Season 1 - The Start of Something New

It's about the Journey

Welcome, fellow travelers and lore enthusiasts, to a grand recounting of our first year journeying through the enchanting "low" fantasy lands of The Prelacy of Middenmark. Settle in for an evening of reminiscence and revelation by the crackling fire, here in Kirkliston at The Hearthstone Inn, where every tale spun weaves a deeper understanding of the Northern Reaches—a world I hold dear to my heart and plan to explore/create/expand upon for the remainder of my GMing days.   This article is more than just a summary; it's a heartfelt narrative of our adventures, encapsulating a full year of gaming filled with pivotal insights, the evolution of house rules, reflective feedback from our players, and forward-looking ideas that will shape the future of our beloved realm. As we journey through this extensive review, you'll witness how our shared experiences have solidified the foundations and intentions of our game.   The Northern Reaches is not just a setting for our escapades—it is a living world that continues to grow with every session, destined to become a legacy I hope to one day leave behind for other players and GMs to explore and enrich. This world is special to me, a permanent home in the realm of fantasy, where other systems and settings may come and go, but Middenmark remains a constant.   So, pull up a chair and let the warmth of the hearth envelop you. Tonight, at Branwen Softsong's beloved Hearthstone Inn, we embark on a storytelling night like no other. It promises to be a memorable one, and I hope it resonates with you as much as it has with me.
— Obannon

Table of Contents


Season 1 - The Start of Something New

When Shadowdark first caught my attention in early 2023, it reignited a passion within me—a longing for simpler times when goblins lurking in caves stirred genuine fear and dark tombs promised hidden treasures. Driven by a nostalgic yearning to revisit the thrills of my early gaming experiences, I decided it was time to return to my roots.

What began as a temporary diversion from our ongoing three-year (now surpassing four years and still strong) 5e campaign, gradually transformed into something profoundly personal for me. Many of us in the gaming community dream of a living world where time advances and minor plot threads weave into a grand narrative. For me, Middenmark has become that dream realized.   This first year has been a journey of evolution, marked by stylistic experiments and a mix of met, exceeded, and unfulfilled expectations. Initially, our games adopted an open-table/Westmarch style of play. We introduced a character stable system, and each session was neatly encapsulated within the safe haven of Eastdale. This episodic approach made for enjoyable, bite-sized evenings of adventure. With a real-time passage mirroring actual time, each week brought a new adventure—until the charm of rapid, episodic payoffs began to wane.   To be candid, a pattern of "short payoffs" emerged. Each session typically included stable housekeeping, planning, a brief overland journey, and a short delve into a dungeon before a quick return to town—followed by CAROUSING! While initially exhilarating, the routine soon diluted the novelty and accelerated XP leveling more swiftly than I intended.   Faced with a slew of dungeons left unexplored and narratives cut short, I recognized the need for more extended story arcs. This insight led to a pivotal rule adjustment, allowing players to "pause" time between sessions. This shift enabled deeper exploration, more sustained engagement with plot threads, and a richer sense of accomplishment. We introduced "catchup" time—a mechanism to pause the game session and resume precisely where we left off. The trade-off? Upon returning to the safe haven, the in-game calendar would advance by the number of real days elapsed, accommodating longer delves alongside necessary downtime and recovery.   This rule was showcased during the season’s finale—a four-session quest to rescue Tor from the temple of a lost god. Spanning 12 weeks in real-time, when the players finally regrouped in Eastdale, they took 12 weeks of in-game rest, recovery, and downtime. This experience sparked a revelation about structuring our play into "seasons," akin to television series, to better manage the vast and sprawling adventures, characters, and plots in our game.   Why seasons? In a boundless game like ours, the content can be overwhelming. Structuring play into seasons helps theme and focus our adventures, allowing for natural tension arcs and satisfying conclusions. It took nearly a year to complete our first comprehensive quest line—highlighting just how fragmented our sessions had become. Thus, we conclude the unintended Season 1 of "The Prelacy of Middenmark," and eagerly anticipate the new stories Season 2 will bring. In time it has slowly become a creation more of my style but what truly has brought this world alive is our amazing players. THANK YOU!!!

A Tale of Two Halves

The Lost Sessions
Episodes 1-23
In the unfolding saga, our initial 23 sessions—referred to as "The Lost Sessions"—hold a curious and foundational place. These sessions, occurring before our documentation on World Anvil, are pieced together from less detailed GM notes and the fragmented, character-driven perspectives of player journals within Foundry VTT. Despite the gaps in records, these early adventures have left indelible marks on the region of Middenmark, shaping its lore and the ongoing narrative in profound ways.   The early days of our campaign were vibrant with pivotal events that have since become legends in their own right. Among these, the mysterious demise of Dundaris Greatsong under questionable circumstances, the communal Chilled Slaughter Festival, and the eerie introduction of what would later become known as the Soul Fungus, stand out. Each event introduced elements that have continued to influence the game's direction and depth.   Moreover, the EXPLOSIVE moment that set into motion Maggots in the Food plotline began to unfold, adding to our belief that our story has no guide rails. Another significant milestone was the introduction of Olwenna Mossveil whose interactions with Horjak not only deepened the game's mystical lore but also led to the unlocking of the witch class—expanding the possibilities for character development and magical engagement within our world.   While "The Lost Sessions" may be imperfectly chronicled, the echoes of their consequences reverberate powerfully, reminding us that even the seemingly small or fragmented episodes can cast long shadows over the future of a narrative. These sessions, though initially less documented, have proven crucial in crafting the intricate sessions that followed.

Written in Stone
Episodes 23-40
The latter half of the season, starting with session 24, marks a significant transition with the introduction of World Anvil as a platform for documentation. This period of "growth" for me, presented both challenges and opportunities as I navigated the complexities of the new system.   The journey into World Anvil began as a formidable challenge, with a steep learning curve and initial frustration of attempting to master its extensive features. The early days were fraught with trial and error, as efforts to input data often led to repeated revisions. However, through perseverance and adaptation, a robust process emerged that not only streamlined my documentation but also enhanced the ability to retrieve and utilize information effectively. This new system has become an invaluable tool, enriching our gameplay with a level of detail and historical accuracy that deeply enhances the narrative experience.   As I mastered World Anvil, the second half of the season unfolded with a series of compelling narratives that deeply engaged our players. The sessions were marked by intricate plots involving high stakes, complex character developments, and the unveiling of significant political and mystical forces at play. Key events such as the dangerous specters in The Saucy Tart's basement, the harrowing adventures within the Sporebane Camp during a brutal winter storm, and the tactical intrigue at the Howling Horde Cave showcased the evolving sophistication of our gameplay.   The introduction of significant locations and characters during this period, from the sinister depths of Eastdale's Sewers to the mystical encounters in ancient temples, added layers of depth to the world of Middenmark. Each session was carefully crafted to build upon the previous narratives, including; political intrigue, ancient mysteries, and personal vendettas.   In reflection, the latter half of the season not only continued the narrative intensity established in "The Lost Sessions" but also expanded the scope and depth of our world through the effective use of World Anvil. This period of our campaign not only solidified the legacy of key characters and events but also set the stage for future adventures, promising ongoing excitement and discovery in the ever-evolving saga of Middenmark.

World anvil Expanded info.
Implementing World Anvil as a comprehensive tool for journaling session reports, developing locations, factions, and NPC profiles, and meticulously documenting world lore has been both challenging and enlightening. My initial use of World Anvil was marked by enthusiasm as I explored its vast capabilities to organize and enhance our game's depth. However, I soon realized that the default theme I had chosen did not align well with our needs, particularly in terms of aesthetic coherence and usability. This led to my first major revision, where I switched to a theme that not only looked better but also improved navigation and readability across devices, crucial for sessions where players needed quick access to information.   As a result, The journey didn't stop with just a change of theme. As our sessions progressed and the need for more dynamic content integration became apparent, I found myself continuously reworking the platform to optimize for better mobile use and more efficient linking between articles. Each iteration brought its own set of challenges and learning curves, as I aimed to make the information as accessible and interconnected as possible, enhancing the storytelling experience without overwhelming the players. The need for a seamless integration of various game elements meant refining how entries were linked, ensuring that plot threads and character arcs could be easily traced back through previous sessions.   Worse yet, integration of World Anvil's map feature introduced a fresh set of challenges, distinct from those encountered with other aspects of the platform. The map tool, while powerful, behaved inconsistently across mobile and desktop platforms, complicating my efforts to create a universally appealing and functional design. Despite numerous attempts to optimize its appearance and utility on both types of devices, I faced repeated setbacks. Each new iteration seemed no more effective than the last, and every creative solution hit a roadblock.   However, a few weeks ago, I dedicated considerable effort to enhancing the general usability of the map as a tool for players to discover intriguing aspects of the world. This deep dive into another layer of World Anvil's functionality finally led to significant improvements. I've restructured the landing page of our World Anvil site—though it still needs work—and prominently featured the enhanced map on the homepage. The map now displays the base layer, which includes the whimsical "capital-commissioned map," akin to a fantasy-themed brochure, and a new layer showing the actual areas the players have explored. This layer allows access to various map pin groups like geographic areas, settlements, dungeons, and points of interest. While not perfect, the format now works well on mobile and excels on desktop. Take a look when you can!   Finally, after much experimentation with different art styles to complement our game's narrative, I settled on a pixel art style for landscapes and evocative scenes. This style, reminiscent of childhood video games, invokes a sense of wonder and leaves ample space for the imagination, adding a unique charm to our game world. For character art, I continued to use detailed black-and-white line sketches, providing a stark contrast that highlights the importance of individuals within the broader pixelated world. This artistic decision not only defines our game's visual identity but also enhances the way stories are experienced, allowing players to fill in the narrative gaps with their imagination while being guided by the vivid imagery provided. As I move forward, I plan to continue refining and adapting World Anvil to better serve our evolving storytelling needs, ensuring it remains an indispensable part of our gaming experience.

Season Recap

Overview

Season One - Beginnings, unexpected turns & a spark

  In the cold Northern Reaches, a land rife with secrets and looming threats, the first season unfolds a narrative where courage confronts the dangers lurking in the shadows. From the quaint village of Eastdale, our diverse group of adventurers step into a world teetering on the brink of chaos and order. This realm, though fraught with danger, is under the watchful and often overreaching hand of the Church of St. Ygg. While the Church serves a purpose, its Redlaws, particularly in Eastdale, seem intent on imposing restrictions that extend beyond mere protection, shaping the daily lives and freedoms of its inhabitants.

Big Picture Moments

The Lost Citadel & First Losses
Kicking off in late summer, our initial forays begin beyond the palisade-walled village of Eastdale. These early episodes plunge into the depths of the Lost Citadel of the Scarlet Minotaur, located on the fringes of a desolate wasteland known as "The Forbidden Zone." Within this mythical and legendary labyrinth, where the Minotaur still roams, the party faces numerous challenges. They encounter animated armors, intelligent insectoid beasts, and rival adventurers. Amidst solving intricate puzzles and navigating deadly traps, the group experiences their first casualties. By the end of their expeditions, totaling five, in the Lost Citadel, the grim trail of death would claim a total of three lives, marking a haunting beginning to their journey.
The Shrine to the Twins & A Rocky Stumble
Jayne finds herself trapped in a boulder field following an expedition in the crystal caves. Moments before, the party faces chaos as a massive clawed beast emerges, hidden among the stones. In the ensuing struggle, one member dies, some flee, and others stand their ground. Dakkrag and Halhorn are lost during these events. Jayne, unable to accept Halhorn’s demise, attempts desperately to save him, eventually driving herself to the brink of madness. Disoriented and nearly dead, she wanders aimlessly through the boulder field, dragging Halhorn’s body until she stumbles northward into the Wyrd Wood, east of Raven’s Pass. As she reaches her limits, her world fades to darkness.   Not all is lost, however; a rescue mission is swiftly organized. The party regroups, resupplies, and retraces their steps to the boulder field at the foothills of the Blackpeak Mountains. Following a blood trail, they eventually find Jayne and, in the process, a vine-choked sanctuary in the Wyrd Woods. Inside, they discover a temple dedicated to the old gods, The Twins. The sanctuary is smeared with blood and bile, defaced, giving off a sense of corruption and intentional disgrace. Amidst the chaos, they uncover a well-hidden magic item, "The Gavel of Justice," which reveals itself only to a worthy priest and is claimed by Brother Daniel. However, they realize they are not alone.   From the depths of the Wyrd Wood, the sloshing of a bucket can be heard. Approaching are two torches carried by hooded men and a striking, partially nude sorceress. Inin tries to negotiate but is nearly killed instantly when the sorceress unleashes a bolt of deadly magic from her fingertip. By either luck or divine intervention, the group survives. The cultists, taunting and mocking, eventually retreat into the darkness, heading west towards the Blackpeaks.
The Ballad of Dundaris Greatsong & A Song Bird Slain
As autumn winds whip through, the adventurers uncover the legacy of Dundaris Greatsong, a bard whose songs promise riches in an "investment grotto" where great and valued crystals are numerous. Their journey reveals this trickster to be more than a mere minstrel. A purveyor of practical magics, he was revealed to have led many to their doom in pursuit of his own fortune. Rumors of a man matching Dundaris's scheme surface in Kirkliston, only he goes by different names and personas in every settlement and is notably banned from that small hamlet.   In a turn of unforeseen events, the party eventually catches up with "the investment man" many weeks later. Astelle kills him in cold blood in an alley behind the Saucy Tart, severing his head. Concerned they may have the wrong man, Jayne takes his head to Kirkliston, where it is confirmed. With his murder, Dundaris will no longer prey on the needs of fledgling adventurers, and too, his fabled vault of treasures, known as "Night-Note's Vault," may be lost forever.
The Festival of Chills & Windows to the Soul
With the harsh winter making an early appearance this year, the timing of the Chilled Slaughter Festival couldn't have been more apt. This multi-day event unfolds within the walls of Eastdale, where tradition and learning are disguised as festivity. In the Northern Reaches, where formal educational pathways are absent, learning is a legacy passed from one generation to the next. Vital survival techniques and preservation methods are taught during these days, providing crucial knowledge for enduring the cold months ahead.   During the festival, the party encounters Hugo Blackthorn, a rugged bounty hunter and ranger from the Darkwood Forest, who staunchly venerates the Old Gods rather than the new deities gaining prominence in the region. His beliefs resonate with the whispers of the woods and the winds, which guide him, illustrating the deep-rooted tension between the Old Gods and the New—a central theme in the Northern Reaches. The Anganach (Old Gods) versus the Futurus (New Gods), with the Church of St. Ygg, an aggressive proponent of the New Gods, making its presence felt throughout the festival. The opening ceremony, led by His Venerable Mercy, Mordicar the Justhand, not only demonstrates the Church's power but also its resolve. A man accused of trespassing into the forbidden Mordoom Keep—a place rumored to be cursed with Soul Fungus—is tied to the pillory. His eyes, glowing ominously, strike fear into the hearts of the locals who believe that "the eyes are the windows to the soul." To set an example, he is executed in front of the gathered crowd, his death marked by a sinister wisp of green light escaping his body, signaling the danger of the Soul Fungus.   The festival also marks the arrival of the last caravans of the season, as the encroaching winter closes the paths to and from the capital. It is the final opportunity to secure high-end goods, including winter clothing, crystals, bobbles, and notably—a map containing the locations of four adventurous sites scattered along the Black Peaks. This map promises great adventure, beckoning the brave to explore the mysteries that lie beyond the familiar bounds of Eastdale.
  The New Witch in Town & A Bitter Situation
Before winter's embrace tightened, the party stumbled upon the Witch of the Darkwood Forest, Olwenna, by a stroke of luck. Encountering her initially revealed a reclusive and formidable figure. Despite her hostile demeanor, the party managed to ease the tension, particularly Horjak, who found himself intrigued by her presence. Recognizing potential within him, Olwenna allowed Horjak to stay, introducing him to the diabolic forces and the Willowman. The Willowman saw promise in Horjak but declared that his true potential would be unlocked by finding the bones of a Baba. Conveniently, Olwenna knew of such a place—Bittermold Keep, on the edge of the Darkwood, where the matron of the Bittermold family, a powerful witch, was buried within the family’s secret crypt.   Venturing to the "abandoned" keep, the party encountered more than they anticipated: oozing walls, gnome dogmen, mutant catfish men, and the undying wax-melted Bittermold family, along with their patron, Mugdulbulb. Amid this chaos, Fulb Petcher's life hung in the balance as he nearly succumbed to the primordial ooze, MUGDULBLUB. In a moment of crisis, questioning his faith among New Gods, Old Gods, and now Diabolic Patrons, Fulb's fate teetered on the edge. As he kneeled, surrendering to fate's whim, a brilliant light miraculously cut through the darkness, whisking him away to the safety of the Red Temple in Eastdale, under the protection of St. Ygg himself. This divine intervention not only spared his life but also ignited a newfound faith and purpose within him, aligning him more closely with the New God.   Meanwhile, as Fulb was led to confront the great primordial Ooze by the Bittermold family, the rest of the party seized the opportunity to delve deeper into the catacombs beneath the keep. Behind an illusory wall, they discovered the true crypt. After a fierce battle, they shattered the gem heart of Polegrena Bittermold and secured her bones for Horjak. This critical moment significantly shaped the paths of two key characters in the Prelacy, forging their destinies and intertwining their stories with the dark legacy of Bittermold Keep.
  Mordoom Keep & An Infected Friend
After the Chilled Slaughter Festival, the harsh winter conditions deterred the party from venturing far from Eastdale. During a routine scouting mission, a sudden, severe blizzard disoriented them, and in their attempt to find shelter, they followed a mysterious gentle green glow through the storm. This eerie luminescence led them to the foreboding Mordoom Keep. Upon arrival, they were immediately thrust into a fierce battle against wolves with unnerving green eyes, hinting at a sinister influence within the area.   Shortly after the skirmish, the party encountered the Sporebane Brotherhood, a clandestine group dedicated to combating a mysterious fungal threat known as the Soul Fungus. During the encounter, Glazmolk was unfortunately infected by the early stages of this insidious fungus. The Sporebane Brotherhood, knowledgeable and equipped to deal with such afflictions, offered Glazmolk a chance at a cure. However, this came with a condition: the party must venture into the underbelly of the keep to confirm the existence of the so-called Vermin-Hulk, a creature rumored to be a pet of the goblins living beneath the keep. This confirmation was crucial for the Brotherhood to allocate their limited and costly treatment resources.   Grateful for the opportunity and intrigued by the mission, Glazmolk decided to stay with the Sporebane Brotherhood for the remainder of the season. He committed to aiding this secret band of wardens, driven by both a desire to save himself and a newfound sense of purpose in assisting those who guarded against the spread of the Soul Fungus. This decision marked a significant turn in his journey, intertwining his fate with the mysterious and dangerous world beneath Mordoom Keep.
Return to Howling Horde Caves & The Great Mighty Oak
In subsequent sessions, the adventurers set out to find Hugo Blackthorn, the bounty hunter they met during the Chilled Slaughter Festival, who had since disappeared and was presumed to be in danger. Their search led them to discover Hugo held captive by a group of goblins distinct from those typically found in the Darkwood Forest. These goblins belonged to the Howling Horde, a notorious tribe from the "Forbidden Zone." After rescuing Hugo, the party returned to Eastdale to seek assistance from the local Red Bannermen. However, the help they received was mixed, as the Red Bannermen informed them that this particular goblin tribe had not been previously recorded on their side of the caravan road.   Thereafter, the party unearthed that the Howling Horde was in search of a mysterious relic located in an old ruin within the Darkwood Forest. Throughout multiple expeditions to this site, they encountered Orcs in the area and discovered the goblins' fortified camp within the Howling Horde Caves. Armed with more detailed information about the emerging threats, the Red Bannermen were finally spurred into action. The ensuing raid on the cave complex was intense and fraught with danger, revealing not just the goblin's presence but also strange hooded figures and a menacing black dragon. The conflict resulted in significant injuries and several casualties among the Bannermen.   Unfortunately, the raid only temporarily dispersed the goblins; they soon returned, more determined than ever. The adventurers learned that the goblins had been keeping a pet giant spider near the Great Mighty Oak. The earlier sightings of Orcs in the area had managed to drive the goblins away, but the aftermath of the encounter left many questions unanswered. Was the ritual they seemed to be conducting a failure, or had it succeeded? Signs of a hasty escape were evident during a subsequent visit to the site. By then, the giant spider had grown significantly, well-fed and nestled within its frost-covered, webbed lair. Local farmers were found trapped in cages, strung up in the trees as grim offerings. The party managed to retrieve some loot from the base of the tree but decided never to return, marking another chapter affected by the challenges of managing real-time advancements within the game.
Beneath Eastdale: Secrets of the Sewers
In the heart of the deep winter, between the Howling Horde cave visits; several delves into the depths under Eastdale's Sewers take place. Uncovering not just threats but significant revelations. They navigate through hidden passageways teeming with chameleon lizards and discover the extensive operations of the Thieves Guild. These activities are intertwined with the city's infrastructure, facilitated by the interconnected entrances and buildings.
The world's first official "Secret of the Unknown" was discovered.
More intriguing, however, is the involvement of the Stonemasons' Guild. Known for their surface craftsmanship, the guild's deeper role is revealed in their guardianship of a potentially lost civilization beneath Eastdale. This secret, preserved by the Stonemasons' meticulous work, hints at ancient histories and civilizations forgotten by time but remembered by stone.
The Darkwood Enigma & The Rescue of Tor
The narrative reaches a high point as Tor is captured by malevolent creatures of the Darkwood, pushing the party into the heart of the forest. This rescue mission, full of danger and wrapped in old magic, tests their resolve and exposes the sinister forces gathering against them. Through thickets and ancient groves, their mission to save Tor reveals the scars of a land torn between old evils and the hope for redemption.
A Season’s End & The Threads That Bind
As the season closes, twelve long weeks of rest and recovery are needed after the harrowing rescue of Tor. Their venture into the ancient temple has potentially unearthed secrets of the world lost to time. The stories of adventure, sacrifice, and discovery have woven together into a rich narrative, deeply embedded in the history of Middenmark. The adventurers emerge not as heroes but as wardens of secrets too dangerous to forget and too vital to ignore. In the aftermath of their actions, the region experiences sparks of change and the beginnings of long-lasting impacts.   Season One of The Prelacy of Middenmark charts not just a journey through a land rich with myths but also through the lives of those brave enough to stand against the darkness and tyranny. As the last echoes of this season’s story fade, the stage is set for new tales to emerge from the old threads and fresh ideas, promising further adventures and deeper explorations into the mysteries of Middenmark.

Plot Problems

Things Left Unfinished

Main Plot Threads In a game designed to maintain an open nature, it's natural for some plot threads to remain unresolved, particularly if left unfinished by choice. However, the challenge arises when these loose ends are not the result of player decisions but rather the constraints of the system. Due to the episodic nature of our gameplay, there have been instances where players were keen to delve deeper into ongoing plots—like the sinister "Maggots in the Food," the mysterious "Howling Horde," or the ominous spread of the "Soul Fungus"—but were compelled to return to the safe haven each session.
Maggots in the Food
Plot | Apr 21, 2024

The winter food stores plagued with maggots in the Saucy Tart

This encapsulation often meant that while players clearly wanted to pursue these narratives, the relentless march of in-game time did not wait for their return. As weeks passed within the game world, circumstances evolved, changing the dynamics and often resulting in missed opportunities to capture the magic of these storylines at their peak. Valuable chances to further explore these intriguing plots were lost to the advancing timeline, relegating many enriching locations and ideas to the back burner.
Soul Fungus
Plot | Dec 13, 2023

Its origins are shrouded in mystery.

Navigating the fine line between preserving player agency and managing the chaos of a dynamic world has been challenging. World Anvil has proven invaluable in keeping detailed records of these plots, ensuring that no detail is too small to be overlooked and can be revisited as needed. Our adaptation of the "catch-up" time mechanic has been a pivotal resolution to this issue. When reaching pivotal moments—whether it's investigating the origin of the disturbing maggots at a feast, confronting goblin clans in the Howling Horde, or unraveling the mysteries of the lethal Soul Fungus—I will now ask the players, "Do we want to pause time here so we can concentrate on this path?"
The Howling Horde
Plot | Apr 24, 2024

A Goblin tribe from the Forbidden Zone

This approach proved effective in relieving the pressures of having to curtail explorations prematurely (See Saving Priest Tor as a highlight of pausing time), allowing us to fully engage with and develop these plotlines. While not every thread will be tied up, and perhaps not all should be, this method offers us the best chance at a more integrated and satisfying narrative experience, ensuring that critical plots receive the attention they deserve.

Character Developments - Missing the Mark

Navigating character development within the episodic framework of our game has been uniquely challenging. Unlike traditional campaigns where characters evolve over continuous narratives, our structure—characterized by frequent returns to a safe haven and a rotating cast of players—has often compressed character growth into singular sessions. This rapid pace, combined with the logistical complexities of managing character stables and 1-to-1 time, has at times hindered the organic evolution of character arcs.   Early in our sessions, an incident involving the character Horjak, played by Will, highlighted these challenges. During an encounter in the Darkforest, Will decided that he wanted Horjak to become a witch. We allowed Horjak to stay in the forest for a few weeks to develop this new aspect of his character—a rare opportunity for time to pass in a meaningful way. Upon returning, we briefly explored his transformation into a witch through a quest to find the bones of a Baba in the depths of Bittermold Keep. While the quest was completed, the development of Horjak’s witch identity was left largely unexplored due to our episodic pace and what I refer to as our "ADHD-induced time management system." This incomplete thread is something we aim to address more thoroughly in Season 2.
Bones of a Baba
Plot | Oct 3, 2023
Another poignant example of the impact of episodic play on character development occurred during a session featuring only two players, Diane and LemonZest. In this memorable encounter in the basement of The Saucy Tart, Diane's character, Nimbus, faces death. In response, LemonZest’s character, Fulb, struck a deal with the spirits they were battling to save Nimbus. This pact resulted in both characters being cursed, a significant development that was unfortunately only mentioned in passing thereafter. This session stands out as a testament to the power of player creativity and the impact of saying "yes" to character-driven actions, even when conventional gameplay might dictate otherwise.
Love is a Battle-Field
Plot | Oct 3, 2023
These experiences have underscored the need for a more deliberate approach to managing character arcs and individual storylines. Implementing the "catch-up" time mechanic has been a step toward addressing this, allowing us to pause and focus more intently on significant character moments rather than rushing through them. This change aims to ensure that important character developments receive the attention they deserve, enabling a richer and more nuanced exploration of personal growth within the broader narrative of our campaign. My hope is that by allowing for these focused pauses, we can better track and develop the intimate character moments that make our game deeply engaging, not just for the players but for the story as a whole.

Character Stables: My Observations & Advice

I have always been intrigued by the concept of character stables and was keen to implement this in a game I ran. Prior to The Prelacy of Middenmark, most of my gaming experience, which began with the 3rd edition of D&D, involved "modern" systems where gameplay typically focused on a single set of characters from start to finish. The concept of the "Hero's Journey" dominated these sessions, and while character death was a possibility, each player generally controlled only one character until that character met their demise or the game concluded. In Middenmark, I wanted to reinforce the idea of "death on the table" while also promoting flexibility in player and character participation. By fully embracing character stables, we avoided being confined to a fixed group of 4 to 5 players, each committed to a single PC. This approach allowed for a dynamic rotation of characters, enhancing the narrative depth and adapting to player availability, thus keeping the gameplay fresh and engaging. BUT... It was not without its own drawbacks.

The Good

First, the highlights;
Class exposure variety. ShadowDark boasts "only 4" classes. I am a big proponent of the core 4 gameplay, and while four classes might not seem like many, they serve more as blank canvases than rigid frameworks. That's where the magic of ShadowDark lies for me personally. In most games, players rarely have the opportunity to experience a variety of classes; they pick one and it’s ride or die, death do us part. With fewer rules, ShadowDark makes playing multiple classes a breeze. You don't feel overwhelmed or as if you're playing subpar because you don’t understand all the bells and whistles. Having multiple characters also has the added benefit of mitigating the sting of death. If your "main" character dies and you have no other embers in the fire, it can feel a lot like starting over. The stable addresses this by keeping multiple flames alive for the player. Finally, one of the very neat aspects of having stables is the ability to see the world from multiple sets of eyes, to be able to roleplay different characters, and potentially pick a character from your stable that is better suited for the evening’s adventure/danger or party composition needs. However, it’s not all positive—there are some downsides...

The Bad

On to the challenges;
Starting fresh with each new character can be daunting, often involving hand-waving backstories and "introduction." This can lead to a lack of connection, a problem exacerbated by the early episodic play style. An unforeseen issue was character fatigue—managing too many PCs with too many narrative threads resulted in a diluted sense of completion and left players feeling stretched too thin. This contributed to a decrease in individual investment. Fortunately, we addressed this issue through the introduction of "catch-up time," which I'll discuss in greater detail in the House Rule Changes section. This adjustment helped streamline the narrative and deepen player engagement by allowing more focused development and continuity for each character.

My Personal Favorite Part of the Stable: The Joy of Discovery

When you roll up a new character, it can sometimes feel awkward and forced, as if you’re supposed to instantly connect with them. However, in our playstyle, which focuses on the character and not just the class, it quickly became apparent that the true joy of "finding" a character through play is quite an amazing experience.   In using the stable, it's challenging to develop more than a simple backstory, especially since it's not necessary and early character death is a real possibility. Hence, we don’t create backstories; we create forward stories. What happens at the table becomes the origin tale; it defines who they are.   More importantly, this approach gives me, as the GM, the opportunity to focus the spotlight on the players' most interesting decisions—those that shape the character and their future goals. With emergent gameplay, the joy of discovery at the table is palpable and resonates with everyone, but most significantly with the player.   What often starts as a handful of below-average stats can, within a few sessions, become a beloved new character that you don’t want to lose. I have been surprised by the direction of many of our characters in the Prelacy. It has been a breath of fresh air to experience so many character discoveries right alongside the players!

The Fine Details

Characters "born" into the world

In total, 33 characters participated in adventures during the first season of The Prelacy. Some characters were present for only one or two sessions, whether because we transitioned to new characters or because the players moved on from our world. It's completely acceptable that Shadowdark and my world are not for everyone. While it's difficult to determine which character has participated in the most sessions, I do know that the following characters have made numerous appearances: Astell, Barla, Brother Daniel, Faliorn, Fulb, Horjak, Inin, Jayne, Nimbus, Pretley, and Tor.
Later in this Article we will showcase the deaths experienced in Season 1.

 
PC's Born This Season (33 Total!)
  • Artan
  • Astelle
  • Barla
  • Brother Daniel
  • Brutus
  • Brim (No profile, Level 1 Fighter)
  • Dakkrag
  • Delser
  • Faliorn
  • Fror
  • Fulb Petcher
  • Glazmolk
  • Gnatter
  • Halhorn
  • Horjak
  • Inin
  • Ironheart (No profile, Level 1 Wizard)
  • Ister
  • Jayne
  • Juliette
  • Menetto (No profile, Level 1 Wizard)
  • Minuet
  • Nimbus
  • Perscotcha (No profile, Level 1 Priest)
  • Pretley
  • Rain (no profile, level 3 priest)
  • Runevara
  • Saria Caiscan
  • Skand
  • Tor
  • Vesagan
  • Zatlikk
  • Zhool


  •    

    Rules Changes

      For those unfamiliar with our rules or in need of a refresher, the published house rules can be found here. These rules below will be added in a future update as a codified addition.
    Note: House rule changes will only be published at the end of each season after ample playtesting.

    Inheritance

  • Applies Who: Characters with "Awaiting XP" in inventory.
  • Applies When: A character dies with unawarded "Awaiting XP".
  • Applies How: All "Awaiting XP" can be inherited by a new character, rolled fresh to accept this "gift."
  • Applies Why: Several sessions can pass in our world before XP is awarded because of "The Take." As a way to lessen the blow when dying moments before success, we choose to reward the PLAYER, not just the character. This policy ensures that players' time and effort are respected by allowing them to transfer Awaiting XP to their next character.
  • Note: Players can decline this house rule, it is optional.
     

    Pause & Catchup Time

  • Applies Who: All players engaged in an ongoing adventure or storyline.
  • Applies When: When the current session reaches a critical moment or if the players are deeply involved in a significant plotline.
  • Applies How: The game master will pause the in-game time, allowing the session to extend beyond the usual constraints. This pause continues until the players decide to return to their safe haven or conclude the current storyline. Once gameplay resumes, in-world time will "catch up" to match the actual number of days that have passed during the pause.
  • Applies Why: Designed to enhance player experience by removing the rush to conclude sessions prematurely. Catchup Time ensures that important events and decisions receive the attention they deserve, fostering a more immersive and fulfilling gameplay experience.

  • Moments make the Game

    The magic of our gameplay often lies in the small, unexpected moments that transform characters from the unknown into deeply personal narratives. These instances allow for significant character discovery and development, forging real connections between players and their characters.   Consider the encounter with Bandit Korga Blacktooth, initially just a "random" encounter, a run-in on a return trip from the Lost Citadel. Glazmolk, facing overwhelming odds, chose to reach out to Korga, appealing to their shared half-orc heritage. He challenged the stereotype imposed on them, asserting, "We don't have to be who they say we are." This moment not only saved the party but also deepened Glazmolk's character, showing his capacity for empathy and leadership.   These small interactions allow for discovering the characters' fears, hopes, and convictions, making them relatable and real. They prompt players to see beyond game mechanics to the moral and personal dimensions of their roles, enhancing the emotional resonance of the gameplay and fostering a richer, more immersive experience.
     

    Other Standout Moments!

  • Critical Casting Levitate; setting Maggots in the Food in motion.
  • Runevara's Sausage made from those maggots and servered in the The Saucy Tart.
  • Garrick Ironmane, asking the party to let 7 simple dwarves go on some "work" with them.
  • Inin's repeated failed attempts to cast nearly ANY spell.
  • Story Telling Nights/Campfire Tales: In particular in The Hearthstone Inn.
  • Pretley and the "Inin Shuffle".
  • Jayne "Smash and Grab"
  • RIP - Artan, the Grim - Silent Bull & RIP - Skand Both having upper percentile of creation rolls but... both dying on their very first session!
  • This list could be endless for nearly every character and player, but these are just a few that come to mind!

  •  

    Player Reactions and Insights

    The primary players of Season 1 were asked a series of questions, and their responses are listed below. These answers were collected before the players had the opportunity to read this article. It's possible that they might have forgotten some of these moments, and their responses could differ if they had seen this first. I appreciate understanding their perspectives—how they view the world and what stands out to them in our game.

     
  • Favorite Adventure/Location: Among the many adventures and locations we explored this season, which was your favorite and why? Was it the challenges, the storyline, or something else that made it memorable for you?
  • Personal Favorite Moment: What was your personal highlight from this season? This could be a specific event, a development in your character's story, or any other moment that stood out to you.

  • Lemonzest's musings

    Favorite Adventure/Location

    Temple of a Lost God - the terror/doom/ and desperation of it was super memorable. It felt dark, mysterious, powerful, and important/critical to the world. The creepy acolyte/cultist was particularly memorable, as well as the battle with the shades

    Personal Favorite Moment

    I think each of my 3 characters have had really cool moments.
    Probably the #1 overall would have to be Fulb Petcher staring down mugdlblub and asking the gods to decide his fate. So glad you ran with that and made it an opportunity to change fulbs trajectory. Everything since then has been SUPER fun to explore with Fulb, it really set the stage for him to chase a lot of cool threads/plots
    The other big two moments are one each for Inin and Glazmolk.
  • Inin being a failure MOST of the time, being cursed etc, but having that one key fireball to save the TPK was pretty spectacular. The crit fail during the detect magic last session was also AMAZING
  • Glazmolk the fight with the possessed wolves in the snow, was pretty amazing. I am excited to get him back to the table for some sessions soon.

  • Amazing moments with Pretly, Nimbus, Tor, Horjack, Faliorn. Aestelle every session as well, but I suspect they will give you their own highlights.
    The session with fulb and Nimbus in the basement of the saucy tart was awesome. Horjack and Owlenna, awesome, Failorn and the dwarves, awesome
    Will's Favorites!

    Favorite Adventure/Location

    Eastdale's Sewers have been my favorite location so far, simply because of the slivers of story they reveal with each delve. In our brief forays into the rank tunnels beneath Eastdale, we've uncovered hints of ancient ruins, conspiracy-inducing connections between the buildings in the city above, and uncovered information on the Stone Masons' Guild and Thieves' Guild. My favorite locations are those where we leave with more questions than when we entered so, however distasteful the environment may be, the sewers have not disappointed.

    Personal Favorite Moment

    The Grey Man.
    Whilst rescuing Tor, there was a moment within the Temple of a Lost God where Astelle briefly questioned a Grey Man to determine his faith. When naming the recipient of his devotion, the unholy priest revealed his worship, in that he's a follower of someone who betrayed the gods. That brief interaction was extraordinary, because you didn't turn on the neon lights indicating that the Grey Man is an evil cultist or immediately begin combat. Instead, you trusted that we knew the world to understand the gravity of the Grey Man's statement, which is extremely rewarding for players who enjoy connecting the dots, as it's possible another party of players would have missed what was ostensibly a throw-away line during a brief interaction.

    The Murder of Greatsong

    After an evening in the The Saucy Tart, Astelle led Greatsong to a secluded alley where, after a brief interrogation, she murdered Greatsong in cold blood. Even though the murder itself was an action taken by a single character, the scene represented a bit of TTRPG magic that is difficult to replicate. By allowing this action, the other players at the table were giving up a treasure trove in stolen gold and the potential for a new class. As a GM, you gave up any narrative threads that might have been tied to Greatsong. However, everyone bought into the intensity of Astelle's brutality and the overall darkness present in the scene. There's definitely some magic that happens when the players at the table are invested in what's narratively interesting as opposed to what could be considered "optimal".
    Overall, I think that your NPCs are the most compelling part of the world. They have motivations, whether apparent or otherwise, but more importantly *they act in accordance with those motivations toward a goal*. I get a ton of satisfaction from anticipating NPC actions or inferring motivations based on in-game knowledge.

    Will's Additional Insights!!
    Unrelated to the article, a couple of other points I wanna throw out there from the past year.

    Campfire Tales

    At a more meta-level, because there is this constant drive to solve time-sensitive problems and acquire XP, I'd argue that learning about other party members and having characters interact in meaningful ways can be one of the first things to fall to the wayside. However, I've really enjoyed when you've used campfire tales to essentially tell the players "hey, our characters are going to be around a hearth and roleplay for a bit". Glazmolk's campfire tale of unrequited love on our trip south was probably one of my favorite of these, not just because it was a great story, but because it made the character feel more alive. Campfire Tales help me care about the characters within our party beyond their ability to simply keep my characters alive.

    Rolling with Roleplay

    Letting Horjak stay with Olwenna. It feels really good when I make a pitch in line with an NPC's established personality, then have that pitch be accepted. Although I want to go back and explore their relationship more, it was rad as hell to influence the world by playing off the roleplay.

    Rolling with Dice

    Fulb's roll against Mugdulblub. Where Horjak's stay with Olwenna was a purely roleplay-based pitch, Fulb's deal was the dice telling the story. Both represent your flexibility, but Fulb's was more about leaning heavily into the player's interesting character choice and making that choice meaningful when the dice stop rolling.

     
    Diane's Insights

    Favorite Adventure/Location

    The most notable adventure of all for me was the Crystal Caves (HEX-0610, this location was discovered pre-chronicling and is not linked on the world anvil). I enjoyed the idea of being down two senses (sight/touch). Wearing blindfolds for part of the adventure/not touching the crystals and utilizing our other abilities made this a rather memorable place. I also enjoyed the meeting with the Kobolds and through questioning, they discovered that they have never changed in numbers and there have only ever been 7 of them. I also believe this is the night Jayne began the idea of being a “smash and grab” thief. She was able to retrieve the party's 4 gems granting them additional wealth. I hope to eventually return to the caverns to see the “sleeping dragon” the Kobolds told us about.

    Personal Favorite Moment

    My personal highlight would also involve Jayne. Out of all my characters, I think she is the only one who has faced emotional trauma. Early on, 19th of Edonia, Dakkrag the Brave is killed by a creature during an evening travel where Halhorn the Dimwit had called out “who is out there?” and he himself is grievously attacked. Jayne attempts to travel with Halhorn through the evening, dragging his body but is left with the decision to hide and wait for sunlight. She tries to keep him warm through body heat but is unsuccessful and witnesses the death of a fellow halfling, up until this point Jayne had felt like a loner and saw companionship in Halhorn. She suffers from exhaustion and is thankfully found by Brother Daniel in HEX-0509 and saved. This moment truly shows in my opinion that Shadowdark is more than just a game to be played for gold and combat.

    Death is on the table

    One of the aspects that initially drew me to Shadowdark RPG was the tangible sense of stakes. It’s a game that isn’t inherently lethal, yet it doesn’t foster the expectation that players will always triumph. To me, without real peril, the game feels somewhat insincere. Hence, in Middenmark, the adage "Death is always on the table" crucially sets the tone. I don’t relish killing characters—in fact, I openly admit that I rather dislike it. Yet, even with such an acknowledgment, I recognize the importance of players earning their victories. The value of devising clever, well-thought-out strategies that lead to success is immeasurable. Without the presence of death, any success feels diminished. Each character’s death in Season 1 has left its mark, some briefly mourned, others deeply felt, each carrying a pang of regret or loss. Let’s take a moment to look back on the characters who were lost this season.
     

    Season 1 - The Trail of Death

    Mapping Death

    REBELLION

    As the curtain closed on season 1, Session 47 - Twelve Weeks Later concluded with "World Advancement" rolls, executed live at the table in front of the players. These rolls unveiled a series of world events that have stirred deep unrest. The Church of St. Ygg has been perceived as overreaching in Eastdale, escalating tensions to a breaking point. This has ignited a slow-brewing conflict, as both members of the unknown and ordinary citizens initiate what has started as a quiet rebellion, now known as A Saucy Rebellion.
    These developments were subtly foreshadowed through whispers and murmurs within the world but have now erupted into significant conflict. Numerous characters have either aligned with or covertly opposed the ecclesiastical authority in the Prelacy. Moving forward, the potential for rifts to form among characters is high, with some possibly compelled to choose sides, leading to fractures within the group of the unknown. This could result in the emergence of multiple player-run factions, adding a rich layer of complexity and intrigue to the ongoing narrative of our world.

    Looking forward to Season 2

    A short break

    To offer a refreshing break and an opportunity to explore the FROZEN FAR!—the northernmost frozen lands—we are planning an interlude. During this time, we'll be re-introducing Barla back into gameplay! Barla has been secluded from the world due to a previous carousing outcome, and now it's time for her story to take the spotlight. Over the next few sessions, we will delve into the results of her carousing, which were rolled several months ago. Please note, these sessions will not be logged or added to the ongoing world narrative (I may regret this decision). This interlude is set to provide some light-hearted exploration and fun, separate from our main setting and style.
    Carousing Results
    [11/25/2023, 3:10:14 PM] The Party is Over...
    {Game Time: Ofe 18, 46 05:43}
    Carousing Results
    D8 Result: 2
    Bonus: 0
    Total: 2
    Table: Chart 1
    Generic Outcome: You spent the night carousing with sailors and ended up on a ship bound for a foreign port. Gain 2 XP and begin a side-quest in a new location.
    Barla is on a side quest. Now and is not able to be included in adventures in the prelacy for now.

    Two Groups at the Same Time?!

    As my voice has grown louder within the Shadowdark Discord community, I've formed some great friendships. Inspired by this, I've invited a fresh group of players to join for season two, forming a NEW and SEPARATE group. This second ensemble may evolve into rivals or become significant influencers within the game world and its ongoing events. My only aim for this group is to ensure we all have a fantastic time during our early Saturday morning sessions.
    While I anticipate loads of fun, I'm also aware this could significantly increase my workload and stress, pushing my limits to track and maintain engaging content multiple times per week in the same setting. Am I crazy? Perhaps, or maybe even a bit more! Yet, I'm genuinely thrilled to see how this new dynamic will impact our world and gameplay. This adventure could turn out to be incredible... or it might just go up in smoke! Either way, I'm all in and ready for whatever comes next!

    The best is yet to come!

    Thank you, Diane, Josh, Rod, and Will, for your incredible dedication and enthusiasm. Your creativity and camaraderie have not only enriched our adventures but have also brought the world of our game to life in ways I could have never imagined. Your contributions, both in and out of character, are what make every session memorable and thrilling. I am deeply grateful for each of you and your commitment to our shared storytelling journey. Here's to more adventures, challenges, and unforgettable moments together. Thank you for being the best part of exploring this wonderful setting!

    Articles under Season 1 - The Start of Something New

    Session 47 - Twelve Weeks Later
    Report | May 11, 2024

    Upkeep, World advancements & Downtime; OH MY!

    Session 42 - the great escape - Saving Tor Part 4
    Report | Apr 27, 2024

    Tor has been saved; the party fleeing into the dangers of the DarkForest

    Session 40 - A Moment of Horror - Tor to Save - Part 3
    Report | Apr 27, 2024

    Tor is found; Death is nearer than ever.

    Session 37 - Tor To Save - Part 2
    Report | Apr 27, 2024

    Blood beasts; a forgotten god & a mission to save Tor continues.

    Session 36 - A Priest to Save - Part 1
    Report | Apr 27, 2024

    A night in Kirkliston; a Mission to save Tor from the blue eyed beasts.

    Session 35 - The First Secret of the Unknown
    Report | Apr 27, 2024

    The First Secret of the Unknown - Warren of Frozen Twilight

    Session 34 - Lizards and Maggots and Sewers, Oh My!
    Report | Apr 27, 2024

    Third Delve into the Sewers of Eastdale, RIP Skand

    Session 33 - Let's Get Out of This Shit
    Report | Apr 27, 2024

    Second Delve into the Eastdale Sewers; RIP Delser

    Session 32 - Nothing stays the same
    Report | Apr 27, 2024

    Second delve into the Howling Horde Cave

    Session 31 - The Backdoor First
    Report | Apr 27, 2024

    First Delve into the cave of the howling horde

    Session 30 - A Shitty Tail
    Report | Apr 27, 2024

    First delve into the Eastdale Sewers and a hunt for maggots

    Session 29 - A Web of Treasure
    Report | Apr 27, 2024

    Gold and Glory await at the base of the Mighty Oak

    Session 28 - A hag, A harpy and A swamp Goblin, walk into a lumber camp...
    Report | Apr 27, 2024

    Chaos has taken the lumber camps; can they be routed?

    Session 27 - A Fungus Amungus
    Report | Apr 27, 2024

    Into the sewers under Mordoom Keep to find the Vermin Hulk

    Session 26 - A Bitter Situation
    Report | Apr 27, 2024

    We have the bone, Now how do we get out of here?!

    Session 25 - A Hunting We Must Go
    Report | Apr 27, 2024

    Food in Eastdale is running low; A hunt for food is underway.

    Session 24 - A Deal in the Dark
    Report | Apr 27, 2024

    In the basement of the Saucy Tart; three angry spirits cause trouble

    Session 23 - Howling Hugo
    Report | Jun 21, 2024

    Hugo; a renown ranger of Eastdale, is being held hostage by goblins.


    Comments

    Please Login in order to comment!