lanclan: (02)
[personal profile] lanclan
WHO: lan boiz.
WHEN: during unkharil event.
WHERE: xichen's badass hovel.
WHAT: dinner and a sleepover and gossip.
WARNINGS: too much swag.
over canopy dabbled long ago )

stage iii

Mar. 8th, 2023 06:47 pm
groundrules: (Default)
[personal profile] groundrules

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

traumatology: (114)
[personal profile] traumatology
WHO: bucky barnes
WHEN: during part 2 of the mission
WHERE: gut's bind
WHAT: ~ possession ~
WARNINGS: probably violence

— not who you think i am )
weifinder: (smile | ease the feeling)
[personal profile] weifinder
WHO: Wei Wuxian, Lan Wangji, & Lan Sizhui
WHEN: During our time in the resort castle.
WHERE: In one of the inner courtyards.
WHAT: Wei Wuxian does his best to bury their son in rabbits, inviting Lan Wangji to assist.
WARNINGS: None, other than Wei Wuxian and Lan Wangji being a delightfully dysfunctional married couple, and Lan Sizhui being the best adjusted out of the three of them, somehow.

Wei Wuxian had rabbits in the basket clutched to his chest, his smile broad as he strode closer to where his son stood, or sat, or generally minded himself as any young adult might. The robes he's borrowed here are more colourful than his usual, with purples and blues and whites more evident and in decoration of cranes and wave patterns; not precisely a knowing choice, all this patterned wear, but acceptable enough right now.

"Sizhui! Please sit, I've a basket full of rabbits due for your lap. Lan Zhan! Lan Zhan, you're going to miss the start of things!"

He didn't look around to see if his husband was already there or not. Too much attention diverted from the five rabbits in his basket guarantees at least two will leap out and bolt, knowing his luck.
homeostatic: (276)
[personal profile] homeostatic
WHO: mccoy and you
WHEN: december
WHERE: the inn & around the grounds
WHAT: catch-all top levels of winter pastimes, spooky ghosts, indoor hobbies, and necessary self care
WARNINGS: event warnings; will add any if this changes
chosenbylight: do not take (schematise-002)
[personal profile] chosenbylight
WHO: Anduin & Others
WHEN: Travel arc!
WHERE: Mistress Isakanami's inn
WHAT: Starters for Anduin during the event! Plot with me here and I'll put together a starter for you too, and/or feel free to hit up Anduin's IC inbox!
WARNINGS: None from the start
In the summertime when the water's gone )
lancifolium: (pic#14925067)
[personal profile] lancifolium
WHO: Lily & you, if you like.
WHEN: Throughout March
WHERE: Ke-Waihu
WHAT: A catchall! Being cursed, blocking cocks, gardening and other adventures.
WARNINGS: None yet
and they had no guile )
downswing: (Default)
[personal profile] downswing


WHO: Lan Wangji, Wen Qing, Emilia + others to be added...
WHEN: mid/just post-revolution.
WHERE: Palace of the Doxe, broader Taravast.
WHAT: Revolution, spiritual inquisition, the undue instinct to take inspiration from one old, Machievallian man's quest for immortality.
WARNINGS: descriptions of carnage, some roughening up of spirits during interrogation.

NOTE: so far, this houses a few follow-up or pre-discussed catch-up logs, but definitely please PM if you'd like to do something \o/

jeoha: (Default)
[personal profile] jeoha
WHO: Lee Chang, Bai Mingyu, Lan Wangji, Five (and potentially others?? hit us up )
WHEN: A week after the dragon shenanigans are finished
WHERE: A decrepit warehouse in the necromancy district, but like, fancy dress party fight club style
WHAT: Lee Chang secured an invite to a secretive underground fight ring where rakes like him gamble big with coin and undead lives as they put them in pit fights. The ticket was expensive, but hey, who better to steal from than a bunch of necromantic gamblers?
WARNINGS: gambling, undead, theft, shenanigans, possibly things going horribly wrong we will sure find out

Second rule of fight club is rob em blind )
downswing: (Default)
[personal profile] downswing
WHO: Lan Wangji, your fine self, Zhou Zishu, Lan Sizhui
WHEN: all things underwater during Macaluso’s dragon capture attempts
WHERE: the bay of Taravast
WHAT: in which Lan Wangji loves underwater silence, and sea creatures, dragons and basic breathing don’t love him back
WARNINGS: Sea creatures, underwater claustrophobia

a dragon catching we will go )
downswing: (十)
[personal profile] downswing


WHO: Lan Wangji, a triad of misfits, perhaps everyone ever — OPEN FOR BUSINESS payments cash upfront
WHEN: first half of July
WHERE: canyons, mountain roads, encampment
WHAT: in which stone is struck (badly), ghosts are drawn into conversation (worse), and small children cry (inevitably)
WARNINGS: blood rains, talk of harpies, Lan Wangji
NOTE: happy to put up a starter for you, if you want to join in on this dubious fun, or feel free to bring your own! Lan Wangji is... drifting... between phantoms, investigations, watches and the stone canyon.

lancifolium: (pic#14972045)
[personal profile] lancifolium
WHO: Lily Evans & You
WHEN: From late June through early July(ish?)
WHERE: On the road!
WHAT: A catch-all! Travelin, watch keepin, ghostly mystery puzzlin, whatever's clever.
WARNINGS: None as of yet, will update as needed

starters in comments.. )
groundrules: (Default)
[personal profile] groundrules


HONEY, WE’VE GOT VISITORS


Sa-Hareth-brand Cassandra tries to flag the future, gets left on read. True story — and then, the dead come. His offer neglected, a desperate Unhalad resorts to sieging the farmhouse in search for the mirror that was previously on the Imperious.

He’s in for disappointment, while the party prepare for... house guests over the early-morning 16 June to 17 June period.

Lay down the red carpet )

somebadnews: (198)
[personal profile] somebadnews
WHO: Five and OPEN
WHEN: This very day / post retrieving a new sword from Eleven
WHERE: The Lake
WHAT: Five kills a dead guy
WARNINGS: (always) warnings for language, soggy corpse descriptions, etc.
so deep and down we go )
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[personal profile] groundrules


READY TO ROLL OUT

That awkward moment when even a brothel won’t have you.


Characters will end their sojourn at the House of Dew early morning, helmed by Haltham (and his murderous goat, chomping on his prosthetic wooden hand for splinter nutrients). Courtesans and attendants will send the group away with parting gifts: a few sacs of grains, handfuls of spice, a small barrel of brew, several of water, thin blankets and four fat chickens.

On to pastures... dead and new? )

groundrules: (Default)
[personal profile] groundrules


Way hay’n’up she rises, early in the morning


But you’re short on time for belly shaving. In a brief window of weather opportunity, the long-stalled, majestic vessel Imperious has approached the port citadel of Sa-Hareth for discharge, bringing along the dregs of her reputation in slave trafficking. She docks at 00:49 of the morning, with the captain, a two-man delegation, the chief of vessel trade and several guards heading to customs to declare her merchandise, then liaise with high merchant Torsten.

Onboard the Imperius, they leave behind an ancient treasure Torsten’s eastern partners have commissioned for delivery to reinforce local undead warlord Unhalad — along with several captives, fit for sustenance.

And in the roiling sea, circling the vessel, restless ripples as ice storms stoke.


new characters & test drive prompts | voyage and rescue )


existing character prompts | rescue mission )


old & new characters | aftermath )

OOC HOUSEKEEPING
• The event is optional, but counts as game canon if you participate.

Applications opens at 00:01 GMT @ 3 May. If you think you’d like to throw one in, dropping a comment on the reserve / notice list helps give a heads up on how many apps to prepare for! Thank you in advance!

• Participating in the Test Drive Meme is not mandatory to apply, but all new characters accepted in this session will have been brought in as captives aboard the Imperious.

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Mar. 27th, 2030 06:21 pm
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