acatamods: (Default)
acatamods. ([personal profile] acatamods) wrote in [community profile] acatalepsy_logs2019-01-04 10:22 am

PHASE 3: AKVOS: THE END.






the great escape.
The Circle has quite a lot on their plate, this time around. Multiple players are fighting for the control of Akvos, and many difficult choices to make. No matter what path you choose, though, one thing is for certain: it is a bitter fight to the death to ensure that Akvos remains standing, one way or another.

There are three main areas for the characters to explore in the final log of Akvos: (1) The Kingdom of Akvos, where the King is fighting to seize control; (2) The Rift, where the characters will encounter the Dreamscapes; and (3) The Kingdom of Polankos, which is where King Ka'pouli has reigned since his arrival in the pocket dimension. Decisions made in all there areas will affect the outcome of Akvos, so get to exploring.




THE ASSAULT ON WAHINE.
The King’s forces will attack in three different fronts. There will be mermen attacking from above, riding saddled giant seahorses and manta rays, launching spears at the mermaid-warriors below with terrifying precision. They seem to be indiscriminate, in their aim -- the weaponry, charged with the same dark energy that the shadow creatures seem to be made out of, find their target in civilians and warriors alike, raining down a sea of terror upon the central stronghold of the Kingdom of Akvos.

The mermen will also be attacking at the ground-level, attempting to burst their way through the Palace Gates to flood the city with numbers. While the mermaids outnumber the mermen, the mermen are certainly more brutal than the mermaids. Some of them, though, in finding the city, are more concerned with looting it than with senselessly murdering everyone inside. Indeed, this is the most food they have seen in a long time -- and markets are destroyed in grabbing as much food and riches as they can, pressing closer to the Palace, and toward the Queen's stronghold.

And, finally, they will be attacking from below, navigating their way through a network of tunnels meant to transport goods and bursting their way into people’s homes, to sneak their way closer to their ultimate goal, which seems to be the Palace itself.

The Circle's main goal, here, is to protect civilians, usher theminto the underground strongholds beneath the Palace, and fight for their own lives should they attack the mermen first. Man the wall, if you so choose, to attempt to block the air attacks from the mantas. Fight on the ground, to protect Akvos from destruction. Or make your way to the underground strongholds and tunnels, to block access to the Palace. All of these will certainly assist in keeping Akvos safe.

In addition, please remember that shadow creatures (which can only be killed by magical means) are still making their way through the entirety of Akvos. While King Ka'pouli's forces are targeting the Palace of Wahine, the shadow creatures are still present everywhere. Get to killing!



INTO THE RIFT.
Some of you, however, have elected to traverse into the mysterious rift that appeared in the midst of the Fields of Akvosia. It looks like a black hole into nothingness, crackling with odd energy . . . and passing through it feels as though you have stepped through an icy waterfall. For a moment, you cannot breathe -- and then, you are treated to beauty.

The gaps between time and space are full of sparkling lights, bolts of rainbow starlight winding around you as you move through the uncertainty that is the void. It seems endless, but something inside you is tugging you forward . . . and, suddenly, there is a soft voice in your ear. A familiar one, to those who reside within the Circle . . . the confused voice of Astoria.

"Hello? My Travelers? How are you within the Void?" The Void? That word hadn't been used to describe whatever this magical place is before, but . . . well, a witch with the ability to send you all across the universe probably knows what she's talking about, right? "That should not be possible . . . who opened this doorway?"

You can tell her, or you can not. It seems to matter not, because: "Is this not getting through? Why can I not hear you . . . but I can feel you, I can -- please, if you can hear this, be careful. The Void is not something for mortals to interact with, and it can show you terrible things -- terrible things, so please--"

And, right before you have the opportunity to respond to our benevolent witch (or captor, depending on your point of view), you see a bizarre glass-like surface in front of you. It looks like a mirror, and you see a perfect reflection of yourself. It is absolutely captivating, and it beckons you . . . almost urging you to touch it. And Astoria's whisper grows a bit louder, more urgent:

"My dear Traveler, be careful what you encounter here -- can you hear me? Can you see me? I am trying to get you out of there, to bring you back home--Akvos is--"

But it is too late.

Your fingers graze the edge of the mirror, and you are pulled -- a sensation that is familiar to you, the same pull in your stomach that you feel whenever Astoria thrusts you across the universe, into new realities. And, when you blink your eyes again, and look around . . . you are no longer in Akvos, or the Void. You are somewhere entirely new.

Welcome to the Dreamscape.




THE KINGDOM OF POLANKOS.
Once the Circle emerges from the Rift and the Dreamscape, they will stumble into another world . . . but this one's wateris shallow, in comparison to the massive depths of the crystal-clear kingdom of Akvos. You can quite clearly see the surface, here, and there are shallows that allow you to come up onto islands, tropical in nature with fruit, odd creatures that appear to be multiple-headed monkeys and parrots, and sandy shores. It's a bit jarring to see, after spending so long underwater. Indeed, you emerge to trudge onto land, and look around, somewhat mystified that the deep-dwelling mermen would be from a place like this.

However, exploring the islands (which is not very difficult to do, as they are all small and will not take very much time) will yield the discovery that on the islands themselves are tunnels -- underwater caverns that thread through the islands to much deeper water. It's almost as if the islands themselves are barriers to the underwater caverns below -- shallow water, a layer of land, and then a (mer)man-made bubble of water below the barrier of land. And that whoever lived on these islands tunneled through them to find deeper water. Princess Kea, (who will attend on these journeys, while remaining in the water), will tell the Circle members that King Ka'pouli told her that when the mermen were cast out, they landed on solid land, and had to slowly dig deeper to their salvation.

Navigating through these tunnels will be somewhat perilous -- and the Circle members will need to carry Princess Kea to the nearest tunnel to get her into some water, because while she can breathe on the surface for a certain period of time, she cannot navigate the land as quickly as you people with legs. Additionally, underwater caving isn't exactly a blast, but the deeper you go, the more clues of civilization you can find. And, eventually, once you go deep enough, you emerge into a massive underwater cavern to find the small Kingdom of Polankos.

In comparison to the Kingdom of Akvos, Polankos is witheringly depressing. It is not brightly colored, nor open -- indeed, it is tiny, with mermen huddled together waiting patiently for the forces that went through the rift to return. There is not a lot to find here, save for some interesting weapons that possess a dark energy, versus a lightning energy -- and those weapons will be given to the Circle members who ask for them, because those who wield them are in no condition to fight. There is little food, little room to sleep, and these are a people clearly in need of assistance.

In order to get them out of Polankos, you will need to usher them through the tunnels back up to the Rift above -- it seems that King Ka'pouli opened the Rift on the surface, rather than risk the city below in case it did not work. The mermen there (who seem to be elderly and weak) will be eager for the assistance to get out Polankos, and at the promise of being brought into Akvos, they will happily go. There will be no resistance from them.

You may also see Princess Kea, who has filtered in and out of the Rift to assist on the journey -- teary-eyed, heartbroken at the sight of these individuals who require rescue, organizing the mermen with the promise of keeping them safe in Akvos.

"Hurry," she tells you, as she rouses another merman into getting to the nearest tunnel. "We do not have a lot of time to pull this off, and we must work quickly."

Additionally, please feel free to write up and work with your own prompts! These areas of the world are presented as jumping off points for your characters, not limitations. The idea of this world- as with all the others- is to explore -- you may use as much leeway as you want in order to come up with what your character will do, especially in the Dreamscapes.

If you have any other questions, please feel free to ask them back on the various threads back in the OOC post from before!
theseuschip: (↻ there's monsters out there)

god IM SO SORRY this is so late

[personal profile] theseuschip 2019-02-10 07:13 am (UTC)(link)
Alisaie. [ Despite this really bad situation, the conciliatory “sorry my Anglophone ass wanged your name so bad” echo comes as a distracted reflex while he turns in place trying to get his bearings. ]

It’s... [ he grimaces slightly; where does he even begin with a place he himself can barely wrap his head around? ]

Earth, for starters. 22nd century. [ Simon has no way of knowing how meaningful that is to her. For all he knows, she’s from Middle-Earth, but whatever, if they manage to get out of here he’ll make an entire Powerpoint if she wants it. ]

We should get inside.

[ He says it like it’s any better in there, and beckons her to follow him. It’s no less dangerous indoors, exactly, but it feels more structured, less open. Akvos, at least, is a city, one that makes this feel all the more empty and hostile.

Out of the corner of her eye, Alisaie might spot wildlife that stands out from the schools of innocuous-looking tiny fish. They look like they’ve seen better days.

Somewhere, the sounds of speaking drift in their direction; in the near distance, a foggy, dark mechanical shape moves slowly through the water, shining red light on the seafloor. It’s a sickly sort of red. Undoubtedly incandescent, but at the same time it seems to impart no real brightness, only toxic, uneasy color. ]
adelphoi: (🍰 ᴄᴏᴄᴏɴᴜᴛ)

takes you to court tbh how dare u

[personal profile] adelphoi 2019-02-12 02:21 am (UTC)(link)
[ earth. she's not unfamiliar with the name. in fact, more people than not that she has known here have been from earth, though they've not all relayed to her the same sort of information.

like this, for starters. the stories she has heard about earth have certainly not painted for her a picture like this. this is.. desolate. lonely. frightening in a way that bites into her bones and makes her gut clench, and alisaie does not scare easily - but the sheer isolation she feels here, even beside someone else, is strong.

anyway, illusion or no, if he says they should take cover, they'll take cover, so she's quick to follow him, loathe to find herself lost and alone in this nightmarescape. ]


Those fish - what happened to them?

[ are they.. normal, here?? ]
theseuschip: (↻ don't like the sound of that)

[personal profile] theseuschip 2019-02-23 10:38 pm (UTC)(link)
Not exactly. [ thanks Simon very helpful. He doesn’t know how to explain it, so he just adds what he feels is super pertinent: ] They shouldn’t bother us.

[ Not that he’d know for sure. The WAU fish are supposed to be aggressive. But he was never attacked by any this small.

The dark shape oozing red is close enough that the red lights emerge from foggy impressions. They emanate from some kind of submersible robot — from what looks like the inside of it, flashing dangerously. Maybe from beneath the metal growths covering much of the machine’s exterior. There’s a kind of rhythm to them, the skeletonish framework of it, but it doesn’t look like machines should.

Need more structure gel.

Its cadence is human, deep in timbre, but the sound isn’t quite natural, nor identifiable as male or female. It sounds something like a human voice run through one of those filters they use on crime shows to protect the speaker’s identity.

How do you get so thirsty? Fucking parched, it says.

Simon grabs Alisaie’s shoulder, guides them around a rock formation with a hunted look, eyes darting to the talking robot and then back. ]
Come on, we’re taking a detour.
adelphoi: (🍰 ʀᴏsᴇᴛᴛᴇ)

[personal profile] adelphoi 2019-02-24 01:18 am (UTC)(link)
[ this is his home, illusion or not, and so he knows to follow his lead; if simon says they should move, they should move. but only if simon says.

besides, that machine is.. unearthly. alisaie has seen more than enough threatening architecture in her time, things that put her in mind of the allagans and all the terror they had wrought. the design is far different from what she has known and seen, but the sinister intent is the same, and that voice sets a chill down her spine.

it isn't until they are behind cover that she feels confident enough to speak again. that the threat is not technically real does not matter, it feels real, this oppressive space indiscernible from reality. still, she keeps her voice a low whisper as they move. ]


What is that?