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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
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Heya! In answer to your questions:
1. "They like that glass best" and variations to that effect.
2. Dividing the baits further lessens their draw to the mermaids.
Good idea on preserving some baits for the incoming ship, though there's still plenty of glass available. on the floor. What kind of minimum were you thinking of, out of the tally? The number is yours to decide!
The mermaids aren't the most elevated conversationalists. As Su Xunxian has found out, they're mostly very, very, very hungry, and quite exhausted. They've been working the Ellethia shift for a while. Time for a new job!
no subject
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Around 23 mermaids will slaughter each other in their attempts to reach the baits. Zuko and Slick can observe that they seem to catch on to what is happening, initially failing to react to some of the later bait throws; inevitably, their resistance withers, and they pursue the item, tearing into each other madly, without restraint or strategy.
Between sets of bait being thrown in, Zuko and Slick can notice that the mermaids are raising their arms in the air or viciously throwing themselves at coast rocks, even though some seem to initially grasp that they'll cause themselves damage. They don't pause, despite that. Sometimes, they bring back some of the regular glass that the duo may have seen Zenobius give them across the previous days, and throw it back at the shoreline.
As Zuko and Slick are retaining some of the bait, if they study the pieces they can observe:
— after two days, the powder combines back into the original shards
— the shards randomly show the reflection of whatever or whoever looks into them, but also a man's very pale grey eye, and — if the baits are kept within reasonable distance of water — the bottom of the sea, or mermaid scales
— the reconstructed shards (which you can pulverise back into powder to make new baits when the time comes) sometimes feel slick and saline-wet, when touched
— best for Zuko and Slick not to sleep with the shards too close to their bodies; doing so will trigger them to dream of screams and a tall, pale man in a white coat, looking into a mirror, before stabbing it with a long dagger.