let's set d o w n some (
groundrules) wrote in
westwhere2022-06-22 08:52 pm
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the dissent

THE DISSENT
The winds of the Crossing dull down to a whisper, effectively lulling the two pirate vessels in place and stranding them, subject to supernatural occurrences. The hauntings of these strange, untrustworthy seas entail frequent nightmares, while mermaids coax you to walk the plank and voices in the wind accuse you of all your wicked faults or sins, true or imagines.
Quicksilver Sam’s newer crew aboard the Pariah weather this well, saying they were told the risks of traversing the Crossing when they accepted their assignment. But Caladan Kreil’s sailors of the Queen Zanyra grow increasingly restless, impatient and vocally accusing, questioning both Quicksilver’s wits and those of their own captain, who committed them to play escort to the Pariah in these dangerous seas. A brewing storm sequesters pirates with their dark thoughts.
Caladan Kreil attempts to pacify his people, first with reason, then by pinning hanging ropes to ships masts, and threatening to put them to fine use. More furtively, he asks characters to tame the spirits on his crew, promising handsome pay, better accommodations and a cut of the mysterious reward Quicksilver Sam has pledged him for completing the mission in the Crossing.
✘ OBJECTIVE: calm down the Queen Zanyra’s crew for the handful of days of poor weather.
■ Caladan Kreil offers characters a pouch of thinly ground opiates to share with the pirate crew — these powders are best licked off fingers alongside gulps of rum, or smoked in thin provisions by pipe. Careful not to consume them by accident or expose yourself too long to their scent: these strong narcotics trigger sluggishness in some, intense paranoia in others, and deep fondness in a handful. They often lead to hallucinations across the board.
■ Distract sailors with entertainment, performances, stories, song or spirited speeches. The crew is tragically fond of gambling and games of truth and dare, frequently challenging those who indulge them to perform some inane but publicly humiliating or slightly dangerous act. Indulge them.
■ Fish out pearls from the mermaid-infested waters, minding your limbs: pirates are financially sensitive souls, easily moved by bribes.
■ As pirates now congregate to chat and conspire among themselves, they leave behind their wares and personal belongings unsupervised more often than not — go on, do some looting, if you’re so inclined.
■ Weaponise existing superstitions or invent new ones to keep credulous pirates from pursuing bloodshed ( “I read your future in this scattering of fish scales, and you’ll die if you pick up a knife today. This complete stranger who is definitely not my associate can confirm.” )
■ In that vein, share scary stories or fake hauntings aboard the Queen Zanyra to keep pirates tucked in below deck and far away from mutinous thoughts.
■
■ Disarm, trick or talk down any pirate group that starts to speak of mutiny, particularly during the harder storm nights. If need be, lure them down into the brig, where Caladan Kreil can order them jailed.
■ Start figuring out ways to restart the sails, via magic, mechanics or, well, prayer.
■ While at it, try finding out why Caladan Kreil’s crew is so distrustful of their captain — and, particularly, of Quicksilver Sam.
PLOTTING