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
QUESTIONS
Please, no photographs!
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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
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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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fei & red
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van & co
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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
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ploy & plunder
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mariol's }
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lady luck loves you (bc how could i not)
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Finn | Star Wars
■ Lady Luck Loves You
■ Wildcard
all aboard
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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
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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
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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
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ii
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