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westwhere2023-10-06 07:00 pm
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Entry tags:
- arcane: caitlyn,
- assassin's creed: jacob frye,
- assassin's creed: ratonhnhake:ton,
- doctor who: clara oswald,
- kingdom of the wicked: emilia,
- kingdom of the wicked: wrath,
- last case of benedict fox: benedict fox,
- mcu: america chavez,
- mcu: kamala khan,
- mcu: natasha romanova,
- one piece: luffy,
- one piece: zoro,
- original: red,
- penny dreadful: vanessa ives,
- umbrella academy: allison,
- umbrella academy: five,
- warcraft: wrathion
blood & sand
Hi folks! Welcome to Eastbound’s last test drive meme and the second event of the Ephes Arc, stretching until 25 October. Applications next open over 20-25 October, with invitations required for new players (but not returning ones). Individual cast and game caps are off.
Test driving characters can use this space for both network and log prompts, as well as play both the newcomer and shared prompts. Enjoy!
NEWCOMERS-ONLY PROMPTS
You wake to the creaky swaying of a large wooden cage, in the back of a cart. Balmy sun pinches your cracked, dried skin. Haziness and nausea assail you, your legs weak. Your supernatural powers are muted, due to recover within 48 hours. Several other carts trot by. You share your cage with a dozen others — largely farmers — and sacks of freshly harvested wheat, their bottoms stained dark.
The farmers point you towards a heap of rusted pendants that allow you to speak and glean local tongues, and access a network. They say you were recovered following an earthquake at a Hive — one of the agricultural clusters feeding the extravagant Senate-led city of Ephes. The Ephes army, the elite Hand, was patrolling nearby and is taking you to the citadel for healing.
- ■ Gather your bearings and distribute the scant water that Hand soldiers dole out — the earthquake, you hear, has dried the Hive wells.
■ You quickly learn why the Hand encaged all of you, as one of the Hive farmers starts to jerk, growl and shake, weeping black water as he strikes at anyone around him. Fend for yourself, before the Hand soldiers come to remove him!
You arrive at the main gate of Ephes, where crowds vie for passage. Your carts are inspected, and an irritable woman enters each cage, checking each passenger — before taking you and a handful of others for ‘further customs investigations.’
In the back of an alley, she introduces herself as the sorceress Karsa — and says you are otherworlders brought into the realm of Akhuras by undead lieges of the Brotherhood, who seek to weaponise you in their wars. Her patron, the Merchant, leads otherworlders to ancient transport beacons that can deliver you home.
One beacon sleeps in Ephes, where the rest of Karsa’s party is scattered. The citadel has mysteriously accrued an elite, nearly supernaturally strong army that the undead lady Messalina seeks to borrow from the Senate, in her quest to free her undead companions from the Brotherhood. The Senate is yet to vote on her request.
The black water that has touched you, Karsa says, has previously been found where the undead rally. For now, Karsa gives you a little coin, passport papers identifying you under various civilian roles (player’s choice, but keep it Ancient Rome-themed) and an iron pin of an eye with a sun for a pupil to identify other party members.
SHARED PROMPTS
Decadent Ephes is overrun by rumours, after several Senators who intended to support undead lady Messalina were mysteriously assassinated at the banquet of prominent Senator Maximus Faustus — who, Karsa informs, is one of Messalina’s shapeshifting creatures. Messalina offers her protegees demonic hound escorts.
Hand army recruits protect official buildings, while the rich hire gladiators to watch their homes. Both move freely.
The Senate fears further retaliation against those who champion the dead. Senate leader Caius Justus distantly mourns the Senatorial murders from seclusion at the temple of the Chained God.
Civilians face increased tensions and whispers of curfews in the market. Crowds frequently quarrel over undead allegiances
Following an exercise in divination, priests of the city’s patron, the Chained God, spread word that the deity holds strong despite his Chaining, and he still wishes to destroy and rebirth the world.
Karsa informs the existing party that more otherworlders joined Ephes and wear iron pins depicting an eye with a sun for a pupil. She gives the party similar pins for identification purposes. Newcomers and old timers can recognise each other by their pins or engage over the network!
THE PROSCRIPTIONS
OBJECTIVE: procure proscription lists.
You hear from the city crowds that partial target lists are circulating with the names of politicians targeted for bounties. Karsa tasks the team to recover the lists, which can be used as political currency. Find them by either:
- ■ Infiltrating a tavern run by the ruthless city gang of Livius Decimus and packed with unscrupulous bounty hunters, thugs and professional assassins.
A local ‘delicacy’ drink of wine and pickle juice is often inflicted on strangers. Brawls erupt randomly. Coax shady patrons to share target lists.
■ Visit the empty marketplaces just before dawns and raid the chained wooden submission boxes of news shouters, who receive anonymous tip-offs about fresh bounty lists. The boxes are pinned to the ground and tightly locked, but rusty from the cold seasons — allowing you to break them or pick their locks, while someone keeps watch. Tampering with a news shouter’s box is a jailable offence.
■ Turn in a finished thread to receive a clue!
AT SEA
OBJECTIVE: investigate abandoned ships and rescue sailors.
One early morning (OOCly: Oct. 13), as you entertain sailors for gossip on the docks or fish breakfast, you witness the port authorities screaming for help as several small merchant ships appear abandoned at nearby sea for reasons unknown.
Lookouts spot no activity on board, while sailors organise rescues.
- ■ Row a small boat some 15-20 minutes to one of the merchant vessels. All merchant ships have roughly three hours afloat, as they slowly sink from numerous small erosion holes in their sides.
■ You find no crew on deck, and doorways to the cabins below are locked from within. Below deck, you find numerous sacks of wheat from the Ephes agricultural clusters, the Hives. A black liquid, thick and tar-like, is seeping out of the sacks — corroding the ship’s wood and creating leaking holes.
■ You find a handful of dazed sailors who claim a dark, slithering creature knocked them out. They were selected by Narula, leader of the elite Ephes army of the Hand, to transfer grain onto the vessels of the ‘merchant’ Matthias, much farther at sea. If you mention Matthias to Karsa later, she reveals he is a man (?) who potentially created the undead Brotherhood.
■ Seven sailors who did not know each other were chosen to man the ship. Eight men are in the room, meaning one ‘man’ is the assailing creature. You must decide who to release upstairs for evacuation.
■ Tips: the creature, disguised as a human sailor, has no pain receptors and isn’t afraid of typical dangers (fire, drowning). It does not bleed if hurt. It sometimes forgets to blink and increasingly, unwillingly, slowly morphs its features into yours, the longer it speaks with you. Lastly, the creature has a tattoo on its forearm identifying it as a soldier of the Hand.
■ Once found, the creature turns violent, dissolving into wisps of shadow and materialising once more to strike from behind you. The shadow creature cannot be outright killed — but you can lock it inside the ship.
■ Leave by small boat before the vessel sinks & claim a question if you saved sailors. Merchant vessels can be patched up, if successfully returned to port.
THE RATTLING
OBJECTIVE: survive & explore the arena.
To stoke her popularity in Ephes, undead mistress Messalina organises a sumptuous gladiator game at the Colosseum (OOCly around Oct. 20), inviting plebes, patricians, politicians, soldiers — and you.
Gladiators may be hired (or coerced) to perform, while servants supply copious amounts of wines, oysters and honey pastries. A tiny mechanical golden mouse, passing by each seat, drops folded pieces of parchment with fortunes and riddles, ranging from teasing to morbid to philosophical or sweet. Pick up yours and make sense of it with your neighbour!
Politicians often interrupt the games to announce donations or make elaborate speeches. Toss peanuts to signal your discontent — or join in with your own speech.
- ■ The games start with matches between humans, but are building up to face-offs with reptilian demons, mounted rhinoceros and flying gargolyes whose voices thrall you frozen put.
■ During the games, you feel slight vibrations, and — if supernaturally sensitive — an undefined magical tension. By 15:00, this ramps up into earth tremors that worsen over 12 minutes — as columns and seats topple over, and the ground breaks in deep rifts, releasing black, chilled, tar-like water.
■ Crazed mobs rush for the exit, stampeding carelessly, while columns and decorations tumble down.
■ Dozens of the monsters brought to gladiate free themselves and hunt down spectators. Soldiers of the army of the Hand — disturbingly fast, strong and disciplined — intervene but it’s best you look after yourselves. Some spectators shout these Hand recruits practise some of the techniques performed by a recently missing gladiator — the Beast of Brenne.
■ Passing by the earthquake rifts, you see wisps of the tar-like liquid that gushes from them is gradually assuming the shadowy shape of humans. Stalking after you, they do not speak or bring you harm, but slowly steal your likeness and drain you of vigour and stamina. You get the sense that all they want is a shape. Encountering shadow creatures leaves you with a sense of bitter loneliness that only living company can soothe.
■ If you study the arena, you see the same black liquid is gathering around freshly downed corpses, slowly reanimating them. These newly-crafted undead struggle to walk and speak naturally and remember their lives, often unaware they died. Anguished, they beg help to escape, before inevitably succumbing to the instinct to harm you. Remind or convince them they are dead, and they withdraw.
■ The largest earthquake rift in the arena is overrun by the black liquid and by nearby undead. Within it, you notice a bloodless hand that seems to never sink — Enter a RNG draw to collect it and its clue.
■ As you gather your wits outside, you see followers of the Chained God rallying in the streets, comforting the traumatised crowd that all will be well now — for the Chained God’s destruction will be mercifully swift.
THE QUIET HOUSE
OBJECTIVE: Explore the abandoned gladiator barracks.
NOTE: a Halloween special, this area is entirely opt-in and features several frights. Mind the warnings!
As chaos consumes the Colosseum, you notice the earthquake has destroyed a previously locked arena gate, revealing a decayed tunnel. The corridor leads inside a closed-off barrack whose doors and windows have been barred from the outside with wood planks and chains. Touch these restraints, and your unhurt hand leaves behind a fading blood print.
The barracks building is withered and clearly abandoned, with scarce furniture and a few weapons in a training room.
Several discarded torches stay alight on wall fixtures. Pre-prepared braziers have been filled with spirit-fending incense of sandalwood and sage. Explore for clues.
- ■ THE HALLWAYS ( cw: guilt haunting ): corridors flow into each other, often leading back where you started. You run into shifting wall engravings, some listing the name and ranks of Hand soldiers, or precepts such as GODS OF THE ARENA and BECOME AS STRONG / AS FAST, AS NIMBLE / AS GLADIATORS. A large portrait of Hand leader Narula is increasingly more scratched, every time you encounter it, while the painted man looks healthier, younger and stronger. Inevitably, you hear heavy steps — a deep-shadowed spectre, the Drillmaster, who starts to stalk you with slow persistence. Visible to you and your companions, the Drillmaster fluctuates between assuming the appearance of Narula and the distorted, monstrous figure of someone from your past, who heavily criticised or intimidated you. The corridor lighting changes depending on your proximity to the Drillmaster: green for safe passage, white to tread lightly, red to stop. You can make the Drillmaster disappear out of your way by facing or acknowledging whatever weakness (true or self-perceived) you have that has caused extensive criticism or self-doubt.
■ THE BATHS ( cw: doppelgangers): a long marble hall featuring a large swimming pool, now drained and filled with mould and debris. Steam overwhelms the room, except for a wall-length black mirror at the end of the hall. The more you look into the mirror, the more the black substance that covers it slips down, flooding the floors and also dripping from walls and the ceiling. As the mirror clears, you see your black-eyed reflection that suddenly screams out verbal abuse or plunges at you. Once you subdue the doppelganger (claim a clue), it dissolves into more black water, while the mirror shows scratched inscriptions of A RIGHTEOUS HAND SHAPES EACH OF ITS FINGERS.
■ THE DORMITORIES ( cw: membranous cocoons): hollow, empty, quiet, the dormitories sport strange membranous cocoons in the walls, from which shadowy hands reach out. You hear young wo/men, whimpering and murmuring that they aren’t afraid and want to change to make Brother Narula proud, before erupting into screams or laughter. Break the cocoons without getting trapped into their webs — only to find nothing inside, except stone dog tags, engraved with the names of Hand soldiers. On the floor, you find primitive tattoo needles and ink.
Luck strikes at sunset, when a previously barred door opens to release you from the house — back into Ephes.
NOTES:
- ■ QUESTIONS
■ NPC inbox (for test drivers)
■ Event title shamelessly pilfered from a gory gladiator show!
nami — one piece (la), test driving
– ii. proscription (tavern's version) (spoilers for s1)
– iii. the rattling
– iv. wildcard
tavern
( The trouble with a beautiful woman in this kind of establishment where fleas, gore and human or animal vermin are served indiscriminately is — this is the third gentleman who approaches Hector with questions over the nightly going rate of his delightful feminine companion.
He's tried, valiantly, to suggests she pimps herself out, if anything. So far, his business qualifications remain undisputed.
At least, so far, these would-be pursuers have all discovered the decency to start their entreaties with bribes of hard drink. Hector, by now relieved of enough of his senses to philosophically ponder the bubbling, red-green-brown-swirling contents of his latest alcoholic gift, hasn't been put down by the crowds, the clutter, the occasional glimpse of severed fingers, or the liberal talk of someone's close relatives, culled last week — a little soured wine sounds almost attractive.
To hear a warning is not the same as to heed it. ) It can't be that bad.
( But he drinks, mouth virginal and wholly unprepared for the deluge of briny, putrid sadness that cauterizes both his taste buds and will to live in one fell, cloying swoop. Good God, it's in his mouth and somehow reeks. It's sliding down, at once liquid and gelatinous. It is, quite possibly, alive.
He thinks his innards have died and been reborn again, by the time he sets the cup back down on the table, blinking owlishly at the woman. )
...it was worse. It was... so much worse. How could it be so much worse?
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He's so revolted by it she ends up chuckling despite herself, nodding along with everything he says. ]
They got me my first round. [ Another sip and she's setting her glass down, waving for the bartender to bring the bottle and another glass. ]
So, you've been in this place for long? Know anything about those people playing cards over there? [ There's a good chance he's as new to this place as she is, but, might as well see what she can find out before she heads over to try and hustle some of those lists Karsa's told them to look out for. ]
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They reek. ( This, he can divine from a distance, without gifts of telepathy or a local acumen. Shocking what staples of human behaviours translate across space, time, continuums and alternative realities. He would be bereaved by the fixture of tavern stench, if he weren't impressed with this new patina of street smarts that torture and repeat abduction have finally afforded him. Will wonders never cease?
But then, they're people watching, and so he leans in over the table, carefully swapping his pickled nightmare for whatever dregs of decent drink's loitering at the bottom of one of her discarded cups. He toasts the men she points out, absently. )
And they'd cut throat for whatever's in your coin pu — for a quarter of whatever's in your coin purse. Or for fun.
( The truth is this, unwavering: he knows nothing. Should, but has failed woefully to equip himself. It's dangerous, embarrassing and stupid. Until he discovers raw material, it's all he has. )
I'm sorry. You're out of luck. They saddled you with a fool. I'm only here to find corpses. I was hoping — ( A pause, a cough. The decency to look away. ) It doesn't have to be yours.
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They look rough but, she's contended with worse for far longer, and from the way they're playing, she's already confident she can shake a few berry loose - or gold, or whatever passes for money in this weird place, the lists she's sure she can slip out of somebody's pocket for Karsa is just a happy bonus. ]
It won't be mine. [ Nami looks back to the stranger, a little more on her guard around him than she was moments ago. ] Hope it's not yours, either.
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iii
Although his attention is primarily on the fights themselves, Nami doesn't go unnoticed, nor does the golden mouse that drops off a parchment at his feet before disappearing between his legs.
Intriguing.
After watching the spot it disappeared through for a brief moment, he looks up at Nami, his expression unmoving. ]
No.
[ His gaze flicks down, looking for the pin that Karsa had given everyone in their party. It's a large city and there are far more natives than party members, but most people are participating in the cheering and leering of the combatants from their seats rather than running around after the mouse. ]
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They look valuable, but she's never going to know how valuable until she gets her hands on one. ]
Do you see any more of those mice? Since I lost that one.
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No.
[ He reaches down to take the parchment and unfurl it.
With age comes wisdom
He raises an eyebrow slightly, unsure whether to take it as insult or reassurance, and quietly tucks it away. Then, he looks back up at Nami. ]
Why?
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– i. arrival | warning for spoilers everywhere~
Don't tell me... Buggy. ( because he will murder that fucking clown. they'd only just dealt with arlong and his crew. hell, this collection of fish skin on his chest has barely dried... zoro gets that this is his life now, but really, can't a guy get a day to rest? looking over at nami, he gives her a quick once-over, wanting to make sure she's not hurt. could've just asked if she's okay, but no. just no. )
blanket warning for spoilers throughout the thread tbh
Not Buggy or Marines. [ Nami tilts her head towards a few conscious farmers huddled against the sides of the cage wagon and the stained sacks of grain at their feet. Crossing her arms over her chest with a frown, her gaze returns to Zoro, and when she speaks again, she lowers her voice considerably, not wanting to talk about these strangers so they can hear her. ] These people don't look like pirates, they're farmers or something, but I can't think of what island this is or how we got here. [ Or where the rest of the crew is. She doesn't want to say it and make herself feel worse. Clearly, he's assumed she hasn't got a clue, or she would have told him otherwise. ]
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How's it possible you don't know? ( seems like a fair question. considering this orange-haired girl's biggest dream is to draw a map of the world, her saying she has no idea what island they're on seems almost as ridiculous as him proclaiming out loud he wants to be the world's greatest swordsman, but wait, no, he can't, for the life of him, figure out how to swing a sword around. ) Was this island hidden or something? Thought reading maps is your thing. ( how'd she miss this? something doesn't add up. )
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– iii. the rattling
I don't work here. Just watching my friends. Hoping they don't get beat up.
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Your friends? Is somebody making them fight?
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I'm stuck making maps. I have no idea what I'm doing. Luckily, I have a lot of help.
[America's eyes have done the opposite, as neither of the people she knows are fighting at the moment. She hisses out.] It's getting away!
[She takes a small step to the side and puts her foot down in front of the golden mouse, preventing it from going further, for the moment, at least.]
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the rattling
Nami?
( Luffy's yell is covered by the cheers of the crowd, even when he tries a second time. With Nami fixated on something else it's going to be all too easy to lose her and Luffy is on his feet instantly. No, he's not seen anyone since getting here, the excitement and joy at finally finding one of the crew is too much and he's already shoving his way through disgruntled crowd members to try and catch up.
The golden mouse makes it escape as Luffy manages to reach the same row, tripping over the bench and landing in an ungainly heap next to Nami as she asks someone else about their job choices. )
NAMI!
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Nami barely gets a word out before the sound of clattering furniture pulls her attention downwards to the guy in the straw hat as he shouts her name. ] Luffy? [ Her heart jumps into her throat as relief rushes through her. Everything has felt so disjointed since she woke up in that cage that seeing a friendly face - perhaps the most friendly face she knows - makes her toss the notion of discretion out the window. ] LUFFY!!
[ Ignoring whatever it is the person standing beside her is saying, Nami dives for the ground, throwing her arms around Luffy and pulling him into a tight hug. ] Where have you been?!
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Unaware that he's just scuppered a plan, Luffy can't help but smile wide as he pulls back to look Nami over. Definitely Nami and in one piece too. )
I don't even know. I woke up in a cage with some farmers and then they let me out and I've been looking around since. ( He doesn't need to clarify he's been looking for his friends, it's a given. ) There's been ships and food tasting and at first I couldn't even understand what people were saying and now I can, which is weird now I think about it....
( Really weird. Luffy is aware he's almost rambling and he gives a small shrug. Is this how Usopp feels when telling something?? )
What about you?
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iii
No one he recognizes. Her question is odd enough to get his attention, and before he even gets the chance to read the piece of paper that was left for him, he's raising an eyebrow at her. ]
Why? Are you the one that let it loose?
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[ For the moment, anyway, she's stood in a way that obscures the pin Karsa gave her to wear after letting her and a few other newcomers out of the weird wooden cage they were being held in - so it gives her words a little credence. But, maybe only just. ]
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It probably doesn't matter, and yet he keeps eying her like he's expecting her to elaborate. ]
And you want help?
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iii; the rattling
He's noticed the little golden mice zip by, had even picked up one of the silly little riddles, and tucked it into his pocket for later.
Maybe he should have been paying a little more attention to his surroundings, but he's been enjoying himself despite missing the crew. He'd seen Zoro already, at least. Knew that he was safe, but that left him wondering even more about the rest of them.
Do you work here? Sanji's heart leaps and he can't keep the excited grin from his face as he recognizes that voice and that beautiful head of hair. ]
If it is something you enjoy, you never work a day in your life.
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Sanji! You're here too?
[ That makes almost the whole gang, doesn't it? Nami doesn't know if that's better or worse - that some of the crew are as lost as she now (and Zoro always) is, but it's such a relief to see the chef safe and sound that she rushes forward, wrapping an arm around his shoulder and pulling him into a brief - but very tight - hug. ]
What happened to you? One minute I was on the ship and the next I was waking up in a cage with Zoro and a bunch of farmers.
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Maybe for a little longer than she wants, but he's happy to see her. He's happy to see anyone he knows. ]
It was the same for me! We were all on the Going Merry and then I woke up in a cage with the clown.
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ii. proscription (tavern's version)
What does make her blink is the pungent smell coming from the glass. She stares at it for a moment, then turns to the redhead who warns her against it.
She's smelled stronger vinegars from her own medical work and from her uncle's attempts at wine-making, but this is distinctly unlike those. ] Is the swill they serve here that bad?
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[ Nami sizes up the woman, aware of how much more refined the stranger is in comparison to their surroundings, and though it isn't any of her business - just like stopping her from having that drink wasn't any of her business - Nami decides to just keep talking, buoyed by the sight of the pin on the woman's clothing. ]
You want some of my bottle? It's safe. [ Her head cocks toward the bottle sitting on the bar in front of Nami's glass before, after sparing a glance back toward the gamblers she leans in, her voice lowering when she speaks again. ] You came for the lists too?