The Quiet Place Mods (
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quietplacelogs2018-01-31 08:31 pm
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MOD LOG #1

MOD LOG #1
Packing Up
Content Warnings: General tension
Themes: Survival, exploration, heavy-lifting
At the end of the month, the natives send out a mass message informing everyone of the upcoming trip to 'meet' the Sound Eaters. Preparing for the trip is simple, though labor intensive, and begins with making certain that everyone packs food, water, clothes, gear, and a twenty-pound package of sand. When it's time for the journey to begin, those tasked with watching the sandpaths, will lead the party on the journey towards the Eiffel Tower. It's a slow trip, a careful one. Natives will take breaks every few hours and when the sun sets, help everyone to set up their bed rolls around a few lanterns. The natives will unveil the star mapping feature, with constellations named and general history attached, on the devices. They will encourage those to tell stories, get out food and water, and 'talk' amongst the group before everyone settles into sleep. Out, under the night sky, the silence is more noticeable - there are no crickets or frogs. This process will repeat for two days until the group reaches the end of their destination at midday.
Sound Eaters
Content Warnings: Disorientation, confusion, character and native death, Sound Eater birth and death, body horror
Themes: Survival, exploration, horror, death
On the third day, characters will finally reach the Eiffel Tower, where the Sound Eaters in this area of France have set up their 'home'. Stopping far enough out to allow for communication, the natives will gesture to the ruins of the structure that appears to be altered. Structures are built up and around the metal frame, closing off different sections with a dark material that glints an oily-green in the light. After explaining that the Sound Eaters are influenced by the weather, rain being an issue for them, they'll take everyone closer. Silence is key here. The natives are visibly wary, tense, and uncomfortable but they believe that showing the arrivals what they're so afraid of will inspire them to be more cautious.
Now, as close to the Sound Eaters as they dare to go (less than a half mile), the natives will have everyone crouch down behind various cars and debris. The devices will say only one word, watch. As the sun begins to set and clouds darken overhead, the tower will open up, the Sound Eaters spilling out. They are split up, as the natives refer to it, into classes - the young, the shifting and the matured. The young are extremely sensitive to sound, volatile and aggressive, humanesque in form with features in various state of change. The shifting are grotesque, splitting and reforming, changing from young to matured in a shift that is punctuated by pained screams and the breaking of bones, splitting of flesh. The matured are in control. They command and guide their kind into a circle, where they all bend down, kneeling as something different than the rest comes out of the tower to stand at the center. The wind catches, dusting up red ash from it and blowing the ash towards the group - there's no way to move and it tastes familiar, coats your skin in red. They all grow quiet and a wrapped form, in the shape of a body, is placed at the Sound Eaters' feet. It crumbles, breaks apart and sprays out over the wrapped figured to completely cover it.
The shards of the Sound Eater bubble up and fuse together, creating a shell. Rain begins to fall. Light, but enough to cause the Sound Eaters to begin to move, pushing against one another but not leaving the circle. There's a shrill sound, an offbeat whistle, air escaping a tight space, a desperate inhale, and then the shell at the center splits apart. A Sound Eater died to create a new life. Smaller than the other young, the 'child' climbs up and out, but it's not the same as the others. It's form is generally human. Dark hair, androgynous features. No eyes. No mouth. Standing, it angles its head towards the matured and they move, as if on command, and surround it as it walks into the tower.
( If anyone makes noise at this point, in any way, the coming bad weather and what just occurred, will result in the Sound Eaters only attacking that person - rather than the whole group. They'll drag that person into the tower and out of sight. The character will be reset. )
The natives are upset. Spooked. They've never seen anything like that and they're quick to tell everyone this, followed by a hasty message to leave. As they're moving, the rain begins to beat down and the ground grows slippery. Making it back to the supplies is troublesome and just as the group gets close, one of the natives slips and tumbles down broken concrete, twisting and smacking against the hard surface until they come to a stop at the bottom. Anyone that goes to help will find that the native has hurt themselves and there's nothing that can be done, despite best efforts. The natives will take the time to wrap their friend up, relaying that the Sound Eaters don't attack now that the rain is heavy, and will begin the slow trek back to the community. They'll camp each night, the same as the trip up, but with an uncomfortable tension that no amount of story telling can break.
It's Raining Me- Rain. It's Just Water.
Content Warnings: None
Themes: Survival, fun, noise-making
After everyone is back in Reims, the natives will split off to bury their dead - they will not allow anyone to accompany them. Everyone is encouraged to head back to the community to get a break from the bad weather and to unload their supplies. The following day, the natives can be heard outside. Splashing and making noise, fixing houses, and what might have been a somber event will quickly turn into something a little more upbeat as rain beats down on the city. Children will play and occasionally laugh, stunted in their ability to enjoy themselves but willing to learn from the arrivals. Bigger items will be moved and natives will encourage everyone to do the 'noisier' things that they need to do. When the rain ends, work will resume as usual and soundproofing will be a lot more difficult - the water washed away sandpaths and damaged some areas. Cleaning up will take time but the natives aren't as unhappy with the situation as they just had a moment's respite from the normal tension of their everyday lives.
OOC
From your mods:
Please be mindful of content - if something triggery comes up or if it goes up a rating to say, something sexy, mark your threads in the subject line. We're very flexible and allow any material; we just want our players to be respectful of each other. If you have questions, pp the mod account, use the faq or comment to the appropriate post below. Have fun! The OOC Plotting Post.

03. PACKING UP: character death (reckless self-endangerment + sound eater), alcoholism, depression.
[ Jess carries out as many jars of hooch as she can and makes as many trips as she can, because, son, she's afraid what you heard was "give me a lot of liquor." What she said was "Give me all. The liquor. You have." No doubt where the Man in the Hat is at, he's up to some shady shit, but it works for her. She takes a loaf of bread from his kitchen as well, in service of her drinking problem. It was only a problem when she didn't have a frickin' drink in her hand.
She has formed no allegiance to her house nor attachment to the garage she would never deign to call home. There are very few people left around to avoid and the drunker she gets, the better they are at intuitively avoiding her first. Jess piles her booze out in the open and orbits around it as she drains jar after jar, leaving the empties on the ground wherever she finishes them. Eventually, she gets tired of aimlessly wobbling about and hunkers down next to the diminished hoard. If anyone hopped in like Foxface in The Hunger Games and made off with one or two, she's too drunk to notice or care. Her sole concern is getting drunker, which she does with aplomb, until her thoughts are trudging through molasses to reach the front of her mind.
By night, she's truly alone. Everyone is gone and everyone who stayed has gone to sleep, it would seem. She would hear them, right? It's so goddamn quiet. Because of the Sound Eaters. Which everyone is 100% game on treating as a serious threat but call someone a serial killing rapist and now people can pencil in some disbelief. Fucking assholes, should be glad they're gone. She doesn't know why she gives a shit about what happens to any of these people, especially the locals. Their ambivalence makes her furious in a way she's refused to address, probably because it reminds her of her own behaviour. Stewing ruins the recumbent experience for Jess and she gets to her feet unsteadily, nearly knocking an empty jar with her foot. She focuses on her feet for what seems like an abysmally prolonged second as her stomach knocks against the rest of her insides and her head carousels round and round a foot above her skull.
She doesn't know why she gives a shit about herself, either, or why she's played along like she has. Oh yeah -- guilt. It can't be because she buys into anything the junk her kidnappers (not the purple one, for once) have tried to hock at her. She's not afraid to die, not with Kilgrave around; she decided a long time ago that death would be better than going back to him. The rules of that universe don't necessarily apply, however. As an escape route, she's lost all confidence in it. She believes in luck as much as Sound Eaters but she knows if she expects the worst, the statistical likelihood that she'll be disappointed? Negligible. That's all a little coherent for her to think in the proper order or to parse whatsoever, regardless of how it comes to her; it's simply the bricks in the foundation of the impulse that drives her to bend down and pick up a jar, chuck it out into the darkness as her head slams back into her skeleton as all the blood in her body hurtles up towards it.
She yells something too, inarticulate, maybe not a word at all. Her eyes sear like whiskey's run into them.
The physical instinct to thwart her reckless, selfish action arrives too little, too late. There's a quick and bearable bolt of blunt pain -- from where in or on her body, she is lacking the milliseconds to comprehend. Jessica Jones has died. Expect to find out about it sometime around never. ]
no subject
Maybe not. Besides, Kara's been watching him like a hawk.
She keeps to herself, staying in the shadows because in her supersuit, she sticks out like a sore thumb. She doesn't want Jessica to spot her.
Which, once she finds Jessica, maybe she shouldn't worry so much about. She's drunk. Kara's itching to run out and catch her because she's sure Jessica's about to fall. But Kilgrave had to said to watch her, to gather intel, so that's what she's doing, her teeth biting into her bottom lip, worried.
Then Jessica yells.
It really does happen horrifyingly fast, and it's only thanks to Kara's superspeed that she can parse what happens at all. A horrifying figure, horned and scaly, swoops in and over Jessica, and her screams are stopped. Then her body falls to the ground.
Kara presses her hands over her mouth so hard it hurts to keep her scream from coming out, and she backs up into the shadows, her legs shaking. She turns and leaves, soaring up into the sky and flying back to camp before she can see Jessica's body disappear.]