Dunmari Frontier - Session 119
Journey to Emberwine: in which the party enters the Feywild
Featuring: Seeker, Delwath, Kenzo, Wellby, Riswynn
In the Feywild: Late Afternoon
In Taelgar: May 30, 1749 DR to May 31, 1749 DR
On Earth: Friday Feb 14, 2025
Emberwine, Feywild
The party enters the Feywild, meets mystical beings, and is advised to proceed to Sunwine Hall to further their quest.
Session Info
Summary
- The Dunmar Fellowship arrives at the Bitterwine Oak portal and explores, hearing voices calling in the distance.
- The group is magically transported to a sunlit hill in Emberwine after raising toasts at the portal.
- They encounter satyrs and learn about Everlight’s Bloom intending to use Lirien’s death as a cover story.
- On the riverbank, the group meets a barge master who provides directions despite suspicion.
- Seeker attempts to teleport the group for a better view; though the spell fails violently, it gets them to their destination.
- The party meets Auntie Mulberry, who speaks at length and eventually provides a whistle to guide them to Sunwine Hall.
Timeline
- May 30, 1749 DR, night: The party rests on Vindristjarna
- May 31, 1749 DR: Travel to Bitterwine Oak, a Feywild portal and pass through into Emberwine. Meet satyrs; a barge of Fey on a river of wine; and a rabbit-like creature called Auntie Mulberry. Travel towards Sunwine Hall and the court of the Master of Revels.
Narrative
The session begins with the Vindristjarna arriving at the Bitterwine Oak portal - a massive tree with crimson wine pools at its roots, standing unnaturally in the desert. Lady Eventide, who had possessed Seeker, retreats back within him, leaving a streak of white in his red hair while remaining present as a passenger rather than controlling force.
Seeker returns to consciousness confused, and his companions quickly explain their mission: to enter the Feywild and free the Cloudspinner by bringing her crystal prison to the Prismwell. The group briefly discusses using plane shift magic to shortcut the journey, but they lack components specifically attuned to the Feywild to make the spell work.
As the party approaches the tree, they hear distant music and laughter, with voices calling invitations in what each hears as their native language, inviting them to join the dance, to come to the party, to not miss the toast. Discovering cups near the wine pools at the tree’s base, everyone raises a glass, making toasts - to learning, successful quests, to new roads and new maps, and, sarcastically from Kenzo, to conquest and glory. As they raise their cups, the Fey magic takes hold, and Delwath, Riswynn, Seeker, Wellby, and Kenzo begin vanishing one by one, transported into the mysterious Feywild realm beyond.
The party finds themselves emerging onto a sunlit hill in the Feywild, where Wellby is already enthusiastically dancing with a group of satyrs playing pipes. The setting is bathed in perfect golden-hour sunlight, surrounded by vineyards and filled with the scent of grapes and crushed flowers.
As each member arrives, the satyrs attempt to pull them into the dance. One satyr, who seems to speak for the dancers, addresses Riswynn with surprise, asking who she is that “carries a fragment of the impossible,” but quickly dismisses this mystery in favor of revelry. Another satyr steals Seeker’s book when he tries to avoid dancing, forcing him to engage before Delwath retrieves it with Mage Hand. When Seeker mentions their quest to reach Amberglow and the Cloudspinner, Tarviel become uncomfortable. The music briefly stops when Delwath speaks of bringing change, as they insists there is “no change in Emberwine.” Kenzo cleverly initiates a conga line, allowing the party to travel while still dancing.
Moving northward, they observe more of the landscape: rolling hills covered in vineyards and a broad red river that resembles the wine pools they encountered at the portal tree. When they express interest in traveling upstream, a satyr refers to their destination as Everlight’s Bloom, which they recognize as the realm where Lirien stayed after fleeing Amberglow. However, after Delwath mentions bringing news of Lirien’s death, the offended satyrs drift away, leaving the party to continue toward the river on their own.
The party makes their way to the river’s edge, arriving just as the barge drifts within a quarter mile of their position. The vessel moves unhurriedly down the slow-moving crimson waters, carrying the sound of laughter and music across the surface.
After brief deliberation, the companions agree to use Lirien’s death as their cover story, seeking directions to Everlight’s Bloom rather than revealing their true quest for the Prismwell and Cloudspinner. As the barge approaches, they observe approximately twenty humanoid figures aboard - all with an otherworldly brightness to their appearance, many with glowing eyes and reddish hair. The passengers lounge languidly, occasionally dipping cups directly into the river to drink, while a woman plays a lute at the center of the craft. At the stern stands a tall figure with rust-colored skin and pale golden hair tied back in a ponytail. He wears elegantly cut silver clothes with red buttons and steers with a large oar. “Travelers, what brings you to our realm?” he calls as Delwath hails the vessel.
Delwath explains their supposed mission to bring news of Lirien’s death to Everlight’s Bloom. The barge master’s face falls with disappointment. “And here I thought you had come to join us on the last draught for our voyage to Sunwine Hall,” he responds, questioning why the Golden Prince would care about someone who left his land. When pressed further, Aenaphos grows increasingly suspicious, studying them with a penetrating gaze, perhaps finding something odd in their story. Nevertheless, he provides directions: “If your news is truly wanted in Everlight’s Bloom, I will not stop the will of the lords. Let your feet carry you where they may. Foolish mortals! I bid you a fond afternoon and pleasant journeys.” With that, the barge continues downstream, leaving the party to continue their journey on foot.
Trudging along the riverbank, a drowsy heaviness begins to settle on the party. The warm afternoon sun, the sweet scent of ripening grapes, and the intoxicating aroma from the wine-river all conspire to slow their steps and cloud their minds. Frustrated, the party decides to scout, using Seeker’s Clairvoyance, hoping to gain a better sense of the landscape.
Casting the spell, Seeker’s magical senses rise a mile above the landscape. Looking north, the land seems to fade into something resembling a painted backdrop rather than reality. Northwest, the river continues with unusually bright light reflecting off its surface in the distance. To the southeast stands a stone pavilion with tents and lights, visible with impossible clarity despite being many miles away. Most striking is the view eastward, where a crystal wall glimmers with sunset colors, as though someone had frozen the dusk light into solid form.
“There’s a campfire to the north,” Seeker reports. “I’ll teleport us there.” As Seeker begins the spell, the companions feel themselves being dragged through what seems like an invisible wall. The magic twists and distorts around them, before violently collapsing. A burst of arcane force slams through the group, inflicting painful injuries to everyone. “Teleportation doesn’t work here,” Seeker gasps, blaming the strangeness of the Feywild for the failure of his usually reliable magic, although the spell does bring the party to their destination.
Tthe party finds themselves in a small clearing with a cottage. Its roof is woven from amber-colored vines, and apple trees laden with fruit stand nearby. A fire pit with a large iron pot sits outside, and the air smells of soup and freshly baked pie. Wellby is immediately suspicious of this idyllic scene, but before they can retreat, the cottage door opens. A strange humanoid rabbit creature emerges, cheerfully greeting them and offering pie. After some hesitation, Kenzo examines her with Soul Sight and determines she’s genuinely curious and happy, though this does little to ease the group’s wariness.
The rabbit woman introduces herself as Auntie Mulberry, and through conversation, she gradually presses the party about their true purpose in Emberwine. When they mention seeking allies and heading to Everlight’s Bloom to bring news of Lirien’s death to Prince Aurelian, she becomes skeptical, noting that the Golden Prince cares little for those who leave his realm. After an extending conversation about allies and guides, the party’s desire for them, and Auntie Mullbery’s accusation they haven’t tried to find allies, so why should they expect them to drop from the sky, the conversation turns to bringing change to the Feywild. Auntie Mulberry grows indignant as she pieces together that the party is referring to potentially returning the Cloudspinner to Amberglow, upset that anyone would assume the people of Emberwine prefer the darkness of Harrow and Wend to the Cloudspinner.
However, in thanks for Delwath’s story, well-told, Auntie Mulberry eventually reveals that a refugee from Cloudspinner’s Court might be found at Sunwine Hall, the Court of the Master of Revels. She provides a small flute-like whistle that will guide them there if they follow its melody while dancing. As the rabbit woman retreats into her cottage, Lady Eventide reveals that she remembers the Master of Revels visiting the Cloud Palace once - a handsome fellow with golden antlers who was an exceptional dancer. With this new lead, the party prepares to follow the melody to Sunwine Hall, hoping to find the refugee who might help them locate the Prismwell.
Detailed Outline
The Portal at Bitterwine Oak
- The airship Vindristjarna arrives at the Bitterwine Oak portal in the desert.
- Lady Eventide retreats from possessing Seeker, leaving him with a streak of white hair.
- Seeker regains consciousness, disoriented about what happened while possessed.
- The party discusses their mission to free the Cloudspinner by bringing her to the Prismwell in the Feywild.
- They approach the portal tree, hearing music and voices calling them to join a celebration.
- After making toasts and drinking wine from pools at the tree’s base, the party vanishes into the Feywild
Satyrs of Emberwine
- The party emerges in the Feywild on a sunlit hill where Wellby is already dancing with satyrs.
- The satyrs try to engage everyone in revelry, dismissing talk of quests or the party’s mission.
- One satyr takes Seeker’s book, demanding he dance to get it back; Delwath uses Mage Hand to retrieve it.
- Seeker determines they need to travel north toward Amberglow, but the satyrs discourage this.
- Kenzo leads a conga line to travel while dancing, allowing the party to move away from the satyrs.
- They observe their surroundings: rolling hills with vineyards, and a red river flowing northwest to southeast.
- The satyrs mention the Fey realm called Everlight’s Bloom when the party discusses heading upstream, which they identify as the realm Lirien came from, and where she lived after fleeing Amberglow.
- When Delwath mentions bringing news of Lirien’s death, the satyrs are offended and leave the party.
Barge on the Red River
- The party reaches the banks of the red river and observes a barge with elegant humanoid figures drifting downstream.
- They decide to use Lirien’s death as a cover story, claiming they need to bring news to Everlight’s Bloom.
- As the barge draws near, they see about 20 passengers with glowing eyes and reddish hair, drinking from the river.
- Delwath hails the barge and explains their mission to bring news of Lirien’s death to Everlake’s Bloom.
- The barge master, disappointed they won’t join his voyage to the Sunwine Halls, grows suspicious of their story.
- He questions why the Golden Prince would care about Lirien’s death, and why they would be chosen as messengers.
- Despite his skepticism, the barge master gives directions, telling them to follow the river and that “if your mission is true, your steps will be quick.”
- The barge continues downstream, with the master muttering about “foolish mortals” as he departs.
Wandering and Scouting in Emberwine
- The party discusses their objective, realizing they need to find the Prismwell but have no idea where it is.
- They consider visiting Everlight’s Bloom to find allies or going to the Cloudspinner’s palace in Amberglow to search for clues.
- The group grows weary as they trudge along the riverbank, affected by the intoxicating scent of wine.
- Seeker casts Clairvoyance to scout from a mile above, observing:
- To the north, a strange matte painting-like horizon
- Northwest, the river continuing with bright light reflecting off it in the distance
- Southeast, a stone pavilion with tents and lights
- East, a distant crystal wall shining with sunset colors
- After discussing options, Seeker attempts to teleport the group to a campfire seen to the north.
- The teleportation spell fails catastrophically, causing 38 points of force damage to everyone as Seeker, finally, fails to teleport perfectly.
Auntie Mulberry’s Cottage
- The failed teleportation still transports the party to a clearing with a small cottage owned by Auntie Mulberry, a rabbit-like fey creature.
- Wellby is immediately suspicious, but the group cautiously engages with their host who offers pie and tea.
- Auntie Mulberry questions their purpose and discovers they claim to be bringing news of Lirien’s death to Everlight’s Bloom.
- The party reveals more of their true mission - bringing change - while acting like they expect everyone to be mad at them for this, which causes Auntie Mulberry to become indignant, suggesting that no one would prefer “rivers of darkness” over the Cloudspinner’s return.
- Auntie Mulberry mentions a refugee from Cloudspinner’s Court at Sunwine Hall who might help them.
- She gives them a small flute-like whistle that will lead them to Sunwine Hall if they follow its melody while dancing.
- During the conversation, Seeker transforms into Lady Eventide.
- Lady Eventide recognizes the Master of Revels as someone who once visited the Cloud Palace.
- The party decides to head to Sunwine Hall to seek the refugee from Amberglow.
Auntie Mullbery Extended Narrative
Claude 3.7 Sonnet with some careful prompting and corrections
The cottage door swung open to reveal a strange-looking creature—roughly five feet tall with rabbit ears and a face that blended human and lagomorph features. She wore an apron and carried a freshly baked pie, which she promptly handed to Wellby.
“Hold that, please. One moment, one moment,” she said cheerfully, disappearing back inside. The sound of running water followed before she returned, apron gone and hands freshly washed.
“Travelers. Yes, thank you. Feel free to set it down.” She reached behind her and somehow produced a table seemingly from nowhere. “Come, come, sit, relax, tell me, why are you here?”
When Wellby cautiously asked where they were, the rabbit woman’s eyes twinkled with amusement.
“Where are you? Well, of course that is the question, isn’t it? You’re in late afternoon, as you can see,” she replied playfully. “Another way you might put it is Emberwine. You know that place? No, you look a bit stunned by the Feywild, I might say. Have some pie.”
She began cutting slices. “You’re at Auntie Mulberry’s house, of course. You must have known that appearing here out of nowhere like that, with a boom and a thud and a crash of breaking glass. What was that all about?” When the party hesitated to explain, she persisted. “Why have you come, then, and disturbed my peaceful rest, if not to have a cheerful meal, and tell us some tales?”
Delwath offered to share a story, and Auntie Mulberry brightened. “Oh, a happy tale! Nobody tells sad tales in Emberwine.”
Though Delwath warned his tales contained sadness, she insisted, and he told the story of killing Grash and protecting the Cloudspinner’s cloak. As he narrated, Auntie Mulberry sent Wellby and Kenzo inside for tea.
“A cheery tale of sorts,” she commented afterward, “but you had to pick one that featured so much death? Maybe they should call you the Death Bringers. Do you have a name?”
When Riswynn asked about reaching Everlight’s Bloom, Auntie Mulberry’s demeanor shifted. “Why would you want to do that? Same way a glass lamp shining on a bug trapped in glass is Everlight. I mean, if you wish to go, do you have an invitation from the Prince, I assume?”
Learning they lacked an invitation, she continued, “So you don’t have an invitation? Have you at least met Prince Aurelian? The Golden Prince, the Hearth Keeper, Lord of Everlight’s Bloom.”
When asked if he was a friend, Auntie Mulberry scoffed, “I am not so joyless as to be friends with one such as him. What do you take me for?”
The conversation turned to finding allies. Auntie Mulberry challenged them, “Maybe you are just not trusting enough, my friend Elf. I see none of you have bothered to consume my pie except for your friend over here. How do you expect anybody to trust you if you will not trust anybody to begin with? Come, you have rejected my hospitality. Why would you expect me to be your ally?”
Delwath admitted they weren’t expecting her help, prompting her laughter. “Well, if you don’t look for allies, of course, you’ll never find them. Allies are everywhere. You just gotta try.”
When Delwath mentioned they had come to “bring change like there hasn’t been in hundreds of years,” Auntie Mulberry responded skeptically, “Oh, now, that is an arrogant thing to say, my friend. I doubt you can change Emberwine.”
As they continued to speak cryptically about their mission, Auntie Mulberry grew frustrated with their secrecy. The conversation reached a turning point when she suddenly pieced together their true purpose. Her eyes widened with indignation.
“You realize if what you’re hinting at is true, nobody would prefer the rivers of darkness from Darkfall and Hollowdark to the Cloudspinner’s Return, you fool!” she exclaimed. “You really think everybody would like to see the Sunset Gate crack and Harrow and Wend march across our lands? Have you been keeping secret some mystery to how to restore the Cloudspinner?”
Her voice betrayed both hope and frustration that they might have kept such vital information from her, clearly offended they would think anyone in Emberwine would oppose the Cloudspinner’s return.
Riswynn carefully explained that they didn’t want to disturb customs or tread where unwelcome, needing allies to move freely through the Feywild.
“A guide!” Auntie Mulberry laughed. “Well, now, that is a very different thing than an ally, is it not? You wish to find something.”
When Wellby noted they hoped any guide wouldn’t be an enemy, she responded, “Such a mortal perspective on things. I am neither your enemy nor your ally. I am Auntie Mulberry. What do you want?”
Finally, Auntie Mulberry provided geographical information. “Amberglow’s to the north, way to the north. Bit hard to cross these days. Not sure anybody really properly lives there anymore.” She shrugged. “Everlight’s Bloom is like westish, sunward of here. It’s all bright and cheery and bright and bright, and nothing ever changes there, you know, if a flower always blooms and ever bloom, you never get fruit.”
Eventually, she revealed a critical lead. “I did hear that there is a refugee from Cloudspinner’s Court at Sunwine Hall, Court of the Master of Revels. Lord Sovin, you must know him. You’re in his land. I don’t know if he would help you, as people come here to forget, you know.”
She produced a small flute-like whistle from her pocket. “Melody will lead you there. Just dance.”
As she returned to her cottage, Seeker completed his transformation into Lady Eventide, which caught Auntie Mulberry by surprise. Lady Eventide immediately recognized the mention of the Master of Revels.
“Yes, yes, I do remember some tales of the Master of Revels. He’s an interesting fellow. Came to the Cloud Palace once… handsome fellow. Golden antlers like you’ve never seen, brilliant eyes, the smoothest dancer I’ve ever known.”

