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- !event,
- ai tsf: mizuki date,
- arcane: caitlyn kiramman,
- arcane: jinx,
- arcane: silco,
- arcane: violet / vi,
- blazblue: ragna the bloodedge,
- bungo stray dogs: nikolai gogol,
- bungo stray dogs: sigma,
- final fantasy xiii2: noel kreiss,
- fire emblem three hopes: marianne,
- fma:b: pride,
- magia record: mitama yakumo,
- original: astralin turnont,
- persona 3 portable: kotone shiomi,
- persona 4: yosuke hanamura,
- persona 4: yu narukami,
- persona 5 royal: goro akechi,
- umineko wtc: ange ushiromiya,
- x-men movieverse: scott summers
{EVENT #4} ADVERSITY 2933165.9475
MOD NOTES: Please direct any questions to the corresponding comment below. Note that character decisions and actions taken on these prompts will affect future events, storylines, and relationships with other peoples of Expiation. You can find the OOC poll here. Please pick from the corresponding options with the appropriate character journal. If you use a personal journal or a journal not part of Expiation, your votes will not be counted. Remember that if your character did something different than what is in the prompts given, leave a comment in the OOC poll entry and link to your comment in the option made available. We will provide an IC post in exactly ten days with the results of the poll that will wrap up the event. You may mingle on it if you like, but the most important purpose is to share the effects of character decisions on this event. The various prompts are, of course, optional. |
WHEN THE FOG ROLLS IN
On the night of September 10, an impenetrable fog covers the town of Aldrip. When characters wake in the morning, they find that Aldrip has disappeared, replaced by a large, enclosed maze.
Characters will wake up in one of three different levels of this maze, and they may—but don't have to—find that they are not alone. As they explore the maze, they will encounter trials and stumbling blocks both physical and mental. It seems the maze is testing them, poking at their fears, their past, their feelings. Confronting these questions about themselves and their very nature will allow them to progress through the maze in hopes of eventually finding the exit—and hopefully the town along with it.
While they do not all wake up in the same level of the maze, all characters do, in theory, have to complete all three trials in order to leave. This may not be so easy to achieve; due to the nature of these trials, if someone cannot get past one area, they may remain stuck there. Other characters are able to help them confront these issues, and may instead (or in addition) pass through that way if they choose to. Aside from the level where they wake up, characters may approach these levels in any order as they so choose.THE GROUPS
GROUP A:
Serah Farron
Elidibus
Nakahara Chuuya
Tsunayoshi Sawada
Rei Suwa
Caitlyn Kiramman
Ragna the Bloodedge
Kotone Shiomi
Monkey D. Luffy
Yuja Wightshade (WoL)
Yosuke Hanamura
Astralin Turnont
Dazai Osamu
Ange Ushiromiya
Hythlodaeus
Ethlyn
GROUP B:
Violet (Vi)
Silco
Mizuki Date
Claude von Riegan
Noel Kreiss
Kazuki Kurusu
G'raha Tia
Jinx
Marianne von Edmund
Goro Akechi
Sooyoung Han
Saito Sejima
Nikolai Gogol
Erichtonios
Emet-Selch
GROUP C:
Yu Narukami
Pride
Sigma
Usagi Tsukino
William G Maryblood
Scott Summers
Gundam Tanaka
Quentin Quire
Akira Kurusu
Mitama Yakumo
Med'an
Ken Amada
Fyodor Dostoevsky
Izuku "Deku" Midoriya
Echo
EXPLORING THE MAZE


The walls of the maze are made of stone slabs; tall, solid, and imposing. As far as one can see, there seem to be no cracks or seams in the wall. They're cool to the touch, perhaps a little dampened by the foggy weather. Some of the stones seem to glow with a dim, inner light. Most of the corridors are stable, but some are a little more risky. Walls or ceilings could collapse, leaving passages blocked and some Chosen trapped within tunnels or rooms of the maze.
Some corridors within the maze are less built up, as well, more like dug-out caverns that look somewhat like mining tunnels. In these tunnels, you can find the raw form of those glowing stones, which seem to light the darkness, allowing the Chosen to see at least a bit. They're enchanting, and some may have a hard time resisting trying to pull them out of the walls.
Occasionally, characters may find larger rooms with small tables of food, equipment, and supplies set up. These areas seem to be safety zones, untouched by the trials, where Chosen can eat, rest, treat any wounds, and replenish their energy.
ii. PERILS IN THE DARK


As the Chosen progress through the challenges of the maze—both illusions and real—the air itself may begin to feel more oppressive and heavy, making movement feel very difficult at times. As the week wears on, characters may find themselves worn out faster or feeling more sluggish than normal. More than that, they may find that their emotional lows become more intense: characters may become more easily frustrated, paranoid, scared, or impatient. In general, this seems to exacerbate the worst parts of their personalities.
On other occasions, Chosen may feel as if they are being watched. They get the feeling that something lurks in the shadows of the maze, that they are being watched or followed. They may hear something scratching or skittering across the walls. When they look…there is nothing there, nor any evidence of creatures stalking them through the halls. Characters who had bad luck in the Casino are particularly prone to this feeling; occasionally, they may feel as if someone—or something—is tugging at their hair or clothes, or breathing against their neck. Try to keep your head, Chosen. The hardest part is yet to come.
THE TRIALS


iii. A DARK NIGHT OF THE SOUL [TRIAL A]
It's difficult to pinpoint exactly what location or event triggers the beginning of the trial; it seems to be different for every character. Chosen will find themselves in a long corridor, laced with fog. As they progress down this corridor, they begin to see and hear hallucinations and illusions that highlight their greatest insecurities: their flaws, their weaknesses, the darkness they suspect dwells within their soul.
These illusions may come in a variety of different forms. Perhaps they experience voices or images of peers issuing criticisms that they fear are accurate, or they may face a shadowy figure that bears their appearance that embodies all of their worst qualities. The form these illusions take is up to you, the players, and whether other characters are able to see those illusions can also be decided between players. Confronting, challenging, debunking, and/or accepting these criticisms and claims is the key to exiting this level.
Once they have confronted this challenge, the illusions and hallucinations stop immediately. The fog lifts, revealing a turn in the maze they didn't notice before. They may progress in their exploration.
iv. THE SHAPE OF YOUR FEARS [TRIAL B]
Similar to the first trial, this seems to trigger with little warning or fanfare. At some point in their exploration, characters will find their way blocked by something representing their deepest fears. This can be literal—a dark hallway for those who fear the dark, as an example—but can manifest in a myriad of other ways, too. A character could see someone from their past that represents this fear, or a monster, or an object or memory of something that connects to that fear. These fears will be made tangible and visible to anyone around them, leaving them exposed and vulnerable. In order to progress, they must be able to pass by these fears, and may do so in any way the player chooses, whether it requires fighting a monster, negotiating with an authority figure, finding a light in the darkness, or anything else players and characters can imagine.
The nature of this trial can be as massive or mundane as you, the player, chooses. Whether they need to simply turn on a light to abate their fear of the dark, or whether they need to take down a massive beast to confront something bigger, the area they find themselves in seems to accommodate the size of their trial. Once they have confronted this fear, it disappears, revealing a hallway that might not have been there before, allowing them to progress.
v. IN PURSUIT OF JUSTICE [TRIAL C]
As with the first two trials, this one seems to emerge from the darkness when a character is ready to face it. They enter a room lined with obsidian mirrors. When they approach these mirrors, characters are confronted with memories related to the crime they have been charged with. This can be a specific moment or a series of moments related to their crime either directly or indirectly. Characters may become lost in these memories and may need help navigating through them from other people: the longer they remain lost in these memories, reliving them again and again, the more they run the risk of losing those memories entirely, either permanently or temporarily. Only by addressing the crime, the way they feel about it, the relationship that crime has to reality and to who the character is, can characters be free of this particular trial.
Once they have surpassed this trial, characters find themselves able to step back through these obsidian mirrors back into the maze, where they can continue their journey.
Navigating all three trials elicits no special fanfare or celebration. Upon completion of the third trial, they find themselves in a foggy corridor, where they will find an exit from the maze.
OPT-OUT AND AFTERMATH
Those characters (or players) who do not wish to interact with the maze will occasionally find quiet corridors that mysteriously place them outside the maze, unable to reenter. They will find that the town is, indeed, gone, as are their living quarters—hope you don't mind roughing it for a while. However, thanks to recent efforts to bolster the town's supplies, some of the underground storehouses organized by Claude and Marianne seem to remain intact and are available as temporary emergency shelter, should your character choose not to camp out.
After one week, the maze will disappear and life in Aldrip returns to normal. As for the locals? They don't seem to notice that anything strange has happened at all. Maze? What maze? Strange weather we're having this week, eh?


Just because there’s not a prompt for it doesn’t mean that your character’s actions aren’t acceptable. If you wish to do anything that hasn’t been directly addressed by the prompts, leave a message for the mod team to say what your character would do. If you choose to go down this path, note it as a comment on the OOC poll when it goes up, and leave a link to your threads so that we can take all actions into consideration for the next State of the Game.
Med'an | World of Warcraft | OTA
[violence, blood, family murder/death]
It takes Med'an a long time to find his trial, but he knows what it is the moment he steps foot inside of it. Firstly, because the “room” - a massive open area at least an acre across in both directions – reminds him immediately of Ahn'Qiraj; the ground giving way to rough desert terrain, the crumbling sandstone ruins peaking up through hot sand. And secondly, because Cho'gall is there.
The ogre has become monstrous indeed, his body warped by the dark energies he's gorged himself on. He stands at least twenty feet tall, absurdly bulging muscles studded with scars and horny growths; besides the three eyes on his two heads, additional eyes have grown across his upper arms and chest, blinking independently of each other. Huge claws scrape across the ground in a manner that suggests that they are too heavy for Cho'gall to actually lift. But lift them he does when he spots Med'an across the sandy wasteland, bellowing out a frenzied challenge.
“There he is! The Guardian of Tirisfal!” the Cho head shrieks mockingly, the Gall head muttering agreements in between sentences. “Our battle begins again! Come forth and prove how much of a guardian you truly are, boy!”
Med'an, for his part, immediately goes for cover behind one of the massive sandstone bricks. His heart is already pounding, because he understands what the ogre is saying. If this is a recreation of their battle, then his grandmother will be here. And if the recreation is faithful to reality, then he won't be able to defeat Cho'gall until she gives up her life for him to do so.
He risks a peek out around the brick to try and spot her, but Cho'gall is a skilled mage along with being an evil cultist, and for his troubles he nearly gets his head burnt off.
[Trial A]
[abandonment, mentions of rape and torture, general bad family times]
At some point in the past few months, after he'd learned about his parentage, he had made himself a little family tree. It wasn't anything particularly fancy, just a large parchment with himself at the bottom and his known relatives forming the branches of his family above him. Parts of it were short – his mother only had her mother and her mother's family above her, as he had no information (nor any interest in information) about the orc who had tortured his maternal grandmother; and on the other side, his paternal grandmother had no one above her simply due to her mysterious origins – and it had odd sections - a separate smaller 'shrub' stood off to the side, with his foster-father's name and parents in it - but it was a lotmore than what he'd had for most of his life. Most days, when he looked upon it, he felt a swell of happiness, a sense of belonging. Of understanding who he was, and where he had come from. Of marveling at the history that he was connected to.
But today, it seems he's not the only one examining it. Someone is sitting to his left – he hasn't had the chance to glance over at them – and a shadowy figure is sitting across from them, casually propping an elbow on the table.
“Can you really say that you are from the house of Aran?” the shadowy figure says from under the shadow of a hood. The voice is indistinct, but masculine, and condescending. “No one in Stormwind would recognize your claim. You are a mongrel of a thing. Not only a bastard, but not even fully human.”
trial a
It's definitely to see how other people are dealing with it, and perhaps to even help them through it, but the girl would never admit to as much - not even when pressed. Thankfully she doesn't really have to face a conversation about that, considering how caught up everyone seems in their own trials.
Case in point: Med'an over here, surrounded by those odd, shadowy figures. Ange watches it from a distance at first, since it almost seems like the sort of scene she shouldn't interrupt, but then one of them definitely goes way too far with what they're saying.
Not too surprising, given what she had heard from her own voices earlier.
So she steps a little closer, speaking up with a rather emotionless and calm: "Is that sort of thing really important?"
Maybe she's just trying to give some counterweight to what's being said here, really.
no subject
"Oh, it depends, doesn't it?" the shadow responds casually, waving a hand as if dismissing the idea. There's the impression of a mantle about his shoulders, adorned with sharp shapes that could be feathers. "On if you'd like to belong. To be trusted as all good people should be, instead of judged an enemy the moment they see your face. All of 'them', of course - not merely humans. For each piece of him is in opposition with another." He turns back towards Med'an, leaning closer. "Isn't that right?"
The boy doesn't respond, except for another flicker of his gaze, this time at the shadow.
no subject
It makes the girl frown, taking a few steps closer.
"You should answer," she says, clearly talking to Med'an.
Granted, when Ange says answer, she more means you should go against what they're saying, but she figures that part is obvious. Especially when she got through her own trial so relatively easily.
"It won't be over until you do."
oh no ange dont assume hes smart...
“It's true,” he responds, though he's not sure if he's talking to Ange or to the shadow. “No matter where I go, I'll be an outsider.” A pause as he contemplates the chart before him again. “It's...clear as day when you look at it.”
“Precisely,” agrees the shadow. “You have no place among humans.”
The other figure next to them finally speaks up as well; they remain just as shadowed as the first figure, but their voice is distinctly feminine. “And none among the draenei, either. Your very presence in our cities is a painful reminder of our past.”
her first mistake....
Not that she voices it out loud. If it's noticable at all, it mostly exists in the way she looks absolutely exasperated as she hears him say that, and then hears the shadowy figures agree so easily.
Guess staying relatively uninvolved isn't an option here, huh. Not when Ange knows she'd just feel guilty if she walked away now.
"Are you an idiot?"
... okay, but maybe doing this kindly is still a little beyond her. Or rather, doing it kindly right off the bat. It's easier to hide her good intentions underneath this kind of deadpan.
"You're not supposed to agree with them. They're just saying crap to make you feel bad, haven't you noticed?"
sorry, ange...hes just a dumb puppy...
"Wh - of course I'm not," he says, the shocked expression changing into a pout. But the rest of her words have worked their way through his brain by now, shifting his feelings again into confusion. Is this just about feeding into his insecurities? But even if it is, he's right too - it is the truth. He is an outcast...
"It's...not crap to make me feel bad. It's the truth!" But the hesitation in his voice is obvious. "I'm...I'm a weird mutt. There's no one else like me out there." Which is bad. Right?
it's okay puppy.. you're forgiven...
At least Ange is approaching him this time as she's saying it. She doesn't care if she's moving right past - or maybe even through - shadowy figures here, she's just making her way to an empty spot to sit near him, her face still looking like she's relatively unfazed by all that's going on here.
Even though it's weird.
But maybe that's why her strategy is ignoring all of it in favour of the one person here who actually seems real. It looks like she's only staring at Med'an, after all, not even doing as much as glancing at the other figures.
"They act like you being different is a bad thing."
Trial C
Should he interrupt? He'd rather just walk by and leave them to it. But that may be tricky since the pair are in his way. Plus, the troll seems to have noticed him. Oops.
Emet-Selch throws up a shield to absorb the impact of a fireball thrown his way. Ugh. What a pain... ]
I merely wish to pass by. Surely you can allow that much.
no subject
With that, the monstrous ogre leaps into the air, far more dexterous than his twisted hulking form should allow. Med'an takes the opportunity to scramble away, towards Emet-Selch near the front of the room. Cho'gall lands in the spot Med'an was occupying a second ago, the impact sending chunks of sandstone flying; he begins hefting the larger pieces like oversized artillery.
While he's running, Med'an is glancing desperately around. He needs to find his grandmother before it's too late. And while he's moving towards Emet-Selch in part to help protect him, he's also hoping that the man will help him in his search. There's a lot of ground to cover, after all.
A giant sandstone brick speeds towards them via an overhanded throw by Cho'gall. Med'an intercepts it with a lightning strike, shattering it into tiny manageable pieces.
"Emet-Selch," he gasps once he's close enough, adrenaline pumping. "If we can find my grandmother, we can get out of here."
no subject
"Your grandmother? What does your grandmother have to do with this?"
cw for familial death, guilt
It's funny, isn't it? He didn't really know her all that well. They'd barely known about each other's existence for most of his life, and then when they finally met, she'd died a few days later. And that was months ago now. Perhaps it's stupid of him to miss her. It's certainly stupid for him to still hesitate to say it.
He swallows hard against the fear and grief. "She dies here. She dies so I can stop Cho'gall."
She dies because of me. It's a thought that has occurred to him before, late at night when he's wondering at how much his life has changed over the past few months. When he's thinking about how much she'd accomplished in her long life: Aegwynn, Guardian of Tirisfal, Defender of Azeroth, Chancellor of Theramore. He knows, logically, that she wanted to help him by channeling the last of her life energy into him; but in those quiet, lonely moments, he wonders if the world would've been better off if she hadn't.
"If we can change things, then...we can leave." That must be the answer to this trial, right? To right what went wrong that day?
no subject
"If you simply need this brute to be defeated then what is stopping you from doing it now?" he asks with a scowl. "You've done it once before, no? So defeat him again."
no subject
But maybe Emet-Selch is right. This is a "trial", after all, like those he's seen others go through - it's unlikely that Cho'gall is actually Cho'gall, he's just some sort of magic construct, right? Med'an does his best to steel himself, brows furrowing in determination. He has to try, doesn't he?
"Okay. I'll stop him. Just - please look for my grandmother. She must be here." (Because that is surely the point of the trial, even if he can defeat it in multiple ways - defending her, or pummeling the ogre to death, or a secret third thing they haven't thought about...)
He turns towards Cho'gall - only to see the ogre charging at them like a raging bull, having apparently gotten bored of throwing rocks at them. Instinctively, he grabs Emet-Selch's arm and teleports them both a dozen meters away.
He separates from Emet-Selch, lifts his staff towards the skies (or the ceiling, at least), and summons a lighting bolt, redirecting it towards Cho'gall.
no subject
His yell is cut off by the teleport. It is only his familiarity with such magick that he isn't entirely disoriented by the shift.
He wrenches his arm away as soon as he can. "I can take care of myself! Worry about your own hide."
If only he could use his soulsight-- no, the people in the trial aren't real anyway. Even if he could, it would be useless. Ugh.
"What does your grandmother look like?"