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vignette:journey:2

Journey

Content Warnings

None.

Plot

A long, long time ago, the Winged Goddess created Light. Light filled the heavens and illuminated all. The world looked up in wonder, enraptured by the Eternal Day.

The Primordial Clam was woken by the Light. Rising from the Abyss, in foul greed it devoured the Light whole.

Driven by the Light that burns its innards and fleeing the raging Goddess, the Primordial Clam sped through the skies. The Light, carried by the Primordial Clam, became the Great Pearl that is the Sun; and the Winged Goddess, wide wings reflecting the Pearl, the Moon.

So the story goes. Now, a youth from a small tribe is called to restore the Eternal Day. She is called to journey where no one has journeyed before, to find the Abyss where the Primordial Clam hides at night.

Landscape

The Youth lives in a small tribe that survives on gathering, fishing, and a limited amount of farming. They also barter with nearby tribes. Hunting, especially that of birds, is seen as heretical. They worship the Winged Goddess, who is the creator of Light and the guardian of life. As far as they are aware, all humans live in tribes like theirs. The world outside the immediate vicinity of the tribe is largely unexplored. Legends say that the further you go, the stranger the world becomes. Legends say that if you travel west or east far enough, you will find the mountains that devour the sun, and beyond that the Abyss where the Primordial Clam was born.

Key Impressions

  • The Youth: Playable. Daughter of the chief. Loves her people dearly but has always dreamed of venturing into the wilderness where no one has walked before. Skilled in navigation and has the best eyesight in the tribe. Has been scouting since before she was 10.
  • The Chief: Playable. Chief of the tribe, wise in lore and strong in arms, well respected by all. He has taught his daughter most of what she knows, from navigation to history to the usage of spear and bow.
  • The Rival: Playable. A boisterous young man from a nearby tribe that frequently challenges the Youth in all matters, from running to skills in weaponry. So far, neither has conclusively bested the other.
  • The Priestess: Playable The Youth's best friend, daughter of the tribe's healer. She serves at the Winged Goddess' shrine and interprets auguries. She gives the Youth the prophecy that calls her to seek and retrieve the Great Pearl.
  • The Quick Brown Fox: Not Playable. A sly, talking fox the Youth encounters when she ventures into the wild. Leader of the Fox Village.

Scenes

  • 1: Multiple tribes are gathered around to celebrate the Summer Solstice. The Chief retells the story of how the Eternal Day ended and how the Sun and the Moon came to be.
  • 2: The next day, the Priestess gives a prophecy calling a seeker of light to journey west for the Great Pearl. The Youth and the Rival fight for the right of this quest. The Youth defeats the Rival. The Youth and the Priestess leave together. They encounter the Quick Brown Fox who tells them to turn back.
  • 3: The Youth and the Priestess overcome challenges on their journey west.
  • 4: The two reach two mountains that have a river flowing through them. They encounter a village of foxes that hunt memories. The Quick Brown Fox tell them that both the mountains and the river are perilous, but it can lead her through a safe path, for a price. The Youth and the Priestess pay the price with their shared memories.
  • 5: The trial of the twin mountains is overcome. They arrive by the sea. As the Sun sets, a great wave engulfs them all.
vignette/journey/2.txt · Last modified: 2019/11/05 02:09 by gm_jaycee