Zozo's House

Zozo's House is the home of Zozo the Monkey and a central point in the Low Dukedoms in the Dreaming.

Overview

An unassuming yellow cottage, Zozo's House is the home of Zozo the Monkey. Zozo is the (comparatively) benign sage and judge over the chaotic doings of the Dukedoms and the almost universally respected arbiter of how far jones can go and still be funny. When a denizen of the Dukedoms feels that they have been wronged, they have the choice of either taking revenge into their own hands or pleading their case before Zozo. In the first instance, the war of retaliatory pranks likely continues until one party or both loose interest. In the second, Zozo ruminates on the case and then assigns both parties a task. Whoever completes their (generally nonsensical or at least whimsical) mission with the grandest style is determined to be legally in the right.

Furthermore, Zozo's House is not only located at the boundary between Quox and Mux, it is the boundary line itself. Pranking parties who sortie into the opposing Dukedom to cause trouble are officially "safe" once they cross through Zozo's fenced yard and back into their home territory. All pursuit must stop at the house, and the pursuers must either please their case before Zozo or go home unsatisfied to plot revenge in their own fashion. It should be noted that "tagging the yard" is not the same thing as being legally absolved of whatever pranks a faerie has committed; nothing is forgiven or forgotten, and the trickster should never forget that the tricked will remember the event, should they ever meet again.

Furthermore, tagging the yard is by no means as easy as it might sound. Zozo is a terrible housekeeper, and his yard is cluttered with broken toys, half-eaten food, banana peels, and other garbage. On occasion, fleeing pranksters have suffered greater abuse from these obstacles than they would have gotten from their pursuers. Some inhabitants of the Dukedoms are so daunted by the yard that they only tag it as a last resort. Furthermore, the fleeing party must cross the entire yard in order to score a tag. Anywhere within the yard, they are still subject to being caught and punished by their pursuers.

References

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