let's set d o w n some (
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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!
no subject
Kamala journeys onward. The rest filters in late in typical Kamala fashion. Her face screws up in concern. "Also for the record that is super messed up. Were you like a hostage or something? Do you need me to punch someone if they show up?"
Ben just, "I will now die for this child"
"Okay. But if things get out of hand, we're getting out of there," he suggests.
He gives a brief chuckle and shakes his head. "If it helps, I did punch my brother who was involved, but no. No punching needed." He smiles, because this is a good thing, really.
"I was dead. My brother could see ghosts, so he was the only person that could hear and see me. Now," he waves a hand, "I'm not dead."
crying Ben no!!!
Kamala nods in agreement. It's actually weird to be dealing with a guy who is being sensible about danger. She appreciates it all the same. The teen never comments on it though since her eyes go wide with that reveal. "Wow. So first off, congratulations on not being dead. I'm very invested in keeping you that way. Second, I'm feeling kind of sorry for your brother. That must be a lot to take in after someone you love dies. Also glad you weren't alone. It must suck to wander around where no one can see you."
How can anyone help themselves
Ben notes Kamala's easy empathy for someone she hasn't even met. What a kind person she is, on top of brave.
"Thank you! I'm glad to not be." As for Klaus, Ben sighs out as he looks into the gloomy atmosphere before them.
"It is hard for him. And it did suck," Ben ends that with a smile, though, "but now! I can be seen. I can feel. I can be heard." Which reminds him!
"By the way, I'm Ben Hargreeves. You?"
she is pocket sized.
"Klaus. Klaus was the one who could see ghosts." She narrates to herself before suddenly whirling to Ben and pointing. She mentally edits her little cartoon to be more accurate to real-life Ben. "And you were the one he saw. Ben. Oh no."
She grabs the top of her head and screams, "Five is going to kill me! Oh my God! I let his dead brother who is now totally alive again go into an obvious death trap! I'm the worst friend ever!" She latches onto his arms and proceeds to continue her dramatic freakout. "Ben, long story short? Your totally awesome sister Allison and your weirdo brother Five are here. Diego was here too once and I loved him but, not the point! They're my friends-slash-teammates-slash-semi-adopted family at this point. I cannot let anything happen to you! We have to turn back!"
and super adorable
When she reaches the end, Ben reaches for her arms, to gently put his hands on her shoulders. It's meant to be comforting.
"Okay, I'm not going to let Five kill you," he assures her. "And I think they know I can take care of myself." To a point.
"You clearly know my family, though. This makes you family. But you're really worried. Let's...go back. We can talk about my siblings, instead."
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"You're so sweet and wonderful.... and you have no clue who I am." Kamala awkwardly clears her throat. "Kamala Khan. I met your sister Allison when she rescued me from some weird sea purgatory."
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"That's the first time anyone's told me that," Ben says with a amusement, but he does take it to heart that anyone thinks so. He also, though, thinks it says more about Kamala than him.
"And I don't need to know you. You know Five and Allison. That's all I need, Kamala Khan."
He grins with pride. "Allison is good at saving people. Not surprised to hear that."
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"Really? You were so nice to a total stranger who freaked out on you." Kamala points out. "She's pretty much my hero. She's beautiful, smart, and cool. If she glowed, I'd totally forget Captain Marvel ever existed." Kamala chuckles. "Five is cool too. He's been teaching me stuff. He always shows up when I need him. Sure, he can be weirdly overprotective sometimes, but that's like the Five experience, I think."
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"Not a total stranger. You know my siblings." Name dropping really helps here. Pause.
"Who is Captain Marvel?"
Ben's smile dampens a little.
"I think, in Five's position, anyone would be a little protective over people they are close to." The hint there is, yes, Ben himself is feeling protective. Now that he can actually see and touch his siblings? Have conversations with them? He's going to do everything he can to maintain their situation, and keep them safe.
That includes this bundle of energy they have befriended.
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Then she recalls the rest of what Ben says and doubles back. "Oh, it's a total brother thing. My big brother Aamir is super protective too."
no subject
Still, for her efforts, Ben just looks at Kamala at the end and with a shake of his head admits, "Never heard of her," not sparing Kamala on that.
The 'it's a total brother thing' gets a smile from him, though.
"It really is. Guess we gotta make sure to look out for you for Aamir, then. I know I'd be pissed if anything happened to Allison and Five. Don't want that for Aamir."
no subject
"Aamir will appreciate it." She confirms before sighing softly. "I've got to say I don't blame you for worrying about Five. He makes looking out for him super hard. I think he'd starve to death if we let him. Allison totally has it together thankfully!"
no subject
"I can imagine he will," Ben says with soft understanding. Just to laugh when Kamala mentions Five.
"He's not the best at looking out for himself. No. That's how we lost him in the first place. He was more into trying something new, proving himself right, than what might go wrong."
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"Well, he kind of did that one to himself." Pause. "He didn't tell you about getting lost in time?"
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"All right. I won't tell you. I'll let him tell you, when he's ready, then."
He shrugs to the rest. "Weird stuff seems to happen to us."
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"Sounds like you speak from experience?"
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"It would be weird you've traveled back in time if Five didn't also do that. And I got stuck with Klaus in 1960." Ben shrugs. "Maybe it's still really weird, and we just have that in common."
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"Yeah. He can. Maybe us siblings should listen to him a bit more." But it's also their responsibility as siblings to question his advice with a healthy dose of skepticism.
Kamala's question gets a moment where Ben twists up his expression in thought. "I guess. But any era can be fun, right? Depends on who you're with." He'll leave out the part where being stuck with Klaus could be fun, but was also exhausting and obnoxious.