groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote in [community profile] westwhere2022-02-20 06:30 pm

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!



COTTAGEVORE




TDM TOURISTS | OLD TIMERS | COMMON PROMPTS | NOTES




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.


» GO CAMPING, THEY SAID





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 dwellingsee 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.


» DUDE, WHERE’S MY COMATOSE SLEEPER?






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 fodder groom 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.



QUESTIONS

downswing: (hands off the chicken)

[personal profile] downswing 2022-02-27 11:57 pm (UTC)(link)
( Precedent ill favours them in encounter. Lan Wangji has seen the boy — the cannibal, the unflinching monster — devour flesh before Wangjis' unblinking eyes and entertain not the mote of a shadow of regret. Perhaps his heart is drained of guilt and innocence, just as poverty and resignation have exorcised fear from the husks of these people like pestilence. Perhaps the boy simply never knew common mores, to start.

Lan Wangji does not welcome him. Barely bartered the lethargy of his step long enough to allow an addition, however faithful, in the squeezed geometries of the negative space defined by his run. He thinks, idly, to trip the boy out of sight — but Lan Wangji is no child, and before them the creature slithers as if she were a great snake, jaw unhinged and her body elastic, whipping and thrashing like distant smoke.

Had he not glimpsed her face and its jaws, Lan Wangji might not have known her human. But he saw is pallor reflected in her own, tastes the strange, animal fear that exudes from her as he — they give chase, gravel ricocheting underfoot. As the crop fields stab the skies young and golden into view, he thinks to give Kaneki direction, turns to see him and spots — ...the growth. On his back. Ah. )


You are. ( And how to best, unfailingly, unblinkingly, breath bartered with difficulty — sum up Kaneki's circumstances today? ) With child?

( Can Kaneki not once prevail over normalcy? Once? )
enucleation: DEFAULT - DEFAULT (Normal - pic#9158188)

[personal profile] enucleation 2022-03-02 07:59 pm (UTC)(link)
[ Kaneki hoped to get some distance between himself and Wangji, this way he could avoid an encounter between the two. Was he at his peak strength, that could have easily been done, but anemia and hunger the curse upon him offered just made him slower by the second. The creature vanishes and Kaneki ceases his run, not expecting the other to address him - he takes his time adjusting the doll and after the bandages around his hands due to wounds and cuts that don't seem to heal. In fact, Kaneki turns his back to Wangji but that is truly a mistake because the cursed doll is now exposed and that becomes the topic of the conversation.

Goddamnit. ]


Is that how she looks? [ it's a doll. Haunted doll, in fact. Not a child at all. But she sings right away, something that is apparently rather automatic for her and Kaneki has learned to ignore ] A haunted doll. [ he explains once she quiets ]
downswing: (spartan)

[personal profile] downswing 2022-03-03 11:22 pm (UTC)(link)
( The doll. The doll who... sings.

He remembers her, oddity and exuberance and Kaneki's voice, crystalline-plain, Is all that which is haunted wrong?

Hope is no dear friend to survival. Wangji watches the bound bundle of cloth and string and the artistry of her pulled threads, her tatters. Watches her coalesce as a vision of — possibility, strength and sorcery absent, whatever curse she wears divorced of qi. Her agonies do not sing to him, lost in a wind that tempers with their silencing steps and the gravelly, placid murmurs of villagers in the scenery of dwarfed huts.

He says, with finality: )


You carry her. ( Spirit of the dead on the flesh of the living, and the doll afflicted with the boy's misplaced affections. You should not love her. But then, Kaneki already carries her as if she were a child. ) She has given you trouble? Spoiled luck? Ill health? Poor sleep?
enucleation: (Normal - 3 - V3yIuIj)

[personal profile] enucleation 2022-03-09 12:28 am (UTC)(link)
[ Kaneki opts to take the handmade bag off his back, placing it on the ground. It gives him a chance to examine that nothing has fallen - not the doll and not the heart - and that he has done a decent job for a first timer building a backpack with nothing but old bed sheets. ]

Nothing like that. She only sings and asks for her father. [ nothing else, not really. he had expected much worse, but it never came - so far ] She will follow me regardless of where I head.

I carry her because I'd rather not be surprised by her suddenly showing up out of no where. [ Kaneki likes to be prepared and have the doll wander around until she finds him again is a liability, in the end. he'd rather carry her than to leave her to her own devices, even if that means some people might think he is treating her as if she is his child ]

Even the witches could not stop her.
downswing: (shoot out)

[personal profile] downswing 2022-03-09 11:15 pm (UTC)(link)
( The witches... could not plead her pause, and yet the boy drenches himself in the chasm of her aura, in the putrid stench of sorcery that surely encompasses her. Lan Wangji shudders, quiet shiver licking anticipation up his spine, hand slipped to his sword, teasing the hilt.

He knows — surely, they both know, no one man can be so primly foolish — the dangers of a creature uncontained, of spirits wandered. That Kaneki, himself a monster, travels with a weapon of wickedness folded neatly over his bones, his back.

Soft, then, measured. Tame: )
You must relinquish her.

( No. The boy claims to have made attempt, for all he know embraces her. And it is in the spirit of belated sympathies that Lan Wangji keeps his voice honeyed and tame, like caged birds beating their wings in confinement. Hear him. Know: )

Bury her. Break her. Where exorcism fails, decimation follows.