High Seas Mods (
highseasmods) wrote in
highseasooc2014-01-13 02:27 pm
Entry tags:
**Event Post**


Now that you know where to go and how to get there, things should be easier, right? Well, maybe not. Spend your time looking for black coral and fending off killer crewmates. On the 17th, you’ll have a bit of a break as they’ll disappear without warning, leaving only their journals behind. On the Sunday the 19th, the Dog’s assistant, Meep, will call everyone who will come to the Black Fortress in the East to bring the assault. In the very early hours of the 24th, the barrier will crumble and an assassination/rescue operation will commence.
Now there are a lot of parts to this so read on for further information:
Black Coral:
Can be found just about anywhere in the sea or on the shore. You can get however much or little you want because Meep needs X amount for it to work. You can bring your load to him early but there won’t be much to do but hang around the Fortress.
Journals:
Possessed characters’ journals will be left behind on their ships. Should you open said journals, you may hear the voice of whomever it belonged to, the words faint and unintelligible, but it is as if whatever linked them to this book is still active…if weak. However, as you get closer to the Fortress, their voices become louder until you can actually understand them… Shouting at them seems to do nothing, though.
Operation Assassination/Rescue:
Will be a log where would-be rescuers try to get into the Fortress and prisoners either try to get out or join in on the melee. Inside the labyrinthine halls of the Fortress you will find undead pirates/navy soldiers/and other former victims of the Witch. Who your character finds and fights is up to you. If they win or if they die is up to you, but dying in this case will have their spirit sent to Davy Jones and their body reanimated as a force for the Witch which the mun will be unable to control.
The Witch:
In the center of the Fortress is a room decorated in pearls and beaten gold, the only color in the place. The Witch will be seated on a curling black throne, hooded but beautiful, her shard ring glinting on her finger. Standing in front of her will be two body guards -- the only two who will remain possessed (which will be announced), and her manservant.
The Witch has the largest shard, set in a ring, but each of the possessed have a smaller shard set in their collar. Whoever defeats the possessed will win the shards.
How this will work: on the 17th there will be sign-ups for the shards. One for the Witch and one each for possessed character A and possessed character B. You’re welcome to sign your crew up for all three if you want. Though crew sign-ups don’t necessarily mean the entire crew has to be against whomever they’re fighting. Work it out amongst yourselves. Also if you’re slated to sign up with the possessed, please plot it out with the mun in question.
The Aftermath:
The Fortress has to be destroyed before the surge in energy can bring back something truly monstrous. That will be up to the manservant, but your jobs are to get the hell out of there before the Fortress collapses back into the sea and you get sucked into the whirling maelstrom of its absence.
So that's the plan for now! As always, we'll keep you updated as we move through the plot, and be on the lookout for the mentioned sign-up post!
The mystery of the Pirate Witch will be revealed soon~
If you have any questions, please don't hesitate to ask!
