<< march open log: of truth and lies >>
This is our special event that everyone earned by their thread donations back in January! Because it's a unique event, all threads are worth 6 points each. Since this is also our only open log, players are free to include MANTA Board quests in their toplevels.
For your toplevel, please include the following: Character Name | Canon | Armada Choice.
For your toplevel, please include the following: Character Name | Canon | Armada Choice.
NORHPIP
Upon arriving at the ancient crab leviathan, Norhpip, everyone will be greeted by a small army of crabs of all types and sizes. They are, understandably, very distrustful, but some are also quite curious and more welcoming. It will soon become clear that Norhpip is a leviathan that is even older than Nogard, Elah, and Eltrut, existing from times before the great flood that changed the world of Escordvi to what it is today. It's also clear that the leviathan could have important answers about the rifts and the relic that people are still searching for, however they won't be given so easily. Those who are brave enough to face the challenges held within Norhpip's mountainous shell may garner some respect and trust from the leviathan, and perhaps then he may reveal some of the world's secrets—and those important clues.
However, it won't be easy. All over the leviathan there is a strange atmosphere that will make everyone feel one of two things. Sometimes this feeling will switch around, but it will be one or the other with varying degrees of intensity. Some may feel more distrustful and suspicious of others, making it more likely that they will try to do things on their own than work with others. There's a higher chance to betray and lie. The other will make people more trusting and believing of others, making it more likely they will follow whatever they hear no matter how ridiculous it may sound. There's a higher chance they will only tell the truth, regardless if it's a good idea or not.
Finally, some may feel a bit crabby and actually turn into crabs at random intervals. It's a temporary effect, but one that could make exploring either easier or more difficult depending where they are. It will certainly make performing the challenges more, well, challenging.
Perhaps pitying the explorers, occasionally the little crabs will appear and offer to "relieve their mind" of whatever effect is currently influencing them most. However…is this also a test? Should they trust the crab? Roll a 10 sided die to determine how the crabs help you. If it's 6 or higher, the crabs will offer a friendship bracelet woven from colorful grasses to clear the enchantment; 5 or below, they get a big pinch that… somehow also helps, but not quite as well as the bracelet. The higher or lower the number, the stronger or worse it is (ie, a 10 will have the best effect in clearing one's mine, while a 1 will be the most painful pinch of their life).
However, it won't be easy. All over the leviathan there is a strange atmosphere that will make everyone feel one of two things. Sometimes this feeling will switch around, but it will be one or the other with varying degrees of intensity. Some may feel more distrustful and suspicious of others, making it more likely that they will try to do things on their own than work with others. There's a higher chance to betray and lie. The other will make people more trusting and believing of others, making it more likely they will follow whatever they hear no matter how ridiculous it may sound. There's a higher chance they will only tell the truth, regardless if it's a good idea or not.
Finally, some may feel a bit crabby and actually turn into crabs at random intervals. It's a temporary effect, but one that could make exploring either easier or more difficult depending where they are. It will certainly make performing the challenges more, well, challenging.
Perhaps pitying the explorers, occasionally the little crabs will appear and offer to "relieve their mind" of whatever effect is currently influencing them most. However…is this also a test? Should they trust the crab? Roll a 10 sided die to determine how the crabs help you. If it's 6 or higher, the crabs will offer a friendship bracelet woven from colorful grasses to clear the enchantment; 5 or below, they get a big pinch that… somehow also helps, but not quite as well as the bracelet. The higher or lower the number, the stronger or worse it is (ie, a 10 will have the best effect in clearing one's mine, while a 1 will be the most painful pinch of their life).
Coral Forest. Lining the lower parts of the crab's shell are vast rings of coral forests, some stretching as high as dozens of feet tall. While some are harmless, there are sharp anemones among them, so adventurers should watch where they turn lest they get pricked by one, which may make the more weak-willed susceptible to telling bold truths or lies until the pin is safely removed. There are also old shipwrecks caught within, and who knows what treasures and secrets might be found there? These ships no doubt hold stories of the crews that once lived on them, so go forth and explore! Just watch out for the crabs that have made a home on these ships—they aren't too fond of visitors!
Clam Fields. Further up the crab's shell are the clam fields which are exactly as they sound: stretches of clams that have attached themselves to Norhpip as a means of both travel and safety from underwater predators. That doesn't mean that the clams are welcoming, however. Some are very protective of the pearls and jewels that they hold, and they will trap anyone inside that wanders too close or dares to steal from them. Only way to get out is to either pry them open or tickle them from the inside. However, there are others that will hand over their treasures to anyone that can protect them from the seagulls that swoop in looking for food.
Toxic Vents. Occasionally, Norhpip's body will rise just far enough out of the water to reveal its underside. Anyone daring enough to journey beneath the shell will find themselves in the most hazardous, steepest terrain of all. Only experienced climbers should wander below. Norhpip's shell has vents to allow steam and water to flow through, and sometimes, that steam can be toxic. Breathing too much of it has some side effects, such as dizziness, drowsiness, and in more severe cases, paranoia. But there could be great treasure, including hard to find relics and artifacts. Scraping off the barnacles attached underneath will also yield valuable materials used in healing and detoxification.
Pools. Around Norhpip's shell are dips where small pools of water with their own ecosystems have formed, many different kinds of fish calling them home among the reefs. However, thanks to the leviathan's magic, the water in these pools can be collected and used as a mild truth serum. They are also shallow enough that anyone interested can take a small dive into the pools to check them out.
Clam Fields. Further up the crab's shell are the clam fields which are exactly as they sound: stretches of clams that have attached themselves to Norhpip as a means of both travel and safety from underwater predators. That doesn't mean that the clams are welcoming, however. Some are very protective of the pearls and jewels that they hold, and they will trap anyone inside that wanders too close or dares to steal from them. Only way to get out is to either pry them open or tickle them from the inside. However, there are others that will hand over their treasures to anyone that can protect them from the seagulls that swoop in looking for food.
Toxic Vents. Occasionally, Norhpip's body will rise just far enough out of the water to reveal its underside. Anyone daring enough to journey beneath the shell will find themselves in the most hazardous, steepest terrain of all. Only experienced climbers should wander below. Norhpip's shell has vents to allow steam and water to flow through, and sometimes, that steam can be toxic. Breathing too much of it has some side effects, such as dizziness, drowsiness, and in more severe cases, paranoia. But there could be great treasure, including hard to find relics and artifacts. Scraping off the barnacles attached underneath will also yield valuable materials used in healing and detoxification.
Pools. Around Norhpip's shell are dips where small pools of water with their own ecosystems have formed, many different kinds of fish calling them home among the reefs. However, thanks to the leviathan's magic, the water in these pools can be collected and used as a mild truth serum. They are also shallow enough that anyone interested can take a small dive into the pools to check them out.
Seagulls. All around Norhpip's shell, there is one threat to rule them all: the seagulls. They are relentless in their attacks, dive bombing and stealing smaller crabs right out of their homes as well as anyone who might threaten their food. Protect the crabs, fight them off, but be warned: they are aggressive and truly an enemy to be reckoned with. They travel in large flocks, so taking them on alone is not recommended. One must also be on the lookout for the dangerous sharkgulls that may appear…
Crab Nursery. Aww look at those little baby crabs—oh no. Help collect all the little crabs that try to escape using whatever means necessary. Nets, buckets, shirts, whatever can be used! However, these little babies have really honed in on their "stranger danger" lessons, so they will not only be distrusting, but very quick to pinch and bite unless they can be convinced otherwise.
Relic Hunting. One special task the crabs will set is to find special crab statue pieces that are scattered all over the leviathan. Parts of claws, legs, shell, eyes—whatever can be found. The more pieces found, the higher Norhpip's approval rating for everyone will go and the more likely he will reveal more information. Other artifacts and relics can be found that are free for the taking, though most of them will be either cooking, swimming, or water related.
Crab Nursery. Aww look at those little baby crabs—oh no. Help collect all the little crabs that try to escape using whatever means necessary. Nets, buckets, shirts, whatever can be used! However, these little babies have really honed in on their "stranger danger" lessons, so they will not only be distrusting, but very quick to pinch and bite unless they can be convinced otherwise.
Relic Hunting. One special task the crabs will set is to find special crab statue pieces that are scattered all over the leviathan. Parts of claws, legs, shell, eyes—whatever can be found. The more pieces found, the higher Norhpip's approval rating for everyone will go and the more likely he will reveal more information. Other artifacts and relics can be found that are free for the taking, though most of them will be either cooking, swimming, or water related.
Due to the unnatural tension caused by the atmosphere around the leviathan, the two Armadas have become more suspicious of one of another. Distrust and doubt only feed into the already hostile opinions the two groups have for each other, and while it starts off as moderate at first, as time goes on it gets worse and worse and attacks and fights become more frequent. Eventually Corsairs start trapping Paladins or become more cruel and ruthless in their deceptions and lies, and Paladins are more quick to try and arrest and isolate any Corsair they come across even if all they're doing is just stand there. At some point, they will see each other as a threat, and some will even kill without question. Even those who only act out of self defense will find that option preferable over other alternatives.
Of course, the opposite is also true—while conflict is more likely to rise, a sense of trust and willing to give the other benefit of the doubt will also bloom between Corsairs and Paladins. They will try to defend and protect each other even more fiercely, which can also cause a ripple effect in conflict. But even so, this may also be their only hope in preventing a complete collapse between the already tenuous relationship the two Armadas held prior to exploring Norhpip.
Of course, the opposite is also true—while conflict is more likely to rise, a sense of trust and willing to give the other benefit of the doubt will also bloom between Corsairs and Paladins. They will try to defend and protect each other even more fiercely, which can also cause a ripple effect in conflict. But even so, this may also be their only hope in preventing a complete collapse between the already tenuous relationship the two Armadas held prior to exploring Norhpip.
CHALLENGES
Once inside the mountain shell, explorers will find numerous paths, tunnels, rooms, and walls they will have to try and pass through. To make it even more challenging, they will often find themselves suddenly moved from one location to another, often separated by those they were originally with and now in another group entirely. This often occurs via sudden holes appearing at their feet, revolving walls, and even activating a hidden teleportation stone that will move them.
Fortunately (or unfortunately), there are many little "crab guides" that will help inform and direct those who are lost and confused, and give instructions once they reach a particular challenge. As fun as it is to watch everyone be bewildered, they also don't want anyone to be stuck within the leviathan's shell forever. On the other hand, free meals…
Perhaps it's the crabs everyone should be most suspicious of all.
In-between the challenges, there will be unique doors that can only be opened if someone either tells the truth or tells a lie. The doors will either be clearly marked or have a crab to warn them. Each person must stick their hand into an opening in the shape of open crab claws that will either not move if answered correctly and allow them to pass freely, or will clamp down and squeeze painfully until they do. Careful, there are rumors that some have lost their arms…
(Note: this is not an exhaustive list of challenges and players are free to come up with something else so long as it fits the theme! All effects from the previous section are active in this section.)
Fortunately (or unfortunately), there are many little "crab guides" that will help inform and direct those who are lost and confused, and give instructions once they reach a particular challenge. As fun as it is to watch everyone be bewildered, they also don't want anyone to be stuck within the leviathan's shell forever. On the other hand, free meals…
Perhaps it's the crabs everyone should be most suspicious of all.
In-between the challenges, there will be unique doors that can only be opened if someone either tells the truth or tells a lie. The doors will either be clearly marked or have a crab to warn them. Each person must stick their hand into an opening in the shape of open crab claws that will either not move if answered correctly and allow them to pass freely, or will clamp down and squeeze painfully until they do. Careful, there are rumors that some have lost their arms…
(Note: this is not an exhaustive list of challenges and players are free to come up with something else so long as it fits the theme! All effects from the previous section are active in this section.)
Tests of Loyalty will be ultimate challenges of trust, even with those they normally wouldn't grant it. They will have to set aside those differences and work together to get through.
🌉 Invisible bridge. There are occasionally large gaps that must be crossed, and the method to create the bridge or get past will be different. A person calling out instructions for the other to step on invisible tiles; taking turns holding down a button at different checkpoints to create a portion of the bridge for the other to cross; completing small objectives to unlock passages for the other to get through. The key point is they are separated and must rely on each other to get across.
🧗♂️ Co-op climbing. Whether it's using one rope, forced to be connected to each other in some way, or have to link arms and press back against each other to "walk up" a narrow tunnel upwards, they must work together to climb up. If they start doubting each other, however, water will trickle down the walls to make it slippery.
💦 Water room. Trapped in a small cave, it will slowly fill with water. One person will be able to escape through a small hole before it's sealed off, and they must solve a few simple puzzles or answer questions to make it and stop and free the other. However, they will also be tempted to escape early as they will also have water filling the room, but are free to leave at any time. So long as there is continued trust, the water level will remain low and flow slowly, but if there is doubt or suspicion, it will rise faster.
🌉 Invisible bridge. There are occasionally large gaps that must be crossed, and the method to create the bridge or get past will be different. A person calling out instructions for the other to step on invisible tiles; taking turns holding down a button at different checkpoints to create a portion of the bridge for the other to cross; completing small objectives to unlock passages for the other to get through. The key point is they are separated and must rely on each other to get across.
🧗♂️ Co-op climbing. Whether it's using one rope, forced to be connected to each other in some way, or have to link arms and press back against each other to "walk up" a narrow tunnel upwards, they must work together to climb up. If they start doubting each other, however, water will trickle down the walls to make it slippery.
💦 Water room. Trapped in a small cave, it will slowly fill with water. One person will be able to escape through a small hole before it's sealed off, and they must solve a few simple puzzles or answer questions to make it and stop and free the other. However, they will also be tempted to escape early as they will also have water filling the room, but are free to leave at any time. So long as there is continued trust, the water level will remain low and flow slowly, but if there is doubt or suspicion, it will rise faster.
Betrayals Most Foul is where the goal is to harbor doubt and betray those they are with. It is the most selfish of the challenges and will surely test relationships after.
💻 Crabmongus. There are multiple rooms with multiple people trying to perform tasks, but someone is a saboteur who will "capture" people in a bubble while pretending to be an ally. Either figure out the saboteur or if the saboteur, be the last one standing (either scenario will allow everyone to proceed; if the saboteur wins, they will be sent to a farther location).
🔪 Backstab. Tensions will rise as you never know when your partner will turn on you and literally stab you in the back—with a plastic crab claw. The trick, however, is that no one will know when this challenge is active, and the person that is "stabbed" must actually have some belief in the person they are with. It won't count if they are suspicious.
🦀 Crab-and-Seek. Trapped in a maze-like cavern, there is a very large crab that roams through,hunting looking for any unwary adventurers. While working together to get past is an option, at the end of the day it's every person for themselves and others within the maze will try to make the crab go towards other people instead to give them the opening to escape. Those caught by the crab, well… Perhaps they can escape, or perhaps play the big con and try to betray it instead.
💻 Crabmongus. There are multiple rooms with multiple people trying to perform tasks, but someone is a saboteur who will "capture" people in a bubble while pretending to be an ally. Either figure out the saboteur or if the saboteur, be the last one standing (either scenario will allow everyone to proceed; if the saboteur wins, they will be sent to a farther location).
🔪 Backstab. Tensions will rise as you never know when your partner will turn on you and literally stab you in the back—with a plastic crab claw. The trick, however, is that no one will know when this challenge is active, and the person that is "stabbed" must actually have some belief in the person they are with. It won't count if they are suspicious.
🦀 Crab-and-Seek. Trapped in a maze-like cavern, there is a very large crab that roams through,
Deceive to Believe is similar to betrayal, however the sting is a little less and there is a bit more cooperation between those involved. A battle of lies, wits, and trickery, can they lie their way to victory?
🚪 Escape room maze. Trapped in a maze like room, the only way out is to pass through without alerting the crab statues that watch from various pedestals. They can do whatever they need to to deceive the statues, such as distracting one while the other activates a door or covers it, even destroying them. Just don't blink or turn their backs on them or the crab statues will move and try to squirt tartar sauce on them.
🃏 Card games. A simple challenge where players can pick a variety of different games that are designed to trick and deceive each other to end with the winning hand. A particularly easy one is Old Maid, where one must try to subtly trick the other in taking the Crab Joker card and not be left with it in the end.
🎭 Posers. The oldest trick in the book is to pretend to be something you're not, and for this challenge everyone will need to brush up on their acting skills to get past a very discerning panel of crabs. Whatever the act, they must convince them and receive a passing grade before they continue. If they don't, the crabs will chuck tomatoes at them.
🚪 Escape room maze. Trapped in a maze like room, the only way out is to pass through without alerting the crab statues that watch from various pedestals. They can do whatever they need to to deceive the statues, such as distracting one while the other activates a door or covers it, even destroying them. Just don't blink or turn their backs on them or the crab statues will move and try to squirt tartar sauce on them.
🃏 Card games. A simple challenge where players can pick a variety of different games that are designed to trick and deceive each other to end with the winning hand. A particularly easy one is Old Maid, where one must try to subtly trick the other in taking the Crab Joker card and not be left with it in the end.
🎭 Posers. The oldest trick in the book is to pretend to be something you're not, and for this challenge everyone will need to brush up on their acting skills to get past a very discerning panel of crabs. Whatever the act, they must convince them and receive a passing grade before they continue. If they don't, the crabs will chuck tomatoes at them.
Honest to a Fault will have people wishing they could bury themselves in a hole after they are forced to spill out truths they may have preferred to keep secret. Sometimes honesty isn't the best policy.
🎈 Truth balloons. There is a giant balloon that one must sit on to cross over a large gap of tartar sauce, and to make it move they must answer whatever question that appears honestly. If they don't, the balloon will pop and they will fall into the pit. Questions will likely be embarrassing or something very difficult for them to admit the truth of. Need some help? Try a random question generator for ideas!
🍻 Never Have I Ever. A fun game especially for those who like to drink. Those who participate must go through five (5) rounds with a very potent but delicious crab vodka as the drink of choice. Someone asks a question, and if the act has been performed a drink is taken. If not, then they continue as is. After the five rounds, they must try and walk over a path made of swaying giant crab shells, but they can help support each other. The crabs will have Lobsterade as a detox drink for them whether they cross or fail three times. Should they fail to pass, they have to start the game over. (The crabs may give a bottle of the vodka to those who answer three questions honestly.)
🥊 Brutal Honesty. Sometimes people tell white lies to spare feelings. Unfortunately, this is not one of those times. Armed with giant boxing gloves in the shape of crab claws, two people must face each other on a raised platform and "fight" not only by trying to punch them off the ring, but also by saying only the worst, honest statements about them they can think of. True compliments and flattery can work, but only the hard truth will strengthen the claw and inflict stronger hits.
🎈 Truth balloons. There is a giant balloon that one must sit on to cross over a large gap of tartar sauce, and to make it move they must answer whatever question that appears honestly. If they don't, the balloon will pop and they will fall into the pit. Questions will likely be embarrassing or something very difficult for them to admit the truth of. Need some help? Try a random question generator for ideas!
🍻 Never Have I Ever. A fun game especially for those who like to drink. Those who participate must go through five (5) rounds with a very potent but delicious crab vodka as the drink of choice. Someone asks a question, and if the act has been performed a drink is taken. If not, then they continue as is. After the five rounds, they must try and walk over a path made of swaying giant crab shells, but they can help support each other. The crabs will have Lobsterade as a detox drink for them whether they cross or fail three times. Should they fail to pass, they have to start the game over. (The crabs may give a bottle of the vodka to those who answer three questions honestly.)
🥊 Brutal Honesty. Sometimes people tell white lies to spare feelings. Unfortunately, this is not one of those times. Armed with giant boxing gloves in the shape of crab claws, two people must face each other on a raised platform and "fight" not only by trying to punch them off the ring, but also by saying only the worst, honest statements about them they can think of. True compliments and flattery can work, but only the hard truth will strengthen the claw and inflict stronger hits.
no subject
I'm fine. I just don't want to spend the rest of the day with water-laden clothes.
[ Among other reasons. ]
no subject
I can get in then. You can spot me, can’t you?
no subject
Spot you?
[ He's not entirely sure of the exact usage, but from context he understand that he's helping her go into the water. ]
Are you sure that's wise? Once you're in the water, you'll be weighed down and moving with the current.
[ Does she really want to depend on the strength of the exhausted Victorian twink detective? Does she really? ]
no subject
[ Without another word, Aerith pulls from her back the Mythril Rod, a dual-bladed staff, and beams. ] Just trust me. Okay?
no subject
Still, he gives a slow nod. They do need to get the artifact fragment. ]
What would you have me do then?
no subject
Stand there and look pretty? [ Giggling, she shakes her hair, braid swishing at her back. ] Really, if you can just pull me out if I signal for it, we'll be okay. I might need you to tug on me if it's lodged in there deep enough, but I think I'll be okay. Unless...?
[ Do you want to get in the water, stranger? ]
no subject
[ He's fairly positive that is not what she meant when she asked him to spot her, and he takes offense at his character being reduced to his looks. She's like so many others.... Sherlock moves nearer to the fragment or at least the closest spot on land. ]
I shall endeavor to do my best.
[[ ooc: I am open to Sherry being pulled into the water by accident, but Aerith will have to pull him completely out before he regains consciousness... and then deal with him recovering from a trauma response. Up to you! ]]
gotcha gotcha <3
If he does follow her, he'll find her by the pool, heavy soled boots off and feet in the water. ]
It doesn't look too deep, so I shouldn't be long.
[ Kneeling in the sand, she looks back at him. Not that long ago, a friend had to pull her out of the water, but this feels much more safe to her— even with concern written onto her face, she trusts this stranger completely to save her life if it comes to it. How odd. ] I know you'll be okay without me for a bit, but I'm really counting on you. Okay? [ A beat. ] No pressure!
no subject
[ Sherlock looks around, taking stock of what might be used in an event of something going wrong. There's not much at the sandy edge of the pool. He's going to have to figure out something. Maybe he should say something?
However, he's also very aware that letting others know about his fear of water in world filled with water is only to cause him problems. Either it gets used against him maliciously or accidentally as he becomes excluded. ]
If it seems too tightly trapped, come back up. We can locate another relic fragment and let the crabs know of this one's location.
no subject
Be back before you know it!
[ Saying it like a promise, she only lets the words linger in the air for a moment before slipping below the surface herself. long braided hair twisting past her as Aerith swims to the piece of the statue still waiting for discovery. Below the horizon separating air from water, she sees a lively undersea ecosystem of vibrant fish and coral, and the rocks here look even more lustrous than from above. With her breath caught in her lungs, she only has a precious few moments to drink in the sight, but it's not that thought that makes her move quickly, willowy limbs already weakening from exertion. It's the thought that the stranger above her had gone pale with fear, like sickness pulsed hot through his veins at the mention of getting dunk in seawater. An awful place for someone who would be afraid of the water— a tingling feeling urges her faster forward.
When her hand cuts through the self-preserving current, it finds hard, bumpy rock and not the smooth surface of the shimmering golden crab claw jutting out of the seawall. Clumsily, she searches, urgency starting to take root in her movements. When a frustrated huff leaves her mouth, she runs out of air, and reaches behind her. Knowing there's a precious few moments before her body starts to ache, Aerith feels herself searching for the smooth, familiar touch of her staff in the curl of her palm.
She shakes it, trying to signal for the stranger to pull her up: in the wild, uncontrolled nature of her wiggling, her hand smacks too hard into the crab claw. It slips from the tomb that had grown around it, and frees itself... only to sink down to the bottom. Great.
"Shit," Aerith says into the ocean water, then claps a hand over her mouth and tugs harder. ]
no subject
Not once does he remove his grey eyes from her. Her hair and clothing have turned a darker shade, having absorbed the water around her. It's going to be more difficult for her to swim. The current does not seem to be letting up.
His eyes go wide. Something's happened. She no longer seems as peaceful as before.
The metal staff rattles against the edge of the pool. Sherlock wedges his foot against a rock and grabs the other end of the metal staff. He pulls with all his might. Drowning is not something he'd wish anyone to experience. ]
no subject
Seawater splashes everywhere with her emergence, but so too comes a cry: ]
Ouch!
[ A trickle of red bleeds from her hand, where the opening of a wound splits the tender skin of her hand open. Breathing heavily, she speaks with an exhausted voice, soaking the sand she lays in. ]
So that's what that feels like, huh... [ The blades of her weapon, sharp and dangerous, prove to be useful. Fantastic timing, really. ] Sorry. [ She says, to him, breaking her tired stare from the cut to his face. ]
no subject
What happened?
[ His mind moves from drowning--no, she did not drown--to where her gaze fell. Ah. ]
You've never been cut before?
[ Blast. John is the one who caries medical supplies or at least a handkerchief. He'll have to find someone medical aid for her. ]