beleos: (Default)
beleos ([personal profile] beleos) wrote in [community profile] kenoslogs2023-01-13 05:00 pm

⏳ 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...

NOTES

  • 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.


  • 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...

    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!

    NOTES

  • 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.)


  • 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.

    NOTES

  • Please see the "Blight" section below for more information on its effects.


  • 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.”

    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?

    NOTES

  • Please refer to the OOC Summary for details on the Hall of Mirrors!


  • THE BLIGHT and TIME MECHANICS

    BLIGHT

  • Blight is an infliction that will age supplies and infect people with a creeping disease that steals their Sand. For objects, this includes weapons, food, and items like cloth. It will take a few days to deteriorate things beyond use - so watching your supplies and acting accordingly is in your best interest. Generally, it will make it more difficult for PC's to get by given that their already scarce resources will dwindle and deteriorate - especially since it's 'contagious' through touch.
  • The Blight will not act quickly enough to severely hamper infected persons, but repeated exposure will cause effects to a person's body - notedly protruding VEINS in the face and extremities, a lower body temperature, and increased agitation. These effects start out mild and grow more severe with each 'dose.'
  • Characters must touch an object/person that is Blighted to become inflicted with Blight themselves. When that happens, it will become easily identifiable as Blighted from the faint blue, shimmering outline around the infected subject, as well as the WITHERED, FROSTBITTEN or ashy appearance it takes as it progresses.
  • However, there is one single perk with Blight. (Or is it a perk?) Players will feel reduced impact by the cold surroundings, making the climate around them somewhat more hospitable. Beware of falling victim to a chill you can't feel...
  • TIME

  • To use your Sand, each character is granted access to and innate knowledge of a spell they channel from their Shard that automatically manipulates their Hourglass. This allows the remote control of Sand (aka gathering and dispersing), as well as the ability to pull Fragments of time from Shards.
  • Fragments are literal pieces of you taken from your Shard. They manifest as memories or images displayed on little shards of broken glass (think of the memory being played out in real-time on the mirror's surface), and can be crushed to convert into Sand automatically, either voluntarily or by force. The only stipulation is that the parties must be close to one another, and the Fragment must be exchanged while both Bearers are still. This means someone has to give it to you, or you need to immobilize them before you take it - one way or another.
  • Once the Fragment is crushed, the memory and associated time of that person's life is lost and your character will suffer amnesia until the Oracle is claimed. How deep this goes is up to you; they could lose a large chunk of time - even all their memories surrounding a person or place for a big payload of Sand, or they could lose very little for a meager net gain.
  • Sand is automatically gathered or distributed by your Hourglass and added/subtracted to your running total. No need to micromanage. Convenient!
  • Please note that using Sand to unfreeze anything (resources, a door which can be then opened, etc) is an unpleasant experience. Each time you use Sand in this way, your character will be left feeling weakened and flu-like for an hour or two, which will leave them vulnerable. This effect stacks and scales up to outright KO-ing them for a few hours if they go crazy, so unfreezing too large of an area is off the table!

  • 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!!!
    CODING
    glowup: (18)

    [personal profile] glowup 2023-01-15 06:53 am (UTC)(link)
    [The bowl that would never be cleaned (tm) continues to not be cleaned, as Anders is now also distracted by arguing with demons. He picks at something mysterious stuck to the edge of it with a fingernail, and deigns to give Sebastian a withering look.]

    All demons are lowly; that's the point.

    [Surely a demon should know his own lore? Please.]

    You told me you were summoned... No demon comes when called without taking something in return. Even if it isn't a body, that's close enough.
    cutlery: ('stralian etiquette)

    [personal profile] cutlery 2023-01-15 06:45 pm (UTC)(link)
    [ There’s a displeased little frown as Anders brushes him off and ranks him with the common variety of demon… But the displeasure shifts to a little sigh instead as he continues. He nods simply, and it comes with a half shrug. ]

    …Well, I shall not deny that. It is not possible for me to manifest in the realm of man without a sacrifice first being given. It is the fare for the crossing, though that is not a toll I personally collect.

    [ He waves a hand dismissively since while here in Kenos it’s not any problem to get into the specifics behind summoning demons as it would have been at “home”, he has a guess that this man isn’t exactly interested. And besides, it’s not as interesting as it seems. It amounts to demonic tax collection. ]

    Though it is not relevant here, I shall say. My former master paid the price a few years ago at this point, and clearly the powers that be do not particularly mind if I am unbound so.
    glowup: (8)

    [personal profile] glowup 2023-01-17 05:40 pm (UTC)(link)
    [Quietly, Anders awards himself ten points for annoying the demon. Another victory for mages.]

    Every word out of your mouth makes me want to set you on fire.

    [So he is, perhaps, not incredibly interested in the details. There's no convincing him that Sebastian's nature is not inherently pure evil, and that his "former master" was at all better off for his involvement in their life, and so...

    Well, that is what it is. Here in this library they are in a stalemate of Anders not setting anyone on fire, regrettably.]


    What are you doing in here, anyway? I'd have thought you'd love the excuse to mire in all the suffering.
    cutlery: (suddenly i'm a satanist...)

    [personal profile] cutlery 2023-01-17 08:25 pm (UTC)(link)
    [ This is the response he had expected to receive more when being honest about his nature, truthfully. It doesn’t necessarily have to be something personal, just stories heard and believed enough to know that demon were purely wicked creatures who were unwise to entertain for even a second. It’s not unwise advice. Yet, still, perhaps because of the soft treatment he’s received so far, he just huffs out a little noise of disappointment. ]

    Really. When I have been nothing but cordial?

    [ But indeed, not interested in details whatsoever. He sighs and shrugs before he gives his answer to the question. ]

    I have my own business to attend to, naturally. As I imagine is no surprise, I have tossed in my lot with Zenith, and thus, I have my allies to look after and attend to. I may not need rest, but they certainly do.
    glowup: (11)

    [personal profile] glowup 2023-01-18 03:54 am (UTC)(link)
    Really.

    [For Real, and everything. Being cordial arguably makes it worse, because Anders knows in his paranoid mage bones that there are definitely people here who are too ignorant and easily taken in by cordial to realize demons are bad news!! So actually, that's bad, too. There's no winning.

    But is this not resting... He gives Sebastian's whole sitting in a chair looking tired routine a raised-eyebrow once-over, and:]


    What are you doing right now? [Looks like REST... got em!!] Are you tired?

    [He's seen without knowing what it is the Stargazer debuff a handful of times by now, and so he must assume Sebastian also has the sleepy disease if he's bothering to loiter around here and bother Anders at the clinic. But of course, this time it's funny.]
    cutlery: (too chonk to plonk)

    [personal profile] cutlery 2023-01-18 05:32 am (UTC)(link)
    [ …This does look like rest, doesn’t it. Sebastian frowns more deeply as he crosses his arms, but it comes with a look of reluctance. Anders is exactly right, of course. He is tired, and having it pointed out does cause a little flicker of defensive anger, but he’s quick to swallow it down. There are appearances he’d rather keep up, after all.

    So, he doesn’t admit to that. Instead, he admits to the part that does also happen to be true. ]


    …Not precisely, no. But Miss Amane and Miss Lottie absolutely insisted that I… [ Hm, well. They had said rest, so. ] Well, they wanted me to rest, yes. A kind, but misplaced sentiment since it is really just a bore. I am sure I would be scolded if I were to get back to things, though.
    glowup: (5)

    [personal profile] glowup 2023-01-19 02:20 pm (UTC)(link)
    [Ah, and now Anders is torn between thinking it's very funny that two young women have apparently corralled this demon into sitting still and taking a rest under threat of scolding, and the usual: being vaguely horrified that the demon is interacting with people out there in the world. People who might not know how to resist a demon's wily ways...!!

    Given Sebastian is sitting here lamenting how whipped these two girls have him, though, Anders will allow himself to calm down for an hour and just think it's funny. He even laughs, a short little sound like he hasn't done it in a while and has to remember how to make it happen.]


    And a scolding would break your heart, I'm sure. Are they Zenith, with you? I'd be glad to know someone over there has a good head on their shoulders.

    [All Meridians seem to be reckless to the point of hilarity, and he's made peace with that. It's fine. These demon-tamer women are doing great, wherever they are.]
    cutlery: (room temp IQ on that one)

    [personal profile] cutlery 2023-01-20 05:00 pm (UTC)(link)
    [ Sebastian gives Anders a doubtful look at first, but… Decides against explaining it. He has a feeling that even if he did elaborate on why their scolding holds some weight, Anders wouldn’t exactly believe him. What he doesn’t think about is that this is totally fair because it’s stupid. ]

    They are, yes. Longer than I have been, even.

    [ If you count the little excursion before Kenos, at least. Sebastian personally does in part because his own stay was brief but just as much because the thin thread that connects the two worlds is enough of a similarity that Kenos feels like a continuation. accidentally genre saavy ]

    I feel that I should point out that most of Zenith has “good heads on their shoulders”, as it were. It was not our side that had proclamations to give.

    [ set and voryn, looking at y’all… Not that Sebastian disapproves, of course. He loves the drama they brought, but that’s also just his personal taste at work. ]