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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2025-04-12 11:57 am

EVENT #24: RESOLUTION - IC LOG

Event #24 - Resolution

News of the increasing tremors across Abraxas soon reached the minor territories. Though Nocwich, the Feywilds, and the Nether are more insulated from the effects of the Singularity, they'll feel it, too: intermittent quakes that knock books off of shelves, cracked foundations in old buildings, and large tidal waves that swallow ships and boats into the ocean, destroying coastal buildings.

By APRIL 16, it's clear that something worse is coming. The air in the crater hums with electricity, the ground shaking. For weeks, quakes have spread throughout the region, all emanating from the ancient relic. As dawn breaks on APRIL 18, the sun rises behind the solid stone structure, a shadow of a shadow stretching long across the desert.

As the territories struggle to maintain order, the very fabric of reality itself begins to shatter.


If you have any questions about specifics for this event, please don't hesitate to ask. Because the world of Abraxas is so large, and because so many of you have had your unique plotlines, we are not able to provide every possible detail all in one post - but that doesn't mean we don't have those details to share!

Part 1: Convergence
Within minutes, Abraxas watches the world peel away like old paint. A vendor in Aquilla falls through a shard beneath their feet that reflects the deep ocean of Earth; a Royal Guard in Thorne is swept up into the vacuum of space. What doesn't fall into the shards falls through them, dropping landmarks, creatures, and familiar faces onto a quickly unraveling Abraxas.

Between the fragments of Abraxas's reality, a dark fleshy substance presses through. A raw, meaty film stretches across a myriad of undulating limbs, wet with a thick milky goo. It pulses with the beat of a racing heart, eager to break free but unable to squeeze through. Where it can manage, bone-like tendrils sprout up and wide in any direction, appearing like blackened trees after a devastating fire. Through them, the pulse of life can be felt and seen as the "bark" shakes with each heartbeat.

Veins slither forward from the pieces of reality and encase the Singularity. One by one, multiple shards, large and growing - the source of all things - appear around the Singularity. Through them peer the reflections of another world, turned upside-down but most certainly recognizable to those once torn from their homes: a glimpse of a great modern city, the interior of a spaceship, the stretches of an ancient dark road.
While smaller shards can appear and disappear across Abraxas, catching unaware Abraxans in their wake, the primary "canon world" shards are only in the crater. These are the ones that must be closed, which only the Summoned can reach.
Return
Across these shards, the Singularity's tendrils stretch beyond imagination. No mages are required this time to break down these barriers. Instead, the shards themselves can be seen from the other side, too, frightening passersby as they glimpse another realm amid destruction.

Regular people cannot survive going through the shard. If anyone is curious enough to try and enter Abraxas, they will disintegrate immediately. But the previously Summoned are different. They can willingly enter if they choose. And, in cases where they don't, the Singularity's instability might force them through regardless, opening a shard up at their feet and dropping them back into a world they thought they had left.

Returning Summoned will only remember they were once in Abraxas after the shards breach their canon world. Once the veil has dropped, the memories will come flooding back - and they will realize that the place they temporarily called home, however long or brief, is now in trouble...along with those they left behind.
Because each Summoned is unique, please don't hesitate to ask us about your character's return if you're unsure how it might work for them!
Converging Realities
The reflections of another world are not the only thing breaching the fabric of reality. You realize, with dawning horror, that the pieces of a previous reality entirely shaped by your mind - the Horizon - are pushing through into the physical world...and some of them belong to you. A friendly sheep you created as a friend might bound out of the crater toward you. A monster you trapped in your psychic basement tears through a small village. Pools of lava from your special corner in the Horizon set fire to a flowering shrine.

But that isn't all. Some of you who have been here longest might recognize the portion of an enormous stone labyrinth that emerges through cracked shards the desert. As the light hits them, the walls of the maze shift between gritty granite and glass, flashing iridescent colors. Should anyone approach the reflection, they will find themselves at the entrance of the maze or lost somewhere within it.

Others of you will recall the same sickly-sweet smelling goo that shrouds a tower of oddly stacked containers. Bits of the substance leak out of the shards, staining the sand they land on.

Long ago, you might've suspected that these were the domains of the Gods. Now it's clear that that's exactly what they are: sections of the Horizon, just like yours, belonging to those who carry the potential to ascend.
Across Abraxas
All across Abraxas, particularly throughout the major territories, chaos reigns. Officials struggle to retain control of their population, no longer able to effectively direct their citizens as panic sets in and destruction is wrought over the land.
Kingdom of Thorne
In desperation, the forces of Thorne are attempting to siphon off magical energy in hopes of at least slowing the encroaching threat. While the artifacts and spells they have on hand were not designed for this particular purpose, they are making do.

The real push comes not from Thorne's castle but from Nott. The current High Mage, Mace Hemmet, is inexperienced in the face of such an unprecedented crisis. As a result, Ambrose Rhett steps back onto the stage, once again. He knows more about the Singularity than any mage. It's time for the former High Mage to come out of hiding.

Lord Veda fully supports Ambrose, lending the strength of Nott's forces behind him and offering whatever is needed. Even shelter and supplies for castle mages sent to battle the rifts and a promise to work hand in hand with the castle's forces. Meanwhile, King Rudolph Sidwell - himself more of a soldier than a scholar - returns to Borrel to be with his men. Against his advisor's counsel, he travels out to sea in one of Thorne's warships to rescue sailors trapped under the roiling and shaking ocean at great risk to himself. Queen Lia is thus in charge, and she sees the value in inviting both Ambrose and Lyle Veda back to Castle Thorne.
The Free Cities
Already mistrustful of magic, citizens in the Free Cities are gripped by a multiplying fear. Some believe Thorne is responsible for what's happening, while others grow angry that the end has now arrived due to Marlo's inaction against the Singularity as promised.

Prime Minister Marlo Reiner is in a frenzy. The only thing keeping her from utilizing every resource at the Free Cities' disposal - tested or not - is the calmer head of Quilleth Kaur. It's no secret among the upper authorities of the desert region that the two are closer than simply friends or fellow politicians, and Quilleth remains close by Marlo's side in Portam Hall to present a united front.

Curfew is reinstated. Massive generators are carted to stations along the outsides of the walls to defend them against unknown threats from beyond this reality. The cacophony permeates the desert - a loud grinding of mechanisms and the crackle of New Magic that drowns out everything else. Soldiers patrol at all hours, a rotation of everybody available and able. Outposts and mining operations are treated the same, ringed, and defended as best as possible. Trade and travel between the cities halts.

All the while, the Free Cities' population becomes increasingly restless. They expected to be better protected by their advanced technology and armies - and it's clear that their government and soldiers have let them down.
Solvunn
The normally placid Commune is more divided than ever. Having fostered a deep devotion to the Gods for centuries, extremists and fanatics sing the praises of the end times. Some take to proselytizing the centers of towns and villages or along roads about how the end of this world will bring them together with the gods. Fervent prayer is common no matter the level of faith, and the oldest shrines see an increase in pilgrimages. Some people scatter themselves in earnest, while others hide away in their homes.

As reality crumbles, the most fervent believers begin to throw their most prized possessions into the reflections to be one with the Gods, whether it be material goods or loved ones. Fights break out between families and neighbors, clashing over true devotees and fear for the safety of others. The Elders try to mitigate, torn between their duties to the Gods and their fellow man.

Isar Hart is rumored to be a true believer, but he stands beside his friend and current Head of Council Rowan March. They call for all Solvunnites to return to the Primary Settlement to "take this hallowing moment in reverence. Meanwhile, without a direct call to action on the Gods' behalf, Edda Hagen, despite her recent appointment, is scarce - though some report seeing her on the roads late at night.

The Commune is in chaos.

Part 2: Doorways
As reality splinters further, it becomes clear that the answer lies in the epicenter of the Singularity's crater. Unlike previous crises, there are no officials or territory leaders that will guide the Summoned or make requests of them. Instead, it's up to you to figure out what to do. Logic dictates that one should approach the Singularity to determine the next steps.

A certain God will chime in - and he might be worth listening to.
Due to the thinning veil between the mortal realm and the domain of the Gods, the Summoned can now communicate with the Gods through the Network. Using the information they learned from the minor territories last month, plus the knowledge they've gained regarding Abraxan magic throughout their time here, characters can come up with a solution.

We'll outline the solution for players to know OOC, but this does not mean characters can't have doubts or concerns. However, for the sake of moving the endgame plot to its conclusion, the majority of characters should believe it's their best chance to prevent further destruction despite the risks.

RESPOND TO THE GODS HERE.

Coming to Terms
As you work together to gather what you know, it becomes clear that the only way to stop the Singularity from overwhelming not only Abraxas but all worlds, is to permanently seal the shattered rifts - which, according to what you know, will require at least some of you to remain on the other side of the rifts while others stay behind.

The spell must be performed during the lunar eclipse taking place tomorrow night. Everyone will have a brief 30-minute window to perform and complete the spell using various runes learned from the Gods, the Fey, and Solvunn. You're told that you may need to channel an immense amount of energy, so much so that the process could leave irreparable, lasting effects upon you and your soul.

You cannot receive assurance of the outcome. While all sources indicate that this method grants you and the universe the highest chance of survival, it's unclear what the impact will be on you and your friends. You'll have to take that risk if you want any hope of seeing the next sunrise.
A few Gods may fill in the gaps for rifts that do not have a Summoned willing to go to that canon world. For some of you, it would be possible to stay in Abraxas while one of the Gods takes your place. Remember, too, that the person stepping into a canon world does not need to originate from that world. The process only needs someone on the other side.
Defining Fate
You and the Summoned gather into the crater, now expanded many miles in all directions. It's evident that the crater is safest: here, the quakes do not affect you, and though the rifts continue to fracture and shatter, the creatures emerging do not seem interested in attacking anyone within the crater - only outside of it.

Having learned you must wait for the arrival of the lunar eclipse, there is little else to do except spend time together. Perhaps it's a blessing in disguise. You have time to make your decision. You can say your goodbyes. After all, even if this works as intended, some of you may not be with each other tomorrow. And, if it doesn't go as planned...you'll want to get anything off your chest you haven't yet shared.

Things will be relatively quiet at the Singularity's crater to allow characters to have any final moments they wish to have together. They may use the Network to communicate or speak to each other in person! Once the lunar eclipse arrives and they proceed with the plan, there will be no turning back and no time for long discussions.
When the lunar eclipse arrives, you must act quickly, each of you locating the correct rift. You'll have had time to identify each rift the night before, so navigating there should be easy, to a degree. As the eclipse takes over the sky, you begin to experience a powerful rush of energy from the Singularity that makes it difficult to breathe and blurs your vision. While you can fight through this, it'll take all of your strength - and relying on your gifts from the Singularity will help.
◎ The spell itself is simple: you copy the runes from the research you've done, drawing them around the rift itself. How you do so depends on the power you possess. You can paint it, etch it with a weapon, use a magical design in the air, mark it using a floral pattern, or so forth. You're drawn naturally to the method that feels most intuitive to you and the power you wield.

◎ Once drawn, you must reach into yourself and channel the power that connects you to the Singularity. Physically, you may experience the following symptoms: a splitting headache; feeling as though you're torn in half or your soul is rendered; an overwhelming rush of emotions; or all of the above. You might feel you can sense the very universe crying out.

◎ The longer you persist, the less certain you are that you will survive the process unscathed. You can try to stop, of course...but at a certain point, you'll be too late and the power continues to flow from you regardless.

Closure
Flashes of light pulse with the closure of each shard. You hear the crackle of glass as the rifts are crushed and reformed. The ground shifts and shakes in every territory, the night air vibrating with chaotic power. This could be everything...or it could be the end. For a terrifying moment, you don't know which.

Your body is suspended in an abyss, a reminder of your entrance to Abraxas. You feel once more a light and the oppressive water around you. As the world stitches back together, the veins on the scorched trees shrivel and crumble to dust. The trees turn to ash.

The eclipse passes. The night is calm. Most significantly, the relic that cast its shadow over Abraxas for thousands of years has vanished. The crater is empty. There is no more Singularity. Yet, Abraxas still stands.

As for you - that's another matter. In your quest to restore the universe, what has become of you?
ushiri: (pic#16104234)

[personal profile] ushiri 2025-04-17 11:37 pm (UTC)(link)
Kyle, at least, is braced for this response. For the moment, he takes it in stride. It's strange, even to Kyle himself, how calm he feels - and he realizes that this is the first time in nearly three years that he feels absolutely no fear of the devil.

(there's still time for Lucifer to lose it, and murder them all in a fit - but even so)

"I won't risk it," he counters, calmly. He's made his stance on ascending clear to Lucifer before - he won't risk the chance that it could be possible.

From within his cloak, he removes a blade - Lucifer has likely seen him carrying it before. It's a roughly carved piece of animal bone carved into a knife, a bit of leather wrapped around it in place of a proper hilt. The bone itself is pitch black, no light would shine off it to give away its wielder.

It also smells like blood, and ill intentions. It's cut is meant to infect and kill both body and soul.

He hands this over to Lucifer.

"Take this. And don't destroy it, no matter how angry you get."
thedevilwhorose: (and this time you're not leaving me)

[personal profile] thedevilwhorose 2025-04-18 12:35 am (UTC)(link)
"I can make it different!" he yells. There's a crack of distant thunder. It's likely unrelated.

Probably.

But he can't. He knows he can't. In the way he thought he could make that reality with Michael different, but Lucifer despite all his grandstanding is a coward at heart. He couldn't make any leaps or strides and now so much is too late, always. Every time.

Weaker, winded, he says, "I can."

It hurts.

This hurts. It wasn't supposed to. Kyle, like many, were never supposed to matter. People to irritate, manipulate, use, make into meat shields while Lucifer's power slowly renewed. People--humans as tools, the only thing they could ever be good for.

He steps back from Kyle. Maybe the first time he's ever given ground to Kyle. In either reality.

"I don't want that," he hisses.
ushiri: (pic#16104205)

[personal profile] ushiri 2025-04-18 01:14 am (UTC)(link)
"I know."

To both. He knows Lucifer wants to believe that. Kyle also wants to believe it could be possible.

But if they're going to rely on hope that things will be different, he has an alternative.

He's surprised when Lucifer takes a step back, it plays across his expression. He takes a step forward, more insistent.

"It has my blood. Take it."

If they survive this, they will find a way back. He has traveled between worlds before. Blood recognizes blood.
thedevilwhorose: » power (so is the life of a resentful man)

[personal profile] thedevilwhorose 2025-04-18 07:12 am (UTC)(link)
He jerks his attention away, Kyle's response being equally painful and pleasing.

But 'I know' means whatever Lucifer could do just isn't enough.

He grits his teeth. Clenches his fists at his sides. There's a mild chill to the air around him. Breaths leaving a cool puff of fog.

He could stop them. He could stop all of them, the ones that matter, he thinks. They'd still have enough on the other side of the rifts to close the portal. Sure, the ascended Summoned might consider stepping in, but not before Lucifer laid waste to just enough. They stay here alive, or they stay here dead, but they would stay.

It would be so incredibly easy.

He unclenches his fists. The coolness hasn't faded. He hasn't reached up to the blade, but he hasn't backed away again either.

"So?" He scoffs. He cranes his head slowly to peer back at Kyle, eyes firelit like a quiet warning pulse. There's a sickly lull to his voice as he continues, "I didn't take you as someone with sentimentality."

Because he knows--in a grainy memory kind of way, picked from several centuries of another reality and close relations--Kyle's history, his abilities, a bit of what this blade could actually represent.

But he scorns it because if they're leaving then why the hell would they ever come back.
ushiri: (pic#15840013)

[personal profile] ushiri 2025-04-21 05:05 pm (UTC)(link)
Kyle, of all people, easily senses a shift in the air temperature. The sterile chill of the Gray Space follows him, even more so lately since the wards have fallen across the continent, allowing him the freedom to go nearly anywhere he needs to again.

It used to be a warning, too, that other ushiri'im were present. He has not had to worry about Fikiri in years, though.

He weathers both the cold, and the flash of fire in Lucifer's gaze. There's a slight pause before he speaks again.

"I'm not immune to change. No more than you are. But this is practical - if you won't take it, I'll give it to someone else."

Lucifer doesn't need to know that he's already given the second dagger to Claude.