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Arsonist's Lullaby: An Azula Timeloop Quest
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Nine days out from Sozin's Comet, you—Princess Azula of the Fire Nation—find yourself staring down betrayal at the Boiling Rock. Again. Because the thing is, you've been here before. And before. And before. And no matter what you do from here on out, it always seems to end the same: you lose everything on the one day you are more powerful than you will ever be again.

Your only hope is that maybe this time will be different.

(Will it?)
Mechanics
Mechanics

This quest's mechanics, such as they are, revolve around a variant of the Truth system originally created by @Squishy.

Truths

A Truth is something that is known, or at least believed; it is a kind of ontological inertia. It describes your relationship with the world and the world's relationship with you—a Truth is as much one of your themes as it is a representation of your abilities.

Truths belong to one of four general categories: Personal Truths are things you know or are known about you; Community Truths are things that are known about the group you're a part of; Consequences are things that have happened to you, such as physical or social injuries; and Advantages are specific reasons why you are not just the sum of these other Truths, such as endlessly looping through time.

Truths are defined by two elements: Certainty and Impact, which are respectively represented by the bracketed numbers (1/1) attached to each Truth, and which run from 1 to 5, where 1 is nominal and 5 is all-encompassing or earth-shaking.

As an example, one of Azula's Truths is this:

(3/5) Fire Enfleshed
At fourteen, you were one of the greatest firebenders in the world—you commanded the cold fire earlier than any other in history, and you were the first since Sozin ordered the dragon hunt to call flame of another colour.


That was before you started looping through time.

You are greater than great, now. You are incandescent.


Certainty is the breadth of the Truth: the range of situations in which it matters. If Azula's Truth were at Certainty 1, it would rarely matter. While she could still firebend, she couldn't expect anyone else to really care, and she would have a very narrow set of tricks. Very few benders are at this level for their bending Truth, and most of those are just learning their craft. On the other hand, if her Truth were at Certainty 5, she could reasonably expect that merely the knowledge of her bending would be enough to shift any given situation in a way that favoured her, whether her aim was intimidation or violence or even performance and beauty.

Impact is the extent to which the Truth defines the situation. At Impact 1, Azula's Truth could only bend the arc of the story: an enemy might flee, but likely only to link back up with their reinforcements, or the information they divulge is only of minimal importance. A Truth that has Impact 5—like this one—is, on the other hand, strong enough to dramatically alter the story. When Azula killed Aang with her firebending, it took a singular, unrepeatable miracle to bring him back to life, and he still had to pay a spiritual and physical price in the aftermath.

To bring these two ideas back together: with Fire Enfleshed at a rating of (3/5), it is unusual for Azula to encounter a situation she cannot overcome in some capacity through an application of her firebending unless she is opposed by an equally significant power, of which there are few.

Truths are more broadly applicable than 'merely' situations of narrative importance. Azula's firebending can be used to conquer her enemies and intimidate her rivals, but it also governs her ability to recognise if somebody has used firebending at the scene of a crime, or whether a particular non-bender martial art has drawn inspiration from firebending forms.

It is important to be aware that a Truth is a double-edged sword. When you come to define yourself by an idea, you become vulnerable to that idea being turned against you—for example, while Azula is an astonishing firebender, the pleasure she takes in the art is something she can lose herself in, and she may find herself over-reliant on firebending as the solution instead of a solution.

Revelations

Azula is timeless, but not static. Though her Truths are what make her what she is, she, like any originally-fourteen-year-old child, changes as the world changes. She comes to learn new things, meet new people, and experience new things that affect both how she feels about the world and how the world feels about her. Changing Truths is done by experiencing a Revelation.

A Revelation is a collision between the story and a Truth that reflects a shift in what is known about Azula and what Azula knows about herself. When one occurs, Azula either Adopts or Breaks a Truth: she adds or removes Certainty or Impact from one of her Truths, or creates a new Truth entirely by adding them where the Truth does not exist.

When Azula experiences a Revelation, she can Adopt something new:
…a Consequence, transforming it into a new Truth (like an injury healing and becoming a storied scar);
...an Advantage, transforming it into a new Truth (like a weapon or creature becoming a core part of her legend);
...an existing Truth, adding a point of Certainty or Impact to it and allowing her to modify its description to reflect the change.

Or, she can Break a Truth, removing:
...a Consequence, eliminating a downside at the cost of any opportunity or growth it might have generated;
...an Advantage, eliminating a benefit at the cost of any compulsions it might have imposed;
...an existing Truth, removing a point of Certainty or Impact from it and allowing her to modify its description to reflect the change.

Adopting and Breaking Truths are not fundamentally distinct. Though a Revelation can merely strengthen or weaken an existing Truth, it may also Break a Truth so dramatically that it forces the Adoption of another; or it can deduct some Certainty or Impact from one Truth to strengthen another, reflecting a change in importance of an aspect of personality or culture identified with; or it may simply change the narrative description, reflecting a more subtle shift in approach, emphasis, or personality.

Azula has experienced a number of Revelations across her life, and her loops, before reaching the point at which the quest begins. Some of these are made plain in the language of her current Truths; others will be hinted at (or outright considered) in her narration. One obvious example is that her beginning to loop through time Adopted points into The Phoenix.

When Azula experiences a Revelation, I will notify you of the effects to her character sheet in a spoiler box at the bottom of the relevant update. You will not have the opportunity to vote on what those effects are—they will be the natural result of the choices you have helped her make across the quest until that point. They may help, or hinder, her progress in escaping from the loops that seem to have her trapped without end; consider their nature and wording carefully.
 
Character Sheet
Character Sheet

These are the Truths about Azula. They define who she is.

(This character sheet contains significant spoilers for the quest's progression.)

Personal Truths

(3/5) Fire Enfleshed

At fourteen, you were one of the greatest firebenders in the world—you commanded the cold fire earlier than any other in history, and you were the first since Sozin ordered the dragon hunt to call flame of another colour.

That was before you started looping through time.

You are greater than great, now. You are incandescent.

(3/4) Born Lucky?

If you had not known the spark, you would still be a once-in-a-generation genius. You are good at almost anything you try, and great at almost anything you enjoy. Your star even rises over Ba Sing Se, unconquerable legend of the Hundred-Year War. In all ways, you are nothing like Zuko, who must stumble, and fail, and try again—Zuko, who is offered so many hands to lift him back up, when you have only ever been able to fill your palms with flame.

(2/3) Nothing Wrong With That Child

There is a path in the palace. At the end of that path is a room. And in that room is a girl who doesn't want to be a monster. Her name is Azula, and she's struggling to understand her feelings. And her family. So much of what is left to her is what she has been taught: and what she has been taught is to want, and to take, and to not care if the taking hurts. But it does. And you are tired of pain.

Community Truths

(3/4) Imperium

You are Princess Azula of the Fire Nation, the most powerful nation in the world. Yet you are not just a princess—you are the princess, the acknowledged heir to the Dragon Throne. It is what defines you and how you have learned to define yourself. It is why so many know your name even when they have never seen your face, or the transcendent beauty of your flame. And it is why you find yourself, now, shying away from an impossible question: is it everything you will always have to be?

(2/2) Ashmaker

You are unquestionably Fire. It's in your accent, your hair, your face, your eyes. Once, this would have been unremarkable—now, blood like yours is inseparable from conquest. In the world beyond the Fire Nation, this is both a protection and a curse.

(3/2) The Blood of Rava

The Avatar is the spiritual locus of the world, gifted with wisdom, and immortality, and power. It has ten thousand bodies and ten thousand lives. But the same essence that once ran in its veins when it was Roku runs in yours too. Yours, and Zuko's. He thinks he knows what that means. You're not so sure. But it has to—it has to mean something.

Consequences

(?/3) It's All In Your Head

Once, you went insane: the voices-in-your-head, swaying-on-your-feet, cackling-and-screaming kind of insane. As a result, you don't really… remember a lot of your early loops. You're past it now—a battle hard-fought and harder-won—but the scars remain. You are no longer as sure as you once were.

(2/2) Azula, Alone?

You have almost nothing and almost no-one to rely on. You may have been too hasty in considering your friends irredeemably treacherous, but your mother still left and your brother still couldn't be bothered to stay. And beyond them all, only your father remains, and you can't stop yourself from realising that does not mean what you once thought it did.

Advantages

(?/?) The Phoenix

You live, and die, and live again. Sometimes you don't die, and still you live again. You are perpetually trapped in a never-ending spiral of life and failure—not even death can hold you, and the spirits reject your soul. You don't understand why. All you know is that you have to keep going.
 
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Original Character Sheet (For Comparison)
On a bit of a side tangent, does anyone remember the original numbers for Azula's Truths?

These are the Truths about Azula. They define who she is.

(This character sheet will come to contain major spoilers as the quest progresses.)

Personal Truths

(3/5) Fire Enfleshed

At fourteen, you were one of the greatest firebenders in the world—you commanded the cold fire earlier than any other in history, and you were the first since Sozin ordered the dragon hunt to call flame of another colour.

That was before you started looping through time.

You are greater than great, now. You are incandescent.

(3/4) Born Lucky

If you had not known the spark, you would still be a once-in-a-generation genius. You are good at almost anything you try, and great at almost anything you enjoy. Your star rises even over Ba Sing Se, unconquerable legend of the Hundred-Year War. Is there anything you could not succeed at, if you truly wanted to? After all—you're not Zuko.

(2/3) Monster

There is a path in the palace. At the end of that path is a room. And in that room is a monster. Her name is Azula, and she has neither friends nor feelings. She hardly even has family. All that is left to her is what she has learned: and what she has learned is to want, to take, and not to care if the taking hurts. She might just end the world, if you let her.

Community Truths

(3/4) Imperium

You are Princess Azula of the Fire Nation, the most powerful nation in the world. But you are not just a princess—you are the princess, the acknowledged heir to the Dragon Throne. There are few who do not know your name, even if they do not know your face, and there are many who are bound by honour or self-interest to obey you.

(2/2) Ashmaker

You are unquestionably Fire. It's in your accent, your hair, your face, your eyes. Once, this would have been unremarkable—now, blood like yours is inseparable from conquest. In the world beyond the Fire Nation, this is both a protection and a curse.

(?/?) ???

There are not many things Zuko knows that you do not, but this is one of them.

Consequences

(?/3) It's All In Your Head

Once, you went insane: the voices-in-your-head, swaying-on-your-feet, cackling-and-screaming kind of insane. As a result, you don't really… remember a lot of your early loops. You're past it now—a battle hard-fought and harder-won—but the scars remain. You are no longer as sure as you once were.

(2/2) Azula, Alone

You have nothing and no-one to rely on. Your friends have proven themselves traitors a hundred times over, your mother left and your brother couldn't be bothered to stay. Your father is all that remains, and you're trying to stop realising that that does not mean what you once thought it did.

Advantages

(?/?) The Phoenix

You live, and die, and live again. Sometimes you don't die, and still you live again. You are perpetually trapped in a never-ending spiral of life and failure—not even death can hold you, and the spirits reject your soul. You don't understand why. All you know is that you have to keep going.
 
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