groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote in [community profile] westwhere2023-05-15 05:49 pm

the sunken | part i



THE SUNKEN






Welcome to the first log of Arc VI: the Sunken, which covers 15 May – 2 June and doubles as a test drive meme.

Back/forward date as needed! The calendar date suggestions are indicative.

The TDM is open to everyone! If you decide to apply to the game, you can get an invite from current players or the upcoming enabling meme — or participate in the test drive meme and get in touch @ [personal profile] groundrules to chat things over. We currently have 13 slots available for new players.

Test drivers can use this post for logs and network posts — old timers, please make your network posts at [community profile] eastbound.

LOST AT SEA | TEST DRIVE TOURISTS


You wake, gasping, in a stormy sea, your thoughts slowed to a confused trickle. Skill, floating wood or a kindly stranger — who you can’t understand — help you to reach shore.

Villagers discover you collapsed on sand and provide critical (if rickety) communication and translation devices. They say you are in Sunken Yancai, a fishing village progressively overtaken by waters and cursed by the secretive ‘ladies of the lake’ to transit through time.

■ Rescuers group newcomers and supply questionable village couture, warm meals and accommodations in abandoned, half-flooded homes or spare small boats anchored in Yancai’s waterways. Huddle up, recover your strength and don’t think too hard on why your memories are hazy over the next three days.

■ Come morning, you visit village leader Quanze Tsaymien, then the sorceress Karsa — who explains you are otherworlders summoned into Akhuras by undead lords who wish to weaponise you in their battle against humans and one another. Karsa is an associate of the Merchant, who leads otherworlders towards ancient transport beacons east.

■ One such beacon rests dormant in Yancai. The group must infiltrate the village and wait a few weeks until it shifts to a point back in time when the beacon was active.

■ Newcomers are handed passport papers with their new identities in Yancai, where they may be known as a bankrupt merchant, perpetually drunk sailor, whale hunter, raft surveyor, mermaid who has just gained their legs, crab collector... feel free to invent a dutifully hilarious apt role for their seaside sojourn.


OLD TIMERS | THE DRIFTING


You dragged yourself here in a haze. You arrived long ago, as if in a dream. You were born and bred in this village. In truth, your memories of reaching lively Yancai feel nebulous and alarmingly inconsequential.

Characters are facilitated new identities and dwellings by the Merchant, or believe they have had them all along.

■ A weary Karsa warns to say nothing to party members with altered memories, until the sorcery that affects them runs its course.

■ Memory-altered characters progressively regain their memories within three to five days (by 20 May). They have their memories partially or fully back at night ( midnight to 5 a.m.). Throughout the day, memory regains can trigger migraines, eerie confusion and paranoia.

Hauntings begin once characters have fully regained their memories.

■ Once everyone is ‘back to normal,’ Karsa explains that Yancai periodically transits through time. The memory alterations are a magical solution endorsed by the village council, which ensures locals mentally weather these shifts. Villagers continue to blithely accept you as part of the community.


(DON'T) HOLD YOUR BREATH


Karsa reunites the existing party and newcomers, issuing first assignments. The Merchants’s information suggests the beacon of Yancai will be online once the village travels in time within weeks. A dubious Karsa asks the party to check on the beacon, located in the former House of Commerce of the largely inundated merchants’ district. Reach it by rowing boat.

■ Villagers say the Master of Commerce, a famous musician, took precautions against intruders.

■ All ground and lower floor entryways of the palatial House were boarded to restrict flooding. To enter, pick locks or climb the putrid stairwell towards upper balconies.

Inside, the hissing of running water — and, in the lower levels, of thin, slippery leeches whose bite numbs your limbs, while they attempt to feed. You seem to experience pronounced vertigo when entering any decaying rooms covered in black mould.

■ The beacon is located on a dais in the basement vault room, where water rises near 1 meter. Only a few scattered scrolls and golden decorations remain among decorations, while a large ceiling carving writes, greed deafens man to the cries of his conscience; music sets him free.

■ Some tiles of the marbled floor stand out as you wade — step on one, and all doors abruptly slam shut, while dozens of obscured holes in the wall start to rapidly spill water, threatening to fill the room to the ceiling within the hour. You hear the tinny, waning sound of a village song played from a hidden source.

■ To stop the pouring water and open the doors, sing the song you hear, or find the music box that produces it amid debris on the water-covered floors. Wind it, and it plays its song in reverse, revealing the voice of a laughing elderly man who says, Depressingly, Anurr was right to worry.

■ Don’t forget to check the beacon — and report back to Karsa that it looks structurally untarnished.


THEY SLEEP


After surprising revelations at previous citadels, Karsa tasks you to investigate just how… permanent death is in Yancai. Villagers share that their dead are buried in a strange rite at sea — part of which will take place within days.

■ The dead are ‘entombed’ in one-man sarcophagi ships with carved and chained lids that depict their likeness. These burial boats are set at sea on the first day of each season and return three months later.

■ Join the harbours around 22 May, when mourners gather to receive the burial boats. Characters must pretend to be greatly anguished relatives, acquaintances or debt collectors to join the grieving.

■ The boats float towards you, seemingly of their own volition. Gaze afar and spot a boat carrying a man in black — the same who haunts some characters — who observes until the last burial ship has reached the piers, before he disappears.

■ Sailors draw up the boats and unpeel the untouched chains and lids, to reveal… no corpses. Peer closer and find neither biological signs (stench, liquids) of discomposure, nor the magical chillness of spaces where cadavers have lingered long. Scratch marks litter the inside of some boat lids.

■ Mourners seem grateful that the waters have ‘accepted’ the bodies. Some say that their relatives whose boats have yet to return must have been stolen by the ‘ladies of the lake,’ a villainous witch coven. Speak to mourners or sailors for clues.

■ Linger long near opened burial boats, and you feel tempted to throw yourself into the sea, slowly losing consciousness — until someone rescues you.


AMONG US


On 25 May, village leader Quanze Tsaymien drags the chained and half feral mistress Miang-si to households and Yancai’s largest market square.

The young woman, he says, was seduced by the ladies of the lake — the furtive witch coven that condemned Yancai to time travel. Luckily, the village elders have… coaxed Miang-si back onto the righteous path.

Miang-si is brought door-to-door to point out her 'accomplices.' Ill at ease, villagers whisper of similar witch hunts leading to false accusations and blood-curdling repercussions.

■ Both men and women are suspected and brought before Miang-si. Perhaps she takes an eerie interest in you, getting especially close to catch your scent, touch or remark on (in)visible hurts, or even dotingly kiss you. If you whisper quickly while she’s near, you might be able to ask one question.

■ If you are patient and kind to Miang-si, she briefly squeezes your hand as she withdraws. Within the hour, you find blood writ on your palm that warns, Our fat moon rises red.

■ If you are agitated, or if Quanze rushes her during your visit, Miang-si erupts into sudden, side-splitting cackling — while you find yourself croaking like a toad, or transforming into one and retaining human speech. The spell dissolves after eight hours.

Quanze’s long-suffering men say this sorcery breaks faster if you kiss one of the curmudgeonly emerald toads that hide in some of Yancai’s lakes. Catch one such delightful, slime-spitting creature or barter it from merchants at a costly premium.


ILL MET BY MOONLIGHT


A full moon is set to rise within days of Miang-si’s visit, on 27 May — just as Yancai shows signs of time shifting. Villagers are prone to stilling and staring askance, seeming lost or adrift.

The village itself evolves: one moment, the same house appears freshly new, then drowned, while waterways overfill with water, then seem barren. Overall, the village deteriorates.

■ That day, the sun suffers a midday eclipse, while droves of black birds circle the woods and village outskirts, attacking those who come close.

■ The waters increasingly thicken and darken, preventing boats from entering certain waterways.

■ An exceedingly bright moon and a diffuse lunar replica rise with nightfall. Come midnight, the village is alive with the sounds of ripping, structural collapse and shrieks. Tar-covered corpses emerge from the waters, clawing on and climbing up piers. They swarm, drawing passers-by into waters to drown them. Help them — and foremost, yourself.

■ Light and fire keep the dead at bay. On some waterways, wildfire now spells, WHAT IS WET WAS WRONGED

■ Weaker alone, fresh corpses climb into your rowing boat, pretending they are innocents who seek shelter. They betray themselves by speaking very slowly, struggling to keep track of the conversation or obliviously peppering it with details of their death. They stubbornly ask questions about you, repeating your answers, and become violent if you say they are dead. Push them into the water at first opportunity.

Quanze Tsaymien and other men of the village take arms, urging villagers to barricade in the nearest home, harbour or warehouse and weather the night. They advise to be silent and beware the dead who imitate living voices, warning not to touch any black mould or water that suddenly appear in your home — which alert the dead of your presence within.

■ Some dead try to tear you apart, while others seek to feed you a disgusting, tar-like black mould. A small taste of it makes you sluggish and feeble for two-three hours, while an entire fistful can kill.

■ If the undead infiltrate your house, hold your breath, do not move and keep from screaming. The dead have weak sight and olfactory senses and might pass you by, as long as you stay silent. It can be more efficient to fool than kill the dead.

■ By 5 a.m., houses start to replenish themselves, gaining a new appearance, while water and mould retreat. The dead withdraw into waterways. Outside doors have been marked with blood: vertical lines tell how many living people remain inside; horizontal ones count how many within died overnight.

■ You step to seize a brave new day — while Yancai enters a new time period (further details due in the next plot update).


NOTES

■ The game enabling meme goes up on 25 May.

Hit up available NPCs here or in their new inbox!

QUESTIONS.

valeas: (☾ p e r d u r a r e)

after.

[personal profile] valeas 2023-05-22 04:28 pm (UTC)(link)
Despite Karsa's weary deterrence, Emilia spends her first three days in Yancai stubbornly attempting to find a solution. The vicious irony of their role reversal is not lost on her, but it only serves to motivate her further: Samael moved heavens and earths to find her, to help restore her power.

Her memories.

What else can she do but fight for him with the same resolve, the same agony?

It doesn't work. No matter what she tells herself. No matter how far she rows. One pier to the next and the next. More disputes to solve. More mould to discover. But no answer for what's lost.

The village of Yancai is eery in its silence, but she hears it now, the sound of an impending storm. The house starts to grow cold, and Emilia knows he's found his way back to himself.

Her heartbeat quickens, anger and despair swept away by the hope that ignites. Relief wars with concern. Emilia knows her husband well enough to anticipate what she'll find when she reaches him.

The mirror she walks past cracks from the sudden coating of ice.
inferus: (🗡️ 1 2 6)

[personal profile] inferus 2023-05-23 02:14 am (UTC)(link)
It is colder the further in she goes.

It is as cold as the sin corridor. The very air around him is crisp and icy. It's bathed in an icy blue that only comes from the sharpness of his anger as he pours over the ingredients in front of him, but does not actually touch any of it.

He is not so lost in his namesake sin that he does not hear her steps, does not hear her.

He has only a few memories of her in the last few days, and he can only imagine it is because she was gone trying to help him, attempting to find answers like he left for similar reasons with her. His hand curves over the corner of the table like a fist, tight and hard and- one inhale of breath followed by an exhale before he speaks her name:

"Emilia."

His voice is a softly spoken thing as he wars with his own wrath, with the monster he must keep caged but which wants to break free and tear apart tonight.
valeas: (☾ i n a t t e s a)

[personal profile] valeas 2023-05-25 05:32 am (UTC)(link)
Emilia doesn't answer him, not right away and not in so many words.

He'll simply feel the warmth of her hand settling over his own. The length of her fingers brush over his knuckles, the grip he has on the table hard enough to turn them white. She has felt anger like this; she has given it a home in her body, has tended to it with the same diligence and care she would her gardens.

He is her mirror, always.

"Yancai moves through time," Emilia says when she finally speaks, recalling Karsa's words. She focuses on giving him answers, focuses on the knowledge she herself would want, first and foremost.

"The village council proposed the short-term alteration of memories to ensure their people would survive the transitions. Their minds — I'm not sure what would become of them."
inferus: (🗡️ 3 5 5)

[personal profile] inferus 2023-05-27 01:51 am (UTC)(link)
Wrath holds his breath as he feels the warmth of her hand settle over his own. His eyes close, and he breathes in and then releases that breath once more, allowing the feeling of her fingers brushing over his knuckles to settle upon him. There is understanding in her touch that reaches him.

He only opens his eyes when she speaks again. It is the answers he needs even if he is simply left with more questions.

"...my mind should have been strong enough to resist."

There is a sharpness to his voice - anger aimed at himself, at this world for knocking down defenses he spent centuries building. He breathes in again, turns his hand until it faces her own - their fingertips pressed together.

His gaze lifts from their hands to her face - her beautiful, striking face, setting all of his ice to blaze. "You were looking for solutions."
valeas: (☾ 2 7 5)

[personal profile] valeas 2023-06-01 12:47 am (UTC)(link)
"You would have done no less in my place."

Wrath's absences during their time in the Seven Circles make so much more sense now. The maneuvers he would make while she tried to burn his kingdom down... the conclusions she would jump to seem so absurd to her now. The venom she would feed her suppositions. All along, he'd been trying to break their curse.

It was her turn. She only regrets her failure.

His anger is bright and inviting. It sings to her like a battle hymn all its own. Even with some of the curse still in place, Emilia remembers so much more now, including how they met. The merciless way she used to love him. She was his true mirror, his carnifex. What would she not have killed for him?

Her mortal heart has given her moral principles. It has softened some of that fire, but never fully put it out. Their anger still needs a home. Her hand lifts from his hand to settle on his face instead, light swirling slowly under her finger to resemble embers. "What do you need?"
inferus: (🗡️ 2 6 1)

[personal profile] inferus 2023-06-04 06:55 pm (UTC)(link)
There's the briefest express that crosses his face, which is difficult to put a label on: understanding, acknowledging. Wrath has attempted to do the same in her place, and it has felt like he has been able to have little success in finding a means of breaking the curse. He has felt he has failed her more times than he can count.

She has already begun to remember here, which means perhaps in their own world, she will remember too while still holding on to these new pieces of her heart he has fallen for.

His anger remains sharp and jagged, and he can feel the way she responds to it as if she is invited to it, to him. There was a time he worried she would fear him, worried she would run if she knew the truth of his name especially after all she had learned about the terrible devil and what would happen should he ever get his hands on her.

Wrath stands slow at her question - her hand is like fire to his ice always, and he is equally drawn to her. In truth, he wants to destroy, he wants to spill blood, he wants to seek retribution for what was done to him - ugly and unforgiving, but there is no direct cause at present (another curse to undo). And so what he truly wants, what he truly needs, the only being he has ever allowed himself to need despite the terrifying implications that come with it (that he has lived):

"You."

There's a sharpness to the word as his arm wraps around her and pulls her to him with a roughness to it. His mouth crashes against her own. They are alone here - house driven empty by his cooling temperatures.