TIME JUMP 2021 Summer Start Writeup

(Summer Year 16,221) - Nine years forward, 39 from last summer (54 years from when the Starless Night was first encountered).

Table of Contents

- The Forces Align
- The State of Magic and OP
- Dsesnor Recovers
- Plague Zone Mobility
- Nomads of the Starless Night
- Society of the Rising Star
- Nightmare Confrontations
- The Morganti Reclamation Project
- Free Republics Emergent
- Teriock Mist Corridors
- Polar North Relations
- The Question of Time
- Rivers, Pools, and Sands (epilogue)
- Extra (Summer Plot Playlist)
- 2020-21 Time Jumps Events during the 39 years. & the Summer 2021 Implementation Doc

New Political Maps for 2021-2022 Season!

The Forces Align: The world appears to have survived another difficult transition as the many changes and shifts in power dynamics across the land of Roekron bring us into a new era of relative stability. For the past nine years or so, events have been quite extreme in Roekron, as various powers appear to be working to position themselves for some future goal. Needless to say, many things have shifted since the first days of the advancement of the Armies of the Starless Night, a group that now wanders the countryside in factions and bands rather than as invaders, and whose lasting mark on the divine powers within Roekron and beyond is still felt to this day. Many new governments and regions exist with varied and new cultures. As new enemies find their way into the region, old ones lose their relevance, and find alliances where none have existed for thousands of years. It is a world filled with strange and new cultural twists and turns. Some nations, such as Blackspire and Dsesnor appear to have clawed their way back from the brink of extinction, while others like Andionion and Stonehammer have suddenly become plagued by unforeseen troubles. All in all, the land has seen a rebirth of sorts, with dragons now returning in closer to their usual numbers. In recent days organizations and leaders have seen an increase in incursions by various organizations such as the the Society of the Rising Star and Wizards Trade Order as well as Plague Zones and Starless Night Factions, but most are held firmly at bay, kept in check by the countless small bands of adventurers and patrols helping to keep the lands as safe as possible for the citizens of this recovering world.

The State of Magic and OP: Magic has remained strong in Roekron over these past decades, through the actions of the Rising Star have removed many spellcasters from the region and make it more difficult to determine just how effective of a recovery we are in. The Society of the Rising Star asserts that the reason that magic is holding at higher levels is due to their actions in quelling the use of magic by so many non-native casters, and through a more judicious use of energy allocation. Many mage schools of Roekron dispute this claim, arguing that Roekron was already recovering before the Rising Star decided to assist in this. Whatever the reason, the OP of spells is currently now eight, with nine and ten being available if cast from certain mage schools or mana wells. This is a barrier the Rising Star and the Wizards Trade Order do not seem to have, and commonly use OP ten spells. Many of the remaining Reokron mage schools have begun to band together to help to counter Elder Sorcery attacks from afar, now without Astengrad to protect the area, having faced a far greater barrage of far reaching and destructive effects. Currently most schools are quite taxed, spending a great deal of time on security, and less and less on education as they are accustomed to.

Dsesnor Recovers: Facing one of its darkest periods in Roekron history, Dsesnor has barely survived complete destruction in these past forty years. The attacks by the Anguinaqua and Order of the Empty Cowell weakened them heavily though they held on due to the heroics of several bands of adventurers and heroes with a knack for locationing rare weapons. The Forgotten Faith took up attempting to crush them and yet again they were saved by small bands of allied heroes. As the emperor Keri Shari Fori Den began to lose control of the clans, Wolf Clan’s Howlien Joy and Lion Clans Dubla Zentari both began a rebellion to push for new leadership, siting the many attacks on Dsesnor as a sign that the region was due of shift in power control. Many expected Keri Shari Fori Den to abdicate the thrown to a younger relative to appease the rebels, but in the end, a group of adventurers led by a Heron Clan member with Dragon Clan lineage, interceded in the rebellion, galvinizing the local populations through the arrest of two prominent members of their group whose pacifist approach and later assisted escape from prison forced a shift in the nations approach to selecting leaders. A system once attempted to select the leader of all of the Free Republics was adopted as a model for Clan rulership, and now the Clan that completes the most challenges submitted by each clan gains the thrown. This ended up being Wolf clans Howlien Joy as she was supported by many other clans in her challenges, including the formidable Aris Tendala of Dragon Clan, giving her quite an edge in this process. Many who at first were upset about this change to such a deep tradition in Dsesnor, were reminded by many of the Sorikonian Martial Masters that in ancient times, Dsesnor was known to select its leader from among the clans in a very similar way, choosing which Clan was most suited to lead in the times the country found itself in. This has eased the tensions but there is still a great deal of unrest in the region as many continue to argue that Dragon Clan is the only Clan fit to rule Dsesnor. Some suspect another rebellion is in the making, but so far, most clans support their new leader and the many changes she has brought to the nation, including a greater focus on the needs of the many, working to rebuild the nation with a focus on supporting each other and gaining honor through community projects and overcoming large threats pulling the many into one mighty force. Dsesnor is now again, a powerful nation, though a changed one for sure.

Plague Zone Mobility: Finally reaching some key phase of their development, the plague zones have become a major threat again to Roekron, and have done some the greatest devastation to regions in recent years. Many had theorized on why the plague zones had formed into sphere of which their was no geographic significance. Some years ago it was discovered that many more of these spheres were hidden underground and that these sphere allowed them some kind of protection in these environments. But what was perhaps missed by many was the motion which occurred when one of these plague zones erupted near Dsesnor. Distracted by the dangerous new creatures and powerful beings, the fact that the plague zone itself moved and what this meant for the future of such an effect as a weapon is now plain. The leader of these plague zones, whom many believe to be one of the last remaining Carakwaith of Brodens making, Apocalypse, succeeded in making some kinds of new luphgaunt like creature, with innate morganti and deadly mana draining attacks. This panther like creature seems to be a hybrid cobbled together with necromancy and raw power, and is certainly a force to be reconned with, as are the many other version of this creature discovered in the following years, all seemingly based on animal designs, but all with the signature morganti claws, and general invulnerability of luphgaunts. None have been killed to this date, and at least six distinct beings have been counted, though some theorize that since these being shape shift, it may not be so many but a smaller number taking on new forms. Electra Bosium was asked for her theories on this and just said, “If anyone wants me to count them, I have a stick for that…” what that means, we are left to theorize.

However, the real danger was the zones themselves, as many realized too late. Suddenly mobilizing like rolling fortresses, these zones simply rolled over entire towns, mana draining the entire population in minutes. Many believed that this would be the end of most of civilization, and some still hold to this theory. But through the exertion of many powerful mages across Roekron, and some secret method utilized by Pinnacle, the zones have been slowed, with only smaller spheres able to break off and terrorize areas before returning to their home sphere. This makes every region at risk for invasion at any time, and proximity to these zones somewhat moot. Most city walls are now outfitted with silver plating and spikes to stop or at least slow the advance of these spheres, and many now petition the ACJ and councils of Magical Law to intervene in a more severe way. Currently, while the Alliance Council of Judges agrees that the zones are illegal, they don’t have the means to destroy or disrupt them, and are left waiting for resources that can compete against this new threat.

Nomads of the Starless Night: Another new issue the nation is dealing with is the fractured and wandering bands of Starless Night Nomads that now frequent many parts of Roekron with varying intents. Made up of the many groups or Orders that once made up the bulk of the Starless Night troops, these bands of nomadic militias now seem to have no specific purpose and each continues to press for the aims of their individual Orders goals in one way or another. While much less of a threat, these groups are none the less a great danger to many travelers along the many roads across Roekron, as their interactions with others are unpredictable, ranging from seeking to challenge groups in formal combat in exchange for their services, to outright murdering everyone and everything they encounter, sometimes with Morganti weapons originally given to them by the Armies of the Starless Night. These many bands of unincorporated fighters and bandits are collectively known as Nomads of the Starless Night, with each being further described by the group they seem to most resemble from their past, such as Bloodied Seeker Nomads, Black Crescent Nomads, etc. Some can be trusted to leave in peace if their conditions are met, while others are certain death to encounter, and thus each must be met with a careful consideration of their motives and what might be gained or lost in encountering these wandering bands.

The strongest and still most organized of these groups is the Order of the Forgotten Faith, the once remaining element of the Starless Night that still operates under the original charter of that dark force from the north. Many times more powerful and numerous in these days then in the past, they have absorbed elements of all the other Orders and thus are more well equipped to confront any type of assault on their territories. Unlike in the past, they seem content to hold onto what they have, rather than attempt to take land from others, and thus are more rarely encountered unless passing through their areas. Very formal and organized, unlike most other Nomad groups, the Forgotten Faith seem to follow a code of conduct that presents a question to the enemy, of which a prescribed answer is needed. Should those that oppose the Forgotten Faith answer this question to the satisfaction of the leader, the Forgotten Faith leave off combat, and retreat, allowing passage through their lands. Why they do this, or what the point of their questions is is not clear, but most mage schools feel it has to do with some primal laws of magic, and that the Forgotten Faith are bound to some particular formulaic system of combat they cannot break even if they want to. This seems to be a great blessing to those not wanting to be destroyed by their weapons which have become much more varied and complex, some appearing to be Agantine, Morganti, and other unknown metal types and effects as yet unclear.

Society of the Rising Star: Also known for their varied new weapon types, the Society of the Rising Star has now established itself as a new powerful force gaining territory and influence across Roekron though many are uncertain if this is something that they approve of or should resist. Becoming more and more open about their intents and methods, reiterating that they are here to safeguard magic and the proper use of it for all beings of the world. Their stated purpose is to “protect the interests of magic and magical beings in this world, by ensuring the safe governance and oversight of nations across the globe, and in the absence of direct divine action, to rule as divine providence dictates,” or so the main liaison to Roekron, the angel Hafelindar told the many nations in a confrontation with one of the many massive city ships the Society uses and apparently has positioned just out of detection range for most mage schools in Roekron. The Society assures the many nations of Roekron that they are here to help in a future war that will require their aid and direction to win. But some don’t believe this justification for actions which appear to bind people to their allegiance or face future destruction at their hands, a rather brutal and hostile way to make friends in a new nation. Hafelindar brushed this off, speaking frankly in her characteristically eloquent form, “those who seek to make friends and play nice in the face of an enemy that cares nothing for peasantry find they make gravestones and play dirges instead, as the knife in your face is never as worrisome as the knife in your back.” Encounters with divisions of Society of the Rising Star are now quite common across Roekron, as they defend area given over to them by local groups now loyal to them. Rather than take territory through force, the Society appears to create these binding contract and then rulers and leaders give them control of various regions and key locations in exchange for more influence in the Society. This new government within Roekrons Free Republics system threatens to destabilize the current laws and systems of agreed upon guild laws across Roekron, something many guilds are very unhappy about, though other local individuals find freeing, being able to train for free and access classes otherwise blocked to them in standard schools.

Some of the new peoples introduced to Roekron by the Society of the Rising Star are the Wurduin Beyoni, a elemental related group of humans that appear to make up the bulk of the many foot troops and general rank and file of their organizations. These humans seem to have one feature or another that glows brightly in one of the five main elemental colors, such as hair, eyes, skin, etc. and they appear to have a minor ability to control that element, making them very useful in defending against attacks of that type. Most find these people to be friendly and curious about Roekrons functioning and systems, often critical of the many elements that are not very efficient or poorly constructed, obvious use to a much more formally designed and more detailed society.

While the Wurduin Beyoni are generally liked and accepted in cities and towns across Roekron now, much more feared and shrouded in mystery are another group of human leaders who appear to be something like bounty hunters of the Society of the Rising Star. Appearing to be a bit like a cross between an elf and a viper, they are bipedal but have a long prehensile tail and tiny scales of one color or another. These people rarely speak and are know by the Society as the Cha Oath, and appear to be very few in number, perhaps only numbering a few dozen all together. They favor weapons apparently of their own design, apparently designed to let them channel some innate effects of theirs into them for devastating effects. Many have found that effects these beings cause with their customized weapons are lasting, though not permanent, and take years to recover from. They also have been known to create items for their troops which also possess these effects giving many pause as to what the ultimate goal of this group may be within the Society. The effect, now becoming all too common is known as “Ristarwa” and is know to vary in recovery time but is never less than a year. Those killed sometimes are insane or greatly mentally damaged when finally resurrected after so long, and require non-standard means given that most spells are not designed to recover a spirit so long dead. These powerful hunters of the Rising Star apparently are establishing who will be removed in the future war, as well as using their extreme fighting prowess to cut large holes in opposing armies such that the Rising Star does not lose anything it has gained. Little is known of the defensive capabilities of these beings, other than that none have been killed by magical means, and those that have been attacked in melee combat appear to have little fear of mundane weapons, each being merely scratched by just about any attack pitted against them. Needless to say, few confront these people or their motives, and tend to give them a very wide berth, generally vacating any areas their troops are seen to be organizing. Most of the local citizens are grateful to have these people as allies instead of enemies and many see this as another reason to help rather than hinder the Society.

Nightmare Confrontations: Many are now familiar with the Nightmare creatures that have plagued the region for the past twenty years; beings that cannot be truly killed, take many forms, and seem to adjust rapidly to the many different situations they are found in. Also now familiar to many is the small band of humanoid animals that seem to crop up wherever these beings are to be found, tracking, surrounding, and ultimately defeating these beings one by one. The Nightmare Hunters, as this band has been called appear so be a group of very slow aging children who have taken an animal form. They keep their origins secret, though many assume they are local duo to their dialects, they have seemed unfamiliar with many aspects of Roekron lore and geography. This has led some to suspect that they are from an isolated region within Roekron and only now have emerged to confront this new threat. What little we have learned about these beings goals from the few encounters the population has had with them generally described a dedication to containing a growing danger to the world, in a way only this group seems able to handle. Recently, they have begun to reveal that certain members outside their group also take part in the destruction of these Nightmare creatures and those who have speak of a process of first recognizing the being as an extension of themselves, like a piece of their own pain, anger, or terror made real outside themselves. They must find the courage to battle this being in combat, and if they succeed, must then meet it in a confrontation in the mind, where the beings many aspects attempt to bait the person into showing the emotions that it reflects. If the person is able to maintain their focus and calm, they being causes a death like effect to be passed from the creature to the person, and this seems to solve the being in a more final way. Few have ever accomplished this, and those that have seem to have little to say on the matter, though perhaps they just have little to say on most matters, we cannot be sure. Either way, these beings are now quite common threats to all groups from the Starless Night, to the Rising Star, to Roekron natives. Some deal with them as described above, and others seem to attempt a more traditional confrontation, one that usually ends up with many dead and drained of years of their life or memories.

The Morganti Reclamation Project: A powerful new beacon of hope for the world is a new project being funded out of Pinnacle and the research and sacrifice of a small group of dedicated philosophers and spellcasters, many of who did not survive the origins of this process. The Morganti Reclamation Project seeks to find and remove as much Morganti as possible from the world, as safely as possible. In the past this was near impossible, as the methods used always left rifts, filaments, or haunts to be dealt with, and even Pinnacles skilled cleaning crews have not been able to fully remove the effects of disposal of these dangerous weapons. But recently, Pinnacle appears to have made the first major breakthrough in this process, touting the completion of a tool know as the Alykitherian Armillary Rings. This device, while not shown in public, has been viewed my a few notable Mages, and purports to be able to transform the remnants of Morganti weapons, such as filaments and spirits, into an inert form which is no longer dangerous to the world. The process requires tremendous amounts of mana however, and only works on very tiny portions of already released spirits and filaments, so the process of removing Morganti has been slow going and very limited in scope. Pinnacle now offers standing rewards of custom crafted magical items, utilizing willing spirits under the new terms of item creation law, in exchange for any Morganti item turned in to them regardless of power level or condition it might be in. Embarcarious seems to be focused heavily on this project, taking a much less active role in daily tasks of teaching at Pinnacle School. When asked he said, “It is all too often that we find ourselves making the choice to kill or destroy something, removing pieces of the world bit by bit as we do so. Yet how often do we get the chance to unmake those choices for future generations, providing a world free of horrors and endless suffering. Why then would we waste even a day!”

Free Republics Emergent: As the many outside forces have pressed on Roekron as a whole, the many nations that once warred with each other now seem content to maintain a neutral peace within the Free Republics, accepting organizations such as the Alliance Council Judges and SWORD as natural outgrowths of the centralized government needed to survive these new threats. With Astengrad gone, many now turn to Pinnacle for guidance on magical protections and laws. Daesnor, once the main seat of power in Roekron, now appears to have shifted to more local interests and seems content to be an ally rather than the force that governs the region. This has left the door open for a process some have been advocating for for hundreds of years, a council of nations that selects a leader through merit to guide the group for a period of time. This new, or possibly old, government style appears to be gaining popularity with many nations and currently a trial version of the council now holds meetings and votes on issues in Amir Ford, finding this location to be the most neutral for all involved, as well as one of the more secure places due to the ever present residency of the eminent Electra Bosium, now the oldest and most accomplished known mage remaining in Roekron. This new council calls itself the Council of Roekron Oversight and Wartime Negotiations or CROWN. This group is appears to be making progress is solidifying its role as a major peacemaking force and has helped to keep several nations from backsliding into old feuds and battles. Currently they are working on helping Andionion with the recent loss of the royal family, believed captured or killed by a rogue Copper Dragon, as well as trying to keep Stonehammer from starting another war with Svodlun over several murders at sea and the destruction of their entire fleet in what is being called a “massive act of sabotage.” Svodlun of course denies any involvement in these attacks, but the evidence points in their direction and many worry this will trigger a renewed war between the two now separate nations.

Teriock Mist Corridors: The lands of Teriock appear to be starting to re-emerge from a prolonged desolation enshrouded in mists. While still far from a livable space, certain corridors now exist at times, allowing explorers to venture into this strange and transformed world seeking answers to what caused this catastrophe and how it might be undone. Several expeditions into the mists were funded and completed, with varying levels of success, and now a few small pockets of civilization exist within, contending with a world now vastly different yet eerily the same. Many consider this attempt to unlock the secrets of the mists a fool errand, sighting the many attempts to understand the destruction of the Grey Isles, to no avail, but still some keep trying. This new wild eastern region attracts daredevils and thrill seekers who thrive on riding the edge of survival and coming back intact. For those who do venture in, a small fraction live to tell the tale, making for a brisk business in guides and escorts for caravans of supplies on expeditions into the region. A few constants appear to be true of the now more accessible areas. The mists cannot cross into Roekron, and those of the mists cannot either, becoming mist once again should they do so. Those recovered in the many adventures into Teriock must remain within this region for now, being bound to the mists themselves until perhaps the mists are solved entirely. This appears to be true of those consumed into the mists who are originally from Roekron. Should they lose their way in the mists and become absorbed by them, while they may be returned to the world of Teriock, there passage back to Roekron seems to be gone for the foreseeable future. This added danger has kept the region mostly inhabited by locals rescued from the mists who seek to build their new civilization on the tiny bits of land they and sea they can stabalize within the ever changing land of clouds and fog.

Polar North Relations: Trade and commerce with our neighbors to the north has now become more commonplace. Beginning with a strange alliance between a nation known first as Kamenlock and then the The Haunts of Teklol, this new nation was the nexus of a civil war within the Dagdeoth Bonemarks and the Armies of the Starless Night, forging a new alliance between all the polar north native species, led by the Wolfmen of the north, and including the ancient resistance fighters called the Mourners Men and the few remaining guardians of lake at the top of the world, the Windweavers. This new nation has been trading with many of the new Dagdeoth splinter groups such as Dagedrask, Dagdemain, and Narohuin. The existence of what appear to be imprinted crystal formations for magical items that retain certain aspects of their original forms as made the region a popular destination for archeologists and treasure hunters. The Wolfmen, known as the Tecklolupus Tribe are very protective of these artifacts, many of which are sacred relics to them and carefully review and approve any items that might be allowed out of the region. Smuggling of such items has become a major problem in the region and the penalty for such crimes is often death or imprisonment. The culture of this new region appears to be an amalgamation of Dagdean traditions, polar native ceremonies and rituals, as well as a smattering of new ideas from the south that have made their way into the area. While this region is still not well known by many nations in Roekron, there are rumors that The CROWN may be seeking to add them to the Republic and gain another strong ally in the battle to keep Roekron from slipping into the grips of another protracted war. Having armies of polar north people as allies is certainly tempting to many, but others still wonder if after the hundreds of years of rule by Dagdeoth and the Starless Night of this group can actually be trusted to have their people’s best interests in mind.

The Question of Time: Lastly, it has been noted that many odd anomalies and inconsistencies with current historical records have cropped up later, causing many to theorize that Roekron has been the victim of illegal time magic Elder Sorcery. While most of the schools to admit that there has been a upswing in various time “blips” as they call them, but that rather than viewing these events as problematic, they appear to agree that the events are more like mud and degree settling out at the bottom of the creek after a flood. While it might look bad down below, the surface is slowly clearing and this is all good in the eyes of most members of Magical Law offices of Storm Magic. Tracy Oliania commented on this phenomenon, calling it, the Confluence of Memories. “Those of us with minds that cannot be bent, find the world feels more familiar not less. A wound done unto the world long ago has been healed at last. Thousands of years of misuse and abuse of a time gone wrong are finally mending before us, and the myriad versions of reality so many of us have had to weave together are finally wound as one again, towards what future I cannot guess, but one that is at least whole, encompassing, and inclusive. We are at the Confluence of Memories, and that which was finds a place in what is.” While this apparently makes sense to many other individuals, this scholar cannot say that it makes any sense to them. Let us hope it makes sense to our patient reader, for whom this record of events has been so studiously compiled. Time is of the essence, but what that essence is gods only know. Hopefully they will share that knowledge with us someday, so that we may finally understand what was forgotten, what was remembered, and what perhaps now are the future memories of our past.

Rivers, Pools, and Sands (epilogue):

The flowers fall from their branches, reaching out over the slow flowing stream.

Each drifts for a moment, then sets upon the surface, gracefully, like tiny lanterns in the low light

Nectar, still sweet, and dew from many days of fog, rest gently within, feeling the river, yet still kept apart from it.

Fish, curious of these new additions to their world, consume the blooms as though they were insects.

Hummingbirds and bees drift over the surface, eager to drink up the remains of the spring.

Playful otters make a game of poking these tiny floating cups until they spill, releasing their beautiful colors and flavors into the steam itself.

And the tree learns to swim and breathe the water.

And the leaves test their wings, and sing for the first time.

And the branches, find they know the river, branching, flowing, moving again.

Alive.

The day was never long enough anymore. Davidson pushed the plow into place again, whispering to the horses quietly as he did so, and looked again at the dry field, barely able to sustain the grass pushing up through its sandy soil.

“T’is a poor sight yes, but t’is still ours…” Davidson trailed off, as he patted the horses on their shoulders and ran his hand down their snarled mains. He stooped down and looked closer at the freshly turned earth, looking for signs of life; the worms, grubs, and other creatures that would be the harbingers of healthy soil returning, but found none, only the same dry sand, and the occasional metal and bone from the countless wars across the plateau. In the dust he spotted the all too familiar round marking of a skull, and at first made to crush it with a curse to the horrible undead that took this place so long ago, but then thought better. The horses nickered, and Davidson nodded,

“Aye, twas someones skull long before twas a skeleton of war, your right…” He carefully removed the bones from the ground and set them near the rock cairn to the Sky God, Mayiantle, recently rebuilt near the fence.

“Whoever ya were in life, twasn’t your fault they made you into a soldier now was it. Rest yer bones here old friend, and maybe find somewhere in the next life to live as you would have chosen, instead of how the spirit-slavers made ya.”

As he led the plow through the field again, there was no shortage of bones, and each he carried to the pillar of stone again and again, speaking briefly to each, and wishing them well, to where-ever they might find their way. By the early afternoon, the sun was punishing, and Davidson rested in the shallow shade of the rocky ruins of what must have been an old wall once. Looking at it and pressing his water filled hands into the soft mouths of the eager horses, Davidson laughed.

“Well at least the wall twas good for something in the end. Shade and a nice chair to sit on.”

A hardness and cold silence seems to invade the restful moment. Davidson looked down at his hands carefully, as if something about them could be different from the thousands of times he had studied them before.

“We found him over there you know.” Davidson almost whispered, jutting out his chin towards the end of the wall, where a small grave marker still stood. “Twasn’t doing nothin but trying to get away…” Davidson trailed off, looking back at the horses, “Guardsmen told me has was giving aid to those Towering Thousand, and so what if he was… no reason to death ray a man, beyond the reach of divine…” Slowly, almost reluctantly, Davidson walked to the small hill and knelt down by it tracing the name on the headstone and murmuring, “Why risk your life for an unknown fighter, Michael. Now there’s no one to help with the fields, no one to lift the bales to me, no one to push me when I can’t go on…”

The sound of hooves behind him alerted Davidson to the presence of the horses once again, standing behind him as if waiting for something. “We should go.”

“If you say so, but my fetlock is still killing me…”

Davidson, turned to see the centaur standing next to him, the familiar, and yet strangely new glimmer in his eye, as if something rare and magical were about to occur at any moment.

“Michael… tis that you.”

Michael twisted up his face in confusion, “No, it’s the wind! What’s going on Davidson, did one of the horses kick you in the head? Horses can be brutal sometimes.” Michael smiled his usual, sideways smile, and winked, “Now get to work you lazy dog, we have a field to plow…”

Warmth flooded through Davidson, a smile cascading across his face as something in Michael words echoed through his mind like ripples on a steam.

“I had the strangest dream Michael…” Davidsons eyes seemed to well up for a moment, and he clapped his friend on the arm as they made their way back towards the field, freshly planted and beginning to grow after their many years of hard work.

“Sleeping on the job were ya!” Michael stomped his hoof. “I can only imagine what this place would look like if I wasn’t around to keep an eye on you…”

“Aye,” Davidson laughed, “Just imagine!”

They walked back down to the farm, leading the horses as they went, speaking as old friends do, speaking of many events each seemed to have forgotten about, but upon reminding, remembered after all. They seemed to have a great deal to catch up on, though neither knew why, for this was how every day was, and had been, for years, as they recalled... Any yet, somehow, in the glimmer of an eye, it could very well not be. Every day was somehow never long enough anymore.

A merry lad who walked alone

Stood long upon the quay

And soon there came a murmuring

Of another time of day

When all the fish and all the birds

Were singing in the night

And all the beasts and all the men

Were still within our sight

He skipped a stone across the lake

Not knowing where it would land

And when it skipped across the lake

The lad was not at hand!

Laura handed the students the dry twigs and stood next to the creek on the school grounds. Each looked at these twigs with apprehension and a bit of pride.

“What type of wand is this?” Maria asked, trying not to be too excited.

“Break it, and find out!” Laura challenged her.

Maria blinked, and then looked terrified. Eventually, Charles, not one to seem afraid, snapped the twig in half. Nothing happened.

“Again!” Laura instructed. Charles snapped the two piece each in half again.

“I don’t get it. Nothing happened.” He muttered.

“That’s not the hard part.” Laura nodded, looking away from the students across the glimmering steam, “Now, put it back together like it was…”

Charles looked down at the splinters and began to invoke a spell.

“No, without magic…”

Charles frowned.

“It can’t be done.”

“Then you understand the problem with time…”

Maria spoke up then, hesitant, but somewhat curious.

“Is time dead then?”

“What?” Laura asked.

“The stick is dead. That’s why it breaks. If it was alive, it would bend, and even if broken, would mend, wouldn't it.”

Laura was silent.

“Yes, perhaps it would.”

“We are the keepers of the current

Five standing in the taken dawn

Searching for the path of light

Singers of the sight

Six waiting in the darkness

But searching for the answers

Answers all, from the stone

The path is of the darkness

To dawn we are to own.”

Extra (Summer Plot Playlist)

- 2020-21 Time Jumps Events during the 39 years.