groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote in [community profile] westwhere2022-04-07 09:32 pm

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This log covers 7-25 April, drawing from previous discoveries. Feel free to tag in here or make your own posts/logs!

Sign-ups for NPC threads remain open until 23:59 GMT on 9 April.



THE LION’S DEN



WEN QING’S RESCUE | THE HUNTRESS’ CURES | THE HUNT | THE OLD MOUNTAIN




SWEET HISSED NOTHINGS

CONTENT WARNING: MENTIONS OF SNAKES, SERPENT CREATURES

Prior to the Huntress’ arrival, the group’s healer Wen Qing is captured by a feral half human, half serpent creature. Characters might overhear visiting woodsmen who say a woman was heaved into the woods at night by a large serpent.

After journeying through the illusion-casting forests of Ke-Waihu, prospective rescuers discover that traces of struggle lead them to a 20m-deep, wide pit on brittle pale soil, close to the Fortune fetters ruins:

■ If you cross the Fetters, local prophetesses cryptically advise you to shed torches or clothes and to run to cold streams, if you encounter danger. A distressed Hyang-Tai pleads kindness for ‘ancients’ and ‘children.’

■ The surroundings of the pit are eerily silent.

■ Rescuers can spot a sleeping Wen Qing at the bottom of the pit, patches of her bared skin covered in a slick shine and showing the start of growing scales. She is surrounded by dozens of dormant snakes and nagas, tightly and peacefully coiled around her.

■ Wooden stakes have been thrust into the pit walls — serving as challenging, but workable steps.

■ Some snakes are poisonous — with many cures available in the forest or back in Ke-Waihu — but most bite viciously without venom. Some nagas emit phlegm that briefly impairs the vision or blinds.

■ Watch your step! The creatures are drawn to warmth, fire magic and sound. They stir and climb the pit to attack if they feel threatened.
■ Rusted weapons and broken shields litter the bottom of the pit, dropped in by previous… visitors.


OBJECTIVES
■ Remove Wen Qing from her dire straits.

Wen Qing is left with serpentine sensitivities, instincts and scales. To cure her, healers advise a seven-day brew treatment of widow’s lace — an opiate plant found in large forest bushes.

■ Grab a few flowers at a time and store them well — collectors exposed extensively to widow’s lace experience four-six hours of light euphoria, paranoia or bizarre visions — swindling foxes and philosophical parrots are apparently commonly imagined.





THE MAIDEN’S WATCH

The Huntress joins the group, deprived of her powers and absent her steed. She pointedly stares at the ground, but those who meet her gaze may revisit harrowing moments in their lives.

Following group conversations, her shelter is rotated between two locations: a shallow forest cave and the now deserted snake pit that previously hosted Wen Qing.

Take turns shielding her from the animals that seem drawn to besiege her. The Huntress spends her time in tears or penitence and speaks in a maddened tongue. Voice coarse and wet, she summons the composure to share her knowledge:

The Beastmaster and she both seek to witness the imminent eruption of the Ke-Sanwon volcano, expected within a month. The Beastmaster will become more human as that time draws.

■ Ravens excepted, local animals obey the Beastmaster and spy for him.

■ To avoid the pull of the Beastmaster and his Hunt, seek out:

THE SHRINE

Trek through Ke-Waihu’s haunted forests and find the village’s only shrine devoted to ravens, outside of the elusive House of Ravens.
■ Wear pebbles or wood splinters from the shrine to disrupt the Beastmaster’s thrall on you. These items must be replaced after three days.

■ Fox spirits have raised dozens of illusionary copies of the shrine. The stone of the original altar is marked for ravens in a small wooden carving, while copy shrines worship foxes.

■ Young fox spirits imitate ravens or play distant bells to distract travellers from finding the raven shrine.

■ Sometimes, fox spirits swarm, offering to show the way if visitors perform a small dare or tell them a meaningful secret.

■ If asked, Ke-Waihu locals share the shrine was raised by a wanderer, who spent a month in the village many years ago. He was disgusted with the arrogance of Ke-Waicai’s zealots, who insist ravens are sacred and can only be worshipped in the House of Ravens.



THE BRIDGE

Ke-Waihu has briefly reopened its gates to the nearby village of Ke-Waiar — to which it is connected by a fragile and narrow bridge high above a misted abyss.
■ Wind gusts shake the ropes of the rickety bridge, and several wooden steps are putrid, dangling or loose.

■ Ad you near the bridge’s end to Ke-Waiar, you may find a couple of fox spirits are purposefully rattling the ropes to unsaddle travellers. Plead or barter: you can offer anything from riddles to treats, a good performance, a poem, a favour, a shouted confession of true love…

■ The village gates open between sunrise and sunset. Characters who arrive early find many villagers sleep until late in the day. By sundown, some locals become frantic, alert, increasingly irritable.

■ Water can be freely taken from any of the wells within Ke-Waiar to satisfy the quest. Villagers offer it gladly — they too suffer from resurging drought and dark waters.

■ If you arrive at sunset or night, you can see villagers turning to werewolves in various stages of transformation, between humanoid and large wolf beast. They are lured out of Ke-Waiar, gates closing behind them, and released into the thick, vibrant woods — with you.

■ Take cover in the forest, to escape the pack of werewolves and wolves. Some might prove lenient if they catch you, while others feel compelled to draw blood.

■ To wait out the night: climb the forest’s sturdiest trees with help of the ropes purposefully bound from tall branches. Some trees even host rudimentary treehouses.




THE HUNT

The Beastmaster, his xenomorphic creatures and mutated animals arrive in Ke-Waihu to behold the ‘imminent’ volcanic eruption.

The Beastmaster’s creatures possess sharpened senses and hearing, intense speed and hard carcasses that provide additional but imperfect protection from blows and missiles. They often hunt in packs, but behave themselves in Ke-Waihu during daytime.

The Beastmaster excuses himself from the underground Hok-Shinn clan’s attempts at a welcome celebration, taking residence with his beasts in his village hut. He may be encountered walking the village beside five or six of his creatures, inspecting the markets and even advising new huntsmen — his manner slow, speech rough in a way that suggests oral injury beneath his facial bandages.

THE TRIBUTES

The Hok-Shinn and an envoy of Ke-Waiar each present 10 distinguished but eerily listless youths of their village to the Beastmaster.

■ These tributes are then held in groups of five across four abandoned homes, each closely watched by six-seven men of the Hok-Shinn.

■ Team up, rescue some tributesand get out alive.

■ For easier infiltration, try the forest-facing back of the houses, or the generously large, defective chimneys. Beware slippery or broken roof tiles

■ Hok-Shinn guards possess great brute force… and gratefully accept liquor.

■ Some tributes might fight their rescuers and attempt to alert the guards. Some claim it is their privilege to join the Beastmaster, while others say they should be sacrificed to the volcano Ke-Sanwon for their families.

■ You can hide the rescued tributes in the witches’ huts or the Fetters — gather them coin so they can book seats on the next ship out of Ke-Waihu.


THE HUNTING SEASON

The Beastmaster’s creatures are mannered during the day, but join the Hunting season that kicks off after the full moon:
■ Participation is (OOCly) optional.

■ For five nights, come moonrise, some characters feel compelled to flee into the forests and run, hide or avoid detection — alternatively, they join the Beastmaster’s creatures as hunters, chasing this quarry and forest animals.

■ You can chase each other or ‘pack’ up against a common target or enemy.

■ Anyone can ‘hunt’ or ‘be hunted.' Roles can swap across the five nights.

■ Characters can develop overnight instincts akin to an animal of hunt or prey of your choice, and they will be helped by these animals for the night. Snakes and ravens do not participate.

■ Hunting can be vicious (seeking to injure, kill or consume prey) or symbolic (just violently giving chase).

■ Certain characters feel especially compelled to join the hunt and to protect the Beastmaster outside of it. These include characters who are given to war, hunting, violence, wrath, gluttony or feral/animal characteristics. It also applies to those who previously turned xenomorphic during the Beastmaster's trip in Taravast, or whom he marked.

■ To avoid the hunt, stay out of the forest, apply the Huntress’ cures or lock yourself firmly indoors.


A couple of fun locations for hunt participants:
■ A tree enclosure where characters can hide for up to an hour, invisible to their pursuers. They can still be heard or scented.

■ A small lake, silvered at night, in whose waters you can breathe freely.

■ A fox spirit shrine, where a group of four-five vulpine friends defend you alongside their territory.

■ Abandoned wells and the forest streams previously touched by dark waters. The Beastmaster’s creatures seem very curious about the liquid, but ultimately pull back, as if obeying instructions.

■ Areas with strong fire or utter dark deter the Beastmaster's creatures.




OLD MAN MOUNTAIN

Dormant volcano Ke-Sanwon shows signs of upcoming eruption: soil swells, increases in local temperature and small, low-grade earthquakes.

■ Characters with magical powers may find their strength sometimes fluctuates, suddenly swelling or briefly waning completely.

■ Dark waters fill out some of the ground cracks that follow earthquakes. The liquid is cold, settling as if it were iced. This dark water heals shallow wounds on any skin it touches, or gently revives vegetation over one-three days on any ground it is set on.

■ The strength of the dark water fades over a week’s time.

■ Digging through the ground cracks reveals thin rivulets of the dark water are present all around Ke-Sanwon.They are more numerous the closer you get to the volcano. Dark water also smears the mouths of hell.



THE JEWELLER

A few days after the earthquakes state (after 20 April, for network posts), characters wake to distant screams, as a group of 10 of Ke-Waihu's masked concerned citizens drag handsome young jeweller Dong-Yun out of Ke-Waihu.

■ The group is taking Dong-Yun through the predatory forests.

■ You can play out finding the captors’ convoy separately, or tag into the jeweller’s rescue here.

■ Bring the jeweller back to Ke-Waihu. Dong-Yun can share that his abductors intended to sacrifice him to the Ke-Sanwon volcano. One of the participants in the rescue: please share with the rest of the class!

I’ve heard, but I’ve never — they used to, when my mother was young… she told, me even when she had me, all the mothers hid their young. She told me, they used to give them to Sanwon. The prettiest, the smartest, the most skilled. Give it all to Brother Sanwon, give it to… so it won’t take everything else. Give it our best, and it will leave us the rest. But this doesn’t happen anymore. The mountain doesn’t want it.



QUESTIONS

chosenbylight: do not take (schematise-005)

Anduin Wrynn | OPEN

[personal profile] chosenbylight 2022-04-08 09:51 pm (UTC)(link)
THE SHRINE
[Anduin is still somewhat uncertain whether his decision to support the Huntress joining the group was the right thing to do, although thus far she has not done anything to act out against them. In fact, he almost feels sorry for her, with her tears and her tentative grip on reality. He wonders at her relationship with the Beastmaster. He wonders what has happened between the pair of them, their history, and who she might have been before... This. He does not suppose he will ever get these answers from her, and he decides after one failed attempt where she glances up to meet his eyes and suddenly he is face-to-face with Garrosh Hellscream, the sound of the Divine Bell ringing through his ears and through his bones as it collapses on top of him -- he will not try again.

She has managed to share other things that are of import, however. The shrine, a way to escape the Beastmaster's pull. Anduin has frankly had quite enough of this haunted forest by now, but if these materials from this shrine are what he needs to help Wrathion stay safe and free from the Beastmaster's control, he's willing to make the trek.

He just has to keep telling himself that, as hope rises in his chest, only to be dashed once more as he realizes he's just come across what is probably the fifth false fox shrine in a row. Anduin stands there staring at the thing for a long moment and contemplates yelling in frustration, if only that would not bring more angry animals his way.]


If I never see another fox again...

OLD MAN MOUNTAIN/THE HUNT
[Anduin has been spending a lot of time out in the haunted forests these past few nights, for better or worse. He has given Wrathion a charmed bracelet to keep the Beastmaster's thrall at bay, although as they have discovered the charms only last so long and must be replenished every few days. He's making one of these treks back and forth between the Shrine (now that he knows how to identify it) and the cave where he knows the dragon is hiding, when there comes the rush of feet from behind himself.

Many feet, to be exact.

Anduin breaks into a run, although the creature starts to run after him just as fast, and Anduin knows he will not be able to out-climb, out-hide, or out-pace it. He does not have that many defensive spells but seeing as it is his only option -- he turns to face the beast and summons the Light, casting Holy Fire and summoning a bolt of lightning down from the heavens to strike the thing where it stands.

Or at least, that is supposed to be how it works. It would seem he is experiencing a surge of energy, thanks to the volcanic influences, and with a cacophony of sound, the world erupts into a sea of light, throwing Anduin backwards through the forest and into a tree, where he slumps and remains motionless until you should happen upon him...]


THE TRIBUTES
[Anduin reaches forth through the eyes of the guard and out, into the darkness of the house beyond. It is difficult to see at first, but -- there. As the guard glances aside once more, he catches sight of a frightened child, and -- casting the spell once more, hops forward into their eyes. Quickly taking count of the group of them and the conditions they are in before he pulls himself back out of the spell and turns toward his companion in their hiding space with a deep breath.]

There are five of them in that house. No guards inside, that I was able to see. They are only children. The most difficult part will be getting by, without sounding the alarm. Although...

[He hesitates for a moment. It is not something he normally cares to do, but. Desperate times...]

I may be able to cause a distraction.
unpurposed: (Default)

Old Man Mountain / The Hunt

[personal profile] unpurposed 2022-04-09 09:51 am (UTC)(link)
Cato crouched down next to the unconcious body of the man, his black faceplate lit up as he ran his diagnostic processes, information streaming across it in bright white-blue letters. He reached out with a finger tip, pressing it to Anduin’s temple to register temperature and pulse, while saying with a calm and pleasant voice:

“I am Cato. Please do not be alarmed, I am assessing your condition. If you are aware of my presence and can speak, please give me your name. If you are aware and cannot speak, please indicate with a small movement of your fingers, or blink your eyes twice.”
chosenbylight: do not take (104)

[personal profile] chosenbylight 2022-04-09 05:42 pm (UTC)(link)
Anduin groans softly, vaguely aware that there is someone there with him, talking to him. Also that his head aches and feels very fuzzy at once, and -- just about everything else hurts as well.

Vaguely aware of the questions he's been posed, Anduin squeezes his eyes shut for a moment, moving to raise his hand to press to his head before blinking bright blue eyes open to look up at his companion.

Cato. He's a medical robot, isn't he? Anduin vaguely remembers this from their conversation before.

"Ugh," Anduin says, eloquently.
unpurposed: (Default)

[personal profile] unpurposed 2022-04-10 10:24 am (UTC)(link)
“That is a vocalization without language-assigned meaning,” he replies oddly gently, recording the man’s temperature and heart rate (normal), before recording pupil dilation size.”If you are unable to recall your name, please say: I am unable to recall my name.”

He waited until Anduin opened his eyes again, then nodded to himself once he had tracked pupil dilation, and then moved to hover one hand over Anduin’s ankle.

“I am about to complete a scan for bone fractures. Please remain as still as possible.”
chosenbylight: do not take (093)

[personal profile] chosenbylight 2022-04-13 10:38 pm (UTC)(link)
Anduin cannot help but flick a smile at that. There is something of a gentleness in the robot's manner -- Cato, hadn't he said he was called? A charming straightforwardness as well. If Anduin really had been brained against the tree, he would hardly be in the mood for such statements as: 'I am unable to recall my name.' As it is...

Anduin does as he is bid, sitting as still as he can so that he might do whatever scans he may. Depending on how detailed Cato's scans are, he may pick up the signature of healed fractures just about everywhere he looks. But nothing is currently broken. Just a little battered and bruised.

"Anduin," he says, after a moment. "My name is Anduin Wrynn."