A Hero's Journey
Date :
Season/Year : Summer 794
Storyguide : Kevin
Cast
- Filius Ignis
- Orella
Writeup
Cast
Filius Ignis Mage of House Flambeau
Orella Mage of House Flambeau
Raven A dream walker and would be member of the Order of Hermes
Michel Lamont Large and odd fighting “man”, recent member of the turb
Juan de la Vega A fighting man with an unsavory past and another recent member of the turb
Marellus Fighting man with a dour personality and yet another recent recruit
Adrian Mentos Red Cap in the Order of Hermes
Apromor Flambeau’s first apprentice and a master of Perdo (did not appear in game)
Moldur A woodsman and a member of the Oak King’s court
The Oak King Ruler in the forest of seasons. Ascendant in the summer months. His kingdom is in the center of the Great Forest
The Alder Prince Ruler in the forest of seasons. Ascendant in the spring months. His kingdom is in the Western part of the Great Forest. He is an ally of the Oak King
The Holly King Ruler in the forest of seasons. Ascendant in the winter months. His kingdom is in the Northern part of the Great Forest. He and the Oak King are enemies. (did not appear in game)
The Willow Maiden Ruler in the forest of seasons. Ascendant in the fall months. Her kingdom is in the Southern part of the Great Forest. (did not appear in game)
Also appearing:
Bonisagus, Flambeau, Guernicus, Diedne, and Justin (a graduated apprentice of Jerbiton)
Act I – Departure
Scene 1 – The call to adventure
Raven has a bad dream two nights in a row:
There is a large river with a small island in the center. The water dashes around the island on both sides, water splashing and frothing as it encounters rocks just above the surface. The river appears to slow for a moment, the smooth surface hiding a powerful current that then tumbles over a rock wall falling into the misty depths below. On one side of the island a very pale man lies face up floating in an eddy. His body bobs in the water, anchored by a leg that is caught between two rocks. Occasionally he begins to sink and he struggles back to the surface for air. On the other side of the narrow island a man who is small and child-like is pinned against a rock by the force of the water. From his weakening struggles, he won’t last much longer before he is swept away. Holding on to his belt is another person and holding them another, and so on. They form a chain of people all kept from being swept downstream and over the waterfall by the small man’s fading grip. Inrisor darts from bank to bank trying to figure out how to save both men. Finally a few of the people at the end of the human chain break free and are carried over the edge by the river. Meanwhile on the other side of the island, hands from under the water push the pale man up as he struggles. Inrisor lays prone and manages to grasp his hand. When he pulls the pale man to the bank and turns, the others are gone. Swept away.
Filius and Orella ponder returning to the covenant, but decide they would hear something if things were bad.
Scene 2 – Refusal of the call
During the night the party is attacked by a group of undead wielding swords and spears. They defeat them pretty handily. Tracking for a few hours gives the impression the undead have been following along the road for a while. Filius wonders if they have been following since they left the covenant.
A couple of the grogs are hurt. After a botched chirurgy attempt Michel sets out along the road to see if there is a town ahead. While scouting he encounters a woodsman and his ox. Moldur (the woodsman) is trimming and splitting holly trees he has cut down. Michel explains their problem and Moldur agrees to help.
Michel returns to the party and they travel up the road to meet Moldur who has made a quick camp and has a couple rabbits on a spit. Moldur turns out to be pretty good at tending wounds. He ends up staying with the party.
That night Raven has another dream:
Filius and Orella emerge from the woods near the covenant. The area is strangely quiet as though nature is holding her breath. The walls of the covenant are scorched and broken. Ravens circle patiently above. A faint cry from within pierces the silence. As they run forward to investigate, a ball of flame shoots upward and a Raven falls without a cry. Suddenly a wall of trees separate the magi from the covenant. The trees have glowing red eyes and a split in each trunk reveals rows of sharp teeth. The magi let loose with great swaths of flame. The trees, being green and supple, smoke but do not burn. As they continue to close on the magi a few fall, but not enough to keep them from feeding their terrible hunger.
After Filius hears the details of the dream he begins to have doubts about pressing on. They briefly discuss splitting up with Orella going back, but they again decide to press on.
Scene 3 – Supernatural Aid / Crossing the First Threshold
After another day or two, Michel again scouts ahead for a place to camp. He finds a place near the top of hill. It is obvious that others have camped in this spot in times past. Michel reports there are also caves in the rocks nearby.
On Filius’ watch he hears a creaking noise. He lights the area up and sees the trees have uprooted themselves and are headed towards the camp. Everyone is quickly woken up and Filius begins hurling sheets of flame on the slowly advancing trees. Orella steps up to join the attack. Another group is approaching from the opposite direction. Filius switches the attack to the second group. The grogs hold fast and Orella manages to drop the first group. Again the grogs hold and the group manages to drop the second group as well. It is obvious the trees can take huge amounts of damage and are hard to kill. Moldur and group take refuge in one of the caves for the remainder of the night.
In the morning Moldur and Filius are awake early. Moldur informs Filius that the Oak King would like to meet them. Realizing this means a trip into a region, Filius nonetheless agrees.
While sleeping, Raven had a puzzling dream:
The market is crowded. It must be Wednesday. At one of the stalls, a merchant has a piece of overcooked meat on one side of a scale. Filius cuts off his own pinky and places it on the other side of the scale. The scale does not move. Filius places his hand on the scale. It still does not move. After adding a foot and an arm, Filius finally climbs on the scale. This is enough to counter-balance the burned meat.
Scene 4 – Belly of the Whale
As they travel towards the Oak Kings Court, they encounter an old woman on the road. Moldur is surprised as he does not recognize her. The woman tells them that while they are in the Great Forest, they should also pay a visit to the Holly Kings Court if they wish to be polite.
Further down the road they see the manor house of the Alder Prince. He is accompanied by nine knights. He and his knights are all on horse and dressed in silver mail. The Alder Prince wears a red sash. He offers to grant them a favor if they will do one for him. He needs someone taken to the Oak Kings Court and warns them there is danger involved in the task. Filius volunteers, but the Alder Prince recognizes that Filius is already under an obligation (escorting Raven). So Orella assumes responsibility for the task. A Holzfrau is brought forth. She is a maiden of unearthly beauty. The party simply calls her “Frau”.
Act II – Initiation
Scene 1 – The Road of Trials
As they continue on to the Oak Kings Court, the sky darkens and the weather turns bad. Soon they hear the baying of hounds and hoofbeats in the sky. Realizing the Wild Hunt is upon them, they make best speed for the Oak Kings Court. Moldur realizes his ox will slow them down, so he sets back on the path the way they came.
After a hurried chase the Hunt closes on them. Filius raises a wall of fire across the road. The leader of the Hunt tells them he has come for the Holzfrau. While they parley Filius manages to keep everyone together, despite the fear the Hunt brings with them. The leader of the Hunt is refused three times. He offers to let them pass if one of them will ride with Hunt for a night. Marellus bravely steps forward and volunteers. The leader of the Hunt urges his mount over the wall of flame and another horse follows. Marellus mounts the empty steed and the Hunt rides off into the sky.
Soon the weather returns to normal and the party makes it to the Oak Kings Court.
Scene 2 – Apotheosis
At the castle of the Oak King, they are given a respite. Hot baths are poured, clothes are mended and romance blooms between Juan and Filius.
The first night they enjoy feasting in the Oak Kings hall with his Court. The members of the Court are frivolous and love to party, a contrast to their ruler. The food is good and the drink is plentiful.
While staying at the castle, Raven has yet another dream:
Albus and Inrisor are attacked in the woods. Undead swarm the camp. A dark shadow in the shape of a warrior contests with Terryn. Terryn falls with the shadows blade still sticking out of his side. Albus turns and lays Sylvie low with gouts of fire from his hands. The next morning Inrisor leaves. Albus and his men begin marching. The sun sets and rises numerous times, but the scene does not change. Inrisor flies across a cloudy sky while Albus and the grogs march. Finally Inrisor arrives at the covenant, but a storm there prevents him from flying too close. The walls are battered and scorched. Inrisor turns away and flies in the direction of the Abbey.
At the mages request, she tries to contact Albus, but has no luck.
The next morning, they are informed they will have their audience at midday. They are introduced in the Great Hall as the Oak King hold court. Their meeting with him is pleasant, if brief. He offers them passage to the forest near Durenmar and asks that they deliver a gift to Merinita. He is disappointed that she has recently disappeared. He explains the gift is intended for Bonisagus from Merinita. They agree to take the gift, which is in the form of a young plant in a clay pot.
After staying at the castle a bit longer, they depart for the final leg of their journey.
Scene 3 – Atonement with the Father
Moldur guides them eastward. They again meet with the old woman. She reveals herself as Diedne. She also let’s them know that Brand was a hedge wizard she was trying to bring into the Order. The magi make certain she knows that they offered the same before they were forced to kill him. Diedne makes it clear that should Raven come to be trained by House Diedne, the death of Brand would be quickly forgotten. They listen to her offer noncommittally. Diedne says she will come to Durenmar for their answer.
Moldur soon leads them across the threshold. They emerge at an edge of the Black Forest near a well shielded canyon. Time has passed while they were in the Forest of Seasons and it is now the beginning of Fall.
There is a stone house down the road and mist in the canyon beyond. Filius recognizes their surroundings and they proceed to the guardhouse. Filius is greeted warmly by the guards on duty and they ushered into the covenant beyond. An eager apprentice shows them their quarters. After getting settled, they are taken to the largest building in the area, The Forum of Hermes, where they meet with Flambeau and Bonisagus. Again Filius is greeted warmly by his Parens and Flambeau seems suitably impressed by a recounting of Orella’s accomplishments. Bonisagus is very interested in the gift from Merinita and the books the group has brought. Bonisagus announces there will be a planting ceremony tomorrow at midday and everyone is invited. He soon departs with the grogs to the top of his tower with both the books and the plant. The three of them spend the remainder of the afternoon drinking and swapping stories. The grogs know that Bonisagus is ferreting out their secrets, but feel they have nothing to hide.
In the Forum the discussion is somewhat more serious. Flambeau informs them their home has indeed been lost. He is also impatient for further successes on behalf of their covenant. He expresses his disappointment in Albus and questions if he is the right person to lead the covenant. Filius and Orella are candid about the difficulties they have had to overcome since the intended leader of the covenant died before they arrived and had been secretive with his knowledge. Flambeau presses them to be more aggressive.
They also learn the fate of Marellus. He has been cared for by Durenmar, but has been diminished by his ride with the Wild Hunt.
That night they dine with the covenant. Dining at Durenmar is different than is many other covenants. There is no raised dias or special food. The dining hall is arranged with long tables running down the center. Everyone grabs a plate of food from the cooks and finds a seat. Beer (straight and watered down) is poured liberally. During the meal Filius renews old acquaintances as he circulates throughout the hall. Justin of Jerbiton manages to corner him to inquire about Raven. Justin makes the case for taking her to Paris to be trained. Guernicus, taking a more direct tact, sits down with Raven and gets more acquainted with her. He answers her questions directly and poses questions back to her, questions meant to elicit reaction.
The next day Flambeau and Filius talk about Raven as well. Flambeau lets Filius know that should Raven choose Guernicus what the covenant might expect in return.
They attend the planting ceremony and see that Diedne has made her way to Durenmar.
Raven, given the choice, chooses Guernicus.
Flambeau introduces them to a Red Cap, Adrian Mentos, who is interested in joining their covenant. They hit it off and he agrees to travel back with as soon as they are ready to leave.
Scene 4 – Meeting with the Goddess / Woman as the Temptress
When Filius and Orella meet with Diedne to let her know Raven’s decision, Diedne tries to strike a bargin with Orella. She wants Orella to bear a child with the Alder Prince and let her House raise the child in exchange for her help with the troubles at their covenant. The offer enrages Orella and she leaves. Diedne is informed that Raven has chosen Guernicus.
When they depart they take with them various gifts:
-
Updated volume on Hermetic Magic Theory, of reasonable quality, written by Bonisagus himself
-
Two books from Flambeau (TBD)
-
A new member of their covenant (Adrian)
-
Promise of coin and laborers in the spring to help repair their covenant
Act III – Return
Scene 1 –The Magic Flight
Shortly after leaving, they find a small faerie waiting to lead them back to the Forest of Seasons. They make their way through without incident, riding in a fey carriage from the Alder Prince.
Scene 2 – The Ultimate Boon
They spend the night as guests of the Alder Prince. In the morning the Prince and Orella walk through his gardens and get to know one another better. Orella asks if the Prince can strengthen her Gift. He vows to try. She will return in the next spring (or the one after should she be unable to break free) and spend the season with him while he investigates ways to grant her boon.
Scene 3 – Crossing of the Return Threshold
They are led back out of the Forest of Seasons and returned to the hilltop where they previously camped. With their mission accomplished, they set out to reclaim their home.
Finis
Lore
Raven’s parents passed away during the winter season. She has spent the spring putting her affairs in order and giving Filius time to prepare for their journey. After her recent confession to Filius a change has come over her. She didn’t much like being used as someone’s catspaw in their war with the covenant. Now she is determined to get the training she needs to defend herself from people like the man who used her against her friends.
At the beginning of the summer Filius, Orella, and Raven set out for Durenmar. They are accompanied by three of the newest members of the turb: Michel, Juan de la Vega, and Marellus. The summer weather is a welcome change after a wet spring preceded by a long winter. It becomes obvious the first week of travel that areas away from the covenant have not suffered the same devastating storms and loss of livestock.
The journey starts off uneventfully.
Recent Events Mundane and Mystical
767 Twelve magi swear to uphold he nine-precept oath and the Order of Hermes is born
773 Flambeau begins making plans for a new covenant in the Pyrenees, but is continues to reside at Durenmar.
Trianoma, supported by Guernicus, suggests the members divide themselves into separate tribunals.
788-791 Charlemagne successfully campaigns in the Slavic lands
789 Jerbiton (the Founder) is active in the court of Charlemagne. He adopts apprentices of the Emperor’s mage-smith Carolinus. Charlemagne outlaws sorcery and paganism, but permits “benevolent magic” such as that practiced by the Jerbiton.
792 Merinita, the Founder of the House that bears her name, has “departed to places unknown”. The Covenant of Fenistal appears to be on the wane. The new Primus, Quendalon, founds the Covenant Irencillia.
794 Charlemagne establishes the Bishopric at Hamburg
Known personalities:
Apromor Flambeau’s first apprentice. A master of Perdo. Not known for being nice to other apprentices of Flambeau.
Bonisagus Inventor of Parma Magica and the mage who brought together the Founders of the Order of Hermes. Founded House Bonisagus. Resides fulltime at Durenmar in the Rhine Tribunal. Recently completed the second volume of his great work The Theory of Hermetic Magic
Diedne Founder of House Diedne. A powerful druid. She taught Bonisagus how to cast spontaneous spells. One of two traditions (Bjorner being the other) that did not integrate well into Bonisagus’ theories on magic.
Flambeau Founder of House Flambeau. An Iberian by birth. Considered the best warrior-mage in the world by many. Skilled with both fire and destruction. It is said he slew over 50 wizards, just for the challenge, before joining the Order.
Guernicus Founder of the Quaesitor (House Guernicus). The gadfly of the Order. He questions everything and is always happy to play devil’s advocate in any argument. Though many find him irritating, they always leave him realizing issues are deeper than they appear on the surface and that possible actions may have consequences.
Jerbiton Founder of House Jerbiton. Born to Frankish nobility. Feels the cooperation of magi (the Order) is the only way they will thrive in today’s world. Sees the Order as a rising power that will play on the world’s stage shaping politics and ensuring a strong empire for generations to come.
About “The Hero’s Journey”
In the monomyth, the hero starts in the ordinary world, and receives a call to enter an unusual world of strange powers and events. If the hero accepts the call to enter this strange world, the hero must face tasks and trials, and may have to face these trials alone, or may have assistance. At its most intense, the hero must survive a severe challenge, often with help earned along the journey. If the hero survives, the hero may achieve a great gift or "boon." The hero must then decide whether to return to the ordinary world with this boon. If the hero does decide to return, the hero often faces challenges on the return journey. If the hero is successful in returning, the boon or gift may be used to improve the world. Very few myths contain all of these stages — some myths contain many of the stages, while others contain only a few; some myths may have as a focus only one of the stages, while other myths may deal with the stages in a somewhat different order.
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