1. Quests and Quandaries
This is a tongue in cheek account of a princess forced to go on a quest, very much against her will. With the proverbial band of sidekicks at her side, Rahni leaves the familiar comforts of home for the mysterious Eigen States, a place where, of course, nothing is as it seems. Or else it wouldn’t be much of a quest. Rahni is determined not to let the laws of the land dictate anything, least of all how seriously she has to take the whole matter. Her dearest wish is to get through the quest with as few near scrapes and mortal enemies as possible. If she has to go on a quest, she wants it to be bland, with no nonsense about holding the fate of the world in her hands. Naturally, nothing goes quite as she plans. But what else is new?
2. Portents and Poor Sense
For the first time in her life, Rahni is glad to be home. She and her best friend Jak have completed the quest her parents cursed her into and she is looking forward to a long rest without having to worry about good, evil and other such weighty topics. Alas, hers is not such an idyllic fate. Things have changed during her absence, naturally not for the better. She returns to find that her people and all others who call the Floating Isles home, have fallen victim to a series of portents, which run the gamut from reoccurring mudslides to horrible rash attacks. The idiots in charge of most of the nations have responded to these incidents with a hard turn toward traditional values in part because of fear but mostly because they are a power grubbing privileged elite. So Rahni finds herself in the unusual position of volunteering herself to take on the challenge of trying to stop them from ruining everything. She is rewarded for this with the enmity of a good portion of the aforementioned idiots and a mission that involves running across the land on esoteric missions. And that’s just the beginning of her troubles.
3. Riffraff and Royalty
For the last couple of months, Rahni and her companions have been running from one end of the Floating Isles to the other, all at the beck and call of the Chipboard. In that time, they’ve been locked up, beaten up and, on one memorable occasion, nearly baked into a giant pie. In the process, they make even more enemies, some friends and a number of acquaintances willing to lend them sugar in a pinch. But then the Chipboard stops working in the middle of one of the endless quests it has coerced them into accepting. This leaves them in an awkward position and at the mercy of some giant bats and worse, uptight knights with common nouns for names. The outlook is no better when they finally get the Chipboard functioning for it nudges and pulls them further into the nexus of the larger conflict over the definitions of good and evil. Trapped there also is Devani, a daayan suffering from amnesia and Kai, a skinwalker with a revisionist worldview. As such things go, their non-determinative destinies happen to be entwined, for better or, far more likely, for worse.