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Entry tags:
- !event,
- !npc,
- achilles; the hierophant,
- adrienne peters; the empress,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- annabeth chase; the high priestess,
- apollo; the star,
- arthur hastings; the hanged man,
- astarion ancunín; the wheel of fortune,
- cassian andor; the tower,
- castiel; the hanged man,
- cidolfus telamon; the hanged man,
- cirilla of cintra; the devil,
- claire fraser; the empress,
- clarisse la rue; the chariot,
- claude von riegan; the wheel of fortune,
- clive rosfield; the tower,
- dan heng; the high priestess,
- dean winchester; the lovers,
- diana prince; the empress,
- dion lesage; the emperor,
- eddie munson; the devil,
- edward teach; the devil,
- gale dekarios; the lovers,
- garrus vakarian; justice,
- geralt of rivia; the hanged man,
- haelva lueltar; the magician,
- heather montgomery; the magician,
- henry creel; the hierophant,
- hilda goneril; the lovers,
- himeka sui; the fool,
- istredd; the high priestess,
- jack townsend; the moon,
- jacob frye; the sun,
- jaskier; the sun,
- jerry pascal; the sun,
- jesper fahey; the wheel of fortune,
- jill warrick; death,
- jinora; the world,
- jo harvelle; strength,
- john blake; the tower,
- jon snow; the emperor,
- jonathan crane; the magician,
- julia wicker; the tower,
- julie lawry; the wheel of fortune,
- kaz brekker; the chariot,
- kell maresh; the magician,
- koby; death,
- kyle; the hanged man,
- lord john grey; justice,
- lucifer; the devil,
- mat cauthon; the wheel of fortune,
- matt murdock; the tower,
- merrin; strength,
- michael; the emperor,
- nadine cross; the world,
- nanaue; the fool,
- nathan drake; the fool,
- nebula; death,
- percy jackson; the lovers,
- prince wilhelm; the tower,
- river tam; the fool,
- rocket; the chariot,
- sabine; the empress,
- sam wilson; justice,
- stephen strange; death,
- steve harrington; the lovers,
- steve rogers; the hierophant,
- sylvain gautier; the sun,
- teddy roberts; death,
- thancred waters; strength,
- the doctor; the fool,
- travis guidry; the chariot,
- viktor; death,
- will solace; the empress,
- wrench; the hanged man,
- yennefer of vengerberg; the chariot,
- zagreus; the chariot
EVENT #18: EMERGENCE - IC EVENT LOG
Event #18 - Emergence
Whether voluntary or by force, you find yourself transported to the Singularity's crater. There probably aren't many resistors - officials have taken great pains to convince you to come voluntarily, reserving force as a last resort - but it's clear that everyone is required for this to work. It takes multiple mages to stabilize the portal, but you make it there in one piece. If you cooperate, you'll be asked to walk towards the ancient relic. If you resisted, you might be forced to do so while restrained. Regardless, a heavy fog soon descends around the area, obscuring you and your vision.
If you have thoughts of turning back, it's too late: for some of you, the second you step across the threshold, a force pulls at your chest and absorbs your psyche at once. For others, a mystical call beckons you to walk a little further before the same effect takes hold. And for a rare few, the call brings you to the Singularity itself, where you're compelled to touch it - and are subsequently swallowed up like the others.
The Horizon doesn't greet you like you might expect. Instead, something far stranger awaits.
If you have thoughts of turning back, it's too late: for some of you, the second you step across the threshold, a force pulls at your chest and absorbs your psyche at once. For others, a mystical call beckons you to walk a little further before the same effect takes hold. And for a rare few, the call brings you to the Singularity itself, where you're compelled to touch it - and are subsequently swallowed up like the others.
The Horizon doesn't greet you like you might expect. Instead, something far stranger awaits.
Please communicate with your fellow players as needed! We also recommend discussing with us if you plan on a major environmental upheaval. As a rule of thumb, you should avoid changes to the landscape that will significantly alter the established map.
We've also posted comment sections for WORLDBUILDING and HANDWAVED submissions. Instructions can be found at the respective links.
We've also posted comment sections for WORLDBUILDING and HANDWAVED submissions. Instructions can be found at the respective links.
Year 20,879
When you open your eyes, it feels like you've only blinked. If your body has transformed or you're someplace that shouldn't exist, it doesn't strike you as odd. You were always here. Everything around you was always here, and your physical alterations and new abilities - while perhaps not originally there - have been a part of you for a long, long time.
The world of Abraxas isn't completely foreign. Familiar territories remain, as well as the familiar faces of those with long lifespans. But a lot has changed in 800 years, too, especially where the Gods are concerned. Alongside the Old Gods of the Ancient Pantheon and the Cardinal Gods of the New Order, a third class of deities formed from you and your fellow Summoned: the Ecesis Gods of the Iterum Pantheon.
The world of Abraxas isn't completely foreign. Familiar territories remain, as well as the familiar faces of those with long lifespans. But a lot has changed in 800 years, too, especially where the Gods are concerned. Alongside the Old Gods of the Ancient Pantheon and the Cardinal Gods of the New Order, a third class of deities formed from you and your fellow Summoned: the Ecesis Gods of the Iterum Pantheon.
Politics, People, & Gods
Abraxas's political landscape remains complex, with continued tensions over land, worship, resources, and power. Nonetheless, since the Free Cities is no longer intent on destroying the Singularity, conflict over the ancient relic has lessened. All territories agree that the Godlands - and the Singularity - belong to the Gods themselves.
Beliefs and Gods
The active presence of the Summoned confirms the existence of the Gods. As a result, most Abraxans turn to the Summoned and other Gods for aid or protection. Extreme reverence exists in certain areas, especially on the Isle of the Lost and in parts of Solvunn. In other places, though, the Gods are merely acknowledged as a facet of life - a force that helps or hinders depending on temperament and should be respected, much like the sea. The Gods play a crucial role, sure, but so do the rain and stars. This is particularly true in the Feywilds, the Nether, and the Free Cities.
Small pockets of non-believers actively denounce the Gods. They claim the Summoned should be wiped from the world and the Singularity destroyed to prevent future invasions. Labeled dangerous heretics by Thorne and Solvunn, and "regressives" by the Free Cities - whose scientists and philosophers liken such thinking to be as foolish as declaring the sun unworthy or the earth to be flat - these people are shunned from society. In Solvunn, the consequences are more severe: heretics are exiled to the Barren, where they are subsumed by the desert, the Maw, or whichever Gods may punish them.
At the other end, some sects revere the Godlands so much that they believe feeding themselves to the relic will enhance Abraxas' good fortune for generations to come. Such cults are quite rare, but there are reports of mortals throwing themselves into the Singularity's crater and disintegrating as a gesture of their devotion to the divine.
Small pockets of non-believers actively denounce the Gods. They claim the Summoned should be wiped from the world and the Singularity destroyed to prevent future invasions. Labeled dangerous heretics by Thorne and Solvunn, and "regressives" by the Free Cities - whose scientists and philosophers liken such thinking to be as foolish as declaring the sun unworthy or the earth to be flat - these people are shunned from society. In Solvunn, the consequences are more severe: heretics are exiled to the Barren, where they are subsumed by the desert, the Maw, or whichever Gods may punish them.
At the other end, some sects revere the Godlands so much that they believe feeding themselves to the relic will enhance Abraxas' good fortune for generations to come. Such cults are quite rare, but there are reports of mortals throwing themselves into the Singularity's crater and disintegrating as a gesture of their devotion to the divine.
International Relations
Due to the combined change in their priorities, Thorne and the Free Cities are less at odds. The Free Cities believes in protecting the Singularity; Thorne no longer seeks to control it. Nonetheless, mistrust flares on occasion.
While things are peaceful during these three months and have been for a few decades, Abraxas hasn't found a cure for war in the Gods. Conflict has broken out in the past and will again. Eyes are on the Nether as it grows in power, and who knows how long Thorne will be content with its losses? Will they convince the Velan Republic to reunite and turn against the Free Cities? For now, though, the territories have found their stride and appear more interested in progress than fighting.
While things are peaceful during these three months and have been for a few decades, Abraxas hasn't found a cure for war in the Gods. Conflict has broken out in the past and will again. Eyes are on the Nether as it grows in power, and who knows how long Thorne will be content with its losses? Will they convince the Velan Republic to reunite and turn against the Free Cities? For now, though, the territories have found their stride and appear more interested in progress than fighting.
Magic & The Singularity
Magic is relatively unchanged and is a vital part of Abraxan life. The small kingdom of Thorne continues to practice Academic Magic. Meanwhile, Wild Magic plays the same important role in the Velan Republic (formally Nott). Meanwhile, the Free Cities has developed New Magic further. The goal of decoupling magic from technology is less of a focus. Instead, researchers are eager to find new ways to fuse magic and innovation, including aspects of the Gods. Portable shrines, for example, are popular with traveling merchants.
High Magic no longer exists as a specific school of magic now that offerings, pacts, and requests to the Gods are a part of everyday life across Abraxas. Solvunn has returned to its roots, using the ancient Academic Magic practiced by the Lunae for standard tasks while turning to the Gods for greater blessings.
The Singularity has been relatively stable for the past two or three centuries. While occasional disturbances rumble, for the most part, the presence of the Summoned has strengthened it, alleviating its displeasure and ensuring that Abraxas - and possibly the universe itself - continues to exist. Indeed, academic writings from Thorne and the Free Cities across time suggest that the Singularity's devouring of the world has considerably slowed. It is now as much of a threat as the eventual collapse of the sun, something that is bound to occur but not for eons.
Of course, this could quickly change if the Summoned or any other Gods provoke the Singularity by rejecting its connection or denying its magic...so all should take care not to upset the nature of things.
High Magic no longer exists as a specific school of magic now that offerings, pacts, and requests to the Gods are a part of everyday life across Abraxas. Solvunn has returned to its roots, using the ancient Academic Magic practiced by the Lunae for standard tasks while turning to the Gods for greater blessings.
The Singularity has been relatively stable for the past two or three centuries. While occasional disturbances rumble, for the most part, the presence of the Summoned has strengthened it, alleviating its displeasure and ensuring that Abraxas - and possibly the universe itself - continues to exist. Indeed, academic writings from Thorne and the Free Cities across time suggest that the Singularity's devouring of the world has considerably slowed. It is now as much of a threat as the eventual collapse of the sun, something that is bound to occur but not for eons.
Of course, this could quickly change if the Summoned or any other Gods provoke the Singularity by rejecting its connection or denying its magic...so all should take care not to upset the nature of things.
Old World, New World
The map of Abraxas has undergone some notable shifts, although many names and places are the same.
Setting descriptions are HERE for your reference.
Mechapolis, the Witchwood, and the Barren/the Maw contain prompts related to the event itself. Information about those areas can be found under "Exploring the Land" in the section The World as the Divine (Month 1-2).
Mechapolis, the Witchwood, and the Barren/the Maw contain prompts related to the event itself. Information about those areas can be found under "Exploring the Land" in the section The World as the Divine (Month 1-2).
Month 1-2: Submersion
What do you last remember? Well, that depends. You might recall most things perfectly clearly. You might have new memories that don't feel new at all. Or, you might only remember the most recent year or two. Regardless, there is something missing: an important face, a handful of key events...maybe you don't remember having ever lived anywhere except Abraxas. You might find this unsettling, or you might accept it as just the way things are.
You've transcended those old memories, anyhow. You feel a little distant from the person you were centuries ago, and you most likely look different, too. Perhaps you've sprouted giant wings, become a formless void, or you're now a shapeshifter with no permanent appearance. You've gained a substantial amount of power and influence, the type that people of this world attribute to the Gods.
You've transcended those old memories, anyhow. You feel a little distant from the person you were centuries ago, and you most likely look different, too. Perhaps you've sprouted giant wings, become a formless void, or you're now a shapeshifter with no permanent appearance. You've gained a substantial amount of power and influence, the type that people of this world attribute to the Gods.
The first half is a more sandbox-like environment designed for scenarios that emphasize CR and personal character moments. Active conflict between the emergent reality and the world will not arise until the second half.
The World as the Divine
The mortals have bestowed you with a title and possibly a new alias. Do you know your mortal name anymore? Some of you might've taken on a new identity, or you might have held very tightly onto who you were. Regardless, your abilities have grown. Your new powers and appearance are as unique as your dominion, influenced by your interests, subconscious desires, or personal relationships.
While in your full God form, you'll move through the world unperceived. Only when you're sought by a mortal - followers, believers, cultists - can you consciously make your complete divine presence known. To be seen freely by all, you'll have to take on a less overwhelming shape to the mortal gaze. Those who have met the Old Gods or Cardinal Gods in the past finally understand why they seldom reveal their true selves, often arriving in hazy visions or speaking through animals.
While in your full God form, you'll move through the world unperceived. Only when you're sought by a mortal - followers, believers, cultists - can you consciously make your complete divine presence known. To be seen freely by all, you'll have to take on a less overwhelming shape to the mortal gaze. Those who have met the Old Gods or Cardinal Gods in the past finally understand why they seldom reveal their true selves, often arriving in hazy visions or speaking through animals.
Exploring the Land
◎ The Witchwood
As the Summoned continued to ascend, their power began to coalesce, creating a new ecosystem never seen before. The dense woods, originally a temperate climate, warmed and grew into a thriving jungle. The air is humid and heavy with magic, the sky locked into an eternal sunset. Reds and oranges filter through the thick canopy. Birdcall and animal cries echo throughout the jungle. Trees and rocks seemingly move at night, meaning the Witchwood is impossible to map. Foolhardy souls who venture too deep are rarely seen again - unless divine intervention prevents a tragic fate from befalling them. Perhaps one of those intervening Gods is you?◎ Mechapolis
The most dangerous beasts in the Witchwood are the demigod spawns. Creatures born from the Summoned, demigods are powerful enough to affect the world around them should they ever leave the magic-encased forest. See Impact & Consequences for more details on the demigods and how, as the Summoned, you can help maintain Abraxas' ecosystem.
Heartwood Syndrome persisted in Fomalhaut long after the quarantined population died out. The port city stood as a monument to loss for nearly a century until about 200 years in when the Summoned gained notable influence as Gods. This resulted in a slow but steady acceptance of the Singularity's power as a positive force for potential advancement. New Magic boomed, leading to increased sophistication in technology and the refinement of automatons.◎ The Barren/The Badlands
Originally designed to clear and guard Fomalhaut, they were eventually used to rebuild it. Fomalhaut became known as the City of Machines and was renamed Mechapolis. Although humans are barred from entering for safety, the automatons gather soil and air samples for study and perform fishing duties. The clockworks require routine maintenance and must return to a hub city or outpost for recalibration. Clockwork birds are used to communicate with Mechapolis. They can broadcast through the Free Cities's primitive "radio" towers.
You can enhance clockwork performance, boosting the towers or providing additional energy to the automatons. Scientists often have "rituals" when performing maintenance or experiments to earn the Gods' favor, hoping this will prevent their inventions from breaking down.
Once contested territory between Thorne and the Free Cities, the Badlands was split into two by a large ravine shortly after Thorne retreated to Hayle. With neither side able to breach the gap, Solvunn naturally laid claim to the western half while the Free Cities retained its eastern half. On the eastern side, the chasm swallowed several well-known bandit camps and the presence of a new entity further drove them away. Bandits now occupy the mountains northeast of Aquila. Due to the entity's threat, the Free Cities increased its military presence in the Badlands to keep careless or foolish travelers from straying too far.◎ The Maw
Meanwhile, Solvunn has named its portion of the wasteland the Barren and sought the Gods' assistance to form an enchanted forest. Those who enter are lost forever. Meant for more than just protection, the forest and the Barren serve as a place of exile. Heretics are taken into the woods and left to wander towards the Barren's harsh desert. There, they will face the elements, be devoured by the waiting Maw...or encounter a God.
As a God, you can lead the exiles to their salvation or doom, but choose carefully: the Maw is hungry and must be fed. These exiles want you dead. They don't care for you, and should their lack of faith spread, they might revive attempts to destroy the Singularity - and with it, your home. Is it so wrong to leave them to their fate? On the other hand, saving them might convert them by demonstrating your kindness.
The Maw lurks beneath the chasm dividing the Badlands. Named for its gaping jaws, the Maw waits at the widest part of a jagged canyon, mouth open and salivating in the desert heat. Rows and rows of teeth as tall as a man spiral downward into a bloodshot throat. When sated, it retreats deep into the gully, barely visible aside from the shine of a tooth. When hungry, it draws closer to the surface. Hot and heavy winds often carry the putrid scent of its half-digested meals.
Solvunn is not the only territory that uses the Maw. The Free Cities will occasionally march criminals and bandits in that direction, as well, tossing them into the gaping mouth, although this method of execution is much rarer. Desperate exiles from Solvunn will try to cross the chasm despite the danger. None ever make it - at least, not without divine intervention.
Horizon, "Death," and Dormancy
Your domain in the Horizon is no longer constrained by size. How it's changed depends on you. The more detached from your mortality, the more likely it'll have surrealist elements: bizarre statues, physics-defying architecture, odd visual or psychological effects. The Horizon feels like home to all Gods, although you ought to take care not to heed its call beyond reason. Shutting yourself off from the physical world can result in unintended consequences...but completely refusing to enter the Horizon will do the same.
Additionally, Gods are beyond true death, but that doesn't mean you can act with impunity. Engaging in an exhaustive battle with other Gods can weaken you into dormancy. In this state, you will enter an ethereal void inside the Singularity. As you heal, you'll slowly be able to return to your Horizon domain and then the physical world once more. Depending on the extent of the damage, this process could take anywhere from months to decades. For instance, losing your head could take a few months, total dismemberment might take a year, and being vaporized into atoms can take a few decades.
Mortals cannot achieve this level of damage, even if they seemingly "succeed" in striking true. Only a God can weaken another God into dormancy. If a mortal removes your head, you can merely pick it up and put it back on.
Additionally, Gods are beyond true death, but that doesn't mean you can act with impunity. Engaging in an exhaustive battle with other Gods can weaken you into dormancy. In this state, you will enter an ethereal void inside the Singularity. As you heal, you'll slowly be able to return to your Horizon domain and then the physical world once more. Depending on the extent of the damage, this process could take anywhere from months to decades. For instance, losing your head could take a few months, total dismemberment might take a year, and being vaporized into atoms can take a few decades.
Mortals cannot achieve this level of damage, even if they seemingly "succeed" in striking true. Only a God can weaken another God into dormancy. If a mortal removes your head, you can merely pick it up and put it back on.
Impact & Consequences
In the early years of your ascension, you might've wondered why the existing Gods seemingly intervened so little. Why did they not demonstrate their powers more blatantly over the thousands of years? Is it apathy? A desire to watch rather than act? As you come into your abilities, you realize that the Singularity and the universe are significantly more delicate than you thought. You begin to understand why the Gods have behaved the way they do.
Of course, whether you care to keep the world (and yourself) in balance is another story, but to be sure, some of the other Gods and the Summoned do - and you may have to defend your choices.
Of course, whether you care to keep the world (and yourself) in balance is another story, but to be sure, some of the other Gods and the Summoned do - and you may have to defend your choices.
The equilibrium mechanic is described in OOC terms HERE. The Singularity and a character's ascension will not inherently sway them one way or the other. Any temptations will result from individual personality and development.
Instability Effects
To maintain the universe's equilibrium, you need to be cautious of when and how you interfere when using your status to alter the state of the world. Conversely, you'll also need to take care not to withdraw entirely. Several Gods have undergone periods of instability, though others haven't. Which category you fall under is up to you. It depends on who you are, your experiences, and your desires.
◎ Should you refuse to ACKNOWLEDGE your Godhood or enter the Horizon, you'll find yourself losing time. You may forget how you got from one place to another, or names you knew yesterday slip your mind. Lapses in memory or time can be temporary or permanent, but one thing they are is certainly confusing. With magic building inside you and nowhere for it to go, your power will begin to spill over, causing the Singularity to exhibit bursts of power that spawn demigods in the Witchwood.These effects can be halted or even reversed in some cases. You might need someone's help to bring you back or convince you there's another way, or maybe you're the one seeking others out to assist. What you do soon understand is that your ability to manage your powers and stabilize your connection to the Horizon directly affects the Singularity and Abraxas...something that may have been true the moment you were summoned.
◎ Should you give into the temptation to OVERINDULGE your Godhood or retreat to the Horizon for excessive periods, you'll lose more of yourself and your history. You may make decisions that feel unlike you, forget larger chunks of old memories, or struggle to distinguish what's real. Unrestrained use of magic will cause you to absorb yet more power, causing the Singularity to lose power in brief spurts, which can spawn demigods in the Witchwood.
Demigod Spawns
Under the red haze of the Witchwood, monstrous creatures known as demigods or spawns emerge from crimson waterfalls and claw their out through the mossy soil. Born out of instabilities caused by careless actions from all Gods, they're usually contained to the Witchwood. For the most part, the older Gods - and the Summoned, if they choose - keep the demigods from leaving. However, now and again, one or two might escape, damaging towns, destroying villages, or causing ecological destruction in ways that are similar to natural disasters.
Demigods are not sentient. How they look can vary, but their appearances are often corrupted and disturbing: twisted animals, amorphous blobs, or alien-like parasites. They may resemble a monster you recognize from home.
Defeating one is possible but a challenge even for the Gods. Most crucially, you cannot kill your own spawn. Another God must deliver the killing blow, so working together is imperative. Should too many demigod spawns be allowed to invade the Witchwood, they will overwhelm and disrupt the Singularity further. Culling them is the only way to maintain stability.
Demigods are not sentient. How they look can vary, but their appearances are often corrupted and disturbing: twisted animals, amorphous blobs, or alien-like parasites. They may resemble a monster you recognize from home.
Defeating one is possible but a challenge even for the Gods. Most crucially, you cannot kill your own spawn. Another God must deliver the killing blow, so working together is imperative. Should too many demigod spawns be allowed to invade the Witchwood, they will overwhelm and disrupt the Singularity further. Culling them is the only way to maintain stability.
You can submit demigod spawns you create to the WORLDBUILDING section if you want. Similar to using character powers, just keep the scale of destruction at a reasonable level.
Hearing Echoes
Echoes are a form of prayer that resonates through your connection with the Singularity. Solvunn has dedicated a monument to where the "First Echo" was heard, though the accuracy of this is debatable. Like the Network, you can hear an Echo regardless of where you are and can shut them out with concentration. However, your ties to Godhood may compel you to listen every so often. Mortals can entreat you through more formal methods (rituals, offerings, seasonal ceremonies) or in a moment of duress or desperation. They may seek you specifically or call to any God who will listen.
You can answer or ignore these cries for help as you like, but your choices carry consequences. Answer too many too eagerly, and your increased interference in mortal lives can upset the world's equilibrium - and the Singularity. Ignore your impact on the world, and your refusal to accept your ascension will equally destabilize the land as prayers go unheard.
You can answer or ignore these cries for help as you like, but your choices carry consequences. Answer too many too eagerly, and your increased interference in mortal lives can upset the world's equilibrium - and the Singularity. Ignore your impact on the world, and your refusal to accept your ascension will equally destabilize the land as prayers go unheard.
Interacting with Other Gods
The Old Gods and the Cardinal Gods are an equal part of this world. For the most part, you coexist peacefully, though personal pacts and tensions can play a role. Each of you is aware of the impact of your actions on the Singularity: extreme displays of power are reserved for substantial transgressions, considering the price it carries.
Further, the older Gods have also walked the earth for centuries before you came. To them, you're still young, and rising against one of them won't end well for you. Nonetheless, many older Gods are more interested in giving advice or guiding you, ensuring the health of the Singularity and the universe so as not to doom all of you - Gods and mortals alike - to the void.
Further, the older Gods have also walked the earth for centuries before you came. To them, you're still young, and rising against one of them won't end well for you. Nonetheless, many older Gods are more interested in giving advice or guiding you, ensuring the health of the Singularity and the universe so as not to doom all of you - Gods and mortals alike - to the void.
You can REQUEST AN INTERACTION with a God. Interactions will be brief but informative.
You will not be able to request a specific God. For logistical reasons, we have curated the list of Gods available ahead of time. However, we'll do our best to pick one from the pool that suits the purpose of your request.
You will not be able to request a specific God. For logistical reasons, we have curated the list of Gods available ahead of time. However, we'll do our best to pick one from the pool that suits the purpose of your request.
Month 3: Awakening
Over the past 2 months, you've existed in the emergent reality without question. As you enter the third month, however, everything you've known over the past many centuries begins to shift. You might decide to investigate further, wondering if there's more out there that you aren't seeing. Alternatively, you might choose to ignore it, believing that your awakening is damaging the world and your life.
Catalysts
A catalyst can occur at any time through any circumstance. Do you see a familiar face you've forgotten in the eyes of a stranger? Do you recall a moment in your past while watching the mortals? Has a friend approached you specifically to try and remind you of the things you've forgotten?
With each memory returned you'll gain another piece of yourself. Depending on how much you've lost and how hard you'll cling to this reality, the effect may be clarifying or it might cause you distress and confusion. You might begin to encounter temporal cracks: buildings or areas that normally don't exist will flicker in and out of existence, or your reflection will briefly show an image of you from before your transformations took hold.
If you allow yourself to doubt your abilities or divinity, you might have trouble controlling your powers. If you've made alterations to your Horizon domain, it might start to revert to its original design.
These cracks are difficult to ignore, but if you bury your head, you can make them disappear - briefly, at least.
With each memory returned you'll gain another piece of yourself. Depending on how much you've lost and how hard you'll cling to this reality, the effect may be clarifying or it might cause you distress and confusion. You might begin to encounter temporal cracks: buildings or areas that normally don't exist will flicker in and out of existence, or your reflection will briefly show an image of you from before your transformations took hold.
If you allow yourself to doubt your abilities or divinity, you might have trouble controlling your powers. If you've made alterations to your Horizon domain, it might start to revert to its original design.
These cracks are difficult to ignore, but if you bury your head, you can make them disappear - briefly, at least.
Shattered Skies
The effects go beyond the individual. As more of you and your fellow Gods reawaken, the sky also begins to form cracks that spread like broken glass. Through the fractures, you glimpse flashes of lightning and a swirling fog. The fissures only grow larger.
Soon, you realize you can see the Singularity itself, reflected upside-down in the crater. Disconcerting though it is, it may serve as proof that something is very wrong. Of course, you can also refuse to acknowledge this disturbance, closing your eyes to the crumbling sky. Doing so will let you remain unaware to the very end, but your friends who are seeking the truth might find your denial distressing.
The sky won't hold, though. Eventually, it does shatter completely - and you awaken abruptly, your body and others scattered several feet away from the Singularity's crater as if you were physically thrown out. The fog begins to dissipate. The lightning has stopped, the unrelenting storms fading across Abraxas. Whatever you went through, it seems to have done exactly what the territories hoped: stabilize the Singularity.
Soon, you realize you can see the Singularity itself, reflected upside-down in the crater. Disconcerting though it is, it may serve as proof that something is very wrong. Of course, you can also refuse to acknowledge this disturbance, closing your eyes to the crumbling sky. Doing so will let you remain unaware to the very end, but your friends who are seeking the truth might find your denial distressing.
The sky won't hold, though. Eventually, it does shatter completely - and you awaken abruptly, your body and others scattered several feet away from the Singularity's crater as if you were physically thrown out. The fog begins to dissipate. The lightning has stopped, the unrelenting storms fading across Abraxas. Whatever you went through, it seems to have done exactly what the territories hoped: stabilize the Singularity.
Characters will be returned home afterward. They will be thanked for their assistance regardless of if they cooperated.
Resistors will not face any consequences, as long as they don't cause excessive trouble upon their return. Officials will issue an apology for the heavy-handed action, stating that they saw no other way to keep the world safe. With the portals and weather returning to normal, it does seem to have worked...even if characters may not find the method agreeable.
Resistors will not face any consequences, as long as they don't cause excessive trouble upon their return. Officials will issue an apology for the heavy-handed action, stating that they saw no other way to keep the world safe. With the portals and weather returning to normal, it does seem to have worked...even if characters may not find the method agreeable.
WORLDBUILDING
Refrain from submitting features that will visibly alter the established map. Try to keep your submissions to one or two to make sure everyone has room to include their ideas!
Submissions do not require formal approval for players to proceed, but we reserve the right to comment with amendments to submissions if necessary.
no subject
Location: Ashlands, the Nether
Description: A reasonably-sized swathe of land in the Ashlands that is not just regrown, but overgrown. Lush flowers grouped together, tall as trees and just as plentiful. The greenery so compacted that not only is it hard to navigate, it should have suffocated out much of the forest floor plantlife, but it continues to unnaturally flourish. Much of the flora does not seem natural to the climate, though the fauna that does wander into the area have since learned to adapt.
Character Involvement: Lucifer
no subject
Location: The Velan Republic/the Free Cities
Description: The Brotherhood worships Istredd, the Herald of Forbidden Knowledge, above all others and begs for his blessings upon their work and research. They are a group of scholars who wish to understand the history of their world, the Singularity, and the worlds that may be attached. They wish to gather what they can find out through praying to their god for enlightenment and illumination of texts they can't usually find. They have their own set of libraries and bookstores that have meetings after hours to talk about their ambitions. There are a few professors who are in it and don't consider it a cult but a "meeting of many minds" who just happen to specifically draw on the attention of one god.
Istredd has fulfilled nearly every prayer they have requested and it makes them all the more certain that they are the chosen ones. They are fully harmless and use all their knowledge to write notes and gather historical perspective, nothing else.
Character Involvement: Istredd
no subject
Location: Every available coastline, although mostly found on the southern beaches of Solvunn
Description: Exactly what it says on the tin! Over the centuries Nanaue has been using his new powers to give marine life legs. Why? For more friends! You can find these critters roaming around the beaches sometimes. Every so often there's a starfish with human arms on every star-arm.
Marine mammals are spared from this nonsense. Especially the orcas. Screw those guys!
Character Involvement: Nanaue
no subject
Location: Wherever someone has not adequately guarded their frenchfries
Description: A species of shrikes the size of small cats that have become so accustomed to being fed by humans that they have developed into such an unholy mixture of bold and opportunistic as to give seagulls a run for their money. Many denizens of Abraxas resent local bylaws forbidding interfering with their nests, or killing them, and widespread customs around the careful storage of food-garbage have become the norm in many large cities as a result of their depredations. Despite this public nuisance, they are seen as either symbolic of, or representational of, a certain pair of gods— who have occasionally been known to disguise themselves as one of these common urban pests. As a result, people are generally wary of being inhospitable towards these curious birds, and try their best to either bribe or ignore them, as their personality dictates.
The birds have a wingspan of about 24 inches (60cm) and are sexually dimorphic: the female of the species is a dull silver-grey and white, whilst the males are flamboyantly colored in fiery oranges, reds, and iridescent blacks. Both are equally annoying.
Character Involvement: Shepard, and/or Garrus
no subject
Location: Somewhere on the coastline of the Godlands, between the Singularity and the Nether.
Description: A secluded coastal inlet, surrounded by high cliffs with an un-navigable channel leading out to the open sea. Accessible only by swimming very carefully along the channel from the sea, following a narrow path half eroded by a creek spilling down one of the cliffs, or from the open skies. The cove has a gentle sloping beach and unnaturally clear waters, which you can see through straight down to the bottom, deceptively hiding the great depth even at low tide. A bounty of fish and sea life bloom in the cove, flourishing in the clean protected water. For several centuries, there was a large "pearl" (read: egg) visible at the bottom of the waters, glowing like the moon. It disappeared about two centuries ago, leaving nothing but large pearlescent shards with a faint scale pattern on them to linger among the seaweed and oddly shaped coral that originally grew up around it. Despite the high cliffs and the northern location, the waters reflect the moon's image perfectly, even when the calendar seems to suggest there ought to be no moon at all.
Character Involvement: Dan Heng.
no subject
Location: Aquilia
Description: The Nautilus Amphitheatre sits near the shore in Aquilia. Constructed by the firm Vorenas and Constable, the audience's view includes that of Andromeda Bay. This allows for temporary installation of set pieces in the water itself, if so desired. The amphitheater contains a large stage with a large, sunken-in portion that can be filled with water to stage naval battles or other water scenes if the production so desires, and the acoustics are considered some of the best. The architect assigned to the project was one of Alucard's mortal guises, at the request of Hilda and Ed.
Character Involvement: Alucard designed it, but running of it is handled by others.
no subject
Location: East of Cadens on the southern coast of Andromeda Bay
Description: The village is surrounded by gnarled trees and twisted junipers. Winding trails delve between spiky grasses and toxic bushes that boast bitter leaves. Wicker idols dangle from low branches, shoots and sprigs twisted into circular effigies. One road descends through town, splitting into picturesque streets squeezed between houses that climb the hillside. At the bottom is a temple overlooking a pebbled beach; built upon the remains of a crumbling church. Inside a granite effigy dominates the inner sanctum. Three ravens under the full moon, chiselled from stone hewn from the cliffs and carved into an arch.
This small conclave experienced an outbreak of mass hysteria three centuries ago. Anthropos heard their prayers and answered, healing their minds with therapy and treatment. He came to be idealised as a powerful and benevolent parental figure: revered for saving them from the Great Fear. This village now houses his cult.
Character Involvement: Jonathan Crane
no subject
Location: mostly concentrated in the Free Cities, has some connections outside it
Description: Jacob's gang of disenfranchised and marginalized people and downright criminals. they tend to run the gamut from people who truly believe in him and people who just want to fuck shit up. they're a group of people who do crimes, the more daring and bold the better, but a good number of them have an earnest desire to help people and see themselves as more Robin Hood types, stealing from the rich to give to the poor. others are more pragmatic, seeing their membership as an arrangement with Jacob: they work for him and in turn he gives them abilities. he's generally fair yet firm with them.
they're not a very popular group, being made up of criminals, and generally prefer to lie low and remain in the shadows.
Character Involvement: Jacob Frye
no subject
Location: Edges of the Witchwood near the Velan Republic
Description: The skies above the village are frequently overcast, rumbling ominously with thunder. Sanctuary is protected by a series of lightning barriers that serve to slow down or temporarily deter demigods that stray out of the wood, but even so it's often in need of godly protectors to properly deal with the incursions.
The village is open to any and all, including those mortals who may have been rescued by other gods but remain without anywhere else to go. It boasts a moderately sized workshop called the Ironworks, where residents regularly seek the aid of gods who are willing to venture into the Witchwood to retrieve certain metallic ores, reagents, or samples for study.
Character Involvement: Cid
no subject
Location: Witchwoods
Description: This monster is part fox, part disfigured creature, with heavy fur and a long red tail. There are slits all over its body that are made of pure teeth and each one can open into a hungry mouth, so it can catch and eat from multiple parts of its body. Its talons have a paralytic effect on what it catches, making it easier for it to eat the prey. It is blind but its sense of smell and hearing are so good that nothing can easily get away from it. It does not get into fights with the other demigods and seems content enough being alone and hunting for only what it needs. It is not social and does not seek to escape the Witchwoods, instead making a nest and chewing all day long on the bones of what it has caught.
Character Involvement: Julia made this one, whoops.
no subject
Location: The Witchwood
Description: A ghostly deer which tends to materialize out of the shadows from wherever it was lurking when it feels threatened as it will always pursue if there's any chance of a fight to be had. A fierce opponent capable of moving at great speeds and much agility while swinging its horns, it's said a swipe of those horns will inflict a powerful poison into the wounds left behind. Though where that particular knowledge came from is hard to say, it's also said there's an antidote which can also be made from blooms within the jungle at the request of divine intervention. When not in pursuit of something that's crossed its path, it doesn't often attempt to escape The Witchwood or fight others and mostly stays out of sight.
Character Involvement: Claude von Riegan
no subject
Location: Nott
Description: A restored hospital building considered to be especially blessed by the gods by those who believe in Summoned as gods. Surprisingly always kept in good condition, well stocked and staffed by mysteriously showing out of nowhere more or less anonymous contributors.
Character Involvement: It started with Rhy (Kell's adopted brother) as his main project as liaison to Nott. Has been taken over by Lyle Vela and Nott authorities after Rhy disappeared from Abraxas and Kell went back to live in the castle. Kell and Thancred has been actively supporting the place over the centuries, with other Summoned chipping in.
Kell would visit incognito to serve as or help the current main alchemist / apothecary, or a healer, there even after he forgot his connection to the place. Prayers coming from there have more chance to actually being heard. Even when he's ignoring everyone else.
no subject
Location: Witchwoods
Description: Huge boars with red eyes in state of perpetual semi-decay, with a mass of writhing tentacles erupting from their bodies. Very squelchy, oozing black, tar-like mucus.
It is said to cause a contagious disease that affects anything it touches: plants, animals and people alike. The corruption obviously doesn't turn its victim into one of the corrupted, but it spreads the same way as it's contracted, by touch, and can destroy a farmer's whole herd, a field of crops, or make his family and neighbours sick or even die.
The disease tends to appear only once a generation, and it happened that it skipped a few, so more often than not it's considered more a tale to scare children with than a real threat. Sometimes it is forgotten altogether. It's usually then when it comes back, but even at its worst, it doesn't spread far from the areas directly bordering the Witchwoods.
Character Involvement: Kell Maresh. Kell feels directly responsible for his creations, and especially for the sickness they cause. He hasn't figured out yet that it's directly connected to his own state. Not that it's a direct reflection of his incident with Mildred's garden when he was under influence of Koth many, many years ago.
no subject
Location: Witchwood
Description: A group of humanoid monsters fused with equally monstrous horses; some wear skeletal-looking armor, and all look shadowy or ghost-like. The horses may have burning red eyes, several extra legs, horns or antlers, and/or sharp fangs. Several iterations of this Demigod are spawned by Ciri in the first few centuries. They may exist a couple at a time and are very aggressive with trying to make their way out of the Witchwood. Examples: one | two | three
Character Involvement: Created by Ciri. May also be seen summoned by Ciri through her portals. I'm looking for other characters to be involved in helping Ciri put them down, so please message me if interested!
no subject
Location: In the foothills of the mountains on the north-ish of Solvunn, not in the Witchwood/Lunae area proper but on that side [OOC: this can be moved around if need be!]
Description: A little village that Geralt and Teddy helped save from destruction, which Teddy and Jerry have now encouraged to grow as an intentional community for Abraxans who need one -- homeless, ostracized, nomadic or otherwise in need of shelter.
Character Involvement: Teddy and Jerry keep an eye on the place, and they are co-worshiped there as the little village's patron gods (everyone should definitely check out the early harvest/music festival, it's a good time). Any gods who come across someone needing a home is encouraged to point them there.
no subject
Location: Witchwoods
Description:
Character Involvement: A centaur-like creature with a grinning deer skull for a face, covered in bright pink flora. Considering itself a master of the woods, it will attempt to kill anyone who wanders too far into the woods or attempts to harm any creature within it. It has power over nature, and can grow vines and thorns from the ground to wrap around an enemy and hold them down until the leshie can stomp them to death, or squeeze the life out of them through constricting vines. Its presence can be detected by large gatherings of birds or a particular chirped song.
no subject
Location: Somewhere in the forest between the Velan Republic and the Godlands
Description: A large hedge maze towering around 20ft tall (enchanted to grow taller than the being entering it; no cheating allowed!) that is notoriously difficult to navigate. A glittering marble temple stands at the center of the maze where particularly devout followers come to pray to Theritas directly, the maze serving as a test of faith. Surrounding the temple is a beautiful garden of violets, roses, and anemones.
Feature: Demigod
Location: Witchwood
Description: Five-headed boars with one giant eye in the middle of each head. Each boar head also has five tusks. They're roughly the size of a Hummer and they function much like the Hydra: cut off one head, two will take its place. They rely on their keen sense of smell over sight (which is incredibly poor) and are weak to fire. They're also pack creatures, so it's possible you may get swarmed by 30-50 feral
hogsheads (6-10 boars at a time).Character Involvement: Clarisse La Rue
no subject
Location: The forests near Solvunn
Description: While River was under Henry's thrall during the 200-300 year ish period, they worked together to build him a mini Upside Down! They corrupted local flora that is slightly alive and creates toxic pollen. It kind of creeps inside of various buildings and sometimes they have gnarly storms. For the most part though, the village is habitable and has a small but steady population. The humans living here have all been brainwashed to serve Vecna as their god and have done so for generations! Anyone that tries to defect is dealt with... the Maw isn't that far away, after all.
Character Involvement: Henry and River