Festival
The pawns awake from the previous night and take advantage of the many luxuries the festival before them has to offer. They trek through the different realms of each room, representing core tenets of the world they inhabit, and complete the trials that they offer to them. A flame lights with each test passed, with only one unlit torch remaining.
The wills of fate have shrouded your memories since you emerged in this realm. Their pull continues to act on your recent journeys, offering only fragments of what transpired in the festival below. Those trials which you have not remembered, you have not completed.
The party, waking up from the night before, hear the clamoring of bells, shaken by movement in the ground below them. Looking up to the sky, a shining Comet streaked above. Focused on the disrupting sight, the party missed the landscape of the Dwarven Kingdom shifting, walls collapsing and rising, hallways forming, and screams falling upon deaf ears as the Comet approaches. And yet, looking back down around them, they noticed people celebrating the occurrence, with fanfare already taking place by the inhabitants of the kingdom. This phenomenon is not a threat to their safety, but rather appears to be a boon to their livelihood, prompting immediate celebration across all people.
Each member stranded in a different segment of the festival, Inbad is the first to come to focus, with the bursting of laughs and cheers around him calling him to recall his home.
The festival represents the change that the Comet brings. The linear flow of time has no power over the landscape and the trials that the festival offers. One must understand the spatial separation of this world before all else:
The Trials
As Inbad gathers his bearings, Jaime hangs from the edge of a cliff, awoken by the sudden quake ousting him from his perched resting spot, and forcing him to fasten his grip against the jagged stone. In his late night wandering, he found himself drunkenly and aimlessly staggering; and yet, he awoke within his own sanctum, the manifestation of strength and force, and also of protection. His hands begin to slip, orientation lost as he is about to fall - up or down, bearings unknown, the final pieces of his mind to be lost with his memory.
In a moment of true strength, Jaime calls out, praying to the god of his family, of his kingdom; he begs for mercy, for aid, for safety, to be honored for all the service he has given in their name. He surrenders control, admitting he cannot protect himself, but he would die today if it meant he could protect others. In this same moment, he hears the familiar voice of The Protector call out to him, reminding him of who he has become. He was knighted Jaime, Protector of House Lancaster. He has been here before, scaling the mountainsides of his home to ward against the incoming onslaught that was foretold to him. Today, he declares, is not the day he dies.
He reaches into his bag, instinctively grabbing a set of two pitons, forcing them into the broken rock along the cliff. He does not fall. He climbs. They sink into the stone as if it was water, and a blessing appears over them, his family’s crest now boldly protruding from the hilt. In this moment of defiance, might, and will, Jaime has gained the feat Shard of Memory. He remembers his family, who he is, and what he is fighting for, and though it lasts for a moment, it is enough to gather the strength to pull himself up, where he sees his newfound family waiting for him, Zephyr offering his hand to pull him atop the kingdom.
He accepts, their bond resonating, and joins all as they gather for the festival, an event that apparently commenced during their sleepful night. He reaches to gather his climbing tools, and finds them unscathed, now transformed by the mountain’s magic into Indestructible Pylons.
…
The sun setting in the sky, the party finally beginning to understand their purpose in this festival, they rush towards the Domain of Might, Jaime taking the charge towards the area where he nearly fell from the sky. They took no time to explore the space, ignoring the walls lined with forges and the piles of minerals lying on the edge of the cliff. This was perhaps the most open room they have encountered, with the fumes and sounds from the hundreds (or thousands) of smiths being drained by the nature around them.
The most prominent feature was a giant anvil in the center of the space, taller than any man, immovable from its place of power on the earth. Climbing to investigate, Jaime saw a malleable inlet, a space perfect to fit a sword…no, a battle-axe…no, a war hammer. It kept changing, fitting the tool it needs to. He asked the party for an offering, to make stronger through the Forge. Inbad offered his poison-tipped dagger he received from the merchant earlier, and the anvil moved to allow it to sit tightly in place.
Taking inspiration from his near-death fall, Jaime thought to leverage the forces of nature that bind them to this domain. He has Inbad throw the ship up as high up as he could into the air. Right before its expansion, Jaime jumps and grapples the ship’s mast, flying with it into the air, and with sheer will, tilts the ship for a collision course downwards back to the anvil. Zephyr jumps with him, effortlessly leaping into the air and onto the sloped deck.
On the way down, Æ summons a mage hand to add an additional force pushing it faster, while Zephyr summons a bolt of raw energy to charge their descent, ricocheting off the dagger. Jaime leverages the velocity, arms his double-bladed scimitars, and strikes Inbad’s dagger in a powerful swing, resonating with a piercing sound signaling their success. Though it was quite an unconventional way to complete the trial, they certainly did complete it, using their strength in unity to build, not to destroy - even though the force of Jaime’s strike did lead to the already crumbling ledge to shatter, a large chunk of stone falling into the depths.
But the strike also imbued Inbad’s dagger with the Blessing of the Forge. Just as he moves in and out of The Shadows with his words, and just as Jaime’s plan was nothing short of unexpected, his dagger now grants the ability to physically manifest these qualities. Jaime has also attained the feat Self Destruct.
Æ awakes here, face sore and eyes heavy; the small community pub from last night has transformed into a complex spatial puzzle. The countertops expand vertically, creating a maze of taps, drinks, gaming tables, seats, and hundreds of individuals in attendance, of all species. Each step through the space leads you to yet another pint of ale, and yet another face to meet, forming the tavern of every adventurer’s dream, and the core of celebration in this Festival.
…
Jaime, distraught from his humiliation in the library next door, enters the bar in a rage, looking to start a fight. He tries to ascend the massive crawl of bars, looking for someone punchable, but gets lost in the maze, downing drink after drink as the free substance is continually offered to him. In a stroke of genius, he notices a large collection of ales alongside the wall, which he decides to take a flame to. Pulling out his tinderbox, he drops it within the kegs, causing an explosion that compels him backwards and lights every table, every drink, and every person in the bar on fire, spreading through the spilled alcohol and flammable surfaces of the bar.
Yet, given that many of the tables were made of stone, not wood - and given that not only dwarves are resistant to fire, but runes of protection line the walls of the tavern - those in attendance saw this as a sign of celebration, raising their glasses in cheer and hoisting Jaime up to praise him for his sheer act of defiance for civility by opting to enjoy what was given to him, from their perspective. Unwittingly, Jaime completed this hall’s trial simply by enjoying the festival, and giving thousands of persons an additional reason to enjoy it as well.
Hearing the noise, Zephyr, Inbad, and Æ enter from their respective areas, watching the flames consume the space. In the corner of his eye, Inbad notices the flames reveal a small doorway against the wall, hidden by the barrels of ale Jaime exploded. With the help of Zephyr’s new key, he opened the compartment and found a relatively small bottle of liquid with a fine seal attached to the top of it.
Meanwhile, Æ tries to find someone to talk to, running into Sophie, the same barkeep who knocked him out cold last night. Not understanding that she’s just not interested, Æ tries to flirt with her, asking how she enjoys her time at this bar. Though she says she enjoys being of service to her community, she also laments that she wishes she could see more of this world and the people within it. Æ, still not getting the hint, continues to drunkenly attempt to court Sophie, until Inbad found him and had the good senses to pull him away from another potentially catastrophic ending. For his wits, loyalty, and willingness to guide his companion, Inbad gained the feat Designated Driver.
Jaime wanting to leave to escape further humiliation, Inbad dragging Æ out of the door, and Zephyr following them in amusement, the party left the tavern and made their way to the bustling flora next door.
After falling asleep during his research, Zephyr wakes up with a book in his lap: “Pixie’s Guide to Flies, Pies, and Dies: How to Kill Your Enemies with Cooking and Kindness.” Opening the pages revealed not only The Comet, seemingly transformed in his sleep, but also a strange letter sealed with crimson red wax and a distinct “I” seal. Hearing Jaime’s cries for help, he packed the letter, shut the book, and rushed towards his aid, pulling him to the surface just in time.
…
Jaime and Zephyr return to this realm, approaching from the fountain arch. What they entered was a massive library, fitting of the title bestowed upon it. A massively patterned rug lies across the entryway, with intricate designs and the finest threadwork. The walls are lined with endless shelves of texts, containing what might truly be the sum of all Dwarven knowledge - and maybe even all knowledge ever. An older librarian sits at a lone desk off to the side, where they appear to be processing paperwork in solitude. A sea of tables, chairs, and couches cover every inch of remaining space in the library, most occupied by scholars from around the world. The exchange of knowledge brings thrill and excitement, as the typically silent space is bustling with conversation of new ideas, breakthroughs, and papers.
While Zephyr went to continue his interrupted research, Jaime sought a little more action. His Kingdom’s memories fresh in his mind, he seethes at the dwarves that took his home from him, ready to take vengeance in honor of those he swore to protect. He approaches the nearest dwarf he can find, one small academic buried in literature. Very directly, he asks for a fight. Without acknowledging the threat - or possibly invitation - the dwarf stood from his chair, revealing a strong muscular build, somehow managing to tower over Jaime. In this realm, Knowledge is Power. Jaime successfully lands one blow against his foe, the contact of his hand crushed against the strength of his opponent’s body. He is then punched, hitting the rug in a single strike and sliding out of the library into the bar next door. Honor intact, dignity not so much, he knew better than to reenter a place in which he did not belong.
After an unsuccessful conversation with the librarian - who only gave vague instructions about learning something and pursuing knowledge, as well as additional unclear insight about how you must “enjoy the festival” - Zephyr walks around the room, exploring this vast realm. Using his intuition, he looks underneath the giant rug, and finds a Dwarven skeleton key hidden underneath. While kneeling to retrieve the key, he notices a book on the floor, titled “Baby’s First Pocket Dimension,” which he picks up and returns to an empty slot on the shelf. Hearing a click, he pushes the shelf inwards to reveal a concealed doorway. Retrieving the book from the shelf (to prevent anyone from following him), he steps through and enters The Workshop.
…
Entering this strange, familiar room, Zephyr notices that while the layout appears the same, the place looks different. Rather than messy stacks of paper, stains of potion spills, and the notion that the space was abandoned, the Workshop now appears almost empty, but well-kept. A handful of boxes line the walls, the few papers are neatly stacked on a simple desk, the domed window above is only partially completed, with a slivered crescent of light projecting onto the floor below. Investigating the desk further, a hidden button revealed a locked compartment no larger than the width of a hand. Inside, wrapped in a velvet cloth, sat a golden eyepiece, embossed with the symbol of an ankh (☥).
Placing it into his pocket and not thinking further of it, he approaches a lone fireplace in the corner, with 2 padded armchairs offering a seat by the flame’s warmth. The fire glows dimly, beckoning Zephyr to sit, and rest for a while. He opens his journal and the same red text begins to dance across the page, forming an illustrious cursive script, as he starts to read:
Page 12
first creation
Link to originalCaught in the text, he notices a flicker of light appear next to him, possibly a lone ender caught astray. Setting his book down, he turns to face an odd figure next to him. There sits a young man, mouth tilted upwards and eyes shining with wonder.
A blink.
The friendly presence is replaced by a familiar one, The Informant now occupying the plush chair, with a smile that can still be felt on his face, legs crossed and his own book open. He takes a glance at Zephyr’s closed journal.
“So you did find it after all?”
“You didn’t know?”
”…I knew. I know now at least.”
“Did you not believe me when I reported as much to you in Lubellum? Handing it over was never in your terms.”
“I know you wouldn’t lie to me, Zephyr. Terms or not, don’t forget your contract to me. I worry that you don’t understand what the journal holds.”
“I think you’re more worried about what I can do with what it holds.”
“Hm. Do you know what this space is?”
“I’ve been here before, I think. But it wasn’t like this.”
“I can’t imagine it was.”
“We think it’s a form of pocket dimension, but that’s all I know.”
“If you are so unconfident with your information, I’m starting to think I made the wrong choice. Yes, this is a pocket dimension. I was here when it was made. Though it lies hidden, nothing can ever stay unknown. It’s curious that it’s showing up again - you seem to be one of the first to find it.”
“What do you mean?”
“You’ll know soon enough.”
“I don’t understand.”
“Hm. I have taken the liberty of fulfilling my trial for you. You pursued knowledge, and that is enough.”
“I won’t take on another debt from you.”
“This is not a debt, Zephyr. Sometimes, I can just do something because it is good.”
…
Opening his eyes, Zephyr finds himself back in the library, sitting in an identical set of chairs to those in the workshop, The Informant nowhere to be seen. A keen sense of satisfaction overcomes him, as he brings himself to his feet and leisurely walks to the next room over, hearing a loud explosion and a cry of commotion.
Inbad awakes here, lying under covered shrubbery. The sun shines bright above his head and guides him towards the central Fount.
…
The party enters from the tavern, into a cacophony of plants, glistening under the golden sun hanging at its zenith above the vibrant blue sky. They forage through leaves as large as their own bodies, berries of all shapes and colors, strong wooden trunks attached to towering pines and oaks, and swift reeds that make way for their wake. Directionless, they proceed through this scene in a continuous path - if a continuous path also had turns, backtracks, and a complete lack of guile as they tried to navigate the jungled maze.
They exited into a clearing, a clean grass plain spreading off to the edge of the mountaintop, where it reached a tranquil pool gracefully slipping atop the cliff to form a majestic waterfall. Approaching this pool, they notice how unperturbed it is by the bustle of nature around it. The water sits completely still; even while flowing off into the distance, the laminar form it takes creates a visage of rest. The silver reflection of the party against the pool is clearer than any mirror, them unable to see what lies beneath the surface.
A single raven flies above the party, circling once before settling onto the center of the pond, creating a single ripple against the still silver sheen. It looks at the party, turns its head towards a pathway into the forest, and flies away, without a sound to be made.
Without having any other clues, the party follows the cryptic guidance that was given. Returning to the forest, they carefully step, avoiding each twig and dry leaf, careful not to disturb the natural peace. From their stealth, they were rewarded, coming into a small clearing with a lit candle sitting in the center. Zephyr approaches the candle and snuffs it out with a blow.
Instantly, the sky turned dark, the sun disappeared, and The Shadows from the trees elongated in the night. A figure emerges, darker than the night, and faces the party to fight. In the midst of exchanging blows, Zephyr manages to reignite the candle, weakening the shadow and imminently restoring the day to its proper form. With one more strike in the shadow’s back from Inbad, it dissolves into the sun.
The Trial of Sight was completed by revealing the forest’s true form, though this could have just as well been satisfied by not extinguishing the candle in the first place. Bear in mind that the candle must remain lit for the trial to hold true…
Just ready to head out, Æ spots a movement in the corner of his eye. A young dryad hidden within a tree reveals herself to the party, gazing at them in wonder. Æ moves to attack, worried that the shadow had come to fight them again in a new form. Before he could get within swinging distance of her, a second figure, unclear where they came from, steps in front of the dryad, disarms Æ, and retreats behind in less than a millisecond of time - truly a flash. She stood behind the dryad, putting one arm over her in protection, and shoots a glare towards Æ.
In this movement, Zephyr notices not just how quickly the figure rushed to save the child, but also how carefully she avoided the blade swinging at her. She moved around it, almost as if bending time to avoid its trajectory, gracefully evading it in a way where there is no world in which the dagger would strike her.
She gives a quick glance to Inbad, lament in her eyes. He feels a tug in his soul, remembering that this is someone he knew; this is someone who was once important to him, who is still important to him. He had previously made a choice, and he will get to make that same choice again. Just seeing this figure before him inspires his being, granting him a Moment of Will.
Seeing the shift in Inbad’s sight, the figure asks if he still knows the secret he held, the secret that was born to drive them into ruin. He gives a confused look, answering that he knew such a secret exists, though no longer what it was; his memory has not been the same since he stepped in Lubellum. Not quite relief, but something similar, perhaps gratitude, was felt by the Lady before Inbad; she thanks him, recounting how he was the strongest of them all, to bear the weight that he did. Still lost in the conversation, Inbad strengthens his ties to his role as Secret Keeper.
The Lady then disappears back into the forest, the Dryad skipping behind her, dancing as she melds with the trees and returns to the protection of nature. They leave without the party even asking their names. Yet seeing as the moment had passed, the pawns moved along their track back to celebrate the rest of the festival.
Æ and Inbad enter this house, faced with a giant statue towering in the center of the room, a suit of armor standing in place. Off to the side are 2 small tables, one square and the other circular, with a tent set up behind them. And around the perimeter of the room are endless stalls of merchants and craftsmen selling and sharing their wares alike. There are storefronts for armor and weaponry, rare minerals and precious gems, plants and medicinal cures, baked items and treats, ships and navigational maps, all connected in a continuous caravan looping around the room. The stores appear to constantly change, with one store shifting to the next in a matter of moments, each vying and cooperating for the prime spot in the market.
Inbad first goes to the weaponry store, where he purchases a poison dagger to improve his odds of survival in the recent endless combats he has found himself in. He found the dagger lodged into the wall, intentionally hidden so that only those with a key eye could purchase the ware. When trying to scam this merchant, by stealing merchandise, giving less gold coins than needed, complaining how it was defective from being stuck in the wall, and everything else in the typical thieves’ book, he found that his efforts were for naught. Though they did not explicitly backfire, the merchant was not really interested in his gold. Though he took some as a formality (and a necessary cost of the festival), he took his payment in the form of stories within Inbad’s past, who shared his history as a noble, and the ranks he once carried. Reflecting on this past, and using his prior status to his advantage by effortlessly stepping back into the role he once played, Inbad gained the feat Quick Change.
Now engaged in the conversation, Inbad talks with the storekeeper and asked how he might be able to understand the cultural practices of the Dwarven Kingdom; the merchant was more than happy to give him a Book of the Festival, which explains the festival’s history and typical events. One such myth found within the book was that by completing the trials of the festival, one can achieve their greatest desire. However, no one has done this in recorded history; partially because most did not know what the trials were nor how to complete them, and since most were only interested in a portion of the festival, not the whole; those few who have tried in the past did not find success, for unknown reasons.
After completing his transaction, Inbad and Æ made their way to the navigator’s stall, where a beautiful model of a golden ship hung in the back of the store. Inquiring about the ship, they talked with the merchant, Karim, who claimed to have built the model himself; he explained how it was once his dream to explore the open skies and sail off to follow his family’s past, showing his inherited heirloom, a map with a similar golden sheen as the ship itself. Unfortunately, age has taken the better of him, and he has found more fulfillment in the slow-paced nature of the craft, though he always regrets he could never find more of his roots.
While he is talking, Æ tries to steal the ship, though naturally fails, given that stealth was never his strong suit. Karim offers to give the ship to Æ and Inbad, since they seem more interested than any party he has talked with thus far, but worries about their intents and goals. He sees his younger self in them, brash and ambitious, but inhibited by his own flaws. He proposes a trade, which Inbad readily accepts: the handcuffs he had collected prior for the golden ship and map; shackles for freedom.
Upon the trade, he throws the ship into the air, where it expands to orders of magnitude beyond its original size, revealing that the model is a fully functional air vessel, beautifully crafted, and equipped for any challenge thrown its way. He quickly moves his hand, causing the ship to delicately fold, compressing into an even smaller model, one that fit in the pal of Karim’s hand, which he held out to the two adventurers in front of him. Before parting with his masterpiece, the vessel which he has poured his soul into, he makes both Inbad and Æ promise the following:
Karim's Promise
- You shall use the ship to take on adventure, sail the world, and explore your place in it
- You shall return to Karim and share your tales, offering him stories of your travels, of his family, of the people you meet, and of the things you do
- You shall use this ship only for good, treat it with the respect of another person, and create meaningful change to this realm
Inbad and Æ, you have given your word to this promise. It would be unwise to break it…
Link to originalFollowing this promise, Inbad and Æ decided the best way to start fulfilling it would be to travel to the nearest bar, and so they did.
The Core
Fount of Life
Link to original
The party found their way to the center of this celebration twice during their first encounter with the trials of the festival.
After awaking from their sleep, all (except Zephyr, who rushed to Jaime’s aid) found themselves drawn to this unifying area. Walking from their respective doorways, they arrive in a circular room with a majestic, yet simple fountain in the precise center of the space. Along the walls sit five uniformly spaced arches, each leading to vastly different terrains, people, and challenges. Opposite each door hangs a simple torch, all unlit except one, found across the door towards the Haven of Sight.
Approaching the fountain, they notice that it is not water that flows from it, but the deep silver liquid they found leaking from the mountain before their ascent. Zephyr and Inbad both empty bottles from their bags and fill them in the running fluid, each taking 3 samples for later use, investigation, study, or ruin.
Inbad, while gathering his sample, gazes into the fountain for a moment too long. As he watches his reflection, he sees a different version of himself, from another life. He remembers why he ran, who he was, who he once loved. He knows who he is, who he will be. But it was a moment. Being pulled back to this reality, he now understands what Æ went through that first day back in Lubellum. For he too had a Taste of Will.
Æ, ever explorative and unpredictable, took a different approach to the mysterious liquid that runs through the mountain’s veins. Cupping the silver into his hands, he stares as his foreign reflection, blinking back at him. He gulps the pool down, feeling normal for only a handful of seconds. It flows through every passage in his body, moving at a pace faster than the passage of time; Æ lurches over in pain, excruciating as it seeks to find an exit. He channels his magic, casting chaos bolt from his arm in a desperate attempt to fight chaos with chaos. Increasing the entropy of his own system, he expels the liquid from his body, but not before retracting control over the spell, reeling his magic back towards his soul, exerting control over the silverly thread.
It melds with his spell, turning his magic metallic, receding into his body; instead of the previous thrashing, it seeps into the open space, filling what is missing. A sharp silver color settles in his arm, as it solidifies into an endoskeleton alongside his own. Æ has gained the feat Moonshine II.
…
Returning from their fourth trial completed, four flames now light the central space, with the only unlit flame opposite the House of Wisdom. The final stage of the Pawns’ first challenge is here…