groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote in [community profile] westwhere2022-01-03 07:56 pm

interlude: ellethia



ELLETHIA



En route to their next destination, the Merchant detours the party through his home citadel of Ellethia — the first, haunted casualty of the undead, now divided into Ellethia-Allayar and Ellethia-Hamsour.

Feel free to tag into this log or make your own posts!




ONE FOR THE ROAD

Macaluso Spina’s plans to escort the group out of Taravast are overturned by the Merchant’s transmission:

It appears many of you remain indifferent to the stakes of our endeavour. So, you will see them. You go to Ellethia, jewel of innovation, the first cradle of the dead. My home.

With the sorceress Karsa now gone, the party is entrusted to journey master and kindly-mannered biologist Enam.

Characters retain their bare essentials and what little can be carried on their backs. Magical storage is minimal. Everyone receives bags containing: three raw candles, a bundle of red clothes, a light blanket, two flasks of fresh water, a dagger, two bandage strips, two needles, strong thread, four textile patches, dried food, a pouch with two fistfuls of kiln-dried broken firewood and some flint. Supplies are replenished periodically.

Enam and his six assistants carry larger loads — with two aides transporting heavily bound humanoid forms. They’ve got you, Kaneki.

Ellethia requires delicate travel. The group first travels communally by ship, reaching the East Arakuthia Seas at sunset, meeting 25 small boats that can home between one and three passengers.

The group only travels at sea by night, when the depths are safest. The 3-17 January period covers two nights of seaborne travel, broken by journey on land across the two segments of Ellethia. Sea shipment will take characters from East Arakuthia to Ellethia-Allayar. A second voyage will later deliver them from Ellethia-Allayar to Ellethia-Hamsour. They spend roughly seven days at each land location.




TROUBLE AT SEA

The small boats have been thralled to slowly progress through mist and water to their destination. Enam quickly discloses the rules of seaborne engagement:

Keep the light. Enam offers each traveller a lit candle brazier to wave periodically around the boat and “ward away evil.”

■ If your candle blows out, rush to it light back with help from your boat-mate or other vessels.

■ If all of a boat’s candle lights have been died, travellers have three minutes to light fresh candle flames. The vessel begins to sink, seized by hands of rotting flesh and shadow. Undead mermaids attempt to drown those who fall in.

■ Sunken characters can be rescued by other vessels but remain “marked,” experiencing a bitter, unrelenting cold that no fire can tame. The saviours’ ship are intensely targeted by mermaids that seek to capsize it and collect their lost prize. You are rattled but safe as long as your lights hold.

■ Perhaps you dozed off, or briefly looked away — no matter your distraction, a newcomer (?) has now climbed into your boat, teeth chattering and terrified. These undead visitors are unaware of their condition and beg to be delivered to shore. They are not violent, unless ignored and often spark conversations. Over time, they become paranoid that they will not be rescued.

■ Those who share their names with these creatures feel compelled to take them to ground, where they trigger immediate medium-scale explosions. Other boat-mates or vessels can stop this.

■ Forcibly push your stowaway into water, trick them in, or pose a riddle they cannot solve.





AHOY, LAND

Ellethia has been cleaved into two — Allayar and Hamsour — by the Huntress, whose extended presence crumbled stone, decayed organic matter and eventually sunk districts and passageways. Crude bridges connect sectors of the citadel that have been partly submerged.

Although the tragedy of Ellethia occurred within the last decade, its ruins have been completely overrun by lush vegetation.

The following applies to both Ellethia-Allayar and Ellethia-Hamsour:

■ Characters must don their fashionable red gear once they reach land. Over 15 minutes of direct exposure to the crisp Ellethia air leads unprotected skin to erupt in a rash, then into gashes and tissue-deep decay. The wound fully regenerates within the hour.

■ Patch your party suit immediately, if it is torn.

■ Science-prone characters can notice no sign of radiation. Sorcerers feel no magic. Necromancers sense a complete absence of death.

■ There is no other human presence on land. Plants develop abundantly. Animals live an entire cycle of birth, growth, maturity and decay in the period between sunrise and sundown, reaching their prime around midday. Corpse remains patch back together into the creature’s new-born form at sunrise.

■ There are no human corpses anywhere.


TASKS
■ Forage or hunt. Replenish resources. Water from Ellethia’s canals is potable.

■ Help Enam find samples of the Widow’s Yearning. The plants grow in small fields whose scent woos travellers into a restful sleep they struggle to wake back from on their own. Widow’s Yearning can be ground into a potent hallucinogen.

■ Explore the pastoral surroundings.




ELLETHIA-ALLAYAR

The party first reaches Ellethia-Allayar, which hosts the ruins of the citadel’s seats of banking, commerce and governance. Ellethia-Allayar has been deeply flooded, with many streets partly overcome by water.

■ Amid torn-down halls of rhetoric and administration, characters can find bright flags on public office buildings, and glitter debris and street cups on the ground.

■ Several decaying pamphlets remain in the main piazza, whose halls have been submerged 1 meter underwater. If recovered, the pamphlets bemoan: Toss a Bone to Your Taxman: He’s Already Got the Meat, Gristle and Fat, Dowries: Sense or Sentiment? Join Tonight’s March for Free Wedlock, Who Watches through Your Mirrors?, Selling: Minor Palace with Main Street View and Cat, 90 Days Since Conscription: Where Are Your Sons?, Taravast Was Our Fathers’ Question, We Are the Answer.

■ Fresher pamphlets littered on public streets announce extended burial grounds in the botanical garden.

■ Roads and buildings show signs of clawing and trampling, along with spattering of long-dried blood.

■ The carriages, streetlights and infrastructure of Ellethia suggest a technology level near the 1800s.



THE SILENCE GAME

Ellethia-Allayar’s impromptu “canals” have made it a prime target for mermaids, who only infiltrate at midday — the peak of the accelerated animal life cycle.

■ Enam urges retreating to the high ground of the peripheral residential areas, as midday draws near.

■ Between noon and 13:00 each day, swathes of vicious mermaids storm the Allayar canals, working in packs to draw unsuspecting animals or humans into water. Some mermaids are dead, some living. While they always circle Ellethia during the day, they only proactively hunt in this period.

■ The thick fogs of Ellethia throw a boon: if they are very silent and very still, characters can hide even on low ground. Beware: the mermaids’ hearing has evolved to compensate their weaker sight, helping them locate close-by characters who speak or heave.

■ Mermaids imitate the animal calls and human voices they have heard to lure out prey.

■ Most central and public buildings are on low land.


Enam directs characters to their boats again to head to Ellethia-Hamsour within the week.




ELLETHIA-HAMSOUR

Unlike Allayar, Ellethia-Hamsour is a completely demolished territory, bordering a wasteland. Water infiltrations have been minimal.

The fog runs thicker than in Allayar, compounding the dangers of the collapsing, decayed roads and bridges.

The strong, vibrant greenery only breaks in coastal regions. Beneath the plant beds, you can find signs of the academic, science or technological districts. In some manicured gardens, flowers have overtaken hundreds of newer stone plates bearing local names and the marker, Truth Bows Only to the Sun.

Any remaining stone edifices display intense clawing and blood residue.

Characters are tasked to head to a distant lighthouse, lone in the horizon.

■ Characters become increasingly obsessed with reaching the lighthouse, often neglecting food, safety and sleep.

■ The single-minded focus leaves some vulnerable to being lured into steep pits or down cliff edges, into the sea.

■ Some characters become possessive of the lighthouse and plot to prevent their fellow travellers from reaching it. The lighthouse is not safe, if others get near it. It does not want them. Only you.


PLOTTING POST

QUESTIONS

violetchaos: (• 07)

[personal profile] violetchaos 2022-01-08 12:16 am (UTC)(link)
[ Her smile spreads a little wider. At least she's not in the habit of making enemies wherever she goes. That would be far too tiring. Making allies here would be a smart thing for her to do. ]

Do you mean this?

[ Tucked into the wide belt around her is a device resembling a gold pocket watch that she shows him. ]

You understand me, and I understand the people I heard through this. So, yes, I would say I do.

[ A thoughtful pause. ]

Why not just meet the people you want to talk to in person?

[ That would solve the privacy issue right there. ]

Or thought transference?
sergeant_slick: A live action screenshot. Tem looks surprised. (tem surprised)

[personal profile] sergeant_slick 2022-01-08 11:59 pm (UTC)(link)
[Sounded like they were getting a little cross-wise.] Ah, no, that's the thing--we only understand each other while we've got these on. [He fishes his out from the neck of his suit. It looks different than the new models, more a necklace. Taravast loved covering everything in ornamental little fiddly bits.] If they stop working, or we lose them? Then it's all back to pointing at stuff and doing charades. [Especially for him--funny how nobody here spoke the most common language in the entire galaxy.]

Well, if there's an emergenc--Wait, that's an option? [Thought transference? What?]
violetchaos: (• 09)

[personal profile] violetchaos 2022-01-09 06:32 pm (UTC)(link)
[ As Slick explains, it's not too hard for Yennefer to follow. Even if it sounded complicated and unfathomable. Still, magic was as present here as it is on the Continent, so the fact it had its very own wasn't too hard to believe. ]

Where I'm from, yes. It's very useful between other mages and magic users.

[ Yennefer decides she will leave out the fact that she is also trained in mind-based magic, allowing her to be able to read minds, among other things. ]

Though I suppose it may not work here the same.
sergeant_slick: A live action screenshot. Tem looks surprised. (tem surprised)

[personal profile] sergeant_slick 2022-01-09 06:37 pm (UTC)(link)
Really? [It makes sense--the Jedi can read minds, right? This is some of the only 'magic' here that properly sounds like the Force as he'd always heard it.

The Force, which he was also told clones couldn't mess with, but then Fox started teaching him magic, and it worked.]


...Could you teach a rookie who's still setting his own face on fire? [He hasn't done that recently, but it has happened.]
violetchaos: (• 14)

[personal profile] violetchaos 2022-01-10 10:58 pm (UTC)(link)
[ If Tissaia were here she would lose her mind... ]

Sure, why not!

[ And then she catches what else he said. ]

Hold on... setting your face on fire?
sergeant_slick: Slick is in 3/4 left profile, looking right hwith very dramatic lighting. He looks like he's in a makeup commercial. (listening)

[personal profile] sergeant_slick 2022-01-10 11:27 pm (UTC)(link)
It was a few months ago! [He shrugs helplessly.] I'm learning magic from a friend here. They always told us back home that it was impossible for us to learn that stuff, so I'm completely shiny about it. Everything's new.

So when I got smashed into a ceiling by one of the worst people I know, I reacted, and...[He mimes the blow-back over his face.

That was not a fun day.]
My control's better now, though.
violetchaos: (venger (64))

[personal profile] violetchaos 2022-01-11 06:43 pm (UTC)(link)
I suppose you learn from making mistakes. That was quite the lesson.

[ Yennefer winces. Fire magic was not a good way to start. ]

I'm glad because nothing I teach you will stick unless you have even a reasonable amount.
sergeant_slick: A  live action screenshot. Tem looks happy! Yay! (tem smile)

[personal profile] sergeant_slick 2022-01-14 09:11 pm (UTC)(link)
So, you'll teach me? [Come on, you can trust this face--especially El healed it up so thoroughly he doesn't have any burn scars.] I've already got training for control. Figuring out how to apply it to magic just took a while. [If the military was good at one thing, it was controlling the fuck out of people.]

Besides, everyone's owed one really big mistake, and I've already gotten mine out of my system.
violetchaos: (venger (179))

[personal profile] violetchaos 2022-01-15 08:35 pm (UTC)(link)
[ The best part in agreeing to help this stranger is that Yenn can call the shots. She can teach the fundamentals, but not give away too much away in the event Slick turns against her. It will be a measure of protection. ]

I'll teach you. We'll start in a day or two, once I've settled in.

[ Inside his head, he'll hear her voice. The message is short and quick, to make sure that, like her portal conjuring, hasn't been messed with.

She waits to see if her message went through. ]