Saturday, June 24, 2017
Hello world from Wittenberg!
It has been truly an amazing last few days.
On Tuesday, I flew from Spokane to Munich, Germany, arriving Wednesday morning. Then I spent a good day and a half with my wife's cousin, overcoming physical jetlag as well as spiritual complacency (nothing like a visit to a concentration camp to put things in perspective).
Thursday I flew from Munich to Berlin, and enjoyed navigating the city by bus to the incredible 4-story indoor train station, where I took the train to Wittemberg, which is about 1.5 hours from Berlin. I spent my time reading the Lord of the Rings on a double-decker train.
I was struck immediately upon arriving in Wittemberg Bahnhof (train station) when I saw the giant 5-story tall Bible with a big sign advertising the Reformation jubilee 1517-2017. Everywhere is the hashtag #reformationsommer (summer). From May until September, they are "doing it up big". Everywhere throughout the town there are signs and exhibits and even activities for all ages (like a scavenger hunt). So it's festive here, although as I have learned, Wittemberg was part of the DDR, the Communist East Germany. There were Christians (I met a principal who was converted by Christian friends)... but under atheist communism the churches suffered, then after the Iron Curtain went down and Germany reunified, this area actually became less religious... and is considered the most secular place in Germany.
That irony became super obvious when my ride picked me up and took me to the schools500reformation camp, which is situated in a former primary school, Karl Marx Schule. It closed down a few years after reunification, and was empty for the last 2 decades until it was retrofitted for a refugee camp. So refugees were there for about a year... then moved out in February 2017. That freed it up for our use. Though it was clean, the outside looked pretty run-down. Which didn't matter, except that it was on the edge of town and I didn't have any access to wi-fi. So that evening when I arrived, I was a little out of my element after a lot of travel... and the Schools camp was in full swing already (I was joining a group of educators from Christian schools with their students, from Africa, Asia, South America, and Europe... hosted by the German Evangelical Church (EKG). The high schoolers from Cameroon worked with a German Protestant school to make up their own musical and share it with us. So it was a long day, but I finally was given a bed and tumbled into it, grateful to be at my destination.
Yet my cultural and digital isolation made me feel a little bit like a refugee. What was I doing? What could happen here? Was it worth it?
All these lonesome questions were answered the next day, as I resolved to focus on serving others. I put myself into volunteer work Friday, helping out with setting up for the big 23rd June Global Reformation Day a few blocks away from the Castle Church in Wittenberg. I blew up helium balloons, set up chairs, etc. It was great when the German minister of education addressed us and encouraged our schools from around the world to show solidarity together, and stay true to the thought-provoking role that was true of the Protestant Reformation 500 years ago. We sang songs, and several schools had videos shared, including mine (Northwest Christian School). Then we all got balloons and got ready to march down to the Castle Church to let them all go, symbolizing our hopes and ideas for the future. I wrote down that whoever finds this balloon should consider reading the Bible and learning about the good news of God rescuing sinners from judgment, through His love expressed in Jesus.
The Reformation 500 years ago started as a personal reformation in one man's life, and then as he was renewed by the startling grace of God, he looked at his church through changed eyes. The Bible shaped his vision for the healing of the moral corruption and spiritual hypocrisy of Europe. His first salvo was his "95 Theses" which were written on the 31st October 1517 to the Archbishop of Mainz, protesting the un-Biblical ideas which had crept into the Church (paying money for the forgiveness of sins). While we dont know for sure the circumstances, apparently Luther nailed the Theses to the Castle Church Door. So after we let the balloons go, out group was given a very special favor, and the normally blocked-off door was opened for us to enter into the church. We had a service with a sermon and worship time (very different from what you may be used to), but it was meaningful. I felt blessed to stand next to the graves of Martin Luther and Philip Melanchton, not in a superstitious way, but simply remembering how God used people to achieve incredible things in history.
Today, I spent the morning at the schools camp, cheering on the kids who were playing Street Football (soccer) in teams. I said goodbye to the handful of kindred spirits I had discovered there (teachers), and left with friend Tomas for Wittenberg city center. I was able to locate a hotel that still had room (unfortunately about 15 blocks from town center). Speaking of town center, here I am with the statue of Martin Luther:
This afternoon I visited the home of Martin & Katie Luther (the former Augustinian monastery), then went to the English service at 5 pm today in the City Church (Stadtkirche). It was great to sing and pray and read the Bible in what is literally the Mother church of the Reformation. This was where the first Reformers effected change in Wittemberg, which spread throughout all of Germany, then Europe, then the Americas. So it is an ancient place that still inspires people. I have a lot of thoughts that I will be writing down as I process over the next few days.
Afterwards I was really dehydrated… I had skipped lunch what with trying to get to town and find a hotel. So I went to the Brauhaus and enjoyed a very good dinner… a giant bratwurst, with sauerkraut and masked potatoes. And possibly a drink made from hops.
Since then, I have been chilling out by myself in the town square and writing this blogpost. I was able to Messenger video my family for the first time since Wednesday! I was so happy.
My plan is to leave Wittemberg tomorrow for Berlin by train… and then spend a few days there. I fly back on Wednesday to Spokane.
Thank you all for your thoughts and support! I can’t wait to put into practice in my classroom the things I’ve learned and the cool historical background for the Reformation (which is background to American colonies).
Gute nacht!
Tuesday, June 13, 2017
School's Out~ Now for a New Adventure!
https://www.gofundme.com/hjb69-a-teachers-dream
I've reached my goal, and I leave Monday!
In late June 2017, the Christian school network schools500reformation is hosting a very special "World Reformation Exhibition" in Wittenberg, Germany, where students and teachers from several continents will join together to remember the 500th anniversary of the start of the Protestant Reformation, especially how it inspired education from a Biblical point of view.
I have been honored this spring to be invited to this event. My dream is to represent Christian schools in North America & what they offer to the world, and make long-lasting connections with others which would help me equip my 5th graders to think globally for the Lord and act locally for the benefit of their community.
I want to spend a week in Germany to gain spiritual insight into the commitments and the historical background of Ground Zero of the Reformation.
Keep checking back here for updates while I'm on the road.
Brian
I've reached my goal, and I leave Monday!
In late June 2017, the Christian school network schools500reformation is hosting a very special "World Reformation Exhibition" in Wittenberg, Germany, where students and teachers from several continents will join together to remember the 500th anniversary of the start of the Protestant Reformation, especially how it inspired education from a Biblical point of view.
I have been honored this spring to be invited to this event. My dream is to represent Christian schools in North America & what they offer to the world, and make long-lasting connections with others which would help me equip my 5th graders to think globally for the Lord and act locally for the benefit of their community.
I want to spend a week in Germany to gain spiritual insight into the commitments and the historical background of Ground Zero of the Reformation.
Keep checking back here for updates while I'm on the road.
Brian
Tuesday, July 26, 2016
Don't Demonize Fellow Americans
As this year's election cycle
moves from angst to anger to aggravation, I would like to make a plea.
I refuse to demonize fellow Americans despite
the real and serious differences we may have on public policy and the best
vision of the future. It should be possible, even essential, to practice
courtesy towards those with whom we disagree. Democracies don't last long otherwise. It's right to feel passionate about what you believe, and convince others if you can. Yet I find it deeply unsettling that people from both sides of the aisle are unwittingly
playing into the very ethos that we often criticize. We are bigoted against
bigots, vitriolic versus liberals, condescending towards conservatives, and all
the while the invisible reality is playing out before our eyes: by mocking
political candidates and their "ugly" supporters, we start to become
ugly ourselves.
By demonizing the Other, we fail to recognize
the hands "holding the cards"... real demonic influence in this
world. Full disclosure: while I don't believe there's a "devil behind
every tree", it doesn't take a rocket scientist to realize that evil in
the world is profoundly personal. There's a reason it feels sinister... behind personal evil there is a Personality
of evil. There really is a Devil. In the Bible, the name "Satan"
actually means accuser... his fundamental aim is to discredit and deceive. So
when we speak about others and their views, let's apply the Golden Rule. To do
anything else, I think, seems like hypocrisy.
For a Christian, people are NOT the ultimate
enemy. Ephesians 6:12 lays it out for us: "For we do not wrestle against
flesh and blood, but against the rulers, against the authorities, against the
cosmic powers over this present darkness, against the spiritual forces of evil
in the heavenly places."
Pray, instead, for your political alter egos,
that they may understand. And while we're at it, maybe we should pray for
wisdom and humility for ourselves... putting our trust in the God who is greater than the demonic chaos of hate and desperate diatribes against one another. He overcame it at the cross. His purpose will stand.
--Brian Huseland
Thursday, June 30, 2016
Words of the Wise, Adventure Session 3
You woke up at the guest house in Woodman-Town on the 6th of April Third Age 2948. Elf guide Dulindaer showed the others Radagast’s letter he received before leaving Rhosgobel. Company goal: to deliver the message to Thranduil and ask his help on behalf of Radagast.
The fellowship talked about ideas and decided to stay 1 day for reprovision, visiting docks, and fishing. No horses are available, you discover.
Balgleir and Bain went fishing, left a note for others, then explored fields outside town. Helped farmer, but Bain tripped and fell into manure pile and had to go jump in the river to get clean. After meeting up with elves, they returned to the Hall in the town.
The wood-maidens (Raven and Falcon) and the elves (Ninimil and Dulindaer) went down to the docks to look into renting a boat. They met Rathar and were successful. He was going N to Woodland Hall and decided he could take others along for free. Positive encounter because of wood-maidens.
Falcon and Raven left to find Falcon's uncle and aunt. Elves then found fishers and decided to go hunting a bit in woods beyond W town. They detected signs of basilisks presence, mostly scent of venom on leaves a day or 2 old. Returned to hall to examine Lamp of Balthi.
Wood-maidens went to Avina’s Aunt’s house. Piece of advice about getting a guide in Woodland Hall for traveling through the last part of the forest to the Vales of Anduin. Then they visited the kennels and saw many wonderful hounds, and eventually met the others back at the hall.
Meanwhile, Eilif the barding, Sweetpea the hobbit, and Heva the NPC went to the famed market to buy rope and food for 2 weeks. Then headed back to the Hall of Balthi, and met the others. They had conversations with the elders and Ragnarr.
The company learned more about the Lamp when Dulindaer asked the elders if he could look at it more closely. A young blonde woman lowered it down on a rope from the tower through which it shines. He examined the blue magical light inside the decorated iron cage that contained it and with Ninimil's help discerned that it is truly of Elven-make, although little else is learned.
Suddenly everyone realized that Heva is missing.
You planned to go looking for her, but as you all walked out of the Hall you saw her coming up the hill leading three horses. You chastised Heva but were glad for the steeds to help you travel.
You rested that night early because of the early start the next day, and packed your things.
In the cool pre-dawn stillness, you joined Rathar at the docks, and pushed off into the Dusky River, poling upriver. That night, you camped on the west bank of the river. The next day (April 8) you met the Water Maiden “Sunshadow” who warned Rathar about spiders further on. Indeed, not long afterwards you were attacked by Attercops in the eastern trees. Through cooperation, you were able to avoid harm.
The next day, April the 9th, passed uneventfully on the river. At noon on April 10th, your raft reached the docks of Woodland Hall. The Raven took the company on a tour of Woodland Hall, as she was raised here in a treehouse. The Elves eagerly ask to see the famous carvings of Wuduseld, the Great Hall. While there, they find 3 images of significance:
--The Lamp of Balthi and a landscape that suggests it came from west of the Misty Mountains
--A mountain with a cave under it and a man and wolf on either shoulder of the mountain
--A hill or crag split in half with swirling wind above it.
On April 11th, you all met with the elders and ask about the best way to the Vales of Anduin. You met the Woodman Spear-shaker, who you hired to guide you there. Sweetpea used 1 point of Treasure to pay for his services.
From April 11-13 you traveled, using the Forest Road, a hidden network of wide paths. You had no trouble, except the Raven, who was fatigued.
You successfully reached the Vales of Anduin on the 14th day of April, and made good headway with the horses who could trot now at a good pace. Some walked quicky alongside while others rode. You camped next to a good stream.
For three days you traveled north in the East Middle Vales of the River Anduin, crossing over the Old Forest Road. You saw Orc tracks coming out of the Forest going west. Avoiding them, you pressed north on your way to the Forest Gate where you may take the Elf-path to the Woodland Realm. You saw in the distance a large hill cloven by a gap in the middle.
Beorn’s house was nearby, so you decided to shelter there with Balgleir’s advice. Though a gruff Beorn was not thrilled at your large group coming, the presence of a Beorning and a successful attempt at Courtesy meant he chose to let you sleep in his Hall.
The fellowship talked about ideas and decided to stay 1 day for reprovision, visiting docks, and fishing. No horses are available, you discover.
Balgleir and Bain went fishing, left a note for others, then explored fields outside town. Helped farmer, but Bain tripped and fell into manure pile and had to go jump in the river to get clean. After meeting up with elves, they returned to the Hall in the town.
The wood-maidens (Raven and Falcon) and the elves (Ninimil and Dulindaer) went down to the docks to look into renting a boat. They met Rathar and were successful. He was going N to Woodland Hall and decided he could take others along for free. Positive encounter because of wood-maidens.
Falcon and Raven left to find Falcon's uncle and aunt. Elves then found fishers and decided to go hunting a bit in woods beyond W town. They detected signs of basilisks presence, mostly scent of venom on leaves a day or 2 old. Returned to hall to examine Lamp of Balthi.
Wood-maidens went to Avina’s Aunt’s house. Piece of advice about getting a guide in Woodland Hall for traveling through the last part of the forest to the Vales of Anduin. Then they visited the kennels and saw many wonderful hounds, and eventually met the others back at the hall.
Meanwhile, Eilif the barding, Sweetpea the hobbit, and Heva the NPC went to the famed market to buy rope and food for 2 weeks. Then headed back to the Hall of Balthi, and met the others. They had conversations with the elders and Ragnarr.
The company learned more about the Lamp when Dulindaer asked the elders if he could look at it more closely. A young blonde woman lowered it down on a rope from the tower through which it shines. He examined the blue magical light inside the decorated iron cage that contained it and with Ninimil's help discerned that it is truly of Elven-make, although little else is learned.
Suddenly everyone realized that Heva is missing.
You planned to go looking for her, but as you all walked out of the Hall you saw her coming up the hill leading three horses. You chastised Heva but were glad for the steeds to help you travel.
You rested that night early because of the early start the next day, and packed your things.
In the cool pre-dawn stillness, you joined Rathar at the docks, and pushed off into the Dusky River, poling upriver. That night, you camped on the west bank of the river. The next day (April 8) you met the Water Maiden “Sunshadow” who warned Rathar about spiders further on. Indeed, not long afterwards you were attacked by Attercops in the eastern trees. Through cooperation, you were able to avoid harm.
The next day, April the 9th, passed uneventfully on the river. At noon on April 10th, your raft reached the docks of Woodland Hall. The Raven took the company on a tour of Woodland Hall, as she was raised here in a treehouse. The Elves eagerly ask to see the famous carvings of Wuduseld, the Great Hall. While there, they find 3 images of significance:
--The Lamp of Balthi and a landscape that suggests it came from west of the Misty Mountains
--A mountain with a cave under it and a man and wolf on either shoulder of the mountain
--A hill or crag split in half with swirling wind above it.
On April 11th, you all met with the elders and ask about the best way to the Vales of Anduin. You met the Woodman Spear-shaker, who you hired to guide you there. Sweetpea used 1 point of Treasure to pay for his services.
From April 11-13 you traveled, using the Forest Road, a hidden network of wide paths. You had no trouble, except the Raven, who was fatigued.
You successfully reached the Vales of Anduin on the 14th day of April, and made good headway with the horses who could trot now at a good pace. Some walked quicky alongside while others rode. You camped next to a good stream.
For three days you traveled north in the East Middle Vales of the River Anduin, crossing over the Old Forest Road. You saw Orc tracks coming out of the Forest going west. Avoiding them, you pressed north on your way to the Forest Gate where you may take the Elf-path to the Woodland Realm. You saw in the distance a large hill cloven by a gap in the middle.
Beorn’s house was nearby, so you decided to shelter there with Balgleir’s advice. Though a gruff Beorn was not thrilled at your large group coming, the presence of a Beorning and a successful attempt at Courtesy meant he chose to let you sleep in his Hall.
Friday, May 27, 2016
Words of the Wise RPG, Adventure Session 2
After a good night's rest, the company of wood-maidens, elves, Bardings, a hobbit, and a Beorning gathered around the great fire in Rhosgobel's hall for breakfast on the 2nd of April. They discussed their options: to hunt this Beast of Mirkwood, seek out the source of these orcs, or follow Radagast's urgent plea to go to Thranduil of the Elves. Your company chose the last idea, and readied themselves for a trip to the north. After gathering needed supplies, you took your leave of the village to the farewells and raised hands of those you had come to know since the year before. Rhosgobel had become a sanctuary to you, a place of refuge and cheer in an uncertain world.
The company marched into the Western Eaves, following trails to the north that led to Woodmen-Town, 4 days journey away. That night, as it grew dark, Dulindaer decided it was time for finding camp, and sent Avina and the Raven to scout out a good spot. Eilif and Bain crafted a cleverly concealed trap next to the campsite entrance in case of intruders, and everyone enjoyed a good supper cooked by Sweetpea. That night while you slept, a nightingale was heard during the watches. You were also surprised by the sound of someone caught in your deer snare. Upon lighting a torch, you discovered that it was Heva from Rhosgobel who had followed you. After things calmed down, you were able to learn that she wanted to join your company and adventure, as Rhosgobel held nothing of value to her since becoming an orphan.
On the morning of April the 3rd, the company continued on north in single file through the green forest, with Heva in the middle. Throughout the day, you looked out for any signs of trouble, but sensed none. That night you camped in a hide-out... a little dell ringed by a bramble patch. During the night, the Raven and Avina heard a crashing through the woods nearby that continued on past them. By following carefully, the Wood-maidens were able to see that it was a Fagwyrm, a Basilisk and ancient monster which was thankfully rare in Mirkwood. Wisely deciding to not fight it, the two returned to the company and reported what they had seen. Later, Eilif heard the nightingale and realized with her ear for bird-speech that it was a message from Radagast, that a Wood-maiden was missing, and that there was a beast hunting them.
Finally after some sleep, the companions started off on an early trek through the woods towards the Town (April 4th). The Basilisk was spotted again, heading south. All of the company passed their fatigue test. That night you camped in a clearing, straining your ears for any nightly noises. Thankfully your sleep was undisturbed, but taking no chances, the elves encourage everyone to walk at a strenuous pace the next day.
During April 5th, clouds gathered above you and the day darkened. After midday, rain began to fall. There were signs of the basilisk's trail criss-crossing the path, but not the monster itself. As you saw a large clearing ahead, you emerged from the trees to see the last glimmer of the sunlight on the Great Hall of Woodmen-Town above all the other buildings. The settlement.was enclosed by a high palisade and hedge.
In a last burst of strength, your company hurried forward on the path to the entrance of Woodmen-Town, watched by two guards who welcomed you in before blowing their horns and closing the gate behind them. You were escorted through the Town to the inner palisade and the Great Hall of Balthi, which you entered. There you were greeted by the council of elders and asked about your business. In turn, you were able to ask questions about their Lamp. The Lamp of Balthi hung high above, It was ancient. Somehow it was taken by the Shadow in the past to Dol Guldur. In T.A. 2063, Galdalf braved that fortress with the boy Balthi at his side and brought out the Lamp from its dark cellars, giving the Lamp into Balthi's keeping to help the Northmen. The elders don't know where it came from before Dol Guldur, just that it shines with a bright blue light that is never extinguished and never needs to be replenished... perhaps the carvings at Woodland Hall could be studied to learn the answers. At this moment, one of the people in the shadows stepped forward into the firelight to reveal the features of a grizzled warrior, Ragnarr of Dale, a friend of Eilif the Barding and former leader of the Rangers of Rhovanion who fought at the Battle of the Five Armies. He welcomed the company, and shared the revelation that the Beast of Mirkwood which Radagast had hinted at was not the despised basilisk, but was actually a dreaded Werewolf. That night, after dinner, the companions were given a guest house where they could stay and speak in privacy. Everyone was glad to have arrived at this sanctuary of the Woodmen.
The company marched into the Western Eaves, following trails to the north that led to Woodmen-Town, 4 days journey away. That night, as it grew dark, Dulindaer decided it was time for finding camp, and sent Avina and the Raven to scout out a good spot. Eilif and Bain crafted a cleverly concealed trap next to the campsite entrance in case of intruders, and everyone enjoyed a good supper cooked by Sweetpea. That night while you slept, a nightingale was heard during the watches. You were also surprised by the sound of someone caught in your deer snare. Upon lighting a torch, you discovered that it was Heva from Rhosgobel who had followed you. After things calmed down, you were able to learn that she wanted to join your company and adventure, as Rhosgobel held nothing of value to her since becoming an orphan.
On the morning of April the 3rd, the company continued on north in single file through the green forest, with Heva in the middle. Throughout the day, you looked out for any signs of trouble, but sensed none. That night you camped in a hide-out... a little dell ringed by a bramble patch. During the night, the Raven and Avina heard a crashing through the woods nearby that continued on past them. By following carefully, the Wood-maidens were able to see that it was a Fagwyrm, a Basilisk and ancient monster which was thankfully rare in Mirkwood. Wisely deciding to not fight it, the two returned to the company and reported what they had seen. Later, Eilif heard the nightingale and realized with her ear for bird-speech that it was a message from Radagast, that a Wood-maiden was missing, and that there was a beast hunting them.
Finally after some sleep, the companions started off on an early trek through the woods towards the Town (April 4th). The Basilisk was spotted again, heading south. All of the company passed their fatigue test. That night you camped in a clearing, straining your ears for any nightly noises. Thankfully your sleep was undisturbed, but taking no chances, the elves encourage everyone to walk at a strenuous pace the next day.
During April 5th, clouds gathered above you and the day darkened. After midday, rain began to fall. There were signs of the basilisk's trail criss-crossing the path, but not the monster itself. As you saw a large clearing ahead, you emerged from the trees to see the last glimmer of the sunlight on the Great Hall of Woodmen-Town above all the other buildings. The settlement.was enclosed by a high palisade and hedge.
In a last burst of strength, your company hurried forward on the path to the entrance of Woodmen-Town, watched by two guards who welcomed you in before blowing their horns and closing the gate behind them. You were escorted through the Town to the inner palisade and the Great Hall of Balthi, which you entered. There you were greeted by the council of elders and asked about your business. In turn, you were able to ask questions about their Lamp. The Lamp of Balthi hung high above, It was ancient. Somehow it was taken by the Shadow in the past to Dol Guldur. In T.A. 2063, Galdalf braved that fortress with the boy Balthi at his side and brought out the Lamp from its dark cellars, giving the Lamp into Balthi's keeping to help the Northmen. The elders don't know where it came from before Dol Guldur, just that it shines with a bright blue light that is never extinguished and never needs to be replenished... perhaps the carvings at Woodland Hall could be studied to learn the answers. At this moment, one of the people in the shadows stepped forward into the firelight to reveal the features of a grizzled warrior, Ragnarr of Dale, a friend of Eilif the Barding and former leader of the Rangers of Rhovanion who fought at the Battle of the Five Armies. He welcomed the company, and shared the revelation that the Beast of Mirkwood which Radagast had hinted at was not the despised basilisk, but was actually a dreaded Werewolf. That night, after dinner, the companions were given a guest house where they could stay and speak in privacy. Everyone was glad to have arrived at this sanctuary of the Woodmen.
Words of the Wise RPG, Adventure Session 1 Review
On the 1st of April in the Third Age 2948 in Middle Earth, it was time for the First Hunt of Spring. Hunting parties gathered inside the gates of Rhosgobel’s wooden palisade, a crowd gathered to celebrate the occasion and wish for a bountiful day. Children laughed and screamed as they chased each other through the assembled throng. Dogs barked in excitement, eager to be off. Woodsmoke added a pungent texture to the crisp morning air. In front of the gates, the chiefs of the village’s most prominent families drew their conversation to a close and bid each other good hunting. As they returned to the parties they are leading, the gates are unbarred and swung open to the sound of hunting horns and the cheers of the settlement. The cheering continued as the Woodmen departed on the first hunt of the year. Your company took its place in the procession, following Amalric, the leader of your party. Once you were outside the palisade he led you east, towards the forest. The day was overcast and dew was thick on the grass as you approached Mirkwood. The world had the feel of having not yet fully woken up. The Woodmen seemed in good spirits, competing with ever more outrageous claims of what they would bring back to the village at the end of the day. The hounds raced ahead, chasing each other through the meadow, periodically returning as though demanding that you try to keep up with them."
On the way into Mirkwood, your company walked alongside Amalric, his brother Evoric, Heva the wood-maiden, and Thorismund, a sad-faced hunter with grey hair. Bain tried to invite Thorismund into their company for an adventure, but the mention of last year's journey to Dol Guldur made him upset and he remained distant. Once under the eaves, the hunting party followed deer trails until they came upon tracks that led to a clearing where several deer were spotted. Amalric and his Woodmen chose to pursue the stag, while Dulindaer and the rest of you pursued three does. After spooking the deer accidentally, the chase led you on until you were able to drop two of the deer by bow. Soon afterwards, a hunting horn sounded nearby in a frantic signal of danger. You scouted the situation and found that the others had been attacked by 8 orcs. After a quick but fierce fight, you killed the orcs. Unfortunately Balgleir was wounded, and Evoric was badly hurt with several arrows in his side.
As soon as possible, your hunting party moved back toward Rhosgobel, seeking the protection of the Brown Hay, the magical hedge around the village. On the way back, Avina noticed tracks of almost two score of orcs that had passed to the north earlier. When arriving in Rhosgobel, you heard word from other parties that some had been attacked as well by orcs. Your company made a report to Radagast, who was concerned enough about the orcs being seen in Mirkwood again that he wrote a letter to the Elven-king Thranduil and delivered it to you to take on a mission to him of great importance. He muttered about the danger of the Beast of Mirkwood and a secret of the Woodmen that is able to keep the darkness of Mirkwood at bay. Some of you sought out the head chieftain, the Eagle, to gather information, while others asked Thorismund about the secret. The companions learned it was a special light called the Lamp of Balthi which hangs in the Great Hall of Woodmen-Town. After the wizardly influence of Radagast is felt, healing was extraordinarily effective. Everyone gets some rest.
On the way into Mirkwood, your company walked alongside Amalric, his brother Evoric, Heva the wood-maiden, and Thorismund, a sad-faced hunter with grey hair. Bain tried to invite Thorismund into their company for an adventure, but the mention of last year's journey to Dol Guldur made him upset and he remained distant. Once under the eaves, the hunting party followed deer trails until they came upon tracks that led to a clearing where several deer were spotted. Amalric and his Woodmen chose to pursue the stag, while Dulindaer and the rest of you pursued three does. After spooking the deer accidentally, the chase led you on until you were able to drop two of the deer by bow. Soon afterwards, a hunting horn sounded nearby in a frantic signal of danger. You scouted the situation and found that the others had been attacked by 8 orcs. After a quick but fierce fight, you killed the orcs. Unfortunately Balgleir was wounded, and Evoric was badly hurt with several arrows in his side.
As soon as possible, your hunting party moved back toward Rhosgobel, seeking the protection of the Brown Hay, the magical hedge around the village. On the way back, Avina noticed tracks of almost two score of orcs that had passed to the north earlier. When arriving in Rhosgobel, you heard word from other parties that some had been attacked as well by orcs. Your company made a report to Radagast, who was concerned enough about the orcs being seen in Mirkwood again that he wrote a letter to the Elven-king Thranduil and delivered it to you to take on a mission to him of great importance. He muttered about the danger of the Beast of Mirkwood and a secret of the Woodmen that is able to keep the darkness of Mirkwood at bay. Some of you sought out the head chieftain, the Eagle, to gather information, while others asked Thorismund about the secret. The companions learned it was a special light called the Lamp of Balthi which hangs in the Great Hall of Woodmen-Town. After the wizardly influence of Radagast is felt, healing was extraordinarily effective. Everyone gets some rest.
Words of the Wise RPG adventure, Introduction
After the death of Smaug the dragon and the defeat of the combined enemies of goblins, wargs, and bats at Erebor, a new era began for Wilderland, between the Misty Mountains and the River Running.
The dwarf Dáin of the Iron Hills became King of the restored Kingdom under the Mountain, while Men and Elves worked together in rebuilding new cities in Dale and upon the Long Lake. There is a new time of peace and hope. Although old feelings die hard between the races, you are folk who desire to find others of the Free Peoples and join in adventure, exploring the liberated lands, and seeking glory through fighting evil. While all sense something wicked still lurks in parts of Mirkwood, it feels like that shadow has lifted for a time since the White Council drove the evil Necromancer from the broken towers of Dol Guldor in southern Mirkwood.
Bard, the slayer of the Dragon, completed the reconstruction of Dale and was crowned King in Third Age 2945 of the Bardings, folk including the heroes Eilif and Bain Grimarr. A new Lake-town was completed on the Long Lake and trade resumed up and down the Running River between Dwarves, Men, and the Woodland Elves of King Thranduil, among whom live Dulindaer and Ninimil Dillothel. The plain but virtuous Woodmen, distant relatives of the horse-lords of Rohan, rejoice that they may hunt more freely and renew their ties with each other’s far-flung villages. Avina and the Raven are two Wood-maidens who have come of age to journey. Their rustic capital is Woodland Hall, near Rhosgobel, the home of the Brown Wizard Aiwendil, otherwise known as Radagast. Beorn the shapeshifter established his rule as a great chief at the head of his new followers who are called the Beornings, like Balgleir the Slayer, who guard the Old Ford and make the road from the High Pass safe all the way to Mirkwood. A few brave Halflings have even crossed over from the Shire into the Anduin River Valley, encouraged by the exploits of the famous burglar Bilbo Baggins. Sweetpea Cotton is one such example.
In November of the year 2946 of the Third Age, all of you found yourself at the Gathering of the Water and the Wood, a great feast held in Dale celebrating the 5th anniversary of victory at the Battle of Five Armies, representing your races. The elves and Bardings among you remember the battle, as you saw it take place. You met each other at the Inn of the Forked Beard, at which there was much rejoicing, and many stories swapped. Surprisingly, you became fast friends, and agreed to meet once again, in a western location to be easier for the Beornings and Woodmen among you. Rhosgobel was proposed. After all of you had separate adventures with other companions the last few years, you remembered your promise and met during the High Summer Days.
Your first adventure together followed in late summer when you were asked to investigate rumours of a shadowy figure seen visiting the vicinity of Dol Guldur. The company bonded during the arduous trek to the fallen fortress, and during the long vigil that followed. Finally observing the figure you had sought, you disrupted its attempts to enter the keep, but did not get close enough to uncover the being’s identity. You did feel its dread power, which overcame the company, forcing you to flee. Recovering your courage in the cold light of day, you steeled yourselves to resume watch, but did not catch another glimpse of the figure. Unsure of how to proceed, and with winter closing in around you, the company travelled back to the settlement Rhosgobel to consult Radagast the Brown and wait out the cold weather. The Woodmen welcomed the company to their settlement and gave you shelter over the winter. Radagast spoke with you on the nature of your quest and experiences and retired to consider the matter. As the weather began to break in early spring, the Woodmen have asked the company to help them gather in some food on one of the many hunting expeditions setting out.
And so the game begins!
The dwarf Dáin of the Iron Hills became King of the restored Kingdom under the Mountain, while Men and Elves worked together in rebuilding new cities in Dale and upon the Long Lake. There is a new time of peace and hope. Although old feelings die hard between the races, you are folk who desire to find others of the Free Peoples and join in adventure, exploring the liberated lands, and seeking glory through fighting evil. While all sense something wicked still lurks in parts of Mirkwood, it feels like that shadow has lifted for a time since the White Council drove the evil Necromancer from the broken towers of Dol Guldor in southern Mirkwood.
Bard, the slayer of the Dragon, completed the reconstruction of Dale and was crowned King in Third Age 2945 of the Bardings, folk including the heroes Eilif and Bain Grimarr. A new Lake-town was completed on the Long Lake and trade resumed up and down the Running River between Dwarves, Men, and the Woodland Elves of King Thranduil, among whom live Dulindaer and Ninimil Dillothel. The plain but virtuous Woodmen, distant relatives of the horse-lords of Rohan, rejoice that they may hunt more freely and renew their ties with each other’s far-flung villages. Avina and the Raven are two Wood-maidens who have come of age to journey. Their rustic capital is Woodland Hall, near Rhosgobel, the home of the Brown Wizard Aiwendil, otherwise known as Radagast. Beorn the shapeshifter established his rule as a great chief at the head of his new followers who are called the Beornings, like Balgleir the Slayer, who guard the Old Ford and make the road from the High Pass safe all the way to Mirkwood. A few brave Halflings have even crossed over from the Shire into the Anduin River Valley, encouraged by the exploits of the famous burglar Bilbo Baggins. Sweetpea Cotton is one such example.
In November of the year 2946 of the Third Age, all of you found yourself at the Gathering of the Water and the Wood, a great feast held in Dale celebrating the 5th anniversary of victory at the Battle of Five Armies, representing your races. The elves and Bardings among you remember the battle, as you saw it take place. You met each other at the Inn of the Forked Beard, at which there was much rejoicing, and many stories swapped. Surprisingly, you became fast friends, and agreed to meet once again, in a western location to be easier for the Beornings and Woodmen among you. Rhosgobel was proposed. After all of you had separate adventures with other companions the last few years, you remembered your promise and met during the High Summer Days.
Your first adventure together followed in late summer when you were asked to investigate rumours of a shadowy figure seen visiting the vicinity of Dol Guldur. The company bonded during the arduous trek to the fallen fortress, and during the long vigil that followed. Finally observing the figure you had sought, you disrupted its attempts to enter the keep, but did not get close enough to uncover the being’s identity. You did feel its dread power, which overcame the company, forcing you to flee. Recovering your courage in the cold light of day, you steeled yourselves to resume watch, but did not catch another glimpse of the figure. Unsure of how to proceed, and with winter closing in around you, the company travelled back to the settlement Rhosgobel to consult Radagast the Brown and wait out the cold weather. The Woodmen welcomed the company to their settlement and gave you shelter over the winter. Radagast spoke with you on the nature of your quest and experiences and retired to consider the matter. As the weather began to break in early spring, the Woodmen have asked the company to help them gather in some food on one of the many hunting expeditions setting out.
And so the game begins!
Subscribe to:
Posts (Atom)


