let's set d o w n some (
groundrules) wrote in
westwhere2022-02-20 06:30 pm
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Entry tags:
- 2ha: chu wanning,
- arc iii,
- asoiaf: daenerys targaryen,
- final fantasy vii: rufus shinra,
- game of thrones: jon snow,
- harry potter: hermione granger,
- house of ravens,
- kingdom of the wicked: wrath,
- mo dao zu shi: xiao xingchen,
- oh! my emperor: beitang moran,
- oh! my emperor: su xunxian,
- original: winnifred prismall,
- persona 5: akira,
- star wars: slick,
- sword of frost: yun yifeng,
- test drive,
- the gifted: lorna dane,
- the gifted: marcos diaz,
- tian guan ci fu: xie lian,
- tokyo ghoul: kaneki ken,
- umbrella academy: allison,
- umbrella academy: diego,
- umbrella academy: five,
- untamed: lan wangji,
- untamed: wei wuxian,
- untamed: wen qing,
- warcraft: anduin wrynn,
- warcraft: wrathion,
- watch_dogs: wrench,
- wheel of time: moiraine,
- witcher: yennefer
arc iii: house of ravens | arrival
Hi, everyone! Our Arc III arrival event covers 20 Feb-11 March and doubles as a test drive. Participants don’t need an invite to apply by 11 March. Reserves live here. Try to label if you’re a test drive tourist or an old timer — and have fun!
TDM TOURISTS: THE SCENIC ROUTE
You flinch awake, hand weighed by a sharp stick, stone, or makeshift torch. Your clothes sit stiff, splattered with dried dirt and dusted leaves. Here and there, scratches and shallow wounds litter your limbs, the marks of days of dazed survival alone that you mistily remember. Your strength and supernatural powers are currently largely depleted, but should recover within two to three days.
As they journey, characters discover stretches of the eerily silent forests briefly transform into woodlands or recognisable spots of nature from their home worlds — perhaps they’re now seeing the meadows outside their home towns, their backyard orchard, or a fondly remembered lake pier. These images are short-lived illusions that other characters can also see.
Mind your steps: the mirages try to lure characters deep into the forest, where unfriendly animals and hidden pits wait.
A. THE MORE, THE MERRIER
Trailing through the labyrinthine woods, you stumble upon a group of heavily armed bandits who are already herding several captives. Depending on how agitated you are, expect shackles, leashes and tusk pendants that allow characters to speak and glean local tongues — including the thugs' barked instructions. The outlaws are on a three-day voyage to cursed village Ke-Waihu, where they intend to sell their prisoners to the Hok-Shinn criminal clan.
- ■ Ensure fellow captives survive the trek, avoiding leg-hold traps, snares and hunting nets.
■ Beatings continue, but morale never improves: help mouthy prisoners with their tasks or wounds.
■ Capture or forage food — and stop naïve captives from going deeper into the forest to follow glimpses of beautiful (wo)men or cries for help. There’s nobody there.
■ At night, prisoners are locked in stitched-shut tents — get friendly quickly.
B. JUST CRUISING
The bandits never saw you coming — but you’ve been watching them collect their prey. Perhaps you’ve even found others like you — also spared enslavement, but condemned to trail after the thugs towards Ke-Waihu. Characters can pick up discarded translation and communication tusk pendants, scraps of food and frail weapons.
- ■ Beware: superstitious thieves frequently patrol at night, while woodland predators are emboldened by the absence of fires.
■ Leave messages or instructions to the bandits’ captives (tree husk carvings, anyone?) and maybe try to rescue them.
■ ...or leave them for dead and trot on to Ke-Waihu. You savage.
OLD TIMERS: CURSES FOR ONE, CURSES FOR ALL
After a bumpy ride aboard the Salamera II, the party arrive at idyllic village Ke-Waihu.
They are greeted by Hok-Shinn Weisi, the slippery mayor who officially helms Ke-Waihu, while his brother Sairen leads the clan’s heavy underground ventures. Weisi’s flippant and spoiled son Taksui is the Merchant’s local liaison. The botanist Enam and his apprentices set out to explore, taking the group's baggage along.
- ■ Weisi was told the party members are families of Taravast refugees, seeking finer fates in Ke-Waihu. Each family has been assigned a humble but serviceable dwelling — see what luck has in store for you.
■ Weisi officially welcomes the newcomers in Ke-Waihu’s main bustling marketplace. Every merchant, fishmonger and beggar stops to watch as foreigners are briefly stripped of their ostentatious jewels, clothes or weapons, soaked in iced water and told to embrace the village by accepting its old, its new, its ugliness and its truths.
■ To join the community, characters must absorb and redeem the wrongdoings of a deceased ancestor. They are served flasks of a thick, bitter brew that slides down mildly corrosive and cold.
■ The brew’s effects vary: some drinkers feel only a sudden, electric awareness of the story behind the curse they inherited. Others feel scalded from the inside, agonising for hours. The ancestral curse effects start to take hold that night.
■ Characters are sent off to their new homes in Ke-Waihu — but are contacted within hours by one of Enam’s anguished apprentices. His master and his peers were captured by bandits while inspecting the elusive forests for plant specimens. These wicked men took everything: your goods, your Ellethian high fashion, your extra weapons, even your Sleeping Zenobius. Go get’em — but beware the deadly illusions of Ke-Waihu’s forest.
ALL TOGETHER NOW
The thugs, the old timers, the test drive prisoners and their creepy watchers collide in the mist-drowned forests of Ke-Waihu.
A. BANDIT BANE
- ■ Infiltrate the thug group in, kick some outlaws’ teeth on the way out.
■ Release and escort roughened-up newcomers to Ke-Waihu, picking up strays along the way.
■ One of the thugs snitches that the remaining stolen loot is hoarded in a nearby secluded cave, drowned under foliage. The entrance is watched by large, agitated boars with startlingly hard, but not impervious skin. With gold, gems, guns within reach, anyone for pork dinner?
■ After speaking with the new arrivals, party botanist and guide Enam confirms they have been summoned to serve as weapons in this world’s ongoing conflict between warring undead factions. The Merchant, Enam’s collaborator and the party’s patron, is leading otherworlders east, where forgotten beacons might return them home.
■ The villagers Ke-Waihu, Ke-Waiar and Ke-Waicai reportedly know the location of such a beacon. They will unveil it if the party breaks the curse of the House of Ravens.
B. THE BLUSHING BRIDE
When the group returns, Ke-Waihu is celebrating the joyous procession of dozens of lavish 'weddings.' The (false) rites are carried out to commemorate the marriage of a huntsman and his fox bride...
- ■ The roads are awash with flower petals and rice, houses extend their hospitality freely, and the rich give away coin. Even Hok-Shinn clansmen don their finest garments and hand out gifts and favours, while lawmen grant pardons to captives held for minor offences.
■ Villagers pose as 'brides' and 'grooms' to play act public weddings. Characters are asked to participate as brides and grooms, or to join the wedding retinue of a NPC villager. Characters can unknowingly marry, but not become foxes.
■ The evening culminates in a grand market fete, with stalls offering sickly sweets and strong alcohols. Poets recite love songs, professional weepers wail to strangers that they lost their children to insidious in-laws, and petty clashes erupt among merrymakers.
■ Some of the NPC fox 'brides' seem to grow wide-eyed and alert, suspicious of the many hunting dogs that watchmen walk around the marketplace.
■ Come nightfall, 'wedded' pairs are escorted to suites in a large and extravagant inn. For each 'couple,' accommodations comprise one room for the retinue and a linked conjugal bedroom.
IF CHARACTERS MARRY A (FOX) 'SPOUSE':
- ■ They are handed three pieces of parchment before they are locked into the marital suite with their consort and their retinue.
■ Once alone in their 'marital quarter,' characters first enjoy polite conversation with their spouse, whose eyes start to glimmer golden, while their teeth and claws lengthen, their mouths distort to snouts and their hair reddens. The fox brides do not seem aware they are, in fact, foxes, but try to scratch, bite or maim their partners. Viciously quick, strong and prone to thralling their victims into spells of lethargy, these foxes could get the best of you — happily, the little parchment papers you received can share some survival tips.
■ Fool the fox spouse into thinking you are already married or pledged to someone in your retinue. Affronted, the fox bride will exile you out of the wedding room. Refresh the salt lines that surround the conjugal room, and gently steer the fox back if it flees overnight.
■ Your retinue and you should impersonate a hunting hound, down to howling, running on all-fours and sniffling. The fox will hurriedly isolate itself in the conjugal room, but will actively try to escape at night. Keep every inn door and window closed.
■ Become a widow(er). Call your retinue and make the best of your fists and a butter knife. You will need to kill the spouse a few times before they stay fully dead, each time reviving more and more fox-like in appearance.
AS A WEDDING RETINUE MEMBER:
- ■ Awkwardly hold watch outside the conjugal bedroom of the dashing NPC
cannon foddergroom and his fox bride.
■ The NPC groom might request help as above — or might fall deathly silent. If that happens, villagers instruct, character must loudly ask if the wine pleases the couple. The flushed, visibly fox-like bride will then open the door to complain their new consort — clawed dead in the marital bed — won’t even share a wine cup with them. The fox does not seem to grasp they have killed their groom.
■ Defeat the fox at drinking — the fox bride can hold its cups, but slipping in some of the relaxing opiates on hand will help the cause. Sneak the NPC groom's corpse out with a buddy when the fox drops asleep.
■ Or prove you are a fairer marital prospect by verbally wooing the fox or doing battle with your retinue companion, to prove your worth. Your wingman may wish to throw the fight, feed lines, or generally smoulder. The fox bride will offer the NPC corpse as a betrothal gift.
Come morning, the villagers open the now-delapidated inn. Those who survive fox weddings receive braided bracelets of red, golden and tangerine rope, earning good will in the village. The murderous fox brides have disappeared — in their place, yellowed and dust-drenched bones 'sleep' in the marital beds, covered by withered and torn wedding clothes.
Villagers share the whole story: a huntsman encountered a fox goddess in the forest, when she had taken the shape of a beautiful woman. Lovestruck, he brought her back to Ke-Waihu as his wife — but the horrified villager slaughtered her and her husband on their wedding night. The fox god cursed the village to relieve yearly 'fox weddings,' during which the bones of those murdered during the previous 'conjugal' festivities rise as brides to terrorise new spouses.
Skipping the fox wedding rites, villagers say, shrivels their crops and depletes their food stocks for several seasons.
C. A-HUNTING WE WILL GO
It’s all fun and wedding games, until one of the victims of the recent nuptials is the son of influential wine merchant Saguk Chaomin. He vengefully sponsors a a hunt to finally lift the foxes’ curse.
- ■ Saguk Chaomin assigns weapons — from knives, spears and sharpened sticks to bows, arrows and rifles operating on gun powder — alongside lanterns and climbing rope to the brave adventurers. The contingent splinters into smaller groups to avoid detection.
■ The forests now aggressively conspire to lead characters to their deaths: whether it’s through fostering illusions that trip them into gullies, or decrepit bridges that crumble, sending travellers into whirling river waters. Animals (excluding wolves) attack travellers fiercely. Keep a hunting hound close.
■ Characters with unusual physical features or suspicious behaviours — from supernatural powers to a fear of dogs — are accused of being shape-shifting foxes.
■ Fox spirits assume a mortal but resilient shape the day after the wedding — strong, large, feral and willy. They’re quick to bite, and their presence dulls the senses of hunters.
■ To exorcise the foxes, kill their mortal bodies or obliterate or repair their small, decaying forest altars. These are stone rings the size of one’s hand, often hidden at the root of ancient trees. Cleanse the altars of filth, vermin and predatory creatures, and replenish the stones with fresh river pieces. Beware rare fox spirits that come to protect altars or hide their young.
D. WELL, WELL, WELL
In the wake of the weddings, characters head to their abodes, while test drivers are garrisoned in communal temporary shelters. Over the next few days, everyone may notice:
- ■ Villagers have a marrow-deep fear of the Hok-Shinn clan, whose members behave as if they are immune from repercussions.
■ Villagers tell eerie tales of strange encounters in their locked stables, abandoned houses or wells — they have seen a creature with the head of a beautiful woman, whose hair braids to form her snake-like body. 'She' slithers away once discovered.
■ Word spreads across the marketplace that dark waters have returned. A farmer’s well has dried, leaving only a thickened, tar-like liquid at the bottom. Another villager shamefully admits his well also dried a month ago, clogged by dark filth — the fount was old, and he assumed it had naturally depleted.
■ Horrified villagers speak no more of this, but superstitiously volunteer flower and food tributes for the Ka-Sanwon volcano. Mayor Hok-Shinn Weisi intercedes to reserve the resources for the upcoming return of the patron lord of the volcano’s three villages — the undead Beastmaster.
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- if Kaneki asks around, would anyone be able to tell why the villages names changed from their original names and when? Any relation to curses, etc?
- Kaneki needs some munchies, so I was thinking of getting him to approach the Witches’ huts. He'd meet them in secret, he doesn't want the villagers to be offended, but ANYWAY! Is it okay for him to drop by, find some delicious food there, maybe chat a bit about the villages and the people and the curses, and learn anything if at all?
- If Kaneki were to follow from a distance the memebers of Hok-Shinn (Weisi, Sairen and even Taksui) would he be able to find out anything? He realizes they are criminals and huge assholes, but everyone is afraid of them, so kaneki wants to learn more about how they got power over the village. And what better way to do that but to stalk them?
- ACTUALLY about the cursed doll and the heart that kaneki carries with him at all times. Anything strange happening to them, or no influence from the spirits/foxes/curses?
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1. The villages tweaked their names following the last eruption of the now dormant local volcano Ke Sanwon. The shift was superstitious: Ke in old tongue means 'brother,' 'sibling.' They believe that perhaps, in this way, brother Sanwon will not spill his wrath on his younger siblings.
2. Yes, absolutely — go ahead and talk to the witches. But you'll need to tell me what exactly he's asking, because "learn anything at all" is a tiny bit vague... can definitely give you a lil something-something, if you give me one or two topics.
3. The Hok-Shinn seem to be ruling primarily by force — based on overhearing them, Kaneki can figure out that they're a mix of relatives (an inner clan) and of unrelated recruits. They seem to have their finger in every pie: loans (at dreadful interests), honest merchantry, gambling and 'security' — acting both to guard the village and to request steep 'protection fees' from damages some of their associates can cause.
There are signs of an external 'high administrative office' that never seems to intervene, leaving Ke-Waihu at the mercy of the allied Hok-Shinn.
Sairen travels in a highly combat-ready group, so he might be more difficult to stalk and definitely not in any of the gang's hiding places (at least not if Kaneki is acting alone — if you'd like to rally some more forces, happy to give you guys something!). Weisi has a minor retinue, but fear of Sairen's retaliation seems to keep him nice and protected anyway. Weisi primarily keeps busy with administrative tasks: speaking with merchant guilds and farmers, visiting village homes, etc.
Taksui is the worst. His father and uncle both seem to donate money to the cause of his endlessly dissatisfied pouch, and he wastes it profligately on gambling, whores, etc. H e has a minor gang of 4-5 thugs he's recruited all on his own, who are clearly only following him for money. On the plus side, he seems to be genuinely good at fishing.
Hope this helps!
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Alright, about the witches! Mostly Kaneki is interested in their insight about the House of Ravens. Naturally he doesn't expect them to just outright tell him the deep dark secrets regarding the temple BUT kaneki is willing to offer his services for information or even a map to the temple (or hopefully they can direct him to someone who knows!).
he will also show them the doll because the bloody thing is always with him and it's not like he can pretend it's not. Kaneki is just curious to see if they have any interest in it and maybe he can use her as a bargain chip of sorts (sorry, doll) AND LOOK THEY ARE WITCHES WHO KNOWS. If they ARE interested, he would like to ask about the snake-woman - who is she, what is she, can they be friends )=
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— the House of Ravens: they act secretively when they discuss it, clearly aware of something but only hinting that this is the fault and trouble of the villages, and that they want nothing to do with it. They have no map and gently warn their little brother Kaneki to steer clear of that place when conscriptions draw near. Interestingly, they seem to refer to it as sacrifices to the House of Ravens — at odds with the Merchant's description of human trafficking to the Brotherhood. The witches clearly have a different interpretation of what happens to the conscripts.
— the doll they don't know much about. They can confirm there is something inside it, but they seem to struggle even to tell whether it's a spirit possessing the doll, or the doll somehow come alive. They offer to buy the doll off Kaneki.
— the snake-woman is a 'mother,' they say, and she is just looking for her child. The villagers are simply fools who cannot abide something 'different' from them in their midst, they claim.
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- Kaneki will be OK giving them the doll for free even but he warns them every time he tried to get rid of her before, the doll would just return to him.
- he also would like to offer to help the mother só he will ask the witches if they know of a way he could help.
- and finally he did mean he wanted to help the witches, so he will offer to hunt boar and deer for them if they wish. Or anything else that is within his power.
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— regrettably, the doll will keep returning to Kaneki. She might lag, if they try to ward her some nights. Sorry, lil dude.
— they don't volunteer a way to help — at least, just yet. Some seem to be grinning or laughing to each other about this situation, ridiculing the creature.
— yes, please feed them. It is likely to pay off along the way, and in return they'll tell Kaneki where the forest lured travellers to their death, so he can go on and collect his food.
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Anyway! Since the witches won't help, Kaneki will leave food (meat and fish) for the snake lady in places where she has been sighted. At least to help her a bit because he sympathizes with mothers (since Kaneki has mommy issues).
Besides that, I think that's all for now (= thank you!
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stalkkeep an eye on the man! Would a team of two work for this task?no subject
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Five, Kaneki, Hermione and Akira (=
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Just so I know how to create this scenario for you guys.
To be clear, here's no right or wrong answer, and you're getting the same intel. Just for fun's sake.
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Very happy any way it goes, I will have fun with whatever scenario people are into.
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But level of priority would be:
1. secret stealth mission
2. gather info
3. get out
4. fight if attacked (??)
5. get out 2.0
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All right! Small request, if you need to do any OOC plotting/planning, if you can do it elsewhere just to keep the post clean — merci! The below is all the information you can receive as part of this quest. As usual, please consider sharing with the class...!
Pursuing Sairen at one point leads the group to the highly knocked-down ruins of a fortress near the fortune fetters. The stone remains now crudely host a gambling arena, with fierce thugs and associates of the revered Sairen waging bets on anything from dice throws to card games, snake fights, arm wrestling and various challenges or games of wit. The stakes range from coin to some men pledging their services, others their freedom, and a scant few even volunteering their body parts in gory, ad hoc amputations. All play and pay, to Sairen's entertainment.
The infiltrators will need to pretend to be servants or gamblers and participate in the games, to avoid arousing suspicion. They might also wish to steal some ritual stone masks from the participants already in attendance — everyone in the den is wearing such a face covering, including Sairen.
While Sairen nominally presides over the Hok-Shinn, he appears too distracted to partake of their petty cruelties and retreats in wine and the gossip of his counsellors. He sometimes passes judgement over conflicts among his generals, receives or awards gifts and is introduced to new clan conscripts.
Feel free to spend some time 'mingling,' drinking exceptionally strong swill, gambling and smoking opium by the fires — as well as perhaps overhearing or remarking:
■ Some guests question 'old man' Sairen's ability to keep the younger, more aggressive rising stars of the Hok-Shinn clan from rightfully taking over the fellow villages of Ke-Waiar and Ke-Waicai and 'teaching them who is truly in charge.'
■ Word is that Sairen has been... fretting about the iminent return of the the Beastmaster, who was dissatisfied with the previous, nondescript Hok-Shinn offering during his previous visit.
■ A group of drunkards whom Sairen refuses to receive into the Hok-Shinn murmur that the day will come when the entire clan falls, once it is no longer the sole custodian of a certain substance that helps revive the highly arid and infertile agricultural terrains of Ke-Waihu.
■ One drunk mutters that the white wanderer who brought the first vials of the chemical to Ke-Waihu handed it out freely, before disappearing. Since then, it has been monopolised by the Hok-Shinn, who charge an arm and leg for this substance, withholding it from any farmers who rebel against their rule.
By sunrise, the crowds start to dissipate, with some leaving their masks behind by hanging them on the branches of an ancient willow tree. No one wears their mask back into Ke-Waihu, making it difficult to figure out which villagers participated.