Genessia Mods (
plungeintofire) wrote in
genessia_ooc2016-01-18 04:09 pm
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PLOT EVENT TIME.
A series of events are going to begin happening this week one after the other (mostly because one leads to another). Let's take a look...
1/21: EARTHQUAKE
Felt throughout all five archways and their connected subarchways, this earthquake is fairly substantial. It will last for seven minutes and will occur at 11:56pm.
1/22: FISSURE
Once the earthquake is finished, a fissure forms in the air toward the center of Genessia City, to the west of the Bay. It is not a fissure in the barrier but is visible in the air in a manner similar to a hologram being projected by a device from the ground. There is no device, however. Anyone that touches or tries to enter it will pass right through it as if it is made of mist.
1/23: SOMETHING BROKEN
A day later, a loud shattering sound will be heard. Anyone who sees the fissure now will see that it is open much wider than it was before. With it open so wide, strange occurrences will start to happen everywhere in Genessia. Specifically, people and things ending up in random places. For instance, a person in Nova City riding their flying car will suddenly find themselves crashing into a building in Fayren or flying into the river in Everglade.
Someone walking down the sidewalk in Genessia City may suddenly find themselves in a building inside of a subarchway. Genessia City's crack seems to be at the center of all of these strange teleportation issues. Temporary spacial wormholes are essentially opening up at random and people and things unknowingly pass through them and end up somewhere else in the city, another city entirely or a subarchway. Things can pass from the subarchway into cities as well, so if your ball disappears while you're playing fetch with Rover, you might want to try to check if you knocked out a bear in Fayren's forest with that curve ball. NPCs can also pass through these holes without having to be escorted by anyone to other archways or subarchways.
Keep in mind that each of the wormholes only lasts for a couple of seconds and is not visible to the naked eye. Characters with infrared vision may be able to see a heat signature disruption for around a 10 foot radius around the actual affected spot, so they will not be able to find a pinpoint accurate location either.
This is an event that characters must take action to fix.
The crack in Genessia City is very much visible and, upon that shattering, 3 parts of whatever had broken to result in the fissure seems to have scattered across the different. Retrieving the pieces and putting them back into the fissure will fix the problem. Witnesses may be able to see what direction they appeared in, but different interested parties will be able to go for each of the pieces.
The pieces will essentially be different types of dungeon runs in Fayren. It's recommended that your character go in a party for their own protection (and because it's more fun for all!)
1/25: THE FACHAN -Sign Up/Plot SIGN UPS CLOSED
The Maw is the location that the first piece fell. Asking local residents about which way the piece flew through the sky will indicate the distance and a crater in a portion of the Maw will make it clear that whatever flew this way is indeed in there. Surrounding the crater, a species of fairy seems to have taken up the crater as a part of his territory: The Fachan.
Fachan are monstrously hideous creatures covered head-to-toe in fur and has only one of each body part- eye, one hand, one leg, each placed center-line across their bodies around a gaping toothy mouth that smells of rotting corpses for half a mile. A tuft of feathers atop its head is its weak point, but some say it's easier to lift a mountain than bend the Fachen's tuft. Some of Fayren's more chatty NPCs will tell you that they've heard tell of people's hearts stopping just from looking at them. The Fachan is fiercely territorial and resents those with the ability to fly. It also has a taste for bloodshed and anyone who enters its territory is in for a fight to the death.
The Fachan seems to have taken the broken shard and put it in its tuft as though it were a hairpiece. It may not be so easy to get away from him, especially if he spots you, but it's not necessary to kill him to get the shard if your characters use their heads instead of their fists. The log for this fragment's quest will be posted on 1/25/2016.
1/30: νόστος - Sign Up/Plot
The second fissure shard seems to have fallen somewhere into a part of the forest that the locals say you're not supposed to go into. It's written "νόστος" from the ancient language on most old maps but the people of Fayren typically will refer to it as Loci's Wabe. There's not much known about this area by the townsfolk of Fayren, other than very few who go there return and the few who do seem to have been driven mad, asking for their past loves and weeping as if they've been taken from them, very few even responsive to those around them unless the name of their love is spoken. Most attempt to return and are never heard from after a second trip.
So what actually happens when characters go to Loci's Wabe in Fayren's forest? As your character appropriate the area of the Wabe, they'll start to smell something sweet. The sweet scent slowly infects your character and makes them unable to see those around them, an almost fog in their vision. The mist will also dull abilities regarding immortality, any form of mind manipulation (sending/receiving), omniscience, and similar abilities that would allow falsities to appear as truths. All other abilities will remain in tact.
As they continue into the Wabe, they'll find a clearing with many tiny, pink flowers poking through the overgrown grass and literfall. Halfway through the clearing, they'll see someone's back. Whoever this someone is will appear different to every person, but it will always be the person in their memory they love most (typically swaying toward romantic if the option is available, as it's a more passionate form of love and easier to manipulate). The person will use the character's memories to be very realistic, both in appearance and in personality, but will say anything in order to convince your character that they should stay and they'll be by their side forever.
If your character is unable to resist and slay the person with their love's face, the merrow who is creating this illusion will drown them while they're unable to focus on anything else and devour them. If the merrow is killed, the lake clearing will disappear and reveal a lake filled with skeletons where your character was, tiny pink flowers sprouting on them and giving the water that strange scent that infected your character to begin with.
Only one character can actually defeat the merrow, so all who sign up may participate but only one character will be randomly selected by a mod on the day of the log to succeed. The log will be posted on 1/30/2016.
2/4: THE MAGICIAN'S LABYRINTH - Sign Up/Plot
The third and final fragment seems to have crashed through the bottom level of the royal castle and will have somehow made its way into a labyrinth beneath Fayren's castle. Fayren's underground labyrinth was designed to hold a special keystone. Before attempting to brave the labyrinth, those who have expressed interest will be gathered into the royal throne room to be addressed by the royals themselves. Characters will be informed that the labyrinth was designed to hold a special keystone many eons by ago by the world's most powerful magician. Now that the surface to the labyrinth has been breeched, the keystone will no longer be safe there. Whomever can bring forth the keystone may become its new protector as the castle is no longer safe for it. Characters will be asked to retrieve The Keystone and the fissure shard, but be forewarned: whatever strengths they believe they have will be tested within the labyrinth and no magic nor ability will help them on their quest. Only those who do not fear being as strong as a peasant on the street need bother entering. If characters still agree, they will be brought through a cleansing ceremony (fancy getting bathed by servents and then marked with special sacred paint that shows they are accepted by the castle as one of its warriors) and shown the entrance.
Yep, that's right: Physical and magical talents will get characters nowhere in this labyrinth. Characters who enter the labyrinth who have these abilities will find themselves immediately physically and magically drained. Even after leaving, they will be unable to so much as open a pickle jar without a rubber gripper no matter how big their muscles are and all magic (and similar functions) will be gone for about a week. This includes passive and species-based abilities, such as night-vision, omniscience/omnipotence, telepathy, chi-based abilities, and so on. Basically if you aren't a normal average human you will become the equivalent of a normal average human as soon as you step foot in the labyrinth. No ifs, ands, or buts. If a person who has a life-dependent ability goes in there, they're still screwed, sorry. Seriously, no exceptions. Mechanical devices also seem to be in some kind of dead zone beneath the palace, so don't expect high-level Nova City lasers to get the job done either. Characters who fit these descriptions are still welcome to attempt the labyrinth, but they will have to do so sans abilities and will not be able to regain them for at least a week after entry.
In fact, what your character needs isn't that at all: they'll need confidence, determination, and intellect to solve a series of puzzles to get through the labyrinth's halls. In the log for The Magician's Labyrinth, there will be six puzzles set up. Multiple characters can go into the labyrinth and need to solve the puzzle set before them to proceed to the next area of the labyrinth. There are two different 'paths' of puzzles, however, and much actual maze between them, so there will need to be two teams as each path must be completed to open the chamber to the Keystone. Each of the puzzles will be posted on the log as a separate top-level and will be announced on 2/4/2016.
UPON COMPLETION: THE KEYSTONE AND THE SHARDS
After finishing the labyrinth, characters may realize that the "Keystone" was actually Fayren's Key Pendant. If any particular character contributed more to solving puzzles than other characters, they have the right to the Key Pendant above others. If not, players may decide amongst themselves who gets to have it. If the players can't decide, then a mod will RNG who gets it. Once the Key Pendant is obtained, all three current Key Pendants will begin to glow at midnight that night and won't seem to turn off no matter what your character does. More information will be given at that time.
As for the shards, the CPU will instruct characters to return them to the site of the fissure and toss them in. The shards will be able to pass into the fissure and the fissure will fix, ending the randomized teleportation holes. At this point, a new set of NPCs will begin appearing around Genessia-but more on that when the time comes. :) (There will be time for player-run events after this point, though there will also be minor NPC interaction event opportunities.)
Now before you go signing up for every single quest in this event, it's important to keep one thing in mind: You can only sign your character up for one of the three quests. I know, they all sound super fun, but we need to make sure that there's opportunities for everyone to participate in this event and since there are a lot of hero groups and go-getters in this game, we've gotta keep room open for all. CHOOSE WISELY!
1/21: EARTHQUAKE
Felt throughout all five archways and their connected subarchways, this earthquake is fairly substantial. It will last for seven minutes and will occur at 11:56pm.
1/22: FISSURE
Once the earthquake is finished, a fissure forms in the air toward the center of Genessia City, to the west of the Bay. It is not a fissure in the barrier but is visible in the air in a manner similar to a hologram being projected by a device from the ground. There is no device, however. Anyone that touches or tries to enter it will pass right through it as if it is made of mist.
1/23: SOMETHING BROKEN
A day later, a loud shattering sound will be heard. Anyone who sees the fissure now will see that it is open much wider than it was before. With it open so wide, strange occurrences will start to happen everywhere in Genessia. Specifically, people and things ending up in random places. For instance, a person in Nova City riding their flying car will suddenly find themselves crashing into a building in Fayren or flying into the river in Everglade.
Someone walking down the sidewalk in Genessia City may suddenly find themselves in a building inside of a subarchway. Genessia City's crack seems to be at the center of all of these strange teleportation issues. Temporary spacial wormholes are essentially opening up at random and people and things unknowingly pass through them and end up somewhere else in the city, another city entirely or a subarchway. Things can pass from the subarchway into cities as well, so if your ball disappears while you're playing fetch with Rover, you might want to try to check if you knocked out a bear in Fayren's forest with that curve ball. NPCs can also pass through these holes without having to be escorted by anyone to other archways or subarchways.
Keep in mind that each of the wormholes only lasts for a couple of seconds and is not visible to the naked eye. Characters with infrared vision may be able to see a heat signature disruption for around a 10 foot radius around the actual affected spot, so they will not be able to find a pinpoint accurate location either.
This is an event that characters must take action to fix.
The crack in Genessia City is very much visible and, upon that shattering, 3 parts of whatever had broken to result in the fissure seems to have scattered across the different. Retrieving the pieces and putting them back into the fissure will fix the problem. Witnesses may be able to see what direction they appeared in, but different interested parties will be able to go for each of the pieces.
The pieces will essentially be different types of dungeon runs in Fayren. It's recommended that your character go in a party for their own protection (and because it's more fun for all!)
1/25: THE FACHAN -
The Maw is the location that the first piece fell. Asking local residents about which way the piece flew through the sky will indicate the distance and a crater in a portion of the Maw will make it clear that whatever flew this way is indeed in there. Surrounding the crater, a species of fairy seems to have taken up the crater as a part of his territory: The Fachan.
Fachan are monstrously hideous creatures covered head-to-toe in fur and has only one of each body part- eye, one hand, one leg, each placed center-line across their bodies around a gaping toothy mouth that smells of rotting corpses for half a mile. A tuft of feathers atop its head is its weak point, but some say it's easier to lift a mountain than bend the Fachen's tuft. Some of Fayren's more chatty NPCs will tell you that they've heard tell of people's hearts stopping just from looking at them. The Fachan is fiercely territorial and resents those with the ability to fly. It also has a taste for bloodshed and anyone who enters its territory is in for a fight to the death.
The Fachan seems to have taken the broken shard and put it in its tuft as though it were a hairpiece. It may not be so easy to get away from him, especially if he spots you, but it's not necessary to kill him to get the shard if your characters use their heads instead of their fists. The log for this fragment's quest will be posted on 1/25/2016.
1/30: νόστος -
The second fissure shard seems to have fallen somewhere into a part of the forest that the locals say you're not supposed to go into. It's written "νόστος" from the ancient language on most old maps but the people of Fayren typically will refer to it as Loci's Wabe. There's not much known about this area by the townsfolk of Fayren, other than very few who go there return and the few who do seem to have been driven mad, asking for their past loves and weeping as if they've been taken from them, very few even responsive to those around them unless the name of their love is spoken. Most attempt to return and are never heard from after a second trip.
So what actually happens when characters go to Loci's Wabe in Fayren's forest? As your character appropriate the area of the Wabe, they'll start to smell something sweet. The sweet scent slowly infects your character and makes them unable to see those around them, an almost fog in their vision. The mist will also dull abilities regarding immortality, any form of mind manipulation (sending/receiving), omniscience, and similar abilities that would allow falsities to appear as truths. All other abilities will remain in tact.
As they continue into the Wabe, they'll find a clearing with many tiny, pink flowers poking through the overgrown grass and literfall. Halfway through the clearing, they'll see someone's back. Whoever this someone is will appear different to every person, but it will always be the person in their memory they love most (typically swaying toward romantic if the option is available, as it's a more passionate form of love and easier to manipulate). The person will use the character's memories to be very realistic, both in appearance and in personality, but will say anything in order to convince your character that they should stay and they'll be by their side forever.
If your character is unable to resist and slay the person with their love's face, the merrow who is creating this illusion will drown them while they're unable to focus on anything else and devour them. If the merrow is killed, the lake clearing will disappear and reveal a lake filled with skeletons where your character was, tiny pink flowers sprouting on them and giving the water that strange scent that infected your character to begin with.
Only one character can actually defeat the merrow, so all who sign up may participate but only one character will be randomly selected by a mod on the day of the log to succeed. The log will be posted on 1/30/2016.
2/4: THE MAGICIAN'S LABYRINTH - Sign Up/Plot
The third and final fragment seems to have crashed through the bottom level of the royal castle and will have somehow made its way into a labyrinth beneath Fayren's castle. Fayren's underground labyrinth was designed to hold a special keystone. Before attempting to brave the labyrinth, those who have expressed interest will be gathered into the royal throne room to be addressed by the royals themselves. Characters will be informed that the labyrinth was designed to hold a special keystone many eons by ago by the world's most powerful magician. Now that the surface to the labyrinth has been breeched, the keystone will no longer be safe there. Whomever can bring forth the keystone may become its new protector as the castle is no longer safe for it. Characters will be asked to retrieve The Keystone and the fissure shard, but be forewarned: whatever strengths they believe they have will be tested within the labyrinth and no magic nor ability will help them on their quest. Only those who do not fear being as strong as a peasant on the street need bother entering. If characters still agree, they will be brought through a cleansing ceremony (fancy getting bathed by servents and then marked with special sacred paint that shows they are accepted by the castle as one of its warriors) and shown the entrance.
Yep, that's right: Physical and magical talents will get characters nowhere in this labyrinth. Characters who enter the labyrinth who have these abilities will find themselves immediately physically and magically drained. Even after leaving, they will be unable to so much as open a pickle jar without a rubber gripper no matter how big their muscles are and all magic (and similar functions) will be gone for about a week. This includes passive and species-based abilities, such as night-vision, omniscience/omnipotence, telepathy, chi-based abilities, and so on. Basically if you aren't a normal average human you will become the equivalent of a normal average human as soon as you step foot in the labyrinth. No ifs, ands, or buts. If a person who has a life-dependent ability goes in there, they're still screwed, sorry. Seriously, no exceptions. Mechanical devices also seem to be in some kind of dead zone beneath the palace, so don't expect high-level Nova City lasers to get the job done either. Characters who fit these descriptions are still welcome to attempt the labyrinth, but they will have to do so sans abilities and will not be able to regain them for at least a week after entry.
In fact, what your character needs isn't that at all: they'll need confidence, determination, and intellect to solve a series of puzzles to get through the labyrinth's halls. In the log for The Magician's Labyrinth, there will be six puzzles set up. Multiple characters can go into the labyrinth and need to solve the puzzle set before them to proceed to the next area of the labyrinth. There are two different 'paths' of puzzles, however, and much actual maze between them, so there will need to be two teams as each path must be completed to open the chamber to the Keystone. Each of the puzzles will be posted on the log as a separate top-level and will be announced on 2/4/2016.
UPON COMPLETION: THE KEYSTONE AND THE SHARDS
After finishing the labyrinth, characters may realize that the "Keystone" was actually Fayren's Key Pendant. If any particular character contributed more to solving puzzles than other characters, they have the right to the Key Pendant above others. If not, players may decide amongst themselves who gets to have it. If the players can't decide, then a mod will RNG who gets it. Once the Key Pendant is obtained, all three current Key Pendants will begin to glow at midnight that night and won't seem to turn off no matter what your character does. More information will be given at that time.
As for the shards, the CPU will instruct characters to return them to the site of the fissure and toss them in. The shards will be able to pass into the fissure and the fissure will fix, ending the randomized teleportation holes. At this point, a new set of NPCs will begin appearing around Genessia-but more on that when the time comes. :) (There will be time for player-run events after this point, though there will also be minor NPC interaction event opportunities.)
Now before you go signing up for every single quest in this event, it's important to keep one thing in mind: You can only sign your character up for one of the three quests. I know, they all sound super fun, but we need to make sure that there's opportunities for everyone to participate in this event and since there are a lot of hero groups and go-getters in this game, we've gotta keep room open for all. CHOOSE WISELY!
(frozen comment) Fachan Plotting / Sign-Ups
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(frozen comment) Re: Fachan Plotting / Sign-Ups
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(frozen comment) Re: Fachan Plotting / Sign-Ups
(frozen comment) Re: Fachan Plotting / Sign-Ups
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Ready to lead, to follow a group, whatever!
(frozen comment) νόστος Plotting / Sign-Ups
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Though she might not be able to kill the thing or see through the illusion so it might be best for her not to be in the rolling to kill it because she might end up dead... or with both of them dead. Either way this might not end well for her.
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Not really, his middle name's not actually "danger"(frozen comment) no subject
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She still has to properly introduce herself on the network but she has been around since the whole mess started so... throwing Rydia in this one.
IT'S PERFEEEEECT.Magician's Labyrinth Plotting / Sign Ups
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For once he has the advantage of not being super powerful.Also open to plotting with other characters signing up for this quest.
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Feel free to plot with me here!
*casually places*
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Re: Magician's Labyrinth Plotting / Sign Ups
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Re: Magician's Labyrinth Plotting / Sign Ups
Re: Magician's Labyrinth Plotting / Sign Ups
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They could encourage each other to go?
Plus I'm dying for them to have more CR tbhno subject
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Re: Magician's Labyrinth Plotting / Sign Ups
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