let's set d o w n some (
groundrules) wrote in
lostcompass2021-03-27 04:42 pm
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sa-hareth | i
Bright and early, wakey-wakey.
Wherever, whatever, however, whenever, whoever you were doing — is officially on PAUSE.
It’s a rush job, but don’t blame the getaway drivers — the intrepid rescue teams that are liberating you from hard chain and wall strappings still have dozens like you to release, one at a time. Poppy-drugged and haze-minded, some running wound fevers, you only earn bare-bone instructions after rose quartz necklace is thrust in your hand. This slip of nothing will allow you to grasp foreign speech for two days while you wear it:
Characters are rescued from one of two locations. They have all been warded, stripping them of access to their native magic or spiritual and physical weapons. Characters with superior strength or physical prowess have been sedated. These effects will wear off gradually in 72 hours. Pick your path & poison:

A. SALT MINES
B. OLD JAILHOUSE
COMMUNICATION
• Regrettably, no more fancy translation rose quartz pieces are freely available for characters’ use. They can always be stolen or purchased from other city dwellers. Merchants should have a-plenty.
• The House of Dew operates translation spells in most areas, typically to ensure courtesans can liaise with their customers.
• Good news! If theynick procure a rose quartz piece again, characters can access and visualise a makeshift magical ‘network’ communication platform, calling the House of Dew!
• ...bad news! While Tamaiu allows refugees one private network channel, she’s not ponying up the money for a premium connection. There will be frequent peripheral noise and characters will be able to hear courtesans discussing at length with their customers. They will also inherit the creative usernames of existing courtesans.
• Channel communication can take place in writing (translating whatever characters jot down in whatever way, from parchment to a stick in the sand) or verbally. Visual communication is not advisable, as basic rose quartz communicators aren't sophisticated enough to pull clear mental footage, and will instead stitch together a series of blinks, mental impressions of place, and hazy afterthoughts.
• Nothing quite like a character inbox system yet!
THE OOC LAUNDRY LIST
Wherever, whatever, however, whenever, whoever you were doing — is officially on PAUSE.
It’s a rush job, but don’t blame the getaway drivers — the intrepid rescue teams that are liberating you from hard chain and wall strappings still have dozens like you to release, one at a time. Poppy-drugged and haze-minded, some running wound fevers, you only earn bare-bone instructions after rose quartz necklace is thrust in your hand. This slip of nothing will allow you to grasp foreign speech for two days while you wear it:
"You are in west-northern province city Sa-Hareth. You were brought to serve warlord Unhalad. He will kill you for your strength. He has killed — see the many bones beside you — countless of your kind before. Be at the House of Dew within the fortnight, in the Merchant Arena. That way. Go east." |
Characters are rescued from one of two locations. They have all been warded, stripping them of access to their native magic or spiritual and physical weapons. Characters with superior strength or physical prowess have been sedated. These effects will wear off gradually in 72 hours. Pick your path & poison:

A. SALT MINES
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• Characters were summoned unconscious from their homelands within the past 3-5 days and have been chained and detained in the tundra plateau atop the salt mines. • Now and then, waking from narcotic spells, characters have been able to glimpse the undead legions of Unhalad: largely humanoid and decaying, but preserved by the unyielding cold. They have little awareness past accepting orders from their humanoid, slack, pale-skinned and long-limbed lieutenants. The base undead have occasionally stolen captives and covered themselves in their blood or their limbs, seeking warmth. • Captives have been culled every two-three days, given as rewards to the undead. • Characters are rescued at night, by a team of six, who light fires to dispel pursuers. The flame circle also cuts off exits beyond the salt mines. • The mines can be entered through a lattice of suffocating tunnels, or a very rickety cart ride down, if characters collectively restart some stuck levers. • Once inside, the salt mines are a steep, labyrinthine construction, possessed of pointy edges. • Centuries ago, hare salt, dense and pure, was Sa-Hareth’s core & cruelly exploited currency. Some infrastructure persists: the rare lit torch, abandoned tools. Miners still attended mere weeks ago — torn blankets, twice-cooked biscuits, salted (why, yes) fish are still strewn about. Bundle up from the chills, replenish, keep walking. • If luck prevails, characters might stumble on a makeshift encampment, where miners who fled Unhalad stashed barrels of oil and fresh water, lamps, clothes and resilient foods. • The undead above might have had some discipline, but the undead risen of the salt mines are completely devoid of human awareness, ravenous and impatient for warmth. They stir at the smallest sound, fast and savage, prone to hunting in packs. Happily, their sight’s dulled, and many died surrounded and fearful of salt, so they struggle to discern shades of white. • The undead can be deterred easier than killed. Simply stabbed, they’ll keep walking. Lacking limbs, they might carry on. Best to dismember them, or severe their heads. Better still: avoid them. Run (silently). • Keep east. There’s a slippery slope up somewhere, to the outskirts of Sa-Hareth. |
B. OLD JAILHOUSE
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• Characters were recently summoned from their home worlds into Sa-Harent’s defunct jailhouse, within the 24 hours that precede the rescue. Lightly battered, they've been immediately put to work, with Unhalad’s lieutenants • The rusting and decrepit jailhouse is stuck by the cliff-side and grazed by water. Some cells barely hold together, their chains set to break. • Unhalad has left few undead to patrol the area, but they look significantly more strapping than Anurr’s larger (if captive) undead forces. Unhalad's resurrected here behave similarly to those of the salt mines. • Past midnight, characters hear alarm bells because of a jail uprising They are freed from their individual, sturdier cells, and directed east — deeper in the jail, before they can (hopefully) reach the kitchens and travel through the supply tunnels to an uneasy exit. • Some characters might still be loosely bound together with rope or chain. • The inevitable problem: not only are Unhalad’s forces on the run, so are Anurr’s freed and starving factions. • Topping everything, there are the lingering ghosts and spirits of previous captives that are looking to compromise or possess passers-by. • On exiting the old jailhouse, characters must infiltrate or beg passage to the mainland on the ferry boat that delivers morning supplies. Alternatively, they can tackle the long, chilly and undead-patrolled bridge walk. Good luck with that! |
SA-HARETH |
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Citadel of... someone else’s dreams, the grudging seat of Unhalad’s power for the past 18 months, conquered from his predecessor Anurr and isolated from the west by frozen waters and teeth-rattling chills. A large segment of the population fled during recent hostilities, but the city receives enough naval commerce that the merchant fleets have stayed. Sa-Hareth's activity has shifted from the salt mining of previous decades to commerce and the Merchants’ Arena — frequent markets, with cloth, spice, food and work wares trading hands through open auction. Despite the milling undead, the air isn’t fraught with tensions or terror, as if the population’s gotten used to war and compromise. Characters cruising Sa-Hareth might want to try the occasional disguise to escape the scrutiny of native undead. Notable locations: La Rea: a renown and swarming bank, managing local and foreign interests. The ports: several, typically focused on the type of ware received. The lifeblood of Sa-Hareth’s economy. Main market: the centre of administration, justice and taverns, alongside auction houses. The House of Dew: a declining luxury brothel. The forges: crude and somewhat cold, but working. Find your flame or your weapon of choice. The customs: highly regulated exits that characters will need to breach shortly... |
HOUSE OF DEW |
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Welcome to the Dew House! Good of you to make it. You’ve arrived at a bustling, clean and strangely sophisticated brothel enjoying a wealth of high-end clientele. The brothel keeper, old woman Tamaiu has been paid off handsomely to tolerate your stench and ushers you into the servant quarters, where you’ll be offered the rags du jour and fresh, steamy... millet. Some medical supplies are available, but scarce and largely there to attend the sort of wounding received by the House of Dew’s workers in their line of service. Characters who stay inside until the rendez-vous will be assigned basic cleaning and mending duties, but always whisked away from the discerning eyes of clients. Days before the rendez-vous, familiar faces from the rescue parties, disguised as suppliers, will bring in some trinkets over two deliveries — characters’ clothing and weapons. They confirm that the mastermind of their escape, an anonymous Merchant, is attempting to broker their passage out of Sa-Hareth — the trouble, so far, is coin. ![]() A HELPFUL HAND: ASSIGNMENT The more coin for bribes and travel fees, the better. Characters are encouraged to help the fundraising effort and expedite their own exit: explore the city, beg, play the auctions, rob a bank, go back to raid the salt mines, start a cult. Sa-Hareth is your freezing oyster. |
COMMUNICATION
• Regrettably, no more fancy translation rose quartz pieces are freely available for characters’ use. They can always be stolen or purchased from other city dwellers. Merchants should have a-plenty.
• The House of Dew operates translation spells in most areas, typically to ensure courtesans can liaise with their customers.
• Good news! If they
• ...bad news! While Tamaiu allows refugees one private network channel, she’s not ponying up the money for a premium connection. There will be frequent peripheral noise and characters will be able to hear courtesans discussing at length with their customers. They will also inherit the creative usernames of existing courtesans.
• Channel communication can take place in writing (translating whatever characters jot down in whatever way, from parchment to a stick in the sand) or verbally. Visual communication is not advisable, as basic rose quartz communicators aren't sophisticated enough to pull clear mental footage, and will instead stitch together a series of blinks, mental impressions of place, and hazy afterthoughts.
• Nothing quite like a character inbox system yet!
THE OOC LAUNDRY LIST
- Intro post for all newcomers!
- Sa-Hareth arrival log
- Event questions for the mod
- Salt mines route sign-ups | Old jailhouse route sign-ups
- Intro post for all newcomers!
QUESTIONS + MOD-NEEDIN' PLANS
Questions/comments, go forth in a response to this comment! I'll be reading plotting comments and dropping lines as well.
Since 'what if...' questions don't make it 100% clear what characters will be doing: if you can do me a favour, please let me know what you definitely want them to proceed with that might require mod involvement, and I'll input with feedback here!
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2. Just to clarify: the wards on the characters will gradually fade and they'll have all their abilities back by the start of the fourth day? Or is that just the physical sedation?
2a? Related follow-up: What counts as superior strength or physical prowess?
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more questions
2. Without anything to sell until their gear arrives, El is going to be looking for a blacksmith to work for to earn a bit of coin. Y/N? Anything he should expect?
3. Also, how prevalent are the undead around the city? The forging area is presumably guarded in some way?
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slides in with my slutty, slutty son
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Being the dramatic loser that he is, during the jailbreak lee chang is gonna want to organize as many of the npcs as possible into escaping with them, because of course he does. He'll even walk in slow mo into the kitchen and flip some knives up into his sleeves as he does it. So, for Anurr's people specifically, would he be able to convince them to band together and follow him once he has his talking crystal? He would end up telling them to scatter into safe hiding once they were out anyway, so he's not keeping an army around, but I figured it may mean his face is a little more recognizable to them in particular later.
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What are the stars like? If someone like Moran or Xunxian who are attuned to them and have a whole way of life based around constellations look up, would they be able to recognize anything, or are they completely different from what we know?
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I had other questions that promptly flew out the harbour so, waves them onward and lowers face into hands.
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I almost posted this with Huaisang wtf
t e r r i b l e
Re: t e r r i b l e
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Character Lodgings
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Re: QUESTIONS + MOD-NEEDIN' PLANS
what does the local fashion look like for men and women?
are we talking flowing robes, bustles and hoopskirts for ladies, tight-fitted suits for gentlemen? Lots of furs and bulk coats?? i just wanted a general idea of the style
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Wei Wuxian is gonna follow up on things post talking to our not so literate NPC friend, but that's where I'm rolling up here for more auction related shenanigans (and also thralling, but hey).
1. Once he's got enough coins racked up to investigate thralling, he'll be seeing what kind of coin each of the three most common he got word of will cost him, in various combinations: but basically the translation, the heating, and the light thralls.
1.a. Will thralling be done in front of him? He'd mostly be interested in seeing if he can feel any of the energies used, specifically related to the translation stuff, because boy do you not think he's definitely going to try and see if there's any way of working on something to aid them with that. Heat and light he'd be interested in how those are different (to what degree they are) from what cultivators can do.
2. Auction time! If he's talking to merchants, will he be able to find information on how to get wares accepted into the auction house? Will he need some kind of connection or merchant acting as his front for it? He's fine sharing profits, as long as he's not getting scalped out of most of them, but also definitely would want to lean into sell high okay these are rare, one of a kind things.
3. Related to that, I'd be game for him asking around the 'rescued' for possible auction things they can pony up, be it from their skills or extraneous/unimportant goods of theirs which can have inventive or rare histories attached. If we ended up with a list of those kinds of things, could we have a general concept of how well received they may or may not be?
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Re: QUESTIONS + MOD-NEEDIN' PLANS
is there a drinking age here/does anyone care if a possibly underaged teenager orders whatever kind of alcohol that's available from the local tavern? he is of age by his own world's standards, so it's not something he'd think about
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How viable is hunting for money? What kind of game can be found out on the tundra? how much is a carcass worth? is it worth more if they butcher it themselves?
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SALT MINES ROUTE
LIST
Eleven |
Su Xunxian |
Xiao Xingchen |
Lan Wangji |
Archeval |
Mina Ashido |
Rachel |
Catra |
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Re: SALT MINES ROUTE
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Re: SALT MINES ROUTE
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OLD JAILHOUSE ROUTE
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He is relatively proficient at fighting with normal human strength, but he doesn't have any weapons, of course, and his brain is going to have a hard time to accept that undead people are a thing that actually exists, because it's illogical and a biological impossibility. he'll be all for trying to sneak away and avoiding combat is possible, but if combat does happen, he'll probably try to protect people who appear smaller and weaker.
He also has a silver hairpin that he would not like to part with, but could possibly be used to bargain for passage on the ferry.
LIST
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Money maker (assignment Plotting)
Mina can produce acid (a lot of it) from her skin, and in order to make money, she plans on selling it. She is capable of setting the acid's viscosity, acidity, solubility, and corrosiveness, which means she has a lot to offer! Her acid can be used for simple things such as melting away garbage, clearing rust off metal, melting and molding materials, even cooking and cleaning stains, or it can be used for much cooler stuff like destroying salt, ice, metal, wood, houses, your face, your favorite dress and a lot more - think of a use for acid? Great, you can use hers!
The problem is selling it. Mina is pink )= and apparently that means merchants and weird rich people would probably try to kidnap her and sell/trade her or whatever the heck gross people do with pink children. While she has make up to cover her pink skin, which she will be using, it's still a huge risk for Mina to go out there.
SO BASICALLY THE QUESTION IS
Who wants to help sell Mina's multipurpose acid?
Re: Money maker (assignment Plotting)
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Bank heist plotting!
Moran here won't come up with the idea of a bank heist because he is a prince and money is just a thing that happens in his world, but they have now been informed that there are people with money, and exploration will no doubt have surrendered the bank's existence and location. So once someone brings it up, it's all a matter or planning it and executing it!
Planning things would be amusing to him, and he and Wei Wuxian can provide helpful distraction if you dress them the same way.
Also this would probably have to happen during the auction time to be less conspicuous as some robbing of the rich will surely be expected at that time and easily disguised as local truancy, so between April 17 and 24!
Come one come all, let's plan this!
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Catra is up for this
she can be a tactician or the muscle/possessor of steel-cutting claws, whichever
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AUCTION HOUSE DONATIONS
We're going to need special ins for any of the exclusive events, as a heads up, so items likely to make sense for that kind of thing are ones he'd need to know about ahead of time and have someone (read: a merchant down at the ports) vet as being worth it, take a cut for it, and also have it on offer.
If your character has some kind of item (be it they can make charms, paint, offer vials of acid /stares at Mina lmfasdf, or has extra jewelry or clothing or anything from home they're willing to pawn) they'd be able and willing to offer, let's talk about it here! What I'll need so I can toss it to Ruxi for analysis is:
Item Description: What it looks like, can include an image link!
Item Function: What, if anything, the item does
How worn in is this item (if applicable): As it says on the tin, is this an item that's worn in? Is it brand new? Has it been worn for years? Is it an heirloom? Is it not but you can look at it and think it is? If this isn't applicable, list N/A
Does this item have an associated "story" for the auction house? Please describe if so.: Wei Wuxian can spin tales as needed, but this is where listing to me what kind of story characters would suggest or brainstorm is helpful!
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Item Function: Well... it melts stuff! Depending on the acidity, it can be used for very easy stuff like cleaning , getting rid of stains and even cooking, but stronger acid can be used to get rid of rust, eliminate garbage and others, destroy obstacles such as ice and salt, and of course it can be used for defense and offense. Honestly, acid is cool . The acid is inside old glass bottles, and Mina will provide weak acid, but also really strong one! Careful not to melt anyone when demonstrating what it does.
How worn in is this item (if applicable): N/A
Does this item have an associated "story" for the auction house? Please describe if so.: Mina isn't going to say the acid comes from her skin - instead she will say the mysterious liquid came from the bottom of the ocean, delivered by creatures that by her description absolutely sound like mermaids.
She won't be able to go to the auction, so if Wei Wuxian can deliver the bottles for her (and say that story with a straight face) that would be excellent <:
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