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Writing Notes: Novel Editing
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Below are 4 different types of novel editing. Revising in the right order is essential if you want your book to be in the best shape possible.
Developmental Editing
Comes first.
Involves looking at the story as a whole.
Also called structural editing, or content editing.
Base components. Plot, structure, characterization, pace, viewpoint, narrative style, and tense:
Plot: Sequence of events that take the reader from the beginning to the end.
Structure: How the plot is organized. Even if B occurred after A, the reader might learn about B before the events of A are unveiled.
Characterization: How characters are represented such that we can make sense of their behavior as we journey with them through the story.
Pace: The speed at which the story unfolds. Effective pace ensures readers feel neither rushed nor bored. That doesn’t mean the pace remains steady; a story can include sections of fast-paced action and slower cool-downs.
Viewpoint: In each chapter or section, readers should understand who the narrator is—whose eyes they are seeing through, whose emotions they have access to, whose voice dominates the narrative. It also means understanding the restrictions in play such that head-hopping doesn’t pull the reader out of the story.
Narrative style: Is the narrative viewpoint conveyed in the first, second or third person? The choice determines a narrative’s style.
Tense: Is the story told in the present or the past tense? Each has its benefits and limitations.
Notes: On Developmental Editing
Types of developmental edits:
Full-novel edits in which the editor revises (or suggests revisions) that will improve the story;
critiques or manuscript evaluations that report on the strengths and weaknesses of the story; and
sensitivity reads that offer specialist reports on the potential misrepresentation and devaluation of marginalized others.
Different editors handle developmental edits in different ways.
One might include an assessment of genre and marketability; another might not.
Some editors revise the raw text; others restrict the edit to margin markup.
Check what you’re being offered against what you want.
Developmental editing isn’t about checking spelling, grammar, and punctuation.
Line Editing
The next step in the revision process; it is stylistic work. 
A strong sentence elevates story; a poorly crafted one can bury it.
This level of editing revises for style, sense, and flow.
Also called substantive editing or stylistic editing.
Editors will be addressing the following:
Authenticity of phrasing and word choice in relation to character voice
Character-trait consistency and unveiling
Clarity and consistency of viewpoint and narrative style
Cliché and awkward metaphor
Dialogue and how it conveys voice, mood, and intention
Sentence pace and flow, with special attention to repetition and overwriting
Tenses, and whether they’re effective and consistent
Told-versus-shown prose
Notes: On Line Editing
Types of sentence-level edits:
Full-novel line edits in which the editor revises (or suggests revisions) that will improve the line work;
line critiques that report on the strengths and weaknesses of the line craft; and 
mini line edits in which the editor revises an agreed section of the novel such that the author can hone their line craft and mimic the edit throughout the rest of the novel.
Different editors define their sentence-level services differently.
Some include technical checking (copy editing) with the stylistic work, while some do the stylistic and technical work in separate passes.
Check what you’re being offered against what you want.
Line-editing stage is not the ideal place to be fixing problems with plot, theme, pace and viewpoint. Fixes are likely to be inelegant and invasive.
Copy Editing
The technical side of sentence-level work.
Editors will be addressing the following:
Chapter sequencing
Consistency of proper-noun spelling
Dialogue tagging and punctuation
Letter, word, line, and paragraph spacing
Logic of timeline, environment, and character traits
Spelling, grammar, syntax, punctuation, hyphenation, and capitalization
Standard document formatting
Notes: On Copy Editing
Some editors offer line editing and copy editing together in a single pass. That combined service might be indicated by what it’s called, e.g. ‘line-/copy editing’. However, it might be called just ‘copy editing’ even though it includes stylistic work.
Check what you’re being offered against what you want.
Novel copy editing is best done in a single pass:
When an editor works on separate chunks of text, inconsistencies are likely to slip through.
One pass of a sentence-level edit is not enough to ready a novel for publication. Final quality control is necessary.
Proofreading
The last stage of the editing process prior to publication.
Every novel, whether it’s being delivered in print or digitally, requires a final quality-control check.
What a Proofreader Does
Looks for literal errors and layout problems that slipped through previous rounds of revision or were introduced at design stage.
Authors preparing for print can ask a proofreader to annotate page proofs. These are almost what a reader would see if they pulled the novel off the shelf.
Others ask proofreaders to amend the raw text, either because they’re preparing for e-publication or for audiobook narration.
Proofreaders are more than typo hunters
They check for consistency of spelling, punctuation and grammar, but also for layout problems such as (but not limited to) indentation, line spacing, inconsistent chapter drops, missing page numbers, and font and heading styles.
The art of good proofreading lies in knowing when to change and when to leave well enough alone.
A good proofreader should understand the impact of their revisions—not only in relation to the knock-on effect on other pages but also to the cost if a third-party designer/formatter is part of the team.
Notes: On Proofreading
A proofread is rarely enough, no matter how experienced the writer. It’s the last line of defense, not the only line of defense.
Be sure to clarify with an editor what you want and which mediums the editor works with. Proofreading designed page proofs requires an additional level of checking that a raw-text review doesn’t. And some editors work only on raw text, some only on PDF, and some only on hard copy.
Proofreading is about quality control. The proofreader should be polishing the manuscript, not filling in plot holes or trimming purple prose.
PROOFREADING CHECKLIST
Author:
Title:
Prelims
Title page. The title of the book, the author’s name & the publisher are correct
Copyright page. Check that author name and date of publication are correct, and that the copyright statement is present and correct
Dedication. The spelling/punctuation style are correct & consistent
Acknowledgements. The spelling/punctuation style are correct & consistent
Foreword. The spelling, layout and punctuation style are correct and consistent
Preface. The spelling, layout and punctuation style are correct and consistent
Table of contents. Check against all chapter titles & subheadings in main text for consistency of spelling/capitalization; Check page numbers against main text
Figures, tables, maps, plates. Check against all entries in main text for consistency of spelling/capitalization; Page numbers against entries in main text
List of contributors. Check consistency with chapters in main text Are the names spelled correctly and rendered consistently (e.g. A. B. Smith, AB Smith, A.B. Smith, Alan B. Smith etc.)?
Pagination. Check that all prelim pages are numbered consecutively and correctly in Roman (i, ii, etc. unless brief specifies Arabic); Check that size and position of page numbers is correct and consistent
Running heads. Check that running heads in prelims are correct and consistent (size, font, colour, position on page)
Main Text
Pagination
Check that all text pages are numbered consecutively in main text
Check that size and position of page numbers is correct and consistent
Check that first page of the first chapter starts on a recto (right-hand page)
Check that all odd page numbers are on rectos
Running heads
Check that running heads match chapter heads (or abbreviated forms of them)
Running heads are correct/consistent (size, font, colour, position on page)
Running heads and folio numbers have been removed from landscaped figures and tables
Check that running heads have been removed from part- and chapter title pages
Chapter titles and headings (incl. subheadings)
Consistency of font, spacing, colour, size & position on page for each heading level
Check that capitalization is correct and consistent for each heading level
Check that each chapter drop is consistent
Check that space above and below is consistent within heading level
Lists
Check that spacing above and below lists is consistent
Ensure line spacing of list entries is consistent
Check that bullet style is consistent within list type
Check that end-of-line punctuation is consistent within list
Page depth
Check page depth is consistent throughout
Look out for uneven page depths on facing rectos (right-hand pages) and versos (left-hand pages)
Page margins
Is the text area consistent throughout/adequate for printing/readability purposes?
Notes and cross-references
Ensure all notes are cued/numbered consecutively by chapter or through the book
Check that the note numbers given match the in-text note markers
Check each note appears on the appropriate page; if footnotes run over to the next page, there should be a short rule above the continuation (or other indicator as given by house style)
Check any cross-references in the text to chapters, figures or tables
Highlight any cross-references that still need to be completed
Ensure that in-text citations are presented according to preferred style and can be located in the book's references or bibliography
More layout problems to look out for:
Uneven spacing and leading
Irregular indentation of extracts
Crooked lines, especially in captions and headings
Wrong or inconsistent typefaces or type sizes
Bad word breaks that might trip the reader (e.g. cow-orker, trip-od)
Widows and orphans
More than two end-of-line hyphens stacked on top of each other
Paragraph indentation (first paragraphs in a chapter or section are often not indented)
Hyphens that should be dashes (e.g. when used parenthetically/in number ranges)
Double spaces after full stops (periods)
Rogue spaces at the beginning and end of paragraphs
Extracts
Check punctuation of sources
Check that extracts are set consistently (size, font, colour, position)
Query any missing acknowledgements/permissions
Figures, tables, maps, plates
Check that quality is acceptable
Is numbering correct and consistent?
Is the design consistent (font, size, colour, spacing)?
Check captions against lists of figures, tables or illustrations in the prelims
Check spelling, punctuation/grammar of figure labels and table column headings
Check alignment of columns in tables and positioning of ruled lines
Check that all illustrations provide a credit/source acknowledgement and query if any appear to be missing
End Matter
Notes
Ensure all notes are cued & numbered consecutively by chapter/through the book
If notes are grouped at the end of the book, check the text and the page numbers given alongside to ensure they match the main text and the contents page
Check that the note numbers given match the in-text note markers
If running heads include cross-references to page numbers, check these are correct, or fill in if required
Glossary
Is the list in alphabetical order?
Check that the layout is consistent
Afterword
Check that the spelling, layout and punctuation style are correct and consistent
Appendices
Check that the layout is consistent
Check that the numbering is consistent and matches any in-text cross references and the contents list
Bibliography/references
Is the list in alphabetical order?
Has the preferred reference style been used correctly and consistently?
Pagination and layout
Check that all text pages are numbered consecutively in the end matter
Check that size and position of page numbers is correct and consistent
Page depth
Check page depth is consistent throughout
Look out for uneven page depths on facing rectos and versos
Page margins
Text area is consistent throughout & adequate for printing & readability purposes
Running heads
Check that running heads match chapter heads (or abbreviated forms of them)
Check that running heads are correct and consistent (size, font, colour, position on page)
FINAL NOTES
Authors need to take their books through all the types of editing.
That doesn’t mean hiring third party professionals for each stage.
Writing groups, self-study courses, how-to books, and self publishing organizations are all great sources of editorial support.
If you decide to work with a professional, invest in one who can help you where you’re weakest:
You might be a great structural self-editor but prone to overwriting. Or you might have nailed line craft but need help with story development.
Pay attention to the order of play when it comes to revision.
Fixing plot holes at proofreading stage might damage previous rounds of editing.
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wikibutch · 2 years
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just revealed SUCH a fact about myself in the tags to a random post. childhood jasperism that absolutely nobody is surprised about
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darling--angst · 1 year
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Yan!Doa and Reader who's two faced—highschool au
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Pairing: Nikolai, Fyodor, Sigma x Reader (separate)
Type: Headcanons
Genre: Yandere???
Warnings: Yandere themes, manipulation, unhealthy relationship, stalking, obsession, invasion of privacy, mentions of blackmail,
Synopsis: The new semester started and a new batch of students come to Yokohama International school after JHS, that included you. However, you caught the attention of the top members of the student council
A/n: I took a break from making your oneshot requests because I'm hesitant to make one where Ranpo has an s/o who uses drugs, mind you I have no knowledge in drugs whatsoever. I literally made this a week before my semester starts.
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Fyodor Dostoevsky
He is popular among all the years whether it be the seniors or the juniors.
He was what people call the perfect student.
All his grades are perfect, and he was handsome, he's also the president of the student council
Face of the council
He won many awards throughout every year.
Represents the music club with his cello
Though, he finds praises meaningless, after all they are just empty words.
He saw himself as the saviour of all the pathetic and imperfect humans.
At first he loved how when he walked in the hallways everybody would turn their attention on him and sang praises.
When he sees a new student, his first move is to make an impression(which he thinks as too easy).
He was quiet, he never got involved in trouble, he 'helped' those who asked.
He saw himself as an incarnation of an Angel, the path to salvation from their sins.
But he eventually got bored, then you came in.
He first thought to play you to 'save' you and then, he grew realize that you aren't a simple sinner but something else..
He saw you as his 'equal', and plans to have you one way or another.
Saw your true face while reading a book or smth
He'll make the first move and confront you abt it.
Will blackmail you with that information if needed only you refuse to be his.
Nikolai Gogol
He's mostly loved by the juniors but at the same is weirded out by him.
Most seniors think of him as a laughing stock
He's part of the student and always takes a seat next to Fyodor
(it means that his position is next to Fyodor's, making him the second highest in the student committee)
Which many finds shocking
He is academically gifted, when he's not paying attention and a teacher asks him to solve something, he'll joke abt it first but solves it with no struggles whatsoever.
Probably still a clown
He likes messing with Sigma.
He pranked him while sleeping one time and dear lord everybody knew what he did.
Loves to prank teachers, juniors, senior, anyone, no everyone.
Almost got expelled for a reason nobody knows
Most thinks he bribes the teacher that's why he gets top grades.
Can be smart if he wants to.
You can ALWAYS find him inside detention, the bathroom, or teacher's office.
He would go on measures just to make sure you aren't with anybody else.
Def would use the security cameras to see you.
He saw your true face because of this and he never loved you more. (He hated manipulative people but not you since you aren't manipulating them, kinda??)
Will use the information to his advantage
If you started dating someone, he'll blackmail you.
He loves the way you think and your view of the cruel people around you.
He would play along with your act.
Sigma
He's timid
Many saw him as a sweet individual who's willing to help others
He's loved by all the teachers and juniors because of how kind he is.
Loved by most of the student council.
Def has a lot of junior fangirls
He despises dislikes Nikolai Gogol. He would definitely avoid him.
Manages the complaints of the students or the internal affairs teachers are too lazy to do.
Has to clean up after Nikolai because Fyodor ordered him to.
Knows something is wrong about Fyodor but can't figure out what.
He thinks of you as an innocent angel who he has to protect.
He once saw your true face but thought that it's normal to get angry.
Hates when Nikolai touches you/is around you.
He'd be clenching his fist when monitoring things during break time.
Will never try to hurt you in anyway possible like the other two.
Nikolai's number one prank victim. Some even pity Sigma.
One time in JHS, when he was sleeping his hair had bubblegum in it(Nikolai did it) so Nikolai suggested he cut it.
...he did.. and that's the origin of his bad double bowl cut.
Would treat you to lunch on whatever you want.
Rich.
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A/n: I'd make a oneshot/series about this, maybe.? Whichever you guys prefer I guess...
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rurustims · 2 months
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hi everyone! my name is ruru or cami both names are all okay to use, and i also use other names so you may ask about those. im pretty new to Tumblr and it's functions so be patient please!
★ — some things about me!
im high support needs / level 3 Autistic with an intellectual disability. i understand and process language, different levels of language very differently please be understanding.
i have many disabilities and disorders! please be mindful, respectful and patient. HSN Autistic, ADHD Combined Type, Mild Type of Visual Impairment, learning disabilities, Intelectual disability, on the Schizophrenic Spectrum and ect.
i have hEDs, chronic fatigue syndrome and chronic joint pain.
i am semiverbal, ive got a speech impairment and met the milestone of spoken language late. im generally a part time AAC user.
im very queer! im intersex and identify as a nonbinary cistrans transgirl and many other things, especially xenogenders. you may use shi / kid / pie pronouns for me on the most part!
i belong in the alterhuman community, i am otherkin, fictionkin, otherhearted and the like, i have made a small write up regarding my nonhuman identifiers so i might share at some point!
im a future wheelchair user and mobility aid user, as of current moment i am unable to use these.
★ — what will this account contain?
on this account i will be sharing stuff regarding my disabilities and disorders followed with generally my experiences. i will talk about my day, my interests and the like. i do have political opinions (im a leftist) however i wont very distinctly and strongly talk about politics here.
★ — what are my "stances" / beliefs?
i support all queer individuals, no matter if ""contradictory"" identity or not. i identify as a pansexual lesbian myself.
i support all types of plural folk and i will not engage in system discourse. i am not going to debate what's going on inside someones brain and life.
i support informed and educated self diagnosis.
i dont care and wont be involved in-depth of queer discourse, system discourse or ship discourse. i think it's extremely unnecessary and waste of time and brain power.
read on more below!
★ — my special interests, hyperfixations and hobbies
my main, or well? biggest special interest has been my little pony friendship is magic. ive had this special interest for around 10 years now!
my other special interest is autism and ive had this special interest for about 5-7 years i think.
as well as Adopt Me, a game on roblox, for about 5 years now.
★ — about my hyperfixations!
i have and had many hyperfixations really which some do come back and fade out!
some of my hyperfixations in the past have been : breaking bad, the amazing world of gumball, tokio hotel, cookie run kingdom, isopods, snails, heartbreak high, future man and avatar the last airbendender. these are just some of the examples i could think of!
★ — what are my hobbies?
watching east asian dramas of crime, horror and action genre.
collecting toys
collecting manga books
★ — tags i might use!
#rururant — not particularly venting, but could be, sharing some type of negative feelings and emotions towards something.
#ruruspinterest — this is when i talk about my special interests but could include hyperfixations. depending on the amount i post i might consider another tag for hyperfixations. edit: decided to have a separate tag
#rurusharing — this is just my general tag i might use to when im just talking about my day and stuff i will see.
#rurufixates — for mention of hyperfixations!
hi everyone! to those who already read my pinned post beforehand, my apologies, please dont be too confused! i just updated some things. thank you for reading!
updated on! (MM/DD/YYYY) 08/04/2024
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uniquexusposts · 3 months
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Her || Charles
Main characters: Charles Leclerc x OC Genre: fanfiction, fluff  Story type: novel  Part: 18/? Word count: 4392 Co writer: @mistrose23
Story summary: Matilde Jørgensen, the new Scuderia Ferrari team principal, faced the nerve-wracking challenge of reviving the team's fortunes and aiming for a championship. Leading a historic team as a 'newbie' and separating her work and personal opinions posed a significant challenge. The big question: is she capable to do so?
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Previous chapter
Chapter 16. So. Many. Mistakes
It was Wednesday, three days after the incident in Austria. The entire team had now moved to Towcester, Silverstone, UK. Everyone was preparing for the race in Silverstone the next weekend. Teams were working from their hotels or the track or, as most teams did, from their home base. Unfortunately, for Ferrari, they had to work from their hotel.
Charles entered the hotel restaurant; a few people from his team were working from this spot, and others had booked a meeting room or went to work at a cafe down the street. The last two, three actually, days were a rollercoaster to him. He was thinking a lot, he couldn't let the situation go. After Matilde pulled him out of the meeting, she told him that she didn't want to see him for a couple of days and that he had to fix Silverstone on his own. He fucked up big time. It didn't feel right to him.
"Galileo," Charles said and sat across from the assistant of his team principal.
The young Italian looked up from his computer. "Charles," he said uninterested. "What do you need?"
"Can you see Matilde's schedule for today?"
Galileo squinted his eyes. "Of course I can. I am her assistant."
"Can you schedule a meeting this afternoon? If she has time?"
"Hmm, let me see..." Galileo looked at his laptop and opened Matilde's agenda. He looked questionable, then hopeful at the driver. Charles' eyes lit up. "No."
Charles straightened his face. "Why?"
"She specifically instructed me not to plan any communication with you. Anything else, Charles?"
"I have a work-related question, Galileo. She is my team principal, I have the right to ask her any question I want," Charles replied annoyedly.
Galileo nodded impressively. "Now she is your team principal? Okay," he shrugged. "What's your work-related question? I can forward it." He showed a forced smile.
"When does she have time so I can ask it in person?"
"For you, she doesn't. Try tomorrow at the track. Good afternoon, Charles." Galileo went back to work while Charles got up and walked away. "And don't even try to ask the front desk for her room number," Galileo added, reading Charles' mind for his plan.
Charles stopped walking and turned around to look at the assistant, only sharing a glance before he walked away again. It really seemed like Matilde would do everything not to see him, and she got everyone involved to do so. He fucked up badly. Charles walked through the lobby, trying to come up with a plan. He wanted to speak to her before the weekend began, he wanted to apologise before he would go out on the track again, he wanted to see her before the weekend because he knew she could ruin his race and career within a second. He already did ruin his relationship with her, professionally and privately, but... He fucked up, and it didn't sit him right.
He crossed the lobby, ready to go back to his room, wanting to go out for a run to process his frustration. The last thing he now wanted was to see Matilde. Even though he wanted everything to make it up, to apologise, but if she wanted to give him the silent treatment, he would accept it and do the same. She wanted this, so she received it.
His heart skipped a beat when he saw her in the lobby, behind the front desk. Charles' face straightened when they made eye contact. He seemed to react to her presence, but she didn't move one muscle when she saw him. He wished to bridge the divide, but she remained unmoved. It was like he was a stranger to her. Charles forced himself to look away, maintaining his course towards the lift. He bit his lip, it didn't feel right to ignore her, this was not the right way to address this situation.
Charles entered the lift, his heart heavy with a mixture of emotions. Just when the doors were about to close, he stepped between them, causing them to open again. His heart beat loudly in his chest, but he had to do this. He made his way to the front desk. For a second, the confusion came to his mind; why was she standing behind the front desk? Then he noticed that she was standing next to the printer, waiting for the papers that came out of the machine.
"Good afternoon, sir. Can I help you?" a young lady asked.
A forced smile came on Charles' face. "Hey, I want to speak to my boss," he explained, pointing at Matilde.
Matilde kept looking at the papers that came out of the machine. She bit on the inside of her cheek, and now she was suddenly his 'boss'. "I'm afraid I don't have time, Charles. Have you tried to book a meeting with Galileo?" Matilde spoke, her voice ice cold.
"Yes, but-"
"What did he say?" She looked up at her driver.
"That you didn't have time..."
"Exactly," she replied, grabbing the papers. A smile came on her face when she stepped away from the front desk. "Thank you, girls. You can put the charges on my room," she thankfully said.
"Anytime, Miss Jørgensen," the girl said happily.
Matilde was still not used to things like this, it made her feel old. She passed Charles, walking to the lift.
"Can we talk?" Charles begged when he followed her. "Please?"
The doors of the lift opened when Matilde pressed the button. "I don't have time, Charles, I have to work. Besides, you were really clear about what you wanted, and I am not waiting for further unnecessary explanation." She pressed the button for the right floor. The cold, steel walls of the lift gave no room for comfort as the two remained trapped in uncomfortable silence. The tension between them was palpable, the weight of unspoken words pressing heavily on their shoulders.
It was evident that Matilde was resolute in her stance. He couldn't push her to talk. But at least he could try to apologise. She didn't have to say anything back, but he wanted to share his regret with her. He couldn't bear the weight of the unspoken words any longer.
"Can we please talk? Like adults?" He looked hopeful at her. "Or only listen..." he pleaded, his voice filled with desperation.
The air inside the lift seemed to grow even colder. Matilde kept looking in front of her, not reacting to Charles. Her face was still displaying a resolute demeanour.
"I know I messed up," Charles continued, knowing she would hear his words. It was up to her what she would do with it, but at least he apologised and agreed with his own stupidity. "Give me a chance to explain it. I need to make things right. Please, can we just talk for a few minutes? I won't take much of your time."
Matilde bit her lip, considering his request. Her expression remained inscrutable. To her, Charles messed up badly, and he was the one who started it, so she was waiting for him to make the first move. It was tough for her, she didn't like to ignore people or wait until they came up to her. She had it in her to talk straight away and forgive for everyone's sake so they could move on. But this time... She was hurt. The seconds stretched on, making Charles' heart race even faster. He had to say something, anything, to get through to her without begging.
"I want to apologise, Matilde," he said, his voice softer but laden with regret.
The lift doors slid open. But before Matilde stepped out, she finally turned to face him directly, her gaze locking with his. The tension in the confined space was almost suffocating. She let him wait. However, she had never seen this much regret on his face. After what felt like an eternity, she let out a sigh. "Make it quick," were the only words she said, and she walked away from him.
Charles didn't move. Her words lingered in the air, he felt a mixture of relief and anxiety. It was a small victory already, but he knew this victory could be taken away in the blink of an eye, meaning he knew he had to make the most of the opportunity. He quickly followed her through the hallway of the top floor.
Matilde held open the door to her hotel room. Charles showed a small smile when he stepped into her room after her. The door fell in its lock. Never had he been in the hotel room of his team principal, any team principal, or someone else who was important to his team. He stepped further into the room, his eyes still curious as they scanned the surroundings. The moment felt both awkward and charged with the tension of the unresolved business. His eyes glided over the room, it was neat and tidied. Charles looked at how she collected her papers and files at the table next to the window, it was her improvised office for now. Then he noticed some papers, some CVs, of other drivers, but also mechanics and engineers. Charles looked at Matilde, his first thought was that she wanted to get rid of some people, but if she wanted to, she would speak openly about it, right?
"Uh, don't mind the papers. My organisation skills are not the best," she mumbled. Matilde collected some organised files from the second chair in the room and threw all the papers and files on the ground. "Have a seat."
Charles nodded and sat down across from his team principal. He cleared his throat, searching for the right words to express himself. "I would like to apologise," he said. While he said that, he looked into her eyes.
She didn't react to it. "Okay." She was waiting for more.
"But may I ask why you keep avoiding me?"
"I haven't seen you for two days, and suddenly I'm 'avoiding' you? I am busy, I have stuff to do," Matilde coldly replied like it wasn't obvious.
"Even your personal assistant refuses to make an appointment with you for me. 'She specifically instructed me not to plan any type of communication with you'," he quoted Galileo.
She nodded. "Yes. I was, and am, not ready to talk after what you said to me. I'm here to ensure we get a decent weekend at Silverstone, even though I do not like you at this very moment, you still deserve a great weekend. But we wouldn't sit here if it weren't for the team. You're lucky you're still on the team."
Very direct and straightforward, Charles knew she was... He wouldn't call it angry, but she was definitely disappointed. Every time she got very direct and straightforward, she was done with you. She was direct and straightforward, but it was different when she didn't show any emotion. "I want you to know I'm genuinely sorry for my behaviour. What happened on the track, the mediapen and in the meeting room, was entirely my fault, and I take full responsibility for it."
Matilde nodded slightly, her expression still guarded, but she was willing to listen anyway.
"I cannot change the past, but I can work towards a better future. I value my position at Ferrari, and I understand the importance of unity within the team. The incident in Austria was a huge mistake, and I promise you, it won't happen again."
Matilde squinted her eyes slightly when he said the word 'promise'. She noticed a hint of vulnerability in his eyes as he looked at her, searching for any signs of forgiveness.
Charles felt a need to make amends, not just for the sake of their professional relationship, but also for their personal connection, which the recent events had strained.
Her facade was crumbling, and her voice dripped with frustration. "And what about your behaviour off the track?"
"What's that supposed to mean?" He squinted his eyes, his voice trembling with annoyance and anger. He clenched his fists under the table, his frustration evident in every fibre of his being.
"I am talking about what you said in front of Max, Christian and Carlos," she coldly replied. She pressed her fingers on the table, ready to make a point. "You humiliated me in that meeting, Charles. I set up that meeting because I was convinced we all could talk about it." Her eyes shot from one eye to the other, causing Charles to swallow hard. "You lost your temper there! You embarrassed the entire team, your fans, and other teams in front of the media! And let's not forget about all the interviews you threw sneers at me and the team!"
His frustration boiled over. "You didn't protect me there!"
Matilde straightened her back. Her patience finally snapped, her voice raised. "No offence, Charles, but it was your mistake out there! You are my driver, and I will always have your back, no matter what, especially in the media. But it was your mistake, and I can't protect you from the truth behind the scenes."
"It felt like you were picking the other side!"
"I stood behind a fact!"
Now, his voice was filled with anger. "It's always the other side when it comes to Red Bull!"
Matilde tilted her head, and she blinked a couple of times. "Is this about Red Bull or your own ego?"
"Sorry?" He stared at her. "You can't be impartial regarding Red Bull, Matilde! It is always about Red Bull!"
She snorted, and she got up. "You and the entire team don't even see how hard I try to fit in within the team! I try so fucking hard, time after time! You either push me away or exclude me. And not even once do you all try to include me, like celebrations or parties or even smaller things like a fucking lunch or coffee break! I have to put in so much effort, but it feels like you don't want to accept me. You basically push me into the welcoming arms of Red Bull, can you actually blame me for going to them instead? You give me an unwanted feeling and I'm not going to force myself on people when I know I'm not wanted." She shook her head and she walked to the window. Tears were welling up in her eyes, but she blinked rapidly to get rid of them.
Charles parted his lips, and he looked at her. He acknowledged that at the start, he didn't put effort into involving her, but he had no idea it was that bad. Later on, he just didn't put energy in her, he just did his thing, she did her thing, he didn't know it was that bad. "I am sorry-" The look in his eyes softened, he felt bad for her.
"You are sorry?" Matilde turned around, the words left her mouth disgusted.
"Matilde-"
"I am so fucking done with all the apologies! Everyone is so sorry, but no one thinks ahead. It's always afterwards, never... It is like you all do not even try to prevent it. I took this job to make this team great again. I have protected the entire team from all the rumours about how disastrous and sad the spirit is within the team. But, oh my god, I knew it was bad before joining, but I had no idea it was this toxic."
"Why did you even take this job? If it is so toxic? Why don't you leave? There are enough people who want your job and who might do it even better," he shot back in anger.
Matilde placed her hands on her hips, and she looked at him. She had no idea why she took this job, at this point. The entire job felt like freestyling to her at this point. "Because I wanted to make this team great again."
"Why, Matilde? Why you? Why are you the person who will make this team great again?"
She swallowed hard, not knowing how to react. For the first time, she was lost for words. She had been trying to prove herself since day one, but perhaps she wasn't enough for this team.
"The people in front of you couldn't do it, so why can you do it?"
"How dare you to question why I took this job? I got here to make a difference, to whip this team back into shape. I took this job because nobody else had the guts or the vision to do it. If you don't see that, Charles, maybe you're part of the problem."
He bristled at her fiery response. "Don't you dare to blame me for the team's issues. Do you think you can waltz in here and solve everything? You are not a miracle worker, Matilde."
"I never said I was a miracle worker, I said I'd give my all for this team, and that's more than I can say for some."
Charles snorted and ran his hand through his hair. Neither of them was willing to back down, and the sparks flew as they continued their heated exchange. "Your all? You say the team isn't open to connect, but you are the one who haven't even tried to connect. You've been so busy playing the mediator between us and Red Bull, you've forgotten who you're supposed to be working with."
"I've been working harder than you can ever imagine. If you can't see that, then maybe you're just too wrapped up in your own ego to notice," she blurted.
Charles couldn't hide the fury in his eyes. "You've let your Red Bull connections cloud your judgement, it is tearing this team apart!"
Matilde tilted her head. "You're letting your pride destroy this team," she said when gazing at him.
He shook his head in disbelief. "You know Matilde, do you remember your first day at the office? You promised me, Carlos, the team, to make us the winner. You promised us the best car. You promised us wins. You promised us a championship. And see what is happening: it is a disaster."
"I have never promised you anything!" Matilde yelled.
"Yes, you have!"
"I have not, Charles," she hissed. "Because I never make promises. Promises are delusional, and they barely come true. Did you ever have a promise that came true? What did Mattia promise you? A winning car? A championship? Now see what happened!"
"No, no, don't start there."
"Well, did he promise you that? Did he give you a winning car? A championship?" She lowered her eyebrows. "I have never promised you anything, nor I will promise you anything because I have no idea if I can't make it true. I can try, I can do my best, but I will never promise."
The atmosphere in the room was heavy, charged with their heated exchange. It was silent for a couple of minutes. Charles' frustration and Matilde's anger collided. She stood in front of him, he had to look up at her.
It was Matilde who broke the silence. She sat down again, realising it wasn't the right position. The Red Bull part was still bothering her and she had to come back to it. "You think I'm letting my connections with Red Bull affect my judgement? It's your reckless driving and impulsiveness that are playing a huge part in the team."
He leaned in, their faces inches apart, his anger flaring. "It's your inability to be fair and your loyalty to Red Bull that's causing the problems. You keep going back to Red Bull during conversations and in real life."
"I will not apologise for the relationships I've built in this sport, relationships that have helped me throughout my career."
"Your relationships should have never come before Ferrari."
"Which they are not."
Charles laughed and shook his head. "If you live and breathe for Ferrari, why don't you bother to speak Italian? That is the main language in this team. You don't adjust to the team, but we are constantly adjusting to you! You are not doing anything for the team!"
It left Matilde perplexed. She leaned back, taking some space. "I am doing everything for the team," she stated. "More than I am capable of, but of course, it is not appreciated or seen."
"Even your reports contain so many mistakes," he added.
She leaned in again. "What mistakes?"
"The endless grammar mistakes," he replied. "You don't bother to learn Italian. What is the point of being a team principal then?"
"I have fucking dyslexia! I am trying so fucking hard to be perfect when it comes to grammar in English, but it is a struggle to me when I am under so fucking much pressure. When no one says anything to me, how am I supposed to know this?" She hissed, her eyes shooting from one eye to the other. "I am so fucking sorry that I am not able to speak Italian, but I am trying so fucking hard to learn it by taking weekly classes and daily exercises. Italian has been a learning curve for me, since it is nothing like Danish, English or German. My apologies for trying."
The intense back-and-forth continued, neither willing to give a centimetre in the battle of walls. The air crackled with animosity, both of them locked in a heated confrontation. As their argument reached a fever pitch, Matilde found herself drawn into a moment of unexpected vulnerability.
For just a fleeting moment, amidst the tension and heat, her gaze dropped to Charles' lips. The idea of kissing him, of silencing this argument in the most intimate way, flashed through her mind. It caught her entirely off guard. Her face straightened and she leaned back, looking away from him. She swallowed hard and blinked a couple of times, she was trying to find out how her mind came up with this.
She took a deep breath and licked her lips, still being shaken by her own thoughts. "We are not getting anywhere like this," she mentioned, her voice in a normal tone.
Charles leaned back, his anger still smouldering.
The room was filled with a heavy silence, the storm in their argument left as quickly as it had come. Both of them took a step back in their thoughts, needing a moment to process the emotions that had been unleashed. They both reconsidered the words they exchanged, the accusations, the frustration and... and for Matilde the unexpected desire. The professional and personal aspects of their relationship had become impossibly entangled.
"Uhm," Matilde hummed, breaking the silence. Charles' eyes shot up to her. "There is one thing you said that is bothering me," she admitted. She realised something. The reason why the people in her team didn't trust her, why fans didn't trust her, why her drivers didn't trust her. This was the reason why Charles fell out to Max and Christian, this had to be it. "Am I still too involved with Red Bull?" She pressed her lips into a thin line, hoping it wouldn't be true.
The lips of Charles parted, and he looked away. This was an honest question, and she deserved an honest answer. He thought she was too involved, but he couldn't speak for everyone else. "Well, I don't think..."
"You can share it, I can only learn from this. I... If I am still too involved, or if I give those vibes, it's unintentional," she said.
"Sometimes, it looks like it," Charles finally spoke.
"Okay," she whispered. Confrontation. "I will take that as feedback. Thank you for sharing. I didn't mean to." She rubbed her hands over her face. Shit. "I know it may not sound convincing, but I am always on your side, on Carlos' side, on Ferrari's side..." She took a deep breath, trying to find the right words. "When I moved to the UK for Red Bull, they were the only people I had there. They helped me with finding an apartment, I made my first friends there in the UK and when you work closely with them for a long time, they will become family." For a moment, it felt to Matilde like she had to talk it straight, but she wanted him to know the story. "In 2016, when Max entered the team, I started my position in the track team as well. Max and I basically both grew up there together, we are friends, we share the same hobbies. Same goes for Christian, GP, Hannah and more. It hurts to not be able to speak to them during race weekends, but I chose Ferrari and I give 110 percent for Ferrari. I know I can't be seen around them anymore and it's hard... I am constantly focussing on Ferrari and I assume you only see those fraction of moments when I talk to Red Bull. It's the same you have with Gasly, it's as simple as that."
Matilde's sincere confession, her vulnerability in explaining her relationship with Red Bull, resonated with Charles. It was a side of her he hadn't fully understood before. He realised that his assumptions about her loyalties might have been too hasty, and perhaps unfair. Charles nodded, his expression softening as he began to grasp the complexity of her situation. "Thank you for sharing your side," he said with a sense of understanding.
The tension had shifted in the room, not entirely dissipated, but redirected. They had opened up a line of communication that went beyond their disagreements, giving them a chance to understand each other better, and perhaps rebuild a more solid working relationship.
"And I am sorry for not protecting you last weekend," she admitted. "I should've picked your side, no matter what. I am sorry."
"It's okay," Charles softly said. "I am sorry, too. I shouldn't be a... an asshole."
Matilde nodded. "If something else is going on, bothering you, with my way of working, I want to know it. I'm here to give you everything, and I want you to be comfortable and satisfied with it," she said. "You don't have to say it now, or directly to my face, an email or message is also fine. But if I need to work on something, I want to know it to improve and be a better leader."
He nodded. "I have nothing to say now," he replied. "But I will keep it in mind. Thank you."
"Okay," she softly said. "I am sorry for my words, Charles."
"I am sorry, too." 
Next chapter
Taglist: @itsjustkhaos@crashingwavesofeuphoria@maryvibess @chocolatefartstrawberry @snzleclerc
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dearmyloveleys · 17 days
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@trade-of-fairies interesting that you also brought Hua Cheng and someone absorbing so much negative energy that they become demonic… to me, it sounds kinda like Wen Ning. I mean, at the same time, i also can sense that it probably is not the same…? Would you mind thinking aloud at me on this one, please?
Hello! Long essay ahead. I think it all boils down to the differing character type semantics of TGCF and MDZS as fiction in different genres.
So where does the difference between HC’s transformation into a Ghost/Demon and WN’s transformation into the Ghost General lie?
We need to understand that while there are similarities because both are written from baselines of Chinese fantasy stories, we cannot apply fantasy concepts for TGCF and MDZS interchangeably. Their types of xianxia differs: TGCF is a high level xianxia (Gods, ascension, wars, magic, Demon kings). Think in terms of Western media, sort of like like the Illiad and other Greek Mythology. In C-novel and C-drama realm, think Til The End of the Moon and Three Miles of Peach Blossoms.
MDZS is low level xianxia, with a bit of wuxia mixed into it (differing martial sects, with differing cultivation manuals and gongfu training). There is a larger focus on styles of mortal Dao cultivation and intersect politics. Think Mortal Instruments or even Avatar The Last Airbender (not so good examples because this genre is very unique to Chinese fiction). In C-novel and C-drama realm, think Mysterious Lotus Casebook and Blood of Youth.
Where these two books share similarities is that the in-world characters often separate “good” and “evil” as themes for characters. Anything involving “demons” or “demonic” are viewed as bad. HC = Demon King, bad. WN = Ghost General, bad. As mentioned previously, this is probably where everyone goes wrong and pins modao on WWX, because they are more familiar with mo compared to guidao, which he newly pioneers.
HC is so decisively a Demon/Ghost is because of the nature of his path of becoming one. In TGCF, it’s clearly stated that in order to become a Ghost King, one has to be the surviving ghost in the battle of Tonglu Mountain. This battle was written precisely for Ghosts/Demons only, which is also why it can be more directly inferred that HC is a Demon/Ghost. Also, as TGCF is more of a fantasy story rather than a cultivation sect based story like MDZS, the characters do not have their transformation, whether into Gods or Demons, from explicitly stated “sword path” or “demonic path”. It is never explicitly mentioned that HC is a Demon/Ghost because he “cultivated a demonic cultivation path/manual”, as what characters from MDZS are likely to say. We only know for sure that he is a Demon/Ghost because 1) everyone says he is the last Ghost King 2) He was victorious in the battle of Tonglu Mountain. Most importantly, he holds his own consciousness. This is usually the case for most Demons in a lot of higher level xianxia stories.
Comparatively, Wen Ning was almost always under WWX’s control as a fierce corpse, to reduce or increase his brutality in battle with Chenqing. He is unique because WWX precisely manages to save his consciousness and part of his original personality, compared to other fierce corpses.
Okay, to add on even more confusion (for me as well when I was reading the book), what we know about WN’s change into a fierce corpse is that according to WWX (feel free to correct me here):
1) WN wasn’t completely dead even though he was literally skewered by the Jins
2) The Zhaoyin Flag that they used to stab through him not only severely injured him, but also lured resentment and negative energy into him. WN was already susceptible to such negative forces, and now being so injured, his soul/spiritual consciousness/ghost was waaaaay more gone and likely to turn into a fierce corpse like other dead prisoners/soldiers.
Despite WN being unique and retaining his consciousness as a fierce corpse, he is at the end of the day, a product of WWX’s pioneered guidao as a cultivation manual/style. I doubt there’s a similar concept of guidao used in other novels/dramas to control fierce corpses, which makes WN all the more unique to guidao and MDZS.
When you’re looking at how both HC and WN transformed into “demonic” figures, yes they’re similar. It’s a commonly used character development device in all kinds of fiction; the good character turning dark. But at the end of the day, they’re different because of the nature of how they transformed, the book stating how they transformed, and the two different genres of Chinese fiction that they belong to. Guidao is unique to MDZS and Demons/Ghosts are unique to TGCF. If WN was written in the same genre of TGCF, perhaps we could term him under a product of modao. Semantics, semantics. Hope this helps! 🫡❤️
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nellasbookplanet · 1 year
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Book recs: many worlds, portal fantasy edition
A typical portal fantasy follows a human from our world who steps through a portal into a magical land (think of narnia). But there are many fun variations of this trope! Sometimes it's the magical people who come to our world; sometimes we get to follow people who have returned from their adventures and are seeking for new meaning; sometimes our world isn't involved at all. As might be assumed, most portal fantasies are fantasy stories, but some lean more toward magical realism, others toward sci-fi. It's a fun spectrum!
I'm separating portal fantasies from alternate timelines/parallel worlds type stories (which will get their own rec post soon-ish). I also generally do not include stories where the character travels to fairyland/land of the dead/etc as those feel like a genre of their own to me, but the lines between them sometimes blur and this is, obviously, a subjective list.
(Titles marked with * are my personal favorites)
Other book rec posts:
Really cool fantasy worldbuilding, really cool sci-fi worldbuilding, dark sapphic romances, mermaid books, vampire books
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For more detailed info on the books, continue under the cut.
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The Magicians (Magicians trilogy) by Lev Grossman*
You may not have heard of this book, but you have probably heard of the scyfy series of the same name that crashed and burned a few years ago. This is the book it’s based on (pros: it doesn’t end in the same way; cons: it doesn’t feature the juggernaut ship of the show in any major way). For the uninitiated: features what is essentially a (secret) magic university for tormented geniuses. When he finds magic isn't enough to grant him happiness, main character Quentin goes digging into the truth surrounding his favorite childhood books searching for meaning, and finds out that the magical other world they describe might not be so fictional after all.
Stray (Touchstone trilogy) by Andrea K. Höst*
Young adult told through diary entries. Including this as a portal fantasy is a bit of a stretch, but essentially: Cassandra unkowingly walks through a wormhole and lands herself on another planet, where she has to survive on her own until she is rescued. Soon she finds herself embroiled in a war between creatures from dreamlike other dimensions and the people who saved her. Skirts the line between scifi and fantasy (it has psychic space ninjas!), but generally feels mostly like sci-fi. Absolutely fantastic worldbuilding.
In Other Lands by Sarah Rees Brennan*
Young adult. Kids who can walk between our world and a magical one get recruited into a magical school that trains them either to be fighters or sort-of diplomats. Our lead decides that fighting is stupid and that he’s going to peacefully solve every conflict ever, all while being the most delightfully obnoxious little brat possible and getting incolved in the most bisexual love triangle imaginable. Very good, funny, and heart-felt coming of age story.
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NPCs (Spells, Swords, & Stealth series) by Drew Hayes*
This one only counts as a portal fantasy on a technicality and on the fact that I love it and this is my list. Follows a group of DnD players whose characters immediately die, forcing them to make new characters, and, parallel to their adventures, a group of NPCs from the fantasy world who find themselves forced to take the place of a party of recently deceased adventurers. The two parties do cross path on occasion, but there aren't actually any portals involved as all characters (mostly) stay in their respective world. A fun and light-hearted adventure that turns a lot of the expected tropes of the genre and of character archetypes on their heads.
The Time of the Dark (The Darwath series) by Barbara Hambly
1982 classic. Medieval history student Gil and biker Rudy are complete strangers, but when they get mixed up with a wizard from another world the two must work together to survive and get back home. Fairly traditional fantasy with its fair share of issues, but! It has cool swordswomen, creepy lovecraftian monsters and also mammoths!
The Twelve Kingdoms by Fuyumi Ono*
Young adult, light novel. Yoko Nakajima is a regular high school student, or at least she was one until a strange man showed up in her school, swore allegiance to her and whisked her away to another world. As the two get separated, Yoko is stuck on her own in a strange world, hunted by humans and demons alike as she travels in search of a way home. Absolute high point of isekai literature, with an incredible main character and really cool and unique worldbuilding (also available as an anime, however I have yet to watch it and can't speak to its quality just yet).
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Peter Darling by Austin Chant*
Novella. An older Peter Pan returns to Neverland after years spent in our world, only to find that everything is different. Before he knows it, he finds himself working with his lifelong enemy, Captain Hook. Very gay and very trans, with interesting takes on toxic masculinity. Made my heart ache in the best of ways.
A Curse so Dark and Lonely by Brigid Kemmerer
Young adult. A retelling of beauty and the beast, where 'beauty' is a girl brought in from our world to a fantastical one and the narrative focuses a lot on what actually happens to the kingdom when the royal family suddenly disappears, and whether it’s even possible to fall in love with someone you know is deliberately trying to seduce you to break a curse. This is part one of a trilogy, however I'm only really recommending the first book as the second did not work for me at all.
The Golden Compass (His Dark Materials trilogy) by Philip Pullman
Young adult/middle grade, fantasy but has a lot of sci-fi aspects as well. Already well-known and for good reason, the His Dark Materials trilogy starts as what seems a pretty typical fantasy with some cool unique aspects (everyone has a soul-bound animal only they can speak to as their best friend!), and soon veers into a truly one of a kind story. It has magical portals, it has strange worlds with equally strange inhuman creatures, it has physics, it has god murder, it has gay angels, it has tragedy, and it’s very much worth your time.
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Every Heart a Doorway (Wayward Children series) by Seanan McGuire*
A tumblr favorite, the Wayward Children novellas feature a school open to children who have returned from adventures in other realms and now have trouble adapting back to regular life. Some installments are set in our world, others follow children as they have their otherworldly adventures. The main characters vary between books, but are generally pretty diverse with among others asexual, trans, intersexual and sapphic leads. Both funny and dark, it takes a closer look at the trauma many endure growing up different.
Otherside Picnic (Otherside Picnic series) by Iori Miyazawa
Sapphic light novel with a surreal and episodic horror vibe. Following the directions of an urban legend, university student Sorawo finds her way to a reality populated by horrifying creatures from ghost stories and modern urban legends (of which I'm sure you'll recognize many). Here she teams up with fellow explorer Toriko, both to both find out more about this strange world and to help Toriko find a missing loved one. Also available as a manga and (one season of) an anime.
Last Bus to Everland by Sophie Cameron
Young adult. Brody is dealing with a lot, but it all gets a little easier when he meets Nico, who shows him how to access Everland, a magical land where he feels less out of place. But when the doors to Everland start disappearing, Brody must choose which world is really home. I'd categorize this less as fantasy and more as coming of age with a fantasy slant. It's also very gay.
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The Starless Sea by Erin Morgenstern
Surreal and fairy tale-esque, The Starless Sea is stories within a story, following graduate student Zachary as he finds a strange book which, in-between other tales, tells a story from his own childhood. Trying to find out how this came to be, Zachary gets involved with a pink-haired woman and a handsome man who are doing their utmost to protect a strange, otherworldly library available only through magical doors. It's a book hard to put in words, but which I once described as "romantic without being a romance while stile having a love story at it's core", and which can be summed up only as "an Experience". It's also quite gay!
The Memory Theater by Karin Tidbeck
Listen, there’s a whole bunch of Swedish portal fantasies I read growing up that I'm dying to include here, but I'm not because they’re not available in English. The Memory Theater however is available, and is very good. Two children who were stolen into an otherworldly realm that wants them dead fight return to earth, and are followed by one of their captors across universes. The story has the feel of a dark fairy tale, and their captors, while not fey, are very reminiscent of them.
The Ten Thousand Doors of January by Alix E. Harrow*
Historical young adult, more magical realism than fantasy. In the early 20th century, January is living under the care of her father's employer while he travels the world searching for valuables and secrets. But both her father and her caretaker are keeping something from her, something about her own family's history. When she one day stumbles upon a strange book, one that speaks of other worlds, she finally sets out to find the truth. However, there are those seeking to stop her and destroy the doors between worlds, no matter what.
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The Hollow Places by T. Kingfisher*
Horror rather than fantasy. After having divorced, Kara moves to stay with her uncle and help him run his museum of curiosities, until one day she discovers a hole in the wall of his house. The hole leads to a strange bunker, and beyond that, a dark and dangerous world beyond her understanding. In the company of a friend, she goes to explore this world, but quickly comes to regret her decision to do so.
The Unspoken Name by A.K. Larkwood*
The sort of portal fantasy you get when all the worlds connected by portals are fantasy worlds, and none of them are ours. The portals themselves become simply a part of the worldbuilding that the characters use to travel between fascinating places, and it's all really cool. It follows Csorwe (lesbian orc assassin whom I love), who grew up in a cult, indoctrinated as a child sacrifice to a god. But on the day she was meant to die, she instead chose to follow a powerful wizard and train to become his loyal servant and sword. Aside from being an excellent fantasy, it's also a close look at the hard path of unlearning indoctrination and the search for love and validation where you'll never find it, and learning to live for yourself.
Odin's Child (the Raven Rings trilogy) by Siri Pettersen
Norwegian (vaguely Norse mythology inspired) young adult. Fifteen-year-old Hirka grew up thinking she simply lost her tail to a wolf attack, but one day she finds out she never had one: she's an Odin's child, a human, sent from another world and rumored to spread rot and ruin wherever she goes. To keep her secret safe, she goes on the run, but there are forces hunting for her, wanting to use her in their war. This reads mostly as a fairly typical epic fantasy, with the portal aspect not playing a major role until the second book.
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The Barbed Coil by J.V. Jones
1997 classic. Tessa is a young woman with little going for her, until she stumbles upon a strange ring that transports her to a magical and dangerous other land. Here she meets Ravis, a mercenary who takes it upon himself to protect her, and discover her own special abilities, which she must use against an evil king whose mind has been corrupted and taken over by his crown, the Barbed Coil.
Skeen's Leap (Skeen trilogy) by Jo Clayton
1986 classic. While most portal stories are fantasy, this one has a distinct sci-fi flavour. Skeen is master thief wanted in a myriad solar systems, until her spaceship gets stolen and she's stranded on a backwater planet. Here she hears rumors of ruins leading to a strange other land. Hoping for treasure enough to get her off-planet, Skeen goes in search of this place, but finds herself stuck and unable to get back. This one has a unique, almost stream of consciousness prose that takes a while getting used to, but rewards you with a one of a kind experience.
Inkheart (Inkworld trilogy) by Cornelia Funke
German middle grade/young adult, in which the fantastical other worlds are those told of in books. Young Meggie's father has the ability to, when he reads, bring things and people out of the books, or put other people into said books. However, once having done so, he knows of no way to put anyone back where they belong. Now, years after he accidentally brought the terrible villain Capricorn and his henchmen out of their book, he and his daughter must evade them at all costs or be forced to bring further horrors out of the page and into the world.
Bonus AKA I haven't read these yet but they seem really cool
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An Accident of Stars by Foz Meadows
A teenage girl accidentally follows a worldwalker from her world to a magical realm on the brink of civil war. I believe this on has both a major polyamorous relationship and ace/aro characters?
The Sleeping Dragon (Guardians of the Flame series) by Joel Rosenberg
1983 classic. A group of college dnd players find themselves transported to the magical realm they previously thought just a game.
The Wandering Inn by Pirateaba
Webnovel. After having been transported to a magical world, Erin decides to, rather than become a warrior or a mage, start running an inn.
Honorary mentions AKA these didn't really work for me but maybe you guys will like them: The Marked Girl by Lindsey Klingele, The Summer Tree by Guy Gavriel Kay, Child of a Hidden Sea by A.M. Dellamonica, Spellsinger by Alan Dean Foster, The Shattered Gates by Ginn Hale, The Awakening by Nora Roberts, Daughter of Smoke and Bone by Laini Taylor.
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cantfuckbracket · 1 year
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Can't Fuck Bracket: Group Stage Release Schedule
Alright everyone, now that Group 1 has been posted, I'm going to be a normal poll runner and post the release date for the group stage
Each group has 3 characters, and I'm going to release them in 3 clusters so there aren't too many at once
Obviously, not all characters who fit into a particular group are in it, because I needed to organize them and it would be impossible to find 32 forms of criteria that would apply to 3 characters and 3 characters ONLY in a group of 96. So if you're thinking "X character would also fit in Y group!" - you're probably right. But I made executive decisions to be able to distribute them equally
Cluster A - Groups Separated by Fandom - 29/04 at midday UTC
Some fandoms had several characters submitted, so I tried to keep those together so that 1- the same big fandom can't own half the bracket; 2- small fandoms can have at least one round of fun before they're inevitably swept by Pikachu; and 3- we can have some healthy fandom debates
CLUSTER A GROUPS:
Group 2: Mob Psycho 100 (Part 2) - Toichiro Suzuki versus Dimple versus Reigen Arataka
Group 3: Chainsaw Man Male Characters - Aki Hayakawa versus Denji versus Kishibe
Group 4: Chainsaw Man Female Characters - Asa Mitaka versus Kobeni Higashiyama versus Power
Group 5: Endless Summer Characters - Jake McKenzie versus Everett Rourke versus Aleister Rourke
Group 6: Marvel Characters - Tony Stark versus Peter Parker versus Steve Rogers
Group 7: Shadowhunters (All Media Types) Characters - Jace Herondale versus Book!Alec Lightwood versus Clary Fairchild
Group 8: The Mysterious Benedict Society Characters - LD Curtain versus Jeffers versus Dr Garrison
Group 9: Death Note Characters - Light Yagami versus L Lawliet*
Group 10: Final Fantasy XIV Characters - Zero versus Estinien Wyrmblood versus Wedge
*only two characters from this media were submitted, so this group has 2 contestants
Cluster B - Groups Separated by Genre/Media Type - 01/05 at midday UTC
Group 11: Video Game Characters - Kaname Date (AI: The Somnium Files) versus Scout (Team Fortress 2) versus Stanley (The Stanley Parable)
Group 12: Adult Animation** - Strong Bad (Homestar Runner) versus Tord (Eddsworld) versus Gojo Saturo (Jujutsu Kaisen)
Group 13: Horror and Thriller - Adam Murray (The Mandela Catalogue) versus Jurgen Leitner (The Magnus Archives) versus Jack Chambers (Don't Worry Darling)
Group 14: Children's Animation - Osmosis Jones (Osmosis Jones) versus Grunkle Stan (Gravity Falls) versus Eberwolf (The Owl House)
Group 15: Books - Jason Grace (Heroes of Olympus) versus Peter Pevensie (Chronicles of Narnia) versus Hardin Scott (After)
Group 16: RPG - Hubert von Vestra (Fire Emblem: Three Houses) versus Anduin Wrynn (World of Warcraft) versus Gilear Faeth (Dimension 20: Fantasy High)
Group 17: Visual Novels - Miles Edgeworth (Ace Attorney) versus Sigma Klim (Zero Escape) versus Duke Richards (Desire and Decorum)
Group 18: Nintendo - Ghetsis (Pokémon) versus Bill Hawks (Professor Layton) versus Toad (Mario)
Group 19: Medialess - Mount Everest (Real Life) versus The Letter W (Latin Alphabet) versus Leg Emoji (Keyboard) versus Scoliosis (Submitter's Body)***
Group 20: Big Popular Anime - Black Leg Sanji (One Piece) versus Todoroki Enji (Boku No Hero Academia) versus Touka Kirishima (Tokyo Ghoul)
**NOT porn. That's pretty much the opposite of this contest. By this I mean "animation whose target audience is not children"
***to make up for Death Note having only 2 contestants, this group has 4. I picked this one to make up for it because it, by its nature, won't have any fandom involved, so it's not particularly unfair to its contestants that they have a slightly smaller chance of going forward
Cluster C - Groups Separated by Character Traits - 03/05 at midday UTC
Group 21: Submissions That Would Have Sent 2012 Tumblr Into A Nuclear War - The Onceler (The Lorax) versus Sherlock Holmes (BBC Sherlock) versus Jean Luc Picard (Star Trek The Next Generation) versus Wheatley (Portal 2) versus Dean Winchester (Supernatural) versus Sans (Undertale)****
Group 22: Characters The Submitters Didn't Think Needed Explaining - Olaf the Snowman (Frozen) versus Lord Farquaad (Shrek) versus Goofy (Disney)
Group 23: Immortal Characters - Booker (The Old Guard) versus Edward Cullen (Twilight) versus Dracula (Hotel Transylvania)
Group 24: Characters Tumblr Loves To Hate - Scott Pilgrim (Scott Pilgrim vs The World) versus Peter Griffin (Family Guy) versus Walter White (Breaking Bad)
Group 25: Childhood Classics - James (Pokemon) versus Ken (Barbie) versus Saruhara Shinichi (Super Sentai Franchise)
Group 26: Characters From Media Tumblr Could Be Normaler About - Palpatine (Star Wars) versus Greg Hirsch (Succession) versus Stede Bonnet (Our Flag Means Death)
Group 27: Vegan-Friendly - Indoor Peace Lily (Submitter's House) versus Seedless Watermelons (Grocery Store) versus Vegan Leather (Real Life)
Group 28: Characters That Inspired Paragraphs - Jiang Cheng (MDZS/The Untamed) versus Bertrand Beaumont (The Royal Romance) versus Joe Goldberg (You)
Group 29: Canon Incels/Shitty Lays - Severus Snape (Harry Potter) versus Tim Campbell (Crazy Ex Girlfriend) versus Ace (Powerpuff Girls)
Group 30: Failgirls - Lydia Rodarte-Quayle (Breaking Bad) versus Lumpy Space Princess (Adventure Time) versus Reagan Ridley (Inside Job)
Group 31: British Men - Prince Charming (Shrek) versus Wallace (Wallace and Gromit) versus Steven Merrick (The Old Guard)
Group 32: Others - Chuck McGill (Better Call Saul) versus Neelix (Star Trek Voyager) versus Dozen Roshuto (Reigen Manga)
****since this group has 6 contestants, 2 will move forward. This makes up for Group 1 technically not sending any character forward, and maintains the chances of a character getting through as the same as the other ones
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chloesolace · 5 months
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Book Review: "The Scarlet Veil" by Shelby Mahurin
Spoiler-free
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Genre: young adult, fantasy • Triggers: trauma, death, graphic descriptions of corpses, kidnapping, blood, misogyny, murder • Year of Publication: 2023
Plot: ★★★★
Characters: ★★★★
Writing Style: ★★
Re-Readability: ★★★
all my reviews - blog navigation - Discord Server
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General Thoughts
During the first half of this book I thought I would end up disliking it, and was very disappointed because I have been looking for an aristocratic vampire romance for ages. Not reverse-harm, not vampire warrior, no, the actual aristocratic-long-hair-wine-glass-in-hand-elegant vampire one might associate with figures like Carmilla and Dracula. This is also the main reason I did not DNF this, and I'm really glad I gave it a chance, because it ended up getting better the further I got and had me at the edge of my seat toward the ending.
I do wanna say that I have not read Serpent & Dove and although this is a spin-off with the same characters (just a different one taking on the role as MC), I understood everything I needed to. So, in my opinion, reading the Serpent & Dove trilogy is not necessary in order to read this. Sure, you might not have as much of a connection with the characters when you begin to read, but everything that's relevant to the story is explained quite nicely in my opinion. Now, moving on to the actual review.
Plot
The plot is a murder mystery. Bodies of supernatural beings turn up with two puncture wounds in their throats. Without getting into spoiler territory, I can say that the plot is very interesting and has some nice twists in there, too. You will definitely be entertained by it if you enjoy this sort of thing.
Celie being kidnapped and brought to the vampire castle is a scenario I also enjoyed reading. There was a bit of an enemies-to-lovers dynamic going on at times, since Celie, our MC, justifiably disliked Michal, the vampire king, in the beginning. Yes, I know that being kidnapped and then falling for your kidnapper is somewhat problematic but really, this is fiction and YA (not a dark romance). Celie was not actually treated like a real prisoner, and that only progressed further as the story went on; she was dressed in beautiful gowns, walked around the castle grounds and island, and even went on an undercover mission with Michal at a brothel *ahem*.
Also, if authors tried making every fictional scenario inherently healthy and unproblematic I'd die of boredom. I want that in real life, not my books x). But I digress.
Characters
I really disliked Celie in the beginning. Her actions and internal monologue felt juvenile, to the point where I seriously struggled to believe she was 19 and not, say, 15. I understand that she was supposed to be this soft, feminine and lady-like character and this is actually a character type I'd like to see more of, as feminity is often demonized and seen as weak by readers. However, it wasn't Celie's "lady-like" personality I had an issue with, but how she felt infantilized sometimes. The other characters kept her entirely separate from any plans they made, even if she was directly involved in one of the murders since she found the body. This is a good idea, but the execution made it feel like "go away, the adults are talking" instead of "she is too traumatized to take part in this", which is what I believe Mahurin was going for. It is also easier to believe the former due to Célie's often childish behavior and reactions. You can be soft and feminine but still behave a bit more maturely, which is what I would have hoped for her. Still, her character development was fairly satisfying. She still has a long way to go, I think, and I am looking forward to hopefully seeing that develop in book two.
Michal is a character I hope to see Mahurin elaborate on more. We don't know that much about him yet, so it is really hard to judge. He states at some point, and this is no way a spoiler (honestly, it felt kind of random for him to say it), that he is afraid of love. Why? What happened for him to develop that fear? So far I can say that I love how he has a very ruthless and violent side, but can also be extremely caring and sweet at the same time.
I also loved the side characters, at least the vampire ones, Odessa and Dimitri. Especially Odessa. I cannot say much for the Serpent & Dove characters because they mostly appear in the first section of the book, which is exactly the section I disliked.
In general, I enjoyed the characters. I'm giving four out of five stars, though, because as I said before, I think Célie's character could have handled a bit more maturely in the beginning, especially since she was supposed to be 19.
Writing Style
As always, this is entirely subjective but I include this part in my reviews since writing styles have made or broken books for me, and I would like to offer those interested in the books insights into the style before buying it, so you can decide for yourself if this is something you'd enjoy reading.
Oh boy. I didn't really like it, I fear. Firstly, the narrator is a first-person present tense which is already not my favorite combination, but it is easy to overlook really. The main issues I had were t-t-the c-c-onstant s-stuttering l-like this. It was wholly unnecessary in my opinion and widely overused. I also think we have been past this in publishing and established that there are better ways to write stuttering t-than t-t-this. There are stuttering writing guides online. I actually loved the fact Celie stuttered, since it showed her character development very well, I just wish the stuttering had been written differently.
Secondly, the constant italicization of words for emphasis got on my nerves, too. Using it sometimes is totally valid, but I swear there was not one page without at least four or five italicized words for emphasis, and that's not even counting the constant repetition of sentences that had already been said at some point before, just so the reader doesn't forget anything. Those were also in italics, of course.
Overall, this improved toward the end of the book, though. Celie's stuttering ceased and so did the italicization for emphasis (mostly). Still, this is something that annoyed me a tremendous amount and one of the reasons why it was so hard for me to get through the first part of the book, hence the two stars.
Re-Readability
I think this book can definitely be re-read. Especially if you enjoyed the romance scenes between Michal and Celie, like I did. However, keep in mind this book has about 620 pages so it is not short by any means. Also, I would probably skip the first part of the book if I ever re-read it and jump straight into Celie arriving in Requiem.
Conclusion
In essence, I enjoyed this book. It was exactly what I was looking for in terms of vampire romance, but it also pulled me right into the story and I am very excited to see what will happen in book two, especially after that ending. I don't think I will pick up Serpent & Dove, however, since the story of that trilogy doesn't peak my interest as much.
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in-my-feels-probably · 8 months
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Hi, I'm resending my 1.7k celebration ask.
I chose option 2
✨to participate in this one, just give me a fandom, any information you want to share about yourself, whether you want the ship to be platonic or romantic, any characters you want me to avoid, and i’ll get back to you as soon as i can with a ship and a blurb!✨
The fandom: The Hunger Games and TBOSAS fandom. A romantic ship please.
____
Here's a little about myself. My personailty in a few words might be sarcastic, funny, kind and impaitent. My MBTI personality type is INTP. My apparence is I'm a dark blonde, greenish blue eyes, curvy and tall. I wear a lot of black turtle necks and dark academia style clothes in general or at least I try to, I sometimes wear dresses and skirts. I'm a hopeless romantic at heart. I like the music of Adele, Taylor Swift and ABBA, but am partial to some other 70s bands since that is a time period I realky like. I enjoy learning about history and literature, also a bit of baking every now and then. I like books, music and old/new movies and tv shows.
If you can exclude from shipping me with the female characters.
Thank you if you so choose to write this🩷
hi!
thank you for participating :)
i ship you with finnick!
i think finnick likes people he can banter with. he doesn’t mind people that are more soft spoken or not necessarily a people person, but he really clicks with someone when he finds someone who can match his level of humor and wit. peeta is one of the only people capable of meeting his level, and he’d really appreciate having another person he could comfortably communicate with without having to feel separate from them. but as much as he’d appreciate the sarcastic and funny side of you, he’d appreciate the softer and kinder side of you too. as the war progressed, he’d need someone comforting and domestic in his day to day life. being able to understand his mood and knowing which version of yourself he needed you to be in the moment would be so nice for him.
finnick is SUCH a flirt. but at the end of the day, he’s a sucker for love. he’d fully believe in treating a girl right and doing things the old fashioned way, never afraid to spoil you or be affectionate with you whether you were in public or in private. he’d constantly be doing little things that would remind you how much he loved and cared for you.
i don’t know what it is about him that’s making me think this, but i just know he’d love your aesthetic. it’s put together purposefully and with style, and he’d appreciate anyone with taste. after being involved in the capitol for so long, he’d learn to appreciate the finer things in life. and while he’d resent it, he’d also grow to respect and love some aspects of it, including music and fashion. it would be a mutually shared interest.
while he’s a good people person and is athletic and would have hobbies associated with that, he’d also love private ones. he may not seem like the type, but hes definitely a bookworm. something about other worlds and languages would fascinate him, and hed find just about any genre valuable in its own way. it wouldn’t take him much to get him going on some tangent about what his latest read or watch was. and hed find it so endearing when you’d get excited and do the same to him, telling him all about the latest thing you picked up.
as used to life in the capitol as he is, it wouldn’t be the perfect life for him. hed want domesticity and a life with you more than anything, valuing the simple things in life. when memories of the war or his games would haunt him, he’d wake up next to you, instantly feeling around next to him to make sure you were still with him. he’d feel instant relief when his arm brushed against yours, taking a few moments to himself to catch his breath. maybe he’d read or think about the things he loves to calm him down for a little while. eventually, he’d be rolling back over trying to fall asleep so he wouldn’t wake you up. but his shuffling would wake you anyways, and you’d quietly get out of bed after he passed out again.
he’d find you a few hours later in the kitchen, a mixing bowl on the counter. youd be hunched over the counter with a recipe in your hands, flour covering your apron. he couldn’t help but smile, coming to stand behind you.
“what are you doing, sweetheart?” he’d smile, wrapping his arms around your shoulders.
you’d lean into him, letting him look over your shoulder to read the recipe. “making bread. peeta taught me how, but i can’t seem to remember the steps.”
finnick would snatch the paper from you, chuckling to himself as you rolled your eyes. he’d plop himself down onto the barstool, glancing over your ingredients to see how far you’d made it before he stepped in.
“i don’t think this is your calling, love,” he’d finally chuckle, pointing to a few discarded jars of spices. “aren’t those supposed to be in there?”
“they would’ve been if you hadn’t so rudely interrupted me,” you’d scold, but you both knew you were joking.
he’d smile, leaning back as he watched you work. eventually, he’d reach for the other apron and come to stand next to you, placing the recipe down on the table where you both could still read it.
“alright, what step are we on? looks like you desperately need my help.”
you’d playfully slap his arm, but your heart would warm as you’d hear him giggle and shuffle next to you before he slung an arm around your shoulders.
“seriously,” he’d grin, pointing to the paper. “what step are we on? less pouting, more baking, darling.”
thanks again for participating! sorry for the confusion with my inbox and having to wait for so long. i hope you enjoyed this :)
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jennamoran · 2 years
Text
Nobilis 4 Quest Set #3 and #4
Previously, on Nobilis 4 Quest Sets ...
https://jennamoran.tumblr.com/post/699243715456352256/nobilis-4-quest-set-1
https://jennamoran.tumblr.com/post/702042336109133824/nobilis-4-quest-set-2
Like those, this post is a transcript---
I developed the quests on discord in front of a few friends and playtesters, and then overcame the fact that discord hates cut and paste and Microsoft Word hates cut and paste and tumblr hates posting formatted content in order to cut and paste it from discord to Word, format it, and share it here with all of you.
Please enjoy!
... oh, and fair warning: this is literally a novel-length post. I like to think it’s entertaining, but only if you’re willing to skim or if you really like not just game design but particularly weird game design stuff for my particular games. ^_^
I’ve done as much editing as I can, that taken into account, which is to say, I’ve tried to make sure it’s a good transcript copy, I’ve turned all the discord icons into text for you, I’ve put in asides for things people who aren’t into deep Nobilis/CMWGE/Glitch lore might not know, and I’ve turned many of the parts where I was typing in sentence fragments to get things down quickly into actual, coherent, readable, text ...
But, like I said, novel-length; I may well have missed some stuff!
I’m using “.” as a line separator because tumblr really fights me sometimes on my previous solution (bolded spaces alternating with regular spaces) to its habit of deleting blank lines.
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Without further ado, the post!
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NOVEMBER 26, 2022
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Let’s start! We’re building the quest set for Aspect, or rather the hopefully 3-4-color quest set that’s designed to work well on Aspect but works at least pretty well on the others.
So of course we start by imagining a Power who develops their Aspect using this quest.
Possibly … the Power of Prayer, who takes your prayers—to God, Heaven, nameless providence, the universe, anything that isn't to Giorg of the Rule or whatever—up the mountain to release into the sky.
(except for the ones too generally nasty or personally antithetical to them, which burn away on touching their skin, which they have to use to fill up ash pillows and blankets to comfort the damned instead)
They were sacrificed to a Games Magister when they were young, but, they’ve been obstinately refusing to destroy themselves ever since because Pops—Pops being the Games Magister, of course—“kind of needs someone to look after them.”
Quest 1 is wrestling with the fact that prayers are kind of pointless before deciding to hunt down that fiddle everyone keeps talking about, quest 2 is hanging out with a Fallen Angel, quest 3 is hijinks at secret mountain fiddle school?
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ASIDE 1: “That fiddle” refers to a bit from Nob3 that suggests that Cneph might be trapped in a fiddle somewhere. I don’t think it’s actually canon, but it’s compelling enough that it’s probably true in any game that doesn’t have a reason for Cneph to be somewhere else?
ASIDE 2: A friend suggests tongue-in-cheek that quest 2 probably takes place in Georgia. It was briefly actually possible, but never likely, because the Appalachians have strong genre tropes of their own that I’m not super-fluent in.
ASIDE 3: It’ll turn out, incidentally, that I fundamentally misunderstood this quest set anyway; fortunately, I was able to salvage things, but don’t be surprised if things don’t work out as I confidently declare that they will in non-aside notes.
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Anyway!
My still sketchy ideas for book 2 involve a contest for the honor or survival of Pops against some antagonistic Rule lord, in which it's revealed that there are a lot of magical postgraduate schools in various mountains dedicated to mastery of specific crafts, not just fiddle, with some overarching premise behind that. Not sure what the contest in question is about just yet.
… I'm picturing painting/calligraphy related stuff in one part of my brain and cooking in another, but probably it's not competitive food painting.
Anyway, overall, the general schools-everywhere concept allows for an actual like mentor (or romantic interest or rival or some combination) in book 2 quest 2 and a proper confusion of stuff in book 2 quest 3 and then ... some looming threat in a painting or cooking world or world sealed away by the school
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NOVEMBER 27, 2022
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Book 3 is probably about Hell or the underworld. Like I often do in book 2 or 3, it deviates from the pattern of the other books by having nothing to do with magical schools and instead substituting some kind of underworld mansion; it also has nothing to do with Pops.
Probably it’ll be more explicit about the comforting the damned in this one.
Book 4 would then be about Heaven in some fashion but … content dealing with Heaven is often tricky to make interesting. Hrm.
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Let's look at the Issues a bit.
Assuming I stick with a gold Issue, the options are It Never Stops! and Complex.
It Never Stops! 1, card: There’s some over-the-top stuff going on. It makes it harder to just relax and be yourself. But you can handle it. You can stay cool. You can just, you know, help a little, or be a little rebellious or snarky, or explain carefully why you don’t want to be involved, and then you’re done, bam, in, out, simple, and you can go back to being you
It Never Stops! 2, card: OK, maybe you’ve made some commitments. Maybe they’re getting a little tough to keep. But if you just stay focused, you know, stick to what really matters, and keep moving forward, you’ll totally resolve the whole thing soon. Everything is going to be fine
It Never Stops! 3, intro: "Phew! It’s almost over." Then some stuff about picking upcoming decision points where you'll definitely be able to resolve everything, or at worst lose and have them resolved against you.
Card: Just hang on a little longer. A little longer, and it’ll all be over.
It Never Stops! 4, intro: you get another chance, and we veer away from "ending things" to "figuring out how you've changed"
Card: You’ve changed. You need to mark and express that change somehow so you can get your head around it. (This can blow things up and accelerate to 5 instead of ending the Issue.)
It Never Stops! 5, intro: basically, the change is a bigger deal than you thought.
Card: You’ve changed. Really changed. You are not who you’ve been. You need to do something to mark and express that change so you can get your head around it.
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Complex 1: Sometimes you get a little bit too excited, distracted, or weird.
Complex 2, intro: figure out what your complex is about.
Complex 2, card: There’s something you are not doing enough about. You have to try harder. Don’t give up! Say something like that to yourself, or even out loud, right now. “I have to try harder on [[this thing, whatever it is.]] It’ll be OK if I work harder.”
Complex 3, intro: you feel even farther from success! Time for a plan.
Complex 3, card: Here’s your Issue
(space to write it)
...but you have a plan.
Did it fail? Come up with a new plan. Keep going. You just have to make it to Complex 4 and everything will definitely, definitely work out OK.
Complex 4, intro: ok, we sort of lied. On another note, think about the thing you absolutely shouldn't do now, and then realize that wait, wait, that might ... if you do it right ... you might be able to use that to fix things. (I don't know if I specified it cleanly enough in the book, but this is meant as "oh no no no no no thinking about what not to do just inspired an IDEA" rather than "do what you know is dumb")
Complex 4, card: Here’s your Issue (space to write it)
...but you have a plan.
...come on, world, just this once, just let it work!
(Enacting your plan, and bringing disaster down on your head, closes the Issue and ...)
Complex 5, intro: kick it up a notch with a new, improved plan, one just crazy enough to work.
Complex 5, card: You know what you absolutely, positively can’t let happen. You have a new, improved plan. It’ll work. It will work. It’s your last shot. It has to. (Ends with failure or grace.)
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ASIDE: A friend notes that “Pops” brings to mind a gameslord who runs a 1950 chocklit shoppe, possibly one that’s also a gaming café.
Me, imagining: "It's a game cafe." "Where are the games?"  "..." "...?" "here's your sword"
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So we want to get to Issue 1 by deciding to get Cneph's fiddle, which either gets us to "I can handle this, I just have to stay cool and maybe step in a little." (It never Stops!) or "Sometimes I get a little bit too excited, distracted, or weird." (Complex)
Odd results.
We want to get to Issue 2 by the disaster at the end of the music school arc, which is either "Maybe things are a bit tough, but ... we can fix this." (It never stops!) or "I might have a bit of a complex about this, but! I need! to try! harder!" (complex)
We want to get to Issue 3 after facing some threat re: cooking/painting, and winning! which is either "decision points upcoming. Just hang on! It's almost over!" (It never stops!) or "This is going terribly. I need a plan!" (complex)
We want to get to Issue 4 after making it home from the underworld: "time to figure out how you've changed" (It never stops!) or "make a really, really (bad^H^H^H) dangerous plan" (Complex)
We want to get to Issue 5 after making it home from Heaven: "You've really changed, express that at the end of the book" (It never stops!) or "Here's an even (worse^H^H^H^H^H) better plan, probably failing or resolving in grace due to series constraints at the very end!" (complex)
This feels like it pushes towards Complex, because ultimately the story is very protagonist-driven and It Never Stops! isn't.
Like, there's interesting stuff with Issue 4 and 5 on It Never Stops! there but still ... overall ...
It Never Stops! is for a reactive protagonist, and Complex is for a proactive one, and this protagonist is mostly proactive.
So let’s assume Complex.
The end of quest 1 is then also their kind of a rueful acknowledgment that they don't do things the normal way when they go after the fiddle. Not so much, "I will go on a grand journey!" but rather: "you know, I don't have to limit myself to ordinary approaches, and in fact, doing so is playing against my strengths."
And the end of quest 3/book 1 is then ...
I think mostly what that tells us ... or at least, suggests ... is that the end-of-quest disaster is probably one that the protagonist could ignore, but they don't because they have too many spoons to leave things alone.
The end of book 2 gives rise to a terrible plan, which is presumably going to the underworld.
The end of book 3 gives rise to an even more terrible plan, a plan which specifically starts with "well, unfortunately, the one thing I can't do is X. ... wait ... what if ..." and then some elaboration on that that makes X palatable.
Apparently X is raiding Heaven or something Heaven-associated—Nobilis Heaven is kind of awkward here, and I'm trying to keep these in the Nobilis setting, but, well. Something about delivering the prayers very directly.
(Which reminds me that part of going to the underworld is to take well-wishes type prayers to the dead; this is one reason why "the underworld" works better than "Hell," although again, Nobilis afterlife is awkward here. Still, that's one thing I was thinking about there, anyway.)
The end of book 4 is tricky because whatever ULTIMATE plan one comes up with upon hitting Complex 5 has very little space in which to work. In theory, I could leave the series unfinished—close off with a plan that doesn't get its own book. Or something could interrupt it, like getting the goal delivered to them by an ally/enemy/romantic interest/something before they leave on it.
Kind of a "I will now go CHALLENGE THE VOID to recover the CUP OF SOULS*"
"this cup?"
"... oh." kind of thing.
* not an actual cup in Nobilis cosmology, though I guess any cup can be a cup of souls if you name it hard enough
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so why is going to Heaven the absolute last thing they can possibly do?
(before they go, “waiiiit…” and decide to do just that?)
Nominally you don't want to go to the people at the top for justice when you've been doing illegal things, I suppose—more broadly,
[interrupts myself]
Oh! Right, it's if Heaven is hunting them for some reason.
If, I don't know, whatever they did down below is something absolutely unacceptable to Heaven—presumably because it involves unraveling the work that keeps the Fallen in Hell, or that keeps humans from flooding into Heaven, but possibly just because it was blasphemous against Heaven's principles or really personally offensive to some big name angel—then going to Heaven and ... I dunno, joining angel magical school ... is the obvious "wait, that just might work" dumb plan.
It founders initially against the "Nobilis Angels by default don't care that much about keeping Hell down, and certainly not in a way that would have them hunt an individual over it" but possibly I can keep poking at that.
Like they care about keeping Hell down as a matter of military detente but they aren't normally specifically feeling an ongoing investment in punishing the Fallen or whatever
Stealing something from Heaven to make things better in Hell, or more likely "using something stolen from Heaven that falls into their hands to make things better" could work.
Or taking on the whole burden of sin, which ... presumably exists in Nobilis? It's never actually made clear what decides whether your soul goes up or down but it's either sin, karma, chance, or something story-specific, probably.
Right?
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The downside of this kind of idea is that it plays against the "bodhisattva ministering to the ghosts in Hell" vibe I wanted with the Hell visit …
… but then again part of my brain is visualizing Annwn or the Halls under the Mountain instead of Nobilis Hell and the first part of my brain hasn't figured out how the ministering is a plot exactly yet, so there’s wiggle room.
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I guess "oops killed Cneph" is another good way to make yourself angelic enemy #1, though I'm not really sure where I'd go with that other than "it's vaguely viable given the fiddle thing"
I guess that while Noble canon has mostly had the Fallen relatively free of direct Angelic control the idea of some high-end Angel being invested in a "punishment" of a specific Fallen is possible. They are very into justice.
And not so much the restorative kind usually
Or at least
Hm.
Honestly, that should probably depend on the Angel, locking them into a non-restorative mold is awkward.
But at least some of them are into smity justice and others into poetic justice and others into manifesting their seething resentments in "just" ways
probably specifically for their exes or ex-besties
so if we picture this as like how the greek gods would react if you just popped down to Hades and freed a random titan ... it probably wouldn't parallel how Nobilis Angels in general work but it might fit one or two, possibly even one or two who are ... well, there is no canon on whether there are particularly important Angels, so the books can imagine that there are
(The books make a big deal of a few particular Angels but there's no canon on whether the Angels make a big deal out of them)
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NOVEMBER 28, 2022
migraine today so nothing today
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NOVEMBER 30, 2022
migraine has faded, so back to it, though the post-migraine day or two is usually pretty hollow
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I think I've convinced myself that something bound does get released at the end of book 3. Possibly there’s a romantic interenemy (since I think there's a peri floating around, metaphorically on the floating part) who is all "I can't protect you if you do this." I'm wondering if the Power gathers a whole bunch of souls as they go on the premise that releasing them from Hell isn't that much different from releasing prayers upwards from Earth, although it feels like there's some element of those souls having to be light/willing enough, with some having to be comforted instead, not as a moral stance for the story but as a narrative structural concern; that might need to be interrogated a little.
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ASIDE: Peri introduced November 30, “floating around, metaphorically.” Keep an eye on him! He’ll be important later. (A “peri” is a half-angel. I think. If I’m wrong, it’s what I’m using it as here anyway.)
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I think they then hide in Heaven in book 4 because "where is a prayer more invisible than right in front of the eyes of the angels?"
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So the end of book 2 sends them to the underworld, because ... well, complex 3.
There was something they were not doing enough about. ... I guess technically for a Complex, your plan is supposed to be about the same sort of thing both times—a plan to resolve the Issue each time, if you get me—so if they're going to Heaven to hide, that's also why they go to the Underworld. If they go to the Underworld to help, that's also why they go to Heaven. And I think the final Complex 5 plan is to take over Heaven, so hrm.
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Going by the thing with Pops they are a bit overly attached. Codependent or clingy. So we could have the end of book 3 be like, they've gotten someone they cared about out of Hell, up into Heaven, and they should just ... leave it there, they really should, that's a GOOD ending, and maybe they even agree with that for a while, because among other things there are people like Pops they can't exactly take with them to Heaven, but then they're all like “what the heck idc” and they tie their whole mountain home to a bunch of prayers and crack open the sky and go upwards, Pops and all. I think that's reconcilable with the basic role of the character if they admit at the beginning of book 1 that they have trouble letting go of each prayer. What I don't like about that is that it implies that book 3 is a rescue mission, going down into Hell because there's someone in specific they care about, rather than just helping out in general. It sort of opens the possibility of an Angel romantic interest who Falls on deciding to move forward—not by necessity, I think, Angels are self-righteous enough that a lot of them are in more suspect relations than "with a Power of the Game," but because in this particular case the Angel actually decided "oh, hm, yeah, those Angels who decided that fighting for love for everything was worth leaving Heaven for were right" as opposed to "nah, this love is OK."
... hm, no. Need a better complex. Competitiveness? Not listening? Overmuch faith in the system?
long pause
Possibly just “taking everything on their own shoulders” will work?
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I had the idea while thinking about competitiveness of "the world isn't fair. What are you going to do, complain about it to Heaven? —no. Take that look off your face. No!" as the seed of book 4, and a separate idea about maybe trying to fulfill a particular prayer after looking at it and realizing that Heaven couldn't help when going down to the underworld.
Like, someone wants their family back, and it turns out some of the souls are in Hell, but one is actually lost. And then the complex is like, faith that you (well, they) can fix things, that at most if you can't it's because there's been a closed communication channel somewhere that you need to work around—viable, maybe?
We’d still have a key friend or love interest in the picture, peri or Angel probably, and I entertained having their problems or Pops' problems as a key thing but ... probably not
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DECEMBER 1, 2022
I thought about this more last night while falling asleep so the only question is if I can recover what I thought about.
I think Complexes and Aspect both reward going somewhat ridiculous.
So I think I was thinking last night in terms of someone who actually cared about their magical school grades and permanent record and doing well enough to get into Heaven for postgraduate work.
Which would be relevant if we ported over the Nobilis thing of how you're not actually getting into Heaven, regardless of how cool you are, and had them sneak in in book 4; and had book 3 and the descent into the underworld be at least in part about trying to correct a transcript issue that can only be fixed with a witness who is dead.
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… I guess I'm kind of repeatedly fighting the Complex, even though it has its points, because my initial picture of the character wasn't anime goofy.
What about trying It Never Stops! again?
If book 1, quest 1 => It Never Stops! 1 then it implies that the move forward to searching out the fiddle was almost involuntary. That the character was stuck, but in part they kind of wanted to be. Only, the end of the quest forces them to realize that they can't just keep wasting their time. They’d encounter the fallen angel during the quest itself, and think about the fiddle afterwards.
Then book 1, quest 3 ends with a disaster, which is where the commitments leading into book 2 kick in.
Book 2, quest 4 gives the feeling of "it's almost over." Pops is safe. Just, y'know, gotta go down to Hell and deal with some paperwork about this, help some people out, whatever.
Book 3, quest 5 gives the feeling of "have I changed?" and it's marked by heading up to Heaven by attaching their mountain home to a bunch of prayers for flight.
Book 4, quest 5 is realizing it was a bigger change than they thought.
… that’s how it looks with the underlying Issue being “It Never Stops!” and not “Complex.”
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The key things that I liked out of what I was building before:
I like the idea that there's some ... institution ... in Heaven that they want to get into, that won't ever actually let them in, that they break into instead in book 4.
I like an angel/peri romantic interest or romantic-tension-friendship, possibly who falls in late book 2 or is just generally on the verge of that.
I like the character being a bit overly earnest in regards to the rules of the world and grades and the like, I just can't see them being enough of a stickler to go full Complex with without becoming unworthy of being a protagonist. They're kind of codependent, but same there. ...
Name: Tellador Witt. Witt is short for the childhood name of "wtf is this," Tellador for explaining something as they were rushing off only to be all "ah, I'm telling this to the door again"
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ASIDE: This name doesn’t stick.
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The peri or angel is Casimir. Possibly Casimir Chauncey, not sure. I can't remember where my brain is getting Chauncey from so I hesitate.
Aspect 1
You’re blocked. Frozen. Stuck. There’s something you can’t get past.
Reward. You push past it.
Book 1, quest 1 - If you pray, or wish, or send something out into the universe, and you don't have the power to send it all the way, then your prayers will make their way to Tellador Witt, Power of Prayer, whose job it is to carry them up the mountain, open up the sky, and send them on to Heaven, to be unanswered there. Tellador's honestly fine with this. They have a job to do, and they like doing it, even if it's kind of a dead end. But when people fill up the mountain hunting a runaway fallen angel who stole a fiddle from fantasy mountain fiddle school (working title), and one such hunter, Casimir, gets stuck staying with Tellador and Pops during a storm and talks about how Cneph might be in the fiddle, or maybe in every fiddle, and anyway it doesn't matter because if you fiddle properly you can do anything, Tellador is forced to accept the possibility that they might not be doing enough for people's prayers. They won't go too far here, though, maybe just ... like ... go over to where they know the runaway fallen angel is hiding, and ask a few questions, not actually getting involved? (lingering possibility that there's a complex involving romance or ambition, both of which could also trigger here, or just about doing enough for their job, which could be like, admitting to Casimir that it's a lot of work to move prayers from "probably going nowhere" to "probably going nowhere, with ceremony.")
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ASIDE: Lest the grammar confuse, Tellador is a they—they’re not formally nonbinary, but they’re “keeping their options open.”
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DECEMBER 2, 2022
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Aspect 2
You’re presented with the option of another way of life or another way of thinking.
Result: you have an insight: you see or hear something that you wouldn’t have been able to before.
Book 1, quest 2 - Tellador takes a journey with the runaway fallen angel. I'm seeing red and white streamers on the trees on lightly wooded hills, an airship regatta, and candy apples, none of which makes immediate sense but at least it does define a space of journey. I think it implies a fair in a place where time is fucked up, presumably as part of taking the fiddle towards a metaphorical heart of the world. Probably there's a renewal of the world sort of thing that the fiddle has to be played for, which the fiddle school that had the fiddle wasn’t paying attention to, leading to its theft and use and Tellador having an insight.
Loosely speaking, I think the insight is just an awakening sense of there being more to the world—a first glimpse of actual Heaven, and the institution there? Or maybe their first recognition, prompted by the Fall itself, that maybe that Heaven isn't keeping what Tellador considers to be the implicit bargain of Tellador's existence and at least looking at the prayers before tossing them out? Realizing that the beauty up there is infinite, but Heaven's heart is somehow smaller than their own.
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Aspect 3
You’re dealing with stressful, bizarre, and confusing social situations[FN].
Result: you finish up your latest obligation, optionally come home and take your literal or metaphorical shoes off, and learn something shattering.
[FN] Your best friend wants you to romantically intercede for them. With the person you love, to boot! Or, there’s factional conflict at your school or temple. Your parents have ridiculous expectations of you. You’re living at the house of your worst enemies. ... stuff like that!
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Book 1, quest 3 - They go to study at the fiddle school—following up on the hints of possibility they saw in quest 1, maybe quest 2. Now, I'm not actually good at farcical social situations, but I think it boils down to sneaking out at night to find a good space to play and not wake their roommate and getting mistaken for basically everyone else who might possibly be sneaking out at night, from secret admirers to hired assassins to food delivery professionals, eventually leading to the night of the big cake delivery/dual assignation/assassination-target-extraction while also carting a delirious Casimir around, or somesuch. Anyway, when it's all complete, and they crash exhausted on their couch, they hear about what's going on with Pops.
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Book 2, quest 1 - There's a yearly ritual that four? Seven? Imperators gather for, to hold up the sky. To bring the autumn. It affirms them and their Estates. But Pops is old and has been wounded by a rival, and while they're weak the value of their Estate's been challenged. So Tellador (Tellamor? might sound better, hm.) goes to the Duelist's College? Tourney? to prove that Pops' other Estate, the Gun, is still competitive with other weapons that might replace it in the ritual.
(The Gun being the same age as Prayer doesn't really make sense, but I like it better as a pair with Prayer than the Sword, the Fist is TOO old, and most other weapons are too weird or specific.)
Tellador hits it off well with their main potential competitor, but loses the first double-elimination fight against ... her? ... and is in general struggling because they don't actually have Bullets.
The end of the quest is breaking past that to realize that a gun's need for bullets is just a magic feather—"the real bullets were inside you all along” or whatever.
Some parade grounds in a high place things. Some tending wounded Pops things. Flags.
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This may all have to be rewritten, my brain is not doing well. But, forward! in case it's just that Aspect is hard enough that I have to do a series of drafts instead of just writing stuff down.
Book 2, quest 2 - Having broken past the blockage, Tellador is now in a position to focus on what's important, which is to say, digging into Pops' past.
… er, that is, training for the combat part of the yearly ritual, in case they have to take Pops' role for it!
Quest featuring: an exciting opportunity to dig into the secrets of Pops' past! at the little town where the ritual started, taught by a Serpent who Tellador eventually realizes is the one who goes weird in the autumn and has to be combatted against. Hanging out with them socially gives rise to the insight about their relationship in times of eld.
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Book 2, quest 3 - As we get down to three or four competitors, the Rules jerk that wounded Pops takes over intensive training, probably trying to sabotage Tellador. The last bits of the historical drama that started all this get unearthed. Tellador wins the tournament, the snake goes bad in a proper yearly fashion.
Book 2, quest 4 - Combat-based quests are historically tricky but this feels like it involves a journey across a barren realm to drag the target out and fight. Probably ... the snake, having gone wicked mode, hides in the deep mythic but is having enough of a nasty effect on the world that this part of the ritual is obligatory. But a journey isn't a whole quest, probably; there needs to be a siege, some trying on outfits, and a bit of ordinary life under a shadow and ... harvesting from a garden? first.
I hope my brain knows what it's doing but I'll find out tomorrow I guess
Something to do with a big meal. I don't think Thanksgiving-inspired despite fall theming because the visual has duels on a giant platter.
Book 2, quest 4 leaves Tellador with some paperwork to be done in Hell. I probably can't just tack that on in a random paragraph, but I am.
doing the impossible is my middle name, if you type very poorly
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Book 3 I want to try to get back to the core of Aspect, training, by working on the fiddle more, with quest 1 unlocking something in the underworld, but
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ASIDE:
Friend 1: If you want to train in Hades, you gotta have a fiddle in your hand Me: that’s what they say Friend 2: and a fiddle in the hand is worth two in the bush which is why quest 4 will consist of a hunt for the elusive and dangerous Bush Fiddle, said to be the greatest of musical beasts Me: biddle Me: ... buddle Friend 2: nods buddle
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DECEMBER 3, 2022
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Book 3, quest 1 - I guess the absolute simplest approach here would be an accumulation of prayers too heavy to go upwards, leading to the breakthrough of descending with them. Not very fiddle-heavy, but directly on point.
It needs an equivalent for the runaway fallen angel and a reason for Casimir to get stuck with Tellador, but …
Book 3, quest 2 - the simplest answer would then be the journey into the underworld with the fallen angel equivalent, learning how to deal with the prayers below.
Book 3, quest 3 - then there's complex social situations from an accumulation of expectations down below, ...
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OK, I know what I'm doing wrong.
The thought process that let me figure this out started with me thinking about what a “normal” Aspect Arc would be about at quest 3, which would be, clearly, that the great fiddle masters of the underworld have lost their way and started caring about unimportant things, distractions, metrics and rewards rather than songs, losing track of what matters and almost forgetting the fiddle song that keeps Excrucians from invading from below or whatever in quest 4.
And I started trying to do comparisons with the silly example character that I thought of first, the Power of Pound Cake (they used to be Giant Puffy Cake before getting pounded flat by Aspect), and realized the problem that’s been making all this so very, very hard:
Tellador is a Shepherd character.
This honestly should have been obvious.
Now, I don't want to get rid of all this progress, and I don't know how much will directly convert, so here's what I'm going to do:
I'm going to make an Aspect Arc about Casimir, who actually wants to learn the fiddle, and they can both be in the same books, and then I can move Tellador properly to a Shepherd-based quest set while keeping most of the plot beats that I already have.
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Book 1, quest 1, Casimir: Casimir is a peri Power at magic fiddle school trying to master the fiddle, but not getting anywhere ... until an encounter with his fallen angel parent points the way to true music.
Book 1, quest 2, Casimir: Either this is where Casimir is stranded in the mountains with Tellador and Pops, or it's learning from the fallen angel. The first is neater, the second more narratively sound.
Book 1, quest 3, Casimir: Casimir obviously doesn't want fiddle school to catch up with his parent, so he has to squiggle Tellador into sneaking off with fallen angel and magic fiddle and distract everyone with Pops' prospective fiddle performance that Pops doesn't know about while trying not to get tongue-tied around Tellador, caught by the eagle-eared tutors who might hear forbidden notes in his performances if he doesn't distract them by implying he's been learning from Pops, Tellador, their rivals, whatever else, and just in general keep the search together and in the wrong area until Tellador is away, which is great until he gets back home and finds out that the fallen angel was caught and immured after all.
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First Attempt at Book 2, quest 1, Casimir: Casimir is distracted from pure fiddlery by the study of the sword, which he'll need to free his parental figure. (Parallels are fine, though possibly not exploitable.) However, he gets stuck until he's offered tutelage by a Rules type in exchange for participating in the contest thing.
First Attempt at Book 2, quest 2, Casimir: Casimir learns the sword (maybe not the ideal weapon, but the bow is too punny) and progresses through the trials, eventually finding the link back to music.
I redacted these when I got to quest 3.
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Book 2, quest 1, Casimir: Casimir studies the fiddle as weapon in preparation for a fall ritual where he'll have the chance to free his parental figure. However, he gets stuck ...
Book 2, quest 2, Casimir: Casimir learns about the Rule and Game old rivalry => insight
Book 2, quest 3, Casimir: Casimir has to figure out how to throw the trials to Tellador, who doesn't even have bullets, apparently, without breaking an oath, and keep anyone from noticing that the fallen angel who they were going to sacrifice or something is missing, and also deal with the way that nobody seems to actually care about the ritual's purpose any more (instead using it to work out old rivalries and such and ok fair rescue fallen angels or whatever). Everything seems under control but because of the missing sacrifice and the general shenanigans, a Serpent goes wicked mode.
Book 2, quest 4, Casimir: Dealing with said Serpent.
Book 3, quest 1, Casimir: The next step in mastering the secrets of the fiddle is to learn one of the great songs that Cneph played back when making the world, but it's hard! It's not until there's a breakthrough that it's worth descending to the underworld to play it in its proper setting.
Book 3, quest 2, Casimir: oh god what is Tellador doing trying to help these people still, wait, idea for fiddle stuff
Book 3, quest 3, Casimir: There was a time when the Fallen knew to keep their fiddle skills sharp to keep the Excrucians out, but these days the musicians of below are all being “eternally tortured this” and “lost in endless dreaming that” and “turning into limbless dragons the other,” not to mention all the ones who are clinging to the discredited Parfolio School of Theoretical Fiddlery, so even finding the people who are supposed to know what they're doing any longer is basically impossible much less getting them back into form.
Book 3, quest 4, Casimir: Thus, Excrucians.
Book 3, quest 5, Casimir: Followed by a long struggle to rise back out of Hell because nobody actually makes it easy.
Book 4, quest 1, Casimir: Casimir presumably is the one who actually cares about the school in Heaven, so upon finally getting past a fiddle skill improvement blockage, applies.
Book 4, quest 2, Casimir: More Tellador stuff, probably, because Tellador is still going upwards.
Book 4, quest 3, Casimir: Both of them sneaking around in disguise as proper Angels because nobody can get in the other way, accidentally winding up the heads of a new rebellion.
Book 4, quest 4, Casimir: Against the despotic government there. (apparently there’s a despotic government. There.)
Book 4, quest 5, Casimir: returning home
This is very patchy and awkward but! I think it's solid enough that I can fill out Tellador's Shepherd Arc, then jump back to it in Aspect, and they'll feed off of each other to get the last details. Notice that while books 3 and 4 that I hadn't touched much are still sketchier, and quests 4 and 5 that I hadn't touched much the same, the quest 3s that were honestly just killing me fell right into place.
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Since we're being sketchy anyway:
(Book 3, Shepherd 3, Tellador: probably already in the underworld for this) ... let’s do 2 first.
Book 3, Shepherd 2, Tellador: this would make the most sense for descending below and dealing with the dead. Let’s do 1 first.
Book 3, Shepherd 1, Tellador: daily life at the mountain. Thinking a lot about Casimir and the events of book 2. Imagining shapes in the clouds. Someone immortal, in immortal grief for someone they lost, passes through. Smirking at Casimir's frustrated prayers about fiddlery. A harsh autumn and early if dry winter lead to food shortages that don't actually matter except aesthetically to any PCs involved. Eating soup in Pops' cave home. Dry scrub shows up somewhere. Tending a wounded animal happens. There’s some memories. Ends with realizing that the grief-prayers have gotten too heavy and it's time to move them along.
Book 3, Shepherd 2, Tellador: the trip to Hell is always harrowing. People are ... impolite. The sky is really gray. The food you get with underworld tokens is really stingy. Tellador's hands always get chapped repairing infrastructure and fighting off stinging beasts along the way. Also apparently this time they have to take care of Casimir who is basically like a lost puppy down here but also really stuck up about it.
Book 3, Shepherd 3, Tellador: Tellador sees someone they knew as a kid who used to haunt those mountains before dying (or, as Pops said, "taking their life's work to its natural conclusion, elsewhere"), and bargains a sack of griefs and prayers to one of the less nice Fallen for the chance to work things out with them and take their soul away. It eventually turns out that this is mostly time-consuming and difficult because the friend was offered a chance to save Tellador from Pops and thought that was what things were actually about, leading to Tellador admitting that they're well aware Pops is awful, but that they've learned not to get other people burned and that's all they're obligated to worry about. Casimir steals back the griefs and prayers because the Fallen ignores their fiddluciary duties.
Book 3, Shepherd 4: While Tellador hasn't really been paying attention to this, in the background Casimir has been complaining a lot about how nobody in Hell seems to care about the fact that the old fiddle defenses keeping the cup of flame intact against Excrucians are holding up any longer, and that does seem to be true. There's a major invasion, comparable to the original Heaven incursion, and a giant void dragon Nidhoggr type shows up, and there’s some guarding Casimir as he fiddles back the boundaries, and hiding in various weird awful Hell places, and watching bigger folks cast down with bigger folks at the bloody living palace with weird nodules at the center of everything in the distance.
Book 3, Shepherd 5: It is with the griefs and messages of the living that Tellador rebuilds part of the place, which has been torn open to the void, as a non-horrific domain within the place. Though I think this is not, in general, one of the worse or more permanent visions of Hell for Nobilis, since there was already inefficiency and people allowing Tellador to bring comfort and Fallen being Nob3+ Fallen and so forth, but still, a vale of ... if not comfort, forgetfulness and peace.
Book 4, Shepherd 1, Tellador: there’s daily life in the underworld as repairs finish. Tellador has realized that the fault for everything is Heaven, whether or not my previous comments or text have ever actually suggested that anywhere. There’s hanging out with Casimir. There’s taking shelter from weird infernal storms. There’s giving some very high-level Fallen Angel a place to crash (that isn't part of the politics of everything) so they can slack. There’s carrying prayers and a few souls up a particularly, particularly tall mountain to pierce the sky of Hell. Ultimately, there’s launching a prayer-lift-based expedition to Heaven itself
Book 4, Shepherd 2: Ascending the tree with Casimir and a stowaway Fallen runaway from Hell on a rickety flying temple, things are tricky and difficult, and they're only going to get harder on reaching Heaven.
Book 4, Shepherd 3: Nominally I'd stop off at a random world here to do something cool, and that might still be what happens, but I think other narrative constraints force this to be the extraordinary life at the school in Heaven.
Book 4, Shepherd 4: parallels Aspect 4.
Book 4, Shepherd 5: rebuilding Heaven after the revolution
OK, we have the very roughest of writeups for everything, that's good.
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DECEMBER 4, 2022
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OK, starting from the beginning, but hopefully to get somewhere this time around!
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Aspect 1
You’re blocked. Frozen. Stuck. There’s something you can’t get past.
Reward. You push past it.
Complex 1
Sometimes you get a little bit too excited, distracted, or weird.
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Book 1, quest 1: Casimir is the Power of Avarice—half-human, half-Angel, with the Angel Fallen. (Avarice is notable for the universality of its love and its ability to damage, after all, though once it was a high and holy and selective thing. The Angel governs ... Avarice, Crowns, Impossible Dreams, and Overviews.) He isn't fond of his Estate but he can't let go of it and do gigantic destruction miracles either so he just pretends it doesn't exist and mopes around at magical fiddle school in the mountains. Unfortunately, his fiddle development is blocked because he doesn't trust the world enough and is only working with what he has inside him ... until he hears that Angel ... his ... mother? ... playing in the distance.
He's disturbed and mostly goes about his life, getting meals at the cafeteria, arguing with friends, doing little duels of magic and fiddlery, staring at the moon, walking high roads, taking classes, ignoring avarice spirits ... but also thinking about that song, and occasionally hearing it again. Eventually it stops, and he tries to recapture it in his own work, but fails; he learns, later, that the masters of the college have caught a fallen angel in the web of light that guards the tunnels to the fiddle vault, and has to go in and rescue her. He is devastated and embarrassed to realize that it's his mom, particularly since he brought a friend with him and doesn't want to deal with that at the time, but getting to hear it close up — he can hear her reaching for what she had once, when she was in Heaven, the work that was in unity with the voice of Cneph, who made the world. He can hear the music bleeding into the arch of Heaven in that song. He can hear his own boundaries shifting.
... then it fades, and he breaks her free, watches her steal a fiddle, realizes he isn't sure if freeing her was actually what he wanted to do, reports her escape, and uncertainly follows.
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Book 1, quest 2: Casimir travels to what will turn out to be Tellador's mountain, getting impromptu lectures on the way on one particular Fallen's possibly biased theory on what it means that Cneph is "in a fiddle" and why she has to take it somewhere. Other students are also chasing, but none of them casually join his mom at her campfire—they're all a ways behind, except when they set traps in canyons using fiddle magic or ambush her and arguably Casimir during a lightning-set fire. Ultimately a bad storm separates them and Casimir is forced to take shelter in the cave-like home of a concerning Game Magister and his weird, concerningly optimistic and empathetic kid, whom Casimir immediately despises and has a crush on. He tries to convince them that Heaven isn't listening to prayers and the Game hates and kills people and acorn soup is the worst thing ever but also Tellador likes his fiddle playing so what is he going to do? It's not until he's dragged on one of the prayer-lifting sessions and sees the nastier prayers sizzling off of Tellador's skin and possibly sees the grave of the friend of Tellador's Pops got killed off when Tellador was young before Tellador knew better that he realizes (and only because Mom's music, in the distance, pierces the solitude of his conceptions) that Tellador isn't just naive, and confesses that it'd be nice if someone helped his mother get away.
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DECEMBER 5, 2022
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Aspect 3
You’re dealing with stressful, bizarre, and confusing social situations[FN].
Result: you finish up your latest obligation, optionally come home and take your literal or metaphorical shoes off, and learn something shattering.
[FN] Your best friend wants you to romantically intercede for them. With the person you love, to boot! Or, there’s factional conflict at your school or temple. Your parents have ridiculous expectations of you. You’re living at the house of your worst enemies. ... stuff like that!
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Book 1, quest 3: Casimir rejoins the search party as it sets up a base camp in an old temple by Pops' cave from which to scour the area. The other side of the temple is, unfortunately, where Tellador and the Fallen Angel crash for the first night. The only solution is to convince the search party that the back of the temple is haunted by a pair of dead lovers that nobody can look at without dying. He fumbles the story a bit by explaining that they have to lay them to rest or none of them will survive to return home, so instead of just LEAVING the base camp is firmly established. Also the dead lovers play a lot of fiddle. Also that Tellador who showed up to borrow supplies is unrelated, they're the kid of the Games Magister who lives in a cave nearby and is ABOUT TO HAVE A FIDDLE PERFORMANCE YOU CAN'T MISS GO GO GO NO DON'T LOOK LEFT no teacher I don't need remedial fiddle practice in the oubliette to get the forbidden notes of love and Cneph-fiddling out of my song oh god Tellador is looking at me MUST GET TO THE CAVE SO POPS KNOWS ABOUT THE FIDDLE PERFORMANCE sort of thing. Lots and lots of running around and identity juggling and getting people to play fiddle for other people while behind curtains or in oubliettes while making sure that none of them are the same people who already did so, and anyway it all FINALLY pays off and the dead lovers are laid to rest and FINALLY LEFT THANK YOU TELLADOR, MOM, and the search party is off in the wrong direction, and he goes back to school, only to find out that the Fallen Angel was caught and immured after all.
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Complex 2
There's something you are not doing enough about: getting this business with your Mom squared away so you can focus on the fiddle. You have to try harder.
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Book 2, quest 1: A long time ago, in the eternal summer of the world that was the Second Age, the heroes and the Powers of the world would compete for the honor of serving at the court of the Serpent that was Summer and donating their strength to the cup of flame that kept the void at bay. Even now, once in each great cycle of years, when the last ritual's power begins to fade, heroes and Powers gather for a great tourney in the Serpent's mountain-home, pitting their Estates and artifice against one another. Casimir doesn't know much about this ritual or what it does today, but learning after breaking into the cells that his mother has been donated to this ritual as a sacrifice, he volunteers himself as a participant. Most of this is told in flashback, because we start with his own form of being stuck: he isn't good enough. There's a song he can hear, in the air. A song to play, to shore up the world. He isn't good enough. There's a weapon he can use, probably just an ordinary sword or whatever. But he isn't going to win. Or throw the contest to Tellador. He is overwhelmed and small and stuck. Everywhere is paegantry and feasts and rustic glory and natural and architected beauty and nature in the full bloom of summer and he throws himself at it with everything he has and he isn't going to matter. Tellador isn't going to notice him. His fiddle is going to be meaningless. Mom is going to die and not even know he showed up. It's summer and it's like the air's a wall of ice.
... until a Lord of Rule, and one of the patrons of the event, takes an interest in him, and shows him a vision like a scrap of song, like an inspiration, too big and jittery for his hands or body to really capture but still there's something there, enough to scrape at the edge of the wall, enough to get out of the qualifiers, enough to owe a debt he hates to a god he cannot trust.
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Aspect 2 You’re presented with the option of another way of life or another way of thinking.
Result: you have an insight: you see or hear something that you wouldn’t have been able to before.
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Book 2, quest 2: Casimir studies the nature of the world under the Lord of Rule, who is, among other things, Graveyards and Nyctophobia. He is taught of the perfidy of the Game* and the endless chill of the void beyond the world, and hints of that void touch his swordsmanship and fiddlecraft. He dreams of sitting at fires with Warmains in the endless dark and wolves and fairies bickering over his bones. He isn't coping with it well, but it's helping him. He talks to Tellador about it even though their gormless cheer irritates him almost as much as it helps. He doesn't refuse acorn soup. He hangs out with other fiddlers and warriors at various meals and events. A competitor tries to sabotage him somewhere. He watches a few of Tellador's fights. He tries to get far enough not to need more help from the Rule. At some point he understands, in the echo of the void-song off the mountain, that at least in the past, the winners were sacrificed to prolong the summer. He can practically see it, practically taste it: how they were stuffed into the cracks of the world, thrown into the apertures of void to be consumed there, to shore up the cracks created by the way of things and keep the grotesque reel of revelry turning ever on.
(* in case I wind up distracted here, I don't think the Game was actually perfidious in the past, I am loosely envisioning the Rule being the one that broke the summer of the world, possibly to preserve its champion—but, well, the Second Age was going to end anyway, while Earth could have been the problem with the First Age as unlikely as that is, it definitely wasn't with the Second.)
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Book 2, quest 3: Casimir falls back on old habits and drives the guards away from Mom's cell using a ghost story of a roaming hungry spirit, enhanced now with Nyctophobia fiddle technique, including an awkward experience roaring and growling around the corner, but when someone important gets hurt and that part of the castle is locked down and it's decided that only the winner of the fight competition can deal with the monster, he has to make sure that either he or (when his points are too low) Tellador, who doesn't even have bullets, wins, so he can get Mom out. He explains away his attempted visit to the forbidden area as an assignation and now has to also keep Tellador from finding out that they're apparently sneaking off together without Tellador's knowledge because Tellador would totally make fun of him. Also the Rules Magister is very upset at his collaboration with the Game, which is unfair, because he doesn't even like Pops, winding up with having to get Tellador to stand in for him at fiddle work so he can disguise himself as Tellador using peri powers to win a fight that Tellador couldn't. He doesn't know that almost everyone there knows some of what's going on but is rooting for their relationship on the one hand and laughing at his running around desperately on the other and thus not interfering. (This is helpful when he is forced to resort to interfering with a duel while disguised as the ghost by wearing a sheet, which wouldn't have flown at all if people weren't tolerating him amusedly.) Anyway, it all works out, Tellador wins, Tellador gets Mom out probably, everything's good, he can relax now, except it becomes clear without Mom either he gets sacrificed or Tellador gets sacrificed or the whole ritual goes spla. Unfortunately, the Rules Magister is also aware of this and stops Casimir’s attempted preemptive self-sacrifice.
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Book 2, quest 4: This might have led to Tellador's death/sacrifice, but apparently either someone else stopped that or Tellador was just too oblivious to sacrifice themselves, because the Serpent of Summer goes Wicked Mode. It's unclear to Casimir whether that's wrong or if it's supposed to happen, to be honest, but it puts the castle (apparently there's a castle, although my brain had previously told me it was a village) where this is taking place under siege from ... I'm seeing tree-root type things. Vampire pumpkins. Oppressive autumn heat alternating with frost. Mostly hungry tree roots though and brambles and such. And the sky broken to let in the coming winter, void, and death. The dead, perhaps. Some siege stuff, making food supplies last. Some keeping control of someone who loses it and tries to let the dead in. Some playing music on the balcony. Ghost stories and fear. The Imperator of Rule gets in a fight with Pops, who blames the Imperator of Rule for letting this happen the first time, while the Rule Magister apparently thinks Pops ought to have tossed himself into the void back then because what other good is prayer anyway? Blood and fever. Casimir finally sneaks out and journeys through the deep mythic to put the Serpent down
… though the way that journey actually ends is with stabbing it, getting beaten up, looking at the sad creature, and then playing for it until his fingers bleed and the sky first storms then calms and some of the pain of the void at being locked out all those years and the pain of the world at it breaking in subsides.
Casimir understands it, then, as he watches it sleep; that the songs that sustain the world, that they haven't been played properly since the Fall. That it's no wonder his Mom stole Cneph's fiddle to try to deal with it, it's no wonder the ritual went weird both now and back then. The world needs music like this or it'll fall apart, and no one's playing it.
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Complex 3
Here's your Issue ("getting this business with your Mom squared away so you can focus on the fiddle") ... but you have a plan.
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Book 3, quest 1, Quick Notes: We know there's a song Casimir hears. We know he can't capture it. It looks from other quests like probably he's at fiddle school for a lot of this, though eventually he descends into the underworld because that's the plan. Probably the thing that helps him push past it is Tellador visiting before descending—maybe Casimir was blocked by hesitancy/fear/innate stasis before that point. This isn't the full writeup, it's a temporary writeup so when I next go forward I can choose between filling in the 4-5s or going forward with book 3.
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DECEMBER 6, 2022
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Aspect 4
This is an epic struggle with something terrifying and supernatural.
Result: you win. Sometimes you’re left stranded and far from home, sometimes you get a victory parade; sometimes there’s more to do, sometimes it’s 100% triumph; sometimes the HG has to delay your victory a few scenes or invoke silly tropes like “but that wasn’t the real big bad” to stop play from grinding to a halt, and sometimes your victory is pure awesome. But, no matter what? You win.
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Book 1, quest 4: so this is a notional short story that squeezes in between "search goes off in the wrong direction" at the end of book 1 and "Casimir heads off to the ritual" at the beginning of book 2.
Casimir and the search party are in the mountains, and they become prey to something that hunts there, some old hungry god-beast ghost from a True God that died but couldn't do it right. It picks off members of the search party. It hunts them through rocky hills, scrublands, and spires of barren stone. Its yawning jaws are even in his dreams, in his thoughts when he closes his eyes, in his music when he plays to keep out the cold. The group argues at a river and splits up; blood is shed, and a fiddle broken, and someone in the other party uses a curse to send it after Casimir's. He falls into a kind of delirium as he sinks into the mythic as it hunts, its hunt becoming less and less physical and more an active devouring of his spirit that he challenges with song, and the rises and falls of the land are the intensification and quieting of the song he plays; until at last on a peak on a moonlit night with the land sprawling out beneath him he plays its bones into the earth and it and nearly himself to the other side of death, and, shockingly, he's won. In part because he's that good, in part because Avarice is bigger than its stomach, but in part because it already consented inadvertently to the metaphor of the song being their battle and so it's listening as he bridges from what should have been the conclusion of the hunt to a coda and its end.
I can sort of feel that transition, the song drifting down to silence as it eats him, then the quiet trill, then the chonky sawing of the bow as it picks up into the whirling dance of the actual ending of it. Anyway.
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Aspect 5 You’re lost in the dark.
Result: you find your way home, maybe even with some treasure, maybe having left something good behind—
But the experience has changed you.
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Book 1, quest 5: this would, then, be the long walk home alone, after the True God's laid to rest. Tradition says Casimir has encounters on the way, someone to help, someone to betray him, something wondrous and fairy-tale. A forester in red. A fairy or monster by a stream. The full moon. A case can be made that he's not in his right mind, having pushed himself quite hard. Tradition says that his fiddle is possibly broken and he makes a new one along the way. Something in him was buried and lost with the God, and he has to find himself in the bones of the world, in nuts and roots and berries, in the trap of a much more mundane but still magic forest creature and its abattoir, in the transient house of a helpful spirit, in the fabrics of a hospital after he reemerges into the world and a car hits him, in the mouse that a proud feral cat drops off for him. He grants things their wishes, because Avarice is dead, you see. He starts by trying to grant a wish to a stone he finds along the way, but it doesn't express one. Moves on through the encounters. Eventually someone's just kind of concerned for him and is just hoping he'll be okay, which forces the still waters of him to stir towards waking. He talks a bit about the stone, and the person he’s talking to mentions that it doesn't want anything because it's dead, and he's all "ah," and almost reaches out for human touch but this person is mostly a stranger and he's too restrained and Casimir for it, so instead he just says "how about that," and heads on home.
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Book 3, quest 1: Casimir is at fiddle school. He has a plan, which is to say, descending to Hell in his mother's footsteps (a ridiculous romanticization, but his ridiculous romanticization) to bolster the ancient wards against the void. He can practically taste ... feel ... touch ... the song he needs to play. But it eludes him. The nights are dark and the moon is bright and there are fires lit in the halls of the fiddle school in the mountains and wolves howl in the distance and strange beasts are cooked upon the fires and the maesters of the school dream on ancient secrets and trade instruction for bone and miracles and riddlery and have mouths dark with tobacco or betel or something like that and the students dress up in fancy poofy outfits and build a 3d sculpture model of a song out of many-colored painted laminated branches in the shared study and argue over the meanings of historical fiddle-players but they're afraid. And he can't get it, no matter how he works at it, he falls short, and he is at risk of trading something vital to a maester for instruction to push past when Tellador visits and talks about how they're going down below but thought they'd stop by Casimir’s place first and something clicks in Casimir's understanding and he can fill out the hollow in the song.
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Book 3, quest 2: Casimir and Tellador descend. Casimir listens to Tellador's theories on people and the world, mostly with a kind of exhaustion at dealing with someone who has optimism and energy still.
The road down the Ash is scary, with rivers of venom, paths of corrupted wood, sulfurous clouds, and the worlds they pass through are bitter, withered; they know prayer only when Tellador passes, so Tellador must carefully gather all of them up when they pass.
Tellador shoves Casimir forward to fix some world's crops that haven't grown for seven years with a fiddle song and Casimir grumpily takes that world's crown in exchange. (Some of the stuff fiddle music does in these stories is outside the realm of Aspect but whatever, it's either an Aspect-bound art, Ability-based magic, he's cheating with Persona/Treasure on the side, or he's buying Bonds/Geasa with some of the Aspect quests. That’s not super-important here.)
There are frightening omens in the sky on another world, but they just wait it out. There’s acidic rain in a miserable corner of the Ash. But there’s also laughing and goofing off on the road, neat sights, encounters with weird domestic animals, crossing a river in the early prototype prayer-flight-craft, playing music (together?) at somebody's wedding, and opening up somewhat about some of the burdens of his heart. Casimir probably gets to take ownership of his own identity for the first time after explaining some of his reasons for self-hate as a half-Fallen Power of Avarice and getting scoffed at for it and realizing that Tellador is right, he can be whatever, it's not like anyone else even knows him down here. That probably happens around the time of the wedding, shortly after, so the wedding festivities can still be going on outside when he goes to sleep thinking on that.
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Book 3, quest 3: To clear the way for Tellador to help out the dead, Casimir fakes up an imaginary high-ranking Fallen who the two of them are working for. He accidentally chooses the name of a legendary Fallen who vanished long ago under mysterious circumstances—it’s not a pure coincidence, it’s a name his mother mentioned once when he was a kid that slipped out accidentally because the subconscious keeps all this stuff—and anyway it turns out that that legendary Fallen is a legendary Fallen that a bunch of locals are interested in dueling, dating, visiting, inviting to visit, etcetera, and Casimir’s attempts to pawn them off with stuff like "oh, he'll see you when hell freezes over" get met with "great, Tuesday it is" and his attempts to change proposed sponsors to something more tenable just land on another legendary figure that he’d forgotten was an actual name and soon he has to fake diabolical phenomena with fiddle music, explain away Tellador who is barely cooperating with the deception as the "great architect" he has to manage, deal with his Mom who feels crowded and stressed by his coming down (she’s all I gave you a perfectly good world! Just stay there! Leave me alone! I have my own life, I can’t be chained down by a kid all the time! I need to own everything and work on my PowerPoint presentations!) and ultimately Casimir winds up having to impersonate both fake lost legends and later (when she wants to step out for a moment) his mom at the same time at a party which also proves his only chance to metaphorically pin down a couple of personages and find out what HAPPENED to their part of the fiddle theme they ought to be playing because when he tried to talk to them as himself they were all just "oh, I'm too busy suffering eternal agony to talk to a peri" or "oh, I'm too hungry for peri flesh to talk to a peri" or "really, my eternal langour forbids me to break my silence for someone as small as a peri, don't you think it's a beautiful infernal silence?" He barely makes it through, SOMEHOW, which is when the walls of Hell start to crack.
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Book 3, quest 4: Lots of guerrilla war through the landscape of Hell, I think, here, which is more gnarled corrupted thorny roots and of course fire and dreamlike mists and Excrucian ridings in the "sky." Fighting in the distance as bigger powers than they clash. Local stuff as Tellador and Casimir try to make it to the stone circle type locations where he can fiddle back a bit of the necessary boundary. Meals with the damned in the shadow of war. Explosions at the palace. The void dragon acts as an impossible bump in the last song that needs to be played, and so Casimir must fiddle the void dragon away. This works by fiddling it into dissipating into nothingness because, after all, it’s made of nothingness—getting it to let go of existing and its hatred for the world and return to the void so that the song can be completed and the boundaries resealed.
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Book 3, quest 5: Tellador is busy rebuilding infrastructure and doesn't need Casimir for that part. So I think this is Casimir wandering around meeting individual souls and interacting with them. Granting them things they need, individual ways to unknot themselves and find escape. Wrestling with his heritage and the ongoing Issue. Occasionally meeting some unnamed Fallen at a fire and having fiddle competitions, which end inconclusively. Occasionally his mother comes by and yells at him for letting the souls go because it's not like she wants to see them hurt but anyway their getting hurt is just temporary, probably, just like the current conditions which a committee is working on she thinks! The important thing is that they belong there, like, to her, and to other people, and so shouldn’t just leave. (His mother being Avarice much more literally than he, of course, which is the weakness to the love that otherwise would not tolerate such torments.) Eventually he's complaining about this to a tormented soul he's helping and the soul is eyeing him the way victims do when you complain about your attachment to their tormentors but ultimately the soul is all "yeah, it's hard letting go" which is what that soul needed, and what Casimir needed too, to grasp that this is all he has, here, that there isn't a magic relationship with his mom or Hell that he's somehow missing, there's just ... this, this and the fact that she's trying but is also awful and broken. And that's both how he finds his way "home," which in this case is both where he already was and back to Tellador's side, and also pushes his Issue to Complex 4: dealing with Heaven, which did this to them.
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Hell in these books ... well, I don't know where it would actually land, because I don't know exactly how I would be squaring Nob3 compassion with the traditional vision of Hell. I imagine I'd be bouncing back and forth a lot in both writing and editing, both making it a lot kinder than the impossibly awful traditional vision but also showing just how even Nob3+ fallen can be broken enough to not be ... good, just ... holy.
(I suspect that I would land on a very dreamy, symbolic torment, with a lot of people twisted up by the place even as the Fallen themselves are but not much pain-for-the-sake-of-pain and almost no degradation-for-the-sake-of-degradation—make it about the knots in the heart, about the way we get hurt and twisted up just by living in the world, rather than a realm of abusers or a metaphor for one of the big world evils or anything—but possibly that would wind up not feeling enough like Hell and I'd correct the other way, don't know.)
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possibly Tellador’s name should actually be Telomere, just because that's a great name for a Game Magister to give someone
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Book 2, quest 5, belatedly: So this is between dealing with the Serpent and returning to fiddle school. And what's interesting is that I don't think Casimir is gonna be delirious or messed up from the ending of quest 4, really, this time around. Just, ... I think it ends and he doesn't know how to go back. He lives in a little rickety rustic town sustained by vacationers who like the nearby woods and mountains, and he sells people their heart's desire (sometimes little carvings of it, sometimes the thing itself, sometimes the desire, sometimes a song), and sometimes scales from the snake, and someone whose desires got snuffed out at some point (so he can't sell them anything) keeps coming in to figure him out, and he shows them a haunted place in the woods and later a vision of something to want. And like "what is that?" they ask when looking at the vision of what to want, and Casimir looks at it more closely and sees a world where the songs are played properly and he's finished his studies at the school, among other things he doesn't even want to think about* and he's like, frack, I guess I want that.
* he's very repressed
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Book 4, quest 1: Casimir is working on the very first song he heard back when, the song his mother played that touched on the work of Cneph, but isn't getting anywhere. In the meantime, his life is very normal. Lurking in the background as Tellador finishes up work. Hanging out with very ordinary dead and occasional monsters and slacking Fallen. Staring down weird Hell animals. Taking walks in mostly-repaired places. Visual thematics like the purple eggy bramble marsh place from Teenage Exocolonist and temporary settlements/refugee camps. Life is lots of little tasks and making it through the day. Then he hears some Fallen playing or singing something about the Fall itself and he stops feeling stuck; it carries him, he reaches a new level by seizing song from the world.
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DECEMBER 7, 2022 (technically – I worked past midnight)
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Book 4, quest 2: Casimir and Tellador ascend; and I think ... his Mom stows away on the flying temple, even though she was being distant, so she can talk more about the Fall. Lots of pretty clouds to ascend through, even if they are sulfurous. Lots of cool sunrises and sunsets through the branches of the tree with auroras around the sun. Taming elephant-sized dragonflies. Rising through the ring around a world, or a shattered planet. Giving directions to a mysterious centaur-like passerby heavy enough to shake their flying mountain temple when it lands upon their craft. Having that temple broken and a third of it chopped off by a cut off an Excrucian sword in a nearby battle not even aimed at them. Eventually, getting high enough that the fumes of Hell are no longer present and the beauty of things is ever-richer as they rise and the world is as a river flowing until they reach the gates, where they should be turned away; where they would be turned away, if he didn't know the Angels well enough from his mother's stories to claim justice as the child and Power of Avarice, that once was bright, and has been cast down, polluted, and denied. So they're let in, and Tellador's all like "neat, are they going to be nice to you?" and Casimir's "no, they're just kicking it up the chain far enough to find someone who can snuff me out, distract that guy and let's book it." More or less.
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Book 4, quest 3: Casimir and Tellador disguise themselves as Angels. Casimir sneaks into the main fiddle institute of Heaven to try to dig up what they have on warding music, although he's furious because they practice a style he disfavors. Unfortunately, the hideout they find to hang out in, after they've started fixing it up a bit, turns out to be the gathering place for masked revolutionaries. (Worse, Casimir has already accidentally agreed to host a fiddle school social there.) What with one thing and another, including Tellador's cogent point that that's what they're there for, they become leaders of the budding revolution. Casimir manages to convince most of the fiddle institute Angels at the social that he's actually organizing a performance of a scandalous music-heavy play about the Fall rather than a revolution and winds up deeply frustrated because even the revolutionaries are interested. His attempts to steal the warding music from a reclusive elder's office fail, the elder blackmails him into giving the elder a good place in the play, and it snowballs until he just runs with it and uses the play as an excuse to ask for access to the old music archives and as justification for everything he wants to do in general. The performance somehow completes successfully, although he's not sure why that matters to anyone. He finds the warding music he was looking for in the vaults. Heaven is a little stirred up. He emerges from the vaults to find the institute on lockdown.
... some heavy unstated and probably un-worked-out assumptions there, but I think it's at least loosely viable.
Book 4, quest 4: This particular version of Heaven is more explicitly despotic than the typical "loosely organized commune of arrogance and privilege" you see in the Nobilis setting—that's the Aspect Arc style coming through, you see—so there's someone who took over after the Fall, someone who probably pushed it, made the evolving conflict within the Angelic society of the time turn irrevocably bloody, some great nameless? winged provenance that slouches upon Heaven's throne, some Angel of Stasis, Hierarchy, Exclusion, Blinders, Gated Communities, and the Peak. Some Angel who bound Cneph themselves in a fiddle long ago, who locked up God in their pocket and made God think that pocket was the boundless world, took the golden songs to be their own, and has not, perhaps made as good a use of them as they might. And so when it seizes and isolates the institute, it is not with soldiers but with distance, with mist, with silence. When it spreads its wings, its seven sky-gray wings, above those green fields and bright flowers and old stone halls, it is not to trample them but to dim them, lull them into dreaming, make them still, and cut them from the fabric of the heights. The place feels empty, echoing. It's hard to breathe there. It withers on the vine. Ash rains softly down. At a feast, they starve; in Heaven, beauty fades; the music Casimir plays is dulled.
... no, that's too weak. Those Estates would be meaningfully weak, but that's too weak, so the Estates and meaning are wrong.
Um, um um, um um.
Ash, yes, and a world like clockwork, and fences of living steel. Oh, is it the Industrial Revolution again? I promise I don't have an axe to grind there, I guess it's just a core part of my symbol set. But OK, yeah, that must be what it is. Or at least … mechanization.
Either way, though, when he breaks past its steam/metal/fire mechanisms and steel-wire defenses and confronts it in the tower of the place with fiddle in hand ... it's already dead. It killed itself when it took the throne.
He just has to make it see that.
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Book 4, quest 5: Wandering down the tree, talking to Cneph in his fiddle, working miracles for the worlds of the Ash, subduing abhorrent weapons using what amount to Far Roofs techniques along the way. On some random world, he frees a Fallen Angel trapped under a rock by a lifeless sea, mentioning that Heaven's discussing reparations; though, the Fallen tells him, "... we're already the folk of Hell." He raids the gardens of the Hesperides. In the end, he's back on Earth, and a star falls, and Cneph asks him what he'd wish for, and he puts the fiddle away and goes out to hang out with Tellador, and the reader thinks that's the ending, but it's time for Complex 5:
"What if we just ... lifted Hell?"
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DECEMBER 7, 2022 (ACTUAL)
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Switching over to ... can I switch their name to Telomere?
I want to so I will. It may fail and revert.
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ASIDE: This name doesn’t stick.
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Shepherd 1
This is the story of your ordinary life—the everyday work, stresses, and pleasures that form the fabric of your days.
Result. A responsibility falls on you out of nowhere.
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Telomere, Book 1, Quest 1
If you pray, or wish, or send something out into the universe, and you don't have the power to send it all the way, then your prayers will make their way to Telomere Swift, Power of Prayer, whose job it is to carry them up the mountain, open up the sky, and send them on to Heaven, to be unanswered there. Telomere's doing pretty well with all of this. They have a job to do, and they like doing it, even if it's kind of a dead end. But when people fill up the mountain hunting a runaway fallen angel who stole a fiddle from Mysterious Fantasy Mountain Fiddle School (working title), this snappy little emo ball of neuroses fiddle hunter Casimir gets stuck staying with Telomere and Pops during a storm and ... after a while poking at him with interest to get him to open up a bit, Telomere gets him to ask for help, which turns out to boil down to "help my mom, the fallen angel we're hunting, get away." Aw! Listening to her play after Telomere finds her, there's a feeling like
Calling 1
You feel like there’s something you need to do, but you’re not sure what. You’ve forgotten, or you haven’t figured it out yet, or all the pieces haven’t come together yet for you to act.
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Shepherd 2
You’re having a little trouble keeping your life on an even keel.
Result. You’re doing OK, but there’s a big challenge coming up.
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Telomere, Book 1, Quest 2
Telomere and the fallen angel crash for the night at an old temple and immediately the entire search party shows up. Before they can sneak off properly, Casimir convinces the search party that there's a pair of ghost lovers back where they're sleeping who have to be carefully monitored, which like what?
As far as Telomere can tell the whole thing is a series of complicated excuses to keep Telomere or Casimir's Mom from leaving too quickly, but Casimir freaks out every time Telomere takes a break to take some prayers anywhere. At least it's a good opportunity to help clean up the old temple and have meals with the fiddlers sometimes while pretending to be a ghost and explore the mountain and get to know Casimir's mom and listen to neat music. Apparently the real journey starts once they get away, though.
^ is this what I want for quest 2, or do I want to go straight to the journey to the past? Will ponder, but wanted to post first
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... no, this is good stuff, but I think the two quest sets will be too similar if I do that.
Instead, let’s skip past just about everything that happens while Casimir and Telomere are together as happening either “while Casimir’s quest is in focus” or “at the very end of Telomere’s quest 1/beginning of their quest 2,” allowing the quests to actually have different focuses and themes, and carry that general way of handling things forward into future quests when we can.
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Telomere, Book 1, Quest 2, Take 2
Telomere takes a journey with the runaway fallen angel. Journey aesthetics: red and white streamers on the trees on lightly wooded hills, an airship regatta, and candy apples ... so, a fair in a place where time is fucked up, presumably as part of taking the fiddle towards a metaphorical heart of the world. Casimir's Mom is very flighty and the world is very strange, but it's all fine.
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Shepherd 3
Absolution
There’s something haunting you from the past, but you’ve got the chance to make it right.
Result. It’s the most amazing thing. You do.
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Telomere, Book 1, Quest 3
The fair is a place where something broke, long ago. It's where …
(looks up Colbrand in the Far Roofs draft, determines there's enough on that already)
… the Angel of the Golden Age—
Hm.
I want the people of the fair to be the servants of the now-Fallen Angel of the Golden Age, and I want that Angel to have made the original Ereto/Eurytos, but while the latter may be correct, I think the first part is wrong.
The fair is a stuck memory of the King Beneath the Stone, the first Angel to actually die, back when people didn't really know that could happen. A stuck memory of the revel where they were killed, shadows of the angels that couldn't move on—
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No, not that either. That fits the journey theming better but not the story arc for the book. Maybe port some of it back into quest 2?
I like quest 3 as "visiting the ruins of the Golden Age, and the crafting of Ereto," because it lets the fallen angel's purpose be taking the fiddle back to when Cneph was listening to her, which puts the whole book in a kind of harmony.
And the fixing ... it can't be remembering the way Ereto was before it was twisted, because the Golden Age is a Fallen Estate for a reason—as definitionally golden as the age itself was, it's generally a harmful Estate.
But ... Telomere can tell Eurytos about what's to come, can humanize it some, temper its glory, and in turn temper the monster that it later will become?
I need to redo both of these but I think that will be quest 3.
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DECEMBER 8, 2022
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Telomere, Book 1, Quest 2, Take 3
Telomere takes a journey with Casimir's Mom. They reach the arid lands at the edge of the world where a town still mourns for the loss of its prince, the first Angel to know death. They (Telomere) take up work maintaining its clock tower, discharging occasional prayers from there, and trying to repair the town’s fountain while they wait for the moment to pass on to their destination. Everything's harder and lonelier there; Casimir's Mom is alien and hides in the tower, and the town is clingy with expectations and weighty with sorrow and it's hot and dusty and the grief sticks with them; they dream of the Angel they never met, and loss, and the burden grows. It'll never be resolved, at least, not unless Telomere stays there long enough to see the last of the sky regatta off, to see the place put away its streamers and its mourning garb and its candy apples (they didn't really know how to mourn yet), unless they're there long enough to watch as the dead Angel gets wrestled resisting down into the ground …
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No.
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Telomere, Book 1, Quest 2, Take 4
Telomere takes a journey with Casimir's Mom. They reach the arid lands at the edge of the world where a town still mourns for the loss of its prince, the first Angel to know death. They (Telomere) take up work maintaining its clock tower, discharging occasional prayers from there, and trying to repair the coffin-ship, last in the armada, that'll take the body away while they wait for the moment to pass on to their destination. Everything's harder and lonelier there; Casimir's Mom is alien and hides in the tower, and the town is clingy with expectations and weighty with sorrow and it's hot and dusty and the grief sticks with them. The Angel doesn't want to go, of course. The patterns of death were not properly set, back then. They follow its prayers to the Angel by the town and meet with it from time to time, it doesn't want to go. And when the ship is fixed, and it's time to go ... they could stay, and wrestle it into the box, or keep it from going in, but Telomere made a promies to Casimir, so they go through the gate that opens in the clocktower's peak, and look back, instead. They're doing OK, though ...
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OK! And we keep quest 3 as sketched out, so that's book 1. (We'll polish it up a bit when we do the Shepherd quests, but that's enough for the pass we're doing before the Aspect quests.)
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Telomere, Book 2, Quest 1
Telomere is again just doing their thing. What's different this time?
... I think to know that I have to do book 1 quest 5, which means I'd like to do book 3 first so I have an example of a quest 5 in its proper place to look at, so.
… probably some things are different, but mostly Telomere is doing their thing.
Then, they find out about this ritual Pops is involved in that they have to go help handle.
After working on quest 4 and reading about Calling 3, I think that something in book 1 quest 5 must have silenced Telomere's heart. And that they don't know how to fix it. There was a Warmain once who made your heart too loud and that might have helped … but that Warmain is dead.
Part of going to the ritual is that they're afraid of a heart attack under the circumstances and stepping a bit out of time will help.
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Telomere, Book 2, Quest 2
Telomere is hanging out in the lands of summer, doing duels, though having a bit of trouble given that Telomere isn't really much for guns and prayers are not bullets. They hit it off well with their main potential competitor but lose the first double-elimination fight against her and are in general struggling. Parade grounds in a high place, flags, fights. Things inspired by the other quest 2: tending the gun, dealing with people who are struggling with change, dust, dealing with alien flaky people, armada in the sky.
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Telomere, Book 2, Quest 3
Long ago, at the end of the Second Age, a Rule Magister opted to hold its Power back from the sacrifice, gambling that it could push Pops to burn himself out making up the gap instead, leading to ... well, probably not the Fall of the Second Age, not even on Earth, but one of the thematic incidents thereupon attendant, the wounding of the Serpent of Summer and its first fall into Wicked Mode. When the yearly ritual goes spla, and Pops is all "welp, time to show the Rule that we know how to sacrifice ourselves," meaningful look at Telomere because obviously Games Magisters don’t sacrifice themselves, Telomere is all "seriously Pops we've been over this."
Instead they borrow one of Casimir's Mom's time portals (because we've established she can do that, though I should work out the details of how and what Estate it is when polishing these) to go back and talk to the Serpent of the time about how fucked up all this is.
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ASIDE: Later I decide to give her the Estate of Hauntings. I think this is awesome but it doesn’t actually come up outside of “it’s thematic and it means she can make time portals with Sealed,” so I might as well mention it here.
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Telomere, Book 2, Quest 4 Telomere takes advantage of being in the past to hunt down that Warmain, ultimately passing his test and having to kill him to get away, but when they get back to the present, and can actually connect again with the people they care about, they can hear their heart again.
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ASIDE: When writing flores I forgot I’d already given the Warmain a gender and used she/her pronouns there. Diversity win! The deuterocanonical monster outside the world who died long ago might arguably be genderfluid or something, maybe, scholars are uncertain
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DECEMBER 9, 2022
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Telomere, Book 3, Quest 1
daily life at the mountain. Thinking a lot about Casimir and the events of book 2. Imagining shapes in clouds. Someone immortal, in immortal grief for someone they lost, passes through. Smirk at Casimir's frustrated prayers about fiddlery. A harsh autumn and early if dry winter leads to food shortages that don't actually matter except aesthetically to anyone involved. Soup in Pops' cave home. Dry scrub. Tending a wounded animal. Memories. Realizing that the grief-prayers have gotten too heavy and it's time to move them along. Picks up Casimir on the way.
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Telomere, Book 3, Shepherd 2:
the trip to Hell is always harrowing. Everyone's life is sad and it's hard to help. It's hot and dry. The food you get with underworld tokens is really stingy. Telomere's hands always get chapped doing road work and stuff along the way. Maybe fighting off weird stinging beasts. Casimir's tagging along like a lost, stuck-up puppy. No one wants to let go of anything. But Telomere's managing.
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Telomere, Book 3, Shepherd 3:
Telomere sees someone they knew as a kid who used to haunt those mountains before dying (or, as Pops said, "taking their life's work to its natural conclusion, elsewhere"), and spends a while with them (with Casimir's fiddle help) dreaming through what their life ought to have been like, to give them some closure on it. The thorns that held them down below uncurl, and the soul departs.
Historical note: the friend died in part because they were offered a chance to save Telomere from Pops and failed at it, leading to Telomere admitting that they're well aware Pops is awful, but they've learned not to get other people burned and that's all they're obligated to worry about.
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Telomere, Book 3, Shepherd 4:
I think Telomere's part in the Excrucian invasion is... well, probably a lot of it is just moving through weird dangerous terrain, and dealing with hunting beasts and hostile landscape, and sheltering locals and/or Casimir, and seeing wonders as Casimir fiddles the boundaries back, and the like. But at some point they have to go deal with one of the commanders, a Strategist dying of Righteous Wrath, and gently point out that they're making it worse rather than better for the damned while tying the dude up in fetters of the prayers people have made for said dead and I dunno probably ultimately tossing him in the sack of prayers to be sent up to Heaven to do something about later.
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Telomere, Book 3, Shepherd 5:
Telomere takes advantage of the fact that they're doing repair efforts on the walls of Hell anyway to build their own little domain down there. It's less of an improvement over the work of the Fallen than one might hope—the Fallen aren't as bad in Nob3+ as in Nob2/many churches, and Hell has some intrinsic qualities keeping Telomere from making a little paradise—but it's ... nice? An accomplishment, anyway. And when it's done, they understand a little more about how the world went wrong: Heaven doesn't listen. Heaven understands virtue, but not Hell. So they decide to go fix that.
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(now that I’ve seen quests 4-5 …)
DETOUR Telomere, Book 1, Quest 4
This is a journey to fairyland, which is to say a local lacuna, because something's gone wrong with the ... king of the place ... and because the King has fallen into sleep, has ceased to bother with the dull and boring world, the King's ice palace is melting and its waters are running deeper and deeper and hungry crocodilian creatures move among the trees outside and sleek shapes in the water and bodiless, alienated voices sing, and to kill that King and wake the King's heir Telomere has to go so deep into the ice that their heart goes still.
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Telomere, Book 1, Quest 5
Under Pops' supervision, and at Pops' request, in a forge in the back of the cave Telomere makes a gun. They keep getting distracted, though, thinking of the lacuna, and wind up making something that affirms the world, that wakes a spark of interest in it, not really a gun proper so much as a flame of life and willful hope to be held in hand. I suspect structurally this is the scene of its completion interrupted by a ton of flashbacks. The gun is a miracle, and just looking on it is a wonder, but "it doesn't ... take bullets," Pops frowns.
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Telomere, Book 2, Quest 5
This would probably be reforging the quest-4-Warmain's weapon, with a side of befriending its Mystery-self-side. Since I'm looking at the spine of "the Priory of the Orange Tree" and remembering Karma’s Ritho drawings ( https://kaaramel.tumblr.com/tagged/ritho ) the Mystery is probably draconic or at least wiggly-tailed. Something about the clear skies, something about it hunting on the mountain, something about the reforging process. The most appropriate Mystery is presumably something to do with the weight of grief, but also not exactly on point.
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ASIDE: These days, instead of limiting myself to true horror-words giants from Brewster’s Phrase and Fable, I tend to give Abhorrent Weapons a variety of mood-words that only trend unpleasant because they’re weapons and a spirit that’s a mythological monster of some sort. My Patreon has some more on this if you dig around for the Far Roofs game. Anyway, I’m looking for a good emotion that isn’t too big for a minor Weapon and a good monster that isn’t too notable for the same, that I didn’t use up in Nobilis or CMWGE or Far Roofs!
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Um. I'm sure I've done Sorrow, and it's too big to choose here anyway—ah, right, Sorrow is Banshee. Gloom? looks at Calling 2 for thoughts Fixation? Trudge?
… Wait, no, we're at Calling 3 already, not Calling 2 …
Clamor? Overwhelm?
I guess it's a minor Warmain, I can go with Clamor, and just everything being too loud, too much.
Monsters, hm, hm.
“Myling” is interesting, “Bukavac” looks more right.
… I guess it's Bukavac, particularly since apparently they have some connection to the real creature the bittern, which are obviously linguistically connected to bitterness
(pictured: an Abhorrent Weapon):
https://www.youtube.com/watch?v=ze1uzC7h8UE
The weapon of the warmain that makes your heart too loud, everybody.
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Telomere, Book 4, Shepherd 1:
prayer-lift-based expedition is launched towards Heaven. Daily life on the floating platform, with occasional stops on worlds to help people or admire stuff.
Telomere, Book 4, Shepherd 2:
Things are more difficult after actually reaching Heaven, because while Casimir can do fiddle institute stuff and they can help, Telomere (types "Tellamore" on the first try now, good grief) has to actually make a living. Things are weirdly wrong, weirdly tense. They can't track down where prayers are going or who's dealing with them. They work at a place of habitation and do library research and sometimes deal with Casimir's rebellion hijinks. Occasionally admire the beauty of this or that place, but mostly, concern.
Telomere, Book 4, Quest 3:
This one focuses on the unbinding of Cneph—at least pulling Cneph towards the surface again. Roaming Heaven and dodging the forces of that which rules it while telling Cneph the story of the world. This one probably just unlocks the gate, leaving …
Telomere, Book 4, Quest 4: ... to be the quest where Telomere goes in and confronts Cneph and drags Cneph back out to the surface of things. Telomere, Book 4, Quest 5: Left in charge of Heaven, Telomere works on building the bureau and artifact recipient site that'll handle prayers in the future before passing off responsibility for the rest and heading home.
Bluh, kind of lame but I think a solid enough framework that I can start building the Aspect quest set before polishing it.
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DECEMBER 10, 2022
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OK! Back to work with
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Aspect 1
You’re blocked. Frozen. Stuck. There’s something you can’t get past.
Reward. You push past it.
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Book 1, quest 1: Casimir is the Power of Avarice—half-human, half-Angel, with the Angel Fallen. (Avarice is notable for the universality of its love and its ability to damage, after all, though once it was a high and holy and selective thing. The Angel governs ... Avarice, Crowns, Impossible Dreams, and Overviews.) He isn't fond of his Estate but he can't let go of it and do gigantic destruction miracles either so he just pretends it doesn't exist and mopes around at magical fiddle school in the mountains. Unfortunately, his fiddle development is blocked because he doesn't trust the world enough and is only working with what he has inside him ... until he hears that Angel ... his ... mother? ... playing in the distance. He's disturbed and mostly goes about his life, getting meals at the cafeteria, arguing with friends, doing little duels of magic and fiddlery, staring at the moon, walking high roads, taking classes, ignoring avarice spirits ... but also thinking about that song, and occasionally hearing it again. Eventually it stops, and he tries to recapture it in his own work, but fails; he learns, later, that the masters of the college have caught a fallen angel in the web of light that guards the tunnels to the fiddle vault, and has to go in and rescue her. He is devastated and embarrassed to realize that it's his mom, particularly since he brought a friend with him and doesn't want to deal with that at the time, but getting to hear it close up — he can hear her reaching for what she had once, when she was in Heaven, the work that was in unity with the voice of Cneph, who made the world. He can hear the music bleeding into the arch of Heaven in that song. He can hear his own boundaries shifting. ... then it fades, and he breaks her free, watches her steal a fiddle, realizes he isn't sure if that's what he wanted to do, reports her escape, and uncertainly follows.
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Book 2, quest 1: A long time ago, in the eternal summer of the world that was the Second Age, the heroes and the Powers of the world would compete for the honor of serving at the court of the Serpent that was Summer and donating their strength to the cup of flame that kept the void at bay. Even now, once in each great cycle of years, when the last ritual's power begins to fade, heroes and Powers gather for a great tourney in the Serpent's mountain-home, pitting their Estates and artifice against one another. He doesn't know much about this ritual or what it does today, but learning after breaking into the cells that his mother has been donated to this ritual as a sacrifice, Casimir volunteers himself as a participant. Most of this is flashback, because we start with his own form of being stuck: he isn't good enough. There's a song he can hear, in the air. A song to play, to shore up the world. He isn't good enough. There's a weapon he can use, probably just an ordinary sword or whatever. But he isn't going to win. Or throw the contest to Tellador. He is overwhelmed and small and stuck. Everywhere is paegantry and feasts and rustic glory and natural and architected beauty and nature in the full bloom of summer and he throws himself at it with everything he has and he isn't going to matter. Tellador isn't going to notice him. His fiddle is going to be meaningless. Mom is going to die and not even know he showed up. It's summer and it's like the air's a wall of ice. ... until a Lord of Rule, and one of the patrons of the event, takes an interest in him, and shows him a vision like a scrap of song, like an inspiration, too big and jittery for his hands or body to really capture but still there's something there, enough to scrape at the edge of the wall, enough to get out of the qualifiers, enough to owe a debt he hates to a god he cannot trust.
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Book 3, quest 1: Casimir is at fiddle school. He has a plan, which is to say, descending to Hell in his mother's footsteps (a ridiculous romanticization, but his ridiculous romanticization) to bolster the ancient wards against the void. He can practically taste ... feel ... touch ... the song he needs to play. But it eludes him. The nights are dark and the moon is bright and there are fires lit in the halls of the fiddle school in the mountains and wolves howl in the distance and strange beasts are cooked upon the fires and the maesters of the school dream on ancient secrets and trade instruction for bone and miracles and riddlery and have mouths dark with tobacco or betel or something like that and the students dress up in fancy poofy outfits and build a 3d sculpture model of a song out of many-colored painted laminated branches in the shared study and argue over the meanings of historical fiddle-players but they're afraid. And he can't get it, no matter how he works at it, he falls short, and is at risk of trading something vital to a maester for instruction to push past when Tellador visits and talks about how they're going down below and thought they'd stop by first and something clicks in Casimir's understanding and he can fill out the hollow in the song.
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Book 4, quest 1: Casimir is working on the very first song he heard back when, the song his mother played that touched on the work of Cneph, but isn't getting anywhere. In the meantime, his life is very normal. Lurking in the background as Tellador finishes up work. Hanging out with very ordinary dead and occasional monsters and slacking Fallen. Staring down weird Hell animals. Taking walks in mostly-repaired places. Visual thematics like the purple eggy bramble from Teenage Exocolonist and temporary settlements/refugee camps. Life is lots of little tasks and making it through the day. Then he hears some Fallen playing or singing something about the Fall itself and he stops feeling stuck; it carries him, he reaches a new level by seizing song from the world.
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ASIDE I had the thought on December 9th that the fifth quest set for the book might be from the Gods of Pegana, if it's public domain, which it probably is?
unlike most of these asides this was actually mentioned at the time, but, like, it started with “aside” so I figured I’d format it like this anyway.
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SECOND ASIDE: QUEST CONDENSATION TECHNIQUE, NUMBER WHATEVER
OK, the way we’re going to do this is we’re going to break that first writeup into a bunch of numbered pieces and then try to match each of them up to comparable pieces in the other books. Sometimes those are pieces I actually wrote down, sometimes they’re new, but I can “see” them in the other books once I look for them.
Then we’ll move on to book 2; if there are important pieces not covered, we’ll write them down and try to match them up, etc.
For this quest, I numbered them the same way no matter which book inspired a given piece, and I didn’t really keep track of which book a numbered piece came from.
Later on, I came up with the format:
2-1, 2-2, etc. for concepts that I first noticed in the writeup for book 2, 3-1, 3-2 in book 3, etc.
Later I also started recording four matches for every piece, even if I couldn’t really find them—I used question marks when I wasn’t sure or couldn’t find anything.
For right now, though, this is just going to be 19 things I saw in the writeups above, with as many matched-up pieces as I could find for each.
The benefits of this approach, anyway, are twofold:
First, it’s very mechanical, which is useful when I’m tired or whatever: I don’t have to worry about whether I can find a parallel to something. I just write it in the list. Thinking about troublesome list entries can come on a second or third pass.
Second, keeping track of the numbers can be helpful later on when I have turned things into major goals or quest flavor or whatever: when I’m trying to figure out icons, or figure out how a quest flavor changes when doing a simplified version, and the basic quest flavor isn’t telling me enough, I can go back to its original source in the text.
Without further ado: 19 things!
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1. He hears his mother's song in the air/a song he needs to play, in the air/he can practically taste a song he needs to play/he hears a fallen singing or playing.
2. He gets meals in a school cafeteria/at feasts/strange beasts cooked upon the fires/hanging out with the ordinary dead, monsters, and slacking Fallen.
3. He mopes around at magical fiddle school. / he isn't going to win. He's at beautiful tourney castle. / He sweeps around gloomily at magical fiddle school. / He's emo in post-invasion Hell
4. He's in the mountains. / In the full bloom of summer, rustic beauty, by the lake. / It's dark and the moon is bright and there are fires in the halls. / It's dry and dusty and brambly and tangled.
5. His fiddle development is blocked. He can't capture the song in his work. / He isn't going to win. It's like the air's a wall of ice. / The song he needs eludes him. / He isn't getting anywhere on the work of Cneph.
6. He argues with friends. / He argues at dinner. / He and others work on a sculpture out of song. / He hangs out with monsters and slacking Fallen.
7. He does little duels of magic and fiddlery. / He duels in the tourney. / He trades riddles, miracles, and bone for instruction. / He stares down Hell animals.
8. He takes classes. / He listens to the tales of the participants in the tourney. / He argues with peers about the meanings of historical fiddle-players. / He takes walks in mostly-repaired places.
9. He ignores avarice spirits. / He ignores his conscience. / Wolves howl in the distance. / He ignores the setting of Hell.
10. He walks high roads. / He looks down from the balconies. / Same / Also taking walks.
11. A Fallen Angel, his mom, is captured in a web of light. / A banner, above the feasting table. OR Knowing his Mom is going to die. / The maesters dream ancient secrets. / An Excrucian, caught in a web?
12. He's embarrassed in front of a friend. / He's generally socially awkward. / Same / Same
13. Mom reaches for what she had once, in Heaven. Music bleeds into the arch of Heaven. / A vision, shown by the rule. / Tellador speaks of the suffering, in Hell / A Fallen plays of the Fall
14. His boundaries shift. / He sees something. / Same / Same
15. He frees his Mom. / He owes the Rule. / He almost owes a maester / He seizes song from the world
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From book 2
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16. Paegantry / extreme fiddle school aesthetic / extreme fiddle school aesthetic, dark palette / distinct Hell decoration style
17. Vines upon the castle walls. / ... same as 16, probably.
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From book 3
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18. The students dress in poofy outfits / probably some attention to costume elsewhere.
19. Stained mouths / staring into the void in general.
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OK! Let’s turn these into quest flavor/major goals!
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ASIDE: Later, I would realize that some of these items would also turn into “general description” of what’s going on in the quest, and would take more and more advantage of that over time. This was particularly useful when I was in exceptional pain or really tired or whatever, because it meant I could be even less discriminating about what I recorded because I had a place to put things that didn’t make sense as goals/flavor and that when I went to write up an explanation of what happens in the quest, I had content all ready to go. The only downside is that it made quest descriptions longer, which will probably add a few cents to Nobilis’ final printing cost unless I wind up editing them down.
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1. [[RECEPTIVE/DECISIVE]] inspiration haunts you
8. [[RECEPTIVE/DECISIVE]] you listen to exposition
4. [[SETTING/DECISIVE]] the air is heady and the world is wild
10. [[SETTING/DECISIVE]] you take in the view
6. [[SETTING/DECISIVE]] you argue a weird hypothetical
7. [[STRUGGLE/DECISIVE]] someone challenges you to prove yourself
9. [[STRUGGLE/DECISIVE]] you don't want to deal with this
2. [[SETTING/PASTORAL]] you eat in a big group setting
3. [[SETTING/FLAME]] you wrestle with uncertainty and despair
19. [[SETTING/FLAME]] you stare into the void.
12. [[SETTING/FLAME]] a friend shows up at an awkward moment.
5. [[FALLING STAR/FLAME]] you struggle futilely to progress
11. Major Goal: Someone is suspended above the world.
13. Major Goal: A transcendent vision shifts your perspective.
15. Major Goal: You break a personal rule.
16. [[SETTING/FALLING STAR]] immersing in the baroque, excessive regional aesthetic
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3 MG, 13 flavor after first pass. So we can ditch 6 flavor, or, more plausibly, convert one to a major goal and ditch 3-4.
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UPDATING …
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MAJOR GOALS
Someone is suspended above the world.
A transcendent vision shifts your perspective.
You break a personal rule.
QUEST FLAVOR
1. [[RECEPTIVE/DECISIVE]] inspiration haunts you
8. [[RECEPTIVE/DECISIVE]] you listen to exposition
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4. [[SETTING/DECISIVE]] the air is heady and the world is wild
10. [[SETTING/DECISIVE]] you take in the view
- we can ditch one of these
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6. [[SETTING/DECISIVE]] you argue a weird hypothetical
7. [[STRUGGLE/DECISIVE]] someone challenges you to prove yourself
9. [[STRUGGLE/DECISIVE]] you don't want to deal with this
2. [[SETTING/PASTORAL]] you eat in a big group setting
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3. [[SETTING/FLAME]] you wrestle with uncertainty and despair
19. [[SETTING/FLAME]] you stare into the void.
- we can ditch one of these
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12. [[SETTING/FLAME]] a friend shows up at an awkward moment.
5. [[FALLING STAR/FLAME]] you struggle futilely to progress
16. [[SETTING/FALLING STAR]] immersing in the baroque, excessive regional aesthetic
- organizing is easiest if we ditch one of these
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Next pass, I'll delete those three and try to find three more
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UPDATING …
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GENERAL QUEST DESCRIPTION
“baroque aesthetic” thing moves to here
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MAJOR GOALS
Someone is suspended above the world.
A transcendent vision shifts your perspective.
You break a personal rule.
You eat in a big group setting.
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QUEST FLAVOR
1. [[RECEPTIVE/DECISIVE]] inspiration haunts you
8. [[RECEPTIVE/DECISIVE]] exposition floods you
4. [[SETTING/DECISIVE]] the air is heady and the world is wild
6. [[SETTING/DECISIVE]] you argue a weird hypothetical
7. [[STRUGGLE/DECISIVE]] someone challenges you
19. [[SETTING/FLAME]] you stare literally or metaphorically into the void
12. [[SETTING/FLAME]] A friend shows up at an awkward moment.
5. [[FALLING STAR/FLAME]] you struggle futilely to progress
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... 40 XP. I kind of wanted it to be 35 but this is fine.
What would the quest be called? Working title, um,
... inspiration haunts you / exposition floods you / someone challenges you / the air is heady and the world is wild / you argue a weird hypothetical / you stare into the literal or metaphorical void / a friend shows up at an awkward moment. / you struggle futilely to progress ...
Working title, The Struggle, knowing that it's going to change anyway.
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INVERSIONS
The Struggle (Inverted), Pass 1
[[DECISIVE/RECEPTIVE]] inspiration haunts you
[[DECISIVE/RECEPTIVE]] exposition floods you
MG a hostile agency wounds or traumatizes you
[[FALLING STAR/RECEPTIVE]] you immerse in the natural world
[[FALLING STAR/RECEPTIVE]] weird exposition floods you
[[FALLING STAR/PASTORAL]] you contemplate infinity and the void
[[FALLING STAR/PASTORAL]] spending time with a friend
[[SETTING/PASTORAL]] talking about your difficulty in making progress
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... some of these suggest that I had the colors wrong in the original, tbh. Like I wonder if "inspiration haunts you" should have been [[RECEPTIVE/PASTORAL]] originally, if "you argue a weird hypothetical" ought to have been [[SETTING/PASTORAL]], so that it can turn into a series of arguments here; if "a friend shows up at an awkward moment" should have been [[SETTING/PASTORAL]] so they can keep showing up at awkward moments. I'll have to think about all three of those, because they might also be wrong. As things stand we can get rid of at least two which helps, getting rid of three is better.
… but I'm slowing down for the day so
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ASIDE I’m generally being a lot stricter about flipping the icons when simplifying the quests than I’ve been in the past—certainly stricter than I was in CMWGE, maybe than I was in Glitch?
You don’t have to keep to it that way. You don’t have to look at your [[DECISIVE/PASTORAL]] flavor item and say “oh, the simplified quest has to have this as RECEPTIVE/FALLING STAR, or a Major Goal, or not at all.
I’m just keeping to it strictly because …
It seems to be working?
And the more it works for, the less value there seems to be in deviating from it once. Like, if it’s a constant struggle, then sure, I’ll ignore it, but if it’s working 99% of the time, then the remaining 1% is more of an excuse to figure out what I’m missing, you know?
and in theory that thing I’m missing could be “the strict icon flipping doesn’t work here.”
but so far it hasn’t been.
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(an hour after I tried to stop for the day)
I think I'll just do the first of those changes.
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THE STRUGGLE (WORKING TITLE)
QUEST DESCRIPTION
baroque aesthetic moves to here
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MAJOR GOALS
Someone is suspended above the world.
A transcendent vision shifts your perspective.
You break a personal rule.
You eat in a big group setting.
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QUEST FLAVOR
[[RECEPTIVE/PASTORAL]] inspiration haunts you
[[RECEPTIVE/DECISIVE]] exposition floods you
[[STRUGGLE/DECISIVE]] someone challenges you
[[SETTING/DECISIVE]] the air is heady and the world is wild
[[SETTING/DECISIVE]] you argue a weird hypothetical
[[SETTING/FLAME]] you stare into the literal or metaphorical void
[[SETTING/FLAME]] a friend shows up at an awkward moment
[[FALLING STAR/FLAME]] you struggle futilely to progress
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SIMPLIFIED
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MAJOR GOALS
A transcendent vision shifts your perspective;
You talk about your difficulty in making progress;
A hostile agency wounds or traumatizes you.
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QUEST FLAVOR
[[DECISIVE/SETTING]] inspiration haunts you
[[FALLING STAR/RECEPTIVE]] exposition floods you
[[FALLING STAR/RECEPTIVE]] you immerse yourself in the natural world
[[FALLING STAR/FLAME]] you're crowded and overwhelmed
[[FALLING STAR/PASTORAL]] you contemplate infinity and the void
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DECEMBER 11, 2022
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Aspect 2
You’re presented with the option of another way of life or another way of thinking.
Result: you have an insight: you see or hear something that you wouldn’t have been able to before.
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ASIDE: Further name experimentation begins! I think this is the one that stuck.
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Book 1, quest 2: Casimir travels to what will turn out to be Telleamor's mountain, getting impromptu lectures on the way on one particular Fallen's possibly biased theory on what it means that Cneph is "in a fiddle" and why she has to take it somewhere. Other students are also chasing, but none of them casually join his mom at her campfire—they're all a ways behind, except when they set traps in canyons using fiddle magic or ambush her and arguably Casimir during a lightning-set fire. Ultimately a bad storm separates them and Casimir is forced to take shelter in the cave-like home of a concerning Game Magister and his weird, concerningly optimistic and empathetic kid, who Casimir immediately despises and has a crush on. He tries to convince them that Heaven isn't listening to prayers and the Game hates and kills people and acorn soup is the worst thing ever but also Telleamor likes his fiddle playing so what is he going to do? It's not until he's dragged on one of the prayer-lifting sessions and sees the nastier prayers sizzling off of Telleamor's skin and possibly sees the grave of the friend of Telleamor's Pops got killed off when Telleamor was young before Telleamor knew better that he realizes (and only because Mom's music, in the distance, pierces the solitude of his conceptions) that Telleamor isn't just naive, and confesses that it'd be nice if someone helped his mother get away.
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Book 2, quest 2: Casimir studies the nature of the world under the Lord of Rule, who is, among other things, Graveyards and Nyctophobia. He is taught of the "perfidy" of the Game and the endless chill of the void beyond the world, and hints of that void touch his swordsmanship and fiddlecraft. He dreams of sitting at fires with Warmains in the endless dark and wolves and fairies bickering over his bones. He isn't coping with it well, but it's helping him. He talks to Telleamor about it even though their gormless cheer irritates him almost as much as it helps. He doesn't refuse acorn soup. He hangs out with other fiddlers and warriors at various meals and events. A competitor tries to sabotage him somewhere. He watches a few of Telleamor's fights. He tries to get far enough not to need more help from the Rule. At some point he understands, in the echo of the void-song off the mountain, that at least in the past, the winners were sacrificed to prolong the summer. He can practically see it, practically taste it: how they were stuffed into the cracks of the world, thrown into the apertures of void to be consumed there, to shore up the cracks created by the way of things and keep the grotesque reel of revelry turning ever on.
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Book 3, quest 2: Casimir and Telleamor descend. Casimir listens to Telleamor's theories on people and the world, mostly with a kind of exhaustion at dealing with someone who has optimism and energy still. The road down the Ash is scary, with rivers of venom, paths of corrupted wood, sulfurous clouds, and the worlds they pass through are bitter, withered; they know prayer only when Telleamor passes, so they must carefully gather all of them up when they pass. Telleamor shoves him forward to fix some world's crops that haven't grown for seven years with a fiddle song and he grumpily takes that world's crown in exchange. (Some of the stuff fiddle music does in these stories is outside the realm of Aspect but whatever, it's either an Aspect-bound art, Ability-based magic, he's cheating with Persona/Treasure on the side, or he's buying Bonds/Geasa with some of the Aspect quests.) There are frightening omens in the sky on another world, but they just wait it out. Acidic rain in a miserable corner of the Ash. But also laughing and goofing off on the road, neat sights, encounters with weird domestic animals, crossing a river in the early prototype prayer-flight-craft, playing at someone's wedding, opening up somewhat about some of the burdens of his heart. Probably gets to take ownership of his own identity for the first time after explaining some of his reasons for self-hate as a half-Fallen Power of Avarice and getting scoffed at for it and realizing that Telleamor is right, he can be whatever, it's not like anyone else even knows him down here. That's probably in the same place as the wedding, so the wedding festivities can still be going on outside when he goes to sleep thinking on that.
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Book 4, quest 2: Casimir and Telleamor ascend; and I think ... Casimir's Mom stows away on the flying temple, even though she was being distant, so she can talk more about the Fall. Lots of pretty clouds to ascend through, even if they are sulfurous. Lots of cool sunrises and sunsets through the branches of the tree with auroras around the sun. Taming elephant-sized dragonflies. Rising through the ring around a world, or a shattered planet. Giving directions to a mysterious centaur-like passerby heavy enough to shake their flying mountain temple when it lands upon their craft. Having that temple broken and a third of it chopped off by a cut off an Excrucian sword in a nearby battle not even aimed at them. Eventually, getting high enough that the fumes of Hell are no longer present and the beauty of things is ever-richer as they rise and the world is as a river flowing until they reach the gates, where they should be turned away; where they would be turned away, if he didn't know the Angels well enough from his mother's stories to claim justice as the child and Power of Avarice, that once was bright, and has been cast down, polluted, and denied. So they're let in, and Telleamor's all like "neat, are they going to be nice to you?" and Casimir's "no, they're just kicking it up the chain far enough to find someone who can snuff me, distract that guy and let's book it." More or less.
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PUTTING IT TOGETHER:
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(An interim state, because I had to pause midway through: this is basically “the first book, plus I did some stuff on the first two list items.)
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1. Casimir gets lectured about what it means that Cneph's in a fiddle. / Casimir studies the nature of the world under the Lord of Rule. / Casimir listens to Telleamor's theories on people and the world, exhausted. / ?
2. Casimir's Mom talks about why she stole a fiddle that might be that one to take to the Golden Age / Casimir learns of the perfidy of the game and the endless chill of the void beyond the world. / ? / Casimir's Mom talks about the Fall.
3. Casimir joins his Mom at a campfire.
4. Other students track his Mom.
5. Other students set traps in canyons using fiddle magic.
6. Other students ambush her and Casimir in a lightning-set fire.
7. A bad storm separates Casimir and Mom.
8. Casimir takes shelter in the cave-like home of Pops and Telleamor.
9. Casimir despises and has a crush on Telleamor.
10. Casimir sulkily eats acorn soup while protesting.
11. Casimir protests Telleamor's loyalty to the Game.
12. Casimir is outraged by the prayers thing.
13. Casimir is dragged along on a prayer-lifting session.
14. Casimir walks up the mountain with Telleamor.
15. Prayers sizzle off of Telleamor's skin.
16. The grave of Telleamor's friend.
17. Mom's music in the distance pierces the solitude of Casimir's conceptions.
18. Casimir asks for help.
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here's another interim state! Something like "4-1" means "this is a piece from quest 4 that I haven't matched up to anything from earlier quests yet." Something like "text / ? / ? / text" means I don't know what the correspondence in quest 2-3 is, but the first and last texts are what it is in quests 1 and 4.
I’m kind of scattering the 4-1, 2-3 whatever among the others in places where I think they “go.”
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1. Casimir gets lectured about what it means that Cneph's in a fiddle. / Casimir studies the nature of the world under the Lord of Rule. / Casimir listens to Telleamor's theories on people and the world, exhausted. / ?
4-1. They ascend.
2. Casimir's Mom talks about why she stole a fiddle that might be that one to take to the Golden Age / Casimir learns of the perfidy of the game and the endless chill of the void beyond the world. / ? / Casimir's Mom talks about the Fall.
3. Casimir joins his Mom at a campfire. / Casimir sits with a Warmain in the endless dark, wolves and fairies bickering over his bones. / waiting out a storm/omens in the sky by a hidden fire in a corner of the ash.
2-1. Hints of the void touch his swordmanship and fiddlecraft.
2-2. He isn't coping with that well, but it's helping him.
4. Other students track his Mom. / A competitor tries to sabotage him. 5. Other students set traps in canyons using fiddle magic.
3-1. The road down the Ash is scary.
3-2. Rivers of venom
3-3. Paths of corrupted wood.
6. Other students ambush her and Casimir in a lightning-set fire.
4-2. ? / ? / Sulforous clouds / Pretty clouds to ascend through. Or is this 6?
3-4. The worlds they pass through are bitter, withered.
4-3. Cool sunrises, sunsets, auroras around the sun.
7. A bad storm separates Casimir and Mom. / ? / Acidic rain in a miserable corner of the Ash.
3-5. Telleamor makes him fix crops with a fiddle song.
3-6. He claims a crown.
8. Casimir takes shelter in the cave-like home of Pops and Telleamor.
2-3. ? / He hangs out with other fiddlers and warriors. / Laughing and goofing off on the road.
3-7. Neat sights.
3-8. ? / ? / Encounters with weird domestic animals. / Taming elephant sized dragonflies.
3-9. ? / ? / Crossing a river in a prototype prayer-flight craft. / Rising through a ring around a world or a shattered planet. OR the world is as a river, when they get high enough
4-4. Giving directions to a mysterious, heavy centaur-like passersby.
3-10 Playing at someone's wedding.
2-4. ? / Casimir talks to Telleamor about the void. / Casimir opens up about his heart, takes ownership of his identity.
9. Casimir despises and has a crush on Telleamor.
10. Casimir sulkily eats acorn soup while protesting. / Casimir doesn't refuse acorn soup.
11. Casimir protests Telleamor's loyalty to the Game.
12. Casimir is outraged by the prayers thing. / ? / ? / Casimir claims justice from the Angels.
13. Casimir is dragged along on a prayer-lifting session.
14. Casimir walks up the mountain with Telleamor. / ? / Telleamor gathers prayers on other worlds.
15. Prayers sizzle off of Telleamor's skin.
16. The grave of Telleamor's friend.
2-5. He can practically see, taste, the sacrifices to summer.
4-5. A passing sword cuts off a third their vehicle.
4-6. Everything is amazingly beautiful.
4-7 The Angels turn them away.
17. Mom's music in the distance pierces the solitude of Casimir's conceptions. / ? / Wedding music.
18. Casimir asks for help. / ? / ? / Casimir claims justice from the angels (alternate)
4-8 They book it into Heaven.
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This one was more of a struggle, possibly because it's late, possibly because it's a struggle; the previous one was more or less just written like I wrote it.
So …
Let’s pull meaning out bit by bit, one entry at a time!
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1. Casimir gets lectured about what it means that Cneph's in a fiddle. / Casimir studies the nature of the world under the Lord of Rule. / Casimir listens to Telleamor's theories on people and the world, exhausted. / Casimir's Mom lectures on something, probably thoughts on what the world "should" be based on its origins.
- someone teaching about the world, generally
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4-1. Traveling to the mountain / Dreams of traveling through the void / Descending the Ash / Ascending the Ash
- travel, generally
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2. Casimir's Mom talks about why she stole a fiddle that might be that one to take to the Golden Age / Casimir learns of the perfidy of the game and the endless chill of the void beyond the world. / Telleamor talks about the why behind some of their actions, probably the gathering prayers on other worlds. / Casimir's Mom talks about the Fall.
- talking about reasons and history, generally
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3. Casimir joins his Mom at a campfire. / Casimir sits with a Warmain in the endless dark, wolves and fairies bickering over his bones. / waiting out a storm by a hidden fire in a corner of the ash. / meeting the centaurine stranger
- strange meetings at a fire, generally
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16. The grave of Telleamor's friend / Hints of the void touch Casimir's swordmanship and fiddlecraft. / The worlds they pass through are bitter, withered. / A shattered planet. + Casimir doesn't cope with these well, but they help with insight.
- hints of the void and the grave, generally
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4. Other students track his Mom. / A competitor tries to sabotage him. / Omens in the sky / a sword slashes by
- being hunted, generally
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5. Other students set traps in canyons using fiddle magic. / ? / paths of corrupted wood / ?
- traveling a hazardous canyon/valley/cut in the earth, also it's beautiful/evocative, generally
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3-1. The road down the Ash is scary.
- ... not sure if "the situation is scary" is worth general note or trying to find matches for.
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3-2. Rivers of venom
- rivers show up in general, but I don’t think they’re this list item.
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6. Other students ambush her and Casimir in a lightning-set fire. /
- I think ambush/disaster is a thing, so I'm keeping this separate from 4-2. Blaze/fire thematics are another:
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4-2. Lightning-set fire and ambush / Blaze of light / Sulfurous clouds / Cool sunrises, sunsets, auroras around the sun.
- the aforementioned blaze/fire thematics
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4-3. ? / ? / Neat sights / They ascend through pretty clouds.
- there’s pretty scenery, generally. But the scenery is probably compromised, since the clouds are still sulfurous, and this isn't likely its own option but part of another?
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3-4. Nasty prayers sizzle on Telleamor's skin / Casimir is taught of the "perfidy" of the Game / The worlds they pass through are bitter, withered. / Casimir's Mom talks about the Fall.
- something about bitterness and sorrow?
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7. A bad storm separates Casimir and Mom. / A night storm? / Acidic rain in a miserable corner of the Ash. / A storm as they rise?
- (not developed at this time)
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3-5. Telleamor makes Casimir fix crops with a fiddle song.
- I think this is just demonstrating having learned from list item 1, which probably does appear in all four.
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3-6. He claims a crown. - and claiming a prize therefrom 8. Casimir takes shelter in the cave-like home of Pops and Telleamor. / He hangs out with other fiddlers and warriors. / Laughing and goofing off on the road. / ?
- just being with people
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3-8. ? / ? / Encounters with weird domestic animals. / Taming elephant sized dragonflies.
- (not developed at this time)
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3-9. ? / ? / Crossing a river in a prototype prayer-flight craft. / Rising through a ring around a world or a shattered planet. OR the world is as a river, when they get high enough
- (not developed at this time)
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4-4. Giving directions to a mysterious, heavy centaur-like passersby.
- giving directions might be a separate flavor item, but probably not.
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3-10 Playing at someone's wedding.
- this is the ceremony form of proving you've learned what list item 1 had to teach.
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2-4. ? / Casimir talks to Telleamor about the void. / Casimir opens up about his heart, takes ownership of his identity.
- this is probably enough to form an item from
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9. Casimir despises and has a crush on Telleamor.
- probably not its own item, though given that Casimir also despises the Rule and also despises and loves his Mom, it may be part of the general text. Though I think the "despite" is three different flavors of affectation, like, for the Rule, it's just pride, while for Mom and Telleamor it's different kinds of distancing.
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10. Casimir sulkily eats acorn soup while protesting. / Casimir doesn't refuse acorn soup.
- I need to despecify acorn soup but this probably recurs once that’s done.
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11. Casimir protests Telleamor's loyalty to the Game.
- Telleamor is not the central character in book 1, so this prrrobably isn't its own entry
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12. Casimir is outraged by the prayers thing/ is outraged by the sacrifice / ? / Casimir claims justice from the Angels.
- something general about anger at the injustices of the world
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13. Casimir is dragged along on a prayer-lifting session.
- doesn't appear to recur, really, except in that Casimir follows Telleamor around a lot? And watches their duels, etc. I guess that might be worth an entry.
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14. Casimir walks up the mountain with Telleamor. / ? / Telleamor gathers prayers on other worlds. /
- accompanying someone (another Power? a romantic interest?) about their work
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2-5. He can practically see, taste, the sacrifices to summer.
- probably not its own entry, since we've already done outrage at this. Maybe make that outrage bit more visceral than whatever I'd otherwise write?
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4-7 The Angels turn them away.
- the world is disappointing, but we've seen that elsewhere in this list.
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17. Mom's music in the distance pierces the solitude of Casimir's conceptions. / ? / Wedding music. / Bells of Heaven
- (not developed at this time)
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18. Casimir asks for help. / ? / ? / Casimir claims justice from the angels (alternate)
- (not developed at this time)
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4-8 They book it into Heaven.
- bolting for cover is actually a recurring element.
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OK, let's start condensing this down into a quest!
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GENERAL DESCRIPTION
Travel happens, either as the frame or in dreams/bursts/flashbacks/side stories.
The scenery is likely pretty but compromised/dangerous in some fashion.
Tentatively, the alternate perspective is the "Arc companion," who you often affect to despise and also often love.
Sometimes there's someone else like that floating around to be a companion in later Arcs.
You wrestle with some past or present personal tragedy, often tied to a great force of the world.
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MAJOR GOALS
You let yourself be disturbed or shaken by something—generally, death or the void—so that you can learn and grow from the experience;
You travel through a dangerous chasm, canyon, or valley;
You are ambushed, and injured;
A terrible storm crashes down upon you;
You bear witness to an overwhelming bitterness;
You claim a great prize;
You cross a great river;
Music breaks through the walls around your mind and brings you a great insight.
QUEST FLAVOR
1. [[RECEPTIVE/DECISIVE]] someone teaches what they know about the nature of the world.
12. [[RECEPTIVE/DECISIVE]] you're viscerally outraged by the injustice of the world.
3. [[SETTING/DECISIVE]] you share a campfire with someone strange.
10. [[SETTING/DECISIVE]] you eat a meal you don't mind but like to grumble about for some reason.
3-8. [[SETTING/DECISIVE]] bond with an animal not normally domesticated on your world
2. [[SETTING/PASTORAL]] your Arc companion talks about their backstory or motivations.
3-5. [[SETTING/PASTORAL]] demonstrate what you've learned from your Arc companion
8. [[SETTING/PASTORAL]] have fun with people
4-8. [[SETTING/STRUGGLE]] bolting for cover
13. [[SETTING]] watch over or tag along with someone you purport to despise
4. [[RECEPTIVE/FLAME]] something is hunting you
4-2. [[RECEPTIVE/FALLING STAR]] a brilliant blaze of light or fire
2-4. [[PASTORAL/DECISIVE]] you open up to someone about the personal tragedy tied to the quest
14. [[PASTORAL/DECISIVE]] keeping another Power company, or working beside them, as they perform their duties
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So we're starting with 8 major goals and 14 quest flavor, that's rare.
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I like a lot of the major goals so I don't know if I can get it down below 45 XP. I probably shouldn't go all the way to 55 even if I did that for Glitch once, but 50 is not actually that bad given that
(a) it's not actually much longer than 45, since you can claim 5 major goals and not 4, and
(b) the new Glitch/Nobilis context that a 50 XP quest is exactly what you need for 3 xp.
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… still, even a 50 XP quest is 5 major goals and 10 quest flavor, so some trimming will be needful.
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We can kill 8 and 4-8, “have fun with people” and “bolting for cover,” as quest flavor;” not very useful. That's a start.
We can move the dangerous chasm, canyon, or valley to the general description. … but I don't want to? Or, rather, my instinct is not to?
I guess we don't need both 13 and 14, “watch over or tag along with someone you purport to despise” and “keeping another Power company, or working beside them, as they perform their duties,” though I'm not sure which to get rid of.
I guess we can move “You let yourself be disturbed or shaken by something—generally, death or the void—so that you can learn and grow from the experience;” down to the quest flavor section, although that makes things worse in one sense.
… same for “You bear witness to an overwhelming bitterness,” which … we can combine with “you're viscerally outraged by the injustice of the world.” Somehow.
We probably don’t actually need “You cross a great river,” do we?
We can ditch “something is hunting you,” I guess, as … interesting, but not important.
We need to work a lot more on 10, “you eat a meal you don't mind but like to grumble about for some reason.” but probably shouldn’t remove it.
Same for 3-5, “demonstrate what you've learned from your Arc companion.”
… it’s harder to delete the rest, let's pause and integrate the changes above first.
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UPDATING …
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GENERAL DESCRIPTION
Travel happens, either as the frame or in dreams/bursts/flashbacks/side stories.
The scenery is likely pretty but compromised/dangerous in some fashion.
Tentatively, the alternate perspective is the "Arc companion," who you often affect to despise and also often love.
Sometimes there's someone else like that floating around to be a companion in later Arcs.
You wrestle with some past or present personal tragedy, often tied to a great force of the world.
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MAJOR GOALS
You travel through a dangerous chasm, canyon, or valley;
You are ambushed, and injured;
A terrible storm crashes down upon you;
You claim a great prize;
An overwhelming, evocative scene or experience gives you a personal revelation.
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QUEST FLAVOR
16. [[SETTING/RECEPTIVE]] you let an experience or event disturb or unbalance you
1. [[RECEPTIVE/DECISIVE]] someone teaches what they know about the nature of the world.
12. [[RECEPTIVE/DECISIVE]] you're viscerally outraged by the injustice of the world. / You bear witness to an overwhelming bitterness;
3. [[SETTING/DECISIVE]] you share a campfire with someone strange.
10. [[SETTING/DECISIVE]] you eat a meal you don't mind but like to grumble about for some reason - work on this pending
3-8. [[SETTING/DECISIVE]] bond with an animal not normally domesticated on your world
2. [[SETTING/PASTORAL]] your Arc companion talks about their backstory or motivations.
3-5. [[SETTING/PASTORAL]] demonstrate what you've learned from your Arc companion - work on this pending
4-2. [[RECEPTIVE/FALLING STAR]] a brilliant blaze of light or fire
2-4. [[PASTORAL/DECISIVE]] you open up to someone about the personal tragedy tied to the quest
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CHOICE OF WHICH OF THESE TO DELETE PENDING:
13. [[SETTING]] watch over or tag along with someone you purport to despise
14. [[PASTORAL/DECISIVE]] keeping another Power company, or working beside them, as they perform their duties
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Didn’t completely integrate the changes before posting this because cat feeding time.
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UPDATING AGAIN POST CAT-FEEDING …
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GENERAL DESCRIPTION
Travel happens, either as the frame or in dreams/bursts/flashbacks/side stories.
The scenery is likely pretty but compromised/dangerous in some fashion.
Tentatively, the alternate perspective is the "Arc companion," who you often affect to despise and also often love.
Sometimes there's someone else like that floating around to be a companion in later Arcs.
You wrestle with some past or present personal tragedy, often tied to a great force of the world.
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MAJOR GOALS
You travel through a dangerous chasm, canyon, or valley;
You are ambushed, and injured; A terrible storm crashes down upon you;
You claim a great prize;
An overwhelming, evocative scene or experience gives you a personal revelation.
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QUEST FLAVOR
16. [[SETTING/RECEPTIVE]] you let an experience or event disturb or unbalance you (ASIDE: later, I’ll change this to [[SETTING/POISONED]])
1. [[RECEPTIVE/DECISIVE]] someone teaches what they know about the nature of the world.
12. [[RECEPTIVE/DECISIVE]] you're viscerally outraged by the injustice of the world.
3. [[SETTING/DECISIVE]] you share a campfire with someone strange.
10. [[SETTING/DECISIVE]] you have unnecessarily complicated emotions about a meal
3-8. [[SETTING/DECISIVE]] bond with an animal not normally domesticated on your world
3-5. [[SETTING/DECISIVE]] prove yourself and the merit of what you have been learning
2. [[PASTORAL/DECISIVE*]] opening up about your tragedy and backstory, or, listening as your Arc companion does the same (ASIDE: later, I’ll change this to [[PASTORAL/FALLING STAR]])
4-2. [[RECEPTIVE/FALLING STAR]] a brilliant blaze of light or fire
14. [[FLAME/PASTORAL*]] watching another Power at work (ASIDE: later, I’ll switch the order on these to PASTORAL/FLAME for abstruse aesthetic reasons.)
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Let’s invert this to build a simplified quest!
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INVERSIONS
[[FALLING STAR/DECISIVE]] you think on how the world is getting to you (ASIDE: … then I decided to make this FALLING STAR/STRUGGLE and change the quest flavor item in the original quest to SETTING POISONED)
[[DECISIVE/RECEPTIVE]] someone teaches what they know about the nature of the world
[[DECISIVE/RECEPTIVE]] you're viscerally outraged by the injustice of the world
[[FALLING STAR/RECEPTIVE]] you share a campfire with something strange
[[FALLING STAR/RECEPTIVE]] you have unnecessarily complicated and extreme emotions over a meal
[[FALLING STAR/RECEPTIVE]] you bond deeply to an animal not normally domesticated on your world
[[FALLING STAR/RECEPTIVE]] a montage of your efforts to prove yourself
[[FLAME/RECEPTIVE]] failing to open up about your tragedy and backstory, or, listening as your Arc companion manages
Major Goal: a brilliant blaze of light or fire gives you a personal revelation
[[PASTORAL/FLAME]] watching another Power at work
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hm hm hm
That’s 9 quest flavor. We can get down to 7 pretty easy, I guess: combine “you think on how the world is getting to you” with “you’re viscerally outraged by the injustice of the world.” Fold “you have unnecessarily complicated and extreme emotions over a meal” into the major goal where an overwhelming scene gives you a revelation. Maybe six if we work at it, combining all the FALLING STAR/RECEPTIVE entries?
We can drop at least the “You claim a great prize” major goal, and either the one about the chasm or the one about the storm.
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ASIDE: this changed a little bit while actually working on it, because if I’d done that I would have wound up with two different “gives you a revelation” major goals. Instead, I wound up at:
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INVERSION
MAJOR GOALS
You share a campfire with something strange;
You are ambushed, and injured;
A brilliant blaze of light or fire gives you a personal revelation.
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QUEST FLAVOR
[[DECISIVE/SETTING]] someone teaches what they know about the nature of the world
[[DECISIVE/FALLING STAR]] one thing and another, the world is getting to you
[[RECEPTIVE/FALLING STAR]] your heart overflows; and why right now?
[[RECEPTIVE/FALLING STAR]] you try, and fail, to prove yourself
[[SETTING/FLAME]] you try to open up about yourself, and fail
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ASIDE: I think I wound up folding watching another Power at work into someone teaching you about the nature of the world.
Anyway, I then decided that “one thing and another, the world is getting to you” wasn’t a good quest flavor … I don’t remember my reasoning, but I think it was just that it gave too little guidance and the guidance it gave pointed in the wrong direction. So I wound up splitting it in two and making this a 30 XP quest.
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UPDATING ...
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INVERSION
MAJOR GOALS
You share a campfire with something strange;
You are ambushed, and injured;
A brilliant blaze of light or fire gives you a personal revelation.
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QUEST FLAVOR
[[DECISIVE/SETTING]] someone teaches what they know about the nature of the world
[[DECISIVE/RECEPTIVE]] you're viscerally outraged by the injustice of the world.
[[FALLING STAR/RECEPTIVE]] your heart overflows; and why right now?
[[FALLING STAR/RECEPTIVE]] you try, and fail, to prove yourself
[[FALLING STAR/STRUGGLE]] you're not sure you can cope with what you're experiencing
[[FLAME/SETTING]] you try to open up about yourself, and fail
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OK, that's quest 2! It may need a bit of polish still, but I’m a compulsory editor so it’ll get it automatically as I assemble the book.
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Working title, not to be kept, is Emotional Travels
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Aspect 3
You’re dealing with stressful, bizarre, and confusing social situations[FN].
Result: you finish up your latest obligation, optionally come home and take your literal or metaphorical shoes off, and learn something shattering.
[FN] Your best friend wants you to romantically intercede for them. With the person you love, to boot! Or, there’s factional conflict at your school or temple. Your parents have ridiculous expectations of you. You’re living at the house of your worst enemies.
... stuff like that!
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Book 1, quest 3: Casimir rejoins the search party as it sets up a base camp in an old temple by Pops' cave from which to scour the area. The other side of the temple is, unfortunately, where Telleamor and the Fallen Angel crash for the first night. The only solution is to convince the search party that the back of the temple is haunted by a pair of dead lovers that nobody can look at without dying. He fumbles the story a bit by explaining that they have to lay them to rest or none of them will survive to return home, so instead of just LEAVING the base camp is firmly established. Also the dead lovers play a lot of fiddle. Also that Telleamor who showed up to borrow supplies is unrelated, they're the kid of the Games Magister who lives in a cave nearby and is ABOUT TO HAVE A FIDDLE PERFORMANCE YOU CAN'T MISS GO GO GO DON'T LOOK LEFT no teacher I don't need remedial fiddle practice in the oubliette to get the forbidden notes of love and Cneph-fiddling out of my song oh god Telleamor is looking at me MUST GET TO THE CAVE SO POPS KNOWS ABOUT THE FIDDLE PERFORMANCE sort of thing. Lots and lots of running around and identity juggling and getting people to play fiddle for other people while behind curtains or in oubliettes while making sure that none of them are the same people who already did so, and anyway it all FINALLY pays off and the dead lovers are laid to rest and FINALLY LEFT THANK YOU TELLEAMOR, MOM, and the search party is off in the wrong direction, and he goes back to school, only to find out that the Fallen Angel was caught and immured after all. (Complex 2)
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Book 2, quest 3: Casimir falls back on old habits and drives the guards away from Mom's cell using a ghost story of a roaming hungry spirit, enhanced now with Nyctophobia fiddle technique, including an awkward experience roaring and growling around the corner, but when someone important gets hurt and that part of the castle is locked down and it's decided that only the winner of the fight competition can deal with the monster, he has to make sure that either he or (when his points are too low) Telleamor, who doesn't even have bullets, wins, so he can get Mom out. He explains away his attempted visit to the forbidden area as an assignation and now has to also keep Telleamor from finding out that they're apparently sneaking off together without Telleamor's knowledge because Telleamor would totally make fun of him. Also the Rules Magister is very upset at his collaboration with the Game, which is unfair, because he doesn't even like Pops, winding up with having to get Telleamor to stand in for him at fiddle work so he can disguise himself as Telleamor using peri powers to win a fight that Telleamor couldn't. He doesn't know that almost everyone there knows some of what's going on but is rooting for their relationship on the one hand and laughing at his running around desperately on the other and thus not interfering. (This is helpful when he is forced to resort to interfering with a duel while disguised as the ghost by wearing a sheet, which wouldn't have flown if people weren't tolerating him.) However, it all works out, Telleamor wins, Telleamor gets Mom out probably, everything's good, he can relax now, except it becomes clear without Mom either he gets sacrificed or Telleamor gets sacrificed or the whole ritual goes spla. The Rules Magister's not going to let Casimir sacrifice...
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Book 3, quest 3: To clear the way for Telleamor to help out the dead, Casimir fakes up an imaginary high-ranking Fallen who the two of them are working for. He accidentally chooses the name of a legendary Fallen who vanished long ago under mysterious circumstances his mother mentioned once when he was a kid, that a bunch of locals are interested in dueling, dating, visiting, inviting to visit, etcetera, and his attempts to pawn them off with "oh, he'll see you when hell freezes over" get met with "great, Tuesday it is" and his attempts to change proposed sponsors to something more tenable just land on another legendary figure and soon he has to fake diabolical phenomena with fiddle music, explain away Telleamor who is barely cooperating with the deception as the "great architect" he has to manage, deal with his Mom who feels crowded and stressed by his coming down like she gave him a good world can't he just stay there, and ultimately wind up impersonating both fake lost legends and later (when she wants to step out for a moment) his mom at the same time at a party which also proves his only chance to metaphorically pin down a couple of personages and find out what HAPPENED to their part of the fiddle theme they ought to be playing because they were all just "oh, I'm too busy suffering eternal agony to talk to a peri" or "I'm too hungry for peri flesh to talk to a peri" or "really, my eternal langour forbids me to break my silence for such as you, don't you think it's a beautiful silence?" He barely makes it through, SOMEHOW, which is when the walls of Hell start to crack.
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Book 4, quest 3: Casimir and Telleamor disguise themselves as Angels. Casimir sneaks into the main fiddle institute of Heaven to try to dig up what they have on warding music, although he's furious because they practice a style he disfavors. Unfortunately, the hideout they find to hang out in, after they've started fixing it up a bit, turns out to be the gathering place for masked revolutionaries. (Worse, Casimir has already accidentally agreed to host a fiddle school social there.) What with one thing and another, including Telleamor's cogent point that that's what they're there for, they become leaders of the budding revolution. Casimir manages to convince most of the fiddle institute Angels at the social that he's actually organizing a performance of a scandalous music-heavy play about the Fall rather than a revolution and winds up deeply frustrated because even the revolutionaries are interested. His attempts to steal the warding music from a reclusive elder's office fail, the elder blackmails him into giving the elder a good place in the play, and it snowballs until he just runs with it and uses it (the play) as an excuse to ask for access to the old music archives (and as justification for everything he wants to do in general). The performance somehow completes successfully, although he's not sure why that matters to anyone. He finds the warding music he was looking for in the vaults. Heaven is a little stirred up. He emerges from the vaults to find the institute on lockdown.
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PULLING BITS OF MEANING OUT OF THIS …
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1. Part of the general set up is infiltration: there's a group of people who don't know that you're not on their side. A base camp, a guard group, sociable Fallen, arguably the academy Angels. It's actually more nuanced, because you're not actually not on their side, you're just pulling something.
2. There's an area you want to keep people away from.
3. Trying to scare people off with a story of dead lovers / with a ghost story of a roaming hungry spirit enhanced with Nyctophobia fiddle technique / with an imaginary Fallen sponsor / with a scandalous play
4. Accidentally overcomplicating that story with the idea that the dead lovers have to be laid to rest / things get more complex when someone gets hurt and the area gets locked down (an odd one out, though, since usually "can't get people away is the thing" / accidentally overcomplicating the story with a second sponsor but also more importantly by arranging meetings with the sponsor / accidentally overcomplicating the play by getting the revolutionaries interested in it
5. forbidden notes of love and Cneph-fiddling get into the song, which is embarrassing / Nyctophobia gets into the song, which is embarrassing /
5A. particularly strained (sitcom desperate) moments of faking being ghost lovers / hungry spirit / excuses for missing Fallen / explanations for things Casimir is doing as part of the play.
6. the story gets more complex, requiring more to handle: explaining away fiddling in the wrong location as the dead lovers / explaining away an attempted visit to the locked-down area as an assignation / unclear parallel in the third / unclear parallel in the fourth, unless it's giving more and more people a place in the play.
7. multiple identities: Telleamor is one of the ghosts, but also Telleamor; then Casimir disguises as Telleamor and vice versa; then Casimir as multiple Fallen; then fakes being multiple revolutionaries
8. frantically redirecting people's attention: GO TO THE FIDDLE PERFORMANCE, etc
9. the temple and the oubliette / the castle / "the great architect" / the Heavenly fiddle institute - something architectural
10. someone playing fiddle while pretending to be someone else / someone fighting while pretending to be someone else / someone dueling, dating, hosting a party, etc. while pretending to be someone else / someone being masked in a play while pretending to be someone else ... generally, in a mask/disguise/concealment, and not talking
11. running around desperately
12. people think that all the running around is a cover for a relationship, and root for that
13. disaster at the end, though that's just an Aspect thing so possibly not an action
14. people reading way too much into fiddle music / x2 / visiting Hell for reasons unrelated to Mom / actions not intended as revolutionary originally
3-1. ? / ? / Getting answers from someone while in disguise that they wouldn't give you otherwise / getting answers from someone because of the play that they wouldn't give otherwise
4-1 people putting dealing with the ghosts ahead of the ostensibly important search / people putting their investment in the ghost story ahead of the battles / people putting their interest in ... oh, this is 3-1 / people putting the play ahead of the revolution or the fiddle institute
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DECEMBER 12, 2022
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ASSEMBLING …
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GENERAL SETUP
An element of covert action/infiltration: you're trying to get away with something under the noses of a group that you aren't fully in bed with but don't actually dislike.
Generally you'll want to keep people away from an area.
9. The architecture is likely richly realized.
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MAJOR GOALS
4. You complicate an ongoing deception in a way that winds up making it harder to maintain; (not sure if this is quest flavor or MG)
5A. You get away with a particularly ridiculous or sad attempt at deception, likely because you're being indulged;
7. You have to switch between multiple disguises or false identities in the course of a scene, and it wasn't explicitly planned;
12. Someone thinks you're in a relationship that you're not, or that the core activities of the quest are romantic in a way that they're not
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QUEST FLAVOR
3. make up or embroider a story to keep someone temporarily out of a place
4. complicate an ongoing deception in a way that winds up making it harder to maintain (not sure if this is quest flavor or MG)
6 ... just merges with 3 and 4, we'll reconcile them into ... a more general 1-2 entries
5. your art or words expose influences/emotions you'd rather conceal
7. you disguise yourself as someone else, or vice versa
8. you frantically redirect someone's attention
10. accomplishing a defined task or performance while pretending to be someone else
11. you are dramatically overcommitted
14. someone reads way too much into what you are doing here
3-1. someone uninterested in you is shockingly invested in your false identity, story, or artistic endeavor
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... OK, refining ...
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GENERAL SETUP
An element of covert action/infiltration: you're trying to get away with something under the noses of a group that you aren't fully in bed with but don't actually dislike. Generally you'll want to keep people away from an area.
The architecture is likely richly realized.
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MAJOR GOALS
5A. You get away with a particularly ridiculous or sad attempt at deception, likely because you're being indulged;
7. You have to switch between multiple disguises or false identities in the course of a scene, and it wasn't explicitly planned;
12. Someone thinks you're in a relationship that you're not, or that the core activities of the quest are romantic in a way that they're not
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QUEST FLAVOR
[[DECISIVE/FLAME]] you come up with a story, false identity, diversion, or artistic endeavor ... or, complicate an existing one
[[DECISIVE/PASTORAL]] your art or words expose influences/emotions you'd rather conceal
[[DECISIVE/PASTORAL]] you disguise yourself as someone else, or vice versa
[[DECISIVE/PASTORAL]] you accomplish a defined task or performance while pretending to be someone else
[[DECISIVE/POISONED]] someone is shockingly invested in your story, false identity, diversion, or art
[[STRUGGLE/FLAME]] you are WAY overcommitted
[[STRUGGLE/FLAME]] you frantically redirect someone's attention
[[STRUGGLE/FLAME]] someone reads way too much into what you are doing here
[[RECEPTIVE/SETTING]] admire the local architecture
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Hm, finishing this should be easy! Ditch one of the disguise entries and one of the STRUGGLE/FLAME entries and we have a 35-XPer?
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ASIDE: OK, granted, it’s kind of cheating, and a thing I inherited from CMWGE, that I let 35-XP quests have just 3 major goals.
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FINISHING …
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GENERAL SETUP
An element of covert action/infiltration: you're trying to get away with something under the noses of a group that you aren't fully in bed with but don't actually dislike. Generally you'll want to keep people away from an area.
The architecture is likely richly realized.
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MAJOR GOALS
You get away with a particularly ridiculous or sad attempt at deception, likely because you're being indulged;
You have to switch between multiple disguises or false identities in the course of a scene, and it wasn't explicitly planned;
Someone thinks you're in a relationship that you're not, or that the core activities of the quest are romantic in a way that they're not
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QUEST FLAVOR
[[STRUGGLE/FLAME]] you frantically redirect someone's attention
[[STRUGGLE/FLAME]] someone reads WAY too much into what you are doing here (ASIDE: this becomes [[FALLING STAR/FLAME]] after I think about the simplified quest.)
[[RECEPTIVE/FLAME]] you get literally or metaphorically lost in the local architecture (ASIDE: this becomes [[SETTING/FLAME]] after I think about the simplified quest.)
[[DECISIVE/PASTORAL]] your art or words expose influences/emotions you'd rather conceal
[[DECISIVE/PASTORAL]] you attempt a defined task or performance while pretending to be someone else (ASIDE: this becomes [[STRUGGLE/PASTORAL]] after I think about the simplified quest.)
[[DECISIVE/POISONED]] someone is shockingly invested in your deception, false identity, diversion, or art
[[DECISIVE/FLAME]] you come up with a deception, false identity, diversion, or artistic endeavor ... or, complicate an existing one (ASIDE: this becomes [[DECISIVE/POISONED]] after I think about the simplified quest.)
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ASIDE: I need to try to remember to say more about the icons that aren’t in direct game-mechanic use this time around.
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Let’s invert these!
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INVERSION
[[PASTORAL/POISONED]] someone sees past your deception
[[PASTORAL/FALLING STAR]] someone sees the truth of you
[[RECEPTIVE/FALLING STAR]] you explore the local architecture
[[RECEPTIVE/FLAME]] you're overwhelmed by something in the world
[[RECEPTIVE/FLAME]] you perfect a role or imitation
[[RECEPTIVE/STRUGGLE]] someone else tries to steer your deception, diversion, false identity, or art
[[DECISIVE/FLAME]] you come up with a deception, false identity, diversion, or artistic endeavor ... or, complicate an existing one.
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... some of these are cool, some just flat don't work even with creative icon adjustment. Hrmmmmm.
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There was an alternate way of flipping the icons that I used in GMD now and then.
What was it?
I didn’t write it down, and I wasn’t as strict about inversion in GMD so nothing’s reliable … but I can still probably pull it out by exegesis. Um.
Orange/Struggle <=> Gold/Flame
Green/Poisoned <=> Silver/Setting
Purple/Pastoral <=> Blue/Decisive
Red/Receptive <=> Black/Falling Star
Maybe?
No, I conclude it’s STRUGGLE <=> POISONED, DECISIVE <=> FLAME, SETTING <=> PASTORAL, RECEPTIVE <=> FALLING STAR
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So then,
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INVERSION ATTEMPT #2
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[[POISONED/DECISIVE]] you carefully construct a diversion
[[POISONED/DECISIVE]] you think someone misunderstands you
[[FALLING STAR/DECISIVE]] you have thoughts on the local architecture
[[FLAME/SETTING]] you blurt something out
[[FLAME/SETTING]] you study a role
[[FLAME/STRUGGLE]] someone tries to take over your deception, false identity, or artistic endeavor
[[FLAME/DECISIVE]] you come up with a deception, false identity, or artistic endeavor ... or complicate an existing one.
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... no, this isn’t better.
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INVERSION ATTEMPT #3, GETTING SERIOUS WITH THIS
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[[STRUGGLE/FLAME]] you frantically redirect someone's attention
=> …
So, when you’re a writer, and you’re trying to speed through the storyline, moments like this become less interesting. You can’t spend a whole scene on them. What we want is probably “You construct a diversion.” It’s … OK, the standard inversion is OK:
[[PASTORAL/POISONED]] you construct a diversion
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[[STRUGGLE/FLAME]] someone reads WAY too much into what you are doing here
=> …
So, when you’re speeding through the storyline, this kind of moment stays very much the same. Like, at most what happens is, it becomes gentler teasing. Someone reading ... uncomfortable amounts of truth into what you're doing here. “Someone sees through you” “Someone reads an embarrassing amount into what you're doing.” That kind of thing. [[PASTORAL]] is good, ... [[SETTING]]?
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[[RECEPTIVE/FLAME]] you get literally or metaphorically lost in the local architecture
=> …
So, when you speed through the storyline, you do want more in the way of ... a montage/transition, here. Camera views spinning around the architecture. [[FALLING STAR]] stuff. And maybe some direct exploration, [[PASTORAL]], is fine, but it’s not a plot point (being lost or even proper exploration, which would be setting), just a backdrop for conversation/events.
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ASIDE: the fact that silver/setting is exploration/discovery, and also slice of life scenes, is the kind of thing I’d want to remember to mention in the icon list, rather than just throwing out something basic like I did in Glitch.
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[[DECISIVE/PASTORAL]] your art or words expose influences/emotions you'd rather conceal
=> …
This probably actually just gets dropped in the sped-up version, as it's fluff.
Moving it to a major goal first with expectation of deletion.
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[[DECISIVE/PASTORAL]] you attempt a defined task or performance while pretending to be someone else
=> …
The straightforward inversion is fine: [[RECEPTIVE/FLAME]] you study a role
Or [[STRUGGLE/FLAME]] you’re mistaken for someone else.
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[[DECISIVE/POISONED]] someone is shockingly invested in your deception, false identity, diversion, or art
=> …
someone else wanting in would stay the same. This doesn't feel [[RECEPTIVE/STRUGGLE]] though, it feels [[FLAME/PASTORAL]] …
I can’t fix that by changing the original icons without making them, well, flame/pastoral, which isn’t what I want in the original quest … maybe turn this into a major goal?
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[[DECISIVE/FLAME]] you come up with a deception, false identity, diversion, or artistic endeavor ... or, complicate an existing one
=> …
this honestly wants to stay the same, not become [[RECEPTIVE/PASTORAL]].
I guess the idea in the shift is that more of the story is people's reactions than the original deception, which ... makes sense, in the accelerated version your story/whatever is more of a premise. But still. Possibly keep the original [[DECISIVE/FLAME]] but switch its wording to "someone does something that makes your ongoing web of deceit, etc., more complex?"
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INVERSION, TAKE 3.5
MAJOR GOALS
Someone thinks you're in a relationship that you're not, or that the core activities of the quest are romantic in a way that they're not;
Someone becomes shockingly invested in your deception, false identity, diversion, or art
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QUEST FLAVOR
[[POISONED/PASTORAL]] you construct a diversion
[[SETTING/PASTORAL]] someone reads an embarrassing amount into what you're doing <= this one is probably going away
[[FALLING STAR/PASTORAL]] you immerse in the wonders of the local architecture
[[POISONED/FLAME]] you frantically come up with or change to a new identity or disguise
[[RECEPTIVE/FLAME]] something comes up that complicates an ongoing deception, identity, diversion, or performance (ASIDE: in the final version, this changes to [[RECEPTIVE/STRUGGLE]].
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Working title, Flailing.
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On to quest 4!
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Aspect 4
This is an epic struggle with something terrifying and supernatural.
Result: you win. Sometimes you’re left stranded and far from home, sometimes you get a victory parade; sometimes there’s more to do, sometimes it’s 100% triumph; sometimes the HG has to delay your victory a few scenes or invoke silly tropes like “but that wasn’t the real big bad” to stop play from grinding to a halt, and sometimes your victory is pure awesome. But, no matter what? You win.
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Book 1, quest 4: so this squeezes in between "search goes off in the wrong direction" and "Casimir heads off to the ritual." Casimir and the search party are in the mountains, and become prey to something that hunts there, some old hungry god-beast ghost from a True God that died but couldn't do it right. It picks off members of the search party. It hunts them through rocky hills, scrublands, and spires of barren stone. Its yawning jaws are even in his dreams, in his thoughts when he closes his eyes, in his music when he plays to keep out the cold. The group argues at a river and splits up; blood is shed, and a fiddle broken, and someone in the other party uses a curse to send it after Casimir's. He falls into a kind of delirium as he sinks into the mythic as it hunts, its hunt becoming less and less physical and more an active devouring of his spirit that he challenges with song, and the rises and falls of the land are the intensification and quieting of the song he plays; until at last on a peak on a moonlit night with the land sprawling out beneath him he plays its bones into the earth and it and nearly himself to the other side of death, and, shockingly, he's won. In part because he's that good, in part because Avarice is bigger than its stomach, but in part because it already consented inadvertently to the metaphor of the song being their battle and so it's listening as he bridges from what should have been the conclusion of the hunt to a coda and its end. (I can sort of feel that transition, the song drifting down to silence as it eats him, then the quiet trill, then the chonky sawing of the bow as it picks up into the whirling dance of the actual ending of it. Anyway.)
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Book 2, quest 4: No sacrifice happens, so the Serpent of Summer goes Wicked Mode. It's unclear to Casimir whether that's wrong or if it's supposed to happen, to be honest, but it puts the castle (apparently there's a castle, although my brain had previously told me it was a village) where this is taking place under siege from ... I'm seeing tree-root type things. Vampire pumpkins. Oppressive autumn heat alternating with frost. Mostly hungry tree roots though and brambles and such. And the sky broken to let in the coming winter, void, and death. The dead, perhaps. Some siege stuff, making food supplies last. Some keeping control of someone who loses it and tries to let the dead in. Some playing music on the balcony. Ghost stories and fear. The Imperator of Rule gets in a fight with Pops, who blames the Imperator of Rule for letting this happen the first time, while the Rule Magister apparently thinks Pops ought to have tossed himself into the void back then because what other good is prayer anyway? Blood and fever. Casimir finally sneaks out and journeys through the deep mythic to put the Serpent down, though the way it actually ends is stabbing it, getting beaten up, looking at the sad creature, and playing for it until his fingers bleed and the sky first storms then calms and some of the pain of the void at being locked out all those years and the pain of the world at it breaking in subsides. Casimir understands it, then, as he watches it sleep; that the songs that sustain the world, that they haven't been played properly since the Fall. That it's no wonder his Mom stole Cneph's fiddle to try to deal with it, it's no wonder the ritual went weird both now and back then. The world needs music like this or it'll fall apart, and no one's playing it.
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Book 3, quest 4: Lots of guerrilla war through the landscape of Hell, I think, here, which is more gnarled corrupted thorny roots and of course fire and dreamlike mists and Excrucian ridings in the "sky." Fighting in the distance as bigger powers than they clash. Local stuff as Telleamor and Casimir try to make it to the stone circle type locations where he can fiddle back a bit of the necessary boundary. Meals with the damned in the shadow of war. Explosions at the palace. The void dragon as an impossible bump in the last song that needs to be played, and thus fiddling the void dragon into dissipation because it's made of nothingness—getting it to let go of existing and its hatred for the world and return to the void so that the song can be completed and the boundaries resealed.
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Book 4, quest 4: This particular version of Heaven is more explicitly despotic than the typical "loosely organized commune of arrogance and privilege" you see in the Nobilis setting—that's the Aspect Arc style coming through, you see—so there's someone who took over after the Fall, someone who probably pushed it, made the evolving conflict within the Angelic society of the time turn irrevocably bloody, some great nameless? winged provenance that slouches upon Heaven's throne, some Angel of Stasis, Hierarchy, Exclusion, Blinders, Gated Communities, and the Peak. ... or maybe more Mechanization/Industry? I dunno. Some Angel who bound Cneph themselves in a fiddle long ago, who locked up God in their pocket and made God think that pocket was the boundless world, took the golden songs to be their own, and has not, perhaps made as good a use of them as they might. And so when it seizes and isolates the institute, it is not with soldiers but with ash, mist, a world like clockwork, and fences of living steel. When it spreads its wings, its seven sky-gray wings, above those green fields and bright flowers and old stone halls, they writhe with system. The place feels metallic and rusted. It's hard to breathe there. It withers on the vine. Ash rains softly down. At a feast, they starve; in Heaven, beauty fades; the music Casimir plays is dulled. (Thematics may not be completely accurate yet.) When he breaks past its steam/metal/fire mechanisms and steel-wire defenses and confronts it in the tower of the place with fiddle in hand ... it's already dead. It killed itself when it took the throne. he just has to make it see.
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DECEMBER 13, 2022
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EXTRACTING CREATIVE CONTENT FOR STUDY …
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1. Casimir is in a search party / Casimir is in a besieged castle / Casimir is in a besieged Hell. / Casimir is in a besieged institute in Heaven.
2. Casimir is in the mountains / Casimir is in a besieged castle / Casimir is in Hell. / Casimir is in a metallic, rusted place.
3. Casimir becomes prey to an old hungry god-beast ghost that died but didn't die right / the Serpent of Summer goes Wicked Mode / Excrucians invade, including a void dragon. / an Angel of Mechanization goes ham on him
4. It picks off members of the search party / the people there / lots of souls and Fallen die. / there are slowly just ... fewer and fewer people around. They vanish when nobody's looking, as it were.
5ab. It hunts them through rocky hills, scrublands, spires of barren stone / It attacks with hungry tree roots and brambles, using vampiric plants and the dead / There's more thorny brambles but I think they belong there, probably more rocky areas and stone too, but the Excrucians mostly attack through blades and monsters and such / Rusty metal fencing serves as brambles. Barrenness of somewhere mined out.
6. He dreams of its yawning jaws, sees them when he closes his eyes, plays them in his music / ghost stories, fiddle on the balcony, and fear / dreamlike mists, fiddling at night, and fear / ash and mist and a suffocating sensation, the music Casimir plays is dulled.
2-1. Corpses are encountered / The dead invade / corpses are encountered, as well as souls / the soldiers of the Angel are unliving things
2-2. A struggle to survive in the wilds / Food supplies are limited / A struggle to survive in the wilds; also, meals seized in the shadow of war / At a feast, they starve.
7. He plays music to keep out the cold / oppressive autumn heat alternates with frost / fires of Hell alternate with cold of the void / temperature unclear, maybe the choking heat of incinerators alternating with the cold of homelessness? Details unlikely to matter but just in case.
8. The group argues at a river; blood is shed, a fiddle broken. / keeping control of people who lose it and try to let the dead in; the Rule fights with Pops / tensions are high; fights happen in the distance / I'm not seeing where the internal conflict happens in book 4, which is interesting. Maybe in the distance? Though, isolation is a big thing ...
9. They split up. / Casimir sneaks out to deal with it / Casimir goes off to handle the void dragon / Casimir heads off to deal with it, but it's not a very big moment.
10. Someone uses a curse to send it after Casimir's group. / the Rule fights with Pops / Someone curses Casimir / The whole place is cursed, really.
11. Casimir falls into delirium and sinks into the mythic / Casimir suffers fever, journeys into the mythic / Casimir is lost in the mist and travels Hell / Casimir is lost in the mist and mythic stuff happens.
12. The hunt becomes less and less physical and more and more an active devouring of his spirit that he challenges with song / Casimir stabs it, gets beaten up, and then shifts to music / Casimir isn't able to fight the void dragon / Casimir gets past its defenses, but physical fighting is pointless.
13. The rising and falling of the land becomes an intensification and quieting of the song as he plays / He plays for it until his fingers bleed and the sky first storms and then calms / The void dragon is a bump in Casimir's song / Presumably he plays for it.
14. On a peak on a moonlit night with the land sprawling out beneath him he plays its bones into the earth / Some of the pain of the void at being locked out and the pain of the world at its breaking in subsides / He plays until it lets go of its hatred and thus its own existence / He plays until it knows it's already dead.
15. and it and nearly himself to the other side of death / the sky breaks to let in the winter, void, and death / the sky breaks to let in the void / it floats above the institute, spreading its seven wings and letting ash fall down, and death
16. Avarice was bigger than it could swallow, and he was good / ? / something about Creation being a lump in the stomach of the void / ?
17. And it's already consented to the metaphor of the song being their battle and he bridged from the coda of "the fight ending" to "its ending" / the world needs music like this to keep it from falling apart. / It never wanted to exist, and the music lets it free. / it was already dead.
18. He's won. / He's won; he understands. / He's won, and reseals the world. / He's won.
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DECEMBER 14, 2022
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CONSOLIDATING/ORGANIZING …
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DROPPING THIS ONE
9 - not great for group play, probably.
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GENERAL DESCRIPTION
2. You're in a stark, sere place, majestic but inhospitable. (Perhaps in the right season, or before the current circumstances, it was hospitable enough.)
5b. There is often scrubland and spires or pillars of bare stone.
3. There's a monster so big and terrible it's like the weather.
1. You're in a group.
12. Generally speaking you will fail to kill it with force, and vice versa, and eventually shift into a metaphorical conflict—making an artistic or conceptual argument against it.
13. For better or worse, no matter how good or bad your conceptual argument or the description of your artistic argument is, you'll usually struggle until the quest is ready to end and then win when it does, so keep that in mind. (Obviously if that causes anyone serious suspension of disbelief issues that can be discussed OOC, but as long as you're both within spitting distance of holding on that long, and you're within spitting distance of winning at that point, that's what'll happen.)
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MAJOR GOALS
8. internal conflict escalates to the point where blood is shed and something is destroyed. It can be something you witness rather than participate in, or something that happens in a flashback, as long as it's meaningful and visceral anyway;
11. Falling into a fever, delirium, or fugue, you descend into the mythic depths. Usually the fever causes the descent or vice versa, but it's not strictly required;
12. Your conflict with the monster shifts from something physical to something metaphysical/conceptual/metaphorical;
14, 17. You release the monster from pain, hatred, false existence, or the like;
15. The sky breaks, to show the void or death beyond.
.
QUEST FLAVOR
4. someone in your group gets taken out by the monster or vanishes off-camera.
4a. thinking or talking about someone who got taken out ^ not an actual thing from the “books” but I don't like faceless NPCs
5a. you're swarmed by something like living brambles or barbed wire, thorny roots, or spiny tentacles
6. you experience or share a dreadful vision
2-1. you encounter the dead
5c. you realize that something dead has woken
2-2. people eat, but hunger still pervades
7. it's bitterly cold or oppressively hot (often both in a single quest)
10. a wicked curse manifests its thorns against you
16. something is too big to swallow (?)
.
REFINING ...
.
MAJOR GOALS
8. internal conflict escalates to the point where blood is shed and something is destroyed. It can be something you witness rather than participate in, or something that happens in a flashback, as long as it's meaningful and visceral anyway;
11. Falling into a fever, delirium, or fugue, you descend into the mythic depths. Usually the fever causes the descent or vice versa, but it's not strictly required;
12. Your conflict with the monster shifts from something physical to something metaphysical/conceptual/metaphorical;
14, 17. You release the monster from pain, hatred, false existence, or the like;
15. The sky breaks, to show the void or death beyond.
.
QUEST FLAVOR
4. [[DECISIVE/SETTING]] someone in your group gets taken out by the monster or vanishes off-camera.
4a. [[PASTORAL/SETTING]] thinking or talking about someone who got taken out
5a. [[PASTORAL/POISONED]] you're swarmed by something like living brambles or barbed wire, thorny roots, or spiny tentacles
6. [[RECEPTIVE/POISONED]] you experience or share a dreadful vision
2-1. [[RECEPTIVE/SETTING]] you encounter the dead
5c. [[RECEPTIVE/FALLING STAR]] you realize that something dead has woken
2-2. [[DECISIVE/SETTING]] people eat, but hunger still pervades
7. [[RECEPTIVE/SETTING]] it's bitterly cold or oppressively hot (often both in a single quest)
10. [[RECEPTIVE/POISONED]] a wicked curse manifests its thorns against you
16. [[RECEPTIVE/SETTING]] something is too big to swallow (?)
.
Technically that is already a viable 50 XP quest. Do I want a 50 XP quest here? This feels like a quest that can take a while, but closer to 40-45. Item 16 can go; I kept it around in case it turned out to be useful for some reason, but it didn't. That'd get us down to 45. To get to 40 I'd need to drop one more flavor and one major goal. I ... kind of want to drop the 14/17 goal, though, or rather move it to the generic description, it's too ... specific. Ugh. This feels right at 45, though.
… OK, so we drop 14/17 and move 16 to the major goals, making it "you notice something the monster cannot properly consume."
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UPDATING …
.
GENERAL DESCRIPTION
2. You're in a stark, sere place, majestic but inhospitable. (Perhaps in the right season, or before the current circumstances, it was hospitable enough.)
5b. There is often scrubland and spires or pillars of bare stone.
3. There's a monster so big and terrible it's like the weather.
1. You're in a group.
12. Generally speaking you will fail to kill it with force, and vice versa, and eventually shift into a metaphorical conflict—making an artistic or conceptual argument against it.
13. For better or worse, no matter how good or bad your conceptual argument or the description of your artistic argument is, you'll usually struggle until the quest is ready to end and then win when it does, so keep that in mind. (Obviously if that causes anyone serious suspension of disbelief issues that can be discussed OOC, but as long as you're both within spitting distance of holding on that long, and you're within spitting distance of winning at that point, that's what'll happen.)
14, 17. Often the final victory is in the form of releasing the monster from pain, death, hatred, false existence, or the like.
.
MAJOR GOALS
8. internal conflict escalates to the point where blood is shed and something is destroyed. It can be something you witness rather than participate in, or something that happens in a flashback, as long as it's meaningful and visceral anyway;
11. Falling into a fever, delirium, or fugue, you descend into the mythic depths. Usually the fever causes the descent or vice versa, but it's not strictly required;
12. Your conflict with the monster shifts from something physical to something metaphysical/conceptual/metaphorical;
16. You notice something the monster cannot properly/entirely consume;
15. The sky breaks, to show the void or death beyond.
.
QUEST FLAVOR
[[RECEPTIVE/SETTING]] it's bitterly cold or oppressively hot (often both in a single quest) (ASIDE: this becomes [[PASTORAL/SETTING]] after I think about the simplified quest.)
[[RECEPTIVE/SETTING]] you encounter the dead
[[DECISIVE/SETTING]] people eat, but hunger still pervades
[[DECISIVE/SETTING]] someone in your group gets taken out by the monster or vanishes off-camera
[[PASTORAL/SETTING]] thinking or talking about someone who got taken out
[[PASTORAL/POISONED]] you're swarmed by something like living brambles or barbed wire, thorny roots, or spiny tentacles
[[RECEPTIVE/POISONED]] you experience or share a dreadful vision
[[RECEPTIVE/POISONED]] a wicked curse manifests its thorns against you
[[RECEPTIVE/FALLING STAR]] you realize/discover that something dead has woken
.
OK!
.
INVERSION
.
[[DECISIVE/FALLING STAR]] you struggle to survive extreme temperatures <= should be FLAME tho
[[DECISIVE/FALLING STAR]] you mourn the dead
[[RECEPTIVE/FALLING STAR]] you dissociate or have a vision during a meal
[[RECEPTIVE/FALLING STAR]] someone in your group is taken out by the monster before your eyes, or you realize they have vanished [[
FLAME/FALLING STAR]] you mourn the dead
[[FLAME/STRUGGLE]] you struggle against something like a swarm of living brambles or barbed wire, thorned roots, or spiny tentacles
[[DECISIVE/STRUGGLE]] you experience or share a dreadful premonition
[[DECISIVE/STRUGGLE]] something or someone triggers the condition for a wicked curse
[[DECISIVE/SETTING]] the dead awake
.
We don't need two "you mourn the dead," of course, even if FLAME and DECISIVE actions have a different feel, so that'll save us one option immediately.
The curse thing is neat but honestly superfluous, so that’s another.
.
As far as major goals go, the fugue has to stay. The conflict becoming metaphysical has to stay. The sky breaking at least wants to stay.
… that suggests we are aiming for 25 XP, meaning we want to get rid of two more quest flavor.
.
Currently we have seven:
[[RECEPTIVE/FALLING STAR]] you dissociate or have a vision during a meal
[[RECEPTIVE/FALLING STAR]] someone in your group is taken out by the monster before your eyes, or you realize they have vanished
[[FLAME/FALLING STAR]] you mourn the lost
[[FLAME/FALLING STAR]] you struggle to survive extreme temperatures
[[FLAME/STRUGGLE]] you struggle against something like a swarm of living brambles or barbed wire, thorned roots, or spiny tentacles
[[DECISIVE/STRUGGLE]] you experience or share a dreadful premonition
[[DECISIVE/SETTING]] the dead have woken
.
Let’s see. First, “the dead have woken” can move to the major goals and merge somehow with the sky breaking. Something like "the sky has opened; the dead have woken." We're not expecting a guarantee everyone will hit it anyway, in a 25-XP quest you can only get two of the goals anyway, so that’s fine.
That leaves six flavor, and we want to get down to five. We have two forms of struggle.
… I think we combine them into [[FLAME/STRUGGLE]] you struggle to survive against the monster or the world, if they can even be properly distinguished
.
INVERSION, UPDATED
MAJOR GOALS
11. Falling into a fever, delirium, or fugue, you descend into the mythic depths. Usually the fever causes the descent or vice versa, but it's not strictly required;
12. Your conflict with the monster shifts from something physical to something metaphysical/conceptual/metaphorical;
15. The sky has opened; the dead have woken.
.
QUEST FLAVOR
[[RECEPTIVE/FALLING STAR]] you dissociate or have a vision during a meal
[[RECEPTIVE/FALLING STAR]] someone in your group is taken out by the monster before your eyes, or you discover belatedly that they are gone
[[FLAME/FALLING STAR]] you mourn the lost
[[FLAME/STRUGGLE]] you struggle to survive against the monster or the world, if they can even be properly distinguished
[[DECISIVE/STRUGGLE]] you experience or share a dreadful premonition
.
Working Title: Don't Punch Dead Dragons
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Quest 5!
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Aspect 5
You’re lost in the dark.
Result: you find your way home, maybe even with some treasure, maybe having left something good behind—
But the experience has changed you.
.
Book 1, quest 5: this would, then, be the long walk home alone, after the True God's laid to rest. Tradition says Casimir has encounters on the way, someone to help, someone to betray him, something wondrous and fairy-tale. A forester in red. A fairy or monster by a stream. Full moon. A case can be made that he's not in his right mind, having pushed himself quite hard. Tradition says that his fiddle is possibly broken and he makes a new one along the way. Something in him was buried and lost with the God, and he has to find himself in the bones of the world, in nuts and roots and berries, in the trap of a much more mundane but still magic forest creature and its abbatoir, in the transient house of a helpful spirit, in the fabrics of a hospital after he reemerges into the world and a car hits him, in the mouse that a proud feral cat drops off for him. He grants things their wishes, because Avarice is dead, you see. He starts by trying to grant a wish to a stone he finds along the way, but it doesn't express one. Moves on through the encounters. Eventually someone's just kind of concerned for him and is just hoping he'll be okay, which forces the still waters of him to stir towards waking. He talks a bit about the stone, and they mention that it doesn't want anything because it's dead, and he's all "ah," and almost reaches out for human touch but this person is mostly a stranger and he's too restrained and Casimir for it, so instead he just says "how about that," and heads on home.
.
Book 2, quest 5: So this is between dealing with the Serpent and returning to fiddle school. And what's interesting is that I don't think Casimir is gonna be delirious or messed up from the ending of quest 4, really, this time around. Just, ... I think it ends and he doesn't know how to go back. He lives in a little rickety rustic town sustained by vacationers who like the nearby woods and mountains, and he sells people their heart's desire (sometimes little carvings of it, sometimes the thing itself, sometimes the desire, sometimes a song), and sometimes scales from the snake, and someone whose desires got snuffed out at some point (so he can't sell them anything) keeps coming in to figure him out, and he shows them a haunted place in the woods and later a vision of something to want. And like "what is that?" they ask when looking at the vision of what to want, and Casimir looks at it more closely and sees a world where the songs are played properly and he's finished his studies at the school, among other things he doesn't even want to think about* and he's like, frack, I guess I want that.
* he's very repressed
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Book 3, quest 5: Telleamor is busy rebuilding infrastructure and doesn't need Casimir for that part. So I think this is Casimir wandering around meeting individual souls and interacting with them. Granting them things they need, individual ways to unknot themselves and find escape. Wrestling with his heritage and the ongoing Issue. Occasionally meeting some unnamed Fallen at a fire and having fiddle competitions, which end inconclusively. Occasionally his mother comes by and yells at him for letting the souls go because it's not like she wants to see them hurt but anyway their getting hurt is just temporary probably just like the current conditions which a committee is working on she thinks! the important thing is that they belong there, to like her and other people. His mother being Avarice much more literally than he, of course, which is the weakness to the love that otherwise would not tolerate such things. Eventually he's complaining about this to a tormented soul he's helping and the soul is eyeing him the way victims do when you complain about your attachment to their tormentors but ultimately the soul is all "yeah, it's hard letting go" which is what that soul needed, and what Casimir needed too, to grasp that this is all he has, here, that there isn't a magic relationship with his mom or Hell that he's somehow missing, there's just ... this, and the fact that she's trying but also awful and broken. And that's both how he finds his way "home," which in this case is both where he already was and back to Telleamor's side, and also pushes his Issue to Complex 4: dealing with Heaven, which did this to them.
(Relevant, on Hell: I suspect that I would land on a very dreamy, symbolic torment, with a lot of people twisted up by the place even as the Fallen themselves are but not much pain-for-the-sake-of-pain and almost no degradation-for-the-sake-of-degradation—make it about the knots in the heart, about the way we get hurt and twisted up just by living in the world, rather than a realm of abusers or a metaphor for one of the big world evils or anything—but possibly that would wind up not feeling enough like Hell and I'd correct the other way, don't know.)
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Book 4, quest 5: Wandering down the tree, talking to Cneph in his fiddle, working miracles for the worlds of the Ash, subduing abhorrent weapons using what amount to Far Roofs techniques along the way. On some random world, he frees a Fallen Angel trapped under a rock by a lifeless sea, mentioning that Heaven's discussing reparations; though, the Fallen tells him, "... we're already the folk of Hell." He raids the gardens of the Hesperides. In the end, he's back on Earth, and a star falls, and Cneph asks him what he'd wish for, and he puts the fiddle away and goes out to hang out with Telleamdor, and the reader thinks that's the ending, but it's time for Complex 5: "What if we just ... lifted Hell?"
.
Here's the breakdown for just book 1. Will posting it before working on the other parts mean that it has to change more than usual when I do the other parts? Probably, but enh.
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1. The long walk home
2. Encounters along the way: someone to help,
3. Encounters along the way: someone to betray,
4. Encounters along the way: something wondrous and fairy tale
5. A forester in red
6. A fairy or monster by a stream
7. Full moon
8. Casimir probably not in his right mind
9. Making a new fiddle along the way
16. He grants things their wishes
17. He grants a wish to a stone he finds, but it has none
10. Something in Casimir buried and lost with quest 4, so Casimir must find himself in the bones of the world, in nuts and roots and berries
11. In the trap of a magic forest creature and its abbatoir
12. In the transient house of a helpful spirit
13. In the texture of the fabrics of a hospital after he reemerges into the world
14. (And a car hits him)
15. In a mouse a proud feral cat drops off for him
18. Someone's just kind of concerned for him
19. He talks about the stone, and someone mentions it doesn't want anything because it's dead
20. "How about that."
.
Adding in book 2 ... a lot of ? at this point, but mostly because I didn't bother explicitly working through how the fairy tale elements duplicated.
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1. The long walk home / He doesn't know how to go back, so he goes to live in a little rickety rustic town sustained by vacationers who like the nearby woods and mountains
2. Encounters along the way: someone to help, / ?
3. Encounters along the way: someone to betray, / ?
4. Encounters along the way: something wondrous and fairy tale / ?
5. A forester in red / ?
6. A fairy or monster by a stream / ?
7. Full moon /?
2-1 or 7. ?/ something magical in glass on the shelves
8. Casimir probably not in his right mind / Casimir in his right mind, but ... at a loss
9. Making a new fiddle along the way / ?
16. He grants things their wishes / He sells people their heart's desire, or little carvings of it, etc. /
17. He grants a wish to a stone he finds, but it has none / He meets someone with no heart's desire, who keeps coming in to try to figure him out
10. Something in Casimir buried and lost with quest 4, so Casimir must find himself in the bones of the world, in nuts and roots and berries / probably still something buried and lost, maybe still nuts and roots and berries? Or something else for food or nourishment?
11. In the trap of a magic forest creature and its abbatoir / He shows the desire-less person a haunted place in the woods
12. In the transient house of a helpful spirit / ?
13. In the texture of the fabrics of a hospital after he reemerges into the world / ?
14. (And a car hits him) / is there another disaster like this? probably
15. In a mouse a proud feral cat drops off for him / ?
18. Someone's just kind of concerned for him / Someone's investigating him
19. He talks about the stone, and someone mentions it doesn't want anything because it's dead / "what is that?" they ask when looking at the vision of what to want
20. "How about that." / He sees things he wants, and realizes, frack, he wants that.
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DECEMBER 16, 2022
yesterday was lost to a migraine, today might be limited to aftershock, we'll see
Regardless, adding in book 3!
.
1. The long walk home / He doesn't know how to go back, so he goes to live in a little rickety rustic town sustained by vacationers who like the nearby woods and mountains / Wandering around Hell meeting individual souls and Fallen.
2. Encounters along the way: someone to help, / ? / ?
3. Encounters along the way: someone to betray, / ? / ?
4. Encounters along the way: something wondrous and fairy tale / ? / ?
5. A forester in red / ? / A Fallen presumably
6. A fairy or monster by a stream / ? / Fiddle contests with an unnamed Fallen?
7. Full moon /? / ? 2-1 or 7. ?/ something magical in glass on the shelves / ?
8. Casimir probably not in his right mind / Casimir in his right mind, but ... at a loss / Casimir just at loose ends and tired. /
9. Making a new fiddle along the way / ? / ?
16. He grants things their wishes / He sells people their heart's desire, or little carvings of it, etc. / He gives souls things they need to unknot themselves and escape.
17. He grants a wish to a stone he finds, but it has none / He meets someone with no heart's desire, who keeps coming in to try to figure him out / His Mom objects to his letting souls go, because Avarice
10. Something in Casimir buried and lost with quest 4, so Casimir must find himself in the bones of the world, in nuts and roots and berries / probably still something buried and lost, maybe still nuts and roots and berries? Or something else for food or nourishment? / book 3 is just exhausting, not so much destructive; he'd be left empty, not ... dead. But there's a relationship with his Mom to sort out, and his feelings about his heritage, so a sort of finding himself there, and definitely still the roots of the world, and a certain foraging about for food probably.
11. In the trap of a magic forest creature and its abbatoir / He shows the desire-less person a haunted place in the woods / ?
12. In the transient house of a helpful spirit / ? / ?
13. In the texture of the fabrics of a hospital after he reemerges into the world / ? / ?
14. (And a car hits him) / is there another disaster like this? probably / ?
15. In a mouse a proud feral cat drops off for him / ? / something his Mom brings? /
18. Someone's just kind of concerned for him / Someone's investigating him / Someone's got mixed feelings about his attachment to his Mom /
19. He talks about the stone, and someone mentions it doesn't want anything because it's dead / "what is that?" they ask when looking at the vision of what to want / "yeah, it's hard letting go"
20. "How about that." / He sees things he wants, and realizes, frack, he wants that. / He realizes that there isn't a magic relationship he's missing, there's just this.
.
And, finally, adding in book 4:
.
1. The long walk home / He doesn't know how to go back, so he goes to live in a little rickety rustic town sustained by vacationers who like the nearby woods and mountains / Wandering around Hell meeting individual souls and Fallen. / Wandering down the tree, talking to Cneph in his fiddle.
2. Encounters along the way: someone to help, / ? / ? / freeing a Fallen Angel trapped under a rock, mentioning that Heaven's discussing reparations. ("... we're already the folk of Hell.")
3. Encounters along the way: someone to betray, / ? / ? / ?
4. Encounters along the way: something wondrous and fairy tale / ? / ? / He raids the gardens of the Hesperides
5. A forester in red / ? / A Fallen presumably / ?
6. A fairy or monster by a stream / ? / Fiddle contests with an unnamed Fallen? / freeing the Fallen Angel trapped under the rock maybe
7. Full moon /? / ? / ? 2-1 or 7. ?/ something magical in glass on the shelves / ? 4-1 or 7 a star falls
8. Casimir probably not in his right mind / Casimir in his right mind, but ... at a loss / Casimir just at loose ends and tired. / Casimir just at loose ends and tired, again.
9. Making a new fiddle along the way / ? / maybe the fiddle contests? / interacting a lot with Cneph in the fiddle
16. He grants things their wishes / He sells people their heart's desire, or little carvings of it, etc. / He gives souls things they need to unknot themselves and escape. / He works miracles for the worlds and subdues abhorrent weapons with far roofs techniques along the way.
17. He grants a wish to a stone he finds, but it has none / He meets someone with no heart's desire, who keeps coming in to try to figure him out / His Mom objects to his letting souls go, because Avarice / ?
10. Something in Casimir buried and lost with quest 4, so Casimir must find himself in the bones of the world, in nuts and roots and berries / probably still something buried and lost, maybe still nuts and roots and berries? Or something else for food or nourishment? / book 3 is just exhausting, not so much destructive; he'd be left empty, not ... dead. But there's a relationship with his Mom to sort out, and his feelings about his heritage, so a sort of finding himself there, and definitely still the roots of the world, and a certain foraging about for food probably. / possibly the garden of Hesperides here instead
11. In the trap of a magic forest creature and its abbatoir / He shows the desire-less person a haunted place in the woods / ? / possibly the garden here
12. In the transient house of a helpful spirit / ? / ? / ?
13. In the texture of the fabrics of a hospital after he reemerges into the world / ? / ? / ?
14. (And a car hits him) / is there another disaster like this? probably / ? / ?
15. In a mouse a proud feral cat drops off for him / ? / something his Mom brings? / ?
18. Someone's just kind of concerned for him / Someone's investigating him / Someone's got mixed feelings about his attachment to his Mom / Cneph
19. He talks about the stone, and someone mentions it doesn't want anything because it's dead / "what is that?" they ask when looking at the vision of what to want / "yeah, it's hard letting go"/ "What would you wish for?"
20. "How about that." / He sees things he wants, and realizes, frack, he wants that. / He realizes that there isn't a magic relationship he's missing, there's just this. / He goes out to hang out with Telleamor.
.
GENERAL DESCRIPTION
1. You're drifting. The reference drift is a long journey or settling down in the middle of nowhere, but you can also just kind of wander around a campaign site or settle down in the middle of nowhere in a 1-PC (or 2+ PC with cooperative players) game.
8. You're at loose ends and tired, maybe not in your right mind.
9. You've lost some key connection to yourself, your art, or your craft.
10. You hunt for yourself in the roots of the world.
18-20. Often, it ends when someone's words, almost incidentally, show you some kind of basic wisdom... and the way back home.
.
MAJOR GOALS
3. Someone betrays you, and you don't really mind;
11. You walk a land that is haunted, that is hungry, that would devour you if it could;
12. You spend the night in a dream-like place that vanishes with the dawn;
14. You're wounded by a serious accident—e.g., for a character of characters of mortal constitution, hit by a car or falling from a roof.
.
QUEST FLAVOR
2. you help someone you meet along the way
4. you encounter something wondrous
5. you meet with the Fallen, or, someone clad in red
6. you contest against a creature out of myth
7. you witness a celestial phenomenon
9. you work to rebuild your connection to yourself, your art, or your craft
16. you gift a wish, miracle, or heart's desire to someone else ... or fail to do so because your target's nature is occluded, damaged, or not whole
10. you forage in nature for your meal
.
13. you wear some ugly clothes, recently given
15. you are offered a problematic meal.
^ these two probably combine
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4 major goals and 9 quest flavor, which is a pretty good start tbh. Let me make sure that this is actually a decent match to books 2-4, though, since a lot of it comes from book 1, but hopefully I'll just confirm that.
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UPDATING …
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MAJOR GOALS
3. Someone betrays you, and you don't really mind;
11. You walk a land that is haunted, that is hungry, that would devour you if it could;
.
12. You spend the night ...
CHANGES TO
12. You have, or show someone, a strange and wondrous vision;
.
14. You're wounded by a serious accident—e.g., for a character of characters of mortal constitution, hit by a car or falling from a roof.
.
QUEST FLAVOR
2. you help someone you meet along the way
.
4. you encounter something wondrous
7. you witness a celestial phenomenon
MERGE INTO
4. you encounter a scene of natural or mythic wonder
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5. you meet with the Fallen, or, someone clad in red
6. you contest against a creature out of myth
2-1. you share a bit of natural wonder
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9. SLIGHT UPDATE FROM “YOUR ART OR YOUR CRAFT” TO “SOMETHING IMPORTANT TO YOU:”
9. you work to rebuild your connection to yourself or something important to you
.
16. you gift a wish, miracle, or heart's desire to someone else ... or fail to do so because your target's nature is occluded, damaged, or not whole
10. you forage in nature for your meal
13. you wear some ugly clothes, recently given
15. you are offered a problematic meal.
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I think that update makes it work for the other books, so there we are!
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... needs more refinement and then the inversions but resting my neck for a bit in case my neck is connected to migraines
.
(a few hours later)
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OK, we have 4 major goals, so we want it to be 35-40 XP, 7-8 quest flavor. We have 10, two of which are already destined to merge.
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ASIDE: This was an error on my part, we have 10 but that’s post-merger. Looks like it didn’t actually slow me down much except for brief embarrassment though.
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So we need to get rid of one or two more. I guess icons and implementing the existing merger first, then that.
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QUEST FLAVOR
2. [[DECISIVE/SETTING]] you help someone you meet along the way
2-1. [[DECISIVE/SETTING]] you offer someone a bit of wonder
9. [[DECISIVE/PASTORAL]] you work to rebuild your connection to yourself or something/someone important to you
16. [[DECISIVE/FALLING STAR]] you gift a wish, miracle, or heart's desire to someone else ... or fail to do so because your target's nature is occluded, damaged, or not whole.
5/6. [[DECISIVE/FALLING STAR]] you contest against a creature out of myth
4. [[RECEPTIVE/FALLING STAR]] you encounter a scene of natural or mythic wonder
10. [[RECEPTIVE/SETTING]] you forage in nature for your meal, or a friend does on your behalf
13. [[POISONED/SETTING]] you put a recent, unappealing gift to its intended use
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That's down to 8. Do I want to get it down to 7?
Apparently not.
.
COLLECTING ALL THIS …
.
GENERAL DESCRIPTION
1. You're drifting. The reference drift is a long journey or settling down in the middle of nowhere, but you can also just kind of wander around a campaign site or settle down in the middle of nowhere in a 1-PC (or 2+ PC with cooperative players) game.
8. You're at loose ends and tired, maybe not in your right mind.
9. You've lost some key connection to yourself, your art, or your craft.
10. You hunt for yourself in the roots of the world.
18-20. Often, it ends when someone's words, almost incidentally, show you some kind of basic wisdom... and the way back home.
.
MAJOR GOALS
3. Someone betrays you, and you don't really mind;
11. You walk a land that is haunted, that is hungry, that would devour you if it could;
(ASIDE: Later changed to 12. You have, or show someone, a strange and wondrous vision;)
14. You're wounded by a serious accident—e.g., for a character of characters of mortal constitution, hit by a car or falling from a roof.
QUEST FLAVOR
[[DECISIVE/FALLING STAR]] you gift a wish, miracle, or heart's desire to someone else ... or fail to do so because your target's nature is occluded, damaged, or not whole.
[[DECISIVE/FALLING STAR]] you contest against a creature out of myth
[[RECEPTIVE/FALLING STAR]] you encounter a scene of natural or mythic wonder
[[RECEPTIVE/SETTING]] you forage in nature for your meal, or a friend does so on your behalf
[[POISONED/SETTING]] you put a recent, unappealing gift to its intended use
[[DECISIVE/SETTING]] you offer somebody a bit of help or wonder
[[DECISIVE/PASTORAL]] you work to rebuild your connection to something/someone important to you
[[DECISIVE/PASTORAL]] you work to rebuild your connection to yourself
.
INVERSION!
.
16. [[RECEPTIVE/SETTING]] you listen to someone's heart's desire or wish
5/6. [[RECEPTIVE/SETTING]] you witness the wondrous or fearsome talent of a creature out of myth
10. [[DECISIVE/FALLING STAR]] you study wild vegetation
13. [[STRUGGLE/FALLING STAR]] you receive, and are expected to enjoy and use, a gift
2/2-1. [[RECEPTIVE/FALLING STAR]] you encounter someone in need of help or wonder
9. [[RECEPTIVE/FLAME]] there's something that should be easy, that should be you or important to you, but you can't connect
.
All of these might be reframeable as getting XP "when you witness," or "through encountering" or somesuch, which is interesting
.
We'd like to get rid of at least one more, which by default is 5/6 … turning it into a major goal or something), because of duplicate tags. That gets us down to 5 flavor, for a 25 XP quest, meaning we need to shed two major goals—probably 12, and uh .. 14.
.
INVERSION, TAKE 2
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MAJOR GOALS
3. Someone betrays you, and you don't really mind;
11. You walk a land that is haunted, that is hungry, that would devour you if it could;
You witness the wondrous/fearsome talents of a creature out of myth.
QUEST FLAVOR
[[DECISIVE/FALLING STAR]] you study wild vegetation
[[STRUGGLE/FALLING STAR]] you receive, and are expected to enjoy and use, a gift
[[RECEPTIVE/FALLING STAR]] you encounter someone in need of help or wonder
[[RECEPTIVE/SETTING]] you listen to someone's heart's desire or wish
[[RECEPTIVE/FLAME]] there's something that should be easy, that should be you or important to you, but you can't connect
(reframe all these as "you encounter" probably)
.
Working title: Wandering
.
So we have five quests, not really as complete as usual but still like they have all their flavors and goals, working titles:
Aspect 1 - The Struggle
Aspect 2 - Emotional Travels
Aspect 3 - Flailing
Aspect 4 - Don't Punch Dead Dragons
Aspect 5 – Wandering
.
Is there an Otherworldly Arc? Let's see.
The Struggle has dream elements and ends with a decision, so it's viable Otherworldly 1. It's less of a match for Otherworldly 2, but could probably fit. Distantly OK for Otherworldly 3, but it's a stretch. Poor match for Otherworldly 4. Minimal match for Otherworldly 5 - a big stretch, but I might be able to work my head around to it.
Emotional Travels is an enh match for Otherworldly 1, with some otherworldly experiences. It's honestly quite good for Otherworldly 2. It has some solid notes of Otherworldly 3. It's a poor match for Otherworldly 4. There's very little Otherworldly 5 here.
Flailing doesn't really match Otherworldly 1 very well. Some match for Otherworldly 2, but not great. Very poor match for Otherworldly 3. Some match for Otherworldly 4, but not great. Not good for Otherworldly 5. Cat feeding interrupt
Don't Punch Dead Dragons has some Otherworldly 1 elements in the quest card. Little in the way of 3/5, a tiny bit of 2/4. In the books themselves …
It's a poor match for Otherworldly 1 or 2. Often, something is trying to devour Casimir, but rarely from within; it's bad at 3, too. And 4. It's ... good for 5, though. It works for 5.
Finally, Wandering on its card has a bit of Otherworldly 1, 2, 4, 5. I'm suspecting it's 4 from the card, but looking at the books ... Distant fit for 1. Poor fit for 2. Poor fit for 3. Good fit for 4. Poor fit for 5.
OK, immediate conclusions:
Aspect 1 - The Struggle
Aspect 2 - Emotional Travels
Aspect 3 - Flailing
Aspect 4 / Otherworldly 5 - Don't Punch Dead Dragons
Aspect 5 / Otherworldly 4 - Wandering
And our biggest decision is what to do with “Flailing,” because if we can make that Otherworldly 3, everything's great, and if we can make it Otherworldly 2, things are salvageable.
.
goes to look at Flailing more carefully
studies Flailing with the deep intensity of an experienced flailer
.
I guess we can make it Otherworldly 3 by having the quest's nature change when you're doing a green Arc, where, like you have to worry a lot less about farce and a lot more about losing yourself in the role?
.
OK, further conclusions:
Aspect/Otherworldly 1 - The Struggle
Aspect/Otherworldly 2 - Emotional Travels
Aspect/Otherworldly 3 - Flailing
Aspect 4 / Otherworldly 5 - Don't Punch Dead Dragons
Aspect 5 /Otherworldly 4 - Wandering
.
So what that looks like as a green Arc is basically, you have this magical thing you're wrestling with, and part of it is a mask—a need to pretend to be someone you're not. You go on a journey either to postpone dealing with it or to get to where you'll take it up, or both, and then you have to deal with the fact that the magic itself is kind of eating you a little. Which it does, so you go wandering around as a shadow of yourself, and eventually recover while helping some big mythic threat. That probably changes a bit about how "Flailing" works. Of course, green is basically Domain for the Nobilis, so another way to think about that is ...
Uh
.
There's no way to make that work.
.
I think we have to do it like this:
Aspect/Otherworldly 1 - The Struggle
Aspect 2 / Otherworldly 3 - Emotional Travels
Aspect 3 / Otherworldly 2 - Flailing
Aspect 4 / Otherworldly 5 - Don't Punch Dead Dragons
Aspect 5 / Otherworldly 4 - Wandering
... yeah, I think we do that. Flailing becomes about not moving forward? Hrm. I don't know if I like that either.
.
emerges from a walk and think No, I was right the first time.
.
Aspect/Otherworldly 1 - The Struggle
Aspect/Otherworldly 2 - Emotional Travels
Aspect/Otherworldly 3 - Flailing
Aspect 4/Otherworldly 5 - Don't Punch Dead Dragons
Aspect 5/Otherworldly 4 - Wandering
.
The way this works is that you have otherworldly experiences, in the Struggle, usually connecting you more deeply to your Domain.
You resist a bit over the course of Emotional Travels, but ultimately give in.
In Flailing, you're just trying to do a covert infiltration, but something—the reference instance is "the uncontrolled influence of your Estate," but it's usually something else in these books because they're Aspect books—is struggling inside you to get out and mess everything up.
In Wandering, you've lost yourself.
In Don't Punch Dead Dragons, an Arc or quest monster harasses you—probably an Arc monster, so introduce them in Emotional Travels or Wandering—but you ultimately wind up helping them find their way back from being lost.
.
I might have to tweak the Flailing quest card, but not actually all that much--this was in there already, just not very emphasized.
.
What about Knight?
The Struggle is acceptable as Knight 1, like Aspect 1 quests usually are. It'd be an awkward Knight 2, 3, or 4, though not ... impossible. It's a poor Knight 5.
Emotional Travels would be a weird Knight 1. I'm not seeing Knight 2 or 4 at all, though I'm not seeing a hard block on either. It can be Knight 3, pretty easily, though it's not perfect. Pretty good, tho. There's a hint of Knight 5, but just a hint.
Flailing would be a weird Knight 1. There could be Knight 2 stuff here. There could be Knight 3, by the reasoning for Otherworldly 3. There's hints of Knight 4. Not seeing any real Knight 5 here. ... I think it wants to be 3, but not as much as Emotional Travels does, so will probably wind up as 2.
Don't Punch Dead Dragons would, again, be a weird Knight 1. It doesn't leap out as 2, really, either. There's some Knight 3 in it, but I think it loses to other quests there. It has a certain je ne sais quoi feel of Knight 4, but not so much for Casimir. It could be Knight 5, given how it ends.
Wandering ... oops, dinner. 5? I'll have to go through it all later.
.
Wandering is not really a Knight 1 quest, but it's not impossible. Similarly, there's no Knight 2 here, though I could probably work something out if I had to. It's a solid Knight 3 but honestly a better Knight 4, I think. It could be Knight 5.
.
So what we're seeing is that the Knight Arc is pretty mushy, but "The Struggle" slots into 1 pretty easily. "Wandering" has some strong Knight 5 feel, but I think it lands at 4 instead. "Flailing" I think has to be 3, for the same reason as with Otherworldly. We can't lean into the farcical elements because they may not be on point for a Knight character. "Emotional Travel" can be a study of what's in one's way, leaving "Don't Punch Dead Dragons" to be 5
Aspect/Otherworldly/Knight 1- The Struggle
Aspect/Otherworldly/Knight 2 - Emotional Travels
Aspect/Otherworldly/Knight 3 - Flailing
Aspect 4 / Otherworldly/Knight 5 - Don't Punch Dead Dragons
Aspect 5 / Otherworldly/Knight 4 - Wandering
What this looks like is, you are struggling, but then you put your feet on the road. On the road, you face physical and personal difficulties. In a distant place, you're not entirely in control of yourself. You slip up, and wind up lost and wandering. ... and then you put "be something better" in sight, finally achieving it ...
I dunno.
Maybe "Don't Punch Dead Dragons" is actually 2, and "Wandering" is 5, and "Emotional Travels" is 4?
.
Yeah, I like that.
.
Aspect/Otherworldly/Knight 1 - The Struggle
Aspect/Otherworldly 2 / Knight 4 - Emotional Travels
Aspect/Otherworldly/Knight 3 - Flailing
Aspect 4 / Otherworldly 5 / Knight 2 - Don't Punch Dead Dragons
Aspect 5 / Otherworldly 4 / Knight 5 - Wandering
.
What that looks like on a Knight Arc is:
Struggling: you don't really know how to be more connected to your Estate and your role as Power ... but then you put your feet on the road.
Don't Punch Dead Dragons: a showcase of a symbolic enemy in the mythic world.
... no, that doesn't work either, it's good except that Knight 2 isn't meant to be closure, it's meant to be illustrative.
.
OK, so:
Aspect/Otherworldly/Knight 1 - The Struggle
Aspect/Otherworldly/Knight 2 - Emotional Travels
Aspect/Otherworldly/Knight 3 - Flailing
Aspect 4 / Otherworldly 5 / Knight 4 - Don't Punch Dead Dragons
Aspect 5 / Otherworldly 4 / Knight 5 - Wandering
.
The Struggle: you don't really know how to be more connected to your Estate and your role as Power ... but then you put your feet on the road.
Emotional Travels: character study
Flailing: something's messing with you, ultimately leading to you screwing up
Don't Punch Dead Dragons: making amends
Wandering: and becoming something new
.
That works as described, but let me verify with the actual quests
.
... it'll do.
.
What about Shepherd?
The Struggle is an obvious Shepherd 1, but the sudden responsibility clause is weak. Like most quests, it's a fine Shepherd 2. It could be 3, unlikely to be 5, 4 doesn't immediately make sense.
Emotional Travels could be Shepherd 1, but is weak for it, and also a bit weak on the sudden responsibility. It's a good Shepherd 2. It's OK for 3-5, like, not great, but maybe potential there on a second look if need be.
Flailing could be Shepherd 2. It could be 1, in that it ends with a sudden responsibility, but it's not very much "your normal life." I normally think of Shepherd 4 purely as adventures, but it's formally a big challenge or adventure so this technically qualifies. It could be 3, maybe, but it's a stretch. 5 is probably a bridge too far, but dunno. It's mushy.
Don't Punch Dead Dragons is definitely not Shepherd 1. 2 is a stretch. 3 is very solid, as is 4. Sort of 5, but the quest card doesn't live up to it.
Wandering isn't a good Shepherd 1, but can be 2. It's iffy on 3, iffy on 4, viable but weird for 5.
There's something to be said for making Wandering Shepherd 1 with the getting hit by the car the sudden responsibility, but.
.
It's hard to find a Shepherd 1, honestly. Wandering feels too magical, it wants to be the Shepherd 3/5 escalation. ... but Don't Punch Dead Dragons is definitely not your normal days. ... and Flailing is definitely out of your normal context, even if it's somewhat ordinary. ... and Emotional Travels is dramatic, plus travel is rarely ordinary ... and The Struggle explicitly has difficulty and weirdness built into it. It's not ... Shepherdy. Now one argument is that there's no Shepherd Arc, and that Telleamor's Arc won't have an Aspect Arc, and that's why they're a pair.
But … hm.
I guess I will default to simplicity:
.
Aspect/Otherworldly/Knight/Shepherd 1 - The Struggle
Aspect/Otherworldly/Knight 2 / Shepherd 5 - Emotional Travels
Aspect/Otherworldly/Knight 3 / Shepherd 2 – Flailing
Aspect 4 / Otherworldly 5 / Knight/Shepherd 4 - Don't Punch Dead Dragons
Aspect 5 / Otherworldly 4 / Knight 5 / Shepherd 3 - Wandering
.
I dunno if I successfully defaulted to simplicity or not.
That felt like the combination that worked, though.
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DECEMBER 17, 2022
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Pulling it all together in one place:
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The Struggle
Aspect/Otherworldly/Knight/Shepherd 1
In a place with a baroque aesthetic. Working on something, but it's not easy. Hanging out with others.
.
MAJOR GOALS
Someone is suspended above the world.
A transcendent vision shifts your perspective.
You break a personal rule.
You eat in a big group setting.
.
QUEST FLAVOR
[[RECEPTIVE/PASTORAL]] inspiration haunts you
[[RECEPTIVE/DECISIVE]] exposition floods you
[[STRUGGLE/DECISIVE]] someone challenges you
[[SETTING/DECISIVE]] the air is heady and the world is wild
[[SETTING/DECISIVE]] you argue a weird hypothetical
[[SETTING/FLAME]] you stare into the literal or metaphorical void
[[SETTING/FLAME]] a friend shows up at an awkward moment.
[[FALLING STAR/FLAME]] you struggle futilely to progress
.
The Struggle (Simplified)
.
MAJOR GOALS
A transcendent vision shifts your perspective.
You talk about your difficulty in making progress.
A hostile agency wounds or traumatizes you.
.
QUEST FLAVOR
[[DECISIVE/SETTING]] inspiration haunts you
[[FALLING STAR/RECEPTIVE]] exposition floods you
[[FALLING STAR/RECEPTIVE]] you immerse yourself in the natural world
[[FALLING STAR/FLAME]] you're crowded and overwhelmed
[[FALLING STAR/PASTORAL]] you contemplate infinity and the void
.
Emotional Travels
Aspect/Otherworldly/Knight 2 Shepherd 5
Travel happens, either as the frame or in dreams/bursts/flashbacks/side stories.
The scenery is likely pretty but compromised/dangerous in some fashion.
Tentatively, the alternate perspective is the "Arc companion," who you often affect to despise and also often love. Sometimes there's someone else like that floating around to be a companion in later Arcs.
You wrestle with some past or present personal tragedy, often tied to a great force of the world.
.
MAJOR GOALS
.
You travel through a dangerous chasm, canyon, or valley;
You are ambushed, and injured;
A terrible storm crashes down upon you;
You claim a great prize;
An overwhelming, evocative scene or experience gives you a personal revelation.
.
QUEST FLAVOR
[[SETTING/POISONED]] you let an experience or event disturb or unbalance you
[[SETTING/DECISIVE]] you share a campfire with someone strange.
[[SETTING/DECISIVE]] you have unnecessarily complicated emotions about a meal
[[SETTING/DECISIVE]] bond with an animal not normally domesticated on your world
[[SETTING/DECISIVE]] prove yourself and the merit of what you have been learning
[[RECEPTIVE/DECISIVE]] someone teaches what they know about the nature of the world.
[[RECEPTIVE/DECISIVE]] you're viscerally outraged by the injustice of the world.
[[RECEPTIVE/FALLING STAR]] a brilliant blaze of light or fire
[[PASTORAL/FALLING STAR]] opening up about your tragedy and backstory, or, listening as your Arc companion does the same
[[PASTORAL/FLAME]] watching another Power at work
.
Emotional Travels (Simplified)
MAJOR GOALS
You share a campfire with something strange;
You are ambushed, and injured;
A brilliant blaze of light or fire gives you a personal revelation.
.
QUEST FLAVOR
[[DECISIVE/SETTING]] someone teaches what they know about the nature of the world
[[DECISIVE/RECEPTIVE]] you're viscerally outraged by the injustice of the world.
[[FALLING STAR/RECEPTIVE]] your heart overflows; and why right now?
[[FALLING STAR/RECEPTIVE]] you try, and fail, to prove yourself
[[FALLING STAR/STRUGGLE]] you're not sure you can cope with what you're experiencing
[[FLAME/SETTING]] you try to open up about yourself, and fail
(wording may not be permanent)
.
Flailing
Aspect/Otherworldly/Knight 3 Shepherd 2
An element of covert action/infiltration: you're trying to get away with something under the noses of a group that you aren't fully in bed with but don't actually dislike. Generally you'll want to keep people away from an area.
The architecture is likely richly realized.
.
MAJOR GOALS
You get away with a particularly ridiculous or sad attempt at deception, likely because you're being indulged;
You have to switch between multiple disguises or false identities in the course of a scene, and it wasn't explicitly planned;
Someone thinks you're in a relationship that you're not, or that the core activities of the quest are romantic in a way that they're not
.
QUEST FLAVOR
[[SETTING/FLAME]] you get literally or metaphorically lost in the local architecture
[[FALLING STAR/FLAME]] someone reads WAY too much into what you are doing here
[[STRUGGLE/FLAME]] you frantically redirect someone's attention
[[STRUGGLE/PASTORAL]] you attempt a defined task or performance while pretending to be someone else
[[DECISIVE/PASTORAL]] your art or words expose influences/emotions you'd rather conceal
[[DECISIVE/POISONED]] someone is shockingly invested in your deception, false identity, diversion, or art
[[DECISIVE/POISONED]] you come up with a deception, false identity, diversion, or artistic endeavor ... or, complicate an existing one
.
Flailing (Simplified)
MAJOR GOALS
Someone thinks you're in a relationship that you're not, or that the core activities of the quest are romantic in a way that they're not;
Someone becomes shockingly invested in your deception, false identity, diversion, or art
.
QUEST FLAVOR
[[POISONED/PASTORAL]] you construct a diversion
[[SETTING/PASTORAL]] someone reads an embarrassing amount into what you're doing
^ probably going away
.
[[FALLING STAR/PASTORAL]] you immerse in the wonders of the local architecture
[[POISONED/FLAME]] you frantically come up with or change to a new identity or disguise
[[RECEPTIVE/STRUGGLE]] something comes up that complicates an ongoing deception, identity, diversion, or performance
^ icons on this last one are uncertain still.
.
Don't Punch Dead Dragons
Aspect 4 Otherworldly 5 Knight/Shepherd 4
You're in a stark, sere place, majestic but inhospitable. (Perhaps in the right season, or before the current circumstances, it was hospitable enough.)
There is often scrubland and spires or pillars of bare stone.
There's a monster so big and terrible it's like the weather.
You're in a group.
Generally speaking you will fail to kill it with force, and vice versa, and eventually shift into a metaphorical conflict—making an artistic or conceptual argument against it.
For better or worse, no matter how good or bad your conceptual argument or the description of your artistic argument is, you'll usually struggle until the quest is ready to end and then win when it does, so keep that in mind.
(Obviously if that causes anyone serious suspension of disbelief issues that can be discussed OOC, but as long as you're both within spitting distance of holding on that long, and you're within spitting distance of winning at that point, that's what'll happen.)
Often the final victory is in the form of releasing the monster from pain, death, hatred, false existence, or the like.
.
MAJOR GOALS
internal conflict escalates to the point where blood is shed and something is destroyed. It can be something you witness rather than participate in, or something that happens in a flashback, as long as it's meaningful and visceral anyway;
Falling into a fever, delirium, or fugue, you descend into the mythic depths. Usually the fever causes the descent or vice versa, but it's not strictly required;
(NOTE TO SELF: always the mythic?)
Your conflict with the monster shifts from something physical to something metaphysical/conceptual/metaphorical;
You notice something the monster cannot properly/entirely consume;
The sky breaks, to show the void or death beyond.
.
QUEST FLAVOR
[[RECEPTIVE/SETTING]] you encounter the dead
[[DECISIVE/SETTING]] people eat, but hunger still pervades
[[DECISIVE/SETTING]] someone in your group gets taken out by the monster or vanishes off-camera
[[PASTORAL/SETTING]] thinking or talking about someone who got taken out
[[PASTORAL/SETTING]] it's bitterly cold or oppressively hot (often both in a single quest)
[[PASTORAL/POISONED]] you're swarmed by something like living brambles or barbed wire, thorny roots, or spiny tentacles
[[RECEPTIVE/POISONED]] you experience or share a dreadful vision
[[RECEPTIVE/POISONED]] a wicked curse manifests its thorns against you
[[RECEPTIVE/FALLING STAR]] you realize/discover that something dead has woken
.
Don't Punch Dead Dragons (Simplified)
MAJOR GOALS
Falling into a fever, delirium, or fugue, you descend into the mythic depths. Usually the fever causes the descent or vice versa, but it's not strictly required;
Your conflict with the monster shifts from something physical to something metaphysical/conceptual/metaphorical;
The sky has opened; the dead have woken.
.
QUEST FLAVOR
[[RECEPTIVE/FALLING STAR]] you dissociate or have a vision during a meal
[[RECEPTIVE/FALLING STAR]] someone in your group is taken out by the monster before your eyes, or you discover belatedly that they are gone
[[FLAME/FALLING STAR]] you mourn the lost
[[FLAME/STRUGGLE]] you struggle to survive against the monster or the world, if they can even be properly distinguished
[[DECISIVE/STRUGGLE]] you experience or share a dreadful premonition
.
Wandering
Aspect 5 Otherworldly 4 Knight 5 Shepherd 3
You're drifting. The reference drift is a long journey or settling down in the middle of nowhere, but you can also just kind of wander around a campaign site or settle down in the middle of nowhere in a 1-PC (or 2+ PC with cooperative players) game. You're at loose ends and tired, maybe not in your right mind. You've lost some key connection to yourself, your art, or your craft. You hunt for yourself in the roots of the world. Often, it ends when someone's words, almost incidentally, show you some kind of basic wisdom... and the way back home.
MAJOR GOALS
Someone betrays you, and you don't really mind;
You walk a land that is haunted, that is hungry, that would devour you if it could;
You have, or show someone, a strange and wondrous vision;
You're wounded by a serious accident—e.g., for a character of mortal constitution, you’re hit by a car or fall off of a roof.
.
QUEST FLAVOR
[[DECISIVE/FALLING STAR]] you gift a wish, miracle, or heart's desire to someone else ... or fail to do so because your target's nature is occluded, damaged, or not whole.
[[DECISIVE/FALLING STAR]] you contest against a creature out of myth
[[RECEPTIVE/FALLING STAR]] you encounter a scene of natural or mythic wonder
[[RECEPTIVE/SETTING]] you forage in nature for your meal, or a friend does so on your behalf
[[POISONED/SETTING]] you put a recent, unappealing gift to its intended use
[[DECISIVE/SETTING]] you offer somebody a bit of help or wonder
[[DECISIVE/PASTORAL]] you work to rebuild your connection to something/someone important to you
[[DECISIVE/PASTORAL]] you work to rebuild your connection to yourself
.
Wandering (Simplified)
MAJOR GOALS
Someone betrays you, and you don't really mind;
You walk a land that is haunted, that is hungry, that would devour you if it could;
You witness the wondrous/fearsome talents of a creature out of myth.
.
QUEST FLAVOR ("You encounter ...")
[[DECISIVE/FALLING STAR]] you study wild vegetation
[[STRUGGLE/FALLING STAR]] you receive, and are expected to enjoy and use, a gift
[[RECEPTIVE/FALLING STAR]] you encounter someone in need of help or wonder
[[RECEPTIVE/SETTING]] you listen to someone's heart's desire or wish
[[RECEPTIVE/FLAME]] there's something that should be easy, that should be you or important to you, but you can't connect
.
OK! Now that those are gathered, can I figure out what this quest set is and what the real names of the quests are? Probably not, but maybe I can get closer.
I have the feeling that as a quest set, this is about exploring the mythic world, though Flailing is an oddity. At the very least it's really into landscapes and buildings. If so, I really hope Telleamor's is about Excrucians and the last one is about Noble politics.
I mean, not necessarily the mythic per se, there's the Ash and Hell and Heaven in the plotline too, but like
You have someone in a baroque place, and then they break a rule/their perspective shifts. They travel through a dangerous land, bristling with danger, wrestling with personal feelings. In an old and sacred and outside place, they attempt a con, heist, prison break, or whatnot. They step outside the world into mystic realms, riddling against something that has a false existence and guiding it to its end. Having learned much, they wander. What storyline is this?
It looks like something a magician does, of course, in part.
Like, this is only half-true of Casimir, but there's a lot of ... intentionality ... in the structure when you lay it bare. A lot of sorcery.
Some Shannara, some Ged, some HPMoR, some Traveler in Black, some A-Team, some Hobbit, some the Magicians, some Granny Weatherwax
"Esoteric Studies"? "Esoteric Practices"?
Magician's Journey? Hm
My instinct is that I will need to tone Flailing down a hair because it's a great quest but not as great as a generic quest set quest, but that after that it becomes good as something like Esoteric and Mythic Journeys or Magician's Journey or Magician's Studies or Esoteric and Mythic Studies or whatever
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DECEMBER 18, 2022, EARLY MORNING
.
The overall Arc is super tricky. In one sense, I guess, there's ... a mountain, metaphorically or literally, in the shadow of a false existence. And you're inspired, so you travel there with your Arc companion, and there people are people and so things get complicated, and it leads to disaster, and the false existence attacks. So this one could in fact be about Excrucians, or it could be about … Danger Zones … or somesuch
(hours pass)
(a friend suggests “it feels like attention and work—perception—exposing a thing, yeah?”)
(hours pass)
(I get up from bed briefly)
That may be! I will ponder it in the morning. For right now, I get up from bed to record the following:
There's a threat, right? And you work on improving yourself (on Aspect, at least) in the shadow of that threat. (Quest 1). And go outside the literal and metaphorical walls, eventually, for that (quest 2). And then, importantly, there are people who aren't willing to do the basics to support what you're doing to develop yourself to face the threat, or more distantly from the Casimir books, who aren't willing to do what needs to be done, so that's why quest 3 is covert action, deception and artifice. But you wind up having to face it anyway in quest 4, and are shaken in quest 5.
I will ponder if that's correct, and your insight, and how that looks in other colors, in the morning. Unless I get up again
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DECEMBER 18, 2022 (ACTUAL)
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This is a paragraph I'm deleting from the PDF as I work on it, but I'm preserving it here in case I need it back:
“If the PC group is naturally far-ranging, this Arc will tend to shape what they encounter in the wilds of the world and contextualize what those journeys mean to the PCs actually upon it. If the campaign concept leans more towards a group of homebodies, then individual PCs wandering the Ash and void and distant deeps may not be practical; in such cases, the typical Arc will focus more on the internal and the spiritual, on deep exploration of the local wilderness and esoterica, and on flashbacks or flash forwards to longer jaunts taking place between the stories of the game.”
Also this one: “Note that this Arc features an “Arc companion:” someone the PC learns from and generally has a complex blend of affection and disdain for—in some cases, mostly fondness, with a hint of affectionate exasperation; in others, detestation tempered with respect; in yet others, something genuinely in between. Players enjoying this Arc may wish to collect an additional npc or two that their PC has this sort of relationship with for use as Arc companions in a later Arc.”
.
ASIDE: while working on quest names, I had a desire to name two of the quests the Juggler and the Magician, and consult friends and playtesters about possible Tarot names for the quests.
This didn’t wind up working out for this quest set, and I’m hesitant to post large chunks of other people’s words in patreon content, but some of the insights kind of floated around in how I polished things up!
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DECEMBER 19, 2022
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Where was I on Telleamor, anyway? Actually in half-decent shape, I guess, though I have to scroll back quite a ways to get there (to "Telomere, Book 1, Quest 1.")
copies it all out to a file so she can pore over it
skims it OK, not in terrible shape. Tomorrow, I'll focus on holiday shopping first probably but then I'll start cleaning them up and reposting them in order so I have a solid framework.
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DECEMBER 21, 2022
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it turns out that holiday shopping is more than a full day
on its own
even the part I had left this late ^_^
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Shepherd 1
This is the story of your ordinary life—the everyday work, stresses, and pleasures that form the fabric of your days.
Result. A responsibility falls on you out of nowhere.
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Telleamor, Book 1, Quest 1
If you pray, or wish, or send something out into the universe, and you don't have the power to send it all the way, then your prayers will make their way to Telleamor Swift, Power of Prayer, whose job it is to carry them up the mountain, open up the sky, and send them on to Heaven, to be unanswered there. Telleamor's doing pretty well with all of this. They have a job to do, and they like doing it, even if it's kind of a dead end. But when people fill up the mountain hunting a runaway fallen angel who stole a fiddle from Mysterious Fantasy Mountain Fiddle School (working title), this snappy little emo ball of neuroses fiddle hunter Casimir gets stuck staying with Telleamor and Pops during a storm and ... after a while poking at him with interest to get him to open up a bit, Telomere gets him to ask for help, which turns out to boil down to "help my mom, the fallen angel we're hunting, get away." Aw!
Listening to her play after Telleamor finds her, Telleamor remembers a long time ago; a long time ago, when a laughing man with antlers and a snake's tail and stars falling in his eyes had turned a monstrous weapon on them, a thing of shifting spines and mucilaginous poisons, had lifted it up and brought it down while Telleamor stood in front of someone and could not do more than raise their arms to hold it back; and it had struck, and scarred them, but it did not kill them; had in fact, wounded its wielder, instead, and whispered in the scars upon their arms, in the shock onto their bones, in the poisons that woke a fever in them for days thereafter, "This one alone in all the world, my heart, I will not kill." And there's a feeling like
Calling 1
You feel like there’s something you need to do, but you’re not sure what. You’ve forgotten, or you haven’t figured it out yet, or all the pieces haven’t come together yet for you to act.
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Shepherd 2
You’re having a little trouble keeping your life on an even keel.
Result. You’re doing OK, but there’s a big challenge coming up.
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Telleamor, Book 1, Quest 2
Telleamor takes a journey with Casimir's Mom. They reach the arid lands at the edge of the world where a town still mourns for the loss of its prince, the first Angel to know death.
Telleamor takes up work maintaining the place's clock tower, discharging occasional prayers from there, and trying to repair the coffin-ship, last in the armada, that'll take the body away while they wait for the moment to pass on to their destination.
Everything's harder and lonelier there; Casimir's Mom is alien and hides in the tower, and the town is clingy with expectations and weighty with sorrow and it's hot and dusty and the grief sticks with them.
The Angel doesn't want to go, of course. The patterns of death were not properly set, back then. They follow its prayers to the Angel by the town and meet with it from time to time, it doesn't want to go. And when the ship is fixed, and it's time to go ... they could stay, and wrestle it into the box, or keep it from going in, but Telleamor made a promise to Casimir, so they go through the gate that opens in the clocktower's peak, and look back, instead.
They're doing OK, though ...
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Shepherd 3
Absolution There’s something haunting you from the past, but you’ve got the chance to make it right.
Result. It’s the most amazing thing. You do.
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Telleamor, Book 1, Quest 3
They walk into history, into the land of long ago; and there are red and white streamers on the trees on lightly wooded hills, and a fair with squash and candy apples, in celebration of the completion of the weapon Ereto.
These are the last days of the Golden Era, Casimir's mom explains; the last days before the Golden Era was cast down, broken, given over the flames of Hell, when she could still hear the voice of Cneph within her heart. This is the celebration of the creation of the weapon Ereto, by the Golden Era's lover, the Angel of Just Rule, Wise Kings, and Lutefisk (Estates not canonical), which would eventually have its second quenching in its maker's heart.
It is a celebration of the Golden Era, the heart of the dream of the Golden Era: that in the heady days at the beginning of the world, everything was good. That everything was bright and true. That this moment, this weapon, this metal scroll, records ... the peak of history.
Casimir's Mom goes about her business, communing with Heaven in her own way. As for Telleamor, they wind up going to Ereto, where it sits for display in a tent in the heart of everything. And they tell it about carrying prayers up the mountain, and how they go away, and nothing happens.
"Because the Golden Era passed?" it asks them.
"There was never enough gold," they say, "to feed us all."
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Calling 2 There’s something wrong somewhere. You feel like there’s something you need to do, something you’ve forgotten or haven’t figured out. Maybe if you talked about it to your friends? Took a second look at your priorities and your routine?
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So Telleamor has come back to the modern day.
That was all they could do for Ereto, if it was anything at all. The Golden Era will still become a Fallen Estate. Ereto will still kill its maker and become an Abhorrent Weapon. But Telleamor told it a few more stories, anyway, gave it a sense of what was coming, and maybe it helped it, tempered it, a bit, to know.
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Telleamor, Book 1, Quest 4
This quest is a journey to fairyland, which is to say a local lacuna, because something's gone wrong with the ... king of the place ... and because the King has fallen into sleep, has ceased to bother with the dull and boring world, the King's ice palace is melting and its waters are running deeper and deeper and hungry crocodilian creatures move among the trees outside and sleek shapes in the water and bodiless, alienated voices sing. It's close enough Telleamor knows some of its people, has spent time there before, so one of those people comes to them for help, and they answer; only, to kill that King and wake the King's heir Telleamor has to go so deep into the ice that their heart goes still. They come out quieted inside, held still inside themselves.
Telleamor, Book 1, Quest 5
Under Pops' supervision, and at Pops' request, in a forge in the back of the cave Telleamor makes a gun. They keep getting distracted, though, thinking of the lacuna, and wind up making something that affirms the world, that wakes a spark of interest in it, not really a gun proper so much as a flame of life and willful hope to be held in hand. I suspect structurally the story of this quest is told as the scene of the gun's completion, interrupted by a bunch of flashbacks to the lacuna, the forging, Casimir's visit, prayers, life. The gun is a miracle, and just looking on it is a wonder, but "it doesn't ... take bullets," Pops frowns.
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DECEMBER 22, 2022
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Telleamor, Book 2, Quest 1
Telleamor is doing their thing. Climbing the mountain. Sending prayers off to Heaven. Calm, though a little nervous about heart attacks, because their heart is still. There's a birthday party for a local child. They study at Pops' library. They read about a Warmain, once, who could make your heart louder—at least, their weapon, Bukavac (Brucavara), could—but they're long-dead and gone.
Pops asks them to attend a ritual on his behalf, at Summer's court, to compete for the honor of donating strength to the cup of flame that helps to keep the void at bay.
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Telleamor, Book 2, Quest 2
Telleamor finds a room at the Court of Summer and hangs out, participating in the tourney. They're not doing well 'cause they're not much for guns and their gun isn't really designed for shooting people anyway, but they're competent enough in general to get past the small fry. They hit it off well with a key potential competitor, a swordswoman representing the Horizon, but they lose the first double-elimination fight against her and wind up generally struggling.
Parade grounds in a high place, flags, fights, tending the gun, dealing with people struggling with change, dust, dealing with alien flaky people, an armada in the sky.
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-- I decided I'd figure out why Casimir's Mom had time portals when polishing this stuff.
One option is that she's Avarice, but also Regret. That's thematically solid, and Regret dwells in the past. But it doesn't explain why she has to wait for the right time and place to get to the past, why she had to travel to the town outside the world and wait for the clock to hit the proper hour and have the right fiddle to open a portal back to the Golden Era. That's more like ...
Hrm. What's in the past, but only when ...
I mean, I guess she could be Flashbacks. That's ... fricking weird as a combination with Avarice but I've seen weirder Imperators
Psychometry is possible too but that would require that it both exist and be warped by the Fall which is a little tricky.
Repressed Memory works too but isn't any better as a combination with Avarice. And is just a worse version of Flashback that might somehow work better with something not yet determined but probably won't.
Ghosts is distantly possible, or Hauntings. Ooh. That ...
OK, that has potential. It explains why Casimir vobe with Nyctophobia/Graveyards Rule Imperator, who only wasn't Ghosts because I didn't want to make them human-specific. Avarice and Hauntings go together pretty well, too.
So Casimir's Mom is Hauntings, meaning that she can open time portals but like only when sufficiently moody. Obviously she's actually using Sealed for this so the moodiness requirement is mostly there to keep things funny/dramatic, but all is explained.
(Moody = the situation has to be right, not moody = brooding, that's all Casimir)
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ASIDE: this never actually mattered, but I think it’s neat. I guess if I ever write these books, which … seems really unlikely, but life has thrown me weirder curves … it’ll be important!
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Telleamor, Book 2, Quest 3
Long ago, at the end of the Second Age, a Rule Magister opted to hold its Power back from the ritual sacrifice, gambling that it could push Pops to burn himself out making up the gap instead, leading to ... well, probably not the Fall of the Second Age, not even on Earth, but one of the thematic incidents thereupon attendant, the wounding of the Serpent of Summer and its first fall into Wicked Mode.
When the yearly ritual goes spla this time after Casimir and Telleamor rescue Casimir's Mom, and Pops is all "welp, time to show the Rule that we know how to sacrifice ourselves," Telleamor is all "seriously Pops we've been over this." Instead they borrow one of Casimir's Mom's time portals to go back and talk to the Serpent of the time about how fucked up all this is.
And in those days there was a hole in the world and you could see the flames through it. The village lived out its peaceful days, the Serpent and the others like people among people, but it hung in the sky over the lake, the hole, and the land near it was purple, blasted, blighted, and the trees were dead and their branches crooked, and the flames beyond that gap burned blue and shuddered with the pounding of fists and fangs and blades beyond; and the echoes of those blows it was that cracked the world.
"So we feed people to it," Summer explains.
"Maybe don't?" Telleamor suggests.
Summer considers. "How many holes in the world with flames and monsters on the other side do you have in your home?"
"How much do you want Summer to be about throwing people through holes into monster and fire?"
[SNAKE CONTEMPLATING FOLLY ICON] "... only like, a little?"
Telleamor sighs. "... it all ends, anyway. It always does."
"Ah."
And Summer thinks on this, and almost sees Telleamor's point; maybe even does.
... and falls.
Telleamor dashes through the gate.
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OK, snakes don't actually fall, but like
Summer
I keep thinking it
It's not even a joke, it's just THERE
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ASIDE: I later consulted with specialist herpetologists and found out that snakes do in fact fall if, e.g., you drop them. This is apparently why we are not bumping into a flotsam of floating snakes all the time, but, rather, only in the spring.
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Telleamor, Book 2, Quest 4
Telleamor goes out through the gate and finds a way through the cup of flame (compromised anyway right then) to hunt down that Warmain, possibly having to hide from invaders along the way. They meet the Warmain at their little marsh in the Not, and ultimately pass the Warmain's test quite easily because heart-stilled, but have to kill the Warmain to get away.
... when they make it back to the present, which I think happens just after getting back into the Ash, and can actually connect again with the people they care about, they can hear their heart again.
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Calling 3
To hear your heart more clearly:
connect with others
&
do the things you love.
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Telleamor, Book 2, Quest 5
Telleamor has brought back the pieces of broken Brucavara. They work to reforge it; when it lives enough again, to befriend its Mystery-self and find a path forward, together with it, to its coexistence with the world.
Something about the clear skies, something about taking it out hunting on the mountain, something about the reforging process.
Brucavara/Bukavac was Clamor, Misophonia, everything being just too loud, too much. The path they find reforges it as the wind-horse Lungta (Lutheya): Song.
... though I think it is still an unruly thing, and sometimes falls back to clamoring.
(“O thief of hearts—o siren of the void!—can you hear it calling, calling, calling, calling?”) – one line luthe because "-ya" is a diminutive
ASIDE: I chose the wind horse because they, like loud noises, have a connection to awakening, and also they carry prayers. Interestingly, they often have a cintamani
roughly I imagine that they look sort of like a regular horse, only, like, woodwind, instead of brass
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Telleamor, Book 3, Quest 1
daily life at the mountain, sending prayers up; but Heaven doesn't listen. Thinking a lot about Casimir and the events of book 2. Imagining shapes in clouds. Someone immortal, in immortal grief for someone they lost, passes through. Smirking at Casimir's frustrated prayers about fiddlery. A harsh autumn and early if dry winter leads to food shortages that don't actually matter except aesthetically to anyone involved. Soup in Pops' cave home. Dry scrub. Tending a wounded animal. Memories. Realizing that the grief-prayers have gotten too heavy and it's time to move them along. Picks up Casimir on the way.
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Telleamor, Book 3, Quest 2
the trip to Hell is always harrowing. Everyone's life is sad and it's hard to help. It's hot and dry. The food you get with underworld tokens is really stingy. Telleamor's hands always get chapped doing road work and stuff along the way. Maybe fighting off weird stinging beasts. Casimir's tagging along like a lost, stuck-up puppy. No one wants to let go of anything. But they're managing.
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Telleamor, Book 3, Shepherd 3
Telleamor sees someone they knew as a kid who used to haunt those mountains before dying (or, as Pops said, "taking their life's work to its natural conclusion, elsewhere"), and spends a while with them (with Casimir's fiddle help) dreaming through what their life ought to have been like, to give them some closure on it. The thorns that held them down below uncurl, and the soul departs.
Historical note: the friend died in part because they were offered a chance to save Telleamor from Pops and failed at it, leading to Telleamor admitting that they're well aware Pops is awful, but they've learned not to get other people burned and that's all they're obligated to worry about.
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Telleamor, Book 3, Quest 4 I think Telleamor's part in the Excrucian invasion is... well, probably a lot of it is just moving through weird dangerous terrain, and dealing with hunting beasts and hostile landscape, and sheltering locals and/or Casimir, and seeing wonders as Casimir fiddles the boundaries back, and the like. But at some point they have to go deal with one of the commanders, a Strategist dying of Righteous Wrath, and gently point out that they're making it worse rather than better for the damned while tying the dude up in fetters of the prayers people have made for said dead and I dunno probably ultimately tossing him in the sack of prayers to be sent up to Heaven to do something about later.
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Telleamor, Book 3, Shepherd 5
Telleamor takes advantage of the fact that they're doing repair efforts on the walls of Hell anyway to build their own little domain down there. It's less of an improvement over the work of the Fallen than one might hope—the Fallen aren't as bad in Nob3+ as in Nob2/many churches, and Hell has some intrinsic qualities keeping Telleamor from making a little paradise—but it's ... nice? An accomplishment, anyway. And when it's done, they understand a little more about how the world went wrong: Heaven doesn't listen. Heaven understands virtue, but not Hell. So they decide to go fix that.
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Calling 4
You know what went wrong with the world
&
You know what it is you have to do.
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... no changes, really, and I didn’t actually fill them out or anything either. I'll see if I regret that when pulling the quests together later, if I do, I'll have to do more work here.
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Telleamor, Book 4, Quest 1
Telleamor lifts off from Hell in a little temple tied to a bunch of prayers, whee! Daily life on the floating platform, with occasional stops on worlds to help people or admire stuff.
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Telleamor, Book 4, Quest 2
Things are more difficult after actually reaching Heaven, because while Casimir can do fiddle institute stuff, and they can help with that, Telleamor also has to actually make a living. Things are weirdly wrong, weirdly tense. They can't track down where the prayers they've sent up are actually going or who's dealing with them. They work at a place of habitation and do library research and sometimes deal with Casimir's rebellion hijinks. Now and then they release one of the few prayers they have left tied to something to track it through the city (apparently, this version of Heaven is very London, which is weird, because you'd think that would be Hell; city anyway, though), but they keep losing the trail to urban and weather issues. Occasionally they admire the beauty of this or that place, but mostly, they're concerned.
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Telleamor, Book 4, Quest 3
This one focuses on the unbinding of Cneph—at least pulling Cneph towards the surface again. Roaming Heaven and dodging the forces of that which rules it while telling Cneph the story of the world. This one probably just unlocks the gate to vast-horizoned, mist-filled fiddleworld, leaving quest 4 ...
Telleamor, Book 4, Quest 4
... to be the quest where Telleamor goes in and confronts Cneph and drags Cneph back out to the surface of things.
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Telomere, Book 4, Quest 5
Left in charge of Heaven, Telleamor works on building the bureau and artifact recipient site that'll handle prayers in the future before passing off responsibility for the rest and heading home. Clocktower shows up again even though it's quest 5 and not quest 2.
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Again, not really changing much or filling things in, may regret it.
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ASIDE: Finishing up the quests was in fact more work with everything so sketchy—more work than filling out the books properly would have been!—but it broke the work up into smaller pieces and pushed it to a set of days when I was slightly more functional, so it worked out OK.
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DECEMBER 23, 2022 (EARLY MORNING)
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OK, gathering up quest 1, though probably not working on it for 14 hours or so:
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Shepherd 1
This is the story of your ordinary life—the everyday work, stresses, and pleasures that form the fabric of your days.
Result. A responsibility falls on you out of nowhere.
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Telleamor, Book 1, Quest 1
If you pray, or wish, or send something out into the universe, and you don't have the power to send it all the way, then your prayers will make their way to Telleamor Swift, Power of Prayer, whose job it is to carry them up the mountain, open up the sky, and send them on to Heaven, to be unanswered there. Telleamor's doing pretty well with all of this. They have a job to do, and they like doing it, even if it's kind of a dead end. But when people fill up the mountain hunting a runaway fallen angel who stole a fiddle from Mysterious Fantasy Mountain Fiddle School (working title), this snappy little emo ball of neuroses fiddle hunter Casimir gets stuck staying with Telleamor and Pops during a storm and ... after a while poking at him with interest to get him to open up a bit, Telleamor gets him to ask for help, which turns out to boil down to "help my mom, the fallen angel we're hunting, get away." Aw!
Listening to her play after Telleamor finds her, Telleamor remembers a long time ago; a long time ago, when a laughing man with antlers and a snake's tail and stars falling in his eyes had turned a monstrous weapon on them, a thing of shifting spines and mucilaginous poisons, had lifted it up and brought it down while Telleamor stood in front of someone and could not do more than raise their arms to hold it back; and it had struck, and scarred them, but it did not kill them; had in fact, wounded its wielder, instead, and whispered in the scars upon their arms, in the shock onto their bones, in the poisons that woke a fever in them for days thereafter, "This one alone in all the world, my heart, I will not kill."
And there's a feeling like
Calling 1
You feel like there’s something you need to do, but you’re not sure what. You’ve forgotten, or you haven’t figured it out yet, or all the pieces haven’t come together yet for you to act.
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Telleamor, Book 2, Quest 1
Telleamor is doing their thing. Climbing the mountain. Sending prayers off to Heaven. Calm, though a little nervous about heart attacks, because their heart is still. There's a birthday party for a local child. They study at Pops' library. They read about a Warmain, once, who could make your heart louder—at least, their weapon, Bukavac (Brucavara), could—but they're long-dead and gone.
Pops asks them to attend a ritual on his behalf, at Summer's court, to compete for the honor of donating strength to the cup of flame that helps to keep the void at bay.
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Telleamor, Book 3, Quest 1
daily life at the mountain, sending prayers up; but Heaven doesn't listen. Thinking a lot about Casimir and the events of book 2. Imagining shapes in clouds. Someone immortal, in immortal grief for someone they lost, passes through. Smirking at Casimir's frustrated prayers about fiddlery. A harsh autumn and early if dry winter leads to food shortages that don't actually matter except aesthetically to anyone involved. Soup in Pops' cave home. Dry scrub. Tending a wounded animal. Memories. Realizing that the grief-prayers have gotten too heavy and it's time to move them along. Picks up Casimir on the way.
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Telleamor, Book 4, Quest 1
Telleamor lifts off from Hell in a little temple tied to a bunch of prayers, whee! Daily life on the floating platform, with occasional stops on worlds to help people or admire stuff.
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DECEMBER 23, 2022 (ACTUAL)
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So we start with some stuff that is basically the same in most of these:
1. Prayers, wishes
So there's a meditation going on on the holy side of your Estate. That's getting obfuscated by the Estate here, but if the Estate were “Cheeses,” we'd be looking at Cheese through a lens of sacredness. Conversely, we could have looked at prayer as futile, or an element of religious authoritarianism, and we didn't. We're not at an action item yet, so this is probably general description.
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2. Sending things out into the universe.
We're also looking at the inherent tendency of the Estate to flow outwards. To move beyond the self. This isn't as easily-captured for Cheese, say, but it's part of the lens; and it matters for Rivers or whatnot.
We see in book 3 that this is fairly broad-ranging. It's not just the upward-reaching element, it's a whole ... conceptual spiritual reach. The ability to make contact with the beyond through this.
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3. Making their way to (the PC)
This might be an actual flavor item, like, you're the Power of Cheese? Cheeses make their way to you.
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4. Carrying them up the mountain
This can't always be climbing a literal mountain, because book 4. So it's more about the rituals of the day. The sacred work, in the name of the Estate. And possibly just, doing daily physical work. Chopping wood. Carrying a burden (prayers/water). That kind of thing.
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5. (Stopping at scenic stops along the way)
This might be an actual flavor item, particularly since it shows up outside the mountain context in book 4 but I see it as part of the mountain climb in books 1-3. I see little landings with low white vine-clad brick walls and great views and clean air and yeah.
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6. Releasing the prayers to fly off into Heaven
I think consecrating your Estate or an Estate-spirit to a sacred journey works in general. Sacrifice Cheese, release its ghost to Heaven. Release a Boat. Seal Avarice and treasure in a box to tunnel down to the heart of the world.
Book 4 says that you can take this journey yourself. It's probably still quest flavor, and still the same quest flavor, if it's an option at all, given that you don't do that in the other books.
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7. ... to no response.
This one's tricky! A fundamental hollow or dead end ness in the sacrificial/consecration/ritual process or the Estate itself would be interesting as general text or as something to discover or wrestle with in a major goal, but while the prayers are a dead end in book 1, and Telleamor's heart is still in book 2, and Heaven doesn't listen in book 3, and an immortal grieves in book 3 too, book 4 seems to show the prayers fundamentally going somewhere, at least in quest 1. Though ... I guess, no, that's wrong. Book 4, quest 2 starts already in Heaven, so they reach Heaven and hit the "uh, something's wrong here" in quest 1, even if it's just at the end of the quest. That pushes for major goal and not quest text, because quest text is continuous and major goals can hit at the end or the beginning as fits best. ... something like "someone confronts you with the idea or certainty that your Estate isn't wanted at the end of its journey"
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Then we move on to stuff where lining pieces up is as important as extracting their essence:
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8. People crowd the mountain hunting a runaway fiddle-stealing fallen angel / a birthday party for a local child / a harsh autumn and early if dry winter leads to food shortages / people on the floating platform do stuff 3-1. ? / ? / imagining shapes in clouds / ?
9. Snappy ball of neuroses Casimir gets stuck with them during a storm / ? / Tending to a wounded animal, soup in Pops' cave home / ?
2-1. ? / Nervous about a heart attack / ? / ?
3-2. ? / ? / dry scrub / dusty temple grounds
10. Poking Casimir, poke poke poke / ? / Smirking at Casimir's frustrated prayers about fiddlery / poking Casimir more probably
11. Casimir asks Telleamor for help having his mom get away / Pops asks them to attend a ritual on his behalf / grief-prayers have gotten too heavy, time to move them along / people on some world or another ask for help
12. A long time ago, a guy with antlers and snake's tail and Excrucian eyes had attacked Telleamor with Eurytos, shifting spines and mucilaginous poisons / They read about a Warmain who could make your heart louder, and their weapon, Brucavara / an immortal, grieving, passes through (maybe talking about an Excrucian?) / we know an Excrucian does swing a sword at one point, though that's mostly in Casimir's story
13. while Telleamor defended someone / ? / ? / ?
2-2. ? / competing for the honor of donating strength to the cup of flame to keep the void at bay / ? / ?
14. scarring them / ? / ? / ?
3-3. ? / ? / memories / ?
15. but it refused to kill: "this one alone, I won't." / ? / ? / ?
3-4. ? / ? / picking up Casimir on the way / ?
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A lot of lacunae because I was haphazard with some of these, but either I'll make up for that now or I won't and I'll have to go back. I guess I’ll see what I can do now!
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3-1
So the point behind "imagining shapes in clouds" was to think about like what the long, slow days are like, what the processing the past is like. I think maybe a parallel is studying in Pops' library, when they stopped to just look away from the page and process. It's about letting your thoughts drift and let things settle. Sitting at the edge of the flying temple.
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9
I think the idea of "something/someone has to take shelter with you" can probably extend to 2 and 4. Taking care of something. Possibly a storm-damaged tree in 2 (is a storm always involved? Hm) and in 4, freeing someone winged who got tangled up in something?
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2-1.
I guess worrying about a heart attack from the heart being stilled represents, in the broader context ... a growing weight of concern. Your heart being heavier, as it were.
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3-2.
I guess things can be dryish and dusty in general. This quest is moving into summer. A dry or arid location.
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Not quite sure on that.
Evocative of the desert or the summer months, of things drying out? Maybe better.
10.
There's limited opportunities to poke Casimir in book 2, quest 1, so at most there's a letter? Being amused by a friend's grumpery or something like that.
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ASIDE: I wound up imagining a grumpy, self-important rhyming magic lightning-spirit toad living in a hole in a mountain filling in for Casimir in receiving pokes and such in some of these quests in book 2 and for PCs who are not Telleamor. It helped sometimes!
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13
Telleamor does seem the type to step in and protect the vulnerable in general. Can that be ascribed to Powers in general, though? Hrmmm. Let's imagine Idony St.-Germain on this Arc. Doing sacred bureaucratic rituals. ... protecting something vulnerable is always viable, there are always things less well-defended than Powers that Powers care about, and nicer/more condescending as applicable Powers can step in to defend vulnerable people.
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ASIDE: Idony St-Germain is the Power of Bureaucracy from Nobilis 2; she’s notable as not being the type to step in and protect the vulnerable, so she was useful to think about here.
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2-2.
In the second book, there's this mission that's fundamentally about reinforcing the world. Walking the boundaries of the world, metaphorically. Tied to sacrifice, but ultimately it's the effort.
... I think that's Casimir's Arc, though, Telleamor is only on the mission for Pops. Telleamor's motives are generally about people. The fact that it's something someone they care about needs them to do matters; the tie to ancient Summer business doesn't
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14.
oh, hrm, this might actually be something to do with the heart attack thing and the immortal's grief, like, contemplating old scars, telling their stories, flashing back to their stories, sharing their stories, something like that
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3-3.
Dwelling on memories probably tangles with 3-1 or 14 tbh, but let's start with it an independent item
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15.
Eurytos not killing is just setting up something in the past to be explored in quest 3-4. I guess there are two ways to do this: as part of quest text, and then a major goal to close out foreshadowing in a later quest, or as just like quest flavor to throw out interesting past bits, in hopes that one leads somewhere later, in classic [[RECEPTIVE]] fashion.
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3-4.
I think it's worth note that Telleamor always leaves on a journey at the end. Bringing Casimir twice is probably not that specifically meaningful except in that they can bring people along.
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TURNING THESE INTO GAME CONTENT …
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1-2. General description
3. [[RECEPTIVE/DECISIVE]] a representative, iconic element, or spirit of your Estate reaches you from afar
4. [[PASTORAL/SETTING]] doing the work of the day
5. [[RECEPTIVE/SETTING]] admiring the scenery or the sky
6. [[PASTORAL/FALLING STAR]] consigning/consecrating something of your Estate to a sacred journey
7. MG (Major Goal): someone tells you your Estate won't be wanted at the end of a journey it, or possibly you, will be taking
8. MG: there are people everywhere, and you have to feed them and keep their energies directed properly somehow
3-1. [[SETTING/FALLING STAR?]] you let your thoughts drift
9. [[PASTORAL/DECISIVE]] you tend to something/someone injured or trapped by a storm
2-1. [[PASTORAL/SETTING]] your heart grows heavier
3-2. [[PASTORAL (or is this receptive?)/SETTING]] it's an arid day and a dried-out place
10. [[PASTORAL/SETTING]] a friend's grumpiness amuses you
11. MG: you commit to doing someone—someone you care about—a significant, and dangerous, favor
12. [[PASTORAL/DECISIVE]] you discuss, remember, or encounter an Abhorrent Weapon
13. MG: you put yourself in front of an attack
2-2 (included in 11)
14. [[PASTORAL/SETTING]] you talk about an old wound or scar
3-3. [[PASTORAL/DECISIVE]] you dwell upon your memories
15. [[RECEPTIVE/DECISIVE (setting?)]] you talk about or remember a curious incident, potentially foreshadowing the events of later quests
3-4. MG or general description: you set forth upon a journey, often with one or more companions at your side
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ASSEMBLING/ORGANIZING …
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GENERAL DESCRIPTION
1. So there's a meditation going on on the holy side of your Estate. That's getting obfuscated by the Estate here, but if the Estate were Cheeses, we'd be looking at Cheese through a lens of sacredness. Conversely, we could have looked at prayer as futile, or an element of religious authoritarianism, and we didn't. We're not at an action item yet, so this is probably general description.
2. We're also looking at the inherent tendency of the Estate to flow outwards. To move beyond the self. This isn't as easily-captured for Cheese, say, but it's part of the lens; and it matters for Rivers or whatnot. We see in book 3 that this is fairly broad-ranging. It's not just the upward-reaching element, it's a whole ... conceptual spiritual reach. The ability to make contact with the beyond through this.
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MAJOR GOALS
3-4. MG or general description: you set forth upon a journey, often with one or more companions at your side
7. MG: someone tells you your Estate won't be wanted at the end of a journey it, or possibly you, will be taking
8. MG: there are people everywhere, and you have to feed them and keep their energies directed properly somehow
11. MG: you commit to doing someone—someone you care about—a significant, and dangerous, favor
13. MG: you put yourself in front of an attack
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QUEST FLAVOR
3. [[RECEPTIVE/DECISIVE]] a representative, iconic element, or spirit of your Estate reaches you from afar
15. [[RECEPTIVE/DECISIVE (setting?)]] you talk about or remember a curious incident, potentially foreshadowing the events of later quests
5. [[RECEPTIVE/SETTING]] admiring the scenery or the sky
3-2. [[PASTORAL (or is this receptive?)/SETTING]] it's an arid day and a dried-out place
4. [[PASTORAL/SETTING]] doing the work of the day
10. [[PASTORAL/SETTING]] a friend's grumpiness amuses you
2-1. [[PASTORAL/SETTING]] your heart grows heavier
14. [[PASTORAL/SETTING]] you talk about an old wound or scar
6. [[PASTORAL/FALLING STAR]] consigning/consecrating something of your Estate to a sacred journey
9. [[PASTORAL/DECISIVE]] you tend to something/someone injured or trapped by a storm
12. [[PASTORAL/DECISIVE]] you discuss, remember, or encounter an Abhorrent Weapon
3-3. [[PASTORAL/DECISIVE]] you dwell upon your memories
3-1. [[SETTING/FALLING STAR?]] you let your thoughts drift
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So we start with 5 Major Goals and 13 Quest Flavor, definitely too many … but there's significant overlap, so let's see what we can do.
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I feel like 7, “someone tells you your Estate won't be wanted at the end of a journey it, or possibly you, will be taking,” is an iffy major goal, so we want to drop that, leaving 4 Major Goals, and then try to get down to 7-8 quest flavor
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We can combine 12, “you discuss, remember, or encounter an Abhorrent Weapon” and 15, “you talk about or remember a curious incident, potentially foreshadowing the events of later quests,” with some wording like "often involving an Abhorrent weapon,” reconciling the icons by just dropping the foreshadowing reference so that it's a reasonable pastoral/decisive list item.
We can fold 3-2, “it's an arid day and a dried-out place” into 5, “admiring the scenery or the sky” by ... hrm. I want to say 'seasonal scenery' but that doesn't work for the temple.
Maybe 'composing a haiku' or 'you're moved to say something poetic about the scene?' That becomes almost certainly setting/falling star.
we don't need all four of "you let your thoughts drift," "your heart grows heavier," "you dwell upon your memories," and "you talk about an old wound or scar."
We might need two of them, because like one is meditative and one is past-related.
... But, no, we've already got talking about or remembering a curious incident, so we don't need dwelling on memories at all.
... that also takes care of all your old wounds, so the only value in 14, “you talk about an old wound or scar” is talking about other peoples' wounds. Is that a thing? I guess "you learn about someone's past" or something might be a thing.
We don't need 3-1, “you let your thoughts drift.”
So we’ve removed 3-1 and 3-3 and changed 14.
We're down to 9 quest flavor. Harder to lower it from there. Hrm.
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MAJOR GOALS
you set forth upon a journey;
you put yourself in front of an attack, and get at least a little hurt;
something happens to suggest that your Estate isn't really wanted at the end of its journey;
there are people everywhere, and you have to feed them and keep their energies directed properly somehow;
you commit to doing someone—someone you care about—a significant, and dangerous favor.
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QUEST FLAVOR
[[SETTING/FALLING STAR]] the scenery or the sky moves you to poetry, song, or something like
[[RECEPTIVE/DECISIVE]] something of your Estate comes to you from afar
[[PASTORAL/DECISIVE]] you tend to something/someone injured or trapped by a storm
[[PASTORAL/DECISIVE]] you recall a curious incident, often involving an Abhorrent Weapon
[[PASTORAL/SETTING]] you do the work of the day
[[PASTORAL/SETTING]] a friend's grumpiness amuses you
[[PASTORAL/SETTING]] your heart grows heavier
[[PASTORAL/SETTING]] you learn a bit about somebody's past
[[PASTORAL/FALLING STAR]] you consign/consecrate something of your Estate to a sacred journey
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I think what I want to do is turn that last one into a major goal
then I can move "something happens to suggest that your Estate isn't really wanted at the end of its journey" to ... general description, along with "you set forth on a journey," or to quest flavor, as something like [[PASTORAL/DECISIVE]] you reflect on what will greet your Estate at the end of its journey
two possibilities, to decide tomorrow!
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DECEMBER 24, 2022 (EARLY MORNING)
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INVERSIONS, regardless!
[[FALLING STAR/SETTING]] a bit of IC or OOC poetry about the local scenery
[[DECISIVE/RECEPTIVE]] something of your Estate coming to you from afar
[[FLAME/RECEPTIVE]] a terrible storm
[[FLAME/RECEPTIVE]] the damage an Abhorrent Weapon left behind
[[FLAME/FALLING STAR]] striving for perfection at the work of the day
[[FLAME/FALLING STAR]] a friend getting amusingly worked up
[[FLAME/FALLING STAR]] executive dysfunction
[[FLAME/FALLING STAR]] someone getting worked up about their past
POSSIBLY: [[FLAME/RECEPTIVE]] you release something of your Estate to its sacred journey
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we can definitely combine the two "worked up"s. Move ... something ... to a Major Goal. Uhh ... not the storm. The poetry? No. The Abhorrent Weapon thing, move it to a Major Goal, maybe don't even invert it. That's two flavor removed. Um. I like the work of the day as a regular thing ... maybe rephrase it, maybe the striving for perfection is off, maybe just leave it as it was but make it gold/black, "the work of the day", ... something of your Estate coming to you from afar can be a major goal, a key scene. Yeah. That gets rid of three, so we probably wind up keeping exactly one of the old major goals: setting forth on a journey, probably.
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The Rituals of Your Estate
Shepherd 1
This quest is a meditation on the spirituality of your Estate. It's the story of how things of your Estate—instances, perhaps; spirits; symbols, maybe, if your Estate isn't an Estate that has simple instances—make a formal or informal pilgrimage to you from afar. How you send at least some of them ritually on their way from there: sacrificed on altars to let their spirits soar, set adrift on boats, buried, commanded to the next stop on a ritual journey, or whatever else seems right. How your Estate flows to you, but away from you as well, to the metaphorical and occasionally the literal beyond.
Often, this quest is spiritual in other ways. You will attend to daily tasks in a ritualistic manner. You will work at a temple. You will meditate on your Estate; live simply; reflect.
... or perhaps you won't; whatever suits your life, and the innate and sacred quality of your Estate.
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MAJOR GOALS
you put yourself in front of an attack, and get at least a little hurt;
there are people everywhere, and you have to feed them and keep their energies directed properly somehow;
you commit to doing someone—someone you care about—a significant, and dangerous favor;
you send something of your Estate on the next stage of its sacred journey;
you set forth on a journey of your own.
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QUEST FLAVOR
[[RECEPTIVE/DECISIVE]] something of your Estate comes to you from afar
[[PASTORAL/DECISIVE]] you tend to something/someone injured or trapped by a storm
[[PASTORAL/DECISIVE]] you recall a curious incident, often involving an Abhorrent Weapon
[[PASTORAL/DECISIVE]] you reflect on what will greet your Estate at the end of its journey
[[PASTORAL/SETTING]] you do the work of the day
[[PASTORAL/SETTING]] a friend's grumpiness amuses you
[[PASTORAL/SETTING]] your heart grows heavier
[[PASTORAL/SETTING]] you learn a bit about somebody's past
[[FALLING STAR/SETTING]] the scenery or the sky moves you to poetry, song, or something like
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Early work on other Arcs: At a guess, this is Knight 1 or 5, Otherworldly 1, Aspect 5.
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SIMPLIFIED
MAJOR GOALS
you set forth on a journey;
something of your Estate comes to you from afar;
you learn of a curious incident from some time ago
QUEST FLAVOR ... from:
[[SETTING/FALLING STAR]] a bit of IC or OOC poetry about the local scenery
[[FLAME/FALLING STAR]] the work of the day
[[FLAME/FALLING STAR]] someone getting really worked up about something
[[FLAME/FALLING STAR]] executive dysfunction
[[FLAME/RECEPTIVE]] a terrible storm
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Early prep for quest 2: pulling everything into one place!
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Shepherd 2
You’re having a little trouble keeping your life on an even keel.
Result.
You’re doing OK, but there’s a big challenge coming up.
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Telleamor, Book 1, Quest 2
Telleamor takes a journey with Casimir's Mom. They reach the arid lands at the edge of the world where a town still mourns for the loss of its prince, the first Angel to know death.
Telleamor takes up work maintaining the place's clock tower, discharging occasional prayers from there, and trying to repair the coffin-ship, last in the armada, that'll take the body away while they wait for the moment to pass on to their destination.
Everything's harder and lonelier there; Casimir's Mom is alien and hides in the tower, and the town is clingy with expectations and weighty with sorrow and it's hot and dusty and the grief sticks with them.
The Angel doesn't want to go, of course. The patterns of death were not properly set, back then. They follow its prayers to the Angel by the town and meet with it from time to time, it doesn't want to go. And when the ship is fixed, and it's time to go ... they could stay, and wrestle it into the box, or keep it from going in, but Telleamor made a promise to Casimir, so they go through the gate that opens in the clocktower's peak, and look back, instead.
They're doing OK, though ...
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Telleamor, Book 2, Quest 2
Telleamor finds a room at the Court of Summer and hangs out, participating in the tourney. They're not doing well 'cause they're not much for guns and their gun isn't really designed for shooting people anyway, but they're competent enough in general to get past the small fry. They hit it off well with a key potential competitor, a swordswoman representing the Horizon, but they lose the first double-elimination fight against her and wind up generally struggling.
Parade grounds in a high place, flags, fights, tending the gun, dealing with people struggling with change, dust, dealing with alien flaky people, an armada in the sky.
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Telleamor, Book 3, Quest 2
the trip to Hell is always harrowing. Everyone's life is sad and it's hard to help. It's hot and dry. The food you get with underworld tokens is really stingy. Telleamor's hands always get chapped doing road work and stuff along the way. Maybe fighting off weird stinging beasts. Casimir's tagging along like a lost, stuck-up puppy. No one wants to let go of anything. But they're managing.
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Telleamor, Book 4, Quest 2
Things are more difficult after actually reaching Heaven, because while Casimir can do fiddle institute stuff, and they can help with that, Telleamor also has to actually make a living. Things are weirdly wrong, weirdly tense. They can't track down where the prayers they've sent up are actually going or who's dealing with them. They work at a place of habitation and do library research and sometimes deal with Casimir's rebellion hijinks. Now and then they release one of the few prayers they have left tied to something to track it through the city (apparently, this version of Heaven is very London, which is weird, because you'd think that would be Hell; city anyway, though), but they keep losing the trail to urban and weather issues. Occasionally they admire the beauty of this or that place, but mostly, they're concerned.
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DECEMBER 24, 2022 (ACTUAL)
 1. Telleamor takes a journey with Casimir's Mom / on their own / with Casimir tagging along like a lost, stuck-up puppy; the journey is harrowing / ?
2. They reach the arid lands at the edge of the world / they reach the Court of Summer / they reach Hell / they reach Heaven
3. where a town still mourns its prince, the first Angel to know death / where there's a regular tourney, as there's always been / where life is sad, and it's hard to help / where things are weirdly wrong, weirdly tense
4. Telleamor takes up work maintaining its clock tower / Telleamor participates in the tourney / Telleamor's hands get chapped doing road work and stuff along the way / they work at a place of habitation
5. sending off occasional prayers from there / ? but presumably the same / ? / sometimes releasing a prayer to try to follow it to its destination
6. and repairing the coffin-ship, last in a sky armada, that'll take the body away / tending the gun / ? / and do library research
2-1. There's a sky armada / there's a sky armada / ? / ?
7. while they wait for the time to be right to move on / ? / ? / ?
8. everything's harder and lonelier there / they're struggling / ? / things are difficult
9. Casimir's Mom is alien and hides in the tower / people are flaky and alien / ? / ?
10. the town is clingy with expectations and weighty with sorrow / people are struggling with change / ? but it's Hell / ?
11. it's hot and dusty / it's hot and dusty / it's hot and dry / it's ... Heaven ... ????
12. grief sticks with them / ? / ? but it's also Hell / ?
13. the Angel doesn't want to go / ? / no one wants to let go of anything / ?
14. the patterns of death weren't properly set / the patterns of summer weren't ... / ? / ?
15. Telleamor follows its prayers to the Angel, and meets with it from time to time / ? / ? / ?
16. Telleamor could stay, and save it, or make it go, when all is said and done ... / ? / ? / ?
17. ... but they made a promise, so they go through the gate instead, / ? / ? / ?
18. looking back / ? / ? / ?
2-2. ? / parade grounds in a high place / ? / ?
2-3. ? / flags / ? / ?
2-4. ? / fights / fighting off weird stinging beasts / ?
3-1. ? / ? / food from tokens is stingy / ?
4-1. ? / ? / ? / Casimir's rebellion hijinks
4-2. ? / ? / ? / tracking prayers through the city
4-3. ? / ? / ? / admiring the beauty of the place
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Once again, because I didn’t do a complete job on the original books, I have to stop and think through each of these one by one.
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1. The journey itself isn't necessarily a big part of things, because we're kind of skipping it in some of these. The traveling companion is more interesting: there's an interesting NPC in quest 2, the rival fighter, who fills the Mom/Casimir role, and there could be in book 4. There's helping with Casimir's rebellion, if not. But is that part of the quest, or just the existence of other PCs (or major NPCs in low-player-count games?) Maybe there's just an occasion to hang out with someone, though that's kind of lame as a quest flavor option, or a note that this is a good quest for building relationships. Or a quest flavor for building relationships, I guess. Or ... going to look at something with someone? Being shown something by someone, or vice versa? Something like that, maybe? Exploring with someone is interesting, maybe. Circle back to that when finalizing.
2. This is definitely a journey to or past the edges of the world--to a specifically mythic place. That's probably general content. Three of the options suggest that it's a hot, dry land. Heaven not so much, which is peculiar. Do I feel like the Heaven in book 4 is dried up? No. But I think it probably isn't conventionally rainy, and its current ruler is associated with industry and thus excessive heat, so maybe it's cheating.
3. Things are clearly stuck in the past, kind of celebratory and kind of traumatized.
4. [no new notes]
5. I think the conclusion is that even in books two and three "sending something of your Estate on to the next stage of its sacred journey" continues, and is even probably a quest flavor and not a major goal now. Possibly combined with receiving it, not sure yet.
6. I think some of the later-book content here is actually hidden in list item 4; what this is, is, there's always some level of basic doing work at a place and doing maintenance/repair on a thing, which may fold in and out.
2-1. this probably becomes a major goal because it's finicky, and in fact is SO finicky we probably want to make sure it's an odd-number-XP quest if it sticks around as a major goal (so that players can skip it/fail at it but still get all the major goal XP), but like, it's probably not skyships in 3-4 but Fallen and Angels, and maybe geese in some games, so like "a procession goes by in the sky" or something.
… I don't feel at my sharpest for precise wording right now, but, whatever; it's progress.
7. I think "waiting for someone else's task to be complete before you can move on with what you're doing" is a thing, but also like ... lame. It's less lame as general description, though, so I think it goes there: the idea that like you're ... doing something that you can't just rush through, because the schedule isn't up to you. There's a time frame, defined or undefined, that is outside of your hands.
8. the sense of difficulty is mostly a Shepherd 2 thing. I mean, probably other things in other Arcs, but like: this is just, of course they're struggling, that's where they are in the Arc. It's an isolating and difficult experience, even when someone's around. It's a burden, a test for the self. This could become a quest flavor if I somehow wind up short, but is probably general description.
9. People being consumed or cut off from the PC by seemingly self-imposed burdens is probably the generic thread here, and can be a quest flavor. They're weird because of it? Or interacting with someone who is? Something like that.
10/13. similarly nobody lets go of anything. People are just ... not ... letting go.
11. We already covered this a bit. The sun being piercingly bright, the day being intensely, oppressively ... beautiful or hot? That's a weird combination, but ... like, some beautiful days are just as overwhelming as some hot ones, albeit usually the overwhelm is much shorter. It's hard to piece together the summer of Heaven and the Court with the heat of the desert outside the world and Hell, but Heaven and the Court are ... they're very bright, only I don't feel like brightness is the ... maybe just being struck by the light or heat in opening a door? A warm wind blows?
12. people carrying a weight of grief is a thing but covered by 10/13 already really?
14. The patterns of death weren't properly set in the First Age. The patterns of Summer into Fall, in the second. But then in the Hell and Heaven trips, we aren't in the past so much as ...
In some sense the problem is that each book represents an Age, and all the patterns that are set now are set in the Third Age, that being our official now.
I guess that means that each quest is set in the shadow of a thing before it learned its end, or an immortal thing that has not ended yet. Life, Summer, Hell, Heaven.
15. There is an iconic ... tragic? ... figure at the heart of 14, who you meet occasionally. The Angel, the Serpent, Casimir's Mom?, the Angel who rules Heaven?
... not sure the second figure is the Serpent, circling back to this in a moment.
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ASIDE: I didn’t really circle back, that I can see on a skim, but in 18, below, I sort of implicitly concluded it probably was the Serpent after all.
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16. The ending of the quest is notably not "force it to end properly" or "stop it from ending." I don't know if that's really anything but general description, though, and a guide for placing it in Arcs. Telleamor could make the Angel die, or save it from burial. The ending is actually specifically not intervening in the way that thing does, or doesn't, reach its ending. Maybe watching as it happens, but that'll be 18, so.
17. This is the reason for that.
18. So Telleamor looks back to see the Angel's fate in book 1. In book 2, we have an interesting case: in this quest, Telleamor was just doing duels, but it basically ends with the tournament going spla after some hijinks over in Casimir's storyline. In those hijinks, Telleamor got involved and won stuff, but ... I think the deal is the same. Telleamor doesn't sacrifice themselves, but probably watches as they go through the portal. So they do see the Serpent's fate. In book 4, they definitely don't see the enemy Angel's fate yet, though. Possibly they see the institute's. ... looking back to see someone's fate before departing might be a major goal, I guess, and just not tying it specifically to the earlier points.
2-2. The parade grounds in a high place ... that's a lot of people gathered for the formal part of the tourney. A big open space, martial, up the mountain, formal, celebratory. It's mostly giving a sense of scope and beginnings, really, maybe a chance at some exposition, so like the parallel in book 1 is probably Casimir's Mom telling the story of the town as they approach it or walk through an open square, and in book 3, a dizzying view and a welcome to Hell moment, and in book 4, maybe hostile angel or maybe a rebel gives a speech from on high while Telleamor's in an open space. ... so like "exposition and a dizzying view" or whatever
2-3. Flags and banners give the castle a castle-y, heraldic feel. The town in book 1 doesn't have them, it has ... maaaaybe laundry lines. I guess we could move the red and white banners in the trees back from quest 3 to here, but I don't really want to. Maybe just ditch this one? At most "someone hangs something for a celebration" or something.
2-4. The duels are in part just the daily work of the place, like research in the library. And it's weird to imagine many fights in Heaven. At the same time ... I think this is a quest flavor. Probably more silver than orange, though I might change my mind on that; "you're attacked by strange local beasts and monsters, or fight a duel"
3-1. I don't think the food at the castle is particularly stingy, so I think this just has to be a focus on the local process of getting a meal. How you go about it. What that's like.
4-1. Being called upon to deal with Casimir's troubles or his Mom's troubles seems like a possible general theme, tbh. A friend's troubles interrupt your life? A friend's exasperating difficulties interrupt your life? Good grief, friend?
4-2. Interestingly, tracking prayers slash the PC's Estate shows up in book 1, too, I just kind of brushed past that when handling 15; it'd make sense if it showed up in book 3. So ... like ... following/tracking/accompanying/guiding your Estate along its journey is actually a viable quest flavor or something.
4-3. admiring the beauty of the place doesn't explicitly show up in some of the early ones, but it can be in any of them.
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QUESTINATING …
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GENERAL DESCRIPTION
2. a journey to a mythic place, at or past the edges of the world. Often dry. Its ruler often brings an unseasonable heat.
3. Often kind of stuck in the past, traumatized or celebrating it.
14. In the shadow of a thing from back before it learned its end, or an immortal thing that hasn't ended yet.
16. ... and you won't change that, in the end.
7. This is something you can't rush through; part of the time frame, defined or undefined, is out of your hands.
8. It's an isolating and difficult experience. A burden, a test for the self;
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MAJOR GOALS
2-1. a glorious procession flies past, above;
11. a wave of dry heat strikes you;
15. you meet with the tragic figure at the heart of this place;
18. you look back as you depart to see how someone's fate resolves;
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QUEST FLAVOR
1. [[SETTING/DECISIVE]] You explore with someone.
4. [[SETTING/PASTORAL]] you attend to the daily work associated with a place
5. [[FALLING STAR/PASTORAL]] you send something of your Estate on the next stage of its sacred journey
6. [[SETTING/PASTORAL]] you do your regular maintenance on something
9. [[FLAME/DECISIVE]] someone's all wrapped up in their self-imposed burdens
10. [[FLAME/PASTORAL]] someone can't let go and move on
2-2. [[SETTING/DECISIVE]] in a high, open place, someone gives exposition on local history, events, or conditions
2-4. [[SETTING/DECISIVE]] you are attacked by strange local beasts/monsters, or fight a duel
3-1. [[FALLING STAR/PASTORAL]] a set piece study of how one goes about getting a meal, here
4-1. [[FLAME/STRUGGLE]] a friend's somewhat exasperating troubles interrupt your life
4-2. [[FALLING STAR/DECISIVE]] you follow something of your Estate along its sacred journey
4-3. [[SETTING/DECISIVE]] you admire the beauty of the place
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So initially we have four major goals and 12 quest flavor; really 11, because there's no way 4-2 and 5 are both going to survive culling if we have to do one.
I think our target then is to move one to a major goal and drop one more, leaving us with 45 XP.
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Let's see. 1 and 4-3 are basically the same point, so one of those gets dropped. As for the major goal, that's trickier. Let's sort them a bit first
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combine these two:
[[SETTING/DECISIVE]] you explore with someone.
[[SETTING/DECISIVE]] you admire the beauty of the place
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[[SETTING/DECISIVE]] you are attacked by strange local beasts/monsters, or fight a duel
[[SETTING/DECISIVE]] in a high, open place, someone gives exposition on local history, events, or conditions
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combine these two:
[[FALLING STAR/DECISIVE]] you follow something of your Estate along its sacred journey
[[FALLING STAR/PASTORAL]] you send something of your Estate on the next stage of its sacred journey
.
[[FALLING STAR/PASTORAL]] a set piece study of how one goes about getting a meal, here
[[SETTING/PASTORAL]] you attend to the daily work associated with a place
[[SETTING/PASTORAL]] you do your regular maintenance on something
[[FLAME/PASTORAL]] someone can't let go and move on
[[FLAME/STRUGGLE]] a friend's somewhat exasperating troubles interrupt your life
[[FLAME/DECISIVE]] someone's all wrapped up in their self-imposed burdens
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so I think the exposition is probably the one that moves to a major goal
and I think we just drop "you admire the beauty of the place"
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send or follow, hrm hrm hrm hrm hrm, I think it's "you send, bring, or accompany something of your Estate …" and it’s falling star/decisive.
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UPDATING …
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GENERAL DESCRIPTION
2. a journey to a mythic place, at or past the edges of the world. Often dry. Its ruler often brings an unseasonable heat.
3. Often kind of stuck in the past, traumatized or celebrating it.
14. In the shadow of a thing from back before it learned its end, or an immortal thing that hasn't ended yet.
16. ... and you won't change that, in the end.
7. This is something you can't rush through; part of the time frame, defined or undefined, is out of your hands.
8. It's an isolating and difficult experience. A burden, a test for the self;
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MAJOR GOALS
2-1. a glorious procession flies past, above;
11. a wave of dry heat strikes you;
15. you meet with the tragic figure at the heart of this place;
18. you look back as you depart to see how someone's fate resolves;
2-2. in a high, open place, someone exposits on local history, events, or conditions.
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QUEST FLAVOR
1. [[SETTING/DECISIVE]] you explore with someone.
2-4. [[SETTING/DECISIVE]] you are attacked by strange local beasts/monsters, or fight a duel
3-1. [[FALLING STAR/PASTORAL]] a set piece study of how one goes about getting a meal, here
4. [[SETTING/PASTORAL]] you attend to the daily work associated with a place
6. [[SETTING/PASTORAL]] you do your regular maintenance on something
10. [[FLAME/PASTORAL]] someone can't let go and move on
4-1. [[FLAME/STRUGGLE]] a friend's somewhat exasperating troubles interrupt your life
9. [[FLAME/DECISIVE]] someone's all wrapped up in their self-imposed burdens
5/4-2. [[FALLING STAR/DECISIVE]] you send, bring, or accompany something of your Estate on to the next stage of its sacred journey
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Except this doesn't quite satisfy me. I feel like ... meeting the tragic figure at the heart of the place is actually quest flavor.
I feel like 10 and 9, “someone can't let go and move on” and “someone's all wrapped up in their self-imposed burdens” are a bit redundant.
I feel like 2-4, “you are attacked by strange local beasts/monsters, or fight a duel” is just 4, “you attend to the daily work associated with a place” and it looks different because fighting a duel is weird daily work in book 2 and being attacked is weird daily work in book 3.
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REVISING …
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GENERAL DESCRIPTION
2. a journey to a mythic place, at or past the edges of the world. Often dry. Its ruler often brings an unseasonable heat.
3. Often kind of stuck in the past, traumatized or celebrating it.
14. In the shadow of a thing from back before it learned its end, or an immortal thing that hasn't ended yet.
16. ... and you won't change that, in the end.
7. This is something you can't rush through; part of the time frame, defined or undefined, is out of your hands.
8. It's an isolating and difficult experience. A burden, a test for the self;
4. There's daily work associated with a place.
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MAJOR GOALS
2-1. a glorious procession flies past, above;
11. a wave of dry heat strikes you;
18. you look back as you depart to see how someone's fate resolves;
2-2. here—in a high, open place—someone exposits on local history, events, or conditions.
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QUEST FLAVOR
4-1. [[FLAME/STRUGGLE]] a friend's somewhat exasperating troubles interrupt your life
1. [[SETTING/DECISIVE]] you, and someone else, explore.
15. [[SETTING/PASTORAL]] you meet with the tragic figure at the heart of this place.
4. [[SETTING/PASTORAL]] you attend to the daily work associated with the quest.
6. [[SETTING/PASTORAL]] you do your regular maintenance on something
9. [[FLAME/PASTORAL]] someone's all wrapped up in the past or a self-imposed burden
3-1. [[FALLING STAR/PASTORAL]] a set piece study of how one goes about getting a meal, here
5/4-2. [[FALLING STAR/DECISIVE]] you send, bring, or accompany something of your Estate on to the next stage of its sacred journey
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PUTTING IT ALL TOGETHER:
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An Unseasonable Heat
Shepherd 2
You journey to a mythic place, at or beyond the edges of the world. The past hangs heavy around this place: it is innately conservative, or a timeless place, or a shrine to memory, or deeply traumatized by what has gone before—or several of these things at once.
It is a place in the shadow of something immortal:
Something that existed before its kind ever knew their end, predating what has become a natural process of death or transfiguration; or, something that by its very nature is immortal and eternal still. This is the land of life before it learned to die, summer before the first autumn fell, or some mountainous and ancient creature whose kind has never died at all—that kind of thing.
Your time in that place will be isolating and difficult. You don't belong there. It will be a burden, a test for the self. You would likely rush through it if you could, but you can't; there's some part of your schedule that you don't control. You have to wait for a certain day, or some task in someone else's hands to be complete—something like that.
Often, you'll find a place there that will mean something to you, and do work with a strong sense of location to it: not odd jobs, or troubleshooting, or office work in a generic office, or doing accounting at a movie studio, but something more like research in a library, or dueling at a tourney grounds, or serving food to others at a tavern.
The place that you come to, the place you find here, is often a dry and arid one:
By its nature, or because that entity that rules there carries with it an unseasonable heat.
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MAJOR GOALS
a glorious procession flies past, above;
a wave of dry heat strikes you;
you look back as you depart to see how someone's fate resolves;
here—in a high, open place—someone exposits on local history, conditions, or events.
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QUEST FLAVOR
[[SETTING/DECISIVE]] you, and someone else, explore.
[[SETTING/PASTORAL]] you meet with the tragic figure at the heart of this place.
[[SETTING/PASTORAL]] you immerse in your daily work and the place that hosts it
[[SETTING/PASTORAL]] you perform maintenance on something
[[FLAME/STRUGGLE]] a friend's somewhat exasperating troubles interrupt your life
(ASIDE: later, in doing the simplified quest, I’ll change this to [[FLAME/PASTORAL]])
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[[FLAME/PASTORAL]] someone's all wrapped up in the past or a self-imposed burden
[[FALLING STAR/PASTORAL]] a scene that studies the process of getting a meal in this place
[[FALLING STAR/DECISIVE]] you send, bring, or accompany something of your Estate on to the next stage of its sacred journey
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INVERSIONS
[[FALLING STAR/RECEPTIVE]] GM narration about the area probably?
MG: you meet with the tragic figure at the heart of this place.
[[FALLING STAR/FLAME]] the work of the day
[[FALLING STAR/FLAME]] struggling to keep something maintained/functional
[[PASTORAL/POISONED]] you put aside your work to deal with your friend's nonsense
[[PASTORAL/FLAME]] someone's all wrapped up in the past or a self-imposed burden
[[SETTING/FLAME]] your meal goes awry
[[SETTING/RECEPTIVE]] you send something of your Estate off on the next stage of its sacred journey
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Probably combine the two FALLING STAR/FLAMEs, and uh I think we drop the friend's troubles as that's definitely a B plot.
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That gets us down to:
[[FALLING STAR/RECEPTIVE]] the story or the scenery of the place
[[FALLING STAR/FLAME]] the weight of time gets in the way of your work today (decaying infrastructure, organizational systems whose purpose has been lost, and the like)
[[PASTORAL/FLAME]] someone's all wrapped up in the past or a self-imposed burden
[[SETTING/FLAME]] your meal goes awry
[[SETTING/RECEPTIVE]] you send something of your Estate off on the next stage of its sacred journey
MG: you meet with the tragic figure at the heart of the place
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And two more major goals ... let's see. We can drop the exposition. We can drop the dry heat. So
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MG: a glorious procession flies past, above;
MG: you look back as you depart to see how someone's fate resolves;
MG: you meet with the tragic figure at the heart of the place.
FLAVOR
[[FALLING STAR/RECEPTIVE]] the story or the scenery of the place
[[FALLING STAR/FLAME]] the weight of time gets in the way of your work today (decaying infrastructure, organizational systems whose purpose has been lost, and the like)
[[PASTORAL/FLAME]] someone's all wrapped up in the past or a self-imposed burden
[[SETTING/FLAME]] your meal goes awry
[[SETTING/RECEPTIVE]] you send something of your Estate off on the next stage of its sacred journey
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ASIDE: reviewing “struggling to keep something maintained/functional” for this post, I felt like it should include “yourself.” Like, mention it as a possibility. Of course, that particular list item got condensed away, as I found out when I went to go add that possibility in; instead, I would wind up adding “exhaustion” as another option besides like infrastructure failure or whatever as a way that the weight of time can get in the way of your work.
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-- Pause to think more about quest sequencing.
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ASIDE: honestly, I’m not sure that thinking about quest order in the other Arcs in advance helped much; it was hard enough after everything was finished, but stuff here …
it wasn’t just speculative, I barely referred to it later.
still, it’s what I was thinking about here, so I include it!
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So starting with Knight Arcs, Knight 1 is just annoying to deal with, so we start with Knight 2: a story of a thing in your way, ending with that chapter of your life ending. That could be our Shepherd 1 quest here. One could argue for some other options, notably Shepherd 5, but mostly, it's going to be Shepherd 1. Knight 3 is tricky. It’s about going out of your normal context and/or something infecting and trying to change you. In book 1, Telleamor goes out of their normal context in quests 2-4, and goes home at the end of both 3 and 4. Something infects and tries to change them in 4. In book 2, the same pattern except not going home at the end of 3. In book 3, they don't go home until the end of 5, and there's no obvious attempt to infect them. ... I think the implication is that Knight 3 is Shepherd 4. Knight 4: Telleamor has fallen short of who they want to be. Ends with a redemption. This too could be Shepherd 1, if the quest set maps poorly to Knight, or ... I guess the only other real option is Shepherd 5. Knight 5 ends with actively becoming something better. I guess that has to be Shepherd 3?
Shepherd 1 Knight 2 The Rituals of your Estate
Shepherd 2 Knight 1 An Unseasonable Heat
Shepherd 3 Knight 5 (talking to Eurytos/the Serpent/the dead friend/Cneph)
Shepherd 4 Knight 3 (the lacuna/the Warmain/the invasion/fiddleworld)
Shepherd 5 Knight 4 (forging the gun/the wind-horse/a new Hell/a new Heaven)
It's hard to have that last quest not be Knight 5 tbh, just because what Telleamor does in it is so remarkable. But if it's 5, ... it's like, what's 4? So honestly I'm still leaning that way.
I have some trouble with this quest order in general: like, picturing, "well, first, we go to the town at the edge of the world, then we do daily life, then we deal with the lacuna, then we forge the gun, then we talk to Eurytos." Interestingly, "deal with the lacuna, then forge the gun, then talk to Eurytos" is a really interesting path, narratively, because it means forging the gun right before talking to a weapon someone forged, it's just kind of nonsense in terms of actual order of events. Honestly, "you've put a name to the thing you want to become, and set your feet on a legitimate path to making that aspiration real" feels more like something that happens after talking to Eurytos/the Serpent/the dead friend/Cneph, or maybe "The Rituals of your Estate", so I guess we could swap the first two to the Shepherd order, or try to make Shepherd 3 Knight 1 ... hrm.
In terms of Aspect, it feels like An Unseasonable Heat has to be Aspect 3, which is usually the hard one, because that's the one with the most social nonsense and the one that ends most easily with a notional disaster. But it's possible that Shepherd 3 is instead.
The obvious Aspect 4 is Shepherd 4.
Aspect 1 is likely Shepherd 1-2.
Aspect 2 is likely Shepherd 2, though I guess it could be 5, or even 3.
In terms of Otherworldly, I'm tired.
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CHRISTMAS MORNING 2022 (EARLY)
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QUEST 3
Telleamor, Book 1, Quest 3
They walk into history, into the land of long ago; and there are red and white streamers on the trees on lightly wooded hills, and a fair with squash and candy apples, in celebration of the completion of the weapon Ereto.
These are the last days of the Golden Era, Casimir's mom explains; the last days before the Golden Era was cast down, broken, given over the flames of Hell, when she could still hear the voice of Cneph within her heart. This is the celebration of the creation of the weapon Ereto, by the Golden Era's lover, the Angel of Just Rule, Wise Kings, and Lutefisk (Estates not canonical), which would eventually have its second quenching in its maker's heart.
It is a celebration of the Golden Era, the heart of the dream of the Golden Era: that in the heady days at the beginning of the world, everything was good. That everything was bright and true. That this moment, this weapon, this metal scroll, records ... the peak of history.
Casimir's Mom goes about her business, communing with Heaven in her own way. As for Telleamor, they wind up going to Ereto, where it sits for display in a tent in the heart of everything. And they tell it about carrying prayers up the mountain, and how they go away, and nothing happens.
"Because the Golden Era passed?" it asks them.
"There was never enough gold," they say, "to feed us all."
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Telleamor, Book 2, Quest 3
Long ago, at the end of the Second Age, a Rule Magister opted to hold its Power back from the ritual sacrifice, gambling that it could push Pops to burn himself out making up the gap instead, leading to ... well, probably not the Fall of the Second Age, not even on Earth, but one of the thematic incidents thereupon attendant, the wounding of the Serpent of Summer and its first fall into Wicked Mode.
When the yearly ritual goes spla this time after Casimir and Telleamor rescue Casimir's Mom, and Pops is all "welp, time to show the Rule that we know how to sacrifice ourselves," Telleamor is all "seriously Pops we've been over this." Instead they borrow one of Casimir's Mom's time portals to go back and talk to the Serpent of the time about how fucked up all this is.
And in those days there was a hole in the world and you could see the flames through it. The village lived out its peaceful days, the Serpent and the others like people among people, but it hung in the sky over the lake, the hole, and the land near it was purple, blasted, blighted, and the trees were dead and their branches crooked, and the flames beyond that gap burned blue and shuddered with the pounding of fists and fangs and blades beyond; and the echoes of those blows it was that cracked the world.
"So we feed people to it," Summer explains.
"Maybe don't?" Telleamor suggests.
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ASIDE: That’s the Christmas spirit at work!
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Summer considers. "How many holes in the world with flames and monsters on the other side do you have in your home?"
"How much do you want Summer to be about throwing people through holes into monster and fire?"
“… only like, a little?"
Telleamor sighs. "... it all ends, anyway. It always does."
"Ah."
And Summer thinks on this, and almost sees Telleamor's point; maybe even does.
... and falls.
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ASIDE: oh, wait, nevermind, I got my timing wrong.
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Telleamor dashes through the gate.
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Telleamor, Book 3, Shepherd 3
Telleamor sees someone they knew as a kid who used to haunt those mountains before dying (or, as Pops said, "taking their life's work to its natural conclusion, elsewhere"), and spends a while with them (with Casimir's fiddle help) dreaming through what their life ought to have been like, to give them some closure on it. The thorns that held them down below uncurl, and the soul departs.
Historical note: the friend died in part because they were offered a chance to save Telleamor from Pops and failed at it, leading to Telleamor admitting that they're well aware Pops is awful, but they've learned not to get other people burned and that's all they're obligated to worry about.
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Telleamor, Book 4, Quest 3
This one focuses on the unbinding of Cneph—at least pulling Cneph towards the surface again. Roaming Heaven and dodging the forces of that which rules it while telling Cneph the story of the world. This one probably just unlocks the gate to vast-horizoned, mist-filled fiddleworld, leaving quest 4 ...
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Miscellaneous
Keep an eye out for the possibility that this is Knight 1.
It's probably Aspect 5, which suggests hints of being lost far from home, or Aspect 2 to be close to Eurytos/Serpent/dead friend/Cneph
Realistically, this is a good candidate for Otherworldly 5.
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CHRISTMAS 2022 (ACTUAL)
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Let's start with
1. They walk into history, into the land of long ago;
In book 2, they borrow a time portal, so that's the same thing, pretty much. In book 3, though, there's no going back in time, just meeting a ghost. They encounter history, but don't walk into it. Or, at least, they may emotionally walk into history, but they're not literally doing so. In book 4, ... they deal with a very old problem. I think the implication is that it's emotionally a walk into history, like going back to an old home, that you're at the very least immersing in stories and memories of and reflections on the past, but not necessarily a literal walk.
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2. and there are red and white streamers on the trees on lightly wooded hills; /
In book 2, there are flames through the gap to the cup of flame, but I think there are also probably celebratory banners. Not much, but like, it is a celebration. In book 3, the ... trees ... had ... blue and white ... flags? That's weird but I'm seeing them. Not many of the trees, but. In book 4, they're on buildings again. I guess? They're sort of nautical looking, but only sort of. Hrm.
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3. and a fair with squash and candy apples,
probably local hand food/sweets is a thing in all four.
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4. in celebration of the completion of the weapon Ereto.
In book 2, we have a different celebration—a yearly tourney to help bolster the world. In book 3 and 4, there's no specific celebration ... or is there? Maybe something is going on, even if it's just Christmas-y stuff and a wicked Angel ascension (with different official backstory) anniversary. Or like ... it's important what the book 3 festival is, what was it? Something about woodcutting?? nnno, something sacrificial, isn't it. Gathering for the winter. Consolidation. Live burial in the mountain to become the town spirit/avatar/guardian, apparently. Jeez. That is not really very Christmas-y. Not very Christmas-y at all.
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5. These are the last days of the Golden Era, Casimir's Mom explains.
out of discord characters
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5. These are the last days of the Golden Era, Casimir's Mom explains.
The celebration is under a shadow of things passing. Of an era turning.
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6. Casimir's Mom remembering the voice of Cneph within her heart.
It's kind of important that it was a time when people were ... certain. That that's part of what they miss, was that confidence, even though in some cases (the Serpent, probably the kid, maybe Cneph, maybe Casimir's Mom) they with all their confidence were still wrong.
It was a time of purpose.
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7. It's the celebration of the creation of the weapon Ereto, by the Golden Era's lover
Are there always weapons? Creation? Lovers?
... in book 2, there's again a theme of the martial that is not yet at war. Weapons on display, but not used for real battle. There may be something being created, but it's not obvious. There are lovers around.
... in book 3, there's thorns. There's a sacrificial knife but I can't work my head around to it being important. Maaaybe on display, though. There's buildings being built, though mostly being dug. Friends, if not lovers. It's interesting that the friend was becoming a town spirit to save Telleamor—just noticed that in rereading the book 3 Shepherd 3 quest—but it's reasonable enough, including it being pointless, so.
... in book 4, there may be weapons around but it really feels off. That said, we know that the hostile Angel uses like living barbed wire stuff, so thorns is a thing. And a weapon could be hanging over a fireplace somewhere, or there could be guards at parade rest, or whatnot. Less overt creation, but industry theming, so, yeah. And no obvious lovers theming, but there are some close relationships floating around.
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8. A tragedy was in the offing.
This appears to be true in every case. Not necessarily in book 4, but it's viable there, so.
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9. The created thing, or the weapon, specifically celebrates the era that is going away.
In book 3, where we know what's being created, it's not so much celebrating as enshrining. Making it to last.
So there's something like, preserving something, preserving something that is good about this moment in the past?
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10. It was the peak of history.
I think we've covered this before, but it might be worth alluding to in general description.
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11. Casimir's Mom goes about her business, communing with Heaven.
In book 3, a soul is released from Hell. So we have a bit of a pattern ... like ... in book 2, Summer studies the world outside the wall. I dunno? Someone is released from a spiritual shackle or burden? Maybe? Someone's heart lightens, and they commune with the beyond?
12. Telleamor talks to Ereto, and tempers it a bit.
This is almost certainly a major goal or quest description: a conversation that actually makes things better.
... though honestly it almost has to be a quest flavor, so you can force it. So you can say, yes, this actually mattered, rather than waiting for the GM to either be a fan or not of your speech. Or alternately just quest resolution.
You change the condition of someone's spirit with your words?
You unlock something in someone's spirit?
Something shifts, even if it's just a little, with those words?
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2-1. Long ago, there was a betrayal: the Rule Magister held its Power back from the sacrifice, trying to force Pops to step in instead.
Long ago, the town sacrificed a kid, trying to force Telleamor out of Pops' hands.
There's a parallel here: the Rule, which has to be, like, community and social order, here, if it's going to extend to book 1 and 4, does brutal brinksmanship to try to manipulate and isolate unwanted elements using their virtuous side.
The legitimate order engaging in hostage-taking.
In book 1, the legitimate order is presumably the Angel of Just Rule, Rule's even in the name. So we know they're going to do something drastic to try to ... prolong the Golden Era. Binding some of the strength and endurance of the world into Eurytos, maybe, so that it can defend the Golden Era better against the whispers of rebellion, for who would dare risk opposing it then?
In book 4, the enemy Angel puts Heaven at risk with their attempts to shut everything down, probably
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2-2 The yearly ritual goes spla, meaning "the world's in danger of falling apart."
I think that's probably endemic, generic description, though to like ... the local order, and in part because of that hostage-taking.
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2-3 In those days, there was a hole in the world and you could see the flames through it.
Oddly, I don't think this tracks to the others very well. It might not be part of the actual quest.
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2-4. The village lived out its peaceful days
Conversely, tho, I think the villages are similar; at the very least, I'm seeing the usual [reference deleted] architecture that lives rent-free in my brain repeatedly. Just, you know, more spacious and faded in 1, more summery in 2, less important in 3, more Heavenly and solid in 4. Key is that there's an inn. For some reason.
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2-5 The land near the lake purple, blasted, blighted, the trees dead and their branches crooked
again, I think this is specific to 2; there might be a lake and trees generically, but maybe just trees. And water.
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2-6. Fists and fangs beyond the world, trying to get in.
I think the shadow of nightmare does hang over this quest in all of these books. In book 1, flashes of the ruin to come. In book 3, memories of loss plus Hell landscape. In book 4, the air of Heaven pulling apart momentarily to show the eyes or teeth of enemy Angel. That kind of thing.
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3-1. Casimir's fiddle helps
Music in the background as they commune might be a consistent feature of this quest.
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3-2 dreaming through what their life should have been like
I actually missed/forgot this, and honestly think it's been replaced by going over the memories and thinking about them by now, so.
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OK
CLEANING UP A BIT …
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1. This quest is an immersion in the land of long ago, sometimes literally and sometimes in the vehicle of memories and stories.
2. [[FALLING STAR/DECISIVE]] banners or streamers flutter in the breeze
3. [[RECEPTIVE/PASTORAL]] you enjoy a local sweet or festival food
4. There's a festival involved, back then or now. Something that in some sense is about holding things together, keeping the boundaries of the world or town or whatnot in place.
5. That festival is under the shadow of ... things passing. Of an era turning.
6. [[FALLING STAR/POISONED]] someone clings to the certainty found in olden days
7a. Major Goal (MG): thorns or barbs or metal spikes dig into flesh
7b. MG: an impressive weapon is set out on display
7c. [[SETTING/DECISIVE]] something is under construction, or just completed, here
8. The things people are celebrating will be broken. Inevitably. At the end of the memories, or stories, or when you leave the past.
9. Something is being created, at the heart of this celebration, to mark the era that will end. Something to preserve something that is good about this time.
11-12. [[SETTING/DECISIVE]] someone's heart lightens, or, maybe, shifts—as if an old and rusty lock came free
2-1. MG: a force of, or somehow representing/embodying, legitimate authority, engages in hostage-taking to coerce or manipulate subversive or hostile elements.
2-2. Generic description: the world's in danger of falling apart; something's gone awry.
2-4. [[SETTING/PASTORAL]] you visit or hang out near a rustic hotel
2-5. Generic description: there's generally trees nearby.
2-6. [[FLAME/POISONED]] a traumatic vision of horror behind the surface of the world
3-1. [[RECEPTIVE/PASTORAL]] there's music in the air
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ORGANIZING …
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GENERIC DESCRIPTION
1. This quest is an immersion in the land of long ago, sometimes literally and sometimes in the vehicle of memories and stories.
4. There's a festival involved, back then or now. Something that in some sense is about holding things together, keeping the boundaries of the world or town or whatnot in place.
9. Something is being created, at the heart of this celebration, to mark the era that will end. Something to preserve something that is good about this time.
5. That festival is under the shadow of ... things passing. Of an era turning.
2-2. Generic description: the world's in danger of falling apart; something's gone awry.
8. The things people are celebrating will be broken. Inevitably. At the end of the memories, or stories, or when you leave the past.
2-5. Generic description: there's generally trees nearby.
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MAJOR GOALS
7a. MG: thorns or barbs or metal spikes dig into flesh
7b. MG: an impressive weapon is set out on display
2-1. MG: a force of, or somehow representing/embodying, legitimate authority, engages in hostage-taking to coerce or manipulate subversive or hostile elements.
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QUEST FLAVOR
3. [[RECEPTIVE/PASTORAL]] you enjoy a local sweet or festival food
3-1. [[RECEPTIVE/PASTORAL]] there's music in the air
2-4. [[SETTING/PASTORAL]] you visit or hang out near a rustic hotel
11-12. [[SETTING/DECISIVE]] someone's heart lightens, or, maybe, shifts—as if an old and rusty lock came free
7c. [[SETTING/DECISIVE]] something is under construction, or just completed, here
2. [[FALLING STAR/DECISIVE]] banners or streamers flutter in the breeze
6. [[FALLING STAR/POISONED]] someone clings to the certainty found in olden days
2-6. [[FLAME/POISONED]] a traumatic vision of horror shows itself behind the surface of the world
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3 major goals and 8 flavor, always tricky. Can't move anything to a major goal, but 8 is often a small enough number that it's hard to remove one.
We dropped the lovers or friends thread from 7, though, so maybe we can make it a perfect 40 XP quest by reintroducing that.
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MAJOR GOALS
+7d. You witness or remember a declaration of eternal friendship or love.
QUEST FLAVOR, MAJOR GOALS
+I need to make it clear that most quest flavor and major goals can happen either in the notional now or in the past (memories, flashbacks, stories). This is actually always true unless the quest insists otherwise but like if a group doesn’t usually play that way as a habit or house rule, they probably need to here anyway.
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DECEMBER 26, 2022 (EARLY MORNING)
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INVERSIONS …
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3. [[DECISIVE/FLAME]] you go on at some length about a local sweet or festival food
3-1. [[DECISIVE/FLAME]] you give an artistic performance
2-4. [[FALLING STAR/FLAME]] a rustic building is ominous, stressful
11-12. [[FALLING STAR/RECEPTIVE]] you bear witness to a hint of something transcendent—a grace or horror beyond the normal realm of the Nobilis
7c. removing. In fact, possibly removing from the regular quest too.
2. [[SETTING/RECEPTIVE]] banners or streamers flutter in the breeze
6. [[SETTING/STRUGGLE]] the world is overwhelming, uncertain, impossible
2-6. [[PASTORAL/STRUGGLE]] you look beyond the surface of the world
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Since we might be removing 7c from the regular quest too we need to cut at least 2 and ideally 3 of these.
The banners and streamers aren't really interesting as silver/red
We merge 2-6, “you look beyond the surface of the world,” with 11-12, “you bear witness to a hint of something transcendent …”
That gets us to:
[[DECISIVE/FLAME]] you go on at some length about a local sweet or festival food
[[DECISIVE/FLAME]] you give an artistic performance
[[FALLING STAR/FLAME]] a rustic building is ominous, stressful
[[FALLING STAR/RECEPTIVE]] you bear witness to a hint of something transcendent—a grace or horror beyond the normal realm of the Nobilis
[[SETTING/STRUGGLE]] the world is overwhelming, uncertain, impossible
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I can probably combine the first two into [[DECISIVE/FLAME]] you get really into some part of a local festival
… Or, I can move the artistic performance to a major goal, which probably makes more sense.
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ASIDE: in finalizing all of this, it turned out not to make more sense
for reasons
Mostly, I wound up being able to get the simplified quest down to 20 XP this way while still feeling flexible enough to be practical in play, I think?
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The Land of Long Ago
Shepherd 3
This quest is an immersion in a land of long-ago—rarely, literally; more often, through the mechanism of memories, shared memories, and stories.
Long ago, there was a festival. It celebrated ... something that was holding the world in place. Maybe not the whole world. Maybe it was just, like, the prosperity of the local cheese industry, or the borders of a nation. But the kind of thing it was doing was ritually reinforcing the boundaries of the orderly world.
It was a festival in the shadow of ... well, that world's ending. The era turning.
Things falling apart.
They didn't know it, but they might have sensed it. The things they were celebrating were doomed to be broken. Inevitably. When you leave the past. At the end of the story. At the key point the memories are leading to. The era turns. It all falls apart. It ends.
Back then, something was created, or being created, to celebrate what was good about that time. Maybe it survived, maybe it didn't, but it had a pride of place at the festival.
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MAJOR GOALS
The GM can award you 5 XP towards this quest when (in the modern day or in memory/story):
* thorns or barbs or metal spikes dig into someone's flesh;
* you witness a declaration of eternal friendship or love;
* a force of, or somehow representing/embodying, legitimate authority, engages in hostage-taking behavior to coerce or manipulate its foes.
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QUEST FLAVOR
1/chapter, when you’re in focus, you can earn 1 XP for yourself and 1 XP for the quest when (in the modern day or in memory/story):
[[RECEPTIVE/PASTORAL]] you enjoy a local sweet or festival food
[[RECEPTIVE/PASTORAL]] there's music in the air
[[SETTIG/PASTORAL]] you visit or hang out near a rustic hotel
[[SETTING/DECISIVE]] someone's heart lightens, or, maybe, shifts—as if an old and rusty lock came free
[[FALLING STAR/DECISIVE]] banners or streamers flutter in the breeze
[[FALLING STAR/POISONED]] someone clings to the certainty found in olden days
[[FLAME/POISONED]] a traumatic vision of horror shows itself behind the surface of the world
... and so can any other player, 1/chapter, if they substitute their PC for yours or otherwise involve them.
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The Land of Long-Ago (Simplified)
MAJOR GOALS
The GM can award you 5 XP towards this quest when (in the modern day or in memory/story):
* thorns or barbs or metal spikes dig into someone's flesh;
* you witness a declaration of eternal friendship or love.
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QUEST FLAVOR
[[DECISIVE/FLAME]] you get really into some part of a local festival
[[FALLING STAR/FLAME]] a rustic building is ominous, stressful
[[FALLING STAR/RECEPTIVE]] you bear witness to a hint of something transcendent—a grace or horror beyond the normal realm of the Nobilis
[[SETTING/STRUGGLE]] the world is overwhelming, uncertain, impossible
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OK, where are we on fitting things into the other Arcs?
This had previously been shoehorned into Knight 5, and honestly it could be, but ... Iunno. I might need to look at all of them first :(
I was supposed to look at the possibility that it was Knight 1, and it'd be a good one.
It'd also be a good Aspect 5 and Otherworldly 5. Maybe even a great Otherworldly 5.
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QUEST 4
Telleamor, Book 1, Quest 4
This quest is a journey to fairyland, which is to say a local lacuna, because something's gone wrong with the ... king of the place ... and because the King has fallen into sleep, has ceased to bother with the dull and boring world, the King's ice palace is melting and its waters are running deeper and deeper and hungry crocodilian creatures move among the trees outside and sleek shapes in the water and bodiless, alienated voices sing. It's close enough Telleamor knows some of its people, has spent time there before, so one of those people comes to them for help, and they answer; only, to kill that King and wake the King's heir Telleamor has to go so deep into the ice that their heart goes still. They come out quieted inside, held still inside themselves.
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Telleamor, Book 2, Quest 4
Telleamor goes out through the gate and finds a way through the cup of flame (compromised anyway right then) to hunt down that Warmain, possibly having to hide from invaders along the way. They meet the Warmain at their little marsh in the Not, and ultimately pass the Warmain's test quite easily because heart-stilled, but have to kill the Warmain to get away. ... when they make it back to the present, which I think happens just after getting back into the Ash, and can actually connect again with the people they care about, they can hear their heart again.
Calling 3 To hear your heart more clearly: connect with others & do the things you love.
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Telleamor, Book 3, Quest 4
I think Telleamor's part in the Excrucian invasion is... well, probably a lot of it is just moving through weird dangerous terrain, and dealing with hunting beasts and hostile landscape, and sheltering locals and/or Casimir, and seeing wonders as Casimir fiddles the boundaries back, and the like. But at some point they have to go deal with one of the commanders, a Strategist dying of Righteous Wrath, and gently point out that they're making it worse rather than better for the damned while tying the dude up in fetters of the prayers people have made for said dead and I dunno probably ultimately tossing him in the sack of prayers to be sent up to Heaven to do something about later.
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Telleamor, Book 4, Quest 4
The quest where Telleamor goes in to the fiddleworld and confronts Cneph and drags Cneph back out to the surface of things.
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DECEMBER 26, 2022 (ACTUAL)
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1. This quest is a journey to fairyland (a local lacuna) / out through the gate / ? / into the fiddleworld
So in three cases this is about a dreamworld, lacuna, fairyland, void-land, a place of the mold of Ninuan though perhaps more Creational. In one case it's not; instead, the void comes to Telleamor. I'm not sure yet whether that's part of this bullet point, like, whether the Excrucian invasion is part of 1, or if this take on Hell is dream-like. But a memory nags at me, and I scroll back to Casimir's bit, and like: this Hell might very well be dream-like, a place of people twisting themselves up for the most part rather than getting burned or actively tormented. And that means that it's always about a dream-like place, a place influenced by your expectations and your thoughts and your heart. A place that reflects you.
That doesn't really match the Properties of the place in the same way it does the void, but it's not against it, either.
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2. Something's gone wrong with the king of the place.
I'm not sure the "wrongness" has a parallel across the books. What we do see is that there is a figure like this in each book: the King. The Warmain. The Strategist dying of Righteous Wrath. Cneph, or possibly somehow the Angel, or even less likely Harumaph. The King has fallen into sleep, and this is a new problem, that leads someone to come fetch Telleamor about it; but in book 2, Telleamor is going there on their own because they have a problem they need the Warmain to address; in book 3, the Strategist is the opposite of asleep, really, though the Strategist is being a new problem; in book 4, it depends on who we're talking about, but Cneph is not sleeping, but trapped or at least fallen into an illusion.
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3. "has ceased to bother with the dull and boring world"
on the other hand, I think we can say that each of these targets has withdrawn from the world, in their own way. The King has pulled away into sleep. The Warmain is isolating. The Strategist is technically invading, but ... like ... they're a Strategist. In one sense, they have limited choices; in another, they're withdrawn. I've been playing it kind of fast and loose about what's actually going on with Cneph but I'm pretty sure that the bit with the Angel convincing Cneph that a pocket world is the world is at least loosely on point, Cneph has pulled away into an illusion, maybe more intentionally than that suggests but still, so Cneph has withdrawn from the world as well.
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4. "the King's ice palace is melting"
I can see a major goal to have a palace collapse, though I don't know if it's important.
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5. "its waters are running deeper and deeper and hungry crocodilian creatures move among the trees outside"
So this has three parts. The part that I want to tackle first is the implicit marshiness that comes with crocodiles, because that shows up again in book 2, and plausibly in book 3, and that makes it less of a stretch in book 4. This quest is in a marsh. Whether there's a quest flavor there or just description, I don't know yet.
The part I want to address second is the beasts, because there are hunting beasts in book 3, and no real description of fiddleworld at all yet for book 4, and at least one beast in book 2, so the idea that there's dangerous animals lurking is a thing. That may seem weird in fiddleworld, that Cneph is hiding in a swamp full of monsters, but I think it's an Outside-y place, a fairy place, multicolored mists and stealthy rainbow draconic boojums and the the like, it's not safe.
Finally, there's the rising waters. Certainly there are waters in the book 2 marsh, but are they rising/flooding? If anything, it's the waters of the heart—this sounds ridiculous, but it's not me reaching, it's doing the reaching for me—that are rising here. In book 3 there's discussion of a hostile landscape and I do imagine that just struggling against water is a thing but like ... drowning in water or feelings. Flooded by water or feeligns. Something like that. Battered by a hail of it. Yes, in book 1, Telleamor's heart freezes, but not until later, you know?
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6. "sleek shapes in the water"
Something pulling you suddenly under might be a quest flavor or major goal, I think.
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7. "bodiless, alienated voices sing."
Some of this is about the locals being ... partly lost. To themselves. Both as a sign of what's happened here and as a threat to the PC. And some of this is about sensory overwhelm.
Tackling the sensory overwhelm first, it's obviously a recurring theme, because it picks back up with the Bukavac: it doesn't necessarily succeed, and in fact the argument of book 2 is that it should definitely be phrased in a way that lets the PC shake it off, but like, the place being overwhelming is definitely on point.
And then the locals being lost to themselves ... they're voices; all you can do is offer compassion. This isn't something you can fix, or if it is, it's something you can only fix with kindness direct, not with action, but like ... as a thing to witness, it might be a quest flavor. They are lost. They have lost their anchors to the world and to themselves and it's noticeable. They are sourceless.
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8. It's close enough Telleamor knows some of its people.
The fairyland is close? Well, only in book 1. But it may be ... not ... unfamiliar. In general. Less alien to you than one might expect. Seeing shadows of people you know is a possible thing.
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9. Telleamor has spent time there before.
Again, the place feels familiar. That might be flavor. A memory of a similar place, or that place, or the place feeling familiar?
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10. One of those people comes to them for help, and they answer.
I don't think I can do much with this. Later on when we're looking at stuff introduced in book 2+ we'll talk about the locals, but like ... this is about how things start, and I don't think it really recurs like this in the other books.
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11. To kill the King and wake the King's heir
Telleamor will have to kill the Warmain to get away, too. They won't have to kill the Strategist, but they will defeat him. They won't have to kill Cneph, but they will effectively be "waking" Cneph ...
Part of the pattern here is defeating a great foe, releasing something trapped, placing something new upon a throne, or some combination. Is it possible to refine this enough to make it a viable major goal instead of just description?
Maybe if the Strategist of Righteous Wrath has a captive, and if we look at defeating the Warmain as "freeing" Bukavac. Maybe?
Or maybe it's just waking/freeing something that occurs in all of these, and the "heir" part is separate and not as important, an "often ..." thing; and killing/defeating is separate too.
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12. Telleamor goes so deep into the ice that their heart goes still.
All I can think of that's consistent here is that the end of the quest, in some way, transforms you.
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2-1. The cup of flame is possibly compromised right then.
The ice palace is melting. The cup of flame is compromised. Excrucians are invading. Fiddleworld is opening. Basically, the boundaries of the world are opening. I think this has to be general description though because it happens at the beginning.
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2-2. Telleamor might have to hide from invaders while sneaking out through the cup of flame into the void.
This is an interesting one, just because ducking around corners in tunnels through fire to avoid hostile forces is the kind of scene that you'd expect to parallel repeatedly. (I'm not quite sure why I say that.) And I guess the King's palace probably does have patrols. So ... something about avoiding patrols or hunters makes sense.
2-3. They meet the Warmain at their little marsh in the Not.
This stands out to me, even though we've already covered a lot of it, in that I have a firm picture of meetings with Warmains in the Not. They're very fairy-tale, and the Warmain is often social at least at first; they are the scary model of mentor or host, the kind of mentor that might wind up eating you, the kind of host that might do the same if you break hospitality by the tiniest hair, but like, this parallels Casimir's quest 2 a bit in that there's hanging out at a hearth---probably not a campfire, it's a marsh. Taking shelter in a scary person's hut? Taking shelter with a strange hermit? Probably that.
… Wait, that's not quite right.
“Taking shelter in a house that seems more grown than built”
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2-4. They pass the Warmain's test quite easily because their heart is still.
Maybe just "your heart is still" as a major goal. Or even "your heart is still; or, your heart, that has been still for too long, wakes" Or "your heart goes still and cold; or, your heart that has been still and cold for too long, wakes" Yeah, maybe that.
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3-1. Moving through weird dangerous terrain
This wasn't explicit earlier, unless I said it and already forgot because this is a difficult one, but ... surviving in a difficult environment. Pushing your way through difficult terrain. Enduring the wilderness. That's a thing.
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3-2. Sheltering locals and/or Casimir (from the invasion)
Defending others ... seems to be something that could only come up in book 3. But let's look a little deeper.
The locals in book 1 are ... scarce. There might still be one or two about, but the transformation in the face of the land has also changed the city into the wild, and taken away the people with it. Maybe they're just disembodied, maybe they turned into things, maybe they're estranged and will return. There are maybe one or two out there struggling to survive, glimpsed from the corners of the eye, practically just fallen trees and tangled roots when you actually look closer. Dying, fading, melting into the water of the place.
The locals in book 2 exist. As it were. Passing through a city in the Not is fine. Meeting Not city folk is fine. But they too are only barely there, being Not-people after all.
So "trying to help someone you aren't even really sure is there" is possibly a thing, but "saving one of the locals" is at best a major goal.
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3-3. Seeing wonders as Casimir fiddles the boundaries back.
This is an interesting one!
I think "somewhere is restored" and it being wondrous is definitely a possible recurring theme, even if it's not as explicit in books 1-2 because of the absence of Casimir or book 4 because I really skimped on content there
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3-4. They have to go deal with one of the commanders, a Strategist dying of Righteous Wrath, and gently point out that they're making it worse rather than better for the damned
So the Strategist encounter mostly shows up in earlier bullet points, but "they're making it worse" is interesting. It's probably worth at least a general description note that what the person you're dealing with in this quest is doing is futile or counterproductive in some way. I don't know if it makes sense to make it a major goal, because having it be a thing isn't a good major goal and pointing it out and having it impact them isn't either, but it could make sense to just ... note it.
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3-5. then they tie the Strategist up in fetters of the prayers made for the dead and toss 'em in the sack of prayers to be sent up to Heaven
This is such a great ending that I want it to have parallels. "You use the thing that brought you to this land in the first place to resolve (...)" I don't have a good term for what the target's called yet is
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4-1. Dragging Cneph back to the surface of things
I talked about this a bit before, but you always do seem to wind up dragging something back with you, don't you? The King's heir; Bukavac; a wrapped-up Strategist; Cneph ... that'd be a major goal, dragging a major entity out of the realm, possibly trapped somehow?
:P
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OK, let's pull this together a bit
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QUESTINIZING …
(but pausing after the first 12 to eat lunch)
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GENERAL DESCRIPTION
1. You are in a dream-like, emotionally reactive land. It often knows the touch of the void---it is a lacuna, or the Not, or a literal dreamland, or is twisted up by Excrucian influence. At minimum, it's one of the more metaphysically/psychologically pertinent realms.
2/3. At the center of this quest is a figure that has withdrawn from or rejects the world.
5a. Often the physical setting has the character of a marsh or a bog.
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MAJOR GOALS
4. (possible) a castle crumbles or melts; 6. something pulls you beneath the surface;
11a. (thoughts on this developed later) you defeat the figure at the center of this quest, often capturing or killing them;
11b. (thoughts on this developed later, so this is sketchy) you free something;
12. (thoughts on this developed later, so this is sketchy) the end of the quest transforms you)
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QUEST FLAVOR
5b. [[STRUGGLE/POISONED]] a lurking, often slippery beast attacks
5c. [[SETTING/FLAME]] dealing with unpleasant, uncomfortable water or feelings
7a. [[SETTING/POISONED]] everything is overwhelming and awful
7b. [[SETTING/PASTORAL]] someone is lost to themselves
8. [[SETTING/FLAME]] you see the ghost or illusion of someone you know
9. [[SETTING/PASTORAL]] you know this place; it calls to you
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ASIDE: a friend comments “it's been lovely to read the development of the flavor, here!”
And I do think it’s kind of neat how well it comes together sometimes despite a sketchy start!
I suspect from the fact that therapy works for people in general that the following is true for everyone, but maybe it's just me, but like ...
even when I'm being kind of sketchy in the book writeups, there's generally a ton of content hidden there, implicit, already, as long as I am willing to stare at it until I understand
so, like, I think this is a process that can be done by like anyone. I'm practically running on fumes sometimes here but like ...
If you're running on fumes you can just type out each part of the summary half a sentence at a time and start analyzing or matching
It could work for you!
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QUESTINATING, TAKE 1 …
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GENERAL DESCRIPTION
1. You are in a dream-like, emotionally reactive land. It often knows the touch of the void---it is a lacuna, or the Not, or a literal dreamland, or is twisted up by Excrucian influence. At minimum, it's one of the more metaphysically/psychologically pertinent realms.
2/3. At the center of this quest is a figure that has withdrawn from or rejects the world.
5a. Often the physical setting has the character of a marsh or a bog.
2-1. The boundaries of the world are breaking.
3-4. The person at the center of this quest is ... generally making things worse for themselves. Their actions are futile or counterproductive.
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MAJOR GOALS
4. (possible) a castle crumbles or melts;
6. something pulls you beneath the surface;
11b/4-1. you trap or bind a major entity of this realm and cast it out or drag it out with you;
2-2. (potential quest flavor but leaning MG) you avoid a patrol or hide from hunters;
2-3. You take shelter in a house that seems more grown than built;
12/2-4. Your heart grows still and cold; or, your heart, that has been still and cold for so long, wakes;
11a/3-5. You use the thing that brought you to this land in the first place---e.g., your vehicle or a letter that prompted you to travel---to resolve a key element of the situation, often by capturing, killing, or otherwise defeating the figure at the center of this quest;
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QUEST FLAVOR
5b. [[STRUGGLE/POISONED]] a lurking, often slippery beast attacks
5c. [[SETTING/FLAME]] dealing with unpleasant, uncomfortable water or feelings
7a. [[SETTING/POISONED]] everything is overwhelming and awful
7b. [[SETTING/PASTORAL]] someone is lost to themselves
8. [[SETTING/FLAME]] you see the ghost or illusion of someone you know
9. [[SETTING/PASTORAL]] you know this place; it calls to you
3-1. [[STRUGGLE/FLAME]] you force your way through difficult terrain
3-2. [[SETTING/PASTORAL]] you reach out to someone who might not actually be there
3-3. [[FALLING STAR/PASTORAL]] something that was broken, is restored
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So our first take has 7 major goals and 9 quest flavor, which is a bit lopsided
Particularly since there's a nexus of quest flavor (7b, 8, 3-2) that has some overlap and 5c/7a are overlapping a bit as well
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Let's start by removing 4, “(possible) a castle crumbles or melts;” which was always tentative given the limited number of castles explicitly established in the books. Leaving 6 major goals and 9 quest flavor
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I definitely want 11b/4-1, “you trap or bind a major entity of this realm and cast it out or drag it out with you;” as a MG.
I'd like 2-3, “You take shelter in a house that seems more grown than built;”
I'd like 11a/3-5, “You use the thing that brought you to this land in the first place ….”
12/2-4, “Your heart grows still and cold; or, your heart, that has been still and cold for so long, wakes;”  is ... okay. It's in line for the chopping block, because it's very specific and might not work as well for non-Telleamors.
6, “something pulls you beneath the surface;” is ultimately just reinforcing 5b, “a lurking, often slippery beast attacks” and 5c, “dealing with unpleasant, uncomfortable water or feelings” a bit, so it can move down there to try to merge with them or get dropped if it can't.
2-2, “you avoid a patrol or hide from hunters;” ... uh ... not super-important, but not easy to just drop or move to quest flavor either. Let's say it's also in line for the chopping block.
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… so we have 3-5 major goals, which is enough of a range for anything we want to do, although the truth is the actual number will probably defy me when I try to actually cut or not cut.
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Looking at the three quest flavor that sort of overlap right now, we have:
7b. [[SETTING/PASTORAL]] someone is lost to themselves
8. [[SETTING/FLAME]] you see the ghost or illusion of someone you know
3-2. [[SETTING/PASTORAL]] you reach out to someone who might not actually be there
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This feels like too many quest flavor for basically the same point. I think we can combine them into "someone is lost to themselves" and "you witness a ghost, illusion, or phantasm" ... perhaps. It needs refinement. But.
Looking at the two that overlap, we have:
5c. [[SETTING/FLAME]] dealing with unpleasant, uncomfortable water or feelings
7a. [[SETTING/POISONED]] everything is overwhelming and awful
... I think those can be separate still.
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·  So we have 3-5 major goals, and 8 quest flavor. Ideal would be four goals and 8 flavor, merging "something pulls you beneath the surface" into flavor.
No, wait, we already committed to that.
We'd have to get rid of one more major goal past that.
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UPDATING …
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GENERAL DESCRIPTION
1. You are in a dream-like, emotionally reactive land. It often knows the touch of the void---it is a lacuna, or the Not, or a literal dreamland, or is twisted up by Excrucian influence. At minimum, it's one of the more metaphysically/psychologically pertinent realms.
2/3. At the center of this quest is a figure that has withdrawn from or rejects the world.
5a. Often the physical setting has the character of a marsh or a bog.
2-1. The boundaries of the world are breaking.
3-4. The person at the center of this quest is ... generally making things worse for themselves. Their actions are futile or counterproductive.
12. The end of the quest generally transforms you in some way.
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MAJOR GOALS
11b/4-1. you trap or bind a major entity of this realm and cast it out or drag it out with you;
2-3. You take shelter in a house that seems more grown than built;
11a/3-5. You use the thing that brought you to this land in the first place---e.g., your vehicle or a letter that prompted you to travel---to resolve a key element of the situation, often by capturing, killing, or otherwise defeating the figure at the center of this quest;
2-2. (potential quest flavor but leaning MG) you avoid a patrol or hide from hunters;
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QUEST FLAVOR
5b. [[STRUGGLE/POISONED]] a lurking, often slippery beast attacks
5c. [[SETTING/FLAME]] dealing with unpleasant, uncomfortable water or feelings
7a. [[SETTING/POISONED]] you're drowning in overwhelming noise, mud, sensation, or whatever else
7b. [[SETTING/PASTORAL]] someone is lost to themselves---not all the way there
8. [[SETTING/FLAME]] you witness the ghost or illusion of someone you know
9. [[SETTING/PASTORAL]] you know this place; it calls to you
3-1. [[STRUGGLE/FLAME]] you force your way through difficult terrain
3-3. [[FALLING STAR/PASTORAL]] something that was broken, is restored
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Organizing the quest flavor a bit …
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[[SETTING/POISONED]] you're drowning in overwhelming noise, mud, sensation, or whatever else
[[STRUGGLE/POISONED]] a lurking, often slippery beast attacks
[[STRUGGLE/FLAME]] you force your way through difficult terrain
[[SETTING/FLAME]] dealing with unpleasant, uncomfortable water or feelings
[[SETTING/FLAME]] you witness the ghost or illusion of someone you know
[[SETTING/PASTORAL]] you know this place; it calls to you
[[SETTING/PASTORAL]] someone is lost to themselves---not all the way there
[[FALLING STAR/PASTORAL]] something that was broken, is restored
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I can't say that doesn't tell a bit of a story.
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FURTHER QUESTINATING …
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When Dreamland Crumbles
Shepherd 4
This quest is set in a dream-like, emotionally reactive land---haunting; strange; subjective. In campaigns locked into an Earthly setting and a mundane Chancel, it will tend to favor scenes set in memories, literal dreams, and the mythic world. If feasible, pursue its story in a lacuna, the Lands Beyond, a literal dreamworld or fairyland, or someplace of such ilk.
Often, the physical setting resembles a marsh or a bog---
A thing of uncertain, murky depths.
At the center of this quest is a figure that has withdrawn from the world in some fashion. They retreat from it. They close themselves off. Less often, failing in a more ordinary withdrawal, they'll lash out against it.
This does not help them. Whatever they are doing, it is at best destined to be futile; at worst, it is already counterproductive. There isn't actually a way for them to accomplish their goals by doing what they're doing. It's just appealing, for one reason or another.
The boundaries of their world are breaking in some fashion, by their hand or your own. Dreams leak into life, or crumble. The void breaks in, or Creation spills into the void. The borders have not been well maintained.
Completing the quest generally shores up those boundaries, and changes you as well.
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MAJOR GOALS
you avoid a patrol or hide from hunters;
you take shelter in a house that seems more grown than built;
you use the thing that brought you to this dreamland in the first place---e.g., your vehicle or a letter that prompted you to travel---to resolve a key element of the situation, often by capturing, killing, or otherwise defeating the figure at the center of this quest;
you trap or bind a major entity of this realm and cast it out, or drag it out with/behind you as you leave.
QUEST FLAVOR
[[SETTING/POISONED]] you're drowning in ... overwhelming noise; mud; sensation; ... or whatever else
[[STRUGGLE/POISONED]] a lurking, often slippery beast attacks
[[STRUGGLE/FLAME]] you force your way through difficult terrain (ASIDE: later, I’ll change this to [[STRUGGLE/PASTORAL]])
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[[SETTING/FLAME]] dealing with unpleasant, uncomfortable water or feelings
[[SETTING/FLAME]] you witness the ghost or illusion of someone you know
[[SETTING/PASTORAL]] you know this place; it calls to you
[[SETTING/PASTORAL]] someone is lost to themselves---not all the way there
[[FALLING STAR/PASTORAL]] something that was broken, is restored
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INVERSIONS
[[FALLING STAR/STRUGGLE]] something drags you beneath the surface, or into a trance
[[POISONED/STRUGGLE]] a lurking, often slippery beast attacks
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[[POISONED/PASTORAL]] you tend to the wounds or sickness you've picked up traveling this place
[[POISONED/PASTORAL]] dealing with water or emotional damage
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Those last two are a bit rough, because I'm pausing to ponder whether the icons are wrong, and specifically whether they're wrong in the original quest, or if I’m doing the inversion wrong, or something else.
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[[FALLING STAR/PASTORAL]] you're haunted by the ghost or presence of someone you know
[[FALLING STAR/FLAME]] you're troubled by the ways in which this place is not what it ought to be
[[FALLING STAR/FLAME]] things or people aren't there, or are incomplete, when you get close
[[SETTING/FLAME]] you find something precious, that is now broken
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These are all tentative because I'm dealing with a distraction, but a shape is beginning to emerge anyway.
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ASIDE: I think it was noise? Not sure. I took advantage of quiet, if so, to get a better version, below, but things were rough for a bit.
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TAKE 2 …
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[[FALLING STAR/STRUGGLE]] you're dragged beneath the surface, washed away, or overwhelmed
[[POISONED/STRUGGLE]] a lurking, often slippery beast attacks
[[POISONED/PASTORAL]] traveling this place has wounded or sickened you
[[FALLING STAR/PASTORAL]] a strange, haunting incident, as from one of the less worldly ghost stories
[[FALLING STAR/FLAME]] you know this place, or at least, the way it ought to be
[[SETTING/FLAME]] a precious thing is broken
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I'd like to get it down to 25, which ... I think move the “beast attacks” thing to some sort of major goal involving an ambush, return the last flavor item to its previous wording, emphasize the sickening part of “wounded or sickened you,” move the wounding/sickening to [[POISONED/FLAME]], and change its parallel in the original, drop the goal about hiding from hunters because you're ambushed, drop at least one more major goal---using the thing, probably---and we're good.
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ASIDE: because of said noise, I didn’t write it up at the time, but that’s the plan I actually went with.
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QUEST 5
Telleamor, Book 1, Quest 5
Under Pops' supervision, and at Pops' request, in a forge in the back of the cave Telleamor makes a gun. They keep getting distracted, though, thinking of the lacuna, and wind up making something that affirms the world, that wakes a spark of interest in it, not really a gun proper so much as a flame of life and willful hope to be held in hand. I suspect structurally the story of this quest is told as the scene of the gun's completion, interrupted by a bunch of flashbacks to the lacuna, the forging, Casimir's visit, prayers, life.
The gun is a miracle, and just looking on it is a wonder, but "it doesn't ... take bullets," Pops frowns.
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Telleamor, Book 2, Quest 5
Telleamor has brought back the pieces of broken Brucavara. They work to reforge it; when it lives enough again, to befriend its Mystery-self and find a path forward, together with it, to its coexistence with the world.
Something about the clear skies, something about taking it out hunting on the mountain, something about the reforging process.
Brucavara/Bukavac was Clamor, Misophonia, everything being just too loud, too much. The path they find reforges it as the wind-horse Lungta (Lutheya): Song.
... though I think it is still an unruly thing, and sometimes falls back to clamoring.
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Telleamor, Book 3, Shepherd 5
Telleamor takes advantage of the fact that they're doing repair efforts on the walls of Hell anyway to build their own little domain down there. It's less of an improvement over the work of the Fallen than one might hope---the Fallen aren't as bad in Nob3+ as in Nob2/many churches, and Hell has some intrinsic qualities keeping Telleamor from making a little paradise---but it's ... nice? An accomplishment, anyway. And when it's done, they understand a little more about how the world went wrong: Heaven doesn't listen. Heaven understands virtue, but not Hell. So they decide to go fix that.
Calling 4
You know what went wrong with the world & You know what it is you have to do.
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Telomere, Book 4, Quest 5
Left in charge of Heaven, Telleamor works on building the bureau and artifact recipient site that'll handle prayers in the future before passing off responsibility for the rest and heading home. Clocktower shows up again even though it's quest 5 and not quest 2.
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1. "Under Pops' supervision, and at Pops' request" nope, too tired to start tonight
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DECEMBER 27, 2022
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1. "Under Pops' supervision, and at Pops' request"
So this quest is going to be about building something or renewing something. Forging something. And in this light, it's important that the first quest is done with someone watching over them, and because someone asked them to do this thing, even if the end result isn't exactly what was anticipated.
The second quest it's not as obvious that that's true, except, there's still a partnership going on there. Not being supervised, true, but Brucavara is being reforged together with Brucavara. It's not being done alone. And it's not being done at a person's request, but it's being done in response to someone's need, because Brucavara is a person, or person-like thing, as much as Pops is, anyhow, and needs the reforging. Apparently Telleamor broke it, too, which means that there's a preexisting commitment involved there, too.
In the third quest, it's again inobvious that any of that was true---this is why I bothered to post last night, even though I didn't say anything; it would have been easy to miss entirely when starting again today that there was anything to say. It's definitely in response to someone's need, again. Unlike in book 1, but like in book 2, it starts with something broken in the previous quest. There's at least one person to work with: Casimir, as well as the underlying original work, but I think the person “being worked with” in the quest is actually probably one of the Fallen. There's an element of being entrusted with something, you see. Of the work itself being a connection, rather than just an opportunity for connection. A responsibility, willfully accepted, that binds people together.
The fourth quest is again ... the responsibility flows to Telleamor because of existing stuff, mostly from the previous quest. It's an entrustment. And again Telleamor works with someone, though definitely not the person who did the entrustment; an aide and successor.
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2. "in a forge at the back of the cave"
The work of crafting isn't consistently one thing across the books; it's a forge, it's a forge+interaction, it's unclear but larger scale and involves wandering, it's adminstrative, but it's always very hands-on and directly personally interactive with the malleable substance of the thing being worked with. I'll have to come back to this though as the world hates me
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(an hour later)
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2, continued: It's always about molding something. About strengthening it and forming it into shape, not necessarily with fire, but with hands and heart and mind. There is often travel involved, walking the boundaries, but that might be a later bullet point, particularly given that it's not an obvious element of quest 1.
Giving the thing the shape it needs to withstand the rigors and stresses of its life.
Sharing one's own strength, folding that into the fabric of the thing.
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3. Telleamor makes a gun (a magic gun) / a wind-horse weapon, Song / a domain in Hell / a bureau, in Heaven
As noted, there's always forging. Or ... maybe reforging. In two cases it's obviously reforging. In one case, book 1, there's no evidence of an earlier version. In one case, book 4, it's unclear. But I think "reforging" is probably right. You're making something new, but your starting place is something old.
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3b. "a gun"
Is it always a weapon? Obviously not. Is it always alive? Well, there is always life in it. We'll come to that later, but I thought it now, so writing it down now.
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4. They keep getting distracted, though, thinking of the lacuna, and wind up making something that affirms the world, that wakes a spark of interest in it
I wasn't sure where to cut this, so I didn't.
So we know that the weight of the previous quest hangs heavily about this
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ASIDE: (significant noise interrupt).
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DECEMBER 28, 2022
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4. They keep getting distracted, though, thinking of the lacuna, and wind up making something that affirms the world, that wakes a spark of interest in it
So we know that the weight of the previous quest hangs heavily about this one, at least in all four books. (Not sure about all four colors.)
Does Telleamor keep getting distracted in all four versions of this quest?
I think that it's possible that they get pulled away from a forging process repeatedly: in the first book, thinking of the lacuna; in the second book, needing to travel the mountain with the Mystery spirit; in the third, needing to wander the realm; in the fourth, needing to deal with the place as a whole. In fact, I think we can probably say, in all four cases, they get repeatedly distracted by current or past realm wandering and realm buttressing?
They always make something that affirms the world. That's pretty universal across the books.
I don't know if they always make something that "affirms interest" in it. What if the PC’s Estate is Apathy? They make something that deepens and honors the wonder ever-present in the world, but probably "affirms interest" is biased towards Telleamor specifically.
(I mean, so are the books, obviously, but the quests need to be finding threads of meaning whose universality extends even beyond Telleamor.)
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5. It's not really a gun proper so much as a flame of life and willful hope to be held in hand
I think this is the same thing as the above, rather than anything new.
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6. Structurally, the quest is told as the scene of the gun's completion, interrupted by a bunch of flashbacks
This means that being in the forge finishing up is likely flavor rather than a major goal.
What do I see in this scene? How do I actually imagine the gun’s forging stuff playing out?
There's a hammer pounding on metal. There's a hush. There's a flame. There's Pops and Telleamor gathered there. There's effort. There's something struggling to be born. There's the song of the metal. There's the gun taking shape. There's forms flashing in the sparks and reflected in the metal of it. There's talking about what the gun is for, what it will be. One imagines that the imaginary miniseries might literally begin with a near-finished forging scene, maybe leading the forged thing collapsing or to a dragon shape forming in a spray of sparks, and cut to commercial break either way, and ... then Telleamor narrating about the return from the lacuna and being dazed and in recovery, and Pops asking for the gun to be forged; and a later scene of like talking to the dancing flames of it, another scene of it being plunged into the water to quench.
I think a bigger-picture view of the structure is that you have Telleamor talking to the gun about what it's for, or the gun talking about its experience in coming into being, and a bit of the forging process, and possibly dramatic special effects (lots of sparks!), and that's what gets interspersed with the flashbacks.
So what is the parallel to all this in the other books?
In book 2, honestly, it can be much the same. In book 3 & 4, the same, only instead of involving the gun/Song/thing being forged directly, we bring in the residents/workers as the person Telleamor talks to about what this is for and that voiceovers about the experience of Telleamor’s work coming into being.
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7. interrupted by a bunch of flashbacks to the lacuna
So arguably when we talk about the lacuna, we’re talking about "what happened in the last quest," whatever that was.
Alternatively …
We've already seen a consistent thread of needing to wander the realm and rebuild borders, so there's an argument that Telleamor did some of that to the lacuna before coming back. Like, it didn’t happen in our discussion of quest 4, but maybe in the quest 5 flashbacks to the lacuna? Maybe it did.
And we've seen that Telleamor will be talking about returning from the lacuna, being dazed and in recovery, so there's a possibility of some of that being part of this too.
So that's three possible things this could refer to: flashbacks to last quest, flashbacks or flashsidewayses to wandering around shoring up a land, and flashbacks or flashsidewayses to recovery.
Let’s examine how this quest plays out in the other books and see which it is!
In book 2, there's room for flashbacks to the last quest, because like it matters what Brucavara was before. But I think what this starts to point towards is that it's not last quest but rather ... that beforeness. Flashbacks towards the thing you're fixing, the brokenness that you’re fixing, which I think is what the recovery bit is actually talking about here, too:
It's just in book 1 that Telleamor is addressing a brokenness that's mostly in themselves by fixing a bigger-picture thing with the world.
... all of them have the wandering around shoring things up.
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8. the forging
This can include the visuals of forging, but I don't know how well they sustain a quest, so I think this is probably pastoral. Maybe pastoral/falling star so you can montage those visuals? Yeah. Just, like, doing the work of the hands involved.
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ASIDE: What declaring this pastoral does is turn the scene from “there are some forging visuals” to “there are forging visuals, but the important part of the scene is the conversation that happens in the background amidst those visuals.”
The falling star version of such a scene is players tossing out ideas for what the forging process is like—basically, everyone coming up with bits of description or events in the process or reaction shots to the same or whatever.
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9. Casimir's visit
When I mention flashbacks to Casimir’s visit here, I seem to have been referring to Casimir's original visit, the one in quest 1. Casimir could doubtless visit again; but since I meant the previous visit, I can only assume that the point isn’t the events of the visit, but rather, just, the way in which hanging out with Casimir was life-affirming.
And in fact "spending time with someone in a life-affirming way" is a good bit of flavor here.
There might also be a major goal involving saving somebody or a quest flavor involving helping someone out.
There might also be a quest flavor involving telling stories about a friend, since these flashbacks would most likely be, at least notionally, stories of Casimir told to the gun. (They could be Lost-style random thematically relevant flashbacks, but they’re more likely to be stories.)
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10. prayers
So the concept here is that if we imagine the process of forging the gun was presented as a television miniseries, then, in one "episode" of that miniseries, apparently, Telleamor gets some interesting prayers. I guess?
And I can only imagine that like one of those prayers is interesting because Telleamor can go grant it themselves, rather than just sending it on to Heaven; and another, because it's moving.
… this implies that Telleamor reads them all, which is a little weird, but also I think they don't actually have much of a choice, I mean, they would if prayers came in little sealed envelopes, but I think they don’t; I think Telleamor would have to blindfold themselves to not get at least the gist of the typical prayer that comes in.
Going out on a side mission to be kind, or grant a wish, ... it's tricky to frame here, to be honest. It’s a major goal in terms of how it fits into the quest, but part of it being a good major goal here is that you need to spend actual time on it—there are definitely quests like the tiramisu thing where “oh, I make someone a sandwich, that’s my kind side mission, cha­-ching!” is a perfectly fine 5-XP goal, but here part of the side mission is that it is a mission, a thing that has some actual story to it; but conversely, major goals are also designed to be complete when claimed, and “you just completed going out on a side mission to be kind” is weird. “You return from a side mission …” is better but still awkward as heck.
… I think, maybe, though, "you find time" and then something about easing suffering unrelated to the primary purpose of the quest or something might do?
As for the other interesting prayer, the “moving” one … I think that quest entry would be about telling an emotionally affecting story, because it only makes sense as something that happens in the miniseries if Telleamor is telling the story of that prayer to the gun/Brucavara. But the element of telling it specifically to the thing you’re working on isn’t consistent across the books, I think; in books 3-4, they’d probably be telling it to some random person, instead?
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11. life
When I tossed out “life” as a thing to flashback to I probably meant daily life, like, cleaning, making meals, meditating in the morning, tending a little garden, that kind of thing.
I figure Telleamor's daily life when not carrying prayers up the mountain is stuff like that: every day it’s all meditate, stretch, make food, clean, garden, talk to Pops, check out the mountain (which is good, but covered by other things), occasionally walk down to the local villages, that kind of thing.
In book 2, it's obviously the same; in book 3, similar; in book 4, I think we add paperwork, hearing reports, and ... well, making rounds is again probably covered by other bullet points above, though I should make sure of that or leave a temporary marker here just in case when going back over this, probably.
Meditation overlaps with paperwork, just calm mental labor while the sun comes up.
Making food ... probably folds into chores, just because Telleamor makes less food in 3 & 4 and even 2.
Cleaning, sweeping is probably common if not separated out, it's traditional.
Gardening is a big thing, though the garden itself is probably small: caring for a plant of some sort.
In book 1-2, interacting with Pops fills in for “taking reports” … that is, it’s actually more like, “talking to confidantes/advisors” …?
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12. The gun is a miracle, just looking on it is a wonder, but "It doesn't take bullets," Pops frowns.
The work is a miracle. … that's general description, I think, I can't force you to make a miracle as a major goal because then you can describe something you think is miraculous and the GM disagrees and you argue. But the work here is a miracle, as general description: a wonder.
That it surprises, confuses, the person who commissions it, though ... that there's a twist to it that doesn't fit what they expected, and is maybe more homey and kind than they imagined ... that could be a major goal.
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2-1. They work to befriend its Mystery-self and find a path forward, together with it
There isn't much here that’s clear and new, but I think it's worth note that building a personal relationship is part of this quest, as is building a path forward together
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2-2. Something about clear skies
When I mentioned “something about clear skies” in book 2, I think what I was saying was like:
There are clear skies over the mountain, and exposing Brucavara to those skies is … thematically, at least, and possibly as a matter of literal smithing practice, about teaching Brucavara to breathe and relish in the air of our world. The clear skies are in the book because part of the story is about opening it to the world, to possibilities beyond what it used to be.
Ultimately, too, even though I didn’t know that yet when I first wrote that bit, those too are the skies in which Lungta will run.
In later books …
In Heaven, the sky can't be freedom or the majesty of things, not in the same way. But ... something probably can. Lightning, or a galloping horse, or prayers flying by, or the sea. It could even be a quest flavor, not a major goal:
Something opens the heart to the vast irreconcilable wonder of things.
Something natural, often the same thing each time. Some symbol. I don't know how to simplify that down to a single flavor item yet, but, like. Beneath this thing, regarding this thing, in silence, the heart cannot help but open to the world.
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2-3. Taking it out hunting on the mountain
I think we've mostly established that roaming the mountain is pacing the boundaries of the world, something that's come up before in these two quest sets.
I can't find "hunting" in the other two books. I can't find killing, and even “searching” is a big reach.
But … walking the boundaries and maybe exploring and maybe just being out in the world, in nature?
is
in there.
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2-4. Brucavara/Bukavac was Clamor, Misophonia, everything being just too loud, too much.
I think that a great, unbearable noise falling to gentleness or silence might be a major goal?
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2-5. The path they find reforges it as the wind-horse, Song
I can see "the wind changes" as a thing. A major goal, presumably? (It’s weird either way, but it’s weirder as quest flavor.)
I think the galloping of the horse going by … might be … something?
Something ties it to the clocktower in my brain. What’s the common thread? “Something marks the dawn?”
Can we make that more specific and still have it work in quest 1?
Like, maybe, “A daily miracle, to honor the coming of the dawn?”
“a daily miracle or effort?” hrm
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3-1. Repair efforts on the walls
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3-2. Their own little domain
Skipping ahead a bit because there are a lot of distractions and I might forget this otherwise: setting forth a law of sorts, a principle, working it into the final work—is something that could be quest flavor here.
Setting forth or refining such a law might be, anyway.
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Back to 3-1. Repair efforts on the walls
I don't think walls are a common feature but it might be worth noting that like ... something ... is going on, besides the actual thrust of the effort. That there's a mission, an expectation, that is separate from and frankly smaller in a lot of ways (except arguably in book 4) than the part one decides to do.
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4-1. The artifact recipient site
This is weirdly phrased in the original quest but the way to understand it is this:
“an important delivery comes in”
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And that’s everything I can see in these writeups today!
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CONSOLIDATING …
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PART 1: items 1-12
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GENERAL DESCRIPTION
1a. You're building or renewing something.
3. You're making something new, but your starting place is old.
3b. It is not always strictly alive, but there is always a life to it.
1b. You have a partner in this, someone to work with.
1c. You're doing so in response to need.
1d. You're entrusted with this. The work is a responsibility, willfully accepted, that binds you together with someone or the people of a place.
1e. There's generally a tie back to the previous quest.
2a. The work is hands-on. You personally interact with the malleable substance of the thing. Sometimes it's an abstract thing, sometimes you administrate, but often there's a physical thing as well.
2b. You mold it. You strengthen it, and form it into shape. You give it the shape it needs to withstand the rigors and stresses of its life.
4a. The weight of the previous quest hangs heavily about this.
4c. You make something that affirms the world. That deepens and honors the wonder ever-present in it.
12a. It is a miracle. A wonder.
2c. (flavor?) You fold your own strength into the fabric of the thing.
2d/4b/7b/11a. (flavor?) You walk the boundaries of a place. / It repeatedly pulls you away from your work.
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ASIDE: I actually missed these last two for a bit when constructing quest flavor. Fortunately I caught it before the end!
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MAJOR GOALS
9b. saving someone?
10a. you find time to ease someone's suffering in a way that's not completely on point for the quest
12b. The wonder you make surprises, confuses the person who commissioned it; there's a twist to it; it doesn't fit expectations; it's more homey and kind? something from here
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QUEST FLAVOR
6a. a hush? (probably not)
6e. the song of the metal (probably not, but maybe there's something here about sounds)
6b. a flame/sparks? (maybe, watch for combinations)
6c. effort (probably, but only in combination)
6d. something struggling to be born—is this even flavor?
6f. talking to the thing, or residents, about what it's for, what it will be for
6g. it, or residents, talks about its experience coming into being
6h/8. the forging process – pastoral/falling star: the work of the hands involved in it
7a. Flashbacks to the brokenness you're fixing.
9a. spending time with someone in a life-affirming way
9c. helping someone out?
9d. telling stories about a friend (to the thing you're reforging, or its residents?)
10b. you tell an emotionally affecting story (MG? probably not)
11b. caring for a small garden or space
11c. calm mental labor while the sun comes up
11d. cleaning, sweeping, cooking, chores
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CONSOLIDATING …
PART 2: now including the rest
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GENERAL DESCRIPTION
1a. You're building or renewing something.
3. You're making something new, but your starting place is old.
3b. It is not always strictly alive, but there is always a life to it.
1b. You have a partner in this, someone to work with.
1c. You're doing so in response to need.
1d. You're entrusted with this. The work is a responsibility, willfully accepted, that binds you together with someone or the people of a place.
2-1. You're building a personal relationship with the thing. You're building a path forward together.
1e. There's generally a tie back to the previous quest.
2a. The work is hands-on. You personally interact with the malleable substance of the thing. Sometimes it's an abstract thing, sometimes you administrate, but often there's a physical thing as well.
2b. You mold it. You strengthen it, and form it into shape. You give it the shape it needs to withstand the rigors and stresses of its life.
4a. The weight of the previous quest hangs heavily about this.
4c. You make something that affirms the world. That deepens and honors the wonder ever-present in it.
12a. It is a miracle. A wonder.
3-1. This is somehow unrelated to the formal mission you've taken on, though.
2c. (flavor?) You fold your own strength into the fabric of the thing.
2d/4b/7b/11a. (flavor?) You walk the boundaries of a place. / It repeatedly pulls you away from your work.
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MAJOR GOALS
9b. saving someone?
10a. you find time to ease someone's suffering in a way that's not completely on point for the quest
12b. The wonder you make surprises, confuses the person who commissioned it; there's a twist to it; it doesn't fit expectations; it's more homey and kind? something from here
2-2. Maaaaybe introducing the symbol to be used in the quest flavor 2-2 here, it might help
2-4. A great, unbearable noise falls to gentleness or silence.
2-5. The wind changes.
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QUEST FLAVOR
6a. a hush? (probably not)
6e. the song of the metal (probably not, but maybe there's something here about sounds)
6b. a flame/sparks? (maybe, watch for combinations)
6c. effort (probably, but only in combination) 6d. something struggling to be born—is this even flavor?
6f. talking to the thing, or residents, about what it's for, what it will be for
6g. it, or residents, talks about its experience coming into being
6h/8. the forging process – pastoral/falling star: the work of the hands involved in it
7a. Flashbacks to the brokenness you're fixing.
9a. spending time with someone in a life-affirming way
9c. helping someone out?
9d. telling stories about a friend (to the thing you're reforging, or its residents?)
10b. you tell an emotionally affecting story (MG? probably not)
11b. caring for a small garden or space
11c. calm mental labor while the sun comes up
11d. cleaning, sweeping, cooking, chores
2-2. something opens the heart to the vast irreconcilable wonder of things. (somehow add a specific symbol to this) regarding this, beneath this, in silence, the heart cannot help but open to the world.
2-3. maaaybe something about exploring, being out in the world, in nature, though it's probably just part of walking the boundaries/being with someone in a life-affirming way
2-5b. A daily miracle (or effort?), to honor the coming of the dawn.
3-2. Setting forth a law of sorts, a principle, working it into the final work.
4-1. An important delivery comes in.
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Still a lot, but getting there!
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We’re starting with 6 major goals and 23 quest flavor, but I think that’s only because most of the stuff is rough. I don't think it's going to be a 55-XP quest or whatever; I think it's going to be 45, like most of these, maybe 40-50.
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DECEMBER 29, 2022
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ORGANIZING THE QUEST FLAVOR
A BIT HALF-BAKED
6a. a hush? (probably not) / 6e. the song of the metal (probably not, but maybe there's something here about sounds) - currently handled as the major goal 2-4 ... but maybe deserves to come into play as like, integrated into something else as "the noises of the work."
6c. effort (probably, but only in combination) - currently handled as 6h/8
6b. a flame/sparks? (maybe, watch for combinations) - other than a forge aesthetic, I don't think this recurs enough. Fold into 6h/8.
6d. something struggling to be born—is this even flavor? ... I think it's actually more generic description. You don't just stand around watch it struggling to be born for a scene or anything!
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9c. helping someone out? - probably droppable, or part of the simplified quest and not the main one.
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2-3. maaaybe something about exploring, being out in the world, in nature, though it's probably just part of walking the boundaries/being with someone in a life-affirming way - same
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TALKY FLAVOR
6f. talking to the thing, or residents, about what it's for, what it will be for
6g. it, or residents, talks about its experience coming into being
9d. telling stories about a friend (to the thing you're reforging, or its residents?)
10b. you tell an emotionally affecting story (MG? probably not)
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WORKY FLAVOR
6h/8. the forging process – pastoral/falling star: the work of the hands involved in it
11b. caring for a small garden or space
11c. calm mental labor while the sun comes up
11d. cleaning, sweeping, cooking, chores
3-2. Setting forth a law of sorts, a principle, working it into the final work.
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WORKY?
2-5b. A daily miracle (or effort?), to honor the coming of the dawn.
4-1. An important delivery comes in.
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OTHER FLAVOR
7a. Flashbacks to the brokenness you're fixing.
9a. spending time with someone in a life-affirming way
2-2. something opens the heart to the vast irreconcilable wonder of things. (somehow add a specific symbol to this) regarding this, beneath this, in silence, the heart cannot help but open to the world.
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Loosely speaking, we drop the half-baked ones, so that's seven gone. And I miscounted the original number, so that's two more "gone." Down to fourteen.
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ASIDE: I think this is the place where I missed the two “flavor?” that I had under general description---the one time I didn’t just repeat the general description when repeating everything, it mattered.
Of course, maybe it mattered some other times too, and I didn’t notice because it mattered in a good way. ^_^
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Anyway!
Our goal is to get rid of five more:
11c, “calm mental labor while the sun comes up” and 2-5b, “A daily miracle (or effort?), to honor the coming of the dawn.” are redundant, so we combine them somehow.
11b, “caring for a small garden or space” and 11d, “cleaning, sweeping, cooking, chores,” aren't redundant … but we still probably can't afford to have both.
9d, “telling stories about a friend (to the thing you're reforging, or its residents?)” and 10b, “you tell an emotionally affecting story” aren't redundant, either, but they're too close and we need to clean up a lot here, so they combine anyway.
6f, “talking to the thing, or residents, about what it's for, what it will be for” and 6g, “it, or residents, talks about its experience coming into being” are probably close enough to be combined. Not sure.
That's only four, but I'm not immediately finding a fifth, so the next step is to add icons and clean up the text a bit and see if that makes that easier or harder
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ASIDE: I couldn’t quite bring myself to combine 6f and 6g; they were too thematically core. It’d be like combining the two redundant voices of Pachelbel’s Canon. Instead, I merged 3-2, “Setting forth a law of sorts, a principle, working it into the final work.” into 6f.
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UPDATING …
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So here's what those 10 look like:
6f/3-2. [[PASTORAL/DECISIVE]] talking about the purpose and life you see for what you're building*
6g. [[PASTORAL/FALLING STAR]] someone affected by your work talks about the experience*
9d/10b. [[PASTORAL/DECISIVE]] telling someone a story about a friend*
6h/8. [[PASTORAL/FALLING STAR]] you work with your hands to reforge the subject of the quest
11b/d. [[PASTORAL/SETTING]] you tend a small garden, personal space, or side project
11c/2-5b. [[PASTORAL/SETTING]] the daily rituals of morning
4-1. [[RECEPTIVE/FALLING STAR]] an important delivery comes in
7a. [[POISONED/FALLING STAR]] you reflect on the past of the thing you're working to reforge
9a. [[PASTORAL/SETTING]] you spend time with someone in a life-affirming way*
2-2. [[RECEPTIVE/FALLING STAR]] an experience that opens the heart to the vastness of the world—your heart, but more generally the hearts of everyone present who does not seal theirs up
* often, these conversations are, or this spent time is, with the thing that you're rebuilding—it, its spirit, or a person who can be said to represent it
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Sorting them out a bit:
[[PASTORAL/DECISIVE]] telling someone a story about a friend*
[[PASTORAL/DECISIVE]] talking about the purpose and life you see for what you're building*
[[PASTORAL/SETTING]] you spend time with someone in a life-affirming way*
[[PASTORAL/SETTING]] you tend a small garden, personal space, or side project
[[PASTORAL/SETTING]] the daily rituals of morning
[[PASTORAL/FALLING STAR]] someone affected by your work talks about the experience*
[[PASTORAL/FALLING STAR]] you work with your hands to reforge the subject of the quest
[[POISONED/FALLING STAR]] you reflect on the past of the thing you're working to reforge
[[RECEPTIVE/FALLING STAR]] an important delivery comes in
[[RECEPTIVE/FALLING STAR]] an experience that opens the heart to the vastness of the world—your heart, but more generally the hearts of everyone present who does not seal theirs up
* often, these conversations are, or this spent time is, with the thing that you're rebuilding—it, its spirit, or a person who can be said to represent it
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prrrrrobably, of these 10, it's the delivery that goes away, though I don't want to finalize until after working on major goals
that, or reflecting on the past, which is off tone, and so might want to be a major goal flashback scene
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QUESTINATING …
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The Work of Renewal
You are reforging something. Renewing something. Building a new creation of your own from the ruins of the old.
The thing that you are rebuilding is rarely specifically alive, but there is always a life to it or in it. It has a spirit, a vital force—like a divine weapon, or a city, or a forest. It doesn't just sit there. It breathes, metaphorically or literally. It loves. It moves.
Because there is a life in it, your work in this quest is a work with it.
You build a relationship with it, as you work. You find a path forward, together. Sometimes you have another partner in this as well.
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This is a work that that you have been entrusted with. You have been given this, or taken this up, in response to someone's need, or the need of the world itself. This work is a responsibility, willfully accepted, that binds you together with someone ... if nothing else, the spirit of the thing you make, or the people of the place.
That said, the heart of the work is often something unanticipated—unasked-for.
You will often break from the expected course, and focus the best of your efforts on something more or different or more specific than the grander project you were given—a thing that is still, at its heart, a response to need, but a diversion of sorts from others' expectations and requests.
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You will do this work hands-on.
You will personally interact with the malleable substance of the thing. Even if it's something like a city, where a lot of the work is abstract or administrative, there will be physical work as well. You'll touch the walls as they go up. You'll hand-make street signs, or architectural drawings, or wooden facades. You'll personally mold it, and strengthen it, and give it the shape it needs to withstand the rigors and stresses of the world.
When you are done, you will have made a thing that affirms the world:
A miracle; a wonder.
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ASIDE: The quest description length seems to be inversely proportional to how thoroughly I detail the fictional “books” before I move on to the quests, though I have no idea what that means. (Other than “detail the fictional books thoroughly when short on space.”)
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SECOND ASIDE: it was after completing and sharing the writeup above, and while condensing everything else into a final form, that I caught that I’d dropped the two “flavor?” bits from my list. I wound up resolving all of this by moving both the delivery and the experience that opens your heart to the world to major goals.
I know I said that that second one should be quest flavor, but a mix of “I’m not completely sure that works” and “I have to balance this quest’s numbers somehow” changed my mind.
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MAJOR GOALS
you put the project on a temporary hold, or even lose a bit of progress, while you work to ease another's suffering;
a great, unbearable noise falls to gentleness or silence;
your work changes the wind or weather;
you lose yourself in the experience of the world—e.g., the sea, the sky, a sound;
an important delivery comes in.
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QUEST FLAVOR
[[POISONED/FALLING STAR]] you reflect on the past of the thing you're working to reforge
(ASIDE: later, I’ll change this to just [[FALLING STAR]])
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[[PASTORAL/FALLING STAR]] you work with your hands to reforge the subject of the quest
[[PASTORAL/FALLING STAR]] someone affected by your work talks about the experience*
[[PASTORAL/FALLING STAR]] you "walk the boundaries" of a place: roaming, patrolling, or ritually reinforcing them
[[PASTORAL/DECISIVE]] telling someone a story about a friend*
[[PASTORAL/DECISIVE]] talking about the purpose and life you see for what you're building*
[[PASTORAL/SETTING]] you spend time with someone in a life-affirming way*
[[PASTORAL/SETTING]] you tend a small garden, personal space, or side project
[[PASTORAL/SETTING]] the daily rituals of morning
* often, these conversations are, or this spent time is, with the thing that you're rebuilding—it, its spirit, or a person who can be said to represent it
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I need to add a note about folding your own strength into the thing to the general description, or possibly sub it in for one of the major goals, but it doesn't get its own quest flavor, because "you work with your hands to reforge" covers it.
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INVERSIONS
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[[STRUGGLE/SETTING]] a troubling moment from the past of the thing you're working to change
[[FLAME/SETTING]] studying part of the work you need to do, or the problem you need to address
[[FLAME/SETTING]] someone affected by your work reacts emotionally to it*
[[FLAME/SETTING]] you explore the wild boundaries of a place
[[FLAME/RECEPTIVE]] someone rants or wails*
[[FLAME/RECEPTIVE]] trying to understand where your work is going, or how it used to work before
[[FLAME/FALLING STAR]] matters of the heart
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I'm not actually sure this is right.
ponders
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works through these one at a time
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[[POISONED/FALLING STAR]] you reflect on the past of the thing you're working to reforge
Let's imagine we're trying to condense a 6 hour miniseries to a 1.5 hour movie. The 6 hour miniseries had occasional flashbacks to how things used to be, as well as maybe wounds that were caused by it that ache and deepen.
The flashbacks were FALLING STAR because I imagined them as ritually constructed in play. So one example flashback was Brucavara hunting in the void, and one example wound was memories of overwhelming clamor.
… but honestly I think that the problem is that it's just FALLING STAR, not FALLING STAR/POISONED, because I don't think Telleamor falls into delirium very easily here.
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[[PASTORAL/FALLING STAR]] you work with your hands to reforge the subject of the quest
This was FALLING STAR because of like ... forging f/x scenes, and PASTORAL because of ... like ... talking to it, connecting to it, folding your own strength into it.
In the shortened form ...
FLAME is when it's a struggle. When it's difficult. And SETTING is when the F/X happens in the background. But also SETTING is exploration:
SETTING is the other side of FALLING STAR, what it flips to on inversion, because it can be finding out how the forging needs to work, rather than showing how it works.
I don't have to keep the inversions but at this point breaking from it feels off, so.
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[[FLAME/SETTING]] studying or struggling with a difficult portion of the work
=> [[PASTORAL/FALLING STAR]] someone affected by your work talks about the experience*
This one was fine
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[[PASTORAL/FALLING STAR]] you "walk the boundaries" of a place: roaming, patrolling, or ritually reinforcing them
=> [[FLAME/SETTING]] you wander the wild edges of a place, looking for trouble or surprises
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[[PASTORAL/DECISIVE]] telling someone a story about a friend*
Speeding this up (when converting a 6 hour miniseries to a 90 minute movie) …
Instead of occasionally tossing off stories of Casimir or whatever, I imagine we just fold Casimir into the cast. DECISIVE goes to RECEPTIVE because you aren't learning or deciding anything from the moment, just watching it.
... this one was fine.
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OK, we're good, mostly.
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So here are seven quest flavor; we'll want to get rid of at least one:
[[SETTING]] a troubling moment from the past of the thing you're working to change
[[SETTING/FLAME]] studying or struggling with a difficult portion of the work
[[SETTING/FLAME]] someone affected by your work reacts emotionally to it
[[SETTING/FLAME]] you wander the wild edges of a place, looking for trouble or surprises
[[RECEPTIVE/FLAME]] someone rants or wails
[[RECEPTIVE/FLAME]] trying to understand where your work is going, or how it used to work before
[[FALLING STAR/FLAME]] exploring or struggling with matters of the heart
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I think we can bump off "trying to understand where your work ..."
leaving …
[[SETTING]] a troubling moment from the past of the thing you're working to change
[[SETTING/FLAME]] someone affected by your work reacts emotionally to it
[[SETTING/FLAME]] you wander the wild edges of a place, looking for trouble or surprises
[[SETTING/FLAME]] exploring or struggling with a difficult portion of the work
[[FALLING STAR/FLAME]] exploring or struggling with a matter of the heart
[[RECEPTIVE/FLAME]] witnessing an extended rant or lamentation
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That’s six flavor, so we need to drop two major goals …
Drop the important delivery and the weather change, I guess.
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So that's five quests!
Time to look at the other Arcs.
We have:
Shepherd 1 The Rituals of Your Estate
Shepherd 2 An Unseasonable Heat
Shepherd 3 The Land of Long Ago
Shepherd 4 When Dreamland Crumbles
Shepherd 5 A Matter of Renewal
^ a new name, may not stick because there isn't enough room in discord to edit it in, for quest 5
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ASIDE: It did not in fact stick, although the limit on discord characters keeping me from editing it in might not have actually been the reason. Dunno!
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High concept summaries so I'm not scrolling too much while doing initial thoughts:
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Shepherd 1 The Rituals of Your Estate
A meditation on the spirituality of your Estate, sending things of your Estate on their journey.
Shepherd 2 An Unseasonable Heat
You go to a mythic place at or beyond the edge of the world, a place in the shadow of something immortal, and spend time there. It's isolating and difficult, a burden. And hot.
Shepherd 3 The Land of Long Ago
Long ago, there was a festival. Things were great. But it was doomed.
Shepherd 4 When Dreamland Crumbles
You visit a dream-like, emotionally reactive land. Probably a bog. It's collapsing. Shore it up!
Shepherd 5 A Matter of Renewal
You reforge something. Good job!
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Looking at the Knight Arc,
I feel comfortable making "When Dreamland Crumbles" Knight 4, and "A Matter of Renewal" Knight 5.
I feel like "An Unseasonable Heat" works fine as Knight 3. But it's also a very good Knight 2. "The Rituals of Your Estate" can be argued as Knight 2 given its role in Telleamor's quests, but is fine as Knight 1 on its own. "The Land of Long Ago" is a good Knight 3, and can work as Knight 1.
I think probably it's best to do The Land of Long Ago, The Rituals of your Estate, An Unseasonable Heat; but it might be better as The Land of Long Ago, An Unseasonable Heat, the Rituals of your Estate, or just keep the Shepherd order outright for simplicity. ponder
Advantages of doing them in the order: The Land of Long Ago, The Rituals of Your Estate, an Unseasonable Heat:
* you start with a very dreamy quest, and as long as you're not actually Telleamor doing Telleamor's books the fact that you're mostly getting to that land through flashbacks and stories instead of visiting isn't a plot issue.
* then you don't go anywhere—instead, we examine the thing that's got you stuck.
* then you go somewhere.
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Advantages of doing them in the order: The Land of Long Ago, An Unseasonable Heat, The Rituals of Your Estate:
* dreamy quest again
* then you do have to go somewhere, pretty much, but! when you go, you have stuff interrupting your life, and a tragic figure to serve as a Walker in Darkness-like contrast, and someone wrapped up in their past/self-imposed burden that might be you
* then you don't go anywhere, which is an issue, and it's not clear what's trying to change you.  Maybe we have to shuffle The Rituals to ... what? 4?
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ASIDE: the “Walker in Darkness” is a Glass-Maker’s Dragon reference; what I’m saying here is that this makes the Knight Arc look a bit more like the reference version of a Knight Arc found therein.
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Advantages of doing them in order:
* they're in order
* you have to go somewhere in quest 2, but it's a good quest
* you have somewhere to go in quest 3
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OK, tentative order:
Shepherd 1 Knight 2 The Rituals of Your Estate
Shepherd 2 Knight 3 An Unseasonable Heat
Shepherd 3 Knight 1 The Land of Long Ago
Shepherd/Knight 4 When Dreamland Crumbles
Shepherd/Knight 5 A Matter of Renewal
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What about Aspect? As noted earlier, Aspect 3 is probably An Unseasonable Heat.
Aspect 4 is likely When Dreamland Crumbles.
That leaves three to map:
The Rituals of Your Estate The Land of Long Ago A Matter of Renewal
... to "you're stuck => you break through" "you're exposed to a new perspective => you have an insight" "you're lost in the dark => you return home"
Hm.
There's an argument that "When Dreamland Crumbles" is an okay Aspect 5, too, so we'll float an epic struggle with something terrifying and supernatural around as an optional match too ... but.
I can't help feeling like "The Land of Long Ago" is a good Aspect 2.
"The Rituals of Your Estate" is good for either Aspect 1 or 5.
"A Matter of Renewal" is a good 2 or 5, but a better 2, probably?
So the question is how "The Land of Long Ago" is for 1 or 5.
... it could actually be 4, which is interesting.
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I'm seeing two possible gold Arcs, in fact:
1. The Land of Long Ago 2. A Matter of Renewal 3. An Unseasonable Heat 4. When Dreamland Crumbles 5. The Rituals of Your Estate
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and
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1. The Rituals of Your Estate 2. A Matter of Renewal 3. An Unseasonable Heat 4. The Land of Long Ago 5. When Dreamland Crumbles
A lot of the latter is being sustained by my liking the flow of titles from "The Land of Long Ago" to "When Dreamland Crumbles," admittedly.
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What about Otherworldly?
The Rituals of Your Estate is decent Otherworldly 1, 5, maybe 4. If I look at it sideways, 2?
An Unseasonable Heat is barely an Otherworldly quest at all. Maaaybe 1, 2, 5, but ...
The Land of Long Ago is better; could be anywhere in the quest set, really.
When Dreamland Crumbles inclines towards 3, though it could be something else.
A Matter of Renewal towards 2, 4, 5.
Hrmm.
If I were telling the story of the Arc, I think I would start with the Land of Long Ago at 1. Then …
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Ugggh
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OK, so let's reel back to Chuubo's: in CWMGE, as someone without any Domain at all, you might do one of these quests, and get access to Estate-Driven Divinations and Ghost Miracles. You then do two, maybe three more, and you can now talk to your Estate.
That suggests …
1. The Land of Long Ago 2. A Matter of Renewal 3. When Dreamland Crumbles 4. An Unseasonable Heat 5. The Rituals of Your Estate
This feels most right but it's a struggle.
Like, let’s say you're the Power of Cheese. You're trying to strengthen your Power over Cheese. Then this Arc is like, you begin with dreams of cheese, echoes of the Imperial shard in your soul. It tells you of the cheese of long ago. But you do not want to give yourself to the cheese. You want to build a wonder instead. When you must actually give yourself to the cheese and go to a terrifying muenster-filled swamp, it's like you're drowning there. Even after floundering your way out to the crackers at the edge of the world, you've ... lost something. But when you realize that you're still you, even as the big cheese, you can return home and slowly work on reconciliation with the brie you left behind.
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Looking at the two possible Aspect Arcs:
The first one is like, you want to get better. You listen to stories of the past that might tell you how. Eventually ... this is already not working well. Eventually you break through, work with an artifact and see another path, blah blah blah
The second one is like: you want to get better, but don't know how. So you tend to your Estate. Eventually you see a path. You work with ... whatever it is. It gives you an insight. Then you go on a journey.
... that's actually an Arc hiccup; A Matter of Renewal flows poorly into An Unseasonable Heat. Aspect 2 almost has to be The Land of Long Ago, just because ... if the way you break through to getting better pushes you to go somewhere by quest 3, then you should be at least movingish by quest 2.
So
The Rituals of Your Estate, then you actually head out, because it's beyond the edges of the world you need to go to.
But along the way, you visit or hear stories of The Land of Long Ago, its past, and have a chance to get a new perspective on things, before it gets even more complicated in An Unseasonable Heat.
Then collapses in When Dreamland Crumbles and must be fixed in A Matter of Renewal.
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Unless ... A Matter of Renewal is Aspect 1 and The Rituals of Your Estate is Aspect 5? ... no, it's more right with the Rituals of Your Estate first.
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Finally, looking at how the Knight Arc plays out for an imaginary PC:
You want to grow into your Role as official Council Minister of Imperator Hats, or whatever. Or maybe just as the Voice of Forward Movement. You have no idea, really. So you start by just ... being attentive. And eventually, you see an opportunity to get somewhere.
… at this point I'm already thinking of reverting to The Rituals of Your Estate as the starting point, but sticking with the order we established above for now:
Your main problem with moving forward as the Voice of Forward Movement is that your foot is stuck in a hedge. It's very sad. But which quest is a study of that? ... and honestly I can only think of The Rituals of Your Estate there.
So I guess you do start, like I said earlier, with The Land of Long Ago. With dwelling in the past. Stories of earlier Ministers and Voices. And when you finally realize from those stories what you need to do, you're still kind of stuck. It's not until you wrest your foot free that we can move on to ... well, a journey.
TBH, I think When Dreamland Crumbles is a good Knight 3.
But ... OK, you go to the edges of the world, to An Unseasonable Heat; and there you screw up. Dreamland crumbles. You eventually make things better, or yourself better, at least somewhat, and move on to the end.
So our previous Knight Arc worked.
Final version:
Shepherd/Aspect 1 Knight 2 Otherworldly 5 - The Rituals of Your Estate
Shepherd 2 Knight/Aspect 3 Otherworldly 4 - An Unseasonable Heat
Shepherd 3 Knight/Otherworldly 1 Aspect 2 - The Land of Long Ago
Shepherd/Knight/Aspect 4 Otherworldly 3 - When Dreamland Crumbles
Shepherd/Knight/Aspect 5 Otherworldly 2 - A Matter of Renewal
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ASIDE: This was reasonably close!
In prepping the PDF, I had to go over the Arcs multiple times to make sure I was satisfied with how they flowed, and ultimately landed at:
Shepherd/Aspect 1 Knight/Otherworldly 2 – The Rituals of Your Estate
Shepherd 2 Aspect 3 Knight/Otherworldly 4 – An Unseasonable Heat
Shepherd 3 Aspect 2 Knight/Otherworldly 1 – The Land of Long-Ago
Shepherd/Aspect 4 Knight/Otherworldly 3 – When Dreamland Crumbles
Shepherd/Aspect/Knight/Otherworldly 5 – The Work of Renewal
The Shepherd Arc order is obviously unchanged. The Aspect Arc order didn’t change either. For the Knight Arc, I swapped “When Dreamland Crumbles” to Knight 3 and “An Unseasonable Heat” to Knight 4, which is something I mostly just didn’t think about above. For the Otherworldly Arc, I swapped “The Rituals of Your Estate” to Otherworldly 2 and “The Work of Renewal” to Otherworldly 5, which makes Otherworldly 2 a little less on point but otherwise strengthens them both.
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OK, the final thing is thinking about what this Arc is: what genre is it where you attend to the rituals of your Estate, go to the edges of the world, the land of long ago, and a crumbling dreamworld, then rebuild/renew/reforge something?
(I guess it's not quite final since I didn't completely finalize every detail of every quest but it's pretty much just that, the rest I can do when putting stuff into layout, since it's not final layout anyway.)
So there's a ton of journey-focused fantasy, and so "Mythic Journeys" or whatever is the simple answer, and maybe the right answer, but it might not be right; I need to think about books where this stuff happens.
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Tvtropes skim, then shelf skim:
Madoka
A Christmas Carol
The Hitchhiker's Guide to the Galaxy series?
Doctor Who, arguably (it may be too big to count); same for Heroes
The Door into Shadow
Dorsai?
Four Children and It
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Hrmm
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(I can't find time travel in the original Five Children and It, so probably shouldn't actually think too much about the sequel.)
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Probably if you put enough books together you could get this out of the So You Want to Be a Wizard series
The Childe Cycle at least loosely does count, I guess, though it's not as good as some of the others
The Door Into Shadow, A Christmas Carol, Madoka, Childe Cycle, The Hitchhiker's Guide to the Galaxy, all falling into the same loose genre of #@$(@(#$^(@^#CONNECTION LOST
sorry, someone picked up the phone and interrupted my modem, but we all know what I was going to say anyway
Oh, Howl's Moving Castle I bet
Amber, too, I guess.
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What’s the shared genre here?
Most of these can be taken as "wow, look at this cool world." There's some minor commentary on existing characters/genres, but only rarely as a core thing. There's a concern with the ending of the universe and the relationship of humanity and magic/meaning/existence.
The word "Episodic" comes to mind for some of them
The Episodicness is important, because I think ... even if like Amber is technically linked and Howl's is a single book, etcetera, the common appearance of this kind of format is like "oh, for our next book/story, what are we going to do? Let's take our protagonist back in time!"
The Road to Enlightenment is also, arguably, an interpretation
I always feel like there are a ton of books I've read that end with the protagonist realizing something thanks to the journey but can never think of any besides maybe some of mine
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Maybe "Unrivaled Journey (How Gods are Born)" or "To Walk Creation" or "To Transcend Creation" or "To Walk the Edges of the World" or "The Four Corners of Creation" or hm
To Seize Creation? Walking into Myth? World-Spanning Epics?
Creation Epic? Hmm
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JANUARY 8, 2022
Within a couple of minutes, you’ll be able to find out what I went with, as well as looking at a laid-out version of the final quests, at https://afarandasunlessland.files.wordpress.com/2023/01/four-quest-sets-for-nobilis-rough.pdf
Please enjoy!
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patriciavetinari · 11 months
Note
☕️theatre? You've had interesting opinions on the couple of plays you've mentioned...
Big topic!!
Btw, I signed up for another round of drama 'classes', so very relevant.
I love theater, been introduced to it as a child and I think it really should be a bigger part of children's education, way more widespread. I want drama clubs to be as essential for any schools libraries (arts general to be funded better as well). Schools should cooperate with local theaters and get children to see plays several times a year etc, starting from puppetry and up to weird, experimental stuff.
Community theaters should also be funded and where there aren't any comrades should come together and start one. Honestly, this is not me trying to elevate theater as the most important art form or something, it's not better or worse than others, but it is essentially an opportunity for all ages to play pretend and involve their whole body in silliness and healthy tomfoolery. That's aside from the power of storytelling and outreach and shakespeare in prisons and all of that highly important yada yada, we all know and love that. We should do more of it. To be honest, I don't really get the snarky comments about theater kids (though people who focus heavily on european theatre and DO try to elevate it as supreme art form etc of course are at risk of letting their discrimination sully their art, you know).
And I firmly believe that there should be theaters for all occasions and all expectations of what genre of even it is – like with restaurants, sometimes you want a fancy meal and sometimes you want street food. Theater should 100% be versatile and accessible, it should include much more ethnic and body diversity and I think age/gender/race-blind castings are a great idea as long as everyone involved is not making 'guy in a dress' type of joke underneath.
The plays I've seen recently were Translations – a very popular play in Ireland, and a Ukrainian production was an interesting twist on it. I think I have a post on it somewhere in this attic of my blog.
The more recent one I saw just last month was And Then There None – I wrote a post but it was a rambling mess and I deleted it. I like the story (am aware of the racist original name and Christie's general issues with racism and orientalism) but also Christie truly killed the story when she rewrote it as a play with a happy ending. It becomes a vaguely thiller-esque comedy basically, and early films based on it treat it exactly this way. They play I saw didn't do that, but I feel like the play is still not the best medium for this particular story, it was rushed and the descent into paranoid madness feels very artificial. Actors were okay, it was the packed itinerary of deaths that was rushing them along. They made a couple of characters gay, and idk, it was fine, but also comedied them down. I don't know how I feel about this. It could have been better. Stage design was good. Also I'm heavily biased about this piece because the best production so far that I've seen has been a ussr 2-part movie that hits every point and is evisceratingly good, so it's hard to top. I have more feelings about the book itself but I should get a separate ask to ramble about that.
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torvus-bong · 1 year
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if you don't mind my asking, what do you like to write about? any particular genres or types of stories you like creating?
what a WONDERFUL ask tbh. <3 I'm gonna go off a bit sry in advanced sp
I've always been into science fiction, fantasy, supernatural, action/adventure & thriller/suspense the most. I wrote 2 novels (it was supposed to be a trilogy) in my teen years involving these elements! it's called The Trial and it sucks, lmfao. I also have several short stories and novellas under my belt, editing accolades, and four poetry collections, three of which were published before I was 16 c:
in recent years though I've carved out a niche for myself. I primarily write queer erotica and medical dramas and was makin pretty decent money off of it, but I had to close commissions about a year ago for my mental/physical health. :c there is a reason why I keep an entirely separate blog for it lmao but I honestly love to talk about it.
I wrote a 200,000 trilogy in ten months flat, from Dec 2020 to Oct 2021. it blew up in my sub-community and has somewhat of a cult following. I actually created it as a love letter to a friend, and that's why the driving conflict is so weird and sexy lol. but I'm gonna b a lil more open abt than usual it because its fucking FAG MONTH BABEY!!!! kink belongs @ pride and w.e so it's basically this:
a colony of aliens is at risk of total extinction after a natural disaster decimated their planet and irradiated its inhabitants to almost complete infertility. earth, largely a planet that has not yet formally had contact with other intelligent beings, is contacted by this colony - they want to trade technology and information in exchange for "help" saving their dying race. in this world, capitalism fell, and deep space travel has been widely accessible for about half a century - the colony contacting the Global Governing Body is not a random event; unbeknownst to the humans, it was inadvertently put in motion by one of the original "separatists" (earth defectors).
the story revolves around two transmasculine main characters: one an enigmatic surgeon with a traumatic past, the other a bubbly but intensely focused scholar of the emergent field of xenopharmacology. the latter is just starting his transition at the beginning of this story, and the medical side of it - with all the neat scifi bells & whistles to go with it - is explored and described at length. they are both employed by the government program that was created specifically to serve/interface with the alien colony, and over the course of the plot, they realize they've been deeply in love.
by the second & third books, they find themselves at the centre of an extensive conspiracy driven by cultural trauma & steeped in human experimentation, genocide, and military conquest. it's all really quite elaborate for some niche as fuck porn lmfao and I've considered revising it for a more wide-spread appeal, but I've decided against it.
the revision I've started is so that I can do all the lore and worldbuilding that was born of the writing process, actual justice. I started rewriting in the manic period that occurred just before my most recent suicide attempt actually lol but the notes are both extensive and mind-bogglingly coherent and I'm excited to see it thru. (and it definitely doesn't hurt that my fans are climbing out of the woodwork to tell me how fucking excited they are for the reboot!!!!)
thanks for this ask. it gave me such a mood boost to talk abt this a bit :3
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mermaidsirennikita · 2 years
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Any recommendations for HR from the 80s and 90s?
Try Johanna Lindsey if you want true old school. I haven't had the time to read as much of her as I want (still need to read Prisoner of My Desire) but I started with her. My favorite I've read is Fires of Winter, which is a viking romance wherein the heroine is a Celtic warrior type who gets taken captive by the hero, but it's been a long, long time since I last read it. Tons of dubcon and noncon. Not for the faint of heart, but again, I loved it as a kid. Avoid Savage Thunder like the plague.
Judith McNaught wrote one of my favorite books ever, A Kingdom of Dreams, which is a medieval enemies to lovers romance with an English hero and a Scottish heroine. Kidnapping involved; she's 17 and he's like 28-30. Some coercive sex, I'd say, but she wants it. McNaught also wrote Whitney, My Love, which is a primordial text of the genre and is a Regency romance with a true alpha hero. Very entertaining to me, but I like Kingdom of Dreams better. WML does involve a scene where he horse whips and he rapes her in what I think is a separate scene, but that's edited out of later versions.
Julie Garwood wrote The Bride, which I love a lot, and The Secret, which honestly didn't capture my interest. It's well-loved, so maybe I should try it again. The Bride is an arranged marriage medieval with another teenage heroine. The hero is super iconic.
Elizabeth Lowell wrote a trilogy of medievals I love in the 90s, which involve very alpha, aggressive heroes and defiant heroines. Dubcon honestly abounds in them, but it's not super heavy in the first two. The third one has a heroine who is traumatized by being raped in the past, and this is dealt with at length/the hero doesn't really believe her at first. That book also has a scene that is like... Aphrodisiac-induced somnophilia vibes? Or was it all a dream? Mysticism is heavy in these.
Beverly Jenkins has a lot of older books, though I haven't read as many as I would like to just yet. Indigo is SUPER good, the heroine works for the Underground Railroad and the hero is a guy she nurses back to health who turns out to also work with the Railroad. He's a rake, she's quiet and smart, and there aren't any consent issues from what I recall.
Here's the thing though... Most of the really iconic older historical romances are going to have consent issues. So when you're reading older books, just go in expecting that. If that doesn't work for you, totally cool, but it's just a reality of the genre for a LOT of authors (less so Beverly Jenkins).
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ayodya-mga2024mi4016 · 2 months
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Additional research
Documentaries
What is a Documentary?
A documentary is a non-fictional film or television program that presents factual information about a particular topic. It aims to inform, educate, or entertain its audience by presenting real-life events, people, places, or issues. Unlike fictional narratives, documentaries strive for objectivity and accuracy in their portrayal of reality.
Types of Documentaries
Documentaries are a diverse genre that can take many forms.
Based on Style and Approach
Expository: These documentaries aim to inform and educate the audience. They often use narration, expert interviews, and archival footage to present factual information.
Observational: This style focuses on observing and capturing real-life events without interfering. It's like a fly-on-the-wall approach.
Participatory: The filmmaker becomes actively involved in the subject matter, often building relationships with the people they're documenting.
Reflexive: These documentaries explore the filmmaking process itself and the impact of the filmmaker on the subject.
Performative: The filmmaker's personality and perspective are central to the film.
Poetic: These documentaries prioritize visual and auditory imagery over narrative structure, often creating an emotional or atmospheric experience.
Based on Subject Matter
Historical: Explore past events, people, or cultures.
Social: Focus on social issues and problems.
Political: Deal with political events, figures, and ideologies.
Scientific: Explore scientific discoveries and theories.
Biographical: Tell the story of a person's life.
Nature: Showcase the natural world and its inhabitants.
Hybrid Forms
Docudrama: Combines documentary footage with dramatic reenactments.
Mockumentary: A humorous or satirical film that pretends to be a documentary.
How to do a documentary?
1. Concept and Research
Identify a compelling topic: Choose a subject that has potential for a strong narrative.
Conduct thorough research: Gather information from various sources, including books, articles, interviews, and online resources.
Develop a strong thesis: Define the core message or argument of documentary.
2. Planning and Pre-Production
Create a treatment: Outline the story, characters, and structure of the documentary.
Develop a shooting script: Create a detailed plan for filming, including scenes, interviews, and visuals.
3. Production
Capture footage: Film interviews, b-roll (visuals), and any necessary scenes.
Conduct interviews: Prepare thoughtful questions and create a comfortable atmosphere for interviewees.
Gather archival footage: Find relevant historical materials to enhance the story.
4. Post-Production
Edit footage: Assemble the story, selecting the best shots and creating a compelling narrative.
Add sound and music: Enhance the emotional impact of the film with sound effects and music.
Color correction and grading: Adjust the visual look of the documentary.
Add graphics and titles: Create on-screen text and visual elements.
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the-haunted-office · 2 months
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HC: Doomsday
send (HC: the name of one of my muses) and i’ll give you 5 random headcanons about them! feel free to specify if you want them to be relationship headcanons involving your muse.
Doomsday IS Thursday. They are the same person, just from different timelines. So pretty much they share the entire same backstory from being stuck in the Office all the way back to birth. The divergence in their timelines begins when their Stanley dies. While Thursday's Office for some reason opened up to allow others from other universes in (essentially, this was a break in the fourth wall, i. e. the creation of the Haunted Office blog and roleplaying with other blogs), Doomsday's did not. Since she did not meet others, she ended up dying alone. She is considered to be the first actual Thursday and the whole narrative of Thursday, the Cycle, and everything began with her.
Doom's relationship with her Stanley was different from the relationship most Thursdays form with their Stanleys across the multiverse. Most Thursdays form a sibling type relationship with Stanley. Doom is unusual in that she developed romantic feelings towards her Stanley. She has a very difficult time in separating these feelings from other Stanleys from other universes that she meets, and forms close attachments to them as a result. She has gotten better at tampering this down, although it is likely to be a struggle she will grapple with for the rest of her existence.
I call Doom a "deus ex machina" character as a sort of joke. I gave her a variety of pretty much overpowered super abilities to overcompensate for the fact that Thursday has no abilities. In this aspect, Doom can "solve" almost any problem. Is your character stuck somewhere or needs a quick solution to a problem? Just have Doom come over, she'll deus ex machina their way out of it for them with her mixed bag of abilities. This is somewhat poking fun at the types of characters you see in books where they just seem to have a magic hat solution to everything because the author is lazy and can't figure out a clever way of figuring it out. :p
Doom thinks knives and stabbing people are lame to the highest degree. She thinks this because of how prevalent it is in pop culture and the horror genre, and believes most people just do it because they think it "looks cool". To her it's nothing more than a fad and nothing will bore her faster than some person pulling a knife out at her. Bonus: Thursday feels the same way.
While she is no longer bonded with 1000 other Thursday souls (since she is alive now and they all were forced to unbond with her upon being revived), she has still retained all of their memories from when they were bonded with her. When she sleeps, she experiences their dreams and nightmares. It's difficult for her to figure out which ones are hers and which ones belong to the other Thursdays. She doesn't know if it makes a difference anymore either.
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