Chapter 5. Towards the Otherworld
(8/10-2012) 29th of April 1861- Gwen of the Fen, Germany, The Black Forest and The Brotherhood
Gwen of The Fen
Our heroes recuberate after Sir James sacrifice. They all grieve in their own way, but as they have been told over and over again, Kerboros claims his share of lives. They comtemplate the words of Mr. Green (The Sidhe in Archibald Monroes house). They have heard warnings that unrest trobles the Fey realm, and the doorways are closing to our world. The Sidhe told them that the queen have summoned them, or rather requested their services.
They talk to a Kerberan who tells them that the Queen of the Otherworld, decades ago, contacted the club through a servant called Gwen of The Fen. She should reside in the Brown forest 20 miles south of London, if she still lives. Undaunted the travel to the forest and enter the ancient wilds. They feel guided as they come to a clearing. A young woman with hair the lenght of her body sits on a piece of wood, they hear the flapping of tiny wings. Pulling out the Witch Eye they see small (handsized) fey flapping over them, scores!!!
Talking to Gwen, she tells them that the doorways are closing, most have already closed but the older the doorways are, the slower they close. It is possible that the oldest wildest areas still are open. She also tells them that her fey friends have told them of the unrest and decided to stay with her in safety here. Questioning her she tells them that the fey are enigmatic, and have probaly already given them the tools, and way, to enter the Otherworld. Examining their clues they were given a 4 leaf clover (a fey key probaly) and the ghoul that kidnapped Sir James told them that a fey creature had been found rampaging through their ancestral home, deep in Schwartzwald Forest in Germany. A gate should be operational there al least. As they turn to leave she warns them. If they enter the Otherworld they are given a gift, but that gift of Glamour comes with a hefty price, something she has regretted personally. She also tells tham that the Queen herself has experinced the pricetag herself (hinting that Queen Titania is human!!! )
The Fey are enigmatic, remember these words dear reader:
1. In the first chapter a FirBolc told them that a war is coming.
2. The doorways are closing.
3. A fey creature have been set loose in Schwartzwald
4. The ghouls there have joined The Schweissgame Institut (Keizer Wilhelms occult Institut) and a Sidhe caught there revealed that the 3 headed dog, Mortimer, Seamus anmd James resides in the City of Wonder and Science.
5. It takes the ghouls 5 months to figure out what the Kerboros Club is in the cirt of Wonder and Science( London)
6. They learn of 3 members of the club ( 1 are gone now) and wants to know what connection they have to the attack on their home.
7. Kidnapping James he learn of the attack and where (Schwartzwald)
8. They are given a key to a doorway ( the 4 leaf clover)
9. The ghouls/ try to assasinate Seamus, angering our heroes.
What if The Sidhe let loose the Fey creature in the Ghoul homeland, knowing that the ghouls and The Schweissgame Institut would figure out the clues. The ghouls would certainly try to find out our heroes role in the ploy, and if our heroes were strong and smart enough they would survive, piece the clues together and know where to find the doorway and have the key!!! Pheww heavy thinking by their master (me)
They talk to a Kerberan who tells them that the Queen of the Otherworld, decades ago, contacted the club through a servant called Gwen of The Fen. She should reside in the Brown forest 20 miles south of London, if she still lives. Undaunted the travel to the forest and enter the ancient wilds. They feel guided as they come to a clearing. A young woman with hair the lenght of her body sits on a piece of wood, they hear the flapping of tiny wings. Pulling out the Witch Eye they see small (handsized) fey flapping over them, scores!!!
Talking to Gwen, she tells them that the doorways are closing, most have already closed but the older the doorways are, the slower they close. It is possible that the oldest wildest areas still are open. She also tells them that her fey friends have told them of the unrest and decided to stay with her in safety here. Questioning her she tells them that the fey are enigmatic, and have probaly already given them the tools, and way, to enter the Otherworld. Examining their clues they were given a 4 leaf clover (a fey key probaly) and the ghoul that kidnapped Sir James told them that a fey creature had been found rampaging through their ancestral home, deep in Schwartzwald Forest in Germany. A gate should be operational there al least. As they turn to leave she warns them. If they enter the Otherworld they are given a gift, but that gift of Glamour comes with a hefty price, something she has regretted personally. She also tells tham that the Queen herself has experinced the pricetag herself (hinting that Queen Titania is human!!! )
The Fey are enigmatic, remember these words dear reader:
1. In the first chapter a FirBolc told them that a war is coming.
2. The doorways are closing.
3. A fey creature have been set loose in Schwartzwald
4. The ghouls there have joined The Schweissgame Institut (Keizer Wilhelms occult Institut) and a Sidhe caught there revealed that the 3 headed dog, Mortimer, Seamus anmd James resides in the City of Wonder and Science.
5. It takes the ghouls 5 months to figure out what the Kerboros Club is in the cirt of Wonder and Science( London)
6. They learn of 3 members of the club ( 1 are gone now) and wants to know what connection they have to the attack on their home.
7. Kidnapping James he learn of the attack and where (Schwartzwald)
8. They are given a key to a doorway ( the 4 leaf clover)
9. The ghouls/ try to assasinate Seamus, angering our heroes.
What if The Sidhe let loose the Fey creature in the Ghoul homeland, knowing that the ghouls and The Schweissgame Institut would figure out the clues. The ghouls would certainly try to find out our heroes role in the ploy, and if our heroes were strong and smart enough they would survive, piece the clues together and know where to find the doorway and have the key!!! Pheww heavy thinking by their master (me)
Germany
The Germans are massing forces near france which means that the shipping lanes
have been pacified for the time being. Only route to Germany is by Zeppeliner,
London-Stuttgart. They do not speak german and try to enlist a new member ( Sir
James Player Claus possible). They are told that the new member, a possible new
member will join on the cruise, having already paid for the
trip.
They are met by an older Kerberan who
knows Sir James, and looks like his twin. Suddenly a shot ring out and they see a muzzle from a rooftop. A chase begins... they see a strange looking fellow using an antique weapon with several scopes attached. The chase is short as Seamus penetrates the assasins left eye with a carefully place knife!!! Killing him, much to Nakamuras annoyance:-) By chance they pull out the Witch Eye and it reveals an ugly fey creature.
Back in the Kerboros Club they question the fey smith Iakk. He tells them that the creature is a Redcap, evil Unseelie fey (Fallen fey) who feeds on the act of killing. Most of the Redcap have migrated to our world as they genuinely love to feed on murder. They typically hire themselves out as assasins.
They board the Zeppeliner, and soon set "sail" for the german empire. They are met by Enzo, a french swordsman, who is the man sent by the club to assist them. They spend the trip getting aquinted. As they come to the german heartland, a huge ship held aloof by steampowered rotorblades, come into view, the Bismarck III. The Zeppeliner is stopped by the Bismarck III. A boarding party of 15 german soldiers enter the zeppeliner, led by a Luftmarskal.
He has been sent to board every ship, searching for the kerberans (ordered by Keizer Wilhelms Schweissgame Institut,
but they do not know that) Using the credentials stolen from the Tophats they manage to convince Luftmarskal Ernst Auf der Tinge, that they are hunted the same group. Many lucky persuasion rolls are rolled!!! And they are actually thanked by the Luftmarskal as he leaves the zeppeliner.
Safely in Germany they see the german "machine". Steampower is very much used by the germans and entire blocks of Stuttgart have been leveled to facilitate the construction of Steamworks. They board a train to Freiburg, close to Schwartzwald.
Once there they see the city is a mess of activity, lumbermills are working hard to keep up with the machines bringing timber from Schwarzwald, huge parts of the city is used by workers and the city is busy, busy, busy..
They find an old hunter who runs a shop. They ask him of the forest and especially the center of Schwarzwald. He warns them that since his family could remember no hunter enterered the deepest areas of Schwarzwald. Not many had survived, as many creatures extinct in europe still flourishes there, pointing to a skull with huge canines!!! He also tells them that whole villages were rumored to be in the deeoest areas, but that could be a myth. He gives them a map leading to the center, an old hunters map using landmarks as streams and rock outcroppings. Thanking him they buy a couple of rifles and hitch a ride on a steamtruck which travels through the western part of Schwarzwald.
have been pacified for the time being. Only route to Germany is by Zeppeliner,
London-Stuttgart. They do not speak german and try to enlist a new member ( Sir
James Player Claus possible). They are told that the new member, a possible new
member will join on the cruise, having already paid for the
trip.
They are met by an older Kerberan who
knows Sir James, and looks like his twin. Suddenly a shot ring out and they see a muzzle from a rooftop. A chase begins... they see a strange looking fellow using an antique weapon with several scopes attached. The chase is short as Seamus penetrates the assasins left eye with a carefully place knife!!! Killing him, much to Nakamuras annoyance:-) By chance they pull out the Witch Eye and it reveals an ugly fey creature.
Back in the Kerboros Club they question the fey smith Iakk. He tells them that the creature is a Redcap, evil Unseelie fey (Fallen fey) who feeds on the act of killing. Most of the Redcap have migrated to our world as they genuinely love to feed on murder. They typically hire themselves out as assasins.
They board the Zeppeliner, and soon set "sail" for the german empire. They are met by Enzo, a french swordsman, who is the man sent by the club to assist them. They spend the trip getting aquinted. As they come to the german heartland, a huge ship held aloof by steampowered rotorblades, come into view, the Bismarck III. The Zeppeliner is stopped by the Bismarck III. A boarding party of 15 german soldiers enter the zeppeliner, led by a Luftmarskal.
He has been sent to board every ship, searching for the kerberans (ordered by Keizer Wilhelms Schweissgame Institut,
but they do not know that) Using the credentials stolen from the Tophats they manage to convince Luftmarskal Ernst Auf der Tinge, that they are hunted the same group. Many lucky persuasion rolls are rolled!!! And they are actually thanked by the Luftmarskal as he leaves the zeppeliner.
Safely in Germany they see the german "machine". Steampower is very much used by the germans and entire blocks of Stuttgart have been leveled to facilitate the construction of Steamworks. They board a train to Freiburg, close to Schwartzwald.
Once there they see the city is a mess of activity, lumbermills are working hard to keep up with the machines bringing timber from Schwarzwald, huge parts of the city is used by workers and the city is busy, busy, busy..
They find an old hunter who runs a shop. They ask him of the forest and especially the center of Schwarzwald. He warns them that since his family could remember no hunter enterered the deepest areas of Schwarzwald. Not many had survived, as many creatures extinct in europe still flourishes there, pointing to a skull with huge canines!!! He also tells them that whole villages were rumored to be in the deeoest areas, but that could be a myth. He gives them a map leading to the center, an old hunters map using landmarks as streams and rock outcroppings. Thanking him they buy a couple of rifles and hitch a ride on a steamtruck which travels through the western part of Schwarzwald.
The Black Forest
They jump of the steamtruck, and enter The Black forest (Schwarzwald). It lives up to its name, the leaves are darker, the undergrowth thicker and the sun almost hidden beneath the canopy of ancient trees. Easily following the map through the dark ancient forest they, after 4 days they come to the area avoided by even the fiercest warriors.
Suddenly they come to a village, nestled up in the canopies, some 3 meters above ground level. They climb up and examine a house closer. It looks abandoned, no signs of aggression, just abandoned. They also realize that they inhabitants must have been self-sufficient. Everything have been worked from wood, plates, forks, knives. The clothing left behind has been made from plant fibers, and some coats have been given a layer of resin to make them waterproof. Examining every house they find a stange marking behind every door, carved to look like clawmarks, soot have been rubbed into them, making them look like black claws.
The trees below have some marks of claws on them, pretty big claws. They sleep in a hut but fail notice rolls, something are beneath them on ground level.
Next day they enter the area. They pass a boulder with the black clawmark, and suddenly they hear something in the undergrowth, a bad pair of notice rolls reveals 4 dog-sized cats with huge incisors creeping closer. They take the fight to the beast and Nakamura quickly kills the aggressors with his eastern martial arts, while the swordsman Enzo hangs back, wanting to let the Kerberan (something he aspires to be) deal with the cats.
Suddenly they come to a village, nestled up in the canopies, some 3 meters above ground level. They climb up and examine a house closer. It looks abandoned, no signs of aggression, just abandoned. They also realize that they inhabitants must have been self-sufficient. Everything have been worked from wood, plates, forks, knives. The clothing left behind has been made from plant fibers, and some coats have been given a layer of resin to make them waterproof. Examining every house they find a stange marking behind every door, carved to look like clawmarks, soot have been rubbed into them, making them look like black claws.
The trees below have some marks of claws on them, pretty big claws. They sleep in a hut but fail notice rolls, something are beneath them on ground level.
Next day they enter the area. They pass a boulder with the black clawmark, and suddenly they hear something in the undergrowth, a bad pair of notice rolls reveals 4 dog-sized cats with huge incisors creeping closer. They take the fight to the beast and Nakamura quickly kills the aggressors with his eastern martial arts, while the swordsman Enzo hangs back, wanting to let the Kerberan (something he aspires to be) deal with the cats.
The Brotherhood
They come to another village, this one occupied. After a brief problematic introduction they are welcomed to the village. They hear the very superstitious talk of the brotherhood. They learn that the brothercome every full moon come and take a villager. The villager is special as he will live forever with the brotherhood in Grünberg (green mountain in german), the oldest place in the forest. Knowing that they are to seek out the oldest place in the woods, the ghoul ancestral home they believe that the ghouls have over many generations brainwashed the villagers. Probaly the ghouls have mangaged hide their man-eating practices by instilling a mythology into the minds of the villagers. Oh by the way, the brotherhood will come tonight and Heiko, son of the bourgomeister (mayor) have been chosen.
They are told that they are not welcomed at the Gathering, but sneak out anyway..
At a clearing a group of 6 robed figures stand. They are met by the villagers and a brotherhood leader. The villagers tell them of the newcomers, and are instructed to kill them (the pc´s) as they are bringers of woe!! The brotherhood take Heiko with them and leave.
As the villagers and their trained cats rush back to kill the pc´s, our heroes track the brotherhood through the forest. They come to a broken area, almost quarry like. In the center of the huge area is a small mountain (more a big hill actually) overgrown with pine. They see a guard and rush him, and correctly he is a foul clawed ghoul, but quickly a quite dead ghoul. They confront the brotherhood, one bolts with the now limb Heiko. The leader now wears a german uniform. They remember hearing that the ghouls have been enlisted into the Schweissgame Institut by Keizer Willhelm, as their occult knowledge in quite extensive. They kill the leader quickly and.....
Xp Total:45
They are told that they are not welcomed at the Gathering, but sneak out anyway..
At a clearing a group of 6 robed figures stand. They are met by the villagers and a brotherhood leader. The villagers tell them of the newcomers, and are instructed to kill them (the pc´s) as they are bringers of woe!! The brotherhood take Heiko with them and leave.
As the villagers and their trained cats rush back to kill the pc´s, our heroes track the brotherhood through the forest. They come to a broken area, almost quarry like. In the center of the huge area is a small mountain (more a big hill actually) overgrown with pine. They see a guard and rush him, and correctly he is a foul clawed ghoul, but quickly a quite dead ghoul. They confront the brotherhood, one bolts with the now limb Heiko. The leader now wears a german uniform. They remember hearing that the ghouls have been enlisted into the Schweissgame Institut by Keizer Willhelm, as their occult knowledge in quite extensive. They kill the leader quickly and.....
Xp Total:45