The Grand Jamboree

Chapter 7 – Part 3: The Grand Jamboree


The Grand Jamboree

Listen to this chapter; use headphones for a more immersive experience! (Temporary TTS Narration – Narration by PringleWings.)

The washerwomen remained fascinated with you and your adventures, and eagerly debated how well they would do in your situation. The conversation soon turned to your plans for later, and you agreed to attend the Grand Jamboree with them after their shift this evening. You left the washhouse and returned to Bane’s Way to try lunch at a new venue, which also turned out to be a delightful experience. Then in the evening, you returned to the washhouse with Ameronis, meeting up with the washerwomen, and leaving together to head to the Grand Jamboree.

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The Grand Jamboree
The Grand Jamboree

(AI-generated image produced using Stable Diffusion)

You start by passing by a series of artisans displaying their works and some of their wares, followed by several food stalls. You slowly amble past a music performance and stop to listen for a while. During this time, you catch sight of a body flying through the air, and tracking it down, end up watching an acrobatic show with trapeze artists and tightrope walkers who amaze and terrify the crowd. It is quite mesmerising, with the artists incorporating a few deliberate near miss scenarios which cause the crowd to gasp at the death-defying stunts.

After their thrilling performance is over, you move on to a gaudy tent where a man outside attempts to convince you to go in and hear your destiny. Inside, “Madame Seraphina: The Enchantress of Prophecies” offers to give you your fortunes. Just for the sake of it, you all agree.

“In a realm where stars align, secrets whispered in the night will guide you to horizons uncharted”, she tells you.

To Ameronis, she says: “A gambit in the shadows, a jewel of fate grasped amid the storm’s turbulence, where danger dances with destiny.” Ameronis does little more than raise an eyebrow.

Brinnet is told that she needs to get in touch with the natural world, Agnai will learn something new but will have to pay the price, and some difficult character growth is about to happen to Grace .

Moving on, you encounter a series of rides, the likes of which you’ve never encountered, including a carousel swing and a roller-coaster, all powered by steam engines, allowing them to go much faster than any you have ever seen or heard of before. The experience is definitely a highlight of the evening.

To stop your head from spinning afterwards, your group scans a small marketplace selling trinkets and souvenirs as well as a variety of gift options.

Some jaunty music coming from nearby leads you to a dance floor where you watch the dancers as they swirl around. Brinnet insists on dancing and Grace goes along with her, with the two of them managing to convince you to join them. Ameronis adamantly refuses and simply opts to watch while Agnai also refuses.

“No, no, you go on now. The world is not ready for my moves!” she says.

She stands on the sidelines and watches as the three of you dance. She occasionally yells at and teases her friends, but to you, she is a lot more forgiving.

Brinnet and Grace rebuff her remarks and continue dancing, and Agnai does eventually complement their moves when the three of you rejoin her and Ameronis after a couple of dances. A little tired out, you decide to grab a drink and stand around watching other patrons as they take part in some of the games and competitions in this area. There’s a ring toss, a wheel of fortune, a balancing competition with hilarious results, darts, archery, whack a mole, dice games and even a small chicken race, among other things.

Your group watches and plays several of the games, and you decide to try your hand at the archery.

The vendor asks if you’ve ever done archery before, to which you respond; not in any serious capacity, no. He hands you a bow and three arrows and you aim at the target attached to a wall of hay bales. The first arrow misses the board, the second is way off, hitting the hay. You take longer to focus on the third shot and actually hit the board, being only just off centre. The vendor congratulates you on your final shot, but commiserates you on not beating the challenge. You decide to try again and watch the rest of your group as you wait for the vendor to clear the arrows and provide you with new ones.

Take Aim…

(AI-generated image produced using Stable Diffusion)

Ameronis has never used a bow before either, and is unable to hit the board at all, but the washerwomen do surprisingly well, with Agnai getting a shot nearer to the centre than the others.

With more arrows in hand you take aim and do significantly worse than before.

Less than impressed, you decide to try one more time and your group gathers behind you to offer their support. You manage to get the board twice, but not the bull’s-eye. Oh well, you decide to move on, but stop to watch the lady beside you as she begins the challenge; she looks as though she knows what she’s doing. She carefully takes aim and steadies her breathing. However, her results are not that impressive.

As the vendor commiserates her loss, she scoffs and mutters about how the arrows are rubbish, mentioning how the whole thing is rigged. The vendor assures her that this is not the case, but she incredulously comments on the state of the arrows and how no matter your skill, the shots will fly randomly. She demands to see the arrows; the vendor hands her one, insisting that the arrows are fine, but she ignores him and closely inspects it. Her face crumples in irritation.

“I’ve seen griffed dice more honest than these! I’m not falling for this! Gimme my money back or I’m calling the law.”

She is already attracting some attention, and not wanting to lose any more potential challengers, the vendor gestures for her to calm down as he attempts to placate her.

“I assure you, madam, the arrows are in perfect condition. But I can see you have doubts, so I’d be glad to give your money back as a gesture of goodwill. There’s no need for law enforcers or unpleasant scenes…”

She sneers as she practically snatches the money away from him, turning to you and the other participants.

“If you want some real archery, go to ‘The Warrior’s Edge’ in Steelhaven.”

With that, she turns on her heel and marches off.

You exchange a glance with Ameronis, and with one last look at the vendor, who is watching the woman go nervously, you and your group amble away to continue your exploration.

As you walk, you consider what the woman said; maybe some archery would be a good idea; improving your aim will always be a good thing. You think back to last night and your missed throw of your battle axe. You can’t have that happening again. You decide that you will go and check it out at least.

Just as you have that thought, Ameronis declares that she is going to check it out tomorrow, as it will be a useful skill to learn.

The washerwomen are interested and lament that they’ll be working most of the day, though they ask an Ameronis if she could find out what days and times the archery is available so that maybe they can go during their time off. She agrees to report back with her findings.

A few more stops later, and your group is back at the entrance, having finished your grand tour of the jamboree. You spent a lot longer here than you expected, but, even though it’s after 11pm now, Grace insists that the night is young and you should do something else. Though, nothing too involved; they still have work tomorrow. After a brief discussion, Brinnet suggest a drink or two to round off the night. Agnai agrees, claiming that she’s parched and suggests that they go to their usual haunt; “The Copper Mug” .

Ameronis respectfully declines, saying she already has other plans. The rest of you see her off as she disappeared into the night and you follow the washerwomen to The Copper Mug. It’s a nice place, relatively small, but quite clean and tidy. The food and drinks are decent and the well-dressed patrons are relatively quiet; the three women are definitely some of the louder patrons.

You spend more time getting to know the women, and they happily chat about themselves and gossip a little about others, having a good old laugh in the process.

You have just one drink; a muted orange concoction containing milk, fermented seeds, and a constant stream of bubbles. It doesn’t have a very strong flavour, but manages to have a full-bodied aftertaste . You only have one, but you’re slightly buzzing by the time you’re ready to leave.

All good things come to an end, so you say your goodbyes to the washerwomen, letting them know that you’ll swing by tomorrow to pick up your clean and dry clothes. They demand that you let them know what other action packed adventures you get into between now and then; you tell them you don’t intend to be involved in anything else, thank you very much. They laugh and tell you not to be boring and to live a little. You dismiss their nonsense, bid them good night, and take a carriage back to Slaryn House, where you quickly fall asleep.

Leave a Disqus comment down below, or go behind the curtain to learn more about the making of this Chapter Part.

Behind the Curtain

I employed the use of the Chaos Engine again today, this time in the form of the readers themselves.

With an archery competition afoot, I wanted to see what chance Valine had at winning; do they already have any innate skill in archery? I created a skill scale from poor to high, then shuffled it and assigned each skill level a number. I then asked the readers to pick a number, and went with the skill level that was selected; the readers did surprisingly badly! As a result, Valine’s archery here is pretty sucky, but, how much of that is due to Valine’s lack of skill, or other factors?

I’ve been working on some of the cultural elements found in Derna, including the language that people use. One thing that I need to make is an Idiom Generator, but it’s definitely something that’s take a lot of work. It’d be similar to how the Novel Title Gen functions under the hood, and that one still needs a lot of work, and was a nightmare to get to that point.

Failing to find any alternatives online, I asked ChatGPT for some suggestions, and the results were… Odd. There’s something really weird about some of the things that ChatGPT suggests, but I can’t quite describe it. For the moment, I’d say “awkward”, along with “restricted” and “rigid”, which I mentioned before.

I asked it for come exclamations, and some compliments and mildly insulting but friendly jibes.

user
Please suggest a slang expression for one of the washerwomen to use when she refuses to dance because she doesn’t want to look like a fool. Do not use the real expression that was used in [Redacted, because spoilers] instead come up with something new.

user
No this suggests that the dancers themselves are a problem, but the other dancers are fine. This character is the one who does not want to make herself look for by dancing badly.

user
Please suggest some others, but also add a light-hearted nature to is, as she playfully criticises either herself, or the other dancer (despite there being nothing wrong with them)

user
Please suggest some alternate endings for this:
“I’ll pass on the jigs and wiggles, don’t want to…”

user
As she watches from the sidelines she occasionally yells at her friends who are dancing, playfully complementing or teasing them. Please suggest some things that she can say to any of three individuals that she is yelling at

user
Please add some more insulting ones they can be quite mean in a playful way, but should not be truly insulting; they are good friends and can handle banter

user
Please suggest some more. Make them short and witty.

user
You mentioned GPS in the last one; make sure your remarks are suitable for the time-period please.

user
Don’t forget to make them slightly insulting

Almost all of these are so… unnatural, and even with adjustments, they just don’t fit right. Dialogue is definitely not ChatGPT’s strong point, but, having said that, its nonsense fits perfectly well with the cryptic fortunes from Madame Seraphina. So, if you’re looking for some unhinged, awkward dialogue, ChatGPT has you covered.

Speaking of ChatGPT’s shortcomings, remember when I said that it likes to re-use names, despite having access to infinity+1 names to work with? Why exactly did it suggest the name “Seraphina” again? The last time, it said “Seraphina the Swift”, this time it’s “Madame Seraphina”. It’s not like “Seraphina is a super common name, like “John”! However, rather than change the name, I’ve thought of a way to incorporate that into the story. We’ll see if the reason ever comes up though.

Also, ChatGPT previously suggested that the washerwomen hang out at “The Copper Mug”, so I just went with that name but generated the tavern description using the Tavern Name Gen.


Stats

3 Generators were used: Decision, Drink, Tavern Name.

ChatGPT suggested the names of Madame Seraphina and The Copper Mug tavern.
The readers took part in 1 vote.
The sound effects are from Freesound.

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