The Scion of the Sun is destined to return Tara'hin to glory. They will take up the legendary Gifted Sword
Sword of Tongues and go forth to bring peace and unity throughout the Empire of the Sun--and the world.
Tara'hin is fallen from its former glory, split into many smaller states who squabble over the lost power of the Empire. A member of the lost
Arjwani family is said to be hidden somewhere in the Empire, perhaps one day to reforge the old alliances with Khurshid, the Desert of the Winds, Inisel, the Chrysanthemum Empire, and the Wash, to unite the disparate Tara'hinian states, and to quash the conflicts between them all... and to stand up to the rising power of Srisia, the Slate Axis, the goblin hordes, the Winter Empire, dangerous dragon lords, and more.
Vignettes are narrative scenes to be written by GM and players together in between arcs.
Arcs:
1. The Lake:
The Scion travels through faerie lands to find the
Lady in the Lake and acquire the Sword of Tongues. Players would be the Scion and companions, including a Windkin princess, a Cadonian knight, and Khurshidi imam.
Connects to Indigo and Jasper.
PCs:
Vignette: The Scion meets The Faerie Queen after acquiring the Sword.
2. Chrysanthemum Alliance:
Having acquired the Sword, the Scion travels to the Chrsyanthemum Empire to meet with someone the Lady said would be there. The
Order of the Chrysanthemum introduces the Scion to the
Champion of the Horsemother. Players would be the Scion and companions (including members of the Order) coordinating with the Order and the Champion.
PCs:
Vignette: The Scion sends agents of Chrysanthemum to seek the Savants.
3. The Imali Conference:
The Scion returns to Tara'hin and begins trying to unite the broken states of the old empire. Ancient conflicts, noble feuds, intrigues, betrayals, religious wars, and other major issues make it nearly impossible. Assassination attempts are not uncommon. The Scion must get them all to a conference on neutral ground and convince them to unite. Players would be the Scion and/or companions, including the introduction of the Tara'hinian spymaster.
Tara'hinian states include Ienova-Tara'hin, Imal, Dahaquim, Naowaq, Wursawi, Lahuqim, Mahjahd, Al Makaan, Faneed, Laha Dowadi, Allawie Lurshalla, Eanqa, and Allamah Dowadi. Though they are now separate states, they are but one nation.
PCs:
Vignette: The Scion meets the humbabas of the Great Golden Desert.
Vignette: The Cadonian knight returns home and brings word of the return of Tara'hin.
4. Ambassadors:
The Scion must now coordinate with other nations and find peace, assuage their fears of a rising Tara'hin, make promises about mutual defense against the Axis and Srisians and others, keep from going to war before the nation is ready, and renegotiate ancient treaties, amongst other intrigues, political problems, and trade agreements. Players would be the Scion and/or companions and/or agents.
Connects to Veil and Hood, Aeonian Configuration, Holy Matrix, Kyriarchy, Gossamer Intrigue, War of Daggers, Fivefold Path, Indigo and Jasper, and Citizenship.
PCs:
Vignette: The ambassador from The Wash speaks to the Scion about Savants.
Vignette: The ambassador from Galdun begs for military support against Stolzen.
Vignette: The ambassador from Lunaria brings the Scion an Obiefune sword and the Scion must decide to keep it, give it away, or destroy it.
5. Kyrestian Autonomy:
Kyrestia is an ancient nation, older even than Tara'hin, that has often fallen under the power and influence of the Golden Sun. Many Tara'hinians feel it belongs in their newly reforming nation and urge the Scion to reclaim it, while the Kyrestians wish desperately to remain autonomous. The question of Kyrestia's autonomy has implications for other nations under Tara'hin's sway, including Cadonia, Zephiir, and Alqahati, all of which are distinct nations that historically were considered Tara'hinian territory. Players would be the Scion, companions, and/or agents dealing with these issues and other political intrigues.
PCs:
Vignette: The Tara'hinian spymaster rendesvouzs with a Washerwoman and shares intel.
6. Daughter of the Winds:
Ancient tradition dictates that a princess of the Alrriah Alfajr tribe of Windkin peoples marries the Scion of the Sun to rule Tara'hin. The Windkin princess has been raised to take on this role. She has traveled with the Scion since they were in their early teens. This arc would feature flashbacks to their meeting, significant events in their childhood and early adventures, present day intrigues and coordination between Tara'hin and the Desert of the Winds, and the night before their wedding, on which the princess must make a decision about following through. Players would be the princess and her companions, which would change from scene to scene.
Note: nothing is set in stone. If players so choose, the princess can decide not to marry the Scion, can have had an affair, can be a traitor for all I care. This is just a structure to fill out. I make this note here, but it's true for a lot of the above and below.
PCs:
Vignette: The Windkin princess's brother brings the Scion a special horse.
Vignette: A solarian challenges the Scion to complete a puzzle.
7. Warden and Sunspeaker:
The Scion seeks to Master the Sword of Tongues to the power of the Sun and goes on a quest into the deep deserts to do so. The golden relics of the Scion will play a role here. Players would be the Scion and companions.
PCs:
Vignette: The Scion is beset by shadows.
Vignette: The Scion speaks to the World Tree. Connects to Branches game.
8. Caliph:
The Caliphate of Khurshid is Tara'hin's oldest ally and ostensibly, Tara'hin answers to the Caliph on all spiritual matters. The Scion's changes to tradition have the Caliph very worried, and a personal visit must be made to smooth things over... or break an ancient bond. Players would be the Scion and/or companions.
PCs:
Vignette: The Khurshidi imam chooses whether or not to stay with the Scion.
Vignette: A Chrysanthemum agent brings a pregnant Savant to court for protection.
9. New Collectives:
The changes made to the traditional way in which Tara'hin operates have allowed opportunities for different kinds of power and leadership. The old nobility is losing power as a new communal identity arises, and political intrigue follows. Players would be commoners taking the opportunity to forge a new alliance with the Scion and companions.
PCs:
Vignette: The Heartsinger visits the Scion and speaks of revolutions.
Vignette: The Last Guardian visits the Scion.
Vignette: The Scion is nearly killed by an assassin of unknown origin.
10. Phoenix Feather:
In Eanqa, deep in the deepest desert, there lives the Phoenix. After an enraged former noble tries to kill the Scion, the Scion's companions must travel to the Phoenix and acquire a feather for healing. Players would be the Scion's companions.
PCs:
Vignette: A master goldsmith uses aedificarium to repair the Golden Relics.
Vignette: The Scion and closest companions visit the Worms of Inisel.
11. Srisian Interference:
A Theresan comes to the Scion with news of Srisian plots, and a traitor must be hunted down from within the closest ranks of the Scion. Players would be the Scion, the Theresan, and/or companions.
Connects to Gossamer Intrigue game and Veil and Hood game.
PCs:
Vignette: A Council is held.
12. Dawn:
Tara'hin arises. More information TBD. Solar aether might be involved.
PCs:
Conflicting Visions | Kyriarchy | Golden Sun | Fivefold Path | Holy Matrix | Autumnal Equinox | Aeonian Configuration | Black Velvet | The Old Stories | War of Daggers | The Frontier | Branches | Veil and Hood | Indigo and Jasper | Citizenship |
Gossamer Intrigue | Setting