groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote in [community profile] westwhere2022-09-24 07:00 pm

the unwinding


Heya! Let loose for Serthica’s Unwinding — our event spanning 24 September-15 October that doubles as a test drive.

This round’s test drive participants do not require an invite to apply. Applications open over 8-14 October. Enjoy!



THE UNWINDING




TEST DRIVE TOURISTS | OLD TIMERS | DOWN THE RABBIT HOLE
SPILL THE TEA | DRIP BY DRIP | ALL A DREA —




✘ NEWCOMERS | BARRELING IN

Soaring seagulls and splintered silence. You awaken on the shoreline of steampunk citadel Clockwork Serthica, recovered by the irritable witch Karsa.

She shares translation and communication devices, scarce healing and a rapid briefing: you have reached a world where undead forces seek to weaponise you in their battle for dominion. Karsa’s employer, the Merchant leads travel to beacons meant to return you home.

Other otherworlders have already infiltrated Serthica. Karsa steers newcomers into the impoverished underworld of the Mouse House, to board a rickety coal train serving the citadel.
■ Silver tongues can win you passage.

■ ...alternatively, hide in the obscenely large whiskey barrels the train also smuggles in.

■ Mid-voyage, the train quakes, slamming you into walls and windows. Around you, the stench of bleach, the warm crackle of embers and static magic that builds thick, nearly electric.

You feel faint and fainter, when you overhear Karsa’s murmured, “It’s too early” — “find” — “find” — “it’s like a drea” — “don’t unwind” — “all child’s play.”





✘ OLD TIMERS | INHALE-EXHALE

Eidris, Minaras, the Neutral Zone: all abuzz with residential whispers of imminent Unwinding — an annual fixture natives dread without fully remembering.

■ In the two days leading to the Unwinding, characters struggle to tell apart or remember the physical features of natives.

■ Some locals steal you into dark alleys, where they become suddenly stiff, emitting a rusty, guttural Ke-ke-ke sound. They do not recall this after.

The Unwinding kicks off at 6am, when both Eidris and Minaras are overground. Jim Kirk’s fixed music box begins to play, its chipper rural tune overtaking your thoughts: “Up the mountain, in the grove, hand in hand to Ke-ke-ke — Ke-Waihu, fresh harvest’s a treasure trove, each fall we feast anew.”

Earth shatters seismically underfoot, magic depletes, the citadel’s clock tower strikes 6:00 — and an urgent communication from the Merchant is interrupted by static, “You can we-we-we-…-stand it, the white man come — remembrrrrrrrrrrrr live, you are alive, do not be convinsssss —ssss — ssssd otherwisssssss —”





✘ DOWN THE RABBIT HOLE

Down and down, you tumble, Alice — through a cavernous tunnel that widens and chokes arbitrarily. Sometimes you float and fly, sometimes you’re thrust sideways. Mostly, you keep falling.

■ Beware objects falling into you: from grand pianos to mystical balls of fire, stray beds, love letters and sharp-pointed weapons. Even a blood-spattered umbrella that shields against anything.

■ You’re dropped unceremoniously into an underground lair, as items keep falling down. Unclaimed, they disappear within minutes. Three jackalopes smoking opiate pipes point you indifferently towards a locked door. On its handle sit a bone dice and a note instructing, ROLL FOUR TO OPEN.

■ The dice can only be thrown every 10 minutes and feels too monstrously heavy to lift otherwise. Each roll makes the effect of the previous throw disappear. If you get:
one: gravity fades, the dice floats out of reach. ( The jackalopes enjoy the breeze. )

two: the floor, barring a few narrow steps at great jumping distance, is lava. ( The jackalopes check ‘hell’ off their vacation list.)

three: an irked dragon coils beside you. (The jackalopes prepare to tan.)

five: the thrower grows and grows and grows, until they must contort creatively to fit inside. ( The jackalopes charge rent. )

six: the room fills with water that nearly reaches the ceiling. (The jackalopes are competitive swimmers.)

seven: everything about your companion irritates you. They even breathe wrong. ( The jackalopes find this awkward. )

eight: The floor slowly expands into quicksand. ( The jackalopes hoverboard. )

■ Roll four and the door creaks merrily open. A second note slips loose, I’m sorry. Head in, your newfound possessions abandoned — and keep U n w i n d i n g.




✘ SPILL THE TEA

You wake, dressed to the steampunk nines, at a tea party, alongside a companion and a slew of eerie guests: cog droids, faceless people and animated human-sized burlap mannequins. You only hear static and white noise when they speak.

When you leave the table, a fox butler passes you the empty kettle, asking you to, Make tea and finish here.

■ You’re inevitably stuck in a decrepit dollhouse. Heavily boarded doors and windows ultimately open to show plague sickness in the streets. The fox butler closes them, reminding, He’ll make it go away.”

■ Travel a corridor of repeating rooms to reach the kitchens, and don’t dally. Every time the clock strikes a new hour, the partygoers grab their sharpest knife and stalk down the house to pursue you. The frenzy lasts 10 minutes before they return to their seats — barricade in deserted rooms, hide behind curtains or climb up the chimney…

■ For tea, the mannequin cook directs you to retrieve juniper and rosemary leaves from the greenhouse, where plant tendrils try to trap you, leaving marks of mould; rescue the milk container from a cat that’s running on the crumbling staircase, and sugar from a dish in the lavish nursery room, where ghostly hands might seek to drag you into walls and send you back down the rabbit hole.

■ Supplied, the huffing burlap cook prepares tea. Just as you’re about to taste the black brew at the party table, a man in white takes and spills your tea out in a plant pot. You only hear, You don’t need this yetbefore you’re U n w i n d i ng.

■ On exiting the Unwinding, your pockets burst with plants or leaves of juniper and rosemary. They can alleviate McCoy’s sickness.




✘ DRIP BY DRIP

You wake up in bloodied clothes in a filled bathtub. You are hounded by urgency, as if you’re hunted. The unease never wanes, as you gather your bearings and join the bustling city streets, armed with a blood-spattered white umbrella. In your pocket, two paper notes: CHILDREN LIE and WHAT IS HIS NAME?(

Your memories are confused: half of you is certain you are a content citizen of Serthica. The other riots that you don’t belong. An excruciating migraine strikes when you try to remember how you arrived here.

Gravity’s a loose concept: you walk, or you float. The city is either perfectly still, or inundated with the screeching of hearses and criers. Locals — all faceless, or man-sized burlap mannequins — mill busily, despite the forlorn rain.

■ Hold on to your umbrella: linger uncovered in the rain, and your facial features slowly fade, while you desperately try to convince your teammate that you should stay here forever. You recover once dry.

■ The inhuman locals grow increasingly more hostile with time: carriages want to run you over, friendly burlap shopkeepers push you into a ditch. They chase if you ask their name.

■ Happily, this world is vulnerable to your desires: wish gravity undone, and you can walk on walls. Think a river into being, and it bursts ahead. Imagine buildings, and they pop up. Playing God comes at a price of bad luck: the staircase you envisage thins and breaks just as you cross it, your knife rusts after the first swing.

■ Your pursuers abandon you, when you reach a deserted marketplace and encounter a drenched, battered boy wearing a fox mask. He is playing with paper boats in the middle of a large black puddle. You feel deep and building hatred for him.

■ Seeing you, the child mentions one of you previously tried to kill him. He offers his name, in exchange for your umbrella:

a. Refuse or dally, and dark hands rise out of the puddle to pull you and your partner in, scratching you bloody. The last thing you see, before you wake up in the bathtub again (or out of the Unwinding), is a man in white who collects your umbrella. He holds it over the child, scolding, Did you forget again? This one never hurt you.

b. To surrender the umbrella, step on the paper boats as you cross the puddle to the boy. Walking straight on water feels like stepping on knives. The child accepts your umbrella, whispering his name is Hyang-Won, before you start to fade out of the Unwinding.




✘ IT WAS ALL A DREA —

New or old, as the Unwinding ends, you wake up in Ma’am Mariol’s modest orphanage in the Mouse House. Mariol, the orphans and Serthica at large recall nothing about the Unwinding. Karsa, who dragged you in, is pale and exhausted, her memory patchy. She urges everyone to recuperate before heading back overground.

■ Your body shows only a fraction of any damage sustained in the Unwinding.

Ma’am Mariol’s labyrinthine home offers limited accommodations: share beds, floors, and household chores, while the orphans led by curious Gavroche, peer in.





NOTES

■ You can make network posts outside of the Unwinding.

■ Feel free to mark if you're a test drive tourist or an old timer in your top level!

■ The Unwinding is a shifting of realities not a dreamscape.

■ You can opt out of the Unwinding by keeping characters in the Mouse House. Here, nothing seems amiss.

QUESTIONS!

kahl_175: Kahl is talking to someone. His eye seems to almost glow. (talk-look right GL EP)

Barreling In

[personal profile] kahl_175 2022-09-25 03:27 pm (UTC)(link)
[Kahl snuck on board.

Kahl is big, hard to miss. Two meters tall in armor, barrel-chested, and a rough, scarred face, missing an eye. He talks slow, and simple. He looks and sounds like a brute.

And so people think he is one. When Kahl said he was here to haul cargo, nobody questioned. They just yelled at him for being late. He shrugged and set to work, gesturing for people to climb into empty barrels, making sure they could breathe okay, then hefting them onto the train. When the work was done, he stayed on. Boss said to watch cargo, he says to the foreman.

Hah. They believed that too.

Once the train moves, Kahl starts helping people out of the barrels, counting heads to make sure they're all okay. He's got all of them--

And an extra one, scuffling under a stack of barrels. Huh.

He taps on the barrel.]
Kahl get you out! [He clears the other barrels off it, trying the lid. Unlike the ones he loaded, the top is wedged on tight. Metal fingers dig into the wood, and Kahl grunts with exertion as the lid breaks free.]

You alright? [He holds out a hand to help.]
twelfthsong: (4)

[personal profile] twelfthsong 2022-09-25 06:17 pm (UTC)(link)
Ah Christ –

[ His shout is part exclaimation and part relief that there's finally a way out of the barrel. He takes the man's hand without thinking but is quick to withdraw it once he's mostly out of the barrel. ]

Good man, Grumpy. [ When he's straightened up and gets a better look at his barrel saviour. ] How did you fit in a barrel?
kahl_175: Kahl has a tight-lipped smile on his face. It's actually a microexpression in a scene where he's not feeling great, but I work with what I've got. (smile-fw RK NW)

[personal profile] kahl_175 2022-09-25 07:42 pm (UTC)(link)
Yes. [Yes, this little gray man is grumpy. Kahl, meanwhile, is feeling pleased with himself.] Kahl trick foreman. Carry barrels. Nobody think about Grineer who work. [It's easy to trick people who think you're stupid.]

You look for beacon too?
twelfthsong: (31)

[personal profile] twelfthsong 2022-09-26 05:15 am (UTC)(link)
[ Kahl’s ‘yes’ is lost in translation on the Doctor but that hardly matters now. ]

Well you do look a little more suited for that. Good thinking. [ He means it too. Why not use what you’ve got in a situation like this? He tilts his head as he straightens out his coat. ] Beacon? What sort of beacon?
kahl_175: Kahl is looking toward a light (looking-mission complete)

[personal profile] kahl_175 2022-09-26 02:05 pm (UTC)(link)
Black hair woman who give this thing, [Kahl digs the little gold machine out of a pocket on his armor,] She say beacon lead home. [He glances down the train car with a sigh.] Kahl not sure if trust. Need to know how this happen.

[Kahl knows he isn't very smart. He can't talk science like Blue Girl can, or talk everything like the little guy on Tenno's ship. If someone tells him how this happened, he might not understand. But he has to try, so he can stop it from happening to anyone else.]
twelfthsong: (32)

[personal profile] twelfthsong 2022-09-28 06:29 am (UTC)(link)
I must have tuned that part out. [ Read: He had definitely tuned that part out. ]

If the beacons can get us home then something similar might have brought us here. Hard to say. Could be a device. Could be magic. [ As annoyed as he is with a non-working sonic screwdriver, at least there's a mystery afoot. ] Any idea where this train is headed?

[ Apparently he hadn't been listening to that either. ]
kahl_175: Kahl having hard time understanding this (what)

[personal profile] kahl_175 2022-09-28 11:59 am (UTC)(link)
[The little gray man was not very good at hearing things. That's okay. Some Grineer have trouble with that too, words just don't stick in their heads. They came out of their tube like that, not their fault. The man's pointed in the right direction now, that's all that matters.]

Deep into city. Meet other stolen people, [he talks a little bit slower and clearer, to make sure it gets through. The man thinks fast once he hears things, which is good.]

Kahl not know much about magic. [He knows Tenno do magic, and grineer Eximus do a little too. Nothing like this.] Need this not happen again. Keep brothers safe. [His only plan was to find what took him here, and blow it up. It was a good plan, but he didn't know where to start.]
twelfthsong: (102)

[personal profile] twelfthsong 2022-09-29 05:16 am (UTC)(link)
Brothers as in biological brothers? Or figuratively speaking?

[ It's not so much a question of him caring - he does somewhere deep down inside - but it's less a question about Kahl's feelings and more of a practical one. He needed information and Kahl was one person in what could be a very large sample size. ]

kahl_175: Garrison symbol. Free brothers, break veils. (Default)

[personal profile] kahl_175 2022-09-29 02:39 pm (UTC)(link)
Kahl shrugs. Kahl not care. Brothers are brothers. Nobody deserve to be slave. [He had Grineer brothers, Sol-ar-is brothers, Os-tron brothers, male and female brothers. Everybody Narmer took as slave was a brother.

He hadn't recognized anybody here so far, which was good. He didn't want any of them to get captured. But other people might not be so lucky.]
You have family here? Un-dead steal too?
twelfthsong: (60)

[personal profile] twelfthsong 2022-09-29 08:24 pm (UTC)(link)
So figuratively then.

No, no family. [ His family is long dead and gone but he doesn't like dwelling on it himself and wouldn't go into it with a stranger. ] There was someone I was with - sassy, small, control freak - she got on the train and I didn't hence the whiskey barrel.

[ He glances up towards Kahl. ] Any chance you ran into someone fitting that description?

kahl_175: Kahl is looking toward a light (looking-mission complete)

[personal profile] kahl_175 2022-09-29 08:41 pm (UTC)(link)
[That didn't feel quite right. Family was complicated, but explaining was difficult. Words were hard to line up in his head. So that was where he'd leave it now.

He shakes his head.]
No. Kahl helped others sneak onto train. No see small friend. Can help Gray Man search now, though. [the gray man hadn't given Kahl any names, so Kahl worked with what he had.]

[ooc: ah, the fun of journal rp. Kahl has now met Clara and the Doctor first. Things are going wibbly-wobbly here.]