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let's set d o w n some ([personal profile] groundrules) wrote in [community profile] westwhere2024-01-13 06:35 pm

hatthevar | blood rains


Drawn to undead creator Matthias, the party heads into Hatthevar — former wasteland of myth and superstitions, now city of ghosts.

The first log of Hatthevar spans until 31 January.

A small part of the event is open to players both in and out of the game, who can bring dead characters in the bazaar!


HATTHEVAR







The party enters blood-rained Hatthevar during a daily one-hour truce between the citadel and the undead forces that assail it. At the gates is undead Lord Rathakku of the Brotherhood, keen to usurp his distracted maker Matthias; in the skies dart the forces of dead wind lord Anurr, who has no love for the Brotherhood.

Hatthevar’s ghostly champions — including enormous ghosts that consume men and floating spirits that strangle with chains — defend the grounds. Matthias neglects the war, persistently summoning spirits from various worlds and points in time to revive them.

KNOCK, KNOCK

Wispy, shadowy silhouettes closely watch the lone gate of Hatthevar. The party infiltrates at sunrise.

Characters who have died, practise necromancy or are death-touched enter freely. The living must consume Karsa’s foul potions that absorb their shadows and partly mute their powers to pass for dead. Holders of Matthias’ severed limbs or organs, or of dark mirror shards or dark water, are closely watched by the dead and perhaps pursued.

Everyone must create new names and stories covering their identity and circumstances of death. Crafty ghost sellers will try to learn your true name to capture you in slavery.




Spend a few days acquainting Hatthevar, its constant rains, vicious gambling dens, bazaars, oracle halls, wish shops and nests of memory thieves.

Show kindness to the newly revived spirits who struggle to remember themselves and roam in the citadel’s bazaars of curiosities.

Optionally, some characters are struck by misfortune. Capture a crafty, palm-sized spirit rabbit to improve your luck… or stumble upon a larger, dark hopper to ruin it.

Most sleeping quarters are available at downtrodden inns or in lavish gambling dens, for exorbitant prices. You can’t shake the feeling of someone watching through holes in your walls.

MATTHIAS

Three days after arriving, the party receives a note from Matthias that reveals the origins of his pact with the dark water to propagate the dead in Akhuras. Matthias says he has been working to bring the spirit of his dead daughter Cosette through the beacon for revival. She materializes briefly in Hatthevar but disappears before he can find her. Retrieve Cosette, and he will surrender the party his power over the undead.

Full note
Well, hello! Is it nippy beyond the walls? Not cold here, just… the rain. Tried wishing it away, but… waste of money, those wish shops. Not like, what is it you call it? The dark water? It’s ancient. Back in Ellethia, we thought it came from the sea. All began with a mirror shard. That, and constant pressure to race against decades of Taravast research into curing death. We got there first! That’s… my claim to fame: I wished death gone.

It was work. Work ate me. Then, the dead woke up, killed everyone, and there wasn’t much of a profession left. Or of Ellethia. The dark water wants flesh, so… I’ve made it death lords and armies, and I’ve left parts of me to anchor it. In return… it gives me revival. But, look. I had a… daughter. Cosette? Blonde and eyes green and blue and like her mother’s, and only five summers old, but she thought she was so clever, kept telling her doll so. That’s all you’re left with. Memories. She died, of course. I’ve been working to resurrect her, and her spirit shows up every few days in Hatthevar. She disappears before I can find her.

I’m not… good at bargaining. I’m a magical engineer, really. Tinkerer! But my time’s running short, isn’t it? Just look outside. And all I want is Cosette. You want the beacons? Have them. You can have my power whole. I’ll give it. Some of you will need to help hold the walls up, and others might want to look into the funny business in the lagoon, if it’s linked at all to Cosette, though I doubt it. But, truly. Bring me Cosette, and the deed’s done. You can have everything.

The Merchant distrusts Matthias’ proposal, but sees potential leverage and urges the party to investigate the girl and the lagoon. From here onward, everyone heads to their assignment:

COMBAT


Assigned: Bucky Barnes, Carol Danvers, Deimos, Emilia, Jiang Cheng, Luffy, Natasha Romanoff, Nynaeve, Stephen Strange, Wrath, Wrathion, Zoro

The first line of defence against the swarming undead, you must hold off swathes of enemies across three territories:

THE WALLS

Despairingly tall and uncomfortably narrow, overseen by Matthias’ ghostly cannibal titans, who neglect to discern between friend or foe in their broad, relentless strikes. Blood rains pour down thick and nearly blinding. From the skies, you face the frost-breathing 10-15 meter-tall wyrms of undead blizzard lord Anurr, unaffiliated with the Brotherhood. Stick together: when alone, Anurr’s winds speak to you of your deepest doubts and fears, compelling you to surrender — or to let go of restraint, briefly berserk, and attack your own.

■ Serthica survivors may call their dragons to assist. Through Jon Snow, the party can also summon the giant, but slow and poor-sighted frost dragon Irenia to help on three occasions.

THE COLD PLAINS

Just outside of Hatthevar sprawls a desert-like cold plateau, where treacherous dunes shift to swallow you whole and the bestial forces of the Brotherhood’s most capable undead general, Rathakku, hide in wait. Hard-shelled, slippery and sleek his creatures lie buried and thrust up their arm-rows of hundreds of blades that cut into the legs of passers-by, drawing them into sand.

THE UNDERPASS

A series of subterranean tunnels connects Hatthevar with the cold sand outposts. Scour the myriad of dusty, tunnels and purge it of large scorpion-human hybrids that carry multiple weapons and whose sting leave men hallucinating. Oversized serpents abound, their venom prone to paralyzing their prey. You can make or procure antidote potions from Hathevar. Matthias’ ghostly titans are closing off all tunnel entrances to Hatthevar — don’t end up sealed in on the wrong side.

! Collectively, the party must kill at least one frost wyrm, one scorpion/serpent and one sand lurker to keep all three levels safe. Turn in your threads before 28 January… or let the citadel suffer in part II.


EXECUTION


Assigned: Five, Lockwood, Mo Ran, Vanessa, Yelena, Wen Kexing, Zhou Zishu

Your objective is to locate Matthias and secure the beacons that are currently in heavy use. Securing one or more beacons will help you get home.

■ Your best bet for intelligence are the treacherous networks of underground memory thieves and slavers, who attempt to steal your freedom or your recollections.

■ Your next option is the gang of Erkul, who ruled over local oracles and Hatthevar whole before Matthias’ arrival. Coarse, slippery but cunning, Erkul sullenly nurses his weight in wine at the gilded Sanctuary, Hatthevar’s foremost gambling den. Street sources say the establishment’s passcode each day this month is a fruit name. Erkul’s crew sell highly potent opiates.

■ Ransack some Whispering houses for information, equipment, poison or arsenal. Small, dusty, cluttered and often creaking, Whispering houses hold a wealth of dangerous artefacts, from haunting poltergeists you might accidentally release by reading out their names from tomes to flying rope that throttles you. Large dread hounds instil blood-curdling fear in anyone who looks into their eyes.

■ The five beacons of Hatthevar are only briefly active each day as Matthias makes his summons. They are guarded by swarms of colossal leonine-shadow creatures that only attack if they feel any fear in your soul (of it, or anything else), pouncing to claw and shred you apart. To claim a beacon, Karsa may provide a cold, coal-like token that must be placed in the middle of the transport dais, within inevitable sight of the shadow lions. You must wait 15 minutes in place for the token to take root. Report your conquest before 28 January!


■ Every six hours, Matthias sends ravens to check on the shadow-lions. You must either trick them, leave the lions alive or capture the ravens.


CARE


Assigned: Allison, Eda, Hermione, Kamala, Lan Sizhui, Sanji, Winnie

Carer’s have the lion’s share of all duties — and the party’s few lingering resources. You must look after the group and the ghosts of Hatthevar: meandering, disoriented and fragile, the spirits who were freshly wrenched from death’s snare become easy prey for the Undead Brotherhood, the elements and the ghost slavers. Rescuing or attending vulnerable spirits can gain you allies.

■ comfort ghosts who recover from revival or struggle with their memories. Many are stranded in the Whispering houses or chained into servitude in the gambling dens.

■ rescue spirits from the immense slaver clan of Ras’Kalur, which tricks newly summoned, dazed spirits in the bazaars to sign away their freedom, promising someone to look after them. Ras’Kalur’s people often raid streets and shelters, forcibly dragging spirits back into their camps at the outskirts of Hatthevar.

■ barter to rent or buy abandoned taverns to give the party a resting space during their stay in Hatthevar. You may need to pay locals in favours, from helping them carry out petty acts of revenge to making up with a grudge-bearing wife or paying penance to their ancestors.

■ heal, cook and provide for combatants on the walls, taking care not to fall in the crossfire or frost wyrms or of allied but negligent 12-feet ghostly titans.

■ as the least suspicious party members, negotiate for information or supplies on behalf of the group: make friends with gambling den owners and the two-bit shady crooks who know their daily passcodes to enter, or with the regulars of the Whispering houses.


INVESTIGATION

Assigned: Ben Hargreeves, Benedict, Caitlyn, Cal Kestis, Jon Snow, Merrin, Nami, Rin, River Song, Wei Wuxian, Wen Qing

■ You know from Matthias that, as a result of his beacon summons, the spirit of his daughter Cosette appears every fifth day in Hatthevar for a few hours at midday. Despite this, a young girl matching Matthias’ description (5-6 years of age, green-blue eyes, blonde, prone to laughter) is never seen. Matthias alerts you whenever Cosette appears.

Day of first appearance: Matthias feels her presence in the bazaar, where the day’s main attraction is a puppet show that draws a heavy crowd. At midday, a chime sounds, and the puppet show performs the sad story of a daughter quarrelling with her father over his absences. The daughter-puppet flees into the woods, while the puppet-father refuses to reconcile and follow her. The girl is killed by animals, and the puppet-father grieves, heartbroken. All the women or girls in the crowd, including you, find they burst into tears.

Day of the second appearance: Matthias senses Cosette is in the alley of Whispering Houses. You notice the typical bustle of the alley and shady movements, as discreet, embarrassed, or desperate patrons scuttle. You see no small girls but hear of three trades that took place at the Whispering Houses, carried out by different women: one bought a memory, one sold one, one had a memory replaced. Pay for a memory trade to learn more.

Day of the third appearance: Matthias feels Cosette near the Oracle Hall. The hour passes by the time you climb the stairs and are received. The Oracle confirms only one person has visited — a blonde woman — and says to “tell your master that an hourglass keeps track of new time, but can’t give the old one back.”


You get three clue questions/character and should communicate with fellow investigators. Please share key findings by network before 25 January!


EXPLORATION

Assigned: America Chavez, Buggy, Connor, Elayne Trakand, Lan Wangji, Licyn, Red, Wen Ning

The river Liu neatly divides Hatthevar, its clean waters progressively darkening towards the edges of the citadel, where they pour into a vast, serene and heavily misted lagoon. Veterans sense an eerie chill from the familiar dark waters that so often accompany the undead.

Like Matthias, Karsa says a strange power sleeps at the heart of the lagoon.

■ travel by raft with a companion through the lethargy-inducing fog, as tar-like people peer up from the waters or swim below, never quite attacking you unless you fall into water. They (and the currents) try to upturn your boat.

■ Scattered lit candles drift on water as you advance. Pick one up, and you find one of the floating creatures of Hatthevar has joined your raft, carrying a rope-chain. It says it and its kind are former oracles and truth-speakers of the citadel — and urges you to speak, pledging to kill the first person who lies before you leave water.

■ Farther out, you discover four half-sunken ships that have crashed into each other over time, their decks now forming a rocky square-like structure. You can carefully navigate your raft to reach this construct, or make your way by hopping onto floating deck parts and the debris of other rafts.

■ Once aboard the square structure, you find all the decks are heavily rotten, creaking and prone to collapse. You hear a maddening, shrill scream that steals control of your now convulsing body, until you find yourself driven closer and closer to the end of a plank or a deck hole against your wishes — unless you are physically detained until the shrieking ends.Sharp-toothed mermaids swim below.

■ Reach and explore the curious ships’ graveyard, to peer into the black well in the middle of the square infrastructure.


QUESTIONS

NPC INBOX


captain_marvel: (37)

[personal profile] captain_marvel 2024-01-22 02:43 am (UTC)(link)
Carol nods, keeping on Wrath's six as they make their way through the tunnels. Tunnels are not her favorite. It's not a building that she can blow her way out of should she need to and she generally feels better with her feet off the ground. But if the serpent's got to die, she's not going to ignore that.

Wrath's wings are providing enough light for now, though, so she hasn't had to glow up. But she is coming in with no visible weapons. Carol is the weapon. It's been a long time since she's held a blaster or a staff, let alone something simple like a knife. But she hopes that her photon blasts will do just fine. If not, maybe she'll hold it while Wrath stabs.

She's got options.

Dropping her voice as low as she can, she rolls her shoulders to get comfortable. "How do you want to play this?"
inferus: (🗡️ 2 7 4)

[personal profile] inferus 2024-01-22 08:23 pm (UTC)(link)
One of the most enjoyable parts of being in this world, being in this group is witnessing the power people possess and how they wield it. Wrath notes that the individual with him from the group has no weapon in hand, and he finds himself quite curious as to how she will wield whatever power she has.

His own voice grows low in turn. It sounds like it is a serpent that is close.

He hears its low hiss of warning, of hunger.

"It would be best if we could surround it. While it strikes out at one, the other will have the advantage to attack, which will draw its attention in the opposite direction - back and forth." His hand tightens at the sheath of his dagger as he remains low to the ground for the moment. Coming up with strategy ahead of time is important, and so he asks: "What abilities do you possess?"
captain_marvel: (22)

[personal profile] captain_marvel 2024-01-23 02:36 am (UTC)(link)
"I'm pretty durable. Pretty strong. I can fly, and I can generate these." She forms a fist and lets the faintest beginnings of a photon blast appear. "I can use them to enhance my hits or hit it from a distance."

Basically, she's very punchy. But she's all for strategy, and what Wrath suggests makes sense.

"Depending how much room we have to maneuver, we can alternate. I have a feeling that once it starts taking some damage it's gonna turn it's attention pretty quick, moving up and down can help keep it on it's toes - assuming your wings are wings?"

She doesn't mean to say that as a criticism - she's met a number of alien races where things like wings and tails have become more vestigial than useful. She wants to know what she's working with just as much as Wrath does.
Edited 2024-01-23 02:39 (UTC)
inferus: (🗡️ 1 9 0)

[personal profile] inferus 2024-01-23 02:48 am (UTC)(link)
There's the keen interest of a warrior when Wrath notes the faintest beginnings of a glimmer of power at her hand. Interesting. His gaze drifts up to Carol again when she speaks about strategy, and he nods his agreement. If they can use their flight to their advantage, it will struggle more to land a hit on either of them, and he imagines this serpent is venomous.

"They function as wings and weapons - they do not last nearly as long here as they would in my own realm, but it should be enough for this fight," he assures as he rolls his shoulders back with his dagger in hand. "I have speed, strength, and magic at my side should the fight call for it."

He would prefer to kill the serpent without wielding his ice powers, because he enjoys the thrill of a real fight more. However, he will use them if it comes to that.
Edited 2024-01-23 02:48 (UTC)
captain_marvel: (41)

[personal profile] captain_marvel 2024-01-23 02:56 am (UTC)(link)
"Awesome."

A versatile tool kit is always good for a fight like this. And she will totally check out how those wings work because being functional in both aspects is interesting. As they entrance to the wider chamber comes into view.

"Since you're more obvious at the moment, do you want to take the first round of drawing attention, while I sneak around the back?"
inferus: (🗡️ 3 0 4)

[personal profile] inferus 2024-01-23 03:24 am (UTC)(link)
"It would be my pleasure."

Demon princes are always polite if nothing else even with brutal matters such as the violence of battle, and Wrath allows his wings to flash brighter for a moment as he sets his sights on the overly large serpent ahead of them. Its eyes flash green even in the dark - it is seeking its prey, and Wrath intends to make them known.

He rushes forward at one side, and as it moves to strike him, he takes flight above while it strikes low. The tunnels are not exceptionally high, but there's enough of a difference that his foot hits the top of the serpents head as it attempts to bite into him.
captain_marvel: (11)

[personal profile] captain_marvel 2024-01-23 03:55 am (UTC)(link)
Not exceptionally high is still high enough if it gives them room to move. As Wrath holds the creature's attention Carol darts to the side, using her slimmer stature to her advantage. Pushing around the edges of the the room, she slides into position as Wrath shoots up and the serpent lunges forward.

Her eyes glow as she starts to hover slightly, and she charges up a photon blast, aiming for the side of the head and letting the light blast fly. It pummels into the side of the creature's neck, and she watches as the head snaps back towards her eyes glowing as it zeroes in on her.

"Hi there. My turn."

She kicks up as it turns to lunge at her, doing her best to control speed and force as best she can. Normally, she would just fly through the ceiling and let that be the end of it, but collapsing the tunnels isn't going to help anyone. so she turns back as she hovers under the curve of the cavern, planting one hand on the ceiling as she continues to glow brightly and hold it's gaze.
inferus: (🗡️ 0 0 9)

[personal profile] inferus 2024-01-23 04:04 am (UTC)(link)
Wrath takes a moment within the heat of battle to admire the power she uses - he has never seen anything quite like it before. It appears to be the power of light itself both creating a super strength to punch, a speed that is far faster than what any mortal can do, but also to fly with ease without any wings needed. There's no time other than to wonder as its strength and source before the serpent has turned its attention to Carol as they'd planned.

He takes his own turn, diving low with the help of his wings, reaching up with his dagger again to use his full demonic force and strength to dive his hand into the side of the creature from low. It hisses out a frustrated noise as it turns to retaliate with speed of its own.

Its head darts out, teeth bare, venom dripping- Wrath teleports this time, shadows surrounding him and winds up above the creature again.

"It's venomous," said as a warning.
captain_marvel: (5)

[personal profile] captain_marvel 2024-01-24 02:05 am (UTC)(link)
"Copy that. Stay away from the teeth."

She's not looking to get pumped full of venom today. In the theme of staying away from the teeth, she pushes back towards the far wall. Her head tips to the side as she studies the scenario, giving the snake time to start writhing. She raises her fists, firing off two more photon blasts to push the snake back but force damage isn't going to get this done. They need to be more strategic about what they're doing, and she thinks his daggers might have the better bet.

If she can keep it's teeth out of his way, that is.

She floats over near his shoulder, scanning the room as she tries to calculate where best to pin the head down.

"Maybe instead of alternating we should combine efforts. I hold it down, you stab?"
inferus: (🗡️ 3 4 8)

[personal profile] inferus 2024-01-24 09:17 pm (UTC)(link)
The blasts are powerful - he doesn't recognize any specific element about them, and they're not quite magic either. The serpent is certainly harmed by them, however, as its thrust back against the side of the tunnel again. Its disoriented which gives them the time to discuss the next strategy tactic.

He raises his eyebrow as holding it down will place her closer to the fangs, but she seems more than capable of it so he nods in agreement. He flips the dagger in one hand and calculates the best place to drive it into for maximum effect.

"Be my guest."
captain_marvel: (33)

[personal profile] captain_marvel 2024-01-31 03:24 am (UTC)(link)
Carol rears back against the wall, getting herself into position and as the snake lifts it's head again, she shoots forward, catching the snake around the neck and slamming it back onto the floor. She shifts her grip to hold the head in place enough so that it can't snap around and bite her, but the serpent thrashes, trying to break free.

"Okay, go."