Entry tags:
- !event,
- arcane: vander,
- d. gray-man: tyki mikk,
- dragon age: anders,
- elder scrolls (the): voryn dagoth,
- ennead: set,
- expanse (the): amos burton,
- final fantasy xiv: emet-selch,
- final fantasy xiv: hythlodaeus,
- genshin impact: kaeya alberich,
- genshin impact: zhongli,
- mob psycho 100: reigen arataka,
- oc: liem talbott,
- orv: dokja kim,
- orv: sooyoung han,
- until death do us part: mamoru hijikata
⏳ THE SCORCHING ISLE: Oracle Event One ⏳
ARRIVAL
All Bearers have heard whispers of them - the Oracles. Mysterious and unknown entities of an abstract nature, they serve as the heart of each faction’s cause - both as a means to an end and a very real stepping stone in achieving their objectives. To claim an Oracle means growing ever closer to victory: to see your homes restored as they were, or to herald in a new one of your making.
So you go.
A Cornerstone has been set up for each faction; one for the Zenith and one for the Meridian in Yima’s manor and Heliopolis, respectively. They warn you that upon transportation, your safety cannot be guaranteed and there is no telling what waits for you beyond - to be prepared. To make sure you have whatever you deem necessary with you before you go, as there is no telling when - or how - you will be coming back. CONTINUED HERE...
Upon your arrival, you woke up with an HOURGLASS NECKLACE. Please refer to the Time Mechanics on the OOC Summary and bottom of this post for details on its usage.
The COURTYARD is frozen in time. Player Characters and the Great Tree are the only signs of moving, free life in the courtyard. During the intro, time magic does not work.
Characters are free to investigate but cannot move beyond the courtyard if you choose a prompt during the intro. You may mingle among your fellow Bearers or speak with [MR. TIBBS] if you so choose. (Also? LOOK AT HIM HELP)
Iconoclasts and Stargazers will notice Aspect benefits/detriments now.
All characters will be weak for the 24 hours - think like mild flu - and unable to leave until Mr. Tibbs has dispersed them. This is the time in which any threads with the NPC will be carried out.
The INTRO concludes with said dispersal of PC’s once interactions concluded. They will be sent to a location around the castle of your choosing; they are free to move about freely from here. Your prompts can start with you waking alone or in the presence of others - whatever you’d like!
Your character will innately understand how to use time magic from this point forward. It will come naturally to them, like a skill they were born with.
So you go.
A Cornerstone has been set up for each faction; one for the Zenith and one for the Meridian in Yima’s manor and Heliopolis, respectively. They warn you that upon transportation, your safety cannot be guaranteed and there is no telling what waits for you beyond - to be prepared. To make sure you have whatever you deem necessary with you before you go, as there is no telling when - or how - you will be coming back. CONTINUED HERE...
NOTES
CASTLE: OVERVIEW (p a s t)
The Scorching Isles is home to the Atirat, a people of sea-dwellers who have the ability to walk on land. (Think mermaids with the ability to shift back and forth between human and mermaid forms.) As such, much of the Scorching Isles is covered in large bodies of blue water and glistening pieces of ice to accommodate their lifestyle.
THE CASTLE, however, is what dominates the landscape and it's where the Shard-Bearers will be spending their time. The white castle with colorful glass windows is obscured by a thick layer of clouds and fog. Nearly every location on the island has a thin layer of fog that rolls through it, which gives the entire Island an inescapable chill. The castle has artfully built rooms with a CAVALCADE OF DECORATIVE ICE, lavish mirrors, and white plants accented with blue decorations. Several portions of the castle are submerged due to the aquatic nature of the native residents.
And everywhere you go, you find them - STATUESQUE BODIES FROZEN mid-movement. They are haunting reminders of the power in your Hourglass - the very real power to decide their fates.
The castle has many winding paths to explore, as castles often do. There are sleeping quarters, HALLWAYS, a wine cellar, and a few large rooms presumably for diplomatic affairs. Players can use these rooms at their own leisure for whatever purposes they see fit. (Exploration, combat, or supply gathering.)
However, many of these rooms will require some strategy to access their full potential! Atirat were much more comfortable being underwater than many Kenosians may be. Therefore, rooms of higher importance may be COMPLETELY SUBMERGED or require swimming through an underwater pathway to reach them. Very minimal supplies will be kept out in the open for all to reach. More desirable supplies - such as warm clothing, small weapons, treasure, and the like - will be located past or within one of these flooded areas.
Players may gather supplies within and preserve their Sand or use their Sand to make other rooms accessible and gather whatever lies within! The larger the asset you attempt to unfreeze, the more Sand it costs - and the more drained/vulnerable you will be as a consequence, so choose your path ahead wisely.
Currently, a pervasive fog is preventing you from wandering beyond the Castle's limits. Should you try to venture past it, your Sand will rapidly be stolen and you will find yourself suffering the same fate as the islanders if you don't move back to safety quickly... However, if you ask Mr. Tibbs what lays beyond the mist - he will tell you about the thriving farmland, the once-bustling village surrounding the castle, and the beautiful coral reefs beneath it. Sadly, they're beyond your reach - but maybe if the Bearers decide to unfreeze them when the week is up...
THE CASTLE, however, is what dominates the landscape and it's where the Shard-Bearers will be spending their time. The white castle with colorful glass windows is obscured by a thick layer of clouds and fog. Nearly every location on the island has a thin layer of fog that rolls through it, which gives the entire Island an inescapable chill. The castle has artfully built rooms with a CAVALCADE OF DECORATIVE ICE, lavish mirrors, and white plants accented with blue decorations. Several portions of the castle are submerged due to the aquatic nature of the native residents.
And everywhere you go, you find them - STATUESQUE BODIES FROZEN mid-movement. They are haunting reminders of the power in your Hourglass - the very real power to decide their fates.
The castle has many winding paths to explore, as castles often do. There are sleeping quarters, HALLWAYS, a wine cellar, and a few large rooms presumably for diplomatic affairs. Players can use these rooms at their own leisure for whatever purposes they see fit. (Exploration, combat, or supply gathering.)
However, many of these rooms will require some strategy to access their full potential! Atirat were much more comfortable being underwater than many Kenosians may be. Therefore, rooms of higher importance may be COMPLETELY SUBMERGED or require swimming through an underwater pathway to reach them. Very minimal supplies will be kept out in the open for all to reach. More desirable supplies - such as warm clothing, small weapons, treasure, and the like - will be located past or within one of these flooded areas.
Players may gather supplies within and preserve their Sand or use their Sand to make other rooms accessible and gather whatever lies within! The larger the asset you attempt to unfreeze, the more Sand it costs - and the more drained/vulnerable you will be as a consequence, so choose your path ahead wisely.
Currently, a pervasive fog is preventing you from wandering beyond the Castle's limits. Should you try to venture past it, your Sand will rapidly be stolen and you will find yourself suffering the same fate as the islanders if you don't move back to safety quickly... However, if you ask Mr. Tibbs what lays beyond the mist - he will tell you about the thriving farmland, the once-bustling village surrounding the castle, and the beautiful coral reefs beneath it. Sadly, they're beyond your reach - but maybe if the Bearers decide to unfreeze them when the week is up...
LIBRARY (s a f e z o n e)
The ROYAL LIBRARY - A treasure trove of knowledge, history, and glimpses of a fractured past scattered throughout. The lower floor of the Library is void of much reading material and contains several intricate-looking art pieces on decorative pedestals.
A spiral staircase dominates the center of the room, with its once delicate structure overtaken by sheets of formidable ice; it leads you toward the upper levels where a sea of books awaits. There are isles and isles of books, most perched on intricately carved shelves. Many books lay in piles or are discarded onto the floor, and scattered papers are common throughout.
Curious Kenosians may pick out books from the shelves and read on various topics, but players may also pass through this room on their way elsewhere. This area will function as a safe haven where violence and the taking of others' Sand is not allowed; do not disturb the books or Mr. Tibbs won’t be happy!
Characters who wish to receive a book with lore specific to the island may comment [HERE]. You will be RNGed a book from a pre-written list of topics. The books may give you a deeper look into the island, its inhabitants, and its history! (Only 1 book per player! Please assume all other books they read are about commonly-available topics.)
A spiral staircase dominates the center of the room, with its once delicate structure overtaken by sheets of formidable ice; it leads you toward the upper levels where a sea of books awaits. There are isles and isles of books, most perched on intricately carved shelves. Many books lay in piles or are discarded onto the floor, and scattered papers are common throughout.
Curious Kenosians may pick out books from the shelves and read on various topics, but players may also pass through this room on their way elsewhere. This area will function as a safe haven where violence and the taking of others' Sand is not allowed; do not disturb the books or Mr. Tibbs won’t be happy!
NOTES
THE EATING PARLOR (p a s t)
There are no basic amenities on the island. No hot water, no warm beds, and no salacious magazines (that you know of. heh heh). That would make the Eating Parlour a wise stop for anyone. After all, this could be the perfect chance to procure some provisions!
The EATING PARLOUR has all the equipment one would need for meal preparation. Dried plants hang from the ceiling, and the walls are lined with mason jars filled with every strange manner of presumably edible thing (Is that a head over there? Hmm… maybe you should check).
The parlour also comes with a garden under a massive windowed dome so that the inhabitants could have fresh produce at hand. Many plants have withered, but there are some salvageable plants if you know how to look for them. But beware… Some of the plants have a strange blue glow. These plants can spell potential disaster.
If someone should make contact with these glowing plants, they will crumble into glass shards - glass that will quickly burrow its way under the skin and curse that person with Blight. Blight will make all resources within that person's vicinity slowly age and eventually crumble to dust. (Which I relate to on a personal level tbh.) Iconoclasts will be immune to its effects.
Please see the "Blight" section below for more information on its effects.
The EATING PARLOUR has all the equipment one would need for meal preparation. Dried plants hang from the ceiling, and the walls are lined with mason jars filled with every strange manner of presumably edible thing (Is that a head over there? Hmm… maybe you should check).
The parlour also comes with a garden under a massive windowed dome so that the inhabitants could have fresh produce at hand. Many plants have withered, but there are some salvageable plants if you know how to look for them. But beware… Some of the plants have a strange blue glow. These plants can spell potential disaster.
If someone should make contact with these glowing plants, they will crumble into glass shards - glass that will quickly burrow its way under the skin and curse that person with Blight. Blight will make all resources within that person's vicinity slowly age and eventually crumble to dust. (Which I relate to on a personal level tbh.) Iconoclasts will be immune to its effects.
NOTES
TREASURE ROOM (f u t u r e)
Faint singing can be heard coming from this room. Once you hear the song, it dulls your senses and leaves you in a haze. There is no stopping your feet from guiding you to it through the doors and into the Treasure room. The door slams shut at your back, sealed with a wall of ice and magic.
Players will find themselves lured to an icy chamber bordered by a ring of cold blue fire. There is a deep pond that surrounds the platform you’ve found yourself standing on. Beyond its glassy surface and crystal clear water, one can glimpse all manner of treasures - from crowns, jewels, ornate statues in various statues of repair, scepters, spears, and books that seem impervious to the water's cold chill.
As you come to your senses, you will find yourself frozen in place and at the mercy of a large statuesque being before you. This beautiful and horrifying figure in a perpetual song is the SIREN, the only Atirat you’ve seen in person. She measures nearly 20 feet (6 meters) from her head to the tip of her long-finned tail. She cradles an icy shard in her arms, singing to it as if it were a child.
She sits serenely in front of a large hourglass filled with white sand, which is bordered by a spear and a lance. Emblazoned in faint text at the base of where she sits reads: “The future lies in our hands.”
Welcome to the Siren’s Chamber! Players must use their wit, charisma, or some good ol' fashioned elbow grease to escape the room or break the Siren’s magic. The Shard that the Siren holds contains dormant time magic that players may activate by using the Sand within their necklace. Players can access the future in 5-second intervals and use whatever they find in that time period to escape their predicament.
For example, if they activate the shard by using their time magic, that shard will begin to glow blue. The room around them will shift, and it could change to a point in the future where there is a sword nearby. If you can grab it, now you have a weapon! When the 5 seconds are up and time returns to the present, you will still have that weapon on your person. You may also try verbal communication if you’d like. If your character is someone who would try and talk their way out of a situation diplomatically, they may give it a try!
It is up to player discretion/creativity to think of a scenario you’d like. Each “future" does not have to be the same across player encounters! What one group experiences may be tailored to the player wants (because branching timelines exist). Let your imagination run free!
Players will find themselves lured to an icy chamber bordered by a ring of cold blue fire. There is a deep pond that surrounds the platform you’ve found yourself standing on. Beyond its glassy surface and crystal clear water, one can glimpse all manner of treasures - from crowns, jewels, ornate statues in various statues of repair, scepters, spears, and books that seem impervious to the water's cold chill.
As you come to your senses, you will find yourself frozen in place and at the mercy of a large statuesque being before you. This beautiful and horrifying figure in a perpetual song is the SIREN, the only Atirat you’ve seen in person. She measures nearly 20 feet (6 meters) from her head to the tip of her long-finned tail. She cradles an icy shard in her arms, singing to it as if it were a child.
She sits serenely in front of a large hourglass filled with white sand, which is bordered by a spear and a lance. Emblazoned in faint text at the base of where she sits reads: “The future lies in our hands.”
NOTES
Welcome to the Siren’s Chamber! Players must use their wit, charisma, or some good ol' fashioned elbow grease to escape the room or break the Siren’s magic. The Shard that the Siren holds contains dormant time magic that players may activate by using the Sand within their necklace. Players can access the future in 5-second intervals and use whatever they find in that time period to escape their predicament.
For example, if they activate the shard by using their time magic, that shard will begin to glow blue. The room around them will shift, and it could change to a point in the future where there is a sword nearby. If you can grab it, now you have a weapon! When the 5 seconds are up and time returns to the present, you will still have that weapon on your person. You may also try verbal communication if you’d like. If your character is someone who would try and talk their way out of a situation diplomatically, they may give it a try!
It is up to player discretion/creativity to think of a scenario you’d like. Each “future" does not have to be the same across player encounters! What one group experiences may be tailored to the player wants (because branching timelines exist). Let your imagination run free!
HALL OF MIRRORS (p r e s e n t)
Should you reach the rightmost wing of the massive castle Library, you will find a door hidden in the very back of one aisle against a wall; it looks as though the door used to be concealed by magicks that have since dissolved.
The stairwell leads down and into darkness. Once you reach the bottom, shimmering light cast from an unknown source beneath sheets of glistening ice will illuminate your new surroundings; you are in a maze of mirror-like ice. This labyrinth is silent save for the quiet creaking of shifting ice that may disquiet you and leave you uneasy regarding the stability of this area… but it holds beneath your feet.
Mr. Tibbs had told you that the “Kaleidoscope” - where your Sand is counted - rests through here, so eventually, you must brave the journey. Is it a trick of the light? Maybe the product of an especially active imagination…?
Did you just see one of your reflections move without you?
Please refer to the OOC Summary for details on the Hall of Mirrors!
The stairwell leads down and into darkness. Once you reach the bottom, shimmering light cast from an unknown source beneath sheets of glistening ice will illuminate your new surroundings; you are in a maze of mirror-like ice. This labyrinth is silent save for the quiet creaking of shifting ice that may disquiet you and leave you uneasy regarding the stability of this area… but it holds beneath your feet.
Mr. Tibbs had told you that the “Kaleidoscope” - where your Sand is counted - rests through here, so eventually, you must brave the journey. Is it a trick of the light? Maybe the product of an especially active imagination…?
Did you just see one of your reflections move without you?
NOTES
THE BLIGHT and TIME MECHANICS
BLIGHT
TIME
NOTES
- An OOC POST will be coming shortly explaining how Sand is going to be tallied and the Oracle claimed.
- Should your character attempt to unfreeze any NPC's, please respond [HERE]. NOTE: unfreezing NPC's may result in physical violence with CW's for severe mental instability/illness and a potential reference to self-harm.
- HAVE FUN!!!
THE SIREN (NPC REQUEST)
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Childe and Zhongli
Zhongli does not remember how he arrived in this place. Normally such a revelation would be alarming, but as days and places and people slip through his fingers with every grain of sand used - well, perhaps he should not be surprise he wandered here upon the comforting melody of a practiced songstress. What is more alarming is that closing thud more felt than heard as all the exits are sealed. That and a familiar presence that Zhongli doesn't even have turn to see who has been locked in here with him.
(He really hopes he didn't call for Childe's help while in his addled state and sealed him to a similar fate of whatever this is. Even if he knows that Childe is probably eager to trade blows with such a powerful being.)
When Zhongli finally comes to his senses, his first priority is to properly size up their host. Her visage scratches an itch in his brain - that of a book found in the library of his current companion. Ah, but what could be used here when the critic had more negative things to say than good. Perhaps playing to her pride was the best choice. So in between one verse and the next, he calls out: ]
You are the famous singer Siren, are you not?
For what reason have you been locked inside this house of treasures, voice and song unable to reach your adoring fans?
[ It is a hastily put together diplomatic approach, all things considered. One he would have been embarrassed of back home, honestly. But thinking on his feet was never a forte of Zhongli's. So instead he must rely on tossing a few ideas at the wall and see what sticks.
(Or see if Childe's charm or blade was better suited for the task.)
As he speaks, Zhongli clutches his own sand hourglass in his fist, hoping the thick gloves he is wearing will hide its activation even as the shard in the siren's embrace begins to glow a soft blue. The edges of the room start to shimmer around them like a mirage melting in the sun, perhaps too late for Zhongli to do anything before the next note rings out but perhaps Tartaglia can--- ]
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The effort is successful - the song stops and their muscles would slowly begin to feel the effects of its gradual release. The Siren turns her head slowly in the direction of her two observers and fixes them with a look. They are two small creatures from the outside, not natives to the island, likely inhabitants of one of the others. ]
I am here because I choose to be here. These are the only treasures that remain for me.
[ The voice that comes from her is not 'human'. It sounds like she whispers in two voices speaking in unison, bearing some sort of wrong and unearthly quality to it. ]
You know of my work?
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Now that his muscles are loosening, he has so many questions, but doesn't think right now is a good time to ask any of them. So for the moment, he just looks to her as if he's still watching her perform as Zhongli and she speak.
(It's not that Zhongli called him here, he's just being ... diligent about checking on Zhongli and noticed he was wandering towards an area Childe hasn't ventured and decided to follow.) ]
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Zhongli's tilts his head in confusion as if he could try to pinpoint where the second voice is originating from. His gaze flickers down to the shard he is cradling before he rights his glance and inclines his head in a polite bow. ]
Yes. I assume that you are aware of the state of the castle at present. One of the surviving books tells of a performer known as "the Siren." Peerless, I believe her voice was described as - and having heard the song now firsthand, I must admit that I agree with their assessment of your talent. If you would be so generous, I would endeavor to hear more, but unfortunately I do not have an adequate gift to offer in exchange for such a performance.
[ "These are the only treasures that remain for me." Well really, that could mean a variety of things considering the state of things here as they were. ]
Nor do I know if you chose to remain here as a means to be away from the demands of the spotlight.
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[ Her gaze roams to the castle around them. She seems to see the ice and dismiss it outright. The castle's state is none of her concern. ]
I stay here among my treasures, my friends, and my only remaining comfort in this world. Why should I bother with anything outside?
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Childe's brow creases thoughtfully. ]
How did you manage to escape the fate of everyone else in this world? Do you know?
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More questions.
[ But it does coax her to think about the question. It had been so long since she thought about what happened at the end. Or it seemed so long. Who could tell how long it had been. ]
My shard, probably. Or a spell. How should I know? I am not an expert on how magic works.
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... Ah, my apologies. I did not mean to ask that as a question. Though you are correct, we do have many.
[ Zhongli gestures for Childe to come closer now that it seems that the immediate threat of combat has passed. ]
It seems at one time you did have fondness for what existed outside of these grand quarters. We are trying to restore it, or as much of it that we can. But to best facilitate that, we are trying to determine what exactly happened in the first place. Any information you could provide would be greatly appreciated.
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A "gift" from that irritating magician.
[ To the next question, she seems to consider for a long moment. Memories of that time do not come easily. Her voice turns bitter and harsh. ]
Everyone claimed that our island was beginning to prosper again. Yet I was forgotten by everyone once my service to the King ended. I could even wander the halls without being noticed.
[ Hmph. ]
I don't remember that day very well. Some sort of magic rushed through the Kingdom and the people suddenly began acting... strange. It felt like there was a fire within me that couldn't be put out. And now - [ Her gaze shifts to the whole of the room. ]
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[ A fire... he wonders if it's similar to the burning sensation he and Vander felt during their encounter with Manon. But she just said she doesn't have a shard, so...
is there a connection? a fire burning and a blight and then time magic... he blinks, seemingly to realize something but decides not to bring it up until he hears a little more.
Childe follows her gaze before asking.
something is bothering him. something about this whole situation doesn't make sense still and she's the only one that probably can offer any real insight besides an otter. ]
...You're pretty hard to miss in your splendor in service of the King or not. You can't mean that literally. [ can she? ]
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[ Her voice is irritated and grumpy. ] The court magician. His name was "Master" Mimsy - such a pretentious title.
When the people of this Kingdom began to tire of my performances, they ignored me and moved on to the next singer in line. It was as though I was invisible to them!
The magician took pity and granted my desire to be seen. Now, none can ignore me. [ She laughs - it's a horrifying sound, like a cavalcade of voices. ]
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Our apologies. We did come to here you sing, and we certainly have no intention of ignoring you.
[ And then there is still the issue that they have both arrived giftless.
For one brief moment, Zhongli has the absurd idea if they would be able to pull a gift from the future using time magic. Highly improbable and also a terribly rude form of re-gifting.
But oh, maybe there is another way--- ]
I am woefully ignorant of the customs here, but in a neighboring country of mine, it is tradition to present flowers for talented performances. And it seems in this case, it is long overdue.
Childe, if you would be so kind.
[ He pantomimes a bouquet in Childe's direction ]
In Fontaine, vocal performances were usually celebrated with carnations - as they symbolize both pride and admiration to which I believe the Siren is well deserving of both.
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—And then he'll slide his foot back in a roundabout fashion like an ice skater might, a row of water mimics (which will mimic the form of the general Atirat species despite being clearly made of water) that will applaud for her.... though they too will eventually freeze in place, too, after a round. ]
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As she lays her eyes on the flowers and hears the thunderous applause, there is something within the atmosphere that changes. The Siren picks up the bouquet and looks at it before pressing it against her chest. She squeezes it so tightly that some of the petals begin to fall on the floor.
It would be obvious against the pale white of her skin when a streak of black liquid slides down the side of her face. Tears. She pipes up only when the "audience" stills. ]
Someone who appreciates my talents at last...
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Oh no.
They made her cry. Zhongli pulls a handkerchief out of his breast pocket (unfortunately human-sized) and holds it out to her. ]
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However, the hourglass at her back begins to glow and two lights emerge from it. The twin lights float across the room and settle on each of their hourglass necklaces. It fills their sand significantly - a quiet show of gratitude.
And with that, the door at their back groans as it opens wide. They would be allowed to leave whenever they like. ]
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