𝐻𝒜𝒫𝒫𝒴 𝐻𝐸𝒜𝑅𝒯𝒮 𝒮𝒯𝒜𝐹𝐹 (
happyheartsstaff) wrote in
angryhearts2020-07-12 12:47 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
SO RESTED HE BY THE TUMTUM TREE —
AND STOOD AWHILE IN THOUGHT
What an unfortunate time to be short-staffed, when there's so much to do! For days, staff members can be seen bustling about, always on the move. No time to stop and talk — the Queen is preparing a surprise! Staff members seem to positively hum with excitement. Their numbers are replenished in fits and bursts. Groups of new hotel staff appear all at once, until there seems to be even more of them than there were before the disappearances.
They don't seem to understand who you're talking about, if you ask about those disappearances. "Staff turnover happens in every establishment, dear. Why — they might have even gotten a promotion!" Aren't you much more interested in the upcoming trip, anyway?
Now that there are more of them, staff members are eager to expand on the surprise. Oh, to see the gardens and the forest! You Oysters are so fortunate that the Queen wishes to show you the wonders of Wonderland. Of course, the forest can be dangerous — or is it only rumors? The opinion seems to change with every staff member you talk to, and no one can pin down why it might be dangerous. The only consensus seems to be to stay close to your escorts.
And most importantly: please remember the buddy system at all times.
BUDDY SYSTEM
07/11 - 07/12
At some point during all the preparation, Oysters may find themselves pulled in by another person. Physically pulled in, in some cases. Once this initial draw happens, the pair will be unable to stay very far away from each other.
When asked, staff members will reply that the two have been paired up for the upcoming trip! They are quite serious about the buddy system, you see. Going out into the forest alone is never a wise idea, and the Queen is so very concerned about your safety.
What's that? You don't trust, or even know, the person you've been paired with? It's a good thing you two will be spending so much time together, then, isn't it? Plenty of opportunity to learn to understand each other.
Shouldn't you be packing, anyway? You'll be leaving soon, after all!
When asked, staff members will reply that the two have been paired up for the upcoming trip! They are quite serious about the buddy system, you see. Going out into the forest alone is never a wise idea, and the Queen is so very concerned about your safety.
What's that? You don't trust, or even know, the person you've been paired with? It's a good thing you two will be spending so much time together, then, isn't it? Plenty of opportunity to learn to understand each other.
Shouldn't you be packing, anyway? You'll be leaving soon, after all!
THE QUEEN'S GARDEN
07/13 - 07/14
The garden itself is beautiful and spans multiple acres. There is a winding path lined with neatly manicured rose bushes in all colors, groves of fruit trees, wildflower patches where the air is heavy with bread and butter flies. Elaborate water fountains and delicate streams flow between small ponds, each bordered by different types of water plants and filled with everything ranging from goldfish to koi. Bright, sunny spots perfect for a picnic are easy to come by, as are quiet nooks tucked away in the shade.
Everything needed for a rousing game of croquet is set up in a relatively clear area of the garden. Participation in a good, friendly game of Oysters versus their staff escorts is encouraged — all in good fun, of course! Croquet is the traditional game of the royal family, after all.
As afternoon begins to wind into evening on the first day, Oysters are ushered towards a part of the garden that contains a large hedge maze. The group is kept together as they wind through the maze. The staff members who lead them clearly seem to know exactly where they're going, and never hesitate at the many different forks in the maze.
Before the sun has set, they will arrive in a large clearing in the middle of the maze, where a great feast has been set up with the food they helped to prepare over the last few days. Oysters are informed that this is the last time on the trip that their meals will be taken care of for them. Enjoy it! Once they're out into the forest proper, they will have to make use of the Wonderland information pamphlets and their camping skills.
It is in this same clearing that they will stay the night. For this first night, staff members will assist in setting up tents if needed.
Everything needed for a rousing game of croquet is set up in a relatively clear area of the garden. Participation in a good, friendly game of Oysters versus their staff escorts is encouraged — all in good fun, of course! Croquet is the traditional game of the royal family, after all.
As afternoon begins to wind into evening on the first day, Oysters are ushered towards a part of the garden that contains a large hedge maze. The group is kept together as they wind through the maze. The staff members who lead them clearly seem to know exactly where they're going, and never hesitate at the many different forks in the maze.
Before the sun has set, they will arrive in a large clearing in the middle of the maze, where a great feast has been set up with the food they helped to prepare over the last few days. Oysters are informed that this is the last time on the trip that their meals will be taken care of for them. Enjoy it! Once they're out into the forest proper, they will have to make use of the Wonderland information pamphlets and their camping skills.
It is in this same clearing that they will stay the night. For this first night, staff members will assist in setting up tents if needed.
THE TULGEY WOOD AND RUINS
07/14 - 07/18
The next day comes with more bright sunlight, at first. As the group continues through the second half of the maze, the foliage above grows thicker and the inside grows darker. Astute Oysters may notice that the make up of their staff escorts seems to have shifted overnight. The members of the hotel staff that were so excited and helpful in the garden are few and far between, replaced by those in dark suits, all with some form of club pattern on them.
It's the Order of Clubs, the few remaining hotel staff will say when asked. They are protectors, enforcers — and the forest is dangerous. The Queen is so considerate of their safety, to bring the Order out now.
The end of the maze comes relatively quickly. It opens out onto an expansive forest, but even here the sunlight does not return in full force. Whether it's the density of the branches, the overcast day, or the wisps of fog that drift through the trees, the light overhead is weak and the air chilled.
The last of the hotel staff remain in the maze. From here on out, Oysters are accompanied only by the Order. As they walk through the forest, a member of the Order seems ever present — there's always one within eyesight, if not within hearing distance. Occasionally, Oysters will catch sight of someone else mingling with the members of the Order. His dark suit is sleek, plain, and the figure he cuts might not have been distinct from the rest if it weren't for his height. And if it weren't for the ceremic rabbit head on his shoulders.
Oysters who seek him out will find that he is no longer present among the group of Order members by the time they arrive.
"You saw Mad March?" one of the Order will say if asked, sounding startled that he was seen. "You best pretend you didn't."
The nights in the forest are even colder. Oysters better hope they can start a campfire, put up their tents against the chill, or stay close to each other for warmth, as the Order will offer no help. They are here only for guidance — and protection.
On the third day in the forest, the group will arrive at the ruins of an old kingdom. Old cottages and shops are only faint outlines, everything but the stone long since rotted away and overgrown with foliage. The remains of a castle isn't in any better condition. Oysters who choose to explore may notice that all shown signs of a battle from long ago. They may even find the skeleton of the king himself, still sitting on his throne. The members of the Order now seem to be alive with activity, splitting off into groups and venturing out while others stay with the Oysters.
Remember the buddy system, the Order tells them. They will stay here for a few nights. This is the last place that is safe to tread, but danger lurks on the outskirts.
It's the Order of Clubs, the few remaining hotel staff will say when asked. They are protectors, enforcers — and the forest is dangerous. The Queen is so considerate of their safety, to bring the Order out now.
The end of the maze comes relatively quickly. It opens out onto an expansive forest, but even here the sunlight does not return in full force. Whether it's the density of the branches, the overcast day, or the wisps of fog that drift through the trees, the light overhead is weak and the air chilled.
The last of the hotel staff remain in the maze. From here on out, Oysters are accompanied only by the Order. As they walk through the forest, a member of the Order seems ever present — there's always one within eyesight, if not within hearing distance. Occasionally, Oysters will catch sight of someone else mingling with the members of the Order. His dark suit is sleek, plain, and the figure he cuts might not have been distinct from the rest if it weren't for his height. And if it weren't for the ceremic rabbit head on his shoulders.
Oysters who seek him out will find that he is no longer present among the group of Order members by the time they arrive.
"You saw Mad March?" one of the Order will say if asked, sounding startled that he was seen. "You best pretend you didn't."
The nights in the forest are even colder. Oysters better hope they can start a campfire, put up their tents against the chill, or stay close to each other for warmth, as the Order will offer no help. They are here only for guidance — and protection.
On the third day in the forest, the group will arrive at the ruins of an old kingdom. Old cottages and shops are only faint outlines, everything but the stone long since rotted away and overgrown with foliage. The remains of a castle isn't in any better condition. Oysters who choose to explore may notice that all shown signs of a battle from long ago. They may even find the skeleton of the king himself, still sitting on his throne. The members of the Order now seem to be alive with activity, splitting off into groups and venturing out while others stay with the Oysters.
Remember the buddy system, the Order tells them. They will stay here for a few nights. This is the last place that is safe to tread, but danger lurks on the outskirts.
THE RETURN
07/18 - 07/19
It starts on the night of the 18th. The woods have been quiet for the most part, with nothing other than the sound of nearby streams and the noises of various animals. That night, even those are gone. An unnatural stillness takes over the area. Those who venture out to find the cause may find nothing — or they may be one of the first to discover that what lurks beyond the old kingdom has ventured closer.
Throughout the night of the 18th and into the day of the 19th, Oysters are at risk of encountering one of three types of creatures.
It may come as the sound of many legged-footsteps, first off in the distance and then close enough that the creature should be within sight. There are only trees, as far as the eye can see. And then motion. Briefly, it seems as though the very trees themselves are coming alive, but it will soon become apparent that these are legs. The creature stands on four limbs as tall as the trees, and when it holds still it camouflages easily among them. The roots it buries into the ground are long talons when unearthed, each tipped in a hooking claw. Its long neck is lined with the same armored scales that make its legs look like trees, and its small head is dwarfed by its extremely long snout, filled with rows of sharp teeth.
This is the Bandersnatch.
Or maybe it comes first as a shrill scream, like nails against slate. The shriek will seem to echo, instilling an unnatural sense of fear in any of those who are unlucky enough to hear it. Before long, the scream will be accompanied by the heavy flap of huge wings. The creature's approach seems to be imminent, and yet, it doesn't come. The moment draws on — and on — and on — and on — is there anything there, or is it only your imagination? Are you afraid of your own shadow, are you hearing screams in the wind and wings in the rustling of the trees?
Until it swoops down and tries to pick you up in its claws. It is a massive bird of prey, resembling a vulture, if a vulture had a twenty five foot wingspan and eerily human eyes. You've found the JubJub bird.
Then there is the reptilian Jabberwock.
There is no subtlety in its approach. The ground shakes with every step, announcing its arrival well in advance. It is bipedal and seems almost ungainly as it stalks through the trees, lurching its scaly body around and whipping its long tail for balance. Whenever this causes it to connect with a tree, the force behind it leaves the tree broken and bent. Its arms end in three fingered talons, and the round head at the end of its sinuous neck is almost entirely mouth. There is the lick of flame in its eyes, and the drool that escapes from its powerful jaws is hot enough to burn.
The members of the Order who had always seemed to be so close are conspicuously absent. It looks like the Oysters are on their own to defend themselves against these creatures.
Throughout the night of the 18th and into the day of the 19th, Oysters are at risk of encountering one of three types of creatures.
It may come as the sound of many legged-footsteps, first off in the distance and then close enough that the creature should be within sight. There are only trees, as far as the eye can see. And then motion. Briefly, it seems as though the very trees themselves are coming alive, but it will soon become apparent that these are legs. The creature stands on four limbs as tall as the trees, and when it holds still it camouflages easily among them. The roots it buries into the ground are long talons when unearthed, each tipped in a hooking claw. Its long neck is lined with the same armored scales that make its legs look like trees, and its small head is dwarfed by its extremely long snout, filled with rows of sharp teeth.
This is the Bandersnatch.
Or maybe it comes first as a shrill scream, like nails against slate. The shriek will seem to echo, instilling an unnatural sense of fear in any of those who are unlucky enough to hear it. Before long, the scream will be accompanied by the heavy flap of huge wings. The creature's approach seems to be imminent, and yet, it doesn't come. The moment draws on — and on — and on — and on — is there anything there, or is it only your imagination? Are you afraid of your own shadow, are you hearing screams in the wind and wings in the rustling of the trees?
Until it swoops down and tries to pick you up in its claws. It is a massive bird of prey, resembling a vulture, if a vulture had a twenty five foot wingspan and eerily human eyes. You've found the JubJub bird.
Then there is the reptilian Jabberwock.
There is no subtlety in its approach. The ground shakes with every step, announcing its arrival well in advance. It is bipedal and seems almost ungainly as it stalks through the trees, lurching its scaly body around and whipping its long tail for balance. Whenever this causes it to connect with a tree, the force behind it leaves the tree broken and bent. Its arms end in three fingered talons, and the round head at the end of its sinuous neck is almost entirely mouth. There is the lick of flame in its eyes, and the drool that escapes from its powerful jaws is hot enough to burn.
The members of the Order who had always seemed to be so close are conspicuously absent. It looks like the Oysters are on their own to defend themselves against these creatures.
The Jabberwocky, JubJub bird, and Bandersnatch will not be easily defeated, and few who fight will escape injury! There may be more than one of each creature type, so different groups can encounter the same type of creature if you choose. You can choose to have your characters ultimately triumph and take down the creatures, or fall to the creature. The members of the Order will arrive at the end of the fight. They will take out any creatures that remain, for those who choose not to have their characters successfully kill one, and will begin clean up of the others.
For those who are interested in having their characters seriously injured or even killed, for ease of reference here is the information regarding death and injury from the FAQ:
With the Carpenter's skills, no death or maiming in Wonderland is permanent — though the consequences of it might be. When your character dies, send the mods a PM describing any injuries the character sustained in their demise. For lacerations such as being stabbed or sliced with a sword, etc, characters will be returned to full health in a few days with gold filling in their wound in the style of Japanese kintsukuroi. This repair is permanent and will be a part of your character for the duration of their stay in Happy Hearts, even if you drop and reapp. If your character is killed or maimed through decapitation or the loss of a limb, your character will be in recovery for three days, and will return to the hotel with a ceramic replacement — an animal head for decapitation, and a non-articulated limb for lost appendages. This repair is not permanent unless you wish it to be, and Carpenter will have a flesh replacement ready for your character after another week.
Characters who have medical skills, abilities, or supplies may work to tend the wounds of others in the brief aftermath of the fight. Members of the Order will assure them that they will return to the hotel in the morning to get the medical attention that they need. And indeed, those characters who are still conscious after the fight will find themselves falling asleep at some point. Characters may dream about the same padded box from their first arrival. When they wake, they will be back in the hotel.
If you have any questions, please leave them here!
For those who are interested in having their characters seriously injured or even killed, for ease of reference here is the information regarding death and injury from the FAQ:
With the Carpenter's skills, no death or maiming in Wonderland is permanent — though the consequences of it might be. When your character dies, send the mods a PM describing any injuries the character sustained in their demise. For lacerations such as being stabbed or sliced with a sword, etc, characters will be returned to full health in a few days with gold filling in their wound in the style of Japanese kintsukuroi. This repair is permanent and will be a part of your character for the duration of their stay in Happy Hearts, even if you drop and reapp. If your character is killed or maimed through decapitation or the loss of a limb, your character will be in recovery for three days, and will return to the hotel with a ceramic replacement — an animal head for decapitation, and a non-articulated limb for lost appendages. This repair is not permanent unless you wish it to be, and Carpenter will have a flesh replacement ready for your character after another week.
Characters who have medical skills, abilities, or supplies may work to tend the wounds of others in the brief aftermath of the fight. Members of the Order will assure them that they will return to the hotel in the morning to get the medical attention that they need. And indeed, those characters who are still conscious after the fight will find themselves falling asleep at some point. Characters may dream about the same padded box from their first arrival. When they wake, they will be back in the hotel.
If you have any questions, please leave them here!
© tessisamess
no subject
[She doesn't sound terrifically fond of calling on the NUNS, though. Half because the Windermereans honestly had some valid reasons to hate them, and half because calling on them in that case had resulted in the deaths of the entire force that was sent.]