The Barleytown Fair
Hearts of Ravensdale · p.388
Open source p.388The Barleytown Fair
T his year has been difficult for the Dales. The weather has been harsher, the roads less safe, and rumors of Creatures of Twilight abound. The Dalish are no strangers to hard seasons – they are a part of life – but there is a sense of impending change in the air. In years like this, the annual Barleytown Fair, a great celebration of joy and The Barleytown Fair is an event-centered adventure exploring a rustic country festival full of color and exciting competitions as the Heroes make waves in the “big town” of the Dales. For those who are playing Wake of the Oldways, it is also the moment where all that the Heroes have learned and achieved around the Dales comes together and points to the conclusion of the series in The Lost Hermitage.
No extracted maps for this adventure — the map is in the source book: Open source p.388
Sections (7)
Background p.388
Background
life, is all the more important for raising spirits and reaffirming Dalish community. Though the fair is bright and optimistic, not everyone embraces the event in good faith. This year, as ever, the competition to be crowned the Fair Monarch – and receive an heirloom said to have been passed from the Lady of the Dales herself – has attracted entrants both foolish and dangerous. One nefarious competitor in particular has a strategy to win at any cost… Every fall, people from across the Dales flock to Barleytown (page 79) for the biggest celebration of the season. The Barleytown Fair is a four-day celebration, Barleytown's grand version of Harvest (page 60), that draws Dalesfolk from all over. Farmers and craftspeople bring goods to sell – fruits, vegetables, livestock, cider and mead, milk, cheese, bread, and handicrafts – and attendees young and old take part in a variety of competitions and games. For the Dalish, the fair is a toast to another year's end and a last hurrah before the quiet, solitary winter months. THE FAIR MONARCH The focus of the festival is a contest to become the Fair Monarch for a year, an honorary title crowned with a beautiful circlet, the Circlet of the Folkhearth, an heirloom and symbol of community passed from Dale to Dale since time immemorial and a link to the Dales' distant past. The contest is administered by the Red Marshals under the supervision of the dignified and grizzled Marshal Rudol. Rudol adjudicates the fair and will coronate the Fair Monarch with the help of Daisy Woegold, the previous year's winner from Pasture, after she arrives with the circlet on the final day of the fair. Winning requires acquiring Red Ribbons, prizes given out at contests throughout the fair (and adorning them, wrapped around one's body). Red Ribbons can be won through competitions of craft (blacksmithing, cooking, etc.), skill (riding, storytelling, etc.), and chance. These treasured ribbons are made and guarded by the honorable Red Marshals, so stealing or counterfeiting them is quite difficult. A CONTENDER ARISES Many Dalesfolk compete each Fair for the Circlet, but only a handful earn enough Red Ribbons to have a chance at victory. The current primary contender for Fair Monarch is Thane Codprice, a local bully and wastrel scion of the Stillwaters, one of the five founding families of Barleytown. Thane seeks to leverage his win to become Alderman and put his miscreant friends in positions of power in town. He has a plan to win each contest by cheating so that he can claim the crown, and the accompanying influence, for himself. CONNECTIONS, FRIENDS, AND FOES Many people attend the Fair, spreading whispered news of growing unease and tragedy in the region. The Fellowship has many opportunities to hear news and rumors, allowing them to come to understand the changing state of the Dales. Fair-goers may include individuals who have been involved in recent happenings in the Dales, such as Rosamund (A Shadow in the Barley), Walric Hywell (An Important Letter), Azeria (A Fox in the Dales), Yule the Wood Whisperer (The Painted Beast), Jarko (The Green Maiden), and/or any other ally the Fellowship has made along the way. These friends might aid them in their contests, but enemies they've made might show up as well. ASSEMBLY OF THE WISE Several concerned Wise Ones and other Oldways practitioners from across the Dales have arrived at the fair to meet and discuss the recent troubles. Together with the Heroes, they will conclude that a lost school of Thaumaturgy, from which the Oldways were disseminated across the Dales, must be found in hopes of learning the reason for this growing darkness and how it can be stopped. The Circlet of the Folkhearth, which originated at that mysterious school, is crucial to finding it, making winning the Fair this year an even more important task. To counter their efforts, a spy of the Cold-Hearted (Verdan from An Important Letter, or another) will then try to steal the crown. THE CIRCLET The Circlet of the Folkhearth is a marvelously crafted wreath of silver flowers fused together, a Thaumaturgical relic left to the Dalish by the followers of the Lady of the Dales. It is a tool that can be used by a wise leader to bring prosperity to their Dale, but can also be used as a political tool to gain power. It can help find The Lost Hermitage in two ways: magically, by using it with a wayfinder charm, or cleverly, by solving the riddle inscribed in its interior side, seen only by those who possess the Sight. This is the famous Hartland saying, “Hope begins where the tail of a fox and the ears of a hare meet,” pointing to the origin of the streams feeding Lake Fox and Lake Hare in Hartland (page 208). Synopsis The adventure revolves around the events of the harvest festival that occurs over the course of four days, with each day hosting one or two scenes. Day 1: At the Fair Entry, Marshal Rudol announces the beginning of the Fair Monarch contest, and the Heroes have a chance to learn about Thane Codprice's schemes. On the same day, the Five Point Market hosts stalls of merchants and tradesfolk, giving the opportunity to win ribbons by showing off excellent craftsmanship.
Day 1: p.390
Day 1:
Day 2: In A Hog's Feast, competitors take part in the first major event of the Fair – the eating contest
Meet & Greet p.390
Meet & Greet
– and Thane tries to cheat his way to victory. During this day, the Heroes are also asked to attend A Council of the Oldways, a secret gathering of knowledgeable Oldways practitioners concerned for the future of the Dales, and briefly run into Verdan, a spy for the Winter King, whose mission is nearing its end and allegiance balances on a knife's edge. Day 3: On the third day, the contest for Red Ribbons spreads to many games of chance and skill (Slim Chances), contests of story and music (Tall Tales & Songs), and a test of courage at the graveyard (The Graveyard Vigil), with local groups of miscreants making a mess on Thane's orders. Day 4: The fourth and final day of the Fair features a spectacular goat race (A Day at the Races) that ends with the Crowning of the Monarch, awarding the Circlet of the Folkhearth to the competitor with the most Red Ribbons. Both Thane (as competitor) and Verdan (as thief and assassin) make their play for the Circlet, leading to an explosive finale. Hooks • Following The Green Maiden, if the Heroes are searching for the root or source of the Oldways, suggest to them that Barleytown is the best place to inquire among all the sage and gossipy individuals passing through. • Walric Hywell, who has now completed the Year Walk and gained exciting new insights, is eager to meet with the Heroes and suggests the Barleytown Fair, where he is meeting with other Oldways practitioners. He writes a letter to invite them. • The Heroes are approached by Marshal Rudol, who asks them to enter the competition. Passionate about Barleytown and the integrity of the Fair, he wants to be sure that Thane Codprice doesn't succeed in cheating his way to a position of leadership in town. • Colin Stillwater (page 80), a member of Barleytown's elite, asks the Fellowship to win the Fair in order to stop his misbegotten cousin Thane Codprice from winning. • If a Hero is a trader or crafter, they know that the time of the Fair is coming soon and would be keen to attend in order to ply their wares. Fair Entry There's no place like Barleytown in all of the Dales. This prosperous town, with its tall houses and deep canals, is the center of Dalish trade and home to the Red Marshals. Today, Barleytown is filled with the sights and smells of the throes of the Dales' biggest Harvest festival, the Fair! Children in witch, scarecrow, and barley sheaf costumes walk by; handicraft, pastry, and milk vendor stalls line the streets. The town is alive, bewildering and exciting… but also hesitant. The news on every visitor's lips seems to spell trouble, more and more each day. Will this Fair be a happy one? Will it be the last? The crowds move toward the Five Points covered market, sweeping you along. An old yet well-maintained wooden stage stands, decorated with woven ribbons, nestled between two of the five longhouses that give the market its name. On the stage stands a Red Marshal dressed to impress. His voice carries over what is likely the largest crowd you have ever seen – there must be hundreds of people here! Marshal Rudol stands before the assembled crowd to announce the start of the contest. He speaks with heartfelt love of Barleytown and its customs, inviting visitors to consider settling here and becoming part of the community. He explains the rules of the competition: collect Red Ribbons through each day's contests, and on the fourth day of the festival, after everyone has had their chance, the one holding the most ribbons will be crowned the Fair Monarch – with the fabled Circlet of the Folkhearth. Thane's Plan While Marshal Rudol is making his long, and at points meandering, speech, a group of local scallywags are leaning against the wall of an old building, smoking pipes, some distance from the Heroes. It's clear that these folks are up to no good as they eye the crowd like predators. At their center is Thane Codprice, a figure of some renown in Barleytown, and his eyes seem fixated on the ribbons. Townsfolk around who see him know to turn their head away – none want trouble with Thane. Many have heard the rumor he plans on winning the contest this year, and they don't want to be involved. He is whispering and joking with his cronies, discussing ways to cheat as they pass a flask of dubious beverage back and forth between them. Should the Heroes try to listen in, Thane and his cronies are alert, but a Success could reveal Thane's cheating ways, which could help them to cheat or help them to stop Thane's cheating later on. Thane and his cronies become less alert the more they drink, but the information gleaned from them becomes less useful as well; when the flask is empty and the status fully removed, the group moves away and disperses. Five Points Market As the fair officially begins with celebratory horn blows, everyone is drawn to the market square like moths to a flame. Every Dale seems to be present, with wares of the highest quality laid out on quilts and on tables under embroidered tents. Hawkers shout at you, smells accost you, and the sounds of festival attendees laughing and joking fill the air. And what is this? Some traders offer to buy your goods – with a ribbon given for good craftsmanship! In this scene, the Heroes visit the main market in the heart of Barleytown, clogged with merchants and traders from throughout the Dales. They can mingle with other Dalesfolk and enjoy themselves – a reminder of what they hold dear, and what is at stake if the Dalespeace fails. Barleytown is a hub of trade and culture, and the market is full of goods from across the Dales even on a regular day; during the Fair the market is in full swing, and if the Heroes want to stock up on goods, supplies, or equipment, this is the best time to do so. If they themselves are traders or crafters, there's ample opportunity to spend time running their own stall or meeting fellow professionals from their field to trade tips and designs. A Few More Contestants Smiling Eddina is a miller from Lastford who arrived at the fair with a large painted wagon, in which she lives along with two squirrels that seem more like partners than pets. Dullmie is a soft-spoken hunter with fierce eyes who hides the fact he is of the Fogley family, wishing to win on his own merit. The Kombert Twins are Soddenmore urchins who won it big in a recent wager (or theft), intent on proving to everyone they're not some swamp muck. What if It's a Heist? If the Heroes wish to simply steal the Red Ribbons used in this contest, they could do so. They are carried by various wary-and-alert merchants and contest runners throughout the days of the festival; some of these folks can also take a bribe 3 . A dozen or so ribbons can be “earned” in this manner. It's difficult and dangerous, yet possible, to steal from the Red Marshals themselves, who are guarding the stockpile of Red Ribbons in their headquarters of Fort Gherdorn (Inviolable Place, page 248), with a full of Red Marshals (page 265). The Circlet itself will not arrive in Barleytown until the last day, safeguarded by last year's winner, Daisy Woegold. barracks
Day 2: Feasts And Gatherings p.393
Day 2: Feasts And Gatherings
Five Points Market Traders Discovering each trader's tag can give the Heroes a leg up when trying to impress them. Cooper Lisbeth is a barrel of a woman who trades in wooden containers and vehicles of all kinds; she doesn't spare critique, nor advice. She appreciates practicality. Jamie Longwind is a famous trader of jewelry and embroidery, a spiritual leader of the Peddler's Path (page 74). A delicate artisan of great skill himself, he is said to have an eye for fine details that none can match. Chef Ostick is far-kin from somewhere deep in the Wanderlands. Interested in strange ingredients and unusual spices, some claim she isn't a fair judge of Dalish cooking utensils and cuisine. TRADE FOR RIBBONS Several of the market's most well-known traders have been chosen by Marshal Rudol for the honor of being craftsmanship judges. They examine well-made items offered to them, and if their high standards are met, the trade is accepted and the maker receives a Red Ribbon. A Hero may need to impress 4 or convince 4 a trader to make the trade. As some craft actions might take a day or more, consider allowing players to take these crafting actions retroactively: the Hero, knowing about the trade market, prepared their product in advance. A Hog's Feast The second day of festivities begins with the Fair's first major contest, the so-called “Hog's Feast”: an opportunity to celebrate last season's bounty by overstuffing one's belly with delicious local cuisine. In the market's square, several long feasting tables have been assembled end-to-end. Each is covered in wooden plates, eating knives, loaves of buttermilk bread, and all manner of steaming foods and cold cuts. Several large pots hold savory barley soup, wafting tempting vapors into the morning air as they are ladled out into ceramic bowls. Stomachs rumble with hunger. This day's main contest is a huge eating competition. Marshal Rudol makes a long, heartfelt speech about the bounty of the harvest as the contestants take their seats on long benches along the feasting tables. The winner is given five Red Ribbons, but it is customary for them to hand out one or two to whoever they felt was among “the porkiest” of the other contestants or to their favorite cook. All remaining food is then dispersed among the audience.
Day 3: Bravery And Tomfoolery p.396
Day 3: Bravery And Tomfoolery
The third day of the fair continues with various competitions, all of which are optional, and all of which offer additional opportunities to earn Red Ribbons and thwart the plans of Thane and his cronies. Slim Chances As the third day of the Fair begins, the market is changed once more. The various stalls and tents in the town square have been turned into carnival-style games of chance and skill, with families and groups of revelers traveling from one to the next, grinning at each other's bouts of luck and misfortune. Kids keep running around everyone's feet. Many of the games are just for fun, but the hardest of them award Red Ribbons! This is a day of games of chance and skill, many of which require either a bit of luck or good hand-eye coordination. There are dozens of games to play (see sidebar), all of them tricky and done under pressure from the crowd (Quick action). Winning three games earns the winner a Red Ribbon. THE BAD APPLES Running amok through the streets, between the game and vendor stalls, are a gang of teenagers known in Barleytown as the Bad Apples, led by a violent boy named Sid (Masked Rascals, page 249). These rascals model themselves on Thane's followers, hoping to one day have their reputation. Thane's cronies have taken advantage of this, setting the Bad Apples to the task of distracting the vendors while they attempt to steal Red Ribbons. Tall Tales & Songs In the afternoon, the town and its many visitors gather in the market square for the next contest: a battle of words. Crowds form around several wooden stages, surrounded by food vendors and buskers taking advantage of the assemblage. Laughter is in the air, as well as anticipation. Those who have gathered many Red Ribbons ready themselves, gargling vinegar and humming Oldways tunes. Thane Codprice stands in all his glory, sporting a tailored purple velvet smock and coiffed hair, a petulant smile on his face. Games of Chance and Skill Cobblebones tournament (see page 67) Knife throwing (closest to mark wins) Slingshot at a Red Ribbon in a tree (win it if you hit it) Bean toss (into a narrow bottle) Apple bobbing (search a bushel with hands tied) Pig call contest (get it to approach) Cider cup guessing (estimate its volume) Turnip bowling (knock down wooden skittles) Walnut shell game (find the stone) Scarecrow dressing (judged fashion contest) Goat herding (harder than it looks) Knot-tying race (farm knots only) Tug-of-war (team leader wins) Extra Help If the Heroes are on good terms with Azeria, she can't resist the opportunity to help them with a little mischief of her own. She can help undermine the Bad Apples or even get a few extra Red Ribbons for the Heroes. The song and tale contest is one of the centerpieces of the festival. Vendors are in full swing, out-of-town folk are streaming in, and everyone seems excited for what's going to happen. Though technically anyone can compete in the final event, those who have the most Red Ribbons are the ones everyone is interested in, and they are scheduled to go last on the covered stage that's been erected in the square. TELLING TALES During the first part of the competition, contestants are expected to tell a heroic tale, a cautionary tale, or a tall tale. These stories are not required to be true, but they should “feel” true (or at least not overly exaggerated), harkening to Dalish or Oldways values (What the Dalish Value, page 55). The crowd loves tall tales, and a Success garners a Hero a Red Ribbon, or three if the tale receives the most applause. Thane Codprice tells the story of his mother's family (the Stillwaters, pages 80) helping to found Barleytown. His tale paints the picture of an industrious family of simple farmers who tilled the land, ultimately helping Gwyrdolan engineers to establish Barleytown's distinctive canal system. Besides being fabricated, the story has no point other than to glorify the Stillwater family name, but it does remind people of how connected he is. Someone who knows the rumors about the Stillwaters can crush his performance with a single, well-timed shout. PLAYING SONGS Finally, as the afternoon turns to dusk, the music competition begins. Thane and his cronies take the stage to play various expensive instruments they've stolen over the last few months – with Thane playing the lute loudly. Use the Rival Bard (CBII 165) without the Adventure aspect to represent Thane's band for the purposes of the competition, if the Fellowship attempt to take him on. The winner of the crowd's admiration gets two Red Ribbons from Marshal Rudol; there are no prizes for second place. Based on a True Story If a Hero tells a story based on an earlier adventure in the campaign, they benefit from the fact that it is based on a true story. However, they may need to embellish a bit if they want to simultaneously benefit from the crowd's love of tall tales! The Graveyard Vigil In the evening, the most promising candidates for Fair Monarch are brought up to the hills behind Barleytown to an old graveyard on an even older manmade barrow. The lights of the town below disappear in a haze as a mist envelops you, and the fair suddenly seems a world away. “This night is meant to separate the wheat from the chaff,” Marshal Rudol says, standing beside an aging Bone-Tender in dusk colored garments. A wolf howls in the distance, shaking up a murder of crows to fly into the autumn night. Marshal Rudol is always worried that someone unworthy will gain access to the Circlet, reigning as a despotic Fair Monarch for a year and causing problems for the community. Few others take the ceremonial title this seriously, but Bone Tender Filias has in recent years offered to make a contest of spending a night between ancient graves, although he does so to find Bone Tender candidates. As usual, Thane Codprice is there with a few of his followers. Other community members and contestants have come along as well, walking solemnly up the stone steps to the top of the barrow. The Heroes and their fellow contestants are expected to stay through the night, no matter what they see or hear in the graveyard. As time goes by, it's easy to become sleepy, but one must fight to keep awake. Codprice's cronies tell spooky stories, and now and then scary night noises arise from the surroundings, potentially Hero frightened. Those who “survive” the night without noticeably falling asleep or fleeing the barrow are awarded three Red Ribbons by Marshal Rudol. They can then retire to bed, as the last day's main event begins in the afternoon. Optionally, at midnight, something dangerous could occur as a Dolmen Dirger (page 279) emerges from a cairn at the center of the graveyard. Filias will do his best to lay it to rest, but this could be the Heroes' chance to shine. making a
Day 4: The Grand Finale p.398
Day 4: The Grand Finale
The Great Goat Race Today is the final day of the Fair and the day of its greatest competition. After a night of revelry (or a graveyard vigil), the midday sun's rays shine upon the market's center square that is once again transformed, this time into a makeshift pen. Pungent smells and braying sounds of goats fill the morning air as the various contestants begin to get into the queue for the day's Great Goat Race. “Told you not to have breakfast,” says one to another, as the assault on the senses could make one's stomach turn – to say nothing of the maelstrom of crushing livestock that is awaiting the riders. As always, Marshal Rudol is already at the ready and begins admonishing the growing crowd to play fair and treat their riding goat with care. In this scene, the Heroes are encouraged to join in the “Great Goat Race”, a contest of riding on the backs of Milkrest riding goats. The winner wins ten Red Ribbons, enough to make the entire Fair anyone's game, with second place taking three ribbons. IN LINE FOR A GOAT Marshal Rudol announces that the contest is open and that would-be racers should get in line by the makeshift goat pen. As usual, Thane Codprice is in line with his cronies, and they manage to bribe the shepherd to give each a muscular goat. Goats with the following sets of tags are available for picking: • aging goat, hardy, strong kick, stubborn • fancy goat, ornate saddle, well-trained, dumb • ominous goat, eerie presence, surprising speed, trance state • spunky goat, wiry, observant, too curious THE CIRCLET IS HERE! Once everyone is ready, the challengers and their mounts are shepherded down to a disused, dry section of recessed canals above which a crowd of spectators is already waiting. The cheering crowd is already getting rowdy, with hoots and hollers from their ranks. Suddenly, up on an observation dais especially built for the event, Marshal Rudol is seen gently escorting the recently arrived Daisy Woegold onto her seat, a pleasant woman in a loose dress that reveals she is with child. Upon her head twinkles a wreath of pure silver - The Circlet of the Folkhearth! The crowd cheers at their beloved Fair Monarch and the symbol of the Dales, enraptured with excitement. Daisy raises her hand, ready to start the race. CANAL STRIKE From the shadows of a nearby building, a hooded figure watches intently. He knows that without the Circlet, the Dalespeople's chances of preserving the mystical protection over their land are slim, and he knows his master would want it gone, so he prepares to pounce at the Circlet when everyone's attention is on the race. At the last moment, he draws a long steel dirk. Use this Threat: A flash of metal twinkles at the corner of your eye, somewhere high on the Barleytown roofs… Use the Cold-Hearted Stabber (page 264) for Verdan (or another assassin, if Verdan's fate was different). With the stakes so high, he isn't holding back, and he may shatter his vial of Fondness' End to unleash an unnatural wave of annihilating freezing vapor, a small taste of the Winter King's malice (frozen-solid to all nearby). This encounter could play out as an outright fight, particularly if the Heroes have not befriended Verdan in the past. If the Heroes treated Verdan kindly, he is torn. Temporarily reduce his cold-hearted status by the number of tiers in the friendly emotional statuses given to him by the Heroes (or an estimate of how much they touched his heart). Continuing to show him kindness and care would reduce the cold-hearted status (polar status) and then begin to count against his warmed-up 5. If maxed, Verdan would momentarily question his allegiance to the Winter King, opening up to a conversation where he would confess his past deeds and role as a spy. He does not know what the Winter King plans, only that he wants to cover the entire world with winter – and especially the Dales.
Aftermath p.400
Aftermath
After the excitement of the race, a sizable crowd of Barleytowners and outsiders alike gather at the stage as Marshal Rudol ascends and calls to all participants to present themselves and their ribbons. Contestants who bear them clamber up to show how well they've done in the festival. The Marshal then begins the counting while Daisy Woegold, the previous year's winner, presides. The final accounting takes place with Marshal Rudol and his Red Marshals adjudicating and keeping the peace. Daisy Woegold, the winner from last year's festival, presents Rudol with the Circlet of the Folkhearth, which he accepts with a tear in his eye and a wink to her. • If the Heroes participated and did quite well, they should be the clear winners. Even Thane and his cheating friends can't beat them, though Thane does ironically accuse them of cheating. • If the Heroes attempted to win, but none of them have very many ribbons, they can pool their ribbons together, giving them to one among them. If even this number is below 10, it doesn't suffice, and Thane wins. • Finally, if the Heroes haven't even really tried to compete, Thane takes the crown and the Fair Monarch title, to mixed applause from the audience, who know what kind of nuisance he's about to become for a whole year. REWARDS If a Hero wins, they are given the Circlet of the Folkhearth ceremoniously (see story theme), with everyone cheering. Furthermore, if the Heroes left a good impression on the people of Barleytown and the Dales, they all gain well-reputed for the coming year and may trade their Red Ribbons for a tier of well-supplied, hefty-purse, ingredients, materials, or any other equivalent reward. Serious Accusations If Thane accuses the Heroes of cheating or vice versa, the Heroes may have to assert innocence 4 or expose 4 Thane's trickery. If a Hero won the title and was given the crown, they have what they need to find the Lost Hermitage. What's more, they are celebrated in Barleytown and perhaps even beyond as this year's Fair Monarch. This could catapult any major activity they could be working on, such as construction, mentorship, or working to lead the people of the Dales. If Thane wins the title and crown, he and his cronies make good on their plans and set to work taking over various positions in Barleytown. Thane is on track to become the next Alderman of the town, and the people suffer for it, the streets becoming infested with crime and excess, at least compared to how it was before. Thane's winning compounds the problem in that the Heroes are in need of the Circlet to find the Lost Hermitage. They could bargain 4 with him for it, or try to steal it from him and his allies, or perhaps find another way to locate the ancient site. Core Revelation 7 The Oldways originated from an ancient school of Gwyrdolan Thaumaturges in Hartland.