let's set d o w n some (
groundrules) wrote in
westwhere2021-12-02 07:00 pm
Entry tags:
- 2ha: chu wanning,
- avatar: zuko,
- harry potter: hermione granger,
- harry potter: lily evans,
- kingdom of the wicked: wrath,
- mo dao zu shi: xiao xingchen,
- mo dao zu shi: xue yang,
- oh! my emperor: beitang moran,
- persona 5: akira,
- star wars: slick,
- taravast,
- tian guan ci fu: xie lian,
- warcraft: anduin wrynn,
- warcraft: wrathion,
- watch_dogs: wrench
the coup
Hello to our last Big Event of the year, covering 2-22 December and also subbing as our test drive.
Current players can play here or make separate logs & network posts. TDM tourists are confined to this playground, but can include network prompts in their top levels.
If you’re trialling a character, you can apply them until 21 December without a game invite. TDM characters can participate in the sign-up quests without taking up a slot, but cannot vote for event outcomes.
Taravast’s civilians take to spirited protests and seize the Palace of the Doxe. They intend to redirect Doxe Bonaccorso Spina’s attention and resources to his people, livelihoods suffered in recent undead attacks. The Merchant sends ‘help’ to oust the Doxe.
Amid the chaos, Vannozza Spina seeks to apprehend her grandfather. Her cousin Macaluso, Bonaccorso’s prisoner, can be liberated. Outgunned, outmanned and outnumbered, Bonaccorso orders the city burned down.
TDM TOURISTS: THE BARREN BONES
You wake up in shallow water, other supine bodies beside you. The nearby occupants of a desert outpost greet you with a coarse translation and communication device and introduce you to their leader, the Merchant. He rescues otherworlders who were summoned to serve as weapons for warring undead factions, sending them east — where forgotten beacons can return them home.
A. A FRIEND IN NEED
Unconscious new arrivals are delivered every few days, recovered from the dunes. They are submerged in oasis waters. Some characters wake weaker of body and mind, struggling to focus their thoughts or their supernatural abilities — effects that recede within one-three days. Others are plagued by a drowning sensation for one-two days.
- ■ Help fellow newcomers as they regain their strength with sparring, a calming voice or a warm meal.
■ Newcomers must share tents and carry out camp tasks: hold the night watch, man fires, kill viper nests and excessively large scorpions or, fate help everyone if you’re related to Xie Lian, cooking.
B. A FRIEND IN DEED
Soon enough, the Merchant reveals more otherworlders are assigned in the nearby magical citadel of Taravast, which is on the brink of civil uprising against the ruling Doxe Bonaccorso Spina. Your fellows need you, cavalry.
The Merchant sends the fresh conscripts on a three-day journey to Taravast across a desert canyon, granting supplies, horses or seats in shared carts.
- ■ Fresh horses wait at specific landmarks, but some suppliers trade steeds for the better coin of rich merchants evacuating Taravast. If you end up stranded, find help.
■ Weather forecast: frequent, cruel sand storms that challenge even expert riders. Collect anyone who gets lost in the dunes — particularly near wild cougars.
■ Some Taravast refugees crowd or pretend accidents to loot your horses. A select few diplomatic convoys offer assistance, or try to confiscate your rides.
OLD TIMERS: THE STREETS, RALLYING
Dissenting necromancers, healers and civilians begrudge Doxe Bonaccorso’s failure to ensure their safety and distribute repairs funds fairly. Many believe that Bonaccorso has been manipulated by Macaluso and Vannozza.
The initially peaceful protests exacerbate into after several days: demonstrators frequently come to blows with city guards around the 20:00 evening curfew. Protesters carry sharp and blunt weapons, small explosive talismans or banners. Some are ghost-summoning necromancers, others are sorcerers who command a small array of elemental spells.
- ■ Protesters try to enthusiastically conscript passers-by to their cause. Some assume characters leaving the Doxe Palace are nobility and try to kidnap and ransom them for an audience with Bonaccorso.
■ Merchants and the last few of Macaluso’s foreign suitors begin their exodus from Taravast and ask you to serve as escort in exchange for compensation.
■ Palace guards retaliate with disproportionate violence when they catch crowds without magic users or experienced combatants. Rescue some demonstrators — but prepare to run — or scout the streets so they can escape.
■ The clashes separate some Taravast residents from food, commodities and healers. Be a friend.
■ In rare good news, protesters share with Wrathion and Slick their battle and coordination signs and passcodes.
■ Some crowd contingents are less spirited about this endeavour — try talking them out of this revolution business.
■ Characters without powers or weapons can resort to the arsenal Wrench and Aang recovered from looters: daggers, maces, swords, bows and five-six man-sized water serpents, who heed those who first summon them out of theirPokeballs.
ALL TOGETHER NOW: THE BARRICADES
Within a week of the first demonstrations, the protesters and Doxe Bonaccorso’s guards have devolved into vicious and regular violence. Civilian demonstrators have been joined by many necromancers wielding fresh corpses, minor sorcerers, healers and a handful of expert combatants, assigned by sympathetic gentry. Bonaccorso’s men conduct regular inspections and arrests. The demonstrators meanwhile set traps of magical ice and explosives.
Led by the lawyer Giacomo Zanardo and the healer Sebastiano Bianchi, the mob seeks to storm the Palace of the Doxe and persuade Bonaccorso back to his senses, which have surely been corrupted by his absent nephew Macaluso and niece Vannozza.
RISE ONE, RISE ALL
Existing characters are soon joined by fresh reinforcements. Everyone receives the Merchant’s transmission:
”It has emerged, vocally, that Doxe Bonaccorso Spina no longer serves the interests of his city, his people or our contingent. The most efficient recourse is to depose him. How, and whether you choose to instate one of his successors, is of no consequence to me. I send a wave of our new otherworldly associates to assist you. Fair fortune.”
- ■ Zanardo and Bianchi organise a last bout of midnight merrymaking before the Palace attack at dawns. Meet your reinforcements at a… large, cold, rudimentarily decorated warehouse in one of Taravast’s dodgiest district. Close your eyes and smell the salted fish.
■ Old and new characters can collect further plain weapons from rioters. Slick receives command of five NPC protesters.
■ Pacifists can scout the Palace of the Doxe to report back the watch patterns, or try to persuade servants to open the gates.
■ Come dawns, protesters seize the Palace, meeting fresh waves of Bonaccorso’s guards in the gardens before advancing inside.
■ The Merchant informs Eleven and Shen Qingqiu they are required back in Taravast. He cuts a deal with local warlord Anurr, who supplies two transporters orbs that will transport the duo immediately.
Because of overlapping timelines, your character can only be signed up for one of the three following missions. Each quest will be capped at 15 characters: first come, first served. You can vote on game polls irrespective of what mission your character pursues.
NOTE: TDM tourists can participate in the quests and do not need to sign up. They can include prompts for one of the parallel quests in their top-level prompts, or can tag around. However, TDM tourists don't qualify for the NPC RNG draw and cannot vote on Bonaccorso's fate.
A. LET IT BUUUUUURN, LET IT BURN
Counting the last hours of his reign, Doxe Bonaccorso Spina takes to the great balcony of his Palace to address the masses:
”My people, my loved ones. Twenty-two years ago, I came before you, a man ruined: my son and my daughter taken from me. Is there any pain greater than burying your children? Only today: to see the blood of your blood and the blood of your nation, united against you. To know your nephew made weapon of a blade and your niece of her gold, and your people are indiscriminate in their arsenal. You tear down my doors, sirs! You bloody my halls! And when you stand against your Doxe, you stand against Taravast. And why? Because I turned my eye from you for scant moments. Spoiled! Shameless! All I ever intended were more years in your service. For we must strike a permanent truce with the dead. To survive. Know that even now, I see you: you are strong, gifted, beautiful. How it breaks my heart to know I must bury my children again.”
After this, Bonaccorso orders the 20 court witches of Bessis currently at the Palace rain down fire from the northern and southern towers, unto the masses.
- ■ Current Bessis leader Margherita Moretti is instructed to call her sister witches to Taravast’s greater walls, where they might direct further fire upon all who oppose Bonaccorso.
■ Ten witches will climb each Palace tower, targeting protesters. Sign up and discuss how characters can slip the witches sleeping herbs with their water, kill them, feign fresh orders from Moretti, etc.
■ The witches of Bessis have historically received the patronage of the imprisoned Macaluso. Many recently retreated from court, embittered by Bonaccorso’s support for the rival Attaryl. Moretti is reasonable, if loyal, and possesses a conscience. She rides out to bring further Bessis assistance.
■ Team up, pursue and capture Moretti down the chaotic streets of Taravast. Two characters — chosen on 10 December through RNG draw from the signed-up crew — can participate in a NPC thread to talk her down.
B. OFF WITH THE OLD MAN’S HEAD
Informed by Wrath and Wen Qing’s faction that her grandfather prepared to possess her body, Vannozza Spina moves to apprehend Bonaccorso.
Following his speech, the Doxe holes up in his quarters, guarded by several dozen Attaryl witches — masters of illusions, telekinesis and mind control. They will try to briefly steal or dim characters’ senses, thrall them into seeing their allies as enemies and crumble walls and statues upon them. The witches are easily defeated through physical means.
- ■ Characters can charge in militarily or infiltrate by presenting as palace staff or Attaryl reinforcements. Those who previously assisted servants can receive spare uniforms and directions. Sign up here.
■ In-game characters can vote until 15 December to decide Bonaccorso’s fate. Two characters drawn via RNG can share a NPC thread for a short discussion with him. Wen Qing and Wrath can optionally have a separate talk thread, given their participation in Vannozza’s plotline.
C. SAVE THE HIMBO, SAVE THE WORLD
Macaluso Spina’s attempt to persuade his Doxe grandfather of the merits of retirement condemned him to house arrest, awaiting trial on charges of assassination. He is secluded in his wing of the Palace of the Doxe, guarded by two dozens of Bonaccorso’s men and by illusion traps devised by Attaryl witches.
Characters can hear footsteps, men giving chase, the muffled voices of Macaluso or their companions, all unseen. A mirrored hall leads you back to its beginning, as your reflection mocks you — until you break a mirror.
- ■ Characters who have helped Palace servants can receive tips on guard numbers and locations, or corridor shortcuts.
■ Sign up here. Two characters picked via RNG draw on 10 December can share a NPC thread to discuss Macaluso’s next steps. Alina Starkov can have an optional separate thread, for her involvement in Macaluso’s plot so far.
QUESTIONS
OLD TIMERS






no subject
"You misunderstand. I do not fear death. I do not fear my own end." What can still frighten a man who has traded with the dead? He has gazed into lifeless eyes, and held his hand out thereafter. "I fear what comes of Taravast after me. I fear... I have not had the time to broker a true truce with the dead. I fear Vannozza and Macaluso are not ready."
no subject
"Then you are a coward ruled by Pride." His brother would welcome him into his house. Wrath towers over the old man. "Taravast will continue on without you. Either it will fall or it will stand, but your actions do it no favors as you focus on surviving as if you are the only one capable of ruling and protecting this city. You have shown today how unfit you are. You set it on fire for speaking out and then claim to wish to protect it."
Wrath has had to be a brutal leader. Hell requires it, but the rain of fire was simply chaos. There's a pause then weighted, dangerous. "Tell me, what exactly gives you the right to defy Death?"
What gives you the right to defy me? is buried under the hard question.
no subject
"Young man, you must know one thing: a Doxe does not wait to be given a right. He is not a subject, he leads. Where he sees it necessary, he takes."
And, gods above help him, Bonaccorso Spina saw the requirement. "Vannozza will not agree my attempts were done for the greater good. She is selfish, in the way in which every person is selfish. Thinking their fate above that of the common good."
no subject
He speaks of Vannozza as Wrath would speak of the Doxe. Believing his fate and his rule are above that of the common good. The best use of this conversation might be in seeking information.
"Why have you refused to use the Beacon? With Taravast in such dire need for protection, one would think you would use any resource available to you."
no subject
"And go where? We do not know the dangers that await. Here, at least, we are familiar with the lay of the land. We know our neighbours." Little though this has served Macaluso, and perhaps there's bitterness in this, in knowing his nephew did not trust enough to understand if foreign aid were a secure recourse, Bonaccorso would have long capitalised on it.
But men are cowards, when their livelihoods come under threat or question. They gave up on Taravast easily: better for it to fall to the dead than their own citadels.
"You should thank me. I know what you are. I have known since understanding that man's involvement." A testimony to Bonaccorso's fine breeding that he does not, on this occasion, spit with the words. "The brothers Death would have weaponised the beacon to summon more of your kind into this world, if they knew it still had life in it. They would have extorted our assistance. But we persuaded them the beacon is dead."
no subject
"And you allowed us to stay?"
The Merchant clearly is a man Bonaccorso is aware of - enough to realize who they were from that alone.
How often has the Merchant led groups around from other worlds?
"I take it you have history with the Merchant then. You realize it is because of him that I was able to find your hidden room within your library? He sent the key in my direction with instructions on where to use it. Clearly, he is no fan of yours and wanted to see your downfall one way or another. I cannot say I trust him, but I had to follow the lead."
He was running out of time after all.
no subject
"The rest... were meant to be excused with their first dinner." The poisoning, he need not say. Macaluso's contingent prevailed against their first warm welcome. But then, what more than failure can be expected, when you leave the odds of sabotage in hired hands?
The 'Merchant,' they call him. It burns Bonaccorso's lungs, to laugh at the name, laugh and laugh again. "I doubt, if I warn you against him, that any of my words will hold any value. You are here to execute me. You have no need for my counsel."
It has plainly abandoned Bonaccorso at the mercy of uncertain tides. "But you must know, he is a man given to his vengeance. And vengeful men do not have clear sights."
no subject
His anger calls on his own ancient magic, which threatens to unleash from within. He breathes in and then breathes out again (three times until he gains control). In his own world, Wrath would have buried his dagger in the man's heart and then dragged his soul to Hell. This is not his own world.
"I believe it is up to Vannozza and Macaluso what becomes of you, but you are right. I would see you executed for your crimes." His gold eyes flash within the darkness, latching on to that information and to the Doxe's reaction to it all. He has been looking to learn more about their benefactor. "As I said, I do not trust the Merchant, the... man, whatever you call him. I would keep any warnings against him in mind." Knowing he is vengeful tells Wrath a great deal. He knows vengeance intimately. "...but you have little reason to tell me anything further given you are a man at the end of his life one way or another. I doubt there is much you want at this point."
no subject
This is when he dies, stealing the pleasure of a public execution from his niece and nephew. Sparing himself that humiliation by goading this man into the deed, neatly done.
It does not come to pass. Bonaccorso deflates within a similar succession of breaths. He stays all too still.
"Only this: look after Taravast. Keep it in safe hands." It is strangely all that he had intended. "Do not waste its ambitions or its achievements. Do not sell them."
no subject
He understands why the man spoke so openly about what he had done- an attempt to manipulate. But Wrath is anger itself, and the emotion cannot be used against him, especially not by a mortal. Still he can appreciate the strategy of it (a man imprisoned still attempting to find a way to gain control again).
"I doubt my group will be staying much longer, but how do you recommend the next rulers do so? Protect Taravast. You have carried many secrets in the name of protecting it. The time to reveal any others you may have is now."
no subject
He hesitates, fingers folding neatly on the thorny knobs of his knees, curling their grasp. Then, carefully, "Tell them this: before we feared what befell Ellethia, we feared Ellethia."
And softened, falling back in recline, "Whatever the threat of the dead, there is no greater cruelty than that of man."
Trust the elder who nearly sacrificed his niece.