Licyn Mansbane (
bravelyrunsaway) wrote in
westwhere2022-10-06 12:25 pm
open | oh it's a mad, mad world, i'm drowning in
WHO: Anyone wanting to find lamp oil, other oils, and the Remembrance's new hideout.
WHEN: After the TDM event! Before the next game event.
WHERE: In the Mouse House.
WHAT: In the spirit of adventurers the worlds wide, people go hunting for more lamp oil, only to find... dark water barrels, and the Remembrance's attempts to establish itself again.
WARNINGS: They're trying to make those womb walls again at the base; there's a potential at all times for violence; language potentially explicit.
You can find plot information or ask questions here! Keeping it simple, but here's a vague timeline of some possibilities:
WHEN: After the TDM event! Before the next game event.
WHERE: In the Mouse House.
WHAT: In the spirit of adventurers the worlds wide, people go hunting for more lamp oil, only to find... dark water barrels, and the Remembrance's attempts to establish itself again.
WARNINGS: They're trying to make those womb walls again at the base; there's a potential at all times for violence; language potentially explicit.
You can find plot information or ask questions here! Keeping it simple, but here's a vague timeline of some possibilities:
- Meeting outside the orphanage and searching through abandoned homes and businesses for lamp oil. Or sneaking into not so abandoned places and making off with some supplies.
- Discovering a series of seemingly abandoned warehouses, and finding a means inside, with light. Much of what's there is junk. Be amazed by what you find.
- In at least one warehouse there's large barrels! Which might be oil! These turn out to be dark water when opened.
- Within minutes of the dark water barrel discovery, members of the Remembrance enter from an underground walkway, and confront the people by the barrels. Playact as part of the movement ("wake up!"), or else prepare to run.
- If you played like you were part of the movement, be drafted into helping cart the black water barrels to the new safe-house, where it's apparent the black water's being used to recreate the womb walls of the former Remembrance headquarters. Or you might be tasked with chasing after one of your fellows who failed their acting chops.
- If you failed to play along with the Remembrance, run, run, as fast as you can, and try not to get lost in the warren of paths. Or end up meeting a Rodent Of Unusual Size, which may or may not be wearing a paper crown.
- Find a way back to the orphanage with whatever spoils of the day you managed to keep your hands on. Share information. The Remembrance is rebuilding, just as weird womb wally as before.

no subject
( He gives her a long, considered look, no sign of a smile on his features. He still has no idea of his own walking-magical-energy-leaking existence on that plane, being no one who uses magic, but he does appreciate that he's felt very little skin crawling sensation down here, as opposed to up in Serthica proper. )
Which spell, what limitations, and what duration? Take the lock, no objections there.
( If she can manage that more smoothly, all the better. )
no subject
[At least the unlocking spell is quietly whispered, even though the door opens with a creak. She glances at Licyn now, heart in her throat.
Hermione isn't evil, alright? She's not morally corrupt. She's just been taking from those who hoarded wealth, because she knew they wouldn't notice the loss. Except that creepy merchant who collected skulls, he can notice the loss, he deserved that.]
I'll stay close - if you hear anyone, give me a signal and I can put that unnoticeable spell up. It won't turn us invisible, Licyn, so do be careful.
no subject
also wildly different world contexts, but that he can guess at without needing or caring for specific details. )
How does it sound like you're singing when you breathe that spell?
( more muttered than a directed comment. it's just clear to him there's a cadence to what she says, short as it is. )
So start screaming and run once you've cast it, can do. ( dryly stated, with a sideglance, and then he's taking the lead into the house, moving remarkably quietly through the front entrance. dust is apparent along all walls and heavier in the corners; a lived in place, but not so recently, and not so long ago as to be truly abandoned. hence the lock. someone downsized? cautious? in a den of drug users and giant rodents, it makes sense.
he leads the way towards what resolves into being a long, narrow kitchen, cocking his head to the side as he regards the cabinets, then the pantry door, and another one, which smells damp. )
Time to get to opening things. Doors first or last?
( asked with a glance to his partner in crime. )