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the lighthouse & plot rolls
Did someone say to… turn off the lights? Brace to explore Ellethia’s ghostly lighthouse — and help with a freshly baked plot roll. The below should tide us until 6 February.
If you’ve received a plot roll and want to rally the troops for assistance, feel free to top level for your search here, or do your own lostcompass post, hunt down a carrier pigeon…
Note: Ellethia is surprisingly fertile ground for plot opportunities, and there is "spare plot" for about four more character. If you missed the 'deadline' to ask for a roll but still want one, drop a line in one of the subsections! But don't feel pressured: the people who have received a plot roll will need a lot of support, and there're plenty of ways to get involved with their roll. Allocated, thank you!
Crawling, clandestine or crumbling, you’ve made your way to the mist-drenched lighthouse of Ellethia-Hamsour — a gargantuan, converted tower that regularly flashes an eerie green light signal. Those who know MORSE code can recognise a strange mix of BEWARE, STAY AWAY, DANGER — and COME THIS WAY.
The compulsion to possess the lighthouse disappears when characters come in a 3km radius of it. In the tower surroundings, they can find sweet water wells, vegetable gardens, chicken coops and sheep, all seemingly well looked after and self-replenishing overnight. These plants and creatures are not subject to Ellethia’s life-death-rebirth cycles. Characters who stay within the aforementioned 3km range of the lighthouse can now safely remove their haute couture red gear, Enam reveals. He urges the party to reside at the lighthouse for the next three weeks, at the end of which one of the Merchant’s ships will collect them to travel east.
Characters can journey back and forth to Ellethia-Allayar over this period.
The tower spreads over 12 floors, featuring exceptionally high and vast rooms with emptied bookcases, sturdy tables, and scatterings of technological tools on the ground. On the walls, mindful visitors can spot discreet engravings of an eye with a sun instead of a pupil. A room on the ground and first floor each have cracked signs, spelling out IN TI T OF TE N LO and IBRAR O AR S, respectively. The 8th and 9th floor house well-used sleeping quarters, with bathing rooms located on the 6th floor. The 10th floor is all one large room, barren except for the wealth of very thin, crushed shards of various mirror types. The 5th floor hosts several long, ornate discussion tables — at night, those who travel it can hear ghostly whispers of vitriolic conversation, with speakers insulting each other and their impudence.
Those who spend time in the 1st to 4th floor past midnight will sometimes hear screams urging everyone to retreat, as “they come from above.” Sometimes, the long staircases will grow wet overnight with blood and decay, which disappear come morning. Across the various floors, the nightly ‘soundtrack’ includes panicked shouts, glass smashing, feral screams similar to those of the undead and running steps.
The lighthouse keeper Zenobius takes little notice of his visitors, allowing them to make their quarters where they please and partake of his resources. Enam’s helpers supply Kaneki some lugged-around stale dead meat, or he can fish undead mermaids. Using a fluffy sheep as bait is always recommended.
Zenobius is often found on the 12th level, absentmindedly using mirrors, lantern lights and glass panes to flash MORSE indications. He is often rushed, distracted and unwilling to converse. Sometimes, he appears to forget the people he has already encountered; on other occasions, his own name eludes him.
Swarms of mermaids encircle the coastal area close to the lighthouse, furious, feral and trashing to crawl onto shore. Every few days, Zenobius brings broken glass pieces from the 12th floor and throws them in the water, briefly appeasing the creatures before their fury stokes once more.
Every day, Zenobius spends several hours on the 11th floor, whose main entrance is sternly locked and enchanted. Characters can still climb to the 12th floor — where Zenobius sleeps — without entering the 11th floor hallways. To the right of the 11th floor main hallway door is a mechanical device that requires a palm print, which Zenobius seems uses for entry. On the door, a sign asks, WHAT DO YOU WISH FOR? Scratched beneath it, possibly by human nails, TURN BACK. For each time they want to enter the 11th floor halls, characters must speak a different wish and face the consequences.
Inside the room sleep 10 men and women of various ages, seemingly comatose on stone slates. Some show signs of scratches or healed bite injury. Depending on the hour of entry, you might find Zenobius sponge washing their bodies, combing their hair, mending their clothes or massaging their limbs.
The Sleepers live.
PLOT ROLLS
- ■ Lily, Joker and Anduin
■ Five and Daenerys
■ Yennefer, Eleven and Moiraine
■ Lorna, Wrench and Marcos
■ Zuko and Slick
■ John Connor and Kaneki
■ Hermione and Jon Snow
MAKE A WISH
Ah, that pesky ol' door.
Rules of engagement: character who make a wish will find it realised in a distorted way, as their price of passage.
Please submit a wish for every time you want the character to go in, for no more than three entries/character.
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"I wish I was wiser than I am now."
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For the 24h that follow Eleven's wish, he will indeed be wiser, in the very literal sense: using the entirety of his breadth of experience and sensible thought to assess situations. He will be prone to analysing situations from as many angles as possible, and giving them the full depth of his knowledge and attention — stunting his decision-making, down to very basic functions.
For example, should Eleven 'eat' now? Eleven might now need three hours to consider all angles of the cons and benefits of 'eating' at the specific time of 'now' in an 'unsafe landscape,' in his vast experience, before committing to the wisdom of that decision.
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curiosity killed the daozhangHe's gotta be a little more nosy, he's telling himself, if yes going to be of any help around these parts. So wish number one: I wish I could be more useful.
but satisfaction brought it backAnd then because he's too much of a good person, he'd deffo try and get back in, so wish number two: I wish I could see again.
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I wish I could be more useful.
For the next 24h after Xiao Xingchen leaves the Sleepers' hall, Xiao Xingchen feels compelled to answer any request for help, to offer himself for it, or to even intuit and enact the help he guesses others need.
To avoid less savoury scenarios, let's say this doesn't apply to helping with sexual situations, self-mutilation, suicide or killing.
I wish I could see again.
For the 24h after leaving the Sleepers' Hall, Xiao Xingchen will have a smashing pair of eyes that entitles him to fish vision. It will also let him see, randomly and intermittently:
— the total amount of blood someone's shed, briefly covering them
— if they're lying, a pair of black hands over their mouths
— if they have a curse or sickness, a rotting on their limbs or bodies
Again, the above won't happen at the same time and will strike randomly. Please get player approval to see their character's bits and bobs.
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So he's going to try and outsmart this and "win" the game with basic logic, because as you know Wrathion is Very Smart and dragons Never Make Mistakes.
So he's just going with:
I wish I understood what happened here.
I honestly look forward to how this goes wrong tbh.
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For an hour — that's right, one hour is enough — after leaving the Sleeper's Hall, he will experience deep, honest and pure understanding of the immensity of what 'happened here' — a terror so dark, overwhelming and unabating that he can barely breathe for it. He cannot articulate it. He can barely think.
The severity of his understanding gradually dials down after that one hour, but leaves him with the following takeaways of what happened here:
— death was removed
— life was left
— all things wish only to live
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Good luck with that.
Don't kill anyone.
Don't kill yourself either, Wrench.
If you think it's highly unlikely Wrench wouldn't kill himself or others in the 24h span, we can shorten his wish period.
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For 24 hours after exiting the Sleeper's Hall, Kaneki will, in fact, be fully human, possessed of every recognisable attribute of the species.
He will also be physically aged up to around 70 years in that period, in a perfectly lovely preview of his canonical rapid aging symptoms. Just a taste of what's upcoming in your life, Kaneki.
He will retain mental awareness and faculties that correspond to his actual age, not to his golden septuagenarian period.
By the way, there are rudely no lifts in this tower. Might need to ask for some help up and down the stairs.
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Yennefer's wish is: That which the lighthouse has but does not know.
.....
Or, you know, a bottle of lilac and gooseberry perfume would be okay, too.
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For two days after exiting the Sleeper's Hall (once more), Yennefer will keep either running into Kaneki or spotting him in the distance. Perhaps he'll be randomly outside when she's looking down a window, always exiting a room when she comes in, or just generally very around — particularly when he is carrying a certain something he picked up from Taravast.
In return for getting her wish, Yennefer will have exceptionally bad luck during most of her interactions with Kaneki over this two-day period.
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I wish to know more about the doll.
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On the downside, Kaneki will also experience feelings of intense, overwhelming, despairing loneliness for the better part of a day, which only being physically close in someone's company can alleviate.
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The only trouble is the part where he sometimes sees a very pale man with greyed eyes and a white coat blurrily reflected when he sometimes stares into his bath waters, before Yan Zhengming feels gently thralled to try to slip into the water and drown himself. He can jolt himself free of the instinct (the thrall is not too deep) on his own, but might want to organise some bathing rescue for him.