The Groom
As we gaze in curiosity at the ring, we see a movement across the stream. A suited, handsome figure now stands beneath the boughs, weeping softly. His face drawn and deathly, he is doubtless the groom of the stones’ tale.
Suddenly, the young man straightens — gazes past us in sudden hope. We see that a second phantom now stands beside us: a young bride in a pale veil, a smile on her face.
“Oh!” cries the groom. “Oh, but you are here! My love, I am sorry that I did not come. I lost your ring…”
But young woman only smiles. “It is no matter. We will be wed by the Wood, and dwell here for ever after.”
Clasping one another and speaking silent vows, they kiss. As their phantom lips meet, there is a distant sound of bells — the faintest glimmer of petals in the air. Then the happy couple is gone.
Success. Congratulations! After centuries of waiting, you have united the Bride and Groom!
Both the Bride and Groom give their Blessing to the traveller who carried the Bride. If the Bride was formerly a Bargain, she becomes a Blessing.
HELP FROM AN ITEM
If any traveller carries a RING, they may claim the Blessings of the Bride and Groom instead.
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Blessings and Bargains symbolise the support of a spirit of the Elder Wood. Both offer protection against death for the traveller who wins them.
Blessings: When a spirit is pleased, it might grant its special protection to a particular traveller. Spirits who have bestowed a member of the party with their Blessing travel invisibly with them and will help to protect them when they reach the Heart of the Wood.
Travellers who win a Blessing should place the Blessing behind their Character Card so that the spirit's name and number are still visible.
Bargains: Sometimes, instead of granting its Blessing to a traveller, a spirit might instead offer a conditional protection called a Bargain. Bargains symbolise a trade between spirit and traveller; the spirit protects the traveller, but its influence affects the traveller's behaviour. The traveller must obey the Bargain rules written on the spirit's card so long as they possess the Bargain. In return, the spirit will convert its Bargain to a Blessing in the Heart of the Wood, thus helping the traveller survive.
Travellers who win a Bargain should place the Bargain card face-up to one side of their Character Card, so that they can read the card's Bargain rules.
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When a spirit is displeased by the party, it will lay its Curse upon them. Curses have dire consequences. The more Curses a party gathers, the more lives will be claimed in the Heart of the Wood. Furthermore, if a party incurs three Curses, the Wood's spirits will reject them and they will be forced to flee for their lives, ending the game.
When you incur a Curse, place it in a designated area of the table so that all travellers are aware of it.
If the party has earned any Curses, they may now choose to discard any number of them.
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