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

rumorate: (52)

[personal profile] rumorate 2022-01-31 03:30 am (UTC)(link)
"Not exactly."

She rubs the back of her neck, because this is where it gets really awkward.

"So we lived to the end of the world. Which ... now that I'm thinking about it might have been my fault. See, I blew out my sister's ear drum when she was powering up her sound powers and might have blown up the moon, as a result."

A beat.

"Not important. Because my brother Five used his time travel powers so we could go back in time to fix it. And ... we wound up in the sixties. Where we ran into our dad before he adopted us, and told him about how we traveled back in time to prevent the end of the world, so."
Edited 2022-01-31 03:31 (UTC)
soloritur: (10)

[personal profile] soloritur 2022-01-31 04:45 am (UTC)(link)
He really wishes he could tell if she's making this up. From what she's describing, her family both causes and prevents the end of the world. Assuming warning her dad in the past taught him to prepare them for it, then hoping that didn't result in an endless loop.

It feels like a long time before he can wrap his head around that enough to respond.

"Oh." Like he understands that these things happen. It isn't their fault that they have world ending powers, and they're trying to make it right. "Were you able to...?"
Edited (ocd) 2022-01-31 13:14 (UTC)
rumorate: (Default)

[personal profile] rumorate 2022-02-01 01:14 am (UTC)(link)
"Unclear? We were heading back when we wound up here, and none of us have been past that point."

She would really like to know if it worked. She'd like to know that her daughter has a world to grow up in, and gets to live her own life. As much as she regretted leaving Ray behind in the sixties, she knows that with Claire is where she belongs.

And she wound up here.

"All we can do is hope and keep our fingers crossed for when we get out of here."
soloritur: (157)

[personal profile] soloritur 2022-02-01 01:55 am (UTC)(link)
He manages to put aside his confusion and give her a sympathetic look. That must be hard, not knowing for months if what they did made a difference when the stakes are that high. He really doesn't know how she can be so calm about it, unless that's just how time travelers are. Marcos has never faced the actual apocalypse before, but that's one power he knows he'd abuse.

"...So will I." He wants to ask when it happens, but he also really doesn't want to know. "At least you know if it doesn't work out, you can go back and try again, right?
rumorate: (Default)

[personal profile] rumorate 2022-02-01 02:18 am (UTC)(link)
"Yeah, maybe. Five's time travel has never been the most ... accurate." Which is fine, honestly. She pauses as she looks out over the water again, before shaking her head. "Part of me just hopes we didn't screw things up so much that we changed the important things."

Like her daughter. She really doesn't want to lose her daughter.
soloritur: (126)

[personal profile] soloritur 2022-02-01 03:48 am (UTC)(link)
He nods, because what can he say to that? She just shared a lot about herself, and the least he can do is believe her. It's not like he can deny time travel existing when he's pretty sure they've all hopped into a different dimension to get here.

"I don't see how that's something you can prepare for, no matter how many times you go back." As much as her father might have had good intentions, that's a lot of pressure for a kid. "As long as it's not the end of the world, you have time to fix anything."
rumorate: (Default)

[personal profile] rumorate 2022-02-01 11:22 pm (UTC)(link)
"Yeah, that's true. Things were already bad enough between me and ex, hopefully he'll be willing to forgive a little."

She doesn't even want to entertain the idea that things would have changed that much. She has no idea the shock that is waiting for her when she gets home. Either way, there's no preparing her for the potential of what she could lose, so she's doing her best not to think about it.
soloritur: (114)

[personal profile] soloritur 2022-02-04 02:07 pm (UTC)(link)
He knows a thing or two about bad relationships with exes. But he also was able to reconcile with Lorna, so he has some faith that nothing is impossible. Then when you get time travel involved...

"I can't say I envy you." He doesn't have an easy situation back home, but one short conversation and he's wondering how she manages. "Makes our lives here seem less complicated. The worst we have to deal with is toxic air and undead mermaids."

Funny what counts as lightening the mood.
rumorate: (Default)

[personal profile] rumorate 2022-02-05 12:59 am (UTC)(link)
She laughs, because it's true. Her life here is far simpler than it ever was back home. Make a mess. Don't clean it up. Don't get eaten by undead. Annoy Five at every possible opportunity. Side with Diego whenever he isn't getting on her nerves.

... Well, the last two may be pretty consistent with back home.

"It's definitely way less complicated here, that's for sure. But I guess it's no less the end of the world."