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Drawn to undead creator Matthias, the party heads into Hatthevar — former wasteland of myth and superstitions, now city of ghosts.

The first log of Hatthevar spans until 31 January.

A small part of the event is open to players both in and out of the game, who can bring dead characters in the bazaar!


HATTHEVAR







The party enters blood-rained Hatthevar during a daily one-hour truce between the citadel and the undead forces that assail it. At the gates is undead Lord Rathakku of the Brotherhood, keen to usurp his distracted maker Matthias; in the skies dart the forces of dead wind lord Anurr, who has no love for the Brotherhood.

Hatthevar’s ghostly champions — including enormous ghosts that consume men and floating spirits that strangle with chains — defend the grounds. Matthias neglects the war, persistently summoning spirits from various worlds and points in time to revive them.

singing in the rain; )

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UNKHARIL







Leaving the House of Manouk through waypoints, the party arrives back to the present time of Akhuras, in the jungle swathes of Unkharil. Those undergoing a canon update fleetingly detour into their home worlds. Old or new, you wake with a start, on high alert — body ablaze with static electricity. Some characters might struggle with vertigo, misted memories and dimmed powers for up to 48 hours, while their bodies readjust to no longer being lost in time.

You are in the care of a highly disciplined, if largely nomadic caravan — the refugees of most holy Alem, the kingdom built upon hell that succumbed to the undead. Karsa informs new recruits that the party assisted Alem’s king Deimar with evacuation efforts and with sealing the gates of hell, months prior. Their kingdom lost, Deimar has now taken his people to his mother’s ancestral grounds of Unkharil — a temple-fortress in a valley bordered by four tall mountains that serve as its protective walls.

Legend says the four mountains pillared the heavens, while snake god Kharil-asuk nested in the valley below to recover after birthing the world. So long was his sleep that cloud gods sent down the first bursts of lightning and thunder — frightening awake Kharil-asuk, who slithered into the jungle, never to be seen again. Since, sacred Unkharil has served as site of worship and coronations.

it’s all about the bare necessities )

NOTES

■ Newcomers may be introduced to the large undead dragon, now bound to the party since Arc V. Formerly a tormentor of Alem, she keeps her distance and flies outside of Unkharil for now.

■ This downtime event lasts until 15 September and is followed by Arc VII. Pace yourselves and engage in as much or as little as you want, quests-wise!


QUESTIONS

NPC INBOX

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THE SUNKEN | MOONRISE







The final Arc VI event lasts three days ICly and until 23 July OOCly. Yancai goes back another two years in time to the Huntress’ visit, Miang-Si’s corruption and the memory-meddling rite of the ladies of the lake.

The party can choose to stay neutral, only heading to the House of Commerce to access its now-active beacon — or they can inevitably get mixed up in the affairs of Yancai and endanger the village’s time loop.

For a quick catch-up: the latest clues | everything about Arc VI.

BOAR’S HEART



Rattled, on high alert, feeling watched and skin prickling from static electricity, characters wake to find Yancai has gone back another two years in time. It is now nearly dry, barring rare waterways. Mould is absent. The village bustles with activity: a heavy influx of new arrivals comes by sea, and frequent fishermen’s and merchants’ markets set up in the open road — enjoy fresh fish delicacies, discounted pearls, rare cloth textiles and dyes that include the unique Yancai green!

■ No more hauntings take place, and only one moon loiters above the village. Villagers still remember the party under their false identities.

■ Word has spread of the conflict between elder Quanze Tsaymien’s council and a beautiful woman who has taken up in the forests at the village’s outskirts. Gossipmongers say she wastes away in the woods weeping — while ground cracks beneath her feet, grass wilts, waters poison and animals drop dead nearby. Young men are drawn to her and are later forcibly recovered in a state of rambling, feverish exhaustion. Village healers gladly accept your nursing help.

■ Village elders have given the woman — correctly identified by the party as the Huntress — until the following sunrise to leave Yancai on pain of death. You have 24h to encounter her.

■ The forests are livelier than in previous iterations of Yancai, but you feel perpetually… watched, as if sharp eyes follow your progress. These heavy gazes may belong to the young men bewitched to protect the Huntress, or to razor-clawed venom-spitting creatures that hunt her.

■ You may find some of the aforementioned creatures bleeding on the forest path. They possess slightly above canine intelligence, cannot communicate in human tongues, and hesitate to let you approach — but nursing one might reward you.

■ The death-touched (necromancers, those who died or revived, or otherwise marked) may optionally feel compelled to join the Huntress. Physical distance dwindles her pull, as can your own magic or solutions.

Luck (?) leads you to a silent and bloodied forest clearing, come sunset. Here, two dozens of Yancai’s recent dead have risen alive and surround the Huntress, some battling the creatures that assail her, while she speaks to 16-year-old village beauty Miang-Si. There is a gaping, if regenerating hole in the Huntress’ chest; in one hand, she holds her yet-beating heart she cuts in several parts she wraps in parchment. She asks Miang-Si to bury these pouches near Yancai to ‘hold her power close,’ in exchange for permanent and ever-blossoming beauty.

■ Wait as the Huntress and her forces retreat — then catch up to Miang-Si, capture her, or find the pouches. The ground where they are buried is desaturated, brittle, nearly pulverised. Hawks and ravens circle above and plunge down to claw at intruders, or attempt to pick up children or feebler adults. To the magically or death-sensitive, the pouches emanate a revolting aura of withering death.

■ Beware if heart pouches were buried beneath aged, thick trees — their roots burst out like nooses and writhing spiders’ legs, looking to either slam you against the tree trunks or entrap you within.

Finding at least two heart pouches prevents the dead from rising in Yancai in the years to come! Keep the heart cuts fettered — touching these parts directly can overwhelm you with the need to consume this or other hearts, to compensate for the sudden and unfeeling… coldness in your chest.


WAKE, UNWAKEFULLY



Sunrise finds the Huntress gone from Yancai — while waves of the dead rise from the sea to attack the village. Some come chained, or dragging pieces from the casket-ships in which they were set for water burial.

This is the first undead attack witnessed by Yancai villagers, who are largely clumsy, slow and petrified. Some sentimentally believe their revived relatives never died and plead not to kill them. Many are caught in undefended areas, such as open port harbours, fishing boats, markets — and need help to travel to their families. The Huntress’ spell starts dissolving by midday, with the dead largely pulling back into sea and lake waters

■ Beware the village waterways: touching the water replenishes the strength of the dead and saps yours. Look closely at the bottom of the waterways, and you find them lined with dozens of resting corpses. Some wake slowly, as they clutch shards of glistening black mirror — best to… use a very long oar… or plunge very quickly to recover shards.

■ Carrying a mirror shard puts the dead around you to blissful sleep. Those who possess a cut of the Huntress’ heart can take control of up to 20 of the risen dead. Necromancers can control up to 10, even without such a token.


MOTHER MOON



Come midday of Day II, Yancai villagers start to move freely and reunite with loved ones. Waters begin to gently rise and flood the grounds, while the first spores of black mould appear on walls.

The first to help the injured are the washerwomen of Yancai, who favour the young and magically sensitive. You notice they work in perfect synchrony and have developed a hand sign language they can teach you. Keep an ear out, and one might entrust they are hedge witches, the so-called ‘ladies’ of the lake.

Join them, either invited or unseen, when they gather at one of Yancai’s three great lakes. Each lady picks up one of the silver coins tossed in the water for luck-bearing. Take one yourself, and you will be able to breathe and speak underwater, following as the ladies dive and swim through thin underwater passageways. Beware countless skeletal remains that line the lakes and sinister fish — both burst out to shackle your limbs, or sound the alarm about intruders.

■ You find the ladies have begun to shelter and ward the dead in lake caves, to avoid their rising up again. The ladies re-emerge in the forest, speaking of a protection rite they agreed with the elders’ council. They are not strong enough to break the Huntress’ lingering spell, but hope to later recruit nascent witch Miang-Si, who teases she has power from the Huntress. For now, the ladies have decided to create a five-year time loop, moving Yancai back and forth in time whenever the dead attack.

■ To achieve their rite, the ladies use large pieces of black mirror confiscated from the Huntress’ dead and the energy of the hunter’s moon that shines down a bloody red tonight. Those with a lunar connection feel the moon aches, disgusted by this violation. Even those unaffiliated with the moon feel irascible and prone to violence while under its gaze.

Interrupting the rite rescues the moon, earning you a reward, and breaks villagers from the five-year loop, allowing them to live their true lives. It also exposes Yancai to the dead, unless you remove the heart cuts. Co-ordinate and choose wisely.

■ The ladies conduct their chanting, rune-painting and summons throughout the night of Day III in the forest. You have a wealth of options to break their spell: interfere with the magic flows, disrupt the guarded ash circle of convened witches, summon irate villagers to raid, persuade Miang-Si to intervene, break or steal the rite’s black mirror pieces… You can also reach out to the coven’s strongest witches, who agreed to sacrifice themselves to become overseers in the time flux — the Lumberjack, Red Lady, White Woman, Man in Black and the Milk-Toothed Babes. You can still sign up for a RNG draw to chat.


BAIT & BEACON



To take attention off the ladies of the lake, Yancai’s council organises a sumptuous masked banquet and charity auction for the victims of the undead attack at the lavish House of Commerce. The House has been thoroughly cleansed by the time of your arrival, with only faint, clumsy traces of blood, decay and debris lingering from the previous offensive.

On site, servants are still jittery from the undead assault, while openly armed guards walk the grounds and answer any small provocation. Be kind to the staff or offer sympathy for their likely recent losses, and they might let you in unnoticed, or offer a hand.

■ Anyone who brings an item for the auction or who can pretend s/he possesses massive wealth can join the banquet. Show up with anything you can brazenly talk up as elite, exquisite or one-of-a-kind — or perhaps auction your services?

■ The House of Commerce contains a locked room with the village’s now fully active beacon. The Master of Commerce has the only key-tokens to access this quarter, somewhere in his study room — pick a lock, sweettalk the staff, or work your magic to get inside the study and grab one of the rune-inscribed tokens. The study room brims with scrolls, globes, letters to and from the Dawn’s Reach Trade Company and maps of… Arc I’s Sa-Hareth in the west, where hand-written news reports say the dead are rising.

■ Back at the banquet, the richest wine and… relaxing herbs and powders are offered freely or sometimes slipped into food to ease spirits. Aiming for levity, participants don comical animal masks or play a local game of ‘bait or hook,’ whereby they approach you with the aforementioned fishing bait or fish hook in closed fists, asking you to pick one. Depending on your choice, you must ‘bait’ the audience with a song or dance, or ‘hook’ them in with a joke or anecdote.

■ Around midnight, attendants are invited to an increasingly competitive auction, punctuated by elbowing, loud voices, crowding and the occasional threat. Beautiful concubines might stick to your arms, asking to be purchased this or that (exorbitant) small nothing as a gift. Participate to keep up your cover, but beware landing in hard debt!

■ Most banquet goers pretend they are indifferent to the undead attack, but some question whether the woman of the forest was to blame — while others mention that the mysterious, far too independent coven of the ladies of the lake is meeting even now, and might be cursing Yancai.

■ However you spend your night, the witch Karsa asks you to infiltrate the House of Commerce by dawns and attempt to leave through the beacon. This will only be possible if at least one person has picked up a key-token…!


QUESTIONS

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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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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

traaaaaash: (Default)
[personal profile] traaaaaash
WHO: Eda Clawthorne and YOU
WHEN: Late December
WHERE: The Inn
WHAT: Chillaxin', foraging, being an annoying little sister
WARNINGS:
Your awesome cut intro )
kahl_175: Kahl has a tight-lipped smile on his face. It's actually a microexpression in a scene where he's not feeling great, but I work with what I've got. (smile-fw RK NW)
[personal profile] kahl_175
WHO: Kahl-175 and you!
WHEN: Throughout December, mostly early in the month.
WHERE: The Inn and its surroundings.
WHAT: Kahl goes fishing, improvises some tableware, enjoys the snow, does some Cyborg Things™, and helps get people inside before curfew.
WARNINGS: None so far!


Making peace to build our future )
rumorate: (40)
[personal profile] rumorate
WHO: Allison Hargreeves + YOU
WHEN: After the Beacon, through their stay at the inn
WHERE: Various.
WHAT: Allison comes back from a canon bump, and she's in not a great place.
WARNINGS: SPOILERS FOR THE UMBRELLA ACADEMY, SEASON 3.
we were always a losing game )
groundrules: (Default)
[personal profile] groundrules


Clockwork Serthica’s arrival event stretches til around 3 September. You’re welcome to hit up this log or make your own entries. Characters not assigned to a region can still access it, as long as they’re discreet.

Please share cool plot clues via network — and have fun!



WAR & PEACE




SUMMARY: The Merchant assigns the group to determine if the dead lurk within Serthica’s adversarial halves. Eidris and Minaras hold a summit to normalise trade within Serthica’s elusive Neutral Zone — while a resistance movements attempts to capture Minaras lead figure Arabella. In Eidris, locals must calm a maddened dragon and her cohort and retrieve her hatching eggs. Minaras hosts its eerie civic indoctrination that seeks to extirpate physical and moral decay.


FAIR FORTUNE | SWITZERLAND | EIDRIS: THERE BE DRAGONS | MINARAS: EYES ON YOU


get everybody and the stuff together )

traaaaaash: (yikes)
[personal profile] traaaaaash
WHO: Eda Clawthorne and YOU, mayhaps
WHEN: End of June.
WHERE: The Pariah.
WHAT: Hands-on learning.
WARNINGS: Minor explosion.

sometimes things blow up in your face )
traaaaaash: (HAHA NO)
[personal profile] traaaaaash
WHO: Eda Clawthorne and YOU
WHEN: early May
WHERE: here and there and everywhere
WHAT: assorted shenanigans
WARNINGS: idk none so far

harping on it )
techmaturgy: (pic#15348816)
[personal profile] techmaturgy
WHO: viktor and YOU
WHEN: some nebulous time during/after the village hunts
WHERE: ke-waihu and out and about
WHAT: hi I have just rolled in from the woods with the werewolf delegation and what is this
WARNINGS: possible reference to terminal illness, will add more if they come up

overheard in lab meeting: we can't build that, I don't want to end up on black mirror )

Two Swords

Apr. 20th, 2022 10:28 pm
unswervingcompanion: (And now to deal with you (r))
[personal profile] unswervingcompanion
WHO: Hendrik & you (yes you & don't forget to tag in!)
WHEN: Mid April
WHERE: Around Ke-Waihu
WHAT: Training of sorts
WARNINGS: None
With a friend at a crossroads )

Profile

westwhere: (Default)
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