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westwhere2023-05-15 05:49 pm
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Entry tags:
- 2ha: chu wanning,
- arc vi,
- arcane: caitlyn,
- breaking bad: jesse pinkman,
- doctor who: clara oswald,
- doctor who: river song,
- doctor who: the doctor,
- final fantasy xiv: stephanivien,
- harry potter: hermione granger,
- horizon: aloy,
- kingdom of the wicked: emilia,
- kingdom of the wicked: wrath,
- legend of fei: xie yun,
- mcu: america chavez,
- mcu: kamala khan,
- mcu: natasha romanova,
- mcu: wanda maximoff,
- oh! my emperor: beitang moran,
- oh! my emperor: su xunxian,
- original: red,
- outlander: claire fraser,
- penny dreadful: vanessa ives,
- test drive,
- tian guan ci fu: xie lian,
- umbrella academy: allison,
- umbrella academy: five,
- untamed: lan sizhui,
- warcraft: wrathion,
- warframe: kahl 175,
- zettai karen children: kumoi yuuri
the sunken | part i
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 @
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Test drivers can use this post for logs and network posts — old timers, please make your network posts at
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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 dutifullyhilariousapt 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.
🕸 the drifting
the drifting: day 4 ( here there be memories coming back! )
the drifting: day 4
His thoughts whirl and twirl at hyperspeed and he scratches his head, talking out loud to himself, just under his breath. The crack of the stick he steps on only barely registers before his left cheek is met with a fist, and he staggers back, holding a hand up to his face. It won't leave a mark and it only barely stings, at least. But that won't stop him from being briefly dramatic. ]
Oh! Ow! Yes, that's...an interesting way to say hello! Enthusiastic, which I appreciate, but not friendly, if we're being honest. Still, not the worst greeting I've ever had. Tell me you're still perfecting your technique because if you're not, it does need work.
[ He understands he surprised her, in the midst of his rambling, so he does pivot at last. ]
Sorry! Suppose I was a bit startling myself. Completely unintentional, promise! You okay?
oh no poor doctor!
I... ( natasha feels the opposite of okay. she feels ... shattered. like she's two different people at the same time. the natasha that knows yancai like the back of her hand is embarassed, annoyed, shocked — and maybe other natasha isn't so different, but there's something else there that she can't quite parse out. a sense of wrongness that a punch won't fix.
the pain in her head flares, and she clasps both hands to her temples. )
Sorry. I don't know what I was... ( another stumble. she shouldn't care, really. but that other her, the one at war in her head, growls at the implication she can't stay standing on her own. ) Have we met?
no subject
Particularly with everything going on in Yancai since they've arrived.
And now the fog clears from his mind and he can focus on her a bit closer. Immediately, of course, he's drawn to the way she clutches at her head, her hands near her temples. He's seen that before, too, with those whose memories have been altered. ]
Pity we haven't yet, actually, but we've rectified that in a memorable way, I'd say. [ His voice is gentler now, an edge of worry there. ]
I'm the Doctor. Can I help? Your head's giving you trouble?
no subject
he says he’s a doctor. the doctor, technically, if she’s being more accurate, and she picks up on the distinction in a way that even an observant widow from yancai woudln’t. it just brings the war back to the forefront.
she’s a widow. she’s from yancai. she’s from russia (what is russia?). she’s a ballet dancer. she’s … )
I don’t know what’s happening. ( a mumble, eyes tortured as she looks up at him. ) My head. It’s .. something is wrong.
no subject
Don't be alarmed. I'm here to help now.
[ Gripping her arm to keep her steady, the Doctor glances over his shoulder for a moment. He could lead her back inside as she seems to be near her residence, but he is a stranger to her, after all. He mostly worries about her balance and he doesn't much care to leave her alone right now.
A...stone jutting from the ground? Better than nothing to sit on. So he starts to guide her that way, if she'll allow. ]
Sit and rest for a moment, let me have a look. And tell me your name? We've got our first punch out of the way, should be on a first name basis, I'd wager.
time is made up, SO sorry for the delay here ;; lmk if i should edit!
no one can help you. you have no place in the world. it’s a voice, but not hers, in a language she improbably understands. not a language from yancai, not the sort of thing a widow would know.
(at least, not this sort of widow.) )
Natasha. ( as he guides her to the rock, she rests a hand on top of his, allows herself to be led. she knows her name is natasha. that much she knows. natasha sits, carding her hands through her hair again, glancing over at him. )
My head… It’s killing me.*
🕸 the drifting - markets.
It's with raised brow and arms full of thick, coiled rope that Stephen turns his gaze toward whoever just knocked into him... ah. The widow woman. He's seen her before, inevitable in a village this size, but considerably less inevitable has been the depth of his sympathy for her. They're not close, they've barely really spoken - he's even lost track of her family name - but all the same and especially now in such close quarters he feels a responsibility for her, for her grief, that clenches uncomfortably in his chest.
That softens whatever his reaction might have been. He hefts his rope into a firmer hold, leans himself away from the plank that saved him a plunge and - after a quick glance out to notice the likely cause of their collision - nods backwards over his shoulder. ]
This way. There's a vendor route to the harbour that'll cut you back into the market from another angle.
[ And he half-turns, looking back at her, ready and waiting to lead the way. ]
no subject
the busybody is still approaching, and she tosses a worried glance over her shoulder — no time to worry about where he’s going. )
Show me. ( she snaps, following him without question. it’s not as if she’s truly at risk. she knows yancai like the back of her hand. and there’s just … something about the rope seller. something that makes her feel like he’ll help, in addition to just being kind to her. ) I can’t stand another casserole.
no subject
So he turns fully away and starts out, leading her in a quick slalom around a few stacks of fishing cages that shield their abrupt left turn down a narrower outcrop of walkway, hopefully enough to throw any follower off their scent. He doesn't slow yet though, stepping across from the narrower path onto a pier with firmer planks once they've gone far enough to reach it and only then taking the chance to glance back over his shoulder and past her to check if the coast, for now, is clear.
It seems to be. But you never know with the oppressively well-meaning types, they're tenacious. ]
Okay. Lost them. Do you want to try doubling back, or shall I take you the rest of the route?
no subject
there’s something about his shoulders, the line of his back. something that feels … familiar but she can’t place it. a pang of an ugly feeling, something that tastes to her like desolation — he must remind me of my husband. )
You know, I think I’ve done all I need to do at the market today. ( she says, slowly, tucking her basket under her arm. it’s only half full but… she can’t stomach going back there. ) How much further is the rest of the way? I’m sure you have .. rope to get back to.