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

enucleation: DEFAULT - DEFAULT (Normal - pic#9495922)

[personal profile] enucleation 2022-01-15 06:40 pm (UTC)(link)
[ oh, that question will cause Kaneki to smile wider ]

Good enough to save you from drowning, if needed. [ are you trying to threaten him child? Because right now, kaneki's focus on the lighthouse will make him forget he is talking to a child ]
somebadnews: (119)

[personal profile] somebadnews 2022-01-15 07:36 pm (UTC)(link)
[ It seems like he wants to take it that way, which is interesting. It goes without saying that Five doesn't trust him, in general, let alone with whatever he's planning. So naturally he smiles back. ]

Jagged rocks and mermaids don't deter you at all, do they?
enucleation: by frottage (Normal - pic#9158180)

[personal profile] enucleation 2022-01-17 11:41 am (UTC)(link)
Neither do the undead. [ but since they are talking about this, kaneki has to ask, while he glances back at the lighthouse ]

Are you certain you will be able to reach it? This place doesn't seem appropriate for someone this young.
somebadnews: (154)

[personal profile] somebadnews 2022-01-17 08:34 pm (UTC)(link)
[ Five narrows his eyes by degrees and studies him when he looks towards the lighthouse. He doesn't correct him, but he works his jaw for a moment before he takes a breath and shrugs. ]

I have an advantage. — You haven't been with us long, are you already an expert on the undead?
enucleation: DEFAULT - DEFAULT (Normal - pic#8845561)

[personal profile] enucleation 2022-01-18 04:05 pm (UTC)(link)
An advantage? Such as? [ he doesn't expect the other to share unless he is the boasting kind. Even some kids are aware they should not share much about themselves.

And kaneki IS an expert on how to eat them, at least. ]
I'm no expert, i simply know what to do if the time comes.
somebadnews: (179)

[personal profile] somebadnews 2022-01-22 03:52 pm (UTC)(link)
[ He has more than one advantage really, but instead of answering his question he just keeps staring. ]

You've fought them?
enucleation: (Normal - pic#8845605)

[personal profile] enucleation 2022-01-22 10:20 pm (UTC)(link)
[ he has eaten them.

Not the ones being controlled by the big bad bosses, but the ones he manages to find along the way. And one that tried to crawl into his boat, earlier on. ]


if you could call it that, yes.
somebadnews: (239)

[personal profile] somebadnews 2022-01-22 10:51 pm (UTC)(link)
[ Five's mind doesn't immediately jump to cannibalism, so he just gives him a confused look. He assumes he means he has some kind of hidden ability to deal with them, but he still asks. ]

What would you call it?
enucleation: (Normal - VafKWSt)

[personal profile] enucleation 2022-01-25 11:38 pm (UTC)(link)
I defend myself. [ see? He can use words.

kaneki shrugs softly ]
I can handle myself if needed. I assume you probably can too, otherwise you wouldn't have survived this long. [ Five is a child, and he doesn't seem to have a worrying babysitter around him. So he can't be just a child, can he? ]
somebadnews: (220)

[personal profile] somebadnews 2022-01-30 01:49 am (UTC)(link)
[ He holds his gaze for another moment before he abruptly scoffs and shakes his head. ]

We all have that in common, don't we? That doesn't mean everyone makes the right choices.
enucleation: DEFAULT - DEFAULT (Mask - pic#8845751)

[personal profile] enucleation 2022-02-02 10:41 pm (UTC)(link)
No. Not everyone does. [ kaneki is a well of bad decisions and choices. But he needs to add ]

The lighthouse, however - is it a bad choice, to you?
somebadnews: (38)

[personal profile] somebadnews 2022-02-09 05:14 am (UTC)(link)
[ Why is he so determined? Five can tell he's not getting through to him with his vague warnings to leave it to him. ]

You don't seem willing to take my word for it. What are you expecting to find?
enucleation: (Normal - pic#15306551)

[personal profile] enucleation 2022-02-12 11:58 pm (UTC)(link)
Unless you have been to the lighthouse before us - you couldn't be certain of it, could you?

[ and Kaneki doesn't know what he expects to find, but the lighthouse calls for him. Him alone. So that has to mean something ]

Answers. It feels like that's what it will give me.
somebadnews: (69)

[personal profile] somebadnews 2022-02-18 09:38 am (UTC)(link)
[ He continues staring him for a prolonged moment, irrationally frustrated that he hasn't dissuaded him, but then smiles and leans forward. It doesn't really matter. He's going to get his answers long before anyone else. ]

I guess we'll find out.

[ He has a lot left undecided about him, but he seems willing to face the danger ahead, and far be it for Five to tell him otherwise. The lighthouse is more pressing. ]

Your name?
enucleation: DEFAULT - DEFAULT (Normal - pic#8845439)

[personal profile] enucleation 2022-02-26 09:52 pm (UTC)(link)
[ the kid seems good at hiding his feelings; given how interested he was about Kaneki wanting to reach the lighthouse, he doubts he doesn't plan the same, so Ken will keep an eye on him, even if disguised under polite friendliness. ]

Ken Kaneki. I have arrived recently. And yourself?
somebadnews: (221)

[personal profile] somebadnews 2022-02-27 03:30 pm (UTC)(link)
Number Five. [ There was a time he quizzed every new face that joined their group, but he's obviously fallen behind since Taravast. ]

Through the beacon?

[ It doesn't matter where the lighthouse is concerned, but he's curious if any came through that weren't originally here. ] Did you arrive with anyone else?
enucleation: (Normal - VafKWSt)

[personal profile] enucleation 2022-03-02 08:01 pm (UTC)(link)
[ number five. Really? Well, that tells Kaneki this child is not just a normal child. And while the lighthouse's influence has not stopped Kaneki from wanting to reach it first and not wanting anyone - not even a child - to reach there first, kaneki is at least still aware enough to feel a bit of relief that this kid is not just a normal kid. 

But he is also curious to know how different he really is. ]


 I joined the party at the end of the Taravast situation. I arrived with two others, although I do not know their names. [ he knows one name, Akira. But that's not important ]
somebadnews: (198)

[personal profile] somebadnews 2022-03-03 05:02 am (UTC)(link)
[ That isn't a complete answer, and Five gives him another frown for being less than precise. All three could have come through the beacon. At least that's a number to make note of.

He shrugs, like all this vital information doesn't matter to him. At the moment it's second to what's ahead of him. ]


Maybe they were smart enough to stay away. [ Because danger applies to everyone but him. ] Pass that on if you see them again.

[Speaking of, he's wasted enough time playing twenty questions and Kaneki is annoyingly stubborn, so he turns his back to head to the lighthouse. Now that he knows more people are determined to ignore his advice, it's a race to find out what's there before they all come and, he's guessing, die horribly.

And if not, he'll be back with some follow up questions. He takes a step, and then he's gone in a flash of blue. ]