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!

biomed: (151)

y'all are fine, I'm easy!

[personal profile] biomed 2022-10-23 05:55 pm (UTC)(link)
( He says nothing now, just works on taking what breaths he can muster, his dark eyes lifted wide to Sizhui in apologetic gratitude. Anything, reads plain on his face, whatever you can do.

The relief in him is palpable as Sizhui works, not just because the weight in his chest feels lessened, the pain dulled, but because hope flares to life in him again, a spark against the terrible dread.

McCoy feels enough like himself to look at Jim when he returns, questioning the herbs when Sizhui produces them— they look, well, normal. Unremarkable, even as he knows that, surely, that isn't the case here. )
paperbutterflies: (Default)

<3 also has exorcism been tried by this point

[personal profile] paperbutterflies 2022-10-30 10:49 am (UTC)(link)
Thank you.

[ To the bringing of water.

Sizhui's expression eases slightly as the man's pulse steadies, and he continues to strengthen his life force as much as he can.

It is not difficult to see the questioning look, and he hums gently.
]

Rosemary and juniper. They were not in the greenhouse, but when we left that place, there were some in my pockets. There seems nothing wrong or rotting about them, and they seem likely to help, or at least do not make things worse. Juniper I know from before, and rosemary from attempting to help Hermione to find correct ingredients for her medications.

[ 'Potions' still is not a word that comes easily to him. ]

We can try first to see if just the smell of an infusion will make any difference, in case you would rather not drink it.
biomed: (134)

not yet! go for it

[personal profile] biomed 2022-10-30 05:53 pm (UTC)(link)
( skepticism flashes across his face, hesitation on his tongue he has to swallow down, throat tight against another cough. Hermione came from a world where the mundane held such potential, more so than any science he's learned. he trusts her, and so he trusts Sizhui by extension.

McCoy brings his other hand up, sticky and red, and mimes sipping at a cup. He'll try it, at least. )
paperbutterflies: (Consider)

Will do!

[personal profile] paperbutterflies 2022-10-30 10:31 pm (UTC)(link)
[ Sizhui smiles sweetly at the motion, and hums in agreement. ]

I should ask lady Wen Qing if these can be made into a proper medicine, as their effect would be stronger like that, and see if we can collect some more... but probably not within the citadel.

[ The different reality was something else, but here, he is not sure what wouldn't have some part of the rot in it.

He lets of the hand for a moment, to start the seeping of the infusion, then resumes the touch, listening to the pulse, trying to figure out what else he can find out, how else he can help. Which is where he makes a small noise, his brows scrunching a little as he looks up at the man's face.
]

There may be something more to try. I would have to go bring my guqin - the Songs would not hurt the living. But there seems to be something, an aspect, that is not living. I might be able to push it away with some of the Songs I know.

[ 'Exorcise' might sound a little alarming, in the state both of them are. Once they are steadier, and perhaps he has had a chance to discuss this with Senior Wei and also Hanguang-jun, he can elaborate. ]

I will return before this has cooled enough to drink, but perhaps keep it close enough that the scent can be breathed in?

[ This to Jim Kirk. The infusion already smells nice and refreshing, in an evergreens kind of way, while remaining mild. He is still not stopping to transfer spiritual energy, though without a golden core, there be a point where more will not improve matters. ]
winscenario: (thirty four.)

[personal profile] winscenario 2022-11-03 09:07 pm (UTC)(link)
[ Jim really doesn't care if it's plants or tea, if it helps then he's all for it. Besides, plants were used for medication for millennia. This may as well just work. Or bring some relief, if nothing else.

He sticks around, hovering, not getting so close that he gets in the way, but close enough to assist with anything Sizhui may need. He ends up sitting close to Leonard once the tea is done, quiet as he listens to Sizhui's somewhat vague explanation. Exorcism is definitely what comes to mind, but he doesn't say it out loud. It's... okay, a little concerning, but much like the plants, he's willing to try anything. ]


Okay. I'll look after him, make sure he breathes it in. [ More solemnly, he adds— ] Thank you.