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abraxasooc2022-10-25 10:11 am
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EVENT #10: AFFLICTION - WRAP UP
Event #10 - Affliction (Wrap-Up)
go to the IC event post or OOC info post
Similar to how things began, the effects of the Heralds don't fade all at once. For any variety of reasons, some characters will find they are free sooner than others - as early as a days, even a week. By the end of the month, around the 26th, the effects will disappear from the last person.
The omens will linger for longer, infesting the land into early November. Bit by bit, however, these signs will also fade and things slowly return to normal. At least, where the Old Gods are concerned.
The omens will linger for longer, infesting the land into early November. Bit by bit, however, these signs will also fade and things slowly return to normal. At least, where the Old Gods are concerned.
Lingering Gifts
Every character who made a choice in that dream will find the object of their chosen Herald inside their domain: the dead moth in the rose, the teacup with the nightshade berry, or the cracked hand mirror with no reflection.
Try as they might, they will not be able to get rid of the item. The best they can do is bury it someplace where they can pretend it doesn't exist. How did it get here? Is it a gift from the Heralds? A sign that they're forever changed? The object certainly feels different. Touching it or holding it feels warm, almost comforting. As wary as some may be, the aura of the object is not sinister, at least not in the typical sense. It's familiar—like finding an old possession once thought lost.
Try as they might, they will not be able to get rid of the item. The best they can do is bury it someplace where they can pretend it doesn't exist. How did it get here? Is it a gift from the Heralds? A sign that they're forever changed? The object certainly feels different. Touching it or holding it feels warm, almost comforting. As wary as some may be, the aura of the object is not sinister, at least not in the typical sense. It's familiar—like finding an old possession once thought lost.
Unease in the Factions
Although the infestation has passed, the natives of Abraxas remain apprehensive of the Summoned. Some of those apprehensions might fade with time, but things don't entirely go back to what they were.
◎ Thorne
In Thorne, while high-ranking mages treat the Summoned the same as ever, as though they've long been well-aware of what unknown potentials lie within these Summoned, apprentice mages, common guards, and regular staff in the Castle might be a little more hesitant to interact with characters. They won't be rude, just distant or less quick to befriend you. If you're the charming type, you may get them to warm up to you again.
◎ The Free Cities
In the Free Cities, attitudes span the gamut as always. Some behave no different while others will keep their distance. Others even take an interest in characters, as though they're a scientific curiosity. Portam Hall and higher officials are keeping a closer eye on everyone - but they've been doing this for some time. Much of this depends on the character. If you've made a name for yourself being helpful, most will warm up to you again. If you're a known troublemaker, they might continue to stay away.
◎ Solvunn
In Solvunn, the sense is closer to a cautious respect similar to how one might approach a beautiful but very large animal. Offerings will continue, but some might choose to bother the Summoned less, making sure that they only ask them for assistance over things that they feel are worthwhile. Even so, there remain some who won't treat the Summoned any different - mostly those who have taken characters into their homes as family. The Council, too, appears to take matters in stride. The will of the Gods is all that matters.
Interrogations ("Volunteers")
We're offering an opportunity for your character to be questioned (and possibly even arrested) by the factions! This is entirely voluntary on the player's end, but of course for the characters, it won't be voluntary at all. The combination of the Heralds sweeping through and tensions from the war means faction officials are beginning to keep a closer eye on the Summoned.
Characters can be taken aside for any number of things that fall under "dubious but not actionable." In other words, if your character will be noticed for conspiring to murder an official or something major along those lines, we ask you reach out to us on Plot Engagement as that's a full plot. However, if your character might've been spotted sneaking around on rooftops or eavesdropping on guards because they're only thinking about a major crime, then you can let us know here.
Characters will not be detained unless they are uncooperative while being questioned or raise suspicions by lying too much in an unconvincing way. (In Solvunn, this means being temporarily banished to the Tertiary Settlement.) Each faction will have their own methods of approaching matters. Characters will be able to interact with other characters even if they should end up being detained, and they will not be harmed at any point so long as there is no violence on their part.
Characters can be taken aside for any number of things that fall under "dubious but not actionable." In other words, if your character will be noticed for conspiring to murder an official or something major along those lines, we ask you reach out to us on Plot Engagement as that's a full plot. However, if your character might've been spotted sneaking around on rooftops or eavesdropping on guards because they're only thinking about a major crime, then you can let us know here.
Characters will not be detained unless they are uncooperative while being questioned or raise suspicions by lying too much in an unconvincing way. (In Solvunn, this means being temporarily banished to the Tertiary Settlement.) Each faction will have their own methods of approaching matters. Characters will be able to interact with other characters even if they should end up being detained, and they will not be harmed at any point so long as there is no violence on their part.
Thorne
Characters in Thorne will be pulled aside by one of the castle guards and taken to a sparse but comfortable room. They'll be questioned by the captain of the guard or one of his officers. They will not be restrained and, if they have a fairly decent reputation in the castle, will be treated respectfully.
Depending on how characters answer the questions or behave, they'll either be thanked and sent on their way after an hour or so, or they might be arrested and sent down into the dungeons for a couple days to a week while officials "consider the situation." The dungeons, as always, have an enchantment that suppresses any magic or supernatural abilities that'll affect all characters while they're down there. They'll be fed three square meals of surprisingly good quality, and each cell has four beds.
Character can have visitors from any of the other Summoned. Further, if they're lucky enough to have someone on the outside vouch for them, they can be released into a form of "house arrest" where they'll be confined to their quarters for the remainder of their time instead of held in the dungeons.
Depending on how characters answer the questions or behave, they'll either be thanked and sent on their way after an hour or so, or they might be arrested and sent down into the dungeons for a couple days to a week while officials "consider the situation." The dungeons, as always, have an enchantment that suppresses any magic or supernatural abilities that'll affect all characters while they're down there. They'll be fed three square meals of surprisingly good quality, and each cell has four beds.
Character can have visitors from any of the other Summoned. Further, if they're lucky enough to have someone on the outside vouch for them, they can be released into a form of "house arrest" where they'll be confined to their quarters for the remainder of their time instead of held in the dungeons.
Free Cities
Characters in the Free Cities will be pulled aside by one of Cadens' city guards and taken to a section of Portam Hall reserved for questioning. The room is small and sparse with no windows. They will not be restrained unless they resist from the start. The guards will be professional and polite. If you have a solid reputation for helping or otherwise being an upstanding citizen, they'll be friendlier - and some might even apologize for the trouble. If you're a known troublemaker or have caused problems in the past in the city, they'll be more stern with you.
Depending on how characters answer the questions or behave, they'll either be thanked and sent on their way after an hour or so, or they might be arrested on charges of obstruction (or whatever fits) and will need to spend anywhere from a couple days to a week in jail. These jails are holding areas meaning characters will have an unsavory roommate or three - drunks, petty thieves, etc. Only one cot is available, so they'll have to fight for it or just sleep on the ground. The food is edible but tastes awful.
If characters are lucky enough to have a friend on the outside, guards do in fact accept bribes and will let someone visit to bring in a few amenities including better food for a silver or two. For a bigger chunk of gold, one can even formally pay a "fine" to Portam Hall instead, thus granting the character an early release. This person must be willing to navigate the forms and lineups at Portam Hall, as well.
Depending on how characters answer the questions or behave, they'll either be thanked and sent on their way after an hour or so, or they might be arrested on charges of obstruction (or whatever fits) and will need to spend anywhere from a couple days to a week in jail. These jails are holding areas meaning characters will have an unsavory roommate or three - drunks, petty thieves, etc. Only one cot is available, so they'll have to fight for it or just sleep on the ground. The food is edible but tastes awful.
If characters are lucky enough to have a friend on the outside, guards do in fact accept bribes and will let someone visit to bring in a few amenities including better food for a silver or two. For a bigger chunk of gold, one can even formally pay a "fine" to Portam Hall instead, thus granting the character an early release. This person must be willing to navigate the forms and lineups at Portam Hall, as well.
Solvunn
Characters in Solvunn will be approached by someone they know well in the commune. This may be their host family, the local baker, or anyone who is a native of Solvunn that would have a rapport with your character. If there is no one of that sort, then they would be approached by one of the kindly Elders in the commune. They'll be asked to walk or to come inside the home.
Depending on how characters answer the questions or behave, they'll be thanked for their help and sent on their way, or they will be told that this requires the Council's attention. The Council will then inform the character their behavior is disruptive to the health of the commune in a time of strife and be banished to the Tertiary Settlement for anywhere from a few days to a couple of weeks. They won't be alone in the Tertiary Settlement. Other outcasts of the commune live there long term and anyone from the other settlements can come visit them, as well. While there, they can make some money fishing if they're good at it or do a small bit of hunting or repairs around the land.
They must serve out their time in the Tertiary Settlement. No amount of convincing, money, or vouching will allow a character to return before their banishment is complete. However, once they've returned they will be welcomed back into the community as though nothing happened - and no one will speak of the incident again.
Depending on how characters answer the questions or behave, they'll be thanked for their help and sent on their way, or they will be told that this requires the Council's attention. The Council will then inform the character their behavior is disruptive to the health of the commune in a time of strife and be banished to the Tertiary Settlement for anywhere from a few days to a couple of weeks. They won't be alone in the Tertiary Settlement. Other outcasts of the commune live there long term and anyone from the other settlements can come visit them, as well. While there, they can make some money fishing if they're good at it or do a small bit of hunting or repairs around the land.
They must serve out their time in the Tertiary Settlement. No amount of convincing, money, or vouching will allow a character to return before their banishment is complete. However, once they've returned they will be welcomed back into the community as though nothing happened - and no one will speak of the incident again.
The mechanics for this will work as follows:
◎ Fill out the form and reply to this comment under the correct faction heading for your character.
◎ We'll roll for 2-3 characters at a time Don't worry - everyone will get their turn eventually. We'll only be using RNG to determine the order for who gets taken aside and when.
◎ When we reply to you, the "interrogation" will take place semi-IC. This means there won't be a full NPC thread. Instead, we'll describe the question your character is asked and possibly the behavior of the guards. To answer, you'll do the same and describe how your character will answer and behave rather than writing out a typical IC tag. You can add dialogue or any IC text you like, but this isn't required - just telling us will be enough.
◎ Characters can sell out someone else if they want. Depending on the information they choose to hand over or the person they're turning on, this might free them from being questioned or get both of them in trouble. Please be sure you communicate with all players involved if you choose this option!
◎ If your character will be lying or omitting vital information, we'll roll for how well their lie or omission is believed. If your upcoming reply is a lie or omission, please note how convincing your character is on a scale of 1-3 with 1 being poor and 3 being excellent. This will determine your character's number of dice during the roll.
We'll be rolling with a multi-sided die, meaning this is not a hit or miss situation. Rather, suspicion will increase or decrease on a scale as appropriate.
◎ Fill out the form and reply to this comment under the correct faction heading for your character.
◎ We'll roll for 2-3 characters at a time Don't worry - everyone will get their turn eventually. We'll only be using RNG to determine the order for who gets taken aside and when.
◎ When we reply to you, the "interrogation" will take place semi-IC. This means there won't be a full NPC thread. Instead, we'll describe the question your character is asked and possibly the behavior of the guards. To answer, you'll do the same and describe how your character will answer and behave rather than writing out a typical IC tag. You can add dialogue or any IC text you like, but this isn't required - just telling us will be enough.
◎ Characters can sell out someone else if they want. Depending on the information they choose to hand over or the person they're turning on, this might free them from being questioned or get both of them in trouble. Please be sure you communicate with all players involved if you choose this option!
◎ If your character will be lying or omitting vital information, we'll roll for how well their lie or omission is believed. If your upcoming reply is a lie or omission, please note how convincing your character is on a scale of 1-3 with 1 being poor and 3 being excellent. This will determine your character's number of dice during the roll.
We'll be rolling with a multi-sided die, meaning this is not a hit or miss situation. Rather, suspicion will increase or decrease on a scale as appropriate.
Questions and Answers
If after reading these you're still unsure about anything, or your question wasn't covered, please feel free to hit up our Questions thread below!
- Will NPC attitudes impact what my characters can do or have been doing?
- While the overall shift in attitude will be felt by everyone, on an individual day-to-day basis character interactions with the native NPCs can be influenced by any number of things such as rapport, charm, sympathy, reputation, and more. For example, if your character has been a loyal employee it's unlikely they'll be dismissed or demoted - but one or two customers might be less friendly than usual. Players are encouraged to write what feels realistic and reasonable for their character.
- Can the gifts from the Heralds be changed or altered?
- Fundamentally, no. However, characters may change the wilted rose into a wilted lily, turn the nightshade berry into poison hemlock, and so forth. In other words, characters can't change the thematic representation of the object, but they can adjust minor facets of it.
- What if my character would behave violently or aggressively to being questioned?
- If your character will get extremely violent or aggressive in response, please contact us on the Plot Engagement first before submitting. Factions do take violence towards their own seriously and consequences can be harsh, so we may need to work out a separate plot with you. In cases where the resulting plot may be especially complex, we may ask you to hold off for another time.
- When will this be taking place? Can I plan ahead of time with my character?
- There won't be a set schedule as to when characters are taken in for questioning. In-game players can time it in whatever way fits their plans. This will be an ongoing occurrence throughout the month and beyond. You do not need to line it up with when we contact you for the start of the encounter!
- Do I need to list every potential dubious action or just the ones I want to come into play?
- You only need to list the ones you want to come into play. Anything else will have flown under the radar. The only exception would be actions that are impossible to miss, in which case these behaviors will need to be discussed separately through Plot Engagement.
- Can dubious actions include actions that might be the fault of another character?
- Absolutely! Just be sure to work out anything involving other players with the individuals in question.
- Does my character need to possess any ill intent to be cast under suspicion?
- No, characters can be put under suspicion over a misunderstanding or something that's easily explained. They'll be given a chance to explain themselves regardless.
- Could I include actions that took place outside of my faction such as Nocwich or during the Summit?
- Yes! If someone from the character's faction might have reasonably taken notice, then you may include it.
- What if my character isn't lying but they sound as though they are?
- We're happy to roll for this as well if you'd like! If your character is the nervous sort and sound as if they're being dishonest even when they're not, let us know and rate how convincing they are as though they were actually lying.
- My character wasn't detained, but they didn't completely clear their name, either. Will this have consequences in the future?
- Possibly! We'll always communicate with players directly if any further explicit consequences might arise. Otherwise, you can assume the factions are keeping a close eye on them as usual.
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