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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.
no subject
He takes another sip of coffee as he listens. It hits a little close to home. He won't mention how he knows what that's like, but he's curious how closely these types of spells are related. ]
Was it painful when he tried? Headaches Nosebleeds, that kind of thing?
no subject
I dunno about him, I didn't think to ask anything close to that. But what about feeling like I might pass out? Combined with a headache that came on faster than any other headache I've ever had.
[ Well, shit. It hadn't happened to Bucky as far as she knows, but she didn't think to ask. She, on the other hand...nosebleeds have been a negative, but what Five just described is another nail in the truth coffin. ]
I wasn't actively trying to remember anything either; it was just a few seconds of feeling like something was really wrong, then it passed.
no subject
Trust that feeling. Even if you don't remember everything now, you can still keep an eye out for anything that doesn't seem right. [ Which isn't much of a plan, but he's working on it. ] Hopefully whoever caused this is still around.
People are aware of what's happening, outside of here. They're obviously still able to come, so it's hard to tell who was originally here when it started and who was integrated by whatever is rewriting memories. It might be best to chase superstitions and see where they lead.
no subject
I wanna remember who I'm supposed to be, not...some other version. So, maybe if you start telling me about things I should know, it'll force my brain to try and find the memory and shake something loose. Not a tested of theory, but the only one I have.
[ There's a knot of tension in her stomach and she's unsure why; she's been happy, hasn't she? Or is even that fake? ]
no subject
[ He takes another sip of coffee and considers that request. Not only weren't they close, but his curse had been getting progressively worse since the first time he met her. He has to pick at the moments when he wasn't half-insane. ]
Before coming here, you were in Alem during a siege. Not sure where you ended up, but the gate to Hell was opening so I was mostly underground. Rathakku was trying to use it for his own means, as far as I remember. We managed to avert an apocalypse by appeasing it with a sacrifice.
...There was a wedding on the train. We thought time was being looped then too, but it turned out to be magic and they were only living dreams. The entire train seemed to run on them.
[ Which was odd enough that she would remember. ]
no subject
I think I got sick?
[ As soon as she asks, she winces as the white noise in her head begins. It's like something is trying to put a damper on her thoughts and she's fighting back. ]
no subject
I wasn't close enough to see. [ Karsa warned not to, so of course he'll keep pressing. If it were him (it has been him), that's what he'd want. ] When did you get sick? In Alem, or are you talking about Serthica?
no subject
This was an awful idea.
[ She doesn't have to do this, he can find others, probably. ]
It's like the harder I try, the worse this...static is in my head, only it hurts like fuck.
no subject
He acknowledges her pain with a frown as he lowers his mug. Does he feel badly for making her torture herself after he was warned not to? He should know better than to experiment, but she made some progress. ]
...You can work on it. A little at a time shouldn't break your brain too badly.
no subject
[ This is said as she rubs her her forehead, letting out a quit breath. ]
But for what it's worth, I obviously believe you now.
[ The proof is in the pain, and the flashes of what she saw. ]
What happens if everyone remembers who they are, theoretically?
no subject
...If everyone remembers, we're still stuck with the much larger problem of time. In theory, that means more people who can help track down the source and stop it before it starts, but there's risk in that too.
I haven't got it all figured out.
no subject
[ She asks her question genuinely, unsure if maybe this is just what he does. ]
I just mean...even though I have no idea how, I'll help, if I can, if there's a way to. You know, beyond the excruciating pain of recovering memories.
no subject
But he always seems to fall short of having the answer. It’s not that he hasn’t tried; trusting in teamwork hasn’t exactly worked out for him either. ]
I spent my life studying time travel. I was born with the ability, but it’s… different here. Magic doesn’t follow the same rules. The dangers are the same, but it’s not as predictable as it should be.
[ So he can admit that the help from someone, even someone with as limited experience as her, might be worth the shot. ]
When your memories return, maybe you’ll be able to pick up on something I missed.
no subject
Time travel is just...magic in your world? Not just, I mean that it's so impossible in mine it's science fiction. It's hard to convince people it's even possible unless the Doctor happens to be willing to give demonstrations.
[ The first time she met him, she closed door in his face. ]
I'll keep trying with my memories, and maybe someone else'll come around too. I guess I should thank you for...you know. Making sure I'm not living a lie.
no subject
My abilities aren't magic. That doesn't exist in my world, but it explains why things are so screwed up here. There's no logic.
[ The Doctor at least doesn't call it that. Few seem able to make the distinction. Then she thanks him and he's uncomfortable for a different reason. He nods slowly, lost in his thoughts, and moves to stand. ]
Thanks for the coffee.