EVENT #18: ENDGAME PART 2/2
Feb. 17th, 2026 02:56 am
Event #18: END GAME PART 2/2
Imperial soldiers are in high spirits as they board warships and pilots don armors. Their generals are at the helm, and even the Emperor makes an appearance in his large crimson and gold armor to lead those heading to Bavrecht and The Vault. Victory feels close.
The Corsairs are not alone in this battle though.
Citizens across both the Upper and Lower Isles have realized this might be their chance for freedom. Sympathetic groups had been reaching out to the Corsairs ever since the radio transmission had gone out, many of them those who had been protected by the Corsairs in some way before. Freed slaves and their loved ones, those who had been treated or given vaccines by Corsair healers, villagers who had been protected from natural disasters by the Corsairs, worshippers of the Old Religion, non-humans who had been second class citizens all their lives... Even some Bounty Hunters and Nobles reveal that they'd like to see things change.
With their new allies ready to take up arms and provide supplies, the Corsair leaders make plans to pincer attack the army, and bring Emery and the Will of Apollo home. The strongest of the Corsairs are entrusted to confront the leaders of the Empire and the Church of the Divine.
MISSIONS
Surround the Imperial Army: Once again, the Imperial Army descends on the Lower Isles with their generals leading the way. The fleets split, with warships heading for multiple isles where Corsairs were believed to be, and seeking out Flotsam once more. The Vault on Bavrecht draws the most firepower now that its location is known.
The Corsairs and their allies come at the army from two directions. Those waiting below on the Lower Isles and on sea, and those hiding in the Upper Isles, who will surprise the army with an attack from above.
Description: The Corsairs are spread across the map and will find battle in air, land, and sea. Defend The Vault or other Lower Isles locations, in the Upper Isles sneak into position to board ships and take the army from above. The Generals, including the Emperor's favorite, Quirin Blumstein, are all priority targets. The battle lasts several days, making it possible for characters to travel between battle sites at different times.
General Quirin Blumstein may be played by a log leader or written jointly by all participating players.
Additional General NPCs can be created by players and thrown into threads as desired. The Emperor can appear briefly but will not be seriously injured in this prompt, and his soldiers will enthusiastically intercept attacks aimed at him.
Additional NPC information is in the comments below.
Invade the Palace: Those who aided Odilo's escape from the capitol will remember the layout of the floating island and the expansive Varschein Palace occupying it. Last mission here had been outside and on the first couple levels of the palace. This time, the palace must be explored further to find Emery and any other allies being held prisoner there.
The palace has two known areas usually dedicated to holding people. One in the upper floors of a tower, the other in the underground floors. Spies have provided maps, and warn that both locations are miles from the easiest entrances to slip through. It could save time to attack the main entrance and go from there, but only if the Honor Guard there are neutralized quickly.
Spies also warn that the Pope of the Divine and a few other high ranking priests are guarding Emery. It's unclear where he'll be held at the moment the Corsairs arrive, as he has been moved a few times over several days. The Pope seems paranoid and is in a terrible mood despite being the safest one present, having been blessed with his own godly power. Emery has made no move to try escaping yet, but the Pope frets, regardless.
Description: Decide how to enter the palace. Take on those guarding the palace head on, or slip past them while others keep them distracted. Locate the dungeon where Emery is located and remove his power suppressing collar. From there, Corsairs must decide whether to leave the Palace or stay and fight any enemies not yet defeated.
Apollo's power cannot be used to attack the Honor Guard and other soldiers without cursing Emery, but it can shield the Corsairs. Apollo and Hades can, mysteriously, attack the Church of the Divine leaders without being cursed. Emery is currently an NPC. He and the Pope can be played by a log leader or shared among players.
Emery will be found in the tower prison, while other Corsairs who were taken are in the basement. Let the mods know if your character wants to open the Golden Door. See comments for more information on the locations.
The Emperor: Emperor Cladius Varschein II sees his generals begin to fall and is alerted to an attack on the palace. Enraged and bewildered, he returns to his palace to seek out his throne and conjure up his greatest power.
The final battle takes place in the throne room. Only those willing to give their lives should face him.
Status: Open
Description: Face the emperor in direct battle at risk of serious injury and possible death. Defeat him by either death or inability to fight.
2-4 participants may take part in this prompt. The Emperor will be played by the mod account.
Wildcard
Description: Not playing a fighter? There is much to prepare in anticipation of battle- traps to set, spells to cast on equipment and weapons, repairs to tune ups. Even an inspiring speech or a thoughtful battle plan for a specific island is in demand. Injured will need treatment and civilians who have little experience in battle might need help taking cover if they are overwhelmed.
OOC INFORMATION
-You may join as many open prompts as you desire. The final battles take long enough that someone might be called away to a different front as circumstances change.
-If you wish to kill your character (temporarily or permanently), feel free to DM
code credit
NPC & LOCATION INFORMATION
Date: 2026-02-17 11:09 am (UTC)Information available here.
The Church of the Divine and The Pope of the Divine
As some offworlder characters have wondered, there is a reason the Gods of Esthere bear names shared by gods in other worlds. Gods who had once been worshipped in other worlds left their homes after their religions faded, and wandered the void.
There a group of these fading deities found a plentiful gathering of ether, which together they used to create the world of Esthere and the peoples. The gods' power, and by extension their life forces, depended on the faith of their worshippers. It was their hope to extend their lives through the faith of the people on this new world.
But as the Corsairs have seen, the original gods have since passed on and left the traces of their powers to new generations. The Church of the Divine has attempted to erase the Old Religion and in turn erase all that remains of the original gods. This was the demand of The Divine they worship.
The old gods were not the only powerful beings to walk upon Esthere. A being known as Lucifer, who had escaped his prison, found Esthere while running from those who had locked him up for his evil deeds. A fallen angel who embodies betrayal, Lucifer found the hearts of the Imperials ripe for targeting and began siphoning the faith of the world for his own purposes, and he became The Divine.
The Pope of the Divine is Lucifer's chosen avatar, much like Emery is Apollo's or Matthias is Hades'. He has been granted great skill in light and divine magic, and angel wings. He is not a god though, and Lucifer is still not as powerful as the old gods, even now.
Lucifer speaks to the Pope in his mind, and has warned him of the danger of Apollo or Hades attacking. The gods will be cursed if they interfere with mortals by attacking the Empire, but an attack on the Church of the Divine would be an attack on Lucifer, and a punishment for his interference. The Corsairs must not find out about this vulnerability, and Emery must be kept locked up.
The Varschein Palace
Basic setting information available here.
Going further into the palace this time, the Corsairs will come across stairways up into the multiple towers and stairways that go down into the basement floors. The Throne Room is located in the largest, tallest tower near the center of the palace.
The Upper Dungeon
The Upper Dungeon in one of the palace towers is the aesthetically nicer prison of the two. The cells are slightly larger, there's are slit windows allowing some light, and the hall is wider. These cells are typically reserved for scaring misbehaving nobles that the Emperor doesn't want to punish quite as badly.
In this case, the width of the hall and the cells allow the priests guarding Emery to all fit comfortably and cast spells to reinforce his restraints without bumping into each other.
The Lower Dungeon and Something else...
The Lower Dungeon is very much the typical dark prison found in castles. Rows upon rows of cells are packed with enemies of the empire and subjects who disappointed the Emperor. Everyone is fitted with a power suppressing collar.
There's also a golden door adorned with the Empire's insignia about halfway down the stairs down to the lower dungeon. It's locked, but might be possible to force if Corsairs find time to explore. If you wish to open this door in "Invade the Palace" please tell the mods.
The Honor Guard
The Honor Guard are stationed around the outside of the palace and make rounds up and down the large halls throughout, with heavier concentration closer to the throne room.
All guards wear large armor built emphasizing steadiness and strength over speed. They will give their lives to protect the Emperor and other important leaders. Their specialty lies in melee combat, and an unarmored, regular person would suffer serious injury or death from a single landing blow. Magic spells are not their specialty and general healing spells are about as much as they know. They rely instead on their armors, physique, and enchanted weapons. Most carry swords or spears, but there are canon carriers as well.
Emperor Cladius Varschein II
The Emperor wears his own heavy armor, made of the finest metals and blessed to prevent damage. He wields a giant greatsword and a hand-cannon for ranged attacks. Like the Honor Guard, his melee attacks are powerful and likely to cause serious damage or death when they land.
Rumors claim his magic is considered the strongest in the empire, and it is said he has mastered every school taught by the Imperial Academy despite not being called a mage. Spies have reported that the Emperor is strongest when in his throne room, but it's not entirely clear how. The best guess of those who have been serving in the palace undercover is that he has some kind of ether reserve there, gathered from his most loyal subjects when they kneel before him.