Opening Scene
It's a gentle and warm night. Gazing up at the Great Heavens you can see familiar stars above the Globe (what people tend to call the nearby planet looming in the sky). You absent-mindedly take note of the celestial body you were born to. You have been taught to recognize it in the nightly sky at a young age, as all children are. It is the simplest of lore, taught to all who are born in Mahatum, the Holy Empire. You find comfort in that pattern, the sign that blesses your birth, whether that birth was truly blessed by the gods, leading to a life filled with comfort, education and luxury, or one less fortunate, more difficult, with... different lessons. No matter your personal feelings towards the Divine Zodiac, respectful, worshipful, disdainful... that's a star you can always find. It is your guide on nightly voyages in the desert, the stars are trusty navigators on the sea and many say you'll never be lost if you never forget who you were born to be.
The silent peace of the heavens lies in stark contrast to the streets of Alaksur, the town you find yourselves in. Filled to the brim still with the scents and excitement of the night-markets, the city relishes in trade. The bards perform their traditional melodies at the al-oud (literally "the branch", a guitar/lute-like instrument), as a male voice intones a foreign chant picked up from the Colonies. It is an unusual combination, traditional and modern, not unpleasing objectively, but he won't be making it big in Ni-Mah, (Niwt-Mahmia - lit. "Niwt" = City, "Mahmia" = Protect), "The Protected City" Mahatum's Capital City anytime soon.
Cadans dance in front of sleazy establishments, adding to the sound with their riqs (tambourines), beckoning anyone who takes a moment to take in their forms inside the shisha bars for a fun night :)
In these modern times, of airships reaching new heights and new worlds, in which there's a little wanderlust in any young person - Alaksur bares that kind of ancient small-town charm that comes across as exotic to most who visit it, but don't intend to make it their home.
Despite the liveliness of trade which the town still enjoys, many say Alaksur is now an old gentleman, perhaps getting ready to let its ruins sink under the sands, and be done with the world for good. Once the Pharonids' and Great Diviners' and Life-Tellers' ancient locus of rituals, once a Holy city of great cultural import, Alaksur used to be a town built to build the greatest pyramids and monuments. It was said that the construction around this city was blessed by Nabib, the Twin God, the Gemini, and that travel in and out of the city would always be blessed because of it. But what remains?
While Alaksur may still be very enjoyable for a history-enthusiastic tourist, all who make it their permanent home know it to be a den of snakes. The Great Pyramids and monuments are the city's main resource, and it's a thoroughly exploited one. While the temple elite once presided over the town and construction around it, they have long ago moved to more important cultural and political matters in greater cities of Mahatum. As a result, Alaksur's now ruled by the city's underworld. Most say that the Diviner of Alaksur (the town leader) can't even spot Mercury in the sky, and everyone knows his cozy position in the Nomarchy ("nome" = region; nomarchy = governor of that region) comes with letting the grave robbers and thieves guild's to do as they please. Indeed, most of the fine antiquities in the night market are stolen from the ancient tombs, and any young wonder luster looking for coin would find plenty of opportunity to find it if he'd be willing to brave the traps and mysteries of a pyramid. Though lucrative work for some, the sacrilege of disturbing these ancient places is felt as an almost palpable disturbance in the magic around the town, as people are meddling and triffling with the fate of the city itself. May the Divine Zodiac be merciful.
Plot points/Scenes
[Liara]
You feel a little out of sorts here. No monster contracts around and you've seen few elves in the city You're currently very low on money - Alaksur is a more expensive town than you're used to, and just food for a few days has found you needing work. You're currently staying at an "improvised alms house" that several town beggars use as a refuge from heat or sand storms, and as a safe place to sleep (You're basically squattering - also, this location is currently owned by Pryxa). You look pretty young and haunted, so the other beggars naturally feel very endeared and protective of you.[Otto]
Alaksur is definitely a location to visit as a pilgrim, and you find it a little more welcoming, or at the very least "uncaring" of you being a colony man. The pyramids seem like something you'd definitely like to get closer to and experience for yourself. You definitely pick up on the city's seedy vibe though, and you try to do what you can to stand with those less fortunate. Your kindness is repaid with meager means and you are told about city's criminal underworld and how to stay safe in the city by keeping a generally low profile, as you are being served tea, a fatoush salad and spicy hummus by the wife of a man you helped in the city. You also pick up on how, the relatively low-religious influence in this place has made it easier for you to feel welcomed here, compared to places like the capital.[Zarimas]
It's your first time in Alaksur, though you've heard terrible things. Most in your temple's elite write off this place as a "lost city", but your inheritance which triggered bizarre dreams has led to your travel here. Though you were able to travel safely here with the caravan-serai, you know you'll need some local guidance. You should check on the pyramid of Saint Qiedis, and assess how much it's been tampered with. Your priestly training includes some basic rites of sanctification, enough to cover your tracks should you be stepping into a pristine monument, but you fear that in this city, such places are no more. The food in the night market stalls seems cheap to you, and you're not used to seeing so many poor people.[Pryxa]
Though you did not intend it necessarily, Alaksur's actually a pretty cozy home for you. You've served as guide a few times already, and you're earning "points" in one of the thieves rings in the city. You spend your evenings playing card games in select shisha bars owned by your boss. Thieves-cant gestures definitely give you an upper edge in the gambling world of Alaksur. It is on this evening that you shall win the deed to the Niqaba (lit. "The Guild") - an old Adventurer's Guild apparently. Sounds familiar. You'll have to check it out.
Plot type
Introductory Scene: A peaceful night in Alaksur
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