Stonewise events happen around mid-afternoon (3pm).
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.
Late Spring – The Blind Ring Dance
The Blind Ring Dance is an ancient miner tradition in Meerland. It’s said to represent some event that happened in a mine in ancient days, but what exactly is more or less lost – though miners like to speculate as they play. Two concentric rings of stones are made. One miner is blindfolded and placed in the center of the ring, while the others spread out in between the inner and outer circle. Those outside must hum or mumble, but may not speak. The blindfolded one must guess who is where by their voices.
Each time the miner guesses poorly he must take a shot of Spirits, which the miners must bring to the game. If the miner guesses correctly then the one guessed leaves the circle.
Rewards: After successfully guessing all those in the outer circle, the blindfolded miner may become Alert whenever they are in darkness or have their vision obscured. This lasts for the Event.
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.
Late Spring – Springtime Feast
Bundles of herbs and flowers are gathered from the nearby woods, and then hung up to dry out around the tavern, but especially at the entrance. The people should touch the bundles as the pass them, especially underneath them. At the end of the day the herbs should be prepared into a large group meal for all the peasants who participated by adding some braided herbs to the decoration (eaten around dusk, 7pm). Eating the herbal meal is said to put the bounty of nature into those who partake of the Springtime Feast, and to make them a better Farmer for the season to come.
Reward: The participating participants may treat the meal as if it were a Feast, needing only 1 Vegetables and 1 Herb per participant, which were hung up at the start of that day, per participant. This Feast does not require Etiquette to prepare.
Failure Consequence: Farming actions this Chapter cause Misery for the next Event when taken due to allergies.
Woodswise events happen around mid-morning (11am).
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
Unusual Late Spring – Rat Infestation
Rats have grown over numerous from feasting on the city’s food stores and reproducing in the granaries. As they’re pushed out into the forum, they eat wild vegetables and continue to reproduce. Furthermore, rats are known to be unholy and to be sacred to Lazarolth, and His influence spreads as they do.
Rats are sensitive to pigweed and licorice. If either is made into a slow-acting drug and combined with meat, they can be placed at rats nests that can be found in the wilderness near the forum. The rats will eat it and it will drive them mad, causing them to spread the poison to other nests and cause cascading deaths that will protect the nearby woods. At least three rats nests must be located and poisoned to be effective. They tend to nest in thick foliage but not too distant from human settlements where food can be found.
Failure consequence: Forestry actions yield no vegetables for the next Season, and those who use Forestry enter the next Event Diseased from bites.
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.