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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2024-08-15 09:43 am

EVENT #20: ADVENT - IC EVENT LOG

Event #20 - Advent
The Badlands has remained contested territory between Thorne and the Free Cities for many years. During a mediation two years ago, a resolution was attempted but fell apart. The Badlands is valued for being the direct route toward the Singularity...meaning it was only a matter of time before conflict broke out over it.

Early in AUGUST, Thorne and the Free Cities begin to march on the Badlands. The clash is bloody and violent, taking place exclusively on the ground. Although the Free Cities military has its share of firearms, such things are still rare and expensive. Most of the fighting, as expected, makes use of horses, swords, arrows, and - of course - magic.

The territories won't call upon Summoned like yourselves. You are meant for something more important. If you insist on joining the fight, they may approve depending on who you are and what you plan to do. Soon, however, a powerful force emerges, one far bigger than just another clash of swords.
This event draws on a previous event involving the Heralds of War. Knowledge of this past event is not necessary, but you may review the information for added context if you wish!

The consequences of Solvunn's choice in Event #18 occur at the end of the event. The result of this act will be further detailed in the Wrap-Up.
Overture
The return of the Heralds might stir familiarity within some of you. You may recall how they whispered in your ears, planted visions of death, or corrupted the Horizon. This time, although their coming spreads across the land, you as the Summoned are remarkably resistant to the Gods' influences. Newer arrivals might be more susceptible, but those of you who have been here for months or years won't find yourselves afflicted much, if at all...until you start to make your choices.

As the Summoned, certain actions may open you up to vulnerabilities. Everything you do carries a weight. If you experienced the emergent reality, you'll likely have learned that lesson. You're not fully one of the Gods yet, but your connection to the Singularity means the magic that flows through you contains both a great capacity to help others and a cost that comes with it which you must consider.
A Taste of Blood
It begins sometime in mid-August, around the 16th onward. Not everyone will experience it at the same time. You might even believe you're spared until days afterward when you're visited by an unusually vivid dream.

The dream starts the same for everyone: you are going somewhere, anywhere, walking to your bedroom, or enjoying a stroll on the beach. You might be driving down a familiar neighborhood. Wherever you're headed, you find that the world around you shifts. Thin red veins spiderweb across nearby surfaces. As you press on, they become engorged with blood until they form a fleshy tunnel. A light at the end beckons you. You can turn around if you want, but aren't you curious?

If you proceed, you eventually come upon a beating human heart with your Arcana painted in gold. A swarm of large mosquitos quickly encase the heart, sucking it dry. As their abdomens become fat with blood, more and more join the swarm until it becomes a whirlwind of insects that gradually take on a large humanoid shape: bright red with blood with horns bent upwards like a lopsided crescent moon.

This is Zorne of Last Blood, the eldest of the Heralds of War.

The veins are pulled in by the insects, connecting one to the next and holding them in place like latticework of sinew. No longer obscured, the world that surrounds you is bleak and gray. A large sword materializes in Zorne's hand. Holding it aloft, he measures your resolve.
If you have spilled blood, the blade begins to drip with it. The steel beneath glows hot, then begins to harden.
If you have not spilled blood, the blade turns brittle, eventually falling to dust.
Zorne accepts you regardless. He sits down on his simple stone throne, laying the sword against the armrest. His eyes are thinly veiled sockets in a skull made of insects, downcast towards where you stand below his form. A thin layer of red skin stretches across his mouth with every word he speaks.
"The path...has been chosen. The snake has found its tail. Each new age rises from the ashes of its grave. It is...as it always has been."
Zorne holds the sword up again. Behind his throne, you glimpse the rays of a rising sun.
"A sword hardens in the fire. In the darkened hearts of mortals. Destruction heralds purification from madness.

All things end before they begin. Mortals, Gods, the smallest insect. And when it ends...we will be there. I will be there. And you...little godling...must find your place in that end."
The sun reaches its apex. It is blazing and fierce, as though it might soon swallow you in its fury - and then it does.

Do you feel at peace from its cleansing fire? Strengthened by it? Or is it purely unimaginable pain and fear that consumes you?
Zorne's sword measures the blood on your character's hands as perceived by them. A character who took only one important life to save the world may see as much blood on that sword as another who killed many to do the same.
Making Your Choices
Whether you believe Zorne or not, you must still do something, even if that something is nothing. As things unfold before your very eyes, you can decide whether you will aid the Heralds for what you may believe is the greater good, help the individuals you can't deny, or decline any involvement at all.
General Effects
Each territory will have a set of circumstances brought forth by a combination of human actions and the Heralds. Those who experienced the afflictions in the past may recognize that the Heralds never implanted or controled your thoughts. Instead, they showed you visions, whispered in your ear, or coaxed you to indulge the darker impulses that live inside you.

The same effect will take hold of the regular citizens now, whose dispositions play a large role in what the Heralds can influence and how much. This is made most obvious by the fact that children are the least impacted. The younger and the fewer their worries, the less vulnerable they are. Of those who are afflicted, the effect might manifest in ways that are more fitting of a child: dreams of a beloved pet dying, bullying a sibling, or giving in to the desire to steal a toy. Adults who are naturally and genuinely carefree may also fail to be affected by Koth's despair or Adlewyrd's poisonous thoughts.
Vulnerabilities
Your status as the Summoned affords you some protection. The longer you've been in Abraxas, the less open you will be to influence. However, depending on what you do, this might change.
◎ If you choose to counter a Herald's influences, you may inadvertently absorb the affliction's effects or experience a "bleedover" from the person you're helping. The more you do this, the more severe the impact will become. You might also be concerned by the new ability you're exhibiting when countering an affliction. Though the ability is small, you feel its power coursing through you. When you try to call on it outside of aiding others, however, nothing comes. It seems this ability only manifests when interacting with an afflicted individual.

◎ If you choose to enhance a Herald's influences, you may inadvertently absorb their abilities as yours and thus, in turn, spread them toward individuals who are nearby. This could occur deliberately or accidentally, depending on how much you desire to act as an extension of the Herald in your chosen territory.

◎ If you choose to ignore a Herald's influences, you'll receive no effects either way...but you might find it difficult to disregard what's going on around you.
For an OOC explanation of the mechanics regarding being a countering, enhancing, or neutral force, please review the Deciding Your Actions section on the OOC Plotting Post.
Patchwork Horizon
Luckily, the Horizon isn't intent on trapping any of you this time. Its instabilities instead manifest in your own domains. It might revert back to a previous state or older elements might resurface that you thought you got rid of. Or, it may take on transformations from a future version - the domain that you had as a God in the emergent reality. The more you've made yourself vulnerable, the more unstable your experience in the Horizon will become.

Further, these instabilities aren't limited to your domains. Effects from other domains might overwrite yours, or perhaps pieces of your domain are showing up in another's.
◎ For some, it might just be a minor inconvenience. Perhaps your flowers have transplanted onto somebody else's yard across the Horizon or your pet keeps teleporting around to everyone's domains except yours.

◎ For others, the effect might be more troubling. You could find private letters surfacing in a stranger's desk or you might open your closet to find another's buried skeletons.

Anything that ends up in someone else's domain will be missing in yours. Rather than a duplication, the effect is more like a jigsaw or a patchwork quilt. You can put it right, of course, with some concentration - but it's best done with a partner, especially someone who knows your domain well enough to help you reform it.

Setting a domain right will also repair any vulnerabilities its owner might've exposed themselves to, so it's a good idea to try and assist each other. Of course, if your concentration's off, attempts to fix a domain might actually make things worse, so be careful!

Arrival
The sections below will contain more specific prompts to help players jumpstart threads, but you may use the broad descriptions of each Herald's impact here to inspire your own ideas and scenarios.
The First Shadow
The arrival of the Heralds of War is subtle. For many citizens, they might not realize that there is a force exerted throughout the world. Indeed, how much of what happens can be attributed to the Heralds, and how much is simply human nature? That's a question even the Heralds can't and won't answer. They are only here to carry out the same task they have done since the dawn of time, each time a war brews.
Koth, the Kingdome of Thorne
Koth of Festering Lands brings with her death and rot. This affects vegetation, wildlife, livestock, the already dead...and the soul itself. She does not bring literal death to living people - she only brings it to the things around them and within them.
Missing Warship
In Borrel, a naval warship on its way home to resupply goes missing. Led by an experienced captain and with no fighting taking place at sea (surely, even the Free Cities can't sail that quickly toward the western coast), the mysterious disappearance has many concerned. Unfortunately, some mages who attempt a common tracking spell report visions of bloated corpses sunk to the bottom while others dream of drowning, an effect so real they must be shaken awake. Many mages refuse to try the spell again, leaving it in your hands instead.

Each tracking spell can only vaguely locate an individual or a part of the ship, so multiple attempts are necessary. If you're not skilled in magic, you can take a more active role and board a rescue ship off the coast of Borrel. This ship will venture out based on the coordinates according to the spell...but take care: the sailors with you are prone to similar visions of drowning when they look into the blackened depths below. Others claim they see the faces of the dead in the ocean's surface. All of this leads to high tensions amongst the men and women on board.

It'll be possible to rescue a few sailors, but others may be lost entirely. The ship itself appears to have broken into pieces. Survivors report a grotesque undead leviathan that cannot be harmed or killed, though it's difficult to tell if this is true or another hallucination.

Dukewood Lumber Mills
Previously a site of a dangerous rift, the lumber mill in the woods by Nott has since returned to normal. Unfortunately, that ends quickly when the trees begin to rot. Workers report a horrible smell that comes from the trees themselves, and that the normally clear sap has turned into a putrid black-blood substance.

To make matters worse, the rotting stores of food and now the dying trees are putting the workers and locals around Nott under great stress. Thoughts of despair are amplified by both the situation and Koth, leading to higher rates of drinking, which in turn has increased the amount of accidents at the mill, including mismanaged safety protocols and mishandled equipment.

Lumber is of great value during wartime, especially for the construction of naval ships, outposts, and weapons, so Castle Thorne is determined to help restore the trees, as well as calm the workers. You can help with everything from checking equipment to ensure they're safe, searching for any missing mill workers, providing first aid where necessary, or confronting beasts that might've been disturbed by all the commotion.
If you happen to fall under Koth's sway, you might also see the dead when looking into the waters as you rescue the other sailors. The bodies might reflect something you fear or they may be a reminder of a death that's already passed. You could also sink into despair or experience haunting dreams as you try to help another recover from their hopelessness.
Adlewyrd, the Free Cities
Adlewyrd of Poisoned Tongues brings with them words that poison the heart and mind. This affects thoughts and emotions, a slow and subtle influence that spreads.
Untold Secrets
In Libertas, where underground networks thrive, sudden slips of the tongue, rising tempers, and impulsive actions have caused the black market to collapse into disarray. Between power struggles, accusations of betrayals, and missing transactions, the violence has spilled into the open.

Preoccupied with the battle, the number of guards and soldiers keeping order is reduced. Venturing into Libertas can be dangerous and those who live there, including artists and orphans, are struggling to go about their day-to-day without disruption. You can help calm tempers or break up fights...or maybe, if you're a bit more vulnerable to the influences yourself, you might become drawn into the chaos yourself.

Because of the limited number of hands, the Summoned are allowed to make an arrest, but you must bring the culprit to a guard outpost for formal processing. Taking matters into your own hands too severely can lead to scrutiny. Given the circumstances, however, a bit of non-fatal violence will be overlooked, especially if it takes place in the darker corners of Libertas.

You don't have to enforce the law, though. In Libertas, this enforcement is rather loose, anyway. Instead, you can mediate as a neutral party, take advantage to make a deal of your own, or simply offer your services to fill in any gaps that might've occurred in these networks. This could involve more illicit activities like transporting underground goods or something more above-board like searching for a missing person. Just be sure you don't draw too much attention if you're acting outside the law.

The Red Path
Previously a site of a dangerous rift, the scenic Red Path leading between Cadens and Libertas has since been restored. Unfortunately, that ends quickly when conflicting reports cause an accident involving merchant wagons carrying silk, spices, and wine. Some claim the merchants are spies while others insist they were bandits in disguise.

Regardless, the accident leads to several fatalities and disturbs a monster nest: that of the dangerous Copper Spine Wyvern. It also draws swarms of hungry Kaskadura, the latter of which are lured by the corpses. While not normally aggressive towards the healthy and living, the Kaskadura seem to be in a frenzy and will bite just about anyone they see - and there's a lot of them, gathering over the area like a black cloud.

To make matters worse, a clerical error has slowed down the cleanup and identification process. If you're not inclined to fight monsters or locate missing bodies, you can help at Portam Hall to manually match names to surviving family members, as well as locate said family members to deliver the somber news. As for Portam Hall, the main hub of government activity might not be under threat from beasts, but isn't calm, either. Gossip, secrets, and missing paperwork plague the various departments and offices.
If you happen to fall under Adlewyrd's sway, you might read too deeply into an innocent comment or mishear a remark that raises your ire, leading you to snap wrongly at a friend or attack an innocent. You might also give into lurking temptations that surface as you try to help others overcome their dark desires.
Sannleikr, the Solvunn Commune
Sannleikr of Many Faces brings with him deception of the soul. This affects faces and minds, causing appearances to become distorted, untrustworthy, or altogether unrecognizable.
Lost Herders
In the Secondary Settlement, a woman named Eydis has lost her prized herding dogs and her flock of sheep. They left one morning as usual to herd the sheep out to graze and never returned. She worries that rumors of livestock sprouting teeth are true and will harm her dogs. She isn't the only one, either. Several other sheep and goat herders have claimed their dogs and flocks have gone missing, too.

The dogs themselves have scattered across Solvunn. There are roughly a dozen dogs and several flocks that failed to return home. Should you run into any livestock, it would appear the rumors are indeed true: the normally fluffy sheep have grown wicked claws or horns while the goats bear their sharp fangs. Despite their fearsome appearance, however, they are not aggressive except when frightened. Keep them calm when herding them lest you provoke them to bite or claw.

As for the dogs, some might be wounded while others will growl at you. They don't recognize familiar toys or faces and will attempt to run away or behave apprehensively. You can use any abilities or techniques you have on hand to try and bring them home. After all, the Solvunn woods are dangerous, and there are many creatures within those dense trees that will strike.

Living Statues
Previously a site of a dangerous rift, the Feintak Ritual Site, located just outside the Primary Settlement, has since returned to normal. Unfortunately, that ends quickly when confused citizens of the Commune begin to wander toward the area at night in search of their "missing" loved ones.

Unable to recognize familiar faces, some begin to see those faces imposed upon the statues at the site instead. You can find children playing with their "mother" or an elderly widow spending time with a "relative." While this would be disturbing enough on its own, the sacred area contains an ancient magic that, should any missteps occur, could be released into the world and spell disaster.

The Council has asked the Summoned to help bring home the lost folk of the Feintak site. They must be guided gently, as any negative energy could be absorbed by the dark power that lives in the earth and the statues. Victims of the affliction might become frightened of you or fail to recognize you even if you've been neighbors for months or years, making your task more difficult.
If you happen to fall under Sannleikr's sway, you might also begin to see faces in the statues at Feintak and forget the real figures around you. The faces might be friendly or they could be adversarial - an enemy or a source of shame. You may also see a twisted reflection of yourself in the mirror, representing something you've been trying to hide from.
The Final Coming
Zorne first spoke to you in your dreams, but his presence is noticeably absent for the first few days. Then, one week later, after one of the most fierce and bloody battles in the Badlands in recent history, a red sun rises over Abraxas. The morning's dawn is cast in a red glow across the territories.

If you met Zorne in your dream, you may recognize this very sun. You remember feeling its heat over your skin and the emotions it stirred in you, whichever they might've been.

By noon, the blood-red hue will fade...but Zorne's coming has only begun.
The Last Affliction
Unrestricted, Zorne's influence travels across the land and joins forces with his siblings.

The Badlands
Forces from the Free Cities introduce a new prototype to the war: a semi-automonous suit of armor armed with a piece of technology derived from something that came through the rifts: a unique firearm that launches explosive discs imbued with New Magic.

The weapon's destructive capabilities wreck havoc on both people and the environment...inadvertently setting loose yet another creature of the rift - the swamp-like creature that researchers had been studying in the Badlands before the war broke out. Its giant mouth is lined with numerous teeth. Its breath can paralyze, blind, poison, and weaken anyone caught in it.

The morbol will move toward the borders of each territory throughout the event, so the Summoned in all locations can encounter it when arriving at the front lines to deliver medicine, supplies, or news. Zorne's influence appears to prevent it from dying. When killed, it respawns in another location - sometimes miles away.

Forging the Soul
Zorne's influence can affect those who are already under the effect of one of the other three Heralds. A shopkeeper angry about a misspoken rumor might begin to have disturbing and violent dreams of confronting the offending gossiper. A soldier who sees his death at the hands of another may start to feel the urge to kill first before his turn comes.

Aggressive wildlife will begin to invade city borders. While most are stopped or killed before they enter a major city, one or two predators might slip through. Trade routes are disrupted. Nearly all caravans are halted except the most critical transports. Hunters and farmers begin to report disturbing sights of deer scavenging on corpses or butterflies biting as mosquitos do.

You, too, may experience similar dreams or desires if you've allowed yourself to become too vulnerable or exposed to the Heralds. The more you entertain such thoughts or let your guard down, the harder they become to ignore. As you move through your days, surrounded by turmoil and conflict, you may have to ask yourself if you're as above it all as you first thought.

And what about your friends? Your neighbors? After all, you might associate frequently with the other Summoned, but you've made connections with the native population, too. Perhaps the kindly innkeeper is now treating you with a suspicion she didn't used to exhibit. Maybe you hear that the baker across the street, who once offered you free sweet rolls, has been gravely injured by his own son.

As Zorne said, this is about forging peace through madness - or so the Heralds believe. Maybe, in the pandemonium and bloodshed around you, you begin to understand something important about yourself, your friends, or the world.
Beyond the Heralds
It's tough to deny that even without the Heralds, this conflict would be ongoing regardless. Neither Thorne nor the Free Cities has demonstrated any desire for peace. Solvunn seems to be considering their role, as well. Despite the war, life must continue for Abraxans: parents have mouths to feed, farmers have fields to sow, and professors continue to lecture and hold classes while they're able.

As the Summoned, you can engage in any of these elements. You can agree to take notes for a fellow student who's suffered an unfortunate attack after being mistaken for someone else. You could babysit for households who need an extra hand while their partner has been sent to fight. You can pack medicine, offer healing abilities, or bring supplies to units stationed by the Badlands.

You can also take on acts of diplomacy. This is not restricted to communicating with the leaders of your territory. Both Nocwich and the Nether have a relationship with the Summoned, which is something you can utilize. You might have to begin by sending a letter instead of meeting them directly, but if you're determined to find a peaceful solution, it's worth trying.
Individualized actions are entirely possible! We will discuss it on a case-by-case basis. You can SUBMIT YOUR REQUEST by replying to the comment with the form.

Please have a concrete goal in mind and try to keep your requests concise. We will do our best to accommodate everyone, but we may have to ask that you hold the request for after the event or ask you to revise it, depending on what you've submitted.

Departure
When the Heralds withdraw, it's quiet and as difficult to notice as their arrival. Did they vanish near the end of one of the battles? Did they leave days ago, the seeds they sowed flourishing without further intervention?

For the Summoned, it may be a bit easier to tell. Steadily, as the month comes to a close, the Horizon begins to stabilize once more. If you have been countering the Heralds, you find your ability no longer triggers, even if there remain those around you who behave as though they are still being influenced. You suppose it's fair to remember that the Heralds don't need to exert their powers for people to behave as they do.

The battle in the Badlands continues to wage...but on AUGUST 30, Thorne's troops receive abrupt orders to return home. It appears that, while the kingdom's forces were occupied on land, her naval warships were dealt a serious blow, handing a sudden victory to the Free Cities - but not by who you might predict.
The Hands of Solvunn
Solvunn has often refused to pledge for one side or another. The Council maintains that they are devoted to protecting their commune and their way of life, nothing more. They certainly have no army or weapons to speak of. Their disinterest in the Badlands conflict is expected, and neither Thorne nor the Free Cities consider it unusual that Solvunn has remained isolated.

What you might've wondered, however, is this: why have the Heralds visited Solvunn twice now when they spare genuinely neutral lands like Nocwich and the Nether?
A Guiding Light
After Thorne's retreat, news begins to travel. It moves through Solvunn and Thorne first, eventually reaching the Free Cities. Multiple stories surface about the sea in Borrel, not about the storm wall or Koth, but something else - a mysterious lighthouse and a thick fog that's obscured the waters for days.

Survivors of one destroyed warship, The Queen's Secret, return telling tale of a light that beckoned them during a heavy storm. But the lighthouse keepers in the western sea swear they saw no ships come their way. The ship itself seems to have crashed into a massive sea stack that should've been easily avoidable. What lighthouse could have drawn them near?

Over the next few days, this happens again and again. Sailors looking out from shore confirm that they can indeed see the flickering beam of a lighthouse. It stands proudly in a spot where no lighthouse was ever built.

Then, on the final day, the lighthouse moves.
Blessings Granted
Citizens gather seaside despite sailors and guards ashore attempting to send them home. They watch as a naval officer and his men are sent to investigate. As the lighthouse grows brighter, its hypnotic pulse begins to pull others forward. Fishermen and noblemen set sail on their own civilian ships. Sailors of the Royal Navy break rank and order, as if under a powerful compulsion, and set forth in Thorne's prized warships. One by one, ships big and small pull out of the harbor in the dead of night.

Witnesses report strange limbs emerging from the base of the lighthouse. The limbs do not strike or attack. Rather, they open up like a waiting embrace. They gently accept each vessel that sails towards the light. Then they enfold the ship and pull it down into the depths. To onlookers, it's a silent but horrifying affair. Each ship disappears until only bits of wreckage are washed ashore the following morning.

A surprising number survive by abandoning ship, though some captains choose to go down with their vessel. Having made a crippling dent in Thorne's Royal Navy, the lighthouse vanishes. Back on shore in the Tertiary Settlement, the storm wall finally vanishes.

The incident above will lead a few changes in Solvunn and to the borders of the Badlands. We'll detail those changes in the Wrap-Up!


funbreaker: (thancred-court-013)

[personal profile] funbreaker 2024-08-15 10:03 pm (UTC)(link)
Player Name: Court
Character Name: Thancred Waters

Territory: Thorne (specifically, Nott)
Influence: 4
Goal: Meeting with Lyle about the crisis
Request: As discussed in a recent plotting comment, Thancred would like to meet with Lyle. While this was originally to discuss the coup and Nott's stance on Sidwell's recent actions as well as the Cities' attack on the castle (and he would still want to talk about this!), with the heralds' influence affecting civilians he would also want to check in and see how he (and potentially other Summoned) could assist Nott in the crisis.
funbreaker: (thancred-court-017)

[personal profile] funbreaker 2024-08-23 08:08 pm (UTC)(link)
Great, thanks so much! And here is the starter, let me know if anything needs to be changed for it!
assembles: (there he is)

[personal profile] assembles 2024-08-15 10:08 pm (UTC)(link)
Player Name: Court
Character Name: Steve Rogers

Territory: Free Cities
Influence: 4 (but I desperately need to submit for an increase, that's on me!)
Goal: An attack on the military base in the Aquila mountains?!
Request: I realize this is kind of a crazy / big ask and might require additional work or influence, BUT... if Steve was able to get word that the Badlands fighting included tech that was clearly developed from the Thunderjaw, he would 1) feel responsible for not finding a way to put a stop to this sooner and 2) decide that enough was enough and whatever work was being done needed to stop. His default from raiding Hydra facilities is go to the place where this is happening and try to just... blow it up. I'M SORRY HE'S LIKE THIS, but basically wondering if there is any chance of this given that a large contingent of the Cities' military force will be busy in the Badlands, potentially giving him some kind of opening to go to the base in the mountains and do some sabotage.

To be clear, he would not be interested in causing harm to the actual soldiers if there was a way to avoid that, he just wants to blow up the base / any facilities there that allowed them to create those suits of armor or the explosive discs.

I understand that there will no doubt be consequences for this, but I also feel like it's about time he did something stupid and reckless.
assembles: phone, talking, uniform, profile (call me maybe)

[personal profile] assembles 2024-08-19 11:17 pm (UTC)(link)
Having it happen near the end of the event sounds good! I suspect he would need some time to formulate the plan and then bring people in on it anyway, so that makes a lot of sense.

1. I was definitely thinking that he could use the machinery/tech that's within the facility to cause the destruction like you've suggested, as it's not like he's got bombs hanging around anyway, and he's probably done that sort of overclocking / using the facility's resources against it thing before when destroying Hydra bases. MCU-canon level injuries sounds perfect! Thanks for understanding.

I think he would understand that this wouldn't necessarily stop what they were doing or make it impossible for them to recreate this tech now, but he'll settle for setting them back a bit at least!

As for his approach:
- As alluded to before, Steve has broken into many facilities during his time fighting in WWII and as an Avenger and has blown up a lot of those facilities, particularly Hydra ones, so he's no stranger to this type of op. While stealth might not be his first method, he is familiar with stealth operations and has participated in them, as shown when he invaded the Lemurian Star in The Winter Soldier. Naturally he's an experienced combatant and has all of his super soldier abilities/senses as well.

- Steve will be taking Jesper with him on this operation, as Jesper has heist experience, demolitions training/experience, an echolocation ability that allows him to find things within buildings and map out areas, telekinesis that he can use to create noise or a distraction elsewhere to draw attention away from them, and he can open up walls and close them around them so they can be sneaky.

- Steve will also have Aloy on call via mind messages to give him any additional information he might need about the Thunderjaw tech and the best way to make use of it to destroy things in the base. She'll be available to walk him through that part of it.

- Geralt will be providing any navigation advice and intel that he has as far as Steve and Jesper approaching the base, such as the best way to get there and approach the area. This would be bolstered by Jaskier using his magic birds to scout the area and figure out the best path, also assisted by Sam's bird, Red.

2. That all sounds good re: consequences and Sam will definitely do whatever he needs to in order to grant Steve some grace, as he won't be directly involved in this act (just via Red) and will probably be coordinating with the government in a more diplomatic sense — so he can probably claim he wasn't aware of what Steve was planning and avoid implication. I think only Dee and I are directly signing up for the consequences of this as Steve and Jesper are the only ones who will physically be there doing the act, but if anyone else might get in trouble for their aid, let me know so I can run it by those players.

Thanks so much again for this opportunity and let me know if you need anything else!

(no subject)

[personal profile] assembles - 2024-08-20 23:45 (UTC) - Expand
ushiri: (Default)

[personal profile] ushiri 2024-08-15 10:16 pm (UTC)(link)
Player Name: Jay
Character Name: Kyle
Secondary Characters: n/a

Territory: Thorne
Influence: 7
Goal: Assisting with Thorne's retreat
Request: I don't know if this is feasible or if it's all happening quickly via portals, but if not I was wondering if on the 30th he might be allowed to go out and help the retreating forces, either by assisting with covering the retreat from behind or assisting with scouting ahead for beasts and stuff in their way. He would go to whomever up the chain makes the most sense.

If this can't work then no worries!

(no subject)

[personal profile] ushiri - 2024-08-16 03:36 (UTC) - Expand
judgmentbolts: (Default)

[personal profile] judgmentbolts 2024-08-15 10:36 pm (UTC)(link)
Player Name: Sra
Character Name: Cid
Secondary Characters: Viktor, anyone else who's interested

Territory: Free Cities
Influence: 2
Goal: Court passed along the excellent idea of trapping the Morbol so it can't keep re-spawning everywhere
Request: So, Cid has knowledge of Morbols from his canon and is also an engineer. He wants to try to create some sort of trap or containment unit that can hold it since killing it just causes it to respawn over and over. He will likely rope Viktor into these shenanigans and maybe need to get some things from the black market in Libertas + however long it would take to build the trap, but after that he'd reach out to the other Summoned to help corral it into the trap.

I totally understand if it's not going to hold for long or if the gods intervene, I just wanted to see if it would be feasible for him to make the attempt! I figure with the time it would take to build to begin with this would sort of happen nearish the end of the event.

(no subject)

[personal profile] judgmentbolts - 2024-08-16 23:15 (UTC) - Expand

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diametrically: (pic#16804000)

[personal profile] diametrically 2024-08-16 01:51 am (UTC)(link)
Player Name: Terra
Character Name: Cassian Andor
Secondary Characters: n/a

Territory: Thorne
Influence: 2
Goal: Providing additional supplies to Nott/those in need
Request: With Koth wrecking havoc on what I assume are some necessary food supplies, is there anything Cassian would be able to do in terms of securing additional supplies/food for those most in need through his black market connections that he’s been cultivating (e.g. one, two, three) since February? While most of his efforts would be mostly altruistic, if there are opportunities for him to profit off the rich through/with his contacts (idk jacking up the price for some extra coin), I’d be open to that (and any fumbling consequences that may come with it) too.
Edited (Last one I’m so sorry mods) 2024-08-16 01:52 (UTC)

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[personal profile] diametrically - 2024-08-20 00:03 (UTC) - Expand
restingstitchface: (Eschew)

[personal profile] restingstitchface 2024-08-16 03:14 am (UTC)(link)
Player Name: Lisa
Character Name: Jonathan Crane

Territory: Free Cities
Influence: 4

Goal: Spreading rumours and conspiracies in private while offering help publically. I am curious whether he can experiment on locals and avoid scrutiny. Perhaps people assume the chaos was triggered by this event? Or can he offer his knowledge of psychopharmacology and find a solution?

Request: Crane could have synthesised a compound that operates similarily to his toxin and needs to gather data. He has been visiting backstreet apothecaries and gathering ingredients on the black market. Might he have paid unscrupulous people to get it out into the world?

I am wary about outing him and making it hard for him to interact. That is why my secondary idea is for him to have developed a drug the goverment could rollout to treat the problem, thereby reducing or relieving symptoms. Something along the lines of a rapid tranquilizer or a drug that treats psychosis. Personally, I feel this offers less conflict and enables later development, especially if he offers this help willingly.

My last idea is to have him manipulate locals into believing rumours and conspiracies in a subtle fashion while offering his help in public.

TL;DR can he fuck things up in private and mend them in public? He just wants to see what happens.
philancer: (077)

[personal profile] philancer 2024-08-17 05:26 pm (UTC)(link)
Player Name: Rynn
Character Name: Sylvain
Secondary Characters: Claude and Hilda as support, possibly other volunteers?

Territory: Free Cities
Influence: 3
Goal: Volunteer group for security/protection efforts (possibly focusing on the chaos in Libertas but really working wherever they are most needed)
Request: Since the three Femblems were threefold gods of war in that weird future au Sylvain, at least, took the role pretty seriously. And while he doesn't exactly disagree with the motives of the heralds, he's also not one to stand by and let innocents get hurt. Armies are one thing - soldiers signed up for that life, and he's pretty skeptical at this point about Thorne and FC changing their minds about butting heads.

He'd like to get together a group of able volunteers - Summoned or npc's, calling on contacts they've made in past events when they've helped out - to sort of step in and fill the void where the FC's soldiers normally stand as protection. Since the armies are off to battle elsewhere and chaos is unfolding in Cadens and Libertas (somewhere Sylvain has been deeply involved in since the first bombing), the volunteers could help keep the peace, diffuse the violence, and basically be first responders when an emergency breaks out. He's just looking at setting up a more organized approach as a unit at dealing with the unfolding chaos.

If possible, he'd set up some sort of central location or command post for the volunteers and helpers to coordinate from, or learn where they might be needed. Sylvain is pretty accustomed to leading troops, whether in a formal setting or cobbling together whatever help is available. He's hoping this will help their effectiveness in protecting and aiding the civilians who need them the most right now. He's also employing Hilda's organization skills and Claude's leadership abilities (and their various contacts) to help spread word and spread their net wider where they can - both of them offer lvl 5 influence to assist.
furibund: (inkonic aru nebula (78))

Re: MOD COMMUNICATIONS

[personal profile] furibund 2024-08-18 09:21 pm (UTC)(link)
Player Name: Aru
Character Name: Nebula
Secondary Characters: Possibly volunteers?

Territory: Solvunn
Influence: 3
Goal: Arming/creating a force to help keep trails safe and try to instill some kind of curfew during the events unfolding.
Request:
Nebula would approach any member of the council she can requesting volunteers (Summoned or Native) be allowed to properly take up arms to patrol pathways to keep more aggressive critters out and instill/uphold a curfew while the ritual site calls them. She'd offer to train any interested parties and lead it herself to... y'know, varying degrees of self-detriment.

While she would (one day) like to keep such a force to protect their borders as needed, she would insist that at least for now someone needs to have a presence to keep things from getting worse along well-traveled (or suddenly traveled areas).

I'm not sure how feasible this is! Regardless of if they're willing to suggest people work with her or not, Nebula would still act on her own and do the same alone.
thedevilwhorose: » hallucination (pray it will call and answer)

[personal profile] thedevilwhorose 2024-08-23 10:53 pm (UTC)(link)
Player Name: Heather
Character Name: Lucifer
Secondary Characters: N/A

Territory: Thorne
Influence: 6
Goal: Badlands Fighting + Encouraging Afflictions

Request:
It was mentioned in the plotting post that some characters could join the fighting in the Badlands (and it doesn't look like any have yet from what I can see).

Lucifer would like to join for some of the time under the guise that he thinks he can help control some of the affected soldiers through sheer force of will and strength (literally grabbing them and throwing them towards the appropriate target) and/or being a lot more intimidating than their supposed opponent to draw focus to himself and then appropriately redirecting it.

This would be more of a purposeful act enough to look like he's being useful to the Thorne soldiers but he's absolutely more overall amplifying the heralds' powers despite really not liking 3/4 of them.

Save a lot, damn more. War was always inevitable it needs to run its course or it's just going to keep unnaturally swelling.

He doesn't usually use any of his innate abilities as they tend to exhaust him faster so he's already scaled back, just his own fighting prowess coming into play and a few shield enchantments.
tedandroses: (angel of the mountains)

[personal profile] tedandroses 2024-08-30 02:12 am (UTC)(link)
Player Name: Faye
Character Name: Teddy Roberts

Territory: Solvunn
Influence: 👉👈 1...
Goal: Following up on rituals mentioned in the mod response to my earlier question about doing something else that's anti-conflict
Request: I'd definitely like Teddy to be able to participate in offerings/rituals to particular shrines in relation to restoration and balance. I think it echos their role in the emergent timeline really well. While also presenting an alternative to the Heralds' view, which is sort of where they're at -- especially because Solvunn's not directly engaging in violence yet, they view the conflict and madness as more likely to divide the community and leave it vulnerable to rifts and infighting, to engender new conflicts later and just restart the cycle, than to prompt an end to anything (unless the end is purification in the salted earth sense)...but they hate the idea that they don't have any better ideas except to just supply bandaids, so doing something that feels substantial and communal and like a ...regrowth after said salted-earth approach might be a very good thing.

WOW THAT WAS A RAMBLE. Which they would probably do if someone was listening, though carefully phrased to indicate they're concerned about the war and how to handle what's happening because of it, not that they think the gods are wrong, which isn't really the point.

Not sure who they should be talking to to kick this off? It possibly could come up as conversation to an NPC during Teddy helping with some of the goings-on during the event? Or they might outright ask for advice or bring up feeling helpless in the face of so much conflict to an NPC they run into frequently: for example, if there's a healer or someone else on the Council who would see them in the process of getting their medicinal tea (since it was mentioned there's some amount of ritual involved in making that work I assume an Elder or Councilmember is involved). They like to get to know their neighbors and the leaders of their community, so though they are liable to be a little politely quiet around VIPs, the more they see them the more they'll have spoken to them, asked about family, noticed details and changes to them, etc.

(I've got a couple of NPCs they're developing a good friendship with -- a luthier who's terrible at growing things, and his neighbor, a single mother who does some kind of weaving on the side -- but I don't want to presume that they're important enough to be like "Oh hey, this ritual" without an okay on that!)

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[personal profile] tedandroses - 2024-08-31 05:35 (UTC) - Expand
erosive: sex icon lbr (pic#16587073)

[personal profile] erosive 2024-08-30 06:06 am (UTC)(link)
Player Name: Jade.
Character Name: Zoya Nazyalensky.

Territory: Thorne.
Influence: 0.
Goal: Help the surviving sailors return to shore and investigate/stop those strange limbs!
Request: As Zoya can manipulate water and air and thus would be able to manipulate the ocean, she's interested in (1) trying to help the surviving sailors to shore by manipulating the water to bring them back and (2) investigating/stopping the strange limbs in the water. (She'd be doing this from Borrel.)

(1) Can she do this? She would try to break the fog as best as she could and create calm waves that were strong enough to bring them back to shore without drowning them and keep them afloat if they were exhausted/tired by ensuring the water beneath them was pushing them up rather than sucking them beneath the waves. She'd combine her air and water manipulation abilities to create a strong, gentle wind to coax the waves and pull the water forward.

(2) She'd try to be like Moses and pull the water away from the lighthouse base to investigate the limbs and try and stop them from pulling ships under. Given the event's continuity, I'm assuming this won't work, but I wanted to see if she could try something, even if it failed.

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