Pachinko




Pachinko is an olive-wood poppet of Carolingian heritage: an alchemist who treats every mechanical impossibility, social hierarchy, and dangerous explosive as an invitation to experiment.
| Crew role | Alchemist, inventor, infiltrator |
| Current office | The Alchemist of the Fires of Moa |
| Companion | Jimminy, an inventive familiar and occasional emergency stabbing implement |
| Enterprise | Cannery owner, employer of Kapikala’s orphans |
Character arc
Section titled “Character arc”Pachinko began the campaign facing a basic legal question—whether a constructed person counted as a person at all. Lady Celinia’s certification settled that question locally and made Pachinko determined to secure the same protection for other constructs.
Since then Pachinko has built prototype bandoliers, black-powder traps, tattoo-removal techniques, a shoulder-mounted multi-blunderbuss, and a cannery slowly becoming an arsenal. The Cathayan ironclad’s steam engine has become the great unsolved engineering obsession; Pachinko understands its logic but lacks the alloy needed to reproduce it.
Community and faith
Section titled “Community and faith”Pachinko’s loyalty to Kahu is personal, but the movement also fits a life spent among cannery workers, dockhands, criminals, and orphans. That network made Pachinko one of the Fires of Moa’s most effective organizers.
In the chronicle
Section titled “In the chronicle”- Day 33 — A man with a plan and a modelThe crew founds the Fires of Moa, recruits its first followers, and budgets an audacious ironclad heist.
- Day 32 — Clam ChowderA message hidden beneath a bread bowl reunites the crew with the Lively Lady before Kahu receives a vision wrapped in flame.
- Day 31 — Liar’s diceLiar’s dice, a revolutionary cave, and the theft of an everlasting fire from Pirate’s Cove.
- Day 30 — DunmeshiThe crew stalks and kidnaps the Mink, uncovering the revolutionary network behind Pirate’s Cove.
- Day 29 — Pirates!A hunt for pirates leads through the charity hospital, the slums, and into the theatrical world of the Mink.
- Day 28 — Light treasonDisavowed by Moa Tor, the crew becomes Albian privateers and accepts Prince Pako’s mission to recover a sacred relic.
Show 27 earlier chapters
- Day 27 — Time to poke the Master BaitersAfter helping capture the ironclad, the crew studies its fire-driven engine and dines with Saint Sebastian.
- Day 26 — My sailorThe Lively Lady serves as bait in a multinational trap for a Cathayan ironclad—and ends up inside the assault.
- Day 25 — The calm after the stormThe rescued migrants return to their fleet, where a celebration becomes the prelude to an international naval operation.
- Day 24 — Ambush at the camp!A rescue camp is overrun by enchanted survivors, singing harpies, and hungry rocs in a desperate swamp battle.
- Day 23 — Trade negotiationsWeapons negotiations with the Ranti expose missing captives and lead the crew into a harpy-haunted swamp.
- Day 22 — Succulent chinese mealAt Serpent’s Repose, the crew bargains with E’longa for captives taken to the Great Nest.
- Day 21 — MementoThe crew reunites Kahu with the Migrant Fleet, confronts a Cathayan inspection, and learns of the Ranti slave trade.
- Day 20 — This girl is on fireA burning amnesiac awakens as Kahu while Carolingia prepares to send three Living Saints into the Isles.
- Day 19 — Oro approaches usThe crew destroys Johan Storzenbecher’s slaving ship and finds a tattooed survivor burning on the shore.
- Day 18 — BBQA blood-boar victory feast brings grief, trade, Punx’s departure, and urgent news from Oro.
- Day 17 — GaslightedThe three villages undertake the Culling, with the crew serving as bait in a record-setting blood-boar hunt.
- Day 16 — Not a haikuTrade, politics, and the consequences of imperial entanglement give way to the villages’ sacred Culling.
- Day 15 — Diplomatic incidentThe investigation into Saint Sebastian’s death collides with local politics as the boggarts bring catastrophic news.
- Day 14 — Who dunnit?A voyage with the Contessa and Saint Sebastian becomes a murder mystery with dangerous religious implications.
- Day 13 — Amuse boucheThe Migrant Fleet arrives with tales of slavery and the crew receives new diplomatic and rescue missions.
- Day 12 — Day at the zooAlbion’s opera-house envoy introduces the crew to Living Saint Sebastian and his hunt for Don Gregorio.
- Day 11 — Master & CommanderPirates, a storm-damaged ship, and a tense return to Kapikala expand the crew’s view of the foreign powers.
- Day 10 — BoomerangAfter returning Bloombark’s children, the crew departs into a storm that leaves their ship lost and damaged.
- Day 9 — MihfThe infiltration of Utu ends in battle, sacrifice, and the liberation of the kidnapped children.
- Day 8 — Trojan boxesHidden inside Trojan crates, the crew infiltrates the boggart village and reaches its central ceremony.
- Day 7 — SailingThe party returns to the Lively Lady and assembles a theatrical infiltration team to rescue the children.
- Day 6 — Blood AguDon Gregorio identifies Blood Agu while Ranghi guides the crew toward a cure and the kidnapped Oro.
- Day 5 — Tea dispute settledA royal breakfast, a necromancer’s tower, and an archaeological mystery end with Oro’s abduction.
- Day 4 — The Doom of the BunyipsAfter surviving the bunyips, the expedition reaches Bloombark and meets Queen Killipella and Don Gregorio.
- Day 3 — Voyage to the Elephant IslesCompeting foreign interests converge as the party sails to the Elephant Isles and narrowly survives its first landing.
- Day 2 — The secret in the cavesThe investigation follows Molty’s trail through boggart caves and uncovers the strategic secret of Elephant Isles timber.
- Day 1 — The death of MoltyThe campaign begins with Molty’s suspicious death, a hidden cave, and several powers competing for the same secret.