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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: 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 @
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!

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.
- TDM characters receive quartz stones that function as translation and (network) communication devices, before they are presented to Haltham.
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.
- 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.
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
trainhorsecar 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.
- 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.
Test drive questions HERE.

THE WAR IN WORDS
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- 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.
- 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.
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.
- 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.
Existing character questions HERE.

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
trainhorsecar 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
trainhorsecar HERE.- 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.
FRIENDS & FAMILY PROGRAMME
- Following their unlikely survival, newcomers can join the existing party as part of
smugglermerchant 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.
- Following their unlikely survival, newcomers can join the existing party as part of

FRESH MEAT
- 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
trainhorsecar 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.
- TDM events count as game canon, if you app in.
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
eastbound, think of Ye Olde AC.
- 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.
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it is clear from the smoothness of his movements that he is okay as well though he does not answer in words.
The question is a good one. ] They are angry. [ he would know after all. ( angry by their mere presence? if so this was a poor choice of place to put a means of transportation) so he waits for the answer. ]
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[We, Allison? Is it we? Is it not you, that made them mad?
Let's not go there.]
We were trying to get some information out of one of the temples here, hidden in the mountains, and they were our way in. They didn't like that very much, and have been taking it out on the caravan ever since.
[But moving on:]
We should get closer to the group. Safety in numbers.
[And then, after another beat:]
I'm Allison. Sorry, I should have said that sooner.
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( she thinks if nothing else, wrath may appreciate that someone remembers their manners, even as she wonders what name he will give.
emilia, on the other hand, was about to bypass courtesies altogether in the pursuit of answers. what sort of information were these travelers gathering? what sort of temples would house creatures such as these? she can't help but empathize with their anger, her own still burning so bright. )
Were the temples anywhere close to ... ( her voice trails off as she points to the canyon. hopefully the wagons have been emptied by now, because the
trainstreetcar is most definitely about to careen straight into that canyon wall. )no subject
the questions about this world are far too important for the time being. he doesn't know what forces they are up against, but they are strong enough to diminish the power of a prince of hell.
his golden black gaze watches where emilia point as the streetcar is slammed into the canyon wall, crushing it. it would have been them if they had stayed inside any longer. ]
You said there was a group? A group from this world or from another? [ like they are? ]
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Still, she points back to where the caravan is.]
A mix of both? I'm still kinda new here, but some locals were nice enough to take those of us from another world to a city called Taravast.
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she is skeptical on a good day. recent events have left her far more mistrusting than that, and she never forgets her lessons. the niceness of these locals is in question, along with everything else, but emilia must swallow this bitter truth: they have little else in the way of options. ]
We were told of this Taravast, and your caravan, too. Haltham said you were headed east — that it was a way home.
[ emilia doesn't trust this, either. but the alternative was to stay in the frozen citadel of sa-hareth. ]
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instead he lifts his gaze to allison once more, lingering, studying her expression as he asks the next question: ]
Do you believe it?
[ she may be new, but she knows more than they do. maybe she has reason to believe or not believe that they are truly being led on a path 'home'. wrath does not like being so unsettled, so without knowledge. his shoulders remain tense. ]
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[She thinks if Taravast held a way home Five would have mentioned it. Then again, they still have three more siblings to collect before they get there.]
I don't know who Haltham is though. I wasn't involved in the last city we were in.
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He was the one to broker our getaway. You might get a chance to meet him if he survived the attack.
[ if he indeed survived, one can bet that emilia will be asking more questions than she already did. ]
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[ or why does allison believe they are heading to the city? it does seem strange she never would have been told so before. were they lied to? it has always been clear to trust no one, to question all, to never reveal too much.
this is further proof. they cannot know what to believe yet. ]
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[That's why the Hargreeves are asked to leave most places, honestly. See also, the harpy situation. They're strong personalities.]
There was a standoff with a pair of undead kings, and they pissed one of them off enough they had to leave town. Or at least, that was the rundown I got. As for why Taravast ... I'm not sure. It was the decision the group made before I got here.
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[ the first thing emilia wishes to procure once she's able? a notebook. vittoria was the diary keeper between the two of them, but emilia likes doing her research, and having a space where she can jot everything down can't hurt. for now, she's mentally filed away all she's learned since arriving.
unhalad is not the king emilia thought she would be contending with, and neither is anurr. but such is life. ]
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Your group appears to have a habit of inciting anger.
[ wrath will not likely help with that- how ever unintentionally. ]
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[To say the least.]
They also robbed a bank to fund this trip, so I'm not sure that did us any favors either.
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she hardly has room to talk, in any case. stealing is a small crime in comparison to what she has been up to. she's already decided she'll do that and more to achieve her ends, no matter how uncomfortable it may make her in the process. her most immediate end, for the time being, is to head east. ]
No, I can see how that would not. But I'd already wondered how this journey would be funded.
[ especially now, that there's more of them. ]
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do they all believe it is a way to return to where they came from? they have to at least believe it is a step in that direction to be willing to commit such a large crime. granted, people do not always need much of a push to sin. he isn't one for stealing himself, but it seems they are left with little choice. ]
You said there were those from this world among the group? Those who were... nice enough to take us to Taravast?
Have you met them? [ wrath believes everyone has a motive, everyone has a goal, and rarely is it simple nicety especially on a scale this large. ]
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[Unclear from her statement if they're a good or bad character.]
He's been giving us tips for how we can make some extra cash on the way.
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it's subtle, at least at first, the way she begins to slow down. she feels a slight tug in her center, an emotion that is as familiar to her now as it is foreboding. ] What sort of tips has he been giving you? [ does it include more thievery? they already became drug dealers of sorts, so. ]
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there may be something more in it for him. control alone can be a powerful factor for some. ]
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[Thought she doesn't know if anyone actually manages to catch one.]
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Wait.
[ ... she gives no further instruction as she turns on her heel to head back from whence they came, following an unnatural tug. it's fine. ]
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...Emilia?
[ of course, he does not wait a moment longer, but stalks after her in whatever direction she's headed. there is something about her stance that tells him she feels something, senses something out there- something magical. ]
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Guys? We kind of need to go away from the harpies.
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but she's ignored her instincts before to her great regret, and she knows this magic, this magic that wishes to lead her right to — emilia gives a quiet gasp. there, there beneath some flimsy pieces of rubble and dirt, is a horned amulet pulsating with a strong light. like it still recognizes her, despite the fact she —
she's quick to snatch it from the ground, curl her fingers around it. as though she may be able to conceal its glow. ]
I'm sorry. [ and she means that, not wishing to put them in any more danger. her heart beats so fast. ] We — [ they can go now. ]
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but he also knows there is no way allison did not see it too.
his gaze lifts over her shoulder toward the potential danger behind. his hand rests on emilia's arm brief before he is urging her to start moving in the opposite direction again. ]
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