Early Spring- Générosité de Glace, Bounty of Ice
Streams and rivers swell with icemelt, laden with rare and precious resources from winter mountain peaks. It is tradition to go panning in search of fortune, but wise folk know not to let greed take hold of their hearts and to spread the wealth found among the community, rather than hoard it.
Many elders tell tales of fools thinking themselves clever for stealing the offering left behind and the detriment it brings to us all. Those wiser still will bring an offering with them in the case that no bounty is discovered.
Custom: Stonewise folks designate an Almsperson, who can be any member of the community, to distribute a portion of the bounty found to those in need.
Success: +1 Bounty and the remaining value of the ore found is added to the Market.
Failure: -1 Bounty
Late Spring- Maçons Aveugles, Blind Masons
Mining is the most dangerous profession in Luisant by far. Getting lost in the bogs or taking an ill-considered step can cost you your life, and to avoid the worst happening, miners never work alone. They walk on carefully marked and well-maintained paths through the bogs, and each miner has their own special whistle as they work; if they stop hearing a team-mate’s whistle, they know there is trouble. Teamwork is essential to providing vital ore and more importantly, coming home safely. Thus, every year the Stonewise group together to practice coordinating as a team and celebrate the start of a successful year and the coming days of summer.
If there is one or fewer Stonewise characters, the Blind Mason fails.
Custom: Miners and any other Stonewise characters gather together to lay out a maze using rocks, sticks, or even weapons, and one by one must walk through blind-folded while the group shouts directions at them. The maze is changed slightly between each person.
Success: Each Stonewise participant gains the ability to re-form a temporary Morale team for a Trial with a Leader of their choosing, as per Morale, once per event for the rest of the year. The team reverts back to its previous order after the Trial.
Failure: -1 Bounty
Early Summer- Offrire un Voix, Offer A Voice
In our finest brightest days we offer time to those who struggled to give us life. Offrir une Voix (Offer A Voice) is a day we grant our ancestors a new voice, and see the world through their eyes.
The dead both old and new, are remembered today, and it is traditional to offer prominent ancestors a Voice by wearing family heirlooms and garb, and perhaps even mimicking their mannerisms and habits.
Those who have died in the past year are commemorated by the Stonewise as they craft beautiful headstones for the newly dead, to honor and remember them. Unique designs and patterns are often carved on these headstones, inspired by the dead for whom they are made. It is also tradition to tend the graveyard on this day, straightening existing headstones and hanging lanterns.
Custom: Stonewise folks wear the garb of their ancestors and design and craft headstones using materials provided by Staff.
Success: Participants who Offer a Voice may take on a secondary Devotion of Order: [Lineage] that lasts until they achieve a Person Victory for that Devotion. They must continue to wear their heirloom or ancestral garb until they complete this for it to be effective.
Failure: After a failed or non-existent Offering of Voices, the spirits of the ancestral dead are more likely to rise and walk, creating new Malefic.
Late Summer- Ramonage, Chimney Sweeping
While the advantage of summer’s warmth and light are still about, it is the important duty of those who are stonewise to seek out proper rocks with which to repair chimneys to keep the people safe and warm all winter long. This is also the appropriate time to sweep out the soot, since it will soon be time to keep fires in the hearth against the bitter cold of winter.
Old brooms that are worn ragged from the sweeping may be the first kindling in the newly refurbished hearths. Those who are Stonewise are celebrated (often with free drinks, and kisses from those who are so inclined) on this day, as their hard work helps to stave off illness which rides on winter winds. Memories of the Plague still haunt the community, and loved ones dead of disease are also commemorated on this day.
Custom: Stonewise players hunt for specially tagged stone among the Mining gathering Nodes, which is used in a special Crafting project recipe to repair the town’s chimneys.
Special Carpentry 3 recipe: Chimney Repair: 3 Chimney Stones, 3 Effort
Chimney repair should be done once for each “household” of characters who live together. Players should decide who they live with in order to have their chimney repaired.
Success: Those with a working chimney are protected against potential chills and colds through the winter
Failure: Winter in the bog brings disease and hardship. Those without a working chimney are left vulnerable.
Early Autumn- Taxe du Kobold, Tax of the Kobold
Kobolds are rarer now than in ancient times, but the mention of the creatures brings a curl of hatred to any miner’s lip. The presence of kobolds is associated with bad luck and a bad harvest, and they are blamed for most incidents in the bogs, including those which would otherwise be attributed to carelessness or natural accidents.
Nevertheless, to remind the village of the dangers of such a creature, each year those who are Stonewise dress up one of their own as the village kobold. The rest of the miners escort the ‘kobold’ about the Feasting Grounds, boisterously demanding taxes from the populace. They will leave them alone upon receiving an offering (no matter how small). The Taxe du Kobold (Tax of the Kobold) is used as the prize money for the Jouer de Gorger eating contest.
Custom: Stonewise folks and miners dress up one of their number in a kobold costume, and accompany them as they demand the Tax of the Kobold from the villagers.
Success: Market increases by value of taxes collected for this purpose.
Failure: Kobolds are at fault for a rash of bad monetary luck. 10% of the Market’s coin is lost.
Late Autumn- Vigiltide
Miners say that there are old, dark spirits borne on the last winds of Autumn – spirits which hate Man, and fear only the earth itself. At Vigiltide, eye-stones are set out to scare away the spirits, who believe the earth is watching them.
Eyes are drawn, painted or carved onto rocks during Vigiltide. Anyone can participate in the eye-making (children particularly enjoy this day), but the rocks themselves must be selected or brought by the Stonewise. The best eye-stones are colorful or easily noticed, to better scare the spirits. These rocks are then set out around whatever the Stonewise wish to protect – commonly, houses and entrances to the village. The spirits come as the sun begins to lower, so all rocks must be in place by late afternoon (3pm).
Sometimes eye-stones start to glow during dusk; it is said that this means they successfully warded away spirits.
Custom: The Stonewise draw or paint eyes on rocks and set them out around areas to ward off spirits.
Success: Those within the ring of stones may call ‘Obey: Begone, Spirit’ if they feel like a spirit is near.
Failure: If the spirits can get in without being “seen” by an eye-stone, bad luck and curses follow them.
Early Winter- Chemin Fantôme, Ghost Path
The Longest Night is a time of evil, when spirits of darkness rise and infect the minds of men with madness. One particular ghost, known as The Cowardly, walks the village on this night, spreading fear in its wake. It is particularly dangerous due to the devastating effects of such fear, which can quickly spread to the whole village and cause panic and despair.
To ward off and misdirect The Cowardly, those who are Stonewise lay Ghost Paths, or (Cemins Fantômes), which are stone paths that the Cowardly cannot help but follow when they step upon the first stone. Stonewise folks know best which way to lay paths, sometimes spiraling at the end to trap the spirit until morning’s light, sometimes leading away from town. They are careful not to accidentally lead the ghost right into the village.
The Cowardly remembers a path it has gone down, so the paths must be redone each year to ensure that it is not able to bypass them.
Custom: Stonewise folks build paths out of stones which the Cowardly must follow until they reach the end. When a villager is touched by the ghost they gain a Severe Phobia: Darkness which degrades to a Mild Insanity at sunrise.
Success: The Cowardly is trapped on a ghost path, unable to harm the villagers until it reaches the end.
Failure: The Cowardly has freedom of movement
Late Winter- Crossing the Depths
In the darkest depths of winter, curling up by the fire surrounded by loved ones with a belly full of warm food is one’s only desire. Unfortunately, this hellish season of ice and snow is the only time at which the Stonewise can venture out to the sole chalk deposit in a day’s walk of Luisant. Lying in the midst of a great lake, it is only reachable when the lake freezes solid in winter, and the miners must make their careful way across it to bring back chalk used to make quicklime for the onerous process of iron smelting.
Custom: Stonewise folk report to Logistics at the beginning of game for a Trial time.
Success: The Stonewise bring back enough chalk to make the lime needed for smelting, enough to last until next winter. +1 Bounty
Failure: Smelting is more difficult and this year’s iron quality is worse. -1 Bounty
Early Spring- Jour de Pomme, Apple Day
When everyone has had quite enough of winter’s gloom it is time to celebrate Jour de Pomme* (Day of Apples) in order to remind the crops and livestock to be lustrous and fat. The hourly bell is left unattended and all are encouraged to go and give it a tug throughout the day (to the delight of children and to the annoyance of adults). Roosters are chased into crowing. The young run about with woolen beards stuck to their faces and the old black out a few teeth to appear like they’ve lost them as children do. A feast is laid out and maintained at all hours (to remove the structure of mealtimes), often featuring traditional foods such as apple blossom jelly tarts; fermented apples with mint and/or lemon; milk rice pudding; fluffy cake with whipped cream; and others. *”Jour de Pomme” is a local colloquialism for a state of chaos. Eg, “The gathering became a real jour de pomme” or “It’s always a jour de pomme when the twins come to dinner”.
In the whimsical spirit there ought to be colorful clothes and decoration. This is a day for bards and other entertainers to shine. Many wear extravagant makeup or face paint, and some hang cowbells on their porch or around their own necks to invite the same blessings upon themselves and their households which are imparted to the flocks and the fields.
Most important are the apple seeds, saved and stored all winter long from the foods which sustained the villagers. They should be worn as trinkets, carried in pockets, and tossed for good luck.
Custom: Participants wear apple seeds for good luck or carry them on their person. Seasonal food is made, costumes are worn, and general chaos ensues.
Success: +1 Bounty. A bushel of fresh, ripe apples are found in a very odd place.
Failure: -1 Bounty
Late Spring- Verger de Demain, Tomorrow's Orchard
It is common wisdom that to take without giving in return is poor form, and to rob the earth that provides us with food is to rob oneself. That is why every year villagers look to those who are Woodwise for guidance in planting Verger de Demain (Tomorrow’s Orchard). Stewardship of the land comes in many forms but most notably on this day, woodwise folks choose just the right spot on which to plant trees for the future.
Custom: Those who are woodswise find pre-approved marked areas to plant a sapling provided by staff.
Success: +1 Bounty
Failure: -1 Bounty
Early Summer- Bain de Cendres, Ash Bath
Everyone looks forward to Bain de Cendres (Ash Bath), the day everyone gets squeaky clean. More than a simple wash, individuals are encouraged to lavish themselves with fragrant oils, exfoliating scrubs, luxurious hair and skin treatments… the pinnacle of luxury. This is an especially exciting day to try a new hairstyle or cut or to reveal a new outfit. Another important (though less exciting) aspect is that of any laundry which tends to pile up. This is an excellent day to take care of it and hang it out to dry in the sun.
Those who are woodwise have an especially important job; having the knowledge to make the proper wood-ash, it is their responsibility to gather the right wood to be burned and made into soap for the coming year.
Custom: Woodwise characters should gather tagged branches, burn them, and collect the ashes to be turned in for a Soap item.
Success: Soap allows a user to call Toughness vs. Disease by washing themselves, using up the soap, immediately after exposure.
Failure: Filth-induced diseases become increasingly likely, threatening the population.
Late Summer- La Course aux Sorcières, The Witch Race
When Stonewise folks are hard at work repairing chimneys and hunting chimney-rocks, it is the perfect time to get on the roof and sweep them clean- a distasteful job to be sure, but one that must be done to prevent clogged chimneys and their nasty side effects. Since this sweeping leaves the brooms ragged beyond repair, it is also important that new brooms be crafted. Those who are Woodwise know just what sort of branches and twigs make good brooms – sometimes herbs with special properties are woven into the broomcorn based on the village’s needs.
When the broomsticks are made they need to be put to the test – by sweeping the floor, yes, but also by La Course aux Sorcières (The Witch Race)! There is no real witchcraft involved, of course; it is all in good fun.
Participants are encouraged to dress as witches to mount one of the new broomsticks and follow a course set for the race, marked by ribbons. Upon crossing the finish line, racers are met with cheers and cold switchel.
Custom: Woodwise should find sticks and craft brooms using a crafting station Staff will set up. Once crafted, the participants should race through a course while “riding” their new broom.
Success: Brooms used in the Witch Race (indicated by an orange mark or ribbon) are said to ward off Malefic and other evil spirits for a day or so after the Race takes place, and are traditionally carried about by their makers.
Failure: Bad luck follows if the Witch Race does not take place. Items of significance are more likely to go missing and malevolent spirits seem more powerful or malicious.
Early Autumn- Plumer les Cheveux Gris, Plucking the Grey Hair
As the weather cools and plants prepare for winter, it is time to gather and preserve them. The woodswise gatherers are familiar with which herbs are useful, and spend much of their time foraging and searching throughout the Forest for the herbs and plants which will help the community survive the winter. It is customary to hang any excess in homes and public places, and even use them to prepare the Jouer de Gourger, much to the delight of all who smell the fragrance of herb-laced cooking.
Custom: Woodswise folks search for and gather specially marked Herbs from around the site, which should be hung up to dry in the taven before the Feast.
Success: Fullfills the Woodwise requirement to produce a Early Autumn Feast. (Also requires the Beastwise accomplishment).
Late Autumn- L'adieu, The Farewell
When a blanket of red leaves carpets the ground and thoughts turn to the things that lurk in the dark, let them also turn to those who have departed.
It is time to say goodbye and perform L’adieu (The Farewell) to the fallen, those who now rest beneath the earth. All living know that it can be difficult to let go of lost loved ones… but not all realize that it can be equally difficult for the spirits of the departed to let go themselves. On this evening, as the sun starts to sink, sacred incense should be lit. The spirits of the fallen are drawn to the smoke, and it is appropriate to leave offerings of things that they enjoyed while living (often wine, favored foods, enjoyed music, etc). The living are invited to share fond memories of the departed. It is rare but not unheard of for Malefic tied to the community to appear at this ceremony, and it is traditional to treat them as an honored guest rather than one to be feared.
Any and all are invited to craft the incense, but it is important that it be kept smoldering by those who are woodwise until the last light of sunset has faded, as the rising smoke is what guides the spirits of the departed to the afterlife when they bid their final farewell. If ever there is no sacred incense burning at any time until the sun is down, it is said that remaining spirits will become lost and agitated, and may continue to wander the world as Malefic.
Custom: Woodswise folk should keep incense smoldering throughout sunset, extinguishing it once dark is upon them.
Success: Everyone present at sundown may lose one Despair, even if caused by the death of a Ward. This effect is negated if the spirit of the dead are present and do not wish to follow the smoke to heaven.
Failure: Uneasy ghosts linger in the forest, poisoning roots. Bounty -1, and hostile ghosts may be encountered in the woods.
Early Winter- Fete de la Flamme Sacree, Festival of the Sacred Flame
It is the time of year when the Night grows strongest, creeping into the daylight hours and sapping energy and time. It is a reminder that the Night itself is a time of evil, that the world is broken and full of fear and pain which is personified in darkness.
On this, the longest of nights, it is an ancient tradition of human defiance to bring light to the darkness and cherish it until the Sun shows his face again, reaffirming the birthright of Mankind: that good is inevitable and light will triumph through any darkness.
Custom: Those who are Woodswise, and any others who wish to participate, build a fire at sunset and keep it burning until daybreak in shifts. It is tradition to ask a priest to bless it when it is built. During this longest of nights, sleep deprivation is common, and odd hallucinations are not unknown.
Success: The Night does not grow stronger. Other benefits may apply.
Failure: The Night’s power is increased.
Late Winter- Thé de L'année, Cup of the Year
In the cold heart of winter as yet another year is laid to rest, Thé de L’année (Cup of the Year) gives the people of Luisant an opportunity to reflect on the past and look forward into the future. Those who are woodwise steep tea in a pot large enough to be served to all participants. It is important that the tea leaves be loose and unfettered by a bag as when all of the tea has been served the dregs in the steeping pot will reveal successes and failures which have been made throughout the year – and what that means for the year upcoming.
Custom: Woodswise folks steep tea and read the messages in the dregs.
Success: Woodswise participants will learn which folkwise events for the past year ended in success and which in failure and what effects that will have in the year to come.
Failure: No knowledge is gained and the village will go forth blind into the new year.
Early Spring- Fête de L'abondance, Feast of Plenty
When the last snows of Winter are melting the creatures of the forest are beginning to stir, as are the Hunters. To celebrate the beginning of the hunting season, a Feast is thrown!
The feast is left out in the woods as thanks to the animals that have kept them fed throughout the year. The locations should be places chosen with specific intent ie, in front of a bear’s den, or before a rabbit hole. The Hunters may sup respectfully on it, and must offer some of the Vegetables or Meat to any animal that approaches.
Custom: Hunters must put together a Feast using 5 Vegetables and 5 Meat. Etiquette 1 is not required.
Success +1 Bounty
Failure: -1 Bounty
Late Spring- La Sacrifice du Fou de Cascarón, The Cascarón Fool's Sacrifice
Since the hens started laying, villagers have been careful to blow the yolks out of eggs rather than crack them. They are left with hollow shells, which are cleaned and set aside for use in La Sacrifice du Fou de Cascarón (The Cascarón Fool’s Sacrifice). A cascarón is an eggshell which has been refilled – in this case with fresh or dried flower petals – and plugged up with wax. All but one of the cascarónes are filled with yellow dandelion or calendula petals. The final one is filled with blue cornflower petals. The cascarónes are thrown at each other for springtime fun. The person who is hit with the cornflower egg is the Cascarón Fool and they must perform a (reasonable) favor for the thrower.
Custom: Beastwise seal up cascarónes and participate in the game.
Success: Prominent Figures also partake in this revelry, and all who participate gain Favor.
Failure: Breaking a Cascaron promise is seen as especially scandalous. All Beastwise characters lose Favor with Prominent Figures with whom they are associated.
Early Summer- Honorer L'arc, Honoring the Bow
A hunter lives or dies by their weapons. In this celebration, they honor their implements of death – bows, daggers, swords; and in more recent times, even firearms. Beastwise characters spend time oiling, polishing, sharpening, and otherwise treating their weapons. They also honor the weapons’ creators, if possible – thanking them if they are known personally and still alive, or honoring their memory in other cases.
Even among non-Beastwise, this day is considered a lucky time to give weapons as gifts. Breaking a weapon on this day is very unlucky for its owner.
Custom: Beastwise characters gather together to sharpen, oil, and tend their weapons.
Success: Participating Beastwise characters may restore their Hunting Tools, regaining all expended uses. Additionally, they may call toughness vs. sunder once for any weapon they maintenanced while Honoring the Bow. This use may be kept indefinitely and should be noted on the item card.
Failure: Weapons in the town have a chance to spontaneously become damaged, or even go missing.
Late Summer- Chasse au Cerf Blanc, the White Stag Hunt
The long, gentle golden days of late summer leave the soil and plants dry and brittle, yearning towards the pitiless sky for the healing rain and damp grey evenings of Fall. As the blazing warmth of summer passes away and gives over to the season of death, harvest, and blood moons, hunters eager for the chase usher in Lady Autumn with a play-hunt, a rough pantomime of blood spilling like soft rain onto the hungry earth.
Custom: Beastwise Hunters and any other characters who wish to participate gather to perform a mock ‘training’ hunt. All but one participant dons masks depicting animal heads; these masks may be as simple or elaborate as the wearer desires. The remaining participant is the Hunter. Armed with their bare hands or a bow and padded arrows, the Hunter waits one full minute while the Beasts disperse into the woods, and then pursues them on foot. When the Hunter successfully tags a Beast with a padded arrow or touches them lightly with their hand, the Beast takes off their mask and joins the chase as a Hunter. They may take up a bow and padded arrows that they had previously set aside for the purpose, if desired.
The Beasts may use any Defense calls they have at their disposal, but to carry a weapon or turn on the Hunters during the chase is considered bad form and causes Failure.
If all the Beasts are turned at the end of one hour, the Hunters take the victory- otherwise the Beasts are considered to have won.
Success, should the hunters win: All Beastwise participants gain a Personal Victory.
Success, should the Beasts elude the Hunters: +1 Bounty
Failure: -1 Bounty
Early Autumn- Chasse d'Automne, The Autumn Hunt
The animals fatten and prepare for cold and slumber and hunters hang meat in the storehouses. During the Autumn Hunt, the Beastwise seek out summer-fattened animals to enrich the table at the Jouer de Gourger. Meat can never be wasted, and even those animals who have slipped the hunter’s clever traps must be found, to prevent the loss of necessary food and ensure good luck throughout the late-year hunting season.
Custom: Those who are Beastwise seek out marked blood trails and follow them to escaped prey props.
Success: Fullfills the Beastwise requirement to produce an Early Autumn Feast. (Also requires the Woodwise accomplishment)
Failure: -1 Bounty
Late Autumn- Prepare Against Winter
As the lean days of ice and snow approach, Luisant will rely ever more on meat and what herbs grow in winter for a source of food. The gatherers and hunters of the village take this responsibility seriously, and as winter grows near, the hunters train and hone their skills, ensuring that they will be ready to provide for their community when the wolves howl near the door and the deer grow lean and few. Thus, in the last days of autumn, the hunters prepare for winter. Some exercise physically in groups, some spar, and some clear undergrowth and twigs that might allow prey to escape when the snow comes.
Custom: Beastwise folks prepare for the strenuous hunting of winter by sparring and exercising in a celebratory group event. This functions as an hour long Training scene.
Success: Each Beastwise participant gains 1 experience worth of Training towards Hunting and any 1 combat skill of their choice
Failure: Weakness in the community will make surviving the winter more difficult
Early Winter- La Fête de la Nuit, The Feast of Night
One of the hallmarks of the Longest Night is the extraordinary Fête de la Nuit (Feast of Night). In recognition of the great effort taken to prepare against malicious spirits and tend the Sacred Flame throughout the Longest Night, those who are Beastwise, as well as any others willing, assist or take the lead in preparing the food that they have gathered for this purpose. They traditionally work in shifts. This food is distributed throughout the night to the volunteers tending the fire and building ghost paths, to sustain and cheer them through the darkest night of the year.
Custom: Beastwise folks help out in the kitchen in shifts and pass out food throughout the Longest Night.
Success: The meal is a Feast and grants Feast XP to anyone participating in a Folkwise custom on the Longest Night, including those without a Gathering skill at 3.
Failure: No bonus XP is gained from the meal.
Late Winter- Fête de L'ours, Bear's Feast
Bears are known to gorge themselves in autumn before hibernating all winter long. There is one notable exception to this, known simply as Affamé (the Hungry One). Affamé is an immense bear who has tormented Luisant for generations – every year she wakes midwinter and, not finding enough to eat in the woods, ravages the village until her hunger is satisfied.
This can be avoided, however, if those who are Beastwise make the dangerous journey called Fête de L’ours (Bear’s Feast) to her den while she has yet to wake and pile it high with food, which she will eat upon waking and then go straight back to her hibernation.
Custom: Beastwise folks should leave offerings of food at Affamé’s den (marked by Staff).
Success: +1 Bounty
Failure: Affame awakes and ravages the town and surrounding area. -1 Bounty