𝐻𝒜𝒫𝒫𝒴 𝐻𝐸𝒜𝑅𝒯𝒮 𝒮𝒯𝒜𝐹𝐹 (
happyheartsstaff) wrote in
angryhearts2020-07-12 12:47 am
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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
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Confidence is the name of the game, it's only winning play, and also the point of playing. Shepard is very rarely anything else, and this is no exception.
"Handsome is subjective. And I'm not wrong," He is good-looking, though. Actually, there's a suspicious number of oddly pretty chinese boys running around, come to think of it. What is up with that? "You know a guy called Lan Wangji?"
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As for the rest, "still taller," he mumbles, maybe he's a little petty.
"And we've met," his grin grows wider and more mischievous(and maybe a tad smitten) just at the mention of his name. "He's- that's... we're-... we're from the same world."
Smooth.
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He could probably be more obvious about his feelings, with a little effort, but Shepard doesn't need the hint. There's really only one reason someone does that with their face when asked about someone.
"You know I got to respect your desire to start shit, regardless of utility."
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"It's been known to be one of my best qualities," he nods, "though it usually goes underappreciated."
But, if Shepard was looking for some rules(or heads) to break, he was game too. It's the least he can do to return the favor those suits granted him, of being locked in solitary twice now.
"How are you at setting traps?"
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"...What did you have in mind?"
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"Mm, well, I owe our babysitters a little something," he explained. If it'd just been him they'd knocked out and thrown in solitary, it'd be one thing, but they'd hurt Lan Zhan, so...
"Especially those ones in the uniforms," he pantomimes the look of their crisp suits and ties, "I feel like we are responsible adults here, so we could do with a few less following us around, don't you think?"
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Shepard looked as he gesticulated, catching the movement of one of their guards. Yeah, there they were and here she was with as clear a telegraphed intent as anything, and Shepard winced at the impulse. Sloppy.
"Come to think, what's in it for me?" If she was going to get in trouble for him, and it would seem that she was, then the results had better be worth the cost, "I don't have a problem keeping my mouth shut, I'm no snitch, but what if I'm not desperate enough to just do this for fun?"
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"Well," he says, actually giving the question some brief consideration, "seeing as the essentials are all provided for us, what would you want? A drinking buddy? A sparring partner? Not a lot of options."
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But he's not done talking, so there really must still be some good left in the world. Or at least some justice, however watered-down. Or maybe Wei Wuxiang just likes the sound of his own voice that much.
"Alright, so, these guys...what, put you in the hole? And your end goal here is petty revenge? Do I have that right?"
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"No, no, petty revenge is just a little perk along the way. The end goal is getting our abilities back, stopping this queen, and going home," he explains, "but that's not going to happen in a day, so I might as well have fun and cause some trouble while I can, right?"
This camping trip was the first new thing since being cooped up in that building for weeks on end, they might as well test their limits and stir up some problems for their captors.
"So, you in?"
no subject
But that's a discussion for another day. After all, you can't win the game unless you're willing to put a little in the pot.
"Yeah, alright. It'll kill time if nothing else: I'm in. On one condition."
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He breaks into a wide smile when she agrees though, and starts digging through his pack again. "Right, right, what's that? "
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She still remembers the feeling of Garrus at her elbow, his lazy drawl with finger on the trigger, and you really don't want to be her enemy. They have a way of dying. Ah, those good old times, long gone now and forever.
"...Deal?"
no subject
"Oh, like the, 'stop, we're in over our heads' sort of thing? Or more like the 'stop eating babies and sacrificing virgins' sort of thing?" he asks, tossing a bit of rope toward her, then retrieving some stakes. They'd probably need a distraction while one or both of them set the traps, right? Right.
"I mean either way, yes, fine. I'm not doing anything world-shaking."
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See? It's joke! Definitely a joke. Definitely she has not broken anyone's arms on purpose before. Certainly not. And definitely not both of them if that were the case, right? Right???
(Not right)
"Maybe you don't think so, but... Look, don't take this the wrong way; you need to work on you situational awareness."
no subject
"You!" he starts, "you said you weren't a snitch!"
He almost misses the rest of what she says, which... well, only seems to support her claim, not that he'll admit it. Situational awareness? Looking a bit chastened, but curious, he glances up.
"What's that supposed to mean?"
no subject
Blackmail, you see, is but one of her talents.
"But what I mean is... look, you have no idea what you're actually doing, and you're definitely going to get caught. You think this isn't world-shaking, but I'm thinking about the number of times something big started with one idiot getting himself killed, or worse," A poke, none-too-gentle, at the center of his chest for emphasis. That's you; the idiot. It's one of his better qualities, truly, but even charm has its limits, "And even if it's just a Wei Wuxian problem and nothing else, I know at least one guy who'll probably do something really stupid if you get yourself in actual trouble, and not just a slap on the wrist. How old are you, anyways?"
no subject
He wants to follow up with a snappy retort, tell her she doesn't know what she's talking about, that of course he knows this is basically a hostage situation, that they won't get anywhere if they play by the rules and just hope things get better. Instead, her barbs are like the arrows of a skilled marksman, each hitting the intended target. So perhaps considering consequences and having good foresight aren't exactly talents in his wheelhouse, but he wouldn't intentionally do something to put Lan Zhan in danger.
Of course, rather than address any of that, he focuses on the question that has little to no bearing at all.
"I'm..." he raises a finger, "no, you know what, that's too complicated a question. How old do I look?"
no subject
"I don't know, maybe twenty five? You look pretty young, to me," Which isn't saying much from a woman with a face that looks like it got in a losing fight with a red-hot woodchipper, but there's no accounting for life experience, "But I've been told I'm not really the person to ask."
Shepard steps back and rubs at the back of her neck, partly to work out the tension that had been growing there for the last few minutes, but mostly out of embarrassment. Got yourself a good point there, Wei Ying.
"...What makes it so complicated?"
no subject
"This body is probably close to twenty five then," he nods.
"It's complicated because do I only go by how old this body looks? Or did I stop aging when I died? Do I count the time I was dead? Because I wasn't really aware of much at the time. But I've only been in this one for a couple months now."
no subject
She's outraged, really; how is it that this is somehow something they have in common? In what kind of ridiculous universe is that a thing that just happens to people, and more than once!?
"Or, maybe closer to two," No wait, nevermind. Shepard waves a hand, as if clearing smoke; it doesn't matter, "What the hell?"
no subject
"Kind of a strange coincidence then," he taps his cheek. Shepard's body might look like it's seen some better days, he can't help wondering if this is the body she died in? Or if she just got one that is a little rough around the edges.
"Well..." he tries to explain, "there was nothing left of my body, but before I died, I'd written up some theories on soul summoning. What sort of array you'd need, which talismans, and all that. It doesn't really work unless you're okay giving up your body to someone else, so I didn't think someone would actually try to do it! But here we are."
no subject
...How could you know, really know, that you were you? Shepard isn't cut out for all this philosophical crap, and the distaste definitely shows in her face.
"Mine either. You ever hear of a clone?" She doesn't expect him to, really, or wouldn't if she were thinking. It's easy to forget their differences when she's a billion light-years away, standing over a long drop and scrap of red at the far-away bottom of it, "Look, this is all besides the point. You still haven't told me what you want to do with the rope."
The one she's still holding, by the way. What is your game plan here, death buddy?
no subject
"What's a clone?" he asks, only to glance over at the rope, "Oh, right, ah... tripwire? A snare, maybe? What do you think?"
no subject
Moving on, then...
"I think you're thinking too small."
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