groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote in [community profile] westwhere2022-11-13 04:42 pm

hale and whole


HALE AND WHOLE




BEHIND YOU | MAGICAL SERIES OF EVENTS | THE SCENIC SCIENCE ROUTE | SPREAD YOUR JOY




Talismans burned, Serthica’s undeath reveals itself:

■ The dragon eye allows indefinite access to the undeath-sight pendant feature. Use it 15 minutes at a time, with a 45-minute cooldown.

■ Those who delivered talismans or the eye have residual immunity: they cannot be sensed by mannequins or by undead linked to the curse-sickness. This is transferrable once.


The Merchant presents the Serthica findings, recommending evacuation. Outvoted, he agrees to sponsor the group until the beacon’s annual start-up. To heal Serthica, the party must destroy the magical anchors of the curse-sickness, develop its science/herbal cure, then distribute it across the overground citadels.


BEHIND YOU

Courtesy of Five Hargreeves, the Child of the Unwinding you slayed his father, the undead lord Beastmaster. The burlap mannequins released from Remembrance actively hunt you.

■ They are constantly watching, stalking, hunting. You always hear the deep asynchrony of their footsteps. Some mannequins bear an uncanny human likeness: staring extensively chills you.

■ Most mannequins cover up in excess clothing and swarm you in crowded spaces to stab. They borrow your appearance, if they touch you. Some devolve into eldritch forms, mimicking voices or puppeteering husked corpses to lure you.

■ Each mannequin has a one-word code on its nape or right calf — once spoken, the creature glitches, letting you run.




A MAGICAL SEQUENCE OF EVENTS

The corrosive magic that spreads throughout Serthica is anchored in two areas: a port dock and a former Mouse House shelter. Cleanse it through exorcism, purification, healing spells, or by planting wards borrowed from Karsa.

This magic feels hot, asphyxiating, aggressively proliferating, intrusive. Uncontained, it gradually feeds off your power. It might drive you to anger, bitterness, doubt or violence.

To Arc III survivors, it feels like the overwhelming power native to the Ke-Sanwon volcano (not dark water).

■ Once you’ve destroyed both magical anchors, inhuman-looking mannequins deactivate. Human-presenting ones seem sluggish and inattentive.

Finn’s mannequin remains alive when supplied life or magical force (think 5% of someone’s reserves) — either through weekly transfers or a rewiring of the magic that sustains her (by a party magic user, or Finn can learn the skills in later travel.)




✘ WET OF THE DOCK'S WET

At first, locals don’t remember the putrid inactive dock exists as a distant extension of Serthica’s port, located past a familiar deserted marketplace. Here, rotten wood, a stench of perpetual moulding, torn ropes and rusted chains.

Thinking extensively about the dock before finding it incurs nausea, vertigo and the animal instinct to flee.

■ Persist, and you learn this dock was once used to smuggle in illegal arrivals from Ke-Waihu. Later, it loaded the bodies of the plagued that were burned at sea.

■ Rotten wood planks can break, dropping you into paralysing waters. The dead might reach out from the depths to drag you in.

■ You hear alluring, wind-born whispers of, How chilly it is, while the cold abruptly intensifies, and, It’s warm in the waters.. Won’t you… jump in?

■ Ships no longer call here — yet a small boat stops for you. You might feel compelled or curious to join the lone passenger — a man in white, whose features you forget after. As the boat drifts, attracting the swimming undead that seek to climb in, the man offers safe return, if you answer: What do you most want? Where would you stop to obtain it? Lie, and the boat capsizes, leaving you to swim back amid undead. Answer honestly to return unharmed.




✘ (UN)SHELTERED

Visit the impoverished, underground Mouse House and avoid breathing in the thick, memory clouding sedative infusions. The grandiose shelter is familiar, its recalling the ruined mansion of the Unwinding. Locals say the house — which preceded Ma’am Mariol’s shelter as an orphanage — is haunted. The coal sickness spread overground after a child was adopted from here.

■ Spirits jump to throttle you or trip you down stairs, throw knives or lock you in claustrophobic rooms. Stair steps, window sills and roof beams readily collapse.

■ The last entries of house logs, found open on a library desk, mention seven freshly arrived children — six native to the Mouse House, including Gavroche, and one heavily burned boy from Ke-Waihu.

■ The ghosts of orphanage caretakers are enjoying a tea party. They ask if you are a servant or a guest. Answer ‘servant,’ and you must pour tea, as attendants stab you with cutlery when you’re within reach. You are dismissed once you finish pouring. Answer ‘guest’, and you must join them at the table and perform whatever they ask: slap yourself, dress up as a doll, answer inconvenient questions, etc. You can leave once someone else has poured tea.

■ Find the dark magic source in the house greenhouse that has been overrun by ruinous mould. While physically unharmed, you feel overcome by crippling fear, loneliness, abandonment or futility. Talking about it helps soothe it.


THE SCENIC SCIENCE ROUTE

The science-based cure requires retrieving resources and researching an answer. Godspeed.



✘ THE SEED & THE STORM

The Unwinding revealed strands of juniper and rosemary that cure the sickness. Cain d’Ubiq confirms quantities of each plant remain cryogenically intact aboard the Serthica Aerial Healing Unit ships that were caught in the crossfire of the Sibilant Sands, when Eidris and Minaras fought their last battle. Find the vessels to retrieve the goods.

■ Take your transport flier or one of Cain d’Ubiq’s martial, fire-breathing dragons to traverse the Sibilant Sands, roughly one day’s flight each way of Serthica. Expect a hard ride, amid the growing howl of winds whipping your face and the accelerating pulse of a breaking storm.

■ Martial dragons challenge inexperienced riders, but fly sturdily through intermittent sandstorms and whirlwinds.

■ The ships can be found near dragon bones and human skeletons, in stages of burial or disrepair, stranded between rocks, or threatening to collapse once rattled.

■ Beware serpentine barbed wire animated by dark water, which jumps up from the sands. Just as vile are buried vermin-like creatures that send their razor-blade-ended tentacles to strike out from below ground.

■ Members of protest group Remembrance are also unearthing ships. They plan to board mannequins on the vessels, pass them as Minaraian and attack Eidris once more.

■ Their volatile leader Chrichter is personally fixing a ship.





✘ THINK, TANK

Time to liberate a lab. Minaras’ foremost medical unit is the Conclave Healing Academy, comprising research labs, libraries, equipment rooms and sample collections, including some of the coal sickness.

■ The Academy connects to the centre that treatsZenobius and brims with healing apprentices. Bring juniper and rosemary samples, pose as a bright-eyed novice healer or a concerned relative of Zenobius, or barge in.

■ The Academy is cold, sterile, clean and swarmed by practising medics and academicians. Some even debate resurrection and immortality. Access is barred below, where you can hear occasional, sharp… growls.

■ Several basement laboratories are marked to study the coal sickness. Steal the entry codes from guards or tease them from a lowly medical intern — but don’t linger on the corridors long. Large clockwork hounds patrol and are attracted to sweat, a heightened or rapid pulse, shortness of breath or other biological signs of fear.

■ Take over a lab to concoct a cure elixir from the herbal strands. Test it against the coal sickness samples. Work safely, or the start of a blood cough might announce you’ve taken sick.

■ Hold the fort until your cure’s done, while guards and hounds try to enter your lab through air vents, windows or ram the door. Fight back, distract them or persuade the Academy protective droids they’re the enemy.

■ Anyone affected with the sickness can drink the cure without waiting to destroy the magical anchors. Symptoms fully disappear within 24-72h. Characters remain sensitive to the un/dead.




SPREAD YOUR JOY

Mass-production time: take over the former underground Remembrance headquarters, one of Cain d’Ubiq’s factories, or make potions in your back yard. The cure can be drunk or absorbed through skin and must be spread overground.

You can pursue your own ideas, but some suggestions on the house:

■ Take your dragon or hijack a Minaras airship and a diffuser to spray down an incense mix that contains the cure. Minaras airships sleep in secured bays you’ll have to infiltrate. Careful taking a dragon into Minaras or an airship to Eidris — local authorities may perceive this as a security breach.

■ Reprogram or con hapless droids to feed the cure as ‘novel vitamins’ to their owners.

■ Commandeer the Mouse House train that ferries supplies from the Serthica ports and spray the cure on produce and grains.

Minaras High Councillor Arabella has been previously targeted by Remembrance and could be subtly persuaded to help by her rescuers.

Vanessa’s contact, crime boss Artemius Bale, might also have his people sneak the cure into waterways — if you cut a deal.

■ …lemonade stand?



NOTES:

■ We need one finished thread of breaking the anchors and supplying, making and distributing the cure to get the Very Best Ending, but there are multiple other finale options too — link your threads by 29 November!

■ Thanks to Finn and the Doctor’s efforts to help Ma’am Mariol’s orphanage, enjoy tips, information and help with legwork from her street-smart urchins.

■ You can ask for Artemius Bale & others here or at the NPC inbox!

BACK TO THE TOP.


QUESTIONS

slippin: (pic#16001033)

kim

[personal profile] slippin 2022-11-20 02:15 am (UTC)(link)
He's sitting in an ornate cushioned chair—black, it looks black until he scrapes the arm with a thumbnail and leaves a streak of white. His attention's wandered, and now it's on the ceiling, the discolored light seeping through. His thoughts seep too. It feels like his days in phone store purgatory—empty and textureless, watching the rest of the world from behind glass. Not a lawyer, not a brother, nothing.

He hears footsteps, but it's a while before it occurs to him to care. He drags his eyes from the glass overhead. “Kim. Hey.” His voice sounds slight. He straightens up, trying to hold fast to the feeling he gets every time he sees her—the relief, the conviction he's never had it so good. “Like The Big Sleep in here.”

Minus Bogart and a bar cart, and about seventy-five percent creepier.
saintclaire: (but then no)

[personal profile] saintclaire 2022-11-20 10:17 pm (UTC)(link)
It's not exactly choked with orchids, but it's choked with something, and Kim can't be certain if she's imagining breathing mold spores into her lungs or if the vile heat just makes it feel that way. She moves around the place stiffly, hands at her sides.

"Yup," she says, looking around as if she needs to confirm, nodding as she does. Her gaze settles back on Jimmy with pursed lips, weighing leaving him sitting there where he's not going to find some trouble with the more practical matter: searching together will be much faster. Safety isn't guaranteed.

Kim puts out a hand to him. A month out from their arrival, her fingernails are bare, unusually natural.

"Come on. Brandy and smokes later." Don't just sit in the stuff.
slippin: (pic#15876701)

[personal profile] slippin 2022-11-24 12:17 am (UTC)(link)
He looks up at her—tentative, attentive, trying to figure out how deep the house has its hooks in her, what rooms she passed through to get here. He takes her hand but gets up mostly on his own steam, clinging to her a moment. She's spooked, he can tell, but maybe she has the right idea—not doing or saying or looking any more than necessary.

“Anything but tea.” His laugh sticks in his throat. “We could sneak up on a roof, you know, where the plants can't get us.” Though the prospect of a rooftop nightcap in the Mouse House, sedatives pumping through the air, leaves a hell of a lot to be desired. “Or—or borrow a carriage that's temporarily out of commission for safety reasons.”

What ghosts, what plague, what inescapable sense of dread? What horrible dreamscape come to life?
saintclaire: commission by <user name=splatstick> (do you make pancakes and coffee?)

[personal profile] saintclaire 2022-11-24 02:36 am (UTC)(link)
She's had enough of the smell of tea for a lifetime, she decides, but she flashes the world's tightest smile at him, his humour enough that she can smile at all. She squeezes his hand in turn, casting her gaze up –– maybe there'd be some fresh air up there, but she can't picture them teetering along the beams up there, a pair of tightrope walkers ready to come crashing down again.

"We find this thing..." There's doubt there, gentle, but what follows is a little more sure: "We can celebrate however we want. Where have you looked so far?"

He's Jimmy. He's no slouch. But she's antsy, and her gaze flicks down to their hands, still intertwined, to checks his nails for mould.
slippin: (pic#15868163)

[personal profile] slippin 2022-12-01 09:24 pm (UTC)(link)
That little bit of doubt gnaws at him. He follows her gaze to their hands, wondering what she's thinking—if she's asking herself how it came to this, when it'll stop being worth it. Who wouldn't be?

“Well—good question...” He knows he wasn't only sitting in that chair feeling like he was turning to mulch, but the rest of it's scattered. His face pinches in concentration—in fear, he realizes he's afraid. Like there's something lurking in the corners of his memory.

“I was looking, remember the plants they wanted? For the tea?” During the Unwinding, between fits of homicidal rage? He hesitates a moment, studying her. “Juniper and something else.”
saintclaire: commission by <user name=splatstick> (if I pushed you to the edge)

[personal profile] saintclaire 2022-12-03 06:23 pm (UTC)(link)
Her eyebrows knit together under his gaze, her attention still on his hands, his thumbnail pinched between her fingers. Fine. Fine enough, at least. She takes a deep breath, holding it until it stings. She looks back up at him and her smile fades out.

"Rosemary," she says. It's the easier one to remember, to think of Mia Farrow instead of... what? A tree? "Crazy to think two little plants could cure all of this."

When is anything that straightforward, that easy to resolve?
slippin: (pic#15912319)

[personal profile] slippin 2022-12-03 10:12 pm (UTC)(link)
He should probably—no, he should know better, but relief still whistles through him when there's no I told you so. I told you the intricate clockwork maze we both almost died in might have some kind of bearing on future events. I told you you couldn't just forget the sight of my blood.

“Yeah, so crazy,” he agrees, maintaining a straight face for all of five seconds before shooting her a bemused look. Crazy, unlike everything else about their lives. “It was all I could think of, okay?”

His gaze drifts to the ceiling again, as if he's spotted something up there. Really he's reluctant to move.
saintclaire: commission by <user name=splatstick> (and I had more self control)

[personal profile] saintclaire 2022-12-04 02:44 am (UTC)(link)
A part of her resists, bristles –– we're so in over our heads that the most normal part of our lives is having an assassin as a roommate, we've been in so much danger that we had more control with the cartel. Isn't something they could grow on their condo windowsill too easy of a solution? She can only raise her eyebrows in a silent 'excuse me?'

"It's a place to start," she says, and she gives him a little tug; let's get going. Face whatever hell is in store for them.