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

blackscales: Commission, Do Not Take! (25)

[personal profile] blackscales 2022-01-24 09:03 pm (UTC)(link)
"Navigation, should we be parted from each other. The manner in which constellations are named can also be useful for understanding local references."

Stars are often named after things, and knowing a little local flavour tends to help with... blending in.

-- Perhaps she'd made the suggestion, however, because she likes constellations? Wrathion isn't anti-fun. He's a very fun and interesting person! Ask anyone!

"-- Spotting constellations would be pleasant too," he adds, just in case. It was a very smooth recovery, he's sure.
reparo: (flight)

[personal profile] reparo 2022-01-24 09:07 pm (UTC)(link)
She falters for a moment, before lifting her new book up and bringing it against the forehead part of the helmet with a soft thunk. "Navigation, of course."

A sheepish smile flickers across her face when she lowers the book, gone quick. "I suppose I've been thinking about every problem in terms of how can I use magic for this - which is ridiculous, because I used to judge people who relied on magic for everything!" Like Mrs Weasley. Like purebloods. Like those who either relied on magic or enslaved magical creatures to do their dirty work.

"Next thing you know, I'll forget how to tie a shoelace."
blackscales: Commission, Do Not Take! (8)

[personal profile] blackscales 2022-01-24 09:46 pm (UTC)(link)
He looks briefly curious as she hits herself with the book (has he done something... wrong?) before realisation dawns.

Ah! Yes. She hadn't considered the option. It was a gesture of embarrassment. Right, he knew that.

"I'm quite sure you won't," he says, and is that reassuring? Or not? He has no idea! Mortals are so sensitive with what they find acceptable in terms of language. "Though it may be in our best interests to... ensure we keep other avenues open to ourselves. Magic can be fickle here."

Speaking as someone who briefly lost all access to it quite recently, Wrathion has become very aware of his limits without it.
reparo: (Default)

[personal profile] reparo 2022-01-24 09:54 pm (UTC)(link)
"That it can be - it's why I have come to like relying on brewing potions. There's little need to actually do magic, I can just stir the bloody cauldron myself," she admits, with a little bit of relief.
blackscales: Commission, Do Not Take! (9)

[personal profile] blackscales 2022-01-26 05:35 pm (UTC)(link)
There's something about the relief she says that with, I can just stir the bloody cauldron myself, that strikes Wrathion as amusing. His eyebrows loft briefly, then his expression settles into a faint smile.

"There's something to be said for the predictability and control of mixing known ingredients."

Wrathion likes experimenting with magical properties, but having something reliable can be a relief. He pauses, hesitates a moment.

"Our guide friend did mention there was a plant he wanted collected here. Perhaps while searching we might identify other native herbs...?"

You know, if you were interested. In giving the book a test run. With company.
reparo: (Default)

[personal profile] reparo 2022-01-30 07:18 pm (UTC)(link)
"Oh?" She glances at the textbook, and something in her fingertips itches with anticipation. A chance to cut her teeth on the local herbs, so to speak. "Why not? I would like to try this out. Maybe Elletheia and Taravast hold similar plants."

She doesn't even bother pocketing it in her massive, bottomless bag this time. "Where did he say we'd find said plant?"
blackscales: Commission, Do Not Take! (13)

[personal profile] blackscales 2022-01-30 10:58 pm (UTC)(link)
"In some of the small fields, I believe. Widow's Yearning, its scent is said to have a sedative effect."

Though perhaps the suits will help with that? Or else they'll both end up asleep in the middle of a field -- both entirely possible. Hopefully the effect is temporary, in that case, and not... continually applied by the plant when nearby.
reparo: (advanced potions)

[personal profile] reparo 2022-01-30 11:36 pm (UTC)(link)
"Maybe it can be used for sleeping draughts," she murmurs to herself, aware that there is one young woman - Lady Alayne - who has been particularly interested in potions that will help her sleep. Considering Hermione's own recent nightmares, she can't blame the girl.

"Wait - elaborate on that. Its scent is said to have a sedative effect as in...smelling it will put someone to sleep? For how long?"
blackscales: Commission, Do Not Take! (25)

[personal profile] blackscales 2022-01-31 01:20 am (UTC)(link)
"Enam did not specify, only that it was difficult to wake from alone."

He pauses, frowning in thought as he digs for his own notebook.

"Sleeping aids may be a useful concoction, if it can be diluted to an appropriate strength."

Anduin regularly has trouble sleeping, and Wrathion... admittedly, sometimes suffers from the nightmares he still has. A sleep aid would be useful, were it not too strong.