Hello everyone! Once again, a big thank you from Jaron and I to everyone involved in the first session.
A few things for the aftermath of the game:
We have added a space for notes and updates on your character sheets (if we haven't, you probably haven't given us edit access to the document!). There is no hurry to fill this out as we won't be taking action on character updates until just before session 2, but you may like to record what happened while you remember. Note down significant events or changes for your character.
We have written up a 'story so far' document which contains some main events of the game that would be publicly known (things that would be talked about afterwards even if you weren't there) for future reference. This will be updated at some point after each game.
If you have the Scholar or Explorer perks you may like to indicate what your character would like to look into. Again, we won't be providing outcomes until close to session 2, but the sooner we have input from you the sooner we can start thinking about it.
For the purposes of the above and any informal roleplay you wish to do, we estimate about six weeks will pass in-world between the events of 'Stirring the Ashes' and the beginning of session 2.
If you were crew for that game and wish to informally roleplay with players as a character you played who would be in Duskwood, feel free - however, if it comes to anything beyond socialising (or you're not totally sure of the relevant canon), please run your plans by a GM first.
During the time between games, the Keepers relax their control of movement through the forest a little; characters are free to move through the edges of the Duskwood. What they find is that even with freedom of movement the forest is confusing and difficult to navigate, and it's very easy to get turned around. It's not uncommon for Keepers to escort lost outsiders back to town for their own safety.
The ruins of Sufrant remain carefully guarded and off limits to everyone; the Keepers insist that it is dangerous and ask for people's patience and respect of their continuing duty there. The Voice of the Sanctum acknowledges any requests to speak to Evinar the Sage, but refuses them all; he too politely asks people's patience, explaining that the Sage has already been exposed more than he has been in a long time and he will not take further risk so soon.
Player characters staying in Duskwood are able to find homes. Tent villages are established, and as wagons arrive from the trailing end of caravans some of them are converted into semi-permanent housing. Some outsiders befriend locals to the point of being invited to share their homes in exchange for services. In addition, those so motivated can build simple cottages - the lumber of the Duskwood is good quality, better than one finds in most parts of the world today. Of course, cutting large amount of new lumber from the forest requires negotiation with the Keepers, but this does not cause major problems.