let's set d o w n some (
groundrules) wrote in
westwhere2022-01-03 07:56 pm
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Entry tags:
- 2ha: chu wanning,
- asoiaf: daenerys targaryen,
- avatar: zuko,
- dragon quest xi s: eleven,
- final fantasy vii: rufus shinra,
- harry potter: lily evans,
- interlude: ellethia,
- kingdom of the wicked: emilia,
- kingdom of the wicked: wrath,
- oh! my emperor: beitang moran,
- oh! my emperor: su xunxian,
- persona 5: akira,
- sarah connor chronicles: john connor,
- sword of frost: yun yifeng,
- the gifted: marcos diaz,
- tian guan ci fu: xie lian,
- tokyo ghoul: kaneki ken,
- umbrella academy: five,
- warcraft: anduin wrynn,
- warcraft: wrathion,
- watch_dogs: wrench,
- wheel of time: moiraine,
- witcher: yennefer
interlude: 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.
■ 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.
QUESTIONS
no subject
What disciplines cause it to be Shadow?
( are disciplines their ajahs? are his priests her aes sedai?
she shouldn't compare but it's the strangest thing. and he's the first person that hasn't been a witch. or that's spoken of things that sounded almost like what she knew )
no subject
All priests have dedicated their lives to worship. Holy priests devote their studies to the Holy Light, the Light of Creation. It is... That which exists everywhere, in everything. The source of all life in the universe.
Of course, just as there are priests devoted to the Light, there are also those devoted to the Shadow. The Void. One cannot exist without the other, after all, and that is a truth which we all must respect.
All priests are capable of channeling the Light and Shadow. Though it requires a lot of discipline to control them both at once, which is why we call those Discipline priests. Not that it does not require discipline for the other studies as well, but.
[He offers her another flick of a smile and a soft shrug.]
no subject
priests devoted to the light, those devoted to the shadow. just as most aes sedai work for the light the black ajah serve the dark. and it's frightening to hear it happens elsewhere )
We channel only the light. ( well. women did ) The source that we channel works in two halves, though one half was corrupted. No one can safely channel it now.
( corruption over shadow, turning later to madness )
no subject
No one can safely channel it now.]
Corrupted?
[By what, Anduin wonders. Or who? It does sound eerily similar, to his own world. Straight down to the Old God Corruption of the Void energy as well.
Anduin tries very hard not to think of the moments he himself has nearly slipped down that path. It is a very slippery slope indeed...]
It sounds as though the magic of your world has become... Unbalanced. Does no one channel this other half at all? Or is it simply that in doing so you acknowledge you are accepting such a risk?
no subject
( he wasn't wrong, it was an imbalance of power. only women could now safely channel )
We don't choose the source. Saidar and saidin, two halves of a connected whole. Similar and yet so different in what they are. Saidin would never be something I could touch even if I wished it.
no subject
You are... born with this connection, where you are from? You say you do not choose the source, then. I could only assume this is a connection from birth.
[He offers her a soft, tentative smile, hoping he is getting this right so far.]
That is not the case, for us. We are... The Light has always been there, of course. But I chose to become a priest. It took me years of study to learn the ways of channeling the Light. The same would be the case if I had chosen the path of becoming a Void priest instead. Or... Becoming a warrior, as my father always wished for me to be.
[His smile widens slightly, a tentative peace offering. He can tell that this conversation is bothering her somewhat, and he wishes to extend the olive branch, as it were.]
no subject
( most found out around sixteen, some later, some a little earlier. moiraine had been one of those that discovered it earlier )
Why did you become a priest instead of a warrior?
no subject
My father was a warrior. My parents loved each other very much, but my mother -- died. When I was very young. It changed him, and not for the better. As a child even, there were a number of times I had to... Step into his shoes, and play the adult.
[As king. He had been named king at ten years old. But that was a whole different story.]
He wanted me to follow in his footsteps and take up his sword but I suppose that. There were other, more positive role models in my life who helped me understand I was more suited to other pursuits.
no subject
which is why, as curious as she is about him being a priest, she doesn't pry, knowing she wouldn't want the same questions in return )
At least you found the path for you. Something all can only hope to do.
no subject
He can only be thankful they had grown closer together towards the end.]
I appreciate all of those who have supported me along the way. My father was... Perhaps less than excited about my choices at first. But -- he grew to accept me for who I am, and the bond that grew from that is something I will always be grateful for.