Recent History
From Unusual Haunts
Before the Game
The river has abruptly run low on fish, and Penwick Gorge is running out of food. The seniors have decided that an expedition will be sent over the bridge. A meeting of the candidates to go has been called the evening before the expedition to prepare.
Week 1
The first expedition returns across the bridge with food, and reports a strange world of living toys. Faced with the choice of taking the Heart of Toyland and bring death to the place, they chose to leave it in place and depart.
Week 3
The second expedition returns across the bridge. Again, they bring food, and also a confusing tale of an Agency full of schemes and intrigue, ruled by a shadowy Director.
Week 5
After reports of missing villagers dragged in to the fog, a party venture across the bridge to get them back from an obvious trap. After reputedly succeeding, they brought back across the bridge an Anchor. Interestingly, the village now seems to have undergone major physical changes, now having a small dock and a bay?
As well as the physical signs of what once was Grimmsby, several of its residents are here: the Sirens, led by Areefa; Selkie Grim, descendent of the founder of Grimmsby; the Family Murex; and a veteran soldier.
Iggy also struck a deal with Happy Fields, and is now responsible for rounding up feral Poisons.
Week 6
Despite no expeditions across the bridge, there were several developments. The Sirens have joined the Scott family, and Benth, a veteran soldier, has joined the Joneses. A sandcastle has been built on the beach, though it's hard to look at straight on, and rumours swirl about what's inside...
In other news, boat voyages have begun across the bay to explore what can be found nearby.
Week 7
Plentiful developments this week! First, the S.S. Rickety Capsize was transformed into the HQB Imagination, a vessel reminiscent of a toy boat (but that still worked fine for a Voyage). Then, for the first time, the villagers were directly invited to a Tournament, and won it outright - though there have been several concerning signs in the immediate aftermath of their return, not least the appearance of an arena in Penwick.
Term 2
Week 1
An eventful week, as new plants took root: a low, amphibious hedge, circling the village and sending up bursts of light when crossed; and a set of rose-vines along the sides of the Bridge. As well as this, three new Activities have joined the Schedule, and the brand-new magic of Gadgets has arrived in the village!
But that wasn't the end of it - the village has also received its newest addition: a squat, boxy building on the Westernmost hilltop of the village.
Week 2
The villagers managed to work out how to get the new building working, and now it's produced a couple of automatons to take care of some gardening issues! In other news, a horrible blood creature trespassed in the village meeting.
Week 3
The village saw three major events this week. First, Dennis Scott was cursed rather severely by a Shade from outside the village; second, Green Griffiths managed to orchestrate the building of a Poison sanctuary, revitalising the swamps (though witnesses attest it seemed a bit touch and go, safety-wise...), and the voyage across the bridge not only succeeded, but again brought back a new addition to the village, in the form of the glitzy Studio P.