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The City ([personal profile] citycenter) wrote in [community profile] citylogs2023-07-19 08:45 pm

EVENT: That Stuff Never Winds Up in a Pocket, Honest (July 2023)





THAT STUFF NEVER WINDS UP IN A POCKET, HONEST.

THE THINGS I GAVE YOU.
» THE BANK — INTRODUCTORY NOTES
District 2 is open, bringing with it access to new and interesting locations—including the city's main bank branch. The bank is a large building with a stone exterior, wrought iron grating on the windows, and large, heavy metal doors that take surprisingly little effort to open, their hinges silent and well-oiled.

Early in the day on July 19, characters in the vicinity of the bank will hear first a low, metallic creaking sound from inside the building, like metal straining against metal. This is followed by the sharper noise of locks disengaging, and then the large, heavy doors on the front of the building swing open slightly, enough to let a person through.

Directly inside the doors is the bank lobby, and beyond that is the main banking floor, with elegant marble flooring and dimly lit chandeliers. It would appear that this was once the main commercial bank of the city, although it is now completely empty, with no tellers behind the counters and no cash in any of the drawers.


You may rifle through the tills and filing cabinets to your heart's content, but similar to the files in City Hall, there is no useful information to be found—all the papers are blank, or are empty forms without any personally identifying information. There are no monetary devices to be found either; this is, after all, not a city that operates on a cash system, so there are no coins or paper bills in any of the tills or, indeed, anywhere within the bank.

What you might be able to find, though, is a rack of delicate, burnished brass keys on a wall toward the back of the main banking hall. Each of these keys is attached to a stamped metal keychain bearing a name on one side and a number on the other. Some of these may be names you recognize, and some of them may not, but they are all names belonging to current residents of the city, and each key corresponds to a safety deposit box within the vault at the back of the building. Can you remember what you stored in that box for safekeeping? Maybe you had better go find out.



At the back of the main banking hall is a vault secured with a large circular metal door. The door is currently unlocked and propped open; it can be closed, but cannot be locked (intentionally, anyway) from either the inside or the outside. The vault contains row upon row of safety deposit boxes, each locked. Participating characters who are in possession of a key can open their own safety deposit box, but it is not currently possible to force open any safety deposit box that does not belong to them. After August 1, players will be able to use their safety deposit boxes to store their own belongings, and break-ins will become possible with prior player permission and appropriate consequences.

Below sections detail the safety deposit boxes for both choose-your-own-adventure players and randomized players! Please see the randomized matches for this event HERE.

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IT'S TRUE, PEOPLE TAKE THINGS BUT RARELY.
» SAFETY DEPOSIT BOXES — A SELF-GUIDED TOUR
For some of you, getting into your safety deposit box is quite straightforward.

You take your key from the rack behind the teller's counter and make your way back through the building and into the vault. It's cool inside, the temperature well-regulated and the air dry. On the walls are rows upon rows of safety deposit boxes, and it may take you a moment to find the one that corresponds to the number stamped on your key. Does that number mean anything to you? It may, or it may not.

When you find your box, it takes very little effort to open it. A slide of your key, a quick turn, and the safety deposit box's door springs open to reveal the metal container within. You remove the metal box from the wall and bring it over to the table in the center of the room, clearly placed there for this express purpose. Maybe there are others around, or maybe you're alone. Do you remember yet, what it was you put in here? Well, there's no time like the present to check.


You open the safety deposit box to find—something that shouldn't be there. It's yours, that much you're sure of, but you didn't bring it with you to the city. You reach into the box to pick it up, and the surge of memory is immediate, sending your mind back to your strongest memory associated with the item in your hand.

Then the vault door swings shut, trapping you inside with whoever else has the misfortune of sharing the vault with you right now. No matter what force you try, the door won't open again. There doesn't appear to even be a mechanism that unlocks the door from the inside, and from within several feet of metal and stone, no one on the outside will be able to hear you shout. It seems hopeless—how long can anyone last, trapped in a place like this?

Should you turn back to the open safety deposit box, you might notice a slip of paper resting on the bottom. The paper looks aged, like it's been in the box for quite some time, and in printed text it reads: "Nothing is yours. It is to use. It is to share. If you will not share it, you cannot use it."

Maybe it means you should let another hold the item you've retrieved from the box… or maybe it means you should share the weight of memory. Try to interpret the meaning in whatever way you can. But should you decide to unburden yourself, and share with someone else the weight of the item you're holding in your hands, you may find that there's a means of escape after all.

Once you free yourself from the vault, for the next several days you find yourself feeling rather honest, like you may not be able to stop yourself from confessing the truth about the item you now carry…



Characters who wish to participate in the event, but who do not wish to randomize the contents of their safety deposit boxes, can open their safety deposit boxes to find an emotionally significant item belonging to the character—player's choice as to what the item is. The only guidelines are that it should be small enough to fit reasonably in a pocket and may not have any magical or weapon properties. Similarly, players are able to choose the memories associated with the items in the safety deposit boxes. The vault door will remain closed until the characters in the vault explain to each other the significance of their items and the memory associated with them, at which point it the vault mechanisms will disengage and the door will swing open as if it had never closed to begin with. However, for the four days following the event, characters who carry their safety deposit box item on their person will feel oddly compelled to tell other characters about its significance and meaning.

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A CRASH-SITE IS SACRED, WE'RE FAITHFUL.
» SAFETY DEPOSIT BOXES — A JOINT VENTURE
For others of you, the contents of the safety deposit box may be considerably more disconcerting.

You also take your safety deposit box key from the rack behind the bank teller's counter and make your way back through the building and into the vault. It's cool inside, the temperature well-regulated and the air dry. On the walls are rows upon rows of safety deposit boxes, and it may take you a moment to find the one that corresponds to the number stamped on your key. Does that number mean anything to you? It may, or it may not.

When you find your box, it takes very little effort to open it. A slide of your key, a quick turn, and the safety deposit box's door springs open to reveal the metal container within. You remove the metal box from the wall and bring it over to the table in the center of the room, clearly placed there for this express purpose. Maybe there are others around, or maybe you're alone. Do you remember yet, what it was you put in here? Well, there's no time like the present to check.


You open the safety deposit box to find—wait, what is that? It certainly doesn't belong to you. Tucked inside the safety deposit box alongside the item is a slip of paper with another name on it, as well as a cryptic message: "Nothing is yours. It is to use. It is to share. If you will not share it, you cannot use it." The item isn't yours, but it does appear to belong to another resident of the city. Maybe your safety deposit boxes somehow got mixed up? It seems like it would be a good idea to find this person and return their property to them.

Whether you encounter the owner of the item in the vault or elsewhere in the city, when it comes time to hand the item over, two things happen. One—the doors are locked tight, refusing to allow either you or the item's owner out until you both understand what the item is and what it means to the other. To unburden your heart is the only way to free yourself.

And two—as the owner of the item explains its significance, you find yourself oddly captivated, resonating strongly with whatever emotion the item's owner most closely associates with it. You may not be able to see the memory that the other person describes, but you can certainly feel the emotions they felt—after all, the easiest way to unburden oneself is to share the load with another. Isn't that right?

Once you free yourself from your enthralled state, and once you have your own belongings returned to you, for the next several days you find yourself feeling rather honest, like you may not be able to stop yourself from confessing the truth about the item you now carry…



Characters who opted to randomize the contents of their safety deposit box during the plotting post, or who plotted a joint experience with another character, will open their safety deposit boxes to find a small, non-magical but emotionally significant item belonging to another player character in the city. They will need to find the owner of that item and return it to them—this can either be inside the bank vault or in another location within the city. Regardless of where the meeting takes place, the character holding the item will find themselves unable to leave until the character who owns the item explains its significance; as they do, the holder of the item will find themselves swept up in the emotional highs and lows of the memories associated with that item, allowing them to share all of the feelings, regrets, joys, griefs, and rages that the owner experiences in the telling. Additionally, for the four days following the event, characters who carry their safety deposit box item on their person will feel oddly compelled to tell other characters about its significance and meaning.

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WILDCARD.
The city is by no means small, and there are plenty of things for you to see. There's no rush in exploring, so feel free to take your time looking around and peering into various nooks and crannies and alleyways—and don't worry, you're not very likely to find anything peering back.



If none of the above prompts appeal, feel free to check out the Locations and Maps pages and write your own freestyle prompt using one or many of the available locations.

This month's event headers come from "The Things" and "The Gatherer," two poems by Brendan Constantine. The text of the paper slip comes from Ursula K. LeGuin's The Dispossessed.

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bemist: (I'm trouble)

[personal profile] bemist 2023-07-21 02:02 pm (UTC)(link)
... You sure said that with an extreme amount of casualness.

[ With a bit of a roll of her eyes, but she pulls her hand out of her pocket, bringing with it...

Well, an eyeball. A human eyeball, balanced on her palm, the iris the same shade of gold as one of Gebura's eyes. Honestly, she'd take a little carved animal over this any day. ]
fossick: (068)

[personal profile] fossick 2023-07-21 02:45 pm (UTC)(link)
[Well, he must admit: he's curious. And his item, though indeed entwined with a personal story, is not so...

Oh. It is not so nearly as questionable as an eyeball.]


You were given...

[Oh, he steps closer and eyes (no pun intended) the object in her hand. The iris is the same color as hers. No, one of hers. Weir is clever enough to put two and two together without much pause in-between.]

...your own eye?

[what the fuck]
bemist: (No opiates to send me into outer space)

[personal profile] bemist 2023-07-24 02:29 am (UTC)(link)
Yep. Got this carved out of me a long time ago. Gotta say, I didn't expect to ever see it again.

[ With a wry curve of her mouth that does nothing to soften how actually irritated she is. Some things were better off not given to her in a box ever again. ]
fossick: (087)

[personal profile] fossick 2023-07-24 12:28 pm (UTC)(link)
[Gods be, what kind of place is this-]

What kind of fucking place is this city.

[He says, echoing his own thoughts. She is the only person he knows that received an organic body part—granted, it’s not as though he’s spoken to everyone here—but he cannot imagine what it would be like to open up one’s box and find…

(What if he had found his own heart in his own—)

Weir is frowning. Deeply.]


“Carved out of you.” What imagery. How did you lose it, then? Battle?
bemist: (But I knew all along)

[personal profile] bemist 2023-07-25 02:31 am (UTC)(link)
Well, I didn't just walk into a Syndicate and ask them politely to remove it.

[ Sarcasm is a little more rare than just flat-out bluntness, but Gebura can't help it on occasion. ]

So, yeah. The facility I worked for got attacked and I lost my eye, my arm, and my life taking care of the people who thought they could slaughter a bunch of the others there and get away with it. Or, well, get some monsters to do the job for them, for the most part.
fossick: (015)

[personal profile] fossick 2023-07-25 12:41 pm (UTC)(link)
[Her arm and her life, as well?]

You died. And simply, what? Returned soon thereafter?

[A concept that would be more baffling to him if they did not a) live in this city where such a thing is possible and b) he's spoken to others from worlds where this is, apparently, a thing one can do.]

It seems both of us were granted items that can remind one only of violence. How nice of the city to provide.
Edited 2023-07-25 12:42 (UTC)
bemist: (I'm trouble)

[personal profile] bemist 2023-07-29 05:07 am (UTC)(link)
Got myself crammed into a machine body and lost my memories for a time. It's complicated.

[ To put it simply. ]

So how the hell does a tiny carved thing bring about violence, anyway?
fossick: (010)

[personal profile] fossick 2023-07-31 07:16 pm (UTC)(link)
[He might question this further if such notions about... simply being brought back to life have been brought up more than once. Twice, even. Maybe even three times.

Eventually, he's going to put two and two together and just assume that Gebura must hail from a similar world as those he's already spoken to. But first, her question.]


Because it was meant to be a good luck charm, carved from a monster's bone after... [Ah, this part needs context, and he's not sure how much he wants to churn out -- but the predilection to share overrides all of that, eventually.]

After it was defeated in the Pit, a dangerous underground place. A fellow "explorer" carved it soon after, as though to keep that good fortune alive.

He died within the next week.

[So, you know. So much for that.]
bemist: (You can't take me for a ride)

[personal profile] bemist 2023-08-01 02:44 am (UTC)(link)
So not exactly good luck. Sounds more like some kind of curse to me.

[ Well, she could understand taking things from monsters to make use of them, but the Abnormalities tended to hand out their things like gifts. Which was weird enough. ]
fossick: (094)

[personal profile] fossick 2023-08-01 02:44 pm (UTC)(link)
[That actually earns a laugh, sharp and matching the twisting corner of his mouth.]

Do you believe in good fortune or curses? No. It was simply wishful thinking, ignoring the reality -- that our work was dangerous, and it isn't luck that will help man nor woman survive it.
bemist: (With diamonds and gold)

[personal profile] bemist 2023-08-06 11:31 pm (UTC)(link)
And what kind of work is that, exactly? Monster-fighting? Dark pit-exploring?
fossick: (049)

[personal profile] fossick 2023-08-07 05:22 pm (UTC)(link)
Both. Though more of the latter.

[The monsters sometimes just come part and parcel with the job, though encounters are more uncommon than not.]

There are resources underground that are considered precious by many. And because of that, they pay well for them. [A very generalized picture, this is. But this is the easiest way to explain.] Of course there will be poor souls that are burdened with the job of unearthing these same resources and artefacts for the sake of those who can't be bothered to do so themselves.
bemist: (No opiates to send me into outer space)

[personal profile] bemist 2023-08-10 12:27 am (UTC)(link)
Oh, of course. And do these poor souls get any kind of decent share out of this?

[ Not that she has any amount of faith in any kind of work system, especially not where she's from. ]
fossick: (050)

[personal profile] fossick 2023-08-14 12:42 pm (UTC)(link)
[Lack of faith in a system--or at least, faith that only the ones at the top truly benefit--is shared between them, then.]

Warm meals, a place to rest their head. But no one will miss them if they die, and plenty do.

If you are asking if it is fair, then no. It isn't.