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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.

singing in the rain; )

nochnaya: (068)
[personal profile] nochnaya
WHO: merrin & cal kestis
WHEN: now, before all hell inevitably breaks loose
WHERE: castle netvor
WHAT: a date that doesn't involve murking stormtroopers or speaking to the dead...probably
WARNINGS: none yet...?? will update if needed

i strike a spark )
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BEAUTY & THE BURNED







All but overnight, howling winter winds seal off main roads and curtail safe travel. The storms will recede within a month — and the Merchant negotiates for the party to bide that time at the sinister castle of the clan Netvor and its cursed heir.

ON THE ROAD

The party departs at night, in carriages led by obstinately silent coachmen, who urge discretion. Above all, they say, the woods must not know you head for the castle. Inside, you find dried fruit, candied meats, candle stubs and blankets. You are assigned your first ride, but may swap at resting points.

tale as old as soot and savagery )

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THE CHAININGS







Escorted by shepherds, the party reaches most decadent Ephes — a citadel with a newly-raised, lethal army and ambitions of imperial expansion. The undead lady Messalina has approached the Senate of Ephes, asking for the citadel’s forces to liberate the unliving from the undead Brotherhood that “enslaves them.” In exchange, she pledges Ephes any territories she frees.

Ephes hides a beacon within the main temple of the world-making and world-ending chaotic Chained God, currently closed off while Senate leader Caius Justus considers Messalina’s proposal.

OBJECTIVE: Survive Ephes until the temple opens.

This first event of Arc VII lasts until 3 October. Use your character roles, pursue leads or nudge NPCs for clues!

POLITICS



Politically-minded characters take residence with their benefactors and receive two iron chain bracelets, which represent the Chained God. These bracelets and the red-purplish trim of your white cloth identify your political standing and attract the nagging, desperate or aggressive public pleas of your petitioners.

You hear, hastening to attend Senate sessions, that long-serving leader Caius Justus is unlikely to earn a new mandate. His peaceful, sedentary governance is unsuited to Ephes’ military ambitions.

Pair up with party members and submit threads by 23:59 GMT on 27 September of bribing, cheating or outright fulfilling the needs of one of the politicians below, to secure their vote for or against Messalina.

■ War veteran-turned-politician Sextus Longinus wants to leave his mark permanently on Ephes.

■ Senator Publia Secunda has been struck with court summons on charges of tax evasion. The court claims it has proof she has been passing the precious wares on her ships as geese.

■ Senator Ovidius Petronius’s wife fled home, ruining his image as a family man, after he was caught in compromising circumstances with another woman.

■ Severus Silvanus was overcome by sickness and wishes to throw a party worth remembering as he lives out his final year.

■ Once a formidable soldier, Senator Cassia Floriana has been for years denied an audience by the priests of the temple of the Chained God because of the blood on her hands.

■ Maximilianus Tacitus wishes to eliminate his reputation for stinginess — while spending not one coin.


Note: if multiple players go for the same Senator, we’ll assume they had more than one vote to cast!

GLADIATORS | non-gladiators can spectate or patron



Those assigned as gladiators are received by arena leader Laetio and housed in single or shared barracks cells in grounds near the largest stadiums.

Accommodations are scarce — pallets, hard stone ground — but food, healing and care are generously provided. Veteran gladiators are frequently measured and assessed. Strife is contained, and brawls are forbidden, while priestess of the Chained God visit periodically to bless warriors as ‘his children of chaos.’

At times, as you train or sleep, you sense you are watched. On other days, you wake from violent nightmares to see your wounds and bruises have vanished.

■ Newcomers are paired and taught how to throw fights, exaggerate their reactions and create slogans and outrageous personas. They are offered tattoos, haircuts and makeup.

■ You experience the first day in the arena around the OOC date of 18 September, when gladiators re-enact the Chained God’s first defeat and Chaining.

■ Characters can fight NPCs, each other, or demonic large beasts. These hefty creatures attack head first and thrash the arena, often striking spectators.

■ Injuries can happen when fighting beasts, but unlikely from other gladiators. The highest official attending a fight may choose the loser’s punishment, but must pay exorbitant fees for losses to the arena. After a noble boy orders a veteran gladiator severely beaten, you hear Laetio threatening the child’s anguished father with repercussions from Narula, leader of the Hand.

Submit a fight thread by 23:59 GMT on 27 September for the winner/s to address the stadium.

■ Other party members can pay or coax Laetio to receive their ‘favourite’ gladiator(s) overnight at their villas. Return by dawns.


WHITE NIGHT

One night (OOCly: 24 September), after gladiator games on the sixth of twelve Chainings, you wake up in a bleary haze, your thoughts and movements slow. Stifled screams and heavy footsteps erupt distantly. In pitch dark, you spot the slithering, deep silhouettes that are checking cells — progressing towards you.

■ If you glimpse their coarsely carved masks depicting wolves, you are overcome with a sudden, insurmountable terror and the certainty that your visitors are inhuman.

■ Stumbling, you flee your surprisingly open cell, overcome by dread that won’t abate until you find living company. Some of the emptied cells you pass by have been clearly ravaged. On the walls of three untouched cells of veteran gladiators, you see a wolf’s head coarsely painted in fresh blood. Hide with your companions, until sleep suddenly claims you.

■ The next day, you wake back in your sleeping quarters. Laetio accuses some gladiators of going mad from last night’s celebratory drink and destroying the cells. Servants have been cleaning attentively, with all blood paintings gone.

■ Your memories of the night are increasingly diffuse: at times you describe the intruders. At others, you speak of creatures or people from your own past that terrify you.

■ A veteran gladiator, the Beast of Brenne, is absent from the morning call. Laetio regretfully informs he perished from wounds incurred in yesterday’s games. He calls a toast to the Beast of Brenne and bans drink for the rest of the Chainings.

THE HAND



Characters reach the barracks as part of a set of 100 new recruits. They are subjected to three days of intense training, ranging from running and parkour basics to weights and strength building, basic dagger combat and surviving hard (magically induced) weather conditions. The recruit batch is overseen by Hand leader Narula and members depend on each other for food or care.
Throughout this, recruits are made to heavily depend on Brother Narula, who negotiates and awards privileges and regularly visits for interviews not unlike interrogations. Recruits are largely orphans, convicts or disinherited — lone wolves, says Narula, who only find their pack in the Hand.

Every ten days of the 100 after recruitment, the worst performing five conscripts are removed from the ranks, stoking vicious competition and internal sabotage that Narula allows on the premise of soldiers needing both brawns and cunning.

Permanent injuries are banned. Beware blades left in your shoes and itchy, ground nettles powder on your uniforms.

HONEYED

Within days of receiving your assignments, you must shadow a group of Hand veterans and guard a Hive — an agricultural cluster outside of Ephes — during a grains transfer.

■ New recruits follow veteran soldiers into the eerily silent, vast farmland dominated by high rows of wheat and corn. You feel watched and something touches your legs and thighs. Within farmers’ hearing, veteran soldiers laugh it off as rabbits, snakes — but privately tell you to walk outside the line of vision of scarecrows littered in the fields.

■ The transfer proceeds peacefully until midday, when alarms blare, and a brawl starts near a defunct watering well: a dozen Hand veterans have gone berserk and attack indiscriminately. They are dark-eyed, heaving and struggle with speech and coordination. They seem less wrathful than anguished, desperately calling to ‘Make homes’ as they slaughter and sever limbs.

■ Immobilise the attackers, or take civilians to safety in warehouses.

■ The berserk soldiers are removed — allegedly taken for healing and discipline, but never seen again. At the barracks, Narula says the incident was the result of heatstroke.

MESSALINA’S INFILTRATORS



Some party members join Messalina’s group as paid campaign aides. Stationed in the Senate’s summer villas outside of Ephes, the lady’s eclectic group comprises volatile magic users and necromancers, the undead and demonic creatures — who coexist in tenuous peace. It’s every wo/man to themselves after dark, when the villa walls and defences are drawn up and gates lock to prevent the indiscreet exit of a blood-thirsting demon.

Mid-summer

It becomes rapidly clear that Messalina does not trust the good will of Ephes and wants to cut a deal quickly by bribing, blackmailing, or interceding with Senate leader Caius Justus. She also seems unsettled by the Chained God, who she fears is a hidden undead liege controlling Ephes.

Not every Sleeper sleeps deep.


Messalina assigns party members to bolster the campaign of Maximus Faustus — previously a young, promising and popular politician with hopes of becoming Senate leader… who has been replaced by demonic shapeshifter Alir.

■ Infiltrate noble functions and learn what would steer patricians towards Faustus’ cause.

■ Patricians widely feel that Caius has been too sympathetic towards plebeians and neglectful of his own people. They want to see more grand gestures celebrating Ephes’ noblest class. See to it.
■ Some superstitiously associate Caius with the cult of the Chained God, whom the Senate leader brought back to forefront.

Alir is fiercely intelligent, quick-witted, dry — with little regard for humans, beyond their delicious hearts. Watch him while in public, as he succumbs to his hunger and lures innocents in dark corners to rip out their innards and feast on their flesh. Pay off or exterminate witnesses.

■ A derisive Alir questions Messalina’s plans for peaceful coexistence and the innocence of Ephes. He urges his caretakers to inspect Caius’s private home on the night of the full moon (OOCly: 20 September). You may take along other party members.

■ That night, Caius’ villa is well lit, bursting with song and closed from the inside. Scale the walls to enter and find a feast held by shadowy silhouettes of Caius’ ancestors. First they interact with you, then ignore you, then, increasingly inconvenienced, seem to recognise there is something wrong about you, before giving chase, daggers in hand.

■ On a high table in the great reception halls, you can find the entombment masks and personal effects of all of Caius’ ancestors who are present at the feast. Caius’ personal study contains nearly year-old letters of trade, reports on the fragility of the then-6,000-strong Hand and a broken worship tablet depicting the Chained God’s fourth Chaining.

■ In the kitchens, you find well-secured barrels of fish and wine — jump in together, or hear movement from the servants hidden within. You have time for one question.

CIVILIANS



Characters assigned civilian roles may safely assume their Ephes posts for a handful of days, before the religious celebrations of the Chained God’s twelve Chainings start. The all-Father of the universe, the Chained God is set to birth, consume and rebirth the world, and was chained twelve times by the first heroes of humanity to contain his destruction.

■ The numerous priests of the Chained God wander the roads and mark the foreheads of civilians with salted ash — which briefly brings out your anger, greed or selfishness.

■ Priests say you feel the frustration of the bound Chained God. Some of those ash-touched experience visions of a heavily fettered, amorphous creature, struggling in agony in a cavernous room. Those with supernatural powers find their abilities are volatile for a day.

■ Those who ‘see’ the Chained God are brought and tested for holiness by Priestess Valeria, for it is known the Chained God chooses brief emissaries during the days of Chaining.

■ Newer acolytes greatly defend the religious cult: a great earthquake rattled the main temple of the Chained God last year during the Chainings, and falling debris only spared the faithful who prayed within.


Off with his —

On the sixth day of Chaining (OOCly: 23 September), the news shouter of Ephes’ main marketplace receives a pouch containing the decapitated head of Tavernus, brother of Ephes army leader Narula.

The shocked newscaster drops the head, shakily reading out the message stitched on the pouch: Animals die for men to live. Men die for gods to prosper. — a quote attributed to the Chained Gods and carved on his main temple’s outer walls.

Locals may share Tavernus was a taciturn man who previously served as Narula’s lieutenant in the Hand, before retiring five months prior and taking up agricultural trade.

Group up to investigate — and throw your hat in for a RNG pick to win the head.

NIGHT OF KNIVES | EVERYONE WELCOME



The twelfth day of Chaining (OOCly: 29 September) ends the yearly religious festivities of the Chained God with multiple street celebrations and private dinners.

Popular political upstart Maximus Faustus holds his own night-long banquet, opening his doors to all.

The affair sprawls over multiple floors of Faustus’ enormous villa, with entertainment ranging from poetry, theatre, artistic and magical recitals on the lower floors to a gladiator performance and heavy opioids upstairs. Conveniently, the guest list includes every figurehead of Ephes and their main political and financial backers. Patricians seem amused but flattered by Faustus, who was ‘no one’ before Messalina’s support, but who has been generous in his appreciation of the city’s elite.

Sign up for a RNG draw for a conversation with Faustus by 23:59 GMT on 18 September.

■ No better time to publicise your feats or generosity. Why not have your character (including gladiators) perform or bring an offering?

■ Servants apologise as you smell an excess of musk and oud, hiding, they say, spillage from an accident caused by a fired manservant. You can still glimpse glinting trails of cleansed lamp oil.

Messalina attends the banquet for two hours, but hastily withdraws at midnight, after receiving a letter.

■ Towards the middle of the night, priestess Valeria asks to conduct a religious séance, allowing one person to channel the Chained God and speak to Ephes.

■ After 2 a.m., torch lights dim down, as twenty masked pantomimes enter the main banquet halls, shushing the rooms silent. In good spirit, they ridicule the partygoers, even poking fun at you with inside jokes they should not know about…

■ …before slashing the throats or stabbing some of the high-profile Senators present, sparking a chaotic stampede.

■ The main villa doors have been closed from the outside. Fire broke out within and spreads rapidly, after the rims of main halls curtains were drenched in lamp oil. Rescue some of the Senators, or help the crowds escape Faustus’ burning villa.

■ The assassins are exceptionally strong fighters whose combat style some might recognise from the Hand’s drills. They fluctuate between having physical bodies and merging with shadows.

■ Come morning, a list is found on the main hall floor of Faustus’ villa with an assassination contract for the murdered and targeted Senators. All had intended to support Messalina. The contract is signed with the seal of a ring showing a wolf in profile.


QUESTIONS

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UNKHARIL







Leaving the House of Manouk through waypoints, the party arrives back to the present time of Akhuras, in the jungle swathes of Unkharil. Those undergoing a canon update fleetingly detour into their home worlds. Old or new, you wake with a start, on high alert — body ablaze with static electricity. Some characters might struggle with vertigo, misted memories and dimmed powers for up to 48 hours, while their bodies readjust to no longer being lost in time.

You are in the care of a highly disciplined, if largely nomadic caravan — the refugees of most holy Alem, the kingdom built upon hell that succumbed to the undead. Karsa informs new recruits that the party assisted Alem’s king Deimar with evacuation efforts and with sealing the gates of hell, months prior. Their kingdom lost, Deimar has now taken his people to his mother’s ancestral grounds of Unkharil — a temple-fortress in a valley bordered by four tall mountains that serve as its protective walls.

Legend says the four mountains pillared the heavens, while snake god Kharil-asuk nested in the valley below to recover after birthing the world. So long was his sleep that cloud gods sent down the first bursts of lightning and thunder — frightening awake Kharil-asuk, who slithered into the jungle, never to be seen again. Since, sacred Unkharil has served as site of worship and coronations.

it’s all about the bare necessities )

NOTES

■ Newcomers may be introduced to the large undead dragon, now bound to the party since Arc V. Formerly a tormentor of Alem, she keeps her distance and flies outside of Unkharil for now.

■ This downtime event lasts until 15 September and is followed by Arc VII. Pace yourselves and engage in as much or as little as you want, quests-wise!


QUESTIONS

NPC INBOX

stage iii

Mar. 8th, 2023 06:47 pm
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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

thedreamer: (0317)
[personal profile] thedreamer
WHO: The Doctor | Merrin | & Friends
WHEN: Halfway through The Siege of Alem
WHERE: Various places
WHAT: Possession/hauntings, untold horrors, not a good time
WARNINGS: Discussions of death, potential murder, assault, will update as needed
Slouches towards Bethlehem to be born? )
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And now, hard siege during Alem’s first log event, covering 27 January to 12 February.

This Arc relies on information sharing and troubleshooting solutions, whether to keep the watch towers standing, find the Reaper, hold back Rathakku or evacuate civilians. Don’t be shy!

As a refresher, character have individual assignment & notes — but rest easily, they can largely go anywhere in Alem and play out any prompt below.

Click each header for scenarios!

THE SCATTERING




Alem’s chilly welcome includes a gift of weapons, clothes and meagre food provisions. You are quickly given your posts and grudgingly tolerated by fortress natives, many of whom accuse you of collusion with Rathakku or the merchant guilds. Expect unkind tests or teasing from soldiers who want you to prove your worth.

SLEEPING ARRANGEMENTS: rare beds and hard pallets in the Keep barracks, sharing broad rooms infantrymen. Alternatively, sleep in the Wards, with refugees or the sick.

ARSENAL: you receive serviceable weapons or inherited clothes — ragged, over/undersized and perhaps livened by fleas.

FOOD: scant, dry, hard and prioritised for the weak, young, sickly or actively fighting. Scarce additional resources, such as berries and deer meat, can be procured from the nearby forests on the lower half of the mountain.

ACCESS: characters can go to anywhere, except the Room of Seals. Entering the Watch Towers will be discouraged during attacks, unless you were assigned these posts.

■ Between 7-10 February, Rathakku will Claw — meaning necromancers, the dead and those who are incredibly sensitive to life and death are vulnerable to his thrall. They could be conscripted into his armies, if they exit the fortress or linger long outside. Ghosts might woo them to enter the mountain forests, and they will itch with wanderlust and a sense of incompletion. Comment here with an idea of what you'd like you character to do/a> if they are lured to Rathakku’s side.

NPCs: each fortress level has a designated NPC you can reach out to. Deimar will additionally be visiting the Watch Tower, following Stephen Strange’s taunts.


THE WATCH TOWERS

The first and most war-torn line of defence. The watch towers keep Alem standing — fend off their attackers.

       EASTERN TOWER



■ Assigned to the Eastern Tower: Jinx, Vi, Hermione and Chu Wanning. Medic: Leonard ‘Bones’ McCoy.

■ Harpies frequently charge here, using their blade-sharp claws and deep fangs. They are humanoid but carnivorous and expressly prey on tower watchers. The scent of blood lures them — so Bones should quickly bandage wounds.
■ Bad weather hides their attacks. Beware the mists of 29 January and the blizzards of 3-6 February.

■ Cut the harpies’ legs if they fly away with you — better to risk a hard fall into the mountain’s snowy than being dragged into their nests.

■ They are vulnerable to loud sounds and vibrations. Set off the great, rusted tower bells to sound the alarm and repel them.


       WESTERN TOWER



■ Assigned to the Western Tower: Eleven, Xie Yun, Kahl and Eda. Medic: Sarah Bishop.

■ Flurries of arrows frequently rain down, plain, fire or poison-tipped. They are shot in two broad attacks (morning and evening) by orc archers.

Sarah receives a kit of local ointment antidotes, but must make haste — the sickness spreads quickly and paralyses limbs. (Effects disappear over 1-6 hours, once the antidote is applied).

■ A rare few arrows are tipped with hallucinogen substances that trigger paranoid visions.

■ Orcs may try to scale this tower, using climbing hooks. Push them down.


       SOUTHERN TOWER



■ Assigned to the Southern Tower: Jon Snow, Stephen Strange, Red and Finn. Medic: Wen Qing.

Irenia, Frost’s Scourge, an ancient, extremely large but slow dragon stops first at the Southern Tower before proceeding to other watch posts. She will turn back, if she is stopped here.

■ The dragon breathes down frost that can paralyse you in place, or freeze limbs. Wen Qing must prioritise warming the affected.

■ A few anti-frost shields have been supplied, but their magic wanes after a few hours. Use them as a last resort.

Irenia’s hide is tough and leathery, but she can be deflected by continuous attack. She no longer seems to hear or see as sharply.

■ She largely flies by, breathes ice and tries to pick up watchers in her great maws, then crack their bones or throw them down on hard stone.

■ Repel her for three consecutive days and she will not return for a week.


       NORTHERN TOWER



■ Assigned to the Northern Tower: Kamala Khan, Wanda Maximoff, Merrin and Jiang Cheng. Medic: Anduin.

■ Demons draw large catapults near the fortress walls and throw strong projectiles at this tower — stone, large steel balls or even human or demonic.

■ The worst missiles comprise stones alight with ‘living fire’ — an extraordinarily hot blaze that can quickly incinerate tissue. Anduin should immediately attend to burns.

■ The tower is exceptionally weathered and structurally unsound, marked by large, destabilising holes. Kerasstone asks you to fix the infrastructure or guard his repairmen.

■ The ongoing damage sometimes triggers quakes in the fragile tower — hold on and don’t fall crumbling to your deaths.

■ Use the one-man crossbows and range weapons available, or the fixed large tower crossbows to shoot back and destroy the catapults.


THE KEEP


Life at court, when the knives come out: barracks, royal halls and Crown Prince Haiva’s medical quarters await.

KINGDOM COME

The court of Alem bustles with rival proposals: the supporters of Crown Prince Haiva want to surrender the citadel, while proponents of former Regent Thyvault seek to raise the remaining armed forces in a desperate last stand against Rathakku. King Deimar, mere months in his rule, has opted to evacuate convoys and resettle them, after sealing away any last chance of Rathakku accessing hell’s gates.

■ The supporters of Haiva, Thyvault and Deimar wage frequent wars of words that accuse Thyvault of Deimar of usurpring rule, and Haiva of being too weak to lead.

Thyvault’s men slyly wonder if Deimar killed the beautiful woman he was seen wooing mere months ago in the fortress grounds. Proof of her death or continued survival would benefit the three causes.

■ The woman was last seen chased by a fair-haired rider into the frosted forests that Rathakku has peopled with monstrous wolves and undead Alem huntsmen. Interrogate hunters & commoners or track her down.

■ Tempers boil over Jan. 29-Feb. 5, with arguments frequently devolving into fights and shallow stabbing. As ‘supporters’ of the three gentlemen, you should defend their cause — but do pull back blows before you kill each other.

Deimar punished brawlers with a few days of penitent confinement in the barracks, where you are expected to reflect on your sins and attitude, and certainly not join the cliques of heavily drinking men playing dares and cards. Hold your liquor, survive the exceptionally spicy Alem meals and take advantage of the general inebriation to ask your questions of the brass — without showing your horror when you hear them boast that Thyvault’s men drove the local ice mermaid population extinct.


IS THERE A DOCTOR IN THE HOUSE?

The Haiva’s medics ( Bones, Sarah Bishop, Anduin and Wen Qing) are repeatedly called in to inspect his fits of sudden and elusive sickness. He exhibits a varied multitude of bizarre symptoms when his healers visit him:

Bones finds Haiva is a haemophiliac, his skin brittle like paper.

■ For Sarah Bishop, Haiva is overwhelmingly feverish, battling an unseen infection.

Wen Qing sees patches on Haiva’s skin that resemble decaying, moulding or gangrene.

Anduin notices Haiva’s skin feels clammy, his breathing stalled, as if his body were entering rigor mortis. He is very much alive.


Haiva is always weak, but gratefully and mysteriously cured of his symptoms within hours of his consultation. You can start a thread with him!

Info sharing with the medics’ club is caring!


THE CROSSING



The bustling, stifling and overheated Crossing reunites the main ground-level gates and corridors of Alem’s castle. Merchants traverse the halls, volunteering their wares at exorbitant prices, while former Regent Thyvault leads the departing troops.

HAGGLE GAGGLE

■ Colluding merchants offer their less-than-stellar goods at heinous rates. You get 100 coins to haggle long, hard and to the bone for food, cloth and maps, amid war inflation. Offer your hair, your virtue, the ugly side of your fist as needed. No one will mind if you liberate a few wares.

■ Two of the most prominent merchants — boastful Batthour of the grains and stern Eles, vendor of maps, silks and steel — openly despise each other. Their apprentices frequently start brawling — stay out of their way or stoke the clashes…

Batthour and Eles are both open to trade, but seem distinctly disdainful of Alem, expressing pleasure from profiteering in its downfall. Group up to raise coin or other goods to trade, then put in your best offer. The next few Alem convoys require 500kg of wheat and at least three maps of eastward provinces to resettle.


THE WAR IN WORDS

WHEN IT GRAINS, RED POURS: Under Thyvault’s leadership, Alem’s scouts and infantry gather in the Crossing for final instructions then advance into Rathakku’s territory. You can join them on a mission to the Ivory plains at the bottom of the mountain, where a few frozen storage houses still have summer grains. Steal back the supplies, bypassing snow-buried traps and Rathakku’s lingering feral creatures.

■ King Deimar has prepared new missives for Rathakku. Multiple envoys can group up to ensure delivery down the mountain and into the warlord’s encampment in the Tattered Highlands. Your white flag buys limited patience from Rathakku’s demonic armies. Only two characters can directly interact with the warlord — Sign up for one of two spots by 23:55 GMT on 30 January. Note: Rathakku should be approached lightly.


THE WARDS



The ill-lit Wards house the wounded, young, crippled or vulnerable of Alem, alongside those preparing to evacuate the fortress in upcoming convoys. Where there is sickness and overcrowding, expect poor provisions, the astringent scent of antiseptic, and a sense of residual decay. The lucky few sleep on pallets — while most dwellers take the hard ground and share dry bread. Soft-spoken Crown Prince Haiva visits regularly.

THINK OF THE CHILDREN

■ Weak civilians are often targeted by soldiers, who are frustrated by sharing their resources with ‘leeches’ who do not defend the citadel. Intervene to protect the vulnerable and redistribute any food that is unfairly confiscated. Prince Haiva will lend his scarce authority to correct any reported wrongdoings.

■ Learn to supply first aid, console orphaned children or widow(er)s and ease the spirits of those petrified by the recent murders.

■ A convoy prepares to leave on 9 Feb, with another due on 15 Feb. Pack the scant effects of the weak and plead for the gold or charity of the Keep’s gentry. Whatever resources you gain will greatly help the survival odds of those who resettle.

■ Inevitably, death visits some of the wounded. Professional grievers and coarse embalmers perform cleansing and mourning rites for survivors. Help them, or participate in the local habit of sharing tales of your most tragic sorrows, to distract them from their own.


WATSON ON DUTY

■ The investigative summary, as civilians can share them: five unrelated deaths took place over the past 11 weeks. Some speak superstitiously of a Reaper, who punishes the people of Alem for abandoning their fortress and sacred duty to protect the gate to hell.

■ The victims were all men aged 22-35 of diverse appearances and backgrounds. Some had minor injuries. They were all found without marks of wounding or sickness, bearing a white string bound to their wrists. One of the men was a foreign merchant.

■ Senior sorceress Althea searched the site and cleansed bodies, finding no evidence of magical interference.

Haiva has reinforced guards, but Deimar seems indifferent. Thyvault believes this is only an inevitably level of mundane crime.

■ Some nights, you might wake to the haunting song of a plangent woman. You enter a state of dreamy, confused hypnosis, drawn to a narrow, steep staircase you had not glimpsed before. You fumble towards the lake caves of the Gut’s Bind. Even the intrusive voices of Alem tell you to snap out of it and awaken — but your best bet is a companion’s help.

■ The staircase cannot be found again, come morning. The call is fainter for women, and does not affect the same person more than one-two nights.

■ Guards, sorcerers and civilians can answer your questions — but prepare your bribes and wooing.


THE GUT’S BIND



It’s nice, dark and quiet in here, barring the comforting thrum of the forges. Paladins and sorcerers are hard at their elusive work, reinforcing the Room of Seals. Access to the Forges, mines and glacier lake caves remains liberal.

LAKES, MINES, MAYHEM

THE MINES: Characters deployed to find new escape routes find a series of corridors leading into the previously bustling gold mines, where ore resources remain well supplied. The territory is overwhelmingly shaky, with mine shafts and structures prone to collapse. They appear dusty, brittle, husked and far older than their actual age. Go deep enough and you can find sheets haphazardly strewn about and the remains of partly devoured demons.

THE LAKES: Saunter into a series of four interconnected ice lake caves, where the brutal cold is viciously wounding and pervasive. The first three caves give you no trouble, beyond ridiculously sharp icicles waiting to drop down. As you enter the fourth cave, you find gleaming stretches of golden, gleaming… scales that float on the lake waters. Grab one to study — but beware the starved creature that guards them.

THE FORGES: some entirely abandoned, some functional, all well-equipped at this time. Settle down alone, or in the company of Kerasstone’s people — the old blood that preceded even Alem’s settlement and holy seal in the mountains.

■ Keep an ear out for sudden sounds or unexpected steps behind you, as you travel the tighter and tighter passageways to find or shovel new exit routes through the mountain: some of Rathakku’s creatures appear to have… wandered in. They camouflage as stone and lay perfectly still in wait of their prey, before descending. They’re vulnerable to strong light and a jolly smiting.


LOCK YOUR DOORS

■ Paladins and sorcerers enter the heavily warded and barricaded Room of Seals every few hours. They emerge exhausted, their resources drained. Some also bear heavy gashes.

■ Characters are barred from entering and incarcerated for a day in one of the Keep’s jails or brought before Galatea’s judgement, if they attempt to sneak in.

■ Groans and screams can be occasionally heard from within, followed by spikes in the sense of deathliness of the place. Some paladins are never seen exiting.

■ You have one chance to enter, at midnight on 1 February, when the Gut’s Bind erupts into calls for healers to attend an emergency. Collapsed paladins are urgently pulled out, while sorcerers attempt to ward the room before ultimately fleeing to help their brethren. You can infiltrate and stay inside for 20 minutes before the stoked anger of the room completely overwhelms you, and you begin to bodily attack everyone and everything around you. This is a dangerous route: check in for one of three findings scenarios.



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