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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2022-10-15 10:14 am

EVENT #10: AFFLICTION - IC POST

Event #10 - Affliction

With tensions heavy across Abraxas and all the destruction that's happened, it's no surprise that the dark shadows which sweep over the land go unnoticed...at first.

Winds initially stir in Solvunn, where the influence of the Old Gods remains the strongest. Slowly each Herald infects Thorne and the Free Cities, as well. The Summoned are the first to feel its effects and are the most heavily impacted.

Though no one will realize it until well afterwards, Nocwich remains unaffected. After all, the Summoned don't reside there.

NOTE: This event will deal with themes of death (people and animal) and horror imagery.
Emergence
It begins sometime in mid-October, around the 18th. Not everyone will experience it at the same time. You might even believe you're spared until days afterwards 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 eventually come upon a stone tablet engraved with your Arcana. Laid on the tablet are three objects:
◎ A dead moth trapped inside a wilted rose, symbolizing Koth of Festering Lands
◎ A teacup inside which sits a single nightshade berry, symbolizing Adlewyrd of Poisoned Tongues
◎ An ornate cracked hand mirror that contains no reflection, symbolizing Sannleikr of Many Faces
Make a choice. Something inside your soul will be drawn towards one of the objects. Maybe you spend hours in the dream deliberating, but sooner or later, you'll pick one of the items up. The moment you do, the other objects vanish and the chosen Herald appears before you. Where one might expect a god to seek subservience, the strange figure instead extends a friendly hand towards you - as though it's greeting you as an equal.

Whispered around you, you hear its name. Then it fades and with it the dream. You awaken.
Affliction
You go about your day as usual. That's when you realize something isn't right. Creatures and people around you behave strangely. You begin to sense that you are the cause.

Depending on your chosen Herald, you'll experience at least one of its afflictions. The effects might start small, then grow. They might rush you all at once. You can't shake what haunts you, though you can try. Spells, potions, and willpower can help keep the afflictions at bay but you won't ever be completely free.

As the afflictions seep into your mind, you start to find shadows of it following you: a dead moth here, a nightshade bloom there, a cracked mirror elsewhere. You may even wonder if it's following you in the first place. What if instead, you are the one leaving these signs behind?
Corruption
The first time you inflict your ability on someone else, you don't mean to. It might be a stranger, some unsuspecting soul, or it might be another Summoned. Regardless, the afflictions that ail you seem to spread through you into another. Someone falls down as if in the throes of an invisible death or secrets spill. You brush by someone and they're suddenly upset and confused.

The more this happens, intentionally or not, the better you feel. You may grow full of life and energy, gain a renewed strength of heart, or radiate a charm that turns heads and garners compliments. The afflictions haunting you could even start to fade or completely vanish. And if you use your newfound power deliberately? You'll feel better even faster for longer. Of course, these boons are temporary, lasting at most an hour or so. When the feeling wanes, you might miss having it.

You are not possessed. You can't control this power that spreads through you, but how you respond or behave is up to you. You could be attracted to the allure of power, enjoy the boons you are granted, or realize you can gain relief from your afflictions if you choose a victim. Not everyone will fall headfirst into the pull. Some are not easily swayed by power, some struggle to overcome their dark impulses, and others would rather endure their suffering than inflict it on someone else. But others still might succumb to temptation and turn on those around them with purpose: once, twice, multiple times. The choice you make is yours alone.
Blight
With the call of the Herald at your fingertips, the world around you twists. No one knows whether this stems from you and your newly imbued afflictions, or if the Heralds are exerting power on their own. It's for sure easier to think of what occurs as the influence of something monstrous beyond your control. No matter the cause, the earth is changed all the same.
Omens
The omens arrive shortly after the initial Summoned receive their dreams, but they don't come to every faction at once. SOLVUNN is first, being home to the Old Gods' shrines, before THORNE and the FREE CITIES follow only days afterwards. Depending on where you are, the omens will affect things a bit differently.
Solvunn
In Solvunn, the ground stirs. A desiccated hand breaks through the grass, a cloven hoof. Human or animal, they crawl forth, animated against their will. Some might attack, but most do not. At the same time, crops around the settlements begin to fail. Some chickens lay rotten eggs while cows produce spoiled milk. Any livestock that perishes overnight will surface in the mornings with empty eye sockets - pecked out by crows or gnawed on by rats. From a distance, the ocean can be seen bubbling as leviathans beneath thrash.

Worth noting is that many of the dead are concentrated around the shrines, especially the ones deep in the woods. They're too decayed to recognize, and some might not even move from the site, as though they are waiting for the earth to take them again...or as though they once chose to give up their life at this very spot.

Summoned can assist by helping to cast spells or place warding charms around shrines, farms, and gardens to protect crops and livestock. As a commune, the Solvunnites will share their resources as much as possible and would appreciate those who might lend a hand bringing supplies, herbs, and offerings to neighbors who are lacking. The Summoned can also brew a common herbal remedy to aid any animals who have fallen ill or to help purify the well water.

Free Cities
In Libertas, the dead buried under the rubble dig themselves out. More crawl forth from graves in Cadens' cemeteries. Beasts and bandits slain in the desert wilds rise, hungry or searching for the ones who killed them. At the same time, dead fish wash up onto the shores of Aquila while birds fall dead from their perch, dropping like flies from an unknown illness. Vultures and other scavengers begin to prey upon the eyes of the dead, leaving behind hollowed-out corpses.

Worth noting is that in the Badlands, a few very old and skeletal corpses rise with a metal plate or two screwed onto their bones, which are also oddly elongated. Only one or two make their way near the city. The army is quick to dispose of them before many can notice. They will not disclose any information about this and will claim these are just monsters like anything else.

Summoned can assist by going on patrol with the soldiers to put down any risen dead. Merchant caravans are also hiring escorts for their journeys. Additionally, they can help look through any received supplies and packages to make sure the food isn't rotting or worse, use a special dissolving compound to purify the waters, and donate staple food items to refugees and the less fortunate who can't afford the rising prices.

Thorne
In Thorne, the dead emerge only from the outskirts of the castle city. Thanks to information from one of their Summoned and their recent monitoring of the Singularity, Thorne was able to act swiftly and was able to ward any royal or otherwise significant burial sites. Graves and tombs of less importance, though, will not be protected in the same way. There are fewer encounters with eyeless corpses, though some animals might appear outside the castle in such a state. Normally extravagant dishes from the Castle's kitchens use simpler ingredients as they struggle to ration their food stores.

Worth noting is that a few unexpected corpses make their way up from deep under the castle in places beyond the dungeons. These are twisted and mangled, missing limbs, heads, fingers. The castle guards are quick to dispose of them before they get too far into the rest of the castle, but one or two may be spotted.

Summoned can assist by contributing to the wards around Castle Thorne and the city, using spells to put down the dead without mangling the corpse, and taking inventory of food stores. Further, in Nott the situation is more dire for anyone who is traveling there to continue assisting with repairs following the attack. Nott will welcome help with any problems caused by the omens. It'll be clear the kingdom has neglected the city somewhat. Thorne will claim the Castle takes priority, of course, due to King and Queen residing there along with the entire royal court.
Apprehensions
Across the factions, locals are beginning to catch on that something isn't right with you, the Summoned. No one will say it outright, but there's an air of caution and wariness around you where you go. Merchants might be quick to hand you your wares so you'll leave or locals give you a bit of space when they walk by. Chatty innkeepers are more reluctant to hold lengthy conversations.

Much of the time, it may not be conscious. The natives might simply sense something off that instinctually makes them want to put some distance between them and you. The only exception? If you've chosen Sannleikr of Many Faces, you'll continue to exude your charm towards people you encounter. At least for as long as you continue to inflict that ability you've been gifted.
Displacement
Everyone responds differently while in the Horizon. You might exert better willpower over your afflictions or you might feel its effects more strongly. It all depends on the individual and their mindset. Regardless, the Heralds are only one part of the equation. There's a much bigger disturbance going on.

It could happen as soon as you enter or it might be as you're stepping over the threshold into another's domain. Whatever the case, you are suddenly not where you're supposed to be. Instead, you're in one of two places depending: transported into a domain you never meant to go into or in a foreign setting altogether.
Visitation
Whether you're the one transported or someone teleports unexpectedly into your space, the Horizon becomes unpredictable for the next little while. Rooms normally locked to strangers, areas you yourself may not even realize exists - you and your fellow Summoned continue to pop in and out despite your intentions.

The effect isn't painful, just disorienting, like missing a step you didn't see or stumbling through a door into a too-bright room. The person whose domain you've inadvertently visited might sense an unwanted presence, whether they're inside the Horizon or not, or they may be completely oblivious. This will depend on the strength of their connection to the Singularity and the Horizon.

Not to worry. You won't be trapped or anything in these cases...unless the domain you land in happens to seal from the inside. You might stumble on secrets you weren't meant to find, though, locked away in someone else's mind.
Ensnared
The less fortunate will be pulled into a space that they've never encountered before. The bizarreness of it resembles the glitchy visions that flashed through a few months ago, but rather than an image flickering by, you are now inside the space itself.

Trapped between minutes to hours, you can't use the Horizon's creation magic as normal. Attempts will falter or go sideways: trying to fly out might cause you to tumble, tools and objects are broken or not quite right, wounds don't vanish or heal completely, etc. More significantly, you can't seem to send or receive messages through your connection. Anything that manages to come through will be garbled and distorted. It's as though the place you are in is just out of the reach of your control.

Luckily, you may not be alone. Someone else may have gotten lost alongside you. They might already be there when you stumble through or they might arrive after you do. They might even fade out sooner than you, unintentionally leaving you behind.

Eventually, you'll be released back into the Horizon proper, spat out in a random place in the Horizon. While you're stuck, though, you can try to survive, explore, sit and wait it out, or make friends with your fellow trapped partner. Each area has its challenges and quirks that you'll need to deal with.

Scenes to Explore
JUSTICE ◎
FULL IMAGE

High in the clouds, these snowy peaks are as cold as they look. Giant marble hands reach out, though their sheer scale means you might not recognize them as hands from up close. You can scale the mountain, but if you try to go down, the hands will flip the mountain, which sends you tumbling to the top again.

It's up to you whether you can be injured when you fall. Maybe the snow will feel like marshmallows, or you'll break a bone on the jagged rocks. No two experiences are the same. If you have a partner, they could end up faring better than you despite being in the same place.

Conjure some warm clothes or a log cabin even if you wish - they might not manifest perfectly, but it'll be better than nothing. At least the view's fairly nice...while the sun is up. A blizzard will come through by nightfall. With it arrives a strange hovering light that entices you or your friend to follow it into the frozen darkness. What draws you out depends on you. It could be a familiar voice, an image, or a simple compulsion. If you're lucky, the person with you is unaffected and can try to stop you. Or maybe you're the one desperately chasing after the other person?

THE CHARIOT ◎
FULL IMAGE

From a distance, it's hard to tell if they're shipping containers or houses stacked atop each other. A gooey mess covers the ground below. Oddly, the smell isn't as unpleasant as the goo looks. It smells like bubblegum or cotton candy, artificial and sweet. When you first fall in, you might land inside one of the homes, on top of the stacked structure, or the ground. You can try to reach anyone else who's there with you, but be careful: the ooze is spreading. Climb if you must or move from room to room. If you don't keep moving, you risk getting sucked into its sticky mass.

Each block of a home is different. Some are furnished, whereas others are empty or filled with strange knickknacks. Some might even have subconscious creations spawned by you. Keep ahead of the gloopy substance, and you'll be fine, probably. Or you can try to fight it back or block its path by sealing yourself in a room or otherwise, which can slow it down significantly. Mostly, you'll have to hope you fade out before the pink mass completely consumes the landscape.

THE WORLD ◎
FULL IMAGE

The hazy neon glow obscures a nothingness that seems to extend forever. In the middle of the wet ground are several stacked television sets with wires plugged into nothing. Inexplicably, there's also a cat. At first, it appears perfectly normal, but keen observers will notice that its behavior is on a loop where it will walk a certain path, pause at specific intervals to lick its paws, and meow at set points. It does not acknowledge any of its intruders. You can break its loop by picking it up, at which point it'll go limp as a ragdoll. As soon as you set it down, it'll resume its actions as before.

While you can see the same images as someone else on the screens, it's also possible you'll each see something different despite being in the room together. What you see is up to you. It could be an old fuzzy movie, home videos of your childhood, trivia questions you have to answer correctly, or even a memory or vision you wouldn't want to share. Words or faces taunting you could appear between staticky flickers, or maybe your very thoughts are projected onto the screens for anyone with you to read.

Break the televisions if you want, but given a few short minutes, they'll reform between one blink and the next. Looks like you'll have to keep watching until you're released.

THE FOOL ◎
FULL IMAGE

Sprawling and massive, you're unlikely to recognize at first that you're trapped in a labyrinth. Stone walls rise around you, and your surroundings are pitchblack. Manifest a torch or a flashlight if you can, though these will be prone to going out at inopportune times. Escaping over the walls will only send you into another section in the maze.

As you navigate the twisting corridors, you'll encounter any variety of trials and troubles: gaps in the ground, spiked traps, haunting whispers, monsters, decaying corpses. Some of these might've formed from your mind, others might've spawned from anyone else who's trapped with you.

If you aren't alone, do your best to locate your fellow Summoned. Voices do carry and echo over the walls, and there could be landmarks that help you find each other. Finding the exit, however, is another matter. Walk and climb all you want. A way out is impossible until the Horizon chooses to set you free.

Players can pick any scenario that interests them from the four choices above. Unlike the visions from before, characters can accidentally be trapped in as many of the scenes as you want, as many times as you want. Another option is that they can stay trapped in only one scene while a variety of characters fade in and out to join them, or some combination of the two. Choose what works best for your plans.

Each scene will once again carry an associated Arcana etched somewhere inside it, which can change from person to person or instance to instance. It might be on a wall, a table, or on the ground. Characters with a stronger connection to the Horizon are likely to be trapped for longer but the extent of this is your choice and it won't ever exceed a few hours. It's also your choice whether the afflictions continue to haunt them or not. If you want characters to deal with both problems while stuck together, you're welcome to!

Generally speaking, there are no restrictions other than that they won't be able to communicate with anyone outside the area, they can't escape it until the Horizon chooses to release them, and their creation magic will go wrong just enough that it'll make things tricky.
thedevilwhorose: (till I'm buried in my grave)

[personal profile] thedevilwhorose 2022-11-11 04:31 am (UTC)(link)
"Get--get off!" Lucifer hisses, shaking his leg to detach the man.

Is Lucifer having a problem with him more than the undead?

Yes. Yes he is.

When that fails to work he grabs the man by the back of his shirt collar like he's an unruly kitten and drags him back to his feet, pushing him back in the direction of Nott. "Get going or you'll meet the same end as these things!"

Which Lucifer would not be opposed! If the man ends up dead and then rises again, Lucifer will feel vindicated in killing him. But look! You're welcome, Kyle! Lucifer didn't slit the man's throat in this very moment.

(Likely only because Kyle was present.)

"How many more drunks do you think are out this way?" Lucifer gripes to Kyle, moving on and praying they aren't going to be followed. "They're going to be so difficult to tell apart from the dead."
ushiri: (pic#15839966)

[personal profile] ushiri 2022-11-11 08:57 am (UTC)(link)
Kahlil is braced for something more violent, but yes - he's relieved when all Lucifer does is shove the man away with a casual show of strength.

The drunk stumbles back and onto his ass, staring wide-eyed at them and looking like he might protest being abandoned. But after a second thought he pulls himself up, running toward the city with a wet slap, slap, slap of his soaking wet trousers.

"It's easier for people to disappear or be forgotten in this city," he replies, shaking some of the viscera off the cudgel as he walks at Lucifer's side. He imagines they'll run into a few more men like him, and more dead.
thedevilwhorose: » hallucination (and maybe nothing comes of age)

[personal profile] thedevilwhorose 2022-11-16 10:00 pm (UTC)(link)
"It's easier for people to disappear anywhere," he tosses back. The amount of people that can go missing, slipped through the cracks. It doesn't matter the world, it doesn't matter the country. It's that little fact that everyone wants to ignore.

Lucifer could've killed that man and no one would have blinked an eye.

The Summoned could go missing and no one would--

Mmmm.

He's starting to believe, maybe, that there's less truth to that. Interesting.

He keeps his attention peeled, listening for distant sounds, whether it be screaming or unbalanced movement. And then like an animal sighting prey, his gaze snaps to unruly shrubbery climbing up what used to be an old stone building, mostly slabs the this point, broken down and repurposed, pieces left behind.

He moves towards it without a word as to why.
ushiri: (pic#15992044)

[personal profile] ushiri 2022-11-26 10:30 pm (UTC)(link)
His gaze follows Lucifer's to the cannibalized stone structure. It's hard for him to say what it might've been in its prime, especially in the dark. Reminds him to maybe speak with an alchemist about those eyedrops in Nocwich...

With a frown he follows after Lucifer from a few paces, not sure what his interest is in the building, but curious all the same. Behind them the lake is oddly still, not even the sound of water sloshing against the nearby dock or boats.

For a moment he considers, not for the first time, what would happen if he slipped his curse knife between the devil's ribs. But lately there's a slight tinge of guilt that comes with the thought.

He could ask what caught his attention, but instead he waits.
thedevilwhorose: (to make you feel the hurt)

[personal profile] thedevilwhorose 2022-11-30 03:01 am (UTC)(link)
The first split from the ground is further away, out of sight. Clawing, having been clawing, for days, maybe hours. That slow churn of dirt, the need to break free and nothing else there for thought.

He hears a crumbled bit of stone dislodge and hit the ground.

Closer, grass ripping.

The wet drag of mud.

So many sounds surrounding the once-slumbering building.

He cracks his neck back to stare sullenly at Kyle. "Maybe if we play whack-a-mole they'll stay underground." And then in the epitome of B-movies, a repulsive hand breaks the surface and claps around Lucifer's ankle and he pulls away, reminiscent to the drunkard earlier, except this time the hand breaks off with the motion and keeps hold of Lucifer as he backs up into Kyle. "Well that's just--"
ushiri: (pic#15839998)

[personal profile] ushiri 2022-12-01 10:02 pm (UTC)(link)
"-- great."

Bodies creak and moan around them. If he weren't so distracted he might notice that one or two seem to not even notice the pair of trespassers: two corpses in a state of deep decay shamble toward the docks.

More hands burst from the ground and grab at Kahlil, finger bones sharpened from clawing at stone tear through the bottom of his cloak and slash at his boots. He kicks them back, but just like with Lucifer their grip remains even when severed from the wrist.

He tries to retreat but something from behind grabs him around the shoulders as a headless torso starts crawling up his cloak. He manages to break its grip, at the cost of dropping his cudgel.

"This is too many..." he calls out as he slips out of his cloak, letting the crawling torso fall to the ground tangled up in it. He retrieves his cudgel from the ground and starts smashing it.

He liked that cloak too.
thedevilwhorose: (I will wait)

[personal profile] thedevilwhorose 2022-12-15 10:47 pm (UTC)(link)
"It's fine," he argues, smashing his foot through the skull of something like it was nothing more than a pumpkin during Halloween. It would feel more pleasant if it wasn't full of rot.

Lucifer has, unfortunately, seen his death played out a lot over the course of the gods surfacing. It's part of the reason he's out here with Kyle. It gives him a distraction from all of that.

He has yet to see his death at the hands of the walking dead, but he doesn't need an affliction rattling through him to think that, and he's learned the benefit of tactical retreats ever since Nocwich. He pushed too far in those cases.

So he keeps fighting and keeps an eye on Kyle but while most people assume he's a creature that will never learn a single lesson--he has--and he staggers more than flies to Kyle's side, just out of reach in case the man tries to stab him for suddenly being in his space. Just the barest blip where Lucifer had vanished and reappeared. "Okay, fine, there's too many. But we thinned out a significant number." In case Kyle makes some pitiful sound about feeling like they haven't done enough; Lucifer isn't really sure what to expect from him.
ushiri: (pic#15992047)

[personal profile] ushiri 2022-12-16 04:18 am (UTC)(link)
Kahlil doesn't attempt to stab Lucifer, though the angel-demon's speed is still surprising. He's confident in his own abilities and speed of movement, but that is compared to other ushiri'im like Fikiri. He doesn't mean to try to test himself against Lucifer.

There's no arguing, either.

"Less work for the city guard." As he kicks back another corpse he begins backing away, then running. There's no one living in this building, and he's not willing to die protecting stone and rotten wood.

They can alert the guards to this place, at least.