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!

hatejakku: (beauty shot)

[personal profile] hatejakku 2022-09-30 09:45 pm (UTC)(link)
[ ... He has no idea if the kid is being sarcastic or not, because Finn's pretty sure the plague is real. He just- Well, he'd rather take his chances right now. Which is stupid but whatever.

Either way, he spreads his hands. ]


You asked. It's the best I've got. Now, where's that fox?

[ Because he's about to make good on this plan. ]
somebadnews: (117)

[personal profile] somebadnews 2022-10-01 03:16 am (UTC)(link)
[ Five lifts an eyebrow at him. It wasn't in any way a serious plan, but he can appreciate that he's willing to go along with it without question. ]

Probably in the other room, waiting for his tea.

[ He holds up a hand to stop him before he decides to try anything. ]

Think for a second. If it were that easy, I wouldn't still be here. [ Ordinarily nothing could hold him, yet his teleports aren't leading him anywhere outside of this poorly designed house. Which is honestly more to worry about than the plague. He'd think he could come up with a better suggestion, but after a moment of thinking, he shakes his head. ] We could always try coughing around them and see if it gets them to throw us out.
hatejakku: (the fffffuck)

[personal profile] hatejakku 2022-10-04 05:14 pm (UTC)(link)
[ Finn's already taken a step when Five puts up his hand, stopping him in his tracks. Ah, so it was sarcasm... Still not a bad plan, though, in his opinion.

This other one, though? ]


You want to cough around guys that run around with knives for fun while a plague is going on outside? I mean, it'd probably work, but I'm not sure we'd be alive to see it.
somebadnews: (201)

[personal profile] somebadnews 2022-10-06 07:31 am (UTC)(link)
[ Five finds a spot on the ceiling to pour all of his frustrations in and swears under his breath. There are no good ideas here, just various levels of ways to make their situation worse. ]

Unless magic is keeping us here. [ Otherwise he would have just blinked outside already. ] Fine, we get rid of the fox and see what happens.

[ Apparently he forgot that he said 'distract' before, but he's feeling less charitable than he was a minute ago. ]
hatejakku: (talk)

[personal profile] hatejakku 2022-10-06 06:28 pm (UTC)(link)
[ Finn opens and closes his mouth a couple of times, but-... ]

Okay.

[ He's under the assumption that no one's going to die during this, poor thing, and starts moving in the direction Five pointed out before. ]

One of us distracts and the other gets him from behind? I'm Finn, by the way.
somebadnews: (214)

[personal profile] somebadnews 2022-10-08 06:50 pm (UTC)(link)
[ At this point, fighting with something that may or may not be real may feel cathartic. Still stupid, but not as stupid as solving a bunch of riddles to make tea. ]

Number Five. [ If nothing else, Finn seems eager and capable of following directions. ] Why not? He seems to be the ringleader of this merry band of psychopaths. I can't imagine how that could go wrong.
hatejakku: (surprise)

[personal profile] hatejakku 2022-10-12 06:55 pm (UTC)(link)
[ Huh. Finn blinks at the name but plans to ask him later. Certainly not a Stormtrooper, of course, but maybe they have some other things in common. Considering the people Finn's met here so far, could be nice to get to know someone with a similar background.

But that's definitely for later. ]


Oh, it'll go wrong. Hopefully, it'll be after he's unconscious, though. We'll just move fast. Easy.

[ Sure. ]
somebadnews: (228)

[personal profile] somebadnews 2022-10-19 09:00 am (UTC)(link)
[ Nice that he's set his expectations appropriately. Five runs his hand through his hair and nods. It should be easy to take down one talking fox. Or he could be hallucinating the fox, and he'd be taking down whatever real person is behind the illusion.

It wouldn't be the first time he's had his mind messed with. If they're seeing how far they can push him before he snaps, they're about to find out. ]


Who knows, maybe that's the key. Take down the leader and the whole thing falls apart. [ Or it'll be something much worse. He's never really dabbled in middle grounds. It would have been nice if he was armed, but he'll just have to grab whatever's handy. ]

We just need to get him alone. [ They don't really need to, but it's easier to hold a hostage if there's only one. ] Why don't you tell him someone murdered the cook and the tea spilled everywhere? He'll love that.