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THE SUNKEN | PART II







Get your toes wet in Part II of The Sunken, stretching until 28 June.

THE MORNING AFTER



Waking from Yancai’s undead attack, you find the village has gone three years back in time.

Yancai remains flooded, but there are fewer waterways and some dry grounds. You can safely transit by raft, alongside row boat, though the waters run more turbulent.

■ Houses are sturdier, less drenched, their paints and furniture less eroded. There are fewer piers and minimal mould. The dual moons appear less… bloodthirsty.

■ Most locals don’t recall the future. The elder council, including leader Quanze Tsaymien and Kuthuba, remember, but feel compelled to re-enact the past, like an itch they must scratch. Those dead in the undead attack are alive, feeling as if they never perished.

■ Telepaths can hear echoing screams from the undead attack over the two days that follow the time travel.

■ The House of Commerce is less sunken, its beacon offline and musical boobytrap unarmed. The Master of Commerce yet lives and may be contacted.

■ Some struggle with partial or full amnesia, or might undertake their assumed identities. These effects wane within 24 hours — but vertigo, nausea and a sense of displacement may persist.


LIVING FIRE (NEWCOMERS, OPT-IN)



Spooked by the memory meddling, party witch Karsa rallies newcomers, who have least experienced Yancai’s magic, to assemble ingredients for an elixir that will help settle clouded minds. ( Minds? What minds? You learn to use them now? You’re too old. You only take your little drink to stop staring like fools.” )

■ You must locate red-eye root on the outskirts of the forests that border Yancai. The plant lives in ancient, immense trees that have been burning from the inside for decades.

■ The red-eye root grows within these endless fires.

■ Briefly stop, divert or enter the fire wall to collect the root — but beware that flames stoke, if you loiter nearby. You can also find the resident fire gnome, who’ll surrender a handful of roots — if you amuse them by fulfilling requests ranging from playful (songs, dances) to humiliating (pretending to be animals, sharing uncomfortable secrets) to cruel (asks for blood, punching a comrade… )

■ Dilute the red-eye root into a painfully bitter elixir, then distribute it and coax the reluctant to drink.

You can enlist anyone’s help with the quest!


HOME AT SEA



Slowly, surely, Yancai sinks — a fresher reality for villagers who reward help to raise piers, wade through waterways to reach their families, or design new boats, infrastructure and safety mechanisms. Cash in on your good deeds here.

You overhear veteran fisherman Temiu mutter that mould dregs have knotted his nets — while newly arrived Captain Alia of the New Brigade wonders how Yancai can be so flooded, amid quiet seas. The population seems tender, weary.

FARE THEE WELL

Once more, the village observes a funerary rite — this time, setting dead bodies at sea. Hostile, sullen and silent embalmers contracted by the elder council prepare corpses for final farewells before laying them to rest in one-man casket-vessels. The ships are bound with thick, weighty chains, closed and set on water — destined to return empty after the dead are claimed.

Drifting distantly at sea, the Man in Black of hauntings awaits them on a ragged boat.

■ Some villagers murmur that many casket-ships have gone missing, leaving those dead without rest. They argue the wisdom of burying their dead at home — but superstitious family aggressively object.

■ Stay among the grieving to collect information on the dead. You can also inspect the bodies by… borrowing coarse, greyed robes, and painting your eyes and lips with wood ashes to mimic the embalmers.

■ You recognise a small minority of the bodies sent to sea as the undead who attacked in the future.

■ There are unused casket-ships, built for lovers who perished together. Partner up, descend into a casket and fake… perfect… stiffness, to experience the disappearance firsthand.


THE MOON, HOWLING



A sight to be seen are the twin moons that steward Yancai, one true and one diffuse. In the future, they gleamed cold and waiting — here, those with a lunar or astral connection become increasingly and inexplicably convinced that these moons are… not real. No distraction, no reason, no proof convinces you. The true moon is captive.

In your moon-hunt, you are drawn to the dam-fenced, heavily flooded south-western district of Yancai — into the now deserted former seat of the elder’s council, the drowned but majestic palace-mansion of the Storm’s Stage.

■ Can’t hurt to tell other party members your suspicions and enlist help. Alternatively, they might follow you because of your strange behaviour.

■ Scale the great wooden dam, mindful of guards.

■ You find the district overwhelmingly submerged, with waters thick, unnaturally cool and darkened (but not black). Refugees have removed row boats, and remaining rafts are threadbare, forcing you to swim, leap or scale rooftops and balconies to advance. Beware deep rotting and crumbling architecture.

■ The Storm’s Stage is a flat, one-level building, where waters run 1.5-2m high. Its large, wide and labyrinthine corridors have made it a favourite hunting ground for Weepers: carnivorous 1m-long sea creatures with cruel teeth and human intelligence. They produce a sobbing, hiccupping sound — their cackle of enthusiasm, before they attack.

■ These obscene creatures spear the decaying bodies of their former human or animal prey in their teeth, propping them up and mimicking voices to lure you closer.

■ Make it far enough into the twisting building, and you may encounter a magically locked room, behind which, the sensitive are certain, lies the moon. Elders’ leader Quanze Tsaymien might have the key you require — or find a way to open the door yourself. Are you in yet?


THE LADIES & THEIR LAKE



You hear that beautiful maid Miang-Si has come of age, and her rich merchant family now accepts marriage offers. Jubilant, modestly attired, kind and in good health — this Miang-Si is a far cry from the spiteful, sly creature you met before.

Yet, in a small village, murmurs abound: some of Miang-Si’s friends hint that her reputation won’t survive more sneaking out at night. Others say that Miang-Si appears… distracted, her appetite lessened. Others, still, say the girl has returned to her obsessive fixation with a beautiful woman glimpsed in the forest years prior.

Miang-Si could have information on her future accomplices — the allegedly ladies of the lake.

FOR RICHER OR FOR POORER

Miang-Si’s parents have exacting marital standards: you must be rich and publicly righteous, all genders welcome. An exotic gift might go far to gain you a private audience with Miang-Si.

■ Choose and present a potential suitor: dress them in the village finest, polish their manners, hire an entourage and commandeer a suitable courtship gift. Swat if they complain.

■ Raise the suitor’s odds along with their public profile by flaunting their feats and virtues in the marketplace.

■ Woo your would-be parents-in-law by capturing golden scales from a rare Mura-sirri lake fish. It spits slime on its pursuers, who instantly flee, irrationally startled.

■ To the seeming ignorance of Miang-Si’s parents, their dark, dusty, mausoleum-like house appears haunted: strange women appear in reflective surfaces, or run down corridors. Joining your hosts for tea, you feel inexplicably covetous of your ‘intended,’ certain that you must have Miang-Si at all costs and that jealous rivals oppose you. Invisible to others, a beautiful woman clings to you from behind and whispers you need only verbally or physically eviscerate everyone at this table to claim your bride. Hopefully, your wingwo/man can prevent bloodshed.

Sign up here for one of three RNG-drawn audiences to speak to Miang-Si or investigate her quarters.


AT NIGHT, WE DALLY

You can also trail after Miang-Si on one of the nights when she slips out of her dead silent house. She leaves when the main moon is full — while the twin moon feels disapproving. Follow Miang-Si to the outskirts of Yancai, to the Silver Lakes. Here, she tosses in a silver coin and wishes for safe passage, then takes a small boat.

■ If she discovers you following her, Miang-Si firmly tells you to go home. The twin moon seems at ease as you heed, however unwillingly.

■ If you also drop a silver coin in the Silver Lakes and wish for safe passage, your ship turns invisible for two hours.

Miang-Si stops her boat in the middle of the Silver Lake and touches the waters with her hand. She is answered by several skeletons, who swim to surface and gather by her boat or climbing in. The parts of their bodies that exit the water gain flesh, then skin and the likeness of beautiful women — the rest stay skeletal in the depths.

■ One such woman greets Miang-Si as queen of the night and kisses her on the mouth, about to drag her in. If you only follow, you notice she disappears for hours, then re-emerges with a look of dark conviction, before returning home.

■ If you seek to intervene, the skeletal women capsize your both then look to embrace and kiss you, also dragging you into water. The kiss allows you to breathe underwater, while your lips are locked — but steadily steals stamina. Your captor progressively decays back to bones, losing sentience, as you reach the bottom of the lake.

■ Here, you find dozens of skeletons and mismatched bones, webbed in wisps of familiar black water, along with rags of clothing — including shreds of a white shroud.

■ The waters hold no bodies, once Miang-Si leaves.


A-HUNTING WE WILL GO



Village elder Kuthuba urges the crafty and the brave to a forest incursion after several lumberjacks are a week late returning. He fears the men lost. The village’s numerous piers, pillars and boats depend on timber, and Kuthuba seeks to retrieve both wood and any prospective casualties.

■ Two dozen people leave at dawns with daggers, bows, arrows. Some say they previously entered the forests before being driven out by vicious animals, but are not keen to speak further. The grounds are inhabited by woodland creatures, but eerily silent. Predators are scarce, thin and terrorised.

■ A thick mist drenches the forest, deepening until you struggle to see past 3 metres ahead, or to spot the waning sun in a grey sky. Network devices do not work, and torches are essential. You feel increasingly paranoid and hunted, distrusting your companions.

■ If lost in the woods, villagers say to set your dagger on hard ground and spin it. If the blade lands on you or your companion, wet it with your/their blood, until it no longer does so. If it points in a proper direction, head there. If it starts to cackle, bury it in dirt or flee — it has caught a taste for blood and will now seek out your throat.

■ The forests brim with diffuse whispers, women’s laughter, shrill growling and heavy steps — until amorphous many-bladed beasts descend from trees or burrow in soft ground. Aim between their carapace plates and run. Happily, rivulets abound and the creatures fear running water.

■ Deep in the forest, you find the resplendent vegetation thins into a small barren clearing where nothing grows. Here, even the earth has cracked, showing signs of black mould spores, while animals and birds avoid the region. You discover the belonging of the lumberjacks, but no bodies, along with a few scattered diary pages.

■ Take the belongings back to the lumberjacks’ families. The hunting party returns with sundown — only to realise three days have passed in Yancai.


NOTES
■ Feel free to investigate other regions of Yancai!

NPCs for this event!

QUESTIONS.

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THE SUNKEN






Welcome to the first log of Arc VI: the Sunken, which covers 15 May – 2 June and doubles as a test drive meme.

Back/forward date as needed! The calendar date suggestions are indicative.

The TDM is open to everyone! If you decide to apply to the game, you can get an invite from current players or the upcoming enabling meme — or participate in the test drive meme and get in touch @ [personal profile] groundrules to chat things over. We currently have 13 slots available for new players.

Test drivers can use this post for logs and network posts — old timers, please make your network posts at [community profile] eastbound.

LOST AT SEA | TEST DRIVE TOURISTS


You wake, gasping, in a stormy sea, your thoughts slowed to a confused trickle. Skill, floating wood or a kindly stranger — who you can’t understand — help you to reach shore.

Villagers discover you collapsed on sand and provide critical (if rickety) communication and translation devices. They say you are in Sunken Yancai, a fishing village progressively overtaken by waters and cursed by the secretive ‘ladies of the lake’ to transit through time.

■ Rescuers group newcomers and supply questionable village couture, warm meals and accommodations in abandoned, half-flooded homes or spare small boats anchored in Yancai’s waterways. Huddle up, recover your strength and don’t think too hard on why your memories are hazy over the next three days.

■ Come morning, you visit village leader Quanze Tsaymien, then the sorceress Karsa — who explains you are otherworlders summoned into Akhuras by undead lords who wish to weaponise you in their battle against humans and one another. Karsa is an associate of the Merchant, who leads otherworlders towards ancient transport beacons east.

■ One such beacon rests dormant in Yancai. The group must infiltrate the village and wait a few weeks until it shifts to a point back in time when the beacon was active.

■ Newcomers are handed passport papers with their new identities in Yancai, where they may be known as a bankrupt merchant, perpetually drunk sailor, whale hunter, raft surveyor, mermaid who has just gained their legs, crab collector... feel free to invent a dutifully hilarious apt role for their seaside sojourn.


OLD TIMERS | THE DRIFTING


You dragged yourself here in a haze. You arrived long ago, as if in a dream. You were born and bred in this village. In truth, your memories of reaching lively Yancai feel nebulous and alarmingly inconsequential.

Characters are facilitated new identities and dwellings by the Merchant, or believe they have had them all along.

■ A weary Karsa warns to say nothing to party members with altered memories, until the sorcery that affects them runs its course.

■ Memory-altered characters progressively regain their memories within three to five days (by 20 May). They have their memories partially or fully back at night ( midnight to 5 a.m.). Throughout the day, memory regains can trigger migraines, eerie confusion and paranoia.

Hauntings begin once characters have fully regained their memories.

■ Once everyone is ‘back to normal,’ Karsa explains that Yancai periodically transits through time. The memory alterations are a magical solution endorsed by the village council, which ensures locals mentally weather these shifts. Villagers continue to blithely accept you as part of the community.


(DON'T) HOLD YOUR BREATH


Karsa reunites the existing party and newcomers, issuing first assignments. The Merchants’s information suggests the beacon of Yancai will be online once the village travels in time within weeks. A dubious Karsa asks the party to check on the beacon, located in the former House of Commerce of the largely inundated merchants’ district. Reach it by rowing boat.

■ Villagers say the Master of Commerce, a famous musician, took precautions against intruders.

■ All ground and lower floor entryways of the palatial House were boarded to restrict flooding. To enter, pick locks or climb the putrid stairwell towards upper balconies.

Inside, the hissing of running water — and, in the lower levels, of thin, slippery leeches whose bite numbs your limbs, while they attempt to feed. You seem to experience pronounced vertigo when entering any decaying rooms covered in black mould.

■ The beacon is located on a dais in the basement vault room, where water rises near 1 meter. Only a few scattered scrolls and golden decorations remain among decorations, while a large ceiling carving writes, greed deafens man to the cries of his conscience; music sets him free.

■ Some tiles of the marbled floor stand out as you wade — step on one, and all doors abruptly slam shut, while dozens of obscured holes in the wall start to rapidly spill water, threatening to fill the room to the ceiling within the hour. You hear the tinny, waning sound of a village song played from a hidden source.

■ To stop the pouring water and open the doors, sing the song you hear, or find the music box that produces it amid debris on the water-covered floors. Wind it, and it plays its song in reverse, revealing the voice of a laughing elderly man who says, Depressingly, Anurr was right to worry.

■ Don’t forget to check the beacon — and report back to Karsa that it looks structurally untarnished.


THEY SLEEP


After surprising revelations at previous citadels, Karsa tasks you to investigate just how… permanent death is in Yancai. Villagers share that their dead are buried in a strange rite at sea — part of which will take place within days.

■ The dead are ‘entombed’ in one-man sarcophagi ships with carved and chained lids that depict their likeness. These burial boats are set at sea on the first day of each season and return three months later.

■ Join the harbours around 22 May, when mourners gather to receive the burial boats. Characters must pretend to be greatly anguished relatives, acquaintances or debt collectors to join the grieving.

■ The boats float towards you, seemingly of their own volition. Gaze afar and spot a boat carrying a man in black — the same who haunts some characters — who observes until the last burial ship has reached the piers, before he disappears.

■ Sailors draw up the boats and unpeel the untouched chains and lids, to reveal… no corpses. Peer closer and find neither biological signs (stench, liquids) of discomposure, nor the magical chillness of spaces where cadavers have lingered long. Scratch marks litter the inside of some boat lids.

■ Mourners seem grateful that the waters have ‘accepted’ the bodies. Some say that their relatives whose boats have yet to return must have been stolen by the ‘ladies of the lake,’ a villainous witch coven. Speak to mourners or sailors for clues.

■ Linger long near opened burial boats, and you feel tempted to throw yourself into the sea, slowly losing consciousness — until someone rescues you.


AMONG US


On 25 May, village leader Quanze Tsaymien drags the chained and half feral mistress Miang-si to households and Yancai’s largest market square.

The young woman, he says, was seduced by the ladies of the lake — the furtive witch coven that condemned Yancai to time travel. Luckily, the village elders have… coaxed Miang-si back onto the righteous path.

Miang-si is brought door-to-door to point out her 'accomplices.' Ill at ease, villagers whisper of similar witch hunts leading to false accusations and blood-curdling repercussions.

■ Both men and women are suspected and brought before Miang-si. Perhaps she takes an eerie interest in you, getting especially close to catch your scent, touch or remark on (in)visible hurts, or even dotingly kiss you. If you whisper quickly while she’s near, you might be able to ask one question.

■ If you are patient and kind to Miang-si, she briefly squeezes your hand as she withdraws. Within the hour, you find blood writ on your palm that warns, Our fat moon rises red.

■ If you are agitated, or if Quanze rushes her during your visit, Miang-si erupts into sudden, side-splitting cackling — while you find yourself croaking like a toad, or transforming into one and retaining human speech. The spell dissolves after eight hours.

Quanze’s long-suffering men say this sorcery breaks faster if you kiss one of the curmudgeonly emerald toads that hide in some of Yancai’s lakes. Catch one such delightful, slime-spitting creature or barter it from merchants at a costly premium.


ILL MET BY MOONLIGHT


A full moon is set to rise within days of Miang-si’s visit, on 27 May — just as Yancai shows signs of time shifting. Villagers are prone to stilling and staring askance, seeming lost or adrift.

The village itself evolves: one moment, the same house appears freshly new, then drowned, while waterways overfill with water, then seem barren. Overall, the village deteriorates.

■ That day, the sun suffers a midday eclipse, while droves of black birds circle the woods and village outskirts, attacking those who come close.

■ The waters increasingly thicken and darken, preventing boats from entering certain waterways.

■ An exceedingly bright moon and a diffuse lunar replica rise with nightfall. Come midnight, the village is alive with the sounds of ripping, structural collapse and shrieks. Tar-covered corpses emerge from the waters, clawing on and climbing up piers. They swarm, drawing passers-by into waters to drown them. Help them — and foremost, yourself.

■ Light and fire keep the dead at bay. On some waterways, wildfire now spells, WHAT IS WET WAS WRONGED

■ Weaker alone, fresh corpses climb into your rowing boat, pretending they are innocents who seek shelter. They betray themselves by speaking very slowly, struggling to keep track of the conversation or obliviously peppering it with details of their death. They stubbornly ask questions about you, repeating your answers, and become violent if you say they are dead. Push them into the water at first opportunity.

Quanze Tsaymien and other men of the village take arms, urging villagers to barricade in the nearest home, harbour or warehouse and weather the night. They advise to be silent and beware the dead who imitate living voices, warning not to touch any black mould or water that suddenly appear in your home — which alert the dead of your presence within.

■ Some dead try to tear you apart, while others seek to feed you a disgusting, tar-like black mould. A small taste of it makes you sluggish and feeble for two-three hours, while an entire fistful can kill.

■ If the undead infiltrate your house, hold your breath, do not move and keep from screaming. The dead have weak sight and olfactory senses and might pass you by, as long as you stay silent. It can be more efficient to fool than kill the dead.

■ By 5 a.m., houses start to replenish themselves, gaining a new appearance, while water and mould retreat. The dead withdraw into waterways. Outside doors have been marked with blood: vertical lines tell how many living people remain inside; horizontal ones count how many within died overnight.

■ You step to seize a brave new day — while Yancai enters a new time period (further details due in the next plot update).


NOTES

■ The game enabling meme goes up on 25 May.

Hit up available NPCs here or in their new inbox!

QUESTIONS.

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[personal profile] groundrules



A LITTLE DREAM OF HER






This is the first of two logs covering the Dream county travel Arc — it stretches until 23 April OOCly and covers roughly one IC week. There is an entirely optional wedding mystery plot, which will depend heavily on information gathering, sharing and deduction, rather than on supernatural powers.

Boarding scenarios for existing and new characters are covered under the Old Timers and New Arrivals header, respectively. Click on the tabs for details!

OLD TIMERS


Absorbing Wrath, Licyn and Yelena’s feedback, King Deimar of Alem decides against joining his brother Haiva in ‘noble sacrifice’ to hell. Good news for the party, who depends on royal savvy to reach Alem’s otherworld transport beacon, buried in the labyrinthine tunnels beneath crumbling Alem.

Deimar and his paladins guide small groups back to the beacon — but the keypoint’s war-drained energies only let a handful of party members out. Characters who have dropped or been swept by AC during Arc VI go home. You can also canon update your character now.


The party must heads onwards east, boarding a dreamy train at a station near Hassir. Here, find exotic stalls with wares once intended for Alem — from the latest travel fashions, to unlucky artefacts, heavy alcohol and narcotics. You can even purchase a domestic ghost.

Whether the Merchant supplies a ticket or false staff uniforms for you to proactively sneak aboard, don’t dally — this train runs like clockwork.


NEW ARRIVALS


You wake up to claustrophobia, ash and gravel in your mouth — and a sense of urgency: run. Midway through a slovenly, rattling underground corridor, you meet an irritable woman, who leads you out, at the foot of a serene, smoke-topped mountain.

The woman passes you a pendant that allows you to understand her and to communicate with others like you. You are one of many otherworlders brought into Akhuras by undead lords who seek to weaponise you, as they battle humans and each other for dominion. Don’t believe her? Look up. The holy citadel Alem yet burns before the dead armies of Rahakku.

The woman is Karsa, an associate of the elusive Merchant, who collects and leads otherworlders east, where ancient beacons can transport them home.

Regrettably, you’re late — you arrived with the unexpected last gasps of Alem’s dying beacon and must now catch up with the others, who’ve departed on the Sandman train express.

WHY THE LONG FACE?

Karsa barters for a carriage led by two nightmare horses, along with several such steeds for confident riders. These are mercurial mounts and dizzyingly fast — your only shot to reach a train travelling through Dream county.

Karsa warns you must not fall asleep during travel. The horses will invade your nightmares, consuming your vital energy while you suffer asleep.

■ Talk at all times or sound the shrill silver bells Karsa provides to wake up any sleepers.

You reach the seaside village of Kyari, where you must board the incoming Sandman express. Regrettably, the horses have left Karsa with just enough coin for one ticket for the wounded Dean Winchester. Everyone else: make do.

You must also help Karsa sneak in fist-sized, forbidden dream boxes. Try to avoid the Sandman’s guards and their canine sentries, who scent newly boarding passengers for such contraband. Return the boxes to Karsa once on the train.

You’ve got 45 minutes to board, once the Sandman reaches its rustic station. Some options?

■ Play stowaway and break the rustier locks of the economy class cars.

■ Sweet talk the depressed Conductor. You bought, but just… forgot your ticket.

■ Distract the guards while your group boards, so they can sneak you on after.

■ Plant dream contraband on another would-be passenger, when the dogs draw close.

■ Ride one of those god-forsaken horses and jump on top of the train once it starts moving, then make your way in through ceiling hatches. God help.


A fully veiled young woman might lend you a hand.


THE SANDMAN


All aboard… the Sandman, a majestic 100-car train that gallops on an emaciated railway across Dream county. Ghosts and dream residents wave as it passes by.

The Sandman stops once after leaving Alem, at seaside village Kyari, before crossing the abyss of the Cradle — the turbulent, storm-prone birthplace of dreams, where it is constantly night-time.

Some say the Cradle is only a cauldron for those who steal dreams or make them into living things. Others say the Cradle has its own mind.

To avoid igniting dream storms, passengers are strictly prohibited from carrying dream tokens and performing dream magic. Characters find their powers are significantly reduced while travelling on the Sandman.

New arrivals join the Sandman at Kyari with group caretaker Karsa, who introduces them to the old party.

■ The Sandman offers exquisite single-person compartments with en-suite bathrooms for First Class passengers, while Second Class travellers share generous cabins in pairs, and up to four voyagers can bunk up in… cozy Third Class cabins. Shared bathrooms and a small sauna cabin are also available.

■ You can hide in the staff, luggage or coal stock rooms.

■ You can decide your character’s First/Second/Third Class, staff or stowaway status. (Pick a job for staff!)

■ The LOST & FOUND booth contains an assortment of clothes and items forgotten by passengers, which you can raid (within reason). Latest findings: cigarettes, medical-grade opiate powders, a a beautiful green dress and pink striped men’s suit, all brought in after the Sandman leaves Kyari.

■ Amenities range from dining & bar carts to game, exercise and cinema halls where the (PG-13!) pleasant dreams you’ve gambled away can be viewed freely, or passengers can hold recitals or seminars.

■ You can gamble in regular currency or pleasant dreams (not memories).

■ Travellers are polite and social. You learn early on that you share a voyage with renown heroine and First Class passenger Firo, who, alongside her friends and sister party, picks up her bride Prassenze from Kyari.

■ Within two hours of leaving Kyari, the sky begins to darken, becoming pitch black and occasionally loudly stormed. It stays a starless night time throughout your journey over the Cradle.

■ For communal safety, windows and doors are locked and magically enforced shut after the train departs Kyari. The nightmare storms within the Cradle region crackle with highly chaotic energy that can (re)shape reality, endangering passengers. Deputy conductor Michel Bauc holds the window and door keys. An irritating, tinny, train-wide alarm sounds if anyone tries to force a window open.

■ You might sometimes find fellow passengers trying to exit the train or open the windows to join the storms, while they nap. Do wake up them up.

■ Whether you’re an insomniac or don’t typically need sleep, you find you fall instantly asleep at midnight and awaken refreshed by 8 a.m.

■ A skeletal crew serves the Sandman at night. The most authoritative figure is gloomy Conductor Rossakoff, who slinks silently across the train.


THE MENU



Trot down to the dining carts for an unforgettable meal included with your ticket. Formal evening attire is expected during dinner. Some courses are lightly sparkled with stimulants that deepen certain aspects of diner’s emotions during the meal — this is not disclosed ICly, but visible to you OOCly in the menu. (ex: the Ham and Laughter Eggs triggers roaring laughter and a good disposition ).



   BREAKFAST

   SUPPER & DINNER

   SNACKS & BEVERAGES


DREAM SMUGGLERS

The new arrivals helped Karsa bring contraband aboard, but they’ve steps to go to their final destination. The sorceress doles out fist-sized boxes containing precious dream fragments of happiness, sadness, fear, surprise, anger, guilt or disgust — explicitly prohibited cargo that regains its magical properties once aboard the Sandman.

Each box comes with instructions for drop off under a dining hall table at midday, under a roulette table by 6 p.m. or in the coal room by 8 p.m. Karsa says the deliveries are an explicit favour from the Merchant to an old (dream thief) friend aboard the Sandman.

■ Pair up for your run! Those who hold dream boxes feel their emotions to a player-chosen degree of intensity, throughout their adventure.

■ Beware the vigilant guards of the Sandman, who run frequent searches for illicit dream artefacts. Some bring dream-catching dogs who catch the scent of the dreamed things.

■ You may feel unusually sleepy while holding dream boxes. Doze, and you wake up to find your dreams have summoned a wo/man, child or animal whose temperament embodies the box’s emotion. They can’t help drawing attention, but slowly disappear within 30-60 minutes — wait, are those the guards?

Caught smugglers are locked into ‘jail’ cabins, while their contraband is placed in the office of Conductor Rossakoff. First-time captives can be bailed out at ludicrous expense or in exchange for maid service, but repeat offenders are jailed
for the rest of the voyage. Liberate your dream box back from the Conductor’s strangely barren, otherwise untouched compartment.

■ Successfully delivered boxes feed into the mystery of the missing bride. You mysteriously fall asleep to a sweet dream if you wait to meet the collector — and wake up to a feeling of wrongness, as if reality is mute and diffuse around you, before your hearing and vision resettle.


THE GROUNDHOG WEDDING: A MYSTERY


Firo’s bride Prassenze boards the Sandman from Kyari. She comes alone, veiled head to toe, and only brings a modest case. She is short, thin, pale and shy, prone to silence and retiring to her cabin at the earliest opportunity — a far cry from boisterous Firo.

…so much so that Firo’s sister Lita and friends Dulcinea, Maiza and Attru tell anyone who’ll listen that Firo is marrying this girl after courting her for six months through correspondence. Even bashful Hugo admits the pair is… perhaps a little mismatched. This is their first in-person encounter.

■ The wedding party members plead or offer coin for you to coerce the loving pair to delay their marriage — or to sabotage the wedding, due to take place in two days.

■ An enthusiastic Firo meanwhile asks if you can help with celebratory clothing or wedding ornaments.

■ Shortly after, Lita appears lost in her thoughts and altogether not there, clutching a letter in hand, the day after the Sandman departs Kyari.


HERE COMES THE BRIDE... AGAIN

1.0

No one forgets their wedding night — least of all brave Firo, who, vows performed, makes merry with her group and timid bride over a magnificent feast in the dining halls. Everyone is invited.

The blushing bride is visibly infatuated with Firo, but overwhelmed by the loud, relentless social activity. She hardly speaks to anyone, other than Firo, whose friends complain increasingly loudly that Prassenze is aloof, a cold fish, and thinks herself above them.

Prassenze excuses herself to freshen up in her cabin. Nearly an hour’s absence later, a worried Firo checks up on her — finding the bride’s compartment locked from the inside. Once the door is forced open, the partygoers — and you? — discover the inside stormed, bridal veils discarded on the floors, and windows widely open as the Cradle’s nightmare tempests rage.

The bride has vanished.

Terrified, Firo questions everyone in earnest, accepting your assistance to find Prassenze.

2.0.

You wake up next morning to find everyone reliving the same wedding day, which only fellow otherworlders recall. Squinting outside, you see new landscape — suggesting the Sandman has covered a day’s journey.

The bride Prassenze is present again, but sharply different in appearance and manner. Now, she is closer to Firo in size, her build athletic. Her manner is brusque, assertive, commanding. Some in Firo’s group are put off, others frightened. Firo appears a little taken aback by her bride’s domineering nature.

During the second wedding, a drunk Maiza and Dulcinea quarrel with Prassenze, who doesn’t back down. A frustrated Firo tries to break the fight, verbally lashing out at her friends for drinking and at Prassenze for stooping to their intoxicated level.

Prassenze storms to her cabin. She is once more found missing, when searched. As before, her compartment was locked from the inside, the window is wide open, and her veils have been abandoned.

3.0.

You wake up to a third wedding day, with only party otherworlders recalling the past two days. Prassenze looks and acts differently from the first and second wedding day — now she is of average build and height, with an especially jovial, overly friendly manner, prone to laughter and pranks. This time, she drinks with Firo’s friends, plays (and wins!) at many of their card and dice games, humours their stories and even flirts — but is so devoted to Firo’s group that she accidentally neglects Firo herself throughout the day. Firo repeatedly tries to coax her to spend time together, but fails, and abandons her during the wedding feast — perhaps meeting you for a drink instead?

Realising she has driven Fire away, a distressed Prassenze once more withdraws into her compartment at the end of the (third) wedding night — and disappears, leaving the same clues behind as on the first and second wedding day.

There are no further repetitions and time passes regularly after the third wedding day. The morning after, apothecary passenger Rigolante mentions asks Conductor Rossakoff to conduct a search, as some of his herbs and measuring tools have gone missing.

■ Player characters can change events and investigate during the second and third groundhog wedding days. Regrettably, Prassenze still disappears.

■ Non-PC characters and the Sandman’s crew only recall the third wedding day.

Conductor Rossakoff says the number of dreamers whose dreams help propel the Sandman during the obligatory midnight-8 a.m. nap — what do you know, you were helping all along! — has stayed the same since leaving Kyari, meaning the bride is alive on board. No one seems able to find her… help a distraught Firo find her missing wife!


CAST & CREW

FIRO
Good-humoured, sincere and just heroine, renown for her many feats of bravery — from rescuing villages to outwitting sphinxes and challenging immortals. Loud and prone to laughter. Quick to tell everyone about her beloved Prassenze.
CONTESSA LITA
Doting older sister of Firo, married to a Count who prefers a quiet life at his countryside estate. Preposterously wealthy and fashionable. Life of every party.
MAIZA
Once a gifted mathematician, Maiza quickly realized there is more money for the modern man to make from his brawns than his brains. After retraining as a barbarian, he served as muscle (and accountant) during many of Firo’s adventures..
ATTRU
The prince of a distant land, some say descended from wolves. Walks among men to learn their ways. Looks young, but will mention at least three wives and five children in the first five minutes of conversation. Smooth.
DULCINEA
Redeemed mercenary, who once used to sell her sword to anyone with the coin to spare — some say, even the dead! Turned an honest leaf after meeting Firo, of whom she is very protective. At times still sinister at her edges.
HUGO
A pilot turned priest, or a priest turned pilot. Met Firo during his many travels. Soft-spoken, mild-mannered, but jittery, with the kind of thin nerves that suggest he has survived numerous fraught circumstances.
RIGOLANTE
An apothecary of exotic drugs and herbs. He had hoped to make his fortune in Alem, but arrived just as the fortress crumbled, before he could sell enough of his wares. Prays he will find better fortune east.
CONDUCTOR ROSSAKOFF
The gloom and doom of the Sandman, eerily tall, slinking and silent. Passengers prefer to deal with deputy conductor Michael Bauc because of Rossakoff’s intimidating and discouraging presence. Takes a hard stand on smuggling or passenger misbehaviour and all but worships the Sandman.
PRASSENZE
The all-veiled bride of Firo, boarding at Kyari. Not once, not twice, but thrice disappeared.


IC TIMELINE

Day 01: Boarding at Hassir/Alem (morning)

Day 03: Boarding at Kyari (midday); within two hours of departing, the Sandman starts journeying on the railway above the abyssal Cradle — the sky is pitch black at all hours, nightmare storms rattle the train.

Day 04: Lita begins to behave airily, as if she’s not quite present.

Day 05: First wedding (16:00) and wedding feast (19:00)

Day 06: Second wedding (16:00) and wedding feast (19:00)

Day 07: Third wedding (16:00) and wedding feast (19:00).

Day 08: Rigolante asks Conductor Rossakoff to enforce a search for his missing herbs and recipients.



QUESTIONS

NPC THREADS

stage iii

Mar. 8th, 2023 06:47 pm
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THE ASHES







Rathakku’s forces deepen their siege, with sharp-clawed harpies, fire-bearing catapults and archers raining hell upon Alem. The last two watch towers collapse, along with half the roof of the Keep. Several structural pillars dissolve and most windows shatter.

The Lord Who Waits has tired of patience.

HIGH CASTLE



■ Attack is vicious and perpetual: Rathakku’s creatures descend from above, harpies make lairs in dark corners, and the fallen rise as undead enemies. Rathakku now necromances even the recently deceased, who retain a sense of personhood. Characters with mind control and necromantic abilities can take over these units. The recently resurrected have yet to decay substantially and hide they perished in order to infiltrate.

■ The dragon Irenia dips in to breathe frost onto Rathakku’s forces, but never lingers long. She disappears on March 20 but will return post-Arc.

■ Aware of his native Ellethia’s implicit role in raising Rathakku, Zenobius offers to teach you how to use the rare metals and saltpetre of Alem to create generous explosives — a set that triggers a very high blast, and a smaller shipment that can annihilate any magic — including death and summoning sorcery — in a 20-metre radius for two hours. Zenobius is a hard, curmudgeony taskmaster: expect to be worked and criticised to the bone.

■ Expect frequent quakes in the fortress, as catapults strike and the roof and pillars wobble. A hard winter is no longer contained by shattered doors and windows. Fire kindle and other supplies run scarce. Huddle together.

■ Paladins fall into zealotry, calling to sacrifice young princess Cle-Florens to ensure their success in battle. Deimar does not dissuade them, but lowers the number of guards protecting Cle-Florens’ quarters.

■ The voices that haunted Alem now multiply, increasingly likely to drag you into a dream-like state to descend into the glacier lakes underground. Spy thereabout at night, and you spot demonic fire sirens of golden scales, who gather in the fourth glacier lake’s cave to urgently complete their task before Alem falls. Their leader produces a purse of dark glass shards. A siren painfully transforms her tail into human legs by consuming such glass — she intends to infiltrate the fortress as a refugee. Sign up for a RNG thread to interrogate this mermaid.

■ With a few more shard crumbs, the sirens summon a ‘Jatharin’ — a fast dispersing silhouette that floats ethereally. They give it a white-silver string punish Prince Haiva for wronging a sister.

■ The Jatharin survives only two hours in the human realm. It lacks human consciousness and memory, remembering little of its target’s description and pursuing what ‘young men (with pale hair)’ it finds in the Wards. It is invisible to all who did not witness its birth — so keep your companions out of its way. It approaches a target and chains itself to them with a shadowy ‘umbilical chord,’ before sucking dry their life force. It can also deplete energy through... mouth-on-mouth action. Clean executions: Victims make no sound and barely shudder throughout their entrapment. Some say, these are painless deaths.

■ Sirens summon a Jatharin for three nights.

HARPIES
Fast, perpetually furious, prone to consuming human flesh. Deterred by loud noise and vibrations. Imbue their claws with poisons that prevent blood coagulation, extending bleed-outs.
CATAPULTS
Deliver projectiles of stone, fire and minor explosives. Rathakku’s most ferocious instrument, taking down Alem’s foundations. Manned by four undead apiece. Sturdy but slow, best targeted aerially.
FIRE SIRENS
Native to Hell. Deeply bound to ‘sisters’ and ‘family.’ Possess golden scales and shards of the previously encountered dark water mirrors. Their song is tinny but compelling. Their speaking voices are crackling and gravelly. Survive the glacier lakes’ cold by exuding flame. Skin burns to touch.
JATHARIN
Smokey, dispersing silhouette. Invisible to those who did not witness its birth. Kills by consuming life energy. Descended from the Motherless of Hell. Cannot be outright stopped, only avoided, enslaved or consumed. Can be distracted if you take an aspect similar to Haiva. Leaves a golden string on unintended victims.


THE DEPARTING



■ King Deimar orders caravans to urgently evacuate, carrying refugees and provisions through mountain routes into a new settlement. Able men, guards, healers and merchants make preparations around the clock and will gladly accept, command or guilt your assistance. Help them.

■ Courtesy of Jimmy and Nacho, merchants Batthour and Eles provide some last-minute wagons and resources. An Alison-coached Deimar strikes a tenuous agreement for supplies.

■ Having received ‘healing’ flowers, Prince Haiva seems entirely recovered — far more confident, he menaces guards to assist the caravans. Deimar watches uneasily. Haiva asks the party to lead the refugees through the icy mountain passageways, where Rathakku’s immense bat demons loom.

■ The caravans journey to a well-warded settlement near the base of the mountain — former paladin monastery Hassir. Those who wish to avoid conflict can remain here. Prepare to kill any wandering pursuers, before they may alert Rathakku of the settlement's location.

MOUNTAIN BATS
Monstrous, blood-thirsting. To the size of 1.5-3 metres. Bulky, quicker to use their brawns than their speed. Stalk together, but compete for food and want to drag their prey to some great distance before consuming it, for privacy. Use that time to escape.
HUNTSMEN
Undead forces, typically old resurrections of Rathakku. Once human natives of Alem. Excellent knowledge of hiding spots and the mountain. Hostile, take perverse pleasure in the game. Will prolong a chase for sport and give their hungering hounds the chance to catch you. Unusual kinship with local animals, who sometimes obey them. Some scent blood.


COME HELL, THEN DARK WATER



Hell is ruthless, but pragmatic — and must be sealed, before Rathakku controls Alem and weaponises it.

The growing cracks in Alem’s underground Room of Seals widen to reveal full-fledged stairs. More and more demons emerge as the rifts broaden. You have mere days to close Hell, ICly starting on 18 March.

■ Back/forward date your posts and logs as needed. Network access is spottier in Hell. Deimar’s paladins accompany the group.

■ To prevent the outpour of Hell, you must reach Level III and record disrupting at least three Motherless.

■ Each level of Hell shows shallow stains or streams of the familiar ‘dark water.’

LEVEL I

■ The Room of Seal leads into an underground stone passageway. Demons and skeletons are chained to stones or pillars, begging water. The dead are fickle: some offer directions, others answers to your questions. Most lie for their own gain.

■ The stairwell to Level II is behind locked gates, on a stone dais framed by a wall of flames. To reach it, cross a threadbare walkway of bones in a large hall room that has largely submerged into lava.

■ If the bridge ruptures, jump onto the nearby talking floating skeleton heads. Skeletal hands reach out to destabilise or drag you into the fire waters, as do demonic lava mermaids.

■ As you near the dais, the wall of flames might depict either the time when Thyvault’s people slaughtered the lava sirens, or your worst memory of betraying or failing someone. That same person is found shackled with long chains on the dais. If you never wronged anyone, this is someone to whom you are dearly indebted. At times plaintive, at others incensed, they appeal to your guilt or goodwill, bartering the gate key for their release. Their chains will only open if someone agrees to take their place in imprisonment.

■ You can steal their key, kill them — at which point, they return to their true form as a reptilian shapeshifter, or offer to take their place. Do so, and your character is stuck in Hell, suffering the intense heat and occasional clawing of mermaids, until Hell closes.

■ Up to you if anyone else can see your character’s memory in the flame wall. Please trigger warn adequately if you are describing sensitive memories.


LEVEL II

You descend deeper, into an underground urbanscape infested with flesh-like structures. Some stretches of land and stone are covered in membranous, dense, thick surfaces, letting you feel the faint, distant heartbeat of Hell. Other landmarks — lairs, adornments — are made of the remains of fallen demons.
■ Step lightly and rapidly. Flesh-eating demons roam these lands, as do hungering hell hounds and golems that chase you for parts to patch their limbs.

■ The next stairwell is guarded by a deathly groom or bride, their tentacles barring your path.

■ To proceed, you must gain the ring they are safe-keeping for a future ‘intended.’ You’ll need to persuade a local demon, assemble a passing corpse bride, sell a companion or offer yourself to betroth them — and negotiate a dowry.

■ The groom is crafty, cunning, eager to manipulate you into offering your soul as a dowry; the bride is cruel but irresistible, stirring you and your companion to violently compete for her hand.


LEVEL III

Behold true hell, an endless wasteland, its horizon fathomless and grey. Your mouth tastes of perpetual ash, bone dust scattered at your feet. You walk aimlessly for hours in fields of gravel, haunted by stone snakes and shapeless bone creations.

Demonic creatures rally as armies, fighting each other for crumbling territory or for overground dominion, as they prepare to invade Alem. Some drag rows of sullen, depressed or bellicose dead men behind them, whose souls you can liberate furtively when the demons make camp, or are assaulted by Deimar’s paladins. These captives did not all originate from Alem.

■ Some of the lesser demons may part with information, if you give them memories, important trinkets or a taste of your soul.

■ Most paladins are on this level and will shield you. You hear from them or from passing demons that Hell is now able to seep into Alem because of the Motherless — dark and flickering silhouettes, two-three times the size of a man, who float high above ground. They send down thick ropes like umbilical cords that consume the energy of whatever they attach to. They redeliver this energy as tectonic blows against Alem above.

■ Beyond a hatred of the Room of Seals, the Motherless lack conscience, speech or allegiance. They are drawn to the warmth of living things, or the purity of their spirit. Their ropes are broken easily — but the presence of a Motherless can quickly drain you.

■ The Motherless are briefly visible when they fling their ropes down, but otherwise roam invisibly and can only be recognised by the trails of barren land and aridity in their wake. You know a Motherless has stopped above you when you are suddenly paralysed by chilling fear — run, at all costs.

■ The Motherless swarm when endangered. They cannot be killed.

Deimar’s paladins share that, hundreds of years ago, their brethren committed ritual suicide, so their spirits could perpetually hunt the Motherless in Hell. You find ghostly paladins walking listlessly in lakes of dark water, seeming to remember nothing of their mission or their former selves. Try to remind them of their duties without entering the water and stranding yourself.


NOTES

■ Hell demons can recognise if your character is canonically connected to hell. Up to you if that’s a (dis)advantage!

■ Everyone should eventually make their way to the Hassir monastery.

Sign up for a RNG thread with an unexpected travel companion on the trek to Hassir.


NPC THREADS

QUESTIONS

irenia

Feb. 23rd, 2023 06:17 pm
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WHO: participants in the quest to rein in Rathakku's undead dragon Irenia + YOU.
WHEN: towards the end of Stage II of the Siege of Alem.
WHERE: the skyscape of Alem.
WHAT: taming the undead shrew, hereby a dragon.
WARNINGS: Here be dragons.

NOTE: the log has some predetermined actions for people who signed up to tame Irenia, but you're welcome to offer much-needed support along the way, even if you didn't! Questions here.

frotscourge hungers )

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And now, hard siege during Alem’s first log event, covering 27 January to 12 February.

This Arc relies on information sharing and troubleshooting solutions, whether to keep the watch towers standing, find the Reaper, hold back Rathakku or evacuate civilians. Don’t be shy!

As a refresher, character have individual assignment & notes — but rest easily, they can largely go anywhere in Alem and play out any prompt below.

Click each header for scenarios!

THE SCATTERING




Alem’s chilly welcome includes a gift of weapons, clothes and meagre food provisions. You are quickly given your posts and grudgingly tolerated by fortress natives, many of whom accuse you of collusion with Rathakku or the merchant guilds. Expect unkind tests or teasing from soldiers who want you to prove your worth.

SLEEPING ARRANGEMENTS: rare beds and hard pallets in the Keep barracks, sharing broad rooms infantrymen. Alternatively, sleep in the Wards, with refugees or the sick.

ARSENAL: you receive serviceable weapons or inherited clothes — ragged, over/undersized and perhaps livened by fleas.

FOOD: scant, dry, hard and prioritised for the weak, young, sickly or actively fighting. Scarce additional resources, such as berries and deer meat, can be procured from the nearby forests on the lower half of the mountain.

ACCESS: characters can go to anywhere, except the Room of Seals. Entering the Watch Towers will be discouraged during attacks, unless you were assigned these posts.

■ Between 7-10 February, Rathakku will Claw — meaning necromancers, the dead and those who are incredibly sensitive to life and death are vulnerable to his thrall. They could be conscripted into his armies, if they exit the fortress or linger long outside. Ghosts might woo them to enter the mountain forests, and they will itch with wanderlust and a sense of incompletion. Comment here with an idea of what you'd like you character to do/a> if they are lured to Rathakku’s side.

NPCs: each fortress level has a designated NPC you can reach out to. Deimar will additionally be visiting the Watch Tower, following Stephen Strange’s taunts.


THE WATCH TOWERS

The first and most war-torn line of defence. The watch towers keep Alem standing — fend off their attackers.

       EASTERN TOWER



■ Assigned to the Eastern Tower: Jinx, Vi, Hermione and Chu Wanning. Medic: Leonard ‘Bones’ McCoy.

■ Harpies frequently charge here, using their blade-sharp claws and deep fangs. They are humanoid but carnivorous and expressly prey on tower watchers. The scent of blood lures them — so Bones should quickly bandage wounds.
■ Bad weather hides their attacks. Beware the mists of 29 January and the blizzards of 3-6 February.

■ Cut the harpies’ legs if they fly away with you — better to risk a hard fall into the mountain’s snowy than being dragged into their nests.

■ They are vulnerable to loud sounds and vibrations. Set off the great, rusted tower bells to sound the alarm and repel them.


       WESTERN TOWER



■ Assigned to the Western Tower: Eleven, Xie Yun, Kahl and Eda. Medic: Sarah Bishop.

■ Flurries of arrows frequently rain down, plain, fire or poison-tipped. They are shot in two broad attacks (morning and evening) by orc archers.

Sarah receives a kit of local ointment antidotes, but must make haste — the sickness spreads quickly and paralyses limbs. (Effects disappear over 1-6 hours, once the antidote is applied).

■ A rare few arrows are tipped with hallucinogen substances that trigger paranoid visions.

■ Orcs may try to scale this tower, using climbing hooks. Push them down.


       SOUTHERN TOWER



■ Assigned to the Southern Tower: Jon Snow, Stephen Strange, Red and Finn. Medic: Wen Qing.

Irenia, Frost’s Scourge, an ancient, extremely large but slow dragon stops first at the Southern Tower before proceeding to other watch posts. She will turn back, if she is stopped here.

■ The dragon breathes down frost that can paralyse you in place, or freeze limbs. Wen Qing must prioritise warming the affected.

■ A few anti-frost shields have been supplied, but their magic wanes after a few hours. Use them as a last resort.

Irenia’s hide is tough and leathery, but she can be deflected by continuous attack. She no longer seems to hear or see as sharply.

■ She largely flies by, breathes ice and tries to pick up watchers in her great maws, then crack their bones or throw them down on hard stone.

■ Repel her for three consecutive days and she will not return for a week.


       NORTHERN TOWER



■ Assigned to the Northern Tower: Kamala Khan, Wanda Maximoff, Merrin and Jiang Cheng. Medic: Anduin.

■ Demons draw large catapults near the fortress walls and throw strong projectiles at this tower — stone, large steel balls or even human or demonic.

■ The worst missiles comprise stones alight with ‘living fire’ — an extraordinarily hot blaze that can quickly incinerate tissue. Anduin should immediately attend to burns.

■ The tower is exceptionally weathered and structurally unsound, marked by large, destabilising holes. Kerasstone asks you to fix the infrastructure or guard his repairmen.

■ The ongoing damage sometimes triggers quakes in the fragile tower — hold on and don’t fall crumbling to your deaths.

■ Use the one-man crossbows and range weapons available, or the fixed large tower crossbows to shoot back and destroy the catapults.


THE KEEP


Life at court, when the knives come out: barracks, royal halls and Crown Prince Haiva’s medical quarters await.

KINGDOM COME

The court of Alem bustles with rival proposals: the supporters of Crown Prince Haiva want to surrender the citadel, while proponents of former Regent Thyvault seek to raise the remaining armed forces in a desperate last stand against Rathakku. King Deimar, mere months in his rule, has opted to evacuate convoys and resettle them, after sealing away any last chance of Rathakku accessing hell’s gates.

■ The supporters of Haiva, Thyvault and Deimar wage frequent wars of words that accuse Thyvault of Deimar of usurpring rule, and Haiva of being too weak to lead.

Thyvault’s men slyly wonder if Deimar killed the beautiful woman he was seen wooing mere months ago in the fortress grounds. Proof of her death or continued survival would benefit the three causes.

■ The woman was last seen chased by a fair-haired rider into the frosted forests that Rathakku has peopled with monstrous wolves and undead Alem huntsmen. Interrogate hunters & commoners or track her down.

■ Tempers boil over Jan. 29-Feb. 5, with arguments frequently devolving into fights and shallow stabbing. As ‘supporters’ of the three gentlemen, you should defend their cause — but do pull back blows before you kill each other.

Deimar punished brawlers with a few days of penitent confinement in the barracks, where you are expected to reflect on your sins and attitude, and certainly not join the cliques of heavily drinking men playing dares and cards. Hold your liquor, survive the exceptionally spicy Alem meals and take advantage of the general inebriation to ask your questions of the brass — without showing your horror when you hear them boast that Thyvault’s men drove the local ice mermaid population extinct.


IS THERE A DOCTOR IN THE HOUSE?

The Haiva’s medics ( Bones, Sarah Bishop, Anduin and Wen Qing) are repeatedly called in to inspect his fits of sudden and elusive sickness. He exhibits a varied multitude of bizarre symptoms when his healers visit him:

Bones finds Haiva is a haemophiliac, his skin brittle like paper.

■ For Sarah Bishop, Haiva is overwhelmingly feverish, battling an unseen infection.

Wen Qing sees patches on Haiva’s skin that resemble decaying, moulding or gangrene.

Anduin notices Haiva’s skin feels clammy, his breathing stalled, as if his body were entering rigor mortis. He is very much alive.


Haiva is always weak, but gratefully and mysteriously cured of his symptoms within hours of his consultation. You can start a thread with him!

Info sharing with the medics’ club is caring!


THE CROSSING



The bustling, stifling and overheated Crossing reunites the main ground-level gates and corridors of Alem’s castle. Merchants traverse the halls, volunteering their wares at exorbitant prices, while former Regent Thyvault leads the departing troops.

HAGGLE GAGGLE

■ Colluding merchants offer their less-than-stellar goods at heinous rates. You get 100 coins to haggle long, hard and to the bone for food, cloth and maps, amid war inflation. Offer your hair, your virtue, the ugly side of your fist as needed. No one will mind if you liberate a few wares.

■ Two of the most prominent merchants — boastful Batthour of the grains and stern Eles, vendor of maps, silks and steel — openly despise each other. Their apprentices frequently start brawling — stay out of their way or stoke the clashes…

Batthour and Eles are both open to trade, but seem distinctly disdainful of Alem, expressing pleasure from profiteering in its downfall. Group up to raise coin or other goods to trade, then put in your best offer. The next few Alem convoys require 500kg of wheat and at least three maps of eastward provinces to resettle.


THE WAR IN WORDS

WHEN IT GRAINS, RED POURS: Under Thyvault’s leadership, Alem’s scouts and infantry gather in the Crossing for final instructions then advance into Rathakku’s territory. You can join them on a mission to the Ivory plains at the bottom of the mountain, where a few frozen storage houses still have summer grains. Steal back the supplies, bypassing snow-buried traps and Rathakku’s lingering feral creatures.

■ King Deimar has prepared new missives for Rathakku. Multiple envoys can group up to ensure delivery down the mountain and into the warlord’s encampment in the Tattered Highlands. Your white flag buys limited patience from Rathakku’s demonic armies. Only two characters can directly interact with the warlord — Sign up for one of two spots by 23:55 GMT on 30 January. Note: Rathakku should be approached lightly.


THE WARDS



The ill-lit Wards house the wounded, young, crippled or vulnerable of Alem, alongside those preparing to evacuate the fortress in upcoming convoys. Where there is sickness and overcrowding, expect poor provisions, the astringent scent of antiseptic, and a sense of residual decay. The lucky few sleep on pallets — while most dwellers take the hard ground and share dry bread. Soft-spoken Crown Prince Haiva visits regularly.

THINK OF THE CHILDREN

■ Weak civilians are often targeted by soldiers, who are frustrated by sharing their resources with ‘leeches’ who do not defend the citadel. Intervene to protect the vulnerable and redistribute any food that is unfairly confiscated. Prince Haiva will lend his scarce authority to correct any reported wrongdoings.

■ Learn to supply first aid, console orphaned children or widow(er)s and ease the spirits of those petrified by the recent murders.

■ A convoy prepares to leave on 9 Feb, with another due on 15 Feb. Pack the scant effects of the weak and plead for the gold or charity of the Keep’s gentry. Whatever resources you gain will greatly help the survival odds of those who resettle.

■ Inevitably, death visits some of the wounded. Professional grievers and coarse embalmers perform cleansing and mourning rites for survivors. Help them, or participate in the local habit of sharing tales of your most tragic sorrows, to distract them from their own.


WATSON ON DUTY

■ The investigative summary, as civilians can share them: five unrelated deaths took place over the past 11 weeks. Some speak superstitiously of a Reaper, who punishes the people of Alem for abandoning their fortress and sacred duty to protect the gate to hell.

■ The victims were all men aged 22-35 of diverse appearances and backgrounds. Some had minor injuries. They were all found without marks of wounding or sickness, bearing a white string bound to their wrists. One of the men was a foreign merchant.

■ Senior sorceress Althea searched the site and cleansed bodies, finding no evidence of magical interference.

Haiva has reinforced guards, but Deimar seems indifferent. Thyvault believes this is only an inevitably level of mundane crime.

■ Some nights, you might wake to the haunting song of a plangent woman. You enter a state of dreamy, confused hypnosis, drawn to a narrow, steep staircase you had not glimpsed before. You fumble towards the lake caves of the Gut’s Bind. Even the intrusive voices of Alem tell you to snap out of it and awaken — but your best bet is a companion’s help.

■ The staircase cannot be found again, come morning. The call is fainter for women, and does not affect the same person more than one-two nights.

■ Guards, sorcerers and civilians can answer your questions — but prepare your bribes and wooing.


THE GUT’S BIND



It’s nice, dark and quiet in here, barring the comforting thrum of the forges. Paladins and sorcerers are hard at their elusive work, reinforcing the Room of Seals. Access to the Forges, mines and glacier lake caves remains liberal.

LAKES, MINES, MAYHEM

THE MINES: Characters deployed to find new escape routes find a series of corridors leading into the previously bustling gold mines, where ore resources remain well supplied. The territory is overwhelmingly shaky, with mine shafts and structures prone to collapse. They appear dusty, brittle, husked and far older than their actual age. Go deep enough and you can find sheets haphazardly strewn about and the remains of partly devoured demons.

THE LAKES: Saunter into a series of four interconnected ice lake caves, where the brutal cold is viciously wounding and pervasive. The first three caves give you no trouble, beyond ridiculously sharp icicles waiting to drop down. As you enter the fourth cave, you find gleaming stretches of golden, gleaming… scales that float on the lake waters. Grab one to study — but beware the starved creature that guards them.

THE FORGES: some entirely abandoned, some functional, all well-equipped at this time. Settle down alone, or in the company of Kerasstone’s people — the old blood that preceded even Alem’s settlement and holy seal in the mountains.

■ Keep an ear out for sudden sounds or unexpected steps behind you, as you travel the tighter and tighter passageways to find or shovel new exit routes through the mountain: some of Rathakku’s creatures appear to have… wandered in. They camouflage as stone and lay perfectly still in wait of their prey, before descending. They’re vulnerable to strong light and a jolly smiting.


LOCK YOUR DOORS

■ Paladins and sorcerers enter the heavily warded and barricaded Room of Seals every few hours. They emerge exhausted, their resources drained. Some also bear heavy gashes.

■ Characters are barred from entering and incarcerated for a day in one of the Keep’s jails or brought before Galatea’s judgement, if they attempt to sneak in.

■ Groans and screams can be occasionally heard from within, followed by spikes in the sense of deathliness of the place. Some paladins are never seen exiting.

■ You have one chance to enter, at midnight on 1 February, when the Gut’s Bind erupts into calls for healers to attend an emergency. Collapsed paladins are urgently pulled out, while sorcerers attempt to ward the room before ultimately fleeing to help their brethren. You can infiltrate and stay inside for 20 minutes before the stoked anger of the room completely overwhelms you, and you begin to bodily attack everyone and everything around you. This is a dangerous route: check in for one of three findings scenarios.



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Mar. 27th, 2030 06:21 pm
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