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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2024-06-15 10:26 am
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EVENT #19: OVERTHROW - IC EVENT LOG

Event #19 - Overthrow
It starts at midnight in Castle Thorne. The date is JUNE 16. You might be asleep, but if you're a night owl, you might not sense much. The air is calm in the North Wing. Deep behind closed doors, however, events are afoot.

The Prologue below will contain some narrative details to contextualize the event. A summary will be provided for players who want to quickly scan what's happening, but if you wish to experience the full narrative first, you can save the summary until afterward.


Prologue
Roughly 1000 years ago, the Galdwin family ascended to the throne in the Kingdom of Thorne after the fall of the Almach family. Since then, the Galdwins have ruled with little opposition. As the sole remaining heir, Ellya Galdwin inherited the kingdom from her father and married Brydan, who ruled alongside her. They have no heirs of their own.

Rudolph Sidwell married into the Galdwin family via Queen Ellya's aunt, though he retained his family name and naval rank for his title due to his military career. After his first wife passed away from illness, he remarried Lady Lia Sidwell. They have two young sons, the eldest of whom carries the royal bloodline from Rudolph's first marriage. A few rumors contend otherwise, but Rudolph is known to be close with Ellya, and thus many are reluctant to be too critical.

Last winter, Rudolph was promoted to Admiral. He's made more frequent appearances in Castle Thorne lately, the most recent of which occurred when the Summoned were taken to the Singularity's crater. Currently, his wife and children are temporarily residing in a manor in the city.

Queen Ellya's rule up to this point has not been without contention. Many of the original Summoned were imprisoned while under her rule. She was responsible for conducting secret experiments on one such prisoner, had another kidnapped and tortured, and decimated Libertas in the Free Cities, an act taken in haste and anger that has lent doubt to her stability as a ruler. However, she has successfully maintained the kingdom's strength and economy, as well as its naval force...the latter of which the Admiral would say is his doing.
Midnight, June 16 - Kingdom of Thorne
East Wing, Garden Terrace
Nightly chats over tea are a favorite pastime of King Brydan Galdwin and the newly arrived Lady Lia Sidwell. Often taken on the garden terrace when the weather is pleasant, tonight, they're joined by a third guest. Though...now it's just two of them again.

"You had a heavy hand."

"Sorry, your Majesty." A hunting hound comes over to sniff the bloodied and motionless body on the ground. "I would have expected the king to be able to hold his drink."

Lady Sidwell inches her chair back to avoid staining her shoes as the blood trickles in her direction. She wears a critical frown and peers into the teacup at the third seat. A speck of red powder clings to the leaves at the bottom of the cup.

"I'll clean it up," continues the young mage. He meets Lady Sidwell's severe gaze for a second before turning to his hound. He holds out a piece of dried rabbit for it to eat.

"Oh, don't be silly. You'll have better things to do as the High Mage."

Mace Hemmett looks back up. He smiles, pleased with himself, then adds, "I could've gotten rid of Ambrose, too. He doesn't run very fast."

"Tch. And explain to the Duchess why her brother is in shreds? You know we can't afford all that discontent in Hayle." Lady Sidwell stands and steps over the former king. "Come along. I don't want to be caught in the fray."

East Wing, the Queen's Chambers
Even in the darkest hours, Castle Thorne doesn't sleep. Servants work through the night. Guards make their rounds. The ruling class is beholden to no schedule save as suits them. No one takes note of Sidwell moving through the halls. He walks with a calm sense of purpose and nods in silent greeting to anyone he passes who warrants acknowledgment. Nothing seems amiss.

His destination is Queen Ellya's quarters. The guards allow him to pass without thought or question. The running of the kingdom is none of their concern.

Sidwell is not expected. The rooms are silent and shadowed, lit only with faint points of dim illumination. He reaches for the door with a shake of his head. There is work to be done. Any ruler worth their salt would be up and doing it. He considers how Ellya has been accomplishing that work so far, and supposes it makes no difference. It is a pity. She'd shown such promise once. Regrettably, she hasn't lived up to it.

There's no time left to hope she'll suddenly flourish as a wise and tempered leader. Measures must be taken for the good of the kingdom. There is no joy or pleasure in it. Sidwell would rather not be in this position but he puts those feelings aside. Some things are simply more important.

The Admiral slips into his niece's chamber without a sound, his hand already on the hilt of his blade. There's no need for any fanfare or long goodbyes. Indeed, one might question if Ellya realizes at all who betrayed her in her final hour as the knife sinks into her heart.

South Wing, Ambrose's Office
The thick piece of parchment dissolves in a flash of violet flames and a weathered hand closes around the embers. Anatasia's handwriting stays burned on his inner eyelids as Ambrose closes his eyes tightly. Every fiber of his being is wound tight. He holds the tension until a misty aura surrounds him, blurring his appearance and compelling curious eyes elsewhere. A peasant's spell, truly. Unfortunately, any large burst of magic will alert the entire castle.

The slimy cur.

Muttering to himself, Ambrose grabs a small satchel and the most important artifact in his office: a heavy tome with its pages of insight and, most significantly, the summoning ritual. The seal - physical and magical - remains unbroken, but he won't leave its fate up to chance. He wraps it tightly into his robes, clutched to his chest like a breastplate.

Moving to the door, Ambrose pauses, looking back at the room that's been more like a home than even his chambers in the royal castle.

"A terrible waste on feeble minds..."

Just as he is about to grab the knob, he pauses again. Then he exhales sharply and snatches his pondering orb. He shoves it into a large pocket.

He slips through the castle uninhibited, forced to drop his illusion only when he enters the stable. The horses are too reactionary to a presence they can feel but cannot see. Ambrose chooses a steed with large hooves and deep eyes and affixes the saddle.

"Hey! You aren't supposed to be in here - "

Ambrose turns, surprised expression rapidly turning into a frosty glare that stops the stable boy in his tracks.

"H-High Mage?"

Before the boy can utter another word, Ambrose swiftly recites a practiced incantation and presses his thumb to the boy's head. The young lad instantly collapses, sound asleep with no memory of the last hour.

"I won't risk any witnesses. Not with the fate of Thorne and the entirety of Abraxas on the line."

With the saddle and reins secured, Ambrose pulls up his cloak and disappears into the night.
Midnight, June 16 - the Free Cities
West Gate, Cadens
The summer heat is an oppressive weight over the desert west of Cadens. A busy merchant's stop on the roads that border the badlands shimmers like a mirage, a welcome reprieve from the brunt of the midday sun. Located only a short few miles away from a military outpost, it attracts as many soldiers as civilians. Pleasantries are exchanged under wide awnings. Visitors barter for last-minute supplies and find a moment's refuge inside tents.

As the day goes on, the stop gathers more and more patrons waiting out the heat. As temperatures cool come nightfall, travelers prepare to continue their journeys.

"Look out!"

A shout from a farrier. Peddlers turn to the west, rapidly packing their valuables to flee the usual bandit attack. Soldiers pull their weapons ready.

A reddish-brown plume rushes through the encampment, easily mistaken for a sudden dust storm if not for the immediate bloom of burning irritation that afflicts the eyes and nose. A few cover their mouths instinctively, while others cough and try to catch their breath. A convenient wind shifts the plume, blowing it toward the outpost...and straight through the gates of Cadens.

Through the chaos, only one soldier notices the figure standing collapsed in the sand where the plume originated. Although the clothes belong to that of a bandit, a smoldering tarot card clutched in the figure's hand signifies a mage - seldom found in the Free Cities, much less the Badlands.

Only a terrible wheeze comes out when she tries to speak. Blood splatters from her lips to the ground. An urgent hand lands on her shoulder.

"Shit...sergeant!"

A siren blares, echoing across the sands as it travels to the city gates and beyond. The last thing she sees before the painful blistering takes her sight are soldiers and civilians mounting horses and wagons, fleeing back to Cadens - and taking with them a lingering yellow-green powder that coats their hair and clothes.

How strange. Wasn't the plume red?

Summary
The Prologue details a coup in Thorne, which deposes the current King and Queen. At the same time, an insidious attack is unleashed on the Free Cities.
Castle Thorne, the Kingdom of Thorne
◎ Crowned: Admiral King Rudolph Sidwell, Lady Queen Lia Sidwell
◎ Deceased: King Brydan Galdwin III, Queen Ellya Galdwin
◎ Exiled: Ambrose Rhett (Nott)
◎ Promoted: Mace Hemmet (the Twelfth High Mage)
The coup is enacted by Rudolph Sidwell, the Queen's uncle. An unprecedented betrayal due to their reportedly close relationship, Ellya was killed by Rudolph's own hand in her chambers with a dagger through the heart. Meanwhile, King Brydan was poisoned during one of his frequent tea sessions with his old friend Lia Sidwell, served to him by Mace Hemmet...with Lia's full knowledge.

For this act of loyalty, Mace was promoted to High Mage. Ambrose Rhett, who has served as Thorne's Eleventh High Mage for the past twelve years, fled the castle, having received a secret warning from Hayle - where his sister serves as Duchess. He's now in exile in Nott.
Cadens, the Free Cities
Aware that the turmoil in Thorne might be exploited by the Free Cities, Rudolph Sidwell took steps to ensure the Free Cities and its military would be preoccupied with a crisis of their own: by sending a loyalist from Thorne to release a noxious yellow-red cloud just outside the gates of Cadens.

Sirens activate quickly across the Free Cities, but the winds - manipulated further by Thornean magic - carry the thick cloud into the city. Military outposts stationed near the gates are struck first. The effects of the cloud are not immediately apparent until after citizens are evacuated. Because the initial symptoms are that of a deadly choking gas, soldiers and officials react accordingly. However, the actual effect of the cloud, obscured by the alarming corrosiveness it inflicted, is a pollen-like residue that sticks to the skin and infects the body with a much slower-acting disease...one that saps the victim of both magic and life.

The Fall
This portion of the event will take place over one week. Characters should ideally all be at the site of action if they wish to participate. You can choose any reason to maneuver them to the right location, such as temporary repairs after the storms, visiting a friend, or similar.

Players can also use IC EXCHANGES throughout the entire event.

The First Night
The details won't be available to you when chaos first strikes. All you'll know is that the locals are frantic, an evacuation is taking place, and you are ushered along with very little time or room to seek answers. You can try to communicate with the other Summoned through the Network, but chances are, they won't know much, either. The best thing you can do is stay calm - and make sure those around you remain the same.
Thorne
The pounding on your door interrupts your night. Outside are Royal Guards who won't relent until you open up. They urge you to come with them. In the distance, the rumbles of magic and swords clashing echo. They seem to be coming from the East Wing, where you know the royals and court mages live. As you continue to look, you see smoke beginning to fill the hall. More and more of the castle staff come your direction: cooks, apprentices, students, gardeners. You might even recognize some faces. The guards that are with you are all Royal Guards. Members of the Royal Navy are nowhere to be found.

Regardless, the guards hustle you further down the hall, giving you very little chance to ask questions. Many seem as confused as you are. All they know is that the East Wing is under attack and that their job is to keep everyone in the castle safe. You're led down a winding set of stairs, going past the dungeons deep into the bowels of the castle. A heavy stone gate glows with magic and then opens. The staff don't hesitate, and if you ask, they will tell you that this is one of the castle's safe rooms.

As the last person comes through, the door seals tightly, locking everyone inside. For the ten minutes, quiet tension builds. Then a loud explosion shakes the room, sending debris falling from the ceiling. When a guard tries to go outside to see what happened, she discovers a problem: the door's warded locks will not release.
Free Cities
As Thorne's sitting monarchy crumbles, a blaring siren will sound across the Free Cities. Anyone outside late at night will see a cloud of spores blow through the skies above the city gates and into Cadens. You won't have time to contemplate: soldiers and city guards will react quickly, immediately evacuating all of Cadens. The Free Cities' well-trained army is practiced at keeping things orderly, but chaos and panic are inevitable. Several portals have been set up at the city square, each one granting entry to an underground bunker in Aquila.

As the Summoned, your well-being is prioritized whether you like it or not. You can go last if you want to help as many women, children, and other vulnerable citizens through first, but eventually, they will insist that you, too, must go through the portal. They will attempt to explain that they require you there to protect the evacuated citizens while the army focuses on defensive measures and diverting any remaining locals to the city of Aquila above-ground, the furthest point from the site of the attack.

Once underground, the bunker will be sealed off. Soldiers are under strict orders not to open it for any reason until granted the all-clear. You may be somewhat comforted at first by the amount of supplies stocked in the area, enough for a couple of weeks or more. Soon, however, it becomes apparent that the cloud unleashed is not the corrosive gas initially believed.
Solvunn
Solvunn is reliant on the Gods and guardians to protect it. Instead of sirens or guards, what wakes you in the night is some horrible shrieking. While you might've heard one of these unusual shrieking weeds scream when unearthed, now there are hundreds of them bellowing from underground. The vibrations shake the earth. A thick fog rolls in around the edges of each Settlement and the lakes turn red.

Neighbors, Elders, and members of the Council rouse everyone in the Primary Settlement. Locals know when the Gods are warning them and won't hesitate to take the signs seriously. Outside, the Council has already created a portal that leads to an underground ritual site, used for safety and prayer. You'll be one of the ones told to go through, along with the elderly and children. While not everyone can make it, the natives will refuse to let the Summoned give up their place. Accepting the sacrifice of any of the blessed will only test the temper of the Gods. They tell you that the most important thing you can do is go to the ritual site and perform the rites below.

The ritual warding cannot be broken once you're through. Going back out will risk compromising its protective force. The Council believes the Gods will send a sign when it's safe to leave, though they are unable to say when that'll be.

Sealed In
As hours drag into days, you begin to worry. Supplies aren't lacking for now, but with no indication of how long you'll be trapped, it's hard not to be concerned. Close quarters also lead to increased tensions, some have injuries or medical requirements, children need tending to, and many are separated from their families and loved ones. Doors will open by the end of the week, but you won't know that until then.

Each underground area has the following resources in common: a renewable supply of fresh water (refilled via magic in Thorne and Solvunn, and technology in the Free Cities), food and healing supplies that will require rationing, a limited number of beds but enough room on the ground to sleep on, and the same plumbing structure that each territory typically has. Essentially, you may assume that basic needs are met while characters are trapped.

Castle Safe Room
Castle Thorne's safe room is fairly large, able to accommodate up to 200-300 people. Made of heavily warded stone, it's an impressive piece of magical architecture designed to keep the castle's occupants safe during a siege. Floating orbs cast a dim and eerie glow, enough to see where you're going. The air is a bit chilly, but not uncomfortably cold. Guards will keep a close eye on rations. You'll have more access if you're a trusted Summoned, but everyone else will need to wait for distribution to receive what they need.
◎ Releasing the Warding: The sealed door is the biggest problem to contend with. Standard spells and physical force don't seem to work. Despite your initial suspicions, it's evident that this was an accident. Mages on the outside promise to look for help, but it's clear that the turmoil has disrupted much of the castle's ability to act effectively. You're better off trying to find solutions yourself. The more you work at it, the more the warding begins to crack.

Watch how forceful you're being. If you push too hard, you might shake the foundations, break containers holding precious supplies, or risk caving in the entire structure. Indeed, it's likely that efforts from apprentice mages and other Thorneans will cause unwanted rumbles or corrupt other spells maintaining the safe room. The room might plunge into darkness or temperatures might fluctuate - all things you'll have to work together to fix before returning to your attempts. You might also run into conflict with natives or other Summoned who disagree with your tactics.

◎ Foul Waters: A day or so in, someone notices that the barrels of fresh water have turned murky. Though the magic that allows the barrels to refill themselves works, the water itself is contaminated. As it turns out, the spell has corrupted along with the sealed warding. Luckily, one apprentice has fled the commotion with her box of alchemy supplies and asks for help to brew a purifying potion that will cleanse the drinking water. Because of her limited ingredients, the potion only has a shelf life of a few hours, meaning a regular supply needs to be kept up. You can follow her instructions and take turns with your fellow Summoned to create the potion. The ingredients are sensitive, though, so be careful not to waste them!

◎ General Acts: As one of the Summoned, you hold some sway and trust with the locals, many of whom are regular citizens. Some might be familiar to you: perhaps you attended some magic classes with them, shared a meal in the dining hall, or lent them a hand with the horses. With Castle Thorne in disarray, the guards with you are as confused as anyone and have no way of receiving orders from their superiors. They'll do their best to keep things orderly, but they'll need your help to make sure everyone gets along. You can break up fights, mediate arguments, distribute supplies, and keep people calm. A few were also injured during the rush. Sprains, contusions, and more serious (but non-fatal) wounds will all need to be looked after.

Aquila Bunker
Aquila's underground bunker is one of the newest and largest, able to accommodate up to 2000 people comfortably - twice that with a tight squeeze. Made of stone featuring mosaics and murals, it was designed through the efforts of the Free Cities' finest engineers and one Summoned well-known for his architectural projects. The stocked pantry and medical areas can only be accessed by doctors and soldiers. As the Summoned, you'll be allowed in without too many questions, but everyone else will need to wait for distribution to receive what they need. One recreational area has been stocked with reading materials and basic writing and art supplies; however, the other is being used as a sealed armory that will be guarded by soldiers. The greenhouse contains limited crops that aren't ready for harvest, and one kitchen is currently operational. While dorm-like rooms were planned, only the medical bay has any beds right now. If you're in one of the standard dorm rooms, you'll have to sleep on the floor.
◎ Infection & Quarantine: Several hours in, a few of the natives exhibit signs of infection. Rashes form in patches over their bodies. By the next morning, the most severe cases contain lesions that split open the skin. While the abrasions heal surprisingly quickly, the scabbing leaves a permanent layer of thickened skin that itches, and then splits open again. The process repeats until the patch of skin resembles the bark of a tree. Malaise commonly accompanies the infected. Doctors in the bunker identify the thickened skin as confirmation of Heartwood Syndrome, an incurable and sometimes fatal disease that's left Fomalhaut in tight quarantine for decades.

While the infected aren't yet contagious, they will be within a matter of weeks. Soldiers will lock down a section of the medical bay, a contentious decision for anyone who's separated from friends and family. Further, the initial symptoms are difficult to distinguish from a common rash or simple fatigue, causing small bursts of disorder and unwarranted accusations. Not everyone will agree to regular testing, either. The Summoned, however, seem to be immune, which the doctors will be curious about. You can offer more of your blood for testing, keep things calm, and break up any conflict.

◎ Wandering Pigeon: A young assistant named Alice snatched Nikolai, Aleksander Klingel's beloved pet pigeon in the evacuation. Alice has grown irrationally anxious about the bird and will ask anyone who listens to search for the bird when it flaps away, make sure it has enough food, or keep an eye on it. In reality, Nikolai is perfectly independent and quite safe in the bunker, but the soldiers will - with some exasperation - request you do as she says if you have the time to keep Alice from agitating the other civilians. If you talk to Alice, she will admit that she left behind an old dog on the surface. Evidently, it's not really about the pigeon. You can help her with the pigeon, spend some time with Alice to distract her from worrying about her pets, or both.

◎ General Acts: As one of the Summoned, you hold some sway and trust with the locals, many of whom are civilians. Some might be familiar to you: shopkeepers, blacksmiths, orphans, and more. With so many people in one space, not only will soldiers need your help to keep things orderly, but you might also find yourself intervening if any of the guards or soldiers get too aggressive. After all, tensions are high for everyone. You can break up fights, mediate arguments, distribute supplies, and keep people calm. A few were also injured during the rush. Sprains, contusions, and more serious (but non-fatal) wounds will all need to be looked after. Finally, Portam Hall wasn't able to stress test the bunker before the emergency struck - meaning repairs and construction upgrades are required. If you're handy with a hammer, you can get to work.

Settlement Ritual Site
Solvunn's underground ritual site is surprisingly large, able to accommodate a sizeable portion of the Primary Settlement. How far underground the site is located is difficult to tell, but the dirt walls smell old and earthy. One large room with a comfortably high ceiling acts as the main shelter. The floor is decorated in intricate patterns of laid stone dug into the earth and there are few places to sit. Smaller rooms connect to the main chamber on all sides, the largest adjacent of which is a cold storage that remains half-full after the passing of winter and early spring. Food and medicine are freely accessible. In Solvunn, the commune polices itself...and the eyes of your neighbors are a greater deterrent against selfish acts than any set of rules or laws.
◎ Seeing Eyes: There is one task the Elders believe only the Summoned can help with: a scrying ritual that connects the commune to what they call the Seeing Eyes. These Seeing Eyes are members of the commune who have long established their roots abroad in Thorne and the Free Cities. They directly serve the Gods and, by proxy, the Council. The scrying circle is located in a small warded room. Here, you'll be asked to etch your Arcana Sign onto the back of a sigil-carved bone charm and add it to the circle. Upon doing so, you will borrow one of the Seeing Eyes' sight and glimpse either the situation on the outskirts of Castle Thorne or in Nott, or briefly view one of the bunkers in Cadens and Libertas. The ritual is physically taxing and the vision you receive is blurry and disjointed, lasting only a minute or two. You may suffer a headache afterward.

For Thorne, the outskirts and Nott can carry chatter that confirms Rudolph Sidwell's ascension to the throne and that Ambrose Rhett has fled to Nott - no word on who's replaced him. For the Free Cities, viewing the bunkers in Cadens and Libertas will inform you that there are cases of infection there, too, but will also serve to reassure you (and others) that the Aquila bunker is not the only shelter available. These bunkers are much older than Aquila's, where the Free Cities Summoned are, but still effective.

◎ Burrowers: Solvunnites aren't the only ones who have retreated underground. Large worms are drawn to valuable food stores. The worms are easily provoked into a defensive state due to their lack of sight. When they bite, their saliva contains an irritant that causes rashes and itching. In children and the elderly, this effect can be more severe, resulting in many scratching off their skin. What's worse, a nearby colony of mole rats has decided that the ritual site would make a perfect new colony. Both threats will need to be dealt with. However, as they are part of the natural ecosystem, the Elders believe that the animals should be contained rather than harmed where possible to avoid further upsetting the balance of the commune.

◎ General Acts: As one of the Summoned, you hold some sway and trust with the locals, many of whom revere you as chosen by the gods. Some might be familiar to you: farmers, traders, children, and more. With the settlements and surrounding townships and villages being so spread out, more than the Elders will need your help providing comfort and faith. People might come to you looking for reassurance that the Gods are watching over them while others fear disfavor that will blight the land. The Primary Settlement is the foremost location for education, so there are collections of children of all ages who will need watching over or instruction. If not Solvunn or the Gods, they are eager to learn about you and your fellow Summoned.

Exiles In Nott
A few of the Summoned with close ties to the Crown received a hasty warning before the coup took place. Under the cover of night, and joined by the former High Mage Ambrose Rhett, they will flee the castle and journey to Nott, where Lyle Vela will offer them safe refuge.

This section applies only to players who received an event plot from us for their extended involvement with Thorne's fallen monarchy.

◎ The Escape
While Castle Thorne is in turmoil, you'll meet Ambrose Rhett at the designated gathering point in the woods. The stablehand will be mysteriously missing from the stables, allowing you to each take one horse of your choosing. Thornean horses are sturdy and bred for the mountain terrain.

Ambrose will be all business. He'll take off as soon as you arrive and will lead the way. The path will likely be unfamiliar to you. The roads are also not well-maintained since many castle residents and the city's wealthy population tend to use portals for travel. Fallen branches and other debris from the storms not yet cleaned up remain a hazard...and you'll probably want to stay off the main roads as much as possible.

The journey will take you one week on horseback. If you hunt for food, take care to cover your tracks and other signs of movement. Ambrose will have rations and potions on him for any wounds or injuries sustained. It won't be a lot, so be careful you don't overextend yourself. You might run into some dangerous wildlife, though nothing exceptionally challenging. Stay on guard and avoid entering the Horizon too frequently.

You can use the Network to check in on your friends back at Castle Thorne. While you're traveling, they'll be trapped in the safe room. By the time they're released, you'll have reached Nott.
◎ First Days
Once in Nott, Ambrose will tell you to go to the Stormy Gull, a tavern famous for its fish pies. He'll give you each a small pouch of money, enough to get by for a couple of days. Then he'll wish you luck and leave.

At the Stormy Gull, you'll stay the night among the salted fish barrels in the cellar. While not ideal, you'll have some cots to sleep on and you'll be offered a room with a bath to freshen up in the next morning. The innkeeper will also give you a free meal, but if you want a drink or something other than fish pie, you'll have to pay up.

From here, you're on your own...sort of. Although Lyle Vela will not meet you directly, it seems his influence has extended subtly throughout Nott: food stalls lower their prices a little or throw in an extra loaf of bread, the local charity house mysteriously has extra clothes or potions on hand, and inns will allow you to stay in their rooms as long as you wash the dishes or repair something or other. Your first few days in Nott won't be as comfortable as the castle, but you are away from the kingdom's watchful eyes - and the sudden chaos unleashed.

Be sure to keep your head down. Lyle has some leverage due to the new monarchy's tentative hold on power, but that leverage only goes so far.

Recovery
At the end of the first week, you'll be able to leave the underground area. Residents of Castle Thorne will face a new regime, the Free Cities must contend with the potential infectious spread of Heartwood Syndrome, and Solvunn must expel lingering signs of the Gods' warnings before they seep too far into the land.

For Choosing a Path, you must SUBMIT THE DECISION your character has made if you want your choice to count towards the outcome. The choice with the most support will "win." There is no formal in-game vote or discussion, however.

Votes close June 29 @ 11:59 ET

Aftermath
The abrupt emergency in each territory has caused a ripple effect throughout the land: confused civilians, disorder, broken-down infrastructure, and more. Of course, the natives aren't the only thing you need to worry about. You probably have concerns of your own: friends in other territories, questions about what the future holds, and what this means for the nation you reside in.
Thorne
Castle Thorne is the least in disarray. The takeover was carefully planned and carried out. Other than some hiccups - the corrupted warding, for one - everything appears to have proceeded smoothly for those who picked the right side. For anyone who didn't, they've either been cut down where they stood, were forced to flee, or are now imprisoned in the dungeons awaiting judgment.
◎ The former monarchy's most loyal guards and personal servants have been executed, which you'll only know if you ask around. The newly crowned King Rudolph Sidwell is disinterested in gauche displays of power and thus sees no reason to hang the bodies of his enemies or make any grand statements. A military man, he is especially respectful of soldiers who proved their loyalty to the end even if they were on opposing sides. As a result, the dead are all being quietly prepared so that they can be returned to their families for a proper burial.

◎ As the Summoned, you'll be allowed to return to your room and continue life in the castle as usual. How well you're able to do that depends, but the guards won't interfere with you as long as you don't cause trouble or poke your nose where it doesn't belong. You can help the kitchens take inventory of the pantry, tend to the horses, or fill in gaps where some staff members are now absent. There aren't that many apprentice mages, for example, and the fires have scorched some valuable books and scrolls that need restoration.

◎ If you know the exiled Summoned in Nott, you can visit them, but try to do it early in the mornings away from the prying eyes of guards, and don't overstay your welcome. Although you won't always have to be this careful, it's a good idea for now while things are unstable. Likely, the exiled Summoned will be busy trying to settle down or searching for a job. Locals in Nott will treat them like any other citizen and avoid drawing attention to the Summoned.

◎ The general population outside the castle is largely accepting of the new monarchy in that they don't care who's in charge. Commoners don't expect their lives to be any better or worse under King Rudolph. They're wary but willing to wait and see how things go. It helps that Queen Lia made herself useful to the town during the storms. Some even consider a military man to be more "down to earth." Borrel is supportive, believing that the new King will prioritize naval advancements, while Nott sees it as an opportunity to assert itself while the kingdom regains its footing.
Free Cities
The Free Cities' vast population means disorder is unavoidable. Hasty evacuations and unplanned quarantines have left every city with the usual problems that accompany such instances, from looting to protests to long lineups outside Portam Hall as people try to obtain paperwork and information. Tempers run hot, orphans and other disenfranchised individuals are lost in the system, and hospitals are overwhelmed, leaving those who would take advantage to fill in the gaps with snake oil and dangerous treatments.
◎ The government's main priority is to find and quarantine all those infected. Fortunately, the infection isn't contagious until the bark skin forms and buds begin to sprout, making it very obvious who's taken ill. Heartwood Syndrome spreads when the pollen bursts from the buds. This won't happen for at least 2-3 weeks, meaning you won't see those symptoms in the early days. The pollen's pathogen lifespan is extremely short and it does not live very well once released into the air. Indeed, the Free Cities' dense population is the main reason Heartwood is an effective weapon here, a fact that strongly suggests it was specifically tailored to attack the Cities.

◎ As the Summoned, you'll be allowed to return home and continue life as usual. How well you're able to do that depends, but soldiers and guards won't interfere with you as long as you don't cause trouble or poke your nose where it doesn't belong. You can help deliver medical supplies, work with people struggling to fill out paperwork, assist with quarantine efforts, and guard borders or shops from bandits and thieves. Civilians who do not report an infected person or who attempt to hide one are at risk of being arrested or fined.

◎ The Cadens barracks nearest to the Badlands were struck the hardest. The entire area is now locked down and sealed off, and many soldiers have been taken by Heartwood Syndrome. The reality is that they, along with others afflicted, will have to be moved into permanent quarantine in Fomalhaut to live out the rest of their lives, a task that Portam Hall means to accomplish within two weeks - before it becomes contagious. Those afflicted with Heartwood Syndrome can survive many years with treatment, but can never interact with the general population again. They are slowly drained of life and magic as the bark-like effect takes over internally. Eventually, the growths affect their connective tissue, stiffening the limbs. At its most aggressive, the disease takes over the organs. Death arrives quickly once this happens.

◎ Since the Summoned are determined to be immune to Heartwood Syndrome, you'll be able to travel freely throughout the Free Cities. The rest of the population is locked down, with many from Cadens and Libertas trapped in Aquila and separated from friends and family. You'll have the unique advantage of being able to relay messages, transport supplies, and deliver vital resources to isolated communities.
Solvunn
The situation in Solvunn is less hectic, but by no means normal. Signs from the Gods have left their marks across the land, which must be rectified. The Council has undertaken several private meetings. What they're discussing is unknown, but even the most trusted Elders weren't invited. The main settlements are also seeing an influx of commune citizens who normally live in small isolated pockets deep in the woods. Fears of what what be going on near Borrel and the Badlands have driven them inward.
◎ Although the Gods' warnings are meant to aid, they've also caused some unusual disruptions that must be put right. In particular, the goats have stopped eating. Each night, they wander the settlement in small herds of four or five. They walk upright on two legs and make no noise. At each door, they knock on it with their hooves until the person inside answers and acknowledges their "message." They do the same to each home until sunrise whereupon they go to sleep. Though their lack of nutrition doesn't seem to be causing them harm, residents are eager to get their goats back so that they can once again be used for milk and other tasks on the farms. You can paint runes on the goats using a mixture of chicken blood, garlic, and herbs, which seems to cure them of their stupor. There are a lot of goats, so getting each one will take a while.

◎ As the Summoned, you'll be allowed to return to the settlements and continue life as usual. How well you're able to do that depends, especially since the locals frequently seek your blessing and aid around the commune. You can help deliver potions, mind the children, tend to shrines, and assist with chores and other duties. You can also make or serve meals for the many community dinners hosted nightly to bring everyone together in a time of strife. The communal meals are extra important due to the arrival of villagers from their woodland communities.

◎ The lakes and ponds now stained red require cleansing. This is especially important for the fishermen who rely on freshwater fish as much as saltwater. Vimorskas, the Guardian of Preserved Lands, has arrived to ensure the land is put right after such a disruption. His presence will take the form of tiny mushrooms that sprout and hop at your feet when you approach the red waters. You can harvest the mushrooms, dry them in the sun, then grind them into a powder that you must scatter over the waters. Each time you do this, the waters grow slightly clearer until they eventually return to normal.

◎ Overall, the locals are concerned but calm. They trust in the Council and believe the warnings are a sign that the Gods are watching over them. Edda Hagen becomes a prominent presence while the Council is occupied with its duties behind closed doors. She frequently goes from settlement to settlement, where she tends to all livestock behaving unusually. If you're good with animals, she'll accept your help with common responsibilities such as giving medicine, checking the animal's weight, and the occasional birth of a calf or a lamb.

Choosing a Path
As you continue to deal with the fallout, you'll also be faced with a choice. Your decision will have a direct impact and far-reaching effects you can't predict. You can abstain if you want, but chances are, you'll be compelled to do something.
Thorne
No regime change is complete without a coronation. The Kingdom of Thorne will hold a ceremony honoring their new King and Queen on JUNE 30, an all-day affair. At the same time, however, Lyle Vela of Nott is requesting extra aid to reinforce the wards around the city, concerned about retaliation from the Free Cities. Your choice will have an immediate reflection upon you...and may also influence a future decision that the King and Queen make.

When selecting one of the two options below, you should account for the impact on you and what it might mean for your friends. Attempting to do both will dissatisfy each side and disqualify your "vote," as Nott will not receive your full assistance, and the King and Queen will not receive your full support.
1. Attend the coronation
The main coronation will take place in Castle Thorne in the throne room with the King and Queen and their children, but there will also be concurrent celebrations in Borrel and Nott. The royals will not be present in the latter two cities. If you're one of the exiles in Nott, you may attend the celebration there to support the new monarchy. All the necessary formalities will take place. While King Rudolph dislikes excess, he realizes the need to please the people. As a result, the coronation and related celebrations will feature plenty of wine, food, and entertainment...though for anyone who's been in Castle Thorne for a while, you might notice some restraint here or there: less wasted food, a plainer outfit for he and his wife, and simpler decorations. Nott's celebration will have the sparsest attendance but there will still be those who show up out of curiosity or because they believe the new King might be better than the old one.

2. Decline attendance and/or assist Nott
You can distance yourself from the new King and Queen by declining to attend and/or forgoing attendance to assist Nott as requested. On the surface, Lyle Vela states that he doesn't wish to disrupt the coronation and he's only asking for assistance should the Summoned be available. However, he emphasizes that the last time there was an attack on the Free Cities, Nott suffered the harshest consequences. They could use a hand shoring up their defenses should that happen again. To help Nott, you must inscribe a series of runes along the city's walls and gates. The task is simple but may take some time to complete.
Free Cities
Unrest in the Free Cities has led to multiple cases of arson. Most of the anger stems from the perceived failure of the military to protect them from Thorne, and the subsequent quarantine measures that have split families apart. The city is hard at work quelling the discontent, but resources are limited. When two separate mobs target two facilities located on opposite ends of Cadens, the army has no choice but to divide their already thin forces in half. One is a family compound; the other is a military medical facility. The attack occurs in the middle of the night while everyone is asleep.

You don't have to help, but the army would be grateful if you did. You won't have time to do both, so you'll have to choose one of the locations below. Regardless of your skills, each area can equally use you.
1. Defend the military family compound
Located far north of Cadens, the compound is occupied by spouses, children, elderly parents, and other members of the army's family. Taking advantage of the army's reduced forces and split attention, a crowd stormed the compound. Whispers suggest that one of the soldiers inside - equally disillusioned - has let them in, though nothing is confirmed. By the time you arrive on the scene, most of the mob has been arrested or neutralized, but it's much too late to stop the fire, which is rapidly growing in the desert heat. Many could use your help evacuating them from the burning building. The Free Cities pump also needs repairs before it can be used to put out the fire.

2. Defend the military medical facility
To the south of Cadens is the medical facility, which primarily treats wounded soldiers, including patients who are there for long-term care. The building also has field nurses, doctors, and administrative personnel. The mob that rushed the facility believes that Portam Hall is hiding a cure for Heartwood Syndrome and is reserving it for military use. They've disrupted most of the hospital's New Magic infrastructure in retaliation, shutting down vital equipment. By the time you arrive on scene, the instigators have been dealt with but the hospital could use your help moving patients to the one still-functioning east wing of the facility. The equipment also requires repairs to get them back up and running again before they start losing patients.
Solvunn
In Solvunn, the Council is determined to keep the commune safe. After conferring for several days, two members of the Council - Isar Hart and Winifred Bordeaux - along with three trusted Elders travel to The Nether. Word has it that Luna, to secure its foothold after the incident with Ikorr, has swayed the Nether to let Solvunn consult with the shrine negotiated last year. Back in Solvunn, Rowan March will abruptly gather you and your friends after sunset. Having successfully received a sign from the shrine, Rowan explains that the God wishes to see the Summoned's dedication to the commune and its citizens. You're asked to bestow your blessing towards one of the following: the open waters shared with Thorne's naval force or the forest to the east, home to many revered shrines, ritual sites, and ancient villages.

The God does not possess endless patience. It wants a demonstration before sunrise. The Tertiary Settlement would be grateful for your protection...but so would the woodland villagers, who have temporarily evacuated and hope to return home soon. The Council explains that it's best to devote yourself to just one of the areas. Though the God did not say so, the Council and Elders worry that splitting your focus will affect how the God perceives the commune's resolve.
1. Protect the waters
Solvunn shares its waters with Thorne, which is a cause for concern. Firstly, the treaty negotiated two years ago was with the old monarchy. They fear it won't be honored under Thorne's new reign. Secondly, Solvunn is no longer perceived to be as neutral as they were. Their Summoned population has grown to nearly match that of Thorne's, and the Gods have demonstrated their considerable power. If the new King strikes Solvunn from Borrel, it would be devastating to the Tertiary Settlement and Solvunn's reliance on its fishing economy. If you believe Solvunn is most vulnerable by the water, demonstrate your dedication to its protection by joining the others and weaving seashells into some netting that spans the length of the shore. The more shells by sunrise, the better.

2. Shelter the forest
The Badlands have been contested territory between Thorne and the Free Cities for many years. Due to the release of Heartwood, The Council is worried another widespread attack could strike much closer to Solvunn's forests. Not only do the forests contain important shrines, but they're also home to ancient ritual sites that could unleash a dark power if disturbed. In addition, its small and well-protected villages retain some of Solvunn's most ancient traditions and forest guardians who preserve Solvunn's vital ecology. All of these are at risk if conflict breaks out in the Badlands. If you believe Solvunn is most vulnerable by the forests, demonstrate your dedication to its protection by joining the others and tying animal bones to a series of hanging vines that cover a swath of trees. The more bones by sunrise, the better.



starscollapse: (❖ 74)

nighttime~

[personal profile] starscollapse 2024-06-26 12:14 am (UTC)(link)
[ Merrin has kept as busy as many of the others here, helping to try and break the warded locks, distributing supplies. For those who seem to be especially struggling with being trapped here, she will offer the chance for them to be heard, should anyone wish it. These people may be new to her, but that doesn't dampen her feeling of protectiveness towards all in this room; it makes her less inclined to sleep herself, preferring to keep watch, which makes it easy to take notice of anyone else doing the same.

Not wanting to startle him, Merrin's voice is soft as she approaches, but keeps a few paces away. ]


It is admirable, to study and explore this room as you have. I would trust you to give a detailed tour.

[ It is her attempt to ease in to speaking with a little gentle humor. Where she paces to keep watch, she suspects instead that he's restless, perhaps unsettled and nervous about being trapped here. ]

But you need not do it alone. I cannot sleep myself.
ordinar: (♛ 004)

[personal profile] ordinar 2024-06-28 10:10 pm (UTC)(link)
[The only saving grace this room has is that it's not pitch dark. Lanterns mark the stone walls at even intervals, turned down low in the dead of night to cast tiny circles of ghostly light. It is these that he pins his focus to, picturing the moon in the sky somewhere above. He rubs between his fingers the pendant he wears around his neck, a polished crystal cut into a circle and set in silver. I hope it brings you good dreams, read the note that came with it.

Wilhelm's shoulders jump as someone speaks up from nearby. A newer face around the castle; he doesn't have a name to go with it. A blank uncomprehending fills his face, until he realizes that she must be joking.]


Oh, uh... [He fidgets with his necklace.] Sure. But I have to warn you, it's kind of a boring tour.

[He can joke too.]
starscollapse: (❖ 08)

[personal profile] starscollapse 2024-07-04 07:22 pm (UTC)(link)
[ Somewhat accustomed to startling people in her past, though for entirely different reasons (a Nightsister from Dathomir, super scary, run away!), she's quick to at least not invade his space. ]

The features may not be much to look at, but the company is appreciated. We can make it...fun would not be the word, perhaps. Interesting.

[ Given their circumstances, she's under no illusion that they're about to have the best time ever pacing back and forth here, but it's an opportunity to better know someone she hasn't met before and her curious nature compels her. ]

I am Merrin. [ She gives a quick nod to introduce herself, then tips her head toward a distant corner. ] I have enjoyed getting to know that corner especially. It is quiet and calmer when a moment alone is needed.

[ It may be easy to miss in the darker light, but there is a hint of a smirk on her face. She notices the way he fidgets with the necklace, though holds a question about it back for now. ]
ordinar: (♛ 011)

[personal profile] ordinar 2024-07-05 11:09 pm (UTC)(link)
[Her appearance is a little strange, with dark lines harshly cut across her pale face — tattoos? — but all things considered he's seen much stranger things. Her kind demeanor will be what marks his first impression of her: she's someone who doesn't let others wander alone in the dark. He accepts Merrin's suggestion with a nod, fingers falling away from his necklace.]

I'm Wilhelm. [A tight, tired smile, which flattens fast.] Let's go check out that corner.

[He raises his eyebrows, like it's a place shrouded in mystery and legend instead of an unremarkable square of dungeon exactly the same as every other inch of this room. As he walks, he folds his hands into his trouser pockets. He keeps his voice low, mindful of the people sleeping, or trying to sleep anyway.]

What's the first thing you want to do when we get out of here?
starscollapse: (❖ 13)

[personal profile] starscollapse 2024-07-13 05:23 am (UTC)(link)
I would seek a change of clothes. [ She offers a slight smile as she says the words. That, and a hot bath. The chance to really stretch out, relax, feel clean after this time huddled in a small space together. There is a shred of truth to it, of course, but it is more of a jest than anything.

He would be correct in assuming that the markings on her face are tattoos, symbolic of her clan. She bears tattoos on her hands as well. ]


I would wish to run, to stretch, to follow a path without stopping, all the way to the sea. [ Not feasible, she knows, but — ] It is a good thought. And you, Wilhelm?

[ She drops her voice a bit lower, though, as they come closer to the corner. ] Mind your steps as we draw closer. I do not know what awaits in the shadows.

[ They can do this, right? Make their own fun for a little while. ]
ordinar: (♛ 054)

[personal profile] ordinar 2024-07-16 10:04 pm (UTC)(link)
[A change of clothes gets an emphatic nod out of him. There may be bigger, broader problems to contend with, but after several days of stewing in the same clothes, Wilhelm feels...smelly. Only once before has he fantasized so fondly about taking a bath, and that was when he was imprisoned for weeks in a cavern that dripped with the slime of fungus and decaying corpses.

He'd take their present predicament over that nightmare any day. The space is clean and, during the day, decently lit. The rations are a massive improvement on charred snakes and sallow corn.

Playing along with Merrin's instructions, he slows and lightens his steps, placing each foot down with all the care of a spy hoping to avoid getting intercepted. (But it's clear enough that he has little experience in stealth.)]


I would... [A moment to leaf through his options.] After a hot bath and a nap in my nice, comfortable bed, I'd want to get on a bike and go...everywhere. Feel the sun and wind on my face.

[He tilts his head back as if imagining it.]