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groundrules) wrote in
westwhere2022-09-03 10:11 pm
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plot roll | gulliver's travels

GULLIVER’S TRAVELS | EIDRIS
The dragons of Eidris remain agitated after Aiva hatches her eggs and her mate Ariste is allegedly wounded by a Minaras reconnaissance ship, the Relint. Outraged, Eidris aristocracy demands satisfaction, but war-wary king Thivar III soothes tempers until Minaras’ involvement is proven. Scouts report the Relint has crashed in the Sibilant Sands wasteland near Serthica, where dragons used to roam and mate. Dragon warlord Cain d’Ubiq organises a three-day flight expedition to recover the Relint, accepting companions.
✘ OBJECTIVE: locate and investigate the Relint.
■ Thirty dragons and riders, led by Cain d’Ubiq, leave once Eidris rises overground at 6:00am. Cain and two of his companions fly martial, fire-breathing dragons.
■ Every dragon rider is given three days of smoked meats for their dragons, food and water supplies for themselves, two blankets, binoculars and climbing hooks and gear. Riders are advised to wear warm full-body clothing and to cover their mouths.
■ Departing Eidris, you learn that you fly in the middle of the sandstorm season, amid deep reddish mists that rapidly exhaust you and vicious whirlwinds prone to unsaddle you. Don’t get lost and catch anyone who falls!
■ Through mental links, riders can sense their dragons are unnerved by the weather and the thought of confronting the Relint. Many transmit image glimpses of the Eidris-Minaras conflict, when dragons frequently battled warships.
■ Dragons are wilful and predatory creatures: try not to slip off when they suddenly pair up to play tag, hunt large birds or chase the flocks of nocturnal peaceful cloud whales.
■ The Sibilant Sands are a long, red, arid and withered stretch of land east of Serthica, littered by fog-drenched peaks and abyssal, sudden canyons. You may experience spells of inexplicable thirst, dizziness and listlessness.
■ Each night, the dragon party alights at watch points — very high plateaus, that host a few man-made caves. Cain d’Ubiq recommends sheltering your dragons. Squeeze in with them, or negotiate warmth with your fellow travellers: the Sibilant Sands are fiercely cold at night, and large fires can alert hungering man-sized hawks.
■ The stormy weather and recent events have left your dragons exceptionally skittish, prone to fits of anguish. Your physical presence — stroking, feeding, or grooming — reassures the dragons, as can your explicit efforts to send them happy, positive feelings. Think. Happy thoughts.
■ At long last, you reach the Relint: a small plane vessel that has crashed and remained stranded at a vast height between two steep cliffs that house several hawk nests.
■ Dragons are too large to fit in the space occupied by the Relint without being seen and attacked by the hawks — but you can leave your mounts behind and ascend with your climbing gear. Beware brutal hawks and storms.
■ Those who finally enter the Relint find no human remains — only two man-sized, straw-filled burlap mannequins, with a puddle of cold dark water at their feet. The mannequin ‘pilot’ wears a crudely painted fox face. The ‘navigator’ has a bear one.
■ Drop a line if your character plans to touch the dark water: you can get information, but please be aware there will be some unpleasant consequences.
■ The ship is very battered, showing Serthica markings: only RELINT remains visible from a distance, from the originally engraved AERIAL HEALING UNIT.
■ Dried blood is smeared on the back of the ship, where a fresh indentation has taken out the Relint’s engine. Any dragon that smells a sample can convey through images this is the blood of Ariste.
■ Grab whatever you need and fly home: the Relint creaks, rattles, and is at all times just about ready to fall.
NPC ACCESS: CAIN D'UBIQ
souji | mo ran
SOUJI
No one expects the crab carcass enthusiast to get a piece of the undead action — but teaches you to underestimate a crustacean aficionado. Fellow collectors approach Souji with information of new crab archeological findings in the Sibilant Sands wasteland outside of Serthica. Enthusiasm erupts among the crab-loving league, and Souji is selected to host the much anticipated set of incoming crab remains.
An entire coffer of them arrives through customs, with officers dubiously questioning what's inside the box, but ultimately surrendering it without further inspection. If Souji's crab hobbies are to go by, he has the kind of money to support exotic purchases.
Once Souji reaches his humble Eidris above, he might find the coffer begins to... rattle at night, making a familiar, guttural sound Souji may have previously overheard on the network. If he opens the coffer, he will find — bones. Visibly human, weather, and some that point to dragon wings. The bones are covered in string and a web of translucent, dark water. They wriggle, thrash — and often, in the case of hands and claws, try to choke or stab Souji, or whoever's in the vicinity of the coffer.
MO RAN
Separately, our friend Mo Ran receives an underground tip off from a fellow opiate criminal looking to diversify his interests, who lets him know that scouts have started finding human remains from the Eidris-Minaras conflict, outside of Serthica. Crime lords are working to buy the remains early, then ransom them from their relatives for ample profit once they reach Serthica.
Work together or apart, enjoy!