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[personal profile] oblivium2022-12-28 08:47 pm
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FEBRUARY - EVENT

FOLLOW THE WHITE SCORPION


CW: mention of animal abuse, blood, creepy crawlies, murder, death.

Some of you will receive what looks to be an invitation -- check your inbox! On the screen of your smartphone, a map, and the mysterious white scorpion emblem. Curiosity killed the cat, and all that... but you're already dead, aren't you?

If you decide to follow the directions given to you, you'll wind up in the Barrens, past the ruins of two ziggurats. Twin waterfalls flow from caverns deep in the cliff walls between them, an apparent dead end. Or is it. Your adventurous senses must be tingling: hidden behind the waterfalls, a cave, deep, steep, and dark. Carefully climb down, and you'll eventually reach sewers of sorts, cracked timbers and crumbling rock lining them. Tunnels twist and turn, with some narrowing to just a few feet in diameter while others expand into huge vaults. Occasional chutes drop hundreds of feet, sending sewage and rainwater down echoing waterfalls, and you'll most likely stumble upon spiders, rats, or even Abysmals and Tonberries. If you're into alchemy or herbalism, keep an eye out for moss, fungi, roots, various minerals as well as unknown substance. Strange symbols etched in white also mark the walls—directional markers for those who know how to read them. If you look closely, you'll notice that they resemble scorpions.

► As you follow through the corridors, you notice that the shadows' created by the mounted sconces always bend towards you. When they touch you, your chest burns, and your worst memories race to the forefront of your mind, overwhelming. A cacophony of screams pierce the air, and hand-shaped wisps of mist lunge at you from all directions, caressing and beckoning. If you refuse the clear invitation to go farther and decide to retreat, they'll attempt to slap, claw and choke. Everything around you will then promptly disappear, and you'll be teleported back to your home. If, on the other hand, you choose to follow, you'll be guided toward an inn, a giant blade covered in dripping blood hanging from the signpost.

► THE PONY IS NOT PRANCING
A cracked and empty doorframe marks the entrance, and large fissures in the stone walls reveal the building’s general instability. Inside, a dozen hooded figures stand solemn and immobile on each side of the door, a man-made corridor. There's an alcove at the end, and someone waits for you there, cloaked as well and partially shrouded in smoke. There's a live scorpion on the table beside them, and their voice, when they speak, is eerily familiar -- you can't pinpoint where you've heard it before. No, it's not Aragorn.

“So you have passed the first trial. Congratulations. I suspect you have questions, but nothing here is ever given freely. First, earn our respect. Then, our trust. You have been deceived; perhaps you've already figured as much? The truth will rise when you gaze upon the cantilever stairs, but if you join us, you will eventually learn to see through smoke and mirrors. If you think yourself ready, keep your wits about you, and follow me. Otherwise, leave, and may your blinders guide you safely through the shadows.”


It's now or never. You may backtrack and return to your home, or you may follow them to an adjacent room where three people sit tied to a chair, blindfolded, a silencing spell forbidding them to speak... and your second trial is to kill one of them.

► THE FIRST VICTIM is a middle-aged vampire who lives a luxurious life in Radiance, a Restless-fueled blood farm on his property. All of them are free to do as they please, offered a roof, protection, food and pleasures... at least for a few months. The vampire and his circle of acquaintances regularly host receptions where one or a few Restless are chosen as the night's delicacies, mercilessly dismembered and devoured as the highlight of the soirée. The vampire is also known to financially support younger, recently deceased Restless without asking anything in return.

► THE SECOND VICTIM is a young woman who had her husband soul-forged and turned into a new bedframe, not long after he was caught cheating. She claims to have been heavily influenced by her Shadow and deeply regrets her decision. She was recently seen frolicking with another man, just behind the hut where she makes and sells potions that have helped countless Restless recover from strange diseases.

► THE THIRD VICTIM is a child no older than 15, who has repeatedly been caught harming animals, sometimes keeping patches of fur or limbs as mementos. They've been in the Netherworld for months now, and most say that their Shadow has not been easy on them. They were once seen helping a little girl out of the tempest, and they frequently share meals with children who can't afford them.


If you choose not to kill anyone, you'll be promptly teleported back to your home with hazy memories of what just happened.

If you choose to do as you're asked, you'll be given a small bottle containing poison: smear the liquid across the chosen victim's lips, and they'll soon collapse. You'll then be asked why you chose them [comment here], before being given a coin on which is carved a scorpion. A double-take will set it free, you're told, and your host promises that you'll hear from them again very soon, promptly vanishing into thin air. You may explore the inn if you wish, and when you're done, you'll have to walk back on your own.

THINGS YOU MIGHT FIND ON YOUR JOURNEY

► Adamantine ore
► A hidden area that's rarely found and, when it is, often contains the remains of various creatures. Something within the hideout seems to cause hallucinations, often pleasant, so much so that those having them neither want to move nor eat, and eventually waste away and die.
► Dragon bones
► A dusty painting of floating islands
► A type of robust vine that grows on rock, clinging so tightly that they can help keep looser surfaces from falling apart.
► A corpse. Every inch of the body is covered in tiny bite marks. The bites have even penetrated through the clothing and armour, and the face appears to have been chewed off, making it unrecognizable.
► Crystals that grow out of the walls, shattering into dust if touched.
► Statues that talk to each other, in apparent conversation. It's mostly gibberish, though you may catch clearer sentences here and there, such as: "they were made to forget", "too powerful to be banished", "dead and born again", "only a few have awakened".
► A stalagmite that has been carved into the shape of a figure writhing in agony. It vaguely looks like a Ferryman.


FIND OUT WHAT HAPPENS IF YOU KILL ONE OF THEM
Two weeks later, you'll be visited by a beggar in thick rags asking for coin. If you pay attention, you'll recognize their face as they partially -- and purposely-- push back their hood to reveal who they are: the victim you thought you murdered. Dun dun dun. Give them the White Scorpion coin and they'll give you a poisoned dagger in exchange, only a few words before they leave: "We'll meet again before we climb."
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[personal profile] oblivium2022-12-28 08:37 pm
Entry tags:

EXPLORATION LOG - JANUARY

LES FLEURS DU MAL


In a desperate attempt to find a cure for the Harvest's curse, Amun has officially authorized an expedition to the Neighboring Isles. Whispers claim that he's also affected, which might explain why the Hierarchy seems to give more of a damn. Hale's head healer is in possession of an old journal containing bits of information about a rare plant with extraordinary properties, a blotched map seemingly leading to a secluded grove on one of the nearby isles. The only reward, should you wish to go, is the Hierarchy's gratitude... and well, your life, if you happen to be cursed.

A Ferryman helps you cross over to the nearest isle, where dark sand and dense woodland welcome you. Tangled woods shroud most of the coast, and a nameless range of rugged, tree‐cloaked hills rises to the north. The remains of an ancient hill fortress sprawl across the summit; according to the journal, that's where you're going, looking for anything resembling a door. There is none, but if you keep reading, you'll come across a puzzle:

“You must find a hole too small for a thumb, yet large enough for a household”.


The answer to this puzzle is to find a squirrel’s hiding spot inside a tree knot. As soon as you gaze upon it, you'll instantly be sucked in, as if through a portal. The feeling is odd, almost as if you're simultaneously left breathless and given all the air in the world to hold in your lungs. You instinctively try to find your balance. There’s no up, no down, no left, no right, no light--there’s just a void, until you sense humidity, and hear the distant flow of water. You're in a tunnel of sorts, and you can just about make out a glimmer of light a few hundred feet away. Distant, yet present. As you move towards it, it too seems to move towards you. It draws nearer and nearer, coming closer and closer, until it meets you halfway. Here you are, the light blinding you for a few seconds. As you eyes adjust, you gaze upon exactly what the journal described - a grove unlike any other, its grass high and silver and its trees multicoloured, scents you've never smelled before. Birds chirp. The breeze sings. Literally. There's a long, sinuous river nearby, and it might be tempting to just sit and relax, but don't forget you're on a mission!

► THE WATERFALL
Crystal clear, fresh, soothing... Anyone with magical abilities might detect its own mystical potency, harmless yet maybe a trifle mysterious. If you keep flipping the pages of the journal, you'll stumble upon a passage that mentions “the water concealed us, yet turned us against each other”, as well as “the blob-like foes”... Come again?

► THE RIVER
...Ah. Here they are, six of them, emerging from the waters and groaning guttural as you approach the riverbank. If you drink from the waterfall, you'll appear to the creatures as one of them, and they'll allow you to cross over. Otherwise, they'll attack you as soon as your feet touch the water, and you're in for an impossible battle to win. There's no other way if you wish to go forward, and it's up to you to decide how quickly your character figures out what to do. But that's not all. Unfortunately, for the next few hours, whenever you come to harm in any way, another close to you will feel the pain and bleed in your stead.

► THE OTHER SIDE
Now that the blob-like foes are calmer and behind you, you finally reach the other side of the river, welcomed by an incredible expanse of forested area. There’s trees and vines and distant sounds of unknown creatures, and the scenery is ever-changing around you, drawing you in. During your trek, you eventually come across a campfire, its embers still crackling slightly. For the most observant among you, you might take note of drying spots of blood on nearby leaves. Following a trail of footprints, smashed leaves and broken branches, you'll then discover the corpse of a man at the foot of a large willow tree... and the face of a mournful dryad in the middle of its trunk.

It's the Bluebell Toll, she tells you, interrupted by a raw string of bloody coughs, seeds littering the ground. Flowers instantly sprout -- bright cobalt bell-shaped blossoms filled with white pollen. And thorns. The journal does mention Bluebell Bane, and if the blackened flesh of the corpse is any indication, it seems highly toxic. Avoid direct contact with skin if you don't want to wind up poisoned, though if you already suffer from the harvest's curse, the toxins won't affect you. However, you'll soon realize that they're also complicated to harvest properly, quick to violently fire off their thorns if you aren't delicate enough, so be careful!

If you talk to the dryad, you'll learn that the corpse was her dearest friend, who unfortunately perished as he attempted to save her from the curse. If you're poisoned, she'll also mention that drinking from the waterfall again might delay the inevitable, though you better find a healer quickly afterwards. If you tell her that Healers in Stygia are working on a solution involving Bluebell Bane, she'll laugh sadly, wondering how a flower could be both her demise and her only hope. If you promise to come back for her as soon as a cure is made available, [comment here]. Regardless, she'll invite you to close your eyes as soon as you're ready to leave, and you'll be transported back to the gates of Serene.
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[personal profile] oblivium2022-12-28 08:17 pm
Entry tags:

JANUARY - EVENT

DANCE FIRST, THINK LATER
With the strange, florid illness affecting many and the Hierarchy's latest mishap, the people of Stygia are growing restless (!). Petty crime is on the rise, Doran's apologies a temporary balm for concerned souls. As a show of good will, you are all cordially invited to the Midwinter Banquet, all expanses covered, an event usually reserved for members of the Hierarchy as well as their close friends. Lucky you! And you won't even have to walk.

You feel the gentle bouncing of your horse-drawn stage-coach as it climbs the rolling hills just outside of Radiance. The lavish interior of the coach is covered in smooth purple silks that cradle you in comfort... or would, if the occasional moan didn't disturb the otherwise posh ambiance. The path up the hill to the gatehouse is lined with brown, withered leaves and a thin blanket of snow, which marks the clear end of the Respite. Guards await you across the long bridge, confiscating any weapon you might have and securing them in large chests; from the gatehouse, you finally enter the Courtyard, where the party is already in full swing.

Before you get any farther, Doran appears on a dais with a cup and a contrite smile:

“Esteemed guests... Thank you for being here. I am truly grateful to have each one of you here tonight, and though you may still resent us for the terrible mistakes we've made, please accept this invitation as a token of our desire to do better. I have come to the tough realization that my time may have come to an end, and though I shall continue to assist your heroic endeavors, it is with bittersweet reservation that I announce my political retirement. New heroes must arise to fill the void, and for that I look to you. Here's to you, dear friends, and may you find it in your heart to forgive us.”


POINTS OF INTEREST
► COURTYARD
In the courtyard, guests talk and laugh amid candlelight and falling leaves. The music of a chamber ensemble drifts from the castle hall. You'll find:
► Tables laden with wine and fruit
► Games of chance at a busy table
► Winding paths and trysts in the gardens
► OUTER HALL
A servant will offer you a mask; if you wear it, no one will be able to recognize you as long as it covers a portion of your face, from your physical features to your voice. Someone's watched too much Superman. Touch, on the other hand, might betray who you are. Here, you'll find:
► A dancefloor filled with dancers
► Chamber musicians at the west end
► Tables laden with food and drink to the east
► Past the tables, the door to the Inner Hall is guarded by a masked sentry who informs would-be intruders that the Inner Halls’ tables are restricted to the Hierarchy's closest friends due to lack of space
► Reputable artisans behind golden kiosks offer some of their products for free, from potions to trinkets.
► THE POOL OF SANCTIFICATION
A wide pool filled with crystalline water, known to temporarily silence Shadows. It also tends to collect one memory from anyone who's ever bathed in it, including you. If you're anywhere close to anyone whose body touched the water, you'll be able to see one of their memories as you would a grainy movie.

► INFORMATION
Observing or listening to guests might reveal the following:
► Some retainers wearing a strange broach, stinger-shaped
► Doran appearing exhausted, often retiring to his study
► Doran and Amun on the balcony, standing peculiarly close
► Désirée, particularly on edge
► Assana middling with guests, taking the time to greet as many people as possible
► A man allegedly coming from the Far Shores has been locked in the cistern undercroft

Alcohol flows, fireworks pop. Maybe you're even having a little fun... until you aren't. You might have caught dusky, gossamer tendrils in the periphery of your vision over the course of the banquet, evaporating the moment you looked. They didn't go anywhere. They coiled and gathered, unbeknownst to all, until the sky darkened and loomed and now crowds you, enveloped in a hazy cloud of shadows. A scream pierces the ambient air. Shwip, shwip. Murmurs rise, and you hear a loud thud as commanding voices order the crowd to disperse. As the cloud slowly dissolves, you see him, Doran, lying motionless on the balcony, twisted in impossible angles; his mouth is a gaping hole next to him, eyes wide where his head has rolled.

Next to him, Désirée screeches, a desperate cry as she sobs and screams and cups her own face in terror... and then in something that looks like anger. It happens then. The change, staccato and unnatural movements of her limbs, and her flesh slowly rips, literally torn apart as something else seemingly emerges in her stead: her Shadow has finally taken over, effectively turning her into a Spectre.

As guards flock to the horrifying scene, Désirée lurches forward in a fit of rage and begins to feast on the panicking guests. You might spot a strange figure beckoning you in the midst of the frenzied commotion, masked and cloaked. If you follow them, they'll silently lead you to the Inner Hall; a beautifully furnished foyer welcomes you, four stone pillars framing the open space. Paintings and illustrations adorn the walls: circles of cloaked people, seemingly praying; floating islands threatened by a giant sword coming down from above, splashes of red paint across the canvas; Ferrymen, heads bowed, chained and on their knees; Stygia engulfed in darkness... Do not loiter, you're promptly scolded, led to a second floor where you're unceremoniously pushed inside a spacious chamber. You've been deceived, they say, promptly locking you in without another word. What. There's a strange well in the middle of the room, your only means to escape; hold your breath and jump, there's nowhere else to go.

You'll land in a huge, dark cavern, knee-deep with water; something strange and massive faintly glows at its centre-- an egg? Two narrow tunnels lead out through caves into a swamp located in the Barrens, sealed by heavy doors that are barred from the inside. Unlock them and go! If you've removed your mask, Désirée will follow you, and you have no weapons. It's immune to magic, but weak against light.

Alternatively, if you decide to ignore the stranger, you'll have to leave through the gatehouse, where Désirée might linger and where guards look for anyone with a brand on their arm. Luckily, they're a bit distracted by the tumult of the evacuation, but if you wish to escape, you'll have to fight your way through the melee, weaponless, and will most likely shed more blood as guests flee. The chests containing your weapons are inaccessible -- at least for the time being.

A few days later, a cryptic message appears on the Netherwork, untraceable:

“An ill life, an ill end. When you stand in the middle of a blizzard, you must make a choice: pray to your Gods that it subsides, or find the wisdom to ascertain the reason why you remain snowed.

Justice starts with a sting.”