Category Archives: Stories

New Story: Myth’en, Myth’gar, Myth’ndher

Hey everyone!  We are getting excited for the new season and have a new story for you to enjoy.  Read carefully, there may be some things you can learn for the upcoming season, as well as some new revelations about things that happened in the past.  We are looking forward to seeing everyone next weekend!

Story: Myth’en, Myth’gar, Myth’ndher

 

We have also temporarily taken down all the stories from before the reset as part of some maintenance work we are doing.   If you need a link to the old stories let me know and I can send it to you.

 

 

Wyrd 24, 1453 L.K. Recap (September 24th, 2022)

Early Morning

Something odd was in the air on the 24th of Wyrd 1453 L.K. Both Vala and Nobu took note of the strange energy emanating from the gates that morning. Both took exception when crystal bearers not of Val’Haven or D’Eirsted walked through the gates. As with all Crystal Bearers they had no memories of where they came from or who they had been. Still, they had Crystals and they had solid form in Myth’Gar. These new arrivals Carl, Krale, Armani, Jim Pickles, Steven Nak, and Shoe, while having no memory of each other, still gravitated to each other and formed a group. District of Unionized Goons, or D.O.U.G. for short.

The Monsters lead by Visuvious had made a good showing of themselves on the 44th of Ordo, but few of them were about on the morning of the 24th of Wyrd. Visuvious had won Fairen’Gar at the tournament and it rested in Ramen, waiting for him to wield it. The protection of Ramen and its treasure was left to Draelich Bael, and Balthazar. To aid them in this was Salvatore Ramont, a new arrival who seemed to have arrived by normal means, not like that of the D.O.U.G.ites. 

The Crystal Bearers of Dark Shire, lead by Tyrrin, were; Hrafngeirr, Ciara, Kamek, Oreillus, Seymorebuts, Jadan, Lee Harvey Bushwold and Dometheus, they found themselves with numerical advantage. This presented itself as a good time to focus on trading caravans and resource gathering. 

The Crystal Bearers of Black Home, lead by Michal “Jim Jones”, were: Zander “the Mad”, McLaren, Cerise, Jay, Augustus, and Nectar, also with a numerical advantage. However, the defenses of Black Home were not on par with those of Dark Shire, so much energy was given to securing its borders. 

The Crystal Bearers Azrael, and Knut Tzak were now residents of Templum Bellatorum Abbey. Azrael, after gaining the crown of the Fen’Alfar, was able to enter the ruins of Fen’Arwen keep. There he found he was able to summon an ethereal being calling itself “The Hunter”. The Hunter was able to either aid Azrael in battle or move resource gathering points around Myth’Gar. Azrael chose to have The Hunter move the shrine of the Sentinel into Fen’Arwen, thereby making it an Abbey. Azrael started his day learning as much as he could about his new Keep.

 

Mid Morning

At the Shrine to Blackheart, just outside of Trollmore, a sword had materialized. It was a large two-handed weapon with a massive blade and a black heart insignia engraved into the flat of the blade. It gave off an aura of power that called to many of the Crystal Bearers. A plaque next to the weapon informed the curious that only the Monsters of the Wood could choose who would wield the blade, Void Heart. The Monsters for their part seemed terrified of it. 

This did not prevent Tyrrin, the leader of Dark Shire, from desiring it. The Monsters, led by Draelich, decided Tyrrin would be an excellent choice for the weapon. With both parties fully accepting the outcome, Draelich gave the sword to Tyrrin. Once in his hands Tyrrin seemed to go through a transformation of sorts. While his appearance did not change, his mannerisms and behavior did. He also began referring to himself as “the Blackheart”. The Monsters found themselves forced to obey his every command. When he said they would hide Fairen’Gar in Dark Shire, they complied.

The D.O.U.G.ites quested to form an Outpost. For this they would need resources, Dirks, and an Outpost Shield. To these ends the Crystal Bearers of D.O.U.G. completed Caravan runs, harvested food, and collected raw Mythrainum. Once they had enough resources they visited Knute Tzak at Templum Bellatorum Abbey to have their Outpost Shield built. 

In their quest to build an Outpost, the D.O.U.G.ites ran into many of the other groups of the Wood. They aided the Monsters of Ramen in retrieving Fairen’Gar from the Crystal Bearers of Black Home. They also ambushed a caravan being guarded by the Crystal Bearers of Dark Shire. In these ways they made alliances with the monsters, but created hostilities with the other Crystal Bearers.

Tyrrin, now Blackheart, and his monsters arrived in Dark Shire and left Fairen’Gar there for safekeeping. The members of Dark Shire now found themselves without a leader as they realized Tyrrin was no longer in control of his body. After a quick meeting it was decided that Hrafngeirr would take over leadership of Dark Shire.

Hrafngeirr’s first decision was to inform Blackheart of his expulsion from Dark Shire. However before that was to happen it was decided Fairen’Gar should be relocated to Templeum Bellatorum Abbey. With that done the meeting with Blackheart was conducted. Blackheart was surprisingly non-violent about the entire thing and only requested to be able to retrieve some of his belongings from Dark Shire. When Blackheart discovered Fairen’Gar missing he left. Hrafngeirr and the rest of the people of Dark Shire, except for those guarding it, headed back to Templum Bellatorum Abbey to work out an alliance.

The Crystal Bearers of Black Home began and finished a quest to get a Rune Forge to the Black Tower. Their reward was the third and final piece of a bone crown. They had Knute Tzak reforge the crown, and by unanimous decision it was given to Michal. He was named High Priest, Leader of the Cult of the Black Heart. Which was not to be confused with the Blackheart, even though it was. They finished the defenses of Black Home and made alliances with other groups so those groups could use the Bank that was located within the borders of their Outpost.

Azrael had learned much from the Hunter. Primarily in regards to the Honor of the Six and the history of Gray Arrow Keep.  Knute, Orellius, and he undertook a quest to retrieve and install the Honor Bell within the bounds of the Abbey. They discovered the Black Tower was in possession of the Bell. So they aided the people of Black Home in taking a Rune Forge to the Tower. They were given the Bell for their efforts. They also discovered the Monsters, now being led by Blackheart, were questing to construct a weapon. 

The Crystal Bearers of Dark Shire, Black Home and the Abbey join forces to prevent the Monster, led by Blackheart, and the D.O.U.G.ites from completing the mysterious new weapon. While the monsters were able to get almost all the supplies they needed, the horn blew before they could get everything.

 

Afternoon

Templum Bellatorum Abbey let it be known that they were reinstating honor duels as well as the practice of mastering the archetypical weapons types of Myth’Gar. Those being sword, ax, mace, hammer, spear, and spell ball. All who wished were welcome to enter the Abbey in peace. Those in the Abbey also stated that those that call the Abbey home; Azrael, Orellius, and Knute Tzak would stay neutral in all political matters in the Wood.

The Crystal Bearers of Black Home organized a raid on Ramen. They were able to successfully take the outpost shield. Later with some decent razzing within the ranks, the shield would be returned to the Monsters. However not before the Monsters tossed a cauldron of poison over the defensive walls of Black Home, killing many inside. A confrontation with the Blackheart proved that though he had control over the monsters of the Wood, he did not control the cultists of Black Home. 

The D.O.U.G.ites completed several more caravan runs. They aided the monsters in retrieving their outpost shield. They partook of the Honor duels at the Abbey. They also completed the founding of their outpost, named D.O.U.G. in the location of the Wood previously known as Trollsmore. 

Dark Shire held another meeting. It was decided to rename the outpost from Dark Shire to Fehu (pronounced Fae-who) derived from the runes for success and luck. Ciara of Fehu, who favored the use of a bow, headed out on a quest to get the bow recognised by the Abbey as an archetypical weapon. The people of Fehu also receive word that the Blackheart was once again trying to build a weapon of mass destruction. This news was also taken to the Abbey.

The Monsters of the Wood found themselves undermined and divided. While in the presence of the one carrying the sword, Blackheart, the monsters were compelled to obey the wielder. However once out of his sight the compulsion faded.  Draelich Bael, Balthazar and Salvatore Ramont, found themselves in a losing position. Fairen’Gar was locked behind the walls of Templum Bellatorum. Their outpost had been raided and razed. Though they had retrieved their outpost shield they had needed to make alliances with the D.O.U.G.ites to do it. Through the duplicit nature of the one called the Darkness they were able to poison the outpost of Black Home, yet still they found themselves in running skirmish after running skirmish. 

At Templum Bellatorum Abbey, representatives of all the Outposts except for Ramen had gathered. They requested Azrael’s skill as well as those of all the denizens of the Abbey in the thwarting of the Blackheart. In a rousing speech Azrael answered them, nay. For in his opinion they had the numbers and skill to win without the Abbey’s aid. He also took the time to affirm that the Abbey had a stance of neutrality in political matters. 

The Plan of the Blackheart revolved around making a magical staff at the Black Tower. For this he had learned he would need to get a lit rune forge to the tower, 4 pieces of raw mythrainum, a spare weapon of a type consistent with the striking surface he wanted on the staff. Finally, he would need one of the legendary hammers of Unmaking as well as a capable smith to use it. He and his monster subordinates had managed to get everything except the capable smith part. Everytime he did get a smith, the smith would get killed before making it to the safety of the Black Tower.

As the sun set on the 24th of Wyrd 1453 L.K., the people of Fehu and Black Home were able to prevent the forging of a new weapon. The Abbey had remained neutral, with Fairen’Gar locked within its walls. The outpost of D.O.U.G. was fully founded, with well established trade routes. Though Ramen was in dire straits, it still stood. All outposts were able to gather enough food stores for their population base to stick out the winter. With very few exceptions everyone chose to stay in Myth’Gar for the winter.

 

Roots run deep in the Myth Wood

by: Papi (Ramon Ortiz)

The storm passed and the New Townland citizens were still struggling to claim land far into the monster’s territory. With the strongest caster Tyrrin headed to the Black Tower, and the others waiting on Knute’s return from his Blacksmithing quest, the defenders of New Townsland grew concerned that the town was left undefended.  

There was just a small barracks of defenders to guard New Townland.  They had held off attacks against the monsters before, but at what cost? Shelter and supplies grew short, and the battle groups were stretched out thin. 

A young mage surveyed the land, looking to gain a better position for the town’s light defenses. Taking watch with an archer named Ciara, he discussed plans to create an improvised wall to slow the monster’s advancement. They gathered the town defenders and began construction on a rope wall across the main entrance to the town. As primitive as it seemed, it was a simple solution to help aid them with their dwindling numbers. 

Ciara noticed, in the distance, a pack of monsters approaching the gate; everyone gathered for the assault on New Townland. The archer knocked her arrow and, with clarity and finesse, aimed for the lead monster and fired! The projectile landed a killing blow, driving the beast to the ground, lifeless. The victory was still far off  as the wall came under siege by the remaining foes; Mages from New Townland began casting spells of fire and magic, creating a barrier of spells to protect  one another. The battle raged fiercely, but as the monster’s front-line dwindled the larger, more powerful monsters stepped forward in their place. Defenders struggled against the growing onslaught, falling back to safety as a few stayed at the front to keep the hoard distracted while the rest escaped.

“Fall back!” The command echoed across the battlefield as a fresh beast charged over bodies of the fallen into New Townland to shatter the wall and get into the town. . “Papi, fall back!” The command was coming from Orellius, who had just struck down another creature pressing through the front line. 

As a monster advanced on Papi. He lifted his large hammer over his head while casting a spell of protection around himself.  Knowing he could not defeat the beast on his own, Papi began to fall back.  Papi made it to the fleeing caravan striking down evil creatures along the way. 

The Monster’s eyes roamed the town looking for other dangers.  With no one to stop him the beast made it’s way to the town’s protective Shield, taking it for his own. 

Now that the shield was lost Papi knew he must safeguard the caravan at all cost. There was nothing left to do but wait for the fire and smoke to clear. 

As the sun rose to the peak of the midday sky, the defenders regrouped and returned to the town.  The monsters had all cleared out and returned, with the shield, to their lair. Papi dropped to the ground in disgust, emotions riding on the line of anger and depression seeing his new home raided. The battle was over, and the town was lost, but there was a glimpse of hope.  Their strongest mage, Tyrrin, was still out there heading to the Black Tower, and Knute had returned with reinforcements and information. Not all was lost for the defenders of New Townsland. The battle was lost, but they would work together to secure a victory and enable the safety of the leadership of New Townland, elsewhere in the land.

Papi was becoming more and more familiar with the tragedy of combat and war but understood that if he had stayed behind during the onslaught he would have died on the field, which was not his destiny. He looked at the hammer he had wielded in combat, dry blood smeared across each end; Papi whispered the words, “Misery, your name is Misery,”. He spoke sadly to his weapon, now baptized in combat, and bathed in the blood of fallen monsters. The Six Higher Powers of Myth’ Gar blessed a mage sworn to magic and a hammer forged for war that day. Papi and his hammer understood  that nothing but death and suffering would follow them. 

After that day, Papi made his  home in New Townland, rebuilding the walls that were once protection for them and learning to improve his magic to help defend himself and others when the beasts return. Papi leads his life primarily alone and he turns to no one,  but Misery enjoys company and she chooses Papi to share that with. The best gift a hammer can give to a lonely mage that wants peace, but is prepared to fight a war to obtain it.

Llew’s journal 2.3

Arah 14th, 10th year of King Jerwin the Rotund’s reign.

    Two years of study, and I’m not sure I’m ready to try this “ley line” travel yet. However, I’ve studied the texts nearly to the point of memorization. At this point, I’ve nothing more to gain by reading. Time to take the leap. I’ve located what I believe to be a line a few miles into the wood, north of the castle. There’s a path that meanders for a while, then runs straight east to west for several hundred yards. Going to try just before sundown. We’ll see what happens!

 

Arah 27th 

      Ok! That was unexpected! Got to remember to carry my journal with me on these adventures! 

     So, I started down the path at sundown. Brisk pace, headed west, when the air around me started to crackle faintly. I stopped and the crackling ceased immediately. I started again and nothing. So I went back to my starting point, and tried again. The crackling started again, then suddenly, a storm blew in out of nowhere! Everything went dark as heavy rain and howling winds battered me from every side, threatening to knock me from my feet! I felt suddenly dizzy, as though I we’re falling through a whirlwind! Then just as suddenly as it started, everything ceased! I felt solid earth beneath my feet. My head pounded, and my stomach churned. I dropped to my knees and retched. Fortunately, the headache and disorientation lasted only moments. I wiped my mouth and took stock of my surroundings. For the first time, I realized I was no longer on the wooded path! I found myself on a stone paved road, and judging by the sun, it was midday! 

     One lonely cart, pulled by a scraggly looking mule, driven by an even scragglier looking man in a tattered cloak was slowly making its way towards me. I hailed him as he approached, and his head snapped up with a look of fear and astonishment! “Saints above! Where’d you come from! I got’na money and poor ‘ole Tober here is near as old as I am! And twice as lazy!”

     “Peace friend! I’m no thief. Just a lost traveler,” I reassured him. No sense troubling the old man with the truth. “If you could just point me in the direction of King Jerwin’s castle, I’ll be on my way!” 

     “King who? Ne’er heard’a Jedwin, Jerwoo, what’err ya call ’em! These lands are ruled by Lord Balthrain. And he don’t much like travelers mister! Best git yerself gone before his goons show up! Find yerself on the wrong side of a jail cell door, or workin’ in the coal mines in Doran.” 

     “Excuse me sir, but is there a town nearby where a man could find a cup of ale and perhaps a bite to eat?” I had my suspicions, but needed to confirm some things.

     “Well, closest town would be Calder, ’bout three leagues back,” the old man said with a nod back over his left shoulder. “Best hurry if’n ya wanna find someplace ta stay before sundown. Lord Balthrain’s men don’t take kindly to people out ‘n’ about after dark. Troublemakers, they call ’em. Spies, and the like! I best be off or find m’self in a heap ‘o trouble as well! So long stranger! And good luck!”

   I pondered his words as I bid him farewell and started down the road in the direction he had indicated. Had I actually travelled to another realm? I needed information, and Calder seemed like as good a place to start as any.

     After what seemed like hours, I arrived at a little hamlet with what looked like a small stone church surrounded by a wooden palisade at the center of town, and a series of much smaller huts and shops radiating outwards. There were a few townspeople about, as well as a few soldiers, walking about in pairs, or milling around in small groups, talking, leaning on their pikes and halberds. Judging by the shabby state of their armor, undisciplined behavior, and the fear in the people’s eyes, they were little more than thugs on the local lord’s payroll. Bullies. I don’t like bullies.

   I slipped into town behind a cart loaded with firewood, and headed to what looked like a small tavern. I stepped inside and settled at a table off to one side. A short, plump, and slightly disheveled looking barmaid came up to my table. “Greetings stranger! What’ll ya have?” “Bread, meat, a chunk of cheese, and some ale to wash it down please,” I said. “And a room for the night, if there’s one to be had.” “Cheese?” she scoffed, “We ain’t had that for ages. Bread an’ stew’s best we got!” She moved in closer, “Soldiers take most ‘o’ what we got for the palace. As for a room, well, I wish ya good fortune with that! There’s none in the tavern, and folks ’round here don’t trust folk they don’t know. I’ll be back with your food shortly!” She turned smartly on her heel and was gone.

     “Stables it is!” I thought to myself grimly. Oh well. Not the first time, nor will it be the last, most likely.

     The barmaid returned a few minutes later with a wooden plate with a small loaf of dark brown bread, and a bowl of stew with a few small chunks of meat of questionable origin, and a small crock of a pale, slightly sour smelling beer.

     I finished my meager meal and left a few coins on the table.  I’m sure the guard at the front gate, whose coin purse I liberated, would be pleased to know his charity was appreciated. I then made my way quietly to the stables to find a comfortable place for the night.

 

Val’Haven

In the realm of Valhalla there is a town named Val’Haven. It has been there for 209 years. The people of Val’Haven are exiles from the realm they remember as Myth’gar, located through a gate to the north of the town. That gate has been closed to them since their arrival.

Read the story to learn more:  Val’Haven

The Song of Winter

In the Myth Wood there are many magical weapons. Most are ancient relics from the Wood’s long history. But a few are newer additions. Llew’s Spear for one. Another one is a beautifully crafted blue and gold sword that has been known to freeze character in place. So now I must ask, have you ever wondered where Jarl Faolin’s sword came from? Wonder no longer, here is the story that will explain it all,… mostly…. Enjoy!

The Song of Winter

Ryn: Peace Never Lasts

After the last plague pool receded, Ryn hoped there might finally be peace in the Myth Wood. He sat back in his keep, and pondered what catastrophe might befall the woods next, because peace never seemed to last. He also reflected upon his journeys through the woods that led him to where he ended up at this moment. 

Werewolves, trolls, wars for power, toxic asteroids, all of these things had changed him, but if it was for better or worse, he wasn’t sure. One thing was certain though, he never thought he would have risen to be a Jarl, or to have such powerful allies at his side. He thought back to when he was just a Brigand, and the shenanigans he got into, and laughed. “I was foolish back then,” he mused, “but it seems that The Six still found a use for me.” 

He unconsciously unlocked the gold lock, the jailer’s keys never leaving the peg on the wall, and strolled down the hall of the jail, empty in this peaceful time. He recalled some of the people who had visited these cells, from lowly thieves, to powerful fighters, and a Devil too, whose axe didn’t quite fit in the weapons rack. Whoever thought putting him in here was a good idea was sadly mistaken, as was evident by the lingering scorch marks around that particular cell. 

He made his way back out of the jail, and decided to take a stroll through the woods, believing some fresh air would be a good idea after the damp air of the jail. As he left, he waved over to Tilbury, still busy at his shop, The Rusty Cauldron. He headed off to Hammer’s Hold, to visit with Jarl Faolin, and see how the Hold had fared since it hadn’t been able to be accessed with the plague pool engulfing it. 

Ryn heard the ringing of the blacksmith’s hammer as he approached, and saw Arthur back at his old forge, thankfully unharmed by the plague. The bar of metal he was working was still rough in shape, so Ryn couldn’t quite tell what the craftsman was making, but whether blade or bauble, he was sure it would be a quality piece. He waved to Arthur as he headed towards the gate. Almost to the gate, Ryn heard a friendly shout from the keep, and found Gadaren polishing Magh Swer, although the sword gleamed brightly already. Just by the way he greeted Ryn, it was apparent that Gadaren was happy to be home again. “Is Faolin around?” Ryn asked, knowing his ally would likely be inside his keep after being forced out by the vile pools of plague.  Continue reading Ryn: Peace Never Lasts

Llew’s Journal 2.2

(Achiel 34th, 8th year of King Jerwin the Rotund’s reign)
     Two months since the Festival of the Portly and my opportunity has finally arrived! King Jerwin the Rotund and Queen Wendolin are visiting the next kingdom to work out a trade deal, or some such. The important thing is, he’s taking his mage with him. Two weeks I’ll have the study in the mage’s tower to myself.
 
(Lacha 2nd, 9th year of King Jerwin the Rotund’s reign)
     Found the secret room behind the bookcase. No switch, no lever, just had to push the case forward. I don’t think this was supposed to be a secret room so much as someone put a bookcase in front of the doorway and forgot that there was a room there. Not much more than a closet, but there’s a lot of books and scrolls here. Time to do some digging!
     After hours of rummaging and reading, I stumbled across a few scrolls written in a different script. The writing is also more faded and the vellum more worn and cracked than the others. Don’t think they’re from this kingdom. In fact, I haven’t seen this script anywhere I’ve been in this kingdom or any other I’ve been to since coming here! The scrolls seem much older and the writing is a much different style than anything else here. It is familiar though…
    THE MYTH WOOD! That’s where I’ve seen it before! The book that I touched just before waking up here! The scroll that the mage here was reading had the same script! Now at least I know I’m on the right path! Now to learn how to navigate it!
 
(Lacha 10th)
     If I’m reading this right, and I’m not sure I am, this scroll describes the mechanics of ley line travel! It’s a matter of knowing where natural lines of power are and when they’re active. Not just the where and when are important, but where on the ley line you start from and the direction of travel as well as the speed make a difference as to where and when you travel to! Not just different places, but different times! This is going to take a lot more study to understand much less try this kind of travel! 
     This other scroll describes a means of seeing into another’s mind or through another’s mind…not sure, script is more faded, words and letters missing. This looks like the word for “switch.” Seems like a page or two may be missing in the middle. Have to find those. Have to make sure the mage doesn’t get his hands on these. That idiot could do some real damage and not even realize it! Going to gather all the old scrolls and take them somewhere safe. Need time to figure this out, and the King and his retinue will return the day after tomorrow. Much to do…
 
 

Llew’s journal 2.1

(Gadran 29th, 8th year of King Jerwin the Rotund’s reign)
     Well, that could have gone better. Forgot about the festival. The night of my planned visit to the mage’s study, everyone was up preparing for the king’s “Festival of the Portly” which was to take place in three days. Got caught in the study and was thrown in the dungeon with no food or water until after the festival. 
     That would have been terrible if the locks weren’t so old that they practically pick themselves. Or if the guards were any kind of competent. There’s one here whose  name is Jim who is particularly inept. Transfer from another kingdom, I guess. Or if the dungeon wasn’t on the ground floor of the castle. Seriously, I don’t get the architecture here at all! 
     So, out of the cell after the guard’s evening rounds, up to the study while everyone else is at the festival gorging themselves, bobbing for pumpkins, and playing un-pin the apron on the ale wench, and back to the cell before morning rounds. Easy peasy, lemon squeezy.
     WRONG! Difficult difficult, lemon difficult! Before I even have the first lock open, a guard, who apparently started the drunken festivities a little early, tripped over his own spear, knocked over a platter of roast meat and potatoes all over the King, turned to help pick it up, and head-butted the Queen, chipping the royal tooth, and stumbled backwards into a line of ale wenches, knocking two of them into the pumpkin tank. As a result, Jim is now my cellmate awaiting his trial and inevitable execution for chipping the Royal Tooth, and I’m stuck here. On the upside, bobbing for wenches has become the most popular activity at the Festival of the Portly, and this festival has been called the best in recent memory! 
     I need a new plan…

The continued adventures of Llew Silverhand

From the journal of Llew Silverhand:
 
(Gadran 23rd, 8th year of King Jerwin the Rotund’s reign) 
Been six years since the accident that brought me here. Easy enough to blend in and make a comfortable living for myself. Too easy, really. But something’s been nagging at me. How did I get here? Why here? Where IS here? Can an entire people really be THAT inept? Is there a way back? It was clear that the only place to find any answers was the mage’s tower that I woke up in. Didn’t take long to figure out people’s schedules and movement patterns. Been able to spend some quality time with the court mage’s library. Took longer to figure out what he was working on. According to his notes, some kind of astral travel or teleportation. Fortunately, he’s as inept as everyone else seems to be around here. Although, no one here has heard of the Mythwood or King Balin or even King Dirk McCormick. I think he may have accidentally gotten something right. He hasn’t been able to replicate his results though, which is probably a good thing. His “magiks” are mostly limited to simple slight of hand and card tricks. Amateurish at best. Seems to impress the local King here, King Jerwin the Rotund and his, um, “lovely” bride, Queen Wendolin of the Pearly Tooth. Yup. Just the one. 
     Life has a funny way of working itself out. One day you’re making a living in a nice kingdom with plenty of room to do a little deal here, a little larceny there, some aggressive acquisitions around town. Then the next you’re in a strange land, with stranger people, who fortunately enough for this rascal, can’t see through even the most basic of cons! And given the fact that everyone takes me for a common servant, and not a particularly bright one at that, the opportunities are boundless.
     One thing I still haven’t worked out yet. If I’ve traveled to another land, possibly another world, why do I have another person’s body? Sometimes I remember things that I’m sure I’ve never done, and places I’ve never been. And if this is another person’s body, where is mine? I hope wherever it is, whoever is in it is taking good care of it. 
   Alright, got to focus. Got to get ready for a trip to the mage’s study tonight. I was cleaning in there yesterday and noticed some strange scrape marks on the floor in front of the large bookcase by the mantle. Hidden room perhaps? Odd that anyone here would think to make a hidden room. Most rooms even here in the castle are marked with some sort of sign so the inhabitants don’t get lost! It made finding the treasury so much easier! Sundown bell is ringing. Time to go…

Myth Times Vol 2, Issue 2

Here is a copy of the Newspaper from the July event of 2019.  Copies will be available for purchase today in the Wood.  Hope to see everyone out today!

[pdfjs-viewer url=”http%3A%2F%2Fthemythwood.com%2Fwp-content%2Fuploads%2F2019%2F08%2FMyth-Wood-Newspaper-Vol2-issue-2.pdf” viewer_width=100% viewer_height=1360px fullscreen=true download=true print=true]

Continue reading Myth Times Vol 2, Issue 2

July 19th Storm Update

Report on damage from recent weather event.

A couple days ago a major weather event occurred in the Myth Wood, we are unsure if it was a natural event or otherwise.   We have spent night and day getting basic services back up and running so that the denizens of the wood have what they need.   Unfortunately, due to not having been paid recently we are not sure how much work we can do to clear the trails on our own. We are considering getting together work parties of Einherjar to help to get the trails cleared.   Additional information will be coming soon.

Gnomen Roads and Maintenance Crew

 

Gnomish Photo Journal

Overall Status

  1. All trails have debris that need cleanup
  2. All buildings seem to be intact
  3. Every location is accessible except for D’eirs garden and the Wizards Tower.  Although sometimes only by climbing over small trees.
  4. Best guess is that there are 10-15 trees of all sizes that will need to be dealt with

Eastern wood

  1. Brannheim, Hammers Hold, The Graveyard, and the north mine are all accessible.
  2. Both trails connecting the Graveyard to Hammers Hold have trees that will need to be removed. The trail next to the road is fine but the other one cannot be used.
  3. Hammers Hold has a tree in town that needs removal 
  4. A small tree is down in Old Tickle Town that will need cleaning up

Kings rest.   

  1. Kings rest is only accessible via the muddy road to Gray Arrow or the north trail by the Lands of Stoltz via Old Tickle town.
  2. A tree is down if coming along the Stoltz road from the Graveyard.
  3. The trail that goes into Kings rest next to the Government center is 100% blocked by a large tree.  This is one of the bigger tasks that will need to be done.
  4. There is 1 small tree and 2 larger ones that went down in town.   The trees do not block the trails but the takedown will need to be finished.
  5. The roof of the government center has a couple holes in it. 

Gray Arrow

  1. Tree uprooted at the cross roads but it is not covering the trail.

Wizards Tower & D’Eirs Garden

  1. Totally inaccessible between trees down on both sides of the trail and the good sized mudpit on the trail by Gray Arrow.
  2. The Tower looked intact from what I could see.

Champions Hall

  1. Tree down at the end of the trail going towards the wizards tower
  2. Otherwise things looked fine

Trail to North Mine

  1. Trees down along the trails there.

West Mine trail & Arena

  1. Large tree down that blocks the end of the trail all the way to the base of the dock.
  2. It did not hit the dock!

Continue reading July 19th Storm Update

Myth Times Vol 2, Issue 1

Here is a copy of the Newspaper from the first outdoor event of 2019.  Copies will be available for purchase today in the Wood.  Hope to see everyone out today!

[pdfjs-viewer url=”http://themythwood.com/wp-content/uploads/2019/07/First-Myth-Wood-Newspaper-Vol2-issue-1.pdf” viewer_width=100% viewer_height=1360px fullscreen=true download=true print=true]

Continue reading Myth Times Vol 2, Issue 1

Arkados, the Warrior of Nightshade

Arkados, the Warrior of Nightshade

I had walked these roads a thousand times now, and every time I walked them again it felt fresh. You may not know who I am and it’s understandable. Before dying, I had never even heard the word, Einherjar. Now it’s part of my daily life.

Not even I knew who I was, and I still don’t. Memories come in small unclear packages but after a year of being dead and slowly regaining my memories and thoughts, it’s piecing together the story of my life.

I was Arkados of the Pale. A warrior bound to the King of Caernum. I haven’t recovered my childhood memories or who my parents were, so I’ll skip over that. When I was just a teen I worked as a stable hand in the capital of Caemum. One of the Nobles saw untapped skill within me so they had me trained as a spearman.  I dominated the battlefield with spear in hand and vigor in my soul. In this way I quickly became one of the great warriors of Caernum, and was named to the elite Order of the Pale.

The day came when I was ordered to command a siege on an enemy fortress. I made the unfortunate mistake of underestimating their manpower. Though by the end of it, we were getting the job done.

The commander of the fortress, Regulus of Baltraig, had joined the fray and he made quick work of my soldiers. In the midst of battle, he had slaughtered my friends and with a struggle he finally put me to rest.

My goddess, Lyor’ra, the Lady of Nightshade, prevented me from entering her halls and told me I was destined for something greater and the next thing I knew was nothing as my memories vanished.

When I ended up here, I had no idea who or where I was. I wandered until I met up with two men named Faolin and Gadaren. Faolin is the Jarl of Hammer’s Hold. They recognized my situation and kindly took me with them. Though I was in a new realm my warrior senses were as strong as ever. I knew I sensed danger here, but I didn’t know exactly why. Then the Blighted came as did the Four Devils, and it became clear to me the threat was serious.

In my battles against the Blighted and the Four Devils I started to make a name for myself.  Soon I had my new life together… then the memories started returning and I was confused. People, places, all these things I couldn’t put a name to. After a long while the memories started making sense but at this point, I really didn’t care because I am a different person altogether.

That was who I was, a warrior of the king, a dog of the military. I believe after entering the Myth Wood, I am a different person. Now, I am a man of the wet work and paid duties, I am a stalker of the shadows, the agent of the night. A warrior of my goddess, Lyor’ra.

I was Arkados of the Pale… Now, I am…

Arkados, the Warrior of Nightshade.

Continue reading Arkados, the Warrior of Nightshade

A Vision of Honor

        Her first memories of the Myth Wood
were of waking up in the Graveyard of the Fallen as a succubus. Waking to an overwhelming need to feed on
the souls of Einherjar to survive. She thought of this as her birth, because she had no memories before that
day, and chose the name Mara. Then Sam’El, the Daemon Lord, called to her from his prison within the
Black Sword. Mara and the other succubi answered his call, and in this way discovered they were not alone.
All the succubi of the Wood served him in all his many incarnations. They aided in all his many battles to
spread chaos and destruction.

        This continued until Mara was given
the opportunity to restore a soul to her form and become an Einherjar herself. She was reborn, again, as
Marta the Mage. She joined with Balin on his quest to become king, to begin to right the wrongs she had
committed as a succubus. With the crown on Balin’s head he made her a Thane, and put the Mage Tower
into her care. It was the greatest day of her life in the Myth Wood.

        This was followed by the worst time
of her remembered life. When Lady Myth took control of her body, and left her as a powerless observer of the
violence her hands inflicted. The war of the Skulls raged through the Myth Wood. Lady Myth in Marta’s
body commanded her forces to lay waste to her brothers and those they controlled.

        The war ended with Rokai’s
rebellion against the skulls. He freed Jarl Elric from their hold, and then Jarl Elric freed Marta from the
Lady’s control over her. When the war of the skulls was ended, King Balin once again entrusted Marta
with the Mage tower and now the conclave of magic users as well. It was at this point that she became a
Sage, and began the long road to mastering those magical arts. She was also given charge of her nephew, and
the joys of raising him to be a man. She enjoyed this time of her life immensely. The 11 years went by far
to quickly.

        Then King Balin went missing. The
Plague arrived in the form of a meteorite. Einherjar of the Myth Wood began changing into Trolls, and
Werewolves. Marta helped the Jarls as much as she could, but as soon as one problem was dealt with another
emerged. Then the Blighted arrived, with their Lich leader. The Four Devils manifested and spread terror.

        As the Lich’s power grew,
others realized that the only cure for the problems that could be found was to Seal away the Mage Tower, her
home.  Marta was not given a choice. Jarl Faolin and the Blacksmiths did the deed. She eventually came
to learn that the Green Skull, that was the prison of Lady Myth, had been placed in the Tower before it was
sealed. The ramifications of this act was not clear to her, but shortly after the Tower was sealed away the
Lich disappeared. Then the Blighted entered into a agreement with Hela of Helheim, thus becoming the
Helions.

        It seemed losing her home and title
had served the greater good of the Myth Wood. It was for this reason that the once powerful and revered
Thane Marta of the Mage Tower, now found herself homeless and sleeping in the graveyard of the fallen once
again.

        In past years the arrival of the snow
and short days would not have worried her. She could have made a fire easy enough with her magic. This too
had been taken away from her. The Helions had joined up with the Jarls and vanquished the Four Devils. As
she understood it, Jarl Faolin devised a way to cover the cube of the four and in doing so severed the magic
that made the four devils. Unfortunately, that magic was also the source of all Arcane spells in the Myth
Wood. Jarl Elric had taken the cube and set sail for Folkvangr. In this way magic had been changed forever
in the Wood. For Marta, at the moment, it meant she could not create fire to keep her warm throughout the
winter.

        It was on a cold night in the middle
of the month Yuwn-Ko, after the days had begun to lengthen that Marta received a vision in the form of a
dream. The vision was sent to her from the Higher Plane of the Myth Wood, while she was sleeping in the
Graveyard of the Fallen.

        At first she thought she was in
King’s Rest, standing before the tree in the center of town. The buildings however were misty and
transparent. The wooden platform at the base of the tree was bigger as well. Six thrones were on the
platform. Three of them were filled.

        One Throne in the middle of the six
had a majestic looking man with a crown on his head. He spoke to Marta. “Hello Marta. I am the
Monarch, the Higher Powers have need of your services. We need you to spread information to the rest of the
Wood.” He paused and looked at the other two.

        The one she knew was Agamemnon, but
now he looked like a old wizard with a beat up pointed hat. The amber crystal around his neck was what gave
him away, she knew Agamemnon wore that crystal. The other was a mystery to her. He had long flowing hair and
a goatee, and was dressed in green. Both sat in thrones equal to the one the Monarch sat in.

        “My apologies Marta. This is
the Mystic and the Recarnit. The three of us make up half of the Six Higher Power that govern the Myth Wood.
As long as I sit on a Throne in the Higher Plane, there is governed Order in the Wood. As long as the Mystic
sits on a Throne in the Higher Plane, governed Magic may exist in the Myth Wood. As long as the Recarnit
sits on a Throne in the Higher Plane, governed rebirth of all living things in the Myth Wood can
happen.” He stopped again, looking to see if the other two had anything to add. They did not.

        “As you can see we are missing
three of our number. That however is not the most distressing part. We find ourselves in a weakened
condition. We need to sit on the Thrones to connect with our province of power in the Myth Wood.” The
Monarch then looked over Marta’s shoulder and to the right. She followed his line of sight. She saw
what in King’s Rest would have been Waylander’s Smithy. It was not translucent, and the sounds
of hammering metal could be heard from within. “We needed the skill of a great smith, and use of a
hammer of Unmaking. So we invited Vandergrah to the Higher Plane to work the EverMist Forge. He made the
Thrones. He has also made these.” The Monarch held out to Marta a strange little device. It looked
like a counter of some sort. Numbers could be moved on one of its surfaces.

        “This is an Honor counter.
Those who chose to wear one will have their names recorded in the Honor Scroll, this will link their deeds
to the thrones. Their actions, honorable or otherwise, will strengthen the Myth Wood. We hope it will also
aid us in finding those worthy of a seat on one of the vacant Thrones.” He pulled his hand away.
“We cannot directly interfere with the Lower Plane, so we ask you to spread this knowledge to the
people of the Myth Wood. We would also ask that when it comes to you, you will accept the burden of managing
the Honor Scroll.”

        “Do not answer now. This is a
dream and promises made in dreams are meaningless. When you wake, your memory of this discussion will be
vague. However, when the Honor Scroll is placed in your hands all will be made clear to you.”

        “Good by Marta, and good
luck.”

        Marta awoke in the Graveyard of the
Fallen. Her head fuzzy, and her body cold. The dream she had quickly fading as physical reality set in. She
made her way to King’s Rest, to warm herself at the forge. When she arrived in King’s Rest the
forge was silent. She asked Mike, the proprietor of the Brotherhood tavern, where Vandergrah was.

        His reply was that several weeks ago
the sound of forging could be heard coming from Waylander’s Smithy both day and night. It had gone on
for six days and then on the seventh day the forge had gone silent. When people stopped in to check on
Vandergrah, he and everything he had been working on was gone. Not wanting an empty forge, the people of
King’s Rest had contacted Hammer’s Hold and asked Arthur Anymoredonuts if he would move his
operation to King’s Rest. He had agreed, and should be arriving soon.

        Marta was not sure how she felt about
it. Something was changing in the Myth Wood, she could feel it. She purchased a drink and meal from Mike,
and then headed back to the Graveyard.

Continue reading A Vision of Honor

The War for the Higher Plane

The War for the Higher Plane

A Synopsis

The War for the Higher Plane started with Vigo and Abyssal’s attack on the Six Higher Powers of the Myth Wood. The first battle in the war went in Vigo’s favor, with Abyssal outright defeating or scattering the various Six Higher Powers. The Monarch was turned to stone. The Chaos Beast chained. The Mystic was beaten by Abyssal but managed to use some of the power he had stolen from the Realm’s Rover to freeze his attackers in time for a short period. The Arbiter, Sentinel, and the Recarnit retreated with the Valkyrie Eir, to Eir’s Garden.

        In the Garden, the three of the Six Higher Powers that were still free to move about, with their allies, regrouped and planned their defense. The Arbiter, Sentinel, and Plutus of the World’s Tree investment group, merged their powers into a barrier that surrounded the Myth Wood. It prevented Vigo and Abyssal from leaving the Higher Plane. The cost for the barrier was not just the power the three put into the barrier, but the life essence of the Sentinel and Plutus. The Arbiter returned to his previous form of Grimner Harbard.

At this time, before Vigo and Abyssal unfroze, the Monarch and the Chaos Beast released their power back into the Myth Wood. Though chained or turned to stone, they were still able to relinquish their power and put it outside of Abyssal’s reach. The relinquishing of their power returned them to their previous forms of Dirk McCormick and Sam’El.

The Recarnit, safely behind the barrier, released his power into Eir’s Garden. Now that the garden was part of the Myth Wood this power traveled through the link shared between the two realms into the Wood proper. He returned to his previous form of Luis MorningStar when the power transfer was complete.

The Mystic’s power was put into a clear crystal with a golden miniature figure of a wizard in it. This crystal was given to Burnheart, the Wizard of Brannheim. The Mystic returned to his previous form of Agamemnon but found that the power of the Rover forced him to travel between realms. The end result was that all of the Higher Powers were either dead or Einherjar again.

When Vigo and Abyssal came back into the flow of time, they quickly learned what the Six had done. Abyssal turned Sam’El, the former Chaos Beast, into D’Eir, the keeper of the dead. Then Abyssal created the Blighted by fusing Shadows of the Void with the soulless forms of Einherjar of the Myth Wood. The Blighted were sent to the Lower Plane of the Myth Wood to conquer it for Vigo. A Lich was created and sent down from the Higher Plane to lead the Blighted against the people of the Wood. His primary focus was finding the Blue and Green skull prisons of Ordo and Lady Myth.

The Blighted, under the direction of the Lich, engaged in battling the Jarls of the Myth Wood and their people time and time again. The Blighted won many victories for their Lord and Master, the Lich. They were able to take Champion’s Hall, King’s Rest, Old Tickle town, the Arena of Valor, as well as many of the Gnome Mines. However, they never dug in and defended any of the places they conquered. The result was an ever-changing battlefront. The Lich used this changing battlefront to scour the Myth Wood for either of the two remaining Skull prisons. Though the Jarls of the Myth Wood faltered in defending their lands, they excelled at keeping the Skulls out of the reach of the Lich.

Burnheart who had been given the crystal containing the power of the Mystic, developed a plan to use that power to defend the Myth Wood. Burnheart, with the aid of Jarl Elric and Morgan Daniels, used the magic of the crystal in conjunction with the blacksmiths of the Wood to reforge the Blue Skull prison, of Ordo, into a cube. The plan had been to use the cube to control the monstrous Revenant that roamed the Wood. With the aid of the Revenant they could beat back the Blighted. Ordo, still imprisoned within the cube, had other ideas. He chained Elric, Morgan, Burnheart, and the Revenant to his prison. This transformed the four into Devils. The four Devils then began terrorizing the people of the Myth Wood.

        With the Blue Skull now a cube that was death for anyone to touch besides the four who were chained to it, the Lich put all his attention on the Green Skull. It became harder and harder for the Jarls to keep the Green Skull from falling into the Lich’s hands. In a desperate bid to prevent the Lich and his Blighted army from getting their hands on the skull, Jarl Faolin locked the Green Skull in the Mage’s Tower. He then had the Blacksmiths of the Wood, with the three hammers of Unmaking, seal the Mage’s Tower away from the lower plane of the Myth Wood. In this way removing the skull from their reach.

        While the war raged on in the lower plane of the Myth Wood, Grimner now with his memories returned to him, decided his time in the Myth Wood was at an end. He felt he owed the realm a debt however, so he concocted a plan to thwart Abyssal. He convinced D’Eir to leave the realm with him.  So Abyssal would not notice his absence, D’Eir disguised BroDar as D’Eir. Then he and Grimner left the Myth Wood. It is unknown where they went and what they did on that journey…

At the moment that the Tower was sealed away, D’Eir returned to the Myth Wood. With him was Hela of Helheim. They entered the Higher Plane of the Myth Wood through a gate that D’Eir knew of from his time as the Chaos Beast. Hela, with very little effort, subdued Abyssal and bound him in his skull prison once more. D’Eir chained and cast Vigo into the black chest known as Shadow’s Hold. D’Eir with objects and energies he took from other realms modified the chest, with the aid of the Blacksmith Vandergrah and his hammer of Unmaking. It’s nature somewhat changed, however it was still filled with Shadows of the Void.

So ended the War for the Higher Planes

The price of victory was high. Hela required the Blighted be given the option of tying themselves to her, for their continued existence. They accepted her offer, becoming the Helions. This anchored a portion of the Myth Wood in the Realm of Helheim. Also, at the end of the war, a ship from Folkvangr arrived. In the ship was a chest, that if opened by nobility of the Myth Wood, in the Myth Wood, would anchor a part of the Myth Wood in the Realm of Folkvangr. Ambassador Riven and the Hunter opened the chest in the Myth Wood. After the anchoring took effect, the ship left the Myth Wood and returned to Folkvangr. On board was Jarl Elric, Ambassador Riven, the Hunter, Burnheart, Morgan Daniels, and the now covered cube of Ordo.  

Eir’s garden, having recently separated from Valhalla, was now completely bonded with the Myth Wood. While the war for the higher plane had been progressing, the Realm of Valhalla had come to consciousness. With this new found consciousness, the Realm desired the return of the part of itself that was Eir’s Garden. In this way Eir’s Garden now acts as an anchor for part of both Realms to exist in the other.

If this was not enough, the power of the Myth Wood returned to the Monarch, the Mystic, and the Recarnit. However, Grimner was not in the Myth Wood to receive the power of the Arbiter. Likewise, D’Eir was torn between Helheim and the Myth Wood, so the power of the Chaos Beast did not return to him. The soul of Gadin was missing from the Myth Wood. The power of the Sentinel remained in the barrier that surrounds the Myth Wood.

Only three of the Six Higher Powers are represented in the Higher Plane of the Myth Wood. It has fallen on those three to find replacement souls for those missing positions. Only those found honorable enough will be considered worthy to ascend to the Higher Plane.

Continue reading The War for the Higher Plane

Honor of the Six 1.0

Honor of the Six 1.0

 

To take part in the “Honor of the Six”, a player will need to receive an
Honor counter and put there character name on the Honor Roll. A player can receive this from the holder of
the Honor Roll, in game, at the beginning of each scenario. It will be the players responsibility to keep
track of their current number of honor points, and give that number to the holder of the Honor Roll at the
end of each scenario.

 

Ways to get Honor points

1.        Player is awarded one point for
each Honor duel they take part in.

2.        Player is awarded one point for
each Honor duel they win.

3.        Player is awarded one point for
each hold or keep they help successfully defend.

4.        Player is awarded one point for
each hold or keep they help to conquer.

5.        Player is awarded one point for
each piece of property owned at end of each scenario.

 

Honor duel

A player with equal or less honor points then another player may challenge that
player to an honor duel. If the challenged player accepts the duel, each player will get one point of honor.
The winner of the honor duel will receive another honor point.

 

If the challenged player has equal or greater honor points than the player
challenging them, and refused the challenge, they lose an honor point.

 

During an Honor duel the participating players will have no active buffs. Armor
points will not be active. Shields will only be used if both players have shields. All weapons will be
reduced to a normal variety for the duration of the duel. Any character killed in an honor duel must report
that they were killed in an honor duel to the purgatory they report to.

 

Any interference in an honor duel will result in loss of honor points for all
involved in the interference.

Oath Bands

Once a player has gained 50 honor points, they may return to the holder of the Honor
Roll and have those 50 points turned into a Oath Band, with the aid of a blacksmith. This will require the
player make an Oath. As long as the player keeps this Oath, they cannot lose the 50 points they have
invested in the band.

 

If a character has 51 honor points and turns 50 of them into a Oath Band, they may
now challenge other players as if they only have 1 honor point.

 

Oath Bands may be used to have a Blacksmith improve a player’s weapons, armor,
or abilities. If the Oath Band is used in this way the player loses all the honor points they have invested
in the Oath Band.

Continue reading Honor of the Six 1.0

The Fall of the Four, a play of Folkvangr

Today we are happy to share with all the people of the Myth Wood a play. This play, The Fall of the Four, was written in Folkvangr. Time moves differently there. In the six months that have passed in the Myth Wood, 15 years have passed there.

When Riven and the Hunter returned to Folkvangr at the end of last season they brought with them stories of the Myth Wood. This play is the people of Folkvangr’s interpretation of one of those stories.

The hope was that the theater troupe that came with Jarl Elric from Folkvangr right before the feast, would be able to perform it for the other Jarls. As that was not a possibility at that time, the plays script is being made available for all to read. Enjoy!

Click here to read “The Fall of the Four”

Continue reading The Fall of the Four, a play of Folkvangr

Hammer’s Hold Dungeon Log

Skoto 71 17:35 PM

  • Guardsman 3rd Class Jim Yitch

Not much to report today. Prisoners were mostly well behaved…except for Prisoner #11071974. His constant demands of information about the whereabouts of a certain princess, coupled with threats of burning the place to the ground with his “dragon fire” really start to grate on my nerves. Why do I always get stuck guarding this wing of the dungeon with all the crazies? I need a new job.

Skoto 72 16:55 PM

  • Guardsman 3rd Class Jim Yitch

Here again. Once again, crazy man Phil, sorry, Prisoner #11071974 is back at it. Now, not only is he a “dragon,” he’s a “magic dragon.” Claims he can use magic to make things grow or shrink, and he’s going to make me the size of a mouse or some such nonsense. 

In other news, Doug Gayhol got promoted to Guardsman Second Class today. Should have been me. Doug is such a brown-noser. Just because he doesn’t “fall asleep on the job,” or “come to work smelling of ale,” or “lose his keys and all the prisoners in his wing get loose.” I hate Doug.

Skoto 73 17:45 PM

  • Guardsman Third Class Jim Yitch

Couldn’t find my keys this morning. Got to work and found Prisoner #11071974’s cell door open. Again. Jarl Faolin and Sir Gadaren were pretty pissed. Jarl Faolin had to send a couple of men to search for him. He was found at the local KFC. Makes sense. The food here is terrible, and King’s Rest Fried Creature has some of the best food in town! 

Good news is, Prisoner #11071974 is back in his cell. They even let him keep his value meal. I advised that they take the spork away from him, but they said I had no right to say anything after I had let a prisoner escape. Besides, they said, what could he possibly do with a spork? Jerks! Not my fault he got ahold of my keys! I left them right next to my ale bottle…