let's set d o w n some (
groundrules) wrote in
westwhere2021-04-26 07:49 pm
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sa-hareth | the imperious
But you’re short on time for belly shaving. In a brief window of weather opportunity, the long-stalled, majestic vessel Imperious has approached the port citadel of Sa-Hareth for discharge, bringing along the dregs of her reputation in slave trafficking. She docks at 00:49 of the morning, with the captain, a two-man delegation, the chief of vessel trade and several guards heading to customs to declare her merchandise, then liaise with high merchant Torsten.
Onboard the Imperius, they leave behind an ancient treasure Torsten’s eastern partners have commissioned for delivery to reinforce local undead warlord Unhalad — along with several captives, fit for sustenance.
And in the roiling sea, circling the vessel, restless ripples as ice storms stoke.
NEW CHARACTERS | HERE COMES THE FRESH (FISH) MEAT
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• New characters find themselves aboard the vessel Imperious, in the last five to seven-day stretch of its voyage at sea. They come awake before a mirror in an otherwise wastefully deserted hall in the ship’s hull, to the sound of dying whispers. • Captives are temporarily drained and missing abilities or memories. Players can use this to cap powers as much as needed so they don’t sink the ship! They will recover their bearings in two and four days, but may be brought back to feed the mirror periodically. • Characters targeted to fuel the mirror again will spend a restless night of nightmares and hellish whispers prior. Memories of interacting with the mirror are nebulous. Those who recently faced it are given white masks during their recovery, which put them at ease. Those due to visit the mirror are offered red masks. • At sea, characters are kept unarmed and captive. They reside communally and must wash the decks, sew sails, or cleanse and gut the fish catch. • Sorcery aboard the Imperious allows characters to understand each other freely. |
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• While on deck, characters will notice a swarm of fishy pursuers — mermaids or their creature companions, who will attempt to hypnotically woo onlookers to bring them the mirror. Careful: they all have sharp fangs and appetites. • Two days before scheduled docking, vicious snow storms engulf Sa-Hareth and ice the seas, delaying the Imperious’ discharge. The mermaids fall increasingly sick as they circle the vessel in the cold. • After a time, the sea creatures return undead, feral and exclusively focused on the mirror, with some bodily throwing themselves against the ship in an attempt to submerge it to reach their target. • Finally, the Imperious docks, with some crew and sentinels exiting for formalities. Within the hour, explosions can be heard outside, and parts of the Imperious catch fire, sending most guards to investigate and leaving captives less closely monitored. • Run, fight your way out, find your dashing saviours, beware the fire and a sudden raid of (yes) humanoid undead aboard the vessel, jump into Sa-Hareths’ freezing embrace — just don’t fall overboard. • Characters will need to steal or receive thralled translation quartz pieces to understand each other once they’re off the Imperious. Guards have some; rescuers will bring more. • Inventory items can be recovered from the captain’s cabin. • Head here with all your mod questions! |
EXISTING PARTY | YO HO HO AND A BOTTLE OF... FIRE
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• Word of the Imperious’ voyage spreads, but the vessel is delayed from docking by worsening weather conditions. • Ahead of the vessel’s discharge, characters may observe strange rippling in the water: mermaids and other sea creatures, circling the Imperious. They are alert, agitated, ready to hiss and claw if onlookers come near them. They speak incoherently of a coveted mirror. • Private guards are trotting around the port at Torsten’s behest, wary of a second robbery. Heist participants scouting the port should cloak and shield themselves as much as possible. • As the storms strike, the mermaids perish and return as undead. They grow exponentially violent as they hunt the mirror, actively trying to pull those who walk the piers into the water and shred them to pieces, to coat themselves in their living warmth. • The storms let off enough for the Imperious to dock. Seagulls alert Su Xunxian of its discharge past midnight, with Karsa also sending word. Her people use the party’s 13,000 coins to set off minor explosions and fireworks in front the Imperious, starting small fires aboard the vessel. • Characters can infiltrate the Imperious to rescue the captives in the cargo hull — an exhausted, confused and masked lot, who will need Karsa’s quartz pieces. Guards and slaves mention captives’ possessions are in the captain’s cabin. • It’s about to get crowded on the Imperious. Sighted, now and then: Unhalad’s undead, Karsa and her cloaked people, Haltham and even some of Anurr’s deathless factions — recognisable because of their red sleeve arm tattoos. In the water, mermaids start brutally attacking the Imperious. • Those who search the ship will find an eerie, raided hall, with a large shattered mirror. • Return the captives to the House of Dew. The final fate of the Imperious is in your hands. Consider damage to the port! • Go here with any mod questions! |
OLD & NEW (AND MAYBE BLUE) CHARACTERS
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Congratulations, you’re off the floating death trap. Characters can trot through the freezing Sa-Hareth, but beware the effects of long-term exposure to the magical cold: listlessness, fatigue, the urge to walk out into the mountains, and to burrow oneself in warmth. Head back to the luxurious, if declining House of Dew brothel that has been offering sanctuary to arrivals so far. For now, mistress Tamaiu also welcomes newcomers into the decrepit servants’ quarters. Old and arriving characters will have to share dinner, hot beverages and blankets for a few days, while further accommodations are arranged. The sorceress Karsa will rally newcomers to briefly explain the status quo: captives are in the frozen western citadel of Sa-Hareth. They have been rescued from the undead forces of reining warlord Unhalad, who faces new pressure to defend his territory from his deposed, but resurging rival, Anurr. Unhalad and his brethren use otherworld arrivals as an exotic resource, to absorb their skills or vital strength. The land’s only hope is to evacuate these strangers through long-lost eastern portals — a voyage in the works under the stewardship of her master, the Merchant. The long-unused portals might return everyone home, but the trip requires discretion and finance, and the weather’s an enemy now. Karsa will withdraw shortly, probably in a foul temper. She has not found her mirror. This isn’t a party, but celebrate staying alive. |
OOC HOUSEKEEPING
- • The event is optional, but counts as game canon if you participate.
• Applications opens at 00:01 GMT @ 3 May. If you think you’d like to throw one in, dropping a comment on the reserve / notice list helps give a heads up on how many apps to prepare for! Thank you in advance!
• Participating in the Test Drive Meme is not mandatory to apply, but all new characters accepted in this session will have been brought in as captives aboard the Imperious.
iii
Chenqing's music cuts through enough of the air to reach out and battle in the way he's not yet needed to test; on his world, there were not the bodied dead to control, just the energies and spirit left behind once the body had ceased to operate. Here, it's not the same, and the alien nature of what he's calling on, what he fights against in the process, almost makes him too slow.
The first mermaid to respond to his command, to defend the strange fallen not-fish, shrieks before turning, blocking the surging attack of another mermaid. He's eyeing the person in the water to see if they swim; he's going to have to change his command at that point, even as the defending mer's tail swooshes back, cutting toward Alina's legs and possibly right into them, not to injure on purpose, but capable of it at the undead mer's strength. )
no subject
music?
it's hard to tell. Alina isn't the strongest swimmer. there's a lot of thrashing to keep her head above water, and her legs kicking under her and arms flailing to her sides. it's... actually a miracle she isn't drowning. but as her head bobs under and resurfaces she swears she can hear the music. even under the water dulls the sound and echoes it eerily, but it's still there.
then suddenly, one of the mermaids turns from her. Alina almost stops her thrashing entirely at the sight, trying to gauge the why, but the second she does she starts to sink like a rock, and she has to pull herself back to the surface. as she kicks her way back, the tail of the mermaid flashing off from her slices through Alina's leg. blood trickles in the water behind her, and Alina uses the momentum of the pain to propel her forward.
she grabs one of the legs of the dock, clinging there as she looks for the source of the music.
there- ) Thank you. ( she mutters through chattering teeth. a pathetic sound, but she doesn't have the strength for more as she tries to lift herself, heavy clothes and all, from the depths of the water. )
no subject
which means switching his means of control. he pulls the flute away from his lips, a twirl of it a practised flourish while he shoves it into his robes, and he whistles.
the whistling is more haunting, if anything, and hits higher notes as he goes down to his stomach, reaching down for her. he takes a break in his own melody to smile, grim, and say; )
Up we go.
( He might not have superhuman strength for the most part, but as he whistles, draws on the energy of death and directs the two mer to not attack them, to not even attack their brethren but to fend off, if he can get a hold on her hand, her arm, he can help haul here up, waterlogged and all. )