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.

recklessenough: (pic#16336866)

[personal profile] recklessenough 2023-05-23 12:44 pm (UTC)(link)
[ Glancing back towards her, Lockwood takes a moment to assess her condition. It is something he's used to doing out in the field when working under the constant threat of ghost touch, and he adjusts his position to put himself more directly between her and the swarm. ]

Go! [ His surprisingly deep voice is raised but in a firm and calm tone. Yes, he's an adolescent and she is his elder and respect and blah blah blah. He's throwing out an order now. She can scold him for his uppity nature later. ]

Get to the apothecary, I'll be right behind you. [ Directions given, the switch flips, and he turns to shoot a quick silver grin over his shoulder. The seriousness of just a second ago lost to the eagerness of an adrenaline junkie. ] Hold the door for me will you?
beautifullies: (ιт ιѕn'т geordιe.)

[personal profile] beautifullies 2023-05-26 08:08 pm (UTC)(link)
[ He deeply reminds her of Jamie, especially once he makes the decision to send her ahead, even moreseo when he grins. He might not get the scolding he's expecting, but if he gets injured, he'll definitely get an earful. But she does go; not before uttering a few more words. ]

Don't you dare get hurt.

[ Then she really is gone, one arm hanging limply at the other still holding onto her rebar. She realizes just as she reaches the door that she doesn't even know the young man's name, and she turns quickly, closing the door behind her to watch for him, ready to open it as soon as she sees him coming. ]
recklessenough: (pic#16321378)

[personal profile] recklessenough 2023-05-26 08:32 pm (UTC)(link)
Safe as houses!

[ Despite his devil may care smiles, Lockwood is fairly adept at keeping himself in one piece. At least when it comes to battling the dead. He checks her progress a time or two, falling back in stages as he takes battle after battle making quick work of his opponents. Adrenaline junkie or not, he won't be lingering and it is in fairly short order that she will see him dispatch one of the dead and then break off entirely.

It may have appeared that he was hacking at random, but as he turns and begins to scurry for the apothecary, it will become obvious that he built himself a bit of cover by dropping the bodies in the path of their oncoming fellows. While the ramshackle corpses struggle to get across the other bodies, Lockwood leaps nimbly along the boardwalk until he can dash the last bit of open path, heading for the door. ]


Hate to drop in unannounced ...
beautifullies: (ιғ ιт'ѕ any conѕolaтιon)

[personal profile] beautifullies 2023-06-04 02:17 pm (UTC)(link)
[ While he doesn't resemble Jamie in any way, it's the young man's actions and expressions that put her right back in 1747, angrily stitching Jamie up after getting into a duel. All because he mouthed off when he was supposed to be apologizing. But she's learned people like that have minds that are always going, typically steps ahead—for the most part.

At least, that's what she's told herself.

As soon as she can, which is about when she hears him call out, Claire reaches out and grabs him, practically yanking him through the door with wild eyes and slamming it shut behind them. Locking it, she backs away, panting. ]


I must admit, you have an exceptional way of avoiding injury Mr...

[ In the chaos, she can't even remember if they exchanged names. Did they even have time for it or is she just getting old? She doesn't know anymore. ]
recklessenough: (pic#16336862)

[personal profile] recklessenough 2023-06-04 02:51 pm (UTC)(link)
Lockwood. [ He responds to the question in between quickly drawn breaths, as he scans their surroundings. Identify a rack of some sort that is just begging to be relocated across the door as an additional barrier, he moves over to the item and begins to wrestle it towards the door. ]

Anthony Lockwood. [ He continues his introduction, smiling as if they were at some polite social function, rather than holing up in a dilapidated building with corpses at the door wanting to do unpleasant things to them. ] I go by Lockwood, but if you prefer Anthony I'll answer. Just, please. [ He pauses to give an all mighty heave, getting the rack in place across the door frame and then stepping back with a deep breath. ] Please, don't call me Tony.

[ Picking up his rapier, where he'd dropped it on the floor as he struggled with the rack, he deftly returned it to the half scabbard at his side and then walked towards her. Brows pulled in a worried expression as he studied her arm and he'll reach to take it, but won't chase if she draws away from him. ] And with whom might I have the pleasure of speaking?

[ Properly courtly manners. There is no actual flirt in his manner, this is more the expression of a young man who was born posh, taught proper etiquette, and who uses it now as a way to normalize extremely abnormal events. Such as the series of heavy, ineffective thumps against the door. ]
Edited 2023-06-04 14:52 (UTC)