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abraxasooc2023-02-16 09:58 am
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EVENT #12: INVOCATION - OOC POST (PART 1)
Event #12 - OOC Plotting ( 1 )
As indicated in our Volunteer Post, characters are being abducted. Beginning on February 20th, the Summoned - alongside locals - will be going missing across Abraxas. Officials will notice within the week, but if your character will file a formal report about a missing friend or colleague, there will be a comment in the replies where you can let us know.
Those not taken captive will be tasked with investigating the disappearances and rescuing their fellow Summoned. Of course, there's room for sabotage or other nefarious schemes, as well. How characters react is up to players! The fewer who lend their assistance, and the more difficulties caused by rescue efforts (intentionally or otherwise), the less favorable the outcome will be for the abducted Summoned - and those sent to save them.
Those not taken captive will be tasked with investigating the disappearances and rescuing their fellow Summoned. Of course, there's room for sabotage or other nefarious schemes, as well. How characters react is up to players! The fewer who lend their assistance, and the more difficulties caused by rescue efforts (intentionally or otherwise), the less favorable the outcome will be for the abducted Summoned - and those sent to save them.
This event relies on player-to-player coordination and player coordination with the mod team. Please communicate with each other, and don't hesitate to ask us any questions you're unsure of. We'll be on hand to answer as quickly as possible, to help facilitate this plot and move it forward.
For clarity, we'll use the following terms throughout the event write-ups to refer to the two groups:
◎ The Lost will refer to the Summoned who have been abducted and held captive.
◎ The Spared will refer to the Summoned who were left alone and not taken.
◎ The Lost will refer to the Summoned who have been abducted and held captive.
◎ The Spared will refer to the Summoned who were left alone and not taken.
The Lost
All groups have been assigned. If you volunteered and haven't received your assigned group, please check your inbox and/or contact us.
Only those assigned to be the Lost will participate in this aspect of the event. Remember that you can withdraw from your role for any reason if you decide you'd prefer not to participate in the scenarios described below. Just be sure to let us know so we can keep track!
Only those assigned to be the Lost will participate in this aspect of the event. Remember that you can withdraw from your role for any reason if you decide you'd prefer not to participate in the scenarios described below. Just be sure to let us know so we can keep track!
Investigation avenues will be provided in a separate post during the IC Event Log. Characters can choose to investigate anything they like however they want. We'll reply with what the result is, which you can use to your advantage when planning the escape.
Abduction
Volunteers assigned as the Lost can decide how they're taken and under what circumstances. We won't dictate the precise situation, as we want players to have some room to determine what works best for their characters in terms of how they'll be overwhelmed by their captors.
You're not required to thread out a character's capture, but you can if you want. Other characters can be involved! If you'd like your character to be captured alongside another, to be with a friend they fail to save or to arrive late to the scene as their colleague is dragged away, these are all feasible options. The only stipulation is that your character is taken as the outcome.
That said, we do have some guidelines for consistency and to help you plan:
You're not required to thread out a character's capture, but you can if you want. Other characters can be involved! If you'd like your character to be captured alongside another, to be with a friend they fail to save or to arrive late to the scene as their colleague is dragged away, these are all feasible options. The only stipulation is that your character is taken as the outcome.
That said, we do have some guidelines for consistency and to help you plan:
◎ Characters will be taken over the course of a week. This will also give players some time to enter the IC Event Log when it's up, without feeling as though their character needs to be there from the very beginning.
◎ Their captors will possess fairly powerful magic, and there will be enough of them (a group of 3-5) to subdue even the strongest of the Summoned.
◎ Their captors will be dressed in long robes and strange masks. They will not be identifiable by voice, scent, or other senses. A spell will encircle them, protecting them from any identifying markers.
◎ Characters will be taken in isolated locations. Examples include dark alleyways in the Free Cities, the desert, wandering empty Solvunn settlements late at night, or outside the walls of Castle Thorne (or in the rural areas of Nott). Where and why you place your character is for you to decide.
◎ Fighting back is possible. Characters may injure their captors or even kill one or two of them (but not all). Decide what's reasonable for your character, but they must be captured in the end.
◎ Once subdued, characters will lose consciousness. They will not be awake for the journey transporting them to their final destination.
Arrival
Characters will be disoriented and groggy. Upon their initial awakening, they'll be trapped in a strange holding space. They'll have to break out of this area before they can join the others. There can be up to two to a space, so players are welcome to find themselves a "roommate" to help them break free.
We'll reveal what this holding space looks like on the IC Event Log, but we can tell you that breaking out won't require a key. There won't be any doors at all, and characters might be in some peril.
Once free, they'll still be trapped. They'll just have room to move around and can help anyone else who's still stuck or later arrivals who need assistance.
We'll reveal what this holding space looks like on the IC Event Log, but we can tell you that breaking out won't require a key. There won't be any doors at all, and characters might be in some peril.
Once free, they'll still be trapped. They'll just have room to move around and can help anyone else who's still stuck or later arrivals who need assistance.
Captors
The captors, who call themselves acolytes, will be elusive at most. They will rarely speak, except to utter some ominous phrases or answers. When they appear, they'll emerge from the shadows as if from nowhere. They'll be wearing the same hooded robes and masks. The only identifiable marks will be height and build.
They are not invincible. Characters will have the chance to attack or steal from them if they want, but this must be accomplished using a mod dice roll.
More information will be revealed on the IC Event Log!
They are not invincible. Characters will have the chance to attack or steal from them if they want, but this must be accomplished using a mod dice roll.
More information will be revealed on the IC Event Log!
Weapons & Abilities
While held captive, characters will have the following limitations:
◎ Reduced abilities and magic. While limited, powers won't be gone completely. Characters will be able to tap into a remnant spark of their abilities and powers. It'll be extremely weak, unstable, and prone to fluctuations - like a signal that's been interfered with.
◎ Confiscated weapons. Any weapons or useful tools will be taken. Characters will be able to keep their clothes and small personal effects such as jewelry.
Network & Horizon
While held captive, characters will have the following limitations:
◎ Limited ability to enter the Horizon. Although characters can step into the Horizon for a few minutes at most, they'll find something's been done to them that affects the concentration required to remain in the Horizon for an extended period or to enter it with any frequency.
◎ Disruption to the Network. Messages sent and received through the network might show signs of distortion (faded handwriting, scrambled words) or be incomplete. Messages can also additionally reach the wrong person or become public instead of private. They also will have difficulty reading messages posted by the spared Summoned who are left behind, including open posts - similar to having poor reception.
◎ Overall, the idea is that characters aren't completely cut off from the Network or the Horizon, but they'll be limited just enough so that exchanging information isn't a breeze. They'll need to try several times, piece scraps of different messages together, and more. Make use of this in whichever way feels fun!
Surroundings
Characters will arrive in a place that's dark and underground. Figuring out where they are is next to impossible, and their surroundings will be constantly shifting, as if under an illusory spell.
◎ There are no cages or holding cells. Different than a typical dungeon, characters will be thrown into a pit together. It isn't large, but they'll have room to spread out. What this space contains will be revealed on the IC Event Log...and there will be opportunities for it to become much larger eventually.
◎ Food is scarce and must be scavenged. Characters will need to decide how to divvy up what supplies are available. Or if they don't want to play nice, they can hoard it for themselves. Scavenge, fight over portions, or step in to make sure everyone gets along. How this is managed is up to you!
◎ Monsters prowl above. Some could notice the captured Summoned below. Take care not to draw unwanted attention.
◎ Improvising weapons and tools will be possible. Characters with a bit of ingenuity can take advantage of their surroundings to lightly arm themselves. It may not help them escape (or will it?), but they can at least have a chance to defend themselves from small creatures (or fellow Summoned), or bind any wounds they receive.
◎ The environment will fluctuate. Temperature will change randomly. What starts as a cold "night" can quickly become as balmy as a summer's day. Odd noises, rumbling, and other disturbances might feature. It won't be easy to get comfortable or sleep.
Non-Summoned Captives (NPCs)
Characters will find the Summoned are not the only captives. They'll be held with other unknown NPCs. These NPCs will be from all over Abraxas, but the unifying factor is that they're from poor or rural areas - people whose disappearances are easily overlooked. A few might be bandits, pirates, and thieves.
You're free to use these NPCs as you like and even make some up, similar to how the rest of the game works. The acolytes don't care what happens down in the pit. Characters can fight NPCs, kill them, or protect them. We'll be sure to telegraph if there are any important NPCs relevant to event progression, but generally speaking, the purpose of these NPCs is to facilitate threads and CR with other player characters.
Additionally, you can have an NPC you previously created captured (or an NPC created by another player, with their permission). Just be sure that it'll be reasonable for them to be taken. A well-known artist is unlikely to go missing, but if you've written an NPC who's a lone fisherman or a traveling merchant, you can bring that NPC into the situation with you...and determine how they fare.
Additionally, you can have an NPC you previously created captured (or an NPC created by another player, with their permission). Just be sure that it'll be reasonable for them to be taken. A well-known artist is unlikely to go missing, but if you've written an NPC who's a lone fisherman or a traveling merchant, you can bring that NPC into the situation with you...and determine how they fare.
Ascension
Throughout the first week, characters will notice captives disappearing one by one. It might be a friend, it might be a stranger. They won't know where these characters have gone or what's happened to them. The only evident thing is that they're suddenly gone - and the acolytes won't give any real answers about it.
You can determine your character's fate. There's no limit on how many characters will be disappeared or how many will remain unaffected. However, if possible, we'd like to ask you to let us know your decision so we can get a sense of the numbers.
Don't worry if you change your mind later or if you don't decide until the IC Event Log! You can wait to answer or edit your reply if it changes.
Choose Your Character's Fate
Don't worry if you change your mind later or if you don't decide until the IC Event Log! You can wait to answer or edit your reply if it changes.
Disappearances
Characters who are disappeared will awaken alone in the middle of the night, although they don't seem to have moved. Instead, it's as if everyone else has vanished.
The robed acolytes will approach characters without warning or a word. They will be magically restrained and taken by force. From there, they'll be led to a mysterious site hidden behind an illusory veil and winding paths. You can be taken alone or with others, including player characters or NPCs, or you can skip over playing out the experience altogether and simply thread the effects that occur afterwards.
While the full details will be revealed on the IC Event Log, participants should be prepared to experience:
The robed acolytes will approach characters without warning or a word. They will be magically restrained and taken by force. From there, they'll be led to a mysterious site hidden behind an illusory veil and winding paths. You can be taken alone or with others, including player characters or NPCs, or you can skip over playing out the experience altogether and simply thread the effects that occur afterwards.
While the full details will be revealed on the IC Event Log, participants should be prepared to experience:
◎ A moderately disturbing ritualistic procedure involving unknown substancesAfterwards, characters will return to the underground cavern to rejoin the others.
◎ Resulting physical and/or psychological symptoms (mild to severe depending on player choice. See below for more.)
Rejecting or Succumbing
Disoriented and feeling not quite like themselves, characters will need to manage their symptoms while searching for an escape. You'll choose if your character will reject the process or if they will succumb to it. Although we'll provide a list of potential symptoms your character will experience, you're free to pick which effects you want to apply. Rejection will bring on more of those related effects, while succumbing will bring on more of the latter.
Effects last a minimum of 3 days, but can remain as long as you choose. Symptoms can arrive gradually one at a time, steadily increasing in severity, or all at once.
You can mix and match symptoms from both lists at the start as your character wavers. Eventually, however, characters must undergo one path or the other.
Effects last a minimum of 3 days, but can remain as long as you choose. Symptoms can arrive gradually one at a time, steadily increasing in severity, or all at once.
You can mix and match symptoms from both lists at the start as your character wavers. Eventually, however, characters must undergo one path or the other.
◎ Effects through rejection may include: moderate to extreme agitation, unexplained bleeding (such as from the eyes, nose, or mouth), light sensitivity, rare bursts of strength, mild confusion, unexplained bruising or lesions, bizarre growths within the open lesions, exhaustion, and the beginnings of thorny growths on small areas of the body. They will also be able to see past certain illusions, which might give useful clues.
◎ Effects through succumbing may include: an urge to bring others into the "fold" (violently or otherwise), roots emerging from the skin or pores, a modest return of some abilities or magic, unexplained bruising or scratches, inability to sleep, vivid hallucinations including ones that transform the body, odd plant-like growths, and increasing difficulty distinguishing reality from illusion. They will also be able to see past certain illusions, which might give useful clues.
Whether characters reject or succumb to the process, they'll receive the same lore at the end (their ascension), so don't worry about the outcome. This choice will be more about if you want to emphasize the body horror aspect or the psychological aspect for your character.
Succumbing or rejection can occur for any reason! It does not need to be about willpower or strength, although it can be. However, the reasons can also be wholly physical, similar to how the body may reject a virus. Pick what works best for your plans.
The Unaffected
If you'd prefer, your character can avoid being chosen. The Lost who weren't "disappeared" won't experience any of the scenarios above, but it'll be up to them to help those who are most affected...or protect others if they must.
They'll also have the chance to try a cure with a 50/50 chance of success on one character of their choosing, if they like. This will require a mod roll, which could result in consequences for the person attempting to give the cure.
Additionally, as the unaffected will have a clearer perception of things, they could better contribute to investigations. Characters will need to work together, using their combined advantages and information, to plot a path to freedom.
They'll also have the chance to try a cure with a 50/50 chance of success on one character of their choosing, if they like. This will require a mod roll, which could result in consequences for the person attempting to give the cure.
Additionally, as the unaffected will have a clearer perception of things, they could better contribute to investigations. Characters will need to work together, using their combined advantages and information, to plot a path to freedom.
The Spared
Characters who aren't part of the Lost will remain behind in their respective factions. They'll have the opportunity to rally the remaining Summoned, work with officials, and even reach out across faction borders to rescue their friends, as well as the missing native Abraxans.
As circumstances grow dire, some paths might push characters down darker roads in their attempts to save their friends. Characters will need to decide how far they're willing to go - or how far they'll let their fellow Summoned go.
Below are some broad strokes about how each nation will react and what potential avenues of investigation are open to help you plot. More will be revealed on the IC Event Log.
As circumstances grow dire, some paths might push characters down darker roads in their attempts to save their friends. Characters will need to decide how far they're willing to go - or how far they'll let their fellow Summoned go.
Below are some broad strokes about how each nation will react and what potential avenues of investigation are open to help you plot. More will be revealed on the IC Event Log.
While officials watch the Summoned closely, the unfortunate fact is that disappearing Summoned are not uncommon. However, officials will hear evidence and concerns from the Summoned.
The remaining Summoned should file reports and bring evidence that their friends were taken as opposed to merely vanishing from Abraxas. We'll use any reports to flavor the IC Event Log.
Report a Missing Summoned
The remaining Summoned should file reports and bring evidence that their friends were taken as opposed to merely vanishing from Abraxas. We'll use any reports to flavor the IC Event Log.
Initial Reactions
Once officials are convinced something more is going on, they'll react accordingly, both to find where the lost Summoned are, and to prevent any others from being taken...if they can.
Thorne
◎ Ambrose Rhett, who's deemed responsible for the Summoned he brought into Abraxas, will send a team of mages around Castle Thorne to investigate. By the end of the week, he'll call an emergency meeting in his office. There, he'll inform the Summoned that a number of the Summoned have vanished suspiciously.
◎ Ambrose will admit that there have been other disappearances in the rural areas of Nott - a rumor that's been circulating since the mediation.
◎ Military presence in the castle will increase and anyone living outside the castle is asked to return for their safety, although they won't get in trouble for refusing. The Summoned can continue to leave the castle walls, as well as travel to Nott, but they'll be assigned a royal guard for protection when not inside the castle itself.
◎ Mages will begin to conduct spells and other magical tools to locate the missing Summoned, as well as provide defensive measures for anyone who's venturing out to search. The remaining Summoned will be encouraged to help.
◎ Anastasia Rhett, the Duchess of Hayle, will arrive in Castle Thorne without announcement. For the first time, she appears willing to put aside her differences with her brother to help the Summoned.
Free Cities
◎ Making a report in Cadens is difficult, due to overpopulation in the Free Cities, especially with the ongoing refugee situation. Unless characters have an established rapport with a Free Cities official, they might be stuck filling out forms and facing long wait times while city guards are short-staffed.
◎ Once word reaches the right person, Marlo Reiner, the Prime Minister herself, will call a meeting at Portam Hall to alert the remaining Summoned of the situation. The Summoned are advised to be in groups or to use a military escort, and to limit unnecessary travel to unpopulated areas. Soldiers and city guards will be available to protect anyone who makes a request.
◎ A curfew is enforced on the natives in Cadens, but the Summoned are exempted. They'll be allowed to move freely to help with the investigation. Military jails will begin to fill up as the army detains and questions any locals they deem suspicious.
◎ A few small birds are seen soaring in the sky. Careful examination will reveal that their bodies are shiny metal and that they're traveling in a repeating pattern unlike that of regular birds. Anyone who asks will be told that these are indeed mechanical search birds, meant to help look for the missing or anyone who's in trouble. They don't have a large range and can only fly for an hour at a time.
Solvunn
◎ The Council will first approach the Summoned individually to learn more, as well as review any evidence. By the end of the week, they'll abruptly gather all of the Summoned into a meeting. There, they will inform the Summoned of something especially distressing: not only have a number of the Summoned vanished but many of the locals have also....including Josselyn Creed.
◎ With the Council one down, Isar Hart has stepped in to temporarily fill the role. He joins the other two in reassuring the Summoned that they'll do everything possible to retrieve the lost Summoned.
◎ The remaining Summoned are advised to travel in pairs or groups. They'll also be given a variety of protective charms, spells, and blessings. Rumors will fly, but the Solvunnites appear genuinely upset. Given the exalted nature of the Summoned in Solvunn, natives will provide what help they can and words of comfort.
◎ The Elders will organize offerings and sacrifices to the gods of safe travels and lost souls. Characters will be encouraged to participate.
Taking Action
Where the Lost will be investigating avenues of escape, the Spared will be investigating where the missing Summoned are and how to save them. Each faction will have different resources for characters to rely on. Although officials won't stop the Summoned from working with one another across national borders, they're more inclined to help their own. A character's rank can play a role in what avenues are open to them.
Any divided options between rank thresholds are general guidelines. If you have a Plot Engagement with us and/or an established relationship with an NPC through a plot, rank may not matter.
Players are encouraged to approach us with any plans or ideas they believe are feasible regardless of their Influence rank. Similarly, Rank 6+ characters will still need to take into account what makes sense for their character when proposing an action. We'll prioritize what's realistic based on a character's plot arc and engagement in the game over ranking.
Players are encouraged to approach us with any plans or ideas they believe are feasible regardless of their Influence rank. Similarly, Rank 6+ characters will still need to take into account what makes sense for their character when proposing an action. We'll prioritize what's realistic based on a character's plot arc and engagement in the game over ranking.
Rank 6+ / NPC Communications
For their status, Rank 6+ Summoned will be able to use their influence to have their efforts sponsored by their nations if requested. This means supplies, publicity, aid, general resources, and more. They'll equally have the opportunity to lead teams and initiatives, especially ones that might require heavy resources or funding, or vouch for someone of lower rank to help them be heard.
Characters can further request a meeting or send a letter to any official they believe will hear them out - including officials from an opposing faction, although it'll help if they've established a relationship with that person first. Characters are not limited to the three major nations. They can also reach out to officials in Nocwich.
Those below Rank 6, but have made connections to an NPC or the world through Plot Engagement can also approach us. While their influence may not be as high, that doesn't mean their actions have no impact. It may just mean they'll need to narrow the scope of what they want to influence. For instance, the locals wouldn't find their face familiar enough if they wanted to give a speech to an entire city. However, if they're a trusted worker at the library, they could possibly enter the library after hours or talk to researchers who otherwise wouldn't meet with the general public.
Characters can further request a meeting or send a letter to any official they believe will hear them out - including officials from an opposing faction, although it'll help if they've established a relationship with that person first. Characters are not limited to the three major nations. They can also reach out to officials in Nocwich.
Those below Rank 6, but have made connections to an NPC or the world through Plot Engagement can also approach us. While their influence may not be as high, that doesn't mean their actions have no impact. It may just mean they'll need to narrow the scope of what they want to influence. For instance, the locals wouldn't find their face familiar enough if they wanted to give a speech to an entire city. However, if they're a trusted worker at the library, they could possibly enter the library after hours or talk to researchers who otherwise wouldn't meet with the general public.
Since the direction for Rank 6+ characters and interacting with NPCs are widely varied, we won't provide too many guidelines. Instead, it'll be up to you to decide what they want your character to do. We'll consider any suggestion or proposal you have for this event as long as it's based on something your character has been working towards.
For example, former Nocwich delegates could write to one of the emissaries to request a meeting. A character who is Rank 4 or 5 but has established a plot involving research could request better resources to accelerate their work, which might include a meeting with an official in charge. Even if one idea may not work, we'll help you come up with something else!
For example, former Nocwich delegates could write to one of the emissaries to request a meeting. A character who is Rank 4 or 5 but has established a plot involving research could request better resources to accelerate their work, which might include a meeting with an official in charge. Even if one idea may not work, we'll help you come up with something else!
All Ranks
Characters of all ranks can participate in these options. Rank 6+ characters can also take advantage of their high ranking and use the information below to springboard their plans as outlined above.
◎ Investigations
We'll provide several points of investigation. You aren't limited to these paths, but they'll be available to provide direction and structure. See the Investigations section below for more information.
◎ Cross-faction Coordination
Up until now, officials have discouraged cross-faction interaction outside of diplomacy. Given the situation, however, the Summoned can reach out to each other and arrange meetings. The Horizon is the easiest place, but there are other possibilities in neutral locations depending on what characters can negotiate. For instance, a meeting in Nocwich would require the agreement of Nocwich officials. (Further opportunities for cross-faction coordination will arrive in Part 2.)
◎ Interviews and Interrogations
Characters will be able to knock on the doors of locals to question potential witnesses or seek information. They'll have the full support of officials, as long as they (openly) follow standard procedure. Of course, what's done in the dark might go unnoticed...and if characters are dealing with criminals, pirates, and bandits? Well, officials could be much more willing to turn a blind eye as to what needs to be done to obtain information.
◎ Rank 6+ Cooperation
Characters can work with Rank 6+ Summoned to formulate and execute plans. They might even be allowed to sit in on a meeting, be appointed a leadership role, or more with the support of someone well-known to officials. This is between players to arrange! As with all plot proposals, as long as the circumstances allow for it, we'll work with players to make things happen.
Investigation Paths
Each faction will have its distinct investigation paths, but there will be some common points, too. Characters can investigate solo, in groups, or come across each other accidentally. Play around with conflict between characters or internally over morally questionable approaches, high-risk situations, and any other details you feel will make things interesting.
During the IC Event, a section will be provided where you can comment describing what your character is investigating and how. We'll respond with an outcome to help you progress the plot and reach the necessary conclusions to proceed. Some actions might carry consequences! Further, you can fail to achieve your goal but gain unexpected information.
We've summarized some investigation paths below to help you plan. Full details will be revealed on the IC Event Log.
During the IC Event, a section will be provided where you can comment describing what your character is investigating and how. We'll respond with an outcome to help you progress the plot and reach the necessary conclusions to proceed. Some actions might carry consequences! Further, you can fail to achieve your goal but gain unexpected information.
We've summarized some investigation paths below to help you plan. Full details will be revealed on the IC Event Log.
Thorne
◎ Disappearances in Nott
Disappearances around the rural areas of Nott and near the coastline have been a concern. Characters who feel there might be a link can investigate. They can look at the area or knock on doors to ask witnesses. They can even rough up some bandits if tensions run high...but be careful not to cross the line in front of too many locals or other Summoned who could disapprove.
◎ Mountain Travels
Adventuring types can venture via portal into dangerous locations to search for clues, depending on where tracking spells and witnesses lead them. This could be the frosty mountains or the thick forests surrounding Thorne. Soldiers will be on hand to accompany characters for safety, but characters are free to break away if they want. They should take care not to disturb the nests of sleeping beasts.
◎ Spells & Interrogation
Depending on a character's skill, they can employ a variety of spells from simple ones to more complicated risky magic. Very dangerous spells have a chance of going wrong, but in return, they'll give much more valuable information. If your character is willing to put themselves in harm's way, they might be rewarded...at a cost. Prisoners who are brought in for questioning could be subjected to one of those spells if your character's convinced they know something important.
Free Cities
◎ Deserts and Hills
Disappearances deep in the desert wasteland and desolate hillsides are not unheard of. Characters who feel there might be a link can investigate. Portals will be provided in this rare instance to cut down on the harsh and long journey, as well as the army's trained hounds. Anyone who digs deep might unearth some hidden chambers that should be left closed.
◎ Bandit Camps
Bandits can be a valuable source of information. Characters can approach these camps however they see fit: infiltrating, bribery, coercion, or plain old intimidation. How far a character goes is up to you. Officials won't step in, as bandits aren't citizens of the Free Cities, but the other Summoned around could take issue with certain approaches...and the bandits might remember in the future.
◎ Technology & Interrogation
Characters can help develop or expand technology, devices, and other techniques to aid in the investigation efforts. This can range from the innocuous (such as a high-end tracker) to something much more dangerous or nefarious. After all, the Free Cities has applied harsh methods to get answers out of prisoners in the past...and the Summoned won't be prevented from helping with that if they value their friends over a stranger.
Solvunn
◎ Josselyn Creed
Disappearances near the coastline of the Tertiary Settlement, as well as missing fishing boats, have been a concern. More importantly, Josselyn Creed appears to be a key factor in all of this. Characters can investigate the disappearances, Josselyn, or both. They might find that the sentiments in the Tertiary Settlement are unexpected where Josselyn is concerned.
◎ The Lost Swamps
Adventuring types can venture via portal into dangerous locations to search for clues. This can include the thick bogs and swamps, and the notoriously dense forests around Solvunn. Many of these areas host old shrines, ancient magic, and things best left alone. Characters can decide what forces they're willing to disturb for answers.
◎ Rituals & Witnesses
Where Thorne and the Free Cities rely on standard questioning, Solvunn believes that any events witnessed are done so by the will of the gods. They'll bring these people in to learn what they've seen. Many of the locals won't hesitate to submit to the rituals necessary to "unlock" their memories, though others might take more convincing. Some of these rituals can be dangerous or even difficult to watch. Characters can decide whether they're willing to go through with it or not.
Preview: Escape & Rescue
Part 2 of the event will arrive in March. It'll feature escape and rescue, and will bring the event to its conclusion. We'll provide more details when the time comes for Part 2 to go up, but we're giving a brief outline of what to expect so you can anticipate what's coming.
The tentative date for this log will be March 9th. A brief OOC post will go up a day before to facilitate any necessary plotting.
The tentative date for this log will be March 9th. A brief OOC post will go up a day before to facilitate any necessary plotting.
Escaping
Not everyone will make it out, and those who do will face some trials before they reach safety, including a 1-2 week journey. There will be two main paths to take. You can choose what best suits your character. This will occur roughly at the same time as the rescue and negotiation efforts, and some of it will require coordinating with players of characters on rescue missions.
◎ The escape group will not be in the clear. They'll end up in an unknown and harsh environment, and will need to rely on their wits and skills to survive as they attempt to make their way back home. All powers will return at this stage of the event - if you want. Abilities can come back slowly or continue to be temporarily limited for players who prefer that option.Escapees will find making it back to their respective factions a struggle - but fortunately, they're not alone. Some help will be coming their way in the form of their fellow Summoned...or so they'd hope.
Escaping will require active participation. Players should be able to commit to more time-sensitive threads in the IC Log. Characters will be able to uncover some lore during this portion, as well as meet up with the rescue team. The emphasis will be on journeying, survival, and monster encounters.
◎ The holdout group will remain behind. While we'll RNG this if needed, we're anticipating some volunteers, as staying behind is what will allow the others to escape. In other words, characters can choose to sacrifice themselves for others to break free while they stay back. They can also be caught behind unintentionally if your character is not the selfless or heroic type.
Those who stay behind can handwave the remainder of their imprisonment until rescue comes. This does not mean staying behind will lack activity options - it only means that you have more room to opt out if needed. Characters will be able to uncover lore around the site they were held, as well as meet up with the relief team. The emphasis will be on environmental and continued psychological and/or body horror.
Rescue & Negotiations
There will be two main paths to take. You can choose what best suits your character. This will occur roughly at the same time as the captured characters' escape, and some of it will require coordinating with players of the kidnapped characters. Both teams will have the opportunity to collaborate and meet up with teams from other factions if they choose.
◎ A rescue team comprised of the Summoned will be sent to rescue those who are trapped in the wilds of Abraxas following their escape. How the team discovers their escape, who goes to help them, and what their plan looks like is up to the Summoned. We'll provide some guidance and an outline of what options are available, but the specifics depend on how the characters involved want to proceed. Rank 6 characters have the option to lead this initiative if they volunteer to do so.
Rescue missions will require active participation. Players should be able to commit to more time-sensitive threads in the IC Log. This team will be able to witness firsthand any on-site lore discovered by the escapees. The emphasis will be on tracking, survival, and monster encounters.
◎ A relief team comprised of the Summoned will be sent to negotiate for the release of those who were unable to escape, then retrieve them. This is not just limited to politically-oriented characters! Characters with healing skills, who want to act as protection or backup, and more, can all join in. How proceedings go is up to the Summoned. We'll provide some guidance and an outline of what options are available, but the specifics depend on the characters involved. Rank 6+ characters have the option to lead this initiative if they volunteer to do so.
Relief missions will require moderate participation. Players should be able to commit to plot-sensitive threads in the IC Log and communicate with the mod team to arrange the scenario. This team will have first contact to free those who remained captive, as well as help uncover lore at the capture site. The emphasis will be on environmental horror and healing assistance.
◎ A variety of support and aid can be provided by characters. This can be as involved or as limited as you want (for example, characters can simply provide healing ointments for the rescue team to take with them).
Players are free to handwave any assistance provided on a smaller scale. And of course, characters don't need to help at all.
Notes & Details
Event Organization
In addition to the IC Event Log, we'll also put up a Coordination Post. Due to the amount of OOC communication that may be required for this event, there will be a separate post for players to use for coordinating with the mod team, requesting rolls, investigations, and more.
The Coordination Post will also have a section for network-style in-person threads for anyone who wants to play out scenes that may not be logistically feasible to do as a log thread. This can include large group meetings, interviews involving several characters, a multi-person argument, or anything of that nature.
The purpose is to let multiple players interact and progress a scene quickly without the expectations or pressures that might come with a standard log thread such as posting order, tag length, or thread length. Threads of this type will be considered Network threads if used for Activity Check.
More details will be provided on the Coordination Post, but we wanted to give you an idea of how the event will be organized so you can factor it into your plans.
The Coordination Post will also have a section for network-style in-person threads for anyone who wants to play out scenes that may not be logistically feasible to do as a log thread. This can include large group meetings, interviews involving several characters, a multi-person argument, or anything of that nature.
The purpose is to let multiple players interact and progress a scene quickly without the expectations or pressures that might come with a standard log thread such as posting order, tag length, or thread length. Threads of this type will be considered Network threads if used for Activity Check.
More details will be provided on the Coordination Post, but we wanted to give you an idea of how the event will be organized so you can factor it into your plans.
Event Schedule
The IN-GAME EVENT will ICly take place February 20 - late March
The EVENT LOG (PART 1) will go up on February 19 for players to participate in.
The EVENT LOG (PART 2) will go up on March 9 (tentative date), with the OOC PLOTTING POST arriving the day prior
The WRAP-UP will go up end of March (date based on how things proceed)
Plotting Form
Plotting forms are available below for your convenience. We've provided two forms based on your assigned group.
The Lost
Use this form if your character is assigned to be one of the abducted Summoned.
The Spared
Use this form if your character has been left unharmed and will be investigating the missing Summoned.
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!
General
- Can I investigate something other than the provided options?
- This is possible. We want players to get creative! However, for the sake of logistics, we need to make sure there aren't too many branching paths for the mod team to organize, so we encourage you to consider ways in which your ideas can be merged with existing investigation paths. That said, if there's a unique investigation path you're eager to do, please ask us and we'll see how we can help.
- I have an idea based on one of the investigation paths, but it isn't explicitly written in the details. Can I still try doing it?
- Yes, you can give anything you think might work a try when investigating. We'll do our best to reward thinking outside the box. In some cases, we might redirect you to the mod communication section to workshop a proper event plot if necessary.
- Is it possible to unknowingly cause harm through an investigation?
- Yes, if you're interacting with any of the investigation points, your character will risk unknown consequences to others, including death. While we'll telegraph when consequences are around the corner, players should be prepared to have their characters face being responsible for something they didn't intend. Not to worry! There won't be jail time or direct retaliation, but much like the Nocwich assignment, they might end up with a guilty conscience or having to ask themselves if they made the right choice.
- Will there be consequences afterwards to harming or killing NPCs, whether during interrogations or in the pit?
- Not among faction officials, unless your character will be flaunting it or bringing it to attention in a way that can't be ignored. However, characters might face consequences from other Summoned who disapprove or other NPCs at a lower level. For example, if they raid a bandit camp, other bandits might remember their face and retaliate. This could come into play during future plots or you can use it to flavor your character's interactions with unnamed NPCs in the game.
- Who is being affected by the Network exactly?
- Only those who were taken (the Lost). Characters who are taken will have difficulty sending complete outgoing messages as well as reading any incoming messages regardless of the source. This means public posts by the Spared might not be seen or will appear distorted, as well. Any messages between those who are not abducted (the Spared) will function as normal. Basically, anyone who's been taken will have a faulty reception - so outgoing and incoming "calls" will be disrupted.
The Lost
- Once captured, can characters improvise tools and weapons to attack their captors?
- Yes! Characters can attack their captors, but you must submit to roll the outcome. Just be aware that if you decide to take action, you're agreeing to accept the mod roll and potential consequences.
- Can characters attempt to escape before Part 2 of the event?
- Yes, characters can try. Logistically, some structure needs to be in place for the event to run smoothly. Nonetheless, our goal is for characters in-game to feel they have a fighting chance. Even if they fail, their attempt could be a valuable lesson for planning a successful escape later.
- Can characters hear of the missing Summoned before they're taken? Could they begin an investigation on their own?
- Yes. While officials won't make a formal announcement until the end of the week, characters can notice something amiss before then and attempt to investigate on their own. In fact, this could even be the reason they're taken themselves if you choose.
- Can I play out the Ascension procedure with other characters?
- Of course! Characters can go through it with others if you'd like some interaction, or they can do so alone. You can also involve NPCs, including ones who don't make it out alive.
- Can I decide which aspects of the procedure my character experiences?
- Yes! We'll provide "stages" to the procedure so that you can opt into how intense your character's experience is. If you want to go all the way, they can be conscious throughout the full incident. If not, you can have them pass out and the procedure will cease for your character. This won't have any impact on the effects your character experiences or the likelihood of their succumbing or resistance.
- Can characters alert anyone as they're being taken using the Network?
- Yes, you can have their message disrupted as they black out or they can squeeze out one short message to a friend just before they're captured. This can be one of the reasons characters realize something is wrong as opposed to the disappearances that occur when a character drops.
The Spared
- So if my character receives messages from a captured character, it'll be distorted?
- Yes. However, if a character is sending a message to someone in another faction who wasn't taken, the Network will function as normal, since nothing will be interfering with either person's reception.
- Will there be more opportunities for cross-faction tasks in Part 2?
- Yes! While Part 1 is lighter on cross-faction opportunities, characters will be able to gather into groups and meet up with teams from other nations as they put their plans into motion.
- Can characters question witnesses and investigate without going through the formal investigation paths?
- Absolutely! Threads don't need to be a part of the investigation paths we offer. Characters can investigate as part of a thread meant for CR development or other purposes without interacting with the mod investigations. You just won't receive any plot reveals.
- My character prefers to work alone, but I want to force them to work with others. How can I do this?
- Beyond plotting with other players for ideas, faction officials might assign your character to assist a group, or your character might be in over their heads. Certain investigation paths will require more than one person, as well. You can tell us that you'd like to team up when performing an investigation. We'll include an outcome that'll push your character to work with someone else.
- My character's reaction depends on what the Lost are going through. Will they find out how bad it gets?
- Because the Network and Horizon aren't entirely cut off, the Lost can reach out and tell the others what's happening in bits and pieces. They may also find they're unable to hide their true appearance while in the Horizon, thus displaying the full extent of their injuries or suffering.
- If my character is meeting with an NPC, will it be a full thread?
- Threads will be kept short and to the point, and will involve a combination of dialogue and OOC description similar to the Mediation event, depending on the nature of the request and how much back and forth is necessary. Because of the scope and pace of this event, we won't be able to provide standard log threads. Don't worry! If you want a standard meeting thread, you can approach us through the Plot Engagement page as usual once the event is over.
Questions
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Should he try to break rank and fly off on his own, they won't stop him, but a small flea-like tracker will discreetly jump onto him to track where he's going.
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this is a dual question in the sense of: if yennefer asked the queen for aid, would she give it (yennefer would keep the conversation primarily on the thorne summoned who disappeared, etc.)? and/or would the queen allow yennefer to reach out to other officials to help the summoned?
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Also not opposed to literally implanting a tracker in someone to get around the possibility of their being searched. so.
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re: spells & interrogation
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regarding the psychological stuff, would he be able to use his telepathy with bursts of projecting to those that are willing in-game (such as memories/nightmares) as he succumbs with the hallucinations? just curious to how much power those sparks have when in action/how long they last.
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I just wanted to check to see that 1. Hilda getting involved in the scuffle was alright and 2. If she could still contribute part of that as evidence in her missing summoned report?
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^ I don't have access to this. Am I supposed to? Is this the right link?
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Mushrooms, plants and dead bodies
Kell studies alchemy since the beginning. Will he be able to recognize any of the plants that grow in the cavern? Anything edible or medicinal would be great.
How about plants and mushrooms the unmasked acolyte lady picks up?
I would want Kell to kill one of the kidnappers in self-defence (it won't change a thing, he still gets kidnapped, but at least he tried). What traces for investigation team will this lead? Can there be enough blood left, some of the attackers, some of his. What about the body of the killed kidnapper?
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Re: Questions
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specifically, steve's been carrying around his crystal and I wasn't sure if that is something that his captors would have taken or if that is something he'd be able to keep on his person?
thanks so much!
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1) Rinwell narrowly avoided capture by the kidnappers due to Geralt giving her an out and ending up subdued himself. As someone sensitive to magical energy, would she pick up on how strong their attackers are? And would anything about their power stand out in particular, especially given their disguising scent is rotted earth and weird herbs?
2) Rinwell doesn't have any rank or standing, so she's no one of note in Cadens. But if she was to casually ask around the kids and orphans of the city if they've seen anything weird or witnessed someone getting grabbed off the streets, what sort of information might she get from them?
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Since, the general pit landscape is a wonderful mix of fungus, mold and decay, is it something similar to what he experienced due to Koth's influence?
Can he make any connection?
Koth was plant lady, does Mysterious Acolyte look in any way similar to her?
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Re: Questions
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