Folkwise

 

Stonewise
Early Spring – Knockers

Knockers are underground creatures that live inside rocks and tunnels.  Some say they are Dwarves, or a queer cousin of the Dwarves that can move through the rock, and others say they are the spirits of the rock itself, or a spirit that lives in the deep darkness of the world.  Regardless of their nature, miners can hear their knocking on the shaft walls when they are near, and for those they like, they’re knocking will warn of the impending collapse of a mine-shaft, or the location of a rare mineral vein, while for those they dislike, they will cause cave-ins or collapses.  It’s thought that they have a society of their own within the rocks, and that they will uphold each other’s grudges throughout their underground community.

Every seasoned miner knows to leave a portion of their lunch down in the tunnel as an offering to the knockers, but at least once a year, it’s wise to make a more formal show of it.  At mid-afternoon (3pm) each miner should gather Vegetables, especially tubers, Meat, which they crave above all else, and bury them near a large natural rock deposit or at the bottom of a tall hill, then pour a mug of Beer over the burial spot.  Finally, each miner calls out to the knockers what they’ve done – some even declare the knockers to be in their debt now.

Reward: Each Miner extracts next Chapter as if the mine were 1 better Quality
Failure:  All shafts have an increased chance to cave-in next Chapter when used.

Hearthwise
Early Spring – Ice Doll

The last vestige of winter clings to the trees, the rocks and the earth. It is a sharpness against our skin and in the air we breath, threatening a weak yield. The reviled ice witch, Volva Groa, is both strengthened by it and gives it strength.  A life size doll resembling her must be fashioned from straw, grass, branches and other plant matter.  The doll must then be thrown into the lake, a symbolic gesture of banishing the the stagnation of winter and encouraging growth.

 

In the early morning, (8am), those who cast the doll in the water declare their wishes for the new year and their plans and commitments before handing the doll over to the next person.  The last, nearest to the water, does the same, then casts the doll in.

 

Components:  Natural components found nearby, bound together
Reward:  Characters who participate may enter the Devoted state for their Devotion an extra time this Event.
Failure:  Sow and Tend actions are sluggish, only half as effective this Chapter.

 

Woodswise
Early Spring – First Tree

Spring is when the forest springs to life again, gaining power and momentum that will carry it through the new year.  Humans can aid this process by selecting a specific tree to nurture that will carry its strength to the others.  

At midmorning (11am) the woodsmen venture into the woods and find a young tree on hill or in a very high place.  This special tree is given a name, then nurtured with bones, blood, and ash, spread around the roots in a circle and covered in loam.  The strength will go into that tree and the winds of the high place will carry its seeds, fruits, and power to others in the area.  

Components: Charcoal, blood, bones
Reward: Vegetable yields during Forestry for the next Chapter are increased 

 

Beastwise
Early Spring – Rogalian Deathbell

 

As the Throne grew wider and cultures and civilizations meshed, the plants and animals of their native regions traveled with them as well. Every spring, plants spring up in forests far from the ones they originated in, and the most infamous is the Rogalian Deathbell- a hardy fungus that spreads quickly and is deadly to non-Rogalian animals, who have no immunity to it. The wise hunter seeks it out and destroys it to avoid the decimation of the herds he hunts, carrying holy water with him to purify the ground where it grows and prevent a quick resurgence. 

 

At twilight, hunters gather at the blind and hunt to destroy any Deathbells that have sprung up. Rogalian Deathbell grows best around 20 yards from running water.  It is vital to douse the ground they sprung from with holy water to keep them from simply growing back and poisoning the deer. It’s considered wisest to search for them at dusk since they are phosphorescent.

Components: Holy water
Failure: The amount of Small and Large game at all Hunting nodes are reduced by one for each mushroom that was not found and properly disposed of.