Visit the dreams of your lover kept coming up, and after the writing in the one option I was curious about the others…
Visit the dreams of your lover
Your lover is a man
Your bejeweled lover dreams of mirrors, all looking back at him with dark eyes and flushed faces and smiles of impossible mockery.
Mirrors and glass
You slide into the dream through a mirror-door, stepping right through one of your lover’s images. You nudge at the dream gently and all of the mirror-lovers turn to you, rubies glistening wetly on their necks. Your lover catches your lips in a kiss and then glances laughingly at his jealous reflections, raising an eyebrow in challenge.
It appears your languorous, pampered lover is competitive, even with himself – how delightful. You smile back at him and whisper a few suggestive words and the mirrors all shatter with a musical sound that echoes radiantly. The reflections step out from their broken mirrors and into the dream, covered in silvered dust and eager to prove themselves. And you let them.
You are scrupulously fair in your attentions, losing yourself in the slide of golden skin and dark hair and the perfectly formed thighs all spreading before you like an obscene banquet. At the moment of crescendo the mirror-lovers turn to exquisitely blown glass in delicate hues of blue and gold with eyes of curved mirror that distort you in the reflection. By morning you and your lover lie sated in a rippling field of glass-shards that touch your skin as gently as a kiss.
You’ve lost 1 x Imagination (new total 7).
Your powers are political as well as sorcerous - it is wise to remind those around you of this.
You’ve gained 5 x Desires (new total 20).
Onward
Your lover is a woman
The imperious convert to Christianity dreams of six-armed fire-eyed Hindu goddesses tying her to gold crosses and flogging her with whips of rosary-beads the colour of blood.
Guilt and shame
Her dream is so riven with guilt that it flows thick and solid; you cannot manipulate the direction of her thoughts gently, and you dare not intervene too directly - you could fracture her mind. The dream quickly slips from edging on pleasure to outright punishment, and you slip away, slightly horrified at your discovery.
Curiosity 11 failed in a challenge!
You’ve gained 3 x Traumas (new total 30).
Onward
A religious ecstasy
You step lightly into your lover’s dream and watch for a while as the whips stripe her once-smooth back with dark red wounds as your lover writhes in pain laced with delirious pleasure. Kali – the goddess of power and destruction – wields the whip, flicking out her long serpentine tongue to catch the droplets of your lover’s blood before they hit the ground. Clearly your newly Christian love is less than easy with her conversion.
You step forward and – disconcertingly - find yourself with four extra limbs, clutching phantom-fingers around tridents and lotuses. You drop these unnecessary accoutrements and hold your lover in an encompassing embrace, your extra hands multiplying the sensation of her soft skin under your fingers. You slide a palm up her thighs and squeeze her breasts and knot your hands in her hair and slide a finger into her mouth and still have a hand free to pleasure yourself.
You almost regret that you will have to ask Cani to dream you back into two-armed form once you are done. But those thoughts are for later – morning is still hours away.
You’ve lost 1 x Imagination (new total 5).
Your powers are political as well as sorcerous - it is wise to remind those around you of this.
You’ve gained 5 x Desires (new total 25).
Onward
Fascinating that Cani can control our form…
Delve into Chandernagore’s tainted dreams
At night, Chandernagore is a town of fear and sickness. The French tear down palaces and slums alike for raw masonry, building last minute barricades against the coming British siege. Disease spreads even more quickly in the dream world than the waking, the minds of the sick and maimed leaking trails of blood and rot into the liminal spaces that connect the dreamers to each other.
Here are minds at their most unguarded – it is easy to uncover their secrets, and perhaps even to manipulate their dreams. If you are willing to endure the risk. The teachings of the sa-ilu warn against being caught in the dream of a dying man. There are no accounts that describe what it is like, and that tells you enough to be wary.
The Baker’s Son
A few families defiantly occupy their homes despite the Governor’s decision to tear them down for fortifications. One such house, a baker’s, caught fire in the dead of night. Some whisper that the French set the fire, in order to evict the baker’s family. The baker’s son will survive – and his account will influence the attitude of the locals towards the French, and their enthusiasm to defend Chandernagore against British attack. You could perhaps influence him yourself…
An almost impossible challenge (Your Serenity quality gives you a 10% chance of success). You need Serenity 8 (you have 11).
You need Imagination 1 (you have 7). Go
The Dark Wards
You have noticed that in the dreams of the gravely injured, the dreamer’s bodies are often strangely distorted. They can swell to the size of a city, fire and plague playing out in the precincts as their flesh knits or rots. Other times the mind is so distended by sickness and sensation that the dreamer almost disappears altogether. You will have to be especially cautious as you explore the dreams rising hotly from the fever-wards.
An almost impossible challenge (Your Perception quality gives you a 10% chance of success).
You need Perception 8 (you have 12).
You need Imagination 1 (you have 7). Go
✓ The Young Surgeon
What is it that draws you to one dream above another? Amidst all the the fear for the siege, the plans for escape or manipulation, one dream is bright and musky as a lantern fresh with moths. In his cell in the hospital, the young French surgeon dreams in vivid, unmistakeable colour.
Success will unlock a multi-part quest: A Dream of the Fever-Tree.
An almost impossible challenge (Your Curiosity quality gives you a 10% chance of success). You need Curiosity 8 (you have 11).
You need Imagination 1 (you have 7).
You need A Dream of the Fever-Tree 0 and A Dream of the Fever-Tree no more than 0 Go
Perhaps not
A bad night
The surgeon’s dreams toss like a sea. They are impossible to get hold of. Whatever it is that torments him, it smells of guilt and something else, acrid and medicinal. You will have to try again…
Curiosity 11 failed in a challenge!
You’ve gained 3 x Traumas (new total 27).
Onward
Oh, huh. If this is a different version of the British card, then the French one from last update must be as well. Of course it is; the general wasn’t Dupleix. But the skill checks were (I think) so easy that I assumed it was an old card without thinking. I’ll have to quote the whole thing the next time it comes up, and we’ll have to see what new we find out about the other French.
March: Investigate the British plans for war
The British East India Company sends representatives and envoys and obsequious traders, as if it is not a conquering force. You are familiar with some of its faces - but what lies behind?
You decide to investigate the minds of your enemy, to better understand their weaknesses.
Every successful action in the dream world uses up Imagination - if you use up all your Imagination you must go back to the wake to gain more.
The commander of the army
Robert Clive - or Colonel Clive, as you should call him - commands the armies that threaten the French town of Chandernagore. Knowing his mind will be of great value.
A high-risk challenge (Your Perception quality gives you a 30% chance of success). You need Perception 6 (you have 12).
You need Imagination 1 (you have 7) Go
The admiral
Charles Watson commands His Majesty’s Navy in the East Indies. His ships recaptured Calcutta, and now he plans to sail to Chandernagore.
A high-risk challenge (Your Serenity quality gives you a 20% chance of success). You need Serenity 6 (you have 11).
You need Imagination 1 (you have 7) Go
Mrs. Watts
The wife of William Watts, she is - surprisingly - well liked by the Bengalis, court and citizenry alike. Even the Nawab’s mother, Amina Begum, appears to like her. Curious.
A high-risk challenge (Your Curiosity quality gives you a 20% chance of success). You need Curiosity 6 (you have 11).
You need Imagination 1 (you have 7) Go
✓ False intelligence
Playing this branch will give you 2 x The Defences of Chandernagore and 2 x An Enemy of the British
Clive’s map of Chandernagore is accurate. Too accurate. It would be so easy to disturb its layout in the dream, and perhaps cause confusion in the wake too…
[This branch is now free to play]
You need Imagination 1 (you have 7) Go
Perhaps not
A delicate rearrangement
You open various doors in Clive’s dream until you find the command tent, with its carefully coloured in map dotted by blue and yellow markers. You must be judicious in your alterations: too much, and Clive will reject the dream, too little and it will not be of any use.
He clearly has intelligence of the fortifications. You remove the markers representing the French guns at the approach, alter some of the fortifications. If it causes him even a moment’s hesitation, it could change the tide of the battle.
You’ve lost 1 x Imagination (new total 6).
You’ve gained 2 x An Enemy of the British (new total 7).
The deserters are being trained, the barriers are growing slowly higher - will it be fast enough to stop the British from seizing Chandernagore?
Onward
Delve into Chandernagore’s tainted dreams
✓ The Dark Wards (Serenity, 10% chance)
You have noticed that in the dreams of the gravely injured, the dreamer’s bodies are often strangely distorted. They can swell to the size of a city, fire and plague playing out in the precincts as their flesh knits or rots. Other times the mind is so distended by sickness and sensation that the dreamer almost disappears altogether. You will have to be especially cautious as you explore the dreams rising hotly from the fever-wards.
Fever-ridden delight
You step into a damasked bedroom: the hospital orderly eagerly makes love to a woman. The gently fluttering curtains flicker and become bandages and soiled sheets. You leave the orderly to his - desire? Fear? You do not care to know.
Perception 12 failed in a challenge!
You’ve gained 3 x Traumas (new total 33).
Onward
March: Investigate the court
True treachery is bred inside the cool courtyards and marble corridors of the palace. In daylight the court is by turns sneering and wary – they will never accept the grey
vibuthi streaked across your forehead on auspicious mornings or the low-caste darkness of your skin. But they fear your magic, as well they should.
At night you step inside their stiff court masks and disassemble them from the inside out. Their most delicate joys, their sweetly secret sorrows, their most venal ambitions – you must know them all.
Every successful action in the dream world uses up Imagination - if you use up all your Imagination you must go back to the wake to gain more.
The ladies of the court
The ladies of the Nawab’s court have excellent imaginations. In the wake their smiles are hidden behind the purdah in their guarded apartments, but you may walk amongst them freely in the dream.
A tough challenge (Your Curiosity quality gives you a 40% chance of success). You need Curiosity 5 (you have 11).
You need Imagination 1 (you have 6) Go
Behind the General’s mask
You have suspicions of Mir Jaffar, the Nawab’s general. Perhaps it is time to investigate them more thoroughly?
A very chancy challenge (Your Perception quality gives you a 50% chance of success). You need Perception 5 (you have 12).
You need Imagination 1 (you have 6).
You need 1 x Mir Jaffar (you have 1) Go
The close advisors
The Nawab raises men up carelessly and drops them with as little ceremony. You are not the first of low birth he has honoured, but you are the only one who has remained so.
A very chancy challenge (Your Perception quality gives you a 50% chance of success).
You need Perception 5 (you have 12).
You need Imagination 1 (you have 6) Go
✓ The Maratha Envoy
A recent addition to the Nawab’s retinue is an envoy from the warlike Maratha empire, which threatens Bengal from the West. You do not know what he wants, but his appearance at this time of crisis cannot bode well.
Success will unlock The Maratha Envoy quest.
A tough challenge (Your Serenity quality gives you a 40% chance of success). You need Serenity 5 (you have 11).
You need Imagination 1 (you have 6) Go
Perhaps not
A tangled dream
Trying to read the Envoy’s dream is like trying to read a ciphered letter without the key. The Maratha culture is more alien to you than that of the Europeans, and the Envoy seems to dream particularly - perhaps deliberately - obscure dreams.
Serenity 11 failed in a challenge!
Onward
March: Investigate the French battle-plans
The Nawab’s hopes of playing the British and French against each other have succeeded too well. An outright war between the British and the French is a dangerous situation. Especially if one of them wins - there is no such thing as an idle army, after all.
The French do not have the military might of the British in Bengal, but perhaps they have…other advantages?
Every successful action in the dream world uses up Imagination - if you use up all your Imagination you must go back to the wake to gain more.
The Company Man
Monsieur Jean Law is the chief of the factory in the nearby town of Kasim Bazaar; the closest representative of the French East India company.
A low-risk challenge (Your Perception quality gives you a 90% chance of success). You need Perception 4 (you have 12).
You need Imagination 1 (you have 6) Go
The French General
You know little of the Marquis De Bussy-Castelnau save two facts: he is widely considered the French military genius of his time, and Cani crosses herself at the mention of his name.
A very modest challenge (Your Serenity quality gives you a 80% chance of success). You need Serenity 4 (you have 11).
You need Imagination 1 (you have 6) Go
The Wily Governor
The Nawab has negotiated with Pierre Renault, the Governor of Chandernagore, in the past. He makes little secret of his dislike for Indians.
A very modest challenge (Your Curiosity quality gives you a 80% chance of success). You need Curiosity 4 (you have 11).
You need Imagination 2 (you have 6) Go
✓ A boost to morale
You will gain 2 x The Defences of Chandernagore and 5 x visions
The dreams of Chandernagore are unstructured and shifting. Underneath the bravery and drum-beating of the young soldiers is blue-white fear like fire, and visions of death. You could smooth their troubles slightly, and leave them refreshed for the morning.
[This branch is now free to play] Go
Perhaps not
Blood and lacquer
You slip from one panting vision to the next: you see a soldier’s legs powder into gritty red dirt, a man’s throat torn out by a falcon with jeweled claws, a boy’s musket turn to a four-headed snake with glittering yellow eyes and poisoned fangs. Finally, you find what you seek: the dream of an old soldier, callused as his gun-hand, thick with anticipation and bloodthirst and a worn, hardy patriotism. You pick gently at the seams of his dream - carefully, very carefully allowing the sense of calm and pride to leak out like warm syrup, hardening over the brittle courage of the young soldiers like lacquer. The drum-beat shifts to something steader, more true - a heart beating while the body marches on - and you slip out of the dream, your work done.
The deserters are being trained, the barriers are growing slowly higher - will it be fast enough to stop the British from seizing Chandernagore?
You’ve gained 5 x Visions (new total 27).
Onward
Delve into Chandernagore’s tainted dreams
✓ The Young Surgeon
A bad night
Foiled again.
March: Investigate the court
✓ The Maratha Envoy
An unexpected offer
The Envoy is sitting on a low cushioned bench sipping a glass of lassi flavoured with roasted garlic and cumin - the smell makes your mouth water. He smiles at you, unsurprised, and conjures a second tumbler. “I wondered how long it would be before you visited me,” he says, as you try very hard not to swallow your own tongue in surprise.
“You look shocked. Surely you did not think the Nawab of Bengal alone in his possession of a sa-ilu?” His expression shutters. “Ah,” he says softly. “You did. Such a shame. So much of your own history is lost to you, poor child.”
He turns away sharply as the dream begins to waver. “I am not skilled in dreaming. Meet me in my rooms. I have much to tell you.”
You succeeded in a Serenity challenge!
You’ve lost 1 x Imagination (new total 4).
You’ve gained 1 x Investigating the situation for the Nawab (new total 3).
You now have 1 x The Maratha Envoy.
Onward
Delve into Chandernagore’s tainted dreams
✓ The Young Surgeon
A bad night
And again! To be fair, the chance is really low. But now we can go back to the wake and talk to the Maratha Envoy.
Sa-ilu: Travel back into the wake
You moved to a new setting: The Wake.
The Maratha Envoy I: An Invitation
The Maratha Envoy is housed in the sumptous guest rooms of the Nawab’s palace. You navigate the twisting corridors with a burning candle in your hands, turning left at the stern and lavish portrait of the Nawab’s grandfather - the late and lamented Alivardi Khan.
You play a dangerous game here, but the Envoy intrigues you.
This is a multi-part quest. Increase your Serenity and spend Traumas to progress.
✓ A careful visit
You check the corridor carefully and blow out your candle before making the last turn. The Envoy is the only person in this section, and it would not do for the Nawab to hear of this late night visit. He is a paranoid man at the best of times - your best hope if he finds out is to pretend a passionate if ill-advised affair with the aging Envoy. You have a rhyming poem about the Envoy’s luxuriant moustache stashed in your pockets for exactly this reason: it is almost too embarassing to be false, and you sincerely hope you will not have to use it. You approach the door carefully, feeling your way in the darkness.
You need 1 x Maratha Envoy to play this - encounter him in the Murshidabadi court in the wake, or in the dream, to unlock this card.
A modest challenge (Your Serenity quality gives you a 70% chance of success). You need Serenity 6 (you have 11).
You need 3 x Traumas (you have 42)
You need 1 x The Maratha Envoy (you have 1) Knock on the door
Perhaps not
Breaking bread
The Maratha Envoy opens the door with a grumpy look on his face which clears as he recognises you. His clothes are rumpled, his turban sliding a little toward the right.
“I hoped you would come, sa-ilu, but I suspected you would not. What a pleasure to be proved wrong in my old age.”
He offers you some flatbread and spiced powders as you take your seat. Simple fare, compared to the dinnertime feast. He notices your hesitation. “I brought these from home. I find that Bengali court dishes often contain the meat of the sacred cow, often in the most unexpected of places. In honour of my visit, no doubt.”
Yes, you too had noticed this insult couched in hospitality; it required you to take some precautions of your own, given your own issues with eating cow-meat. He tears off some of the bread, and you find yourself tongue-tied all of a sudden. No matter, the night is long.
You succeeded in a Serenity challenge!
An occurrence! Your ‘A lost heritage’ Quality is now 1!
You’ve gained 1 x Investigating the situation for the Nawab (new total 4).
You’ve lost 3 x Traumas (new total 39).
Onward
The Maratha Envoy II: An Interruption
The Envoy reveals little of Maratha war-plans or strategies; far too experienced a diplomat for such errors. He drops tantalising hints of a greater knowledge of your powers. He knows that you do not need to sleep. He knows the dangers of being marked by the shadows of the dream, though he calls them
rakhyesa, demons.
Just when you are about to ask him a more penetrating question, the door bangs open. You leap to your feet and throw yourself into what you hope looks like a passionate embrace with the Maratha Envoy. It was, after all, your plan to pretend an ill-considered affair if you were caught. The penalty for such a lapse will be less than treason. If the Nawab believes you.
The Envoy chuckles softly and you dare to look up. The intruder is not one of the Nawab’s men, but rather one of the Envoy’s own retinue: an angry-eyed Maratha princeling with a wildly beautiful face.
You gather yourself, and smooth out your clothes. The princeling gives you a hot, suspicious glare, and stalks out. The Envoy pats your shoulder before slipping out into the corridor to confer with his countryman, holding a lamp.
This is a multi-part quest. Increase your Serenity and spend Traumas to progress.
Listen at the door
The door is open just a sliver. If you are cautious, you could just about observe them without being seen yourself. It would not be entirely honourless; the Envoy did not close the door, after all.
A very chancy challenge (Your Serenity quality gives you a 50% chance of success). You need Serenity 8 (you have 11).
You need 6 x Traumas (you have 39) Go
✓ Search the room
You could quite easily search through the Envoy’s desk while he is out of the room. It would be a greater violation, but you might discover something hidden and of value.
A very chancy challenge (Your Serenity quality gives you a 50% chance of success). You need Serenity 8 (you have 11).
You need 6 x Traumas (you have 39) Go
Perhaps not
A quick decision
Tamping down on your curiosity about the conversation in the corridor, you search the desk. It is scattered with scrolls of paper tied with tasseled gold thread, or loosely held under a paperweight made of rich amber that glistens in the candlelight. The scrolls are in Marathi script, so you must choose one to take at random. By the time the Envoy comes back, you are once again seated comfortably. The stolen letter burns against your ribs as he tells you he that duty calls him away. You leave his apartments, resolving to decipher the scroll at the first opportunity.
You succeeded in a Serenity challenge!
An occurrence! Your ‘A lost heritage’ Quality is now 3!
You now have 1 x A Marathi Scroll.
You’ve lost 6 x Traumas (new total 33).
Onward
Interesting that this relieves us of even more Traumas…
The Maratha Envoy III: The Scroll
Murshidabad is thoroughly cosmopolitan. It would not be a difficult matter to find a Marathi in the town, and gain a translation of the scroll you surreptitiously palmed from the Maratha Envoy’s desk. However, involving one of the townsfolk would be indiscreet; you have a more elegant solution in mind.
One of the philosophers at the palace is renowned for his knowledge of languages. He even translated a few of the ancient Assyrian texts in the library of the sa-ilu. He is eager to help when you explain your needs, and spreads the scroll across his desk with reverence.
The Maratha Envoy departed the court this morning with little fanfare. Do you feel a brief pang for all the knowledge that goes with him, and the potential for a friendship? He could have told you much, and seemed to imply that there may be other sa-ilu in India. Still. He is gone now, and you doubt you will see him again in pleasant circumstances.
This is the final part of your quest. Increase your Serenity and spend Traumas to progress.
Come back later
The philosopher translating your stolen Marathi scroll asks for you to return later in the afternoon; it seems this will not be quite as straightforward as you imagined.
An almost impossible challenge (Your Serenity quality gives you a 10% chance of success). You need Serenity 16 (you have 11).
You need 9 x Traumas (you have 33)
You need 1 x A Marathi Scroll (you have 1) Locked
Perhaps not