queendaze: (Default)
[personal profile] queendaze
Who: Everyone!
When: Day 15
Where: YOUR NEW AREA??
What:

[If you weren't present for the memo, you receive a letter under your door that informs you of your eventual departure to greater pastures... so to speak. The experimental venture to seek out if it's true that labyrinths are affecting the land above it with their releases.

At some point today, your employer gives you a small crate—they'll either hand it to you in person or leave it in front of the door of your room. They, or their note, will jest, saying that, just because you'll be out of town, it doesn't mean you still don't work for them. And yet, they insist that this is a gift for you to keep. After all, it's not like your employer can tag along and sell things to an empty town. Well... In time, they say, with a laugh. If you're reading a note, there is no laugh, but they do write "lol."

As long as you aren't too distracted, you'll have plenty of time to pack your things. It's not long before everyone's mode of transportation arrives: it's a large, wooden "train" that consists of three carriages connected by oddly flexible, iron bars. There are no tracks to guide it: just two horses with very large hooves and burlap drawn along their faces. One could think that two horses wouldn't be capable of pulling such a nonsensical contraption, but here they are, having just pulled this large thing along rather smoothly to the edge of the town... across the sand, of all things, too.

Inside each car, you'll find that each "booth" has been carved meticulously from sturdy wood. The scent of woodstain is present, but weak, indicating that it's a very fresh coat. The seats are also made of wood, and look more like benches. Thankfully, with storage under your seat and overhead, you won't have to sit with anything on your lap. Better yet, you might get a window seat for you to watch the surroundings as they pass.

You, the other explorers, as well as the Scout Leader and her Scouts, all fit aboard this odd little train, and a large, heavy bell sounds right before the train is pulled into motion. It creaks as the horses tug it along effortlessly. The scenery outside your window depicts the coastline. It seems like you won't be far from it. For an hour or so, you have this lovely sight to behold as the train simply glides over the terrain.

Suddenly, everything outside the carriage is shrouded in a haze of flying dust. It feels like you're riding over rocks now. You can't even see the sun anymore, and it should still certainly be out because you haven't been on this thing THAT long. The air has immediately become thicker, too, making it a little harder to breathe. Yet, the Scouts don't seem troubled, and the horses pulling this train--bless their hearts--persevere without any trouble.

Eventually, you arrive.

The Scouts don't have any unloading to do—they're already set up, so they give you your tents and rations (cans and instant food that should last a week, unless you're a big eater,) lead you to the Base Camp area, then follow their leader down the road to their makeshift headquarters. The Scout Leader doesn't make a grandiose statement—actually, she didn't do much talking on the train either. For some reason, she's quiet, and maintaining eye contact is difficult for her today.

So... you have tents to set up, along with your own belongings and the crates you got from your boss. And, well, there's not much else to investigate unless you want to toy around with the ruins, mistaken a mirage for something you thought was real, or check out that junk pile. Or bug the Scouts.

The air is thick, and there's a slight chill in the air... ahh, at least the sky is lovely. It's a bright blue. There's not a single cloud to be seen, and not a single sun to be seen either! Nope. You don't see the sun in the sky. At all.]

((You can totally approach the Scout Leader if you want—she's being quiet for IC Reasons and not "I don't want to play her" reasons, rest assured! In fact, now that she's here with you guys, you can always address her whenever you'd like—just make a post addressing her, or ping me somewhere to let me know that you want her in your thread. She can also put you in contact with the Queen! SO, FOR THE CRATES:

Garrison: a whistle, half a dozen flares, a clipboard and pen, and a couple pairs of handcuffs... wait, is that pair fuzzy?
Bakery: the box has an apron, a pair of mitts, and several packs of "INSTANT--ADD WATER!!" cupcake mix. the rest of the box is full of sprinkles.
Library: a giant OVERDUE stamp, a blank notebook, lots of sheets of paper, some pens in a rainbow of colors. also, a blanket.
Weapons: a toolbox full of the necessities, and a knife. and a small axe. the rest of the box is full of nails of varying sizes and degrees of rust.
Flower: blank cards and envelopes, a small watering can, and the rest of the box is full of unknown/random seeds.
Boutique: did you ever want socks that match underwear? well. you got it. you get several pairs, actually. also a small sewing kit and some spools of thread.
Clniic: a basic first aid kit, a mouth mask, surgical tools, and... the rest of the box is full of random pills that supply various effects.))
royalsubject: (daytime)
[personal profile] royalsubject
Who: Everyone, involved in the labyrinth or not!
When: Day 12, in the afternoon—specifically, immediately after the labyrinth
Where: THE BEACH of Port Perplex, but anywhere really
What:

[FOR POST-LABYRINTH EXPLORERS: you wake up somewhere along the beach, as though you just washed up on shore. it's especially hot today, and yet, the sun bearing down on you doesn't seem to be causing your injuries any additional discomfort. in fact, the heat seems to be relieving some of your pain—you might be lucky enough to feel no pain at all. still, you should probably get some help.]

~*~*~*~*~

[there's some immediately observable changes in Port Perplex. you see, the ocean is a vivid aqua color now, no longer trapped beneath a thick fog that once stuck to its surface. if you look out in the distance over the ocean, you'll see a beautiful sky. the sand along the shore is now soft and warm. furthermore, there's some coconut-bearing palm trees dotting the shore. in summary, this looks like a tropical beach now!

for the next however many days, you'll be able to discover some other things, as well as participate in the festivities taking place all along the beach. it helps that your employer MIGHT have just given everyone a vacation! you see, every single one of the townsfolk are thrilled for this new development, and they're more than eager to celebrate its arrival!]

((EVENT INFO POSTOOC POST-LABYRINTH NOTES))
royalsubject: (nighttime)
[personal profile] royalsubject
Who: Everyone, come one come all
When: Day 12, earrrrrly morning
Where: Out by the ugly sea
What: Piratey Sinking Ship Labyrinth

[this time a horn sounds—that's right, a horn is supposed to draw your attention to labyrinths, isn't it? following the source takes you to the edge of the sea. there's nothing unusual here.



suddenly, something yanks you under.]



((WARNING: this labyrinth is going to be gross and traumatizing. i mean, your mileage may vary since every character's a bit different, but still. there's potential for torture, drowning, some psychological stuff, etc. characters are likely to be injured in some way, and some might even die—IT ALL DEPENDS!

ETA: Handwave Option(s) for those who either didn't finish, or didn't participate!))
evervigilante: (Who ever gave a damn about you)
[personal profile] evervigilante
Who: Yuri Lowell and You
When: Day 11, Morning
Where: Anywhere, but the Pier sounds good!
What:

[ There's a man with a half-opened shirt (sexy) and a large one-eyed dog with a pipe in his mouth. Definitely not your usual locals. ]

Looks like we're going to be here for a while, Repede.

[ The dog woofs in agreement. ]

Guess it's time to look around and not get into trouble.

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kingdomdaze: (Default)
Kingdom♔Daze

December


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