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BOARDMASTER ([personal profile] boardmaster) wrote in [community profile] pawnstorm2016-08-19 10:15 am

WAR ♞ MARCH ON CENTRAL WEST PLATEAU

MARCH ON CENTRAL WEST PLATEAU
20 AUGUST (GLADIA) 2016



The quiet, seemingly unremarkable town of Friedgood doesn't seem like a prime target for a Noir attack. Ask any outsider what a Friedgood local's favorite activity might be, and they’ll likely respond "I don't know, digging?" They're not wrong: Friedgood's primary industry comes from the excavation of precious stones and minerals in the nearby mountain ranges and volcanoes. Those who don't make their living from mining most likely still enjoy digging, as the town is a hot destination for archeologists from the school of Pigeonsblood looking to uncover the ancient secrets of Gammon.

More important than shiny rocks, however, is Friedgood's strategic location within the country, specifically the checkpoint known as Platform 42 and 5/8ths. It forms a stark contrast to the sleepy town it resides in. This bustling travel hub is known as the "Gateway to Gammon", and boasts fast transport to almost anywhere in the kingdom. Security is tight here, with grim-faced Gammon soldiers working around the clock to ensure that criminal activity doesn't stand a chance. Keep your contraband at home — an infraction will cost you heavy jail time. Friedgood is also the only town with a road providing access to Grantebrycge, Gammon's illustrious University town.

By conquering Friedgood, Noir hopes for universal access to all of Gammon.

On the 20th of Gladia, amidst strong winds and persistent thunderstorms, Heroes will arrive to the Central West Plateau. Even surrounded by tall mountain ranges and ominous volcanoes, its ancient wall is truly a daunting sight. A marvel even by modern construction standards, it was built over 300 years ago to defend against hostile nomadic tribes, and remains as strong and sturdy as the day it was built. It also provides an important environmental buffer to the people of Friedgood — the wall is resistant to lava.

Basic info on the war can be found here. All OOC questions about the event may be directed to the thread below.


ONE The War of Three Armies
It’s time to head to the battle, Hero. You may be walking, riding a mount - your own, or a borrowed spider or boar - or hitching a ride from someone else. It’s a miserable trek to the plateau, but at least you’re not alone. Once you arrive, Verdoni is there to greet you, accompanied by another Gammonian, the commander of this battle.

Pinta
[ so god damned salty about not being a naval tactician and assigned to ships ] Ah, yes, the vaunted Heroes I’ve heard so much about. The name is Pinta, ah... naval tactician to Gammon’s armed forces. Ask why and I’ll show you a bloody hell. Anyway, welcome to the Central West Plateau! During ancient times, the volcanoes were said to be a wall of flame that protected Gammon. But if that stopped the Othellians, I suppose I wouldn’t be here, ahaha! Now, with them dormant, we must instead rely upon our steel and our wall. It’s strong enough to protect Gammon even if every volcano in the area were to erupt all at once! At least that’s what the locals say. They didn’t sound too dodgy, but... moving on!

If you have any questions, our men will be glad to explain; show you how the cannons work, where the traps are and whatnot. Again, this really isn’t my expertise—oh! Our wizards have been creative as of late. We’ve these wind platforms that will fling those Noirs up, up, up! Into the air! Try not to get caught in them, yeah?

Our navy will take care of our seas. They’re an outstanding lot, they are. All we need to do is focus! Gammon shall not sink here!

You’ll then be handed a magical bracelet. The miners use it protect them from toxic air, so this is a precaution; should you need it, it should last for the duration of the battle. Now all you have to do is wait and prepare for the battle. Acquaint yourself with the battleground: explore the Defense Wall and see what traps there are. It may give you some ideas of your own. There are also war cannons aligned on the top wall and within its interior. Otherwise, check your supplies or rest and collect yourself for what will come. Your mount may also want attention.


TWO Fellowship of the Bling
Initially cloaked by thick fumes of sulfur, ozone and the dreary overcast of the storm, the Noir battalion finally arrives. Their general, Spicy Spice, steps, nay, struts forward.

Why is it that every time I come around, that Cochrane Bridge wants to go down? [ ADJUSTS HER WORLD CUP BRA ] They can’t keep that wall up forever.
Let’s make this a quick one, so we can get out of this smelly rain! [ gets ready to fire her gun in the air when she remembers something ] And don’t forget, target their puny pathetic healers, first. [ raises gun high above her head, signaling for the attack with a BANG! ]

On her cue, the Noir Vanguard rushes forward with a fearsome war cry, followed soon after by the Rearguard.

ENEMY ♟ Mounted Noir Soldier
Weak against
None
Strong against
Fire
Immune to
None
These soldiers gallop onto the battlefield with their imposing GOLDHORN GOAT mounts. These are bigger and stronger than the average goat, and their golden horns tend to ABSORB SPELLS directed at their riders. Some spells in a soldier’s arsenal:
  • GRISTRELKI sets fire to the rain — literally. It converts the rain in the sky into a barrage of fireballs. Pray your umbrella’s fireproof!
  • With the PLAMEVODA spell, they can turn hot water (i.e. those from geysers) into bubbling hot lava. When combined with a strong cooling spell, the spell can trap you in rock… That is, if the lava doesn’t kill you first!
  • DVIZHE SMERTI is a dangerous spell that paralyzes its target, rendering them unable to even speak or blink. This can be cured with mana exchange. Hurry before Noir strikes with a rain of fire!Of course, the soldiers are capable of HEALING SPELLS to assist their injured allies and mounts.
The VANGUARD is lead by an impressive wall of massive shield units, armed with various melee weapons: swords, maces, and daunting battle axes. Herd them into the traps around the battlefield to render them immobile!

The REARGUARD, armed with bows and arrows, will try to overwhelm the HEROIC VANGUARD. HEROIC DEFENSE back them up with long-ranged attacks and the cannons! If they get close enough to the wall, the Rearguard will relentlessly attack the Defense!

Both units are under strict orders to prioritize an attack on the HEROIC SUPPORT. If they see any Hero or Gammonian soldiers helping each other or performing rescues on the battlefield, they will give chase IMMEDIATELY.

DROPS: Shield with Noir Emblem, Flame Staff, Assorted Non-Magical Weapons, Golden Goat Horns, Lava Lamp
In the heat of battle, you will feel the ground beneath you shake and tremble. In a turn of events neither side could have predicted, a dormant volcano in the distance erupts, raining down fire and scorched earth on the area. More alarming, however, is how the resulting earthquake sets off powerful, white-hot geysers on the battlefield. Stay alert! To make matters worse, the approaching lava makes Noir’s fire spells even more deadly, and Noir shows no signs of letting up on their assault.

Spicy Spice
You think a little bad weather is going to stop us? Don't make me laugh. [ laughs anyway, then falls into a coughing fit ] Urghh, damn these fumes — Oh whatever, Send in the riders!

THREE The Desolation of Noir
Undeterred by the eruptions, the geysers, or the bad weather, they’ve called in their aerial units, fierce griffon riders who’re trying to fly over the wall and into Friedgood. Don’t let them pass! Make use of your resources and shoot them down: Heroes with long ranged weapons or magic will find their skills useful here. Learned how to fire a cannon? Now’s your chance! If not, protect your allies, Hero and Gammonian, as they line up their shots.

ENEMY ♟ Noir Griffon Rider
Weak against
None
Strong against
Fire, Lightning
Immune to
Wind
For the first time, Heroes will witness firsthand how Noir’s legendary griffon riders—often called masters of the skies—live up to their name. A griffon’s powerful wings not only lets them soar at great heights; they can whip up terrifying BEAMS OF LIGHTNING.

Griffon riders are armed with JAVELINS which they can also throw and cast the same spells as their counterparts on land. However, they share a closer bond with their griffon mounts. Upon losing their master, the griffons will go BERSERK and proceed to kill everything in sight.

If a Hero gets caught in a griffon’s talons, the creature will drop them into their boiling demise at either a GEYSER or VOLCANO.

DROPS: Mount Treats, Riding Gloves, Noir Lance, Harness, Griffon Feathers, Griffon Talon

The lava is fast approaching and Noir can no longer take the heat. The griffon riders are maintaining their assault, but the rest of their army is falling back to escape. Time for you to retreat too before Gammonian soldiers seal the wall and you’re trapped on the plateau side. Fried Heroes ain’t Fried Good.
  • Defense, continue shooting at any enemy target in range! Be attentive and aid your allies as they retreat back to the wall. Do not fear, you have the advantage.
  • Vanguard, fall back! Watch the skies for any griffon riders on the way to the wall. Once you arrive, take down enemies who try to breach. Letting even one enemy pass could spell disaster.
  • Support, grab the wounded and check the wall’s condition! Any damages should be repaired immediately to prevent the lava from entering Friedgood.

FOUR There and Back Again
The wall closes, sealing the lava and ending the battle. Hopefully no one got left behind.

Spicy Spice
Now I'm wishing that I didn't wear these shoes (I hate heels). Better get up out my face! [ trips on her way out ] Oh shit!
Catch your breath, Hero. You won. First, check up on everyone and heal your wounds. If you borrowed a mount you might want to take the time to say farewell, since the trip back to Friedgood means you’ll be parting soon.

The people of Friedgood are grateful. They know what would have happened if you lost. There’s no time for fancy parties. They’re pulling out whatever they can find for a makeshift street party right then and there.

You can find bowls of Splotched Richard - a dessert pudding - and Bangers and Mash. If you’re in the mood for something strong you can get pints of Guileless or Pale Noir, maybe a Lasker Train Bomb if you can find someone who’s willing to mix it. Or perhaps you fancy a CreamAle, the favored drink of Grantebrycge.

You’re welcome to stay out and party as long as you like - the party is for you, after all! In fact, the people will respect you more if you get drunk and pass out on the side of the street. But for Heroes who’re tired from the war, you’re always welcome to stagger into the Bollox Inn for a room, free of charge.

[personal profile] babbylon 2016-08-21 05:39 am (UTC)(link)
[Gilgamesh was a predator by nature, long before even the grizzled Archer ever took up his bow. He recognized fear by sight and by scent. And in this moment, Archer looks afraid. Afraid of him, or rather, afraid of another specter—the specter of a memory he cannot quite recall, and never will. Now isn't the time to address that, however. Later. Later, when they are free of this madness, when he is at liberty to speak of the blank spot that haunts him within his mind.

Gilgamesh shifts his hold, from his face to his chest. Archer was awake, but wouldn't last long without healing. And if Archer didn't last, neither of them would. There's no hope for himself now; he can only place his faith in this man, who protected him despite all the animosity he bears him. He's no selfish he can't return the favor. In this request, he will not refuse. Archer must take up the mantle where the King has failed and carry on where Gilgamesh cannot.

Gilgamesh draws his focus and channels his mana into tending Archer's aches and pains, into mending that fractured spine. He has nothing else to give.]


Your fight has not ended, Archer. For this life you saved... I give you...

[Gilgamesh fades fast atop Archer. But he wills himself conscious, until Archer can stand. On his feet, and against the enemy.]

A piece of my will. And with it, destroy them. Destroy them all.

[Earn the truth that you so seek.]
anti_altruisms: (Received into glory.)

[personal profile] anti_altruisms 2016-08-21 11:12 pm (UTC)(link)
[ He is afraid -- afraid of losing his memory, his autonomy, his sense of who and what he is and has always been because, without it, he knows he would have gone mad a long time ago. If he could move or do anything other than twitch and moan with pain, panic may very well have set in. He didn't think about the consequences of targeting his enemy with no provision to save himself -- he just did it, because at his very core of his existence is a man who always considered others before he ever thought of himself.

Arching a little, Archer gasps for breath again Gilgamesh lays his hands on his chest. He can hardly focus through the agony and confusion of the moment, but he can feel it when the pain starts to subside, as bone, flesh, and nerve endings knit slowly back together. His eyes clear, his strength comes flowing back, and Archer can only stare at Gilgamesh with a dumbstruck expression on his face.

Archer catches Gilgamesh as he slumps against him, a reflexive action more than anything. He's stunned, completely and utterly, and for a moment, he seems to forget where he is and why. It all comes rushing back, though, and again, without thinking, Archer is in his feet in moments, the weight of the other man in his arms.

Snatching up his bow, Archer takes cover behind the cannon and calls sharply to a soldier not too far away -- to take Gilgamesh to a safe place where he can recover and return to the battle.

As Gilgamesh is take away for proper care, Archer watches with narrowed eyes before turning his gaze back to the battlefield. It's not over yet, but he has far too many questions now to let himself fall.

He will live through this, and Noir will not stop him. ]

[personal profile] babbylon 2016-08-22 12:07 am (UTC)(link)
[Perhaps fittingly, Gilgamesh will not remember much when he regains consciousness. It will be most a blur, of blood and of feathers. He makes a soft noise, something like a whimper he won't admit to, when he's lifted by Archer, and shudders. One last bit of defiance, as if to imply he might still fight when he clearly could not, as if to say not yet. However...

He will remember the look of determination etched across Archer's features, as he turned to to face the battlefield. He will remember how tightly he gripped his bow. He will remember the fuzzy figure in his vision, the very back of him, standing strong. He will remember the graceful pluck of an arrow as his struggle began anew. He reaches in vain for him, straining.

His hand grasps at nothing. He cannot hold anything. He cannot hold what he wants most, in this moment. He's furious, he's frustrated, he's despaired, he's devastated.

Wait—

I won't forgive you for this—

I can't repay you for this—

Come back, accept your punishment—

Come back, so I can—
]


Archer...!

[But Archer can't hear him. Gilgamesh faints. He will not remember much, but when he awakens, he will remember the arms that carried him to warmth and safety he did not deserve. He hates it. He hates this man. He never wants to see him again; he must see him again, and settle the debt he has incurred.]