The Saga of Ursa Irratus

A.D. 1221, Summer

The covenant attends the Rhine Tribunal gathering at Durenmar. There they begin to acquaint themselves with the other covenants of the Rhine. Lucretius again encounters Tholin of Jerbiton, who requests his aid for his widowed cousin Lady Martha. It seems the widow is facing a challenge from a couple of local lords who contest her holding of her late husband’s lands. Lucretius agrees to assist her. Additionally, the covenant has to decide how to handle their relations with Durenmar and the Valley of the Mists.

A.D. 1221, Spring

Typha and Lucretius lead an expedition to The Valley of the Mists. There they meet Cirella, Lady of the Valley, and compete in her Spring games against another group of mortals. After a crushing victory, they learn that their opponents are from Durenmar and they vow their masters’ revenge for the loss of a vis harvest.

A.D. 1220, Winter

The covenant is approached by a woodwife claiming that the cave is her refuge from pursit by the Wild Hunt. Following the motto of “A problem appears and we cast spells until the problem is solved.” the magi hide the woodwife with magic and send the Wild Hunt on a wild goose chase. The deception works this time but the Huntsman will likely not fall for the same trick next year.

A.D. 1220, Autumn

Lucretius leads an expedition to Freiburg to gather supplies for the coming Winter. Most importantly, he seeks to make contact with a Redcap or other magus with whom he can trade for Vim vis, desperately needed to establish an Aegis of the Hearth and so spare the Covenfolk and Grogs from the fear-inducing powers of their faerie neighbors. Reaching Frieburg requires an 8 mile hike through the heart of the Black Forest to the monestary of St. Margen.

Along the way, the Troupe was confronted by a Bockman which frightened half of the Troupe into running off in a panic. The group’s archer brought down the bockman with a single shot as it tried to flee. One of the grogs was attacked by a giant spider but was able to hold his own until help arrived. Once the Troupe was rounded up again, Brun was able to harvest vis from both the spider and the Bockman.

Lucretius, Typha and their grogs reached Saint Margen. They found the monks to be under a vow of silence but Abbot James welcomed the troupe, minus Typha who doesn’t get along well with the Dominion, for a meal and services. They also learned that the monks were skilled brewers and they acquired a few kegs upon their departure.

Arriving at Freiburg, the Troupe split up with Lucretius returning to his family’s home to re-establish relations while Typha undertook shopping for supplies and was surprisingly successful. While out and about, Typha and company encountered Tholin of Jerbiton who was able to trade them for the Vim vis needed to cast the Aegis of the Hearth spell for the Covenant. The Troupe was able to return home with the needed supplies. It seemed the denizens of the forest were cowed by the violence committed on the trip to Freiburg.

Using the vis gained, Lucretius was able to lead a successful casting of Aegis of the Hearth. Strong enough to dampen the aura of unease which has washed over the nascent covenant since its inception. For the first time in months, the residents could sleep soundly. Newly provisioned and staffed, the Troupe settles in for the comming Winter.

A.D.1220 Spring & Summer

Magi gather together and trek into the Black Forest looking for a location at which to found a covenant. They locate an ideal site with a strong magic aura at the source of the southern most river which feeds into The Source of the Danube. The dark faeries of the Forest make their displeasure with the new intruders known. Brun, in his Heartbeast form of a brown bear, uses sheer ferocity to claim territory for the covenant. It is thus that Lucretius christens the new covenant Ursa Irratus.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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