groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote in [community profile] westwhere2023-03-08 06:47 pm

stage iii


THE ASHES







Rathakku’s forces deepen their siege, with sharp-clawed harpies, fire-bearing catapults and archers raining hell upon Alem. The last two watch towers collapse, along with half the roof of the Keep. Several structural pillars dissolve and most windows shatter.

The Lord Who Waits has tired of patience.

HIGH CASTLE



■ Attack is vicious and perpetual: Rathakku’s creatures descend from above, harpies make lairs in dark corners, and the fallen rise as undead enemies. Rathakku now necromances even the recently deceased, who retain a sense of personhood. Characters with mind control and necromantic abilities can take over these units. The recently resurrected have yet to decay substantially and hide they perished in order to infiltrate.

■ The dragon Irenia dips in to breathe frost onto Rathakku’s forces, but never lingers long. She disappears on March 20 but will return post-Arc.

■ Aware of his native Ellethia’s implicit role in raising Rathakku, Zenobius offers to teach you how to use the rare metals and saltpetre of Alem to create generous explosives — a set that triggers a very high blast, and a smaller shipment that can annihilate any magic — including death and summoning sorcery — in a 20-metre radius for two hours. Zenobius is a hard, curmudgeony taskmaster: expect to be worked and criticised to the bone.

■ Expect frequent quakes in the fortress, as catapults strike and the roof and pillars wobble. A hard winter is no longer contained by shattered doors and windows. Fire kindle and other supplies run scarce. Huddle together.

■ Paladins fall into zealotry, calling to sacrifice young princess Cle-Florens to ensure their success in battle. Deimar does not dissuade them, but lowers the number of guards protecting Cle-Florens’ quarters.

■ The voices that haunted Alem now multiply, increasingly likely to drag you into a dream-like state to descend into the glacier lakes underground. Spy thereabout at night, and you spot demonic fire sirens of golden scales, who gather in the fourth glacier lake’s cave to urgently complete their task before Alem falls. Their leader produces a purse of dark glass shards. A siren painfully transforms her tail into human legs by consuming such glass — she intends to infiltrate the fortress as a refugee. Sign up for a RNG thread to interrogate this mermaid.

■ With a few more shard crumbs, the sirens summon a ‘Jatharin’ — a fast dispersing silhouette that floats ethereally. They give it a white-silver string punish Prince Haiva for wronging a sister.

■ The Jatharin survives only two hours in the human realm. It lacks human consciousness and memory, remembering little of its target’s description and pursuing what ‘young men (with pale hair)’ it finds in the Wards. It is invisible to all who did not witness its birth — so keep your companions out of its way. It approaches a target and chains itself to them with a shadowy ‘umbilical chord,’ before sucking dry their life force. It can also deplete energy through... mouth-on-mouth action. Clean executions: Victims make no sound and barely shudder throughout their entrapment. Some say, these are painless deaths.

■ Sirens summon a Jatharin for three nights.

HARPIES
Fast, perpetually furious, prone to consuming human flesh. Deterred by loud noise and vibrations. Imbue their claws with poisons that prevent blood coagulation, extending bleed-outs.
CATAPULTS
Deliver projectiles of stone, fire and minor explosives. Rathakku’s most ferocious instrument, taking down Alem’s foundations. Manned by four undead apiece. Sturdy but slow, best targeted aerially.
FIRE SIRENS
Native to Hell. Deeply bound to ‘sisters’ and ‘family.’ Possess golden scales and shards of the previously encountered dark water mirrors. Their song is tinny but compelling. Their speaking voices are crackling and gravelly. Survive the glacier lakes’ cold by exuding flame. Skin burns to touch.
JATHARIN
Smokey, dispersing silhouette. Invisible to those who did not witness its birth. Kills by consuming life energy. Descended from the Motherless of Hell. Cannot be outright stopped, only avoided, enslaved or consumed. Can be distracted if you take an aspect similar to Haiva. Leaves a golden string on unintended victims.


THE DEPARTING



■ King Deimar orders caravans to urgently evacuate, carrying refugees and provisions through mountain routes into a new settlement. Able men, guards, healers and merchants make preparations around the clock and will gladly accept, command or guilt your assistance. Help them.

■ Courtesy of Jimmy and Nacho, merchants Batthour and Eles provide some last-minute wagons and resources. An Alison-coached Deimar strikes a tenuous agreement for supplies.

■ Having received ‘healing’ flowers, Prince Haiva seems entirely recovered — far more confident, he menaces guards to assist the caravans. Deimar watches uneasily. Haiva asks the party to lead the refugees through the icy mountain passageways, where Rathakku’s immense bat demons loom.

■ The caravans journey to a well-warded settlement near the base of the mountain — former paladin monastery Hassir. Those who wish to avoid conflict can remain here. Prepare to kill any wandering pursuers, before they may alert Rathakku of the settlement's location.

MOUNTAIN BATS
Monstrous, blood-thirsting. To the size of 1.5-3 metres. Bulky, quicker to use their brawns than their speed. Stalk together, but compete for food and want to drag their prey to some great distance before consuming it, for privacy. Use that time to escape.
HUNTSMEN
Undead forces, typically old resurrections of Rathakku. Once human natives of Alem. Excellent knowledge of hiding spots and the mountain. Hostile, take perverse pleasure in the game. Will prolong a chase for sport and give their hungering hounds the chance to catch you. Unusual kinship with local animals, who sometimes obey them. Some scent blood.


COME HELL, THEN DARK WATER



Hell is ruthless, but pragmatic — and must be sealed, before Rathakku controls Alem and weaponises it.

The growing cracks in Alem’s underground Room of Seals widen to reveal full-fledged stairs. More and more demons emerge as the rifts broaden. You have mere days to close Hell, ICly starting on 18 March.

■ Back/forward date your posts and logs as needed. Network access is spottier in Hell. Deimar’s paladins accompany the group.

■ To prevent the outpour of Hell, you must reach Level III and record disrupting at least three Motherless.

■ Each level of Hell shows shallow stains or streams of the familiar ‘dark water.’

LEVEL I

■ The Room of Seal leads into an underground stone passageway. Demons and skeletons are chained to stones or pillars, begging water. The dead are fickle: some offer directions, others answers to your questions. Most lie for their own gain.

■ The stairwell to Level II is behind locked gates, on a stone dais framed by a wall of flames. To reach it, cross a threadbare walkway of bones in a large hall room that has largely submerged into lava.

■ If the bridge ruptures, jump onto the nearby talking floating skeleton heads. Skeletal hands reach out to destabilise or drag you into the fire waters, as do demonic lava mermaids.

■ As you near the dais, the wall of flames might depict either the time when Thyvault’s people slaughtered the lava sirens, or your worst memory of betraying or failing someone. That same person is found shackled with long chains on the dais. If you never wronged anyone, this is someone to whom you are dearly indebted. At times plaintive, at others incensed, they appeal to your guilt or goodwill, bartering the gate key for their release. Their chains will only open if someone agrees to take their place in imprisonment.

■ You can steal their key, kill them — at which point, they return to their true form as a reptilian shapeshifter, or offer to take their place. Do so, and your character is stuck in Hell, suffering the intense heat and occasional clawing of mermaids, until Hell closes.

■ Up to you if anyone else can see your character’s memory in the flame wall. Please trigger warn adequately if you are describing sensitive memories.


LEVEL II

You descend deeper, into an underground urbanscape infested with flesh-like structures. Some stretches of land and stone are covered in membranous, dense, thick surfaces, letting you feel the faint, distant heartbeat of Hell. Other landmarks — lairs, adornments — are made of the remains of fallen demons.
■ Step lightly and rapidly. Flesh-eating demons roam these lands, as do hungering hell hounds and golems that chase you for parts to patch their limbs.

■ The next stairwell is guarded by a deathly groom or bride, their tentacles barring your path.

■ To proceed, you must gain the ring they are safe-keeping for a future ‘intended.’ You’ll need to persuade a local demon, assemble a passing corpse bride, sell a companion or offer yourself to betroth them — and negotiate a dowry.

■ The groom is crafty, cunning, eager to manipulate you into offering your soul as a dowry; the bride is cruel but irresistible, stirring you and your companion to violently compete for her hand.


LEVEL III

Behold true hell, an endless wasteland, its horizon fathomless and grey. Your mouth tastes of perpetual ash, bone dust scattered at your feet. You walk aimlessly for hours in fields of gravel, haunted by stone snakes and shapeless bone creations.

Demonic creatures rally as armies, fighting each other for crumbling territory or for overground dominion, as they prepare to invade Alem. Some drag rows of sullen, depressed or bellicose dead men behind them, whose souls you can liberate furtively when the demons make camp, or are assaulted by Deimar’s paladins. These captives did not all originate from Alem.

■ Some of the lesser demons may part with information, if you give them memories, important trinkets or a taste of your soul.

■ Most paladins are on this level and will shield you. You hear from them or from passing demons that Hell is now able to seep into Alem because of the Motherless — dark and flickering silhouettes, two-three times the size of a man, who float high above ground. They send down thick ropes like umbilical cords that consume the energy of whatever they attach to. They redeliver this energy as tectonic blows against Alem above.

■ Beyond a hatred of the Room of Seals, the Motherless lack conscience, speech or allegiance. They are drawn to the warmth of living things, or the purity of their spirit. Their ropes are broken easily — but the presence of a Motherless can quickly drain you.

■ The Motherless are briefly visible when they fling their ropes down, but otherwise roam invisibly and can only be recognised by the trails of barren land and aridity in their wake. You know a Motherless has stopped above you when you are suddenly paralysed by chilling fear — run, at all costs.

■ The Motherless swarm when endangered. They cannot be killed.

Deimar’s paladins share that, hundreds of years ago, their brethren committed ritual suicide, so their spirits could perpetually hunt the Motherless in Hell. You find ghostly paladins walking listlessly in lakes of dark water, seeming to remember nothing of their mission or their former selves. Try to remind them of their duties without entering the water and stranding yourself.


NOTES

■ Hell demons can recognise if your character is canonically connected to hell. Up to you if that’s a (dis)advantage!

■ Everyone should eventually make their way to the Hassir monastery.

Sign up for a RNG thread with an unexpected travel companion on the trek to Hassir.


NPC THREADS

QUESTIONS

balancedwire: (Default)

[personal profile] balancedwire 2023-03-19 03:56 am (UTC)(link)
[ Having skeletons try and grab a hold of him was interesting. Though, he's sure he'd rather them than the werewolves trying to get to him. Even if the skeletons posed an even worse threat. Though that was more due to placement than to anything else.

He looks toward Stephanivien before giving a nod. ]

Hold steady.

[ It's said for a reason. Though, that reason isn't really said or mentioned before he grabs a hold of Stephanivien and uses some of his qinggong to help pull the other in front of him. If they had to do this in a bit of a chain reaction type of way then he'd do so. Anything to get them across.

He does, however, keep a hold of the other to make sure that Stephanivien stays steady on his feet. ]
stephanivien: (010)

[personal profile] stephanivien 2023-03-19 11:10 pm (UTC)(link)
Seven Hells!

[ Even bracing, the movement catches Stephanivien by surprise, but he's quick enough to steady as soon as there's another set of skulls to stand on. He definitely appreciates the additional hold however, using it to help regain his balance before straightening fully.

Xie Yun is definitely far better at this than he is, and some of the gaps are a little far even for someone of Stephanivien's over-tall stature to jump confidently. Still, he figures he can help give the man a leverage weight. And... actually.
]

If the object was hovering mid-air do you think you could still hop across it?

[ If summoning his autoturret helps get them across faster... ]
balancedwire: (What Did I Say?)

[personal profile] balancedwire 2023-03-19 11:59 pm (UTC)(link)
[ Better to be caught by surprise than to be caught dead. Though, he does keep a hold of the other even as there's another set of skulls to stand on. He'll keep a hold of the other as long as is needed before letting go.

The young emperor was used to jumping around and doing parkour, doing things others didn't do. Not even the gaps that are there would make him think that he'd go falling through. ]

I've walked on wires.

[ Wires that moved, twisted, and turned. The array that was meant to protect the 48 Stronghold. ]

So, yes, I could hop across it just fine.
stephanivien: (014)

[personal profile] stephanivien 2023-03-20 12:55 am (UTC)(link)
Excellent! Then this might be a hair faster, and perhaps more secure than, ah, unhappily animated remains. And if you can get us to the other end of the path, we can at least continue again along a stretch of the bridge before we need go hopping again.

[ Stephanivien summons a floating auto-turret, before shooting at one of the farther piles of bones, closer to the next un-destroyed section of the bridge. The autoturret hovers breifly in the air, before starting to slowly target after where Stephanivien is shooting with small plasma blasts of its own, and moving towards its new target. Stephanivien, meanwhile passes Xie Yun a length of metallic chain. ]

If we do this properly I suspect we might be able to arrange a few skull on which we can skate across, if that works for you?
balancedwire: (Maybe Like This Instead?)

[personal profile] balancedwire 2023-03-20 02:01 am (UTC)(link)
[ If the other thought it would be faster then he was all for it. Though the unhappy animated remains don't bother him. Even if the damn things probably don't like being stepped on.

The auto-turret does catch his attention though. Why wouldn't it? That was a strange device that he'd never seen before. He does note that it starts shooting at targets. He does take the chain though before giving a nod. ]

That works for me.

[ Even if he's never technically skated across anything. ]
stephanivien: (016)

[personal profile] stephanivien 2023-03-23 01:28 pm (UTC)(link)
If you can balance atop the good autoturret there, I suspect I should be able to get a few skulls detached enough for us to rest on as it drags us along towards our next destination, hopefully long enough to get us most of the way there? [ There is a limit to how long he can keep it summoned, after all, before he'll need to charge it up again. ] This time, hopefully, with a few less unfriendly grabbing hands.

[ It really is less the animation, though he's not overly keen on that, and more the unfriendly. His balance is good, but he's no acrobat, nor a master of martial arts movement, and the less things interfering with his ability to stay upright and out of the lava, the better.

The autoturret itself sustains its weight well, bobbing easily along. Stephanivien had, perhaps, overly supplied the power of its propellers to keep it aloft, which should help, if it has to include the balance of an additional person on it.
]
balancedwire: (Maybe Like This Instead?)

[personal profile] balancedwire 2023-03-25 10:57 am (UTC)(link)
[ Those eyes look toward the autotorrent before he gives a nod before using his qinggong to jump up onto it. Balancing on something that moves shouldn't be hard. The wire array that had come from the Ximo River and protected the 48 Stronghold had moved. ]

Then let's get those skulls detached and ourselves across this bridge.

[ He doesn't want either of them to fall into the lava. Doesn't need either of them to fall to their death. He, himself, has been at death's door before and he doesn't want to be at it again, not really. ]
stephanivien: (Default)

is this a lava jetski? maybe so.

[personal profile] stephanivien 2023-03-28 03:26 am (UTC)(link)
No time like the present! [ Stephanivien starts with a sequence of eight shots that hover for a moment in the air before zeroing on the necks of the skeletons he's currently balanced on. The vertebrae break easily under the successive bullets.

Then with careful aim, he shoots farther afield, to something just at the far range of his vision, close to the other, still-standing end of the bridge. The 'bullet' grows, expanding into a large drill-like object that spirals into whatever demon it may be, and then the auto-turret, having sought it's next target, is off like a shot, bobbing slightly as it zips over the lava with Xie Yun balanced, dragging Stephanivien along for the ride.
]
balancedwire: (What Did I Say?)

Maybe it is! Fun for them both.

[personal profile] balancedwire 2023-04-01 11:08 am (UTC)(link)
[ Whatever it was that Stephanivien was using definitely caught Xie Yun's attention. Even as he moves just slightly to balance himself out that much more.

It was interesting to see something that breaks the skeletons so easily. Though, he's also watching that bullet and how it grows. Sure, he feels the auto-torrent bobbing but he keeps his feet steady. He'll only jump off his moving thing when they get to the other side. ]

It's very strong.

[ He could mean the auto-torrent, the bullet, or both. ]
stephanivien: (006)

...is it bad i'm imagining xie yun balancing on steph's shoulders like a circus act next time

[personal profile] stephanivien 2023-04-01 07:19 pm (UTC)(link)
Thank you! Made it myself!

[ What are they talking about? Doesn't matter, its true for all of it so far.
The auto-turret, the fancy bullets, the machinist discipline.

They zip along at a fair pace, and Stephanivien is careful not to disrupt his balance too much, gripping the chain tightly with one hand as he continues to fire at those far away targets with his other, keeping the auto-turret on course, without causing him to shake too much.
]

I must say, I am quite envious of your balance. You make it look like quite the easy promenade stroll.