Grant and Ethan

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

Wednesday, 20 November 2019

Session 190 – The Marindan Games – 3rd September 2019

- GM’s note: This session covers the final two events leading up to the Marindan Games, the Games themselves and then the immediate aftermath of them.

David decided early on that his character, Grant, would be an observer and not a competitor. Hence there was a lot of prework to establish what would happen in the events when different characters faced off against each other.

This was easy to work out for Open Events where there are characters with Ranked Attributes. Unless some unusual factors would change the result, the higher Ranked character wins. It’s that simple.

For characters with Unranked Attributes (Paragon, Superior ranks), I needed to use a bit of random element so I used FATE cards (same as FATE dice) to judge whether the individual performed particularly well or not. I also gave certain characters a +2 bonus when they were competing against other characters who were of lesser rank (eg: Paragon v Superior). Hence it was possible for a Superior character to beat a Paragon ranked character, just very unusual.

Given that there are lots and lots of events, the way I worked it out is to give each character (Ranked and Unranked) a certain number of ‘chances’ to win or place in an event. A few characters even won multiple events.

Given that the Olympians are also on the scene and Zeus made a bargain with Grant and Sophia to effectively make the games ‘fruitful’, we also have another element in the game. Eros is also flitting around, noting certain athletes and firing love arrows at them which creates all sorts of mayhem. Hence I was also drawing cards to see how notable the performance was and whether Eros shot that person or not, and also how good or bad the love-match was. It did end up with some humorous results.

I’m not planning to add my detailed notes of all of the dice rolls which I used to prepare for this session. If anyone is particularly keen, PM me and I’ll add in a subsequent post.


- Grant is very busy in the lead-up to the Marindan Games. Many more people and delegations have arrived and he is spending a lot of time meeting people and establishing relations with the many lands and realms that come to participate or spectate. The major factions or groups are as follows:
  • Marindar
  • Elara (which is part of the Marindan Realm)
  • Empire of Jade (which is part of the Marindan Realm)
  • Arcadia
  • Bloodstone
  • Legendary Isle
  • Commonwealth of Man
  • Durvan
  • Tetland
  • Turana (Turik’s realm)
  • Dwimmerlaik
  • Prime – a race of mechanoids
  • Stravalia (which is part of the Marindan Realm)
  • Ginjin (which is part of the Marindan Realm)
  • Jackran (which is part of the Marindan Realm)
  • Veela (which is part of the Marindan Realm)
  • Dorchuk (which is part of the Marindan Realm)
  • Fulf (which is part of the Marindan Realm)
  • Movana
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* Images sourced from Stellaris. From L to R, T to B they are the Stravalian, Ginkin, Jackran, Veelan, Dorchuk and Fulf
- There is also a long list of Lords of Gossamer who are competing in Open events: Yaeger Zane, Turadok, Eric, Dayle, Tressa, Galatea, Jessamyn, Isabelle, Drake, Vala, Ethan, Jodan, Mordecai, Lucien and Modi. Yes, Modi and some of his golden men actually turn up to the Marindan Games, much to Grant’s astonishment. Modi is an enormous mountain of a man, standing eight feet tall.
- Modi is welcomed to Marindar and the ‘little people of Marindar’ show him where he and his entourage can stay. He is fascinated to find that there are other Wardens of the Stair like himself. Vala herself takes an interest in welcoming Modi and explains to him that this realm is neutral ground and these games are to develop friendship between diverse peoples.
- Grant finds time to meet Surin, the flutist who has enchanted so many of his people with her music. He arranges to meet her in a chamber reserved for diplomatic meetings. She is punctual, turning up in the best clothes that she has. Grant asks about her and she claims to come from the Agora but she has been to many places. Grant quickly surmises that she knows about the Stair and she is aware of the effect that her music is having on people in Central. She likes the attention and the people of Marindar. She doesn’t see a problem with what she is doing.
- Grant is polite but wary. She didn’t respond to a bird so why did she come here. He senses another layer that she is unwilling to share. He pushes her gently at first and then harder, using Umbra subtly to break down her resistance to telling him the truth. She confesses that she was told of Marindar and it was suggested to her to come here. She knows of the robins that are sent out as messengers from Marindar to invite competitors and she believes that the person who sent her to Marindar had received one. 
- Grant pushes harder as he is very concerned that there is some sort of plot to disrupt the games. Surin tells Grant that a man called Atlas told her to come here. He ‘rules an Empire’ with many planets and has many space-faring vessels. When pressed she admits that Atlas clearly knew the impact that her music would have on the people here. He suspects that Atlas himself (probably not his real name) might be one of the lost Marindans. The prophetic words “All the children come home,” rings in his ears once again.
- Grant asks many more questions of Surin. She doesn’t know the name of the Empire but she describes the emblem as that of a bird in flight – a golden bird on a red and black background. That sounds familiar to Grant – it’s the same emblem as the Commonwealth of Man who have only just arrived. Grant asks if she was given any other orders and who else is she working for. Surin was just told to talk about other places on the Stair, arouse curiosity and to find out how many others might be interested in leaving Marindar to explore those places. She claims that there were no other suggestions given. She says that she isn’t communicating with anyone else. 
- Grant is almost certain that she is only one of many but she doesn’t seem to know any more. He would like to keep her under house arrest for the duration of the games but she plans to compete and hence is entitled to a certain level of amnesty. He decides to let her go with a warning and also flag to his security people to have her closely watched. 
- Grant wonders if the name Atlas has a meaning on Marindar. He looks in the library but finds nothing which would confirm his theory that the leader of the Commonwealth of Man is Marindan.
- Worried that there may be more than one threat, he then goes to find Berion. He finds him in the marketplace watching some of the sellers trade their wares and the numerous peoples from different realms mingling here. There are many many people here now with an influx of new people from many different realms and offworld colonies. There are also a number of people who have come from the Agora for the ‘free food’. Grant wonders if Berion has come here looking for Surin, the flutist, given this is where she normally performs. He wonders if there is a connection between them.
- Berion is a fit, athletic Marindan man but he has a worn, weather-beaten look about him. He looks like a veteran of previous conflicts. 
- Grant goes to talk to him and Berion instantly recognises who he is. Berion stiffens and obeys Grant’s command to talk with him. Grant realises that Berion feels like he doesn’t have a choice. He tries to make the man feel more at ease and suggests that they sit down for a meal together. 
- Berion confirms that he is Marindan and he has been on the Stair for a long time. He finds it difficult returning to Central. It isn’t the place that he remembers and he finds that he has changed too. Grant notes that no one seems to recognise Berion but they do recognise Antigone. Grant realises just how awkward Berion seems – he is truly a fish out of water having come ‘home’ to realise that he’s changed and his home isn’t as it remembers it.
- Grant is quickly convinced that Berion holds no malicious intent. He is genuine and not deliberately hiding. He is just having trouble figuring out where he fits in. Grant decides to welcome Berion and says that he has only to ask if he needs something.
- They part amicably and Grant talks further with Lady Sophia about how to make his stay more comfortable – and perhaps even to help him to find a role in Marindan society that he would accept. She decides to have a talk with him in case she can encourage him to compete (which he ultimately does).
- Meanwhile, in the final days before the commencement of the Marindan Games, Ethan, Abbie and Isabelle are working to find a new balance in their relationship with one another. Part of the time, Ethan and Isabelle work away on their flier for the Marindan Race after the games. Abbie looks after Hilda and occasionally stops by to see how they are doing. In the mornings, Abbie tempts Ethan to go for cross-country runs through the forest near Antigone’s house. The four eat meals together and Ethan doesn’t detect any discomfort between Abbie and Isabelle although they are both finding their feet and testing what to do and what not to do when the other is around. Hilda embarrasses Isabelle by suggesting openly that she now has two ‘mums’. Abbie doesn’t seem to mind being thought of as Hilda’s adopted mother but Isabelle isn’t used to the idea.
- Ethan, Abbie and Isabelle are all keen to compete in the games, but only Abbie seems to have any serious interest in trying hard. Ethan and Isabelle are clearly more interested in the race. It has occurred to Ethan that he might end up competing against Yaeger Zane but he has mentally decided that he will try his best and win or lose gracefully depending upon how he goes on the day. 
- Abbie is planning to compete with the other locals – she is on the same level as the Marindans and those from the Legendary Isle (GM’s note – ie: she has Paragon rank thanks to significant Eidolon boosting from Ethan over time). As a Lady of Gossamer, Isabelle is a cut above and will be competing in the Open category – but that doesn’t stop Abbie promising a little unofficial competition between them. Isabelle accepts in good grace. Ethan asks if they will both wear his ‘favour’ (ie: the coloured ribbon) and they agree.
- Abbie then suggests some sort of wager between them which concerns Ethan. However, Isabelle is curious enough to listen to the proposal. Abbie suggests that the winner organise a getaway for the four of them. Something fun that they can do together. Isabelle thinks for a minute and then accepts. 
- The next day, the unexpected happens. Out of the blue, Liliana returns. Last seen in the Legendary Realm, she literally turns up on Ethan’s doorstep. Gone is her golden hairband and her haunted look. She has lost none of her intensity but she is almost more relaxed somehow.
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* Image by Corbin Hunter on DeviantArt
- Isabelle and Abbie are not pleased to see her. (Abbie clearly did not expect her) Ethan’s welcome is lukewarm and Liliana picks up on this. She gets straight to the point. Ethan offered to teach her Eidolon. She originally wanted to help people and only ended up learning Necromancy by accident. She has decided to go back to what she really wanted which was to heal and protect people. She asks for Ethan’s help.
- Ethan agrees to help her but he isn’t sure that he is the right person to teach her. He explains that her timing is poor but that he will try to help her after the games. She is happy with this and promises not to interfere with … whatever is going on between Ethan and ‘those two’. Ethan contact Grant via Icon and Grant agrees to find her some appropriate accommodation and also to give her the opportunity to compete in the games should she wish.
- Upon Liliana’s departure, Isabelle asks Ethan if he invited Liliana. She doesn’t initially believe him when he says no and says she needs to go for a walk to clear her head. Abbie’s reaction is only marginally better – she warns Ethan to be careful with Liliana. She also suggests that Ethan go after Isabelle if she’s not back in an hour. Ethan is a little surprised by Abbie’s concern for Isabelle but Abbie explains that Isabelle is her friend.  
- That evening Grant holds a grand dinner to celebrate the opening of the games. He is joined by many of the key delegates and Lords of Gossamer. There he spends some time talking with Modi, who is a very thoughtful fellow who listens more than he talks and is very curious about everything. He finds it odd that the other Lords of Gossamer are not related to each other. He is used to it running in bloodlines. 
- Grant also meets Lady Alana from Tetland who tells him a story of a land divided after the death of her father. Many noble lords are fighting over his legacy. She asks for Grant’s help to resolve the matter.
- Grant is introduced to a beautifully handsome man named Cassius who is not a Warden but who has nevertheless qualified for the Open events. He dresses in a similar manner to the Marindans and Grant guesses this is another of the Olympians, perhaps Apollo himself.
- The games themselves are very successful. They run over about two weeks and are enjoyed by all. Between events there are many festivities and other attractions.

- The results are as follows:

Open Events - Feats of Strength (Men) – 9 competitors
  • Competitors - Turadok v Yaeger Zane v Eric v Drake v Modi v Mordecai v Ethan v Cassius v Jodan
  • Overall Winners – Turadok, Yaeger Zane, Mordecai, Modi
  • Winners – Turadok, Yaeger Zane, Eric, Modi, Mordecai
  • Place – Drake, Ethan, Cassius, Jodan
  • Notes - Grant notes that Yaeger Zane is wearing Constance’s favour during the events. He wonders what the reaction will be from Drake.
Open Events - Feats of Strength (Female) – 5 competitors
  • Competitors - Galatea v Isabelle v Vala v Tressa v Jessamyn
  • Overall Winner - Galatea
  • Winners – Galatea, Vala
  • Place – Tressa, Isabelle, Jessamyn
  • Notes - Galatea is physically much stronger than the others. She is in a different league from the others.
Open Events - Feats of Athletics (Male) – 11 competitors
  • Competitors - Yaeger Zane v Eric v Drake v Modi v Mordecai v Ethan v Cassius v Jodan v Lucien v Elix
  • Overall Winners – Yaeger Zane
  • Winners –Yaeger Zane, Jodan, Eric
  • Place – Drake, Ethan, Cassius, Jodan, Lucien, Modi, Mordecai, Elix
  • Notes - Yaeger Zane dominates the athletics events. He is physically the strongest and most athletic of the competitors. Ethan races against Yaeger in more than one distance event where he comes second to Yaeger. (GM’s note – Ethan has Dominant rank Endurance but that doesn’t count sufficiently even in long distance running events because they are not long enough for it to make a difference. Ethan is outclassed by Yaeger in Strength hence he loses)
Open Events - Feats of Athletics (Female) – 6 competitors
  • Competitors - Galatea v Isabelle v Vala v Tressa v Jessamyn
  • Overall Winner - Vala
  • Winners – Galatea, Vala
  • Place – Tressa, Isabelle, Jessamyn, Jona
  • Notes – Vala is very quick on her feet. She wins a number of the running races, but Galatea wins other events. There is another competitor called Jona whom Grant suspects is another Olympian, perhaps even Hera herself. Isabelle does her best in a tough field but never gets better than 3rd place in any of the events that she competes in.
Open Events - Feats of Magic (Men) – 4 competitors
  • Competitors - Yaeger Zane v Ethan v Lucien v Meliander
  • Overall Winners – Meliander
  • Winners – Meliander
  • Place – Yaeger Zane v Ethan v Lucien
  • Notes – Meliander wins this one because he’s the best in the realm at Marindan sorcery. It’s enough to pip Lucien in the competition (or perhaps Lucien was just being gracious).
Open Events - Feats of Magic (Female) – 4 competitors
  • Competitors - Dayle v Vala v Jessamyn v Jasla (Marindan fire mage)
  • Overall Winner – Dayle
  • Notes – Dayle shows amazing depths in the complexity and subtly of her magic. She is awarded the prize over the others
Open Events - Feats of Craft (Men) – 2 competitors
  • Competitors - Lucien v Meliander
  • Overall Winners – Lucien
  • Winners – Lucien
  • Place – Meliander
  • Notes – Lucien shows his forte here. He is a master craftsman and he wows this audience with his fabrications.
Open Events - Feats of Craft (Female) – 4 competitors
  • Competitors - Dayle v Vala v Jessamyn v Isabelle
  • Overall Winner - Dayle
  • Winners – Dayle
  • Place – Vala, Isabelle, Jessamyn
  • Notes – Dayle takes the prize here but Isabelle puts on a solid performance and comes 2nd in some of the mechanical (clockwork) fabrication. Lucien is proud of Isabelle, as is Ethan.

Standard Events - Feats of Strength (Men)
  • Winners - Minas (of Marindar)
  • Place - Varos (of Marindar), Kerion (of Elara), Levin (of Commonwealth of Man)
  • Notes - None

Standard Events - Feats of Strength (Female)
  • Winners - Antonia (of Marindar)
  • Place - Nym (of Arcadia)
  • Notes - It is surprising that an elf is a runner-up in the competition

Standard Events - Feats of Athletics (Men)
  • Winners: Berion (of Marindar), Levin (of Commonwealth of Man), Takiro (of Jade), Mark (Ethan’s twin-brother)
  • Place: Archer (from the Legendary Realm), Morlan (of Marindar), Nindan (from the Legendary Realm), Alani (of Marindar), Kerion (of Elara)
  • Notes: Grant is pleased that Berion competes and does well. He finds it interesting that some of the competitors from the Commonwealth of Man actually beat Marindans and those of the Legendary Realm in some events.

Standard Events - Feats of Athletics (Female)
  • Winners: Sophia (of Marindar), Lucia (of Marindar), Surin (of Commonwealth of Man), Liliana (representing herself)
  • Place: Kim (of Marindar), Raine (of Marindar), Leyla (or Marindar), Alana (of Tetland), Nissa (of Marindar)
  • No place: Constance (of Marindar), Abbie (of Meridian)
  • Notes: Grant is thrilled that Sophia wins one of the cross-country steeplechase events. Liliana enters and actually wins two events – she seems as surprised as this as Grant and Ethan are. Abbie enters many athletics events (she is the sole competitor from Meridian, her homeworld, but she never manages to do better than 5th place.

- Other notable events that happen during the games are as follows:
  • Yaeger Zane carries many favours. The women seem to worship him. Ethan notes that he doesn’t appear to carry Abbie’s favour. Oddly, Constance (Sophia’s sister and Drake’s partner) is seen competing wearing Yaeger Zane’s favour and the two of them disappear before the conclusion of the games. (GM’s note – is this Eros’ work or just a spark between them?)
    - Isabelle and Abbie decide to compete against one another in three unofficial events. Both wear Ethan’s favour and the competition is seen as friendly. Isabelle beats Abbie in a long-distance running race, much to Abbie’s disappointment as she thought she had a reasonable chance of winning. A second event using Marindan ‘sticks’ (a type of staff/stick fighting) results in another victory for Isabelle, although Abbie shows that she has clearly been learning to fight which is a surprise to both Ethan and Isabelle. Even though Isabelle has technically won, they nevertheless compete in a third event: discus. Abbie throws her discus a long way but Isabelle throws even further and wins the competition. Abbie is a little disappointed at not even being able to win even one of their contests but she accepts the defeat graciously and Isabelle promises to organize a suitable getaway for them all.
    - Eros shoots a number of competitors and locals, creating some odd pairings. For example, Apollo (pretending to be Cassius) is shot and falls in love with a Marindan woman. Hera (pretending to be Juna) is also shot by a mischievous Eros and she too is smitten by a Marindan local. Turadok is shot multiple times and starts pursuing multiple women as only an orc can (much to the disgust of many). The athletics from the Commonwealth of Man also seem affected by this, as do some of the competitors from Marindar and the Legendary Realm. Ethan is also shot but he shrugs off the effect (GM’s note – the benefit of having a High Ranked Psyche).
    - The Dwimmerlaik play a series of friendly ‘Go’ matches against a number of opponents. The Master defeats all comers, including Lady Vala and the leader of the ‘Prime’, a sentient machine race.
    - Lord Morla invites a musician from his people to perform for the people of Marindar. The performance is a success.
    - Musicians from Arcadia and Marindar also demonstrate their prowess at a number of venues during the games. A rock band called Triumph from Lofwyr’s world also gets a lot of attention. Triumph is a multi-racial rock band with wild-haired elves on electric guitars, orcs playing the bass and percussion, a dwarf on keyboard and two human singers. To Ethan’s immense surprise, Abbie joins Triumph in two of their performances and belts out some of her hits, both old and new. 
    - Grant was worried about the security of these events but his fears were largely unfounded. The biggest problems of the games are managing the crowds, access to food and lodgings, and the inevitable hangers-on who have come from the Agora seeking ‘free food’. Generally, things go exceptionally well.
    - The Games conclude and very few want to leave immediately. The celebrations continue for many days after the events have concluded. Grant and Sophia spend a lot of time ensuring that relationships that have been built over the course of the last weeks and even months will continue and flourish.
    - The final event is the Great Race over the skies of Marindar. Isabelle’s and Ethan’s sleek bullet-like racer is ready and tested. As per the rules of the event, it was constructed without use of magic (or Eidolon). Both Isabelle and Ethan love the speed of the racer. Seeing how keen Isabelle is to compete in the event, Ethan jokingly decides to flip a coin to see which of them will pilot the craft. The coin comes up Heads – Isabelle will be the pilot. She is thrilled. 
    - Whilst Ethan and Abbie watch from the ground, Isabelle races the small craft against a field of eleven other competitors. The course has a number of obstacles hanging in the sky, courtesy of Marindan anti-gravity. Many of them are very distant and require binoculars or a telescope to see them but some are quite close. The race is hard fought over two hours but Isabelle is victorious, much to Lucien’s delight. Ethan can’t believe it – he never thought that he could help build a craft which would actually win without using Eidolon. Isabelle revels in her triumph and both Ethan and Abbie help celebrate her win.

Friday, 15 November 2019

Session 189 – Following the Ghostglobes – 31st August 2019

- GM’s note: Ethan follows up on the Ghostglobes from Boraelis. Where do they exactly come from? Where do they go? 

We also have ‘the conversation’ between Ethan, Abbie and Isabelle to resolve the love triangle between them. The gameplay was actually very simple – David and I discussed how it should resolve and why this landing was appropriate looking for each character’s POV. Then I needed to write up some of the narrative to make that position believable.

Session 190 is the Marindan Games itself. Not far to go now.


- The full moon on Boraelis is only a few days away. Ethan keeps tabs on the full moon cycle as this is the only time when the ghostglobes are visible and the pirate ship emerges every lunar cycle to trade its deadly cargo for food. (GM’s note – refer to Session 152) In the meantime, Ethan spends a lot of time with Isabelle, making up for lost time. Even though she is only a child, Hilda knows that Ethan’s relationship with Isabelle has changed. She seems aware but unaffected as yet.
- Tressa spends a lot of time with Lady Sophia. Grant continues working on the preparations for the Marindan Games but he also keeps an eye on Berion and the pink-haired flutist who seems to have fascinated so many of the men. Meanwhile, more delegations and individuals of power are trickling in and Grant is kept very busy welcoming and entertaining them.
- In one of Grant’s few breaks, he goes to the marketplace to look for her. He finds Surin playing away, entertaining a small crowd. She is a gifted musician. Using Umbral sight, he can tell that there is no magic involved but she has a strong mind. It takes him some time but there is some sort of influence being projected which is affecting the native Marindan adults. It seems to be creating a positive influence – they are predisposed towards her. He wonders if she is some sort of ‘pied piper’. Perhaps she is some sort of mutant?
- Thinking it over, he decides to contact Ethan via Icon. Ethan says he is busy but they agree to catch up for lunch. When they meet, Ethan is a bit distracted but Grant does not inquire as to why. Grant explains about Surin and asks his opinion as to what he should do with someone like this. Ethan thinks and asks what Surin wants. He suggests finding out more about her. The meal comes to an end and they part.
- Grant thinks over who might be able to find out more about Surin without being influenced by her. He wonders about Sophia or perhaps one of the Arcadian Elves. At last he thinks of Vidaniel, one of Sophia’s friends who is an Arcadian Elf who has settled in Marindar. GM’s note – first seen in the Session 30 prelude) He asks Sophia for help in contacting her and requesting her assistance.
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* Image by Smilika on DeviantART 
- Meanwhile, Ethan continues to work with Isabelle on the racer…. with more interruptions than usual. Ethan wonders if he will have enough time to finish his incomplete diving machine before the full moon. He has an environment suit for the other side of the Boraelis gate but the machine to dive into the depths of the Boraelis sea is not finished.
- Abbie contacts Ethan via Icon. The conversation is positive and she seems happy. She asks after Hilda and asks Ethan to look after Hilda for a little longer. She really appreciates it. She promises to be in touch again soon. 
- A day passes and Isabelle is clearly not planning to leave any time soon. He can’t see a way of keeping the diving machine secret from her so he tells her that he needs three days of space and promises to be back in three days. Hilda wants to stay with Antigone in the forest and Isabelle goes with her to make sure that it is okay.
- Isabelle returns and confirms that Antigone is happy to look after Hilda for a few days. She offers to help with whatever Ethan is planning but says that she understands that Lords of Gossamer have things that they need to keep to themselves. She departs. 
- Ethan works hard on a diving machine and an environment suit to use on the other side of the Boraelis gate. He manages to complete both but does not have sufficient time to test the diving machine. Realising that he is out of time, he heads to Boraelis so as not to be late for the full moon. He carries both diving machine and environment suit in his dimensional cube (which can be used to store large items).
- Back on Boraelis, he is reunited with Old Sam and Tess. They head out on the night of the full moon to perform the trade with ghost pirates.
- On the way, Ethan performs some divination in an attempt to determine what lies beneath the waves and what he may be facing. Ethan gains some insights but no real answers from these spells. There is something of power down on the seabed, but what?
- Arriving early, ahead of the exchange, Old Sam’s crew help Ethan to launch his bullet-shaped submarine into the waves. Being lowered over the side in an untested vessel makes Ethan very uncomfortable. The initial descent seems to be successful despite the creaking of the hull as the pressure builds.
- The hull begins to buckle as the vessel descends to the ocean floor. Some of the instrumentation starts to fail. Ethan is able to keep the vessel in one piece using Eidolon but it is not a pleasant experience. There is a lot of silt as Ethan reaches the bottom which makes it is hard to see. There are many fish here.
- Searching around, Ethan finds a school of fish which are only skeletons of fish. He finds part of a wreck at the bottom. There is a strong current here. There are many undead fish creatures here. Ethan tries to use a little sorcery to try to figure out the source of the disturbance but the results are inconclusive. There is something here but not quite here. Something is approaching. Ethan can only wait in his tiny capsule until the ghost ship arrives.
- When the light of the full moon reaches the vessel, the silt and sand are gone. Everything is illuminated here. The ship reforms in front of Ethan’s eyes – the ghosts of timber filling the vessel as it rises. The cannonballs appear as the rest of the vessel is filled in. When the light shines, the fish appear to be normal fish. The current has stopped – all is dead calm.
- Ethan senses that this is magic but it is not a spell. It seems to be sort of natural part of this world. Some sort of conjunction between the currents in the waters, the ship and the place. Power is focused here and it comes alive in moonlight.
- The ghost vessel floats up to the surface, passing Ethan’s small craft. Ethan senses that there is something on the ship which is the key to all of this. Something low in the vessel. Something large. Ethan wonders what it could be.
- Returning to the surface, Ethan strays too far away from the ghost ship and is hit by a strong current. He tries to return to Old Sam’s ship but is unable to get the submarine back onboard. In trying to do so, the capsule takes on water and sinks beneath the waves, leaving Ethan in the water and needing to be pulled onboard. 
- Ethan shares what he saw with Old Sam and Tess but he has no idea what to do next. They return to Harbourtown to unload the new consignment of ghostglobes.
- Back in Boraelis, Ethan uses the Icon gate to contact the creature on the other side. He asks the creature if he can meet it and the creature agrees. Donning his environment suit and placing a sorcerous marker in Boraelis for a hasty retreat, he goes through the Icon contact with a container of ghostglobes to find out where it goes. He also tells Grant in advance what he is doing and asks him to be on standby should he need help.  
- On the other side is a realm filled with swirling red-orange gas. Sound echoes in this place. Ethan senses a mind around him – it feels like a vast but single mind. Sorcery is difficult to wield here. There are different rules and it feels like Ethan is missing a component to make it work more easily. He feels the direction that the ghostglobes are travelling
- The alien mind greets Ethan with a mix of surprise and concern. Ethan askes where the ghostglobes are going but the answer doesn’t make sense. The alien confirms that they are being sent somewhere else.
- Ethan goes to follow the globes which are being conveyed on floating barges. It is hard walking on the spongy surface that passes for a floor in this realm.
- He reaches machinery and goes through some sort of doorway. This place is coloured purple. There is no mist here. Components around seem to be moving like there is some sort of operating plant but they don’t seem to be tethered to the ground. Machines swallow the ghostshells and take them away. 
- Ethan follows but he notes that his environmental suit is starting to decay. He uses Eidolon to reinforce.
- In the next chamber there are a combination of mechanical and organic components. There are coffin sized storage vats, each of which contains a single ghostly cannonball. The caskets glow like the cannonball. The older caskets glow more strongly as if the power from the cannonballs are being bled off from the globes into the caskets.
- Ethan pushes on a little further, seeking to find out why the energy is being siphoned off and what it is being used to fuel. It looks like the caskets are transferring the energy into a more usable and more stable form, but for what purpose?
- Pressing on, Ethan senses another mind. This one assembles its consciousness as it realizes Ethan’s presence. Ethan greets it and asks where the globes are going.
- The consciousness answers evasively and Ethan decides that his time has run out. His suit is degrading badly. A sorcerous retreat is all but impossible and walking back to the Icon gate would take too long. Clearly Bastiano set this all up to make it as difficult as possible to trace. He decides to use an Icon to retreat, only to discover that this doesn’t work either.
- Annoyed that he has become trapped, Ethan retraces his steps and finds that sorcery can be used outside the structures housing the strange machinery but not within them. However, he deems it would take a lot of effort to try to use sorcery to leave. He tries an Icon and finds it works outside as well. He contains Tess and returns back to Boraelis. He contacts Grant to let him know that he is out of danger, and he sits down to tell Tess and Old Sam what he has found.
- Meanwhile, back on Marindar, Grant is still busy with preparations for the Marindan Games. He finds it interesting that Hermes and Olin have become good friends. Hermes seems to like Olin’s sense of humour and he finds Olin rather amusing. More racers are turning up for the Great Race and it’s starting to look like there will be enough competitors to make it an exciting event.
- Sophia and Grant spend intimate times together. They dance together and make love. Both are happy.
- Ethan returns as promised to Marindar and Isabelle is happy to see him. Hilda returns home.
- But then, finally, Abbie contacts Ethan and she comes through to Marindar to visit. Ethan accepts. Abbie is thrilled to see Ethan and Hilda. She is in the best mood that Ethan has seen in a long time – bubbling and glowing. She is dressed sharply and her self-confidence has returned. Ethan can’t hide his feelings – he is pleased to see that Abbie is back.
- Hilda giggles as Ethan and Abbie kiss. Sure enough, it does not take long for Isabelle to realise that Abbie is in the house, or for Abbie to realise that Isabelle is there. Isabelle appears unsure as to what to do. It is Abbie who takes charge of the situation and she suggests that they go for a walk together to talk. They leave the room, leaving Ethan with Hilda. Hilda asks Ethan if he thinks everything will be okay and Ethan says that he doesn’t know. He suggests that they go into the kitchen to have some tea and snacks.
- Ethan doesn’t know really what to say to Hilda and Hilda seems to sense this. Sometimes he forgets that she is old despite being only a child. She asks if Isabelle and Abbie get along, and he says that he thinks so. She asks what will happen if they don’t get along and Ethan doesn’t have an answer for that. He uses Divination quite a bit but he really doesn’t know what will happen here. He knew something like this was inevitable but has not looked into the event itself.
- Ethan makes some tea. Unusually Hilda asks for some too. After a few sips, she suggests that they ‘go play’. Ethan thinks for a moment and then agrees. But he finds that she doesn’t want to go back into the forest this time. She wants to take a look at Ethan’s speeder bike that has been sitting in the workshop, gathering dust. She shows considerable interest in the device and then asks for a ride. The two head out together with Hilda rugged up in an oversized coat and goggles that are too big for her, racing across the Marindan grasslands near Central. It takes Ethan’s mind off matters.
- An Icon contact from Isabelle tells Ethan that they are ready to talk to him. Ethan and Hilda return. Hilda seems to sense that this will be ‘adult talk’ and she wishes him luck and goes to play in her room. 
Image
* From left to right, images by Astoralexander (Isabelle), Gordon Napier (Ethan) and Gordon Napier (Abbie). The one by Gordon Napier for Ethan is official Lords of Gossamer artwork which was made for me (Bruce) as part of the Kickstarter.
- Both Isabelle and Abbie appear relaxed. Abbie asks after Hilda and Ethan explains that they went for a ride on his ‘bike’ but she is now playing in her room. 
- Isabelle leads off, asking what Ethan wants to do. Ethan explains simply that he loves them both but in different ways. He doesn’t know how to reconcile that except to say that all three of them will live a long time. His words imply that they need to find a solution for the long term, not just the here and now.
- Abbie is not surprised by Ethan’s answer. She seems to have been expecting it. (GM’s note – she has been talking for Sophia for months about how to work all of this out, and she has Divination like Ethan. She was expecting this) Isabelle says that she finds this very difficult. She made a move on Ethan because she was tired of waiting. She thought there was a spark between them and she was pleased to see that there was. 
- Abbie chimes in and says that she needed to get some space to work some things out. She has been ‘finding her place’ in this universe. She points out that she’s no longer the girl that they rescued years ago. She’s still finding her feet and she expects to make a few mistakes along the way. She acknowledges that she loves Ethan but she needed some time to figure some things out.
- Abbie continues and says that she and Isabelle could force Ethan to choose one of them, but they’ve agreed that this won’t be necessary. They have both decided to try to see if this will work, but that it will likely be hard for each of them at times. Sharing is hard. They aren’t proposing an open relationship – one of the conditions of this is that Ethan is limited to the two of them. No one else is invited. She also points out that love and sex are not the same thing. No one is talking about sharing a bed together. (GM’s note – this is us trying to figure out a realistic acceptable mature position that they would take. No threesomes.)
- They talk further. They ask questions of one another, trying to gauge how this might worth whilst being sensitive to one another. It becomes clear to Ethan that communication and sharing is the key. They’ll also have to share how they are feeling – if someone is feeling left out or whose feelings have changed. Ethan realises that Abbie has given this idea prior thought – he wonders who she has been speaking to about this. It sounds a little like ‘time sharing’ – there will be sometimes that they are all together, and sometimes where each needs their own space, and sometimes Ethan will spend time just with Abbie, or just with Isabelle. The complexity of this is not lost on any of them. It really sounds like ‘the hard way’ of maintaining a relationship. 
- They also talk about how this might end and any ‘no go’ areas. They talk a very long time and although all three of them seem to be reasonable, there is some questions that Ethan would dearly like to ask each of them without the other one being present. He doesn’t understand why either of them would agree to this – it doesn’t make sense to him. He feels like he is missing something.
- The conversation draws to an end but it is an awkward end. Isabelle kisses Ethan and then leaves Ethan to talk with Abbie given that she has only just arrived. Ethan embraces Abbie and then asks her if she is okay. She assures him that she is. She makes it plain that she knew that this was coming and Isabelle is more rattled by this situation than she is. She tells Ethan that the arrangement is fine with her. She explains that the situation has changed for her (since her employment with Lofwyr) and she’s very busy. She is now playing ‘the long game’ with Ethan. She admits that she loves him but she can’t be around as much as she would like. Abbie warns him to keep an eye on Hilda and to look after her. Ethan is surprised and Abbie chastises him for occasionally being quite dense. She points out that if Hilda is this powerful as a child, imagine what she will be like as an adult. She also reminds him that he is seen as responsible for the death of Nicol Bolas and is technically a ‘dragonslayer’. That is a mark which the other dragon lords, including Lofwyr, won’t forget. She points out that there will be times that she’ll need him to be close, and other times when he should be nowhere near her. Not if he loves her. She tells him again that she is playing ‘the long game’ and from what she’s seen of the future, it’s worth fighting for. 
- Ethan is distinctly given the impression that Abbie has been using Divination a lot and she has a plan. (GM’s note – but how much of it is her plan, and how much of it is Lofwyr’s plan?) He also gets the impression that she thinks that Isabelle won’t be in the relationship forever. There is a level of confidence and purpose in Abbie that he hasn’t seen in a long time. 
- He asks her if she will be staying and she explains that she will stay for the games. She also plans to compete. Ethan promises to cheer for her and explains the custom of ‘favours’ (coloured ribbons) in this realm. She promises to wear a ribbon on her arm for her events as long as Ethan wears her ribbon in his. They kiss and Ethan feels like this might actually work out. 
- Abbie goes to spend time with Hilda. Ethan goes to find Isabelle. He reassures her and they spend the night together. Fade to black.
- In the last few days of lead-up to the games, more guests and competitors turn up. Lucien turns up as a spectator and he goes to see how Isabelle is doing. More delegates turn up from Arcadia, from Bloodstone, from a dozen other nations. A nation calling itself the Commonwealth of Man turns up with three competitors. Their physique is impressive and they do well in the qualifying events.
- Grant spends time reviewing those competitors who will compete in the Open category (GM’s note – that is, individuals with ranked stats). 
- Grant’s spy continues to investigate Surin, the pink-haired flutist. They report back that she’s friendly with a number of Marindan males. She holds a strange allure for them. Apparently she came from the Stair via the Agora to Marindar. Her origin is not yet known.
- Grant asks for a report on Berion. He has been in Central for a few weeks now. He has spent most of his time in the museum and library, reading up on old texts but he also seems to be observing the people here. He is not registered as a competitor which is unusual. Marindans would normally wish to compete. 
- Grant decides that he will need to talk to both Surin and Berion before the games start. He isn’t sure whether they could be a threat or not.

Wednesday, 30 October 2019

Session 188 – Early Qualifiers – 22nd August 2019

- GM’s note: This session deals with more events leading up to the Marindan Games and development of relationships between the PCs and a number of NPCs. Note that Isabelle has a new picture (the previous one was first used in Session 31)  

- Meanwhile Ethan is getting used to his renovated house on Marindar. Like other modern Marindan houses, it is much bigger on the inside than it is on the outside. Hilda loves the place and has found many places to hide. He is also fascinated by the tree in the entry hall. It is clearly magical but of a different kind than he has seen on Marindar before. Not knowing where Antigone is (he still hasn’t met her), he gets to work on plans to return to Boraelis and investigate the seabed where the ghost ship presumably rises from.
- It is worth noting that Ethan uses Divination quite heavily, so he is rarely surprised unless something truly unusual happens or something mundane which he is not looking for. It takes him by surprise when Hilda simply vanishes from the house. Ethan is quite attuned to Hilda’s presence so he is quite perplexed when suddenly she simply isn’t nearby. He can still sense her presence, but she is now very distant.
- Ethan doesn’t think that she is in danger but he doesn’t understand what has happened either. He puts down his workshop tools and goes looking for her. After a time, he finds a ‘slit’ in the reality of his house. It is practically invisible – it can only be seen when looking from a particular direction. And it leads … somewhere else.
- Ethan investigates and finds himself in a thickly forested area. Hilda seems much closer and he feels a very long way away from Central (but still in the same realm). It would be quiet and peaceful normally but it doesn’t take long before he hears Hilda’s voice. She’s in no danger. She’s just playing. Seeing Ethan, she runs over to give him a hug and tells him all about the ‘secret passage’ that she has found. She seems to think it is all one big playground and she asks whether he’ll play hide and seek with her.
- Ethan is a little surprised by this portal – he doesn’t remember seeing anything like this on Marindar before. But sensing no danger, he decides to go with the moment and play with Hilda. 
- Back in Central, Grant is back to his routine, organising the setup for the games. Preparing food and lodgings for the many people who will come from many realms. Checking on the security arrangements.
- It is during these security checks that Morlan, one of the Marindan Defenders, comes to talk to Grant and asks what he wants to do about the Valiant (Tressa’s ship). He notes that legally there is amnesty for those who plan to compete in the games, so Tressa herself will not be arrested while she remains a competitor but what about the rest of the crew?
- Grant familiarises himself with the history of the Valiant. It has a long history going back over 200 years. Many acts of piracy, particularly against Marindar’s eastern neighbours, but not for many years. Grant thinks over this and asks him to hold off, pending some instructions from either himself or Lady Sophia, but the vessel and its crew should not be permitted to leave. He decides that he needs to talk with Sophia, but she needs to talk to Tressa first.
- Following up with Sophia, he finds that she has offered safe passage for Tressa to Central and she will be coming ashore the next day to meet with her. Grant explains the situation and she agrees that they should make a decision after hearing what Tressa has to say for herself.
- A day passes and Tressa the Red is escorted to Grant’s house and she meets with Lady Sophia. Her bearing and steely confidence give Grant no doubt that she is the master of the ship in the bay and will tolerate no nonsense. There is some family resemblance to Drake but he can also see some of Sophia’s features in her too.
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* Image by Michael Komarck (found in Google Images)
- Leaving Sophia alone to talk, Grant decides to call upon Ethan to see how he is. Olin answers the door. He looks confused when asked if Ethan is at home. Olin thinks that he is in the house but he’s not certain. Puzzled by this, Grant contacts Ethan via Icon and Ethan responds. He laughs at Olin’s reaction and says that he’ll be back in five minutes. 
- Ethan arrives shortly from the kitchen and greets Grant. He thanks him for the lodgings and explains that he has been putting in a playground for Hilda. They share a cup of tea and Olin drifts away. After a while, Ethan decides to show Grant the anomaly which joins his residence to the forest so many miles away. He explains that Hilda found it. Suddenly Ethan is gone and Grant follows his footsteps to end up in the same place. He recognises the area - this is Antigone’s forest.
- Hilda is swinging on a makeshift swing which has been tethered to high branches. She shouts for Ethan to push her. 
- Marvelling at this, Grant asks if he has met Antigone yet and Ethan confesses that he has not. They talk for a while longer while Hilda runs and plays. Ethan seems the proud parent, watching her enthusiastically explore the area. 
- After a while, Grant mentions that Antigone lives nearby and he guides them to her house. Unfortunately, she is not at home. Ethan is surprised by her lodgings – a log cabin, hand-built, with no apparent spatial technology. Grant uses Wayfinding and confirms that she is nowhere nearby. Ethan asks Grant about whether there have been any other incursions from the things that have no breath (the manikins). Grant says that there have been no further sightings.
- Grant asks when Ethan last saw Abbie. He tells Grant that he saw her recently – she was dressed up and looked very happy. Ethan feels good about this. He admits that he’s been building a flier for the upcoming race and mentions that he might ask Isabelle for help. 
- Grant uses the relaxed moment while Ethan is happily watching Hilda to ask what is happening with Abbie and Isabelle. Ethan says that he feels good about matters for once. He likes them both in different ways. He thinks that maybe it’s not such an issue that he does like them both. He knows that the two of them talk so maybe there is some sort of understanding there, but he doesn’t really know. Grant advises him not to work it out, not to ignore it or try to keep secrets.
- Ethan accepts this – he doesn’t tell Grant that he’s building things other than the flier for the race (for example, a submersible to be used on Boraelis to reach the ghost ship). 
- That afternoon they return to Central and go to view some of the qualifying events for artistic events. Grant spots Antigone as a qualifier in a tapestry weaving competition and points her out to Ethan. Antigone looks very different from the other competitors. She is tanned. She has scars on her arms. Her hands look better suited to chopping wood than being used for fine craftwork. She is not as fast as the other competitors but she is working away tirelessly on her design. 
- Ethan decides it would be inappropriate to disturb her when she is concentrating so he waits patiently until she takes a short break. He then introduces himself and thanks her for her work on the residence. She is courteous but her language is guarded. 
- That evening, Grant finds himself invited to a party by Tarik. Sophia declines to attend as she wants to talk further with Tressa so Grant head there alone. That evening, there is a feast. He spots Elix (Hermes) and Olin who are enjoying themselves. The girls seem to love Hermes as he is handsome and charming. They have an enjoyable evening. Grant is surprised by one of the Marindan women named Hadriana. He has met her before casually but never had much of a chance to talk with her. One of his diplomats, she impresses him with her intellect and wit. She knows a great deal about Marindan history and the different nations (and realms) which Marindar has had dealings with over the centuries. A connection is made that he did not expect. 
- That evening, Ethan is working away in his workshop when he receives an Icon contact from Abbie. Again, she seems happy. She asks after Hilda and Ethan tells her all about Hilda’s adventures in the forest. He asks if Abbie will be ‘coming home’ soon and Abbie asks if Ethan can look after Hilda for longer. He agrees to do so and they part amicably.
- When the Icon contact is ended, Ethan feels a little lonely. He decides to contact Isabelle the next day to help him with the racer before heading off to the poker game together for a bit of fun. Unfortunately, his plans do not come to fruition due to an unexpected event.
- During the day, Ethan is urgently contacted because one of the competitors has been injured. It is Antigone, who is technically attached to Ethan’s household and his responsibility. Ethan hurries to the event and finds that someone threw a rock with enough force to knock her out. Even though security have cordoned off the event, they have not managed to find the culprit.
- Ethan ignores the protests of the judges who say that competitors are disqualified if they leave the boundaries of the event before the end of day. He takes her out of the event and returns to his house. Olin acts as bodyguard while Ethan does this.
- Back at Ethan’s residence, he bathes the wound and uses Eidolon to help heal her. Hilda helps.
- Grant is notified and he contacts security to find out who threw the rock. He knew that Antigone was disliked but he had no idea that someone would actually brain her with a rock. He is furious and wants to know why.
- Ethan and Hilda stay with Antigone while she recovers. She is astonished to find Ethan looking after her. She is even more astonished to find that Ethan has a daughter. She didn’t know this. 
- They talk for a while and then Antigone rests. 
- Meanwhile, Grant checks in on Sophia and he is introduced to Tressa. She is polite but there is a guarded edge to her. The introduction is brief as Sophia wants to spend time with her ‘daughter’. Grant mentions that he plans to go to the monthly poker game.
- That evening, Ethan sends his apologies via Isabelle that he will not attend. Grant attends. The group is relatively small. Only Grant, Eric, Isabelle and Jessamyn are there. Jessamyn looks a bit unhappy but she is putting on a brave face.
- Grant has brought some gemstones which hum and make music when exposed to light as his stake in the game.
- In the first hour, Eric is up. Jessamyn loses a bit. Isabelle is roughly even. Grant suspects that Jessamyn’s mood is a little low as Cal isn’t around.
- In the second hour, the drinks come out. Jessamyn drinks more than usual and doesn’t say much. Eric also drinks a lot. He tells Grant that the joust is tomorrow and Drake is expecting Grant to come. Isabelle seems a bit disappointed that Ethan hasn’t been able to make it but she seems happy enough. Grant can tell that she has strong feelings for Ethan. The second round ends up with Grant being ahead.
- In the third hour, no one really gets ahead. No one is wiped out. Grant asks about Cal and Jessamyn gives an evasive answer.
- All and all it’s an enjoyable evening. Eric drinks too much booze. Isabelle calls it an early night rather than ‘party on’. Jessamyn looks a little ill when she leaves but says she doesn’t have far to go. Grant asks if she is okay, and Jessamyn thanks him for his concern but says that Cal is off on ‘one of Lucien’s little missions again’. She’s clearly angry about that, saying that Cal can’t refuse Lucien. She says sourly that the last time Cal went away on one of Lucien’s missions, he was gone for three years.
- Grant invites Jessamyn along to the Marindan Games. She says that she’ll think about it.
- The next day, Grant heads to Ineswitrin (Drake’s domain). There are guards at the Door but Grant is expected. A horse is provided.
- On the way, Grant contacts Eric to find out where he is. Eric admits that he is running late as he made a ‘new friend’ last night and ‘slept in’. 
- Grant rides to the venue. A number of brightly coloured tents mark the scene. There are many warm-up events and many entertainers. Jugglers. Bear dancing. Grant is welcomed by Drake who seems very pleased to see him. He is given a seat in the box to view the tournament. Grant notes that Constance (Sophia’s sister) is there too.
- Grant watches the event with some interest. The knights fight hard and Drake takes time to explain the rules and the different factions and personalities involved. He explains the different layers of the tournament – for the enjoyment of those who compete and also for the peasants who watch the triumphs and failures of the competitors. The peasants enjoy the sport of watching the nobles fight and fall.
- Eric shows up very late to the event but Drake does not appear to notice his son’s late arrival. 
- During the day, Constance asks after her sister. Grant answers politely and he extends an invitation to her to attend the Marindan games (as well as Drake and Eric).
- There is a great feast at the end of the day and Drake is mightily pleased with the success of the event. Drake is interested in attending the Marindan games himself and Constance decides that she would like to return to Marindar ahead of the games. Drake asks Grant to escort Constance safely back home and Grant agrees to this.
- Grant returns to Marindar with Constance. Sophia is very surprised by her sister’s return and the conversation is cordial. Grant notes that Tressa is not present and Sophia doesn’t even mention her, even though Constance is Tressa’s biological mother.
- While Grant is at the joust, Isabelle contacts Ethan via Icon. Ethan admits that she beat him to the contact and he invites her to come to Marindar which pleases her. Ethan shows her the lodgings which have been expanded for him. 
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* Image by Astoralexander on DeviantART
- Isabelle asks after Hilda and Ethan explains that Hilda is looking after Antigone. Seeing that Isabelle is puzzled, Ethan introduces Isabelle to her. Antigone is quite bewildered – she has admitted to Ethan that she hadn’t seen a child in a very long time and she was expecting a Lord of Gossamer to be a warrior, not a healer. She is very unsure of herself. 
- Isabelle doesn’t quite know what to make of Antigone, but Hilda immediately tackles Isabelle with a loving hug. (GM’s note – Sophia is cunning in knowing how to bring Antigone back out of retirement, and Hilda is very good at creating bonds with people due to her knowledge of Invocation)
- Sensing that Antigone is a little overwhelmed, Ethan offers to take her home. However, Hilda interrupts and offers to do it. She’s keen to see where Antigone lives. Ethan feels uncomfortable about this but, to his surprise, Antigone accepts. She seems to have a soft spot for Hilda.
- With Antigone and Hilda gone, Ethan tells Isabelle about the race that is planned and he shows her the beginning of the ship that he wants to build. Isabelle grins at this and they start working on the project together. Very quickly, the old routine comes back. After a few hours, Isabelle points out that the racer will take a few days to build. She asks if there is a place for her to stay. Ethan completely misses the cue.
- That evening, Ethan is about to take Isabelle out for dinner when his brother (Marc) turns up on the doorstep. Marc wants to talk to Ethan. He knows that Ethan has been avoiding him since their parents died. He just wants to talk and Isabelle gives them some space to talk. The conversation is frosty but they reach a level of understanding that this is unresolved business and they need to talk further. Ethan takes Isabelle out for dinner but Ethan ends up talking about what happened to his parents and the mood is sombre.
- The following day, Grant asks Ethan to look over the rock that hit Antigone. It’s a mundane item and security has not been able to work out who threw it. Grant is hoping that Ethan can use psychometry to find the culprit.
- The rock holds residual psychic impressions from the people who have handled it. Some one recent had very strong emotions. Anger. It’s not someone that Ethan knows but there was a personal reason for throwing the rock. Grant thinks on this and decides to cross-check how many Marindans are old enough to remember Antigone. It is a small list.
- In the market area, new stalls are being setup. Preparations seem to be going well. Grant thinks about Sophia – she will be racing tomorrow.
- Late in the day, Grant is alerted by Marindan security of a new arrival who has come from the Stair. He claims to be Marindan. He gave his name as Berion.
- Grant cross-checks the name and finds that there are old records of Berion. He was part of Marindan society during the early periods where the Lords of Gossamer were active here. He is one of the ‘missing’.
- Security tracks him and confirms that he has found food and lodgings. Grant asks for security to keep an eye on him.
- The next day, Grant watches a number of qualifying running races. The races run over a few miles of open country. There is no running track and the ground is not flat. Finally, it is Sophia’s heat. She is wearing Grant’s favour – a black and blue ribbon. Unfortunately, she comes dead last in her heat. Leyla wins the heat.
- Grant watches more races. He notes that Constance qualifiers in her heat. 
- That evening, Sophia takes Grant out for the evening. They share an intimate dinner. They dance. Sophia only has eyes for Grant. Fade to black.
- The next day, Grant is feeling happy with the world. However, reality intrudes very quickly. Security still can’t find who threw the rock. And they note that Berion has been scoping out Central. He isn’t eliciting the same reaction that the population had towards Antigone. A little frustrated, Grant decides to try to relax and let his security forces do their job rather than get personally involved.
- The same day, Hilda goes to see Antigone. She takes a picnic hamper with her and waves Ethan goodbye. Ethan jokes to Isabelle that Hilda seems to have adopted another adult. They resume work on the flier. Isabelle asks whether Ethan only plans to ask her over when he wants help building things, and Ethan points out that he has been known to help her out too. Isabelle asks what his plans are when it’s built, and Ethan laughs and says that he’ll flip a coin to see who gets to race it first. The banter continues and Isabelle realizes that Ethan is only building the racer because it’s something that they enjoy doing together. When the racer is done, he’ll find something else that they can do together. With that Isabelle makes a move on Ethan, kisses him and makes it plain that if he wants to spend time with her, he just needed to ask.
- That evening, Hilda returns with an empty hamper and stories about fishing with Antigone. She has already eaten but Ethan makes a point of cooking some pancakes for her dessert before tucking her in and kissing her goodnight. Hilda tells Ethan that she loves him before going to sleep.
- Isabelle is waiting for Ethan. She pours some wine and asks if he has any plans for the evening. Ethan suggests that they head out. Isabelle asks if Ethan is comfortable leaving Hilda and Ethan assures her that he’ll know if she needs him. (GM’s note – Hilda is strong with Invocation and Ethan has High Ranked Psyche) Besides, he points that Macavity is still in the house and be counted on. Isabelle surprised as she hasn’t seen Macavity since arriving. Ethan says that he’s asleep upstairs (he can sense Macavity’s presence) and that the Cat is known to come and go as he pleases. Ethan doesn’t find it unusual at all.
- They head out via aircar to a nearby Door and then exit on the Marindan Stair. It is raining when they leave. Heading to Nexopolis, they return to a small jazz club called “The Blue Note” (GM’s note – first visited in Session 31) for a quiet evening. It seems so many years ago that Isabelle was stranded here and she asked Ethan for help to leave and find Lucien. Both seem to remember the dessert being good. They find a booth and listen to some odd creatures playing jazz.
- After two sets of music, they leave and find a food stall selling spicy meat and fruit skewers. Then they decide to dance. Dancing leads to more flirting and they decide to return to Marindar together. It is still raining when they arrive back in Central. Fade to black.
- The next day is just an ordinary day for Grant. More preparation. Some racers turn up with their machines for the Marindan race. Security still can’t find the culprit as to who threw the rock that brained Antigone. They have narrowed the list down to three possible suspects but can’t work out which of them committed the crime. That afternoon he decides to pay a visit on Ethan and asks for his help. He can’t risk the assailant doing it again.
- Ethan says nothing about the budding relationship with Isabelle. He and Hilda uses their skills to glean information from the rock. They determine that the person who threw the rock had a momentary lapse of reason and acted stupidly. He would likely be too frightened to do it again. They help Grant narrow it down to one man – Hestius. 
- Thanking Ethan, Grant heads off and confronts Hestius. The accused makes no excuse. He admits his guilt and is charged with the crime. It seems that Hestius remembers the ‘bad old days’ when things were more brutal and lawless. He lashed out in anger when long forgotten memories resurfaced.
- Another day passes. More competitors arrive. A delegation arrives.
- Grant goes to watch Lady Sophia compete in a second athletics event – an endurance steeplechase even over many miles. It has been raining heavily for the last two days and the course is thick with mud. Sophia runs with Grant’s favour tied around her arm. She qualifies, coming second in the race. Both are ecstatic with her accomplishment.

Sunday, 13 October 2019

Session 187 – Necessary Evil – 14th August 2019

- GM’s note: I’ve deliberately leeched from the Savage Worlds setting called Necessary Evil where the V’Sori have invaded, killed all of the heroes and now the resistance consists of the surviving supervillains. 

- Grant heads out onto the Stair and attempts to track down the world that is ‘under attack’ by the V’sori. It is the middle of the night. He ends up at an ordinary plain-white, modern-looking Door. Stepping into a corridor which looks like it belongs in an office building, he investigates carefully in his Shadow Form. The place smells like a hotel. He passes a janitor’s closet. He makes his way to the ground floor. It is definitely a residential apartment building. The ground floor is quiet. There is a security door here but it is easy for Grant to bypass and slip outside.
- Outside, the streets are quiet. It is an urban environment with many large buildings. It’s cold at this time of night. The streetlights are modern. The parked cars are wheeled, modern and more akin to American cars than European ones. 
- At the nearest interaction is a strange round-shaped vessel which is floating on anti-gravity. It appears to be a tank of some kind, definitely of a different tech level from the other vehicles on the street. Grant uses Umbral Sight and finds it manned by humanoid creatures. He isn’t sure if they are human or not.
- Looking around, he finds a newspaper box but it is empty. Hunting around, he finds two other tanks at different street intersections. They appear to be an occupying force. He notes a vessel with the same rounded curves as the other tanks fly overhead – some sort of transport plane.
- Then he sees a large placard on one of the buildings. It shows a blue-skinned, hairless alien shaking hands in friendship with a man. The slogan below says “Stronger together.” Grant wonders if this is propaganda or not. He guesses that it probably is.
- As he makes his way back to the Door, he realises that there are some shaggy, hunched over, dog-like things on the street. They appear to be sniffing for some sort of trail and heading in his direction. Grant is surprised by this – there are few things that can detect him in his Shadow form. He shifts form into a bird and the creatures immediately detect the shift. One gives a howl and they start scampering in his direction….

- Grant’s head is aching. Something hit him pretty hard. He is disoriented and nauseous. There is the cold feeling of metal around his neck (a collar) and he is not alone. There are other people nearby him. The place smells of sweat and fear. He has trouble concentrating. 
- He knows that he almost made it back to the Door but then there were more of the creatures and he decided to head elsewhere and create another Exit. But they got him first. Whatever hit him knocked him clean out. (GM’s note – the power of ‘plot device’)
- There is a portly fellow nearby wearing wire-rimmed glasses. A large ‘person’ opposite who is big, hairy with reddish-brown skin. Grant gags – he is finding it hard not to be sick. He tries to use Umbra but it makes the feeling even worse, leaving him reeling. He wonders about Gorgorin, trying to feel for the weapon on his ring-finger which simply must be there ….

- BOOM! There is an explosion as the flying vessel that they are travelling in is hit. One side of the transport is blown open. The vessel spins as it crash lands into the street. Without seat belts, Grant is flung about the interior along with everyone else. He lands on someone. The craft comes to a halt. There is smoke everywhere and the sound of gunfire nearby.
- The shadow of a man cuts through the smoke and enters the downed transport. It is “Doctor Destruction”. The most powerful supervillain left alive in this realm. He wears an armoured suit and has a flowing red cloak. He carries a kick-ass comic-book sized gun. He asks them in a mechanical voice which of them wants to live.
Image
* Image by Gil Formosa from Savage Worlds Necessary Evil
- Grant is feeling quite shaken up but he manages to find his voice. A few others with enough wits to answer also respond. Doctor Destruction turns away and sends in his minions. A group of green-suited masked men grabs whoever is willing and drags them, none too gently, into a waiting jet-black transport. The minions slap small lumps of clay and tiny receivers onto each of the prisoner’s collars and dumps them on the floor of the cargo section. Doctor Destruction pays them no heed as the seven are thrown around once more as the transport blasts off.

- They are only airborne for a few mins before Doctor Destruction slams his fist down on a red button which opens the cargo hatch on which the prisoners are standing and they are jettisoned. Freefalling, nauseous, Grant hears the voice of Doctor Destruction in his head. The voice tells him that he’ll blow the collars off them if they agree to work for him. The first ‘job’ is to break out a cape called Mindjack out of V’sori holding pen. Hurtling towards the ground, Grant tries to ask a question and only realises just before he hits the ground that he’s not going to get an answer. He agrees and the collar is blown off just as he hits the detention block. He goes clean through it, smashing through the roof and landing on a humanoid drone. 
- His head feels much clearer but his body hurts like hell. The drone that he landed on twitches as part of its death spasm but another three leave their rest bunks and move to attack him. Each humanoid is covered in a skinsuit but they could be human for all he knows. Grant doesn’t hold back – he cuts them to pieces with Gorgorin.
- Using Umbra to improve his rate of recovery, Grant hears the sound of fighting nearby. No doubt other prisoners who have had their restraints removed. Grant goes hunting and joins the fray. He fights two ‘fins’ (massive shark-headed aliens with bulging muscles and assault weapons) and slaughters them. A villain named The Cremator who has flame powers incinerates their bodies for good measure.
- Grant continues the hunt, using Wayfinding to find the command centre. A humanoid drone with four arms is quickly dispatched and he tackles the lone V’sori who seems to be charge of the installation. He attempts a mind-to-mind contact – he is not as good at this as Ethan but he just wants to rip information from his target’s mind quickly.
- The V’sori’s memories tell him that they came to Earth, pretended to be friends and then ambushed and killed all of Earth’s heroes. The ‘Champions’ as they were once known are all dead. There are no heroes left. Only the human resistance and a few former supervillains who have joined the resistance. 
- The interrogation is cut short as a woman with pink hair in a black bodysuit comes into the room. She is carrying a V’sori blaster. She makes sure that the drones are all dead and then executes the V’sori ‘scum’. Grant sizes her up and decides that it’s better to have her with him – he takes charge and tells her to accompany him.
- The remaining battles are relatively swift. There is a firefight leading down to the holding pens but Grant’s forces quickly prevail. Mindjack is found. The Cremator leers through the bars of the cells, clearly wanting to incinerate the defenceless people who are held prisoner here. Grant orders that everyone be released and he knocks The Cremator unconscious.
- A dark-skinned prisoner warns Grant that The Cremator will hold a grudge as he’s known to be unstable. Grant thinks on this and decides to kill The Cremator on the spot.
- With Mindjack with them, they head for the centre of the complex and the landing pad on the roof. Doctor Destruction’s carrier is waiting. Doctor Destruction sneers as he notes that they have released all of the prisoners. He calls them ‘heroes’ and laughs. They board the jet-black ship and escape before V’sori reinforcements can arrive.

- Doctor Destruction takes them to an abandoned facility in the southern part of Star City which they can use as their base. He offloads them and tells them that he will be in touch.
- The six survivors check out the facility and introduce themselves. The portly fellow with wire rimmed glasses is Claude Pedrovski. He is also known as the Fabricator for his ability to make advanced tech. The pink haired woman is Rachel, also known as Hardcore. She feels no pain. The strong looking man is called Max – the less sleep he has, the stronger he gets. The dark-skinned fellow gives his name as Vibron – he has vibratory powers. Finally the girl who is little more than a teenager is called Kristin. She haughtily calls herself the Ice Queen, but she refuses to reveal her powers.
- Grant gives his name as Rook. 

- After reassuring himself that only a few hours have passed, he decides to leave. He slips back to the Door. He is pretty sure that he was hit by some sort of power nullifier or scrambler that affected his Umbral ability. 
- Grant wonders who the bird reached. He doesn’t know. It must have been someone with heroic qualities. Perhaps there is a hero left here? A hero who survived the ambush by the V’sori…. He mulls on this.
- Returning to Marindar, he takes the long route to avoid pursuit. It is dawn when he returns to his own house. It feels good to be back. 
- Julius reports that Lady Sophia has returned and is having tea on the balcony. Also another robin has returned.
- Grant goes to speak with Lady Sophia. She is nursing herbal tea. She asks where Grant has been (noting that his garments are damaged) and Grant brushes over his latest adventure. When Grant asks after her, she reassures him that she is fine now. She mentions that ‘a friend’ talked some sense into her. She acknowledges that she will have to talk to Tressa, even though she is finding the thought challenging.
- Grant joins Sophia and they talk for a long time. They talk about Tarik – he seems to be harmless. They talk about Surin – the flutist. Sophia observes that there is a kind of magic in music. She wonders about her purpose for coming here. She also notes that there is a young girl in the marketplace who can ‘command fire’. Grant is surprised by this – he hasn’t seen her.
- There are two robins waiting to deliver a message. One is an acceptance. The other is not. The bird found no one in a place called Charn. This is unusual. Charn is a heavily populated, high magic world. Grant wonders if he should investigate this. It sounds very odd.
- They talk about the upcoming qualifiers for the games. Sophia’s qualifying race is four days away. Grant asks if she will wear his ‘favour’ (ie: a black/blue ribbon) when she races. This pleases Sophia. She accepts and kisses him.
- That afternoon, Grant heads to the market and finds a young girl entertaining her audience by juggling what appears to be living fire. She is a pyrokinetic of some kind. Grant doesn’t know where she comes from but her clothes are worn. 
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* Image by Anna Steinbauer from Magic the Gathering
- After watching for a time, he decides that he should organise suitable care packages for travellers who come to Marindar so that they are well fed and clothed whilst here. After all, they are guests.

- GM’s note: And yes, that is it for Chandra. I’ve introduced her younger self into the game but David hasn’t played Magic The Gathering in 20 years so why would he recognise the character. Goody for me.

Saturday, 12 October 2019

GM Commentary

Ok, I'm seven sessions behind in the writeup. Sigh, behind schedule again. I'll get Session 187 up tomorrow. It is already written. I just need to find some images. Thanks for your patience. The game is still running. We ran Session 193 earlier this week. We'll hit Session 200 by the end of the year.

Next year (2020), I may have to start writing shorter stubs just because of time. But for now, I'll keep writing the narrative up even though it takes me about an evening per session writeup.

Talking with David (who runs Grant), he reminded me that his game file for all of his Lords of Gossamer notes is still called 'Test Game 1' because we started this game seven years ago as a test game to see how well it would run. We never expected to be going this long.

In other relevant news, we think we've got about another 3 months of adventures before we have to come up with new material. We're thinking of changing perspective for a bit. Introduce some new PCs who are not Lords of Gossamer, run those characters for a bit and then weave them into the Grant/Ethan narrative and include them as ongoing NPCs. Basically a fresh perspective might liven up the game once more. Neither of us are interested in running more multiverse-shattering plots at this time.

Anyway, Sessions 187-193 are coming. The Marindan games. Finally a resolution to the Ethan/Abbie/Isabelle love triangle that has been going for ages. Also more on the manikins, the ghostglobes of Boraelis, the Red-Eyed Dwimmerlaik.... and some more shenanigans by Yaeger Zane.