Sunday 29 January 2023

Ultraviolet Odyssey Part 9

This is the ninth part of a solo, narrative campaign within the Ultraviolet Grasslands RPG setting, created by Luka Rejec. The text is edited together based on outputs generated by Sudowrite,

Karnelia di'Orca is a tall and slender figure, with long dark hair and piercing eyes. She wears a flowing red robe adorned with intricate golden embroidery, and carries a staff topped with a blood-red crystal. A single black vertebra is visible at the base of her neck, marking her as a member of the secretive wine vampire order.

Jalosti i'Grati is a short and stocky purple-skinned young wizard, with a wild mane of hair and a bushy beard. He wears a flowing purple robe, and rides a machine horse that shimmers with shades of rust and metal. In his hand, he holds a staff of polished black wood, etched with arcane symbols.

Arcia Bodizie is a rugged and weather-beaten Safranjina, with a scar running down her cheek and a patch over one eye. She is dressed in a patchwork of scavenged clothing, with a long, flowing coat of dark blue and a bandana tied around her head. She carries a curved sword at her side, a sign of her status as an exiled pirate. A small furry mutant vole sits perched on her shoulder, giggling at anyone who pets it.

Soundtrack: 'Electric Wizard', Electric Wizard.

Chapter 17

 

The adventurers began their journey along the Long Ridge, the sun baking down on their backs. Karnelia di’Orca squinted against the sun, pulling the edges of her crimson cape closer to her body. The heat was oppressive, like the hand of some infernal god pressing down on her. The sun rose higher in the sky, and the heat became oppressive as they continued on their way. As they trudged through the tall, ash-white grass, they were pestered by swarms of blood-sucking flies, drawn to the scent of their sweat.

Karnelia eyed Jalosti i’Grati, who was batting haplessly at the voracious flies that were pestering him, astride his mechanical horse. He was an undergraduate, yet to even complete his arcane studies, and eager to prove himself. She had to admit that he had held up remarkably well so far, but this place was testing even the hardiest of travelers.

Karnelia waved her staff and uttered a few words of holy profane blood magic, sending a shimmering wave of power across the long ridge. The haematophagic flies scattered and the adventurers laughed in relief.

“It’s easier when we don’t have to swat them away constantly,” Arcia said, wiping sweat from her brow.

“Where are we headed?” Jalosti asked.

“West,” Karnelia said, pointing off into the distance, where the white-grey grasslands folded back on themselves in a trackless landscape. “As far as we can go.”

The three of them rode in silence for a while, taking in the beauty of the wilderness around them. The grasslands seemed to go on forever, the travelers soon finding themselves in a trackless landscape  that stretched out in front of them and folded back on itself in an endless pale sea. The heat was oppressive, and the wind coming off the grasslands felt like a hot breath on the back of their necks. Karnelia looked around, her eyes scanning the horizon for any sign of civilization. But there was none; the Long Ridge was a place where the remnants of history had been erased by time and wind. The world around them was wide and untamed, and the sky a clear silver white. To the south, below the ridge, could be seen the gleam of the Vale River. The sun was beginning to set, painting the sky in brilliant shades of red and orange.

 

The group walked for hours, the sun slowly sinking lower in the sky. They stopped only to take short breaks and drink from their canteens. As the sun set, a chill settled in the air. The stars began to twinkle, and the nocturnal insects began to chirp.

 

Karnelia looked up at the starry sky, and she could feel a sense of peace coming over her. This was a place of beauty, a place where the worries of the world could be forgotten. She turned to her companions and smiled.

 

Karnelia, Jalosti, and Arcia walked until twilight and decided to sleep beneath the stout silhouette of a twisted Krumholz tree, its limbs twisted from years of harsh winds and storms. The gnarled branches of the evergreen formed a shelter on the gentle slope of the Long Ridge, its leaves rattling in the wind like an old door creaking. The tree’s needles were small and soft to the touch, like young girl's eyelashes, and their berries were as hard as great-grandmothers' ears. Treading across a soft carpet of fallen pine, the adventurers set up camp for the night. They had been travelling this desolate landscape all day and the prospect of rest was inviting. 

“Let’s make camp here. The night will be cold, but I think we’ll be safe enough.”

Jalosti and Arcia nodded in agreement, and the three of them set about gathering wood for a fire. They cooked a simple meal of orange steppe-peas over the flames, then settled down to sleep, their bodies tired and aching from the long day’s march.

***

The morning sun was a thin, pale curl of violet on the hazy horizon as Jalosti, Arcia and Karnelia set out from their camp in a lee of Krumholz trees. The air was crisp and clean, the dew-damp grass crunching under the hooves of their steeds as they made their way along the ridge of the Long Steppe. The morning air carried a faint scent of newly-cut grass, with an odd underlying sweetness like honey-coated flowers.

The Vole, perched atop Arcia's shoulder, seemed pleased by the journey. Its black eyes sparkled with curiosity, taking in its new surroundings as its nose twitched and whiskers quivered with excitement. Jalosti's machine horse, an archaic contraption of rust and metal, whirred and ticked, drowning out the chirps and tweets of the morning birds.

The travelers followed a path of their own making, one without maps or direction, the only goal being to reach the end of the Long Steppe.

The morning passed quickly, and soon they began to notice a strange pattern emerging from the grassy fields around them. What appeared to be circles and whorls of grass, cut in strange and precise shapes, began to sprawl across the steppe in all directions. The wind rustled through the grass like a whispered secret.

The trio paused to observe the phenomenon closer. The circles were precise and uniform, with patterns of ash-white grass cut in shapes of stars and crescents, separated by a uniform ring of untrimmed grass. The sight was both strange and beautiful, and the Vole gazed curiously from Arcia's shoulder.

Soon, Arcia's sharp seafarer's eyes noticed the presence of others on the steppe. Small bands of local nomads, some on horseback, had stopped to observe the strange circles. The nomads were dressed in warm, earth-toned clothing and headscarves. Their faces were weathered from years of travel, but their eyes sparkled with curiosity. They wore traditional jewelry over their clothes - coins, amulets and charms - which clink as they move. They seemed puzzled and curious, likely wondering what had caused such a phenomenon.

Seeing the nomads, the trio decided to approach them and inquire. The nomads were friendly and welcoming, and Jalosti and Arcia soon found themselves part of a large congregation of locals and travelers, all discussing the circles and their possible origins.

"They are called the Long Steppe Symbols," one of the nomads explained. "It is believed that they are symbols of power and protection, placed by gods of the vast open sky to ward off dark forces."

"No, no. The circles are the work of an ancient sorcerer, who traveled these lands many moons ago,” another of the nomads said, her voice carrying across the steppe.

 

The discussion soon turned to the travelers themselves, and Jalosti and Arcia found themselves the center of much curiosity. The nomads were especially intrigued by the Vole, which seemed to be quite content to be the center of attention.

 

"What brings you three to this place, far from your sea of water in the East? The White Grass Steppe is no place for the faint of heart," one of the nomads said.

 

Karnelia told them their story, about their travels in the dying world and their quest for an audience with the Grand Observer. The nomads listened intently, nodding in understanding.

 

"The Steppe can be a dangerous place, but also a beautiful one," responded the nomad. "You are welcome to camp with us and rest before continuing your journey."

 

The trio was grateful for the invitation, and after setting up camp, they spent the night talking around a fire under a blanket of stars. As they ate, the nomads spun stories about magical creatures living deep within the grassy plains, about mischievous sprites playing tricks on unaware travelers, about powerful sorcerers who once roamed these steppes. The campfire illuminated their faces in its orange glow, casting long shadows onto the ground.

 

 

At dawn, the travelers said their goodbyes and continued their journey. As they walked, they noticed more of the strange circles appearing in the grass around them. Eventually, they stumbled upon an especially large circle in a clearing surrounded by weathered tree stumps.

 

 

Inside this circle were several small children dressed in white garments - an otherworldly sight that made Arcia gasp in wonderment. The children were playing some sort of game, their laughter echoing through the steppe like a chorus of bells. Their faces were small and pale, their eyes of shifting colors like that of a chameleon's - golden one moment and emerald green the next.

 

Arcia stepped forward cautiously. Taking a deep breath, she cleared her throat and asked, "What are you doing here?". One of the children slowly turned her head toward Arcia and spoke softly in a language none of them understood.

 

The children smiled and began clapping their hands before gathering together in the center of the circle. With grace and enthusiasm, they they danced in a wheel within the circle of white grass.

 

As the dance ended, the children stepped out of the circle. Concerned, Arcia stepped forward, but the children laughed and ran into the tall grass leaving no trace.

 

The adventurers were puzzled by the strange encounter but continued on their journey on horseback. Eventually, they found a restful grove with beautiful spring. The clear water seemed to sparkle with tiny flecks of light, and a pleasant smell filled the air.

 

They took the chance to drink from the spring water. It was cool and pure, and they refilled their canteens before continuing their journey. They all took their fill, feeling refreshed and invigorated.

 

But as they drank, they noticed something strange floating in the water - tiny metallic specks. Jalosti scooped up a handful of water and studied it closer. It was filled with tiny metallic particles that, every few seconds, seemed to come together to momentarily trace the outline of a swarm of fish, a geometric pattern or a human face. The travelers were captivated by such a marvel, a secret known only by this silent water.

 

"The water is contaminated by ultra artifacts!" exclaimed Jalosti. “These must have been left behind by some ancient people from the Long Ago, perhaps one of the Zombie Democracies”.

 

They quickly fled the area as fast as possible, hoping to outrun whatever danger lurked beyond. But alas, it was too late - for within minutes, Jalosti and Arcia began to feel an eerie fog overtake their minds, pulling them into a day lost to hallucinatory fugue...  Colors and shapes blurred, sounds echoed unnaturally, and soon the two travelers found themselves in an alien landscape, their minds warped by the mysterious fog.

 

***

 

They awoke in a ditch the next morning, shaken and disoriented. Luckily, they had not wandered far from their horses. As their minds slowly cleared, the trio came to a realization that the Long Steppe Symbols were not some kind of protective magic, but rather a warning of the danger held within the world - a warning that ancient powers had the power to alter reality itself if they were not careful.

 

The group quickly gathered their belongings and rode off in search of safer land west. As they traveled along the Long Ridge, something else emerged on the horizon - monuments made of stone and glass that seemed to be sentinels of a higher power.

 

Nearing the ruins, they could see that the pillars formed a hall, the the faint lines of an exuberant structure shimmering above it, the ghost of the great building clinging to its last trace of corporeality.

 

Next to the ancient feast hall was a deep oblong pool filled with rainbow-colored liquid. Odd farmers milled about, milling about indifferently, heedless of the adventuring party. Their bodies were sinewy, their skin the texture of young wood in shades of grey, brown, and green, vine-like muscles roping over visible bones. Lidless pits were where their eyes should have been. They moved in a manner that was graceful yet mechanical, like puppets attached to invisible strings.

 

"What kind of creature or being created these people?" Arcia asked Jalosti.

 

"Some sort of abmortal bioengineer," mused Jalosti. The strangeness of the steppe was beyond anything his study had prepared him for.

 

Karnelia noticed that the farmers had gathered piles of pale tubers and fat steppe-grubs. She pointed at the foodstuff and the farmers seemed to understand her. She placed some cash her purse in her open palm and offered them to the strange beings. One of them carefully sifted through to select a few small coins. The others gathered around and stood staring at the takings, as if they did not know what to do next.

 

As the trio packed the supplies into the saddlebags of their horses, they saw an upright black circle approach over the western horizon. As it moved towards them along the ridge, they saw it was a huge motorized monocycle.

 

When the monocyle finally arrived, they were greeted by a strange figure. He was dressed in raven black, wore a pointed hat, a long coat, and goggles that covered his eyes. On the front of his monocycle was a large metallic box with an intricate control panel.

 

"Greetings, adventurers," said the figure in a low, croaky voice. "I am Giovanni de Udine, the electric wizard. Perhaps you have heard of me.”

 

He then declared that he was on a mission to recover the Erebus Star, a relic of inviolable power, which had been vanished from this realm for centuries.

 

"While I search, however, I must replenish my strength. I see you have met the servants of the Fallen Feast Hall. They produce they provide is dull but nutritious."

 

De Udine paid for a brace of grubs and a few tubers, before taking a device out of the luggage compartment of his monocycle. Setting the contraption, which resembled a series of pans on a tripod, down on the grass, he intoned some mystical words and gestured with a pristine crystal wand. He filled one of the pans with water and began to cook a few of the tubers.

 

As he was doing so he explained some of what he knew of the Long Steppe. "You see, these ultra artifacts scattered about the steppe," Giovanni said. "They hold a power that could be harnessed to create great things, if only someone knew the secrets."

 

"What do you know of the Black City?" blurted Jalosti.

 

"Enough to know that it is far too dangerous for the likes of an amateur spell-wrangler such as yourself," responded Giovanni de Udine haughtily. Jalosti blushed, whilst Arcia frowned.

 

"The Black City was once a great metropolis of learning and innovation; the home of powerful diabolists and void-scholars who had harnessed the secrets from the upper and lower realms. They could create inventions which others could only dream of - self-moving machines, magical weapons and wondrous portals to other worlds."

 

He lifted his goggles to reveal two shining amber eyes. "I mean to find the secrets of that age Long Long Ago," he said.

 

Slightly overawed, the trio thanked de Udine for his time, mounted their horses and continued West.

"It said that during the Long Long Ago, the powers that the electric wizards possessed were commonplace. Every person was, in their own way, a master of such sorcery," expounded Jalosti - impressed at de Udine despite the latter's gruff demeanor. The other two remained sceptical, but said nothing.


Thursday 19 January 2023

Ultraviolet Odyssey Part 8

 This is the eighth part of a solo, narrative campaign within the Ultraviolet Grasslands RPG setting, created by Luka Rejec. The text is edited together based on outputs generated by Sudowrite,

Karnelia di'Orca is a tall and slender figure, with long dark hair and piercing eyes. She wears a flowing red robe adorned with intricate golden embroidery, and carries a staff topped with a blood-red crystal. A single black vertebra is visible at the base of her neck, marking her as a member of the secretive wine vampire order.

Jalosti i'Grati is a short and stocky purple-skinned young wizard, with a wild mane of hair and a bushy beard. He wears a flowing purple robe, and rides a machine horse that shimmers with shades of rust and metal. In his hand, he holds a staff of polished black wood, etched with arcane symbols.

Arcia Bodizie is a rugged and weather-beaten Safranjina, with a scar running down her cheek and a patch over one eye. She is dressed in a patchwork of scavenged clothing, with a long, flowing coat of dark blue and a bandana tied around her head. She carries a curved sword at her side, a sign of her status as an exiled pirate. A small furry mutant vole sits perched on her shoulder, giggling at anyone who pets it.

Soundtrack: 'Wall of Fire', Monster Magnet.

Chapter 16

The three adventurers had been travelling for days, ever since they had left the nomads of the Calamansi clan. The thought of pursuit by the Porcelain Princes weighed on their minds.

Karnelia frowned, her face grim. “We should take the caravan and hide it in the woods. We can continue our journey on foot, carrying a sack of Cherenkov cherries.”

The others agreed. As they travelled through the Wicker Vale, they kept an eye out for a safe place to hide the strange necromantically-powered vehicle they had acquired, the Caravan of Bones.

To that end, their goal was the secret wood marked on the map of Calamansi nomads, a place that only a few were aware of and even fewer dared to venture.

Karnelia acted as lookout on the deck of the barge-shaped vehicle, her sharp eyes scanning the countryside for any signs of danger or trouble, ready to take evasive action should it become necessary. Her two companions, Jalosti and Arcia, stood at the wheel, ready to be called upon at a moment's notice.

As the sun slowly made its way across the sky, the adventurers rolled ever onward. Eventually, after what seemed an eternity, they arrived at the edge of the secret wood, a dark and mysterious place.

Karnelia, Jalosti, and Arcia stood at the edge, surveying the forest before them. The trees were tall and ancient, their branches like gnarled, knotted hands reaching out to grab anything that came too close.

The adventurers exchanged a glance, and Karnelia nodded. "We must hide the Caravan of Bones here," she said. "If we are to have any hope of avoiding the Porcelain Princes, we must keep it out of sight. We must be careful, though. We must be sure that the vehicle remains hidden and that there is no trace of our presence here."

Jalosti and Arcia nodded in agreement, and the trio set about creating a hidden spot for their strange vehicle, covering it with leaves and fallen tree branches, making sure that it was completely disguised. When they were finished, it was undetectable from the road. The Caravan of Bones was safe and secure.

Karnelia, Jalosti, and Arcia stood back and surveyed their work, satisfied that their plan had been successful. The Porcelain Princes would surely have no way of finding it now.

The adventurers made their way out of the woods, relieved that their mission had been accomplished. Now, they could only hope that their hiding place would remain undiscovered by the haughty and autocratic polybody wizards.

The trio then shouldered their packs, and each carrying sack of Cherenkov cherries, they set off towards the distant prehistoric ramparts. Karnelia, Jalosti, and Arcia trudged through the Wicker Vale, the baking heat of the wide depression sapping their energy. Sweat rolled down their faces, stinging their eyes, and they felt like they’d been marching through the dry plains since the Fast Stars fell. The tinder-dry grass crunched beneath their feet, and the occasional shrub or stunted tree threw an eerie shadow across the landscape.

The adventurers forded the shallow river as night descended, and made camp on the far side. They rolled out their bedrolls, ate a small meal of dried meat and mare-milk cheese, and settled into an exhausted sleep.

Jalosti was the first to wake the next morning, and he felt a strange uneasiness in his bones. He looked around groggily, the sun a dark mauve smudge in the sky. Karnelia and Arcia were still asleep, their bedrolls soft mounds in the grass.

Jalosti cautiously sat up, feeling a chill run up his spine. He looked down and saw that he had slept on the grave of a radiation ghost, the glowing apparition pointing at him in wordless accusation. The half-buried skeleton was still visible, and a chill ran through his body as he realised what he had done.

He scrambled away from the cursed grave, dizzy and feeling ill. The other two awoke as he staggered back, and both looked at him with concern.

“What’s wrong?” Karnelia asked, her voice still slurred with sleep.

Jalosti shook his head, not sure how to explain it. He gestured to the grave, and the others gasped.

“We have to leave here,” Arcia said, her voice serious. “We don’t have time to wait and see if the curse has taken hold.”

The sun beat down on them as they walked. The valley’s heat seemed to seep up from the ground and wrap around them as they ascended the grassy hillside, their feet aching from the effort. They were all exhausted, their bodies and minds both weary from their long journey. But still they kept going, step by step, until finally the ramparts were in sight. In the near distance, the ancient defences of long-forgotten civilizations, still etched with faded wizard spell-arms, looked down upon them.

As they reached the edge of the ancient fortress, they allowed themselves a moment of respite. They rested in the shade of the crumbling walls and felt a sense of relief that their journey was almost at an end.

Recovering some of their strength, they took in the panorama before them, beholding the spectacle of the Circle of Grass. Rolling hills of lush green grass dotted the landscape, dotted with the occasional copse of trees.

As they drew closer, the sounds of celebration became louder and clearer. A sea of tents and banners surrounded the Circle of Grass, and it soon became apparent that the adventurers had stumbled upon a great clansfolk festival.

People from all walks of life had gathered to celebrate in the warm air of the Wicker Vale. Clad in vibrant colors, they feasted and sang, danced and drank, while children ran and played in the tall grass. Karnelia, Jalosti, and Arcia stepped forward, wide-eyed and filled with wonder.

Arcia beheld the scene before her with a broad smile. She was no stranger to grand displays, but this one had a special charm to it that made her heart skip a beat.

"Can you believe it?" Arcia said in awe as she gestured towards the grand bonfire that engulfed a hillock, its flames reaching up to the sky. A strange figure of grass and wood towered over the pyre – a Grass Colossus. It stood like a sentry, its arms crossed and its eyes watching over the festivities.

The three adventurers shared stories with the people of the White Grass and learned of the long-forgotten legends of the region. A musician played haunting melodies on the lute, and a clown fought a fierce battle with an invisible foe.

But the greatest spectacle came when an old shaman stepped out of a nearby tent and began to sing. The sound of his voice sent chills down their spine, and as he sang his song, a large bear lumbered out of the tent behind him. Their song was hypnotic, casting a spell over the people who gathered around them. The shaman’s words painted vivid images that sparked the imagination, while their bear clapped its hands in time with the music. It seemed to be calling out for coins from the audience, playfully guilting them into emptying their pockets. People pulled coins, jewelry and trinkets from their pockets in tribute to the shaman’s performance, captivated by their music and stories.

The crowd soon split in two, and a boisterous game of throw-the-boar broke out between the two sides. The boar, glistening in grease, squealed wildly as it was thrown up and down the field. They laughed and cheered as they threw it around, sending it soaring through the air before finally catching it in their arms with a roar of triumph. The players took turns chasing the wild animal around, trying to catch it and throw it into a large basket at the center of the circle. Everyone cheered, hollered and whistled as they watched the spectacle unfold. Karnelia, Jalosti, and Arcia watched on in awe at this strange spectacle, unable to take their eyes off the wild beast.

But then, the music and laughter suddenly stopped. A hush fell over the crowd as everyone looked up at the top of the hillock. There stood a figure, a tall imposing figure who seemed to be looking out over them all with an air of authority. His skin was like leather, weathered and tough from years spent in battle. His haggard eyes surveyed the crowd with a weary hatred of nonsense. The clansfolk bowed before him in reverence and respect for his position.

The figure stepped forward, and for a moment, time seemed to stand still. He gestured towards the Circle of Grass and spoke in a booming voice: ‘Tonight, we honor our ancestors by offering a sacrifice to the Colossus!’

The crowd gasped as a supplicant was seized and stuffed with saffron and steak, yellow grease dribbling down their chin as they were led towards the pyre at the center of the Circle of Grass. They were hoisted by four clansmen and thrown onto the pyre. The flames licked at the sacrificial victim, their harsh radiant heat engulfing them in an instant. Arcia’s heart leapt into her throat as she watched in horror as the figure was slowly engulfed by the raging fire. The heat from the bonfire was almost unbearable as it radiated from the Heart of the Colossus.

The crowd remained silent until a loud cheer erupted from within its ranks. Everyone stood mesmerized by the display of power before them, awed by its magnificence. At that moment, Karnelia felt a connection to something much greater than herself – something ancient and powerful that had been lost for millennia. Despite their own fears, the adventurers felt a strange sense of respect and admiration for this brave soul who had offered up their life so that others may live in prosperity and joy.

The shaman began to chant, his voice rising in a crescendo as he waved a burning torch towards the Colossus. All at once, the figure stirred and began to move, its limbs creaking and groaning as it unfolded itself from its slumber.

It stood tall, its wicker-and-bone frame shimmering in the light of the bonfire. As it stepped forward into the Circle of Grass, all eyes were glued to it as it began to dance with wild abandon. Its movements were lively and mesmerizing; its limbs seemed to move with an otherworldly grace as it twirled around the pyre. Everyone was spellbound by this creature – they clapped and cheered as they watched this ancient being come alive before their eyes. None daring to move an inch out of fear that the Colossus would snatch them away with one of its great hands. The dance only seemed to grow wilder and more frenzied as time went on, taking on a life of its own as it stretched through the air and touched the stars.

Eventually, the air around them started to grow chilly and the smoke from the pyre began to slow. The adventurers followed clansfolk as they retreated back to the huts that surrounded the Circle. As purple dawn broke, everyone was relieved to see that it had retreated back into its slumber and all but a few unwitting and insufficiently nimble sacrifices had survived.

The trademeet buzzed with life that day, as merchants of all peoples and clans haggled and bartered for any goods they could acquire, legal or not. Arcia scoured the area for any opportunity to make a quick buck and soon found a buyer for the Cherenkov cherries they had recently stolen. "How much can ya offer me?" Arcia questioned the buyer, knowing full well the cherries were worth a pretty penny. After much negotiating, the buyer agreed to an exorbitant price, replenishing the crew's depleted funds.

"Look!" Karnelia yelled, pointing at the figure in the distance.

"It's Jalosti's mechanical horse!"

The crowds parted to let the metal beast through, its gears whirring and clattering hooves tapping against the ground.

Jalosti raced over and hugged the brass horse tightly.

"It looks a bit beaten up but it's in one piece," Jalosti said with a sigh of relief.

Before they left the trademeet, Karnelia and Arcia each bought a mount of their own and restocked the group's provisions. Little did they know how much of a necessity these would be in their journey ahead.

With all the preparations made, the adventurers set their eyes towards the Long Ridge – a harsh, endless sea of grass that stretched into the far west. As night began to creep upon them, tall spires of grass waved gently in unison against a backdrop of a twilight sky illuminated by thousands of stars that seemed to stretch infinitely above them.


Ultraviolet Odyssey Part 7

This is the seventh part of a solo, narrative campaign within the Ultraviolet Grasslands RPG setting, created by Luka Rejec. The text is edited together based on outputs generated by Sudowrite,

Karnelia di'Orca is a tall and slender figure, with long dark hair and piercing eyes. She wears a flowing red robe adorned with intricate golden embroidery, and carries a staff topped with a blood-red crystal. A single black vertebra is visible at the base of her neck, marking her as a member of the secretive wine vampire order.

Jalosti i'Grati is a short and stocky purple-skinned young wizard, with a wild mane of hair and a bushy beard. He wears a flowing purple robe, and rides a machine horse that shimmers with shades of rust and metal. In his hand, he holds a staff of polished black wood, etched with arcane symbols.

Arcia Bodizie is a rugged and weather-beaten Safranjina, with a scar running down her cheek and a patch over one eye. She is dressed in a patchwork of scavenged clothing, with a long, flowing coat of dark blue and a bandana tied around her head. She carries a curved sword at her side, a sign of her status as an exiled pirate. A small furry mutant vole sits perched on her shoulder, giggling at anyone who pets it.

Soundtrack: 'Holy Moon', Black Rainbows.

Chapter 15

The three adventurers continued their getaway, traveling across the dangerous Trail of Vomish Dreams. The Caravan of Bones was a strange and unpredictable vehicle,  powered by the energy of the bones it was made of. The Caravan had driven itself along the trail during the night, spurred on by the Femur Wand that Jalosti had continued to grip in his unconsciousness. They had managed to evade capture, but Jalosti's injury weighed heavily on them. It had been a close call and they knew they couldn't afford to make any more mistakes. The three adventurers had slept fitfully overnight, but were stiff and sore from the rattling of the barge-shaped bone chariot. They awoke under a dark mauve dawn sky.

"The Trail of Vomish Dreams is a dangerous place," explained Jalosti weakly, gripping his injured arm. "It's home to a variety of strange and dangerous creatures, including the vomes. They're synthetic organisms, self-replicating and violent. They're completely unpredictable, and it's nearly impossible to anticipate what they'll do next."

"What are they doing out here?" asked Arcia, her brow furrowed in confusion.

"It's not clear," replied Jalosti. "Some say that they were created by an out of control SourceFac, while others believe that they're the result of some kind of arms race between unscrupulous biomancers. Whatever the case, they're a constant threat to anyone who travels along the Trail."

The landscape of the was a wild and untamed, with high grass that sparkled and shimmered in the light. The grasses grew tall and lush, covering the ground in a sea of pale green and purple.

It was a perilous journey, but they were determined to escape the territory of the Porcelain Princes and find a safe place to rest. They had to be constantly on guard, ready to defend themselves at a moment's notice.

They had only been able to bring limited supplies with them during the heist of the Caravan. A check of the hold of the wheeled barge they travelled in, however, revealed two dozen sacks of Cherenkov cherries. The fruits would provide sustenance in the harsh, biomantically-corrupted grasslands. But with the harsh sun beating down, they wouldn't be enough to quench their thirst.

"We need to find water," Karnelia said, eyeing the parched landscape. "And soon."

Just as she spoke, they spotted a small waterhole in the distance. Arcia turned the wheel, guiding the Caravan towards it.

Disembarking from the skeletal barge and approaching the waterhole, they noticed several prairie pigs huddled together, looking scared.

"What's wrong, little guys?" Arcia asked, approaching the pigs with a gentle smile.

One of the pigs squealed in fear and ran off, causing the others to follow suit.

"What could have scared them like that?" Arcia exclaimed, turning to the group.

As she did so, she felt a tugging at her foot, and she realized too late that she had lost one of her shoes to a thirsty tangle shrub. She cursed and tried to retrieve it, but the shrub cowered in fear at her approach. She opened her mouth in indignation, but at that moment a loud rustling sound filled the air. The group turned to see a giant vome beast emerging from the grass. Its body was covered in thick spines, and its tail is tipped with a long, curved blade. Its eyes were a deep crimson, and its curved beak glinted brightly in the afternoon sun. The vome beast let out an almighty roar, and one could feel its clammy breath on their skin. Its long talons scored the stones beneath it, leaving deep furrows in the land.

"Run!" Jalosti yelled, pulling Arcia along with him.

“But my shoe!” exclaimed Arcia.

"Forget it," Karnelia said, pulling Arcia back into the Caravan. "We have bigger problems to worry about."

Soon enough, they had reached safety on the other side of the Trail of Vomish Dreams. They disembarked from the Caravan with shaky legs and relieved smiles plastered on their faces. They shared a brief moment of respite before continuing their journey The group scrambled back into the Caravan and with a few waves of the Femur Wand, they were off. Arcia, Karnelia, and Jalosti all clutched onto the sides of the Caravan for dear life as it careened across the uneven terrain. The vome-infested beast charged after them, its razor claws ripping through the ground. The three adventurers ducked their heads, bracing themselves against the rattling carriage. 

Suddenly, just as it seemed that the beast was about to catch up to them, the air became thick with a dense, gray fog that blocked out the view of the menacing creature. The mist sparkled like pixie dust in the midday sun. Through sheer luck, they had stumbled across an enchanted fog bank that served as a safe haven for travelers along this dangerous path. They breathed sighs of relief as the vome's roars faded away in the distance.

Hope returned as they realized that luck had been on their side. Soon enough, they found a small stream amid the flat expanse of the Trail. They disembarked from the Caravan with shaky legs and relieved smiles plastered on their faces. They shared a brief moment of respite before continuing their journey.

They travelled all day and every night across the biomantically-corrupted veldt. The bone-chariot clattered across the land, the Femur Wand a guiding beacon in the darkness. Their journey was dangerous, but occasionally punctuated by moments of beauty that reminded them why they had undertaken this quest in the first place. Soft, wispy rays of light topped the horizon, painting the sky with a spectrum of orange, pink, and purple. Wildflowers blanketed the ground in vibrant contrasts, tended to by biomechanical bees. Everywhere was the smell of ozone, riotously decaying matter and the loud, buzzing hum of vomish locusts, like a high-pitched swarm of electric cicadas, loud enough to overwhelm all other sounds but the clatter of the Caravan's bone wheels.

Eventually, after several days of travel, the Trail wound its way through a forest of ultraviolet bamboo. The pale purple bamboo trees stretched tall and proud, their green foliage standing tall against the bright sky. Sunlight filtered through the leaves and branches, creating a dazzling array of light and shadows. Vomish racoons with skittered away from the Bone Chariot as it rumbled along the dirt road. As they fled, their telescoping lens-eyes shifted and rotated, making a whirring sound like the clicking of a small camera shutter.

Through the lush canopy of ultraviolet bamboo trees. At a hundred dwarfish-yards distance on their starboard side, a large pink pearl floated off the ground, glowing like a half-moon. Lions and lambs lay peacefully on the ground around it, unafraid, their fur shimmering in the light of the pink pearl, their eyes closed and manes rippling in a gentle wind. The adventurers heard a peculiar silence, like a wave of stillness which rolled outwards from the tranquil sight before them. Aside from the occasional rustle of the bamboo trees in the breeze, they could make out something like the distant whisper of a lullaby.

As they get closer to the pearl, they find themselves becoming mesmerized by its beauty and start to feel a strange calmness enveloping them. The light radiating from the pearl seemed to reach outwards, beckoning them closer. They stepped forward cautiously, as if in a dream - it felt like an invitation, a siren's call, a promise of something beautiful and mysterious. Slowly, the adventurers began to drift towards the pink pearl, forgetting for a moment why they had come here. Surrounded by such an unearthly sense of peace, nothing else seemed to matter but the moment at hand. As if guided by an unseen force, they stepped forward they were just an arm span from touching its surface.

“We’ve had some pretty incredible adventures so far,” Jalosti whispered. “But this is definitely the most beautiful thing I’ve ever seen.”

Karnelia leaned in close and whispered to the others, "I feel like there's something here, something hidden just beneath the surface..."

Just then, as if in response to her words, the lions and lambs around the pearl slowly stand up and start to speak. With gentle voices they sang a song of welcome and peace - one that seemed both familiar and ancient at the same time. The animals began to circle around the adventurers, padding softly upon the ground. The Pearl seemed to be alive, its light pulsating in time with he gentle song.

None of the three could make out any words of the strange song of the animals. The music eventually subsided and the animals settled back to sleep. Nonplussed the trio of adventurers made their way through the clearing back to the Caravan, resuming their journey in silence.

Yet each of the three had the distinct sense that the encounter with the eerie Pearl had been significant, feeling calmer, more mentally present and attuned to their surroundings. As Karnelia reflected on the experience, she suddenly had the sense that she knew something new about the goal of their quest, although she had no idea how she had come to know it or why she was so certain. She had a clear and insistent idea in her mind that the Null Object of Desire was an imaginary part-object, separable from the body. As to what this actually meant or what the implications for their journey might be, she had no idea.

The forest of ultraviolet bamboo eventually gave way to tall swaying grass, which alternated with harsh scrubland. Ever-alert for vomish beasts, Arcia guided the Caravan along the trail through the unhealthy landscape.

A day later, the trio began to spot thornstone enclosures close to the trail, temporary dwellings grown from drystone coral using petromancy. The walls of the enclosures were typically around seven feet high, speckled with small hollows and crevices,  with jagged rocky thorns jutting out in every direction, providing a formidable barrier. Some were solitary, standing like eight-sided snowflakes, rough and patched with mineral growths and rugged with age. Others were arranged in a circle, or were surrounded by drifts of drycoral poked through by yellow wildflowers.

As the sun started to set, the travelers glimpsed a large gathering of nomads on the horizon. The clansmen wore robes and turbans, and their horses, camels, and oxen grazed on the tufty grass of the scrub. A number of makeshift tents and campfires around a large cluster of thornstone enclosures came into view.

The adventurers decided that this was a good place to camp for the night, not only to rest but also to mingle with the nomads and gain their trust.

"We are travelers, seeking passage through the Trail of Vomish Dreams," Karnelia called out, stepping forward.

The nomads did not respond at first. Each of the men of the clan was mustachioed and wore a quiver of arrows on his back. Perhaps they were intimidated by the strange craft of woven bone that they rode in. Perhaps they did not speak the lingua franca of the Rainbowlands.

Arcia attempted to translate, as she had once shared a cabin with a sailor originally from the steppes.

After a few pleasantries, the group and was welcomed warmly. As they were escorted through the encampment, a delicious aroma of cooking food filled the air. The familial atmosphere was warm and inviting, with children running around playing games while adults talked in hushed tones about matters both serious and not so serious.

As they sat down, bowls full of steaming stew were quickly passed around and everyone enjoyed some hearty conversation in between bites.

The leader of the nomads introduced himself as Sorbec of the Calamansi clan. His dark hair had been weaved into tight braids that hung past his shoulders, and his eyes were a gentle orange-green. He carried himself with a quiet dignity, yet one that exudes a powerful presence. His mustache drooped down into a smile that seemed to leave his face.

"And what business do you have in these parts?" Sorbec asked, speaking in a deep baritone, eyeing them suspiciously.

"We are fleeing from the Porcelain Citadel and the Porcelain Princes," Arcia explained, gesturing to Jalosti's injured arm. She decided to take a risk that these nomads, like others they had encountered, were no friends of the Porcelain citadel. "We stole the Caravan of Bones and made our escape, but we were pursued. We need to put as much distance between ourselves and the Porcelain Princes as possible."

The leader of the clansmen nodded in understanding. "We have had our own troubles with the Porcelain Princes. They have been driving us from our traditional grazing lands, forcing us to seek shelter in these enclosures on the edge of vome country. We are happy to help those who seek to defy them."

The nomads offered to trade supplies and maps for some of the heroes' Cherenkov cherries. Sorbec was especially interested in these glowing fruits, which were a rare delicacy monopolized by the Princes. After some negotiation, an agreement was reached and the heroes were given a map of the region and enough supplies of cheese and dried meat to last until they reached their destination.

"Further to the West is the Wicker Vale and the mighty Vale River. Beyond that is the Circle of Grass, a great meeting place for clans of the White Grass Steppe. You will find safety and refuge there," Sorbec said. "But be wary - there are many dangers in the West."

The night grew dark and the stars twinkled in the sky. As the campfire roared, the nomads and heroes shared tales of folklore and myth. The nomads had many tales of the Dreamlands, of journeys taken and adventures endured. They told vivid stories of ancient battles between warriors who walked on their hands and humming snakes. Each story was told with great drama, gesture and emotion. Jalosti recounted stories of strange beasts he remembered from parapaleontology lectures, and Arcia sang a haunting shanty about an ancient stone dragon that had once terrorized her homeland. For reasons that they could not quite put their finger on, none of the three said anything about their earlier encounter with the eerie pearl.

Long into the night they talked, until eventually, the adventurers settled down to sleep on blankets in one of the thornstone enclosures. It was the first time they had been able to sleep on solid ground in nearly a week, and they all appreciated a night's rest without the rattling motion of the Bone Caravan.

In time, as the violet light of morning broke, they gathered their supplies and bid farewell to Sorbec and his clan, who wished them good luck on their treacherous journey Westwards.

"You are all brave to attempt the Trail of Vomish Dreams," the clansman said, his voice full of admiration. "Farewell, fierce friends. We wish you good luck on your journey" he said as the heroes rode off into the swaying grass.

Tuesday 10 January 2023

The Ultraviolet Desert Part 3

This is part 3 of an attempt to make Acid Death Fantasy useful for an Ultraviolet Grasslands campaign. It turns Luke Gearing's mini-campaign book and bestiary for the Troika! system into 2 1/2 locations for an Ultraviolet Grasslands point-crawl. It assumes that characters are travelling from location to location as per the rules in Luka Rejec's Ultraviolet Grasslands.

This conversion/arrangement is skeletal and requires Acid Death Fantasy to use. Every mention of an enemy or non-player character refers back to ADF, numbers refer to the entry in the book under 'enemies', numbers appended with a 'b' refer to the entry in the book under 'backgrounds'. Names and terms from ADF are the intellectual property of Luke Gearing.

Parts 1 and 2 here.

The Incorrigible Dunes of the South West             

Setting out from either Alshgar or Januba, travelers might eventually reach the city of Shurupak.

 Misfortune in the pitiless wastes     

D20 plus Charisma          

1              Lost in a maze of shifting dunes (-1 week).

               

2              Fell into ennui contemplating the fallen works of the mighty.  Lone and level sands stretch far away (-2 Aura).

               

3-4          Dust storm approaches. Only drastic action can prevent loss of 1 animal, 1 sack of supplies and 1d6 life.

               

5-6          Fell into a sand sinkhole (-1d6 life).

               

7-8          Churned sand and distant rumbling ahead. Change route (-1d4 days) or 50% chance to encounter a Great Worm Young (24).

               

9-10       Dismembered bodies of 1. Warflock, 2. Hyenamen, 3. Musk-melon merchants, 4. Shepherds,  5. Canyon Crawlers, 6. Desert Mutants (46, 56, -, -, 54b, 52b).

               

11-12     Slough Lizardling (16) corpse garden. Limbs pinned to cacti. Disturbing.

               

13-17     Through the trackless waste of the dunes and across the dust flats, the journey is uneventful.

               

18-19     Awake to acid mana, a fine flake-like thing covering the ground like dew, in the shape of coriander seeds. Interesting effects if ingested.

               

20+         Moment of satori gazing up at the stars under the desert sky (+1 Thought).

 

Encounters (d8)

1

12

Glass Lizard

2

14b

Dune Rider

3

16

Slough Lizardling

4

16

Slough Lizardling

5

22

Soldier of the Divine

6

31

False Dune Snake

7

32

Dune Ghouls

8

35

Duneshark

9

43

Beaked Starfish

10

65

Guerrilla Droid

 

 Shurupak, First Among a Thousand

Lugal Garash, Many-Crowned Monarch, Gift to All Peoples presides over the greatest city among all the sultanates of the desert.

Satraps of the lugal and the oldest families of the city flaunt their wealth and power by binding powerful demons to their service. Surely, nothing could go wrong. Any connection with disturbances at nearby ruins and the disappearance of an increasing number of serfs from the city’s hinterland must be a coincidence.

Meanwhile, the School of Esteemed Acquisitions seeks to repurpose the wealth of the powerful to address the needs of the multitude.


Chance meetings and intrigue (d8)

1

14b

Dune Rider

2

32b

Hyenaman Scavenger

3

33b

Refugee of the Past

4

34b

Narrowman Nomad

5

36b

Sand-Sifter

6

41b

Sha'ir

7

45b

Technician of Esteemed Acquisitions

8

-

Escaped pet demon

 

Discoveries (1d6 days away)       

Titan Cult Site   

22           Soldier of the Divine

66           Titan

35b         Freshwater Grub Agent

               

Sandworm Rider Camp 

24           Great Worm Young

24b         Sandworm Rider

               

Nightbloom Oasis

Before discovering the oasis, explorers might encounter a dangerous mirage.             

45           Oasis Angler

44           Nightblooming Orchid Bees

               

Howling ruins    

                Wailing demon

25           Ruin Degenerates

63           Servitor Drones

33b         Refugee of the Past


Ultraviolet Odyssey Part 12: The Tollmaster Harlequins

This is the twelfth part of a solo, narrative campaign within the   Ultraviolet Grasslands  RPG setting, created by   Luka Rejec . The text ...