asgardmods: (FAITH ❧ listless king)
ᴀsɢᴀʀᴅ ɢᴇɴᴇsɪs ❧ mod account ([personal profile] asgardmods) wrote in [community profile] asgardfinis2019-10-02 07:29 pm
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MOD POST: OCTOBER EVENTS DESCRIPTION

october events description.

Hey, y'all! Faith here with our good fun nothing bad ever battle plot for October. Most of you answered our player poll with resounding support for running a longer event this month, which is super awesome. Thank you as always for your amazing feedback and support, we are incredibly grateful for your help improving this game as we go. I'm hopeful that what we've got in store for you will be fun and a little bit spooky too!

A couple quick announcements/reminders before that too:
  • Applications are open until October 7 at 11:59PM EST! Bring all of your friends and their friends and we'll have a grand ol' time.
  • September's AC results are up, and October's AC has been posted here. Please remember that you must respond to AC before the end of the month - October 31 - by 11:59PM EST to stay in the game. Let us know if you have any questions or need any help making AC!
  • I did not finish updating the info pages because it was hilarious to suggest that I might have any time for it while still in school. :') Please consider it a WIP for now.
  • I'm also going to work on the conclusion to September's event based on the comments on this post over the next few days. I've been sick and focusing on getting this finished first, but I'll let you know what the future of our sacrificial rituals looks like ASAP!
Okay, enough of that nonsense! Let's get into the good stuff!

As discussed previously, there will be two parts to October's event. This first part will take place on October 8 to coincide with our intro log. The second part will happen a week or so later and will stretch for several days; this will be when our combat takes place, and there will be an opt-out event for those that choose not to participate in it. It's a little ICly weird to space it out like this considering the plot urgency, but we want you to have enough time OOCly to thread out the first part so bear with us when it comes to the in-game time awkwardness. Haha

october 8: don't say it, don't say it.
This bright morning is a bit chillier than previous months, signaling a change in the weather. Most of the trees around town still seem a vibrant green, but some of the leaves are changing color and being carried away in the wind. It's the beginnings of autumn in Asgard, and while the shift in the weather is rather comfortable and relaxed, the city itself seems to be swept up into a furor of its own.

It starts with a message that pops up on everyone's bracelet early in the day. There will be an NPC post on the 8th to discuss the matter ICly, but for the sake of expediency, the gist of it will be this:
New dangers have been discovered beyond Asgard's territory. There are those in need of our assistance, but whether or not the Wanderers accompany us on this venture is your decision to make. Your presence here has been kept largely hidden from the rest of Yggdrasil, and leaving the safety of our kingdom might break that secrecy. To compound the issue, more of you have arrived overnight, and all of you may be affected by what you choose to do next.
As it implies, the gods are asking you all to come to a decision on this: will the Wanderers venture out into the world face this new threat alongside the gods, or will they stay here in the city where it's relatively safe? This is a group decision; individuals will still be welcome to join the party even if the majority decide not to go, but the idea is that any Wanderers leaving the relative anonymity of the kingdom might alert other beings in the world to the Wanderers' presence in general.

We're making this post mostly for the social conflict of it, so you guys can ICly discuss this amongst your characters! OOCly, we're assuming that at least a large portion of you will want to go anyway so that we don't have to wait until the post is launched on the 8th to reveal the rest of this plot. This one is A Doozy, so we want you to have plenty of time to plot and prepare for it!

This is because our enemy for this event will be the White Walkers from Game of Thrones! Lalli found a wight in the forest, and now all of Asgard knows they're here. Thankfully, the Game of Thrones cast formed the War Council for this very possibility, which means Asgard is relatively prepared for this sudden invasion. If your character attended some of the Council's meetings, they would've at some point seen Jon Snow wax poetic about the end of the world - or their world, at least, and now Winter seems to be coming for Asgard.

prepare the preparations.
what do we know?
the wights
  • These are the standard vision of undead or zombies, but their eyes are a piercing, unnatural blue. They appear in varying forms of decay, depending on what killed them, when they died, and when they were raised.
  • They have seemingly little intelligence; their sole purpose is to kill any living thing they can find. They do not behave independently, cannot be reasoned with, and do not stop moving until they are killed - even if they are dismembered or beheaded.
  • Their battle tactics are literally using any possible means to kill a thing. They can use weapons, have super strength, are incredibly fast, and they can claw, bite, and tear through flesh.
  • They are the footsoldiers of the Army of the Dead, so these are the most "common" enemy and they are generally high in number. They swarm together mindlessly to overpower and destroy both people and structures. It's really gross and horrifying.
  • The Night King creates wights by raising the dead in a wide area around him. This includes re-resurrecting previously killed wights and anyone else that might have fallen in battle against them. A specific White Walker controls a group of wights, and killing that Walker will immediately kill all of the wights beneath it.
  • They can only be killed with dragonglass, Valyrian steel, or fire. Every other method of attacking them will only serve to slow them down. When they are killed, their bodies fall limp to the ground.

the White Walkers
  • These look like wizened, blueish old men made of ice or frost with long, fine white hair. Their eyes are the same unnatural blue color as the wights.
  • They are highly intelligent, have super strength, and do that annoying boss fight thing where they side-step all of your attacks like assholes. Successfully landing a strike on them is incredibly difficult, and has a very limited effect.
  • They fight with ordinary weapons like swords and spears made of ice that shatter iron weapons like actual ordinary swords and spears upon contact. However, they do not typically enter combat until they have to. They'll usually hang out in the backlines staring at you smugly as all your companions are killed.
  • Each White Walker controls a group of wights, and they follow their general direction of where to attack, when to stop, or what to look for. Killing a White Walker immediately kills all of the wights beneath them.
  • They can only be killed with dragonglass or Valyrian steel. They can walk through fire without any harm coming to them. Every other method of attacking them will only serve to slow them down. When they are killed, they shatter into countless shards of ice that immediately disappear.

the Night King
  • This is the big boss. He is a White Walker, but he looks very distinct from them, with a sharp crown of ice ringed around his head.
  • Everything else written in the White Walker section applies to him, with a heavy emphasis on that smugness of "all your dead are belong to me." He is the one that raises the wights, and typically does so in one large wave after the majority of people have fallen in battle.
  • It is not known what can kill the Night King. It is believed that only dragonglass or Valyrian steel can be used. It is believed that killing him will kill the White Walkers beneath him and all of the wights as well.

what do we have?
  • A supply of arrows designed to burn, either through lighting them on fire before firing them or by sparking into flame through magic when fired. There are bows and quivers available to anyone that joins the combat.
  • A supply of dragonglass/obsidian weapons is available in the form of swords, daggers, spearheads, and an array of arrowheads. Your character can easily grab one of these if they are joining in the combat.
  • A very limited supply of knockoff Valyrian steel weapons in the form of swords and daggers. We say knockoff because these were made by the gods and not using the traditional methods of Game of Thrones lore. For this reason, it is not confirmed that they work the same way, and there are only a few of these available due to the magic involved with creating them. Only experienced combatants prepared to get in the face of the White Walkers and the Night King will be given one of these weapons.
  • Tyr, Heimdall, Mimir, and Honir will be leading this expedition, with a little less than a hundred natives joining them.
  • More than anything else? The information necessary to defeat these creatures, which is a huge advantage.

All of this will be discussed on the 8th as the city rallies to arms and prepares for potential refugees. Asgard was built to house the human race from the dangers of the world beyond this kingdom, and though this threat may not have originated here, it is no less important for them to act now and save lives. Whether the Wanderers join them or not, Asgard will serve its purpose and fight to bring these mortals into safety.

october 18 - 21: winter is coming.
Those willing to join this fight will be leaving at the crack of dawn on October 18. Travelling with a large caravan of wagons driven by the eight-legged horses, nearly a third of human Asgardians, and the gods Tyr, Heimdall, Mimir, and Honir, the Wanderers will be guided along a safe path through the forest to the outskirts of Asgard for the first time. Those that remain in the city will be able to see them off, but will only see a distantly bright light if they don't exit the forest itself. Please note that once you have entered the pathway through the forest, you can no longer access the network until you have returned to the city at the end of the plot.

From there, each group for this plot branches off into their respective logs. The following will only apply to those that join the venture to face the White Walkers; those that remain behind can jump to the next section to find out what happens back in Asgard.

travel details.
After a day of travel through the strangely intense landscape of Yggdrasil outside of Asgard's territory, the caravan will find a small cluster of houses - a few dozen humans living there at best - that invite them to stop for the night and discuss the threat at hand. It seems to be safe here, but they talk about passing news of trouble not far away.

Leaving at dawn again on October 19, the caravan will come upon another settlement by midday, barely more developed than the last but overcrowded by far. As they stop to speak to them, the Wanderers will learn that many of them have fled here from neighboring areas without actually having seen anything for themselves. They all say they thought it was just a story, some imaginary rumor that's been spreading for awhile, although no one can say for sure when they first started hearing them.

The others that have fled here, the ones that have seen something - they are fearful, they are desperate, and they know "they are coming this way."

Seeing the need to give some relief here as much as whatever lies ahead, Tyr stops here - we'll call this Settlement One for future reference - with anyone that wants to hang back as medical relief for any potential injured or to help reassure the natives that they will do their best to get them out of here safely. The Wanderers might want to set up secondary precautions against the Army of the Undead here, and the natives are turning to them for an idea of what it means to be protected by Asgard. This is a potential stopping point for those that don't want to leap head first into battle… although there's no saying it won't lead head-first into you. ;)

The caravan continues from there with a few less wagons and a hurried urgency underfoot. When they come upon the next grouping of buildings - what might've been the start of a township given enough time, and what we'll call Settlement Two - the sun is already setting, and the only humans that remain are those too injured to travel and those too stubborn to leave them behind. The gods decide that this is where they'll make their stand against the coming Army of the Undead. The natives begin unloading the dragonglass from the wagons, and the Wanderers can help them build barricades or start digging hasty trenches in a perimeter around the area.


This is the major stopping point for this part of the plot. They are basically going to let the Army come to them so they can find and kill the Night King, and they will need as many people as possible to be prepared for that fight.

However, Honir will be pressing on with a small group of volunteers. The others will call it foolish when night is already falling, but he insists that they need to go as far as they can go to see how bad the damage is - and if there's still anyone they can save. There are a few things to consider before participating in this part of the plot:
  • We'll accept ten volunteers to ride ahead through the night with Honir.
  • They will need to ride fast on the eight-legged horses comfortably and with minimal visibility. This is a danger mission 100%.
  • They will need to be prepared to fight for their lives if they run into a threat. Honir will do his best to protect them, but he won't take anyone that isn't ready for this.
  • They will need to agree that their goal is to keep going as far as they can go, understanding they might die in the process. This is a survey mission to discover the scope of what's happened here.
  • We said we'll accept ten volunteers, but seven of you will die.
    • We can select these via RNG or you can volunteer your character for the opportunity. Whatever sounds more fun for you (and less fun for your character).
    • The 7 that (eventually) die will get to participate in a slightly spookier part of the event that involves some sneaking around before they are caught and killed.
    • The 3 that continue with Honir will… continue with Honir, for better or for worse. :^)
  • You can sign up for this part of the plot at this comment. If we receive more than ten volunteers, we'll RNG which ones get to go along on October 12 - or possibly take all of you and let more of you die. We'll see!
  • Characters that participate in this part of the plot will have a thread on the log with details of what happens to them. (Only good things, I'm sure.) You'll be able to thread this part with each other there if you'd like!
  • Characters that participate in this plot will also miss out on the first part of the plot that follows. The seven that die will return for part two as described here; the other three will return with Honir towards the end of the battle. Make sure you're ready for that plot commitment!

For those that remain behind for the siege, October 20 doesn't exactly come the next day as expected. In fact, the sun doesn't seem to rise at all, and as people begin to wake in confusion, a storm approaches from the horizon (cw: violence, gore). Everyone scrambles to their positions, and from this point forward, the fight is on!

combat details.
what's the situation?
  • As the storm approaches, winter comes with it (cw: violence, gore; stop at 1:30 to avoid a jumpscare) as snow suddenly comes down in blinding sheets. While there is no giant undear polar bear descending upon you all, imagine that these are the general weather conditions while you're fighting. It is loud, dizzying, and hard to see through all of this ice-cold snow.
  • When the wights come, they come barrelling over walls (cw: violence, gore) and climbing on top of buildings. There are about 1000 of them and most of them look halfway rotten; others seem startlingly fresh. As stated, they attack every single living thing they can find without restraint.
  • As the battle wages on, there will be 12 White Walkers observing from the backlines. They do not engage in the combat, but seem to express interest in killing some of the eight-legged horses and will kill any rider that comes close to them for one.
  • Characters that die in this fight fall to the ground, lifeless. The light emitted from their bracelets continues to glow, but dims somewhat after they've fallen.
  • This battle is not meant to be won. Did you think the trauma would stop here? Think again, friends. As the battle wages on and more people fall to take down what few undead they can against overwhelming numbers, the Night King appears and raises the dead (cw: gore, child (un)death; you can stop at 3:00 unless you want to see how fire arrows work against the wights) once more.

    This includes the PCs that died in the battle. If you let your character die in the first part of this fight, they will be resurrected as a wight and begin attacking the living - ally or not. They are mindless soldiers in the Army of the Dead at this point, and only when they're killed with dragonglass, Valyrian steel, or fire will they disappear and be resurrected back in Asgard. No matter how many times your character is "killed" in this event, you will only receive one death consequence overall.
  • Once the Night King appears, it will become apparent that the White Walkers are specifically hunting down the Game of Thrones cast. Everyone else is becoming canon fodder, so Mimir bullets the remaining living Wanderers back to Settlement One so they can have a few hours to set up some kind of trap while he and Heimdall do their best to hold the Army back.

There will be a minor intermission in combat for this period! Everyone that waited at Settlement One will have to deal with the sudden arrival of their injured and battle-weary companions and the news that they have less than 10 hours before the Army arrives. The goal at this point is to kill the Night King and destroy the Army in its entirety; if you can take down some of the White Walkers in the process, this will help diminish the active threat!

how do we win?
to kill the White Walkers
  • Members of the Game of Thrones cast will participate in trying to lure the White Walkers and/or the Night King himself to them so that they can be killed.
  • We'd like you all to form groups to cooperate in taking down the White Walkers! Since there are twelve White Walkers, we'll create a top level to form a group for each one. You can volunteer to join one of these groups here.
  • For sake of ease, we're going to assume that the cooperation of the group is enough to kill the corresponding White Walker! However, you guys can plot amongst your group members to decide how that goes down and if anyone specific gets the killing blow on it.
    • If your group chooses, you could also have them fail to take down their Walker and still be fighting against it when the Night King is killed, thus destroying the Walker as well. We do love some drawn out trauma.

to kill the Night King
  • For this part of the plot, we will be accepting volunteers on this thread. Since there is one of him and many of you, we will be selecting who lands the final blow by RNG on October 18.
  • Because the Night King is ludicrously powerful, anyone volunteering for this position must be someone that is ready to get their ass handed to them and/or die trying to kill him. This doesn't mean they have to be skilled at combat. If your character is chosen for this role, we can create the circumstances for their success, whether that's in head-on-head melee, landing a sneak attack, or picking up someone's weapon and going in for a lucky strike. That part we can figure out; first, you just need to be crazy enough to take the shot.
  • Those that volunteer for this role but aren't chosen can still absolutely plan with each other and the chosen character to say they fight together to this end. This role is entirely for plot purposes, and teamwork will be paramount to succeed! The Game of Thrones cast is terrific and working with us to make all of this happen, so we can use their characters as convenient plot bait in various respects as needed.

to save the undead Wanderers
  • The easiest way to do this is to kill them with one of the relevant methods: fire, dragonglass, or Valyrian steel. Once they are killed this second time, their bodies disappear and are reformed in the welcome room back in Asgard.
  • If you can catch and restrain them (paying mind that this is very hard to do, because they are incredibly strong!), you can bring them to one of the gods instead. They will not have time to figure out how to "fix" them right there on the battlefield, but they can spare them a second death by sending them back to Asgard whole.
  • If there are Wanderer wights still alive when the Night King is killed, their bodies will crumple to the ground, lifeless once more, before disappearing.
  • Again, any character that dies in this event will only receive one death consequence maximum, even if they are killed twice.
  • Oh yeah, and the three Wanderers that died travelling ahead with Honir? They are definitely there in the horde of undead for the battle at Settlement One.

  • UPDATE:
  • Characters will only be resurrected as a wight if they die in the initial battle at Settlement Two. Characters that die in the battle at Settlement One will disappear and return to Asgard immediately after dying, whether they are still living or undead.
  • Characters that spend time as a wight will remember what happened while they were undead. They will not retain their memories or consciousness while they are undead, as they will mindlessly be following the White Walkers' commands, but will recall everything after they are resurrected in Asgard.
  • All characters that die in this plot, regardless of when or how they die, will be resurrected on October 23, a little over a day after the caravan returns to Asgard.

Ultimately, by the end of the battle, the Night King will fall and the Army of the Undead will be stopped. How many Wanderers die in the process and how many human natives are saved will depend on your team efforts here! This one is a little harder to gauge in terms of how your specific plans will affect the outcome of the event, so we'll say that depending on the planning done on this post prior to the event, we will scale a certain number of human natives saved overall. This doesn't necessarily mean we're looking for something specific to be successful; we'd just like to see y'all dig in deep with the plot in your hands, and we'll reward you with some thankful new residents of Asgard.

The Long Night ends when the Night King is killed, and winter leaves with him. The ride back to Asgard is fraught with anxious energy as they collect the rest of any survivors they can find and continue on their way. It's uncanny and surreal, in a way. With the loss of that magic's influence on this world, Yggdrasil's sky returns to the unrelenting brightness of color and heat gone astray - a far cry from the cold, suffocating death that faced them just a day ago. They rest, they wake, and they pass safely through the barrier of the forest once again to arrive in a solemn but grateful Asgard. The city is ready for you to rest, heal, and breathe fresh air somewhere you can almost - almost - feel safe.

october 19 - 21: idle hands & restless hearts (opt-out).
On October 19, when things have mostly settled down from the departure of more than half of the city's population, if the Wanderers are included - there is a noticeable absence left behind, an abrupt emptiness in a space that wasn't overly crowded to begin with. Many of the native Asgardians left behind are anxious and afraid, and that nervous energy seems to echo in the silence of this massive, vacant city.

But there's work to be done, and no time to wait. If all goes well on this mission as one can only hope it will, there will be injured that need tended to and they'll need housing for new arrivals. All of the gods left in the city rally those around to help with these preparations, and there will be a host of tasks your character can participate in:
  • The most important to start is medical relief. They know injured people will be coming back from this fight, but not how many or how dire their needs will be. The hospital can house some of them but not all, so Frigg will be in the process of setting up medical tents and gathering supplies/healers for the task ahead.
  • They will also need food and clothes for the new arrivals. Sigyn will be leading the task of creating care kits to be delivered to any refugees entering the city by packing backpacks full of clothes, toiletries, and other supplies one might need to get settled into a new city. Those inclined to cooking or farming can help prepare meals and make sure the food supply is increased to accommodate the increase in population.
  • Although they're relying on the caravan being able to stop the threat before it reaches anywhere near Asgard, there's still cause for concern enough to prepare some emergency defenses. Skadi will be staying near the forest and twisting the trees into an even deeper maze for any that might wander through it. Others are standing guard and keeping careful watch for signs of anyone approaching, whether they're friend or foe.
  • Is there anything else you can think of that might be useful to prepare in advance of the caravan's return? Anything to help the Wanderers returning from a fearsome battle, or something to welcome new Asgardians into the city? Let us know below!

While all of these efforts are underway, the biggest project overall is creating new space in the very literal sense. Asgard's territory stretches for miles, but most of that is occupied by the forest that operates as a barrier between the city and the outside world. When the city needs room to grow, the forest gives way.

Right before noon on October 19, the ground of the city will begin to emit a faint golden glow in intricate woven lines that trace back to Odin where he stands in the castle courtyard, directly in the center of the city. After a few minutes of this, when the sun sits directly above them in the sky, the light flashes into a glaring brightness for the briefest moment - and when it fades, a wide ring of the trees has disappeared in place of the same floating motes of golden life magic some of you might recognize from a long time ago.

This swirling magic rapidly gets to work forming new buildings of the same style and arrangement in each of the districts as the glowing motes pull together to form solid structures, and the Wanderers can watch as the city literally builds itself. However, as the magic coalesces to give form to new objects, it also seems to form odd shapes in odd places - humanoid shapes, like gently glowing specters of people that aren't really there.

For the next two days, these specters will be hanging around the city and generally being a nuisance while the city is preoccupied with more serious matters. One might follow you around for several hours, or be standing stock still in your bathroom all day when you really need to use it. You might find one walking along a path and disappear only to reappear again to start over. Some sit on the ground and shiver while others cling to the closest source of heat.

The specters are tangible and can be touched, which is part of what makes them so annoying; they bump into things and linger in crowded pathways and generally don't care what they interrupt in the process. They don't seem entirely sentient and none of them speak, although some may make low moans or quiet sniffles, ambient noises related to whatever action they seem caught in. And if you pay enough attention to them, you will be able to tell that they are caught in some kind of loop: there's something specific tethering them to one place or one task, and they hang there in the way until that task is satisfied in some way, at which point they dissipate into golden light and vanish.

You can consider this kind of like the White Mushrooms from Kingdom Hearts. Each specter needs something specific to be dispersed, and this can be anything at all. For one hugging its arms and shivering, you could wrap them in a blanket or even set them on fire, as long as they are "warmed" in some way. For one standing in your bathroom and moaning in front of the mirror, turning on the sink might be enough to send them away. For one that's pacing back and forth crying, you could talk to them with words of reassurance or use some kind of calming magic to bring them peace.

The idea to keep in mind for this is that these specters are the embodiment of the anxiety felt throughout the city while the battle wages from afar. Magic has given the worries and fears of those left behind a shape that can be interacted with and calmed, soothing those anxieties in an oddly literal way. While they can be innocuous little things like the examples listed above, they can also manifest as specific thoughts that your character may have, as long as they can be represented in some kind of loop.

If your character is worried about someone that left dying in battle, a specter could appear behind you that looks around incessantly for something it can't find. If you're helping with the relief efforts but you're getting tired of moving things around town, a specter might lay down on top of what you're carrying and refuse to move. If your character is angry that any of this is even happening, a corresponding specter could stomp around angrily in circles, huffing and puffing along the way. Your specters don't have to necessarily tie into the plot event itself; the idea is any emotion you're carrying around with you is taking a tangible form and hanging around rather obnoxiously.

Every time you successfully give a specter what it's looking for, it will freeze in place for a moment before silently dispersing back into golden motes of dust and fading away. When this happens, your next inhale will be a deep, calming one - and you will be momentarily granted a vision of what the specter represented. This isn't quite like sharing a memory or someone's thoughts; it's more like you see a version of them carrying out the core of whatever loop the specter was caught in.

If it was fretting around, pacing back and forth in front of a window, you might catch a glimpse of the specter's owner sitting beside a window and staring through it longingly. If it was angry and blustery, you might see a vision of its owner yelling about something. These visions only last a few seconds at most, and you can plot with each other to discuss what you might learn from someone else's specter - or maybe you disperse one of your own and learn something about yourself instead!

The specters are annoying but otherwise harmless - until October 20, when the natives and the gods are frustrated to find that they haven't left by morning and more continue appearing. Over the course of the day, they become increasingly aggressive, sometimes actively pushing someone or making vague shouting sounds at them. It seems that as more time passes without hearing news from the caravan, the anxieties of the city deepen and the specters respond in kind.

By the time night falls and these golden specters cast a bright light against the darkness, they have become hostile towards anyone they come in contact with. They slam doors in people's faces, block pathways and knock items out of people's hands, and some of them outright attack on sight. At this point, magic is the most effective at dispersing them. They have a limited ability to actually harm anyone, but their hostility isn't as easily calmed with blankets and kind words anymore.

If one is charging right at you and bellowing loudly, a blast of ice might be enough to "cool" it down. If one is towering above you and refusing to move, a gust of wind to blow it away or a spell to move around it might force it to back down. You'll have to get creative or even ask for help with getting rid of particularly troublesome ones that just won't relent without the right magic to break them. At this stage of the event, when you successfully get rid of a specter, the vision lasts for closer to a minute and gives you deeper insight into what's agitating its owner, even if they aren't outwardly expressing those concerns themselves.

Whether you find a way to disperse the ones you come across or simply resort to hiding from them, all of them will have vanished by the time the sun rises on October 21. The caravan doesn't return until much later in the day, so any relief felt from the disappearance of the specters is still laced with the same fear that summoned them in the first place. Regardless, everything is successfully ready and in place by the time the forest path reopens and the wagons return with countless injured and fearful new residents. Times are strange and tense for everyone, but at the very least, both Asgardians and the Wanderers can rest with the reassurance that everyone is here safely - at least for now.

october events summary.
Since we know this plot is a real doozy and there's a lot of information packed in here, it might be easiest to read this first and then look for the relevant information above!

october 8: don't say it, don't say it
  • An NPC post will be sent to all of the bracelets asking the Wanderers to discuss if they're willing to break the secrecy of their presence here to go save lives outside the kingdom.
  • New characters will arrive to a city rallying for battle against the undead.

october 18-21: winter is coming
  • Characters willing to join combat against the undead will leave at dawn on October 18 with a caravan of wagons intended to bring people back to Asgard for safety.
  • The caravan will stop near evening on October 19 to prepare for a siege against the coming army.
    • Honir and a group of volunteers will press on ahead of the party to scope out the damage and look for survivors. We will accept ten volunteers; seven of them will be chosen to die in this event via RNG on October 12. You can apply for this role here.
  • The Army of the Dead arrives sometime on October 20 and battle begins.
  • Halfway through the battle, the Night King arrives to resurrect anyone that died in the battle as a wight. This includes the Wanderers!
  • Realizing that the White Walkers' goal is to kill the Game of Thrones cast specifically, battle retreats to a secondary location to set up traps to lure them in.
  • Battle resumes. We'd like you to form groups for taking down the White Walkers, which can be done here.
  • We will select one volunteer for taking down the Night King himself via RNG on October 18. You can apply for this role here.
  • The caravan returns to Asgard with any survivors left on October 21. The number of human natives saved will depend on the plotting done on this post prior to the event.

october 19-21: idle hands & restless hearts
  • After the caravan leaves, there is a startling emptiness left behind and the natives are anxious for everyone to return.
  • The gods begin clearing out more space in the city to prepare for new arrivals and be ready to treat any injuries.
  • Part of the forest is "dissolved" to create room for new buildings. The life magic released clings to the anxious energy in the air and forms semi-sentient specters.
  • The specters are caught in a "loop" based on the fears or worries of someone in the city. Your character can find specters that embody their own worrisome thoughts.
  • The specters can be dismissed using various amounts of social interaction, magical affliction, and any other methods available that is in some way relevant to the loop they are caught in. Successfully dispersing a specter gives you a brief vision of what's bothering its owner.
  • By evening on October 20, the specters become aggressive and hostile. Magic becomes the most effective means of dispersing them. The vision after dispersing one lasts longer and gives you deeper insight into what's bothering its owner.
  • All of the specters are gone by the time the sun rises on October 21. The caravan returns much later that day, and the city returns to a relative sense of normalcy for the time being.

Oof. This is a longass doozy of a post, friends, but there's a lot of plot to hand out and (hopefully) plenty to play with. Please be sure to let us know if you have any questions/comments/concerns/dirty jokes in the comments section below or on the mod contact page, and let us know what you think of this event in terms of pacing! We'll touch base in November again and figure out where to go from there. Thank you all so so much for being here, and we hope you enjoy October's dose of spooky and horror!


navigation.
sanityinruins: (Default)

Re: MOD QUESTIONS

[personal profile] sanityinruins 2019-10-03 06:34 am (UTC)(link)
I'm not too sure where to ask this but I'll do it here for a general thing: Ye Zun has his mind reading thing that he can do and he would have a bit of practice with his skill by the time this starts up. So would he be able to read the mind of one of the White Walkers, or even the Night King? Just to help with finding them since I'm pretty sure the cannon fodder ones will have no mind just directions for him to pick up on.
momsboy: (Er...no we won't be doing that)

[personal profile] momsboy 2019-10-03 09:50 am (UTC)(link)
Sooo....could Peter convince one of the gods to try and make a Valyrian steel weapon in the shape of a scythe? Or that's too complex? Just curious.

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winscenario: (Default)

whoops that was under the wrong comment...

[personal profile] winscenario 2019-10-03 02:45 pm (UTC)(link)
Regarding characters who go with Honir and end up dying:

• will they remember what they did while they were stuck as a wight?
• after they're killed for good, will they wake up immediately after back in Asgard or will it take those three days as any other death?
• will other characters know they'll come back eventually or will they think they've died for good?

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hikikomori_king: (Default)

Re: MOD QUESTIONS: IDLE HANDS & RESTLESS HEARTS

[personal profile] hikikomori_king 2019-10-16 10:27 pm (UTC)(link)
Am on hiatus but sticking this here I guess how far do you want turgon to get building them a fancy wall with dragonglass spears sticking out as per convo with Odin

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machinamentum: (( ☠ ) » one maniac at a time)

[personal profile] machinamentum 2019-10-03 02:56 am (UTC)(link)
Name: Lilyyy
Character Name: Gaige ([personal profile] machinamentum)
Volunteer to Die?: Dying is what she does on the regular I guess, so sign her the fuck up for that. But yeah there is no way she'll stand down from volunteering unless Honir tells her not too fdsfds. Absolutely will throw herself in front of Boss at all circumstances.

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Peter Quill - Let's ploooot

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Ariadne

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Gamora

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Re: WHITE WALKER GROUP ONE

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Re: WHITE WALKER GROUP THREE

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northerndragon: (Default)

[personal profile] northerndragon 2019-10-03 03:29 am (UTC)(link)
Name: Elizabeth
Character Name: Jon Snow ([personal profile] northerndragon)
Preferred Method: This would likely be a one on one sword battle — and regardless of whether or not he is selected, Jon will definitely be gunning for the Night King. They have it in for each other. It’s just that if he isn’t selected, he will lose or be hampered in some way.

Which leads to a plotting offer for the RNG winner, if it’s not Jon and if it works for their character: I’m interested in letting them build on his failure in various possible ways. They can rescue him, or use his sword after he fails, or etc. There’s more than one viable approach.

ETA: Also, if he wins, I’m cool with plotting some other people helping him clear a path through the final thicket of wights that the NK would probably throw up as a last-ditch shield!
Edited (Added link. Spoilers for 8x03.) 2019-10-03 10:48 (UTC)

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time for some shiggles

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hikikomori_king: (Default)

Idle Hands plotting

[personal profile] hikikomori_king 2019-10-03 01:38 pm (UTC)(link)
A plot where Turgon would be useful! Alas, I am about to go on hiatus so... Turgon is going to be having horrible flashbacks to the time he and his family crossed their world's equivalent of Antartica on foot and his beloved wife fell to her death in the ice and... staying home for the Idle Hands plot. As I'm not really going to be around much feel free to find him grumbling about the cold and staring morbidly into fires and being suspiciously well organised about keeping people warm
mindseer: (Default)

Terezi Plotting

[personal profile] mindseer 2019-10-03 04:27 pm (UTC)(link)
Right so -
1) Dumb dumb here will be going, because of course the violent troll nutjob will be going on a fight unless people wish to convince her actively to remain behind. If someone would like to take a stab at that, let me know.
2) If she goes, I am not 100% decided if she will engage a White Walker alongside another person, or if she will join the scouting party where Almost Everyone Dies. I'm going to decide on this by next week I think. I want to sit and ruminate a little, and potentially to engage some of the Oct 8-11's storyline to develop her perspective and the actual plans I have.

In short: She's probably going. She'll either be involved in a White Walker or Scouting Mission, and I'm looking it over as we go forward to make a final decision. So, toss me any preferences you have.
northerndragon: (Default)

[personal profile] northerndragon 2019-10-03 11:37 pm (UTC)(link)
I’m definitely down for Jon trying to protect Terezi a bit on the battlefield if you decide to have her in the fight; I think he would probably like her from their interactions so far.

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dorzalta: (Default)

daenerys plotting

[personal profile] dorzalta 2019-10-03 10:15 pm (UTC)(link)
10/8
* Expect regal internal screaming and probably a very angry little queen when she finds out the dead are here.
* OOCly, you can expect she would ping your character in a giant group text if they participated in the War Council in any way, shape, or form.


10/18-21
-traveling to fight the white walkers
* Dany will not be part of the volunteer group with Honir because she would be more of a liability than a help.
* She will travel on to settlement 2, but will definitely share any info she can that you don't get from her castmates who have seen the dead (mostly Jon and Jaime) with you. If you choose to get info from her, please let me know so we're on the same page about info sharing. Anyone overly arrogant might hear about Viserion dying, because holy fuck a dragon died to this dude, you know?? ...but it really depends on the CR.

- settlement 2 battle
* Someone please help her with the onslaught during the wight attack this is terrifying being on the ground.
* Also there will be emotional bull shittery when the NK shows up because he killed her baby. But this might show up after they get ported back to settlement 1 and there's a moment of down time.

- how do we win?
* I'm not sure if I'll be signing up Dany to get a WW, but I did volunteer her to help get the NK. If your character is chosen, and you want fire to help clear a path at any point to reach him, hmu she's your girl.
* If on the off chance Dany gets chosen to get the killing blow, I want all the help ever because teamwork frands!!!
* I might kill her in this battle but I gotta see.


I would also love to have a group splitting off if people are interested to help the person who does kill the NK, even indirectly. I've been hollering about Leeroy Jenkinsing forever and probably killed the joke at this point, but since they're attracted to GoTs, and she would realize this the hard way, she would definitely be willing to be used as a distraction, if necessary. Especially if she sees Jon die.
Edited 2019-10-03 23:49 (UTC)
momsboy: (Star Lord | Ready)

[personal profile] momsboy 2019-10-04 10:32 am (UTC)(link)
About time Peter discovers that her world has ice zombies, haha. he would understand her frustrations.I'll assume she pinged Peter since he participated in the War Council.

Do you think Danny might mention Viserion to him while traveling to fight the white walkers? It would help Peter to understand why she was upset about the Red Death months ago but if she doesn't, that's cool too.

Peter will be aiming to attack the NK as well so they all can team up and see who later manages to take him down.

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northerndragon: (53-insomniatic-dw)

Jon Snow

[personal profile] northerndragon 2019-10-03 11:34 pm (UTC)(link)
Oh boy so somebody’s worst fears sure did come true almost immediately! I’d say there will be no living with him from now on, but let’s be real, he didn’t want to be right. (Also a lot of people are going to die anyway ha ha sob.)

8 Oct -
- You know those speeches in the videos linked throughout the post? Probably prepare for another one of those.
- Jon will be busy with preparation and, while harried, can bend an ear to anyone who needs it.
- He owns Valyrian steel, a sword called Longclaw.
- We will have set up something before then so that anyone in the game not currently involved with the War Council who wants to be can consider themselves involved.

18-19 Oct - Jon will ride out with the group but will not ride forward with Honir. He may, in fact, vocally disagree with the entire “10 outriders” plan, because he would think it’s a suicide mission.

20 Oct - Once the battle begins, and especially after the teleportation back to Settlement One, it will become clear that Jon is a high-value target to the White Walkers: the whole cast is, but he’s 5% more so (it’s a canon thing where the Night King really does seem to see him as a particular threat and spends a lot of time going after him). While Jon has some plans with castmates, this would be a good time to fight back to back with non-castmates and also a good time to fight player character wights.

Jon will specifically be trying to look after Daenerys and Robb, but will not be able to protect them at every moment. A lot of the rest of this depends on the RNG, but he will kill at least one White Walker, and he will do his level best to get to the Night King for a final confrontation. It may be that the Night King personally kills him before the RNG winner gets there, in which case they are welcome to use Longclaw as mentioned above, or it may be that Jon’s death motivates the RNG winner’s kill, or it may be that, as actually happened in the show, he’s so swarmed with and pinned down by wights that he can never get close enough. Other things may depend on castmate deaths in the later part of the event.

So basically, I’m looking for people to fight at his side, murmur disapprovingly with him about suicide missions, talk with him about Robb, deliver apology letters for doubting him (nah, you didn’t doubt him!), etc.
Edited 2019-10-03 23:38 (UTC)
sanityinruins: (Default)

Re: Jon Snow

[personal profile] sanityinruins 2019-10-04 05:39 am (UTC)(link)
Ye Zun agrees about suicide missions and idiots who do this why? He will also lends a hand to protect Dany because he actually likes her wow.

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Addendum

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thequitecontrary: (shy)

Mary Crawley | Idle Hands plotting

[personal profile] thequitecontrary 2019-10-03 11:59 pm (UTC)(link)
Sooooo not being any sort of a fighter, Mary will not be joining the expedition to fight the undead. She'll be back in Asgard holding down the home front. I plan to have her work on one of the farms (and when I say work I mean ride around on an eight-legged horse and supervise the native Asgardians while they work) and help put together meal kits, etc. I'll probably have a specter bother her, one representing either her anxiety about the people out fighting or her family back home. If her powers are approved, she may take on one of the more violent specters.

I'm open to things with anyone, though it would probably make the most sense to plot with people who are doing the opt-out plots!
draumstafir: (Keep чour heαd αbove ɯαter)

[personal profile] draumstafir 2019-10-08 02:04 am (UTC)(link)
reynir would be absolutely no help on the fighting front so he'll be staying in city as well. he's also a farm boy who won't be able to resist trying to fix specter things so there's a real good chance their paths would cross!

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wrong account but...

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keybearing: (This is my strength)

[personal profile] keybearing 2019-10-04 11:01 am (UTC)(link)
Sora is probably going to be down for fighting. It'll be a good way for him to figure his Mage Armor on himself/someone else too? Maybe. Probably. He has fought the Ice Titan back home so he has Totally Got This, Guys, Really.

lbr he will prob get over his head against the actual Night King if he tried, maybe, given he is without his usual assortment of JRPG abilities/spells and the like here in Asgard but he might at least be able to help fend off the others?

I am debating whether or not to toss him at the trip with Honir or not. atm. Anyone up for encouraging the reckless, restless teen or tell him to stay back out of this nonsense, whatever, I'm down.
mindseer: (Default)

[personal profile] mindseer 2019-10-04 07:05 pm (UTC)(link)
Depending on where we actually toss these two (which I'm also not decided on), iif they end up in the same area of the conflict, I'm definitely down for a teamup.

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amongfriends: (so don't you ask me)

Gamora - plotting

[personal profile] amongfriends 2019-10-05 04:41 am (UTC)(link)
Gamora is joining in on White Walker Group 1 with Peter... also trying to kill the Night King bc she really has no respect for boss level villains with one obvious exception. She's great on teams since she both has the qualities of a leader, but falls into line as the need arises so feel free to team up!!!

She's gonna stabby-stabby a lot of guys so join in on the fun.
mindseer: Source Needed (PM please if you know) (White-Eye (Grin))

Re: Gamora - plotting

[personal profile] mindseer 2019-10-06 12:07 am (UTC)(link)
They may not end up in the same team, but I'm sure fighting wraiths is a thing that can happen, so they see each other in action. Assuming Karkat doesn't convince her to stay home.

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viciousmaukery: (watchin' it come true)

PLOTTING

[personal profile] viciousmaukery 2019-10-05 10:49 am (UTC)(link)
Molly will be helping guard the city. he is not too sure about his chances against a zombie army, and would rather not get in on that shit, but he's going to be running errands around the city and cheering people up on his off time, just so he's got something to do. if anything happens inside the city walls, though, he's ready and willing to get some action in.

Robb is part of the GOT cast, and a Stark. so yeah, he's definitely on the front lines, and there's quite a few wights and Walkers gunning for him. what he wants to do is to take advantage of that: should you be having trouble stealthing around a wight or killing a Walker and he notices, he'll immediately get its attention and get you an opening, for example. I signed him up to lead Group Three in killing a White Walker, but I'm absolutely open to the possibility of getting him killed in the process—he's walking into this fully aware of the risks involved, and will tell people to make sure to kill him if he comes back as a wight.
reek: (Default)

[personal profile] reek 2019-10-08 04:23 am (UTC)(link)
Theon is bookverse, so he's never seen a white walker and he doesn't believe in them either. He sees them as stories made up by Old Nan to frighten the Stark children and nothing more than that. You can expect him to laugh it off for awhile, especially when Jon Snow talks about it because fuck that guy in particular. He'll refuse to help for a bit, but then he'll offer his services for the sake of showing off.

And he still won't believe they're actually dangerous. Maybe he'll die at some point during this event I haven't decided yet.
skittering: (heiluttaen veitsen.)

[personal profile] skittering 2019-10-10 08:47 am (UTC)(link)
this isn't so much a plotting comment as a comment to get tallied up into the mods' estimated forces .vs. the dead, but!

lalli + some dragonglass are going to be fighting as many wights as he can, mostly sticking pretty close to emil and his hilariously effective fuckin fire. klaus too, if he can keep his eye on both of them at once.

they're mostly just taking out as many wights as possible tbh
momsboy: (Yup?)

[personal profile] momsboy 2019-10-16 08:31 pm (UTC)(link)
Since we mentioned it in the CR meme, I'm also mentioning it here. Peter might want to try a close look on Klaus too and therefore might be close to Emil as well. They could team up and basically try to murder any zombie who gets too close.

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redarrowqueen: (10)

[personal profile] redarrowqueen 2019-10-13 08:36 am (UTC)(link)
Thea won't be in the battle since she was just dumped into all this but she does have her bow and arrows so people need to discover that (aka her offing a few baddies as needed?)! Beyond that I'm up to discuss things for her. :)
secondplacescrow: (Default)

[personal profile] secondplacescrow 2019-10-15 03:51 am (UTC)(link)
Edd will be by Jon Snow's side as he's literally the only guy Edd knows in this whole mess, he's sticking with him even if that means having to deal with the wrights again

So expect to complain about it. At length. No, he won't shut up about it.
yiling_laozu: (Flute.)

[personal profile] yiling_laozu 2019-10-16 07:21 pm (UTC)(link)
I'm brand new here so I'll be sticking to mostly background support. Wei Wuxian is an expert archer and an excellent swordsman, so he'll be sticking dragonglass in as many of the undead he can, as well as doing his best to keep his fellow Wanderers alive. And even though he ability has left him, he'll be trying his hand at controlling the undead himself. So rude of them to stop listening to his command!
cecidit: a screaming child named nero (i spy with my little eye)

[personal profile] cecidit 2019-10-16 07:22 pm (UTC)(link)
Vergil will definitely be filled with motivation a need for vengeance after having to kill his brother under terms that aren't his own. this may also be the first time in his life he's experienced a feeling of overprotectiveness, since seeing Dante die will sort of solidify the fact that Nero can die, as well. so he's going to fight with his son at White Walker #2 for a little while, at least until he's confident that he can leave the boy to his own devices, before joining the group attacking #3 instead.

I pitched him for killing the Night King, since even if he doesn't know it for sure he'll blame that guy for Dante dying, so he would like the opportunity to avenge his brother.
sassery: ({vg} it's not over)

[personal profile] sassery 2019-10-16 07:24 pm (UTC)(link)
DON’T YOU JUST WANNA GO APESHIT

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sassery: (all this rage that's inside me)

[personal profile] sassery 2019-10-16 07:28 pm (UTC)(link)
Nero will absolutely be fighting, because let’s face it, it’s in his blood. He’ll stick with group 2 mostly, and uh. Once he discovers Dante’s died he’s probably gonna lose his shit and fight like a madman. If someone wants to reign in the boy they absolutely can go for it. He’s not gonna die but he’ll definitely take out a lot of wights while being injured, he’s as stubborn as they get, especially when he’s grieving.
momsboy: (A cutie)

[personal profile] momsboy 2019-10-16 08:29 pm (UTC)(link)
Yooo hi! At some point Peter needs to lend him to scythe so Nero can be a badass with it thanks to his power immediately making him and expert.

And Peter only talked to Dante like, once, but he will notice Nero upset if you want him to try and calm him down at some point/help him murder more ice zombies, peter totally gets vengeance.

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faenthras: art from vox machina origins. (CAN I GO HOME?)

vex & dante plotting.

[personal profile] faenthras 2019-10-16 08:30 pm (UTC)(link)
Vex'ahlia will absolutely be out there defending the city, she is a ranged fighter for the most part so she will be keeping her distance and hopefully keeping as many zombies away as possible.

Dante naturally will be fighting and going on that fun trip with Honir, unfortunately this will end in his death and subsequent turn to the ice zombie side. He will reappear on the ice zombie side later and will ultimately being killed again by Vergil. ¯\_(ツ)_/¯ Cause family yo.
winscenario: (hundred twenty.)

jim kirk » plotting!

[personal profile] winscenario 2019-10-17 01:54 am (UTC)(link)
Jim is going on the expedition with Honir because he's an idiot he wants save as many people as he can, even if the chances are slim they'll find anyone still alive that far out. I've been waiting to hear back on whether or not he'd die during that expedition, and it turns out that yes, he will die!

And come back as a Wight so yay great fun for the whole family.

As a Wight, he's going to hit up Settlement One. So basically instead of helping people he'll probably maim or kill a few natives instead, especially since it's a settlement where there'll be people who are injured, incapacitated or otherwise slowed down. I am particularly interested in finding someone who will kill him before he does too much damage. I wouldn't want him to kill too many people while he's a Wight so the sooner he's killed for good, the better.

Hit me up if your character's on that settlement and would know how to/be able to put him down! He will genuinely thank you later.
channellings: (☂ withdrawn)

[personal profile] channellings 2019-10-17 04:07 am (UTC)(link)
oh hello (': you are looking for pain in the form of death? because why not make things awkward af while we're at it as well... craughs

please, jim, don't thank him for killing you if he does, though

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Re: jim kirk » plotting!

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enflame: (( 312 ))

[personal profile] enflame 2019-10-17 03:13 am (UTC)(link)
oops, never tossed in a plotting comment.

20th: so emil here has dragonglass, fire magic and a couple bags of explosive equipment from back home he's bringing along. he's actually pretty useful in the whole shebang for a while--

until he dies. he had a good run.

most of my interactions with people not involved in his death would happen on the 18th and 19th, so those days are free up if anyone wants to get explosive shit from him. or save him from ivar, that would be helpful.

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