Gail and Tymlow looked around calling for her for hours, but it almost felt like she had never climbed that mountain with everyone to begin with. This was Fawn’s chance to feel connected to something, to feel cared for by someone.įawn vanished immediately. There wasn’t much written after I made the decision about why, but it still felt right. The game prompted me to make a choice: Does Fawn give up her control to this unknown being? Or does she snap out of this dreamlike place to go back with her group?ĭespite my sadness at the thought, I felt like Fawn would allow this being into some part of herself. In that moment she met with the being that touched her heart with those fantastic emotions. Words entered her mind-”communion, acceptance, care, intimacy”-as she drew near and submerged herself into the void. No one wanted to enter the tear of reality, but Fawn, who rarely felt the need to diverge from the party’s actions, felt differently. Fawn had nothing but the stories to tell of others. Meanwhile Fen and Gail, the two remaining members from the original group, had discovered their own existential meaning between travelling back home and dancing with misunderstood spirits. While the group did not have a leader, Tymlow the warrior had made it clear that she could get any job done without much help at all. In that time, she rarely stepped into the spotlight, giving space for her comrades to shine. It had been 30 in-world years that I watched Fawn travel with her troupe, The Walkers of the Candle, in my most recent Wildermyth campaign.
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