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seaofsouls2016-01-22 12:00 am
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World #3: Dark Hour


When everyone awakens in this World, they will all, at first, feel very sluggish. It will be pitch black, and they will notice they are in a cold, wooden box. This is because they'll have to step out of (an almost comically) large coffin next to the beds in the various bedrooms they woke up in. The only one who will not wake up in a coffin is Ken Amada, who will wake up in his own bed, in his own former bedroom. Once out of the coffins, they will notice they are inside an incredibly large warehouse that has been made into a makeshift home.
While most of the walls and floor consist of concrete and steel, it has been partially fixed up, and many small rugs dot the area. While not the most lavish of the locales they have visited thus far, it's clear it is well-lived in. All the windows are covered with blinds; if one were to open the blinds, they would be treated to a nasty view outside. (Although it wouldn't look exactly like that image, since the Warehouse is likely in a slightly more abandoned district, it's close enough to get a good idea.) Attempting to break open the windows would be unsuccessful, and impossible.
The Ground Floor contains a front door to the outside of the entire area. There is an entire entrance hall that is filled with large crates covered with tarps; inspection of them will find they are filled with gun ammunition, explosives, and various other black-market goods, such as drugs, weapons, and the like.
A sectioned off studio filled with various art supplies, from paints, to charcoals, to drawing paper, as well as countless dress mannequins and dresses, all in the Gothic Lolita style can also be found on this floor. There are accessories all piled atop a vanity. There is an adjacent Bathroom here that appears to largely have been used by a woman. There is also a staircase here that leads up to the Second Floor. A large white bed lies in the corner of this room, meticulously taken care of and made.
Connected to there is a larger, open-air area that is filled with old works of art and a large table. If you continue down the other side, you will come to the other end, where you will begin to find what can only be called a tangled mess of wires, bottles of chemicals, electronics, and other such things. Many computer cords run through this room, leading up to gigantic computer towers, several laptops, large setups, keyboards, and other expensive electronic equipment. There is a couch in this room, which folds out into a bed. Whatever is in this room looks like it was made for someone who knew their electronics, and possibly also their homemade explosives. Attempting to access any of the computers will prompt password input. ... Or, rather, they should; after a number of hours, like the doors, the computers will unlock freely, and only text will appear on their screens:
"Why is it that he gets to live? Why did we take him in? He's just a brat. He isn't like us. He doesn't understand anything!"
That is the first entry.
The second entry reads:
"... I was wrong. And now we don't have enough time. Trapped like rats, twice--seeing him become just like us... it wasn't what I actually wanted at all. ... I hate that he made me care."
There is a large makeshift wooden partition that sections this area off, giving it a more private feeling. The walls of this are covered with photographs of people with red Xs over their faces, as well as a huge pegboard referencing some kind of dates and shipments.
All the way at the far end of the hall is a back door. Like all other doors, it is no longer locked.
Near the back door is another bedroom; this one actually has walls around it, likely the remains of the only office in the warehouse, now converted. The door to this room is now opened. When opened, the group will find a stash of water bottles inside, untainted by the Dark Hour, for some reason, as well as some emergency ration packages in a large box on the floor. It appears to have once been Minato Arisato's bedroom, with all the furnishings you'd expect of Strega's former, slightly addled leader. Musical equipment is in the room, an mp3 player lies docked in a charging station. A TV sits inside, currently cut to static. There is a sword on the bed. It isn't special by any means, and appears to be a katana; his own personal one. There is also a pistol in this room that appears to have belonged to the deceased. It is loaded. Both objects can be taken, along with the coat and blue scarf that are in here. (It's cold out there, after all.)
The Second Floor has a large open dining area, as well as a small kitchenette and refrigerator. Unfortunately, the fridge is empty save for many vials of a strange liquid--some sort of medicine, perhaps, and bottles of pills inside of it. There are also many cans of dog food within. The water and ice-making portion of the fridge works, but any water they attempt to get from it will, unfortunately, come out as blood (much like is seen here). They will have to find an alternative source of water and food. There are a few soft drinks and several energy drinks unopened in the fridge, but otherwise, there isn't much in the way of food.
Just down the hall is yet another Bathroom, the only other one here.
Finally, the last bedroom in the loft appears to be a child's bedroom. It is filled with Featherman R goods and a smaller sized bed, as well as a dog bed, dog bowl, and all the things you'd expect for a dog. Several spears can also be found inside this room. It contains a television, which is currently playing Phoenix Ranger Featherman R. There is a fire escape that connects to this room.
Lastly, they will note that the warehouse is largely empty, but they will occasionally hear the phantom footsteps of a dog's paws now and again, or it barking. A vague sense of unease will permeate the entire place and weigh slightly heavier on them than usual the entire time they are here, as if the atmosphere here is somehow... heavier on their souls. The only one not affected by this is, again, Ken Amada.
This has all changed, now. After what seems like agonizing hours and hours, it will prove to have been no puzzles at all. All the doors will suddenly UNLOCK, taking them directly into a new location. The sprawling beginning of a labyrinth: Tartarus. Or at least, the remains of it residing within Ken Amada's Heart.
... There is nowhere to go but upwards.
As they begin their ascent, the first few floors will be normal Tartarus-fare: filled with blood, creepiness, and crawling with Shadows, happy to feast on the negativity of the group, and attempt to attack them as soon as they see them, unless they run across the rare Golden Shadow here and there. Let's hope the group thought to take weapons from the warehouse! Otherwise, they'll have to outmaneuver the crawling, goopy monsters. For now, the Shadows are merely the usual Cowardly Mayas, comprised of lots of goop, and not much fight. They can be easily killed with enough effort, even if one lacks powers of any kind. They aren't very fast, and can also be run from. A set of stairs can be found, eventually, on each floor. There are at least four floors of this. There are various chests scattered about each floor that can be found at random containing weapons or armor; if characters are lucky, they may run across them. They are not locked, and are simply a quirk of the sprawling labyrinth.
After the group progresses through each floor, it will becoming increasingly more obvious that they do not feel well, and that the pressure around their necks is increasing. There is a chill in the air. They feel cold. Upon reaching the fifth floor, instead of Tartarus, they will be treated to a large Infirmary, stocked with many medical beds, medicines, and the like. There are, of course, halls that lead onward and upwards to more stairs outside, bathrooms on this floor, and so forth, and a view outside that can only be described as a horrifying amalgamation of the Dark Hour and too many clouds, but they can rest safely here. The Infirmary is unfortunately incredibly unsettling. It is overly-sterile, and the medications are wall-to-wall in glass cabinets. There are too many. It is too perfect, compared to what was below it. It gives off a faint, chemical smell.
Further progression has been opened. When the group solves the syringe issue and injects themselves, the next three floors will be rather odd looking inside the tower, filled with jutting faces and strange architecture. This is the Arqa block. While there are also shadows here, there are not as many. However, they are slightly tougher than the ones in the floors previously, and likelier to go after anyone they see.
The Reaper's chasing will become less frequent. It will only begin to show up if they dawdle on the floors for too long.
Upon reaching the Ninth Floor, they will be greeted with, of all things, an Art Gallery.
While it seems innocuous to start, it is a somewhat sprawling maze, and the paintings become more warped and twisted the further in you go, eventually showing terrible atrocities, realistic gore (possibly of people you know), and Ken's worst fears. Furthermore, they will find a Vending Machine on this floor that appears to have settings on it for varying drinks and food, conspicuously out of place. It requires no money to run. However, no matter what settings are pushed, it will only dispense nutrition bars and bottles of water. The Reaper will not appear on this floor.
The Blockade is now gone, leading to floors Ten through Fifteen. The first three floors are somewhat typical Tartarus-fare, but the enemies are all strange females in some shape or form with the voices of Ken's mother, calling after him in an agitated or forlorn manner. The Reaper will occasionally still visit, if one idles on a floor for too long. The floors are beginning to look even more impossible, architecture-wise, and sometimes, you hear breathing behind you as you move through the maze, or like someone is placing a hand on your shoulders or your legs, but no one is there.
Floor Thirteen is nothing except golden walls, floors, and the ceiling, much like the other Tartarus floors, but it's all covered in bloody handprints that continually appear and disappear all around the room. The moment one sets foot into this floor, they will hear continued screaming... in the voice of someone they know who has died. If they don't know anyone dead, it will be indistinct female screams.
Floor Fourteen is another fit of Tartarus being Tartarus, but when did it get strange, swirling windows winding into the clouds below, to faceless humanoids you could swear you saw pressed against the edge just a moment ago? ... Ignore them and keep climbing. Ignore the Shadows, too; they're getting antsy. Less goop, more... smoke, on this floor, almost.
Floor Fifteen is filled with holding cells. In short, it appears to be a jail. There are many cells that can be opened and closed at the press of a button on the outside--when closed a force field closes over the opening. The cells can only be opened from the outside. Attempting to pierce the force field or the walls is impossible.
Further progression is BLOCKED from here, for now. There are stairs, but they are blocked by a force field similar to the ones in the cells.
QUESTIONS
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Which is funny, since this sort of stuff normally doesn't function during the Dark Hour, does it? Oh, well!
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Not much.
Just existing. Giving you the Dark Hour.
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As Rahti isn't human, she will likely survive drinking it the first time, but if she consumes enough of it, she will probably die. She would have to consume more of it than the others, however, to die; the rest of them would die much easier than she would.
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...I can't believe I'm seriously asking about how ill my character can get if she drinks blood, this is both hilarious and awful
edit: BASICALLY I'm asking if she'd feel the food poisoning effects before death.
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While she would have to ingest a lot of it to die, given what she is, she would still be made incredibly uncomfortable from it and probably end up sick for at least an hour or two depending on how much she ingests. Even once her body begins to recover from all of that, she will probably be left feeling very weak and slightly dehydrated. (The atmosphere of the Dark Hour will likely not help with this affliction.)
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(frozen comment) PUZZLES/RIDDLES
♥ Puzzle #1 - Check Up, Check Down. SOLVED.
♥ Puzzle #2 - Jason and the Arsonists. SOLVED.
PUZZLES DISCOVERED: 2/3 discovered.
PIECES OF KEN'S EVOKER: 5/13 discovered.