etcircenses: (Default)
Panem Events ([personal profile] etcircenses) wrote in [community profile] thegamesooc2015-05-18 11:09 am
Entry tags:

Arena 14


Code Name:
A Grimm Age
Size: 16 square miles
Special Areas: The village, the fields, the woods, the castle, the catacombs, the bay
Opening Date: May 25th


Setting:


The Village

Tributes rise up on their platforms to a worn down and decrepit little village. For those who've paid attention in history class, it's like a less glamorous, more depressing version of what is seen in fairytales. For those from similar times and worlds, how lucky for you, it may look just like home.

They rise in the village's muddy centre to a none too pleasant sight. At the centre is a great wooden pole, kindling and wood set at the bottom. Ropes hang loose, like whoever was once in place vanished. It should be no trouble taking a guess at what this was meant to be. Firewood is not all that lays at this stake. This is the Tribute's Cornucopia and it is here they will find fresh food, supplies, and weaponry.

This sad little town is abandoned and looks rather like it was done so in a hurry. There are still clothes left within laundry basins, now gone green and slimy. The roofs of these places all leak, and the doors of these homes creak in the wind, some falling off their hinges. Old Tudor truckle beds can be found within some of the houses all covered in scattered hay, and some of them are only a little broken. Food has been left on some tables to rot. There are makeshift children's toy's left in the dirt. The arena is all made up of artificial things but the implication is clear; something terrible happened here.

There's a tavern in the village with a fountain set in its courtyard, which is unfortunately dry. There is a bakery (lacking any edible bread), stables, a blacksmith's shop (full of weapons that can be used if one has the right gloves for handling the strangely intense heat off them), a tailor's place (clothes that may or may not have fleas), and more. There are wells all around the town, some with buckets for retrieval, some that just seem to go on down forever. They're very wide and if one isn't careful, they may fall in. Every so often, a tribute may also stumble upon pillories, guillotines, and even a swaying noose or two within the village. The old treatments for traitors. Ah, nostalgia.

The Fields

Just opposite to the bay, beyond the village, the castle, and woods, are fields stretching on as far as the eye can see. There's a lot of open space here and it is very easy to be seen by predator and prey alike. It is settled somewhere between peaceful and downright dreary.

While most of the fields are death ridden, some have managed to produce actual edible crop. Some of the herbivorous beasts able to carry themselves the distance have settled out here. Unfortunately, so have many of the carnivores, and in the night, many may be snatched up in the brutal, bloody fashion one would expect of arenas.


The Woods


The woods are deep, dark, and dank. The trees loom over, choking out the light, and the gnarled branches snag upon clothing, hair, and anything they can. The deeper in one goes, the more things start to get a little... strange.

Tributes will want to be careful here. Imaginations can run wild in a place like this, and sometimes, what they imagine isn't as terrible as what really is in there.

The Castle

The castle may very well be the nicest place in the whole arena. It looms imposingly on the horizon and is no less a marvel up close. The stone towers stretch high. A large moat surrounds it, one that would be treacherous to attempt to cross. There are only two ways in or out; the drawbridge which pulls up at sundown, and the giant catapult that sits on the moat's shore-- that is, if one can count that as an entry point.

There's a library now emptied of books, a great hall with tables long and wide, a throne room, and more. The walls alone are a work of beautiful craftsmanship, but so too are the tapestries, carpets, alter-places, and the stained glass windows that can be found about. A coat of arms is featured throughout the castle with the words Sacrificium, Honor, Aequitatis, Gloria, upon it.



There are many empty rooms around the castle, with many more doors inside leading elsewhere. In some of these, large rings of keys can be found upon hooks. Of course, with the retrieval of these, they will be locked inside and forced to match the right key to the right door in order to seek a way out. Some of these may lead to pitfalls, others to sleeping bats or rats that will attack the unfortunate tribute. Some rooms may simply be dead ends. Small trace of the Protege's signature is over this portion of the arena. If the Tributes are lucky, they'll find their way to a bedroom instead.

These bedrooms host closets of fresh clothes (matching of course to the those of the arena), chamber pots, and beds with luxurious canopies and actual pillows. It's all a little moth eaten and some of the rooms may have mold, but it's certainly better than anything the village could provide. Unfortunately, there won't be any peaceful resting here, not even for those who should be resting in peace...

Those who opt to roam instead may find some much darker things in the dungeons. Dated and rusting torture equipment can be found, a chilling reminder of human cruelty. But on the other hand, a plethora of possibility in improvised weaponry.

There is much to draw tributes here, which, with closer quarters, makes it all the more deadly.


The Catacombs


Tucked neatly between the castle and the village stands the entrance to something truly chilling. A dark building stands with elaborately jewelled and weather worn 'x' shapes in font, like a failed attempt for a cross. Or maybe a warning.

The great black door in front opens to stairs and second door of black bars. There's no need for a key; the door is already partially open. The passage is lit with torches that don't go out and there's a very distinct, if hard to place smell down here. The deeper one goes the more crude the arch-roofed structure becomes.

There are openings in the walls long enough for one to lay within. These are occupied. By whom? By the dead, of course. Tributes who believe in the supernatural will soon find explanation for some of the odd happenings around the castle and further on. The tomb gives way to a greater room where the bones are stacked neatly atop each other in precise pattern. It's hard to say if the bones are real, fake, or genetically engineered for both. What Tributes may find however, if looking real close, is that some of these bones have distinctly familiar pieces about them; like a familiar shade of hair, or bit of clothing still left upon them. You didn't have a friend not return to life after a past arena, did you?

Perhaps more haunting is the sign written in all the languages of the current tributes in fancy olden script; It is we who will pay the price of war.


The Bay


All the forest, the village, castle and more surrounds that of the bay. The water is an-off green and very cold, but at least the scent blowing off of it is better than the hanging stench of death and sickness over everywhere else. There seems to be a storm constantly brewing off the horizon, but it doesn't come.

Within the bay sits a great ship, worn and broken, impossible to sail. Whether it fits in with the time period is debatable, but is there nevertheless and the can be no doubt that the flag on that mast is one of bones on black.

There's little way in of supplies on the boat and the swim out to it is a treacherous one. But from here, one can see all the village and on. However, the ship's wood is rotted and Tributes stepping upon it's deck may find they're not there for very long as it all cracks and gives way.

Survival Information:

Cornucopia items:

Bug repellent
Earplugs
Wound disinfectant
Water purifying kit
Tracker Jacker Brand Hand sanitizer
Flashlight
Fire making materials
First Aid Kit
Rope
Chainmail
Iron shield
Iron armor
Battle axe
Morning Star
Mace
Flail
Club
Glaives
War hammer
Sickle
Horseman's pick
Arming sword
Short sword
Claymore
Broadsword
Bardiche
Halberd
Lance
Pike
Crossbow & quiver of arrows
Longbow & quiver of arrows
Throwing spear
Sling
Net traps
Mouse traps
Thick metal worker's gloves
3 days worth of food rations

Immediate Hazards:

It seems to rain a lot, which is good since very little of the water in this arena seems potable, but that also means muddy grounds and increased risk of hypothermia and other ailments. This is not an arena kind to those with poor immune system. There is further plenty here to be injured with and injured by. Starvation is always a threat, as are the natural hazards that come of the time and the arena.

But there is also threat of the unnatural and that which preys more upon the sanity. As night falls upon the castle and catacombs, disturbances begin to rouse. Ghostly figures roam the castle towers and the grounds of the catacombs. One or two may even appear within the woods and on the ship. Some speak with the voices of loved ones and Tributes lost. Supplies may be moved around, doors slammed, mirrors broken. Others see to their haunt in more malevolent ways, screaming at the living, casting light, and so advertising to threats their location. These hauntings go all night and vanish by the dawn.

Those hiding in the woods may also want to watch what trees they sleep by. There is a great tree in this forest who's roots are ready to claim victims and drag them slow beneath the earth.


In the ages old, witches were said to have gained powers in thanks to selling their souls to some Grand Demon. A steep price to pay for magical ability, one perhaps not so worth it when most individuals accused of witchcraft in these dark ages were hunted down and killed in varying gruesome way.

Tributes, while allowed their powers this arena, may soon find they come with a price. Anyone who attempts to use their powers during the arena will be faced with any number of results including their surroundings spontaneously catching fire (and that fire spreading quickly), animals becoming suddenly vicious towards them and actively attacking them, crumbling buildings or falling trees aiming to crush them, alarmingly precise lightening strikes during storms, and more.

One thing that is sure to happen no matter what is that an illusory "flame" will appear over them, and within the sky, marking their location for all to see. This "flame" will not hurt, only tell other other tributes where you are. The illusions like what were displayed at Tony's crowning are getting even better.

Those without powers will be far better off this round, able to avoid such dangers as this. They will further be granted ability to use any "wands" found around the arena. These glittering white sticks allow the non-powered user to fire shots of electricity at their enemies. Those who hunt individuals with powers may use it any number of times. Those who use it on non-powered individuals however will be faced with the same consequences as a powered character using their abilities.

Wildlife:


Ever heard of the Great Pestilence? The black plague? Atra mors, the black death? What about the bubonic plague, one of the most devastating pandemics in human history? This plague was said to have been carried by rats living on merchant ships. It lived on as poor sanitation ran rampant throughout this time. While the exact details of this horrific human event are mostly lost to history in the new days of Panem, some aspects of the horror remain intact for this arena.

This arena has no shortage of rats. These are not the cute, pleasant kinds found in pet stores. These will bite and eat anything that moves, or doesn't if one is a deep sleeper. If that weren't enough, these rats have been made for the exact purpose of passing on a Gamemaker induced illness. Tributes infected may soon find black patches appearing upon their body where the flesh has died. This sickness will only get worse as the arena goes on, fingers and toes turning black, respiratory difficulties arising, nausea, a general weakness, and eventually death. It is highly contagious and not just for humans.

There is livestock about the arena, particularly in the outer farmer's fields, and while they are far from meaty, looking rather starved, they are safe to eat. At least for as long as the plague doesn't reach them.

Wild boars come through the forests and even the town at times, charging furiously at any living thing in sight. Bats linger within the castle and catacombs, and leeches live within the bay area. As well as what appears to be sharp-toothed Sirens, luring their prey in with a song.

As in any fairytale, wolves roam the forests. These wolves a great hulking things with bad tempers. Their dark fur provides camouflage in the night, and their claws and teeth have been made all the better to tear you to pieces with. The circling crows are no more kind but will be watching much closer for things they can thieve in your distracted moments.

These are but the more natural threats to be aware of, for in the dark of night and the shadows of the village, stranger creatures roam. Tributes may catch glimpses of small humanoid creatures with shining eyes, long talons, wings, tails, or horns. They come dark, light, every color of the rainbow. They might chirp or snicker and almost seem friendly. However, they are carnivorous, and if eye contact is made, they will swarm. What more may lurk within those woods? Only time will tell...


Foodstuffs:


There are three ways Tributes can find food for themselves this arena. The first way is through Capitol's provision, anything gained from sponsors or grabbed at the cornucopia. The second way, of course, is to hunt. All the livestock animals can be hunted and eaten, even if tributes will need to watch for signs of obvious disease. Tributes may also be able to finds berries in the woods or vegetables in the farming fields. They will need to travel far out to reach these however.

The final way for tributes to get food is through a lavish feast that will appear once a week in the castle's great hall. Fresh fruits, vegetables, breads, meats, wines, and more. All manor of medieval meal stuffs can be found there. However, tributes may find this feast becoming more and more rationed over each week with less quality being provided like a fortress caught in a long siege.


Attire:

District 1 - Luxury
; Princesses and Princes

How lucky for you! You've been dressed to the nines in brilliant gowns and suits. Just as District one supplies the Panem with its luxury goods, you've been put into position of luxury. It's really just a shame it's all so hard to move in. But hey! The little plastic tiaras and crowns are nice, right?
District 2 - Masonry; Blacksmiths

Don your aprons and gloves District two! You're blacksmiths! Like the Peacekeepers that most often come from District two to protect Panem, you create the armor that protects those in action. Your boots are pretty harrowing for treks through the mud, but you've got an advantage of nice warm protective gloves.

District 3 - Electronics; Jester, Fool

Styling. Don't underestimate that of the the Fool. Jesters and Fools were a great source of entertainment within medieval kingdoms, just as the long-lost electronics District brought to life much of today's entertainment systems in Panem. (It is definitely not a quiet jab at the District's foolishness.) May you be free of those little jingling bells. On the plus side, it's pretty cosy.

District 4 - Fishing; Sailors, Sea Merchants

No, not those navy blue sailor's uniforms with the little caps, a medieval sailor! White blouses, sailor's vests, and pants rolled up high. Possibly the occasional eye-patch or Viking-reminiscent fur pelt. Footwearlike so if boots are a little beyond you and bandannas all around. Just like the people of District four, you're a man or woman of the seas.

District 5 - Power;
Witch, Wizard, Magician

What better suiting of the power District that is District five, than powerful individuals capable of wonders? Tributes get robes of all kinds, beards, and wizard hats for the men. Gowns and witch's hats and tiny wooden brooms for the women. But don't worry. You're the good witches and wizards. Not that that will help you.
District 6 - Transportation; Minstrel, Bard, Muse, Poet

District six is responsible for the sort of transportation you travelling messengers would've dreamed of! You're a travelling bard, a step up from the jester! How so? You've got a foam lute or lyre. That's why. It certainly makes a nice pillow in a pinch.

District 7 - Lumber;
Fey, Fairies

Much like the lumber workers of District seven, you've got a home in the woods as one among the fey-folk. Working among the trees and knowing your ways around the depths of the forests. You've been dressed as truly ethereal beings. The Wings are pretty cool.
District 8 - Textiles; Spinster, Shoemaker, Dressmaker

The work of District eight is a work that has gone on since these dark ages, and here you perfectly represent both your District and those ancient people. Your stylist team doesn't appreciate the irony of this all, but you all get cute little hats! And you're a step up from the peasantry in that you get stronger clothing material and better shoes.

District 9 - Grain; Nun, monk, any vaguely Medieval-based Religious person

Bread has something to do with old religions right? Right. Rather than simply be dressed into bakers and peasantry, you will all be dressed as religious persons. Not that Panem knows anything at all about religion. Women of district nine will be dressed in Nuns gowns, the men in plain robes. Where normally there would be religious iconography is instead the symbolic bird of Panem or some other bit of jewellery.

District 10 - Livestock; Pages, Heralds

Back in the dark ages, Pages were often charged with looking after the horses of the knights and working the stables. Heralds would announce the arrivals of those horse-drawn carriages into the castle. You've got a closeness with animals to show your representation in the livestock district without being set among the peasantry. You've got a lot more mobility than most of the other districts. Your clothing was made to allow movement. The only compromise is the bright, vibrant colors you've been made to wear.

District 11 - Agriculture; Maid, Serfs, Peasantry

You've all been dressed like little peasants. Your District's work among the orchards collecting the fruits and food of Panem has set you in the farming class, and by association, peasantry. It's a little lacklustre as far as costume restrictions go but perhaps a good stylist can make something out of it. Dirt smudges optional.

District 12 - Mining; Knights, Inquisitors
Thanks to the District's most recent wins, you all get to share a little bit of the glory by being dressed as knight. While your District does their work with coal, now you do too! In a different way. The raking others over said coals way. Unfortunately there really isn't much in the way of armor and the chain-mail is simply itchy fabric. Fiery reds to match the district are encouraged but not required.


MAP:



OOC:
Cornucopia Sign-Ups ((* you must sign up for the Cornucopia by Thursday May 21st at 11:59PM EST *))
General Plotting
Mod Questions
aintyourdad: (Default)

[personal profile] aintyourdad 2015-05-18 10:45 pm (UTC)(link)
Can Joel and Clementine meet up (assuming they survive the cornucopia, natch) and maybe do some bonding? MAYBE SHE COULD SEE A HAUNTING OF ELLIE OR SOMETHING idk it's just been a while since these two have hung out I WANT STUFF :D
tookthewheel: (Default)

[personal profile] tookthewheel 2015-05-18 10:52 pm (UTC)(link)
OMG THAT WOULD BE AWFUL let's do it. Clem and Joel dad and daughter bonding time over sad things like usual, throwing rocks at rats probably
aintyourdad: (Default)

[personal profile] aintyourdad 2015-05-18 11:58 pm (UTC)(link)
omg yes throwing rocks at rats plz
tookthewheel: (Default)

[personal profile] tookthewheel 2015-05-19 08:37 am (UTC)(link)
what mature and skilled survivors they are XD