let's set d o w n some (
groundrules) wrote in
westwhere2022-08-01 07:33 pm
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the mouse house
Welcome to Serthica’s Mouse House — a mini plot roll for recent newcomers, lasting until 11 August. Characters who opted in are in a different physical location but can contact the group at sea through their communicators. You can use the log post below to top level and mingle, or you can make your own logs and posts.
Characters awaken in the dessert, unburied from high sands, recovering in medical tents or drifting towards a caravan. After a day to mend, they are presented to the caravan leader — the Merchant, who provides them translation and communication devices.
He explains they are outsiders who have reached the world of Akhuras, where undead factions wage war with each other and the living. The undead summon otherworldly conscripts, to enslave or weaponise them in the conflict. The Merchant finds and transports such newcomers east, where beacons might return the visitors back to their home worlds. Other otherworldly guests are currently travelling the haunted Crossing Seas — the Merchant offers their names.
The group at sea will reach the beacon-bearing clockwork citadel of Serthica within days. Caravan newcomers are supplied 10,000 coins each, blade weapons and ship passage to the impoverished Mouse House — the underground outskirts of Serthica and home to beggars, smugglers, contrived thief networks and mercenaries. Here, they must complete a set of tasks to wrangle, muscle, thieve or bribe coveted Serthica passport papers for themselves and their incoming comrades. Good luck!
CHEESE FOR THE WHINE
- ■ The Mouse House is the literal industrialised underworld that surrounds Serthica. Coarse and labyrinthine, it has the gargantuan width of a very large vessel (50m). Here and there, crumbled makeshift stone roads show defunct rail tracks underneath. One train still runs in the outmost pathway of the Mouse House, taking daily imported coal shipments from the port to Serthica.
■ Often filthy, dangerous and entirely cavernous, the Mouse House comprises several crammed community homes — ‘rat mounds’ — some small illicit trade and forgery shops, and hideouts for opiate suppliers, slavers and thieves. Sleep lightly and watch your backs.
■ A pathway leads out to the ports. There are no windows, and the stuffy air is unhelped by limited ventilation. A strong scent of sedative incense blooms in the air to keep the criminal population tame(r).
■ Characters are taken in by Ma’am Mariol, the benevolent matronly leader of a ring of orphans who provide courier and espionage services for the various overlords of the Mouse House. Enjoy her hospitality: dried bread, questionable soup and a resting place in her breezy enclosures.
■ Ma’am Mariol looks after 12 valiant urchins. You can enlist their services but expect they’ll want pay.
■ Twice a day, at 6:00 and 18:00, the Mouse House suffers a dull shudder for a few minutes, as if suffering the echoes of a distant, rippling earthquake. Ma’am Mariol shares this is because the two city halves of Serthica are starting to swap places: Eidris comes up in the morning, while Minaras is overground at night. They only meet for one hour during the swap.
✘ PRIME OPPORTUNITY
Win passage into Serthica by completing quests from the list below. Multiple people can tackle the same assignment. Report in by 23:59 GMT on 10 August for your gains.
PLOY & PLUNDER
Highly superstitious gang leader Artemius Bale is holding a festivity to celebrate conquering the territory of former rival Edward Three-Hands . The crème de la crème of the Mouse House’s underworl attends in a bustling, tight space. Despite his recent victory, Artemius remains heavily paranoid and keeps his cronies on guard.
- ■ Steal decent garments and function invitations from attendees to join the party.
■ Ease the pockets of the many criminal merrymakers, while they’re enjoying their fine wine. The more coin you can collect for later bribes, the better.
■ Pass for one of the many séance holders and ‘necromancers’ Artemius Bale has commissioned to entertain his guests. Coax attendees that the dead want them to patron incoming travellers — You may need to pair up and simulate a few ‘haunting’ tricks to persuade them of your great necromantic talent.
■ Why not pull a fast one on old fox Artemius? You could even persuade him he has been cursed by Edward Three-Hands and will fall deathly ill or unable to enjoy his gains if he does not make amends for his wrongdoings… to your benefit.
ALL ABOARD
A time-honoured fixture of Serthica, the single coal train typically enters the Mouse House each day at 11:00 without threat or trouble. Loaded to brim, it brings in fuel and smuggled goods.
Come early morning, Ma’am Mariol’s orphan scouts mention the latest 6:00 shake has toppled large pieces of stone and metallic debris over a segment of the railway. As the train approaches, Serthica officials send word that anyone who
- ■ Grab a shovel. Use it wisely.
■ Careful with the various oversized rats that haunt the filthier depths of the Mouse House — they typically avoid groups of humans, but will jump you if you’re alone.
THE SCRIBE
Serthica’s most skilled forger, Rayssa is returning to the Mouse House after months of imprisonment in the citadel. She brings along decades of experience crafting passport papers — and a wealth of debt collectors who want the coin she owed before her disappearance.
It is widely known she will visit One-Eye Calliope’s tavern as her first point of call, to enjoy a first drink in freedom. Her pursuers will be waiting for her, armed, prickly and ready.
- ■ Win Rayssa’s good will and services by rescuing her from the inevitable bar brawl.
■ Head into her heavily watched quarters in the Mouse House to collect her tools of trade — inks, parchments, pens and stencils.
■ Hold her watch or her hair while a heavily inebriated Rayssa writes up your forged passport papers.
LADY LUCK LOVES YOU
If you’re no fan of honest looting, leave your fate to chance: the Mouse House’s various taverns and gathering places host nightly gambling games, from cards to bone dice, arm wrestling and a local favourite, mouse races.
Pair up to rig the games in your favour, and win coin, passport forgeries, clandestine passage or a crime lord’s patronage. You never know what favour the right name can earn you later!
NPC CONTACT
GAINS
GRAB A FRIEND
QUESTIONS
Please, no photographs!
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Probably not trying to use herself as a vessel (not intentionally, anyway), but a tool like tarot or something else she can get her hands on. Would she be successful? Would it be safe for her, or would it set her up for something she didn't count on? Or would she just be unsuccessful at divining anything or anyone?
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NPC CONTACT
You can request a thread with one of the following NPCs for information gathering or your personal joy. The only ask is to please aim to finish the thread by 10 August and to consider sharing any big ticket information with the group at large.
Ma'am Mariol: jovial, maternal but crafty, Ma'am Mariol serves as the matron of the Mouse House largest urchin group and looks after her own. She's well meaning enough, but rewards recklessness with a sour temper.
Gavroche: come on. You just know this is an urchin.
Rayssa: only available if anyone rescues her and if your character is part of those efforts. A considerably skilled forger with criminally expensive taste.
Artemius Blake: only open if you're attending his party — the biggest kingpin of the Mouse House, after deposing his long-time rival, Edward Three-Hands. Despite his currently lavish dress, he was once a humble butcher.
DRAFT MA'AM MARIOL'S GANG
You can pitch a good financial offer, and maybe one of Ma'am Mariol's many agile orphans will lend you a hand. Make it worth their time.
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He's mostly wondering how he can help around the place, what kinds of things the kids need, etc. If that's better done with Gavroche or a handwave, that's okay, too.
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GAINS
If you've threaded out any quest to completion, list it here — you'll get your, er, money's worth for it. You can keep threads quick, dirty, hilarious — just no handwaved action, please!
Please submit threads by 23:59 GMT on 10 August — merci!
yuki & red
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the doctor & red
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First, the train: Finn worked to clear the tracks and had help from Sylvain and the Doctor. He previously had a network thread with Jim where he realized they could smuggle in people from the ports and mentions as much to Sylvain. Never got around to officially doing an NPC thread, though, so I'm not sure about this.
Second, gambling: Finn used a touch of the Force to win a lot at arm wrestling and got some coin, goods, and favors from the locals. He celebrates a little with Red and Zhou Fei. Though, it should be noted that he spent some money on the kids, whoops.
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fei & red
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van & co
✦ w/ Artemius Bale: Vanessa tried to acquire several passports...and apparently a job.
✦ w/ Fei: Vanessa spent the night trying to get coin (I handwaved NPCs though I know they don't count). We were only able to write out two NPCs, and one flaked after paying half bc I'm an idiot and thought I could tag faster.
✦ w/ Yuki: They planned for Vanessa to be a stand-in 'patient' for Yuki, so onlookers would see his medical skills and immediately line up to throw money at him. We didn't get the chance to play out their public charade, though, so idk if it counts.
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GRAB A FRIEND
In the interest of avoiding too much killjoy plotting, this is just a thread if you have a quest you're really keen on and urgently need to find a fellow player/partner in crime.
Please keep requests to this thread — thanks!
red | original character | ota
mariol's
What the fuck has been the thought racing through Red's head since landing in the sand and heat. This is not the Underworld. This is not the city she briefly fell into. Hades is not responsible for her being here, and the Merchant's answers leave a lot to be desired. But sure, yeah, from following one god's orders to now following this-random-fuck's orders. She doesn't belong in the world she came from and she doesn't belong here either.
At Mariol's, she pokes the weird soup without really wanting to eat it, asking the newbie nearest to her: "Wanna take bets on what's inside this shit?" Other sleepless nights in the cramped quarters has her tossing and turning before she stares up at the ceiling and releases a: "Fuck." likely too loud with so little space between them.
ploy & plunder
Stealing an invite to the party's not hard neither is convincing people she's a necromancer. It's not that she looks like one even dressed up in fancy dress (she's never actually worn a fancy dress before or been to a part like this one) - she still looks like a teenager (and kinda is and kinda isn't). However, her unique ability to see people's auras means she's got private information on hand, which she can blame on a spirit of a loved one, telling her their secrets. Granted, she does have a connection to the spirits and dead, but not all the spirits at the party seem to want to talk.
Some of these partygoers are so desperate to talk to those they've lost, they blurt it out, revealing even more than she'd otherwise know: 'Is Malinda there?' 'What about my dear departed husband?'
She doesn't understand grief, or family, and barely began to understand friendship before she was ripped away from the only two friends she's ever made. And she's not exactly charismatic.
She recruits help from any newbie nearby by asking in a low whisper, "Hey, you want to help with this? Maybe bring some kinda haunted flair to this? Like sound effects and shit?" or "That guy's been violent his whole life - we can use that to convince him that his dead sister wants him to try a more pacifist route and aid a traveler.'
lady luck loves you
Red somehow (through ancient, psychic intimidation) manages to win every single rat race she enters. She targets a different rat each time, and it ends up terrified, squeaking, running faster than they ever have before, but she's making good coin and learning to not win all the races or people get suspicious. She'll wave over any newbie here, and then quietly: "Wanna know who to bet on?"
And she also (channeling the ancient Cerberus inside of her) wins exactly one arm wrestling match against a particularly burly man who was on a high winning streak and all bets were stacked against the small looking teenager who dared volunteering.
"The hell is wrong with you? There's no way you coulda done that unless you ain't normal." He bellows, getting in her space - this is a man who has lived his life intimidating others.
Red doesn't back down, jaw locking as she stands up straight - she's not gonna be able to channel that strength again, but like hell is she going to be intimidated. "The fuck is wrong with you? It's not my fault you're getting so emotional over losing to a girl."
A man being told he is 'emotional' is also apparently upsetting to him. It results in his hauling her up by the arm. "Tell me what you did."
"Go to the crows, ya crybaby," she says, and he shakes her, and so perfectly rationally, she responds by spitting in his face. He drops her in surprise, and she's gonna try to sprint out of the way. And that's about the time all hell breaks loose with shouts and fists flying.
Ploy & Plunder
There is no point in being inconspicuous, so instead he recalls mannerisms of his grandfather, the straight back, proud shoulders, eternally judgment stare...
People both avoid him and accost him in equal measure, as if they assume he is Important. Mentioning he's a new doctor in town does tend to change their curiosity into "understanding." The stereotypes about doctors seem to transcend the multiverse. How fortuitous for him in the moment. It affords him some distance, allows him to shield himself from the mass of auras and emotions around him that are not as shielded from him as he would like. Of all the times for him to be pulled into a world such a this.
So the girl approaching him as she does surprises him for a moment before he recalls that she is like him, brought here by the Merchant. He can tell some people see them talking and thus he doesn't asking her what she means, because he'd already seen some of her performance. What help can he provide?
Or what help should he provide is likely the better question. He knows what he could do. He knows exactly which spells would assist her, would afford them some clout among the "necromancers" and patrons here. But giving in to them would be...
"...Is his sister currently present?" It's not an answer.
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ploy & plunder
He also knows a thing or two about grief. He dwells in heaps and heaps of it. Given their situation, his proclivity for self-recrimination gives him an angle, perhaps, on how to manipulate the right person in the right way. He doesn't want to hurt if it can be avoided, and there's a way to get what they need without being cruel about it, but there will be an aspect of playing on one's emotions here that's simply unavoidable. The Doctor is no stranger to that, either.
With his voice equally soft, he goes along with her suggestion, "It's a party but he's relatively alone. No one's come to clap him on the back, attaboy, share a drink. Dear old sister tells him life's been all well and good, he's celebrating now, but he's still alone. Might be a good time to rethink his choices."
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mariol's }
It will be easier to hold this conviction in the first twenty-four hours. After...she may find her will weakening. On the following day, she stares with supposedly cool eyes (but a yearning stomach) at the soup of the girl nearby for far too long before returning her attention to the Tarot cards she's attempting to cut and fashion. She's no classical artist, but it could be cruder work.
She doesn't mind the strange sensation that the girl gives off. It's not threatening to her. In fact, it's fitting. Familiar. Is there a better word for it? Even now, tiny growls tease the back her mind, and she barely manages to keep from smiling to herself as the girl vocalizes the displeasure that Vanessa can already sense. ]
Forbidden fruit, perhaps? A curious endeavor to draw us in, isn't it: to let us taste our sins so honestly.
[ It's only a half joke. She gives in to the smile, after all. A little. ]
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lady luck loves you (bc how could i not)
Shocked when she spits in the man's face even as he keeps a tight grip on her arm, Fei gets to her feet - it's not the wisest move, but she's got to admire the other girl's guts, even if her methods strike Fei as completely unthinkable.
A fight breaks out and Youhuang hums as it’s pulled from its scabbard, the greenish gold metal catching the dim light of the bar as Fei uses it to parry and repel her way through the main room of the tavern, keeping people away from her without drawing blood - at least not in a fatal capacity.
Killing would have been a quicker way to get through the crowd, sure, but
“You make a strong impression.” Fei lifts her sword to block a chair hurling in their direction while she speaks. “How did you plan to get out now?”
She doesn’t know if Red can fight, but she’s going to have to hope she either can or is willing to move out of Fei’s way while she does. The door isn’t that far away, and while the brawling in the bar is an ugly sight, she doesn’t see anything threatening enough to be concerned about - just a lot of drunk, angry, obstacles.
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Finn | Star Wars
■ Lady Luck Loves You
■ Wildcard
all aboard
Ow - what did -
[ And he looks over, to see what the issue is, and...ah. He lets out a low whistle. ]
They sure don't make them like that back home.
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lady luck
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all aboard
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lady luck
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zhou fei (legend of fei, ota)
2. any coal’s a goal (all aboard)
3. brawlers, bawlers, and bastards (the scribe)
4. the wildcard
3
So he doesn't catch more than a passing look from the regulars as he makes his way in - old guard he certainly isn't, but he passes well enough for a recent immigrant who's settling in, rather than a clear interloper here for the fireworks. When Fei catches his eye, he slips over and settles in at her table.
Backup is never a bad idea, and especially not in a place like this. ]
When the drinks are good, always, but here... [ A small, rueful shake of the head as he pours himself a glass. ] Well, I certainly won't need to worry about overdoing it.
[ He wouldn't be likely to overdo it even if the wine was excellent, honestly, but what is a Sylvain if not being a smartass. ]
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walk, walk fashion baby
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brawlers, bawlers, and bastards
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vanessa ives ☓ penny dreadful
PLOY & PLUNDER }
WILDCARD }
[ ooc; Vanessa's medium/magic powers are strong, so if your character is magic, psychic, or can sense spirits, you may want to check out her abilities & permissions opt-in. They can be affected by Vanessa's power or sense what's inside of her, if you want. Whether powerless or magical, though, anyone's free to receive an uninvited vision from her (past/present/future) at player request. ]
ploy & plunder
Where they are now, well, it's a complex and mysterious puzzle, no more and no less. And he does so love a good puzzle. They'll all eventually get where they need to go, in due time, of that he has no doubt. Along the way, he's been eager to learn more about the companions he finds himself with. They've all been brought here for a purpose, they're all they've got at the moment. That, too, is something he's all too familiar with. By his own design, that's essentially been the life he's always led; collecting friends through the years to travel with him through time and space, from the beginning of the universe to the end, and all points in between. He may not have chosen this particular destination himself, but here they are.
Recognizing the opportunity in the party being held tonight by Artemius Bale, the Doctor charmed his way into an invite, actually and properly dressed himself, and now finds himself mingling amongst the crowd, making sure he finds the right people to speak with.
When he notices a familiar face from the orphanage, the Doctor lingers nearby, observing quietly, intrigued and interested in knowing more about her. When he has the chance, he takes a seat and eyes the Tarot cards. He won't linger long; she's made a good fortune thus far and they all need as much as they can get. ]
How does this work, exactly?
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ploy & plunder
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Ma'am Mariol's
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Ma'am Mariol's
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sylvain jose gautier | fire emblem | come at me bro
[ The fur trim on Sylvain's clothes is probably your first clue that he's not going to have a good time here, or maybe your second if you've already gotten a glimpse at the look of pure misery on his face.
No sooner has everyone arrived and started trying to settle in than he's shedding armor and layers, sticking with only what he needs to remain decent (there are children about, after all!) And even with that, he still looks like he'd really like to just...take off a few layers of skin, if only he could?
He's so hot, guys. :( ]
Ailell without the lava. This city is Ailell without the lava. Why does the world hate me.
ii. the scribe
[ When the fists are done flying and the brawl's over and done with, the next matter of business might be even more trouble: getting Rayssa's materials back from a place that certainly has more than a few sets of eyes already on it. A straight fight was easier, in Sylvain's mind, but it'd be better if they didn't draw any more attention. ]
So, if we want to be subtle about this, I have a feeling that I might stand out a bit too much.
[ He's a 186 cm tall redhead. Those are, in his experience, not in great supply, most places. ]
iii. something else?
[ Any other ideas, I'm probably game! Hit me up. If you'd rather prose instead of brackets that's cool too, I will match you. ]
mariol's
An improvement then, I'd say. No lava, all is well, live to fight another day.
[ Easy for him to say, of course. He hasn't broken a sweat yet. ]
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ii
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