Exploring Tailotha
The girls have arrived in the imperial capital of Loanua: the seedy and violent city of Tailotha, the lion's den of poachers and invaders.
Immediately, the group split up into smaller parties to prepare for the assassination of Overseer Kova. The Zeshem split off to their safehouse, the smugglers headed to their contacts, and the girls agreed to head to the Hunter's Market (the center of night life, poaching, and revelry) to build up their reputation as performers. The girls faced a somewhat hostile environment from the get-go, as they warded off constant attempts at theft and bird-harassment. The Market was particularly lively from an influx of soldiers stationed on the outskirts of town.
First thing on entering the Market, Potha spotted the Moa racing boards and decided to try her hand at it for some potentially quick payouts. She signed up for the Wako-Wako race, which would be in several days, for a potential large payout and a spot in the limelight to promote their troupe. She declined to go after smaller races though, and went to go dabble in pit-fighting for some immediate coin instead. She lacked the funds and gambling spirit to sign on as a "main course fight" or to try her hand at the championship title, but instead signed on as an "appetizer" or opener fight for a larger event. Potha ended up fighting a dryad by the name of The Razor, and Potha reigned victorious. She also made a show of not grievously wounding the Razor when she had the chance, but instead helped him out of the pit and later healed him. The two became fast friends after that, and Potha was invited to the Pit Fighter's Tavern for a safe place to spend the night and stow her moa.
The girls introduced themselves to the various "appetizer" fighters, Potha met the champion fighter she helped set up ('The Anvil'), and they settled into the pit fighter's community as a safe base of operations. Potha ultimately confided her purpose in gathering information on the Overseer to the Anvil, who gave her some basic pointers and encouraged Potha to avoid violence.
Late that night, Potha met up with the smugglers and Zeshem at the Sarakan temple clocktower to check in and swap information. Potha was able to learn that the Zeshem had armed the smugglers with some kind of tampered ale and would be sending them in as a secondary distraction during the assassination, and immediately set to work figuring out what that distraction would be. Through trial and error, she figured out that the ale kegs contained inactive Octoperson-made poison gas, which would need either heat or magic to burst in to full-on chemical weapons, and that the plan was to send in Kevara and the smugglers with the kegs positioned around Kova's guards to quickly dispose of security (and possibly several of Kevara's smugglers in the process). Kevara and Potha ended up burying two of the three kegs and replacing them with normal ale kegs, and agreed not to tell Virtue.
The next day, Potha and the girls visited Cocolo's Wall, agreed to spend some time with the syncretic Weniko-Saraka mystery cult of the Lovers Arakara in the evening, and did some performing. In the afternoon, they headed to the Gambling Moa casino to gather information and further increase their troupe's prestige. They found a Meako-turned-performer already there - the head of casino entertainment, Laraka "the Queen of Loanua". Potha and Laraka had a private conversation and while Potha's cover failed, Laraka wasn't entirely unsympathetic. The two had a tense conversation and Laraka agreed to let an unarmed Potha into one of Kova's private parties as a server and Potha agreed to share what she knew about the developing situation. The plan is a fairly restrained one: rather than talking to Kova directly, Potha planned with Laraka to just observe the Overseer's behavior to try and better understand it. Potha also learned that Kova was both paranoid and prone to saying extremely ominous and cryptic things.
Making Connections
Overseer Plans
Components
Goals
QUEST GOALS
- Leave Loanua to join up with the others
- Fight the Apocalypse
- Fight Imperialism
- Protect the Southside Sirens/Ladies in Black/Girls Be Smuggling
- Talk with and/or assassinate Overseer Kova of Analona
Relations
Allies
Eora: Daughter of the Priestess of the Sarana tribe, Eora is a charismatic beacon of joy (if a little unused to being outranked by someone). Very attached to Potha and aware of her nature as Halcyon incarnate. Grappling with the terror of knowing the world is ending. Increasingly attached to Akata. Slowly coming to terms with the situation in Loanua. Former member of Rabbit House
Akata: A daughter of a Meako officer in the Western military state of Huaka, Akata was the model girl of the Huakan military elite. Still deconstructing the trauma of growing up in a militarized society, Akata is learning to give others their space and communicate in a healthy way. Akata is still be disciplined, courteous, and ambitious, and sees Eora and Potha as inspirations to always improve herself. Former member of House Eagle.
Coco and Cobi: Potha's moa and falcon respectively. Coco is a moa with a sweet tooth that is unusually friendly for a moa; Cobi is a falcon with a sense of determination.
"Sergeant" Kevara: The leader of the smugglers, Kevara is a Half-Dryad smuggler with a sense of style and bravado that often leads her into dangerous situations. A self styled "badass pacifist" that seems to love throwing weapons around but squirms at the idea of killing people, Kevara is the party face and self-appointed leader. Perhaps she was an effective leader back when they were smugglers instead of bandits, but her inexperience in robbery and distaste for lethal violence means that she basically just follows the directions of Virtue.
The Smugglers: The smugglers are a group of coincidentally all-lady smugglers who go by many names. This includes The Southside Sirens, the Ladies in Black, and many more. They have excellent branding and a reputation for professionality and effectiveness, but their need for panache has been a major problem evading the notice of law enforcement. All but one of these eleven women are non-human, and they just barely escaped being black-bagged by the new regime. They are now desperate, vengeful, and lost.
Neutrals/Bystanders
Virtue: A Hunter of Norinar of the religion of Zesheko , Virtue is an expert assassin whose job is to take down corrupt or imperialist Selkie s. Virtue has scouted out Loanua as a prime candidate for their operations, and hopes to eventually attract other Zeshem to their cause once they are able to do something big. Virtue is restrained and friendly for a Zeshem - they treat foreigners as ignorant children rather than unclean outsiders, and seem curious as to whether Loanua could be brought into the Zesheko fold. Despite Virtue's unusual curiosity and affinity for foreigners, they still do not value foreign lives and seem absolutely willing to kill any Loanuan who gets in their way. Virtue has only been seen using a specially crafted scoped crossbow and seems adept at mechanical traps.
Keen: Virtue's apprentice, who prefers a more hands-on and personal approach to assassination than their master. Keen is less well-controlled and actively seems disgusted by non-Zeshem, but is fiercely loyal and obedient to Virtue. When not aggressive, Keen is quiet and seems afraid of Virtue.
Granny Wiskora: An old woman with one eye, filed teeth, and quite the approach to life. Owns the fighting pits, and according to pit legend was once a champion of the pits herself who bought them out from the old aristocratic owner. Is also a barber, a surgeon, and a healer at the pits.
The Razor: An eccentric young dryad who fights with a machete at the pits. Works as an "appetizer" fighter. A bit rough around the edges but very friendly to those he considers good people. Passionate, direct, and very involved in the pit fighting community. Only dates other pit fighters and seems to be struggling with that,
The Anvil: A prism champion of the fighting pits who walks the line between "main course" and "champion" tiers. Uses a large spiked shield and has a running public-facing "storyline" where she fights her sister (the Hammer) over the death of their parents. Actually rather chill as an individual. Dislikes the idea of kids doing violence and tries to dissuade younger newcomers from pitfighting when possible. Has some weird entanglement with the Kingdom of Karzado which they seem to be rather resentful about.
Yulo the Manager: Potha's racing manager, who will be taking 40% of their profits if they win but will handle all the paperwork and non-racing-work with no questions asked. An older human who hangs around the Flight of Feathers Bar-and-Club
Priestess Grenetha of the Wall: A kind older woman who is a senior member of the Cult of Arakara (the Weniko mystery cult of Saraka ). Was once a tribal revivalist who wanted to reorganize the Tokarana tribe (from which she is descended) and tried touring the island for inspiration, but had to give up those dreams to join the Cult of Arakara.
Meked: The MC of the Gambling Moa casino, a half-prism sorcerer with a flair for the dramatic. Plays up the exoticism of his supposedly being from the distant Empire of Calazen and is quite flirty.
Laraka, Queen of Loanua: The head of entertainment at the Gambling Moa casino and a former Meako from the Nehenala tribe. Ended up in Tailotha long ago after the Kingdom of Karzado destroyed her tribe and the tribe's league (the Rurana) and has built a public persona as the supposed long-lost heir to the throne of Loanua. Does tap-dancing with her moa and is an expert at using Meako abilities for show business. Is cynical, bitter at the island's failures to help defend her home tribe, and wants to just buy out the casino and retire with something to call her own.
Backdrops
Locations
The Flight of Feathers Bar and Club: An establishment in the Hunters Market that is guarded by several bouncers and known for its exclusivity, the Flight of Feathers is only for those involved in the racing business (either as riders, bird salesmen, or managers). Has a very chill, safe environment meant to conjure a sense of luxury that the actually building lacks.
The Pits: the Fighting pits at the center of the Hunter's Market are a site for animal fights, gladiatorial matches, and individual fights. While the stadium itself is modest, it is maintained by an elaborate series of tunnels that may or may not be safe when it rains.
The Fighter's Tavern: a largely unmarked tavern near the Pits, where the pit fighters go to drink and relax. A very rough establishment that is hostile to strangers, but respects fellow pit fighters. Has a small attached bathhouse, lots of wrestling art, and an unspoken seating hierarchy.
Cocolo's Wall: a vestigial remnant of an old fortress painted with a large mural of a man falling (or ascending) surrounded by birds. Maintained and controlled by the Cult of Arakara the Lovers, with some very overt Weniko elements. Covered in art and offerings to both Cocolo and to the unjustly killed.
The Gambling Moa Casino: a large casino with a clockwork moa statue and very faux-Loanuan vibes. Currently thriving, with tons of gambling and entertainment from tourists, commoners, and elites alike. Richer people go to the higher floors, poorer to the basements, but all get a taste of luxury.
Plot type
QUEST
Parent Plot
Subplots
Related Organizations
Related Locations
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