let's set d o w n some (
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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
Ma'am Mariol's
Not that he's really been going out of his way to make friends. He's mostly been expecting to wake up back home, unknowingly same as her. Alas, that's not been the case for him either.
So when he's the one that's approached, he stops mid-stride on his way to the door. Of course, he's not bothered with being stopped. There's actually an easy on his face, if small. ]
Ma'am Mariol suggested I take the kids to the tracks. [ He gives a shrug. ] Nothing particularly useful, I guess. Why? What were your plans for today?
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It's the perfect trap for her—Satan is indeed wily—and so she carries a smile that is far less easy than his. Not that it's easy to tell. She should look as friendly as anyone, a twinkle in her eye while she glides along beside him. ]
I have yet to decide, but you appear to take on the greatest challenge of all. Not useful? You remember kindness when given a hard path. It's an admirable trait.
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I guess. Just thought I'd help out, that's all. [ He feels kind of weird staying here for free. Everyone's been so nice. ] You want to come with us? I could probably use a little company around my own age.
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The tracks, is it... [ They're meant to earn coin, not spend it. But...is it any fun if there isn't a little risk of losing? ] It would be cruel of me to deny such an invitation and leave you to host so many youths by yourself. Are you familiar with the company of children, then?
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Not really, honestly. I haven't been around kids much since I was one of them.
[ None of them were really children, though, not in that regard. Soldiers first, always. It'd be nice to be around real kids for a change. ]
Still sounded fun, though.
no subject
[ The urchins are pitiable, and she doubts one day out with exotic visitors will change any of their lives, but it should give them a spark of joy in an otherwise smoggy underworld. She isn't so busy as to not endorse that, and she's more than capable of multitasking.
It will be loud. She steels herself, but will follow his lead. She's not the one that the matron asked, after all, so she must be careful about being too brash with overstepping if she wants to stay an observer. ]
Do you have any other plans? Perhaps we can locate them some special treats to mark the venture. Cakes, or sweeties.
[ She doesn't know what sort of sugar-infused goods are out there among the shops, but she shouldn't even think on it. Why torture yourself, Vanessa? ]
no subject
[ Sure, he's managed to get a lot for the passports and such, but he's not about to deny some kids a little extra luxury in their lives. Even if just for the day. ]
The only plans I had was a walk on the tracks. I think they're going to like you more before this is over.
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Maybe best not to mention it to them unless we find something. I would be horribly ashamed to lead them on.
[ She'll bring up the rear, so that none of the children can... Wait, can they get lost? They know their way around far better than her, but there's the smallest sense of responsibility once the children are assembled and the smallest seems insistent on clinging to her skirt. ]
[ ooc; So sorry for the delay. Because of the time limit and ~inner panic~, I'm gonna go into boomerang mode when applicable. ]
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[ He's actually kind of doubtful now that she mentions it. But either way, the kids are already gathered outside of Ma'am Mariol's. It's just on him to give a little promise of (supervised) adventure, and they're off.
Finn takes up position somewhere around the middle. The older kids know the way best, he figures, and he can keep better eyes on them this way. If one of the smaller ones ends up riding on his shoulders, well, maybe the walk is just a little too far for little legs. ]
[ ooc: I'm late to this thread by days, you've nothing to apologize for. I'm sorry. x.x ♥ ]
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Then she spots Finn pick up one of the tiniest to boost him on his shoulders. It twists her heart. This is cruel, because it isn't real. She will cut out Lucifer's heart for this and so much more.
Vanessa doesn't speak up until they're near their destination, and it's clear that she is...very much where she doesn't belong. She's dressed far too fine. Up ahead, she can see remnants of debris scattered with some people grunting to lift a large piece of stone. Ah, something had been mentioned to that effect early in the morning. Not the most pleasant view. ]
...How awful. I wonder how often the tremors cause such trouble.
[ ooc; It's ok, boo, we got each other's backs~ ]
no subject
But he does slow to a stop with the rest of them when he spots the debris and workers trying to clear it. A large part of him wants to run over and help, but he's kind of got obligations going on right now that he shouldn't just leave Vanessa with all on her own. ]
At least, no one was hurt...
[ He doesn't consciously realize why he knows this, just that he does. Nothing bad happened except, well, the debris itself. So there's no reason to usher the kids along and try to keep them from looking.
Only, they don't seem too terribly interested, and one of them mutters in response to Vanessa that these happen all the time. Far too regularly, Finn thinks. And the city above clearly doesn't care.
Well, the rubble is large and the day's still young. ] I think I'll come back later and help. Can't hurt. [ Meaning, with their ultimate goal here. Might be pay in it for them. Might even be connections... But mostly, he just wants to help. ]
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Are you accustomed to such labor where you come from?
[ She wonders how much it will pay, watching the men work as one of the children tries to tug her along by her skirt. It's a sad thought to have, as if they might be taking the funds from another needy soul. ]
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Sort of, yes. [ He's a soldier, but Ma'am Mariol told him not to mention such things around the kids, so- ] I just do what I can to help people. There's a whole group of us back home. Sometimes, it's labor like this.
[ And other times, it's... not. But he readjusts the kid on his shoulders, bouncing them a little to get them giggling. ]
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She doubts they're going to find any kind of treats down here, but who is she to insult others' idea of fun? It doesn't mean she's not curious as to the motivations of this particular excursion. If it's just a walk, aren't there better places...? Not that she would know. ]
I fear I would be of little use, beyond offering you my most sincere encouragement. Surely that isn't why the matron sent you and the little ones here, though...?
[ She's curious if there's any other draw to the tracks. It isn't easy to breathe down here, though the children seem at ease with it. Another sad thing to note, but the world is quite sad. ]
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[ He looks around, noting the railroad and the works and the smog and the soot- ]
Maybe it's safer here? Than in other places?
[ That's a pretty bleak thought, honestly. Maybe the kids just like it here or they're more familiar with this area. He's not sure and... doesn't really like that. ]
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She keeps these thoughts quiet around the children. ]
She must worry, but I've no doubt that you little robins know the safest routes to just about anywhere down here, don't you? There must be something you are eager to show strangers.
[ Several dirty heads quickly nod, and the one at her skirts is already yanking her nearly sideways. There's no fear slowing her steps as she eagerly follows towards a corridor. There's a little wink in her eye when she catches Finn's gaze as the children re-direct them.
With any luck, they'll eventually be led past some market stalls. Vanessa is even more ready than before to sacrifice a few measly coins to find them something tasty to eat, or perhaps a trinket to play with. Even the London underground can't boast such unique trade items as what's offered down here.
So long as they keep away from the opiate vendors. Vanessa is familiar with the smell, and it's easy for her to steer clear. ]
no subject
Maybe it's not for him to judge. It's just hard to curb his desire to help, especially when it comes to kids.
Thankfully, his thoughts are broken off when Vanessa speaks, then gets the kids back into action. He smirks after she moves past him with a wink.
A few tiny hands shove at him, a notable one pulling a little on his hair, and so he's quick to follow after her. There's not a whole lot of money he can spare (probably, who knows how much these passports cost), but he gives himself a budget and makes sure every kid has at least one treat to savor. The trinkets, he leaves up to Vanessa, not sure what the kids will like.
Actually, he leaves most things up to her, getting steered around from vendor to vendor while he keeps the kids in one almost manageable pile. All-in-all, it's a good day. ]