Meeting the Many-Headed Council Plot in Guardian | World Anvil
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Meeting the Many-Headed Council

The drider escort the party to the Overlook in order to meet the Many-Headed Council. Or however else the party find themselves in the Overlook and thus the Many-Headed Council's presence.

Plot points/Scenes

No matter how the party gets there, they will have little time to explore the Overlook or see its sights before they are abruptly ushered to a meeting with the Many-Headed Council, no matter what time of day it is. The waiting room has a huge window you can see the entire city out of, but the actual council chamber is embedded in the rock. The council is arranged in a loose circle, papers and plans loose on the ground, some with their own personal table to work off. Ettercaps are running about fetching things and reading print too small for the larger members to read (or members who can't read at all, like the Great Mother) and generally keeping everything organized. It's an obviously lived in space, the Cleo piling up her spot with many pillows, Liraj with a stack of books on their desk, the area around Jask smoothed out by many repetitive movements of his coils. When the party enters, the Council will be relatively put together and alert rather than lounging, as this is important and unprecedented.  

The Council is arranged as such (in a circle, not rectangle)

Cleo, Jask, Mi'at, De-Quvara

Entrance

Liraj, Sheersaa, Mar-Sol-Ara-Te-Na-Ru, K'rteksiïs  

The Great Mother is only partially present, her head sticking out of a great hole in the chamber (and there's a hole above that looks like the way she exits).  

These are the dispositions of the Council members, which may be exacerbated or soothed based on the party's actions and reasonings:

Cleo- Curious and chipper, in the same shape of a chest. She trusts the party almost immediately and wants to put them to work almost without question; her curiosity comes more out of their magic and mannerisms than any want to know their motives. She also doesn't seem to actually care about your well-being and if you die or not on her mission. She cajoles the others to see her perspective, though they mostly ignore her.  

Liraj Nara of Rekand Pass- Reserved and watchful, will carefully listen and not put in many words to the conversation, calculating. If others do not question to their satisfaction, they will put in that question but other than not reveal their own thoughts. They does not like rashness but is curious as to how such a unique weapon could be used.  

Jask- Completely lacking in tact and finer wits, he sees the opportunity for their use immediately after some very vague and paper-thin suspicion. He cajoles everyone to give them a chance and is very amused by the tiny little things.  

Sheersaa the Mystery- Pretentious and intelligent, will not trust these humanoids and see them as useful but disposable. A show of intelligence or cleverness will sway her, as well any new information they might have on the humanoids, but if they fall below her standards she is quite annoyed with them.  

Mi'at Steelfeather- Poised and blunt, he is extremely distrustful of the party. They smell too much like traitors to him, enemies of their own people -- how are you expected to trust someone who would turn their back like that against their kin? The more practical they act, the more Mi'at will be swayed to trust them, even if they say treasonous things such as wanting not to eradicate humanoids.   Mar-Sol-Ara-Te-Na-Ru- Talkative and open, Mar (the lead) is openly friendly, Sol (the second lead) is curious and a bit wide-eyed, Ara (the third) is suspicious, and the rest are relatively inactive/a mix of these inclinations, though Ru is more angrily suspicious than Ara. Sometimes the heads will chatter quietly to themselves while a lead head is speaking, and heads will switch off seamlessly even mid-sentence, though sometimes they will also cut each other off. If someone especially is pissing the hydra off, Ru will snarl, which will cause all the rest of the heads to be surprised. Unlike Cleo, Mar and Sol honestly like and want to help the party, not send them on a suicide mission, and they will be the first ones to bring up looking for any items/time travel knowledge available to them, which Sheersaa immediately objects to, as it will most likely be the aboleth's research they will be looking into.   De-Quvara- Quiet and worried, the very sight of the party gives her palpitations and flashbacks to the destruction of her entire people. She is delicate with them but becomes more trusting as they explain themselves and talk (unless they just start threatening people), but still talks hesitantly even when on good terms.   The Great Mother K'rteksiïs- Calm and unmoved, she will openly accept the party pretty much immediately, knowing they are different and also unlikely to be a threat to monsterkind. She is cordial to them as she is with almost all people.

Components

Hooks

De Quvara sees Ennui's pendant and loses it. She recognizes it as a mark of the Steel Spinner, one of the aspects of the long-asleep gods. A warlock? What the hell? Explanation of the gods going to sleep/leaving the world and the doom that has come as a result. Tarrasque have always been the chosen people but the tarrasques have always been proud. They thought themselves invincible. The humanoid plague is god-given to punish specifically the tarrasque.
Many of the Many-Headed Councils are offended by Liam and then some are also offended by his apparently uselessness. What self-respecting dragonborn is so useless?

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