groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote in [community profile] westwhere2023-11-01 05:35 pm

the channeling



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 stabbing ousting Caius Justus and Narula in a coup — everyone can plot and participate in that, and a plotting post will go up on 16 November.

NPC inbox, if you need anyone!

QUESTIONS

downswing: (edge)

[personal profile] downswing 2023-11-14 08:12 pm (UTC)(link)


( ...how. Yes. The logistics of coaxing the dead are ever a matter of chance and experiment, seldom one of skill. He could lie and entertain the arrogance that seducing Cassandra forward is a matter of method — hardly, never so.

Instead, he waves Lockwood nearer for a conference of minds: )
Speak to her. Signal her close. Be safe-seeming, as with young rabbits.

( ...yes, his animal-children of choice. And what of it? Spirits are no stronger, no more entrenched in this world. They require kind, gentle and stubborn invitation, not unlike children or timid creatures. )

She will hear. They ever hear. ( ...they do not always heed. But then, unlike Cassandra, they know Tykhe to be volatile, and Lan Wangji would sooner trust himself with that gamble. )

recklessenough: (pic#16336842)

[personal profile] recklessenough 2023-11-14 08:31 pm (UTC)(link)
We don't have [ rabbits in London is what Lockwood was going to say but his teeth shut with a click as he recognizes that's not the point. Be safe-seeming ... where the hell was Lucy when he needed her. ] Yes. Right. Okay.

[ He'd managed it with 'Jack' hadn't he? Jack had been just as timid, perhaps even more so and had also been a spirit. Jack had also always felt more corporal, less threatening otherworldly than Cassandra did at the moment.

Taking a deep breath, Lockwood glanced towards Lan Wangji one last time and then began to pick his way through the death glows towards Cassandra. He moved slow, and deliberate holding his hands slightly forward and out away from his body -namely his rapier- as he tried to project safe and open body language. ]


Hello, Cassandra. [ One thing that always worked in his favor was the deep, soothing timber of his cultured tones, and Lockwood never hesitate to lean on what he knew were his God given gifts. ] I ... we hear you. [ Wasn't that what Lucy always encouraged? Acknowledging the source of the spirit's disquiet and helping them feel understood? ] Come with me and I promise, it's going to be alright.

[ He had no idea what 'alright' would even look like, but Lockwood sold the idea as best he could with his words, his voice, his expression and his body language. Watchful of Cassandra and the other spirits around her, he sought to move slightly beside and behind her, as if to herd her towards Lan Wangji and Tykhe. Rabbits huh? You herded them from behind, right? ]
downswing: (layla)

[personal profile] downswing 2023-11-14 10:54 pm (UTC)(link)


( Herded from behind, yes, as with children. So too does Lan Wangji steer Tykhe, who insists first, stubbornly, on crafting her own path and deciphering her sister's location (again), for all they have already encountered her. Then come the hissing, the clawing, Tykhe's hands reaching for his cheeks. He shudders, narrowly avoiding her clutches, flinching back to allow her a generous berth.

He cannot force her, break her as if she were flesh, or twist her soul. Only, minimally, summons his zither from nothingness and crackling energy with the wave of a hand — and its menace compels her, however furiously. It is no kindness; she will not thank him.

All the same, the spirits face each other, and at first, at sweet first, Lan Wangji suspects they will collide or fail to recognise one another, perhaps that they might not have shared blood after all — only to sketch a threadbare nod, once, when they come together, Tykhe initiating what Cassandra cannot express her gratitude for, and both called to each other, artless and fond.

They embrace. Pull away. Come together again. And the mad, long-brewed cooing of purred sounds that Tykhe emits, the weeping of Cassandra bring Lan Wangji a certain distant, cooling joy. He allows the zither to dissolve into motes of energy and silence — and pulls back. )


You prevailed. Well done. ( Enough so that Tykhe, for one, turns to offer out the gift of her 'eyes' to Lockwood. )

recklessenough: (pic#16336862)

[personal profile] recklessenough 2023-11-14 11:09 pm (UTC)(link)
[ Lockwood observes all of this, all of this from a close, yet safe distance. What Lan Wangji does with his hand, the boy doesn't understand it but he can see the results in how Tykhe moves. It is power that doesn't necessarily engender comfort in the youth, it speaks to closely to the idea of necromancy -Bickerstaff- but it definitely gets the job done, so Lockwood keeps his reservation to himself.

He watches the reunion with some trepidation, still thinking of the older man's theory that Cassandra might be trying to avoid Tykhe. But as the two embrace, withdraw and embrace again, a bittersweet expression comes across Lockwood's face. He cannot help briefly wondering if he and his family would greet one another in such a way, were he to join them in the spirit world. It is not the first time he has had such thoughts, though not a place he has allowed his mind to wander since arriving in this world.

As Tykhe approaches him, Lockwood shakes himself from his melancholy and forces his focus back on the here, and the now. He reaches out to take the offered eyes, cradling them carefully on his mortal flesh, before closing his fingers around them and smiling gently to Tykhe. ]


Thank you, Tykhe. [ He loads the words with genuine appreciation, remembering the advice Lan Wangji just now shared with him; how the spirits can hear. Advice that echoes within his mind in a voice that sounds a lot like Lucy. She would have insisted on a proper expression of gratitude as well.]