Monday, April 21, 2025

I Ran The Ultraviolet Grasslands! - Session One

An Overview of Ultraviolet Grasslands 2e by Luka Rejec
 
Another duet game played with M., this time taking a break from the Iron Coral for some caravaneering.  

The Cast : 
The Decapolitina Twins, Ala and Juan, both yellowlander climate migrants, driven by dreams of machine demons and internal abnormalities.
Origano, a wine vampire priest with inebriated hypnosis powers, indebted to Juan and pursued by loving enemies (his former coven?). 

It was early morning in the Violet City and the party found themselves in a palatial chamber, sitting upon an uncomfortably plush couch. Before them was a dais beneath a skylight (through which they could hear the market bustle and distantly see the citadel) and lounging on a cushion, attended by glassy-eyed servants, sat Brighteyes one of the city's mercantilist cat-lords and current owner of the party's rather large debt.
 
Of the three, Juan was standing, pacing up and down the couch, acutely aware of the burly enforcers guarding the door. 
 
Brighteyes explained with care that while she could simply have their knees broken, she'd much rather put healthy hands to good use. As such, she had a little task for them. See, her idiot nephew, Twinkles, had gotten it into his head that he wanted to take a tour of the far grasslands and make a study of the strange fauna; an aspiring natural-philosopher. What she wanted the party to do then, was to be his escort and keep him safe. To that end, she had prepared mounts and supplies. 

Having little choice in the matter, the party agreed wholeheartedly and one of the cat-lord's lackeys led them out of the manor and down the Violet City's twisting, cobbled streets to a large caravanserai (owned by Brighteyes of course) just beneath the city walls. 

There they acquainted themselves with their caravan: four mules, a horse (for the nephew), seven sacks cheap supplies, a vet kit, and an adventure kitchen. The party also invested in three cat-rifles and a laboratory kit. 

Having looked over their little caravan, they set out to find Twinkles, using the address Brighteyes's manservant gave them. 

Shortly, on a little alleyway off the Rue des Pattes they found the Grinning Moon Bordello. They entered with awkward nods to the half-naked entertainers; "We're looking for the pussy.' and found the madame who waved them outside into a little walled garden in the back, There they found Twinkles, a suave black cat, in the lap of his manservant Bertram, studying a pair of insects on a rock. A scantly clad woman reclined next to them, looking bored. 

The cat talked (telepathically) liked a British playboy, albeit of an intellectual bent. There was a brief argument over eating luncheon or setting out now—which Juan favored—settled by Twinkles insistence that they eat lunch and set out the next morning. Then they collected the cat's bags and ate at a little cafe overlooking the sea. 

That night they slept in the caravanserai and left early, passing through the morning mists past cat coffee plantations and little freeholds. By the end of the day even these began to dwindle away, replaced by tall grass and isolated copses. 
 
For a week they travelled along a rough, but well used track the land gradually flattening out; a sea of yellowish grass. Somewhere along the way Ala turned her ankle, but eventually they made it to the Low Road and the High—an ancient viaduct from the Long Ago thrust up out of the steppe. 
 
On the Low Road they overtook a Rainbowlander caravan, hundreds strong and piled with silks and fruits, heading for the Porcelain Citadel. The party joined in with them and spent the next week in the caravan's boisterous company. They variously picked up rumours of a lost gate and tried to convince the caravaneers to gift them some food (Ala and Juan were splitting a sack between them; +1 fatigue for both) but the Rainbowlanders had made this trip before and knew how punishing the steppe could be. The merchant-owners, strutting about with their ledges, kept a careful tally of supplies and wouldn't part with a morsel; though the party received a few kindly scraps.

At the weeks end as they approached the Porcelain Citadel they passed shambling human-like forms and the other caravaneers whispered about the Porcelain Prince's used up polybodies and profligate tastes. Passing through the ring of defensive golems, they came at last under the white bulk of the citadel. 

Twinkles immediately shacked up in a second-floor suite in the caravanserai, leaving the party to squat with their animals in an empty  in an empty shack among the scrappy, unaffiliated outlanders who haunt the Lowest Line. For several days they sold themselves to the orchards, picking cherenkov cherries just to pay for food. All the while they listened to the raucous noise of drinking and song from the Two Serais and watched the distant, duplicated forms of the Porcelain Princes walking about their manors.
 
Eventually, Twinkles came back round, satisfyingly tired and having seen the sights to his content. Bertram, the manservant, was sporting a shiny new ceramic prosthetic; very chic. At this point the party was muttering and plotting—the cat was going to have to go. They convinced him, with tales of strange vomish mechanisms ("Really, I've heard that they're not nearly as a violent as people claim.") to head into the deep steppe on the Trail of Vomish Dreams.
 
After finagling funds for supplies out of the cat, they plunge into the grasslands. A week travelling deep into tall, yellow grass through thick haze, beset by swarms of biomechanical locusts. Once, they came across the spoor of some huge biomech beast, which they spent an extra day avoiding.  

They'd heard rumours, back at the Porcelain Citadel, of a rusting metal obelisk, toppled on its side and covered in strange glyphs. Twinkles was, predictably, excited by this concept and so they spent three days following game trails and odd markers till they found the iron monument. 

Bertram begin copying down the glyphs in Twinkles's journal, at the latter's direction, while the party set up camp. As the sun set—a red fiery glow over the steppe—biomech prairie dog-crabs begin to appear out of their burrows to dance an eerie ritual around the obelisk. The parry watched their bioluminescent antenna swaying in unison from a safe distance around their campfire. 

Later that night, the moon high in the sky and washing the world in silver, Juan and Origano rose from their sleep rolls and crept over towards the cat and its servant, with garrote-lengths of cord in hand.

Origano slowly wrapped his garrote around Bertram at the same time Juan made a lunge for Twinkles. Chaos! Bertram groans and paws at his neck as the life is slowly strangled out of him while Twinkles leaps away, telepathically bludgeoning Juan, and disappeared into the tall grass. The harsh but distant call of a biomechanical beast howled through the night.

With one last shudder, Bertram expired. Quickly the party broke camp. From Bertram's corpse they retrieved a heavy purse (over $800), a holdout pistol, and the cat's journal. Then they dragged the body a ways away and hide it in the grass.
 
With Ala riding and Juan and Origano guiding the mules they spent a week trudging in silence, heading southeast toward the Grass Colossus, dodging roving beasts the while. Eventually they crested the green capped ridge surrounding the vale and walked down into it towards the colossus, rising from its mound.
 
As they passed through the outer fences and into the teeming nomad tent city which surrounds the Colossus, they met a band of drunk, broke journeymen with whom they made camp. Their incongruous joviality seemed to break the silent spell which had hung over the party, and they plunged into the tent city with refreshed spirits. 

With much haggling and a confusion of languages—none of them had ever heard such outlandish permutations of the trade tongue—they managed to buy another weeks rations, plus two sacks extra, in yogurt, cheeses, and jerky. Then, contemplating the heavy purse of Rainbowlander currency, they decided to buy two more horses for their caravan.

The only nomad willing to take their foreign currency was Draganogac, one of the judges of the Colossus who mediated disputes, and a rich man besides. He gave them two fine steppe-horses for their money and reminded them that the judge's would always pay good mead and salt for vomish trophies.

The talk of the tent city was that the next night, the Colossus would dance! Already there was an air of festivity, with new nomad clans arriving by the hour and drink and song loud to be heard. The party decide to stay for the ritual and the next day watched a wicker wagon wheeled toward the Colossus with a shivering, wretched man inside—an adulterer condemned by the judges—fed beef and spices by force.

That night, torches and bonfires flared and the drink was hot. Around the Colossus the priests and magicworkers took their places. Then began the dances. The party, beside their journeymen friends, watched in awe as the sacrifice was lifted—bound and gagged—into the burnt heart of the Colossus. And the it was alight! The flames of the bonfires seemed to burn higher and the priests danced more frenetically, drumming and chanting.

With a shudder, the Colossus moved! Burning bright with the living flames at its heart it began to dance a stomping dance.

The nomads cheered, and laughed, and cried. And then, as the Colossus's dance grew more energetic, they one by one began disappearing into their tents. The Colossus began to dance more wildly, stepping down off its mound. The party deemed it prudent to also take shelter and hid away in their tent. The night passed uneasily, with the sound of rustling, dancing grass, the gutter of flames, and the occasional screams of terror.

The next morning, half tent city was already gone. Detritus from the festivities was everywhere and the fire pits still smoked. The Colossus stood once more upon its mound, but its chest was blackened and its hands bloody. Shivering in awe, the party quickly broke camp and trekked up and out of the vale and away towards the South-Facing Passage...
 
+++
 
This was essentially one long introduction and setup session, despite the caravan getting five weeks deep into the Ultraviolet Grasslands.  

The initial setup was a bit janky, M. spent a lot of time looking to the cat-lord for direction as to what the party was doing (something M. brought up herself at the end of session). The betrayal, murder, and escape ended up nicely setting up a proper game with the players fleeing deeper into the grasslands, etc. M. said she was looking forward to more freely being able to riff off the setting and characters. 

There was also some jank with the resolution system (a modified version of Was It Likely's Impact) I was using. Some misapplication, forgetting to use it, etc, but by the end we'd ironed it out and are looking forward to the "and then" energy it brings to the table. Specifically, we worked out that it works best just straight up rolling on the impact table and forcing the player to spend HP (in this case renamed to Luck) to avoid/alter. Creating a sort of cascading chain of consequences. 

I had a bit of trouble at times running straight from the book (for example: there aren't rumour tables for every location) but I think I will have honed my method by the next time. At the Porcelain Citadel in particular, I didn't dangle enough hooks out. M. was a little aimless as to what to do. Hopefully the party, now sheared from their escort mission, will get more dynamic and we'll be better able to explore the characters. 
 
We're talking about giving the party some more tools for interacting with the world and maybe some more adjective traits. The necessary texture, for building decisions and descriptions. Also we might make XP from discoveries and carousing feedback into recovering Luck.
 

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