Dark Season has descended upon Black Stage Vale and the Haraborn, bringing with it blizzards, howling winds, and long, dark nights. With a shortage in crops and cattle to bring them through the season, and news of the Crimson Bat on the move to break the siege of Whitewall in the south, the atmosphere of the clan is grimmer than usual. Things are made worse when a woman from the Enjossi clan, sent to the Haraborn to find a spouse and secure a marital alliance between the two clans, goes missing following a three day long blizzard. Once again, the four adventurers that call the Vale their home are called upon to investigate the disappearance and, hopefully, bring the missing woman home.
The Lunars are coming to Black Stag Vale; messengers from King Kangharl have informed the Haraborn that after Harvest Week, an Imperial Tax Accessor will be arriving to deal with a discrepancy with the clan's yearly taxes. Things become even more complicated when more unexpected (but not wholly unwelcome) guests arrive in the tula, with their own strange quest they must fulfill before the Lunars arrive...
Things come to a head as the adventurers continue their investigation into the missing boys, as they finally confront the kidnapper and murderer; the results threaten to drive out one of the Haraborn's most important clansmen. After their investigation wraps up, the group also decides to explore the region around the Black Stag Vale, and uncover something very strange on their way to the Lizard Kicks Inn.
The year is 1619 and, like the dreaded walktapus, the Lunar Empire has spread its tentacles to encompass nearly all of Sartar, with only the city of Whitewall remaining free. In the Colymar tribe, King Kangharl, with the help of the Lunars, has seized the throne from his cousin Leika; it is a dark time for the free people of Sartar, one that looks like it will never end. In particular, the Haraborn clan, the smallest member of the Colymar tribe, have begun to suffer, as an ill wind blows in on the Feast of Sartar the Founder: two young boys of the clan have gone missing, with no clues to as where they have gone. Thankfully, four adventurers from abroad have decided to call Black Stag Vale their home, offering a small chance at solving this perplexing mystery and lifting the spirits of their adopted clan.
Here's the second part of character creation for our RuneQuest campaign: cult initiations! In RuneQuest, the gods are close and, by re-enacting their deeds in a ritual known as HeroQuesting, cultists can not only gain tremendous powers and abilities, but can diverge from the original myth and explore different aspects of it, either by failing certain parts or succeeding where their god didn't. The simplest and most common HeroQuest is the cult initiation quest, which is usually a retelling of a key myth related to the cult's god or goddess. Usually, these are bog standard with very little divergence from the original story, but sometimes extraordinary individuals do what their patron deity could not and turn HeroQuest into something truly unique, gaining powers well beyond what their cult expects. Guess what kind of initiations the players have?
Its RuneQuest time! We're going to play the latest edition of RuneQuest by Chaosium, which is, honestly, full of really weird rules and overly complex mechanics; if you find yourself interested in it (or just really like Glorantha, the epic setting of RuneQuest), then we strongly suggest you check out the really, really, really good character sheet over at Roll20, which does all the fiddly math and tracks lots of the odd mechanics for you.
Anyways, this is character creation for our RuneQuest campaign, set during the opening days of the Hero Wars, before the sacking of the Lunar Temple in Sartar. If none of that makes sense to you, the party is a talking duck, a werewolf, a secret Lunar priest, and a very angry man who wants to eat a flying bull; it promises to be a very wild ride.