groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote in [community profile] westwhere2021-07-14 07:01 pm

the harp(y) was a big winged lyre | event + test drive meme


Hello, hello! Fresh out of the box is the action spanning 14-31 July, also serving as our second test drive meme (TDM). The event is broken in three parts: one exclusive to TDM participants, one that's for the existing crew, and a communal section, as... sparks literally fly, when characters cross paths.

OOC planning & questions are HERE. Existing players can use this log to party, or you can alternatively make your own logs & network posts. Our TDMers are stuck in this playground only, but — to replicate the game experience more faithfully, they can ask questions and briefly interact with NPCS HERE.

Tiny reminder: [community profile] eastbound is an invite-only game for size control, but if you found yourself here, love the setting or the playerbase but don't know anyone — PM @ [personal profile] groundrules, we'll figure something out. You're welcome to make a note in your top-level comment title, if you're a TDMing newb, shiny and chrome!


TDM TOURISTS | OLD TIMERS | COMMON TIMELINE | NOTES




TDM TOURISTS

A great day to be alive, chipping manicures and clawing out of a salt mine just in time for a befuddled undead cavalry to whisk their visitors away, one by one as they're recovered.
  • TDM characters receive quartz stones that function as translation and (network) communication devices, before they are presented to Haltham.

  • Cursing his luck, Haltham informs newcomers they are in the frozen citadel of Sa-Hareth, controlled by undead warlord Anurr. Characters were wrenched free from the mines of deposed death king Unhalad and... two weeks behind the eastbound caravan that is the Merchant's troupe — their one ticket home.

  • IS THERE AN ACCOMPLICE IN THE HOUSE?
  • As Haltham brokers their getaway, newcomers are foisted on Caspar and the Lucky Hands, a gang of thieves set to hijack a port delivery of silvered powder. The Hands handle the theft on D-day, but pairs of newcomers are each saddled with a stolen pouch to transport furtively across Sa-Hareth.

  • They must escape frequent sentinel searches and other petty thieves to rendez-vous within a day at the dark, dusty and overpriced Hog & Mead tavern in the Merchants' Arena.

  • Anyone caught by local enforcement can spend a few hours imprisoned in a converted fishermen's warehouse, guarded by three underpaid officers, before breaking or talking themselves out. Thank your predecessors, who ruined the only decent jailhouse.

  • ALL ABOARD
  • The travel hell punishment fits the larceny crime: after rendez-vous, Caspar, Haltham, two undead and the TDM tourists join some noble passengers, who seek refuge in Taravast after vocally supporting Unhalad.

  • They board a seven-wagon streetcar pulled by twelve mechanical horses, heading out of Sa-Hareth down the haunted Stairs of Sighs passageway.

  • To keep the peace, newcomers must pretend to also be disgruntled Unhalad supporters — and to know nothing about the many bags of exotic opiates that Caspar has dragged aboard.

  • As they advance down the Stairs canyon, characters may observe each night brings a full moon and blood rains that disappear without trace, come morning. They can also hear the melancholic, indecipherable song of a woman — and find themselves dreaming nightly of burning alive, or being buried under hot tar. They will wake alert and increasingly distrustful of their companions.

  • At one point, the express train horsecar will pass by a galloping arctic bear, which will stop to salute. Do not feed it.

  • Characters receive a red helleborus brand on their left wrist to identify each other. It disappears within a week's time.


  • Test drive questions HERE.

    » THE NEXT STOP


    EXISTING PARTY

    THE WAR IN WORDS
  • The recent emergence of the dark tar-like creatures gradually unsettles Lord Arha and his ghostly armies into violent outbursts. Throughout the day, the legions become progressively corporeal, no longer flickering out of existence and retaining their memories. They remain dead.

  • The following morning, the harpies throw down their usual homages of splintered aged bone, now alongside withered parchment. The strips feature excerpts from the letters of Arha and the Lady Hatisse — which Mazyar and his people can translate.

  • After reading one such parchment, a soured Arha takes unasked command of Mazyar's caravan, imposing benevolent but firmly enforced curfews. Grim-faced ghost soldiers start to keep watch of characters at all times. Some will accuse caravan travellers of being witches or spies of Taravast's Attaryl school.

  • Those crafty enough to pick up Arha's discarded letter can see his hands have smeared it bloodied. Translated, the missive encourages Arha to turn back with his armies from Taravast.


  • DON'T HARP ON ABOUT IT
  • All hell breaks loose as Allison, Lily, Wei Wuxian and Five follow tar harpies inside their makeshift "nest" — going down a steep pit into one of the canyon mountains, and reaching the cavernous and shifting corridors of a stone temple. The passageways lead to small chambers that host stone tombs, many opened and still holding the remains of bones and drips of tar.

  • Angered by the intrusion, the laired harpies turn aggressive and exit into the canyon, starting an attack spree. They throw rocks, claw or fly down and pick up stray animals and humans. Arha and his army can help you defend against the creatures.

  • With their main entryway compromised, some harpies will leave the lair through the fissured canyon wall, creating a crude and claustrophobic opening. The sorcery contained within the temple will seep out, with magically sensitive characters finding they can no longer quite tell the difference between the living and the dead. (All) characters can now sometimes briefly see the flickered figures of people they deeply miss around them.


  • Existing character questions HERE.

    » AND THEN YOU GET VISITORS.

    OLD TIMERS & TDM TROOPS

    FASTER THAN A SPEEDING BU—
  • Gone rogue, some harpies will target a rapidly incoming seven-wagon streetcar, destroying or flying away with eight of its 12 mechanical horses, and the sad coachmen. The remaining steeds are completely unmanned.

  • The existing crew can wave their handkerchiefs as the train horsecar speeds by the caravan, set to crash into a canyon wall — or lend a hand to evacuate our TDMers, more Sa-Hareth refugees, and... our good friend Haltham and two of his creatures. Also, opium.

  • TDMers can meanwhile (haphazardly) board off or try to take control of the mechanical horses.

  • Write your starters as you will, or plan out the fate of the train horsecar HERE.


  • FRIENDS & FAMILY PROGRAMME
  • Following their unlikely survival, newcomers can join the existing party as part of smuggler merchant Mazyar's prosperous caravan. They will receive food, decent clothes and a donkey, horse or elk mount — a rare upside from the ongoing blood rain weather forecast, and the tar-drenched harpies that throw down aged bone.

  • They will also notice that Mazyar's caravan has been escorted by a ghost army led by the Lord Arha. He travels to free his lover, the oracle Hatisse from her alleged imprisonment by the witches of Taravast. All characters will experience a blood-curdling dread whenever they think to tell Arha or his men that they are dead — but speaking the words is now possible. Report HERE, if you'd like to break the bad news.

  • As the caravan stops for a few days, the existing party and newcomers can make merry, recover or raid the open haunted temple — where they may find several untouched stone tombs, including one engraved with a sculpture of Lord Arha. It will prove highly difficult to remove that lid without a group effort... but for that, or any other tomb questions, GO HERE.

  • NOTES

    FRESH MEAT GONNA EAT
  • TDM events count as game canon, if you app in.

  • You can do network-style posts & log starters. Invent a username for communicators — but you're stuck with it after!

  • You can use the two allied NPC undead during the train horsecar disaster portion. Deploy them as you see fit to keep your character alive. The undead come with higher strength, speed, hunting instincts and a... disturbingly cold presence.

  • Haltham can make last-stand miracles happen for you, but at a heavy price. Inquire here.


  • OLD TIMERS, THINE WRINKLES SWEET
  • Existing characters won't be able to tell whether the newcomers or each other are living, dead, memories or ghosts, as a result of the (temporary) temple magic.

  • ...yes, any leftover opiates are up for grabs. Hooligans.

  • You're welcome to respond to network posts from TDMers — but please keep your network posts in [community profile] eastbound, think of Ye Olde AC.

  • lancifolium: (asteriae)

    [personal profile] lancifolium 2021-08-03 03:03 am (UTC)(link)
    Pausing as if she meant to reflect and give Emilia a sincere answer Lily sighed and shook her head. "No, I've not been here long, but it certainly seems as though this," she lifted a hand to gesture at the frazzled caravan, getting itself back together after the carriage had careened through.

    "Or on the way to or from this is how things are." It was an odd topic of conversation, she knew, and she didn't press how peculiar it all was by asking the new arrival where and when she'd come from, but it was certainly tempting and without question a matter she would broach later if the chance arose. Finding out about the worlds of others had been a bright spot in an otherwise very bumpy journey.

    "You're not hurt are you? I'm not a healer but if it's not serious I can have a look if you need."
    valeas: (☾ s o g n a n t e)

    [personal profile] valeas 2021-08-03 11:42 pm (UTC)(link)
    Emilia's gaze followed the gesture to the frazzled caravan in question. Knowledge-seeker at heart, she studied those that gathered near the campground. Without her horn amulet, she couldn't read any of their auras. Couldn't distinguish between humans and not-humans. But she could tell some of them were weary and heavy-hearted, their journey indeed involving many bumps.

    She reminded herself her own journey back home had been perilous. She survived it all, if only through sheer resolve and spite. She would survive this, too, however she had to. She would return to her mission, and heaven help those who stood in her way.

    "No," she answered after a moment. "Nothing terribly serious."

    Emilia was harder to kill than most, but even she knew their survival following the attack had been unlikely. She carried some minor scrapes and bruises for it, but noting that would not heal on its own. "Did you waken in the salt mines, too?"
    lancifolium: (pic#14925064)

    [personal profile] lancifolium 2021-08-05 03:19 am (UTC)(link)
    Having heard that some of the arrivals that came before her had passed through the mine Lily couldn't help but wonder if the woman had been there a long time before finding her way to the group. "When I arrived it was into the forest outside of the citadel, I believe that's where the mine is. It was ghastly though, the people in the forest tossed me into a lake."

    Grimacing, she shook her head at the other woman, aware she wasn't painting a very consoling picture of the situation, but they were surrounded by various hostile things, it was important to be realistic.

    "We're meant to go to a city where there might be a way to get us back home, and hopefully they're as eager to see us off as everyone else thus far and can help."
    valeas: (☾ c a u t e l a)

    [personal profile] valeas 2021-08-08 05:22 am (UTC)(link)
    It may not be a comforting thought, but Emilia does appreciate the honesty, if not the fact Lily was treated so poorly. Now more than ever, she is certain she prefers a brutal truth over a pretty lie: for people to be what they say they are.

    She suspects she'll be disappointed once they arrive to their destination.

    "A man who goes by the name of Haltham has assured me of this, as well. He knew of your caravan, and that you were headed to Taravast in search for a way home." Tightness gathers in her throat, but she stays her voice. "Do you believe it?"

    That there is a way home, and they are being led there? By listening to others, particularly those that have been here longer than her, she'll hopefully be able to glean some kernels of truth. Everything depends on it.