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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 [personal profile] blessmefather about any desired interaction with Hades in the underworld.

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