let's set d o w n some (
groundrules) wrote in
westwhere2022-07-18 05:54 pm
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Entry tags:
- 2ha: chu wanning,
- asoiaf: daenerys targaryen,
- baldur's gate: astarion,
- harry potter: hermione granger,
- kingdom of the wicked: wrath,
- legend of fei: xie yun,
- mo dao zu shi: xiao xingchen,
- oh! my emperor: beitang moran,
- oh! my emperor: su xunxian,
- star trek: jim kirk (aos),
- star trek: leonard mccoy (aos),
- star trek: spock,
- star trek: una,
- storm at sea,
- tian guan ci fu: xie lian,
- umbrella academy: diego,
- umbrella academy: five,
- untamed: lan sizhui,
- warcraft: anduin wrynn,
- warcraft: wrathion,
- word of honor: zhou zishu
storm at sea | part ii
Thar she blows — part II of the Storm at Sea travel arc, lasting until 5 August.
SUMMARY: as allied pirate ships Pariah and Queen Zanyra sail onwards, mad captain Quicksilver Sam uses the artefact of the Dawn’s Reach Trade Company to call out to the notorious power of the haunted Crossing seas. He craves retribution from the crew of his former, drowned ship, the Storm at Sea — which rises up along other sunken vessels, all manned by undead sailors. With them is a vicious kraken. They attack, seeking Quicksilver Sam’s relic. So should you. Some characters dragged underwater reach a deserted dimension where time behaves aberrantly. To survive the two-three-day skirmish, keep your ship afloat and moving, hijack a few other vessels, fend off the undead and kraken, capture Quicksilver’s artefact — and breathe.
SAFE AT WA(TE)R
Quicksilver Sam’s Pariah continues into the black waters of the Crossing seas, escorted by ally Caladan Kreil’s Queen Zanyra and distantly pursued by Maximilian Hawk’s Concord of the Dawn’s Reach Trade Company. Characters can cross between the Queen Zanyra and Pariah by rowboat, until great storms darken the skies. Afterwards, reckless fools can risk their necks in the growling winds and drumming rains and traverse the rattling, thick chain that binds the two ships.
Quicksilver Sam joins the deck of the Pariah with a small box he opens to reveal a cut-out, impeccably preserved and warded human tongue. Once unwarded, the artefact seems to intensify the storms, while Quicksilver shouts out:
”Two years be, when the seas, them… they… broke’n’sundered and… was then. Then, when all of you! All of… all of you dead under the briny deep, you watched, and you plotted, and you… was then! We all broke bread under the black flag, and we were brothers… brothers of the Storm at Sea. Was enough coin in the coffer for everyone, but you, you had the greed in you, thicker than blood of our covenant, or water of any womb! You turned! You put me out to die, and now, look where you are? You lily-livered scurvies, you wake up now, look around you! You put me to sea? Left me to die? Samuel Vane, you thought me, I was for drowning? You look me in the eye, and you tell me so again, because I’m here for you! I’ll be ruin for you, Storm at Sea, I’ll cleave you!”
- ■ The tongue artefact summons up dozens of sunken ships from the Crossing, which take under an hour to fully emerge. They are manned by reanimated sailors — many whom you may have encountered as cored bodies underwater.
■ The Storm at Sea also rises, staffed by Quicksilver Sam’s now revenant crew. The vessel spearheads the undead offensive and approaches the Pariah — leaving her within reach for infiltration. Wei Wuxian will report back after engaging undead first mate Augustus Silvering.
■ The tongue relic also calls up an immense kraken, whose tentacles can be recognised as the ‘coral’ strings that had bound the sunken ships. The kraken is neither living nor dead and composed of the coagulated dark water that characters have previously encountered. Kraken meat is comestible but not seafood. It unexpectedly tastes of succulent white fish, best paired with a Sauvignon blanc and served generously with lemon, rosemary and dill. Do not overcook on the bonfire of your sinking ship.
■ You may end up locked inside cabins or brigs, whether ‘for your safety’ or at the first sign of insubordination against the on-edge captains.
■ You’re in danger as long as you remain within the Crossing seas. To steer the boats, take occasional shifts from exhausted pirates and learn to helm your vessel with navigational help from your companions.
■ (Wisps of) agitated spirits linger in the Crossing — some maliciously seek to push you overboard, while others protect you. Most are petrified. These remaining spirits are more akin to afterthoughts of emotion, which you can calm down, exorcise or ignore.
NAIL’EM TO THE MAST
When you can’t beat’em, try again with a torch, a harpoon and a better attitude:
- ■ The kraken and undead violently attempt to reach the tongue artefact and sink the Pariah, Queen Zanyra and nearby Concord. Your enemies have hardened skins that require extra hacking, but regular weapons still work. Fire is especially efficient.
■ The kraken slams and sweeps its tentacles across the deck to drag ships underwater — do use cannons and primitive explosives.
■ The undead mount rowboats or swim to climb onboard. Fortunately, the storms impede your attackers, earning you respite between fresh assaults. Assume one-two hours' rest between attacks.
■ Extensively touching the living kraken tentacles slowly depletes your stamina and/or magical strength.
■ Consider taking Viktor’s steampunk boat and setting up primitive dynamite to sink these ships before their undead crew can reach you. Beware the storms.
■ You can infiltrate undead ships at any point, but can only commandeer one if you group up to man it.
■ Use diving suits that let you breathe four hours underwater and light up white for alert, red for danger, yellow for the urgent need to return on land and green-blue otherwise.
■ Bad news for the Pariah: on top of the undead, the kraken and the mad pirate, you are dealing with the incensed Hawk and Caladan Kreil, both whom send men to stop Quicksilver Sam’s summons at all costs.
■ Magical communicators are prone to glitches or disruptions amid poor weather conditions.
■ A school of mermaids is drawn to the kraken and the Pariah — warn them off with lights or lure them away with baits of food or blood. Speaking with them reveals they want Quicksilver’s artefact.
■ Those wishing to avoid violence can head to the more distant Concord by rowboat, under a white flag. Maximilian Hawk believes you are refugees aboard the Pariah and Queen Zanyra and will offer sanctuary. The sleek, highly disciplined and martial Concord faces significantly less attack, and you can spend a more peaceful time below deck. Alternatively, pair up to persuade the crew to give up chasing the Pariah, and convince Hawk and first mate Lattimore the ‘ancient power’ pursued by the Dawn’s Reach Trade Company should arguably never be found.
STICKY FINGERS
Moments after his speech, a rattled Quicksilver Sam retreats with the tongue relic in his heavily guarded and magically warded cabin.
- ■ Group up to capture the tongue with minimal damage to ship and crew. Ideally, some characters can distract the guards or attempt to lure Quicksilver out.
■ Helpful tips: despite his questionable sanity, Quicksilver Sam has shown high regard for manners, women and his ship. The pirate guards are loyal, but skittish before the supernatural.
■ During the diversion, lift the wards or forcibly infiltrate the cabin by breaking the door in. Careful, as Quicksilver appears to have purchased a Taravast special — a small caged white owl, which paralyses in place those who meet her gaze. Someone should distract the bird or cover her cage to break her trance.
■ Everyone can hunt, but Five and Wrathion get final joint custody of the tongue. They have decided to ward and box it. This will see the kraken and sinking ships gradually lose power, then submerge within two days. The tongue stays with the duo. Given Kirk’s previous reveal, the group could choose to trade the tongue in with Maximilian Hawk and the Dawn’s Reach Trade Company.
■ If the tongue is ever brought near the heart possessed by Kaneki Ken, the two artefacts will briefly thrum in synchrony.
THE STRANDING
Some characters captured by the kraken’s tentacles and pulled underwater lose consciousness, only to mentally wake up in the dimension of a perfectly silent, deserted and seemingly interminable beach island.
- ■ Characters experience time differently here, shifting between younger and older states every few hours. Up to you whether these changes are mental, physical or both, and whether your character is aware this isn’t their natural form.
■ Several mute, humanoid tar figures roam aimlessly. They largely ignore newcomers, but peacefully stop them from entering the dark sea waters.
■ The island sky is despairingly grey. There are no animals or plants.
■ Characters find they lose more of their memories, the longer they linger — particularly if they start to be politely but incessantly followed by tar figures, which gradually assume their form.
■ You can occasionally find human footsteps and writing in wet beach sand. The writing spells out children’s limericks.
■ Time passes differently on the island — dealer’s choice whether faster or slower than in the real world for your character.
■ Characters can wake up into the real world, if their bodies are rescued from where they’ve sunken underwater, remaining alive for up to two days in the vicinity of the kraken.
■ Characters may initially experience light amnesia and a sense of listlessness and estrangement from their bodies, once they have left the island dimension. This dissipates within a day’s time.
■ You can only reach the island once. Characters can be brought underwater by the kraken without entering the beach dimension.
NPC CONTACT
no subject
I intend to— we're not going anywhere without them.
[ Bones is his closest friend, even if they hadn't served together for the past six or so years, and by now he also sees Chin-Riley as part of the crew, so to speak. Plus, leave no man behind, all that. ]
no subject
I concur. I believe many of the others here with us are also capable, though they are not particularly organized.
[ He pauses his rowing as a mermaid reaches up over the edge of the little boat to shove her back with the oar. ]
no subject
We'll pick up anyone who might need help on the way.
[ He can't and won't force anyone who doesn't want said help, but he definitely doesn't plan on turning his back on anyone, regardless of their skills or usefulness. ]
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[ Spock's eyes scan the water. He would like to think everyone can swim, but it's very possible that some might struggle in this rough water. ]
This world seems to have a variety of dangerous creatures from what I've been told, not just in the sea. I would expect this level of danger to be common and as they were chased away from the last place they were in, I expect that sticking together may be a necessary means of survival.
no subject
[ There are people to help along the way, and dangers to avoid at all costs. The trip is short but not easy by a long shot, and they end up having to fend off a number of dangers while also fishing people out of the water. Even when they take their own ship, there are still hordes of undead and aggressive tentacles to contend with, and it's probably hours before they finally manage to get a lull between attacks, the ship masterfully guided away from the storm by Number One.
The notion of rest is distant, but Jim's got a few cuts and bruises he'd at least like to deal with, so he heads to the galley. There are some barrels with fresh water and he fills a small bowl and grabs a cloth, taking off his shirt so he can start clearing at his injuries, only to pause when someone else enters. ]
Spock. [ He blinks, looking him over. ] You're looking a little roughed up too.
no subject
With the ship cleared of danger for the moment and hopefully sailing away from the worst of what this sea has to offer, Spock also heads into the galley to take care of cuts and bruises he's collected fighting off the undead sailors. ]
Yes. I do not believe any of it is life-threatening, but I had the same thought to clean my wounds. It would be unfortunate to wind up with any sort of infection here, even with a doctor on board.
[ His shirt is torn in a few places around his torso with scrapes and cuts showing across the left side of his ribs and another set where there are holes around one of his shoulder blades. He's also got an angry gash on his bicep where the rest of his sleeve is completely gone, dirt and green blood splotches mottling what's left of the fabric.
He moves to lean against a counter so that he might take his shirt off over his head, but finds himself silently wincing as the movement pulls at his damaged skin. ]
no subject
[ And even on land, he'd rather be safe than sorry. This isn't ideal, but technology is limited here, so he'll make do with what he has at his disposal.
He looks up from cleaning a scrape on his side, just below his ribs, when he sees Spock wince slightly from the corner of his eye. Immediately he sets down his cloth and walks over to him. ]
Hey, come on, you're gonna hurt yourself. Let me help you with that.
no subject
Thank you.
[ The damage may be superficial, but the salt water burns and even superficial wounds can be made worse with a lack of care. He doesn't know when this ordeal will be over, but Spock wants to stay as alert and able as he can in the event that they may be going days with little or no sleep if the danger returns. ]
no subject
There's little point in holding onto it, so instead he focuses more on actually getting it out of the way than he does in ensuring it stays in one piece. He starts at the bottom, gently lifting if off of Spock's sides, up to his armpits and then gently nudging for Spock to lifts both his arms, assuming he's not so injured that he can't manage that. ]
no subject
When prompted, he raises his arms obediently for Jim, thankful for the help when it hurts much less with the assistance. He closes his eyes in anticipation of the wet and dirty shirt passing over his face.
He's not used to being taken care of like this, but then he's also not used to being injured without access to Federation technology. It feels... oddly intimate and that thought has heat rising up the back of his neck. ]
no subject
Pulling it up Spock's arms is quick, and with that he tosses what's left of the shirt aside, looking over the injuries now as he pulls the bowl with water closer to him. Spock's got some nastier scrapes so he starts working on those, dabbing the cloth in the water before gently sweeping it over the marked skin, his other hand pressed around each wound for support. ]
Just tell me if I hurt you.
no subject
I can handle pain.
no subject
[ Somehow he knew that's exactly what Spock was going to say, and so his answer comes immediately after, as he pulls the cloth and cleans it in the water while his other hand squeezes Spock's arm. ]
I don't want to hurt you. So just tell me if I do.
[ And by pain he doesn't mean anything mild, that much Spock can deal with while he's cleaning his wounds. But he hopes Spock will find a limit somewhere in there and let him know if he should stop. ]
no subject
Jim, I will tell you if I require you to stop.
[ It's the first time he's allowed himself to use the man's first name, but it feel appropriate now. This is an entirely different kind of vessel and their mission is one of survival. Without the resources that he knows they are both used to, some things will simply have to adjust. ]
I do not believe that you would intentionally cause me pain.
no subject
Alright. That works for me.
[ He can't quite admit that he doesn't want Spock to let go of him, and besides, he does need both hands to tend to his injuries. Once he is done with the ones on his back, he'll pull up a stool and sit closer to Spock, beginning to clean up any wounds left on his front and sides, careful to work his way around any sensitive spots or sore bruises. He lingers particularly on the cuts across Spock's ribs on his side, and the gash on his bicep, which he leaves for last as cleaning the blood and dirt there will take a little more time. ]
no subject
There is something in Jim that is so warm and inviting and Spock wonders if it would be as readily apparent were the man not already associated with another version of Spock.
Spock still finds humans so fascinating at times. Where Vulcans are often so reserved and formal, humans can show such warmth and vulnerability to strangers on a whim. He does not believe he could ever be like that, but the humans he knows who are like that draw him in all the same. ]
Why do I suspect you have played nurse before?
[ His eyes shine a little as he asks, following Jim's careful movements. ]
no subject
Oh, I've patched up a few wounds. [ Okay, he gives up. He's smiling now. ] And I've definitely played nurse, too.
[ He most certainly doesn't mean in a medical scenario. But have fun working that out. (Or just ask him.) ]
no subject
[ It's hard not to jump on the opportunity to tease Jim. Spock is not often at ease with himself, let alone with someone else, but Jim makes it easy, especially as Michael's final words to him still echo in his head. ]
no subject
Oh, yeah. It was quite the production, you should have seen it.
[ Lips curl wider, more of a shameless grin than anything, tone lowered as his gaze sweeps over Spock. ]
Tell you what, if you're so interested, I can play it for you sometime. Costume and all.
no subject
I am sure that you give quite a performance.
[ He swallows. ]
no subject
You can't really be sure until you've seen it, though.
[ He's totally supposed to be cleaning Spock's injuries, but instead he's just brushing the cloth idly over the same patch of unharmed skin on his torso. Well, whatever. ]
no subject
[ It's not a question and yet there is something incredulous in Spock's voice. It's attention he isn't used to and hadn't expected and he cannot deny that it leaves him feeling warmed, maybe even a little flustered.
He would not deny that Jim is pleasing to look at, even more so now that he's without a shirt and Spock is equally shirtless and Jim is standing right there and touching him. ]
no subject
Well, that is what I said, [ He shoots back with a slight shrug, gaze dipping low before coming back up. He's quick to make up his mind, that's for sure. ] If you want one, that is.
no subject
[ It's neither a yes nor a no, because Spock isn't entirely sure what he should say nor what he wants to say. The complicated draw between them is certainly there, almost tangible in the air between them. It seems to be something immune to time and timelines and the laws that govern these things.
Or perhaps Spock is seeing what he wants to see. He cannot say. ]
no subject
Take your time. But also— don't leave me waiting long.
[ Mostly because he's just eager. Or impatient. Whatever word Spock wants to use. ]
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