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!!!
no subject
Ah, not so embarrassing, I would say. It is very interesting, at least to me.
[ He takes another step closer to take a better look, but then it’s down into the water. ]
Did something down there catch your eye? Or merely curiosity to see?
no subject
A bit of both, I supposeー there seems to be an office of sorts at the bottom of this pool, [ he gestures down into the depths, where the faintest outline of a semi-study is visible among murky shadows. Something that looks like a desk, a cabinet, and rows of impossible bookshelves. ] And it's so often that the rooms of bureaucrats are treasure troves of illicit information.
[ Big smile. Humans simply have not changed from the time he served in the Heian court, centuries ago; he doesn't expect alien races in other worlds to be any different. ]
no subject
True enough. If there is a sort I would guess to know all the juiciest secrets, it would absolutely be the one simply doing paperwork.
[ He nods solemnly as if it’s familiar work to him, and it is. In a sense, at least. He’s definitely done his share of work like it, but it’s still nothing compared to the bureaucrats of Hell, which he solidly is not. ]
Well. If your shikigami is not able, I suppose I can take a peek.
[ Sebastian says it confidently and with the tone that this isn’t abnormal in the slightest. The chill and the depth of the pool would definitely not be doable for most, though. ]
no subject
[ Bureaucrats are freaks, Douman agrees, but Sebastian's easy transition into offering his own hide for the sake of juicy desk-warmer gossip is slightly unexpected. He doesn't doubt that Sebastian isn't quite normal, in the conventional sense (still trying to feel out if the "s" in "servant" is lowercase or capital), but for him to bring it to light in this context is...
...surprising? Mm, not quite. Maybe Sebastian really is the altruistic type. Douman's brow hikes, but his smile remains largely amiable. ]
My, my! Would you truly risk your comfort for the sake of my curiosity, Sebastian-dono?
[ A hand flies up to his mouth, a perfect picture of theatrical scandal. ]
no subject
Well, it is my curiosity too at this point. I do not know if we should be so lucky, but it would be a terrible shame to pass by something of interest. At the very least, all my explorations so far have yielded curiosities. Nothing of importance overall, I think, but interesting, nonetheless.
[ He looks to the water again ]
Besides, it would not be risking my comfort. The cold does not bother me so much as others.
no subject
[ Reaching into the folds of his robe, offering up a book with worn spines and obvious magical attempts at decoding anything potentially hidden within its pages; it might even feel a little cursed, touching this thing, but it's ultimately harmless. ]
Records of shifting seasons, and a drastic solution to an encroaching problem. I doubt bureaucrats would've known anything about the esoteric nature of the magic proposed in those pages, but I remain curious, very curious!
[ Strangely sincere about this point. His smile turns somewhat less obnoxious, slightly muted. ]
As curious as I am about you, though, mmm... I suppose that's a bit less pressing.
no subject
Interesting… And quite a troubling problem indeed.
[ He has a bit more to say about it, but he’s stopped before he gets into his theorizing as Douman expresses curiosity about him. That gets him to laugh gently and look up from the book with a slightly sly smile. ]
Not pressing, no, but it is at least a curiosity I can answer to.
[ He wouldn’t mind questions at all since while he could just admit what he is… There’s a fun to having it teased out. Especially so with a monk, but that’s just playful bias. His eyes drop again to the pages of the book as he reads it, though clearly he has no problem continuing to hold a conversation while he does so. ]
Not that I will answer every question, mind. I do like to keep some air of mystery.
no subject
But, hm. Games, then. His expression turns as serene as the water in front of them, his lips lightly curved to the shape of his amusement. ]
But of course. What would we be, if we were always so obvious?
[ Says the guy who gleefully made exposition-heavy villain speeches half the time he'd ever appeared in his game's subplot. Contradictory as ever, a liar by nature. He taps his chin, thinking of what question he'd like to ask.
Ultimately, he settles on: ] What does the word "Servant" truly mean to you?
[ Wordplay. No matter how Sebastian replies to this, Douman figures it'll be a fun little insight into his mind. ]
no subject
Well… A person in the employ of another, but with a particular power dynamic behind it. A servant need not feel loyalty in their heart, but they are expected to at least make a show of it.
[ It’s a perfectly earnest answer, and even in the more loaded context of Sebastian’s Covenants, he wouldn’t phrase it any differently. The stakes may be more intense, but how he carries himself will always be the same. So, naturally, he’s curious why Douman would ask. ]
If I may, does it ring differently for you?
no subject
Still, there's a certain satisfaction in receiving Sebastian's insight into servanthood. The man didn't couch it in terms of morality like "subservience", and only implied that the terms of employ is decorative rather than substantive. That, in itself, seems to please Douman. ]
A fine show you'd make, I wager!
[ In response to Sebastian's definition. Douman sways briefly, as if the momentary displacement of balance helps to restring his thoughts. ]
Mmmmm... on my end, it rings similarly! Quite similarly, in fact. Though the employ I'm envisioning tends to be more arcane, and the terms of the servitude more extreme.
[ An obscure, opaque description. ]
no subject
Ah, I see.
[ There’s a little more stress put on that “ah” that’s a note of recognition. Sebastian’s friendly smile cools, and there’s a more open appraisal as he takes in Douman more seriously. He hadn’t indicated which side of the equation he falls on, so Sebastian considers both. He’s certainly… an odd sort, to put it lightly, and that makes him think perhaps he lies on the same “side” as Sebastian does. That’s deserving of a little more caution, but it’s not how Sebastian outwardly expresses it.
He seems to relax a bit, and gives a casual shrug in response. It’s nothing secret, after all, so he ends up admitting the truth of it easily. The reaction is likely to give him information in return, after all. ]
I admit, I am sometimes in such employ as well. I would daresay it even used to be necessary for me to manifest among mortals, but Kenos has changed the rules a bit, clearly. I cannot say with certainty, but I like to at least imagine that Lady Yima saw use for a demon without such bindings.
no subject
Ah! A demon... how fantastic! This humble priest is omnivorous, you seeー a creature with an affinity for both the harmless and the harmful!
[ Craning forward, tipping towards Sebastian the way a sunflower bends towards light. Too close for comfort, in some contexts; a cat arching itself into the nook of someone's personal space. ]
Lady Yima certainly has good taste, to have such esteemed company within her ranks. I, too, am a demon of sortsー a beast of circumstance, a walking shadow! Relieved of my homeworld burdens, given independence here in Kenos.
Ah, the joy of being untethered! [ As if he wasn't already unhinged back in his world, as if he has ever been good at anything but pursuing his own interests. ] Mmmmm, Sebastian-dono, how good it feels to have found a kindred spirit in you!
no subject
Well, then that is good to hear. I admit, I have my reservations with priestly types in terms of how they might find my presence.
[ Not… that it was something he was all that concerned about in general, much less with Douman. Indeed, as Anders himself had found out, Sebastian was more likely to just prod at those that found him distasteful. ]
Though in that sense, I am also surprised to hear that you are a demon. Of sorts.
[ He repeats that phrasing with punctuated, but playfully toned pauses. Anything similar to him is intriguing, but also something he’s deeply interested in understanding. His sort of demon isn’t exactly hospitable to their own, but Sebastian also thought of himself as more reasonable and distinguished than most. When necessary, of course. ]
If I may, what sort do you mean?
no subject
Without distinction, and without value.
[ A wobbly explanation of his personal moral system (or lack thereof); Douman doesn't feel beholden to this either, biased as he is about certain things and exceptions. But he says it as if he's convinced, smile stamped and tone light. ]
As for what I am... hmmm! I am Ashiya Douman, an onmyouji from a bygone era, reborn into the modern age as a spirit. Previously, I was bound to servitude under a world-conquering foreign entity, but alasー
[ "ー"I fucked up hardcore". He doesn't say that. ]
ーsaid world is no more! [ In more ways than one. He sighs, dramatic, holding his sleeved hand to his face. ] How tragic, for my second life to have been interrupted so rudely, but ill deeds rarely pan out as well as one intends.
no subject
So, it’s also interesting how Douman describes himself. Some of the defensiveness softens because it assures him that they’re absolutely different enough that he needn’t worry about the “manners” that he was used to applying to his own kind. The name and the profession may not mean anything to Sebastian, what with his dalliances being very solidly in what would be considered the “Western” world, but servitude he does understand. And indeed, with this new understanding of Douman, he understands the curiosity about what “servant” might mean as well. ]
Well, well. I suppose being greedy enough to want contracts of servitude is rather universal. In fact, I would have said that until recently my service was purely to the whims of humanity, but this matter of our worlds being destroyed broadens horizons a bit…
[ Since though it was nothing formal, he’d definitely consider working under the Regent to be not dissimilar to a “world-conquering foreign entity.” But! No need to get into that. ]
Well, a second life now within your own hands is not so bad. Was your binding the sort where you were… [ Sebastian trails off lightly, but with a bit of a musical tone to it as he searches for the right euphemism ] I will say able to negotiate your terms, so to speak. I take up my servitude by choice, but I understand that is not a luxury all have.