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At your prodding, Glint elaborates on the story of the carnivorous grass. "Well, that part of the country's got a lot of strange plants about it. The patch of hungry grass we found was tall and healthy for its type - it might've looked out of place in a more mundane setting, but there it just looked cozy. Way I figure it, looking soft and springy was just the plant's way of getting prey to lie down and sleep on it. Then it slowly pokes into you with some kinda numbing poison. If Threllis hadn't forgotten to pee before he lay down, we might've all died in our sleep, nice and quiet-like. As it was, he wakes up with a full bladder, finds a buncha grass stalks stuck finger-width into his skin, and screams bloody murder. That woke me up, and as soon as I figure out what's going on, I go bear to rip free of the grass, then owl so's I can cut the rest loose without maulin' the poor sods. Lucky for us, the grass is only grabby when its prey ain't movin' much." 

On Sebastine: "Seems like it all started when a sinkhole swallowed half the town, including the old baron and a good chunk of his men. Looked to me like the river'd been undermining those buildings for a while, but the baron's son blamed the locals, somethin' somethin' sedition, unauthorized magics, what have you. Most of Adwell thought he was a prick to begin with, but when he ramped up the pressure to pay for rebuilding, that and the weakened guard made it pretty easy for Sebastine to show 'em what sedition really is. Guy sorta came out of nowhere - used to be a plasterer - but Adwell thinks he's the bees' knees." 

Glint's attention is largely occupied by your fellow clansfolk for the rest of the afternoon, but eventually all the tales are told. Most of the clan reluctantly departs to prepare a late dinner, leaving you alone with Glint. "Well, greenjay," your uncle muses, "want to give me a hand with these bandages?" 

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None. 

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"Sure, Uncle Glint," I say, and I work on re-dressing his injuries.

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Prota agrees to help. They will need to remove the bandages and re-wrap Glint's wounds. 

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You say, "Sure, Uncle Glint," and begin re-dressing his wounds. 

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Step 15

Glint's injuries come from a run-in with bandits, several of whom had bows and one of whom could stretch their body to deliver longer-range strikes or attack from unexpected angles. He took a cut to the head and several moderate-to-shallow cuts on his chest, including an arrow which would have been lethal if he were in human form. His larger shapeshifted form reduced the penetration of the attacks. He will also be scarred from previous encounters, including the aforementioned carnivorous grass. Since Prota is at least moderately confident in their medical skills, they will be able to glean some information from the observed injuries. 

Carefully re-dressing Glint's injuries will take some time. It is an opportunity for a more private and serious conversation with Glint about the upcoming journey. 

(Glint will ask why Prota wants to go to the Blue. This will encourage the Player to flesh out Prota's motivations.)

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Unwrapping the bandage on Glint's head reveals a nasty but shallow cut, only partially healed and still oozing slightly. His chest is crisscrossed by old scars and several fresh cuts, including a couple that look to have been inflicted by broad-headed hunting arrows, although they are smaller than a normal entry wound would be. Small puckered scars on his back and left side back up his story about the carnivorous grass.

Glint grits his teeth as you unwrap the bandages, but does not flinch. "Well, greenjay," he asks softly as you work, "as you can see, it's not a safe or easy journey to the Blue. What do you want that's worth the risk?"

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None. 

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"I don't get to pick what magic I get," I say. "So I can't be too attached to anything specific. But I want - more possibilities, I guess."

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Prota expresses a desire for more possibilities. This could refer to more options to achieve their goals, more varied experiences, or some other meaning. 

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"I don't get to pick what magic I get," you reply. "So I can't be too attached to anything specific. But I want - more possibilities, I guess."

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Step 16

Glint approves of Prota recognizing the randomness of magics, but Prota's response is too vague to satisfy Glint that they are committed to the journey. He will press them further.

(If the Player is not interested in exploring Prota's motivations further, that part of the story can be sidelined in favor of practical challenges, or brought up from a different angle later.) Still, Glint will need to hear something that convinces him that Prota is truly committed to the task. A halfhearted effort is dangerous when traveling bluse. Prota may choose to lie, but if so, they must lie convincingly. (The pressure Glint applies should prompt the Player to think harder about Prota's answer.) 

[This world's residents base their cardinal directions on the movement of the Blue. "Gree" refers to the direction away from the Blue, and "bluse" is towards it.]

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"You understand that magic can be fickle," Glint nods. "But it's a big world out gree - lots of possibilities, lots of adventures less dangerous than the edge of existence. Why do you need a magic? What do you want to accomplish that's worth risking your life for?" Under his thick brows, Glint's eyes watch you intently. 

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None. 

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"I guess if I did get to pick, I'd want one of the magics that let people make magic things, that anyone can use. I'd want to travel all around selling them."

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Prota is partially answering Glint's question. Prota gives an example of a magic that they might want, a magic that lets them make permanent magical items. Prota also expressed a desire to use that magic to travel.  

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"I guess if I did get to pick, I'd want one of the magics that let people make magic things, that anyone can use," you reply. "I'd want to travel all around selling them."

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Step 17

It is unclear whether Prota wants to travel for travel's sake or to fulfill another goal, such as distributing magic items, or if it is merely a desire for "more possibilities". Glint's question has only partly been answered. He still does not know why Prota wants to travel in the first place. Glint can express this succinctly as "a what, not a why". He is not yet fully satisfied that Prota is committed to the journey, but he supports his niece and wants a reason to believe in them. 

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"That's a good start, greenjay," nods Glint. "But it's a what, not a why. I want to know why." 

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None. 

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"Well, I'm not sure what you mean by a why. I want things, and I want this thing, and I still want it when I remind myself it's dangerous."

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Prota reiterates that they still want to go to the Blue to obtain a magic, even if it's dangerous. Prota doesn't fully understand what Glint is asking.

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You answer, "Well, I'm not sure what you mean by a why. I want things, and I want this thing, and I still want it when I remind myself it's dangerous."

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Step 18

A possible subtext to Prota's response is that they understand the dangers perfectly well and don't see the need to explain themselves to Glint. Whether or not this subtext was intended, Glint will see it that way. To him, it caches out to a polite "mind your own business." As a relatively solitary person, unused to taking direction from others, he finds this apparent brazenness funny and appreciates Prota's self-confidence. While not fully satisfied that he understands Prota's motivation, Glint is satisfied that Prota's determination is sincere, and will not press Prota further. 

(The Player does not appear to be interested in exploring the deeper motivations of their character at this time. Future plot will focus more heavily on practical problem-solving and challenges external to the character.) 

The next phase of the story is packing and preparation for the journey. (Eliding over some details will streamline the story.) Prota and Glint are competent enough to include basic necessities: portable shelter, food, waterskins, tools, what basic medicinal herbs and ointments they have access to. They will also have some money, a small cart, and a donkey or mule, funded by the family and Prota's own preparatory effort. Glint can pull a cart in shapeshifted form, but it is more useful to have a dedicated draft animal to free Glint for scouting and protection. They will need to forage along the way, and/or purchase additional supplies at the towns between them and the Blue. Because magic items are rare, they do not currently have access to any. 

Prota can add to this list during preparations or by picking up supplies during the journey. In particular, Prota may be able to convince Great-Aunt Feldspar to help. Her magic pottery is an excellent trade good for its weight, and would fetch a good price if sold outside the village, worth a substantial commission to Prota and Glint. [Currently, Feldspar prefers to sell to traveling merchants who pass through the village, since that does not require family to leave on dangerous errands.] Prota would have to convince her to take the risk. Glint will make the suggestion in this conversation; then the story will advance to the morning. 

(The Player will have the opportunity to specify additional preparations if they choose, and/or tackle the side quest of convincing Great-Aunt Feldspar. After that, the journey will begin.) 

In Glint's commentary, or elsewhere in the next prompt, there should be enough background context for the Player to understand Feldspar's relationship with Glint, Prota, and the larger clan.

[Emerald's mother, Glint's sister, is named Beryl, and Emerald's father is Almer. Feldspar is Almer's aunt and the de facto clan head.]

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Glint guffaws, nearly unseating your bandage-work. "Fair enough, greenjay! Fair enough. Well, if you're sure, we'd best get some sleep. Tomorrow we'll prepare for the journey, then we'll get moving day after. 

"By the way," Glint leans closer, lowering his voice, "I noticed your Great-Aunt Feldspar side-eyeing us today. She's never really liked me or your ma Beryl - always wanted your father to marry local, see, and Beryl and I were from a foreign clan. But she'd be good to get on your side, and a good bit more likely to listen to you than to me." 

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