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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.
londonbound: (seventy-five.)

castle thorne.

[personal profile] londonbound 2022-10-20 05:12 am (UTC)(link)
(( cw: alcohol & substance abuse, possible nsfw ))

[ He's drunk. Been drunk for days, at this rate, and making short work of his stash of strange little green candies purchased from Oleuni Square what feels like a lifetime ago now. It quells the whispers, if only slightly. Makes his vision pleasantly soft and fuzzy. His words slower to tumble out, even if it doesn't temper them completely. It dulls the nightmares and the guilt.

None of this is new. But he used to be better at handling it. Now, he simply doesn't care.

Giving in to vice is easy. Easier than ever.

He flirts with the castle staff more than usual, bordering on uncomfortable, not realizing the maids are trying to slip away from him because they don't want to attention, or the serving boys are dodging his stares. Never aggressive, Rhy does get a little too enthusiastic these days. Shameless.

When he slips into one of the baths in the castle that's supposed to be private, away from the main bathing hall, and he finds it already occupied--

Rhy simply lets his towel drop anyway and slips right in alongside Kyle. He offers the bottle of wine he's brought with him, perfectly casual, smiling distractedly. ]


Evening.

Water's nice.

Good view.
Edited 2022-10-20 05:12 (UTC)
ushiri: (pic#15999571)

cw: mentions of homophobia

[personal profile] ushiri 2022-10-23 11:26 pm (UTC)(link)
[ Kahlil has been dealing with his afflictions with a higher level of avoidance, especially after what happened with Jack. When he's able to sleep he dreams about it: lunging at Fikiri with the Unseen Edge, and as the hot splash of blood hits his face its Jack's eyes staring back at him in surprise and betrayal.

Dayyid watches him in hallways, only for a second glance to reveal a cleaning woman or footman going about their business, oblivious. Some give him odd, wary looks, but that's no surprise given the omens, the living bones that crawl from beneath the castle lately. The guards are quick to dispatch them, and he has yet to see them himself - but whispers persist.

He's relieved the find the bath unoccupied this evening, quickly stripping down to nothing and slipping into the warm water. He's in the middle of scrubbing himself when another figure appears - he's reluctant to turn to look and see who it is (real or imagined), until whoever it is speaks - he has better luck banishing the intrusive face when the voice doesn't match.

It's Rhy that he hears, which under normal circumstances isn't unwelcome. The scent of wine lingers in the air as Rhy slips into the water next to him, and Kahlil takes the bottle with a slight raise of one eyebrow. Good view, gives him a second of confusion, and luckily he stops himself from blurting out what view? like he's looking for a window. He's harmlessly flirted with women in the Lisam house to get information, but this is the first time in a very long time that a man has so openly done the same toward him. He second guesses it, especially with how Rhy seems to have already started that bottle all on his own, but he offers a smile as he takes it from Rhy. ]


You're very generous. [ He says, still trying to gauge the situation - or stalling. Rhy has always been kind to him, and Kahlil would be lying if he tried to claim he didn't find the other man attractive.

He knows this place is not like Basawar. But every temptation he'd ever given in to as a youth had been desperation and alcohol-fueled. The memories remain even if most of the physical scars are gone from his face, from that night Dayyid had caught him - ]


Celebrating something?

[ There's a light teasing quality to his tone, but now he's really stalling, taking another small sip and instead of handing it back to Rhy he places it down farther away. Probably better that he doesn't drink more and both of them end up embarrassed. Rhy is by far one of the most handsome men in the castle, with his pick of equally beautiful companions. Kahlil feels old and damaged in comparison, his body a map of scars and the strange red snake tattoo on his chest that he can't explain. ]
londonbound: (thirty-seven.)

[personal profile] londonbound 2022-10-31 07:16 am (UTC)(link)
Not in the slightest!

[ Rhy responds mock-cheerfully. He sinks lower into the water, lazily moving one arm just beneath the surface back and forth to watch the ripples form. If Kahlil were to observe him, he might notice a few scars on Rhy as well, which usually remain beneath his clothes: a small but noticeably raised scar on the right side of his ribs; a mark made up of two concentric circles over his heart, something between a scar and a tattoo; and much less noticeably by now after months of healing, a series of lines down the inside of his left forearm that look like something written there. (The word is sorry, if one were to look closely enough.)

He sinks back on the bench, looking over at Kyle with a shrug. ]


Haven't you noticed? Everything is fucked up. Even the dead don't want to stay dead anymore.

[ He laughs, a short bark of a thing. Not that it's clear, but he's laughing at himself. ]

Not that I can blame them. I certainly have no room to talk.

[ When he looks up, assuming Kyle is handing the bottle back to him soon, Rhy realizes it's been placed aside. He stares at it for a beat too long, as though it might suddenly decide to close the distance. ]

I'm here for a distraction. [ He says finally, and when he closes the distance between them to reach for the bottle, Rhy slides his arm behind Kyle's shoulders almost in an embrace. ]

Care to be one?
ushiri: (pic#15992040)

[personal profile] ushiri 2022-11-01 08:48 am (UTC)(link)
[ They'd shared time in the baths at Nocwich, this isn't the first time he's seen Rhy naked and he shouldn't allow his gaze to wander as much as he finds it doing now suddenly, blatantly as Rhy speaks. He notes the strange scars etched into his skin, wonders a bit at how they came to be - who would hurt Rhy. It causes him to frown a bit, distracted.

Even the dead don't want to stay dead anymore.

The bark of a laugh sounds too harsh and bitter, it has Kahlil's gaze flicking back up to meet Rhy's with a furrowed brow. He's surprised to find how close they are in the seconds before Rhy breaches the rest of the gap. His heart beats rapidly against his ribs, pupils blowing wide in response to wanting and being wanted. Something old and broken within him still tries to resist, speaking in Dayyid's voice: sinful, unclean, abomination. But that voice isn't as strong as it once was, and he remembers that the man who it belonged to is long dead.

Why should he continue to punish himself here, in a place where no one cares who you take to bed?

(he stops thinking about how much Rhy might've had to drink, the difference in their ages, every and all reason he might have to resist, they slip from his mind along with Dayyid)

Care to be one? he's asked, and so he answers by slipping his hands beneath the water around Rhy's waist, pulling him the rest of the way forward and leaning in to press their lips together with a rough, naked desire as he half drags the other man into his lap. ]
londonbound: (seventy-three.)

nsfw

[personal profile] londonbound 2022-11-05 04:10 am (UTC)(link)
[ It's as simple as that.

Kyle might be fending off straight thoughts and anxieties, but Rhy is already beyond that. He is fueled only by want -- want to block everything else out, want for pleasure, want to lose himself because escapism is the only remedy he knows and it's never felt so tempting, or so easy.

When Kyle draws him close, Rhy finishes removing any and all distance between them. He kisses back, open-mouthed and eager, pressing his tongue into the other man's mouth with a loud and shameless moan as he climbs right up into his naked lap beneath the water. ]