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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.
echoes
[ Cid has been restless lately. The village on the edge of the Witchwood that has been his home for centuries now feels haunted by ghosts he can no longer remember; the blacksmith who barely wants to give him the time of day, the cook who insists that he take a place at the table every once in a while, and the head of the village — a large dark-haired man who won't hesitate to drag him down by the lapel even when he wears the full mantle of his godhood. A name comes to his lips, and it's gone just as quickly, like a dream he can't recall upon waking.
He's grateful to have a reason to get away for a spell. It's not an echo he answers, but a suspicion voiced by one of his merchants. Certain mechanical parts have made their way across the contentment to his humble village, and he means to confirm their suspected origin.
Finding a friend nearby is an unexpected boon, and one he's certainly grateful for. It's good to see the Doctor out and about; he's hardly the type to stay in one place, but he's been scarce as of late.
He huffs at the Doctor's words, almost a laugh. Cid almost never appears in his full god form, as he does now — with the wings and hooves and all that nonsense, it's easy to mistake him for another, at a glance. ]
You too, eh? My head's been a bloody mess lately. [ He pats the Doctor on the shoulder. They'll have to come back to the subject, once the immediate issue is handled. ] That one called to you, I take it? Aye, I could offer a light but... Did you see the way they came from?
[ He inclines his head toward the east - Mechapolis is the only thing of interest in that direction. ] I've good reason to think humans have been stealing inside to borrow a cup of spare parts. I'm not fussed about a little petty thievery, but I'm sure you know what else they're like to have picked up there.
[ Humans have short life spans, and short memories as a consequence, but Heartwood Syndrome remains a threat to any and all who might find their way into the city. If it began to spread beyond Mechapolis' walls, it could get out of hand again quickly. ]
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[ Cid, of course. He might have known, should have known, in fact. His head feels not entirely on straight these days. He's missing people and faces, images shifting from absolute clarity to unsettling distortions. It's rare, is the thing. Most of the time, it feels as though nothing is wrong at all, but sometimes he closes his eyes, and —
No, no, his old friend is here, everything's perfectly fine, and they have people to help. ]
Look at you, just showing off!
[ After that pat on the shoulder, the Doctor looks at him more fully. He's hard to miss in all his glory, this one, and it's a sight to behold, truly. As much time as they've all lived with and evolved into these forms (how long has it actually been?), the Doctor never quite loses his sense of wonder at the transformations they've all undertaken. Like Cid, the Doctor rarely appears in his full god form, though his entire being seems to permanently glow, most prominently his hands. ]
I did always like the wings, though. And you're spot on — [ The Doctor gives his own nod towards Mechapolis. ]
Suppose they're due a bit of credit, you know, they haven't ventured that way in a very long time. Seeing as I tend to think of Keep Away signs as friendly suggestions, they're practically flawless by comparison.
[ He jests, of course, and he does take it seriously, but a bit of lighthearted banter has always been his modus operandi, particularly around those with whom he feels most at ease. ]
Well! The day's only just begun — shall we? Nothing says another day ending in 'y' quite like saving people from themselves.
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He looks at the Doctor when he speaks again. Despite the circumstances, the corner of his mouth quirks into a half-smile. ] We're poor influences on them, you and I — that, or we're more like them than we think. You're right; those signs might as well be an invitation. It's a wonder they haven't tried it before now.
[ Or at least, that they haven't been caught. A part of him is even impressed by this human's daring, regardless of how foolish it might be in these circumstances. He can only hope that he and the Doctor can find some better outcome for them.
Saving people from themselves, protecting them from themselves... this is what they do. This is what they've done for so long that it hardly matters what came before. There's no reason he should feel strange about it now. He nods. ] Right, then.
[ He raises his staff, and then his eyebrows. Want a ride? The Doctor can certainly handle himself, but if he's inclined Cid will take them both.
Levin arcs down from the clouds, striking his staff and then the hard-packed ground not far from the mortal who had called for guidance. It's a simple enough thing to ride the levin and land where the strike lands, all in less than the blink of an eye.
The human startles, nearly toppling backwards from the weight of their pack. Cid can hear the telltale jangle of metal inside. ]
You — you're not the one I called for.
Oh I'm just chopped drake liver then, am I? [ Cid replies dryly. He looks over at the Doctor; though Cid has a habit of taking charge of situations, he's grown to respect his old friend, and he wants to be sure they're on the same page. ] We thought it was time to have a chat about where it is this path of yours is heading.
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As they speak about the rather careless human wandering where he shouldn't be, the Doctor also can't help but be impressed by his actions, even while thinking him utterly foolish. One does not preclude the other in his mind; humans are often both (maybe he's even been both at times himself), which is why he finds himself drawn to them and attaching to them more than he should. He also can't help protecting them however he can. There's something that still niggles at the back of his mind, something off somehow, but they'll get to that later —
He's easily distracted by the offer to ride the levin — he absolutely cannot resist, and with a bright smile and a nod, as if to say, Of course, he's already following him.
If not for the task at hand, the Doctor would be chattering on about how delightful that was (he derives joy from even the simplest things), but — right, yes, okay. Important business! ]
Just be a touch more impressed, would you? Thought we'd at least warrant an, oh that's wicked cool! — that is, if the kids are still saying anything of the sort these days.
Listen — you called out for aid, you're getting both of us today. We want to help. Need to, more like — clearly you're not sorted at all, but go on, we're listening. Tell us first why you're nabbing these parts at all.
Why do you think?
I don't think anything at all, that's why I'm asking. It's not just parts you're picking up here, this area is dangerous to humans. Dangerous enough you should stay quarantined for a bit before going anywhere else at all.
[ The Doctor does chatter on a bit too much at times, and he doesn't intend to come across as the stern authority here, nor the only authority. He values Cid's insight and leadership just as much. While he'd prefer to get the lad on the straighter path, he's also not bothered by the small parts theft as it is. He's only worried about where it leads, and he wants to get him safe, and keep anyone else out of here. ]
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Unfortunately, that doesn't seem to be what the human sees. The hood of his cloak falls as the young man staggers back a few more steps, as if he could flee from them on foot. He seems to think better of that, at least for the moment. The Doctor's good-natured rambling must be giving him some measure of ease, even in the presence of two gods. ]
Quarantine? You'll imprison me for a few nuts and bolts? For entering one of your stupid monuments? I should never have called for aid — you've never come before, but you're here now because it suits you.
[ He can't say if this mortal has ever really called to either of them, but the actions of all gods are the same in the eyes of some mortals, even if some answer their echoes more diligently than others. ]
Don't know anyone who answers more of your calls than him — [ Cid tilts his head to indicate the Doctor. ] But fine, I take your point. I'm here because it suits me. It suits me to see that your kind doesn't suffer an ailment like the one I knew once. [ He holds out his arm, drawing attention to the discolored patches that run all the way up to his shoulder, where pieces of his flesh have turned to stone. It hardly troubles him these days, but he remembers that it was a curse, and that all who wielded magic suffered for it. ]
You know the danger you're courting when you go into that city, but you're desperate enough to brave it for the sake of some coin. Is it that you think we've lied to you about the disease, or is it that whatever you want to purchase is more valuable than your life? Is it more valuable than the lives of everyone you love as well?
[ The man sags visibly. ] ...It's my freedom. I owe a debt I can never hope to repay on a farmer's wages, and this would have settled it. Now you want me to exchange one kind of prison for another.
[ Cid taps his staff against his shoulder, turning to the Doctor again. ] He does have a point. Perhaps he's managed to avoid the disease, but if he hasn't... A life of solitude won't be a kindness no matter how we guild the cage.
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He's almost relieved when Cid turns to him, and quietly and slightly under his breath, he offers back — ]
Given what we know now — no, no, not a kindness at all. So what do we do? I'd like to hear him out a moment more.
[ The Doctor has, at times, simply pushed his opinion forward as the one to follow, though it's usually in more dire circumstances when quick choices have to be made. But he tries, always, to offer people a chance and a choice about their own lives. Given what Cid's said, he thinks and hopes his friend will care to hear the young man, too. ]
Ideally, we want to help you. If you'll listen — [ He can almost hear the way his voice could drift towards a sharper edge he doesn't intend, would never intend. Right or wrong in the moment isn't exactly for them to decide, at least not yet. For now, they're just here to help this one person. So he's careful and measured, his words free of judgment. ] Let's start again.
Who you called for, how often you've called for help, where you've been in all the years that led you to this place and this moment and these choices — whatever those steps were that you tread in all the days far behind you, the three of us are here together now and we're going to help. You just may not entirely like it and that's okay — sometimes things hardly feel very good at all but then they meander towards better if you stick with it. You'll be okay. So! Introductions. I'm the Doctor and this is my very good friend, Cid, and we're not going to abandon you or imprison you but we can't make you do anything, either. So don't be foolish.
Your name please.
[ There seems to be a huff of a breath, a sign that he's at least listening if not a bit dubious about what these two gods might be about to say. ] Aiden.
Aiden! Excellent. Good. Hello officially, Aiden, we're glad to meet you. Now, suppose Cid and I take these parts and look them over and make sure you're not spreading a dreadful disease to anyone else, suppose we help you pay off your debt, suppose you managed to avoid taking ill somehow, what happens next? You're smart, clever. Sure, questionable tactics perhaps, but human instinct for survival can get messy. That life on a farm, were you born to it, forced into it, is it all you know, or do you hope for something else, something more?
[ A life, perhaps, that they can help him with, so he can avoid anything like this again. That is, if the disease isn't already working its way through his body. He's taken note, too, of Cid's arm, only reinforcing how vital it is that they keep anything from spreading beyond these walls. They want to see everyone safe, they have that in common at least. And however they can help this young man — he truly believes they're in it together, the pair of them will find a way. ]
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The young man seems to stand up a little straighter when the Doctor addresses him, as if he's only just remembered he's in the presence of gods. It's a funny thing, that. There was no real threat in the words, yet mortals seem to pick up on even the possibility.
That's not all he picks up on, of course. Cid can see it in his eyes as the Doctor speaks to him, the moment he starts to believe that they might actually be here to help him instead of just to punish him for his misdeeds. The Doctor gets a name and everything. He's good, but Cid knew that. ]
I — I haven't thought about —
You have, lad. [ Cid gentles his tone to match. ] What did you want when you were too young to know it was foolish?
[ Aiden looks between them, his face coloring with fresh embarrassment. ] Born into it, forced into it, isn't it the same? [ The man looks down at his feet, his voice barely above a mumble. ] I thought I might be a traveling musician. I wanted to see the world and live a carefree life. My parents left the farm to me and... I never had enough. No — I was never brave enough to leave it.
[ Cid raises his eyebrows. ] Well, you've left it now. Here you are challenging the gods and I'm supposed to believe you're not brave. Do you hear this one, Doctor?
[ Aiden gives an incredulous laugh and Cid grins. ] It's good. We'll need that bravery if we're to sort it all out together.
[ That is, the three of them. In the best case, they can all come to some sort of agreement on what's to be done. At the very least, he knows that he and the Doctor will usually be on the same page. ]
I... suppose you'll want to look at what I took?
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Here, let's have a look —
[ He holds out a hand, letting Aiden offer it rather than to grab his pack from him. No need for that. And while the Doctor can't, of course, assume anything that Cid might be thinking, or the course they might chart together from here, he does feel reasonably sure that they're aligned in their thinking as it pertains to the life of this human before them. Well, and many other things beyond.
Though there seems to be more of an ease now between them and the young lad, Aiden still hesitates a moment. Not entirely unlike a child being scolded by parents and fearing retribution, however it may come. Which, the Doctor supposes, he can't entirely blame him for feeling. But he's quick to offer a soft smile and a little nod as the pack is handed over. The Doctor keeps it in easy view so Cid will be able to see the contents easily enough as well, and while he sorts, he picks up the thread of what's been exchanged, the life Aiden might have wanted before. ]
Officially co-signing everything Cid said! You should really just listen to him, he knows what he's on about.
[ The Doctor smirks a little at his friend, and it's not just a put-on, he means it. And he appreciates how easy it is to bounce off one another, as though they were running a relay race and seamlessly passing a baton to one another. He'll have Cid's back always, however he can, and his friend has given him all the reason to believe the same of him in return.
Though, as he sorts through the parts in the pack, he's...easily distracted. Not unusual for him. ]
Camshaft, coil springs, leaf springs, torsion springs — really, you've been busy, oh this is good.
[ He...doesn't mean to go off like this, but he's a mechanical and engineering nerd (among many other things), so now he's envisioning all sorts of projects, though obviously not with stolen and compromised parts. He'll absolutely have to be reined back in, though... ]
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He'll have to check in later, when they're done with the present problem.
The Doctor is quick to voice his support, and though Cid had expected perhaps a little bit of sly fanfare, the honesty of the response always seems to catch him off guard. He's not the bashful sort, but the smile he offers in return is faint, and perhaps just as sincere. He hopes he knows what he's on about most of the time, but he's been wrong often enough that it's reassuring when someone else thinks so.
He steps closer as well, releasing his staff so that it remains hanging upright in the air. Cid's form shifts the moment he lets go, a controlled burst of levin shrouding him in his mortal skin once again. It's a bit hard for him to sift through bits and bobs in his other form — a thing that annoys him to no end.
This form also makes it a little bit easier to clap the Doctor on the back as he comes to stand beside him — just something to ground him back in the present. Even without the cheerful rambling, the glow alone could tell anyone from miles around how excited he is by the prospect of invention. Perhaps they'll discuss it later, away from here. There are many gifts that humans aren't yet ready for, and though Cid is well accustomed to controlling that particular enthusiasm in himself, he dreams of them no less fervently.
His hand lingers where it is, a grounding touch so long as it's needed. ]
Clever choices — good to see you've got some sense. [ Aiden nods. If he takes any offense, it doesn't show. Cid does mean it as a compliment; he's taken things that are small and fine enough to command a fee, and common enough to be sold quickly, but nothing overtly magical or dangerous. ]
They're in good shape, too. Either you've a keen interest in taking robots apart and you haven't seen fit to tell us, or you found these in the maintenance bay. [ That's far within the city walls. ]
I didn't break anything. [ Aiden says, still sounding like a child before his parents.
Cid exhales with a huff, returning his attention to the Doctor. ]
Can you tell if they're compromised? [ He means the parts and Aiden both. They'll need to know sooner or later; no sense in putting it off for long. He has an idea, if the Doctor doesn't, but it's not without risk — frankly, he would rather not. ]
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If they're compromised...yes, right, right, of course! I can — [ Good on Cid, getting him on track, as ever. He needs it, he knows. He strays from one thought to the next far too easily. Even without his magical abilities, the Doctor's natural physiology allows him to detect intricacies of chemical composition simply by tasting an object, a piece of evidence, or even the atmosphere itself. In this case, he's quite sure just a well-aimed taste or two on a coil spring can tell him what they need to know. At least about the parts.
So, very much like he's licked leaves in a former life he doesn't quite remember, there's the motion of tongue against metal for a brief moment before he turns the spring over a bit, just studying it with narrowed eyes and intense focus. He goes through sampling the other parts quickly as well, tapping his index finger to them, then to his tongue, on and on. It's only a matter of moments before he smiles with quite obvious relief. ]
Call it good fortune, luck, a divine hand, or the blessing of simply being in our presence, but the parts are safe so we're at least halfway there. But for the lad — [ The Doctor looks pointedly at Cid. For this, at least, he'll welcome any ideas Cid has. The Doctor has telepathic abilities, less helpful when rooting around for physical symptoms. ] For you, Aiden, I can tell you this — we're going to do everything we can to see you safe. Traveling musician, that's what you said, and I won't forget it.
[ He shouldn't be making even implied promises like this, he really shouldn't, but it's a habit of his. He's lumping Cid into this, too, and there are limits perhaps to what they can or should really do (especially without certainty of Aiden's physical health), but the words are out before he can stop them. ]
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Aiden seems relieved, maybe even hopeful. Cid, on the other hand, feels a knot of dread form in the pit of his stomach. Would have been easy if that odd little trick worked on people as well as parts. ]
D'you know how to use magic? Anything at all? [ Aiden shakes his head, no. He'd suspected as much. That would make it an easy test — if he'd had some ability before, and now he couldn't weave a spell, that would tell them all they needed to know.
Cid takes a breath. The set of his shoulders is enough to betray his uncertainty to anyone who knows him, but he can put on appearances well enough for a mortal he thinks. ] Alright. I'll grant you a touch of mine. It's intuitive — you'll know how to use it once you have it. If you can create a spark with it, there's naught to worry about — but just a spark, mind. My gift has a price that I'd rather not see you pay.
[ Aiden looks between them, uncertain again. ] What sort of price?
Depends on how much you use it, and how often. If you let it sleep, live an ordinary life and make your music, there'll be no price at all. It's just that most find the taste of power a little too heady to resist. [ He glances at the Doctor. ] Nothing for it, eh?
[ Cavalier as he sounds, it's a rare request for reassurance — or at least, any other ideas before he commits to this one.
Though his magic no longer eats its caster alive, most of those he's granted it to still find themselves aspiring to be above their mortal peers, for good or ill. Even now, Cid isn't certain if there's some true curse to it, or if it's simply a run of bad luck; power is an easy thing to get carried away with, even with the best of intentions. ]
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But in the heaviest moments, he's quick to shift, to be there; present and focused. He catches it then, that undercurrent in Cid's voice, the reassurance he might want and need. And there's a softness instantly in the Doctor as he meets Cid's gaze. It's only a flash, a brief second of meeting the other man's eyes just long enough to silently convey that he'll be with him and see this through to the end, however that looks for them and the young lad whose life they've found themselves unexpectedly intertwined with.
Nothing left to do but this. Nowhere else to go but down this path. Uncertain and potentially dangerous as it is, the Doctor feels nonetheless at ease. Call it his relentless optimism and near permanent commitment to hope. ]
Everything will absolutely be okay. Between you and I, Cid, it's a sure thing.
[ Short of that, there are...alternative means to assuring things settle as they should. Something the Doctor wouldn't want to do, by any stretch. But if he had to, he could keep Aiden safe, should this cause him to go astray in some way. It would involve manipulating his thoughts and the idea of it doesn't sit right with the Doctor, it never would, but if he had to. It wouldn't be his first choice, or even his second or third. He'd prefer to attempt redirecting Aiden in all other ways possible, but the power exists within him to do what might be necessary, he'd simply like for it to remain dormant and unused always.
He's quick to smile reassuringly at Aiden, though. ]
You're a good lad, Aiden. And you're going to be extraordinary, whatever you do, but don't lose sight of who you are right now. The heart of yourself, the person you let us see.
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With that in mind, he nods, stepping forward to offer a hand. Aiden takes it, buoyed by the Doctor's confidence.
There's little of the usual fanfare, only an increased charge in the air between them as Cid allows his power to unfurl. The blue glow of aether fills Aiden's eyes, then the veins of his face. When Cid lets go of his hand, electricity fills his empty palm. Aiden wiggles his fingers, levin wreathing his form, and laughs giddily. Cid feels no small measure of relief. ]
Well, that answers that. Enough now. [ When Aiden doesn't recall the levin, Cid's voice takes on a sharper edge. ] Aiden.
[ Aiden snaps to attention, all of that light going dark at once. Even that sliver of Ramuh's power is restless in its new vessel, always eager for change. Cid can feel it. He doesn't doubt that Aiden can as well. He'll just have to hope that the lad has the good sense to ignore it from here on. ] Right, sorry, it's just... right. So I'm fine?
[ He exchanges a look with the Doctor before turning back to Aiden. ] That you are. We've some remaining questions for you, and promises to keep, but you might as well get on home and call it a night. We'll come and find you when the sun's up again, see you off once you've had some rest.
[ They'll have to return the parts and seal up whatever gap it is that's allowed humans to sneak into Mechapolis, but that'll keep for a few hours, he thinks. ]
Doctor, if you'll light the way for our friend?
good to wrap here, I think! 🎁
There's no relaxing suddenly. There's no job well done, good on us, not entirely, though they have done good things here. It's a bit like holding their breath, but the Doctor is ever the optimist without being blind to the risks still ahead. ]
On our way! To good days and even better ones ahead.
[ Look, he loves a good story. Forgive him his cheesy finish there at the end. He smiles, though, at both of them, and does indeed illuminate the way with a wave of his hand and the light of stars in the palms of his hands to guide them forward. ]