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westwhere2024-02-03 06:09 pm
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Entry tags:
- arcane: caitlyn,
- blade of the immortal: asano rin,
- kingdom of the wicked: emilia,
- kingdom of the wicked: wrath,
- last case of benedict fox: benedict fox,
- mcu: america chavez,
- mcu: kamala khan,
- mcu: natasha romanova,
- penny dreadful: vanessa ives,
- umbrella academy: ben,
- umbrella academy: five,
- warcraft: anduin wrynn,
- warcraft: wrathion,
- wheel of time: elayne trakand
bygones be bygones
Welcome to the finale log event, stretching until 22 February. You can find a summary of recent events here. The finale log is broken in four sections:
- ■ Anurr’s attempt to enter Hatthevar by corrupting party members
■ The citadel’s increasing hauntings and abductions (largely CR-building scenarios)
■ Investigating a ghost ship, for final clues
■ The fall of undead creator Matthias
Thank you for being here & enjoy!
WALLS, WAILING
The tide of war are turning: his scorpions and sand lurkers defeated by Emilia, Wrath and Benedict, the undead Brotherhood’s foremost general, Rathakku, pulls back his armies. A handful of monstrous creatures remain and will grudgingly serve the trio as their new masters.
Wind master Anurr, foe of the Brotherhood and its maker Matthias, continues assaulting the citadel with ceaseless blizzards. Those exposed to the storms may hear dark or saccharine voices that corrupt, threaten or woo them to open one of the four (north/west/south/east) gates of the citadel and allow Anurr’s forces inside.
- ■ Those prone to loneliness, despair or self-doubt are the most vulnerable to Anurr’s coercion and can easily turn aggressive, if anyone attempts to prevent them from their goal. A burning need to free the winds and a hatred of Hatthevar overwhelm you, while Matthias’ very name sets you off in a rage.
■ Those coerced are invulnerable to Anurr’s blizzards and the broader cold but highly susceptible to heat and flame. Their skin turns pale, limbs stiff and nearly gelid. They are slower but much stronger, and their touch can chill. They must be warmed — either by fire-side or trapped into heated rooms — to regain control of themselves. It may take up to 48 hours before they’re fully back to normal, waking up at night with a longing to walk into the wind.
■ The gates of Hatthevar remain guarded by enormous man-eating ghosts, but these sentinels have been worn down by war and are more easily overcome. Pass them and your companions and open the gates — and you will win Anurr a healthy advantage.
A HAUNTED PLACE
Two of Matthias’ beacons have been conquered by Vanessa, Wrathion and Five, who retain them as long as they stay along. Inevitably, they are often hunted by spirits.
Not realizing why his summons have weakened, Matthias directs more and more energy towards the three beacons under his control. The turbulence agitates the spirits of Hatthevar, who become secretive, paranoid, prickly and increasingly riotous.
■ Some scatter quickly as they see you — others gang up, mutinously targeting ghost slavers or anyone who reminds them of those who wronged them when they were alive. Hauntings multiply, while ghost slavers take advantage of the riots to conquer parts of Hatthevar.
PART & WHOLE
Combative crowds, often led by ghost slavers, are especially drawn to characters who own any of Matthias’ limbs or organs. Promised rewards, they seek to abduct such owners or anyone unlucky enough to be mistaken for them, dragging them to decrepit, barely standing and abandoned Whispering Houses while they barter payment from Matthias.
- ■ Ghosts are fiercely attentive but also superstitious watchmen: spook them, organise a rescue party or sneak out.
■ Watching the walls, you see ink brush paintings of the silhouettes of men, their beady eyes sometimes shifting to look at you. At other times, their limbs seem to shift minutely, as they begin to run towards you, until shadow men burst out of the wall to detain you. They pull back, if you also stop moving.
■ Those who possess Matthias’ parts may find ghosts are unusually submissive to them. Their tokens will likely get seized, if they are captured.
TROUBLED
Hatthevar succumbs to hauntings, friendly or foul. On any given day, you might experience:
- ■ THE BURIALS: Come morning, your shoes might be missing, buried in the nearest dirt patch — or you yourself might be entombed in the gardens, forced to dig yourself out before you suffocate. The crystalline sound of chiming bells can lead rescuers to you. Ghostly hands might try to hold onto you, if you are dragged out.
■ THE FACELESS: Lithe faceless dancers dart through the crowds of the ghostly bazaars, carrying demonic wooden masks that they place on the faces of stunned passers-by, fleeing thereafter. The victims now look like the demonic masks, while the masks have copied their likeness. If this happens to you, run after the faceless dancers, steal the mask and put it back on your face to recover your original appearance.
■ THE WATCH: Walking through the streets of Hatthevar, you find yourself visibly, unmistakably watched by an increasing number of people. First, they only steal glances; then, one or two point you out; small groups begin to whisper about you; finally, you notice whole crowds are standing eerily still, watching you covetously and seemingly struggling to keep themselves back from assaulting you.
MASTER GAO’S HUMBLE HOUSE
Least said, soonest enjoyed of Hatthevar’s new fashion of culinary delights. Amid a pick-up in crime, the street food vendors disperse, leaving behind a smattering of secluded establishments drenched in dizzying incense and patroned by… ethereal diners.
Master Gao’s family restaurant promises a once-in-a-lifetime experience, amid ghosts, ghouls and the monstrously dead. Take a seat at a private table, where you are treated to a pleasantly sweet, liquorice brew — then informed politely that you have been lethally poisoned and will die within two hours. Already, you feel your body feverish, overly stimulated, your thoughts given to wonder.
Focus, focus: the antidote, says the listless waitress, is in one of the numerous incoming dishes. A game to focus you on enjoying your meal. Even one bite will heal you.
THE MENU

Still on the fence? Reviewers say:
- ★★★★☆ Came for the bao buns, stayed for the screams of endless agony.
★★★★★ most places on lotus street went to the hell dogs, master’s gao stays lit, the demon bacon’s sizzle drizzle
★★☆☆☆ Two stars for the incredible heart of virgin sacrifice, cooked al dente. But this will be our last visit, after unprofessional staff treated us as if we were at our first cannibal rites.
★★★★☆ Hand-made blood pasta, rolled like grandma used to make.
THE HEADLESS DANCER
Five and Wen Kexing share that word on the street is Matthias has favoured two hideaways. The most widely known one, where you are headed first, is the Headless Dancer: a ghost ship that appears on nights of the full moon in the misty lagoon near Hatthevar. Half-sunken and ragged, the Headless Dancer appears like a conglomerate of titans’ bones, carved and welded together. It is a proper sea vessel, atypical to sail through a lagoon.
Your objective is to search the ship for any sign of Matthias.
- ■ As the vessel passes, you hear a staggered, loud rattling: the chattering teeth of the skull heads that shape the ship’s hull. These hungry mouths reach to crush and gnaw you, if you fall in the waters close to the ship.
■ A pirate crew is hard at work to keep the vessel afloat. At first, the men appear normal, but their skeletal, corpse-like appearance is revealed when they come under moonlight.
■ Many crew members ignore you, chained to each other and the deck and condemned to perform their tasks while singing their ol’ song. Only the captain speaks liberally: cursing, whipping his men and carrying a bundle of chains as he makes his rounds. Hide — at times helped or betrayed by crew members — or risk getting chained down by the captain, your powers entirely muted until you are released.
■ Midway through your visit, the ship sails back into the fog, beneath a strange wave of clouds shaped like enormous fish and sea life . Spears and chains that resemble fish spines plunge down to pin the ship in place: they fly across the deck, at times skewering and stabbing crew members. Take cover or jump overboard.
■ After a few moments, the spear-chains latch onto the vessel’s sides, turning it over and submerging into the lagoon. Instead of sinking, the Headless Dancer breaks water, once again upright… in strange new sides (the ‘Other Side’) in the middle of an intensely violent storm of blood. The previously skeletal crew and captain are now fully human and are struggling desperately to keep the ship from sinking, despite furious winds and the vessel taking substantial amounts of water. You understand quickly this is an illusion or memory of some kind: there is no saving the ship. Spend the last few minutes before the Headless Dancer sinks trying to stay afloat and search the captain and main passengers’ cabin for clues. Within 20 minutes, you hear the mast of the Headless Dancer give way, while the rapidly flooding of the hull causes the ship to break in half. You fall unconscious, waking up battered but alive in the real-world shores of Hatthevar, the splinters of the Headless Dancer’s deck stuck beneath your nails.
HE BLEEDS
Following our latest vote, the People have overwhelmingly chosen that undead creator Matthias will die.
Carrying out the plan is open to everyone, whether you did or didn’t get involved with the voting — jump in freely!
Matthias will be discovered in the second lair location uncovered by Five and Wen Kexing — the Whispering House of Hatthevar’s foremost wish maker, the Red Lady. He dwells on the first floor, which has been turned into an immense room decked in dark mirrors, whose windows have been entirely barricaded.
There are two types of mirrors: some show you exactly what you most wish to see, progressively captivating you while rapidly depleting your stamina and vitality, until you are reduced to dried husks and bones within the hour.
Looking into the second type of mirror, your character sees a person of tar that reaches out to touch them until their hand exits the glass. Upon contact, your character is overcome by a feeling of intense, spreading coldness, as if their insides are being infested by a rapidly propagating alien creature. They may feel its highly primitive, emotion-led thoughts: a jumble of jealousy, the wish to have a shape and manifest, hatred that your body is not malleable, fear, hunger. The creature takes your body over within the hour.
You can escape both types of mirrors if you cover them, do not look into them, or if someone breaks the thrall (by taking your attention away from the mirror or by physically removing you).
Matthias is often away from his hideaway, giving you valuable time to plot and tinker.
Killing him will involve:
- ■ Scouting the Whispering House. The Red Lady, a powerful sorceress, is unlikely to allow intruders to go where they please inside her home. But the ‘I’m just a poor wish maker, looking for the bathroom’ excuse is a time honoured classic!
■ Using Matthias’ severed limbs and organs to reduce his power: this can be done by destroying the parts. Fire will do the trick.
■ Setting down traps (tentacly or otherwise!) in Matthias’ quarters to detain him.
■ Creating an illusion or shapeshifting someone to look like Matthias’ daughter Cosette and distract him, when he returns.
■ Feeding Matthias a memory potion that will force him to remember his part in Cosette’s demise.
■ Killing him. Per RNG gods, Emilia gets the dubious honour of delivering the killing blow (most likely, with help from a special tool obtained from the Headless Dancer). Everyone else is still free to char, sting, entrap or force feed memories to Matthias!
Since several people might get involved, it’s probably logistically easier if you play out prep work or threads in groups of no more than 2-3 and assume other party members are around.
You can either NPC Matthias yourselves in your threads or ask for mod involvement.
Note: everyone who threads out any of the events of Matthias’ capture or demise can “inherit” some of his power over undeath once he is killed. Your character will then have to choose what they do with this power (keep, transfer or disperse it).
no subject
( It strikes him, face-first. A novelty. But he has only learned to expect explosions from talismans or the strange, serpentine pistol Wrath once wielded to illustrate its prowess in Serthica, or the cannons of Alem's folly.
The bags find him treacherously exposed, unreasonably open. He nearly loses his footing, forced a few steps back, splinters of — burning spreading over his face and arm like infection, like a distant plague. The sting burrows in. Bleeds him, his ear, the side of his neck.
Drip and drip and drip, and then his qi starts a pained recovery, Five joins near him, and, hissing, he sends out a flame-bearing talisman no faster than an arrow toward Rin, alerting Five: )
The girl or the gate?
( One must be taken down first. )
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Then Five looks at her and she gulps in response, aware that she has drawn his ire.
But Wangji's words renew her determination; she has an opportunity here. If only she can keep them focused on her instead of the gate. She draws herself up and shouts. ]
Me! It's me you want! Hey, I'm supposed to be your friend and I just threw fire at you. Doesn't that make you so angry?
[ She starts wildly waving her arms for emphasis. ]
Come and get me!
[ Not that she exactly has a plan here except running like helland hoping for the best. ]
no subject
The gate.
[ He blinks in another flash and appears in front of her as she runs, but his limbs move slower. Usually he'd be able to disarm her in an instant, but instead he asks. ]
Why are you doing this?
no subject
( The gate.
His unlikely companion has spoken, and Lan Wangji — who struggles with instruction like a feral ox with a yoke — stays staring, gaze unflinching as the two dance above. He should remember their assignment, Anurr's single favour, his bidding.
His cheek burns, flesh stitching back together. The girl.
He flings himself after Five, slow to land, balance broken. It must be the wind that ensnares him, or the hurt of the incident, he cannot say, but he lingers behind Five, sword raised, reaching —
And accidentally swatting Five's back with the sheathed blade. )
She is of the citadel. Their ally.
no subject
And then there's Wangji, hot on Five's heels, and his words fan the fire of her exasperation. ]
So are you! We were all here together, remember, and Anurr's the enemy, but then -- then you suddenly ally yourselves with him. You and some others. And I don't know if you just made that decision or if you're under some kind of weird magical thrall, but... I just had to do something to stop you from opening those gates!
no subject
Anurr isn't the enemy. He's always been here, and he's offering to rid them of the city that's only caused them pain. ]
You're wrong. He owes us everything. I brought him here. [ He means that literally, with Anurr's severed finger still around his neck, which he pulls out as proof. It dangles unassumingly on the string.
Shouts nearby turn his head and he sees that the crowd he'd been expecting has caught up to them. They need to let him in before they get in the way and Rin has distracted them enough. He calls to Lan Wangji and gestures to the gate. ] Go back, we don't have time.
no subject
Less, if she leads them. ( He barks back, reedy and strained in the way of every word that's left his mouth, unstitching it — as if it is a physical hurt to allow his body led according to Anurr's wishes, despite his mind agreeing to set upon such purpose. )
Let it be quickly done. ( He reaches for his sword, swings it — the arc unflinching and sharp and neat, nearly striking Five, but stilling to point over the elder-boy's shoulder at the girl. )
I have no qua —
( ...but he does have fire, when a burst of arrows fires over shoulder, accosting him, Five also. The crowd, he can tell, biting and quick, shooting down a fierce, feral glance. The crowd, grown brazen through Rin's example, has taken arms — one shooting a bow now with impunity. )
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She lets out a scream and runs to duck behind a nearby awning, from which she watches the drama unfold, ready to jump to action again if needed. Does she still have knives? She feels under her sleeve. A few are left, at least. And if worst comes to worst... she has her sword. ]
no subject
Shit. [ There's more where that came from. The crowd mounted a resistance defending a city that should be destroyed. Five tried to reason with them, with Rin, but now they've made their stand clear. There's no more room for talking. They're against the very thing they should be embracing. The beginning of the end. Lan Wangji seems to be caught up in the middle of it, and he curses that he didn't just listen to him and return to the gate.
He greets the first archer with a quick teleport and a snap to his neck and he lashes out with unnatural strength at the next to raise their aim to him. For a minute it seems he's planning to rip his way through every one of them, with or without help, until he's free to finish what he started.
A burning arrows lands too close to him when his body doesn't react as quick as it should, and it burns. He blinks again before two more land, but every time they hit closer. The strength that Anurr lent him still courses through him, but once they smell blood, he's unable to shield himself from the onslaught.
With a howl of frustration, wind whips around him and he disappears in another flash. ]