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

elfuego: (pic#)

iii

[personal profile] elfuego 2022-01-10 04:01 am (UTC)(link)
It's obvious Marcos has been through something, so when he settles by the fire Zuko doesn't say anything for a while, bending flames into existence once the wood's been suitably arranged within the circle of stones someone had the foresight to lay down.

When the pot that's cooking over the fire begins to steam Zuko rises to look in and stir it with the ladle that's been hanging off the rim of the pot, unbothered by the heated metal he handles through the gloves of his suit.

"It's still hot. Don't take your helmet off to eat it yet." Zuko turns back to Marcos after ladling porridge out into a pair of bowls. Not waiting for an answer he sets one down by where Marcos sits before settling back on the ground as well. Zuko doesn't bother to let the food cool, bracing himself with a sigh before removing his helmet to reveal some very bad helmet hair and his scowling, scarred face.
soloritur: (129)

[personal profile] soloritur 2022-01-14 05:02 am (UTC)(link)
Marcos notices Zuko enough that he appreciates the silence while he tries his best to get the images out of his mind that are probably going to haunt him later tonight. Somehow mermaids shook him worse than the waves of undead and vengeful witches that they faced in Taravast. Even being tortured in a cage hadn't left him in a panic about his hands rotting off and his blood burning through the only defense he has.

He looks up when he sets the bowl near him and nods his thanks. He knows he should eat, but he just needs his stomach to settle first. Thankfully he gave him the one thing he might be able to keep down right now.

"Thanks," he tries to smile when he sees Zuko ignore his own advice, but he's too tired to hold it for long. "Trust me, I won't be making that mistake again."
elfuego: (pic#15065291)

[personal profile] elfuego 2022-01-17 10:23 pm (UTC)(link)
"No problem."

The temperature of the food didn't slow down the speed with which he ate, if anything, it sort of helped the flavor in his opinion. Nothing had been spicy enough for him in months, but real heat wasn't too bad. It made flavorless things acceptable anyway.

Finishing off his food and a big drink of water Zuko was putting his helmet back on with time to spare. He knew he could have held out a few more minutes, but it was hard to enjoy the feeling of fresh air knowing what it did to a person after too long.

"Your suit recover? I heard you had a problem with mermaids too." He took in a lot hanging back and playing observer, and Marcos' powers was something he'd been paying attention to since The Huntress came to town.

"You're not a firebender, right?"
soloritur: (126)

[personal profile] soloritur 2022-01-17 11:21 pm (UTC)(link)
For a while Marcos just watches as Zuko eats, knowing that if his food gets too cold he's equipped to warm it back up. It makes him anxious to see someone with their helmet off, but he finishes quickly enough, and it's surprising how much easier he breathes once he's done. It'll take some time to psyche himself up and take his off again.

Zuko seems to be taking it seriously without him saying anything. Judging from his scar, and what he refers to as firebending, that's probably something he's had to learn a few times over.

"...Not exactly. I'm a mutant." One of these days he's expecting someone to recognize that word, but so far they all have different terms. He still wonders if some of them are mutants and they just don't have the technology to confirm the existence of an X-Gene. Not that it matters. "I can do a lot with light and heat but... well, this wasn't all the mermaids."

He looks down at the stitches again, checking how well they're holding. It was a mess after he started bleeding and burning holes all over the suit, and the air just made it so much worse. He should have been more careful.

"They aren't kidding about the fifteen minutes. I would have been in trouble if someone hadn't been there." And if they hadn't been a healer. He doesn't want to think about it, so he turns the question back around. Zuko did say 'too'. "Did you have a run-in with them?"
elfuego: (or where the doer of deeds)

[personal profile] elfuego 2022-01-18 03:25 am (UTC)(link)
"Yeah, a few times." After securing his helmet he lifts his head to look at Marcos through it, a small smile crossing his face very briefly.

"On purpose. I don't like those things." It made the place safer for everybody else, and he liked the feeling of helping while getting to pick a fight with some truly nasty creatures. As with the last time their group was in danger, Zuko didn't mind the risk.

When Marcos explains his power Zuko looks intrigued, light and heat, but not fire? It was odd.

"My grandfather could do things with heat. He once bent the heat out of lava and turned it to stone." In truth, his powers were close enough to firebending that Zuko felt pretty sure Marcos would find a place there, as a highly specialized and uniquely skilled bender.
soloritur: (134)

[personal profile] soloritur 2022-01-22 10:51 pm (UTC)(link)
"Wow. And that's called firebending?" Marcos would much rather talk about family than mermaids, and he can't help but be curious. It isn't uncommon at all for X-Genes to run in families. It doesn't always mean that their powers will develop the same way, but it lends to the theory that it's genetic in Zuko's case.

"Mine work a little differently. I can start a fire, but I can't control it. And if there's not enough light to absorb, I can't do anything." He shows his hands, where the gloves are still held together by rushed stitching and gives a self-deprecating smile. "I probably should have left the mermaids to you."

Who knows, maybe he would have learned how to use his powers more effectively if he'd had a mentor. Instead he had a mother who died from repressing her powers, and a father who kicked him out for refusing to do the same.

"Was it just you and your grandfather?"