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!!!
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Conclusion: Let's Not. Not because it's just a stupid idea in general, but because Douman can foresee people actually benefiting from this. Gross.
What Matsui comes up with is better, anyway, because it is both absolutely banal and incredibly absurd???? Again, Matsui is Douman's favorite person. It's like watching an alien amongst them...or, perhaps, like communing with a mountain spirit when he was actually a decent onmyouji. When he laughs this time around, it actually sounds genuinely bemused and amused. ]
Ahー calisthenics! [ Clapping... patronizingly.............. ] Mmm, mmm, what a fantastic idea! [ IS IT??? ] Please, do demonstrate, this ill-informed monk hasn't the faintest idea of what something like that would entail!
[ then why dID YOU SAY IT WAS A GOOD IDEA, douman is whack ]
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Fortunately for both of them, because Douman is a maniac who wants to deprive the world of warmth, this doesn't happen. He stands back up again a moment later, rubbing his hands together to stave off the cold that he's brought upon himself by dipping his stupid hand in the water...]
You must have more faith in me than I deserve, offering such kind words without even knowing what it is.
[He delivers this punkass statement with the same sort of deadpan flavor that he says most things... Genuinely he has no idea if Douman actually knows and thinks it's a terrible idea, or if he really doesn't and is just clapping and cheering him on to be a bozo about it.
But that's neither here nor there because the important thing is Matsui is now going to drag him into some MORNING STRETCHES.]
If I am to demonstrate, then you should follow along so you may warm your blood, too.
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And honestly, Douman should've expected Matsui's invitation to join him in grandpa exercises, but he has the gall to look slightly surprised (offended????) by the offer. What, him, a 10 out of 10, having to do exercises meant for 6s and 7s? (keep dreaming, Douman) ]
Mmmm...?
[ Pointing to himself. "Who, me?" ]
Mm, mm, there's no needー I'm very warm, very warm indeed... [ Spoilers: He Is Not, but discomfort doesn't bother him!! A weird clown!!! ]
no subject
Anyway hateful that this is about to happen, but it is!! Matsui is just canting his head to the side a little, looking at Douman and his generally large and meaty self. Maybe he really does have insulation from the cold... Maybe he can magic himself a warm shield... His brow knits a little because he's envious if that's true, he's COLD.]
Are you?
[The thing that is about to happen is this: Matsui making his chilly little way across the gap between them so he can reach out, attempting to rest his fingers in a very light and elegant way against Douman's arm so he can test the temperature there.
His fingers are fucking icicles, unfortunately.]
no subject
[ Perhaps if Douman took a moment to think about wearing his robes properly, his arm would be more insulated against Cold Tsukumogami Fingers... alas. Commitment to the titty aesthetic means that he leaves himself WIDE open for this attack, which feels far more egregious than it has any right being. ]
Mmmmnnnnnn!!!!! [ Watch this dumb clown shrink back from a willowy tsukumogami... like a cat whose tail's been just stepped on. ] Please, Matsui-dono, I implore you, not with the hand you've just dipped into the water...!!
[ YOU SADIST!!! PUBLIC ENEMY NO. 1!!! Also, Douman is A Liar, because his arm is like a refrigerated hunk of ham. Cold and clammy. ]
no subject
Anyway, he just looks at Douman's big beefy clammy arm and down to his own hand, which is just sort of hovering in the air now that Douman's escaped like a personally wounded cat. HE'S NOT A SADIST!! DOUMAN IS JUST A WEENIE!!]
I can't say that my other hand would be much warmer.
[THAT ISN'T THE PROBLEM.]
More importantly, you don't feel warm, either.
no subject
Perhaps you're so cold, yourself, that you're unable to feel my body heat...?
[ quick, maybe if he spouts bullshit about the human anatomy, Matsui will not touch him again with ICE HANDS ]
A dire situation, a dire situation indeed! Quick, Matsui-dono, you must start your calisthenics before you freeze yourself solid.
[ It's like he cannot do anything but come up with petty lies, help. ]
no subject
It seems Matsui isn't falling for his very convincing lies though, even if he doesn't know that much about the human body himself. (It's because he could very well freeze to death and he'd still be fine with it but that's neither here nor there.)
Anyway.]
I still have fine motor control and I don't feel like undressing, so even if I am cold, I am not yet at a state where it might mean my life is at risk.
[WHY IS PARADOXICAL UNDRESSING HIS BENCHMARK FOR HYPOTHERMIA.]
no subject
Congratulations, Matsui. Douman is Confused. Like, logically he guesses he understands the undressing thing, because of the whole "get naked and huddle for warmth" survival tip, but that would also necessitate... Douman getting undressed...? What is GOING ON ]
My, my, my... I hadn't expected you to be so...
[ A judgmental look, here. ]
...Forward. [ Says Douman, the nudist clown. This is such an insult, coming from him. ]
no subject
He's also just giving Douman a blank look, because he? Has a feeling??? That somehow... in the course of the few words he's said, he managed to launch them into a different topic entirely... Actually, maybe he should blame this on Douman.]
I hadn't expected that, either. [WHAT DID HE SAY TO MAKE HIMSELF SOUND FORWARD HELP HIM.] Unless you're referring to the very dire stage of hypothermia in which a person feels as though they're burning and undresses, thus hastening their demise which was already so close?
no subject
[ Why did Douman have to say it liKE THIS
But he did. And he looks pensive about it, as if he expected Matsui to be the type of person to suggest naked hugs, when he is perfectly aware that the only thing Matsui has suggested thus far is old man calisthenics.
Maybe trying to punk the tsukumogami a lil... see if that pokerface breaks... ]
Have you witnessed many demises caused by undressing, Matsui-dono? [ what happened to this convo, forreal ]
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Anyway this is so fucking stupid but Matsui looks like he's giving some serious thought to this question? Why??]
Mm... Not caused by undressing, no. [WHY IS THIS A CLARIFICATION.] I have seen many demises and some have been without clothing, but undressing is not typically the cause. I have never witnessed a human freeze to death, either.
[It didn't get cold enough where he was wielded to watch people freeze, save for on the battlefields or during sieges, but he knows it happened...]
Starvation was much more common. That is also a concern here. [A peering, curious sort of look.] Have you been eating?
no subject
Except don'tー Douman is thankfully moving right along, though he does nod sagely at the entirety of Matsui's initial statement, as if he's spitting straight-up wisdom in Douman's direction. Very interesting... Matsui is like a little death gremlin, Douman is so fond.
That said: ] Ah... ahaha! You continue to be so maternal in your concern!
[ "Have you been eating, dear?" (Douman adds the "dear" mentally, because he's deranged.) What a question. He gestures to himself, all six feet five inches of subhuman dorito. ]
I cannot say I've been eating well, but I remain as sturdy as ever! An onmyouji can go days without eating, as can monksー this Douman is both!
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Is that so? [Is he maternal in his concern?? He's never known a mother a single day in his life, so this is news to him.
In any case, that about checks out for what he knows of monks and onmyouji and priests in general, so while he gives Douman a scrutinizing once-over - scrutinizing just in the way that Everything He Does seems to be, due to the intensity of his stare and the sharpness of his eyes - he seems satisfied enough that Douman isn't two steps away from keeling over.]
That is good, then. But if you have a need for it, someone made a broccoli soup earlier from one of the recipe books in the library.
[Specifically broccoli soup and only that, since it was the only recipe in the book.]
no subject
Gross. ]
Mmm... ha, ahaha! [ What Is Funny About This, we have no idea. He rocks back and away from Matsui and his ice-blue eyes, suddenly spiteful about being seen. ]
How charitable of them. Even in a place like this, with Meridians pit against Zeniths [ Zenites??? is there a term for them, lord ], compassion reigns.
Will your calisthenics be offered without questions of loyalties?
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But he doesn't ask any questions because he rarely ever does, instead considering the words before the question. Is such a simple act really compassion? In a way, he supposes. How strange.]
I am without allegiance to either, so I have no concern for the loyalties of others. I only wish to serve and protect the lives that I can.
[Granted, this wouldn't change even if he wasn't unharmonized, but he doesn't bother saying as much. Moreover, even though divulging one's unharmonized status could really be a detriment in this sea of maniacs, he seems completely unperturbed. Maybe he's naive! Maybe he's just that confident in his abilities! Maybe it's a secret third option that has to do with [redacted]! The world will never know.]