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

silverneedles: (020)

[personal profile] silverneedles 2022-02-13 09:48 pm (UTC)(link)
[ She blinks at him, puzzled— that's not a response she was expecting. Then she shrugs, looking away. ] It's slightly more complicated than that. Wen Ning.... [ Did something terrible, she wants to say, but how to quantify that, when it wasn't his fault? When it goes back to her selfish desires to save her brother? And even further, to her uncle. ]

It was expected. I had hoped our deaths would be the end of it.
wooden_one: (neutral | what are you staring at?)

[personal profile] wooden_one 2022-02-14 03:37 am (UTC)(link)
To kill you at the end of it...to keep him imprisoned for a long time...no matter what you did, if you were willing to turn yourselves in then did that not mean you were willing to make amends? Then there was no need to go so far.

[He doesn't know what you did but surely...surely some mercy could have been shown?]
silverneedles: (Default)

[personal profile] silverneedles 2022-02-14 05:01 am (UTC)(link)
[ She won't even mention what happened to the rest of her family, none of whom deserved their fate. ] There was no need but there was little to be done to stop it. We lived for a year longer than I expected. [ It wasn't enough but it was something. ]

The cultivation clans had their own concept of justice.
wooden_one: (annoyed | don't touch me)

[personal profile] wooden_one 2022-02-20 01:51 am (UTC)(link)
[A year. A year was...nothing at all.]

You lived a year more...in that time were you hurting people? If not then what gives them the right to enact such justice? [Even if they had done something wrong, if they were living peacefully, if they were trying to live well and not cause trouble then why kill them? The more her hears, the colder his expression becomes.] How did they come to the decision? What makes their concept of justice more important than others?
silverneedles: (058)

[personal profile] silverneedles 2022-02-22 05:05 am (UTC)(link)
Have you lived through a war? [ Luckily she's used to cold expressions and can withstand his, easily meeting his eyes, even though she should be proper and look away.

His questions aren't unreasonable and it's actually positive to have someone on her side. It almost makes her smile, lips twitching in the ghost of one. ]
Cultivators claim honor but the reality is, they were the victors. The Wen clan was not. It's that simple.
wooden_one: (neutral | what are you staring at?)

1/2

[personal profile] wooden_one 2022-02-23 03:18 am (UTC)(link)
I have not.

[He concedes but also doesn't look ready to back down on this topic.]

If they are the victors then they get to decide what is 'honourable'? Because they are in a position of power they get to decide what is 'justice'? [He spits the words. He's never had a good handle on his temper and there's a slight flare of his spiritual energy as he gets angry. It's bright and pure and even a glimmer of it is powerful. There is, after all, a reason why he's feared as his cultivation realm's strongest grandmaster.] What kind of logic is that? Black doesn't become white just because someone says it is! You surrendered yourself. That is reason enough to show you clemency.
wooden_one: (tsun | blushed)

2/3 I miscounted

[personal profile] wooden_one 2022-02-23 03:19 am (UTC)(link)
[...then, belatedly, he realizes that he's still wearing her brother's face. Making such terrible, angry expressions probably isn't good in this situation. It might upset her??? But is it too late to stop?]
wooden_one: (angry | huff!)

3/3

[personal profile] wooden_one 2022-02-23 03:19 am (UTC)(link)
[His expression goes from furious to embarrassed to something a little stubborn. Like, yes. He knows this is probably a little strange what with him looking like someone else but he's also not backing down from this so there!]
silverneedles: (004)

[personal profile] silverneedles 2022-03-14 12:52 am (UTC)(link)
[ The shifting expressions help cement in her mind that this is not Wen Ning. He'd never make expressions like that, especially looking at her. Nor would he make such an impassioned speech. She closes her eyes, grateful for the helmet, then opens them to look at him once more. ] I do not disagree. But it is what happened and I cannot change that.
wooden_one: (neutral | worried resting bitch face)

[personal profile] wooden_one 2022-03-20 01:51 am (UTC)(link)
[He pressed his mouth into an angry line because...it was true. No matter how angry he got about it now, it changed nothing. He doesn't regret saying it but...]

...tch.

[He turned his head and maybe that was childish but it didn't occur to him that it could be.]
silverneedles: (076)

[personal profile] silverneedles 2022-03-20 02:29 am (UTC)(link)
[ It definitely was childish enough to startle a laugh out of Wen Qing, short and soft, but a laugh nonetheless. ]

I wish my world had more cultivators like you. Ones who cared.
wooden_one: (tsun | blushed)

[personal profile] wooden_one 2022-03-21 01:34 am (UTC)(link)
Who said I cared?

[He asks it like he's offended. The only indication of his embarrassment were the red at the tips of his ears, hidden by the helmet...never mind how transparent the words were after how angry he'd been earlier.

Don't mind him he's just embarrassed.]