, the spiced bread is edible - and laced with cardamom and honey. It is a very complex place with many layers. At last they reach the Partisan’s Pub, a busy bar which has a blank Door in it - a Door that never opens.
- They thank Fark and Vaun and explore the pub. The massive four-armed proprietor speaks with an unmistakably Russian accent. He welcomes them and they order club sandwiches and drinks (yes, a ‘Club Sandwich’ is on the menu). The two Lords of Gossamer can feel that the blank Door is in the back of the pub but it is too crowded to make an attempt to walk into the kitchens.
- Grant notes that a lizard man (a draconian) is watching them - he seems to know they are new to this place. Ethan slips away to find the Door and he succeeds in slipping into the back rooms. He confirms its location (it’s a robust pantry door) but he doesn’t know how to connect it.
- Grant, Ethan and Hilda decide to leave to see what the lizard man does. Sure enough, the fellow follows and Grant confronts him. The draconian’s name is Hast - he speaks in very simple words but explains that he knows that they are new to Gateway and he was going to offer protection. He needs work. Grant offers him some coins and Hast explains that when ‘conjunctions’ happen, it changes things in Gateway. In seven cycles, the Door to ‘Death’ will open and it is not safe to be on the streets after dark. Grant asks what comes through the door and Hast says simply that nothing comes through the door, but the dead of Gateway do not stay dead when that Door opens.
- Hast seems genuine so they let him accompany them. Ethan and Grant ask many questions about Gateway and the absent lord who rules it. Hast shares his knowledge freely and he explains some of the dangers of this place. They return to the Partisan’s Pub and share a meal together. At last, to Hast’s surprise, they bid their farewells (Hast was expecting a longer period of employment). Ethan hands him some money and promises to find him when they return. Then they head into the back of the Pub, Grant connects the Door to the Stair and they vanish through it.
Adventure Summary - Part 4 - Vilford and Daklan (free port)
- This section of Stair is very old. Everything is weathered, dusty and dry. After a few hundred metres there is a junction. Shortly beyond that is the first Door - a weatherbeaten door which looks like it belongs to a beach shack. Grant knows that this is the right Door but it is not currently connected. Before travelling through it, they explore a bit further and find there are no other close Doors here. Doors are sparse in this section of the Grand Stair.
- Vilford is a trading post on the edge of a large lake. It was established as a neutral place where opposing forces could purchase wares without encroaching on enemy territory. The humans here are stocky but there is also a smaller race that seem goblin-like, but they are taller than usual (they are called ‘hobs’). The people here seem well fed and comfortable. Some of them have small hunting dragons perched on their shoulders (used for fishing and hunting). Hilda is thrilled by this.
- They emerge from one of the houses and look around the township. There are a number of shops here, and a tavern (the Vilford Arms). There are many goats (used for wool production). There are many boats that look like they could be used to ferry cargo across the lake.
- Grant and Ethan know that they are trying to reach the port city of Daklan so they ask around. The free port of Daklan is about three days away. They find that a merchant named Valencia is planning to travel south to Daklan with his caravan of three wagons. He has two hob drivers (Koot and Rix) and isn’t expecting trouble, and he’s happy to take them with him. Another traveller (Garrett) also joins the group. Grant offers to cover the cost of their food, and Valencia accepts the offer.
- The journey itself is pleasant and the food is good (spicy soup). In talking with Garrett, they find that he was born in Amber and he is willing to share more about growing up there, and about Daklan and Diega. He talks about pirates that raid the shipping lanes and that neither Amber or Diega tolerate piracy. Garrett is travelling from the ‘Old Kingdom’ (on the other side of the lake) - he was seeking his fortune but it didn’t eventuate as he had hoped and so he is returning to Daklan where he hopes to find a ship to take him home.
- They reach the coastal city of Daklan. It’s a trade hub with connections into the Old Kingdom, and also Diega (which is the route to Amber) and the Southern Reaches. It has existed for at least a century and has a population of about 25,000 people. It’s an impressive city with high walls and has clearly been well maintained despite its age.
- The sea air is very bracing. Hilda is looking forward to being on a sailing ship. They say good-bye to Valencia and Garrett and find accommodation for the night (staying at the Rye and Sixpence). They meet Captain Clifford and book passage to Diega on a merchant vessel called the ‘Olympia’. While waiting for the Olympia to depart, they use their spare time to explore the busy sea port. They note that many people here seem to be wearing red sashes - it seems to be a fashion craze.
- There are many ships in the harbour and they note that Garrett has signed onto the crew of the ‘Red Sally’, a privateer. They hear about some of the pirate vessels that are at large - the ‘Charon’, the ‘Cormorant’ and the ‘Scarborough’.
Other Impacts
- Abbie is still clearly ‘doing things’ that she does not want to discuss with Ethan. Isabelle is still missing. The other Lords of Gossamer are pursuing the Necromancer. This is all happening in the background.


