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The Mods of LifeAftr ([personal profile] lifeaftr_mods) wrote in [community profile] aftr_ooc2018-01-08 05:55 pm
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January Event: Setting Fire to the Sky

JANUARY EVENT: SETTING FIRE TO THE SKY

For islanders both old and new, an important task has settled upon your doorstep, this one not issued by neither god nor beast, but rather by fellow travelers. Those who have set up their rudimentary encampments on Chol have made their intentions quite clear: they intend to make their stand on the island of Chol and defend LifeAftr's sun when it undergoes its semi-regular cycle of death and rebirth, so that the archipelago may continue.

You will be neither expected nor required to fight this fight, if you do not wish it. But the darkness will close over the islands while the sun regenerates, and like it or not, you will be at risk. At the very least, it's in your best interest to defend yourself if nothing else.

Strike a Match and I'll Burn You to the Ground

The night of January 21st, the sun hanging over every island on the archipelago will begin to dim and fade. Over the course of about thirty minutes, the sky will go from the shaded dark of a partial eclipse to the pitch black of total night. One by one, the stars will pop into existence just above your heads.

The sun will appear to shrink and fall, like a comet, until it comes to rest in the fertile center of Chol. It will look, from a distance, like a smoldering ember, or a lump of rapidly cooling coal. In fact, it almost looks like a very large egg. The Jormun staying on the island will take up their arms in preparation to fight. All their fortifications and defenses have been clustered around that central position: the glowing "egg" of the sleeping sun.
Because soon, the shadows will appear.

Crossed Hearts and Hope-to-Dies

From the morning of January 21st to the evening of January 28th, a perpetual night will descend. Every island currently available - Ensō, Monsun, Chol, and the islets - will be affected. All natural light, save for that of the stars, will be extinguished; characters must navigate through their own wits or with whatever light sources they have on hand, be they torches or lanterns. The temperature will also drop to dangerously low degree. Temperatures will average at 32ºF, or 0ºC, meaning that most standing water will start to ice over.

But even more pressing than those natural dangers are the unnatural ones, for without the presence of the sun glowering overhead, all manner of strange and terrible beasts will start to crawl out from the water's inky depths, breaking through the crusted rime as they surface, dripping, and start to clamor across all three islands, islets included. These creatures, tired of living in the dark of the seafloor, will take any opportunity to exert their will upon the surface world. They are all hostile and will attack on sight, but their target and ultimate goal is to reach the island of Chol by any means necessary, and destroy the sleeping sun while it is still vulnerable.

These creatures are unique to this event, and therefore will not be added to the bestiary. However, for an idea of some the standard fare you'll be up against...

GAHAR Gahar happen to be the largest of the night creatures and prefer to float like ghastly clouds in the sky. Their great long limbs that propel them through the air like a jellyfish, ready to descend upon unwitting victims. They tend to locate those who are isolated from their fellows. Upon narrowing in on a victim, Gahar will wrap their tendrils around them and hoist them into the air. They like to devour them slowly by absorbing them through their porous, wispy skin, but the threat is twofold: should you struggle and try to escape the Gahar's clutches, you have nothing to look forward to but a very long drop down...and it will be happy to pick over your body, once you land.
GRIMLING A black-furred, quadrupedal beast with a ropy, greasy coat that gives it a seaweed-like appearance, and a pair of glowing-coal eyes to boot. The creature resembles a dog superficially, but the proportions are nightmarishly wrong, as though certain parts of it were swollen and others atrophied beyond all use. No two Grimlings have the same general look, but all tend to travel in gurgling, snarling packs. They tend to surround their targets and swiftly overwhelm them, but they have one simple weakness: pack mentality. If one of their number grows too injured or overcome, Grimlings will quickly set upon their weakest member and tear it hungrily to pieces.
LUFKIN Lufkin are only about three feet tall, shapeless masses of mossy-looking dark with a pair of gleaming white eyes, but they're more than capable of being a bother if they will it. They excel at overwhelming you with sheer numbers, effortlessly swarming up and around any living thing unfortunate enough to be in their way. Some can be smothered by their collective dense, furry mass, but many others are trampled. Far more dangerous, however, is what they are capable of when threatened: enough lufkin can gel together to form a much larger, much more powerful conglomeration on par with a golem in terms of how difficult it can be to destroy.
MR. SKITTLES Assuming you don't attack this charming gentleman on sight, his somewhat tattered Victorian-era attire and battered top hat might give off the impression of someone a tad unhinged. Nonetheless, he is nothing short of unfailingly polite and complimentary should you let him sit near your fire. His charismatic air is enough to win over even the most skeptical, no matter how off-putting he might seem. His camaraderie only lasts until the next person or group happens along, for they'll see him as he truly is: a decrepit, horrifying figure that needs to be put down. If you can't fight off the prevailing sense that Mr. Skittles is a true and earnest friend of yours, he may very well end up turning you against your fellows and reveling in the chaos he can cause.
MURK The Murk look to be little more than shadowy humanoids, indistinct silhouettes that cry and moan almost incessantly. However, unlike most of their fellows, Murk seem to remember being something other than what they were, and are thus under the impression that they can do something to reverse their plight. That "something," unfortunately, is a single-minded desire to trade your life for theirs. If allowed to get close enough, a Murk will try and grab at your bare skin and hold onto it; nothing short of severing the limb from their formless bodies will cause them to let go. The longer they keep their hold on you, the more they start to resemble someone living, perhaps something even recognizably human...and the less you will resemble yourself. Killing the Murk in question is enough to reverse the process, but being caught between two veils such as that is both unpleasant and incredibly painful.
NIGHTHOOK A spindly silhouette of a hand that stretches out across the ground. While unable to physically harm you, Nighthooks have a nasty habit of creeping out of the dark in search of a source of light to snuff out. When a Nighthook closes around a light source, whatever it may be, it will extinguish it utterly and leave you stranded in utter blackness until you can relight it. Nighthooks cannot be killed, as they lack a physical body of any sort, but they can be spooked away with a swipe of a weapon or a loud enough noise, but take caution - such things can easily attract the attention of many of its fellows.
OOLICK A fat, hairy tick formed entirely from shadows, with a morass of stubby, waving limbs. It covers ground slowly but efficiently, oozing across the ground at a steady creep. Oolicks secrete an oily black trail behind them that is dangerously toxic when exposed to oxygen, akin to acid with how quickly it can burn through skin and clothing. And if they surround you, even attempting to fight them off might not save you, as their blood is just as corrosive. But the true danger comes from what happens when they manage to close in, for at that point, they seek to engulf you entirely. Being trapped inside an oolick is not painful, per se, but that does not mean it is pleasant; an oolick's interior locks you in a perpetual state of utter sensory deprivation that grows harder to recover from the longer you remain mired within. It's possible to free you, of course, by cutting you free from the oolick's mass, but the aftereffects of being trapped in a total sensory vacuum can plague you for weeks after.
RATHM A hunched, bony silhouette of a creature of indistinct appearance, save for the straggling mass of stringy hair that conceals all but the tiny pinpricks of its eyes. If you get close enough, you might see the unnaturally wide crescent of wickedly pointed, needlelike teeth set in a mouth far too big for its thin face, but if you get that close, that probably means you're not in much of a state to admire its dentist. The Rathm are generally placid unless disturbed, content to sit in trees or isolated patches of ground, rocking back and forth with small piping wails that sound eerily like a young child in distress. Once bothered, however, the Rathm will set upon you with a vengeance, tearing at you with webbed claws and hungry jaws. Once enraged, there is no stopping it; a Rathm only stops when it is dead.
THELESH Demented shapeshifters with a disturbingly blank default appearance, Theleshes attempt to assume the shape of someone recognizable and use the guise to grow close to another. They manage this through little more than the careful hobby of observation of the behavior of their victims. Their intention is to lure their targets into a state where they feel safe enough to allow them to draw physically close, at which point the thelesh will promptly sting them with a paralyzing toxin they secrete from a retractable spine in their wrist. This toxin won't kill you, but it will petrify you for several hours. And unless you have someone looking out for you, the thelesh plans to eat you alive in that state. Slowly.
TURSA The most intelligent of the undersea beasts, the Tursa are the only of their kind to be sophisticated enough to use tools, albeit of a crude variety - most are fashioned from sharp spines of coral, pointed shells, and chunks of driftwood. Bipedal and thick-furred in appearance, their large tusks and bulbous girth almost cause them to resemble walruses. They hunt in groups, favoring the casting of large nets woven from thick lines of seaweed to trap their prey so that they may close in for the kill.
USKAL Those familiar with the stories of water-horses or kelpies may find this creature familiar in some respects, though their function is far more similar to that of a siren. With a tall, powerful stature, Uskal resemble ordinary horses but for their size and the webbed, water-slick quality of their glossy coats. Those who grow too close may be caught in the strange aura of the Uskal's ululating cry, which invites one to come close enough to touch its silky, beautiful coat. Provided you cannot resist the lure of the Uskal's song, physical contact with its coat will reveal it to be quite adhesive. Those who do not manage to cut, burn, or tear themselves free are dragged into deep waters and drowned for the Uskal's next meal.
WENDEL These creatures are large and almost spidery, with far too many bony limbs and some stunningly agile reflexes. Carnivorous in nature, they seek to devour and destroy whatever crosses their path. Wendel are nonetheless wily and cunning; their multitudes of limbs bear an abundance of adhesive suckers, much like those of an octopi's, that allow them to climb up trees and cling to walls until they can drop down on top of an unsuspecting traveler and bind them into place with their many sticky, lanky appendages before eagerly tucking in.

Most creatures can be beaten off or killed through ordinary means, and as always, there is safety to be had in numbers. Most are especially vulnerable to light and heat due to their affinity for the shadows. As this period of time is dangerous for all characters, regardless of personal involvement, the Storyteller will reduce death penalties to the span of one week, just like what happened last time characters were caught up in a massive, involuntary struggle.

However, there is hope! Not only will characters have the assistance of those on Chol, but the Storyteller can be found in the fray, fighting alongside the rest to protect LifeAftr's sun and the adventurers both. Furthermore, they can guarantee that the Storyteller's temple can serve as a safehouse. Those who remain inside during the calamity will be shielded from the dangers of the night beasts, who will not venture within, though they'll still have to contend with hunger and cold until the event is over.

Despite the reduced death penalties, we ask that any characters that do perish in the duration of the event let us know!
I'm Gonna Change You Like a Remix

Come the 28th, the night will finally see its end. The war will be done and the white flag will be raised, and the glowing ball in the center of Chol will unfurl, having been successfully reborn. The lush center of the island will blacken and char as the heat abruptly withers all the surrounding flora until it resembles the red-baked stone of the much of the island's canyons.

Wings streaming behind it in glowing trails of orange and red, the freshly hatched sun will launch itself into the air with a triumphant cry and bring back light to the world, revealing itself to be what LifeAftr's sun has been all along: a phoenix.
When the sun rises again, so too will the temperature, the perpetual dark will cease, and the regular day-night cycle of LifeAftr will be restored. Many of the undersea creatures and shadows of the night will flee as the phoenix climbs higher and higher...but this does not mean they are gone for good.

As the sun assumes its position high in the sky once more, the Jormun stationed on Chol will be happy to thank any adventurers for their help, relieved that they were successful in staving off the sun's destruction for another cycle.

The islands of Chol and Monsun will remain until February 10th. At that point, a great fog will obscure both islands' entirety, and the surrounding waters will froth as though boiling. When the fog clears, the islands will have disappeared entirely, as though they were never there.



And there you have it! In the meantime, feel free to use this post to plot and plan, as you would for any other event!
Event Timeline
[ ♆ ] January 20th: Monthly Storytelling occurs as usual
[ ♆ ] January 21st: The dark arrives, the temperature drops further, and the first hostile creatures begin their assault
[ ♆ ] January 28th: The dark ends and the sun rises
[ ♆ ] January 30th: Those who perished are revived with a reduced death penalty
[ ♆ ] February 10th: The islands of Chol and Monsun disappear
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( CODED BY BOOTYCALL )
prettypurpleparlor: The way into my parlor (Default)

Re: QUESTIONS AND COMMENTS

[personal profile] prettypurpleparlor 2018-01-09 02:17 am (UTC)(link)
As requested, asking here: if Muffet tries to check with her magic, will any of these creatures register as having a soul to her?
raygunner: (Default)

[personal profile] raygunner 2018-01-09 02:21 am (UTC)(link)
Pooooossibly a silly question, but can the thelesh take the appearance of people off the island, or is it restricted to just people they see the victim hanging around?
unpurify: (24)

[personal profile] unpurify 2018-01-09 02:24 am (UTC)(link)
Just a question regarding the paralyzing toxin for Thelesh. Omega, one of the Batter's Add-Ons has the ability to cure poison and paralyzing (although not at the same time) and I was wondering if this would work on curing whomever gets struck by it?
Edited (I can spell) 2018-01-09 02:26 (UTC)
raygunner: (Default)

[personal profile] raygunner 2018-01-09 02:30 am (UTC)(link)
That's what I thought, thank you!
prettypurpleparlor: The way into my parlor (Default)

[personal profile] prettypurpleparlor 2018-01-09 02:31 am (UTC)(link)
'Incomplete' as in 'like an animal' or 'incomplete' as in 'fragment of an actual soul'?
unpurify: (37)

[personal profile] unpurify 2018-01-09 02:32 am (UTC)(link)
Oh excellent :D Thank you mods!
prettypurpleparlor: The way into my parlor (Default)

[personal profile] prettypurpleparlor 2018-01-09 02:34 am (UTC)(link)
Got it, thank you. :D
attheclocktower: (pic#7337602)

[personal profile] attheclocktower 2018-01-09 02:40 am (UTC)(link)
There's a reference of lingering aftereffects of being engulfed by the Oolicks. What would those be, precisely? Hypersensitivity? Lingering deprivation or dullness of senses?
scourgingstars: (has turned your spirit to a dove)

[personal profile] scourgingstars 2018-01-09 02:50 am (UTC)(link)
Ardyn is gonna (still) be at Camp Solheim the mana pool in the desert on Monsun, so if anyone wants to help run defense there or help establish it as a relative haven you're more than welcome to. He has fire magic for light/warmth, conditional healing magic for minor to moderate wounds, a giant sword and considerable experience with night-dwelling daemons.

Additionally, before the Storytelling/event he's likely going to disappear for a short retcon canon update if that's relevant to anyone--and if anybody wants to help me out with the return of Chancellor Shitkicker following Monsun's disappearance, by all means come to my arms.
Edited (punctuation) 2018-01-09 02:56 (UTC)
solperierat: (Fog - Roar)

[personal profile] solperierat 2018-01-09 02:51 am (UTC)(link)
SINCE ZERO SO SUBTLY HINTED ABOUT FOG NONSENSE gimme those sweet sweet Ryslig player deets my guys. Is the deep night going to spring up a fog on us?
shineinside: (Y: It's a long and upsetting story)

[personal profile] shineinside 2018-01-09 03:01 am (UTC)(link)
Yuka plotting adventures!

1: I had the thought of Yuka, and maybe one or two other people, getting caught out of position when the monster attacks start. Then, she can use the flare gun she got from Tim to call for help, and they could band together to hold out until rescue arrives. PC hooks: Someone else caught in the wilderness with her, rescue cavalry.

2: Once she's back with the group, Yuka's going to promptly start overworking herself. Fighting monsters, draining her stamina to heal people... she'll be putting herself in danger due to exhausting herself. She could either end up in bad condition due to fatigue and cold, or she could end up picking a fight she's gotten too weak to win. PC hooks: Someone for her to heal or protect, someone to take care of her after she's burned out.
prettypurpleparlor: The way into my parlor (Default)

[personal profile] prettypurpleparlor 2018-01-09 03:03 am (UTC)(link)
Muffet is in this for the longhaul, Ardyn Lucis Shitkicker Izunia. You're just gonna have to live with that. ::::D

Also, she and Tim had previously discussed the idea of asking volunteers to guard the mana pools, to make certain that the various dark creatures wouldn't take advantage of them/cut anyone off from using them/etc. Do you want me to have Muffet ask Ardyn if he wants to be the one officially guarding the Camp Solheim mana pool? Since it's pretty much what he's doing already, he'd be the first person she'd think to ask for that one.
scourgingstars: (stifled the choice; the air in my lungs)

[personal profile] scourgingstars 2018-01-09 03:04 am (UTC)(link)
that works for me, my dude, he's stuck there anyway so he'd be happy to help

/laughs brokenly
raygunner: (Default)

[personal profile] raygunner 2018-01-09 03:15 am (UTC)(link)
Mira will be running around trying to help... as many people as she can. Throughout the course of the event, she'll have some pretty close calls. I'm thinking she'll encounter a Thelesh who may take the form of Karin, and probably a Murk for some good ol' identity issues. Luckily, she has fire magic that she'll get very good at using. She can also heal! Likely, she will end up exhausting herself, so someone may have to force her to take a damn break. I'm also waffling on, uh, death, but I'm thinking about it pretty seriously.

Akechi will have the honor of meeting Mr. Skittles. He'll be flattered by whatever Mr. Skittles tells him, so someone may have to drag him away! I'm also considering having Akechi fall prey to a Thelesh, who may take the form of either Asch or Akira, depending. Akechi luckily also has fire abilities. If fighting happens around him, he also has some abilities that will help. Specifically, he can give someone a barrier to negate one attack. Other things I have planned... he'll be around Akira a lot, but he will be around, so if your character needs a hand I'll be glad to toss him their way.
Edited 2018-01-09 03:21 (UTC)
unholy_rebirth: (Default)

[personal profile] unholy_rebirth 2018-01-09 03:18 am (UTC)(link)
Can the creatures be defeated by cold/ice-type attacks, too, or will they be ineffective?

ALSO in terms of the Storyteller's temple, how big is the enclosed space (if any)? Would they object to makeshift walls, etc. being put up?
budgetmage: (just no)

[personal profile] budgetmage 2018-01-09 03:22 am (UTC)(link)
ISETTE happens to be a light mage. The one and only time she can actually be useful...

She's actually going to take the Storyteller's offer and hole herself up in his temple. She is not strong. But if she sees people nearby (stragglers, people being chased outside) OR if she sees an emergency flare, she will. Leave the safety of the temple, to try and help.

Basically she'll be there to help people get to safety. So if your character is gonna need a rescue like that or an escort, Isette is ur gal.

ON TOP OF THAT THOUGH, I think a Rathm, with its ability to sound an awful lot like a child in distress, would draw Isette's attention if it could be heard from there. So uh. If somebody could bail her out of that one. That'd be great.
Edited 2018-01-09 03:31 (UTC)
prettypurpleparlor: The way into my parlor (Default)

Muffet Plotting Comment

[personal profile] prettypurpleparlor 2018-01-09 03:24 am (UTC)(link)
As discussed, Muffet is going to be handling a lot of the logistics, specifically stockpiling food and warm clothing at the Storyteller's temple, the old monkey compound, Camp Solheim on Monsun, and her house on the islets. Anyone who needs supplies is welcome to hit up any of those locations, and she'll be notifying people of this to make sure that everyone is taken care of.

Beyond that, she'll also be asking people to guard the various mana pools, since it occurred to her during her recent conversation with Tim that they'll need to make sure they don't lose access to those.

During the week itself, Muffet will be initially sticking close to the stockpiles to make sure that they and the people using them are adequately guarded, then heading out to help protect the sun once she's certain that anyone who can't or won't fight is safely out of harm's way.

She has healing abilities, a flint and tinder set for starting fires, and enough magic to at least try to make a fight of things. She's not gonna win this thing on her own, but she's stubborn enough that she's going to do her part, no matter how dangerous it is.
unpurify: (39)

[personal profile] unpurify 2018-01-09 03:25 am (UTC)(link)
The Batter is going to be on Ensō and the islets mostly and avoiding going on Monson as much as possible due to various reasons but will head onto the good side if his help is requested. However, I'm personally down with things extending to the bad half, but a fight will break out if that happens so be aware of that.

He will be focusing on fighting the shadows primarily, however the Batter has access to healing spells - one for minor injuries and another for bigger ones, but he won't be attaching limbs back - and one of his Add-Ons Omega can heal poison and paralyzing (although not at the same time) so he can act as a healer if needed. The Batter also has a flare gun from Tim, a hand-crank lantern and a matchbox for light.

However it's very likely the Batter will overwork himself and get exhausted easily and it's likely he may die during this event, although I haven't decided on it. I'd also like to play out something with the Oolicks but I'm up for doing anything with any other shadow monster. Hit me up!

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