Grant and Ethan

Grant and Ethan
Grant (left) and Ethan (right), with Macavity the Cat

Monday, 11 July 2016

Session 84 - Beginning Another Life

Ok, so this is an updated version of the Session 84 as we made some small amendments based on how poorly things went in Session 88. All updates are in this colour.

GM Observations - Part 1
- The idea for this storyline came from the notion that the Dwimmerlaik would be more likely to recruit and harness any Wardens that appeared on the Dwimmerlaik-controlled worlds rather than killing them. In the Grant/Ethan game, Wardens can sense other Wardens so detecting a newly awoken Warden should be relatively easy. Once found, the idea is to indoctrinate them into the Dwimmerlaik’s view of the universe. To prevent Wardens from ‘walking off the map’ or ‘going rogue’, the Dwimmerlaik effectively hold the Warden’s realm hostage. Loyal Wardens are rewarded by allowing freedom of movement, and the ‘Masters’ aid in the development of the Warden’s home society. By aiding the society, a dependency is created - and the implicit threat that the benefits could be taken away or the community could be punished if the Warden disobeys or disappears. Loyalty is rewarded. Disobedience is punished severely. 
- In some ways this is what I thought “Lords of Gossamer and Shadow” was all about. The Lords of Gossamer are the good guys - the rebels. The Lords of Shadow could refer to the Dwimmerlaik, but it could also refer to the Dark Lords of Gossamer - those Wardens who have been recruited to the Dwimmerlaik cause. 
- Now, in terms of ‘messing with Ethan’s memories’, the Dwimmerlaik have had plenty of time to prepare. It may not seem like that so I’ll explain. The Dwimmerlaik have used the Breath of Eden to steal memories so they were well prepared to capture an amnesiac Lord of Gossamer and re-implant altered memories (as they have done with Mordecai, by the way). The problem with Ethan is that he lost his memories to the Lords of Gossamer (Icon Contact #1) and a few days later lost his memories again (only a few days worth) to the Dwimmerlaik (Icon Contact #2). Once infected by the Breath of Eden, it doesn’t trigger twice - you can’t lose your memories again - however Ethan was first affected by a warped Breath of Eden that Lucien/Greywalker/Cooper/Bastiano had been working on - it’s not the same thing. So in this case it is possible for Ethan to be hit twice. So all the Dwimmerlaik have to work with are the items that he has on him, and a few days of memories which don’t really tell them much. They were expecting to have a lifetime of memories to work with - but it some ways this way is easier.
- They know that he has Eidolon powers (they gave him two crystal balls in the Base and one lit up). They have divined that he is a Sorcerer and that he has strong Psyche but they don’t know how strong. So they have a two pronged method of deceiving him. I’ll not spoil that just yet - I’ll put at it the bottom of this narrative.

Part 1 - My name is Griffin
- Peace has returned to the farm since the destruction of the local guardian. Ethan has been busy rebuilding using the materials provided by the Hosts. Even though he has no memories of ever building a structure before (GM’s note - he has done this more than once), he is a quick study. Ethan is physically different from the locals (red hair, pale skinned, thinner and less stocky) but he is also much stronger. His physical strength is of epic proportions and he can work and keep working longer than anyone else. (GM’s note - ranked Strength and Dominant ranked Endurance) Many of the farmers continue to toil in the fields, but Ethan works with the rest of the community to rebuild what has been lost.
- The Hosts bring many things with them to help the community to rebuild. Ethan notes that not only do the Hosts want to help, feeling some responsibility for what happened here, but also they seem interested in him (without making him feel uncomfortable). Marcavius and Ethan (Appleplum) talk often as they work, although Marcavius returns most nights to Base rather than remain with the humans. Ethan senses that Marcavius is no longer afraid of him and he grows to like the Host as the days pass. Marcavius tells Ethan of their studies on the materials brought back from the nearby city library - Ethan feels that Marcavius is being genuinely open with him, and Ethan shares with him that he is still confused about what to do next - whether he should return to the city to perhaps trace back where he came from, or seek out the Door near the Base, or even carry on into the wilderness in search of where he was going. Ethan hopes that the Hosts can help restore some of his memories, though he confesses he feels a little apprehensive at the thought.
- Six days after the destruction of the Sleeper, Marcavius arrives early one morning and tells him that he has some good and bad news. The good news is that someone who knows him has arrived at the Base, and he has brought a memory ‘matrix’ which should help him. The bad news, Marcavius adds gently, is that the ‘matrix’ that they’ve managed to put together isn’t complete - it’s been compiled from many people who knew him, from the fragments that they do know of his life and from people who had similar abilities to him. It’s the best ‘patchwork’ that the Hosts could come up with. Ethan is confused by this and Marcavius explains that the weapon that has taken Appleplum’s (Ethan’s) memories is a weapon of the Gossamer Lords. The Hosts don’t have Appleplum’s missing memories so they’ve done their best to ‘fill in the gaps’. Marcavius explains that Appleplum’s friend will be along shortly and can explain better.
- Ethan is distracted as he works. It is late afternoon when a silvery skiff carrying two Host soldiers arrives. The skiff descends to the ground, and a black cat wearing a crystalline collar leaves the vehicle. The black cat has a commanding presence as it walks over to him, easily singling him out. Ethan senses that the cat has a strong mind. It has penetrating green eyes.
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* Image sourced from Google Images
- The cat asks Ethan to ‘walk with him’, and they move away from the others to the edge of the plantation. When out of earshot of the others, the cat asks if Ethan has any memory of him, and Ethan shakes his head. The cat introduces himself as Kade (GM’s note - ‘General Kade’ was last seen in Session 50 Part 1 in Finbar). He says that Ethan was one of his students, Griffin, originally from Skandia. The names means nothing to Ethan and he says as much. The General asks Ethan to describe what happened to him, and Ethan explains what he knows. The General listens intently, and then says that it sounds like there has been significant damage to his mind. He offers to take Ethan home to give him time to heal, and asks if Marcavius explained about the memory ‘matrix’ that the Hosts have put together for him. Ethan nods but he asks for Kade to explain again, which he does. A gemstone about the size of a man’s knuckle detaches from Kade’s collar and floats towards Ethan. (GM’s note - the collar provides Kade with telekinesis as well as mental shielding)Kade explains that the memory ‘matrix’ should help him recover more quickly - all Ethan needs to do is to keep it with him and gradually the memories will become available to him.
- Ethan considers the floating gemstone. He can feel the power radiating off it. He hesitates briefly and then takes it. There is no immediate change. Ethan asks how will be able to tell whether a memory is really his or merely something ‘useful’. Kade says that that will be up to him to determine, but this is why Ethan should return ‘home’ for a while until he adjusts and works these things out for himself. Kade says that the people of Skandia will look after him. Kade makes it clear that he expects Ethan to leave with him immediately - remaining here is not helping with his recovery.
- Ethan delays a few minutes to say his goodbyes, Marcavius seems genuinely disappointed that Ethan is leaving. Ethan tells him that his name is apparently ‘Griffin’, and that he’s going home which will hopefully help him to heal more swiftly. Ethan promises to return to see Marcavius when he is himself again.

Part 2 - Return to Skandia
- Kade and Griffin return to the Base. A Host wearing light armour, his face hidden by a reflective mirror-mask that hides his face completely awaits him. Griffin finds it difficult to look at him, as if his gaze is being turned back on him. The Host introduces himself as Aurum. He says in a strange hollow voice that he will be their guide. Aurum opens the Door in the ruins and the three of them enter the Grand Stair. Griffin feels a strange sensation being on the Stair - a sense of deja vu. As they walk, Aurum explains that every Door here leads to a different Realm. Every Realm is important to the Empress - the ruler of the Hosts, and the true master of the multiverse.
- They walk for a long time, passing hundreds of different Doors. Aurum impresses Griffin with his encyclopaedic memory of the different Realms that lie beyond. Some of the names mentioned such as Verdia, the Foundry, Outpost 6030, Tarva and Bane’s Landing sound familiar - Griffin wonders if these are trigger words to the memories on the crystal he has accepted or whether he is starting to regain his real memories.
- At two places on their journey they are stopped by other Hosts and questioned. Aurum traces golden lettering in the air as his mark of passage and the sentries let them pass by. Kade explains to Griffin that the security of the Stair is a serious business. Aurum chimes in and explains that regulation of the Stair is necessary to preserve the natural order of things. Griffin asks whether Aurum knew him personally in the past - and Aurum says that he knew of him, but they had never met in person. Aurum only knows Griffin as a loyal subject of the Empire.
- At last they reach the Door to Skandia. The coat of red paint upon the wood looks freshly painted. Aurum opens the Door - Kade and Griffin are ushered through. It is very cold here, and the sky above is a pale twilight. Kade puffs himself up. They are in a walled city with defensive towers. It appears to be mediaeval but there are lighting towers on the street corners. Kade thanks Aurum and Aurum leaves them with a silent bow. 
- Kade leads the way, taking him to a stone-bricked house which looks important. Without knocking, the occupants become aware of Kade’s presence and the door is opened. They are quickly admitted and shown to Master Gremm, the Fabricator General of Hoffgard. Gremm is a middle aged man of stocky build who wears a robe of red and silver. Kade explains the situation and Gremm agrees to help. Gremm appears a little nervous and Griffin asks if Gremm knows him well. Gremm nods and explains that the Skandians knew that something was wrong a few days ago when the Hoffgard foundries began to lose their heat. This makes no sense to Griffin so Kade encourages Gremm to explain further. Gremm says that the ‘Masters’ have provided the Skandians with many gifts in return for producing two Wardens of the Stair. However, they remember what happened to the township of Uthred when Griffin’s predecessor didn’t come back. Kade explains that the Masters can take away what they bestow - hence service to the Empress not only results in benefits for the individual, but also benefits for the community. Griffin listens and understands the warning. 

Part 3 - Griffin and Gremm
- Over a cup of warm mulled wine and in front of a thermal heater, Gremm tells Griffin that according to legend, Skandia is defended by four mythic creatures - a dragon-serpent, a mountain giant, a griffin-eagle and a snow lion. It has been customary for those which the ‘Masters’ choose to take a name based on one of those four creatures. Hence he wasn’t born with the name ‘Griffin’, but here everyone will know who he is just by giving his name. Gremm explains that Griffin’s birth name was ‘Kendal’. He was born in Hoffgard nineteen years ago. Kendal grew up on his family’s farm only a few leagues away but his family perished nearly five years ago in the aftermath of Uthred’s destruction. Gremm explains that Uthred was an ‘enlightened’ city-state in the south-west (similar to Hoffgard now) but it was destroyed when the source of their power was abruptly taken from them, the timing of which coincides with their disappearance of their Warden, a man named Blair, the Lion of Skandia. Gremm explains that when Blair disappeared and the Masters withdrew their support, their enemies from across the east (the Vorns) and to the the south (the Hetlanders) made plans to invade. After successive raids and invasions, Uthred had been destroyed and much of Skandia had been plundered. Griffin asks about what happened to Blair and Kade says pointedly that he disappeared - killed, incapacitated or turned traitor - the Hosts don’t discriminate. Any of those possibilities mean that the Empire was no longer being served. Griffin asks how long he had been missing, and Gremm explains that it had been eight days. Long enough that they were beginning to worry.
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* Image by Enkidu on DeviantART
- As the conversation continues, Kade settles down to rest on a chair, but he keeps his ears up to listen. Griffin and Gremm talk for hours as the light fades out completely. Gremm explains that the ‘Masters’ will understand that Griffin is injured and needs time to recover, but they will want to see signs of progress - if he is unable to be what he was before, the result to the community will be the same. The Masters will withdraw their support, putting Hoffgard and more than twenty other Skandian settlements in danger. Gremm promises to do everything possible to help Griffin.
- Gremm explains the basic geography of Skandia - it is a large peninsula and very mountainous. Most of the towns are along the coast, but there are some across the sea. The seas are extremely dangerous - great dragon-serpents live in the depths. Even fishing is a hazardous job. Nevertheless, with the help of the ‘Masters’ they have built a handful of glide-ships that have managed to explore distant lands and set up settlements elsewhere. The city of Hoffgard is not the largest settlement but the Door to the Stair makes it of strategic importance. Apart from what the ‘Masters’ have brought into Hoffgard, over the years Kendal brought a number of books from different worlds which has formed the core of the Great Library. Gremm himself is the Fabricator General, the head researcher and engineer. His daughter, Morwen, is the head Librarian.
- Gremm explains plainly that there was a relationship between Griffin and his daughter in the early days after Griffin had become a Warden. Gremm apparently approved of the relationship at the time however it didn’t last. The reality of Griffin’s duty to the Empire meant that there were frequent absences and some of them were long absences. Gremm tells him that he can’t imagine what it must be like to be a Warden of the Stair - but he observed considerable change in Kendal over the years after he was ‘chosen’. Griffin asks why Gremm is telling him all of this - he doesn’t remember any of it. Gremm explains that his daughter is the person who knows him best, and can help him recover. He’ll ask her in the morning to do her duty and assist with Griffin’s recovery. In the meantime, Gremm suggests that he stay the night in his house. Griffin has lodgings of his own in Hoffgard, but Gremm suggests that he stay with friends given his current state. Griffin agrees to this - he brushes off Gremm’s concerns about Morwen. He has no emotional attachment whatsoever.
- At last Gremm decides that Griffin has heard enough for the evening. He asks an attendant to show Griffin to a room, and Kade remains where he is. The room is simple, comfortable and warm. Griffin notes that the room has a light globe in it, and a heater. Whilst sitting on the bed, he ‘listens’ to the place but he can sense no particular connection to the place.
- Griffin takes out the gemstone and concentrates on it, but nothing comes to him. Putting it aside, he rests.

Part 3 - Griffin and Morwen
- The next morning Griffin feels little different. He eats and then goes with Kade to visit the Library. Lady Morwen is expecting him. She is young and attractive, but Griffin gets a cool reception. She asks if he truly doesn’t remember her at all. At that moment, he realises that he does vaguely remember her - her smile, her laughter. He remembers teasing her about her love of books. But he also remembers a heated argument as well - he remembers her anger. Griffin lies and says that he doesn’t remember her. He says that her father told him that she knew him well. He asks what sort of person he was. By this time Kade has curled up on a chair and settled down into a comfortable pose to listen.
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* Image by Smitth on DeviantART
- With a touch of reluctance, Morwen begins explaining about Kendal, recounting what she knows. Much of her retelling is mundane, but her recollections are detailed enough for Griffin to believe that she knew him. Griffin asks about how he first gained the attention of the Hosts, and Morwen tells him the story. There had been regular incursions by Hetlanders for almost two years by this time - when two of the Masters came to Hoffgard and asked for Kendal by name. No one had seen the Masters since the Lion of Skandia had disappeared, so it came as a great shock to King Finarion when they suddenly reappeared. Kendal was brought to the great hall, the Masters took one look at him and declared that he was ‘chosen’. Morwen says that she was present when this happened - it was the first time she had ever seen one of the Horned Masters. They took Kendal away with them, but when he returned he was much stronger than he had ever been before. With Kendal’s return, the Masters provided support for the Hoffgard community. She also mentions that Kendal started to bring her back books from his travels. Kendal knew that she loved books, and she was very happy for a time being the centre of his attentions. 
- Morwen presents this matter-of-factly, and always speaks of Kendal in the third-person which Griffin finds a little odd. When Griffin has listened to her tale, he asks her how he can corroborate what she has told him. Morwen accepts the challenge dispassionately and shows him to the Library. One by one she takes him through the books that Kendal contributed. Each one has a story behind it, and she is able to show a number of trinkets that Kendal gave her. Griffin marvels at the extent of the library, and asks if he kept a journal of his travels. Morwen seems surprised by the question, and says that he did in the early days but he gave it away. She finds the journal buried in her study and gives it to him. By the light of a globe, Griffin looks through - the handwriting is very poor indeed but he can’t read it, just like he can’t read any of the words that are written here. Griffin shakes his head and admits this to Morwen. At this Morwen laughs. Kendal brought her many books from other worlds and had to teach her enough to be able to learn the language. Given that he was a polyglot, Morwen finds it intriguing that the man standing in front of her is as illiterate as Kendal was all those years ago.
- Griffin doesn’t rise to this - he asks more about the contents of the library and how she would recommend going through it. Morwen is very surprised by this - the Kendal she remembered would never have the patience to read a book, let alone many. Griffin counters by asking whether he really is Kendal. He says he’d like some proof.

Part 4 - Griffin and Stolvir
- Morwen thinks for a moment, and then asks Griffin to follow her. As he does, he asks what she thinks. She chuckles and says that if losing his memories has meant that he has a genuine interest in books, it’s an improvement. Kade calls after them that he’s not coming, which Griffin finds strange. Morwen leads him down a flight of steps to a stout door. On the other side of the door is a sitting room, and in the centre of the room is a massive white wolf, curled up on a blanket near the heating bar. Before Griffin can take in just how huge this creature is, the wolf is awake, up and bounding for him. In a split second, Griffin realises that the creature is not going to attack - it is simply overexcited and pleased to see him. The wolf leaps up on him - it would be enough to flatten a normal man, but Griffin is very strong and he stands his ground. Upon physical contact with the creature, Griffin senses that it’s name is ‘Stolvir’, and this is his dog. He can tell that the dog thinks of him as its Master. The dog is incredibly pleased to see him. It has missed him tremendously. 
- Griffin takes a few minutes to get used to this as the wolf nuzzles him. He didn’t expect to own a giant white wolf. Its fur is very soft and thick. Stolvir is protective of Morwen, who has been looking after him in his absence, but its doggie brain is certain that Griffin is the Master. He ‘smells right’.
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* Image sourced from Google Images however according to the watermark on the image it is by Constielo Parra
- Morwen smiles a little. Griffin relaxes a little. He confesses that this is all very strange to him - but Stolvir tells him that he is Kendal. Morwen asks quizzically how Griffin can know the wolf’s name and Griffin explains that he can tell a great deal by physical contact. Stolvir told him his name. Morwen is surprised by this as she thinks through the implications. As she opens her mouth to ask a question, Griffin says that it sounds like he hurt her in the past and he has no wish to pry. Instead Morwen asks who else knows that he can do that. Griffin thinks and then says that he has told no one. She advises him to keep a secret, takes a seat and offers her ungloved hand. He hesitates and she makes it plain that she wants to help him recover quickly and this is a practical way of accelerating that process.

Part 5 - Morwen’s memories
- Griffin refuses to take her hand, explaining that there is a spell upon him which could steal her memories. But Morwen is not dissuaded - she says that Griffin was always a powerful sorcerer even if he cannot remember it. She suggests that he try to dispel it, and if that does not work, to at least insulate them both. She encourages him to try.
- Thinking back to what he knows of magic, he finds that he does remember a little but the memories feel foreign as if they are not his. Concentrating, he focuses on an unlit candle and he lights it. Smiling, he thinks carefully over how to approach the problem. He knows that he managed to achieve a mental connection with the Guardian in the realm that the Hosts found him. It seems to work when the target mind is inert or distracted. He asks her to close her eyes and relax.
 Stolvir settles down behind Griffin. Griffin gently takes her hand and closes his eyes. He reaches out with his mind but hovers a fraction away from actual contact. Using raw magic, he creates a thin mental shield between them through which he can listen. Calming himself, he reinforces the barrier with Eidolon and listens to her thoughts. To his surprise, this works very well - he is able to access her memories easily. The flood of information over the next hour is tremendous. Morwen and Kendal were very close for a number of years and has a great deal of knowledge about him, his personality and his experiences. She also can read dozens of languages, and knows more about the contents of the Library than anyone else in Skandia. She even knows about some of the other Wardens that Griffin has worked with in the past - a Warden named Burnside (whom she believed mentored him) who helped him to put an end to the invasions and begin modernising Skandia and sharing some of their learnings with other Skandian communities. There is also another Warden named Khalim, a dark-skinned warlord from another realm. And there is an elven Warden-sorceress whom Griffin admired - he can feel her fear of that individual. If Morwen knows her name, she has suppressed her memory of it.
- Morwen asks if this is helping, and Griffin says that it is. She observes that the connection is two-way - she believes him now that he doesn’t have any memories of her or this place. Griffin is surprised by this - he didn’t mean for her to be able to read him. (GM’s note - Ethan does not know any form of Psychic defence given that he has lost his memories) He simply accepts this and notes that he may be able to relearn some of the languages that she knows.
- The contact is maintained for over an hour, after which Morwen develops a significant headache and Griffin pulls away. Morwen looks very pale and Griffin finds a pitcher of water to pour her a drink. While she rests, they talk further but it is clear that they are done for the day. Morwen is tired, and Griffin’s head is swarming with memories that he needs time to digest.

Part 6 - Griffin Reborn
- Over the next few days Griffin tries to make sense of the huge quantity of memories. He spends the days in the library pouring over Kendal’s journal scrawls, trying to relearn how to read and write, and trying to order the memories that he has acquired. In addition to Morwen’s memories, he feels that the gemstone is helping to fill in the blanks but the sequence of those memories is confusing for him. When he needs a break, he and Stolvir head beyond the Hoffgate walls out into the wintry landscape to explore. The landscape is breathtaking. He remembers growing up here but it feels like he is discovering it for the first time.
- Griffin returns to his house in Hoffgate but it feels cold and empty as if he has never been here. He isn’t sure what to make of that. (GM’s note - it’s a clue of course. The Dwimmerlaik couldn’t fabricate this part, but the longer he holds onto the gemstone, the more memories will appear to fill in the blanks) Kade is noticeably absent for much of the time, particularly when Stolvir is nearby (which is most of the time).
- As the days pass, more memories return. He remembers how to write and he begins documenting what he knows and what there is left to uncover. He works his way through the library for hours and hours every day. He borrows tools from Gremm in order to dismantle things (including his lightsaber) and rebuild them. Gremm and Kade are pleased with his progress and they check on him daily. 
- Morwen checks on his progress from time to time and finds that he is almost always in the library. She asks how he’s feeling and he admits that things are beginning to fall into place. He has remembered a lot more about his old life. He remembers Master Yo at the Tarvian Academy, a Dwimmerlaik warrior-monk who had attained ‘enlightenment’ . He managed to harness Eidolon after his time there. He is pretty sure that the fire magic that he remembers learning isn’t his own memories - they belong to a warlock called Zora - but he is able to feel the currents of magic in the realm, and even make changes. For example, he finds that he can make a pocket of air combust, which frightens Stolvir and he promises not to do it again. He also finds that he remembers quite an array of spells and he spends some time exploring them. 
- Morwen seems to enjoy Griffin’s company but they never talk for long. Griffin knows why - she has a husband, one of his former friends named Tomas. He knew about Tomas when he first touched her hand. It doesn’t matter to him - he enjoys her company anyway, and as the days go on, they seem to reach an unspoken understanding. Griffin takes the time to show her the things that he was found with and he asks her opinion of each. He wants to know if she can tell him anything about the items and the history behind them. She looks at each of them but unfortunately she knows nothing more about them than he does. By the time he had acquired such things, their relationship had deteriorated and Kendal was no longer forthcoming about such things. Griffin finds this interesting - she still refers to Kendal in the third person when she has something negative to say or she feels the need to distance herself. But she seems to have accepted that he is Kendal.

Part 7 - Khalim Returns
- Six weeks pass. Griffin continues to spend long periods in the library, but he also spends time in the Gremm’s fabricator workshops and occasionally going exploring with Stolvir. He has able to sense the Door again and he can pick any book in the library and read it without requiring a translation. He feels confident with using sorcery - he has practised many times outside the walls of Hoffgard - he still thinks that there is room for improvement in fine-control, but he has a great deal of raw power. More than he expected. 
- Kade is pleased with his progress, and sends for one of Griffin’s fellow wardens, a man called Khalim. The man is tall, dark-skinned, well dressed and he exudes strength. He greets Griffin as a fellow Warden and ‘brother’ and says that he has never been to Griffin’s home before - it is too cold for him but he will ‘tolerate it’. Khalim appears very focused and tightly controlled. 
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* Image is by Ian Napier - one of two unnamed NPC images included in the Core Lords of Gossamer Rulebook (p102). I’m using this image for Khalim
- He says that he is pleased to see his brother recovering but his face shows little emotion when he says it. When Griffin asks about current events, Khalim explains that the Enemies of the Empire continue to harass and terrorise but that the Empire is strong and will endure. Griffin shows Khalim his Icons and personal items and asks Khalim to identify what he can.
- Khalim recognises Lucien and Greywalker as Lords of Gossamer, but he does not know the other. He comments that some of the women are pretty. As far as the items he carries, Khalim thinks that the lightsaber is impractical - Griffin should ‘get rid of it’. As far the elven sword, he says that Griffin probably received in Alfheim - the inscription on the blade says that it was given ‘in friendship’ and Griffin always had a soft spot for Lady Miriel there. As for the dragon-shield, he says that it came from a dark place that Griffin would never speak of. Khalim says that it is ancient, and powerful. 
- Griffin notes that Khalim shows deference to Kade, calling him ‘General’. Kade suggests that Khalim take him onto the Stair and show him the Empire so that he might remember what he has forgotten and Khalim agrees to this. 

Part 8 - The Grand Stair
- Over the next two weeks, Khalim takes Griffin out onto the Stair and shows him the ways between the Dwimmerlaik-controlled Realms. There are many checkpoints but each time Khalim has only to make a gesture which leaves a golden trail in the air and the Dwimmerlaik grant them passage. Khalim is very stoic - he doesn’t venture information unless asked. Even when Griffin asks a question, Khalim often pauses a considerable length of time before answering. It just seems to be his way. Khalim tells Griffin that every Warden in the service of the Empire has a mark on his (or her body) and every one of them has a unique ‘sign’ that they will make in order to request passage through Imperial territory. Khalim does not know Griffin’s sign, but in time he will no doubt remember it.
- The Grand Stair is vast, but the sections that they venture to are all controlled by the Empire. Every Door leads to a world where the Dwimmerlaik either have control, influence, or they monitor. They visit the following:
  • Castelon - a cold rock floating in space, it’s a remnant of a world which once defied the Dwimmerlaik. The Empire shattered the planet, burned off its atmosphere and left only those cities that remained loyal. The survivors live in habitat domes and there are many Masters here as they have scientific and research outposts here.
  • Scythia - a race of lizard-men are the dominant lifeform here. Assisted by the Dwimmerlaik many generations ago, they have developed technology which is so advanced, it borders on sorcery. The Scythian have already colonised more than one hundred star systems in their home cluster and they are fiercely loyal to the Empire.
  • Mira - a realm filled with lush vegetation, there are uncivilised elves that live here called the Miraleen. The Dwimmerlaik have been studying these people due to their long lifespan.
  • The Foundry - a hive world populated by billions of slender humanoids with fine white hair, they produce machines for the Empire. Griffin asks how many worlds Khalim has seen like this one and Khalim says simply ‘there are many’.
  • Outpost 6030 - in a secluded part of the Stair is a nondescript Door, which leads to a battered space station, orbiting a lonely world far from anywhere important. Khalim explains that Loyalists like himself, Taltos, Burnside, Griffin and Victor come to relax. The Masters may even know of this place, but they leave them alone here. Khalim suggests that Griffin remember the way, as there will normally be at least one of them in residence or just there because they need some ‘space’. The two of them have a drink, and play some of the games. Griffin asks if Khalim has something else to say to him. Khalim says ‘lots’ but then says nothing at all. Griffin doesn’t ask why. At last Griffin asks Khalim to show him where Tarva is and Khalim obliges.
  • Tarva - The Door to Tarva is guarded and there are guardians inside the Door. They scan both of them - Khalim makes a sign but they accept Griffin without making his. There realm is made up of a huge archipelago of small and medium sized islands. The Tarvian Academy can be found spread across sixteen islands - it is technologically advanced and there are many Masters here. The Tarvian Academy is a place for ‘higher learning’ for the Masters - to be taught by the eldest and wisest of their race. A handful of ‘chosen’ are also taught here - Khalim says he was one of them. The lessons were ‘very hard’ for someone who was not a Dwimmerlaik. Griffin goes to find Master Yo - he finds that the Tarvian Academy is not a welcoming environment - there is racism here and it is clear that they are not well regarded by the other students. Nevertheless, he reaches Master Yo - a wizened robed Dwimmerlaik with wispy white hair. Yo serenely asks what they want. Griffin explains, and Yo shakes his head saying that he has taught many students and he doesn’t remember them all. Even if Griffin had been a remarkable student, he might not remember - he has taught many remarkable students. Griffin is surprised by this - he says that he learned Eidolon from Master Yo - that must have been unusual for someone who was not a Master. Yo smiles and congratulates Griffin for achieving mastery of Eidolon - he agrees that it is rare for someone who is not a Master to achieve such ‘enlightenment’. Yo explains that ‘enlightenment’ comes from within - it is Griffin’s achievement, not his. Even if he may have pointed Griffin in a direction, it was Griffin’s path and no one but him could have walked it. Yo wishes him a long life in the service of the Empire, and waves them a kind farewell.
Part 9 - A New Dawn
- Returning to Hoffgard, Griffin finds Stolvir is waiting and happy to see him, and Aurum and General Kade have been expecting his return. Kale asks how Griffin feels and Griffin says that he’s grateful for the time to recover. He still has many questions but he’s slowly putting himself back together. Griffin asks about Zora’s magic and Aurum explains that he was a Warden and Sorcerer who died in the service to the Empire. They managed to salvage his dying memories - he hopes that Griffin has found them useful. There is further discussion, but Aurum and Kade accept Griffin’s response and Aurum tells him that he’ll be granted passage on the Stair. He teaches Griffin a sign that the Dwimmerlaik will recognise as his. He warns Griffin not to use or accept Icons as the enchantment which has stolen his memories is still on him, and it would be transferred to anyone he contacts. Griffin asks what the Empire expects of him now, and Kade says that the Empress herself has decided that he should be given more time to rest. Kade explains that the Empire typically expects a great deal of its subjects and he advises Griffin to take advantage of the Empress’ benevolence. Kade tells him that he has at least three months, probably more. Aurum will return when it is time. In the meantime, Aurum gives him some gifts that will help him to adjust - for example a purse that will always contain ‘what is needed’ (GM’s note - so that Griffin doesn’t run out of money - it gets old, trust me) and a silver star which those who are not Masters will recognise as a symbol of authority. (GM’s - think Sheriff’s badge)
- After their departure, Griffin continues to work at the fabrication workshop and spend time at the library, occasionally venturing on the Stair to explore and map out the area. When he can, he brings back technology and books for Gremm and Morwen to review and analyse. His relationship with Morwen has improved - she invites Griffin to dinner with her and her husband, and they talk about the future. Morwen tells Griffin that she is with child, so she needs to think about the future of the next generation as well as the current. Griffin congratulates them both. They make a great deal of progress advancing what technology Kendal has brought back previously and adapting it for Skandian conditions. 
- Over the months that follow, he explores widely, including the following, bringing back new technology and books wherever possible.
  • Realm 15-66-2- the Door leads to a Dwimmerlaik vessel controlled by Mechanoids. The vessel is holding position near a inter dimensional jumpgate. The Mechanoids are curt, but the Master who captains the vessel is intrigued by Griffin and invites him to dinner.
  • Verdia - a world of sentient trees which the forest goblins worship as gods.
  • Cascade - the icy world of Cascade has many deep fissures criss-crossing it. Two native races war over the planet - their once advanced technology diminished by centuries of war, and the Dwimmerlaik monitor with interest.
  • Aurs - once a a wasteland, there are now trees and flowers everywhere in this idyllic land. There are many spires of gold and silver in this land, raised from the rich metallic soils with sorcery. There are many Masters here that have made their homes in this place and their lands are well defended by powerful servants.
  • Kespares VII - a high-gravity world with high wind-swept mountains and deep chasms. The elements here are extreme, but the Masters maintain a military presence here despite the absence of any indigenous life.
  • The Hordelands - there are few structures dotted across the great plains of the Hordelands. The Dwimmerlaik are revered as gods here by the orcish tribes. Griffin gets the impression that these orcs would be fine cannon fodder if ever the Masters had need.
  • The Iron Gates - a section of the Stair which has been blocked off with a massive set of iron gates. It is well defended and Griffin found that he was not welcome beyond this point.
  • Aurelia - a world tainted by Umbra, decaying quickly while the population tries to escape its death-throws. A handful of Dwimmerlaik remain on Aurelia to observe the inevitable end.
  • The Necropolis of Astinath - the world with vast underground tombs where the occupants sleep, awaiting their Masters’ call to return. Griffin finds it unnerving.
  • Kestimir - a strange mining town where the local population digs for blue crystals that grant the possessor a measure of sorcerous power. Griffin meets the Master who is evaluating the crystals.
  • Alfheim - a fey realm of immortal bright elves which Victor warns him about. He says that immortals can be cruel and he advises Griffin to be on guard. Nevertheless the court is an amazing sight - with fantastically tall trees and jaw-dropping architecture that possess a timeless classical beauty. The elves themselves are almost angelic - Griffin can see the allure of such a place and why few seek to leave. The elves confirm that they gave Griffin the elven sword that he possesses (GM’s - it’s a lie, but the elves are good at lying) Griffin finds it hard to resist staying ‘for a few days’ - Lady Miriel is achingly beautiful and he finds himself almost bewitched by her. She burns so brightly that it is painful being with her. Miriel seems to enjoy having the attention of a Warden and milks it for all it is worth - Griffin almost forgets himself and finds time getting away from him. In the end it is Miriel herself that reminds him of his duty to the Empire. She whispers to him that there would be a high price for him to stay longer. In sharing a kiss with her, he catches a glimpse of how she sees him - she is fond of him, but he is still a ‘plaything’, a prize to win her status amongst her kin, nothing more. Despite this, Griffin finds it difficult to leave - he wonders if he spent more time with her whether things might be different. It is only when he returns back to Hoffgate and asks Morwen if Kendal ever mentions Alfheim that she says that this was when their relationship began to change. Griffin understands why - the lady Miriel is intoxicating.
- Griffin also returns to Outpost 6030 every few weeks and talks with a number of the other Wardens - Khalim, Vuurnth, and Victor. He talks with Victor about Alfheim, and he chuckles at Griffin’s experiences. Victor mentions a Warden that comes from Alfheim whom he may meet - he doesn’t give her name, but says that Griffin will know her when he first meets her. Griffin doesn’t like the sound of that. Victor is a corsair, and he is allowed to roam widely on the Stair for the purpose of finding and harassing the Enemy. 
Image
* Image by Ian Greenlee. This is Victor from the Core Lords of Gossamer Rulebook (p50)
- Vuurnth is a warlord in his own realm, courtesy of the patronage of the Masters. He is the strongest of his kind and he comes to the Outpost to seek comradeship, as everyone in his realm sees him as a demi-god. Despite his strange appearance, Griffin finds Vuurnth to be most agreeable company and the two meet multiple times to talk and drink. Vuurnth has a colossal appetite for ‘space mead’.
Image
* Image is that of Vuurnth from the Core Lords of Gossamer Rulebook. I’m not sure which artist penned this one.
- Griffin begins to forget that he ever lost his memories - the blanks have already been filled in. The only nagging doubt at the back of his mind is his recollection that in recovering the dragon shield from a dark place, he remembers feeling desperate to save the lady with pale skin and fair hair. He wonders what he was doing when he lost his memories. It is only when he asks Vuurnth what happened to Burnside that it occurs to him that he might have been looking for him. He occasionally looks back at his journal and realises that he still doesn’t have all of the pieces.

GM Observations - Part 2
- Following on from the comments at the top of this post, there are two methods that the Dwimmerlaik have used to deceive Ethan. They have only had about a week to prepare specifically for Ethan but they have had plenty of time to prepare the groundwork to receive an ‘amnesiac Lord of Gossamer’. For starters they gave him a gemstone which contains three insidious functions:
  • 1. It contains a mixed bag of memories, each which has been carefully crafted and the people and places referenced have been prepared. The anomalous memories such as Zora’s have already been explained upfront so as not to appear suspicious.
    2. There is a memory implant spell within the gemstone which has a function to grow memories around fragments of what the subject remembers, incorporating them so that they do not conflict with the rest of the fabricated memories. This avoids the issue of a subject detecting external interference - the memories are coming from within, with the help of the subject’s own subconscious mind, and thus are indistinguishable from real memories.
    3. There is a method for monitoring and fine tuning the process when the subject is resting or asleep. It is for this explicit reason that the memories contain no mental defence training.
- In case I haven’t been clear, the best way to fool someone who is potentially strong in Psyche is not to mess with them directly, but do it indirectly. Kade’s collar gives him mental defences. Gremm’s and Morwen’s memories have been heavily doctored. The other Lords of Gossamer that he meets have already been briefed. The wolf Stolvir has also been carefully prepared so that Ethan will believe the dog’s simple belief that he is the dog’s master. Of course this could all unravel very quickly - but the longer that the Dwimmerlaik have to work on him, the more chance they have of convincing him that he is from Hoffgard and everything else is a lie.

Friday, 8 July 2016

Feedback from BelleSorciere

Very sad news. My condolences to Steve's family and friends.

I am glad you'll keep this going.

Wednesday, 6 July 2016

Steve Russell

Tragically Steve Russell (Qwilion) is no longer with us. He died yesterday in a car accident.

I've spoken to Lurker37 about this and we've agreed to continue the game. The last feedback that I received from Steve was on 19th June after the Session 83 writeup. It read "You don't know how much I heart that this game is still going." By that time we'd almost reached three years running this game which we had started based on a Beta release of what was sent to the Kickstarter backers. And Steve was still encouraging us to keep going .... I don't know how much he read of this writeup. I guess I'll never know. We think the best way of honouring Steve's memory to keep playing. 

I only met Steve a few times over Google Hangouts. He ran one of the backer games for me, Lurker37 and one of my friends. We talked a few times over Google Hangouts. I picked his brains from time to time. I think at one point he was trying to sound me out for a Lords of Gossamer equivalent of Amberzine if that ever got off the ground. I thought highly of Steve given the way he was able to pull writers and illustrators together to create products which really appealed to me. And he enjoyed doing what he did. I really admired that. It's a tragic loss - not just for RPGing. From what I saw of Steve, he was a fine man.

I'm not sure what happens next but Lurker37 and I are going to continue this game because we enjoy it, and because it's a way of honouring Steve's memory. I'll keep posting here as long as the game is running (years, probably).

Wednesday, 29 June 2016

GM Commentary

Between David being sick and just how busy I've been at work, we've only had one session in the last two weeks as we work out just how screwed up Ethan now is with implanted memories. I'll get the writeup done by 1st July and posted soonafter. Thanks for being patient.

Wednesday, 15 June 2016

Session 83 - The Sleeper Wakes

GM Observations
- Again, I asked Lurker37 to keep GMing as I felt that Ethan was still a long way behind where Grant is (at least 5 months behind) and hence it was possible that Ethan’s actions could affect Grant’s position.
- This session sees more twists as Ethan is vulnerable without his memories. 

Part 1 - Back to Base
- As Marcavius and Ethan travel back to the compound, Ethan asks if the fortress has a name. Marcavius tells him that it has a designation but it’s too long and complex so everyone just calls it ‘Base’. They return to the sanctuary of the compound, talking as they go. Marcavius points out to Ethan that he must have lost his memories after going through the Glimmerwoods, for he has no memories before the farm. Ethan realises that Marcavius is right. He had just assumed that something in the Glimmerwoods had affected him but that cannot be the case.
- Back at the Base, Marcavius goes through his new acquisitions whilst orderlies bring them food. The Hosts and their human fellows are very excited by Marcavius’ discovery at the library. Meanwhile, Ethan accepts a meal, lays out all of his possessions and then goes through them one by one. He pays particular attention to the things he didn’t have before. The notables are:
  • He has Icons for Grant (whom he senses is a friend), Macavity (whom he senses a fellowship with), Isabelle (affection), Sophia (difficult to read), Greywalker (he has a feeling of shock when he touches this one) and Abbie (again, a mixed feeling - shock with something else). He can tell that these Icons are important, but he knows not to try to use them.
  • His lightsaber has a ‘calmness’ about it. He doesn’t think he has ever used this weapon in anger before.
  • His dragon shield evokes powerful feelings. He was battling something huge and powerful which almost killed him and his companion, Isabelle. He recalls his desperation to prevent the colossus crushing her. It’s the closest thing to an actual memory that he has. (GM’s note - refer to Session 35 Part 3)
  • His other sword (the steel elven blade) also evokes an odd feeling. He feels that it was given to him in friendship. (GM’s note - refer to Session 57 Part 1)
- The longer he studies his possessions, the more he feels a connection to this place. Just by listening and observing, he is picking up a great deal. Ethan decides to go for a walk, and think.
- As he walks, he notes that there a great deal of activity in the place. The mood has changed too - people are apprehensive. He asks one of the Hosts what is going on and he is told that there will be an inspection. Ethan wonders what that means. Everyone here seems to be preparing for it, tidying and organising.

Part 2 - Someone Talkative
- As Ethan wanders, he finds someone who needs help. A thin Host with a crooked back is trying to quickly organise piles of books and place them back in an orderly fashion back onto the shelves. He looks harassed and anxious. Ethan asks him politely if all of these books came from here, and the Host explains that he brought them with him. The books are mostly on the ecology and culture of other worlds - any useful reference materials. It is the first time that ‘other worlds’ has been mentioned and Ethan asks what that means. To his surprise, the Host then opens up and promises to tell him anything he wants to know if he will but help him get the books back on the shelves.
- Ethan agrees to help, and the Host tells him how they came to be here in this realm.
- The Hosts became aware of a new Door after the Stair reorganisation. New Doors are rare and have to be investigated. The first group of scouts did not return, but the second group of scouts reported that there were creatures lying dormant here that were easily awakened and very dangerous - because they were dormant, they were called ‘Sleepers’. Of particularly interest to the Hosts was that they found their very own technology on the world (such as the transport orbs) but they had no record of ever coming to this world before, so why was the technology here? The Hosts found that there were people here - human survivors of a calamity no more than a few generations ago which had wiped out the population centres and left only small pockets of people behind. To date, the Hosts still don’t know what happened in this place - why their technology is here, and what happened to all of the people - but they will continue the investigation until they solve the mystery.
- This is a lot of information for Ethan to take in, and he asks if the Host has a name. The Host says that his name is ‘Bart’ - it is customary here for his people to use the local language and use local names (besides, his own name is too long and complicated for the locals). They have found that they are able to glean tiny pieces of information which have been handed down through the generations by talking to the local in their own language.
- As Ethan continues to stack shelves, ‘Bart’ tells him that the Hosts have been here for six months. They learnt very early that any use of ‘powers’ would tend to wake up the Sleepers, so they only use technology. Hence the Hosts here are scientists, not sorcerers. Ethan gets the impression that in the Hosts’ society, it is those with ‘powers’ that are normally important, but here it is a liability. Hence these Hosts are not used to being important. He also gets the impression that these Hosts’ attitude to the humans may be atypical. ‘Bart’ confesses that he think it possible that somehow his people may have contributed to the calamity in this place. He considers a matter of honour to find out the truth.
- ‘Bart’ continues to chatter on, telling Ethan that they brought in this fortification when they realised how dangerous this place could be. A second one ‘for the military’ was brought in a little later. At the mention of a second installation, Ethan feels a little wary - he remembers that one of the orderlies had told him that if they contacted a ‘specialist’, it might not end well for him. Perhaps that means that the ‘specialist’ would come from the second installation and perhaps those Hosts will not be friendly towards him.
- Ethan feels that time may be running out. He asks ‘Bart’ where the Door is, and ‘Bart’ explains that it is in the nearby ruins. Ethan asks about the Stair and ‘Bart’ explains that it connects to many Doors, and each Door leads to a different world. ‘Bart’ goes on to explain that only Wardens can open the Doors, and he is not a Warden. ‘Bart’ explains that the Stair has changed/reorganised itself twice in their history - once to ‘save them’, and once to ‘defeat them’.
- Suddenly there is a loud chime and Ethan senses that ‘Bart’ is afraid. The apprehension that he has been feeling from the nearby people becomes more acute. ‘Bart’ whispers to Ethan that the inspector is here - he suggests that Ethan be ‘out of the way’ when he arrives. ‘Bart’ suggests a storage room and tells Ethan the way.

Part 3 - Military Inspection
- Ethan heads to the storage room and decides to lie low for a bit. After about twenty minutes, Ethan decides he doesn’t like waiting to be found (particularly given the room has only one exit) so he decides to head for the front entrance. As he does so, Ethan almost runs into a two-man patrol but he senses them and avoids. The patrol consists of two armoured Hosts - each is powerfully built and armed with a slender rifle and a sword where the grip is two-thirds of the length along the blade. Clearly they are looking for something or someone. He hurries on, and finds that the main gate is guarded by another patrol.
- Making his way back, Ethan finds himself trapped in the streets. There is no way down - no sewer system to escape into. There is no easy way up either - the staircases to the rooftops are inside the buildings. The buildings between the inner keep and the outer courtyard are mostly smooth surfaces with doors flush into them. There are no alleyways to duck down. There are limited places to hide.
- Ethan decides to retreat, avoiding two more patrols. People are afraid now. They are clearly looking for someone and Ethan feels that it is him. He narrowly manages to return to the storage room without being detected but then he becomes aware of another feeling.
- Something is very wrong. Something is happening. Something big and powerful is happening. Ethan feels the terror of some of the Hosts inside the main keep. Whatever has been done has horrified many of them inside.

Part 4 - The Sleeper Wakes
- The storage room shakes. Ethan feels the acute fear of the humans and Hosts in the complex. People are frightened, and he feels the powerful emotion of some of the people in the inner keep - they are furious with what has just happened.
- Ethan takes a deep breath as some of the storage containers rock with the room. He knows that something massive is waking up. He can sense it. It is near the farm. He can feel the farmers’ terror.
- Ethan pauses. He waits, hoping that somehow this will all simply go away. But then he realises people are dying. The farmers are dying. He doesn’t know what sort of man he was in the past, nor what that sort of man would do, but he decides to take action even though he has no idea how to deal with such a monster.

Part 5 - Affirmative Action
- Unslinging his dragon shield, Ethan goes looking for Marcavius. He knows he needs to get to the farm in a hurry and the only way to do that is to travel in one of the Host transport spheres, but Ethan doesn’t know how to fly one. Ethan is in no mood for being stopped by the patrols. 
- Ethan finds the Hosts arguing in front of the keep. The scientist Hosts are on one side - they are defiant and angry. Marcavius is with them. Martha is with them - she appears to have her memories back as she is the most vocal of the scientists, calling the inspector an ‘idiot’ for using something called ‘Umbra’ which has woken up a Sleeper. The target of their fury is lying on the ground, dazed. It appears that someone has brained the poor inspector with a crystal vessel which has shattered into many pieces. The guards are clearly disoriented given that they are facing a hostile crowd and there is a colossal Sleeper only twenty miles away. They try to keep the scientists away from the inspector while talking to someone unseen in order to get further instructions.
- Ethan strides through the group and attempts to arrest Marcavius. One of the guards swings his blade at Ethan and Ethan blocks it (to the guard’s surprise) with his shield. Ethan tells Marcavius to come with him and he drags the Host scientist away with him. Marcavius seems surprised at just how strong Ethan is - he wants to know what is so important, and Ethan tells him simply that they’re going to deal with the Sleeper but he needs Marcavius to get him there.
- As they leave, one of the guards reports that Command have advised that are no more ‘nukes’ to deal with the Sleeper at the present time and hence they are on their own. The scientists curse and one of them even cites that this situation is a ‘Threat to the Stair itself’, before one of them asks where Appleplum (i.e.: Ethan) is taking Marcavius. Ethan ignores them but Marcavius calls back that Appleplum is going to deal with the Sleeper. There is a period of stunned silence, and one of the guards reports the situation back to Command. 
- Ethan doesn’t wait to hear further. Marcavius quickly agrees to take Ethan back to the farm, and they head off together. Less than a minute later they are joined by the two guards who have received orders to escort them both to the transport sphere. Ethan has no idea what was said to them. He’s busy listening to Marcavius. Marcavius tells him that every Sleeper is different, but they all have a Core organ that they can’t live without.
- As they leave the Base and head for the transport sphere, the Sleeper is a colossus on the horizon. It is more than a mile high and shockwaves of its movements can be felt keenly. The Hosts with him seem to think that going to the Farm is suicide. Then Ethan spots another creature heading towards them - it’s no more than a mile away but is closing fast. It’s the same creature that he saw in the Glimmerwoods. Ethan points it out and asks one of the guards whether he thinks that it might be dangerous. In response, the guards hurry Ethan and Marcavius to the sphere and prepare to defend it with their lives. They seem intent on staying at the Base, but Ethan orders them into the orb before the creature can reach them. As Marcavius enters the coordinates with the creature bearing down on them, Ethan asks casually what a ‘nuke’ is. Marcavius explains that it’s a bomb that makes a very large explosion but they don’t have at this time and it’ll take them time to get more. He asks Ethan what his plan and Ethan shrugs and says that he’ll be improvising, but he suggests that they run for their lives when they arrive. Marcavius pushes the button and the sphere spins and hurtles away. The creature thunders into the transport pad behind them and destroys it.

Part 6 - Bait
- In a flash they arrive at the farm. The farmhouse has been destroyed - crushed flat. The colossal Sleeper towers above them. It must be a mile high. Crudely centaur-shaped with six large legs, it has eyes behind a mask but no eyes or mouth. Ethan feels an invisible power radiating from this creature, a terrible rejecting power. Some of the farmers nearby are gasping for breath as the power crushes them, others are running for their lives. 
Image
* Image by Org12 on DeviantART
- “You should flee now,” Ethan tells Marcavius and the other Hosts and he points a direction for them to run. Sizing the Sleeper up, he realises that he is totally outclassed here. Even with a lightsaber, there is no way that he can hurt something this massive. The best that he can think of is to lure it away and buy time. The Sleeper does seem to be looking for something, but it could simply be trying to find and kill the survivors as they try to escape. 
- Running quickly around it and avoiding its massive massive legs, Ethan ignites his lightsaber. It gives off a green glow, but using it seems to reduce the terrible pressure coming from the Sleeper. Ethan doesn’t know why (GM’s note - the lightsaber has been improved using Eidolon so it gives him a token defence) To his pleasant surprise, waving the lightsaber attracts the Sleeper’s attention. It leaves the others alone and moves towards him.
- Ethan runs.
- He runs for the forest, following its trampled path. The ground is very uneven but there are some trees still standing here and there - it provides some cover. Ethan is faster than the Sleeper to begin with but it picks up speed as it moves, getting faster and faster as it lengthens its strides. When the Sleeper gets too close, Ethan turns off the lightsaber and abruptly changes direction, then he reappears elsewhere with the ignited lightsaber, confusing it and forcing it to slow and change direction. This seems quite effective as the Sleeper has trouble seeing him clearly through the trees. While he runs, he tries to think of a better plan. He has been able to observe the Core in its chest, mostly concealed behind its massive breastplate but he can’t think of a way to get to it. He can’t fly, and trying to climb it while it is moving would be suicide.
- At last he reaches the clearing that it emerged from. There is a huge hole in the ground with great sections of earth at unnatural angles due to the Sleeper’s emergence from underground. He decides to avoid the clearing which leads him into a section of the forest which has yet to be trampled flat. The trees seem to sense Ethan’s plan and they try to amble out of the way as quickly as their roots will let them. The dense foliage makes it more difficult for Ethan to move here, and he needs to use the elven sword to cleave his way through, but the unbroken canopy also provides him with better concealment as the Sleeper searches for him.
- Then suddenly Ethan has reached the edge of the forest and he realises that he has a problem. He had hoped to have more distance between himself and the Sleeper such that he could reach the nearby city, but he realises that without cover the Sleeper will spot him and catch him easily. He’ll never make it to the city.
- Ethan is about to double-back to the pit that the Sleeper emerged from when he spies the broken bridge and the ravine. Standing on the bridge and trying to to get it to crash into the ravine will be very exposed and probably not work, but he doesn’t have a better plan. He decides to risk it.

Part 7 - The Guardian Falls
- Ethan heads for the partially collapsed bridge and waves his lightsaber as a lure for the creature to follow. Seeing him in the open, the Sleeper picks up speed. The ravine below Ethan is deep - a true rift in the world. He can’t see the bottom but it can’t be bottomless. The creature bears down on him, and Ethan waits until he believes that it is truly committed and cannot stop before he gets out of the way. The Sleeper attempts to change direction but it is too late. The colossal creature goes over the edge and Ethan throws himself to the ground as there is a massive earth tremor as it crashes into the ground. A plume of dust explodes from the rift.
- Ethan waits for the dust to settle before he goes to look. The bridge is now completely gone, and he can see the Sleeper wedged far below him in the ravine. At least two of its legs are broken, and its back is twisted in an unnatural angle but it is still alive. Ethan decides to climb down the ravine wall. This takes him considerable time but he makes it just before nightfall. The creature is in pain. He can tell just by touching it. It is also insane. He learns much by making a connection with it. This creature is a Guardian for this world. But the world changed when new people came. The new people put it to sleep. Putting them to sleep drove it mad. But over time the bindings keeping it asleep grew weaker and the people forgot about the Guardian. 
- Ethan takes a few minutes to study the Sleeper and what he knows of this world. (GM’s note - more on this later) Weighing the options, Ethan decides to end the Sleeper’s pain. He uses the lightsaber and destroys the Core. The foliage on the Sleeper’s body wilts and the leaves fall off as if Autumn has come prematurely. Ethan feels a wave of energy flow out from the Sleeper and he knows that the plant men in the city and the tree creatures in the forest are no more - he has cut the strings that connected them with their master.
- Ethan sadly climbs back to the plateau as the Guardian decays below him at an accelerated rate. Reaching the top, he rests and watches the stars overhead. The forest nearby no longer looks quite so intimidating but he decides to wait until morning before entering it. Suddenly there is a great noise in the rift and Ethan rushes to the edge to see the Guardian crumble into pieces and disappear into the abyss. The Guardian is gone. It is over.

Part 8 - Ethan’s Reward
- As Ethan returns through the forest, he feels that the forest around him has breathed a sigh of relief. He hears birdsong. The trees move slowly out of his way as he passes. 
- Just before the sun reaches its peak, Ethan arrives back at the farm. Two thirds of the community has survived. The farmers and Hosts cheer his return. They knew that the Sleeper had been defeated but did not know if Ethan had survived. They are relieved. Marcavius reminds Ethan that the Sleepers are territorial which means that this area is now safe. Despite the losses, Ethan has made this area safe for future generations.
- The Hosts have brought fresh provisions and are in the process of bringing in improvised shelters and building materials to help the local community to rebuild. Ethan realises that the lady who first gave him a meal and the scholar with the library of books are among the dead. As the community works to rebuild, Ethan helps. The others marvel at how physically strong and tireless he is.
- After three days, a richly dressed Host inspector turns up. Dressed in formal robes and lacquered armour, Ethan notes him conversing with Marcavius and some of the other Hosts. He can tell that the inspector is asking about him. The inspector seems both angry and a touch regretful, but doesn’t speak with Ethan. When the inspector has left, Marcavius tells Ethan that he’s convinced the inspector to help him get his memories back. Ethan brightens at this and thanks Marcavius for the good news.
- As the days go on, Ethan senses a change of mood in Marcavius and asks him what is bothering him. Marcavius says that he hopes that Ethan’s attitude towards the Hosts won’t change when his memories are restored. He asks Ethan not to judge them too harshly. Ethan thinks on this and says that he’ll try.

… and that’s where we ended Session 83…. Ethan has ‘Bad Stuff’. Anyone want to bet that this is going to end well for Ethan? Or do people think that the Dwimmerlaik are going to give him some memories that will ‘turn him to the dark side’. Frankly, it’s going to be hard for the Dwimmerlaik to fabricate something convincing which will withstand scrutiny because they don’t know much about Ethan. It’ll be interesting to see what Lurker37 comes up with.

Saturday, 11 June 2016

LEGO LoG&S photography in the garden

Well, I tried to shoot some LEGO photos today as it was a nice sunny day  8-) ..... and stuff happened that I didn't quite expect.

Anyway, here's the first (good) one - of LEGO Grant and LEGO Ethan enjoying a bit of time on speeder bikes. (clearly that's not what is happening currently, but they have done it in the past and I'm sure it'll happen in the future)
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And then I thought.... yes, the cat is asleep in the sun.... a perfect SLEEPER. So I'll put LEGO Ethan on his speeder bike beside the cat and it'll make a funny photo which mirrors the current storyline. (In Session 83, the Sleeper in the Glimmerwoods wakes up)
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But then the cat woke up !  :shock: 
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And after playing with LEGO Ethan for a bit, it decided to give Ethan a good smooch. 
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What can I say? That's not really what happened in Session 83, but it was unexpected, and I thought good enough to share.

Friday, 10 June 2016

Session 82 - Through the Glimmerwoods

GM Observations
- We carried on with Ethan in this session. Ethan still is without his memories, but he still has his Dominant (1st) Rank Psyche and Ranked Warfare, Strength and Endurance. Hence he is able to sense things without really knowing why, figure things out very quickly, and keep going for a long time.

Part 1 - Back to the Farm
- It’s late – too late to return to the farm now so Ethan is given a small room with a simple bed to sleep in. He sleeps until morning and then joins others in the canteen. He notes that the Hosts and the humans seem to get along well. He doesn’t feel (sense) any hostility here.
- He talks with Marcavius over breakfast, noting that the Hosts eat different food to the humans. Ethan asks him about the Sleepers and is told that they are dormant until disturbed. No one knows why they are here (there are hardly any records), but no two are alike. They appear to be territorial, and are highly aggressive when they wake up. This doesn’t make any sense to Ethan so he just listens. When Marcavius pauses, Ethan asks him about where the Hosts came from, and Marcavius says that they came from elsewhere. Ethan decides not to press him further.
- After breakfast Ethan rechecks his equipment (and one of the other Hosts shows him how the lightsaber and pistols work) and he is given a shiny new backpack that looks like it has never been used. In it there is some rations, a water bottle and a first aid kit.
- They return to the landing platform for the orb. Marcavius is dressed in a slim set of armour and armed with a slender pistol. He also carries a number of other devices that Ethan cannot identify. They board the orb and Marcavius sends it back to the farm.
- They arrive back at the farm in a few seconds. As they disembark, Ethan asks Marcavius how he will report back what he finds. Marcavius shows him a black stick which has a button on it – Ethan doesn’t understand but he accepts it (it could be a recording device or some sort of communication machine). After talking with the locals for a few minutes, the pair head towards the Glimmerwoods.

Part 2 - Into the Glimmerwoods
- Only a hundred metres into the woods, Ethan notes just how quiet it is here. There are no sounds of birds or other wildlife. There is a dirt track here which looks like it has been used for wagons at some time in the past but it is heavily overgrown. The canopy overhead is dense and as they progress, the trees around them start swaying gently even though there is no wind. Marcavius does not appear to notice this and Ethan says nothing of it. It is as though the forest is holding its breath.
- The deeper they travel into the Glimmerwoods the blacker it gets. Ethan notes that they are leaving no tracks here – the ground is spongy and even a heavy footprint disappears in seconds. It is very quiet here and Ethan feels a mild foreboding. As they continue travelling, Marcavius seems more and more uneasy – he talks to his black stick more often.
- Then, suddenly, the path is gone and without the path, they have lost any sense of direction. Even the shadows do not help them here because of the density of the canopy overhead. Ethan presses on, despite the increasing density of trees. The trees gently move around them, swaying despite an absence of wind. Gradually, Ethan gets a feeling of something beneath the ground – he can feel a presence here. Again, he says nothing to Marcavius of this.
- In the early afternoon, they come to a clearing of trees which is filled by thorny blackberry-like bushes which start at waist height and gradually get higher away from the treeline. The clearing is at least a few miles across. As Ethan and Marcavius watch, they see the thorny bushes move rhythmically, as though there is something breathing under the ground. Ethan decides to go around the clearing (in the treeline) and Marcavius agrees, though he is clearly frightened here.
- They have only made their way roughly two-third of the way around the clearing before night falls. They have spent all day in the forest and the last few hours have been particularly hard and slow going. Ethan suggests that they rest, and they sit down to eat and drink. Ethan listens to the forest and he watches. Marcavius is tired and quickly goes to sleep but Ethan remains awake.
- With the sun still setting, Ethan notes that the trees are doing more than swaying – they are actually moving. Then he hears the chitter of some bats, and he is able to catch a glimpse of some of the trees reaching for them and swatting them out of the air like flies. Ethan realises that the forest is active and dangerous at night time. He decides to say nothing and lets Marcavius sleep as the area around them goes pitch-black under the canopy. Ethan rests and observes. He listens. Over time, he almost feels that he knows the way they should go and where he has come from (GM’s note – whether this is his Wayfinding returning or not has not yet been revealed - Ethan has no way of confirming this ‘feeling’ except to decide whether to follow it or not)
- Just before dawn Marcavius awakens and almost panics in the darkness. Ethan calms him and tells him that the sun will be up soon. Luckily it has not been cold overnight.
- At dawn they set off, and after a few hours they find a stream to replenish their water canteens. A few miles later they happen across a tent made of fabric over metal struts. Inside are two dead bodies (both Hosts). One of them is known to Marcavius – they have been missing for some time (weeks). It looks as though the forest has seeped over and through them as they are partially covered by a layer of moss and tree foliage. Marcavius recovers their equipment for further study and they continue on.
 
Part 3 - Deeper Still
- After another two hours there is a big and heavy noise, and Ethan observes some trees slowly scuttling out of the way of an enormous elephant-sized creature covered in moss and thorns which lumbers through the forest. Ethan can feel that it is in pain, but it is clearly looking for something as it stops and ‘sniffs the air’ from time to time. Ethan and Marcavius stay put and let it pass by. It does not detect them. When it is definitely gone, Marcavius talks into his black stick - probably his observations about the creature.
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* Image sourced from Google Images but I think this is a MTG Sagu Mauler card in which case the artwork is by Raymond Swanland
- Continuing on they come across another clearing in which there is a two-story house, covered in greenery. Marcavius recognises the house and heads straight to it, but Ethan stops him and advises him to be careful. Thinking it over, Marcavius takes out a processed bar of meat from his provisions and tosses it in the direction of the house. To his horror, the house-creature falls onto the food, devours it and then it returns to its normal state as if nothing happened. They agree to avoid it.
- At last Ethan finds a path again (to his surprise) and he hears the sounds of birds twittering, suggesting that they are reaching the edge of the forest. Less than half an hour later they reach the treeline and beyond there is vast flat expanse of earth. Criss-crossing the plain is an asphalt road.
 
Part 4 - Crossing the Plains
- As they leave the forest, both Ethan and Marcavius feel a sense of relief. It felt very oppressive in the Glimmerwoods. Marcavius is almost certain that they managed to walk past a Sleeper without waking it – a feat that has never been achieved before. Marcavius wonders where the road leads to. In the distance Ethan can make out a discolouration in the land. He speculates that it could be the outskirts of a city.
- Setting off, they join the road. In one direction there is (presumably) a city. In the other, the road skirts the Glimmerwoods and then stops abruptly at the edge of a ravine. There was once a suspension bridge there, but it has partly collapsed. Heading towards the city, they travel all day across the open empty space.

Part 5 - Empty City 
- In the afternoon they reach the suburbs of a major city. It appears to be empty. No one and nothing is moving. Ethan and Marcavius look at a few houses but it looks like the population left in a hurry a long time ago. Marcavius finds a metal ‘book’ in one house  that makes him very happy. As they wander, Ethan grows a little disheartened – he was hoping to have some memory of this place but he knows nothing of this place. Nothing looks familiar.
- They make their way slowly towards the city centre, stopping briefly at a canal to refill their water bottles (after Marcavius has checked the water quality). The place is desolate and quiet. There are still signs of vegetation here and overgrowth but nowhere as bad as the Glimmerwoods.
- Ethan doesn’t know what to do, but Marcavius is very excited to be here. He guides Ethan to a large structure that is the city library, and leads Ethan inside. There are signs of violence within – there are a number of dead bodies here (of people, not Hosts) and their bodies are infected with moss, thorns and greenery. Ethan inspects the corpses and is surprised to find that some of them have been cut in two by a weapon which cauterised the wounds. He brightens at the prospect that he has been here, and they start investigating.
- Ethan finds a lot of corpses around the library and part of his armour that had been torn off. He also finds a small daypack with a change of clothes, some food bars, a water canteen and some other bits and pieces. The clothes that he finds fits - they are definitely his. As Marcavius finds a data terminal and starts looking through the catalogue, Ethan looks around for anything else and finds a locket on the ground which has Grant’s face on it (it’s an Icon of Grant but he doesn’t know that).
- They spend about half an hour at the library without attracting attention. Marcavius locates what he is after and heads into the racks of books with Ethan. There are more bodies here including two Hosts. Marcavius makes busy and grabs clusters of data books and throws them into a high-tech sack that self-vacuums the air out. As he is doing this Ethan feels that they are not alone.
- They withdraw, but not without a fight. Ethan kills some of the sluggish plant-zombies – he’s actually quite good at it. Even though he doesn’t remember how to use a lightsaber, he still seems very competent. (GM’s note – he still has ranked Warfare) They don’t stick around – they slip out the back of the library and get away as more of the creatures approach.
 
Part 6 - Extraction 
- With Marcavius hauling a huge sack of precious books, Ethan asks if he intends to carry that all the way back to the farm. But Marcavius has other plans – he wants to summon an orb to take them back to ‘Base’. Ethan agrees to this as clearly there are a lot of these plant creatures and they would need to travel a long way to escape them. As they wait for the orb to turn up, more and more of the plant zombies converge on them. Ethan has to fight off the first few but then the orb is there. As the second and third waves head towards them, the orb closes up and they are catapulted away.
 
 
…. So by the end of this, Ethan still doesn’t know much more about where he came from. Attempting to trace his journey back did yield some clues but he can’t trace it back any further. So what does he do now?
 
…. You’ll have to wait for the Session 83 writeup for that one.

In terms of more LEGO Lords of Gossamer, I have more horns and more of the hair type that I want to drill holes in - so I’ll start working on more Dwimmerlaik very soon.

GM Commentary

Session 83 was run last night and Ethan has now been given his memories back.... er, by the Dwimmerlaik.

Yeah. Given the Dwimmerlaik don't have Ethan's memories, that's going to play out reallywell for Ethan. Who knows what he has in his head now .....

Saturday, 4 June 2016

Kids LEGO Stair

Hi folks,

just thought I'd share what can be done with a few dollars of LEGO and some imagination. I give you a child's version of the Grand Stair.....

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It's actually v2 - I note that Unikitty is still present, but LEGO Batman has vanished along with LEGO Harley Quinn..... make of that what you will. (maybe they heard that Bastiano is in town)

Friday, 3 June 2016

LEGO Bastiano

LEGO Bastiano arrives on the scene. 

Shiny golden sword. Check.
Charismatic smirk. Check.
Snappy red outfit. Check.

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And perhaps for an encore I'll surround LEGO Bastiano with every female LEGO figure I can find (including the witch) and then.... maybe then.... everything.... will make sense.  :lol: 

Whatta guy!

Updated LEGO Dwimmerlaik

New version of LEGO Dwimmerlaik - now with painted horns. I have a number of sets of horns/antlers now so I'll get a squad painted up soon.

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Updated LEGO Vala

New version of LEGO Vala - now with red cape, and painted naginata. I still have further work to do on her but I think it's an improvement

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Thursday, 2 June 2016

GM Commentary

Hmmm.... I haven't posted S82 writeup. I guess I should do that soon.

We've not run S83 this week because I've been unwell (head cold).

However, I think I have LEGO Bastiano all ready to go.

You just know that LEGO Bastiano will be AWESOME.

Why? Because he's Bastiano.

Bastiano is a cool cat. He's the guy that everyone likes (whatta guy!), every girl is in love with (schwing!). Cooler than Steve McQueen, with more charm than Carey Grant, Bastiano is the James Bond of the Lords of Gossamer universe. And he knows it.

Stay tuned for the man himself.... in LEGO form.