stage iii

Mar. 8th, 2023 06:47 pm
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[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

irenia

Feb. 23rd, 2023 06:17 pm
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[personal profile] groundrules


WHO: participants in the quest to rein in Rathakku's undead dragon Irenia + YOU.
WHEN: towards the end of Stage II of the Siege of Alem.
WHERE: the skyscape of Alem.
WHAT: taming the undead shrew, hereby a dragon.
WARNINGS: Here be dragons.

NOTE: the log has some predetermined actions for people who signed up to tame Irenia, but you're welcome to offer much-needed support along the way, even if you didn't! Questions here.

frotscourge hungers )

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.

[OPEN]

Jul. 1st, 2022 02:50 pm
chosenbylight: do not take (149)
[personal profile] chosenbylight
WHO: Anduin Wrynn and YOU?
WHEN: During the Priest's Plot
WHERE: On the deck of the Pariah & below in the sleeping quarters
WHAT: Anduin gets a little carried away and knocks himself out for 2 days...
WARNINGS: None so far!
NOTES: You can encounter him on deck when he first passes out or when he's waking up (someone's gotta get him up off the floor!), just know it'll take him 2 days to wake up again so he won't be very chatty until that time haha
Be a good boy / Try a little harder / You've got to measure up )
scrapgege: (Default)
[personal profile] scrapgege
WHO: Xie Lian and mostly Wei Wuxian, but open to people who want to chat up a half-naked god.
WHEN: After Xie Lian is let out of the brig
WHERE: on the deck of one of the ships
WHAT: Cleaning up after the brig will bring some... revelations about Xie Lian, of the visible kind
WARNINGS: Curse explanations might delve into explanations of why they were put on, which include war, genocide, and Xie Lian basically being really awful to a lot of people, and killing a whole lot.
Look who put a curse on you again )
blackscales: Made this for myself, Do Not Take! (22)
[personal profile] blackscales
WHO: Wrathion & Visitors
WHEN: April: Beastmaster's Arrival & Aftermath
WHERE: Ke-Waihu & then... the forests around Ke-Waihu. Cosy caves.
WHAT: Wrathion clocks the Beastmaster arriving and immediately Nopes Out. Plot here!
WARNINGS: Awkward cuddling huddled by a blanket ft UST in a cave.
On the edge for you, You know I'd jump right through )
blackscales: Commission, Do Not Take! (8)
[personal profile] blackscales
WHO: Wrathion, Wei Wuxian, Marcos, Anduin
WHEN: Early March, Mid March, and toward the end!
WHERE: Ke-Waihu Burial Grounds & Wrathion's farmhouse accommodation
WHAT: Curse breaking, Healing
WARNINGS: Talk of death, grieving, some discussion of fantasy-esque-wounds. Depression Vibes. More TBC, there's plenty of places this nonsense could go

Make peace before I hit the dirt )
weifinder: (right | on empty promises)
[personal profile] weifinder
WHO: Wei Wuxian & ( you )
WHEN: The week or two following the drinking of village curse-juice and forest capers.
WHERE: Ke-Waihu.
WHAT: Wei Wuxian and Jiang Cheng managed to knock over a shrine; the local shrine occupant took offense. Now they're temporarily foxes until they finish rebuilding the shrine over the next week (or two). Encounter him as a fox! Work with him while he's a fox. Stare at him wondering what the fox happened.
WARNINGS: Wei Wuxian is deeply, intractably afraid of dogs, and it is likely to come up in narrative, along with the particulars of what he does not like about dogs and/or envisions them doing.

in those hours of the night, just before the light )
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 )
lancifolium: (alux)
[personal profile] lancifolium
WHO: Lily Evans & You if you like, along with some planned closed prompts
WHEN: After the dust settles.
WHERE: Both in and outside of Taravast.
WHAT: Smuggling Attaryl bodies and giving them proper graves.
WARNINGS: Mentions of death and dead bodies, will add more as needed.

he sings along with the radio with a bullet in his chest )
weifinder: (quiet | watch out)
[personal profile] weifinder
WHO: Wei Wuxian & Lily Evans
WHEN: Tombs during the laying to rest of souls
WHERE: Stairs of Sighs
WHAT: They collect information and items and bones in order to help lay the former caravan members to rest.
WARNINGS: Death; implied child death. Murder. Approved by the dead grave robbing.

you can come in from the cold )
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 )
jeoha: (pic#14129405)
[personal profile] jeoha
WHO: OPEN: Everyone!!
WHEN: The Evening after the Merchant's post
WHERE: In the dining room of the farmhouse
WHAT: It's the threatened meeting
WARNINGS: likely arguing
Get in Loser, We're Having A Meeting )
weifinder: (smirk | next to me)
[personal profile] weifinder
WHO: Wei Wuxian & ( you! )
WHEN: Over June
WHERE: Various locations around Sa-Hareth and the farmhouse and the woods
WHAT: Catchall but knowingly will deal with Anurr trail shenanigans.
WARNINGS: None so far! Individual starters will be in comments.

echo on inside my head like a heartbeat )
scrapgege: (Default)
[personal profile] scrapgege
WHO: Xie Lian, Lee Chang, Wei Wuxian, and also OPEN if you wanna come watch or just do stuff, poke me.
WHEN: During Anurr's trials
WHERE: By the tree, and in the wombat arena
WHAT: So, Xie Lian, being unlucky as he is, got recognized in the the forest by some Anurr fanboys and got dragged invited to come along to the trials. This is probably going to go as well as expected.
WARNINGS: For now, none, unless you consider giant wombat yeeting animal cruelty. Maybe a bit of Xie Lian's specific trauma in tree stuff but I'll warn as it comes


Starter in comments )

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