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ɪʀᴏɴᴡᴏᴏᴅ ᴇᴍᴘᴇʀᴏʀ ᴇsʜᴀɪ ([personal profile] ironwood) wrote in [community profile] tushanshu_ooc 2014-04-01 04:42 am (UTC)

IASHU (EXPLORATION)

Character(s): 5-6 needed
Mission Duration: Up to 1 week
Mission Difficulty: ★★★☆☆
Mission Type: Escort/Protection
Projected Plot Impact: A contingent of a dozen kedan wish to undertake a pilgrimage to Iashu Shrine, located on one of the higher slopes of Tu Vishan's old mountain ranges and wish some Foreigners to accompany them.
Proposed Worldbuilding Changes: Exploring the shrine and discovering more history on the kedan before their arrival to Tu Vishan, and recovering a valuable magical item.

DOSSIER

The climb is dangerous and the weather is not promising to be great, given that Tu Vishan is entering something of a rainy season coinciding with spring. However the kedan insist that they must be at the shrine by a certain date and are determined to undertake the venture regardless. The mountain itself will prove to be in rather poor shape and the rains will trigger rockslides without warning. It will take approximately 18-20 hours of walking and climbing to reach the shrine near the summit, but it is best split over two days to take advantage of the daylight -- the higher they go, the farther from the shellglow they are, making it dangerous to climb at night. Added to this is the fact that while these kedan are all reasonably fit, they're a mix of ages and skill levels, and none of them are what you'd consider mountaineers.

In addition to the dangers of the mountain they will also pass through the territory of Etiz-mor, a large carnivorous avian that looks like a cross between a vulture and a sabertoothed tiger. They are migratory and are currently in their mating season, which is making them even more aggressive than usual. They're fond of dive-bombing unwary travelers on mountain passes and their long fangs are capable of sheering off limbs, or carrying a full grown humanoid off, and they will be especially hostile to anyone else airborne as it encroaches their territory. Given these risks, it's entirely possible that not all dozen kedan wayfarers will make it safely to the shrine and home again; this will be at the players' discretion.

IASHU SHRINE
The Iashu Shrine is tucked on a small rock plain cut partially into the side of the mountain, about the area of a football field in a roughly crescent shaped concave with the top overhanging half, providing some shelter from the elements and giving them enough room to set up a camp. The focal point of the shrine is an 8' stone statue of a fearsome looking man with four arms, each bearing a sword and vaguely reminiscent in pose of a Hindu statue of Kali. There is a plaque on the pedestal proclaiming that this is the great warrior Daskel Iashu, who in addition to being a formidable combatant was also something of a philosopher and passages of his works (written in haiku-like format) adorn the walls of the shrine. The kedan pilgrims are all very reverent of the idol, explaining that this was a one of their own who lived prior to their race being brought by Eshai to Tu Vishan, when they were of very different and a warlike temperament. Half of the pilgrims will insist that this is actually Daskel himself, frozen in stone while the other half will say that's silly, and that it's only a carving. They'll banter this around between meditating on the haikus and praying for various blessings of strength, bravery and luck for a couple days during which time they'll largely ignore their Foreigner escorts until it's time to leave and head back down the mountain.

XURENU COMPASS
Around the neck of Daskel's statue is a bronzed chain leading to a large locket-like object. Though it rests securely into the statue as if purposely carved around it, both the chain and locket are actually separate and could theoretically be removed. If you do it in view of any kedan however, they'll fly into a screeching rage and give a tongue lashing about defacing their idol. Once pacified however, they will allow the Foreigners to examine the locket under their supervision. Inside the locket one one side is a mirror and the other is a compass, though it doesn't display the cardinal directions but rather indicators for YES, NO, and the numbers 0-9 just like a Ouija board. From the kedan's explanation, speaking the name of someone will cause their image to appear in the mirror at which point, questions can be asked about them and answers given in limited fashion. A few cursory tests seem to result in 50/50 accuracy, leading one to question if it's just coincidence or a genuine article.

OUTCOME

IF THEY LEAVE THE COMPASS AT THE SHRINE: The kedan will give glowing praise about the Foreigners once they're safely back in Keeliai to Evandau (and anyone else who will listen) and they will be well-rewarded for their assistance. This could include goodwill gestures like discounts at shops, generous gifts, etc. Characters can of course still tell others about the shrine and the compass including its unique ability, but they will be aware that anyone who wishes to use it themselves will likely end up facing the same perilous trek to get to it. Ultimately, it will positively impact how the kedan view the Foreigners overall.

IF THEY TAKE THE COMPASS BACK TO KEELIAI: If the Foreigners decide to remove the compass from the statue and return with it to the city, they have the choice of turning it over to the Emperor or keeping it among themselves. However the kedan will be livid at their shrine's desecration and badmouth those involved all over the city which may make things a little more difficult for day to day life (shopkeepers may refuse to serve them, they may lose a job under a kedan explorer, their suites may be damaged or graffitied, etc), the severity of which is at the players' discretion. Ultimately, it will negatively impact how the kedan view the Foreigners overall.

(Alternatively, you could just shove them all off the side of the mountain.)

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