{EVENT #2} ADVERSITY 168518.2092
| MOD NOTES: Please direct any questions to the corresponding comment below. Note that characters can be involved in multiple prompts (whether you choose to thread that out or not), and 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. Our State of the Game, which will include results of this event and changes of the world, along with some future goals and events we would like to work towards will be posted 1 week from today (May 26, 2023). The various prompts are, of course, optional. Consider that taking part and not taking part both have their potential effects on the world and how Expiation moves forward in terms of overarching storyline. |
A FAMOUS DISAPPEARING / REAPPEARING ACT
Those who were plagued by nightmares and visions after venturing into the forest awaken to find that a mark has appeared somewhere on their body. It’s unclear what made it, but its function quickly becomes clear. Upon discovering the mark, whispers begin to sound in their minds, beckoning them to a secret clearing in Pessiria Forest. Something awaits them there.
After some time, a faint image of an unnaturally tall, lanky man appears in the mind. He wears a hooded robe that bears several runes resembling the strange marks and is surrounded by acolytes wearing identical robes. Raising a single hand, he calls the afflicted his Branded, and presents them with a simple offer: “Pledge yourself to my glorious cause, and you shall be granted overwhelming power to twist this world into your personal paradise.”
The offer repeats itself in the minds of the afflicted, slowly intensifying over time. It's clear that this man will not relent unless he gets what he wants. Those with strong willpower, however, may be able to reject his dark offer.
I. A TEST RUN FOR NEW POWER

For whatever reason, you have chosen to accept the whispers’ offer. Some may have been overwhelmed by the mental link that demanded your fealty, while others found the offer of overwhelming power appealing. Regardless of your reasons, this decision finally brings you a strange peace, as the intense demands are replaced with your promised reward. Now, the brands start to feel like a blessing as they begin to spread across your body. They feel good and natural—almost as if you have found a missing part of yourself that you had never known.
You begin to feel an unknown power coursing within your body, but you aren’t entirely sure what it is. Some will gain powers associated with the mind, allowing for psionic powers ranging from telekinesis to possession. Others will gain a mysterious power to cast elemental and blood magics that they had previously never been able to use. Once you reach the secret clearing, its nature and usage will become clearer to you.
Things are odd at the place you’ve been summoned to. In the clearing, you’ll find strange stone monuments and tablets containing text in an indecipherable language. At the centre of this collection of monuments, descends a pit-cave with several winding paths, each containing cells with bruised and battered prisoners. The more perceptive among you may notice that these are the people who have gone missing over the past few months.
You and your fellow Branded are free to do as you like. Will you make these prisoners into experimental pawns to test your new powers with? Or will you try to resist the power you’ve accepted?
II. ABDUCTION

Unlike your possessed fellows, the brand doesn’t take. The whispers intensify with each passing hour, demanding that you give in. Still, for some reason, you never accept their offer. Perhaps somewhere in your heart, you know that this is wrong and have managed to hold on through pure force of will. Maybe your latent powers managed to hold the brand’s influence at bay despite their constant demands. Either way, the hooded figure knows that it has been denied a thrall, and it does not take rejection lightly.
A piercing shriek can be heard from the forest before all hell breaks loose. Shadowy figures emerge from its depths and press into Aldrip. If you are claimed by the shadows, your character will be enveloped in darkness and pulled back to the hidden grove. This will take you out of the action for the duration of the event, only to reappear in Aldrip sometime after the chaos subsides. However, others may choose to flee from the shadows and seek help from other Chosen. This is optional, primarily for those who need a reason to be absent from the event for a portion of the time. For characters who are present and unbranded, consider this an opportunity to interact with those who are, and to be susceptible to their abilities, or experience an odd desire to serve or otherwise demonstrate loyalty toward them.
SPEAK NOT OF THE OLD ONES
Unfortunately for those who were marked, their struggle mostly goes unnoticed in those critical first moments. For most people, it just seems like just another day. Some strange people are rising at strange hours of the morning to venture into Pessiria forest, but for the most part, life goes on as usual. While some of the Chosen may find themselves struck by a sense of unease, the locals go about their normal lives, unaware of what is to come.
However, that quiet was only the calm before the storm. After some of your fellow Chosen venture into the forest, a piercing shriek can be heard across the entire region as a gargantuan creature emerges from the earth a mile away from Aldrip. At first, all you see is a giant tentacle made of dark crystal. However, the abomination’s upper body soon emerges, flailing its limbs in an absolute frenzy. Golden tendrils course across its frame and into the ground, draining the life from the surrounding land and leaving rot in its place. Meanwhile, its many tentacles could fell a tree in a single swipe.
This unnatural event causes Aldrip to erupt into absolute chaos. Most of the Aldrip locals take to the street, taking anything valuable they could find in their homes before sprinting away. Others cry out for some kind of divine intervention to save them from their trial. However, there is no order to the escape effort, leaving most either trapped at the city, or at risk of being trampled in an onslaught of fleeing locals.
III. TAKING ON THE UNKNOWN

If the Chosen are to have any hope of dealing with this impending crisis, they need to act soon. For now, the strange beast flails about clumsily, almost as if it is unaccustomed to its corporeal form. However, there’s no telling how long this will last. The golden tendrils emerging from the creature’s body seem to be sapping the life out of the nearby land, strengthening the monster as it prepares to finish climbing out of the ground and destroy Aldrip.
Several opportunities seem obvious at first glance. Brave Chosen may choose to take the gargantuan creature on directly, banding together to bring it down before it can reduce Aldrip into a lifeless husk. However, those who are not as proficient at fighting may instead try to do something about the spreading golden roots that are sapping the life from nearby area. It might not be as glamorous, but it will buy valuable time, nonetheless. Either way, this is not a one-person kind of job. You will need help from your fellow Chosen if you want to see this through.
IV. WHEN CHOSEN CLASH

Characters who have accepted the brand’s offer will hear a call in their minds. It’s the hooded figure that granted you the power you’ve been gifted. His order is clear—the creature’s rebirth must not be disturbed. Protect it at all costs. This will give you a fantastic opportunity to show off your new powers. Band together with your fellow Branded to cause a little mayhem or face off against the unbranded as they struggle to stop the behemoth.
Fighting against former comrades will not be easy for the Chosen. Those bearing the brand have all gained strange powers based on their personalities. They include possession, mind control, elemental and blood magics, the ability to create areas of silence, life draining, or even the ability to capture others in shadowy grasps. Worse yet, the Branded are becoming stranger by the minute. As the Brand spreads across their body, their behaviour becomes increasingly violent and erratic, drawing out the worst of their personalities.
Some of the Chosen may discover a strange quirk about the new abilities that have appeared among the Branded. While the abilities may be powerful, Chosen who act selflessly to help their enthralled comrades will discover that they have become entirely immune to their influence. It won’t remove the mark itself, but it will equalise the playing field for those who want to convince their comrades to renounce the hooded figure.
THE ONE WHERE THERE’S A WILDCARD
V. LEADING—OR BENEFITTING FROM—THE SITUATION

As the creature’s scream resonates across the nearby area, residents of Aldrip begin to panic and flee from their homes. Unfortunately, such processes are often messy. In fact, plumes of smoke are even emerging from a few houses that were left just a little too hastily.
Whether you decide to assist in the process or decide to take advantage of the mayhem is up to you. The evacuation effort could almost certainly use some people to arrange the panicking mass into an organised exodus. Alternatively, you could try and attend to people who can’t get out on their own. Whatever you choose to do, people rarely forget the faces of those who personally come to their aid, and the villagers will almost certainly feel indebted to you if you ensure their safety.
Chaos can also bring opportunities. With everyone leaving their homes, there’s almost certainly plenty of unattended valuables left in the town. If thieving is up your alley, the opportunity to loot to your heart’s content is ripe. Just make sure that no one is watching. It would be a shame if one of your more justice-minded Chosen saw you doing something naughty, after all.
VI. FUCK IT, WE BALL (WILDCARD)

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.

no subject
Now that is one hell of a power. He's left slack-jawed for a moment, but as the creature starts to turn its attention on the young mutant, he scrambles to his feet.]
Nice hit, Scott! Think you can do it again? Focus on the ones closest to the ground.
[Taking out each tentacle one by one is going to take way too long, but maybe if they can find a way to disable the monster, it'll be a good start.]
no subject
Well, 'aim,' it's more like shooting cracks through the ground until he finds his target and focuses intently on the large writhing mass that is now struggling and flailing against his beams. It's a first for him to see something not instantly blow up or be heavily damaged after a few seconds of his powers, but Scott keeps at it, standing in a strict posture as he lets that red light shoot from him.
He may not notice how the gargantuan creature starts to raise one of its large tentacles, intending to swat him away like an insect.]
no subject
Watch yourself! It's definitely noticed you!
[A desperate attempt to keep the kid safe until he's able to reach him. The vines and roots try to trap him on the way, slowing his progress.]
no subject
Oh, fuck.
He shuts his eyes and dives to the ground, narrowly missing the swing of its monstrous limb. A part of Scott hopes that he hasn't smashed his glasses in the process, but he's also slightly winded, taking a few seconds to collect himself before trying to pull himself up. His eyes are still closed and feels disoriented, not quite sure where he's facing now.]
no subject
Scott!
[Can he will his legs to move even just a little bit faster? The kid is here because Alphen asked, after all. If anything happens, it's his responsibility. So he ducks in closer to the creature, cutting through vines as he tries to clear a path for Scott to get his bearings.]
Are you alright? Can you stand?
no subject
A passing feeling of gratitude goes through Scott, along with other emotions that he doesn't wade through it, even though that hulking monster is still a threat near them. R-Right, that needs to be dealt with. He raises his hand to his glasses once more, but doesn't yet take them off.]
Y-yeah, I'm fine!
[He calls out to Alphen, letting his own concern and worry lace his voice as he watches him cut through the tentacles that are in his way. But seeing him struggle and fight despite not having any (apparent) powers himself resolves something in Scott, and the mutant takes off his shades once more to let his optic beams slice through the air, until they land their mark on a cluster of flailing limbs.]
no subject
Alright, keep it up! A few more hits like that and it won't stand a chance. We've got this!
[Funny enough, it's moments like this that makes him miss his friends all the more. Scott can't be much older than Law -- maybe that's part of why Alphen seems so concerned for his safety.
In spite of his missing friends, though, he falls pretty easily into the role of battle coordinator like this. He may not understand his role as Sovereign, not entirely, but he does understand this. He's fought enough battles that it's almost second nature.]
no subject
Scott's never used his mutant ability for this long, however, and he finds himself shutting his eyes against the onslaught of power that's been emitting from them. He's fine, just. Tired?? He's not sure how to describe it, but the teen backs himself up from the monster, figuring that it's best to get some distance between them while he's trying to recuperate.]
Have we got it yet?
no subject
What's that saying? They've "got it on the ropes"? That sounds about right.]
Almost!
[Whether it's due to Scott's optic blasts or one of the other Chosen's attacks, they've definitely done it -- the creature is coming down!
... ... ... In their direction. Things can never just be easy, can they?] Run!
no subject
Not to mention, getting squished would be an embarrassing way to go.
Still, the teen finds himself groaning slightly, not sure if it's pain or just general disorientation that's finally hitting him. Could be the adrenaline wearing off too?? Scott isn't going to think about it, because lying on the ground sounds great right about now. Give him ten minutes or something.]
no subject
--anyway, he does finally manage to pull himself to his feet, first taking a look at the monster and then at Scott, offering a hand to help him up whenever he's ready.]
I think we can safely say it's down. Are you alright?
no subject
He looks back at Alphen and nods quietly, and it's clear that the young teen is in some form of shock, or just trying to really take in everything.]
Y-yeah, I'm okay. [He breathes out, and despite the glasses covering his eyes, it's apparent he's looking directly at Alphen and trying to find some guidance or support from the man.] We... we really did it? With everyone?
no subject
For a moment, at the question, a slight, thoughtful frown passes over his face -- he's confident that it's down. That they really did it. But what does that mean for the people being controlled by it? Was this creature the thing in charge, or was it, too, being controlled by something more sinister?... They've won the battle. But there are a lot of unanswered questions.
Still -- Scott seems to be looking for reassurance. So he offers the kid a smile and a nod, crossing his arms thoughtfully.]
We sure did. If it wasn't for that power of yours, I'd have been in real trouble. [Listen, he's actually being very sincere about this, if his expression is any indication.] Thanks for your help.
no subject
Yeah- um, of course. I mean, it'd be pretty lame if I just stood on the side when I can shoot concussive beams from my eyes.
[There's a flushed look to him as well, his cheeks reddened slightly from the praise.] We totally knocked it flat.
[A small effort to try and act cool, but Scott's too busy actually feeling happy to really try.]
no subject
[He'd know all about that -- he spent long enough just standing by and letting things happen to the people of Dahna. Once he realized he was particularly suited to do something about their situation, he just sort of...never stopped. That's just fine by him. He never wants to sit by the sidelines again while other people are suffering.
He's got a grin to mirror Scott's, at that last part. Whatever questions they all might have about what the creature was, or why it was there...they did knock it flat.]
You said it. That thing never stood a chance -- when we all work together, we're ten times stronger than any monster!
sorry for the late! got back from con
Geez, you are so much.
[Scott teases lightly with a small laugh, but his demeanor is far from cruel. Oh, it'd definitely be easy to poke at the older man, but sort of hard to when he's still running off that high from defeating a giant eldritch abomination. Besides, it's charming in its own dorky way
and Scott sort of really likes him now.]np np! not like i'm one to talk about late, haha
Am I? I guess I just get invigorated in a good fight. It just feels good to put your limits to the test!
[In other words, he's a battle nerd.]
no subject
You really are, man.
[He's still pretty invigorated himself, but the mutant almost looks nervous as he admits his next words.] I never really been in a fight like this. Um, especially not with my powers.
[Being trashed against school lockers by bullies definitely doesn't count!!]