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Hobbs (Hedgefey 6)
A mess of writing on D&D and roleplaying. Like the proverbial dog's breakfast, but with a sword and sorcery spin.
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The party escorted the rescued merchants and their new guards/erstwhile captor's to Kreland's Ford. There they parted ways, the party taking their reward in portable wealth and opting to bypass the town. They didn't want to answer questions about why neo-Jonsomon was trussed up and gagged. In fact, they just didn't want to deal with any neo-Jonesomon issues, suspecting he may be known and wanted in the town for his banditry. So they slept in the woods for the night, and then started their journey north to Twitten's Hollow and, hopefully, an audience with Queen Botsum and King Thorbus. The two day journey passed without incident, and they arrived at the great white bridge. Paying the Thayn's men their toll, the party proceeded to the other side, and was disappointed to not find one of the seelie court awaiting them. Instead there was a scrap of paper, which unfolded into a rather elaborate scroll announcing that the toll for passage was the cry of a human child. That threw the party for a loop momentarily, but they backtracked to the two men on guard and somehow got one to agree to bring his newborn to the bridge that night to provide the fee (in return for payment of a fee, in silver, to himself of course) .
The guard was true to his word, and that night joined the party at the far end of the bridge. He was nervous and held the child in a death grip, but a little teasing with a bottle of warm milk from Thrax's robe elicited the necessary sound. At which point a short fat goblin dressed in brown appeared, seemed to inhale the cry, and then proceeded to thank the party for their payment. He was about to disappear again when Ranza interrupted, to say they wished an audience with Queen Botsum. That required some negotiation and payments to the goblin before he would make the arrangements, but in short order the party (less the father and child who'd wisely bolted by this point) was lead into the fairy shee, and in moments the full fairy court had appeared. Queen Botsum appeared to be quite pleased to see the party, and she gladly answered the question about THEIR Jonsomon and his whereabouts. The fairy queen explained that Jonesomon was no more, having merged with neo-Jonesomon to become the 'whole ' Jonesomon. Nothing short of the most powerful magics would bring him back. At which point Gnarl piped up, reminding the party he still retained his wish from the path of the black dog. And so the wood gnome used it to wish that their Jonesomon had survived the encounter rather than neo-Jonesomon. And within the blink of an eye, neo-Jonesomon was gone, replaced by the 'real' Jonesomon. Who was more than a little confused about what was going on at this point.
Thanking the royal couple once more, the party took their leave and headed to town for the night. Next day they headed west to follow the directions given by Eya to the Tomb of the Half Blood King. They passed over the river and turned to head south, skirting the edge of the Mere of the Green Man. The first day passed without incident, except for the very slow going in the trackless forest. On he second day they came to a large clearing in the, until then, dense and primeval woods. In the centre was an old stone well, overgrown with moss and vine. Approaching cautiously, they party found that on initial inspection it seemed to be just an old well. But curiously, anything that went down it came right back up again. Clearing away the moss and vines reveled an inscription: "Three they be, but one they are. If two agree, then cursed though are". On close inspection, Ranza noted the word 'cursed' seemed to hover over a palimpsest of the work 'blessed'. The party wracked their brains for a bit, but couldn't make heads or tails out of the whole situation. And in the end, decided this was just a distraction from their goal. So the party headed off to the south again.
The next day, they reached a stream flowing into the Mere, the point at which Eya had told them to head upstream. But there wasn't much of a stream, just a bare trickle. Which didn't quite match their expectations. But they followed it just the same, and soon discovered why the paucity of water. Coming up onto a rise, they looked down to the west to find a huge dam across the stream, which had caused the water to back up and form a lake miles wide. They could see something on the dam below, and headed down to see if they were friend of foe. They were in fact a trio of huge beavers, lead by a grizzled old one who called himself Farquir Old-Tooth. For not only were they huge, they spoke Common. Asked about a tomb, the beavers could tell them nothing; they just tended the dam like their fathers, and fathers-fathers, and fathers-fathers-fathers, and so on. Asked about the lake, they said may strange creatures would be found there, like strange frog men. Asked if there was any one else they could talk to, Farquir noted two cleared spots to the west. One on a small island, where a weird little man lived. And the other a high headland, where a knight on horseback dwelled. Maybe they could help? He also pointed out two misty patches over the lake, one green and one white, warning the party to avoid them.
The beavers seemed eager to get the party out of the way so they could return to work, were glad to carve them a raft to allow the landlubbers to cross the lake. And so the party headed first for the island. Along the way, they encountered a strange round spongy thing floating above the water. As it approached, Thrax opted to use a gust of wind from his sword to blow it away, at which point the thing vanished and the party landed on the island without further incident. They were met at the waterline by a wild man; short and knobby kneed, with an ankle length beard and no clothing. He immediately was attracted to Jonesomon, trying to snatch the ioun stone which orbited around the specialists head. When unsuccessful, the man accosted Hobbs, indicating by broken word and pantomime that he wanted a shiny stone. Hobb complied, giving him a small unpolished gem. The man then went through an elaborate act of cupping the stone in his hands, hiding it from the light so it 'disappeared'. But then becoming very frustrated and aggravated when the stone reappeared in the light when he opened up his hands, as if the disappearance of the stone seemed somehow significant. This went on for some time, even as several of the party explored the rest of the island (finding nothing but the mans crude hut, hung all over with small rock crystals.)
In the end, the party could not understand what the man was getting at, and decided to push off and head for the knight on the headland. Leaving the raving lunatic behind, they headed across the lake, only to have the green globe reappear. Once more Thrax used his mighty gust, but this time the thing continued to chase them. So while a few tried pelting it with arrows, everyone else pulled hard on the oars, beaching the raft below the headland and scrambling ashore as quickly as possible. At which point, the green ball disappeared again, leaving the party to contemplate the climb to the headland above ...
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In the beginning, there were the spirits of the Forest, manifestations of the nexuses of power over which the wood lay. Over time, some of these started to grow stronger and more sentient. Eventually, the greatest of the spirits became the defacto rulers of the Forest of Wyrd: the Green Man, the Prince in Yellow, and the Black Mother. The three took on different parts of the forest as their own; the Green Man took the trees and the growing world, the Black Mother the depths of the earth and caverns below, and the Prince in Yellow the skies and cloud above. For help and companionship, the Green Man uplifted seven spirits to become the Daughters of the Green Man. Likewise, the Black Mother lifted up [REDACTED]. The Prince in Yellow, meanwhile, choose [REDACTED]. And for untold millennia, the Forest stood undisturbed and in balance. Then the first newcomers came, dwellers from the Fey realm that lay as a shadowed veil behind the mortal realm. First there came [REDACTED], humans who had been enslaved in Faerie and discovered a way to form gates through the veil. These were few and caused little disturbance in the Forest, so the spirits let them be. These men were followed by seelie fey, driven from Faeire by their darker kin. These fit well with those creatures dwelling in the Forest, and they too were allowed to stay. But when the dark fey started to cross over the barrier between space and time, they brought strife and war, and so the three powers of the Forest wrested the knowledge of the gates from the unseelie, pushed the hoards back beyond the veil, and sealed the gates against further intrusion from Faerie.
After this time, the Forest once more sat
undisturbed and at peace for a countless years. And then there appear at the
eaves of the forest a new nation of men. These people were the D’war, those
first men to spread far and settle the wide reaches of the known world. These
were many, and started to shape the Forest to their own liking. As they cut
trees, dug into the earth and fouled the airs with smoke, the spirits of the
Forest grew angry and turned against them. And so war raged in bower and under
bough, causing great death and destruction on both sides. But for all the power
of the spirits of the Forest, it was man, ascendant at the prime of his power,
who eventually gained the upper hand. And so the Green Man, the Black Mother
and the Prince in Yellow turned to their old foes, the dark princes of Faerie.
Allying with this power from beyond the veil, they opened the gates and let the unseelie hoards into
the Forest. And war most terrible raged again, and the fight turned against the
D’war. But they too called on allies, this time the seelie fey of the Forest,
who until this point had stood aside in the fray. But they knew their kin and
the darkness which they would bring to the Forest, and so joined men in the
fight. Though the war was long and hard, the D’war and their allies prevailed
in the end, and once more drove back unseelie fey through the gates. In this they were helped by the
Prince in Yellow, who had been horrified by the fighting and destruction, and
turned away from the Green Man. Likewise, the Black Mother tired of the fight
and retreated to her dark places in the depths of the earth, drawing back
further from the wood and away from those who dwelled in the surface world.
It seemed the war was over, but the Green Man was still angry. Under the guise of peace offerings, the Green Man tricked the high king of the D’war, Mac Em Doma. [REDACTED] This finally broke the power of the D’war, and the remnants of the tribes scattered to dwell quietly in the Forest. As they were no longer a threat, the Green Man let them be, for he was tired and needed rest.
But soon another arose to lead men. At the height of the war between D'war and Faerie, Liadan, the daughter of the High King, was captured by the dark Faerie lord, Crindis the Hidden One. They fell in love, and she secretly bore a half blood child. Child and mother stayed in the Forest when the fey father was forced back to Faerie at war's end. And when the child came of age, he claimed rule of the forest as the Half Blood King. Men and seelie fey rallied to his side. And for a brief time, the Half Blood King ruled all the wood at peace, and took a daughter of the Green Man (She Who Wore the Crown of Stars) as his wife. She bore him a son, the Prince Who Would Be, who could rightfully claim to lordship over all the powers of the Forest. But this golden time did not last, for the Green Man awoke from his slumber and turned once more on those who would claim his woods. He killed the Half Blood King and destroyed his realm. The Prince Who Would Be was rushed off into hiding against the day when he could return and claim his right.
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