Of note is that the enemies from last time may have been mirroring our own attacks. The “vegetation man” had a whip, and potentially could be Silas.
A fourth body has appeared, and looks remarkably like Krambler. The masked one does resemble Silas.
The voices on the air are picking up now. It seems that they are weaving around the bodies. When we look at their features, they look like us, but versions of ourselves that we don’t want to be. We feel apprehension at seeing ourselves this way. It’s dark, nighttime, hard to see. Now we’re standing over a boulder on the ground. We’re unsure of what we’re seeing. We thought we were looking at these figures, but now they have been replaced with boulders. The voices start to fade
We ask the statues about our encounter.
They say: It only shows that you also contain the darkness and our job is to try to and call the darkness here so that it does not upset the balance.
What should we take from this encounter? Is this a warning?
They wouldn’t understand the nature of a warning
Will we encounter them again?
You probably encounter them everyday.
We travel into the forest to the east following the pass. It is dense. It’s hard to find our way. Kind of following a path. Those of us who have a good sense of direction, this is disorienting. Confusing which direction you’re facing. Hard to judge and get your bearings. Not unlike the dark staircase tunnel that we followed from the pyre.
As we;re traveling down and through, we suddenly look up and we see sitting watching us, a creature that looks part animal, part plant, horns, big ears. Can’t make out how large he is, a little hard to tell where he ends and the forest begins.
A Satyr.

A centaur approaches. Why are you here?
Silas tells them that they are travelers and mean no harm. We don’t know where we are headed or where we came from.
We’re following the old fault line.
Storr casts speaks to animals and talks directly to the Satyr.
Satyr speaks to the Centaur. The centaur speaks back to Silas
We know where you are. We know what path you’re on. But why would you search out the darkness?
We’re trying to find a kidnapped child for our friend.
The three sent you along this path and told you to follow it?
No, they told us this path would lead to a place called Nyth. We figured this was the direction to travel if it is named.
We put ourselves in place so that the path will be guarded this time. They will consider allowing you passage.
We hear a clicking noise and a shape ambles out of the trees. It appears to be some sort of huge insect. They click back at it.

They are trying to prevent further escape. This path is a weakness in the defenses of the prison, named Gwrydh. They don’t feel as if we’re escaping, but they feel that human beings carry a certain level of darkness within them, and having chose this path and to have involved ourselves in these doings, we had better be aware of that darkness. If it grows in you, then you will succumb like others have before you.
The Satyr looks dismissive, he makes clicking noises at the insect.
They are introducing us to SHADOW POINTS.
Half of your wisdom score’s worth of shadow points, you become miserable. Full value, you become anguished, and have to experience a bout of madness. You can “harden will” to avoid that.
The centaur explains all this to us. These are based on the world’s morality. They know about the black stream, that’s all old news. Shadow scar assignments:
- Shadow scar assignments:**
Bal: 2 scars, from the past torture
K: 3 scars
Storr: 5 scars
About the faultline: Long ago someone burrowed down and created a soft spot between different places that have long been separated. We know this a weak spot, but given proper direction, people could potentially travel along it.
Water does flow throughout the world. The sap always needs a way to rise.
They are a little guarded, but they’re most interested in ascertaining what the likely outcome of us passing through is.
They seem inclined to let us pass.
Bal impresses upon them that we will not tarry.
They talk amongst themselves and indicate that we can continue walking down the path.
Is this the path to follow to leave? Or is there another you would recommend?
Where do you intend to go?
We’re trying to get back to our home world, out of this prison.
How did you find this path? Were you searching for it?
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What are your names?
The sound like bird sounds and clicks. We can refer to them as forest sentinels.
Anything on this path we need to be wary of? Any dangers we should be prepared for?
She laughs. It’s a dangerous world, and you are messing with great and powerful things.
We continue down the path. The clicky thing watches us. We lose sight of the satyr, he seems to turn into a bush. We’re in this misty trackless woods now, coming steeply down these hills and begin to lose track of time and the geography. The forest ends. We find ourselves on this hilltop, looking out. We can see a river below us, and the mist is beginning to clear.
IT seems like its dawn, high summer. We’re looking down into the valley. Not feeling particularly threatened.
We head down to the river and stay along the coast. We come to a town.
Looks like a village in the hills in the old world. Definitely some people there doing village things. It seems safe enough.
We enter teh village. There’s water mill and a mill pond. A cottage off to the trees. A large official looking building. Other cottages. Some bridges over streams.
Folks go about their business, and don’t bother with us. The most tavern looking thing is the large building.
In front of the building is a statue with some writing below it that we can’t decipher. Long enough that it looks like a snatch of poetry. The statue is of a male figure holding a quill. Krambler very discreetly taps it with his hammer. The statue does not ring. Branwen looks at the statue and says to herself I recognize your face, but she’s not sure from where.
Storr asks the nearest adult where they are. A middle aged matronly looking woman who is walking. She’s humming to herself. She says we’re in the village of Sibrwd (See-brewed)
Is there a village elder we can speak with?
You can speak with me.
Storr tells her our entire backstory and she looks very confused and asks if Storr is okay.
She says we’re in the land of Nyth.
Kram: Who’s the statue
He’s a famous poet and he left on a mission long ago to go keep watch over some thing he was called too, I’m not sure.
No idea where he went?
Just far away into the west.
What does the poem say?
-
Perhaps at the beginning*
-
time and the visible,*
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Twin makers of distance*
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Arrived together*
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drunk*
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Battering on the door*
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just before dawn.*
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The first light sobered them,*
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And examining the day,*
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They spoke*
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of the far, the past, the invisible.*
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They spoke of the horizons*
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surrounding everything*
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Which had not yet disappeared.*
Who looks over the town?
We don’t have a lord! We just go about our business. We have an inn. She prides herself on being a well respected person in the village. She knows whats going on. People look to her. Her name is Elowen.
Nothing sinister about her, seems maybe a little distracted. Not impressed by the seriousness of the situation. She’s very light.
Do you get visitors here often?
No, not really. We get news from the city on the lake.
What’s the city on the lake?
That’s the name, the City. The big one on the Lake of Voices.
Is it far?
Probably a week’s journey. A few weeks.