[Rushing Toward a New Age] Things to do before moving on

gatherer818

One Thousand Club
So there's a year of downtime ahead! Congrats and enjoy! But during that time, there's plenty to be done to set Harborhead on a new course of freedom. Much of it will happen behind the scenes - no one wants to play through every boring meeting with different village elders and tribal councils and random trade merchants. So this thread ISN'T a list of stuff that needs to be done - anything we don't do a scene for will be assumed to take place off-camera. This is a list of things to do in the downtime you think would be interesting enough that they need their own scene! So please feel free to suggest any scenes (whether for yourself or the whole group) you'd like to see before we start the next story. I'm planning to take it light and easy until that story starts, since it's probably going to be fairly dark for a while once it does, and sessions will be a bit "whenever" until then, while I set up a few basic outlines and stuff for the next story.


I'll list the ones I'm at least thinking about here in the first post for reference:


Group scenes:


?


Karrilah (whose Motivation was just completed, and whose new Motivation is likely still in flux):


Mop up the remaining Legion forces in Kirighast


Meet with the House of Battles


Hanif (whose Motivation MIGHT have just been completed.. eventually):


Spark the turn toward worship of the UCS over Ahlat?


Blaze (the next story should complete this character's current Motivation):


?


Jerias (whose Motivation should be advanced, slowly but sure, in the next story):


A meeting with the Society?


Wanderer (the next story should help to involve this character's current Motivation):


A meeting with the Guild?


Raven (who shares a Motivation with Hanif):


Any scene in which Raven can deadpan "I'm on a boat"?


Priestess (whose current Motivation should be completed in the next story):


?
 
Karrilah kicking out the current Leopard on grounds of him being a collaborating quisling.


Karrilah (or everyone) going to Varangia to negotiate for rights to place bases in their country.


Karrilah meeting her son.


Karrilah telling Ahlat that things are gonna change and he is not going to like it.
 
Raven and a couple of the more martial Exalted could go on a scouting mission reconnaissance in force into the Bayou. His boat should be sufficiently shallow draft to go up the delta and a couple of hundred miles up the river from the branch point. And we need to know whether MoW and his friends have any... interesting surprises waiting for us there. Plus, we can base an Underworld navy out of the Bayou, so we can hit Thorns from both above and below.
 
A training montage. (Essence, Wits, Martial Arts. Csn they be improved on the road?)


I´m still not sure if the next part of the story involves a travel to the east or not.


The toymaker.
 
Helping Karrilah rebuild and fix up Harborhead.


Helping misc people and rebuild the current economy to be better for the people.


----


Needing a reason to get dragged into the next story.


Probably meeting everyone else in the party is a good idea.
 
Definitely would want to get his hooks into the populace, selectively mind you. Quality not quantity after all. Mind you, in addition he'd want to help some of the people get better skills so they can hold on this freedom.
 
If there's still some time, I wouldn't mind having Zhou meet up with the rest of the team. He owes some, especially Priestess, an apology or two, and it will help me finally figure out how his Virtues build up his personality. So far, I have an intense and reserved rogue, who will look out for himself when the chips are down...however, his Temperance and background also means that he should have exquisite manners...something that wasn't present in his first session with you guys.


So it gave me a few ideas about his flaw...err, I'll continue this in the OOC thread, I need your input badly.


Foolish13


~Yeah, tangents happen a lot with this one~
 
  • Establish a solid worship of the Unconquered Sun in the nation (no intention on eclipsing Ahlat directly, but if it happens, so be it)
  • Find a way to rearrange the geomancy so Rat Street stops being a demense, then fix the mutations of the people living there (Note: Something from House of the Bull Gods that didn't get the 2e bump; if you don't want that present it's cool)
  • Locate a manse somewhere in Harbor head (or begin to have one built, if possible) to act as the neutral center for the Chosen
 
As I was assuming the line in 2e about "No one knows how the people even manage to survive with as little food as they have there" meant the demense was either feeding them or making them not need as much food, I figured that demense was going to find itself capped to produce a Farmer's Stone to help end Harborhead's food problem permanently :P After it's capped it won't be mutating people, either, unless that's an intentional design thing.


despite losing Myst, and so not directly needing to challenge Raksi for Sperimen, I was still thinking Sperimen would make a great place for your Motivation, QSF. Will ask his player about me using him as a DMPC for that storyline so we can still have a decent excuse to visit after Thorns and Nine Land, if you're willing to work with that.
 
As of the 1e description, Rat Street is as it is because of a sloppy geomantic error that occurred after the Satrap's palace manse was completed. The essence pooled in that one area of town and created a demense, which then started to mutate the people there. It's up to you on how to work it in 2e.


Sounds like a plan to me. I'm all for kicking the cray cray out of Raksi and putting the place to good use.
 
yeah, 2e mentions that a geomantic error aligning the Satrap's Palace incorrectly with the Fane caused it, but never goes into detail on what the demense does, and then it hints at no one knowing how the people in the slums near it survive, making it a logical link. What mutations are inflicted on the people besides a reduced need for food are entirely unimportant to my usage of the demense, though - you can feel free to use the 1e mutations.
 

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