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Three Thousand Club
Hazel & John are going to meet, and be the dark horse in a race between a strange white-veiled foreigner rumoured to possess a map to the lost Alcazar of Twelve Ewers - thought to contain the secrets to making the most gods-forsaken wasteland a verdant garden paradise - and the colourful sorceress with authority issues pursuing her.
Goal: Secure the Alcazar of Twelve Ewers
Obstacles:
Name [Number of Points to Overcome] (Notes)
We Don't Know Where We're Going [2] (Possible solutions: Steal Zahur's map. Copy her map. Independently discover the location through research, divination, or communing with spirits. Join or tail one of the expeditions. etc)
Overcome the Guardian Beasts [2] (Possible solutions: Petition a martial arts school or great family to escort you. Participate in your own ritual hunt to secure the favour of the Lady of the Forest. Ignore the ward, defeating any Guardian Beasts that attack you on your way. Invent your own ward in defiance of the Lady.)
Solve the Puzzle to Bypass the Wards OR Defeat the Guardian [3]
Neutralize Zahur, Vessel of Sekhenun [4] (Prevent them from interfering with your plans by making them an ally, intimidating them, killing them, incapacitating them, deceiving them, distracting them, etc)
Neutralize Thamina Al-A'zam, Associate Magister-Errant of the Ministry of Life [4] (Prevent them from interfering with your plans by making them an ally, intimidating them, killing them, incapacitating them, deceiving them, distracting them, etc)
Goal: Secure the Alcazar of Twelve Ewers
Obstacles:
Name [Number of Points to Overcome] (Notes)
We Don't Know Where We're Going [2] (Possible solutions: Steal Zahur's map. Copy her map. Independently discover the location through research, divination, or communing with spirits. Join or tail one of the expeditions. etc)
Overcome the Guardian Beasts [2] (Possible solutions: Petition a martial arts school or great family to escort you. Participate in your own ritual hunt to secure the favour of the Lady of the Forest. Ignore the ward, defeating any Guardian Beasts that attack you on your way. Invent your own ward in defiance of the Lady.)
Solve the Puzzle to Bypass the Wards OR Defeat the Guardian [3]
Neutralize Zahur, Vessel of Sekhenun [4] (Prevent them from interfering with your plans by making them an ally, intimidating them, killing them, incapacitating them, deceiving them, distracting them, etc)
Neutralize Thamina Al-A'zam, Associate Magister-Errant of the Ministry of Life [4] (Prevent them from interfering with your plans by making them an ally, intimidating them, killing them, incapacitating them, deceiving them, distracting them, etc)
Hazel:
You travelled far to reach Achaea, guided by a teardrop pendant of amber strung on a thin moonsilver chain. When held up to the light of the sun it refracts a needle of light that unerringly points in the direction of your Solar bondmate. It can hardly be a coincidence that the tea leaves foretold you would travel in the direction the amulet now unerringly points. Surely this Golden Queen of the Sands whose glory is foretold must be your mate.
Who gave you the amulet?
You don't have two eighths of a dinar to rub together, but this is a trifling obstacle for the blessed of Luna. You follow a solitary path across moonlit dunes, passed teeming cities lit from above by arcs of shining light between towers that hang is if weightless in the sky, through seemingly endless fields overflowing with grain and barley, amongst dense orchards that hang heavy and redolent with pomegranate and persimmon, burrowing under the earth during the day, only braving the pitiless and unrelenting light of the sun when far from settlements, until you reach a seemingly insurmountable obstacle in a wall of rock crowned by staggeringly immense trees that seem to brush the sky. Some great and primal force must have pulled this sheer vertical cliff face from the earth, and the prospect of burrowing up it is daunting to say the least.
Thankfully you are not the first to face this challenge. As you approach the river you are awestruck by the spectacular Tiama Falls, amidst whose thick rolling mist - ambrosia to desert-parched lips - and thunderous roar felt in the bones as much as heard, hundreds of river boats and barges line up to enter water-filled elevators as they cyclically rise and fall. In a quicksilver flash and a few graceful hops you're aboard a beautiful passenger vessel and safely nestled in the shadows to conceal your own with none the wiser. A few minutes later a team of slaves heaves on a great chain to close the gate behind the half dozen ships that have entered this White Jade artificial pond and with a signal from the foreman it begins its ascent. Two hundred metre tall statues tirelessly pull on immense White Jade chains to lift you like so many children's toys though the mist, passed the immense Jade and Orichalcum prayer wheels spun by the descending waters and the mist-cloaked city of Tiama where the chanting of the monks can be faintly heard over the roar of the falls.
Cats are sacred and welcome stowaways. Who offered you succor aboard the ship?
- A lonely woman in a white veil and crimson robes emblazoned with a golden jackal-headed canopic jar, what must be a dozen scrolls in a bag hanging from her hip, surrounded by a trio of three metre tall six-armed creatures clad from head to toe in vibrantly dyed purple linen and smelling of frankincense. The other passengers give her a very wide berth. [Meet Zahur, Vessel of Sekhenun. She will confide something she probably shouldn't to a cat that keeps her company.]
- A mysterious woman riding in a large four-legged lotus blossom surrounded by dancing faerie lights. Banners depict a black tree on a white background, roots intertwined with a white tree descending against a black background. The roots of both entwine an anatomical diagram of a heart, becoming its veins and arteries. To your expert eye the living carriage is clearly a Sorcerous Working of incredible craftsmanship and beauty. The passengers keep a respectful distance and bow when they pass. [Meet Thamina Al-A'zam, Associate Magister-Errant of the Ministry of Life. She will give you a token of her affection that commands respect in many circles if you please her.]
- The swarthy captain of the ship, with sun-browned skin, calloused hands, and deep wrinkles from a perennial smile, all earned over a long and storied career traversing the Achaea. [A very useful contact for navigating waterways and supplying expeditions.]
- An athletic young man sitting seiza and drinking tea on the prow of the ship, nervously trying to ignore the many admirers clamoring for his attention. Wickedly sharp bronze claws sit on the deck behind him. His loose gi and many scars and tattoos suggest a martial artist. [Perhaps the Tiger School could use a new mascot? An in with the Martial Arts world of Locura]
- Someone else. Who?
The neighbourhood-boughs of the great tree above are a frenetic hive of activity this close to the Falling Blossoms Festival. Gatherers eat the blessed Monkeyfruit to gain the miraculous ability of Woodwalking, running sideways or upside down along networks of ropes that span neat and orderly branches hanging heavy with exotic fruits, vegetables, herbs, and spices. They use bladed sticks to cut free the harvest while others work in groups carrying nets underneath to catch it as it falls. Skyfruit allows them to make great soaring leaps between branches and clusters of ropes. Between them they make swift progress in gathering a veritable cornucopia that Hazel sees arrayed before her in dizzying splendor, ready to be loaded onto hundreds of waiting barges by giant orangutan-like beasts of burden, baskets strapped to their backs and bundles slung under their muscular arms.
Deeper into the great market her amulet guides her, until she reaches a broad causeway between two ziggurat-temples, several massive roots of the heart tree having long ago pierced them both to create arcing bridges. Along each tier of the temples are busy shops and taberna slinging food and drink to hungry dockworkers and traders alike. As Hazel weaves through the dense crowds, haranguing cries of hawkers, and mouthwatering scents from a hundred grills, she is led unerringly through multi-storey arcades carved into the roots, where establishments open onto balconies overlooking the busy market below. Here amongst the crowds, the shadows of tall buildings, and the sheltering canopy above, concealing her shadow is relatively easy. The few odd looks from passersby can be ignored as they're quickly swept away by the crowd before they can investigate further. In pride of place at the apex of one of the largest roots, with a spectacular view of the markets and the docks, she at last arrives at her destination and feels the undeniable tug on her soul as she lays eyes on her prize. Now only a single obstacle stands before her: The line of hungry lunchtime patrons that stretches out the door and down the arcade.
---
Aspect: Fire
Essence: 2; Willpower: 7; Join Battle: 7 dice (+3 for 3m)
Personal: 13, Peripheral: 26
Health Levels: −0x2/−1x3/−2x3/−4x2/Incap.
Actions: Cooking: 8 dice (+5 dice for 5m); Feats of Strength: 7 dice (+2 successes for 4m, may attempt Strength 3 feats); Dance: 8 dice (+2 successes for 4m); Read Intentions: 7 dice (+2 successes for 4m); Resist Poison/Disease: 7 dice (+4 for 4m); Gambling 8 dice (+5 dice for 5m); I Know a (Probably Shady) Guy/Navigate the Underworld (Uh, not that Underworld, the mundane one): 8 dice (+5 dice for 5m);
Appearance 3
Resolve 3 (+1 for 2m)
Guile 3 (+2 for 4m)
Aspects
Dreams of Grandeur
Princess of Pepper
I Know a (Sketchy) Guy
Gambling Problem
Kasra's hair:
Essence: 2; Willpower: 7; Join Battle: 7 dice (+3 for 3m)
Personal: 13, Peripheral: 26
Health Levels: −0x2/−1x3/−2x3/−4x2/Incap.
Actions: Cooking: 8 dice (+5 dice for 5m); Feats of Strength: 7 dice (+2 successes for 4m, may attempt Strength 3 feats); Dance: 8 dice (+2 successes for 4m); Read Intentions: 7 dice (+2 successes for 4m); Resist Poison/Disease: 7 dice (+4 for 4m); Gambling 8 dice (+5 dice for 5m); I Know a (Probably Shady) Guy/Navigate the Underworld (Uh, not that Underworld, the mundane one): 8 dice (+5 dice for 5m);
Appearance 3
Resolve 3 (+1 for 2m)
Guile 3 (+2 for 4m)
Aspects
Dreams of Grandeur
Princess of Pepper
I Know a (Sketchy) Guy
Gambling Problem
Kasra's hair:
John:
John, by contrast, has travelled not far at all, having grown up in Javurwa, and his apartment being mere blocks from the BAR. For all that it is short, his journey remains remarkably eventful. As the most handsome man in his neighbourhood (and perhaps the entire city, if you listen to his admirers), a successful business owner, well educated, and a divine chef, to say John is an eligible bachelor would be something of an understatement. His daily walk to and from the BAR is something of a community institution, filled with a laughably improbable number of chance encounters, gifts from hopeful parents and admirers, and forlorn sighs, smiles, and winks from pretty girls and even some boys working the shops and markets along the way. Some of which he strongly suspects took the jobs precisely because they're on his route to work.
Finally - having somehow acquired some lovely fresh mangoes, a ceramic jar of chutney sealed with wax, and a nice linen shirt along the way - he arrives at the BAR, where Kasra is dishing up lunchtime orders with theatrical flair. Her eyes smolder like embers burning low after a night of celebration, an invitation to sit down for one last drink before the dawn and the responsibilities it heralds. Her ashblow hair billows, a cloud of thick black smoke wreathing her face. Her every motion has the graceful precision of a professional dancer coupled with the practicality of a practiced chef with a lot of orders to fill. An economy of motion that wastes no effort, but an eye for the dramatic that ensures that of two roughly equally efficient options the most spectacular always wins.
She sweeps her hand under a dozen woks to ignite flames beneath them, sears the outside of skewered meat to lock in flavour with a brush of her fingertips, cooks meat evenly to exactly the right temperature in seconds, brings broth to a boil with a glance, and cooks and sears vegetables while she dices with glowing hot knives. In time to the rhythm of the upbeat tune she hums absently she slings steaming bowls across the kitchen to customers at the bar with alternating hands. A display that would be considerably more impressive if she threw the correct dish to the correct customer.
"Hey, this isn't the venison cutlet!" cries one customer, outing himself as a new patron. The regulars are already laughing.
"What, do I have to do everything around here?" Kasra calls back. All the regulars recite along in a chorus as she continues, "You have eyes and tongues, sort it out!"
By this point everyone's familiar with the ritual. If you sit at the bar you get front row seats to the show, but you never know whose order you're going to get. You can then meet your fellow patrons by trading until you get your order - assuming it isn't too appetizing for the recipient to give it up! - or just enjoy trying something unexpected.
Kasra spots you enter and, glancing over the kitchen to make sure everything is in a good state to be left unattended for a few moments, steps up to the edge of the bar to meet you with a conspiratorial grin. Small wisps of smoke tumble over her lips as she speaks, "Hey, boss. You hear the news?" A rhetorical question if you've ever heard one, as she doesn't so much as take a breath before proceeding, "No? Gotta get out more. An exciting arrival at the docks today. Some bigwig Necromancer from downriver. 'Abzu. Her bodyguards're freakin' people right out, but she's throwing around silver like it's going out of style, planning a trip out into the jungle, so she's been attracting some interest. Anyway, I need a favour. You read a lot of old books, right? Like old old? You ever seen something that looks like this before?"
From a pocket in her apron she pulls a very well rendered drawing of what looks to be the cap of a scroll case protruding from a bag hanging at someone's hip. It has an inscription running around the edge in Old Realm and a twelve-armed goddess pouring an ewer full of water with each hand. The waters from the ewers form the characters of the inscription. In typical Old Realm fashion it can be read in many ways, but it seems to be the motto of some kind of organization. "We [create/make/build] [life/dreams/light] so [all/together we/our people] might [flourish/stand against darkness/defy chaos]." You feel like there are probably other meanings, too, but you've never been much of a poet and Old Realm is a notoriously tricky language.
Do you recognize the symbol? If so, where did you see it?
[Pass - This is an establishing shot. The important information about the existence of the map has been delivered. This is a chance for John to meet Hazel, Hazel to maybe meet someone briefly on her way here, and optionally for Kasra to establish her interest in stealing the map if that's a path John & Hazel want to take. Kasra can bring Zahur to the BAR if desired, as Zahur is looking for both a place to stay and to eat, and it's easy to sell what's probably the best restaurant in the neighbourhood.
If you opt not to recognize the symbol you're setting yourself up for a research montage to uncover its origins, or to meet a contact who does.]
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