ximilian: (Default)
ximilia mods ([personal profile] ximilian) wrote in [community profile] ximilialog2021-07-04 05:26 pm

MISSION: GHOST GIRL

M I S S I O N   1 . 1

INTROA HERO'S WELCOMEDON'T BE SUSPICIOUSMONSTER MASHTHE GHOST GIRLFYI

// INTRO. beam us down!  


Finally, after weeks of radio silence, Viveca’s voice filters through the earpieces.

// VIVECA.AI
Hi team, both old and new… It’s Viveca. I’m sorry for going MIA there for a while. I had to direct all of my attention to getting the teleportation platform to function — turns out that when no one’s used it in a while, it needs a bit of work to charge it back up again.

The other thing I’ve been busy doing is scanning for the closest orb signal, and the good news is that we’ve got a strong one, finally. I’ve connected the platform, so we’re ready to go. I’ve sent files about your mission to all of you, so read it carefully. We sent a vision of sorts to those who are in charge of the city you’ll be going to, so they know to expect you… we had to get a bit creative, there, but I’m sure you’ll be fine.

They’ve got some expectations of you, but it’s up to you if you want to work with them or not. As long as you get the orb and do the task it has given you, that’s enough. When you have the orb, I’ll get you all back to the station.

But before you go, there's something you should know. If you die during a mission, there’s nothing I can do to help you… so be careful. We don’t want to lose anyone.

After Viveca’s closing statement, a message alerts the team to the fact that they do, in fact, have a file labeled Gyeongje Orb waiting for them. After they have familiarised themselves with the situation, they should pick up their things, whatever they think they need on the mission, and head to the center of the station.

There, the previously-quiet platform is whirring with power, bright lights on the floor making your clothes seem darker than they are. When the last person in the team steps on it, suddenly the hum of the machine amps up until the sound is almost unbearable, the lights burning so bright they hurt your eyes, so bright you have to close them —

When you do, there’s a voice; no, multiple voices, like a chorus of sounds that form words but aren’t quite human. What this chorus tells you is a goal: one goal you must complete in exchange for power.

And then the sounds die away, leaving you with a one-sided demand… when you open your eyes, you’re not on the station anymore.

TOP


// PART I.a hero's welcome  


Around you, a courtyard opens up, surrounded by the tall peaks of a palace that rises sky-high, its golden roofs glinting in the sunlight. There’s not much time to look around, though, as the team is surrounded by guards in red uniforms, the arrows they point crackling with purple energy and the blades of their swords elaborately carved.

One guard steps forward.

“At peace! These are the ones who were promised. Our Lady has given orders to bring them to her… unharmed.”

She looks at the rest of the guards, and slowly, they lower their weapons and step back in two neat lines, leaving the way to the staircase that rises towards the palace free.

“Our honored saviors, please follow me.”

The captain will not wait, but starts leading the way up the stairs — the staircase rises steeply to a heavy, reinforced door that is still beautifully decorated. The door leads into the palace proper; there, the team is led to a large room with two thrones at the back of the room.

On the thrones, two people rise to greet them. The captain of the guard introduces them as Lady Jeung-Sun and Lord Suk-Ju.

The lord steps forward, arms open with a wide smile.

SUK-JU
We warmly welcome our divine saviors! To our great shame, I must confess we nearly did not believe the vision we were given… and yet, here you are, to save us from the monsters that plague our beautiful city. We are ever so grateful. You will, of course, be given rooms, and a banquet to your honor will be hosted later.

He then steps back with a gesture to his wife. She, in turn, is not smiling; instead, her voice is quiet and serious when she starts to speak.


JEUNG-SUN
As long as you defeat the Ghost Girl and her monster army… you may take whatever you desire as your reward. We will hold a strategy meeting once our scouts have returned with information on her movements. In the meantime, my guards will protect you, as long as you stay inside the palace. Outside, it is not safe.

With those words and a look at the captain of her guard, she sits down; it is clear this audience is over.


1.0   The captain leads the team to an open hallway full of rooms. In each room, there are lanterns illuminating it, with low-lying furniture and two beds… which means if you were one of the lucky ones on the station to not have a roommate, no such luck here! The rooms are large enough that you could drag in an extra bed and make it a room for three, though the guards may give you some strange looks.

However, not all of the rooms are in pristine condition. It seems that as the rulers didn’t quite believe the “vision” they received, they also didn’t prepare for this many people to arrive. As such, some of the rooms have dust gathering in the corners, perhaps some cobwebs, and the bedding may have seen some rats during its lifetime.

If you’re not stuck with a room that needs cleaning, you may wander to the small courtyard that the hallways circle; there, you will find enough space to get in some training or light sparring, or just find a bench and enjoy the clean air!


2.0   That evening, you will be led to a large hall: it seems it is time for the promised banquet! Eat to your heart’s content, taste the traditional foods that are served… the music played is perhaps not the best for dancing, but why not try? Or maybe, if you’re skilled like that, you can take over for the musicians and provide your own music. Whatever you decide to do, you'll find the nobles invited are quite curious about their prophesized saviors, and with a few drinks in, perhaps it would be a good time to get cozy and chat.


3.0   Should you wander outside the banquet, though, that evening or any day after, you will find that while some parts of the palace welcome their supposed saviors with open arms, like the kitchens or the courtyard where the guards go to train, some do not. The guards’ quarters will only accept inside those who don the guards’ red uniform, and the throne room and the rulers’ personal quarters behind it are guarded at most times of the day and night. It is not impossible to enter them, though: those crafty enough may find a way in.

You’ll find that if you want to leave the palace, it is not easy — it seems Lady Jeung-Sun was serious when she said outside the palace is not safe. But when there’s a will, there’s a way: follow the servants into the tunnels beneath the palace, duck behind corners to not be seen and make your way to a back alley in the merchant district; or if you’re good at disguises, dress up as a servant or a guard and simply walk out. Just be careful not to get caught; though the guards aren't angry if they catch you, they will start to follow you around until you return to the palace. Or perhaps you come up with some other way to leave...

TOP


// PART II.don't be suspicious  


… and if you do, the city of Gyeongje is open to explore. Right outside the palace within the inner city the houses are large, the people dressed well — and if you are not, or haven’t changed to fit in, you will be on the receiving end of some very judgmental looks.


4.0   However, once you leave the inner city and enter the merchant district, the inhabitants are far more welcoming. Some start immediately waving the new travelers to their shops, where you can find intricately carved wooden items, beautiful swords and other weapons, and clothes that will make you fit in instantly — if you have the money to pay for them. If you don’t have silver or gold from your homeworld with you, hope you took something valuable from the palace to barter with!


5.0   And though the houses in the merchant district bear no signs of battle like the inner city does, not everything is perfect. There are people who have built little huts of rags and wooden logs wherever they fit, huddling underneath. Their shouts echo after you: Please, lend us a hand, we can’t live like this!

There are beggars, too, homeless people on the streets with tattered clothes, who turn their tired eyes to you as you walk past. Some will try to grab your clothes or legs, whispering Help me, they drove me from my home... others do nothing, like they don’t even have the strength to ask for help. Whether you stay and try to get them food, drink or a place to stay is up to you — but if the guards see you doing so, they will take you back to the palace with a stern warning to not interact with “the outer ones”.


6.0   Once you walk far enough, you will come face to face with a tall, wooden fence that bears bright red markings — those warning of plague. And though the guards patrol the area, there is a chance to sneak inside, though at the risk of getting caught and spending a night in the palace’s magically reinforced cells.

If you do sneak past, you will find that some houses have the same red mark on their doors and walls, and are in terrible condition: doors ajar, windows broken, scratch marks on the floors — but no signs of an illness having been treated. Outside, the streets are empty, and further inspection of the houses not bearing a mark shows that people have left in a hurry… or have been forced to leave. Upon further inspection, it seems there is not one living or dead soul in the entire outer district… unless you’re very lucky, and happen to catch the sight of someone dressed in white entering one of the houses.

From both the merchant district and the outer district, there is a way to the woods surrounding the city. The trees grow thick and heavy, the air under them still with waiting. There are no paths in the forest, at least none easily seen, and though there are animals like birds and squirrels, they seem easily spooked.

TOP


// PART III.monster mash  


Once you have had your fill of exploring the city, it’s time to get to what you’ve come here for.

An informal council, attended by both the Lord and Lady of Gyeongje, is held in one of the larger war rooms, a space big enough to accommodate a greater party than expected, and to demonstrate how desperate the city is for help as well as their trust in you, regardless of whether you’ve really shown you deserve it. There is an expansive map of the city spread over a table in the middle of the room with small red flags pinned across it. The discussion is aggressive, fear of the Ghost Girl and her army being the driving force behind the intensity of speech, but the important thing is that there have been plenty of recorded sightings of the Ghost Girl worth investigating with one area in particular noted by a small cluster of red flags at one end of the map. Perhaps it is you who points this out curiously, but before the captain of the guard can elaborate, a sharp horn pierces the quiet tension of the palace with urgency, followed by several more in succession: the palace is under attack.

7.a   Some of you might be more keen than others to take initiative and investigate the new commotion within the palace. Pushing the doors open onto the courtyard will offer you a first glimpse of the infiltration over the fortified palace walls, and they are creatures that could make your skin crawl, or at the very least cause you to do a double-take. The captain of the guard bravely leads the charge, pushing forward and calling the rest of her army to her with the intent to protect the Lord and Lady of the palace with their lives. There is nothing being said to actually enact any kind of violence, even while the guards have their weapons drawn before them, but there is clear posturing between the two parties — strange. The monsters turn their sights on you instead, twisting their misshapen heads to meet your eyes, mouths open and full of teeth as though to speak, but nothing comes out except a guttural growl.

And then they launch themselves forward.


7.b   If you prefer to stay within the war room, you won’t be alone. A cluster of the guard have taken to assembling a kind of protective shield from the oncoming monsters, and it becomes clear quite quickly that the monsters are here for one thing — the Lord and Lady themselves. The monsters within the room are more hostile, intent on getting to their target now that they’re so close. They clamber past the threshold, a mass of different discernible shapes, colours, sizes, and smells. (Yeah, smells. Gross.) One of them steps away from the cluster, a blue cloak draped over its shoulders — it’s distinct; familiar in some way.

Either way, the creatures amble towards you with heavy, weighted steps, and are more than willing to exact their aggression on you without a thought as though purely running on some primal instinct. After all, you are just one more obstacle in the way of them reaching their goal. Their punches are heavy, and some of the creatures have sharp teeth eager to sink themselves into whatever soft and fleshy part they can find of you. If you try and call one of the guard for help, you’ll find them hesitant to come to your aid, partially because they are afraid but there’s something else there too — a reluctance to fight them at all. What will you do now?


7.c   Whether you’ve decided to defend the palace from the courtyard (or other locations in and around the palace) or choose to stay with the Lord and Lady of Gyeongje, the monsters have fully invaded the walls and are everywhere to be found.

If you’re lucky, you’ll live for another few minutes but your victory if you choose to kill one of the monsters is met with a haunting message, an uttered warning (some might tell you ‘it wasn’t fair’ or ‘this is all their fault’) or an apology (a simple: ‘I’m sorry’ before their last breath), clearer in your ears than anything you might have otherwise heard from them this day.

You might try to fend for yourself, your fellow orbers, or the guards, with some amount of success, escaping the sharp teeth and claws from catching onto you — but not all of you will be so fortunate. In your attempt to dodge an attack or defend yourself, you might be ambushed by a sneak attack from behind, or perhaps it is your trusty weapon that fails you. Either way, you’ve been wounded. Instantly you’ll notice one thing — where once your skin was healthy and, well, skin-coloured, it has now started to turn dark and unnatural, accompanied by a scent you might recognize from earlier. It’s a little too sweet, a little too strange, like something rotting. Only now it’s a part of you. You’ve been infected.

In the short reprieve between one fight to another, you may lift your eyes towards the ramparts and spot a figure standing with her back straight, her expression vague and unyielding. White fabric flows and unfolds around her like ribbons, and you can immediately put a name to the figure — this is the Ghost Girl you’ve heard so much about. She will suddenly meet your eyes with unreadable stoicism that reflects the rest of her posture before she turns away and vanishes, tortured cries and calls following in her wake. With her disappearance past the palace walls comes a slowdown of the fighting, as though the creatures no longer feel the same vigor they came in with … and soon they begin to retreat, climbing the walls and over clay tile to follow their leader.

The fight is over — for now.

NOTES: These creatures can be fought any number of ways and all of them have a higher strength and defence tolerance than the average human, but each monster wields its own strengths and immunities — for example: some might have an immunity against fire, while others are slightly weaker to it. A blade might work against one monster but not another. Gunfire could wield great results on one monster and be absolutely useless against another.

We’ll leave it up to you to decide the difficulty and success of defeating a monster of your choosing for that Dramatic Effect.

TOP


// PART IV.the ghost girl  


Shortly after the palace has been cleared of monsters and the guards can look after their own, the captain approaches to assess the orbers.

8.0   The Wounded (CW: body horror): Those who have been significantly wounded in the fights against the creatures will find that they simply aren’t feeling well, and it’s going to be difficult to hide the black wound-marks or the smell. Lord Suk-Ju immediately summons the captain and orders her to take the wounded to the Infirmary, assuring them that they will be taken care of there.

If you were wounded, you and your fellow wounded Orbers will be led through a series of corridors towards one end of the palace with a large set of gates guarding a formidable wood door painted black. Hmm — ominous. Within it are the usual comforts of a medieval hospital: beds, vials of medicine, bedpans, the works. You are assured you will join your non-wounded comrades soon and you go along with the procedures. But as the hours pass, you’ll find your symptoms begin to worsen. Some of you will find painful growths starting from your hands and your feet as they begin to form sharp claws, tearing through the fabric of your clothes or the leather of your shoes. Some of you will feel your mouths become fuller as your teeth begin to grow. Other transformations will begin to change your body from what you remember, eyes turning red or jet-black, or your skin changing colour and texture, turning you into something else, something other.

Before you can let the panic overtake you, someone administers a powerful draught to help you sleep — or maybe to subdue you — and then you begin to dream.

In this dream, you are standing on a wooden balcony and in front of you stands a girl dressed in white; her dress billows around her, and her dark hair is long and hangs unbound. When she turns, revealing her face… you see that up close, she is certainly nothing like the rulers would have had you believe: young, her expression unthreatening.


SO-YEON
Don’t be afraid. I’m So-Yeon. You’ve heard them name me the ‘Ghost Girl’, an abomination, the commander of the monster army… and while I am all of that, I am also none of that. I am just a girl who wants to avenge her family — a girl who won’t stand for the injustice done to innocent people.

They say I command the monsters, but that isn’t true. I help them. I’m the only one who helps them. It’s a sickness, and it’s been passed to you. Soon, the Lord and the Lady will turn on you, too. They will try to kill you the way they have tried to kill everyone else like you. But I am offering you sanctuary. Leave the palace and come to me. In Yuryeong I will protect you.

When the effect of the draught wears off and you blink back to awareness, you realize that there is a map in your head: the knowledge of exactly which path to take to reach what the Ghost Girl — So-Yeon — called Yuryeong. The only decision you need to make is whether to go, with whom… and whether you do it as a friend or a foe. But take note — there are guards abound and the wooden door heavy with locks. It becomes quite clear that this room is meant for people to come in… but not to come out.


9.0   The Survived: Those who have managed to avoid taking any damage are escorted back to their rooms and reassured that the rest of their team are in good hands, that they have nothing to worry about, and that they will be fine. Of course if you make any attempts to ask about visiting any of them, you’ll be told — in a not-so-gentle manner — that it simply isn’t possible, not at this time. And any further attempts to ask to see them will be met with a firm “no” and nothing else. Finally, if you try to leave the quarters to see the wounded orbers, the captain’s guards will forcibly stop you.

It’s for your own good,” they’ll say.

Later, out of sight of the guards, you might try and make your way over to the hospital wing anyway but this seems to be a fool’s errand. Not only are the corridors more confusing than they should be, as though someone has done this on purpose, but when you’ve finally found the door, you’ll find that it’s impossible to open it or break it down. At least the comms devices in your ear will still work so there is some line of communication between you and your wounded friends, right? Better yet, if you happen to have some teleportation abilities or something similar … well, it wouldn’t hurt to give that a go either, would it? After all, the enforcement spell isn’t familiar with such things — best not to get caught in the process, however, and test the ‘generosity’ provided to you through the rulers of this land… right?

TOP


F Y I

The events in this log take place during the month of July. As there is a lot to do, feel free to pace yourselves: you can use this log to thread out some prompts, and make a log later for others; or use this for all prompts, or make a log for everything — it's really up to how you want to do it.

As each event log and interaction may bring about more information regarding the mission, players are highly encouraged to continue using the OOC plotting post. It will be the only mod-created one for the mission until the voting begins on July 18.

If you have questions about any of the prompts or the mission in general, please direct them here.

To submit a search request regarding speaking to any of the NPCs, or exploring a specific part of the palace or any of the districts, please do so here.

From the intro onwards, Viveca is back, meaning that characters may speak to her whenever they want. You can thread that out here if you want.

Voting about the actions the characters will take regarding the Ghost Girl, the monsters and the rulers will go up July 18. Though voting will be done in an OOC post, it is an IC vote in the sense that you should pick a choice your character would ICly make. What the characters choose to do will determine the direction of the second log, as well as the conclusion of the mission.

And finally, have a soundtrack for this log (parts I, II and III, respectively)!

TOP


NAV

retributioning: (10)

1.0 i couldn't resist

[personal profile] retributioning 2021-07-09 01:05 pm (UTC)(link)
[ renfri, too, is hardly the roommate type; though she has less of a reason to avoid others, and enjoys company just fine, sometimes you just need a moment to yourself — especially after the metal walls suffocating her are finally gone, replaced by something more like she is used to, if different in style.

the palace makes her mouth twist unhappily, before she crushes the memories of creyden and its court and goes find herself a room to just be in.

most are taken, already, though... and so when she peeks into a room that is less of a room and more of a dusty cupboard, she sighs to herself. it'll have to do, even with...
]

Well, this is atmospheric. [ mumbled to herself with a laugh, she looks at the skeleton in the middle of the room — and promptly finds herself a less dusty corner of the room to sit in and reach for... a bottle? yeah, she sure managed to get herself a bottle of wine from somewhere. ]
skelepun: (2470718 (10))

i am so here for this unflappable chick

[personal profile] skelepun 2021-07-10 01:08 am (UTC)(link)
[ Sans had the twofold gift of being able to fall asleep and wake up without any trouble at all. Call it a refusal to put in effort in anything, even rest.

Suffice to say, Renfri is two glugs in before the skeleton in question is sitting up and watching her curiously.]


Hey roomie, you not gonna share?
retributioning: (02)

( ◡‿◡ )

[personal profile] retributioning 2021-07-10 06:14 pm (UTC)(link)
[ to her credit, she doesn't spit out her drink when the dead skeleton suddenly starts to speak; she does, however, freeze momentarily before lowering the bottle and regarding sans over the bottleneck with a cool gaze.

then,
]

Sorry, didn't take any glasses with me. But if sharing a bottle is agreeable... here.

[ and she holds it out towards him. why not, right? roomie. (not that she knows what it means.) ]
skelepun: (2450096 (2))

[personal profile] skelepun 2021-07-18 04:09 pm (UTC)(link)
More than agreeable, sweetheart. I'm big on sharing.

[ He accepts it, swirling the liquid inside it in thought before taking a swig. As expected, a damp spot almost immediately starts growing on his shirt. ]

Whew. [ He laughs, handing the bottle neck back to her with a raised browbone. ] You don't mess around when it comes to drinking alone, do ya?
retributioning: (10)

[personal profile] retributioning 2021-07-24 09:07 pm (UTC)(link)
Don't call me sweetheart again and we may get along.

[ she accepts the bottle back, lifting it as if in a salute. ]

I rarely mess around with anything. Why do so with drinking? [ she takes another swig, a longer one this time. ]

Sorry to have disturbed your naptime. I didn't exactly think the skeleton in this closet would end up being alive. [ then, after a pause, with a lilting tone, ] I'm Renfri.
skelepun: (Default)

[personal profile] skelepun 2021-07-27 01:04 am (UTC)(link)
[ Damn. Consider it done.

He watches her slouch backwards and tip the bottle back. The more liquid she drained from it, the more dramatic the angle. If she kept this up, it would be gone before too long. ]


Hey, don't worry about me. I'm always just between naps. [ He salutes back, mirroring her gesture. ] Name's Sans. I'd apologize for scarin' you, but it doesn't really seem like I did.
retributioning: (11)

[personal profile] retributioning 2021-08-08 04:21 pm (UTC)(link)
The dead don't scare me, so why would the living?

[ though in her opinion, the living tend to be much scarier than the dead... or they used to be, until she made herself scarier than most others.

wiping her mouth with the back of her hand, she hands the bottle back to sans.
]

Keep the rest. So, Sans, were you born like that, or did you just lose your flesh along the way? [ the question comes accompanied by a raised brow. apparently she considers this a completely fine question to ask a living skeleton. ]
skelepun: ([sans] 57)

[personal profile] skelepun 2021-08-14 09:22 pm (UTC)(link)
[ Stated that way, he couldn't argue with her logic. Taking the bottle back, Sans rolls the question back and forth along with the remaining liquid in the bottle. ]

Born like this. [ Drink. And, since one good turn deserves one in kind. ] Why, what about you? That flesh natural?
Edited 2021-08-14 21:22 (UTC)