expiationmods: (Default)
Expiation Mods ([personal profile] expiationmods) wrote in [community profile] expiationlogs2024-02-23 09:23 am
Entry tags:

{EVENT AFTERMATH} February 23: Lights Out

The party seems to be a success...or at least, nothing explosive has happened yet. No news is good news, right? The Ketsoran delegation was small, only about five or six people, but they seem like they've been placated, even though they haven't interacted with anyone other than the Aldrip locals in charge of the event. On the final night of the party, the current emcee begins to count down to midnight. "Ten...nine...eight...!"

You realize that you haven't seen anyone from the delegation in a few hours.

"Seven...six...five...four...!!"

The event hall door bursts open, and a single person from the delegation walks into the room.

"Three...two...one...!"

When the clock strikes midnight, she takes off her mask, perfectly in time with everyone around her. And then--

WHUMPH.

A pulse sweeps through the room -- not quite an explosion, but close. The room shakes from the force of it, but nothing is destroyed. What does happen is this: every single light in Aldrip goes out. Anything powered by electricity immediately shorts out and stops working.

The tablets are included in this, but it takes a few seconds for them to die. Before they do, every tablet in Aldrip shows the same screen: a background of static, with a loading bar.
UPDATES DOWNLOADING. PROGRESS: 83%

The party is in a hushed chaos, guests frantically reaching for their friends and whispering amongst themselves. The Ketsoran woman speaks into the dark, her voice booming with an air of command.

"Don't come near our city again, or we will destroy you."

She turns and leaves, the door slamming shut behind her.

The lights will stay out until further notice. This affects anything powered by electricity, including the tablets. Charms still seem to work, for those who still have them.

Meanwhile, the Ketsoran delegation leaves Aldrip without further fuss or incident, getting on the road during the chaotic aftermath of the pulse. By the time anyone thinks to look for them, they're long gone.

Tech-savvy characters will note that electronic devices cannot be repaired; whatever electromagnetic energy has shut them down has completely fried key components of the circuitry, and somehow, comparable materials do not seem to exist in Aldrip or the surrounds. Characters are welcome and encouraged to work out creative solutions to this sudden darkness problem --after all, it's still pretty cold-- but there will be no electric solutions available. Further updates on this situation will be provided in the next SOTG post.
breakin_ur_lore: (Default)

[personal profile] breakin_ur_lore 2024-02-26 01:37 am (UTC)(link)
Are the locals able to provide charms for anyone who doesn't have them?
breakin_ur_lore: (Default)

[personal profile] breakin_ur_lore 2024-02-27 03:52 am (UTC)(link)
awesome, ty :D
cursegod: (pic#16962656)

[personal profile] cursegod 2024-02-26 05:10 am (UTC)(link)
While lights are out in Aldrip, are the Ketsorans doing anything to the Rumps?
cursegod: (Default)

[personal profile] cursegod 2024-02-26 06:27 pm (UTC)(link)
More general snek question, but would the Rumps be able to learn seal-making that requires spiritual energy to run?