let's set d o w n some (
groundrules) wrote in
westwhere2023-11-01 05:35 pm
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Entry tags:
- arcane: caitlyn,
- assassin's creed: ratonhnhake:ton,
- ephes,
- event,
- kingdom of the wicked: emilia,
- lockwood & co: anthony lockwood,
- mcu: america chavez,
- mcu: bucky barnes,
- mcu: natasha romanova,
- mcu: yelena,
- oh! my emperor: beitang moran,
- one piece: luffy,
- one piece: nami,
- one piece: sanji,
- one piece: zoro,
- tian guan ci fu: xie lian,
- umbrella academy: ben,
- umbrella academy: five,
- warcraft: wrathion,
- wheel of time: elayne trakand
the channeling
WEALTH WHISPERS
Assignment: the Merchant fears that Matthias, alleged father of the undead Brotherhood, might be the ‘merchant’ who was due to receive dark water-infused grains by sea from the Hand. Chasing information, the Merchant routes party members towards the docks-side underworld district of Tibras, in the outskirts of Ephes. The Hand keeps grain warehouses nearby.
In Tibras, short and decayed houses are like parasitic growths toppling each other, plaster peels falling into rivulets of bloodshed. Tension thrives. Petrified, natives overwhelmingly number beggars, pleasure workers, crude bounty hunters and thieves, who look to cut throats or purse strings. Occasional bodies drift by the docks.
■ Just outside of Tibras is the abode of the merchants’ syndicate — a ring of warehouses, private clubs and houses of currency. Merchants here are protected via steep fees and travel freely. Inside the syndicate house, doorways are barred by inextinguishable living fire — which you can cross unharmed, if you rearrange the runes marked N, W, S, E on a nearby wall in a cardinal-point formation. You can also pretend to be a servant, a merchant or quality inspector to get to the Hand warehouses. Ask a clue.
Alternatively, the Merchant forewarns that a notable guest will join the syndicate for three nights: Captain Maximilian Hawk of the Dawn’s Reach Trade Company, which deals in magical artefacts. Hold him at knifepoint, seduce him, do your worst for knowledge!
■ By the entrance to Tibras is the shop of Apollonius, noted collector of supernatural artefacts and information broker. Crafty and sly, he will cooperate, in exchange for a pair of ‘eyes’ from the ghost Tykhe, who haunts the nearby anonymous burial grounds. Come midnight, Tykhe’s spirit — whose sight was gouged — appears and picks out and bewitches a pair of marbles, buttons or stones to act as her ‘eyes.’ With them in hand, she searches the graveyard for her dead sister, Cassandra. You can steal the orbs, or she’ll give them freely, if you escort her from tomb to tomb to reunite with the mute ghost of Cassandra. Return to Apollonius.
■ Deeper within Tibras is a gambling nest of sailors who were cursed by a scorned sea witch to assume the appearance of sea creatures. Led by the giant octopus Crassus, they charge protection fees from commercial merchant ships and even intimidate pirates, gleaning information from sailors and recovering drowned bodies. This illustrious group adores games of chance — as long as you can cover your losses.
You can decide or RNG how many tries it takes for your character to win — submit a finished thread to get a question! The higher the stakes, the better the information.
- — a scantly informed junior goldfish throws dice. Lose, and you must share a highly embarrassing secret.
— a moderately informed catfish, offering Baccarat. Lose, and he steals your good luck for 24 hours.
— a composed, well-informed whale plays roulette. Lose, and you must share one of your most precious memories.
— a highly-knowledgeable shark, Aurelius Longus, plays a mean hand of poker. Lose, and he asks blood or a pledge to save his life one day.
THE FLOORS
Senate leader Caius Justus exits his seclusion, ending weeks of prayer to convey the message of Ephes’ divine patron, the Chained God of chaos. And he says in a public speech:
Friends, Ephesians, countrymen…
”Friends, Ephesians, countrymen, lend me your ears. I come to speak for the Chained Father, not to praise him. The victory men reap lives after them; but cowardice is often buried with their bones. So let it be with Ephes. The noble Senate tells you, the Chained Father wishes only Ephes’ destruction. If it were so, it is a grievous fault, and grievously has the Father answered for it. Here, under leave of Messalina and the Senate – for Messalina is an honourable speaker; so they are all, all honourable speakers – come I to speak of the Chained Father’s wishes. He was my maker, faithful and just to us: but Messalina says, turn away from him. And Messalina is an honourable speaker. He has brought many territories under the heel of Ephes. In his name did the Hand rise: did this in the Chained Father seem unworthy? When now you weep asking empire, the Chained Father answers: tells you to be made of sterner stuff. Yet Messalina says the Father is unworthy. And Messalina is an honourable speaker. You all did see that I withdrew to his temple, where he spoke to me: Ephes, seize your path alone — was that unworthy? Yet Messalina says to turn away from him. And sure, Messalina is an honourable speak. I speak not to disprove what Messalina spoke, but here I am to speak what I do know: you are all children of Chaos, not without cause. What cause withholds you, then, to use the Hand yourselves? O, ambition! You have fled to brutish citadels. And men have lost their courage. Bear with me: my heart is in the temple, there with the Chained God, and I must pause and beg the Senate to vote against Messalina, til it comes back to me. ”
Returning to public life, Caius Justus advises the Senate to refuse Messalina’s proposal, but defers to a vote. Citing recent civil unrest, he imposes citadel-wide 10 p.m. curfews, bans congregations of more than eight people in the streets and sends the Hand to confiscate any visible weapons and to quiet or pre-empt unrest. Hand members — forced to present in large numbers — appear erratic, prone to violent outbursts and to taking out their anger on civilians. Hand leader Narula is excessively smug.
Newscasters are careful with their words, speeches decrying Messalina abound, and senators are‘escorted’ by Hand delegations, also for their protection. Caius Justus announces he will run again for Senate leadership — to begrudged murmurs among Senators, given his previous pledge to retire.
Assignment: lure Senators toward the position that the party supports. After Caius Justus’ return:
- ■ 51 Senators back Caius Justus to refuse Messalina’s proposal.
■ Maximus Faustus convinces 53 Senators to accept Messalina’s proposal
■ Caelius Silvanus persuades 47 Senators to vote to postpone a decision on Messalina’s proposal for another season.
Following the party’s previous interventions, Senators are open to considering Messalina’s cause. Many are skittish, fearing their careers or lives will end with disobeying Caius Justus. Optionally, party members previously assigned a political role might receive threats from Caius Justus’ supporters.
■ Persuade, bribe, threaten or blackmail a minor Senator to switch votes. Perhaps you can offer coin or rally supporters in the marketplace for their next election, or heal their donkey or get rid of that pesky boy mooning after their daughter. Or maybe prove their corruption streak, or place a polite knife at their throats. Hold the whole Senate floor hostage, if you want, of blockade Senators from entering the Senate on voting day!
■ Ask for a RNGed Senator if you want or submit threads of swaying votes. A final tally will be taken on 19 November
INCENSE
Priests of the Chained God whisper that the god shows signs of awakening to trigger an apocalypse. Chained and warded twelve times to prevent the end of the world, the Chained God allegedly rests in the Halls of the Sleeper, in the underground belly of his main temple in Ephes. Above ground, the temple is silent, rife with milling priests, hummed prayers and cloying hallucinogenic incense that encourages lethargy. Access is unrestricted, but monitored.
To progress downstairs, you may need to convince guards that you are one of the groups of ferociously devout pilgrim worshippers, or a priest. Below, you feel overcome by creeping, paralysing dread.
■ You are haunted by sinister, saccharine voices murmuring intrusive thoughts only you hear, diminishing your worth and paranoically asking if your companion means you harm. You are more irritable and prone to violence.
■ The halls increasingly resemble narrow subterranean corridors with limited and overheated air reserves. You reach locked stone gates, covered in loose chains and crudely carved with the inscription, the Sleeper awakes. Instructions state the Chained God demands sacrifice and proof of chaos.
■ To enter the Sleeper’s Hall, instructions say, you must commit an act of betrayal, by: drawing your companion’s blood and smearing it over the inscription (lean into the corruption!), which prevents them from entering the halls with you; or chaining them to the door with the gate shackles, condemning them to watch as you enter; or pushing your companion away, verbally eviscerating or attacking them until they flee. With player approval, your character could get a sense of what theirs is emotionally or physically vulnerable to, then exploit it. Acts of betrayal cannot be faked.
■ The Sleeper’s Hall is narrow, nearly spherical and lit by thin rivers of flowing magma that cross cracked floors. Amid swelter, you hear the periodic gulps and quakes of stone trembling around you. The supernaturally sensitive feel the presence of great, if constrained power.
■ The black water previously associated with the undead also gushes from rifts in the ground. It has a cold, sinister aura.
■ Search the room for clues — and leave urgently, before corruption consumes you.
■ Towards the middle of the room is a large, nebulously shaped creature, fully fettered and covered in magical wards, chains and blood-painted runes. Anyone in the Chained God’s presence may feel overcome by emotional or physical agony, claustrophobia and bloodlust — but the divinity only speaks with the RNG winner.
NOTES:
■ Some players have asked about potentially
■ NPC inbox, if you need anyone!
■ QUESTIONS
wealth whispers (wildcard).
Emilia has several scores to settle with Matthias, and they've only mounted since he last dared to approach Kamala. It has her walking through the living fire, runes left untouched. The flames linger on her skin as if in greeting, before they skitter away.
She'd listened to the story of this wretched sea witch with a touch of rue on her lips, and perhaps some amusement. Once, long ago, she was vindictiveness made flesh: the understanding space must be made for her when justice has been so thoroughly undermined.
Now she listens to the sailors in the gambling den while she orders a drink, taking measure of every table before she decides on which one to join. A shock of orange hair draws her attention toward one table in particular, assessing its current ambiance. )
no subject
It helps too, that fate has her lose a hand or two before she recoups her losses, setting her cards on the table with a neutral lift of her eyebrows at the other players, reading them intently, waiting to spot a whiff of doubt before she lets the con continue.
As the cards are being shuffled, Nami looks over at the onlooker, her gaze settling on the iron pin she wears before lifting to her face. Can't cheat another group member, so that's a variable, but, maybe they're both here hoping to find out more than they already knew about this shithole. ]
Are you getting dealt in?
no subject
One grievance at a time, however. )
I think I will,
( comes with the slightest nod in Nami's direction, potentially too subtle to be noticed. But she's caught sight of a pin herself, and slides into a seat with further conviction. She shutters her expression to make herself difficult to read, already having decided she would not play the amateur card. If she wants to work her way up to the shark, this has to be believable.
The catfish at their table looks to them with a hint of glee in his eye. ) Tell me, ladies. Would you consider yourselves women of good fortune? ( Their luck, as it turns out, will be paramount for this game. )
i hope this is okay!
[ While poker is her strongest suit, and the game she's best at cheating, they're caught in a game of chance now, and she watches as the catfish deals himself, and the both of them two cards face up, leaving Nami's eyes darting around the table, adding up everyone's hands. Miraculously she's comfortable at a three, and she can see the other woman's due for a third card as well with her low total. The catfish, however, has given himself an ace and a six - the total of seven will remain, and, hopefully, be beaten by either of them. She's not interested in having to scrape to get by in this world any more than she already has ]