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!


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darksoulwithlight: (pic#13472264)

[personal profile] darksoulwithlight 2019-10-17 06:32 pm (UTC)(link)
Trish is 100% ready to throw down and make a game out of this before realising that it's definitely not as easy to kill stuff and shrug off injuries when you're a normie.