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westwhere2023-01-06 07:33 pm
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Entry tags:
- 2ha: chu wanning,
- arcane: jinx,
- arcane: vi,
- arcane: viktor,
- asoiaf: daenerys targaryen,
- better call saul: jimmy mcgill,
- better call saul: kim wexler,
- doctor who: clara oswald,
- doctor who: the doctor,
- final fantasy xiv: vrtra,
- game of thrones: jon snow,
- mcu: kamala khan,
- mcu: wanda maximoff,
- mcu: yelena,
- mo dao zu shi: xiao xingchen,
- oh! my emperor: beitang moran,
- original: licyn mansbane,
- owl house: eda clawthorne,
- penny dreadful: vanessa ives,
- star trek: leonard mccoy (aos),
- star wars: merrin,
- test drive,
- the gifted: marcos diaz,
- tian guan ci fu: xie lian,
- touken ranbu: kanesada,
- umbrella academy: allison,
- umbrella academy: five,
- warcraft: anduin wrynn,
- warcraft: wrathion,
- warframe: kahl 175,
- x-men: charles xavier,
- zettai karen children: kumoi yuuri
sand in your eyes
And onwards, through the cursed desert. The mini-journey Arc covers 6-21 January and doubles as a test drive meme. Participants do not need an invite to apply this round. Have fun!
A HOUSE UNITED WILL SAND | SOILMATES | A PYRAMID SCHEME
A SANDING OVATION
Sand in your eyes, down your throat, stifling. You wake half-buried in high dunes, crawling towards helping hands. Thirst vanquishes you.
You are quickly offered a translation and communication pendant and introduced to the leader of the caravan that saved you — good Mazyar, who thanks the stars for your most incredible luck to be rescued by his generous and humble self. For he is not a man for idle praise, but he has sold salt to salt makers, he was courted by seven of the five great trade guilds and brought peace to the Stairs of Sighs…
Mazyar reveals you are in Akhuras, where undead lieges seek to weaponise you in their war for dominion. Mazyar’s good but less successful friend, the elusive Merchant ferries otherworlders east, where ancient beacons can transport them home.
Retire for now and regain your strength. Come morning, further otherworlders will arrive from Serthica — and your journey may begin.
ONE SAND WASHES THE OTHER
The veteran party reunites with newcomers in the desert, and with the merchant Mazyar — who once guided them through the Stairs of Sighs. His caravan is protected by the Scavengers —deathly a tribe of hardened desert raiders. They bring water flasks, supplies, cooling suits and tents to share. Their snail-like carriage mounts can transport the weak.
You are bound for the seized citadel of Alem, swarmed on each side by undead battalions. To access it, you must obtain one of the enormous sand worms that trawl the deserts, which can be deployed to create underground passageways.
The Scavengers will lead the caravan through haunted dunes, the worms’ traditional hunting grounds and temple-fortress Uruksithar.
A HOUSE UNITED WILL SAND
The group first reaches the Valley of Unchaining, bordered by high cliffs and fang-like stones. Here and there, discover bloodied footprints, half-buried shackles and red chains. You might even stumble upon an eroded tombstone inscribed, H R SL EP THE UNCH IN D. At its feet are dulled dagger blades and rough calcar stone.
COULD DIE FROM LAUGHTER
You fool, never eat alone. Happen by the camp’s outskirts with your dinner, and you might glimpse the silhouettes of starved desert hyenas, their eyes glistening green. They will come close if you bear raw meat or bleeding wounds.
- ■ Scavengers say, if you see the hyenas, throw them food or a cloth drenched in fresh blood, then run without looking back until you no longer hear their cruel cries.
■ Some hyenas mimic rasped human voices, begging help or calling your name. One feeble hyena wears a chain of red shackles around its neck.
■ If you look back while chased, you find the green stare of the hyenas fixed upon you. You are gradually overcome by starvation, violence and the urge to dismember prey and feast on raw flesh. Player’s choice on whether characters can resist this compulsion, which disappears at dawns, or if they taste blood.
■ Scavengers will deny you entrance into the camp if you appear possessed in this way.
SANDIMENTAL VALUE
You walk the Valley, Scavengers say, and Mother Death walks with you. A once handsome crone might appear beside you, bare-footed and dressed in clean linens. She remains silent unless spoken to and flinches if you move suddenly, as if she fears being struck.
- ■ Treat the Crone kindly, and she entrusts you with a small pouch holding a fraction of her ashes, which she wants scattered from the hills.
■ Use rope and climbing hooks and take cover behind stone formations. Beware the violent sand whirlwinds that batter the cliffs, threatening to plunge you down or choke you with sand.
■ If you succeed, the Crone appears to watch her scattering ashes and bless you with good luck for the rest of your journey. Your kindness, she says, reminds her of her daughter.
SOILMATES
The three-day walk to Uruksithar traverses the sand worms’ hunting grounds, where dunes shift periodically in sharp, tectonic waves. Watch your step and don’t be surprised if your tent sinks at night.
- ■ The Scavengers organise daily reconnaissance parties in the desert hills. Stay with them to unbury dune treasures.
■ The brave & brazen can try to catch sand worms. The massive creatures erupt overground periodically, catching prey in their large mouths, or crushing it beneath their heft as they plunge in the depths — creating large sinkholes in the process.
■ On its back, each sand worm has a few darker scales that draw the shape of a rune. To tame a sand worm, you must find its rune, then write the symbol on the worm’s back using blood from your hands. Report your catch by 23:59 on 17 January!
■ The sand worm bonds with you for three weeks until the next full moonrise, or until you draw the same rune on your cut hand.
■ Those who secure a sand worm find it grudgingly follows them underground for the rest of the journey. The creature can only be steered or ridden.
■ Some sand worms are vicious, old and sufficiently magical to retaliate by taking the link over and forcing their bonded humans to experience their lives — briefly sensitive to light and strong sounds, or unable to speak. Some might experience mild fevers. All symptoms disappear when the bond breaks.
A PYRAMID SCHEME
At last, welcome to Uruksithar, former jewel of the desert — now reduced to rusted gates and tattered walls of wind-lashed stone.
The abandoned palace-fortress features a row of minor temples and barren gardens that surround a great, ruinous pit. The state of residential furnishings suggests the grounds were lived mere years prior. Walk north to find a a large pool of thickened black water that exudes a cold, unsettling presence. Veteran party members know what to expect.
Nail scratches on some temple walls read, we, who did not sleep or i ask the wind to grieve our chains. By the pit, a stone plate helpfully says, drop by drop, even base water turns to poison.
The Scavengers disperse to raid the temples, advising you to carry water everywhere. One raider mentions that the local Temple of Ra’esh stores silver waters that can woo sand worms.
OCTOPUS PRIME
Uruksithar’s great gong strikes every two hours, to groans and shudders from the abyssal pit. Scavengers immediately take cover behind walls, bind themselves to columns or rush into crumbling residences.
- ■ For five minutes, as the gong sounds a pathetic dirge, a bouquet of tentacles erupts from the pit, sweeping nearby streets to capture living things.
■ Throwing water on the tentacles forces them to retreat, while black liquid from the northern pool burns them down. Further tendrils emerge until the gong quiets.
■ Should you fall into the pit, use your climbing hooks to latch onto the walls and don’t look down. A grotesque, sharp-toothed mouth awaits below to devour you, amid the squelching sounds of the tissue and material it has been masticating for decades. It won’t give up its lunch easily.
TOMB AND GLOOM
Ra’esh the Bright-maker, he who saw but peace beneath the skies. His humble temple is anonymous among numerous worship grounds. Scavengers say, four years ago, a wanderer sculpted an eye with a sun for a pupil on the entrance door. Take a torch and head in.
- ■ Long-stripped of its glory, the maze-like Temple of Ra’esh is now cold stone, stale window-less corridors and heavy doors that snap down from the ceiling.
■ Distant susurrations of water point you towards your destination.
■ As you walk in, pay attention to the engravings near the entryway of each temple room. Some depict arrows, forecasting spikes will burst up from floors tiles. Sculpted drops hint pouring water in this spot will open a door. Open a door with an engraving of large serpents, and… well. The engravings can help characters navigate the maze and completely avoid its traps. Feel free to make up your own engravings & traps, if you want!
■ The altar room contains a pool with pearlescent waters that surround a woman fully bandaged in gauze, her sight obscured. She is bound to a column with chains and shackles akin to those found in the desert. Rare peeks of her skin show it rotting or sickly pale.
■ She asks either if you are her mother, come for her at last. Do you engage?
■ Take water from the pool, and you can lure a sand worm to you once you have exited Uruksithar. Hazed, but sweet-tempered, it will follow you underground and allow you to ride it for the three weeks until the next full moonrise. These sand worms won’t give you a hard time during the bond period. Report your worm too by 23:59 on 17 January!
NOTES
- ■ Test driving & in-game characters can top level logs here — test driving characters can also put up network posts in this space c:
■ Feel free to investigate the mystery of the chains and shackles, but no pressure — it’s not critical to Arc V.
■ Hit up NPCs!
■ Navigation top.
Merrin | Star Wars Jedi: Fallen Order
𝚜𝚊𝚗𝚍𝚒𝚖𝚎𝚗𝚝𝚊𝚕 𝚟𝚊𝚕𝚞𝚎
𝚝𝚘𝚖𝚋 𝚊𝚗𝚍 𝚐𝚕𝚘𝚘𝚖
[ ooc: I am happy to plot a more custom starter if you prefer so please feel free to PM me or ping me on plurk @
sandimental value
His eyebrow raises and he pulls his scarf in closet around his throat and mouth, deciding then and there to answer to his own curiosity, and trudge up the dune to where the now-burdened woman is standing. ]
What was she? [ He asks as he approaches, tugging his scarf down enough to bare his lips, already feeling dry. ]
Sorry, I saw you speaking - is she what I think she is?
[ He gives a lopsided smile. ] Feels strange to even think the words, but - were you speaking to a ghost?
no subject
She glances over her shoulder to the man, managing a small, brief smile. ]
A ghost, yes. A mother. She wishes to be put to rest. [ Merrin shows him the pouch of ashes briefly, before tucking it carefully into a flap on her tunic. It would be easy to lose in the fierce winds surrounding them. ]
I saw you before. We arrived together. [ A gentle smirk then. ] You've survived this far, that must be good fortune, yes?
no subject
Better fortune than to not have, sure.[ He offers her a rueful look at that.] But good to meet you, officially. I’m Brasso.
[ He doesn’t offer a hand to shake, it isn’t custom where he’s from. Instead, he glances at the ashes now carefully wrapped back up in cloth. ]
Where did she want to be taken? It’s dangerous out here - better to go together than alone.
no subject
Up there, to be scattered from the hills. [ Merrin glances upward to the craggly rocks, the hills obscured by a tumult of sand. ]
I think it a peaceful place of rest, don't you? Overlooking the valley. [ Her Dathomirian accent is clipped, slightly halting, though she doesn't recognize his own accent well enough to place him, having barely ventured beyond Dathomir. ]
Should we die atop the hill, I'll be glad for the company. [ Merrin pauses for the count of three seconds before smirking. An attempt at humor. Surely her companion will appreciate it. ]
Our fortune turns again, Brasso, for our paths to cross here. A good omen, I think. I'm Merrin, from Dathomir.
no subject
He doesn’t recognize the name immediately, though something at the back of his mind tells him that it’s familiar. When it finally clicks, he blinks, coming to a halt to look at her. He’s still used to almost everyone here having been from somewhere far, far from home, but: ]
Dathomir? In the Outer Rim?
He’d never been there, knew almost nothing about it save as a word that sometimes appeared on star charts and sometimes didn’t - too remote and likely too obscure for most to care. And even then, he isn’t sure - maybe he heard wrong, or read wrong, but there’s a piece of him that desperately wants to be right. ]
I’m from Morlana One. In the Free Trade Sector.
[ He gestured to himself with a tense sort of excitement - Finn had been a wonder to find, but to find someone else - ]
Do you know it?
no subject
[ There is a look in the man's eyes that feels familiar, like a feeling she had known only recently when meeting Cal, Cere, Greez. Their journeys had all brought them together in mysterious ways, yet she had been thankful for the purpose and companionship that being with them had given her. She worries for them now, wonders what's happened and how she'd wound up here alone.
Perhaps Brasso will understand more, if the look in his eyes is any indication. So many others here have not understood her explanation of her home, have been from places not remotely familiar. He knows the Outer Rim, so that gives her hope, too. ]
I do not know of Morlana One, but I have known only Dathomir until recently.
[ So, there is much she has yet to learn. It also makes her perhaps more transparent and less secretive than she should be (her lack of being exposed to anything beyond the only home she's known), though she fully believes she has little to fear if the Empire finds them here. There are other dangers to confront. ]
I was traveling with...people. [ She hesitates on the word. Perhaps they would be friends. She thinks of them as such, but it is a foreign notion to her as well. ] On the Mantis. Do you know of the Empire?
no subject
However, she clearly wasn’t human, so that already put her on the side of probably not Imperial. Still, it was best to be cautious.
He finally gave a rolling shrug in reply, hoping to come off as casual with a hint of wary instead of the intensely wary he actually felt. ]
I know it. We were just recently put back under direct imperial control.
[ There. A relatively neutral reply, he hoped. ]
The people you were travelling with - were you all heading deeper into the Empire? I would have thought the outer rim prefers to keep to itself.
[ Slightly less neutral, but oh well. ]
no subject
She continues to walk, though she glances over her shoulder briefly, eyes darkening with memories. ]
Yes. It does. I was raised to reject the rest of the galaxy and outsiders were considered dangerous to my people. But war came to us as it will to all. My family, my friends, they were slaughtered during the Clone Wars. I buried them and I was all that remained.
[ Her head turns forward again as they continue, and when she speaks of the massacre, it's with both a haunted softness and a measured detachment. She feels deeply for those she's lost, but it is a truth she will always carry and she has learned to bear the weight. She cannot escape the pain of it, but she imagines Brasso has his own pain, as do all who know of the Empire.
She is less neutral, of course, but her open disdain for the Empire comes from knowing (or believing, at least) that her magick would be strong enough to stand against them. ]
I could not remain on Dathomir any longer. I wish to know the galaxy and those who fight for it now.
no subject
My birth parents died during the Clone Wars too, [ He offers, though he was too young to understand what was going on at the time. ]
And we all suffer under the Empire now. But there are people who are fighting.
[ Even if a few days ago he wouldn’t have counted himself among them. ]
tomb and gloom
He's about to move on past the entrance when she calls out. ] Oh. [ The slightest of pauses as Jimmy squints and takes her in. Those sporting face tatts are not to be fucked with, a piece of wisdom he suspects applies in every universe, but it's grating to be played for a sucker. ] I'm meeting someone. Sorry. [ He pulls an apologetic-looking face. ]
no subject
She does glance down to the base of the building before looking at him again, her eyes narrowed for a moment. ]
Then the three of us will go together. [ She may or may not be joking, for as dry as her tone is. ] There is safety in numbers. Or do you fear it, the Temple?
no subject
Undaunted by her naked skepticism—but also not about to turn his back to her—Jimmy glugs over to the temple's entrance and finds the shadiest-looking nook with a nice, cool wall to lean against, even pressing his arms against the stone. Which still leaves him with her question.
It's a trick question—obviously—and as he thinks it over, his demeanor slowly shifts: from wariness to amusement. Jimmy cracks a smile. ] Where're you from?
no subject
There is something to be said for standing in the shade, as well, and so she draws closer, but keeps a comfortable distance between them. ]
Dathomir, in the Outer Rim. [ The man—well, she can't begin to guess his home world, not only because she is blind to many of the planets out there, but because much of his nature remains a mystery. He is certainly no Jedi. ]
And you—tell me of your home. Have you arrived here recently? I suspect so, the way you struggle. You need assistance to survive, I think.
[ This is her, offering aid, in a...roundabout way. ]
no subject
Dathomir. [ He comes down hard on the A, takes a shortcut across the O. Trying out the word. ] Huh. Okay. You're the first Dathomirian I've had the pleasure of meeting, would you believe.
[ —which should be an opening for what he's been gearing up to say, but: ] What? [ Jimmy's smile hangs on half a second too long, then crumples into something resentful. His gaze darts past her, to the sun-bleached ruins all around them. The words come quicker than before, flustered. Someone is infinitely more familiar with criticism than offers of help. ] I'm from the city, that's all. I know how to, uh, get out of parking tickets and not fall down elevator shafts, not ride worms and run from hyenas.
the wildcard you didn't order but are getting anyway
"Merrin? Is that you?"
Another shadow, taller than the rest, darts between the looming rocks scattered near the base of the cliff.
A second voice, softer and younger, whimpers.
"Help! Help me!"
Howls of laughter cascade from the pack as they circle, and from behind them, something that might be human lurks, stalking their shadows.
Make your move, traveler. ]
no subject
The creatures that lurk are unfamiliar to her, their sounds abundant and unsettling, yet her need to understand her surroundings overrides any thought that she should turn back. She has only ever known a life on Dathomir, where she reigned alone, where all enemies were easily vanquished. She should reconsider her steps, perhaps, but she doesn't.
Her whispered name—wielded as a weapon—finally halts her. She stands stiff, tense, with the fingers of her right hand spread out like a claw, the palm of her hand angled down towards the sand, a faint green glow emanating from her fingers.
Should anyone truly be in need of aid, she would attempt to give it, but this moment bears an ill omen. There will be blood tonight. ]
I did not give you my name.
[ It has been given to others here, the few she's met. Yet, what stalks the shadows does not have permission, does not have the right for such familiarity. ]
Show your face.
no subject
"Please, help! I can't do this alone."
Green eyes glint low against the sand as other hyenas shift in the shadows, a few following the feeble chained one while others quietly tread only meters away. They don't draw near, but something else does.
The lurking figure moves fast, circling around behind the jagged rocks for further cover before lunging at Merrin with a mechanical hiss of steam and a flash of blue light emanating from two massive gauntlets—one of which is outstretched to try and grab for Merrin to flatten her against the cliffside, using enough force to kill a human in one hit. Illuminated in the flash of light is a snarling Vi, with her steel-blue eyes reflecting the light of the gemstone enough to glow in the dark. ]
no subject
Over her shoulder, a flash of movement, the shadows disperse, the air parts and crackles. In her lungs, a pleasant burn, a heaviness that's familiar, a power that begs release.
There's no time to register how large the weapon is that seeks to fell her, though it matters not. In an instant, an eerie green glow bursts from her fingers, stopping the weapon before it can even touch her. She brings her other hand around, summoning and commanding an ancient power rooted in her soul. Her attacker won't be able to move, at least for the moment, but Merrin is thrown off when her eyes focus enough to catch the face staring back at her.
A crazed woman with her own power, but for what purpose and to what end? Slaughter for the sake of it? She knows that well enough. But they are strangers here in the dark; a question, then—why?
Merrin leans in closer, her jaw tense, eyes dark with restrained fury. She would kill the other woman if it comes to it, but she thinks a madness is at play here. If she must kill, let it be when they are both of their right minds. ]
You hunt me. Why?
[ Does she even know? There's a soft hissing sound that lingers between them, their dual powers colliding, while Merrin still effortlessly holds back the attack. ]
no subject
I'm—
[ Vi. She's Vi. This isn't her.
But that thought's quickly lost as her eyes glaze over, and she snaps at Merrin's face with a whiny snarl better suited to a dog—or a hyena—only inches away and clearly vying for blood. Any exposed flesh is fair game if she can just get past this barrier.
With another metallic whir signaling that the other gauntlet is ramping up, Vi launches her other fist forward, hoping a second punch will be enough to break whatever kind of tech or magic this lady's using. ]
no subject
The girl before her meant to speak on her own behalf, but whatever force is at work here halted her. She has taunted Merrin, yes, hunted her, and she is ready to harm or kill her. A decision must be made swiftly because while Merrin's power is strong, this is a fight, and she can feel the power contained in the opposing weaponry. If she had more time to think, she'd be fascinated and curious about it, but a snarling visage looms close and Merrin looms closer in turn, briefly.
A choice is made; her opponent will not be killed, not while a measure of who she was still exists. She may be wrong and she may bear a terrible price for the miscalculation, but Merrin will not kill what has been controlled against its will, if it can be helped. Abundant, rippling streaks of green mist now flow between them and Merrin is mere inches away, unafraid of the threatening bite. ]
You have my name but not who I am. You will know me before the night ends. I do not wish to kill you, but hear this: if you must die, I vow a swift end. You did not choose this fate.
[ With that, Merrin pulls back, closing her eyes briefly before daring to move one hand, waving her fist in a flourish and using her power to lift her attacker from the ground and fling her against the cliff wall. The injuries she sustains will be necessary. If her suspicions are correct, it will be the only way to pull her out of the spell that's taken hold. ]