abraxasmods: (Default)
ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2025-02-09 11:58 am

EVENT #23: CROSSROADS - IC LOG

Event #23 - Crossroads
For the past few weeks, you've been stranded in a foreign territory or have had others stranded with you. Officials have assured everyone that the situation is temporary. They've been working hard to secure negotiations that would return everyone home...if that's what you want, of course. For anybody who wishes to stay in their new territory, authorities have promised that this is entirely possible. No one will be forced to go back if they don't want to.

The letter that arrives in the second week of February will say as much. It'll also emphasize that you must go to the exchange and that every Summoned has to be accounted for, or else the exchange may fall through. Even if you don't plan on returning - or you were never sent somewhere else to begin with - you'll still have to come.

The meeting will be held on neutral ground near the Singularity's now expanded crater but at a safe enough distance away. On FEBRUARY 18, portals will open to take you there.
While we will detail the incident leading up to characters fleeing, the majority of the event will be focused on characters surviving in their respective scenarios.

Remember: once you've chosen a SCENARIO for your character, they'll be rescued by the minor territory assigned to that scenario and will stay in that territory for the duration of March.
At the Exchange
The air of late winter is crisp even in the barren landscape around the crater. The Singularity stands tall and silent to the natives, but the Summoned will feel an electricity in the air. It might be magic seeping out from the cracked ground or it might be the tension that weaves the three mightiest nations closer together. The last time all three met here was for the Peace Summit three years ago. Now they meet again on the brink of war.

The territories have assured you that they anticipate everything to go smoothly. As you arrive, there is an attempt to cultivate a friendly atmosphere: Thorne has brought warm fur cloaks for anyone accidentally in the Free Cities who may be without, the Free Cities steps forward to announce compensation for any Summoned who were employed and could not attend to their job or business under the circumstances, and Solvunn declares it will be hosting an evening feast once all the Summoned have been returned to their rightful places. You even see Thornean mages and Free Cities officials chatting diplomatically, if superficially.

But as the exchange gets underway, the atmosphere begins to shift...and suddenly, nothing is as it seems.
Chaos Erupts
As a Summoned, you feel an electricity in the air. It might be magic seeping out from the cracked ground or it might be the tension that weaves the three mightiest nations.

Stillness falls across the gathering as each side waits for the other to make the first offering. An introduction that necessitates negotiation.

It never comes.

A flash from the north blinds you. Thunder drowns out all sound. The sharp scent of practiced magic rises into the air. Gunfire cracks in response. As explosions erupt around you, the facsimile of diplomacy tears like wet paper. Shouts are barely audible as soldiers, guards, and village elders rush forward.

You find yourself pulled between forces. Are they trying to hurt you, save you, or something else? A Thornean guard pushes you to the side. You can't tell if you were deliberately shoved into the line of fire or if it was an accident in the chaos. Someone else grabs you: a hooded Elder bearing the symbols of the Old Gods and urging you to come with them to safety. They can protect you from these dangerous nations, the Elder insists. The Gods have spoken.

As mayhem bleeds into the ground, the crater begins to shift and grow, reaching out to feed. The earth trembles. The soldiers, guards, and Elders notice too late as the crater expands far quicker than anyone could expect. It shatters stone, uproots trees, and swallows whole the natives who cannot withstand its powerful energy. They disintegrate in front of your eyes. Others cry out warnings and begin to flee - but they can't outrun the Singularity.

You are different. If you are one of the older Summoned, you'll remember being able to enter the Singularity's crater. In the past, it's dragged you into the Horizon...but not this time. Instead, you feel lulled by the crater's encroaching borders. You wonder if your best chance at surviving is to step into the crater where no native of Abraxas can reach you. Some of you might run toward it as a result of this conclusion. But, you may also have your doubts. If you try to flee with the rest, you'll find that you, too, cannot outrun the Singularity. As its reach extends across the entire swathe of neutral territory, you are inevitably sucked into its embrace and flung into a whirlwind.

On the Run
As you are teleported through a whirling vortex, you glimpse flashes of your domain in the Horizon. Indeed, for a few moments, it appears as though the domain itself has emerged and is now in the real world with you. Then you blink, and the sight vanishes, leaving you discombobulated.

Once you've gathered your wits, you realize you're nowhere near the original exchange site. If you attempt to use your powers, the effects are unintended: your fire spell causes rain to fall instead, or perhaps you accidentally summon a broomstick instead of your sword. It might last for a couple of hours or it might last for longer. The more powerful the ability, the longer it seems to take for it to start working correctly.

Regardless, you'll need to find each other somehow. Luckily, the Network is still working, so you can communicate with one another at a distance.
Northern Mountains
Though spring is on its way, the mountains are a tundra. Temperatures are frosty, but not as icy as they would've been a month ago. Maybe you've brought some warm clothes with you or the others have a spare cloak they've packed. You might've even brought a snack or some warming potions. Anything will help as you gather your bearings and try to determine where to go next.

If you were unlucky enough to have been one of the victims of Josselyn Creed's cult, you may recognize these ridges. Of course, everything rather looks the same when it's snowy and full of trees, but it's certainly possible to discern that you've been in these mountains before.
Characters in this scenario will go to NOCWICH.
Threats
◎ Revenant
A hoarfrost revenant has lived on these peaks for centuries. He cannot be killed. You can only run or chase him away, but he'll soon return. Take care not to stay in one place too long. A rattling chain and blue-flamed lantern announce his coming. His touch brings instant death, made clear by the frozen carcasses of animals left in his path.

With your arrival, he is now prowling in search of you...but if you encountered him before on these mountains, you'll notice that something's different this time: he does not attack. Instead, he will stand and watch - and if you, too, watch him for too long, you'll begin to grow warm. You'll then subsequently be overcome with the urge to remove your stifling layers of clothing despite the plummeting temperatures. Best hope someone not under his sway snaps you out of it.

◎ Whiteout
In the morning, you might be eager to get moving again. Perhaps you've been assigned foraging duties or you need to search for more firewood. As you leave your makeshift shelter, you realize the wind is whipping. Soon, a thick blizzard swirls around you, blanketing your surroundings in white. In the distance, you hear eerie howls...and you're not sure where you are anymore.

Be careful you don't trip and fall. With some concentration, you should still be able to find your way back home with the limited visibility...or, you might get lucky and somebody will come to your aid.
Resources
Though the mountains are dangerous, they also have what you need - if you know where to look. Snow hares can be hunted for food and any rations you might've had on your person can be shared among each other. Thick evergreen branches can be used for roofing. Alternatively, you can hunker down in a cave instead.

Most significantly, you can trek to an abandoned cabin containing some prechopped firewood that you can take, as well as an iron pot hanging over the cold hearth. Don't linger in the cabin too long, however. The more you stay, the more it feels like something is watching you. In the shadows, you spot two red eyes flickering in and out. You can't tell what this strange creature is, nor will it stop you from retrieving the few things you need, but eventually, the cabin's door will slowly open on its own, sending a clear message: it's time to leave.
Living Forest
Contrary to its name, the Living Forest is filled with seemingly dead trees. Like the Duskwoods, not much light penetrates, casting your surroundings in a dark gloom. Unlike the Duskwoods, it contains no giant mushrooms. Instead, the ground itself is covered in a thick moss, making every step you take feel as though you're walking upon a layer of marshmallows. Hidden in the moss itself are small vipers waiting to strike, each bite containing a venom that numbs the affected limb for several hours. Hazards are made all the more difficult to see due to the lack of light. While not pitch-black, the forest is gloomy and shrouded in a dark haze.

Those who've been to the Feywilds might not recognize where they are at first, but as you travel, you might notice something familiar: bright green and blue pear-shaped cocoons. Dozens of them hang from branches above you and will soon give birth to the aggressive spindled pear moths. As you study them, they begin to twitch, as if close to hatching. Maybe you shouldn't stay in this area too long...
Characters in this scenario will go to THE FEYWILDS.
Threats
◎ Strange Travelers
As you explore the murky woods, some of the trees shift oddly. You realize they aren't trees at all. Instead, they are figures on stilts, wandering in an endless circle. They do not speak. They are utterly silent.

One of them is holding a human-like infant. The child is also silent. While they won't actively threaten you, they have defended their territory with blinking mines stuck to trees and laid along the ground. The smooth steel and oddly modern lights imply a technology that far exceeds what should exist in Abraxas. Further, the mines don't seem to be powered by any magic at all.

Walk too close to a mine and you'll set it off, releasing a gas that knocks you unconscious. When you wake up, you'll have been dumped someplace far from where you were and must reorient yourself - if you can. Your belongings are untouched and you have no injuries beyond a few bruises or scrapes. It seems these Travelers aren't seeking to harm anyone unnecessarily, but they clearly want to be left alone.

◎ Flytraps
Massive Venus flytrap plants are one of the few plants that appear to flourish in these forests. The plant is difficult to spot in the dim light. Its vines will lash your ankles and trip you, then drag you toward its gaping maw. Its mouth is lined with sharp teeth and a corrosive spit that will burn your skin, eventually dissolving you into a paste. They're most prone to attack if you're carrying something that smells tasty: rations, freshly hunted meat, or foraged mushrooms.

Fortunately, the plants aren't too difficult to kill. A burst of magic or a few slashes from a sharp blade will release you. Still, in a situation such as this, even a twisted ankle or an infected cut could make a difference in your survival. Try to avoid the plants where possible.
Resources
As you explore the Living Forest, you might stumble across an abandoned garden that hasn't been harvested and is in full bloom as if it's spring. A variety of vegetables such as carrots, onions, and cabbages can be found, as well as some herbs for wounds and potions. The area shimmers with Seelie Magic. When you examine the crops closer, you realize that some of the garden is beginning to wilt and rot as the magic fades before your very eyes. A sign of what lies in the Feywilds, it would seem that all things Fey have left this realm altogether, leaving behind only remnants of their diminishing spells.

You can freely harvest the garden. None of the crops appear to be dangerous and the garden looks truly abandoned. However, you'll need to work quickly. The magic won't last until sunrise, so take what you can - you won't have the opportunity to return. Of course, don't overburden yourself, either, or attract predators with what you're carrying.
Open Ocean
Your arrival in the ocean will be more of a shock than the others as you splash into the water. Curiously, though it's still winter, the water isn't as cold as you might expect. It's almost unnaturally warm. As you struggle to stay afloat, the current begins to push you toward something floating in the distance: a large raft covered in moss. It resembles a small land mass, floating in the open sea, with a small curve like a hill or a hump...or the shell of a turtle.

It's possible a few of your fellow Summoned have already found refuge atop the creature's back or you might be among the first. Regardless, you'll want to help search for the others...and the island itself appears to be searching with you. Summoned who have been around a while might remember the Sea Giants who have come to your aid more than once. This may be yet another friendly Sea Giant - not quite the turtle some of you previously met, but perhaps a relative or a friend.

While the creature will try its best to keep you afloat, stormy winds and tall waves will still violently rock the living raft and may sweep away those who aren't careful. Make sure you hang on tight to the vines growing along the surface.
Characters in this scenario will go to THE NETHER.
Threats
◎ Leviathan Attack
Though leviathans are a predictable threat in the ocean, it doesn't make them any less dangerous. Appearing in all shapes and sizes, the one that rises from the water in the dead of night is difficult to discern: you glimpse massive teeth and glowing yellow eyes that, from a distance, resembles the blinking signal of a lighthouse. The leviathan will attack the creature who serves as your raft, who will struggle to defend itself.

You can help in any manner you wish. Attacking the leviathan or casting wards will aid the friendly turtle. While the leviathan is not easy to deter, it can be driven away if faced with enough aggression and will eventually leave in search of easier prey. Don't lose anyone overboard. Any Summoned who falls into the water while the leviathan is attacking will be swallowed up. Avoid its thrashing tail spikes, too.

◎ Aggressive Seabirds
More of a nuisance than a threat, seabirds are a constant menace, squawking day and night and attempting to steal rations, clothes, and other supplies that might be left unattended on the raft. These birds are quick and massive, swooping in and disappearing in an instant. They won't attack without provocation, but anyone trying to take back their belongings will find themselves assaulted by beating wings and sharp talons.

You can chase them off with rocks, sharp objects, or small spells. Supplies can also be warded, but with many people's magic working oddly, the wards might not last as long as they should or may backfire if struck too often by the birds. It may be a good idea to touch up the wards or assign someone to guard your things the old-fashioned way.
Resources
After a rough night, you'll awaken to discover that your raft has brought you to a small island. It's unclear where this island is from or whether anyone has ever mapped it, but nonetheless, the island exists. More importantly, it contains crabs and mussels that can be dug up. You can also find, inexplicably, some coconuts. Possibly bespelled by a Thornean mage who washed ashore in the past, these coconut trees have continued to flourish for decades, if not centuries.

You won't be able to spend long on the island. As the tide rises, more and more of the island begins to disappear. Soon, the water will swallow it up altogether and you'll be forced to board the creature's back again with your findings. Don't get greedy. If you linger too long, your efforts might be washed away with the tide.

Rescue
As your resources dwindle and your situation grows more dire, a glimmer will shine in the distance. You peer at it, curious and, perhaps, a bit anxious. Is it another threat? Is it a rescue? Or is it something else altogether?
Please wait for the WRAP-UP before proceeding to write your character being rescued. Full details will be provided on the Wrap-Up that will help inform what your character will be doing in March, including which NPCs your character will be seeing and the exact manner in which your character will be rescued.


divinityfrompain: (Default)

Living Forest

[personal profile] divinityfrompain 2025-02-27 08:58 pm (UTC)(link)
( Julia's lived in Solvunn long enough that the wilderness does not startle her, but she's never seen anything like this. It's not so grown in Solvunn, since there are more people living there, and it's full of dangers she has no idea of. It's very disorienting and Julia hasn't been able to use her magic directly, at least not well. She puts her hair up in a ponytail and can feel her inner power still radiating, so it's not all gone, but magic itself seems to be flighty.

She's walked around by herself so far, absolutely lost and confused, seeing no one up until now. She's been thrown by the people on stilts, with a human baby (???), and spots a man's form from a distance. Normally that makes Julia very tense, being out here in that situation, but right then she's just glad to see some other person after being alone.

Julia is a few feet away, about to speak up, when the mine goes off and gas fills the air. While her magic isn't perfect, she is able to shoot out a wind spell and instead of not working, it goes too strong. It whips away the gas but also stirs up the trees and a shower of leaves and dirt from high above comes down on them.)


Shit.

( Is all she can say at first before she looks at James and puts a hand on her heart.)

Oh thank everything I know you, hi, this place is crazy.
hurtling: (pic#17541177)

[personal profile] hurtling 2025-02-28 12:39 am (UTC)(link)
( after what felt like decades of james fighting his fight and internal struggles alone, he no longer knew what it was like to reach out to others. to seek comfort in them and to ask for help—

it was the reason he had been drawn into this mess, accepting whatever happened to him because he just didn't care anymore. if death came from this very moment, it wouldn't phase him at least not anymore. it seemed that his entire life was filled with nothing but death, following him wherever he went.

so he was more than surprised, shocked that someone came to his aid and actually helped him, a man who could no longer help others much less himself. as the strong gust of wind blew away the gas, he turned slowly to see where that had come from, eyes wide and full of curiosity. )


Julia?

( he said, remembering this was the woman who had helped him once before. he hadn't been able to return the favor but now he truly felt in debt to her.

he began to walk up, expression dim and serious as he contemplated what to say. )


Thank you....for that. Are you alright?
divinityfrompain: (sm1b_227)

[personal profile] divinityfrompain 2025-03-01 11:47 pm (UTC)(link)
I'm glad you're okay, James.

( They did meet up another time with a bit of peril but that was within the safety net of the Nether. Wherever they are now, it's definitely not near the dragons who can swoop in and save them. She looks exhausted and dirty, wearing a dress that really does not suit it because it looks like a medieval noblewoman's gown. She thought in Thorne it was kind of fun to dress up for a few days when she didn't have to be a farmer, but now she's sort of regretting dragging her skirts around.)

I mean, kind of? I have no idea where we are, it's low key the scariest situation I've been in here.

( Julia might pack a large punch as a goddess but it doesn't make her immortal, and having power doesn't help when you're lost and alone. There's power in numbers that makes a difference. She wonders where the Doctor is, they were together when they ran through the crater, but she's been on her own since the teleport.)

And magic is being unsteady, it's only sometimes working.

( It just did to get the wind moving but she's tried to get sunlight spells going to give her more light between the trees, and that hasn't worked so far. It's oppressive in a place this thick. Julia never went to the Feywilds so there's nothing familiar about it.)

We can't be the only ones, right? Everyone was running last I saw.
hurtling: (pic#17541199)

[personal profile] hurtling 2025-03-04 07:39 pm (UTC)(link)
( as he approached her, his eyes went down to her gown and trailed from the very edge to the top of her face almost staring her down. he remained silent for now, eyes focusing on her own and as a cool bead of sweat began to trickle the side of his temple, he simply pressed his lips together and wondered why exactly she was wearing such an outfit.

he decided it was best not to ask— this place had proven to be quite strange as it was, and frankly he didn't need to know the answer to every little pressing detail out there. what he needed to know was what exactly was happening now. he had been brought to this world, taken to a territory and just when he was right about settled—

he had been taken to another, then another, and then this happened. frankly for a man who just didn't care anymore he was starting to find himself more and more disoriented. the one thing that finally drew him back to the conversation though was her question. hopefully he didn't look too distracted. )


Um....yeah I'm sure there's other people. I just...I just wish I knew why this was happening. Back home these things...

( happened as a sign, a reminder of his own life— the machinations of silent hill that drew in people for a reason. this was just random. )

Didn't really happen much.
divinityfrompain: (017)

[personal profile] divinityfrompain 2025-03-09 12:06 am (UTC)(link)
( Her eyebrows go up when he blatantly stares at her but she realizes that it's the dress since he looked at it.)

Thorne is like medieval clothing. Unlucky me.

( She explains without him having to ask. She reaches down to grab her skirts and pulls them up a little. She had to chuck off her heels when she was running so the dress is trailing on the ground. She would do a spell to cut part of it off but with how magic isn't working, it's pointless to try without it going haywire. She'll just have to run like a princess in a fantasy movie.

He looks ... confused. Distracted, yeah. But this whole situation kind of asks for that reaction.)


It's happening because the Singularity is malfunctioning, or something like it. Or feeding off people and deciding to absorb the planet. I don't really know what to do about that though so um, kind of just surviving at this point?

( Julia has a relationship with the Singularity but she's detected nothing that is in any way helpful here. It's unstable and she's pretty sure it won't listen to any of them. Maybe if Julie was here she could have done something, but that's not the case. She glances up to see one of the stilted creatures nearby, having snuck up on them, but it doesn't appear to even be looking at them, so all she does is jump and squeak. It keeps going.)

We were all running so ... everyone has to be here right? Somewhere? Maybe the Singularity was trying to save us.

( They were in the middle of a lot of chaos and she saw bullets flying and magical attacks everywhere. She was grabbed aggressively by a priest before she pulled away. It was a bad situation and then suddenly they get away from it, brought here.)

I'm sorry, I know this is a whole lot to someone from a normal world.