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!

techmaturgy: (pic#15745005)

[personal profile] techmaturgy 2022-11-15 04:07 pm (UTC)(link)
[He nods, apparently finding this a more logical progression of events than anything Marcus tried to pitch, given his apparent affiliation. It’s clear that Caitlyn is struggling with something, but since he can easily chart the course, he decides not to pry any further. Perhaps it’s not hers to say.]

Jayce brought me a bomb, made by the alleged thief. He was unable to disarm it.

[So he’d asked Viktor to, and then they’d fought. He reminds himself that’s not what’s important right now.]

The device was childish, almost, at least aesthetically, but brilliantly engineered. [And, of course, full of that scrappy ingenuity so unique to the Undercity. He almost misses it.] However, the idea that this person could unlock Hextech, even with our stolen notes, seemed…unlikely, to me.
clavesregni: (104 04 02)

[personal profile] clavesregni 2022-11-16 01:40 am (UTC)(link)
That must be the bomb he was showing off at the Council meeting. It was built by the person who stole the gemstone.

[How had Jayce gotten one of the bombs? It seems unlikely that Jinx would leave a live bomb at the fairgrounds that failed to explode. It wasn't left in the lab if Jayce brought it to Viktor. He must have gotten it from somewhere else. Marcus? Perhaps as part of the efforts to frame the Firelights. Would Jinx have given it to Marcus, or would Silco? Does Jinx care about framing the Firelights for her actions? She's certainly not shy about leaving that monkey everywhere.

Caitlyn pauses her train of thought to ask another room of people whether they've seen Vi, with no luck. She's starting to get properly worried.]


I wouldn't underestimate them. [Jinx may be mad, but from what Caitlyn's seen, she's got a sharp mind for building weapons. The wound in her leg is a testament to Jinx's brilliant engineering.]
techmaturgy: (pic#15348818)

[personal profile] techmaturgy 2022-11-16 05:54 pm (UTC)(link)
[He understands the concern (he shares them, of course), but all Viktor can really do is tell himself that the thief wouldn't have been able to replicate their technology, because the alternative is almost unthinkable. He keeps talking, even as Caitlyn continues to check the rooms.]

Hextech has components. It's not as simple as inserting the power source into any given object. The gemstone is a conduit for arcane energies, and those energies require instructions--runes. Without an understanding of that, and how the runes work, and which ones to use, that conduit is useless.

[It doesn't occur to him that Caitlyn might know something he doesn't, because his thoughts are on the fact that all of this is moot, given their current situation.]

Anyway, it doesn't matter now, not as long as we're here.
Edited 2022-11-16 17:54 (UTC)
clavesregni: (104 01 02)

[personal profile] clavesregni 2022-11-16 10:43 pm (UTC)(link)
[He's right that it doesn't matter for them, here, right now. But it may well be mattering back home.

She sighs.]


They've still got the gemstone. I. Failed to retrieve it. [And Ekko may have been killed in the process. Another loss.] If they're working on it right now, while we're stuck here, they could figure it out, Viktor. I've seen what they're capable of. We could return home to find... [Jinx with a functional hextech weapon.] Catastrophe.

[Which just means they've got quite the task ahead of them.]

We've got to get home and prevent that happening.
techmaturgy: (pic#15348788)

[personal profile] techmaturgy 2022-11-19 04:31 pm (UTC)(link)
[That gets his attention, because she'd danced around the who just moments before. There's a lot he could say here, about how there's no real guarantee that time is passing back home, or that they're even missing (he has some theories about alternate universes), but none of that seems important when Caitlyn hints further about her activities.]

You've seen it? [The missing gemstone.] Who are they? Silco's person?

clavesregni: (107 03 02)

[personal profile] clavesregni 2022-11-22 01:32 am (UTC)(link)
Yes. [To both.] Vi and I managed to get it back, but...

[Does he know about the bombing on the bridge? That was about twenty-four hours ago for her, had he found himself here before then? Even if he was still in Piltover at the time, would he have heard about it? Jayce had, clearly, and so had the rest of the Council, but would Viktor have been informed?]

The thief attacked us. I was injured, [A gesture to her leg.] and the gemstone was taken from us again.
techmaturgy: (7)

[personal profile] techmaturgy 2022-11-26 04:50 pm (UTC)(link)
[Of course. None of them could be that lucky, really. If the gemstone was safely returned to the Academy, there would be no real reason for Jayce to go to the Undercity. All of this seems like it runs much deeper than anything he paid attention do, holed up in the lab as he was, so this is informative, to say the least.

He does note, internally, that Caitlyn still refrains from describing the thief. Given the fact that he’s already asked twice, however, he decides to leave it there.
]

Thank you for trying. [He’s not quite sure what he wants to do with the information, yet.] If you’re injured, you should rest. I can keep asking around for your friend.
clavesregni: (105 04 01)

[personal profile] clavesregni 2022-12-09 01:01 am (UTC)(link)
[Caitlyn shakes her head. She can't possibly rest until she knows what's befallen Vi. The thought of idling around while Viktor is exerting himself in a search and Vi is who knows where doesn't sit well with her at all.]

Perhaps if we split up, we could cover more ground.