groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote in [community profile] westwhere2022-09-03 10:23 pm

plot roll | they walk among us






THEY WALK AMONG US | THE NEUTRAL ZONE

Neutral Zone bridges connect Eidris and Minaras in the two one-hour intervals of each day — 6:00-7:00 and 18:00-19:00 — when both citadel halves are overground. These are safe and shielded spaces — until protesters linked to the Remembrance resistance join the milling crowds.

Protestors rent ’eyes,’ paying exorbitantly to possess the bodies of willing strangers. They are difficult to spot until they’re right beside you, trying to lure or abduct you into the cause of forcibly reuniting Serthica. Both Eidris and Minaras offer bounties for Remembrance members. Remembrance lieutenants are meanwhile actively recruiting, asking an act of fealty to join their ranks.

✘ OBJECTIVE: capture Remembrance members or play spy within the group.

■ Shallow inquiries reveal Remembrance members have been infiltrating the Neutral Zone crowds for a week prior. The Eidris and Minaras administration offer 50,000 coin for every member of Remembrance brought in.

■ The job is encumbered by the use of ‘eyes’: Remembrance members make their getaway by abandoning their rented bodies when they face trouble. To avoid this, Minaras and Eidris loan out miniature hand-held body-lock gear that will keep someone’s awareness in the body they occupy for six hours. To activate the lock, touch the bracelet to the subject’s nape. Each body-lock gear can only be used five times.

Remembrance members typically wait until you’ve reached a narrow and crowded part of the bridges, before slipping beside you to whisper their pitch: ”Don’t you miss your family? Was only one citadel, once, our Serthica. Could walk free to our mines, then, to our factories, our dragons. What’s division done for you, except make rich people richer?”

■ They withdraw into the crowd at the first sign of hostility, but will entertain whispered conversation, if you appear interested. Some speak of their leader Chrichter — an allegedly honest, stalwart man of the people — as Serthica’s true hope for the future.

Remembrance members work in groups, with a scout alerting the others when constables walk by.

■ Characters sensitive to life forces might feel the ‘eyes’ have multiple spirits inside them, or the spirit that occupies the body is very blurred and undefined (because of regular substitution).

■ As Remembrance seeks political leverage, the easiest way for new conscripts to prove their loyalty is to bring a captive or coerced member of the Eidris or Minaras aristocracy or a person of passable standing — …who may be an unlucky NPC, or one of your allies, finally polishing their acting skills.

■ Keep up the act: Remembrance has zero tolerance for those who belittle or question the cause.

Some members of Remembrance might abduct you, using chloroform and brute force, and pretending you are their good friend who has taken drunk or ill in the crowd. If you have been kidnapped or are joining Remembrance freely, prepare to be blindfolded and led down a winding path through the Neutral Zone — and into the impoverished underworld of the Mouse House.

■ The headquarters of Remembrance is in a large, now destitute train station. It would have once served the coal train that traverses the Mouse House daily. High-standing Remembrance lieutenants access the station with large, peculiarly shaped keys.

■ Everyone in the group wears a mask — you receive one as you head in, both for privacy and to fend off the stench of pestilential wet and mould.

■ The Remembrance base is dusty, chaotic, brimming with scraps and random tech projects. Here and there, find dissected or repurposed droids, along with several man-sized burlap mannequins and mislaid toys. No child is ever present. On the walls, colourful graffiti writes, OPEN THE WALLS, PLAY WITH YOUR DOLLS, TWO PENCE A POP, WHERE HAVE YOUR DRAGONS GONE?, BRING OUT YOUR DEAD

Remembrance reunites a motley crowd of desperate men and women. Their households were either destroyed by the ‘coal sickness,’ or divided when work obligations confined some to Eidris, others to Minaras. Several group members are tinkerers, devising new protest weapons and gear — including the terror bullets witnessed during the trade summit. Many members work honest jobs overground, with a minority serving the Neutral Zone. They have minimal interaction with the Mouse House.

Remembrance offers the train station as a crude, but functional shelter. Best avoid sleeping here overnight — in your wretched dreams, your dark-fingered hands go to your throat, and decay haunts your body, as you attempt to flee a sinister mountain at all costs.

Remembrance leader Chrichter is a frequent (masked) sight, seen speaking and planning with his lieutenants. There is word of a coming attack during the ‘Unwinding.’ It is unclear if Remembrance expects to attack or be attacked.

■ Now and then, the headquarters activity shuts down, and you should hide as overground constables conduct Mouse House raids .They never enter the train station — and Chrichter and his men often prepare bribes. But you’re fair game if you’re captured for your own negligence.

■ A locked back room in the Remembrance headquarters leaks rare rivulets of blood or blackened water. Sometimes, you hear fists banging on the door or animal-like howling for a scant few seconds. Everyone studiously ignores these incidents. The door only opens once — when a furious Chrichter exits, kicking a lifeless burlap mannequin off his clawed, bleeding back.

■ You can enter the headquarters freely if you supply the passcode, WAKE UP. You might want to release the forced Remembrance captives on your way out.



QUESTIONS

NPC ACCESS: CHRICHTER

winscenario: (Default)

[personal profile] winscenario 2022-09-13 06:18 am (UTC)(link)
We would like to know what they'd find in the room yes! So hopefully they still have something interesting to share with the group, being the first ones in there.
winscenario: (Default)

[personal profile] winscenario 2022-09-13 09:04 pm (UTC)(link)
Oh no, this is totally not creepy at all, holy crap. So uh yeah, Jim is definitely taking that music box, and he's absolutely going to talk Finn and Spock into getting that mannequin out of there too. What if it's alive or something?!

... meanwhile they'll have it locked in a room right now, so please let us know if they should expect some weird ass shit happening.
winscenario: (Default)

[personal profile] winscenario 2022-09-13 09:23 pm (UTC)(link)
oh my god.

Okok, I'll do that! Just to make sure I got it, they can take the inanimate mannequin and have it come to life later at some point? Because I'm all for it turning creepily clingy and needy later on.
winscenario: (Default)

[personal profile] winscenario 2022-09-13 09:29 pm (UTC)(link)
Got it!! We'll talk about it and let you know what we decided in a couple days. o/
winscenario: (Default)

[personal profile] winscenario 2022-09-14 08:38 pm (UTC)(link)
Okay, I know it has only been one day but I cannot stress how excited I am about Jim having a creepy burlap child, it's going to be the weirdest cute thing anyone's ever seen. So yes, we'll go with it being dormant for a few days and then coming to life again.

After the initial shock and getting used to it being around (and clinging to Jim apparently??) both Jim and Spock would attempt to communicate with it. They would try a number of different things, like basic touch/tap communication like Morse code or basic sign language, and Spock... has posted just below here asking about it, haha.

EDIT: Jim would also give it drawing supplies, should it be able to communicate or express itself that way.
Edited 2022-09-14 20:39 (UTC)
intermingled: ([skittys]skittys-64)

[personal profile] intermingled 2022-09-14 08:36 pm (UTC)(link)
Hello! Since Spock is a touch telepath, can he make telepathic contact with the mannequin or feel anything when he touches it?
hatejakku: (Default)

[personal profile] hatejakku 2022-09-14 08:58 pm (UTC)(link)
Just wiggling in here real quick, hello! I'm absolutely for the creepy burlap child being animate, yes.

And to go with the question above, would Finn sense life from this thing? If not now, then after they get it out of the room?

Finn wont be reading minds, just sensing for a living thing/consciousness, even if its not organic.
hatejakku: (Default)

[personal profile] hatejakku 2022-09-14 10:34 pm (UTC)(link)
sob okay another extremely important question you might have addressed somewhere that i totally missed

How big is the mannequin? Is it like adult-sized, child-sized, etc? I'm basically asking if they can pack it around on their hips like a kid, that's what I'm asking, that's why I'm here.


"If they come closer, they will see the 'human' is a crass, man-sized burlap mannequin" NEVER MIND I FOUND IT THANK YOU
Edited 2022-09-14 22:36 (UTC)
hatejakku: (Default)

[personal profile] hatejakku 2022-09-14 10:48 pm (UTC)(link)
It's not you, I have the memory of a goldfish, it's okay. ♥ But yes, thank you, I love this.
intermingled: (Default)

[personal profile] intermingled 2022-09-14 09:33 pm (UTC)(link)
Okay, so Star Trek is very nebulous with skill sets/abilities and leans into what serves the story in the moment more than... consistency tbh, but I don't think he can feel residual stuff. His abilities are more about a touching of minds, so I think he would only be able to make contact with something that had some sort of mind, however you want to define that in concept, unless something was so crazy powerful in its memory echo that it would practically reach out to him. (but yes he is going in the room 8D)
intermingled: (Default)

[personal profile] intermingled 2022-09-14 09:38 pm (UTC)(link)
Excellent. TY! :>
intermingled: (Default)

[personal profile] intermingled 2022-09-14 09:21 pm (UTC)(link)
oh excellent! that answers everything I need. thank you :>

(and oh no Spock likes Jim, too. the bb mannequin has good taste in friends ;_;)