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Premise
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An ancient Druidic Prophecy speaks of a time when Nine Machtig go forth on a great
Faring, upon which hangs the fate of the Machtig.
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Flocks of Ravens have started congregating in the Vold. The wind whispers of troubles
to the north, dangers to the east, ill news from the south, and new rivals from
the west. The earth grumbles in uneasy slumber. The fires flicker and pop, hissing
of coming violence. The rivers tell of things seen along their traces, bearing ill
rumors but not names. And a doom geas from olden times speaks to the Druids in portents
and dream, saying "Fail not to loose the Arrows Nine".
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And so the time has come to loose the Nine Named and hope for the best, for no Prophesy
has told of a single day past their loosing, save to say that war will come and
sorely test the Machtig. Should the Nine not go, doom; should they go then perhaps
hope. No more is known to the Druids, though they hide it well.
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"The Nine" must go forth together from the Vold on a great Faring, and
after that only the Nature Spirits know what their fates may betide.
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THE NINE ARROWS
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Each of the initial nine Player Characters is from one of the Nine Great Clans of
the Machtig. They are gathered together by the actions of nine Elder Druids that
have been looking for each of the Player Characters in accordance with an ancient
2000+ year old Prophecy, the full details of which have not been released. Each
of the nine PC's is referred to obliquely in a "prophetic verse".
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"The Nine" in the order that they were found are listed below; those with
a black label have been killed in the course of the adventure:
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"Uraltblut die Bogenspanner sights an arrow
Warping the weft and pulling the weaves
Days of Aelfing yore sought in furlough
Past years of strength he sought to retrieve
Turning his people from their barrow
And prevent us all from a Clan to grieve"
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"Iron Chain the link of the Forge
Legacy child and Master Born
Ancestors Feats know both song and dirge
His shieldmen cheer but foemen mourn
A friend in accord an Enemy Scourge
Ally of Clan but bane of all foreign"
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"Mighty Voice heard both clear and wide
Calling out to new Legends he seeks
Master of Lore, he yearns to scribe
The poems recited and Epics he speaks
Taken far on fates tow and lifes tide
But though watching still havoc he wreaks"
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"Hunter of Sparrows needs greater prey
His axe, claw, and fang hight three
No target be safe by night or day
Fear strikes all foes he can see
Born to prowl wildlands the ancient way
Wolf-feral yet wolf-cunning is he"
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"Whitemane loses all to a momentary fault
altar-forced by a loving mother
Yearning for battle but to hearth did balk
Comfort and home meant for another
Master of horse yet reduced to walk
Seeking adventure on steed or by other"
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"Battle-Borne is but one of three
Ill-chosen he stands the last alive
Death alone his fear and geas
Ever for glory doth he contrive
In new Clan power he believes
But upon his brow doth War arrive"
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"Foxbeard rides the crests of ocean plumes
With all sails full to Destiny
Cousin of Fear and Brother of Doom
Son of the Coast and Child of the Sea
Strikes like lightning breaks and thunder booms
Warrior born and raider to be"
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"Ur-Erkoren struggles through life
Stricken as a Babe but chosen true
His tale is Trials followed by Strife
Burning enthusiasm he lives to rue
At every turn ill chance a knife
Aimed at his back, but held by who?"
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"The Winter Wind shall blow as a scythe
sheafing the wheat of Volding foes
Hearthborn son of Thralls betides
Grandsire to honored wardship rose.
Weapon skilled and farmer wise
Sword and hearth lore both he knows"
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TIMEFRAME
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Events unfold starting Midsummers Day, and the dawning of the Age of Power. The
Age of Culture has been over for 15 decades and more, and a new age of potent Magics
is dawning. Will the Macthig prosper in this new age or fail like so many nations
before them?
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STARTING LOCATION
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Starts off in the Vold, and from there goes into the lands of the Undari.
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