groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote in [community profile] westwhere2023-10-06 07:00 pm

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!


BLOOD & SAND







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!

makemeasong: (𝑖 𝑡𝑜𝑙𝑑 𝑦𝑜𝑢.)

Baths ii B

[personal profile] makemeasong 2023-10-08 08:04 pm (UTC)(link)
Just as Wrathion issues his warning, Clara reaches out to touch the glass, leaning in to study her warped reflection more closely. Before he can finish his sentence she's grabbed first, slammed face first into the wall, before she's pushed backward, feeling the muck on the floor seep into her clothes as hands press her down.

Not like him, not like him.

It's taunting her, she knows exactly what her reflection is telling her even though she's dazed from the hit to the wall. There's more screaming, and she tries to wrest her way out from beneath her doppelganger.
blackscales: Commission, Do Not Take! (14)

[personal profile] blackscales 2023-10-09 12:13 pm (UTC)(link)
The problem here is, they look the same. Especially when covered in black gunk. Wrathion curses as rushes close, the cold chill of panic starting to grip him as makes a quick assessment.

Doing anything immediately lethal is a mistake in the making. If he misjudges, the guilt of having killed Clara will slowly eat him alive. So then, how to tell them apart?

"Clara?" he prompts, one hand on the hilt of his blade as he closes the distance. "With all this indoor flooding we could use your black umbrella, don't you think?"

It's white. He knows its white, remembers. Come on Clara, correct him.
makemeasong: (𝑖 𝑡ℎ𝑖𝑛𝑘 ℎ𝑒'𝑠)

[personal profile] makemeasong 2023-10-09 01:14 pm (UTC)(link)
Clara isn’t going down without a fight, so at the very least, she’s scrapping now—she just isn’t as strong as her reflection. Instead of being afraid, she’s mad, and she absolutely is not getting taken out by her own evil twin.

Wrathion’s voice is enough to distract the doppelgänger so that Clara manages to grab a fistful of black gunk and shove it into the mirror-thing’s face. His question clicks a half second later, and she manages to be heard over the eerie sounds in the room.

“Black would match this thing’s eyes. Too bad mine is classically white.” For a second, Clara stares right at the disgruntled reflection still trying to take her out, distracted. “And she has no idea what I’m capable of being like.” She’s been learning things, one of them how to throw a punch. It’s awkward and sideways, but it’s enough to make her reflection rear back even more.
blackscales: Commission, Do Not Take! (13)

[personal profile] blackscales 2023-10-15 11:43 am (UTC)(link)
As it rears back from the hit, Wrathion catches the doppelganger it and hauls it clear of her.

"Would have been unfortunate if you'd answered wrong," he quips, and tries not to think too hard about the potential consequences of that. Of a mistake, of being tricked into hurting his friends. He throws it aside, drawing his blade and lunging forward. It rolls and he hisses in frustration, a sound more of a growl than a human should be able to make. "Do you have a weapon?"

Or is she sticking to punching? Not the best hit he's ever seen, but he's seen worse too. Perhaps she just needs the practice!
makemeasong: (209)

[personal profile] makemeasong 2023-10-16 12:57 am (UTC)(link)
Panting on her back for a second, she pushes herself up and in answer to his question, she pulls out her pocketknife-cum-sword from her back pocket. As soon as it's in her hand, the weapon extends and she looks over at Wrathion. She genuinely doesn't know if he made that noise or if it was her mirror demon, but she can ask questions later, once they live.

"You're definitely the expert here, but I'm great at sticking the sharp end into things." Her stance and grip are both correct, so she's clearly been learning. "And I dunno how I feel about stabbing myself."

Although she will; she's circling and keeping her eyes on the thing that's making a lot of screeching noise. "This is what I'm like on no sleep after grading term papers for two days."

There's always a little time for jokes.
blackscales: Commission, Do Not Take! (8)

[personal profile] blackscales 2023-10-20 09:36 am (UTC)(link)
"If it's any consolation, I'd rather not be stabbing you either."

Also he has no idea what a term paper is. She's grading it so... something to do with teaching? Titans know. Probably not the time to ask. She circles the doppelganger, and Wrathion tries to keep track of which is which. It's luckily making unpleasant noises currently, which helps considerably. He shoots a jet of fire to draw its attention, hoping to give Clara an opening. As unpleasant as it is to be fighting yourself, this is a little beyond metaphor.
makemeasong: (𝑠ℎ𝑒 𝑝𝑟𝑜𝑏𝑎𝑏𝑙𝑦)

[personal profile] makemeasong 2023-10-23 12:28 pm (UTC)(link)
When she has her shot, Clara maneuvers herself to the side, out of sight of the thing, letting it be distracted. She spares a thought for whatever this is, a creation of the world at large or a living entity from another place entirely. She knows what the Doctor would try and do, but there's no time for it, not now.

Without thinking any further about it, she lunges forward, and as soon as her sword connects, she pushes it all the way through. The sound it makes feels loud enough to shatter her eardrums, but she holds onto it via her sword until it finally, abruptly, goes quiet.

Panting, Clara pulls the sword out, wincing at the squelching sound.

"No more looking in mirrors for a while."