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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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Do we need to find Kaneki an old priest and a young priest?
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LOOK
kaneki makes questionable choices BUT maybe the doll is... nice? sob
anyway!! I think a network post could work well to ask about Matthias. And MAYBE also let the group know they are now haunted (well, the doll Kaneki has is oops)?
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You've all, ah, earned it.
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Also, anything worth mentioning regarding the doll and her actions, or is she just gonna tag along while singing and nothing else? Oh! And would she answer questions/realize she is a doll?
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— the paints that depict the doll's expressions are typically withered; they sometimes reappear, often when the doll is at her most child-like
— she seems generally unaware of her surroundings, but sometimes random sounds or words catch her attention. At that time, she goes very still and peers intently, or asks what that something is; she sometimes acknowledges the answer, often not
— she does not really take questions/has the general awareness of a small toddler, when she does
— she soemtimes wakes to ask for her father
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So do we want to have a joint network post, with the doll featuring in the background? I could set up a google doc if you like!
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Alright, I went ahead and made one (hopefully it can be edited, let me know if there is any problem):
https://docs.google.com/document/d/152FN3p7jZsszy3pYOXwp9Nhi9reWOjBAYAw5KwZwGgc/edit?usp=sharing
I was thinking John can be the one talking about the well and Matthias, and Kaneki will be the one talking about the doll, if that works?
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NOW i'm trying to gather the things we know. The reflection of the well: was it the same man Kaneki saw when he asked about the doll? And if he tries to mention the name matthias to Zenobius, will he get any response at all?
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The name will elicit different reactions from Zenobius: at times, he will react with sheer, unflinching dread. At others he will seem at ease with it, as if he is used to it. And then sometimes he will look up and try to find Matthias for Kaneki. And then of course there is the one time when Kaneki says 'Matthias' and our friend Zenobius heads upstairs and instinctively shuts the door to the halls with the mirror shards.
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What if Kaneki shows our friend Zenobius the doll?
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does... he want her back? he can have her back
If Kaneki attempted to draw the symbols he saw down in the well (the sun, mostly!) would Zenobius be able to tell him anything?
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He'll show Kaneki the nearest part of the tower where that same symbol of an eye with the sun can be found, and mutter it's for the institute of technology, repeating its motto: Truth bows only to the sun.
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ALRIGHT for now this is all I can think of, i shall poke you if more things come up. Thank you!!
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Hey! I've requested edit access, it didn't let me do that from the link. Separating it up like that sounds great to me!
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Okay! I added some things, if you want to have a look!
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You can! John's wary of video, he'd be less likely to post that. If you want to add his username to the subject though, it's jd!
Also should we format the colour of their speech differently?
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And yes, it'd probably make things a lot easier too.
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https://eastbound.dreamwidth.org/35968.html