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Entry tags:
- !event,
- adora; strength,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- annabeth chase; the high priestess,
- astarion ancunín; the wheel of fortune,
- carmy berzatto; the magician,
- cassian andor; the tower,
- castiel; the hanged man,
- chris halliwell; the tower,
- cidolfus telamon; the hanged man,
- cirilla of cintra; the devil,
- claire fraser; the empress,
- claude von riegan; the wheel of fortune,
- dean winchester; the lovers,
- diana prince; the empress,
- dion lesage; the emperor,
- eddie munson; the devil,
- garrus vakarian; justice,
- geralt of rivia; the hanged man,
- hilda goneril; the lovers,
- himeka sui; the fool,
- istredd; the high priestess,
- jack townsend; the moon,
- jaskier; the sun,
- jesper fahey; the wheel of fortune,
- jon snow; the emperor,
- julia wicker; the tower,
- julie lawry; the wheel of fortune,
- kaveh; the star,
- kyle; the hanged man,
- lord john grey; justice,
- lucifer; the devil,
- matt murdock; the tower,
- nanaue; the fool,
- nathan drake; the fool,
- nebula; death,
- nicholas d. wolfwood; the lovers,
- nikolai lantsov; the fool,
- ruaidrigh mac raith; the hanged man,
- sansa stark; the high priestess,
- steve rogers; the hierophant,
- sylvain gautier; the sun,
- teddy roberts; death,
- thancred waters; strength,
- tifa lockhart; the empress,
- vash the stampede; death,
- viktor; death,
- zoya nazyalensky; strength
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.
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.
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.
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.
Do you feel at peace from its cleansing fire? Strengthened by it? Or is it purely unimaginable pain and fear that consumes you?
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.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.
◎ If you have not spilled blood, the blade turns brittle, eventually falling to dust.
"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.The sun reaches its apex. It is blazing and fierce, as though it might soon swallow you in its fury - and then it does.
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."
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.
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.
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!
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.
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
◎ Forging the Soul
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.
◎ 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.
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.
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.
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?
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.
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.
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!
Kyle | Thorne
first shadow; CASTLE THORNE (OPEN)
A TASTE OF BLOOD;
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Whether it be breaking that connection or Istredd and Kyle.
The devil had Opportunity ringing loud and clear and he was not one to waste that.
Grin and bear it to the cage that would be nothing. Only one Cage was meant to hold him and it wasn't the backfired-spells that had happened to them.
Grin and bear it to the two he's felt closest to in Thorne being locked up.
If he took advantage to his newfound freedom while they were behind spelled bars... well. Who could blame him.
Because of that, he wasn't in Thorne too often. Enough to make a constant appearance. The tiger free of its cage always wandering back because where else would it go. He still didn't visit Nott, but the smaller towns, and Borrel, he frequently visited. Looking for something, always. A new in, a new crack.
Still. Lucifer has found sanctuary in the Castle Thorne gardens. His presence here is unsurprising, if not ill-timed for Kyle.
His arms are crossed loosely as he looks over the man.] While blood contains nitrogen that can stimulant plant growth, and I can hardly condone the use of it, I think magic and the regular growth of the environment has the plants under control since the storms. [Concern for Kyle? Never, of course not, a wild thought. Concern for waste? Certainly.]
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It was the same after he was released - they would cross paths eventually. In a backwards way, not seeking Lucifer out is a sign of trust. ]
What?
[ Kahlil turns to eye Lucifer, pulling his hand from the damp earth and brushing his palm against his trousers, dark enough that any stain will be hard to notice later. He scowls, then shakes his head. ]
I didn't know that about blood. [ That it contains nitrogen, or that nitrogen stimulated plant growth. He doesn't say that this has nothing to do with why he was shoving his hand into the dirt, because he assumes he doesn't have to say it. ]
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Generally speaking most people likely associate iron with blood. [He doesn't so much shrug as he scrunches his shoulders up for a held minute before letting them fall again.
Considering the amount of times Lucifer is coated in blood he used to be able to taste every atom of the red substance.] What's got you bent out of shape? [Because Lucifer did not miss the anger in Kyle's action.]
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At the question he thinks to stand, then decides to remain kneeling. He shakes his head again, this time his expression closer to a grimace. ]
I can't see my own path in this.
[ He says this with no real expectation of understanding from Lucifer. It's just an answer to a question. His mouth forms a thin line. ]
Is yours still the same?
[ This is, after all, what Lucifer has wanted for a long time. War. ]
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Except this time what this god had made sense. It stuck like a splinter under his skin, the persistent message playing in the back of his mind leaving him with no semblance of peace. As much as he rejects the notion that he is a godling and that his future is tied to this place, he cannot deny that what Zorne makes sense. That, amongst everything else happening and what little he can do, is what makes this so frustrating.
There is no safety in slumber or being awake. His sleep deprivation is catching up with him but he thinks a walk might help - which is when he comes across Kyle kneeling in the gardens by a tree. The splash of red is unmistakeable even at a distance because it has become a permanent fixture in his visions. As tired as he is, he can't leave someone he likes alone in a potentially similar state.
He arrives by Kyle's side, weary and tired as he crouches down. ]
Let me guess. Zorne?
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He pulls his hand up from the dirt, his palm stinging as he rubs it against the side of his trouser leg. The wound isn't so deep, but he'll need to clean it properly at some point. ]
What did you see?
[ Everyone has given a similar answer so far. The message of war, the sword. He asks anyway, with a certain resignation in his voice. ]
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It also serves as a very clear answer to his question. From the chatter that he'd heard eavesdropping on soldiers and servants Cassian could gather that there were differing experiences amongst those that had seen combat versus those that hadn't. But he'd had yet to compare notes with Summoned.
His gaze follows Kyle's hands noting the lack of disregard for his wound and the dirt that now sits in it. ]
Similar to what others are probably seeing. Blood, a sword.
[ He falters visibly, nearly slipping out the other things he'd seen but it's nowhere near as smooth of a cover up as he's used to. All the same he remains silent, leaving the awkward knowledge that there was more he just wasn't saying. ]
Is that what you saw?
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What is it?
[ What part of all this has him sleepless as well? Even if he's the one sitting here bleeding from a wound of his own making, Cassian might just be a better liar than Kahlil himself, so it's alarming to see even his masks falter. Maybe it's never quite safe to talk within Thorne's walls - but it's dark, and they are alone so it seems, and he is often the one who has done so much talking and explaining between them. ]
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cw: references to body horror child abuse
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He had needed to get up, get out, get moving after whatever it was that had come to him in his dreams. A vision? Who the hell knows at this point, and John is honestly frustrated with the business as a whole. Gods. He had found himself pacing his little room in the castle like a wolf in a cage, which is what brought him out here to the gardens. A place a bit more suitable for a bit of a ramble.
Apparently he is not the only one who found himself drawn to the gardens, although he supposes for slightly different purposes. Lingering for a moment upon the threshold, he supposes it's a little late to turn back or pretend he had not seen the other man there.]
I hope I am not interrupting.
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He pulls his hand to himself, frowning slightly at John before shaking his head. ]
I might like an interruption. [ He shrugs, maybe stalling as he doesn't know how to explain himself exactly, in case John shows some concern. Most people tend to be alarmed when you slice your own palm open, let alone shove it into the dirt, he's noticed. ]
Something keeping you up?
[ The same thing? ]
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He hesitates for the briefest of moments but if Kyle welcomes his presence, John will consider himself invited. Stepping forward, he crosses a small bit of lawn toward the other man, so they may speak at a more comfortable distance.]
A dream. I thought perhaps the fresh air might help to clear my mind.
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A dream of war? I'm surprised more of us aren't up wandering tonight.
[ He speaks quietly, despite that they seem alone here. There is always a hint of caution when he speaks of these things aloud within the walls of Thorne. He glances up from his wounded hand to John again, considering him. ]
Have you thought to join the battlefiend?
[ Kahlil knows that John is with the guard. He can't say for certain the man's motivations, or even his views on recent events surrounding the coup. ]
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battlefield not battlefiend.... sdjdfjsdf apologies for my typos lmao
NO WORRIES apologies for my slowness
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but sometimes stories end with infection and parasites, so jerry is obliged to intervene. ]
Now I’m no sexy daytime soap doctor, but I’d say dirt in an open wound ain't the charcoal skin detox you think it is.
[ he kneels down next to his roommate, holding up a jug of water to wash them lil pawsies, making grabby hand gestures to request they be surrendered unto his expert care. ]
Plus, we’re in that amputate first, ask questions later era, soooo.
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[ A sexy daytime soap opera doctor. Kahlil, maybe surprisingly, understands this reference. His tone is wry, if a little tense, although he seems to catch himself and tries to relax his shoulders. They are friends. They share a living space, and a love for their friend Jack - and unfortunate commonalities between the men who raised them. He knows Jerry means well, and lets him take his hand to wash off the dirt from the wound.
He lets out a small huff. ]
Magic healing first. Then amputation, I think.
[ Probably. ]
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[ the tension isn't lost on him, and jerry's sure to wait until the hands are properly offered before taking them into his care. running water over kyle's palms, giving a lil scrub, he can't imagine what might give someone these kind of wounds, outside of shaking hands with edward scissorhands. somehow, jerry believes, even if kyle recently took up juggling swords, he'd still be too damn ninja-good to slice himself up like this. another mystery to the mysterious kyle pile. ]
Nah, fuck magic, Dr. Jerr Bear's got this. [ soon enough, he's washed out the dirt and blood, now digging around on his person for some scrap of fabric he can wrap over the wounds ] So, uh. Did you slip cutting vegetables? It's always the avocados that get me. Squirrely fuckers.
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dion;
Many have been already filing through, including the worst of the injured. Kahlil keeps an ear open for chatter between the soldiers while keeping watch on the horizon, as though he can catch a glimpse of the mechanical soldier the Free Cities created from where he stands. He can't of course - and probably for the best, seeing the injured being carted away.
After speaking with one of the retreating officers he pulls Dion aside: ]
A couple of units were lagging behind, we should go scout for them.
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His own. How he need not dream of his death because he has already experienced it... yet does he relive it now when he sleeps, and oftentimes he is dragging someone else down with him.
Whether guilt or the desire to help has dragged him here, he means to stay until Thorne's forces have retreated in full. They may not be his people, but he has never believed in leaving men behind.]
I suspect something has held them up. If the wildlife in the Badlands is as affected as our local fauna... [It need not be elaborated. They could easily be victims to monsters, either enticed by the bloodshed or the sweeping forces bending mens' thoughts towards the dark.
There is some hesitation before he speaks again; he could fly, to find them easily, but he is still unwilling to do so anywhere Thorne forces may catch wind of his powers. But as a dragoon... those skills are innate, and his alone.] I can spy for them if we should find a high enough perch. Or have you better magicks at your disposal?
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He considers Dion's question, quickly nixing the idea to attempt a tracking spell that may just as likely fail and deciding: ]
That looks like your perch. [ Kahlil points to tall set out of pale rocks jutting out of the desert plateau like teeth in the near distance. Kahlil can use the Gray Space to scout, but it's not an ideal method when they're short on time like this, he has to make frequent stops to see anything useful. ]
I'll meet you there. [ he taps the side of his head ] Message me when you spot them.
[ If he gets there first, he's never seen the full extent of Dion's abilities. With a flick of his wrist he opens a tear in space in front of him, and very briefly there's a scent of cool, sterile air slipping out from within. Kahlil steps inside and vanishes. ]
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It is only with such frequent use of portals to Nocwich himself that Kyle disappearing into what he can only define as a hole does not completely distract him. If asked, he would have said that did seem like a more fitting magick.
As it is, there is still too much risk of being seen for him to prime, as easy at it would be... as much as the open skies call to him. He ignores the call of Bahamut inside him, leaping off the ground. He moves with his leaps, moving across the land in inhuman bounds, and though it isn't teleportation it is far faster than any man on foot. He bounds to the top of the rocks, landing on his feet as his lance appears in his hand. Peering out, the land is unfamiliar, but surely this is one of the fronts where Thorne has met with the Free Cities; there are bodies, scorched earth looking too close to the Blight. The smell of blood is real, but far more is the smell of fire.
But... there. He can see the portals, and the men attempting to get to them.] I see them. A malm to the east. They're heading towards portals... but something is stalking them. Several somethings, I'm afraid. We must move quickly.
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cw: gore
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jumping forward a bit
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viktor;
It worries him now, when he cannot find her lazing in the sun in the grass or beneath the orchards outside the temple, and when he ventures through the towering double doors, the ghost he's expecting isn't the one he's confronted with.
From outside the sounds of two men fighting within the temple can be faintly heard, stopping and starting abruptly as they both flit in and out of space, preceded by a sharp, metallic rending like a horrific wail. Kahlil appears with his back to the doors, his opponent across from him. They are dressed in the same priests robes, nearly identical. They look alike - same coloring, even some passing similarity to their features, though the other man appears at least a decade older, his hair much longer and hanging in heavy braids. His dark gaze is ablaze in a fury directed solely at Kahlil and the long, blackened blade in his hand. ]
Whore's son - you befoul everything you've ever touched!
[ The older priest flits away and reappears behind him with a flash of white fire as he tears through space. Kahlil whirls and blocks his daggers with the long sword, only just. His face is very pale, but there's fury returned in his own expression, his eyes blazing gold. ]
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He has no idea what he'll find here--his own domain had been suffering incursions from others. Perhaps he's expecting the skeletons again, so he comes prepared, even if he knows wielding a weapon is probably inadvisable. He tries something he's somewhat familiar with, instead, even if it was only imagined.
When Viktor finally makes it to the temple, it's with Rio at his side and the Hexclaw primed and ready. He doesn't know what to expect, but voices from within was not exactly on his list.]
Kyle--?
[He tries to call out, to announce his approach, but the scene he stumbles into has him frozen in place. Viktor can barely think to use the weapon he's outfitted himself with, even as it arches over his shoulder--he doesn't know what he's seeing here, only that Kyle is in danger.]
cw: homophobic and ableist language
You condemned us to death, and now you let them call you a god... [ Dayyid's face contorts in his rage. ] Sinful, wretched boy, do you let this cripple debase you as well? I'll see you both dead before I -
[ Dayyid's words are cut off by the black blade in Kahlil's hand, the yasi'halaun, as he plunges it into his mentor's chest. Shock and disbelief color Dayyid's paling features, as though he didn't expect his student to do anything but cower and take his beating. His body crumples to the ground, twitching for a few seconds - and then he vanishes, as though he was never there at all except for the blood on the stone floor. Kahlil stares at it blankly, still grasping his sword. ]
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But Viktor has been called worse things, and he's not about to cow to some Horizon construct calling him something he's heard more times than he can count. He's barely given a chance to react, however, because Kyle uses the momentary distraction to make his move.
He yelps, involuntarily, taking a step backwards, nearly tripping over Rio who has coiled around his legs protectively. Dayyid collapses, and then vanishes, but despite the swift dispatch of the immediate danger, Viktor knows he's seen something he should not have.]
Kyle, I--we only came to check on Rousma, we didn't--
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cw: ableism, ableist language
cw: refs to torture, self-harm, suicidal ideation, homophobia likely for the rest of the thread
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i'll let you fast travel them on ur tag
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keeping this short in case viktor wants to PUSH HIM AWAY
he does not
weh
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