Thursday, December 26, 2024

Notes on The Time Traveler's Guide to Medieval England

I recently finished reading Ian Mortimer's The Time Traveler's Guide to Medieval England: A Handbook for Visitors to the Fourteenth Century (2008). The book is a travel guide to England from 1300 to 1400, the approximate timeframe of many role-playing games, including Dungeons & Dragons. I thought my notes might be useful from a worldbuilding perspective.


I: The Landscape


Cities and Towns

The cathedral is the largest and most prominent landmark in any large medieval city.

Outside the city, a stream or river will be used as a dump for feces and junk.

There may be thieves hanging from the gallows and heads stuck on pikes by the city gates. There will also probably be begging children and waterways polluted with sewage.

London, the largest city in England, has only about 40,000 citizens, about 23,000 of them taxpayers. The population doubles or triples during the day when peasants and merchants enter the city to buy or sell goods. Many more will come during a fair or other special event.

~12% of people live in a town of any size.


Town Houses

The nicest homes are on the main streets, near the main gates. They will likely be 2 or 3 stories tall. There are also guild halls, colleges, and inns here.

The farther from the streets and gates are smaller homes of the poor, often facing an alley of 6-7 feet wide. The poor spend most of the day at work, so these homes are little more than a mattress, cooking space, and a toilet bucket.

About 1/3 of the city walled off subdivisions for cathedrals, parish churches, monasteries, and other areas. Another 1/10th is for royal castles.

Most market street houses have a narrow shopfront 15-16 feet wide, and their owners live above the business.

From 1300 to 1400, buildings are gradually rebuilt from wood to stone. Scaffolding is common.

There are no parks, gardens, or other public areas apart from the marketplace.


London

The government moved from city to city in 1300 but increasingly stayed located in London.

London is disgusting. People are paid to kill pigs, fined for leaving feces and barrels/crates in the street, fined for processing hides, and fined for throwing garbage in the Thames. It's becoming the people's responsibility to keep the place somewhat clean.

No other city is like London. There are a variety of goldsmiths, silversmiths, spice mongers, silk merchants, physicians, surgeons, and apothecaries.


Small Towns

Towns are distinguished from villages by their market, where people can buy and sell most common goods. There is a church but no guild houses or monasteries. Buildings are more likely to be dangerous (ramshackle construction with thatched roofs) and lack regulations (disgusting work is done inside them).

There's a town about every 8 miles.


The Countryside

Fields outside towns are divided for peasants to farm and animals to graze, and about one-third are left fallow.

~7% of the land is woodland, nearly all managed. Areas are coppiced. Banks deter deer. Lords let their tenants gather fallen timber and sticks. If forests become impassable, lords pay to remove dead wood—which is successful.

There are few evergreens, wild wolves, or wild boar.


The Changing Landscape

The land is slowly being developed, but climate change causes more rain, which kills crops and animals. Some areas are abandoned. Peasants are bound to their lord but may (illegally) leave to find work elsewhere.


Villages

1,000+ villages are deserted by 1400.

Sometimes, parishioners can't afford to repair churches, so the buildings will be downsized.

Homes are small, and the privy, henhouse, goose house, broken equipment (to be repaired or scrounged for parts), garden, and rainwater barrels are all nearby. Buildings are made of local materials, whether a specific type of wood, stone, or slate.

Home size can vary by status, from a 13-foot-square widow's cottage to a 90-foot longhouse of a yeoman. Some homes may be clustered, and others may be scattered around a parish church.

Outside the church, the largest and nicest building will belong to the local lord. The tenants go there to pay rent and fines and for communal meals at Christmas, harvest, and other times. Manor houses have their own outbuildings: "huge threshing barns and haylofts, ox houses and brew houses, stables, slaughterhouse, granary, goose house, henhouse, shearing shed, bailiff's house, and workers' cottages".

There are also monasteries in remote locations and some castles near roads, harbors, mines, fish ponds, and other important places.

Aside from the climate issues mentioned above, the Great Plague and border raids/wars have left large areas virtually uninhabited.


II: The People

The estimated population of England is 5M in 1300 (+/- 500k) and 2.5M in 1400 (+/- 250k). The population would not recover to 5M until the 1630s.

35-40% of the population are under 15, and 5% are over 65. The median age dropped from 38 in 1300 to 21 in 1400.

The younger society has less social and work experience, is more violent, more supportive of slavery, and likes dangerous entertainment.

On average, men are 5'7" and women are 5'2".

It's not uncommon to find people with minor or major injuries, missing eyes or limbs, breaks or fractures that didn't heal properly. Most people have had a disease in their lifetime.

People age faster socially. Citizens can work or get hanged for theft at 7, serve on juries at 12, marry at 14, and serve in the army at 15. Some marriages are arranged in infancy; the ceremony can happen at 12, with cohabitation at 14.


The Three Estates

The feudal hierarchy consists of the aristocracy ("those who fight"), the clergy ("those who pray"), and workers ("those who work"). This hierarchy is seen as created by God.

This concept is increasingly outdated, thanks to the power of English longbowmen. They are ostensibly "those who work" but also the best fighting force.


The Aristocracy

  • The King
  • 1-4 Dukes (King's sons), 7-14 Earls, 40-70 Barons; "tenants-in-chief" as their estates are given directly by the King; they are also House of Lords in Parliament
  • 1,100 Knights and 10,000 Esquires and Gentlemen [Esquires are descended from knights and have a coat of arms; Gentlemen aren't and don't]; hold manors on behalf of their lords; they may be elected to Parliament

In general, the higher the rank, the larger and more lucrative estate they own/run.

  • Hierarchy at estates:
  • Franklins/yeomen
  • Husbandmen (freemen)
  • Villeins (unfree)
  • Domestic servants


The Clergy

  • Archbishops
  • Bishops
  • Abbots
  • Priors of larger priories
  • Canons, archdeacons, priors of lesser priories
  • Rectors
  • Vicars
  • Chaplains, friars
  • Hermits


Workers

  • Mayors
  • Richer merchants, alderman
  • Lesser merchants, physicians, lawyers, master masons, master carpenters
  • Shopkeepers, local traders, skilled workers, freemen
  • Laborers
  • Domestic servants
  • Beggars


Those Who Pray

The clergy is split into secular clergy (most priests) and regular clergy (monks and canons).

The clergy also have manors/estates of varying income and power.

2+% of adult men are clergy.


Those Who Work

There are ranks among the peasantry; a franklin or yeoman might have "a whole yardland (thirty acres) and his own plow team of eight oxen"; a villein "is bound to serve his lord and has just one or two acres to his own use".

Peasants don't call themselves "peasants" but terms based on their rank, status, etc. They rank themselves based on where someone is from, the amount of land, crafts/skills, playing an instrument, being born in/out of wedlock, and (most importantly) being free or unfree.

Unfree men are villeins or bondmen. Villeins work ~3 days per week (morning to midday), plow/harrow a set acreage, collect firewood/nuts for their lord, and pay rent for their piece of land. Technically, everything they own and produce belongs to their lord—though most lords only demand a "heriot", their best or most valuable chattel/beast upon the villein's death. Lords can sell the land (and villeins/family with it), allow/disallow marriages, bar traveling more than a day, and run the manorial court.

Lords can make villeins free, or villeins can run away for a year and a day. However, his family or relatives will be ousted or fined. Also, villeins often don't have the crafts/skills or tools needed to improve their lot in towns.

There are also freemen peasants, franklins and yeomen, who may have significant land and wealth, and employ their own servants. Some rent entire estates from lords and knights, run their own manorial court, have a bailiff, etc.


Those Outside the Three Estates

Many people are outside the three estates/feudal hierarchy: merchants, professionals (physicians/lawyers), entertainers (jugglers, acrobats, jesters), mariners, etc. Even servants are relative, as they could be a sergeant-at-arms or a lord's son serving a king; they're a "servant" but hold considerable power.


Women

Society is misogynistic, and few try (or even think about) changing that. Social and legal prejudices are supported by religion, ancient philosophers, and even poorly understood medical/physical knowledge.

Most women's status depends on that of their father, husband, etc. They can't buy or sell property or make a will. Only widows/spinsters above a marriageable age are allowed some status (typically based on their last husband).

Women are free from conscription and don't have to tithe, but have few other rights. If they do reach an older age, they often gain social status.


III: The Medieval Character

Society can be exceedingly cruel and violent.


Sense of Humor

Human often reflects this cruelty and violence. Sarcasm is high wit. Practical jokes are common.


The Warrior's Love of Flowers

It's not looked down upon for lords to "love...the song of the nightingale and the scents of roses, musk, violets, and lily of the valley", cry, be religious, or be seen as virtuous.

Cursing and defamation are serious offenses.


Education

There is little formal education beyond practical education. Children of lords will have private tutors, and children in towns and villages may receive limited religious education from the parish priest.

Otherwise, children will work in the fields, become apprentices, or serve another lord starting at about age 7.

Monasteries, nunneries, friaries, and some city churches will have schools.

The universities (Oxford and Cambridge) exist but are expensive, and "there are no more than a few hundred resident members of each university at any one time".

Literacy is increasing. Most people in positions of power (bishops, landowners, judges, sheriffs, merchants) employ one or more clerks. Professionals and up to 20% of tradesmen in cities are literate. Also, "manorial clerks, parish clergy, and parish churchwardens" and even some freeholders are literate. (About 20% of men in urban areas and 5% in rural areas are literate.) Villeins are largely illiterate.


Knowledge of the Wider World

Many people know a surprising amount of information about towns and villages within 20-30 miles due to travel, kinship/marriages, friendship, and trade.

Clergy and freemen may have to travel to ecclesiastical court or to vote. Many people travel on pilgrimages. Men may be conscripted to fight in Europe or the Holy Land, meeting people from all over. All of these people will return with stories about their travels.

In London and the large port cities, native and foreign people will interact almost daily.

Most people will have heard of some lands and people outside England, though it is incomplete and often incorrect. The truth ends up blurring with misinformation and outright fantastical stories.


Discerning Minds?

Few people think it's a problem that fact and fiction are mixed.

Everything bad is blamed on the Devil or the will of God.

At the same time, superstition is rampant. Magic, sorcery, and witchcraft can make literally anything possible. Alchemy and prophecies are real. People consult astrologers for the most trivial things.

How is this reconciled? Magic is only bad when it's heretical. A witch helping someone recover a lost object is fine, but a witch cursing a husband is a heresy.


IV: Basic Essentials


Languages

People speak less French and more English, thanks to nationalism among the royalty.

There is no standardized language, dialect, spelling, etc. Many people still speak their regional languages.

People are more direct with their language.


Dates

The new year starts on different months/days, and other year numbering systems are used across England and the rest of Europe.

Most people will simply refer to the year of the King's reign.


Measuring Time

Before mechanical clocks, "hours" are a fraction of the daylight—meaning they're longer in the summer than the winter.

Most wealthy people have an astrolabe for telling (relatively) accurate time.

Major palaces, abbeys, and cathedrals will have a mechanical clock.

Bells are used to announce the market and curfews.

In London, taverns and city gates are closed at curfew, as are inn doors. Boats must be moored. Only "men of good repute" are allowed outside, and only with a lantern. Everyone else must return home, to their inn, or leave the city—or face arrest and detainment in a city prison.


Units of Measurement

There are no standardized units of measurement, either. A "plowland" is "the amount of land which a plowteam of eight oxen can plow in a year"—but that depends on what the land is like. Acre sizes vary across shires. Measurements can also depend on what is being measured, like gallons of ale or wine.


Identity

In 1300, people with low or no rank typically lacked a hereditary surname. However, people with common names may have non-hereditary surnames. That started to change as people began relocating. By 1400, most people would have hereditary surnames.

Identity includes where a person is from, their status, title, company or guild, and whether or not they are free. All of these affect how much protection a person can expect.

Personal seals are standardized and used by people of rank or power, but also by corporations, abbeys, cities, organizations, etc. If a seal is stolen, it may be announced by town criers.


Manners and Politeness

Hand over weapons at homes of equal/superior status.

Ask permission to enter any home.

Remove hats until told to put them on.

Bow to hosts of equal status; kneel to hosts of superior status; meeting Kings will involve 3 (or more) kneels, bows when speaking, meeting his eyes, never turning your back to him, etc.

There are also many rules about standing, making way for social superiors, not leaning, not spitting, etc. Eating has its own set of rules. Everything is about showing respect and not showing disrespect.


Greeting People

Greetings are also about saying the correct thing and not being overly warm or cold.


Shopping

The market(s) opens with the town bell.

The larger the city/town, the more likely there will be specialist shops. There may be multiple markets, specialist markets, or markets that rotate throughout the week.

Towns with weekly markets will probably have an annual fair. These last 3 days, with the 2nd day landing on a saint's day. Fairs are more likely to have specialist/exotic products, and they're a time for bulk/wholesale purchases.

Trade is regulated by guilds, which set duties and fees, and can ban sales of certain items or by certain people.

Still, sellers use all kinds of tricks and deceptive practices. People can complain, and the seller may be tried in a "piepowder court".


Money

There is quite a variety of coin denominations, designs, and sizes.

There are multiple royal mints and even private (church) mints.


Prices

The law sets standard prices for various goods, including their quality. These goods include bread, ale, wine, grains, horses, cows, etc.

However, costs can increase during harvest failures or plagues—or decrease for luxury items.

Haggling is also common.

Food is more expensive than we'd expect now. Both labor and land are cheaper. Food also tends to cost more in cities than in rural areas.


Working and Wages

It was difficult to improve one's rank through wages.

Becoming a member of a guild or livery company was expensive. Even becoming an apprentice was beyond what many could afford.

Craftsmen weren't expected to work on Sundays or the 40-50 holy days throughout the year. This gave people a good deal of time off, but also limited wages.


V: What to Wear

In 1300, clothing tended to be more practical. Outside the peasantry and clergy, clothing was similar, though the wealthy had better/different colors and better quality. This began to change around 1330, and by 1400, clothing was differentiated between men and women.

Women couldn't show their arms or legs in public. Exceptions: washerwomen, peasants, and prostitutes. Prostitutes had to wear yellow hoods.

Lepers had to wear cloaks and ring bells.

The clergy wore clothing based on their status and order.

The type of fur people could wear was limited by rank.

People who served lords in their households wore their livery/heraldic colors. This was considered a threat and/or protection.

Sumptuary laws were added in 1337 and extended in 1363. These further limited the wearing of furs, jewels in hair, gold cloth, silver cloth, silk, embroidery, and fabric cost by rank.


Royalty

The royal family could wear what they wanted, and they often pioneered trends. Their fashion would affect lower ranks over time.


Aristocratic Men

They wore layers of clothing, often sewn to the body.

Buttons were invented in 1330, which removes having to sew clothing onto people.

Men's clothing gets more and more elaborate, even sexualized.

There was little emphasis on hairstyles, and this didn't change.


Aristocratic Women

Women's and men's clothing were very similar. 

Women had different hairstyles and headdresses. The headdress reflected the woman's status.


Townsmen and Townswomen

Again, people wore similar clothing styles, but the difference between ranks was the quality of cloth.


Countrymen and Women

Clothing tended to be more plain, not multi-colored. Little differences, including distinctive items, demonstrated one's rank.


Accessories

Perfumes and spices were used to cover body odors.

Most people had a knife and coin purse.

People who could afford jewelry wore it, and the type/expense increased with rank.


Swords and Armor

The type and quality of swords and armor also reflected rank.

Since 1285, every man from 15 to 60 is expected to have arms to keep the peace—even the poor.


VI: Traveling

Maps are rare, especially maps of the entire country.

Most people know the general area around them, so travelers simply keep asking for directions.


Roads

In 1360, about 40% of the roads are Roman. The quality of these can vary: some have been maintained, others haven't, and still others have been moved or their stones plundered.

In 1300, Edward I and his entire court were able to ride 19 miles per day. In 1336, Edward III was able to ride solo 55 miles per day.

In other areas, roads are treacherous.


Bridges

Most water crossings don't have bridges; they're made at places with shallow water or a ford.

Commissioning a stone bridge is seen as an act of charity.


Tolls

Tolls are common, especially at places that need to be maintained: gates and walls, streets, bridges, etc.

Some towns and lords acquire or grant a charter exempting freemen from paying tolls.


Road Transport

Since 1286, manorial lords are supposed to clear 200 feet on each side of a highway—except the "great oaks" used in buildings and ships.

Horses are expensive, especially better horses. Most people walk.

In 1300, there were ~12 coaches in England. They became more common by 1400. They're also very expensive to use and maintain.


Water Transport

Sailing is becoming more common from 1300 to 1400. So is piracy.


Ships

Ships are also getting bigger and more maneuverable.


Life at Sea

Ships smell and are uncomfortable. Only the wealthy can afford a separate cabin.


VII: Where to Stay

Most people are kind enough to offer travelers a place to stay. It's also considered hospitality, a "work of charity".

Some rules: (1) respect your host's property, (2) the host is legally responsible for their guest(s), and you should hand over sword/weapons, (3) if a guest dies, their goods become the host's property.


Inns

As mentioned above, innkeepers are responsible for their guests. They may refuse a bed if they don't like the person—which some places have passed laws against. If you're wealthy, you're almost guaranteed a room.

Inns have some basic food ("ale, pottage, bread, and cheese") for guests, but they're not a tavern.

Beds may be shared by 3 or more men or women, although women rarely stay at inns. If you're wealthy, you might have your own room.


Town Houses

Houses can get quite large, especially when owned by the powerful or wealthy. People may be able to stay here and have their own room with some decent amenities.


Monasteries and Other Religious Establishments

Abbeys, priories, and hospitals often have lodging. The clergy see this as part of their required hospitality and charity.

Monasteries may be quite advanced, with flush drains and water taps.


Castles and Fortified Manor Houses

Castles are being rebuilt and renovated in huge numbers across England. They have many more bedchambers than was common, so chances are any visiting Esquire can have a private room.

All servants/servants in a household will be men. The only women are related to the lord or their companions.

Rank affects where people sit during feasts.

Latrines in castles are increasingly nice, with cushions, chutes to remove feces, and wool, linen, or even cotton to wipe.

When the lord is away, castles are almost nearly empty.


Peasant Houses

Peasant houses can vary in size, from longhouses with a family bedchamber in the back, to cottages and hovels.


VIII: What to Eat and Drink

What food is (and isn't) available depends on the weather and harvests.


Rhythms of Food

The main meal (dinner) is in the late morning (10-11 o'clock), and a more modest meal (supper) is in the late afternoon (4-5 o'clock).

Meat is forbidden (by the church) on Wednesdays, Fridays, and Saturdays throughout Lent and Advent for about half the year; there are no eggs during Lent.


Peasant Households

Bread and pottages (oat, pea, or leek porridge) are a large part of the diet.

Vegetables are well-boiled before eating, because they are believed to be harmful if eaten raw.

Meat is a status symbol. However, animals are more valuable alive, for milk, wool, eggs, pulling the plow, etc.

Fish are expensive and are often sold to the lord.

Ale is the most important drink. Its price and quality are also set by law. Brewing ale is one of the wife's duties.

In some areas, alternatives to ale include cider, perry (pear cider), mead, and metheglin (mead with herbs). Wine is usually too expensive for peasants.


Towns and Cities

Food tends to be better quality and more specialized in towns and cities, but it is also more dependent on market conditions.

Taverns sell wine, not ale. As expected, the better quality taverns sell better quality wine and have better (more polite, less dangerous) customers.


Noble Households

Rank limits the number of dishes per meal. (5 for lords, 3 for gentlemen, 2 for grooms.)

As mentioned earlier, being a guest and rank affects where people sit.

Instead of a plate, food is eaten on a trencher (flat, round bread), which will be given to the poor.

Rank also determines which quality of wine or ale people can drink.


Monasteries

Many of the rules at manors apply to monasteries. The higher the rank, the better the food and drink.

Monks have ways around rules against eating meat.


IX: Health and Hygiene


Ideas of Illness

Most people consider illnesses to be divine judgment. They are meant to purify the soul. Astrology is another common cause.

Astrology and numerology are also used to determine if a patient will or won't recover.

Most medicine is based on the 4 elements (fire, water, earth, air) and the corresponding 4 humors (choler/yellow bile, phlegm, black bile, blood)


Dirtiness and Cleanliness

Expected cleanliness depends on identity and rank. Cleanliness is often specifically about the "face, teeth, hands, body, fingernails, beard, and hair".

They rarely bathed daily unless someone had a filthy job, like cleaning latrines.

However, they do frequently wash their hands, face, and feet.

Baths are growing more common among the wealthy.

Soaps for washing clothes are becoming more common.


Diseases


Plague

Most people who get the plague will die of it.

Death rates vary: in some towns 9/10ths of people die, in others only 5/10 or 4/10. It's 27% among the gentry and esquires who flee infected areas.

The plague had social effects: it "cauterizes feudalism, frees up capital, and allows society to develop in a more democratic way". This tempts us to romanticize the plague, but of course at the time it was awful.


Leprosy

Leprosy included Hansen's disease (actual leprosy) but sometimes "all manner of skin ailments, including eczema, psoriasis, and lupus". People with obvious skin conditions could have been forced to live as lepers.

Lepers had to wear a cloak and ring bells.

Rates of leprosy decrease from 1300 to 1400.


Tuberculosis

Tuberculosis is increasing.

People believe the King's touch can cure it, or that the King touching a coin and passing it to the infected can.

Perhaps the only real "cure" at the time is getting good food and rest.


Other Diseases

Malaria, Typhoid fever, lung diseases (from mines), parasites, lead poisoning, and childbirth are other common causes of death.


Medical Practitioners


Physicians

Physicians with medical degrees are rare, probably less than 100 in England. They're usually located in large cities or towns.

Most non-degree-holding physicians will follow manuals based on astrology, bloodletting, diagnosing urine, etc.


Surgeons

The number of surgeons is increasing.

Surgeons, many of them also barbers (hence "barber-surgeon"), can sew and cauterize cuts, set bones, remove teeth, lance boils, remove cataracts, etc. Some specialize in one or more procedures.

The better surgeons will have pain medication, like opium.


X: The Law


Local Justice

People have small, close social circles, so it's expected that when crimes happen, they will have an idea who committed them (or is capable of them).

Frankpledge, a Saxon system: male villeins from 12 to 60 in the same hamlet or street form a "tithing", and swear to uphold the law; they report on each other, or are fined.

Anyone who discovers a crime must raise an alarm ("hue and cry"). Everyone who hears it is supposed to come to the crime scene and then go after the criminal. If the criminal isn't caught and the crime is serious, the sheriff may form a posse.

Criminals who are caught evading arrest may be beheaded (if a man) or drowned (if a woman).


The Sheriff and the County Court

The sheriff has a variety of duties, directly doing the King's orders ("writs") in a county: summoning a jury, sending people to court, holding elections, gathering men for the army, maintaining the gaol/jail, etc.

The sheriff holds county court every 4-6 weeks, where a judge will come to try local cases.


Hundred Courts and the Sheriff's Tourn

A subdivision of a county, called a "hundred", holds a "hundred court" every 3 weeks. These are for lesser crimes, like fighting and drawing blood, fraud, debts, and small thefts. The punishments are typically fines.

These courts can cross jurisdictions. Free men are outside the frankpledge system, so they would be tried at a hundred court.

The "sheriff's tourn" happens twice a year, at Easter and Michaelmas. Indicted felons are taken into custody to be tried by a royal judge.


Miscarriages of Justice

Many people accused of crimes are strangers.

There is little to stop lords or sheriffs from abusing their power. "There are very few checks or balances in this system." Torture is illegal but it occurs, along with extortion and bribes.


Manor and Borough Courts

All villeins and some freemen will attend these.

Minor cases are tried, such as damage caused by animals, improperly maintained lanes, poaching, blocked streams, fistfights, slander, brewing poor ale, adultery and fornication, etc. Heriots and small fines are paid.

Lords often claim the right of "infangenthef" or "infangthief", to execute his people who are caught thieving red-handed on his land. But some also claim "outfangenthef" or "outfangthief", to execute his people who are caught thieving red-handed elsewhere, or to execute others' people who are caught thieving red-handed on his land. This can be controversial.

In London, the mayor claims the right of infangenthef and outfangenthef.

Other towns are setting bylaws on baking bread, brewing ale, using weights/measures, and drawing blood in fights.


Royal Justice

The royal laws are messy in 1300, often Saxon in origin but revised by royal judges/justices, and there were few complete law books.

Many basic, still extant laws are written in the 14th century: the right to plea in English in court, defining "high treason", forbidding bearing arms in Parliament, and requiring arrests according to the Magna Carta.


Royal Judges

There are also three royal courts: the Court of the Exchequer, the Court of the King's Bench, and the Court of Common Pleas.

The King's Bench and the Court of Common Pleas are appeals courts, but they also travel to counties to try serious cases.


Commissions of the Peace

A new type of judge/justice is created, Commissioners/Keepers of the Peace, who can arrest people for felonies and judge them, in order to clear out the gaols/jails.

Eventually, they are made Justices of the Peace, later Magistrates, with expanded powers.


Organized Crime

~1/3 criminal gangs are families, often knights or nobles, or with important connections.


Ecclesiastical Courts

Church courts handle cases involving clergy, but also servants and other workers.


Sanctuary

People accused of felonies can request sanctuary in a church. They can stay up to 40 days. The accuser(s) need to post guards, who will feed the accused and must allow them outside to urinate/defecate. The coroner will arrive to take the accused's goods and then tell them where and which ship they can take to leave England.

That's what's supposed to happen, at least. Sometimes, the accusers, coroner, the wronged, or crowds will interfere.


XI: What to Do


Music and Dancing

Music is important. Musicians can earn a lot, or at least make a living.

Instruments vary and are handmade.


Plays

Plays are also common, even put on by guilds and royals.


Jousting

Jousts are one of the rare cases in history where high-ranked people risk injury or death.

Jousts can be quite dangerous.


Hunting and Hawking

Hunting specific game is limited to royals, or anyone they allow to hunt.

Hawking is open to gentlemen.


Popular Games

There were common kids' games, wrestling, bearbaiting, bullbaiting, cockbaiting, football, bowls, hockey, quoits, tennis, archery, heads or tails ("cross and pile"), dice, tables (backgammon), draughts (checkers), chess but with early rules.

Archery is available to commoners, unlike most sports. This is to encourage practice for the army.


Pilgrimages

Because people can control very little in their lives, promises to God to go on a pilgrimage are common. They are a demonstration of faith.


Literature and Storytelling

Hand-copied books are getting more common, even before the invention of the printing press. They're seen as a status item.

The high-ranked will have books read to them, as a performance.

Saturday, June 1, 2024

Campaign Journal #29: Eltheodir's End (Act I Finale)

Before we begin, I add a short recap:

When our heroes woke this morning, they heard news from the town criers of Nevriath. Dragons may have been spotted in the north. There are economic troubles in Stroud. A lake monster was slain in the Woldmere. It all seems so inconsequential compared to the resurrection of a dead god, which they're now seeing with their own eyes.

Aldus Patrox and the Feore faction seem to be winning their fight with the mind flayers. In fact, the party spots a magical doorway appear near them and they back into it one by one. The Casseval faction are also defeating their mind flayers, though with several casualties. The remaining mind flayers have fled the battle.

Eltheodir has (mostly) materialized and is moving towards the unsettling well.


Our heroes rush Eltheodir, buffing Kodrak with fly and enlarge spells as they do so. Kodrak reattaches Eltheodir's horn and greebles are summoned around him, which brings the god into the mortal realm and makes him vulnerable. Renn and Sentie keep everyone alive with temporary hit points and healing. Everyone gets in hits when they can, and summons additional greebles to block Eltheodir.

[DM comment: I'd like to say that the battle with a god was truly epic, but it was mostly straightforward. The party maximized outgoing damage and mitigated incoming damage, while locking down Eltheodir's movement. Every gaming session is a lesson learned.]

Raehendra shoots the final arrow and Eltheodir crumples before them. His dying form releases a wave of power that knocks everyone's spirits from their bodies—except for Barclay. It seems that there are penalties for killing gods.

However, Sister Vara is waiting for our heroes. She reassures them that death clerics and priests from Caddes Byr are coming to resurrect them. Meanwhile, the greebles devour Eltheodir's corpse.

As Raehendra dealt the final blow, Barclay's amulet of omens warned him of impending death. He activates the amulet and fades from existence, thus avoiding the wave of power. He reappears somewhere dark, though he eventually hears the sound of rushing water and feels air on his skin. He also sees a dim light, growing, and sees that it is a light spell approaching in a distant tunnel. Kodrak and Renn slide into view from that tunnel, and Barclay understands that he is across a wide underground river from his friends—and somehow in an earlier timeline, in Thyrre. Kodrak and Renn are struggling to rise on flagstones that Barclay now sees are crumbling beneath them. He spots a pile of treasure to their right and points to it, but they ignore him and climb back into the tunnel. Barclay fades again and reappears with our heroes, who are still being resurrected.

Liliani arrives and hugs Renn. Barclay casts sending to Rixiilliandrias, who appears and thanks everyone. Bartholomew messages Barclay and thanks everyone, then says he will likely have work for them in several months. (If they're interested, they can make their way to Fellsdare.) The party retires to a bar to recover.

In the next several months, our heroes are given 500 gold each from Fellsdare, Aceley, and Thannescombe for their help—and they are told that their actions will be disavowed by the nation of Loril.


In the near future:

  • Barclay turns to magical study, and seeks out jobs to fund this.
  • Kodrak writes letters to his family, but he still craves adventure.
  • Raehendra writes books about greebles, with illustrations by Heyzzzel.
  • Renn returns home with Liliani.
  • Sentie seeks to become the understudy of Rixiilliandrias.


This is the end of Act I.


Soundtrack:

Michael Ghelfi Studios, The Master (Mix)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Eltheodir, dead god
  • Heyzzzel, gnome wererat, artist
  • Liliani, elf, Renn’s sister
  • Ooblex, greeble
  • Rixiilliandrias of Pallistae Starling-on-Tinsley, wizard
  • Sister Vara, death goddess


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, May 18, 2024

Campaign Journal #28: Preparing to Fight a God

Our heroes speak with Liliani, and they all go to her temporary home in Nevriath. Liliani reveals that her research with Decius has turned up some of the same information as the party, but less in-depth. They've captured a few cultists, but they seem resistant to interrogation. When followed (even discretely), the cultists appear to leave the city in random directions, and then go invisible or teleport away.

However, they have noticed increased activity around four areas outside the city, much of it tied to the city's anniversary celebrations in three days:

  • A field to the north where fireworks will be set off.
  • A field to the east where a circus is setting up.
  • The southern warehouse district where stores will hold sales.
  • The western market district where people from all over will buy and sell goods.

Our heroes investigate the fireworks field, where they end up causing a commotion themselves. After that, they visit the circus grounds, where Kodrak and Sentie are denied entry. Barclay encounters Aldus Patrox, who appears to be more neutral (or perhaps an ally) than an enemy. Aldus teases some information about Barclay's early life, but now is not the time for a discussion. He also clues Barclay in about some of the cult's itinerary the following day.

The party reconvenes at Liliani's home and sleeps. During the night, Ooblex "talks" strategy with Raehendra's mind. The next morning, they observe the Feore faction get picked up by the cultists, and they follow them to the site of the ritual: the circus!

A lot of things happen in a short amount of time:

  • The Casseval and Feore emissaries are escorted onto the fields.
  • A tarp-covered barge lands and the coverings are immediately removed to reveal the gigantic body of Eltheodir.
  • Circus workers shed their disguises, revealing themselves to be cultists. They remove the straps from Eltheodir, freeing him. They also remove the covering from the largest tent, revealing a well—in fact, the same well that the party spotted with the skeletal "Benefactor" and mind flayers. They get the same sinking feeling in their guts.
  • More circus workers shed their disguises, revealing themselves to be mind flayers. They set upon the cultists, killing them and, when possible, eating their brains. They also set upon the Casseval and Feore guests. The Cassevallans are taken by surprise; several mind flayers grab people and teleport away. The Feorans are prepared and fight off the mind flayers.
  • Meanwhile, the peaceful crowd flees in panic.

This leaves the battlefield mostly empty, as Eltheodir stands and begins moving toward the well.

Our next campaign journal will likely be the final session of Act I!


Soundtrack:

Austin Wintory, The Banner Saga (2014), The Banner Saga 2 (2016), The Banner Saga 3 (2018)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Aldus Patrox, human, former actor in The Limelight Company, Cardinal of the Church of the Adamant, Lord of the Garnet Sword, advisor and cousin to Andel Patrox (King of Feore)
  • Decius, human, priest of Currend
  • Eltheodir, dead god being resurrected
  • Liliani, elf, Renn’s sister
  • Ooblex, greeble
  • Various bodyguards and researchers
  • Various citizens

See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, May 4, 2024

Campaign Journal #27: Navigating the Shademark and the Battle With the Promise-Breaker

Our heroes set off into the silent darkness of the Shademark, the borderlands between the mortal and immortal realms, also known as the Land of the Dead. Raehendra concentrates on her shadow compass, the one item that will let her navigate the directions given by The Wise One.

Raehendra guides the party between a pair of tentacled statues, counter-clockwise around a standing statue, beyond a seated statue, and through an invisible maze. On the way, they meet two riddle-giving denizens of the Shademark; our heroes answer the riddles begrudgingly.

In time, our heroes come across a cluster of shelves and tables, covered with all kinds of items. Raehendra recognizes them as products sold at her parents' stores—and made for them by enslaved kobolds. The party examines the items and finds them to be low-quality, even fake. It is quite an unusual scene to discover in the dark of the Shademark. Raehendra and the others ponder on that.

They continue on and find another strange environment, small growths of trees—and an unmoving dragon...something. A statue? Perhaps more?

Barclay magically senses another mind immediately before they are attacked by the "Promise-Keeper", a balhannoth. The creature is an annoyance, disappearing and teleporting around while grappling the party with tentacles and biting with powerful jaws. Kodrak and Raehendra deal significant damage, while Renn investigates the "dragon" (an illusion), and Sentie is polymorphed into a gorilla. Barclay is shaken but aids the rest of the party. Kodrak lands the killing blow, opening the way to the Path of Greebles.

This path is more like a river of Greebles, which our heroes walk on to reach the Well of Souls. They match some runes to open it and call upon the Mouth of Greebles. Raehendra masterfully negotiates for the Greebles' help in defeating Eltheodir, a dead god being resurrected by cultists in the mortal world. Ooblex, a tiny sludgy Greeble, travels with Raehendra.

In the distance, a pair of doors appears, leading back to Sister Vara's refuge. From there, our heroes pass through another door, climbing seemingly neverending stairs up a mountain, until they lose consciousness.

The party "awakes" in Caddes Byr, the City of Graves. A month has passed, and tomorrow is the first of Haws, the date of the impending ritual. Recent events have changed everyone, perhaps Barclay most of all. He has dropped his fake accent, and he actually seems comfortable with everyone else; he congratulated Raehendra on her negotiation skills, and his interactions with Sentie are less angry and more playful.

Barclay sends messages to Rixiilliandrias, who says they must reach Nevriath as soon as possible. Our heroes take a path along the ley line, which gets them to the city before noon.

Nevriath is bustling with activity. Unfortunately, almost no one knows that in a day, a ritual may resurrect the dead god Eltheodir—which carries powerful consequences for everyone. The party has no clue where to start, until Renn hears his sister Liliani shouting above the crowd.

We'll continue with that conversation next time!


Soundtrack:

Bardify, Shadowfell

DesertX, EP01 (2024)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Rixiilliandrias of Pallistae Starling-on-Tinsley, wizard
  • Two riddlers
  • The Promise-Breaker, a Balhannoth
  • The Mouth of Greebles, an aggregate of greebles
  • Ooblex, greeble
  • Clerics and priests of various death gods
  • Liliani, human, Renn’s sister


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, April 20, 2024

Campaign Journal #26: Everybody Dies

We rejoin our heroes, immediately after they've spied on that skeletal figure and some mind flayers, learned a great deal about the cult's plans, and witnessed some deadly backstabbing. They're now back in the tower of Rixiilliandrias, where he tells them to get some rest while he sees to their security.

The next morning, everyone is asked to visit Rixiilliandrias's office for a gift. While there...

Raehendra

Raehendra notices a framed cross-stitch of The Greeble Poem:

Beyond the veil where Greebles bide,
In seas of shadow everlast,
Their hunger for the timeless vast,
Beyond the veil where Greebles bide.

Beyond the veil where Greebles grin,
Their uncanny shapes do devour
That which dares pass its final hour.
Beyond the veil where Greebles grin.

- Valyric Paega

Rixiilliandrias and Najima speak of how knowledgable and prophetic Paega was.

Later, Najima says more about Greebles: "As the poem says, Greebles live beyond the veil, outside of the mortal realm. From what we can surmise, they feed upon things that should have ended, but have not: finished time, empty souls, and beings that may no longer be counted among the living. Soulless undead, for example. It is said that they can even strip powers from the divine. That is the extent of what is known. To learn more, you would have to seek out Valyric Paega—who is also beyond the veil. There is a prophecy that—" but she suddenly has to leave.


Sentie

Sentie notices a poster for The Wayfarers Circus, a traveling circus act. The poster includes the portrait of a "hypnotizer" labelled "Evert Varlet", who Sentie recognizes as the man who taught them about magic.

Rixiilliandrias also mentions that Evert Varlet is a member of The Pool, a thieves' guild working in Casseval and Feore, and a relative of Cole Varlet, one of Feore's emissaries to the cultist's ritual.

While there, Rixiilliandrias casts scrying on Sentie's mother, Relia Rancis. They see that Relia (and her husband, Aldric) seem to be fine, though they also appear sad.


Barclay

Barclay also notices the poster for The Wayfarers Circus, including Evert Varlet. Rixiilliandrias shares the same information about Evert Varlet being in The Pool and also a relative of Cole Varlet. He also suggests speaking with Sentie about Evert.

While there, Rixiilliandrias decodes some of Barclay's ritual text with some playing cards. It turns out that the code was something that Rixiilliandrias used in Myrinul, and which was stolen by a Feoran spy:

"At one point, a Feoran spy named Serenthe Galco infiltrated our organization. She attended only one meeting of the Longdays Society, but she 'worked' alongside us at Myrinul for 9 months. She stole a great deal of our work on these four spells (private sanctum, magnificent mansion, teleportation circle, and plane shift), and, apparently, also the card-based cipher that I was using at the time. Without getting lost in the details, early spells that create safe, defensible locations would take it from other places. The magic would actually steal the land, sometimes from far-off places, integrating it with ours. Now, understand that we looked into the possibilities here. At one point, there were discussions about saving extraplanar cities, perhaps even civilizations, by bringing them here. If we had the means, was it not an ethical imperative? Of course, we discovered that there were...side effects of doing so. People could be trapped, hurt, or killed. And then there were the earthquakes.

"In any case, this Serenthe Galco returned to Feore and traded the information for land and title. Within a year, she was Serenthe Galco-Patrox, a member of the royal family. How this information ended up here, in your book, is a puzzle—for another time, though."

The decoded content in Barclay's text includes:

  • The difference between early (and dangerous), ritual forms of the spells private sanctum, magnificent mansion, teleportation circle, and plane shift and their modern version.
  • Attempts to draw connections between ritual and non-ritual versions of spells. It seems that some non-ritual spells can be made into ritual spells by multiplying the cost (sometimes by 10 or 100), adding more ritual times, or by doing some awful things (like blood sacrifice). Unfortunately, there doesn't (yet) appear to be a way to do this on the fly.
  • The text "Morn is a beacon star" with the words "safe harbor" underlined.
  • Towards the end, a note about "Limelight Company".

The previous day, Barclay had mentioned Aldus Patrox as one of the Feoran emissaries, and that plus the note about Limelight Company reminded Rixiilliandrias of several things:

  • First, that Aldus Patrox has a reputation of one who lacks ambition (as a cardinal). But he wasn't like that as a young man.
  • Second (and related), he finds a poster for for The Limelight Company, a theater company based in Fellsdare, Loril. At the top is one of the lead actors, Aldus Patrox. Barclay notices two portraits near the bottom, a man and woman who bear a passing resemblance to his parents.

After some conversation with Rixiilliandrias, Barclay also learns the following:

  • The events with Serenthe Galco happened about 400 years ago.
  • In his youth, Aldus likely benefited from a great deal of leeway that most royals are given. He was able to explore the world and see or experience things that are frowned upon, as long as it's not obvious heresy. Officially, it's to learn about the heretical West so that one can more easily defeat them. Unofficially, it's because the rules rarely apply to royals.
  • The Limelight Company went out of business perhaps 20 years ago.
  • Barclay has heard of their patron, Morning Golden, but the name was never interesting or conspicuous enough to research.
  • The Church of the Adamant, of which Aldus is a cardinal, is more..."liberal-fascist" than the sect preferred by Casseval. They're a little more open to what's included in their holy texts, but still generally awful in practice.

Later that day, our heroes engage in several activities:

  • Barclay and Sentie discuss Evert Varlet.
  • Sentie copies some scrolls into his wizard spellbook.
  • Kodrak explores the tower, touches everything he can, tries on old theater costumes—and takes a few with him.
  • Renn finds a nice glass enclosure on a level filled with plants and animals, and hotboxes. The hookah in the room suggests that this may be its actual purpose.
  • Barclay casts sending (four times!) and speaks with Evert Varlet after many years.
    • Barclay to Evert Varlet: "It's... me. Your name has come up. Many other names. I have many questions. More concerns. Can we speak? Please. Safely, quietly, soon. Please... Uncle."
    • Reply: "Hey BK, good to hear you're alive. I'm working on something important. Incredibly important. But I can step away for a few moments."
    • Barclay to Evert Varlet: "I'm... stopping a cult? A dead god? Eastern emissaries. I just learned you are a caster!? Ugh, no, and... my... <sigh>... are they... okay?"
    • Reply: "Denise and Gregeth are here, working on the same project. We'd love to show you but it may take some time. Possibly years. Sorry."
    • Barclay to Evert Varlet: "... They're... there!? After all this time? What... what project? What is happening. Can I... help? Should I? How can I find you? When? Where? ... How?"
    • Reply: "It's a long story but The Limelight Company smuggled them out. Our project is secret but could save many people. Perhaps worlds."
    • Barclay to Evert Varlet: "I know a bit about that. A bit about a lot of things. I may be able to help. Contact me soon. Them, too."
    • Reply: "I've heard. Be careful. Particularly with Cole, my second-cousin, once removed. He's a teenager and a true believer. Please be gentle. And safe."

Rixiilliandrias later gives Barclay and Sentie the combinations to four teleportation circles:

  1. His public circle at Pallistae Starling-on-Tinsley. He warns that it may be disabled at times, and is always "sequestered"—meaning it puts everyone arriving in some place safe, but not necessarily some place they can leave from immediately.
  2. A private circle north of Fellsdare.
  3. A public circle near Arcea.
  4. A private circle in Callad. He suggests they not use this portal without Kodrak.

Everyone (our heroes, Rixiilliandrias, Najima, and Hazephas) gathers for a discussion about how to proceed going forward. Najima reminds everyone that they face a partially resurrected dead god, who will still be immensely powerful. He'll also be impossible to harm unless they return his horn, which will make him even stronger—but also able to be killed. Raehendra says that she learned about Greebles, and suggests they are the solution. Najima confirms this.

However, to get to the Greebles (and to Valyric Paega, who can provide more information about them), they must pass "beyond the veil". That means severing their souls from their material bodies. It's basically like dying. They'll also need to light a candle to Sister Vara, a death goddess.

They take a long rest to prepare. Renn prays to his god, Lioris, to ensure this is all fine. He is visited by an errandthane, Ylreat, who says that it is.

Our heroes take a portal to a waterfall, where they jump in and "die". They eventually "wake" in the Shademark. While there:

  • Kodrak appears younger, with an orangish beard.
  • Renn has shadowy, tendrilly angel wings.
  • Raehendra wears nobles' clothing.
  • Barclay wears upper-class scholars' robes until he magically changes them to his normal clothing.
  • Sentie looks the same.

They are now in the care of Sister Vara, a death goddess. In addition to Sister Vara, they also meet:

  • Anwel, fey oracle
  • Caelia, priestess of Sister Vara
  • Elena Tesar, governess of Raehendra Tiddlybumpkin and Vikt Falkor
  • Host, half a skeleton
  • Orphan, a girl
  • Orrox the Blind and Helpless, elderly beholder
  • Tarric, agender scarecrow
  • Tharylitrionus the Five-Eyed, agender spectator, scientist
  • Valyric "Val" Paega, human, once wrote a volume on Greebles
  • Xorn of Truth "Xot", xorn

They briefly explain what they're doing: finding Greebles to defeat Eltheodir. Raehendra catches up with Elena and chats with Val. Kodrak and Sentie chat with Tarric. Sentie also asks Orrox plenty of questions.

Unprovoked, Tharylitrionus the Five-Eyed says that "'Eltheodir' is more of a mistranslation or misreading of an older runic language. You see, the old runes can be read left to right, or right to left, or back and forth. Sometimes meandering even, which I suppose I'm doing right now. In any case, rather than 'theo', it should be 'ithe', meaning 'wave'; 'el' is more like 'ill', the same word we use today, but back then it had a meaning closer to 'evil'. So 'evil' plus 'wave'. 'Dir' is more or less accurate; it's simply a plural word ending. Ill-ithe-dir. Evil waves." He floats away.

Eventually, our heroes are each given a bag of common materials needed within the Shademark, which includes candles, incense, paper coins, sage, salt, an Unfiery flint and steel, and an Unfiery Torch.

Raehendra is given a single Shadow Compass. Caelia explains, "To use it, the bearer must think of their destination and not lose their own light."

Tarric says, "If you find your light diminishing, tell a happy memory, sing a cheerful song, or do anything that brings joy to your heart and the hearts of those around you."

Host then says, "If you need to return, light an Unfiery Torch and stand within its unglow."

Orrox warns, "If you encounter any denizens of the shadow, it's best to do what they ask, if only to avoid drawing further attention to yourself."

Val concludes, "When you're ready, open and walk past that door there. You'll soon meet The Wise One, who will help you navigate to the Greebles."

They do so and eventually find The Wise One, who asks what they seek. Raehendra says, "Greebles". The Wise One intones:

Your journey has seven steps:

    1. Walk Between the Tentacled Statues.
    2. Walk Widdershins around The Standing One.
    3. Light incense for The Seated One and pass on its left.
    4. Defeat The Promise-Breaker. No others need be harmed.
    5. Walk The Path of Greebles.
    6. Open the Well of Souls.
    7. Only then can you negotiate with The Mouth of Greebles.

And that's where we'll join our heroes next time!


Soundtrack:

  • Daniel Pemberton, The Dark Crystal Age of Resistance, Vol. 1 (2019)
  • Daniel Pemberton and Samuel Sim, The Dark Crystal Age of Resistance, Vol. 2 (2019)
  • DesertX, EP01 (2024)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Hazephas, imp, familiar of Rixiilliandrias
  • Najima
  • Rixiilliandrias of Pallistae Starling-on-Tinsley, wizard
  • Ylreat, Sedeyrran Errandthane
  • The Wise One
  • The Dead
    • Anwel, fey oracle
    • Caelia, priestess of Sister Vara
    • Elena Tesar, governess of Raehendra Tiddlybumpkin and Vikt Falkor
    • Host, half a skeleton
    • Orphan, a girl
    • Orrox the Blind and Helpless, elderly beholder
    • Sister Vara, death goddess
    • Tarric, agender scarecrow
    • Tharylitrionus the Five-Eyed, agender spectator, scientist
    • Valyric "Val" Paega, human, once wrote a volume on Greebles
    • Xorn of Truth "Xot", xorn


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, April 6, 2024

Campaign Journal #25: Rixiilliandrias of Pallistae Starling-on-Tinsley

We return to our heroes aboard a boat/barge piloted by the ogre Jarold down the River Tinsley. Jarold hands out gifts to his new friends/passengers:

  • To Barclay, a large nugget of fool's gold.
  • To Kodrak, some flax seeds, a burnt toy, and a diagram on how to make a ball.
  • To Raehendra, a bottle of perfume.
  • To Renn, a vial of will-o-wisp remains.
  • To Sentie, some hot peppers, hot sauce, and capsaicin.

The voyage takes two days, during which they pass several elven towns and villages. Eventually, they arrive at what appears to be an open field—although the river ahead of them is roaring, divided by some invisible structure. Jarold docks the boat, and the party disembarks.

Renn casts see invisibility and sees not only the bridge in front of them (which explains the river's behavior) but also a walled city, now falling to ruin. Everyone hears a commotion on the other side of the bridge, and Renn sees a door shattered by three creatures.

Our heroes battle a modified/upgraded Barrowghast, Sword Wraith Warrior, and Specter. The Spector is quickly destroyed by Sentie, and the Sword Wraith Warrior is taken down by a few hits from Kodrak, Raehendra, and Renn—but the Barrowghast takes many hits before it drops. Then it rises again and takes several more hits before Sentie dispatches it. Unfortunately, most of those hits release plumes of poisonous gas, harming everyone around the Barrowghast. After the battle is over, Renn heals most of the party's wounds.

Hazephas the imp appears and invites our heroes into Rixiilliandrias' invisible tower. They meet Najima, who seems to be some kind of...invisible secretary? Then the party is escorted to a small theater where they enjoy snacks and a stage magic performance by Rixiilliandrias—who asks that they call him "Andrias".

Barclay explains everything to Rixiilliandrias, with help from the rest of the party, in hopes that Andrias can fill in the blanks. Rixiilliandrias explains that Myrinul was, at one time, a center of magical research until they made the connection between the ever-increasing earthquakes and their work. Myrinul was shut down, and everyone swore a "soul-oath" not to divulge certain things. (In short, Rixiilliandrias is willing to help but cannot directly intercede in areas involving his soul-oath—including the dead god.) Rixiilliandrias also explains that his research and experiments at Myrinul involved the runic spell pages. They granted him his long life, though they drew that life force from the people of Pallistae. Rixiilliandrias is now doing what he can to destroy the undead and make the city habitable again. He also explains that his magical experiments led his wife, Miela, to leave him, and his brother-in-law, Kajh Falkor, to desire a longer life and eventually resort to vampirism. This was centuries ago, but it is clear that Rixiilliandrias is depressed from the loss and death of his wife, not to mention guilt at the many lives he took.

At this time, they sleep while a manic Rixiilliandrias rebuilds the teleportation circle to Githis. He soon wakes our heroes and takes them through a series of teleportation circles—which should make them untraceable—and then drops a scrying device into the Githis circle. A circular screen opens, showing all that the scrying device sees.

The scrying screen is blank for about twenty seconds, but in time they discern light. The scrying device is moving on some kind of device, through rooms and hallways that are strangely rounded, with skeletal protrusions. Everything appears uncomfortably organic. Features that look like pores or organs dot the walls, leaking some liquid. Eventually, the scrying device is deposited on some crates in a small room.

Nearby is a table and a cultist in purple robes. On the table are a lantern and a glowing body, the only sources of light in the room. The body appears to be speaking. Sentie can read its lips: "—emissaries from Casseval...still unknown. Feore sends...a Corusene cardinal...he is a cousin to their king."

Our heroes realize that the body is that of Dimir, the exploded viceroy of Falxmed. It appears to have been sewn back together, though roughly.

The cultist asks, "when are the emissaries to arrive?" Dimir's body responds, "the first of Haws." That is almost exactly a month away.

The cultist doesn't say anything, but seems to be waiting for something—or someone. Out of the shadows glides a skeletal figure, dressed in fine clothing, floating several inches above the ground. Its eyes are a flaming, baleful blue. The figure moves its jaws, as if speaking, but without lips Sentie cannot translate.

The cultist nods and says, "and what of the meddlers, the ones who killed Vict Falkor? Tell me about them." The body of Dimir says, "two humans.... An elven priest of the night. Their leader is Kodrak, a dwarven lord. There is the daughter of Wendlaf's imprisoned business partners, the gnomes. She may be seeking revenge...perhaps funding their group. It is unclear how much or how little they know." At that, the body ceases glowing and seems to relax. The speak with dead spell has ended.

The cultist says, "this matches the accounts of those slaughtered at the watchtower. As you inferred, Benefactor." The cultist bows. The skeletal simply floats there, as if lost in thought. 

Eventually, the skeletal figure produces several scrolls from its robes, places them on the table, and begins talking. The cultist frowns and says, "but I had hoped to be present for the return of The Endless and Timeless One." The skeletal figure speaks for some time and the cultist appears relieved. He puts his hands together in gratitude.

The cultist takes a scroll and casts sending from it, then speaks: "the Cassevallan and Feoran guests arrive the first of Haws. The ritual must be completed by the third. Do not keep them waiting." He pauses for a reply and casts from another scroll. This time, he says, "if necessary, we can make our Lord fully corporeal after he is brought through. A search for the horn is already underway." There is another pause, and a third sending: "yes, I can vouch for the Benefactor. I'm placing you in charge for now. I'm being sent to Fellsdare for a secret coronation." A final pause, and the cultist looks at the skeleton. "It is done."

The skeleton briefly speaks. The cultist replies, "no, they understand secrecy. They will wait for word from me. If there is a problem, they know to march on Fellsdare and we will meet them there." The cultist puts his hands back together. "If you don't mind my asking, what kind of coronation did you have planned?" he asks.

The skeleton makes a brief motion and a slash appears at the cultist's throat. Blood sprays across the table. Another motion from the skeleton lops off the cultist's hands. The man crumples to the floor in a pool of blood.

The skeleton waves and the walls fade away. Apparently, they were illusory! In the distance, on (what they assume is) the actual wall, there is a massive orifice filled with swirling magic. Everyone experiences an ominous, sinking feeling in their guts—even through a scrying device, this orifice exudes some terrible magic.

Near it are a couple of blueish creatures with tentacles on their faces. They begin to hover closer but the skeletal figure holds up its hand. The blueish creatures drop to the floor and bow deeply, then proceed to walk. Clearly, they are not accustomed to walking and it must cause them some discomfort. Nevertheless, they approach the cultist's body and crack open its skull, then devour its brain.

The skeletal figure turns away, its body language not expressing disgust but mere disinterest. It glances in the direction of the scrying device, and for a second it feels like the figure is staring our heroes in the eyes—before it performs a hand movement and the device goes black.

Rixiilliandrias suggests that they return through the teleportation circles immediately.


Soundtrack:

  • Daniel Pemberton, The Dark Crystal Age of Resistance, Vol. 1 (2019)
  • Daniel Pemberton and Samuel Sim, The Dark Crystal Age of Resistance, Vol. 2 (2019)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Hazephas, imp, familiar of Rixiilliandrias
  • Jarold, ogre
  • Najima
  • Rixiilliandrias of Pallistae Starling-on-Tinsley, wizard
  • Unnamed Cultist
  • Unnamed Lich (The Benefactor?)
  • Unnamed Mind Flayers


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

Saturday, March 23, 2024

Campaign Journal #24: The Two Portals

Our heroes rifle through the clothing and bags of the cultists and their guards. They also examine the cultists' journal and discover they were tracking the position of the star Githis in the sky. Barclay recalls that Githis is supposedly one of the 7 Slumbering Suns, enchanted suns like Morn.

The party breaks into the area underneath the tower and discovers four goblins kept captive. They are Davana and three others previously encountered at (what is now) Kodrak's Backtooth Mountain. The goblins explain that a cultist entered the portal (further down a passageway) along with regular shipments of water and crates.

They examine the portal, testing it with a stick before Kodrak peers inside. He sees a dark corridor with weird, organic features. The portal is set to track Githis—can the portal indeed lead there? Barclay disables the portal, and both Barcley and Sentie note the positions of the portal stones before putting them in their bags.

The party and the goblins rest at the watchtower. Davana, who is known for cooking, prepares a meal: "roc" wings, troglodyte jerky, curried venison, goblin lemonade, and goblin root beer.

Our heroes leave the watchtower with the goblins in tow, and again set off through the grassy plains. They make good time and reach their mountain destination in the morning of the fourth day. However, they find themselves in the middle of a situation. The portal station is inhabited by three factions, humans and half-elves, gnomes and myconids, and Stonelings (orcs and goblins). Apparently they all reached the station roughly a month ago, attempted to activate the portal, and an explosion killed dozens of them. There are also too few crystals to activate the portal. The factions fear sabotage and there is little trust between them.

They attempt several solutions, and eventually work with the Stoneling warchief Gorbul to investigate the explosion. Their work leads them to a grave atop the mountain, where they locate a coin-operated mechanism that had been removed from the portal room. The party gets the portal operating again and takes it to a portal near the River Tinsley in south-west Loril.

Our heroes meet their contact, Jarold, the ogre brother of Harold. In his barge, they will travel down the river to meet the wizard Rixiilliandrias of Pallistae Starling-on-Tinsley.


Soundtrack:

Gabriel Akhmad Marin, Ruminate: Improvisations for Fretless Guitar and Dutar (2021)


The Main Cast, our player characters:

  • Barclay Stone (he/him), human bard (college of eloquence)
    • Aevyr, his imp familiar
  • Kodrak Kukkerlun (he/him), dwarven fighter (battle master)
  • Raehendra Tiddlybumpkin (she/her), gnomish ranger (hunter)
  • Renn Summerstar (he/him), elven cleric of Lioris (twilight domain)
  • Sentie Rancis (they/them), human wizard (school of transmutation)


The Supporting Cast, non-player characters:

  • Davana, goblin, and three other goblins
  • Gorbul, Stoneling, warchief
  • Jarold, ogre
  • Some half-elves, humans, gnomes, myconid, and Stonelings


See the full cast list at Campaigns in Elsemorn—now with photos of the miniatures used in the game!

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