12/30-1/2

Dec 31, 2009 01:35

PLOT UPDATE

Phase One Part Two!:
After a little delayed game, the next stage begins. Over the course of the day airships have gathered in the skies above Solace, their dark shadows looming over the streets and buildings. There's no signal, no word, they just hang in the skies just above the fractured barrier as though they're awaiting something.

And it seems perhaps they were, when with a resounding crack the barrier over Solace finally gives way. Shards litter the street like a rain of fine red crystal, ringing as they bounce off of the objects in the streets below. The soldiers clad in white, grey, and black rush to their defense posts and ready their weapons.

For several long, tense moments, silence reigns.

Then dozens of ropes and ladders fall from the ships, soldiers with foreign insignia emblazoned on their armor scurrying down toward the ground. As their boots hit the pavement they set out in all directions, some alone and some in groups.

All too soon the sounds of conflict fill the streets of the city, and battle is upon Solace once again. This time it's not just a few pirates though, it's an army.

Details:
We're talking roughly three hundred soldiers in this first wave of the invasion, trampling through the streets and attacking any enemy troops they can find. They seem to know you're not in the best of steads too so they're after foreigners just as much as they're after anybody else. It seems like they know something...

These soldiers also possess some suspiciously familiar powers...things that in some cases you're pretty sure no one else should have. Someone might be sporting an arm like Nero, running through the streets with keyblades, or tossing spells around. If you can manage to knock one of these soldiers down you might notice a glowing amulet on their chest-plate.

Take it...and you've got whatever strange ability that person happened to have a copy of. You may not have your own powers but does it really matter if you've basically got somebody else's? Hey, maybe you'll be lucky and pick up an amulet with the ability that belongs to you - but it's not likely.

The airships are fair game if you can get up to them, expect between twenty and forty troops on deck and more below, ready to meet you should you attack. Taking them down might not be a bad idea, particularly if you've got your eye on one of those ships for, oh, keeps. Or perhaps you'll try and escape with it...hm.

Matter of whether you can get it though.

And, just in case you thought you got off easy, the collars are still malfunctioning. If you end up six inches tall in the middle of a fight, that's going to suck.

ETC:
Questions? Comments? Concerns? Hit us up for any thoughts or details you're after! At the end of 1/1, we'll be introducing some backup for the enemy soldiers into this mix. If you check the earlier plot posts you'll know this means...monsters. Suggest some for us if you'd like.

* mods

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