Desert Bandits: Chapters 1-3, Ao3
the first few chapters of my yiga-centric fic have been uploaded to ao3. it follows a gerudo woman and a yiga footsoldier forming a temporary truce to find the cure for a mysterious illness.
it's all about exploring the relationship the yiga have with the sheikah and gerudo. it's focused on my ocs (it's quite difficult to write yiga characters otherwise!) but will also feature zelda as she joins the lucky clover gazette, purah being a big sis to josha as they investigate the yiga clan's next big scheme, and master kohga going shield-surfing to escape his problems.
chapters 1-2 introduce aubri and her revenge quest against the yiga spy who tried to kill her many years ago. ch.3 has zelda and riju thwart an assassination, except this time he doesn't escape. one captured footsoldier doesn't seem like much, but a chain is only as strong as its weakest link. an interrogation may yield useful info on their next plot, if it doesn't blow up in their faces.
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Yamcha! a badass desert bandit!
From my humble point of view, it would have been interesting if he had kept that assertive character combined with his shyness. Maybe he wasn't (and won't be the strongest) but definitely at several points in the story, he showed that he would have been a great strategist and emotional support.
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Dungeon: City of the Rumbling Drum
Can you feel it? It’s not just the fear making your knees tremble, the earth here shakes with a frantic energy. Which begs the question, what in all of creation could make the land itself afraid ?
Setup: Sitting in the middle of the badlands, the ruins of Ta’Tullota were once a prosperous city, presided over by a dynasty of sorcerous royals who thought to secure their power and their people through the construction of a dangerous artifact. Taking the hide of a primodial beast and binding it to a framework of stone and elementally infused metal, the sorcerers of Ta’Tullota built a terrible earth-sundering drum which they sought to wield against all who would oppose them.
Though it buried armies and crumbled the foundations of enemy fortresses as it was intended, the Drum of Ta’Tullota echoed with such powers that the dire effects of its magic still reverberated through it for years after it was struck and from it’s vault beneath the city the relic caused the slow collapse of local aquafers, drying up wells and springs surrounding Ta’Tullota. Years of drought caused rebellion, to which the sorcerers responded by using their weapon again and again, until the buildup of energy within the drum was enough to shake the whole city down upon their heads.
Few survived to remember Ta’Tullota, as those who managed to escape the collapse went on to roam the wastes as a clan of wildfolk called “Harriers” in the current day. Naming themselves after the low flying birds that roam their thirsty homeland, the wildfolk are better known for conducting lightning fast raids into more settled kingdoms for supplies and livestock, leading to an ongoing emnity between farmer and survivor ensures the story of Ta’Tullota’s fall remains unknown in the wider world
Hooks:
The party might be drawn to the city after repeated encounters with the Harriers, as nobles and militia garrisons bordering the badlands are quick to hire on capable warriors whenever the wildfolk begin their raiding season. More survivors than bloodthirsty pillagers, the Harriers are still devilishly clever when it comes to lifting whatever they think will benefit their clan and the party might need to track deep into the badlands to retrieve riches or resources belonging to their employer ( or if they’re particularly blood thirsty, commit a retaliatory raid). The Ruins of Ta’Tullota will call to them from the horizon, beckoning them to divert course.
Each band of Harriers is led and advised by members of a druid circle, an organization of mystics that predated the fall of Ta’Tullota and stepped forward to protect the survivors as the badlands grew ever harsher. These mystics center their worship around a holy site forbiddingly named the “Flaying hills”, where they seek communion with the half buried bones of the primordial slain in the drum’s construction. One of their number believes she has received a vision from the primordial itself, a means of resurrecting both the elemental and the land itself if only the beast’s skin can be wrested from the drum and returned to its body. Young and semi-heretical in her claims, this druid seeks help from outsiders who are not afraid of exploring the ruins her people consider forbidden ground.
What to do with a drum that destroys kingdoms? That’s the question the party will face once they’ve worked their way through the crumbled city and wrested the artifact from its vault. They might not know what they have at first, as like many great treasures the Drum resists minor forms of magical identification, but unleashing a minor to moderate earthquake in whatever settlement they happen to be resting in will ensure they quickly learn the dangers of experimenting with the drum. Powerful individuals of all kinds will want to lay hands on such a weapon, perhaps including the lord who hired them to fend off the Harriers in the first place, who dreams of using the drum in much the same way the Ta’Tullota sorcerers did. The only way to keep the drum from being abused is to find a way to sunder it, a feat far beyond the party’s current capabilities.
Challenges & Complications:
Before they can go about deciding how the drum is to be used or destroyed, they’ll need to brave the geography of the crumbled city, ranging from rubble filled ruins on the surface to deep vaults riven through with great fissures below. Many creatures of the badlands have sought refuge in these ruins, and very few of them are the type that tolerate interlopers into their territory. The party must be careful that their fighting does not trigger any sort of cave in, less they become stuck in one section of the dungeon and be forced to find a circuitous route back to the surface.
The Drum’s earth-shaking power has managed to open up a portal to the underdark far below Ta’Tullota, letting all manner of skittering abberation lose into its lower halls. The most organized of which are the Chitine, bestial minions of the spider goddess Lolth led by corrupt and monstrous priests who claim that this city is a promised land made for them by their goddess, and all creatures within it are theirs to subjugate and devour. These many-armed zealots are working to build a foothold in the ruins, one that the party might just blunder into over the coruse of their delving.
Without teleportation or size changing magic, getting the drum out of the dungeon is going to be an issue. It’s approximately the size of a large wagon and made of metal and stone, and the path used to hoist it to the surface has long since caved in on itself. The party’s only choice is to scout a long and winding path through the dungeon, discovering what obstacles they can roll the drum along, including several instances where the party must leave their prize be to circle around and clear a path before they can press onwards to the surface.
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A present was dropped off by Yamcha at the East City Condos. It said, "This is a gift because you're one of the good guys. - Yamcha". (from @muses-of-the-memory)
Zangya was about to go on a stroll in East City, until she saw a present on her door, and it was a present from Yamcha, given she has become good. She opened it and saw a fur coat to keep her warm.
"This is so warm." She smiled at Yamcha's gift of affection to her.
(@muses-of-the-memory)
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