An Important Letter
Hearts of Ravensdale · p.333
Open source p.333An Important Letter
T he Year Walk is a pilgrimage
No extracted maps for this adventure — the map is in the source book: Open source p.333
Sections (15)
Background p.333
Background
throughout the mountainous region of the Dales, a journey from hidden shrine to sacred site undertaken by those who wish to deepen their connection to the Oldways, the Dalish folk traditions. Now, a letter of great importance has arrived for one such pilgrim – a pilgrim well on his way to one of the many shrines of Ashstone, a rugged region of hills, glens, and quarries. The urgent news, sealed with Oldways signets, cannot wait months or years for his return. And so, it is up to a few intrepid spirits to follow the pilgrim's path and deliver his mail amidst the mysterious relics of the Oldways. An Important Letter is a cozy travel adventure inspired by journey anime. The Heroes travel through a beautiful, rugged region from shrine to mystic site, taking in the views, helping fellow travelers, and learning about themselves through interacting with the remnants of the Oldways. It is combat-free (though combat with local wildlife can be added) and focuses on the challenges of the road, social interactions, and mystical riddles. Time waits for no man, least of all Walric Hywell. A missive of grave import has arrived in Ravenhome for a pilgrim named Walric Hywell. Walric has taken up the Year Walk (see page 61), a difficult yearlong pilgrimage to the many Oldways shrines throughout the Dales. Unfortunately, Walric is many days gone from Ravenhome. The information contained in the letter is important enough that Ravenhome's alderman decides to send someone to catch up to Walric. Walric is now on his way to the bracing rocky scrubland of Ashstone (page 77). A bearded vagabond of fifty years, Walric is a practitioner of the Oldways, versed in useful incantations and spells. WALRIC'S PILGRIMAGE Originally a banisher from Upper Hartland, Walric undertook the rigorous Year Walk after a personal and professional tragedy: the Oldways wards he inscribed on a house in Upper Hartland, the same ones he had used for decades, failed to protect the family that lived there. Something (perhaps a Hexia, page 292) from the Witchwood attacked them violently. Lives were lost, and their farm was burned to cinders – all despite his protections. After a period of deep grief, Walric embarked on a Year Walk, hoping to gain insight into the roots of the Oldways and understand why they've failed him. As Part of Wake of the Oldways This adventure takes the Heroes out of their home Dale to explore Ashstone and the way its people relate to the Oldways. This adventure is intended to follow naturally from A Shadow in the Barley and can easily lead into several other adventures due to the nature of the information contained within the letter(s). What's in the Letter? The letter, or sheaf of letters, contains an appeal to Walric from a person in need of an Oldways practitioner, reporting the Twilight trouble in their neck of the Dales. Use these to point your Heroes to the next adventure: • Radmila writes about the break-in in her Milkrest teashop (A Fox in the Dales) • Yule the Wood Whisperer writes about the strange beasts attacking Abnoba Keep from the Craggen Highlands (The Painted Beast) • Jaro the Cooper in Woodend writes about the dreams troubling Millside (The Green Maiden) The letter could also be from a Red Marshal or peddler who has cobbled together all of these reports to send to Walric. THE SHRINES OF THE YEAR WALK As he follows the Year Walk, Walric engages with a number of Oldways shrines, hidden natural spots where a cairn, altar, inscription, or statue has been placed. Each of these special places has been constructed or marked by Dalish Oldways practitioners over hundreds of years. Many of them are connected to a lesson or virtue associated with the Oldways (What the Dalish Value, page 55). Each shrine explores a different theme and has several layers of meaning: one is light and easy to digest, with others being esoteric and vexing. Through these shrines, the original practitioners of the Oldways sought to transmit their knowledge down the ages to would-be Thaumaturges. Once deciphered, each shrine poses an implicit challenge, which, if undertaken, bestows upon the seeker a grace. Synopsis One spring day in Ravenhome, a trade caravan arrives with a letter to a pilgrim no longer in the Dale (A Missed Connection). The Heroes are asked to find Walric and deliver this letter to him, and set out On the Road to Ashstone. In a roadside encounter with have a chance to rescue Verdan, who then joins them for a while. The Fellowship comes upon the Winds' Flute Shrine and discovers notes left by Walric, guiding them forward. They then set on following his tracks, which he left in each shrine along his Year Walk. The Fellowship has a Stopover in Willow Falls, an out-of-the-way village where few are welcome. Learning of Walric's plans, they then visit the Waterfall Shrine below the plateau on which Willow Falls lays, only accessible through a treacherous climb. Some distance east waits the Gwyrwich Quarry Shrine in which an invasive Creature of Twilight has taken hold. Finally, the Heroes arrive at the Cloven Oak Shrine, where they meet Walric attempting to finish his quest but failing; with their assistance, truths are revealed, and all are witness to a wondrous vision. Hooks • A member of the Fellowship, or perhaps the whole group, are beholden to someone important in Ravenhome or have impressed them. They are therefore entrusted with this important task. • One of the Heroes knows Walric and is given the task because they are his friend or colleague (he is a man who loves ancient lore and learning of the Oldways). • One of the Heroes is an Oldways practitioner who has been seeking Walric's advice for a while and uses this opportunity to chase down the traveling man. • One of the Heroes is a member of a family that is allied with or owes Walric's family a favor. A Fellow Traveler in Need, they
A Missed Connection p.335
A Missed Connection
Spring has arrived in force in Ravensdale. The clatter of wagons heralds the arrival of a trade caravan, the first of the season, laden with goods and supplies from elsewhere in the Dales: good lumber, fine tools, seeds, broad-brimmed hats, and many other items. A young boy, maybe twelve or thirteen, jumps out from one cart with a small sack slung over one shoulder – letters sent along with the caravan – and goes looking for the alderman. In this scene, the Heroes receive the task of finding Walric Hywell and delivering an important letter that has arrived in Ravenhome. The letter arrives several days too late to catch Walric and instead finds its way into the hands of an important NPC in Ravenhome, such as Alderman Beaks. This person then brings it to the Heroes, along with a great task: to chase down Walric, a respected Oldways practitioner who is on a Year Walk, a revered but challenging practice of traveling throughout the Dales to visit many Oldways shrines. The wax seal on the letter shows it is intended for a Wise One, confirming the letter's urgency. When Walric left Ravenhome, he headed north, along the road to Ashstone, toward a shrine that lies by the roadside; the Heroes are asked to follow, as no one else is expected to head down that road soon (the caravan that brought the letter to Ravenhome is headed back west to the high road). It is difficult to know the order of shrines Walric will visit, as each Year Walker is inspired to take their own route. Preparations for the Journey Before departing Ravenhome, the Heroes can take some time to prepare for their trip. It's unclear how long this might take, and rugged Ashstone is not known for its many hospitable stops – the Heroes should prepare to camp outdoors. The trade caravan has brought with it some goods from elsewhere in the Dales, and a few of its members have traveled the roads of Ashstone before and can give the Heroes useful information about what to expect. If desired, you could include the Provisioning Journey (CBII 196) to stretch this scene longer, with more opportunities to gain some useful tags – or troublesome ones! When the Heroes have completed any preparations they wish to make, they can depart On the Road to Ashstone (page 337). Opening the Letter Once the Heroes are entrusted with the letter, one of them could simply open it and find out its contents (assuming they can read). The letter details all sorts of important goings-on within the Dales. SOLO: If opened, read What's in the Letter? (page 334) If the characters are in any way honorable, they'll likely letter's seal. If anyone finds out, they could gain ill-repute. A mysterious, watchful force could have them cursed for opening a letter destined for a Wise One until they rectify their wrong and bring it to Walric. Learning of Walric A Hero who is an Oldways practitioner themself is likely to at least have heard of Walric Hywell; others can ask the alderman, village people, or caravan folk. feel guilty for breaking the
A Fellow Traveler In Need p.337
A Fellow Traveler In Need
rocky and covered in shrubs, rolling foothills and moors that descend from Greyback the Wolf. The solemn, imposing, snowcapped mountain range towers silently to your left, slowly shedding its white mane in the wind. Clouds sail across the expanse of the blue sky at leisure. There is not a soul to be seen for miles, though in the distance you think you hear a shepherd tolling a bell to call their flock. A hopeful feeling flutters in your chest. It is a good day to be out on the land. In this scene, the Heroes enter the Dale of Ashstone. Before the Heroes arrive at each stopping point in this scene and throughout the adventure, play through two or three Vignettes from the Journeys Travel on Dalish Roads (page 268), Rambling (page 276), and Windswept Farmlands (CBII 128). Though the road is relatively safe, the terrain is more challenging than the pastoral roads of Ravensdale's farmlands, with loose stones and steep inclines. Especially if the Heroes have never been far from their home village, this journey can begin to test them against the difficulties of the world beyond their doorstep. Use the following Consequences: • You are distracted by an unusual animal and slip on a stone (skinned-knee or bruised-ego). • It takes so very long to find a proper place for lunch (hungry). • The winding trail just keeps stretching longer (bored). The Heroes are on their way to Walric's last known destination, the Winds' Flute Shrine (page 339). On the way, however, they may have a roadside encounter. As you tread the rocky path along the hillside, you notice a change in the weather. Storm clouds, laden and cumbersome, drift over from the north. You have little time to consider the coming rain before a rolling thunderclap disturbs the peace – strangely as if coming from the ground – followed by a grumble of rolling boulders and a yelp of pain. Then silence takes over, but soon after you can hear someone moaning for help further down the trail. In these two scenes, the Fellowship first helps Verdan, a fellow traveler in need caught in a rockslide, and then has a chance to get to know this forlorn stranger. A Sudden Earth Shudder After hearing the “thunderclap”, the Heroes come upon a dark-haired young man who is pinned beneath fallen boulders, yet his features are calm and collected. Introducing himself as Verdan, he tells the Heroes with anguished sighs that he foolishly kicked a drumstone – a local rock that resonates with sound when struck – causing the shudder and subsequent rockslide. If the Heroes attempt to free him by reducing pinned, they might other rocks to tumble on themselves or each other (bruised), but they should be able to eventually safely rescue him with nothing but minor bruising (he is bruised). Verdan is appreciative and offers to pay the Heroes with iron coin (hefty-purse); if they refuse payment, he seems surprised. become tired or cause FIRST IMPRESSIONS Now free, Verdan shares that he is a miner from Gwyrwich Quarry, surveying the land in search of new veins of the resonant stone. He takes a special interest in the Heroes' journey, asking them about their origin and destination ( Heroes may notice the following: • On occasion he asks a question that betrays his lack of knowledge of basic Dalish matters. • He has a slight accent, maybe Helmian (from Stormhelm). • A drumstone miner would probably know not to kick one into a pile of boulders. • Beneath a veneer of friendliness, he is oddly cold and distant. • Nevertheless, he is contemplating keeping the company of the Heroes. Verdan offers to travel with the Heroes to Willow Falls if they are going that way. This path passes by the Winds' Flute Shrine (next page). Exposure). Astute So Cold by the Fireside By the time the Heroes free Verdan, night falls and it may be time for a camping scene. They may wish to nurse their bruises and help him with his, or share some food and conversation by the fire. Alternatively, this scene can take place at any time the Heroes spend quiet time with Verdan. Verdan is a magnetic yet forlorn young man. There's something about him that calls out to at least one of the Heroes – a silent cry for help or the mysterious call of fate. The scene is not designed for the Heroes to reveal who he is, only to get to know him a bit, to warm up to him, and to engage in thoughtful conversation. His mysterious or tight-lipped stance about his past makes it unlikely for all but exceptional Heroes to uncover his true identity and motivations (SOLO: If so, read Who Is Verdan?). Here is some of what could be discovered in a conversation with Verdan. VERDAN'S DISPOSITION • When engaged in conversation, Verdan is mildly expressive and animated, showing some excitement, disgust, or amusement. • These feelings are a facade; he isn't truly feeling them, but 'wearing' them like masks for the sake of socializing. • In the moments between, his long gazes into the fire or far to the horizon and his sullen countenance reveal him to be a despondent if not despaired young man who seems to have given up on himself. VERDAN'S PHILOSOPHY • Verdan similarly fakes his positions on life, traveling the Dales, tavern adventures, and such to match those of youth his age. • In truth, he believes humans are fundamentally flawed; forging connections like love and friendship is a trap and guarantees only pain and betrayal. • This belief is deeply rooted in something in his past and fills his heart with cold emptiness, making it hard for him to feel anything for anyone. VERDAN'S PAST
On The Road p.337
On The Road
TIME PASSES As the Heroes try to catch up to Walric, tracking the
To Ashstone p.337
To Ashstone
You crest the mountain pass between the Ravensdale and Ashstone on a beautiful spring morning. Leaving behind the familiar fields, woodlands, and slopes of the Ravensdale, you see before you a great tract of wilderness, passage of time is of importance. While time-passes statuses will not hinder the Heroes from eventually catching up to Walric, they can be translated into other statuses of the same tier when they become relevant: memories of those giving Walric only a passing notice may have faded, or some of the notes left by Walric may have been smudged.
Flute Shrine p.339
Flute Shrine
Stormhelm, and has moved here to flee the war in the North against the Winter King, the lord of all Creatures of Twilight. • There is a part of his past he is deliberately hiding (mysterious or tight-lipped). Verdan has his own agenda in these conversations: one part of him wants the Heroes to believe what he believes, to sow the seeds of doubt, and make Heroes bitter or despaired, but he also listens attentively to any opinions the Heroes themselves wish to share, asking them about their home and life ( Exposure). He is not hostile, nor does he want to force anyone to see things his way. Secretly, a long-forgotten part of him craves companionship, but this wish is hidden even from him, buried under a heavy wall of emotional ice. Verdan will continue with the Fellowship until Willow Falls, if they'll have him. If not, he goes on his own way. Lore Revelation F Stormhelm, a city north of the Dales (also formerly part of Gwyrdolin), is locked in a struggle with the Winter King. Who Is Verdan? Verdan is a miner from Dunburrow, a town in the faraway East Province of Stormhelm. More importantly, he is also one of the Cold-Hearted, sent to spy on the Dales, gathering information on behalf of the Winter King under the guise of a local miner. Optionally, he may be the assassin from A Shadow in the Barley (page 315). For his Challenge Profile, use Cold-Hearted Stabber (page 264). Verdan's Role in the Series Verdan's work in the Dales is far from over, and the Heroes may well encounter him again in The Barleytown Fair (page 388) and/or The Lost Hermitage (page 401). He can be a bitter enemy of the Fellowship, a lost soul for them to save, or both. The road winds down and down the slopes of Greyback, further into Ashstone, offering pristine views of the land north and east. At last, you come upon a beautiful observation point just off the road, where a lone hawthorn tree offers some shade. All around it, scattered as far as a stone's throw, are strange cairns draped with fluttering banners, most of them tattered and faded beyond recognition. The wind makes a faint tune passing through, whistling serenely between them. A carved stone stele, inscribed with a single glyph, marks the place as the shrine you were looking for. But Walric is nowhere to be found. In this scene, the Fellowship arrives at Walric's last known destination. To catch him, they must at least find out where he headed next. A Hero who looks around the area (Simple) finds a piece of slate with chalk scribblings signed by Walric. The slate points to Walric's (and the Heroes') next destination, a Stopover in Willow Falls (page 340), but it also provides a clue to the secret of the shrine. “The serenity here is unlike any I've felt in weeks. Cleverly, the Old Gwyrdolan glyph on the stele, Frall, has two meanings, “open” but also “listen”. So just listen, and this place will reveal its secrets. On to Willow Falls.” Conducting a more thorough search (Quick), the Heroes may find another slate tucked in a thorny bush ( scratched), this time with Walric's personal musings. “When I hear the wind blowing through the stones and close my eyes, I can see their faces. They trusted me, and I betrayed them to their doom. That burden will forever accompany me. But why? Why did I fail?” What if the Heroes Can't Read? Literacy is uncommon in the Dales, so many Dalesfolk can only recognize a handful of words at most. However, some Old Gwyrdolan glyphs seen on ruins are easily recognized, their meaning retold in various tales. If none of the Heroes can read, Walric's note could include a sketch that implies sound or music, and an emblem the Heroes recognize as meaning Willow Falls. Alternatively, Verdan or another NPC present could read the slates to them. The Shrine of Openness Simply taking in the vista or meditating here can make someone aware, but the shrine has a deeper secret hidden within. An NPC (such as Verdan) or companion may voice some questions that could also echo in the Heroes' heart. Who built this shrine? What for? What did they know about pulling the threads of the Unseen to make people feel such serenity? And why did they build it out here, where so few would find it? After the contemplative moment passes, the Heroes continue on their way. REWARDS Song of the Winds This soothing tune for a wind instrument makes all who hear it stop briefly, take stock of themselves, and wonder about their life, the past and the future, the Unseen, and what it all means. It loses its potency when overused. contemplative, aware, or remorseful (for those who have done wrong), or reduce a status of emotional turmoil or confusion. Give
Winds' p.339
Winds'
• Verdan may eventually share that he is from
Stopover In p.340
Stopover In
• By listening to the tune the wind makes, a Hero
Willow Falls p.340
Willow Falls
can discover that it is slightly off pitch. • Looking around for the source of the music, little standing stones can be found along the hillside nearby. • Further examination shows they are made of drumstone, a resonating rock, and are hollow and filled with rainwater, which determines their pitch. • A marking shows the intended water level for each stone. THE SONG OF THE WINDS Once the shrine is understood, tuning the cairns by filling or removing water is a Simple action. The winds then play the Song of the Winds, which any musical Hero can learn by listening to the tune. When the wind plays the song through the tuned cairns, the Heroes' attention is inevitably drawn out to the vista of the magnificent wilderness of Ashstone laid before them, or inward to their innermost feelings, calling them to listen ( Complication). Ask the players how their Hero responds to such a call: Do they try to ignore it, mock it, or brush it aside? Do they open willingly or slowly? What do they think about or feel when they hear the otherworldly tune? As you continue your search for Walric, a high plateau rises before you; you take a switchback trail up the side of the cliffy hills to the top. There, under the shadows of the Greyback Mountains to the west, is a small community surrounded by meadows hazy with bees and crisscrossed by a number of slow-moving streams fed by the snowcaps above. Smoke from cooking and work fires trails into the sky, but otherwise the village seems rather sleepy. One of many small communities throughout Ashstone, Willow Falls is a common stop on the road for Year Walkers. An odd gathering of misfits, miners, and witchy Oldways folk, isolated by its height, the hardscrabble people here revere the Year Walk practice and offer small comforts to those who are undertaking it. In their own humble way, they protect the sanctity of the Year Walk and of the Oldways, and are reluctant to share their secrets – or betray the pilgrim's trust – with those who haven't committed. The locals are not welcoming. They've got chores to do, and bad weather is always a day away. Aside from potentially trading for some basics, getting much help in this Insular Hamlet (CBII 120) takes some effort. Willow Falls Inn
Shrine p.341
Shrine
(page 78), who, as a master of rumors and gossip, knows a person desperate for details when he sees one – and he sees a whole Fellowship of them. If asked, Borum makes it clear he remembers Walric well, “a curious fellow,” and that they spoke at length about his next stops on his Year Walk. In order to tell what he knows, Borum asks the Heroes to help settle some issues around the inn. Use the tasks of an Exasperated Farmer (page 258), and after enough of them are completed (Borum will try to squeeze the Heroes for all he can!), he'll reward them with his famous honey'd milk and share that Walric asked about directions to the nearby Waterfall Shrine. The inn also hosts quarry laborers from Gwyrwich Quarry (page 342), who may share the following: • Their work has been limited to a few hours of daylight due to a haunting that plagues their quarry at night. • They have not seen Walric there during their work hours, but they know there is an old shrine there, inside the abandoned mine. • They do not know who Verdan is – no such person ever worked with them at the quarry. Ledge Glyphs The water of Willow Falls cascades down the cliffside from the plateau above, as if eternally weeping for the eponymous heroine who is said to have died here in ages past. Rainbows glide across the mists as you pass, and the loud waterfall drowns most conversation. The cliff face itself is made of hexagonal stone pillars, with many others jutting from the ground around the pool below. A slippery stair of such pillars rises from the muddy ground, leading behind the curtain of water to a blossoming pink crabapple tree that grows from the cliff in the middle of the waterfall. Fruit and colorful ribbons dangle from the tree's branches, but its location seems barely reachable. Around the pool, some of the pillars are inscribed with glyphs. The Fellowship reaches the Willow Falls shrine, positioned at the bottom of a waterfall cascading from the top of the plateau. As before, they need to find out where Walric headed next, and have the opportunity to uncover the shrine's secret as well as any clues left by Walric. Muddy Med A short distance from the waterfall, there sits a mossy, constructed stone arch, just big enough for a person to sit under. Sitting there, on a wool blanket and surrounded by knicknacks, is Muddy Med, a Curse Eater (page 264) who claims this spot as her own. Covered in gifted, ill-fitting clothes, her face slightly green from old diseases and one of her eyes constantly weeping, Muddy Med enjoys being unhelpful and avoids answering questions. She doesn't remember Walric, or anyone else for that matter, but she knows the shrine well and could have some unlikely information regarding Creatures of Twilight. Shrine of Self-Possession Simply taking in the beautiful pool or meditating here can make someone content. At the base of the waterfall there is a deep pool lapping against misty slate shores. Walric left two pieces of slate here: one visible on a high pillar, the other hidden between the rocks to guard the chalk from water; the hidden slate is easily seen from above, should a Hero climb to the tree. The slates read: “The Walk promises beauty by beauty, tempting pilgrims with splendors. The runes carved here seem to speak of 'hunger'. I assume I am being tested. I wonder if this will prepare me for the terror of the Quarry Shrine.” “I've shed too many tears for myself, for my own failings. Yes, I've failed, but there is still work to be done. A place like this makes me wish for the good of all Dalish folk – those we lost, and those who are still facing hard times. It seems here, at least, my prayers are heard.” Muddy Med (if she can be convinced to answer) or Borum at the inn knows of a shrine in Gwyrwich Quarry, some distance to the east. The Heroes are warned they should skip that one – the quarry is said to be haunted, a Creature of Twilight has The crabapple fruit is the shrine itself, and it presents a trial. Tying a ribbon without picking an apple symbolizes the character trait the Oldways forebears were looking for – a willingness to overcome danger not for a reward, but for one's own sense of self-fulfillment or for another's sake. The apples are beautiful and tempting (use a Quick action to resist the urge) – but they're a trap. A Hero who reaches for a crabapple is hit with a sudden gush of wind or a splash of water from the waterfall that leaves them dangling on the edge. The crabapples are ever-sour, and if consumed in any way, cause nausea. A Hero who ties a ribbon without touching the fruits is overtaken by a sense of centered peace, gaining centered, peaceful, or composure. If they make a selfless wish for the sake of someone else while tying the ribbon, a gust of wind blows through the leaves of the crabapple tree, and a few fall, swirling marvelously into the waterfall; that person gains guided-toward-[wish]. Or, the Hero may later receive news of that person's luck changing for the better. This could also be reflected later as a positive status, improving the Hero's chances with NPCs like Walric or Verdan if they wish well for them here. See also The Secret Grace (CBII 78).
Waterfall p.341
Waterfall
This large, well-kept inn is handled by Borum
Gwyrwich p.342
Gwyrwich
settled there many years ago and none who enter have since returned – but only there can they learn
Quarry Shrine p.342
Quarry Shrine
where Walric went next. SECRET OF THE SHRINE Several glyphs are inscribed on the cliff walls. Oldways practitioners or other lore-wise people (Muddy Med included) know to read them as “reach” and “nothing”. Another glyph, hidden on a moss-covered pillar, means “for”. The last, tallest glyph, cannot be easily seen in the running water (obscured), but can be reached by climbing toward the tree; it is revealed as “hunger”. The meanings combine into the cryptic sentence “Reach nothing for hunger”. THE CRABAPPLE TREE Reaching the tree requires climbing a slippery ledge of hexagonal stone pillars through the endless cascade of water that hits with surprising force. This requires a Quick action with the danger of becoming soaked or getting bruised. slipping and falling into the pool, Under the ashen sky, you travel by a winding path, made smooth by years of hauling stone and ore from Gwyrwich Quarry. At last, the quarry looms before you, a green hillside nibbled by the measly pickaxes of the Dalish, strewn with stacks of hewn blocks. A two-story thatched-roof building – housing for the stoneworkers, no doubt – is the only one around. Your path terminates farther along in a mine opening like a gaping mouth in the hillside. Word at Willow Falls has it that the quarry workers now only come during the day, due to a Creature of Twilight that plagues this place. It is eerily quiet here today, with no pickaxe din to be heard. In the footsteps of Walric, the Fellowship arrives at the Gwyrwich Quarry to find it empty. Here, they must face the Creature of Twilight that haunts the place and retrieve Walric's slate. They may also reveal the secret of the Shrine of Inquisitiveness. The Quarry Folk When the small, dusty crew of the quarry arrive in late morning (leaving early afternoon), the Heroes may inquire with them about the haunted quarry. The Heroes may also meet them on the road to and from the quarry. They are led by Silverata, their stubby and stern forewoman. • They speak in fear of a shadowy Creature of Twilight that haunts the nearby tunnels. • Many years ago they would mine for drumstone in those tunnels, and the shrine within was an important stop on the Year Walk, but for more than a generation now the place is all but abandoned. • Worse yet, recently the Creature became emboldened and has been leaving the mine to attack their house. All lights were snuffed in an instant, and people came away bruised and bleeding. They never stay here at night. • Most of the bleeding and bruising happened due to accidents that occurred in the dark, such as a worker stumbling over their gear. The Harrow in the Mine The Creature at hand is a Harrow (page 291), a being that is thought to be a kind of a shadowy haunting. This Harrow is relatively new, so it lacks its Adventure level aspects. The Harrow consumes any light source in the dark tunnels, which can cause fatal accidents. It then moves in the frightening dark, filling the Heroes' hearts with terror. The Heroes can grope their way in the dark to find 4 the shrine, while the Harrow slithers and hisses about them – if they can stave off their fears. If the Heroes wish to help the quarry workers, it is possible to solve the problem of the Harrow through practical thinking, magic, or battle. To do so, they must reveal the Secrets of the Harrow, given in its profile. Lore Revelation B The Oldways guide practitioners to Sensing the Unseen world and its forces. Shrine of Inquisitiveness At the end of one tunnel stands a low stone altar covered with candles and half-burned incense. Above it, there is an ancient mural of a hooded lady holding a glowing lantern (visible only with light) at the center of which is the glyph for the word “ask”, the only carved inscription – which can therefore also be read with touch alone. Walric has left his scribbled slates beside the shrine. “With this terrifying presence, the Year Walk tests me in ways I did not imagine; it is thus appropriate that this shrine reminds me to ask, to always try and see what is Unseen. It is time to see what I've learned, and face the Lady at the Cloven Oak.” “I need to know more. Why did the wards fail to protect them? How could that beast enter if their home was protected? Was it me? Did I perform the ancient rites so poorly? Or is something greater? Are the Oldways themselves fading?” The quarry workers or other locals along the path have not heard of a cloven oak, but there is only one place in Ashstone from which one can “face the Lady”, a hill some distance to the east that is facing the Watchful Lady Mountain. That is indeed the Cloven Oak Shrine (page 344). SECRET OF THE SHRINE This shrine offers no answers or lessons; it is visited by simply kneeling there and asking a question out loud. A Hero who does so hears their question echo through the porous rock and resonating drumstone, repeated ad infinitum, until some words in the question sound different: “What is the secret of the Oldways?” could echo with, “Oldways… ways… ways… To where? To what?” – thus reframing a question and highlighting new ways to think about it, without ever answering it. The Hero's “rewards” are the questions themselves and any new insights that arise. A Hero can also pick up an asking stone from the shrine (a drumstone pebble), which will echo similarly and help deep thinkers.
Cloven Oak Shrine p.344
Cloven Oak Shrine
The shrine of the Cloven Oak rests on a tall hill, from which rises an old oak tree broken in two, seemingly by lightning strike – yet it is still alive and thriving. From this height, and with little in the way, one can even see the Watchful Lady Peak figure – which hovers above Pasture to the northeast – and on a clear day like this, it is a stirring sight. The mountain is said to look like a hooded figure of a woman, and none among you can contest that. Coming up on the shrine's twin stone pillars, which frame the view of the peak, you see a pitched tent and camp that seem to have been here for a few days. An aging man who fits the description of Walric is bent down before the shrine, weeping silently. In this scene, set at the last shrine in this stretch of the Year Walk, the Heroes find Walric but find that he is unable to bring himself to finish his quest. As they help him come to terms with his tragic past, they learn something about themselves and about the Oldways. Meeting Walric Walric is anguished, wrestling with his emotions surrounding the death of the family he sought and failed to protect. He knows that the shrine requires him to speak out his inner truth for the world to hear, but his grief is keeping him from speaking this truth out loud, as it is simply too much to bear. On his own, Walric is unlikely to be able to overcome his grief. Delivering the letter to Walric in his state is futile. One look at the Oldways seal would increase his anguish by one tier, as he recognizes the letter is a plea for the help of a Wise One, the same role he believes he failed in so miserably. HELPING WALRIC Should the Heroes wish to help Walric conclude his pilgrimage, they can try to console or rouse him to reduce his anguished, with the risk of making things worse ( starts rejecting their help) or becoming involved ( the Hero becomes sad, disheartened, indifferent, or judgmental). Everything the Heroes pieced together about his past from his shrine slates can be helpful here, and Heroes can take action to discover more from him so as to better help him. (SOLO: If successful, read Walric's Pilgrimage on page 333.) THE SECRET OF THE SHRINE Scanning the shrine for a glyph (a Quick action) reveals one at the root of the cloven oak, the Old Gwyrdolan glyph for “truth”. A wise Hero can intuit that in order to reveal the secret of this shrine, those present must reveal to the world an unspoken truth – such as their heart's yearning or secret shame – by calling it out in front of the mountain. If anguished is removed before the Heroes figure out the shrine, Walric, thankful, then explains it all. WHO GOES FIRST? For the Heroes, expressing one's unspoken truth might be as simple as voicing out a Quest, thus bringing themselves to face it: Is this indeed the most important thing for them? Or are they hanging on to a belief they no longer hold? Which of their Quests overshadows the others? Perhaps a new Quest has emerged thanks to their adventures? This can be an opportunity to mark Abandon or Milestone. If the Heroes approach the shrine and speak an unspoken truth before Walric, each one who does so in earnest (ask the player) reduces Walric's anguished by one tier, whether due to an emotional release, a feeling of sharing the burden, or a lighthearted moment of levity. When anguished is removed, Walric steps between the pillars of the shrine and cries out with a broken voice: “I wish for them to return! I wish for them to be alive! I know it's a fool's desire, but I am a fool! I need to know more! Why did the wards fail? Was it me, or was it the Oldways themselves?! Such pride, but by the Lady's name I swear, I made those inscriptions with all my heart!” he gains anguish, or The Vision of the Lady Once the last of those present has called out their unspoken truth and had a moment to resolve it, read the following: The hill and the forest turn silent all at once. You look for the birds, yet they are all quiet, intently facing the mountain in the northeast. Across the hills and woodlands, something stirs in the form of the Watchful Lady. She suddenly seems awakened, vivified, and full of color, as if the mountain was alive, a shimmering visage of a woman in a blue-green gown. As she turns to face you, her hands rise to pull back her hood, revealing a warm, kindly countenance, neither young nor old, of features that none of you would later agree on or recall exactly, except for her flowing tresses. She looks at you fondly, love mixed with sorrow, but most of all, when the vision fades, you are left with a feeling of faith, faith that whatever may come, it will have been worth the journey. Walric, kneeling in the mud, is in tears, unable to look away from the horizon for a long while. At last he says, “She has spoken to me, the Lady. She has given a new meaning to my ordeal and entrusted me with finding the reason for the failing of the Oldways.” He sniffles and wipes his face, then looks at you with determination and says: “I must complete the Year Walk. Thank you, thank you, my friends.” The Heroes are all awed or inspired by the event. A Hero who has been interested in the Oldways and is especially touched by the vision may receive a special reward of becoming inspirited (page 225) or marking a point of Promise as part of their journey of awakening (page 233). Later, Walric answers some of the Heroes' questions about the Oldways and their connection to the magic of the Old Kingdom, as well as the mysterious Lady.
Aftermath p.346
Aftermath
Once the important letter has been delivered to Walric, he opens it and reads several pages of scribbled notes. He thanks the Heroes and suggests they keep in touch, as he is impressed by their tenacity. He foresees a future where the answers he finds will demand swift and clever action by people of some mettle and substance. The Lady herself has spoken to them all – is there a greater sign than this? The news Walric gets in the letter are about all sorts of terrible things happening throughout the Dales (SOLO: read What's in the Letter? on page 334). Violence, curses, and strange goings-on seem to abound in the Dales these days, and Walric believes they are all connected somehow. As he plans to continue the Year Walk, Walric can ask the Heroes for their help in investigating one or more of these matters, leading into new adventures: A Fox in the Dales, The Green Maiden, or The Painted Beast. The letter can also contain Revelations that need reinforcement (page 415). Here are some questions to review the Heroes' actions during the adventure: • How did the Heroes handle each shrine? What knowledge or lessons did they take from the experience? • How do the Heroes react to the Lady's message? Are they ready to risk even greater dangers to protect the Dales? • How is Walric after all is said and done? How has he come to terms with his troubled past? REWARDS A measly pilgrim, Walric only has a bit of hardtack and coin to offer the Heroes in payment for the delivery of the letter (hefty-purse). However, for those interested in the Oldways, he can teach how to cast a Twilight ward or a locking and unlocking spell, and he can also share some of his Twilight lore. Finally, if the Heroes agreed to handle the troubles mentioned in the letter, he will equip them with a Twilight Begone charm (page 146) and is also willing to share its design. Core Revelation 3 The Oldways preserve the wisdom, lore, and mystical knowledge of Old Gwyrdolin. Core Revelation 4 The Oldways revere the Lady, the mysterious matron of the Dales.