

welcome to joikull.QUICK LINKS
THE EXPLOSION.It’s thunderous — the sound of it wracks the village, causing the ice beneath everyone to splinter ever so slightly at first. A light becomes to consume the sky, and before everyone realizes it, the festivities have become a mess of magic and panic. Some civilians are quick to run, and the chaos that ensues leads to what can only be described as an impending disaster.
Your magic no longer functions properly. In some instances, it is debilitatingly strong to a point where it will cause harm to either yourself or those around you. If you need to stabilize, find someone who can handle the heat or calm you down. Either way, you’ll need to take care of this. The citizens are ridden with fear and anxiety, and should they see you, they may regard you as a threat.
In others, your magic will produce the reverse of the effect you’re accustomed to. If you produce fire, you’ll be producing ice. If your powers are more on the abstract side, the effect in question will be up to you. Feel free to get creative!
And in an especially bizarre case, you may find that you’ve swapped powers with someone intermittently. You may have to guide one another through this — it flickers on and off like a light switch, so do exercise caution.
DANGEROUS INVESTIGATIONSIt is a couple of days after the initial explosion that the rising tension and fear reaches a peak. Specifically as the result of not only the property damage that has occurred due to the rise in temperature, but the way it seems to be affecting the natives themselves. Over the course of just a couple of days, there have started to be disappearances. Sudden, and seemingly out of nowhere.
Many natives have abandoned the festivities, choosing instead to hide within their homes. Others try to continue on as usual, try to keep the energy up, but there is still a strange sense to the city.
You get word of a meeting taking place in the center of town - a square that had, not a few days ago, been the center of the festivities. Three figures stand among the crowd, and all members of the Circle have been invited.
What we are facing is like nothing we have seen before. But a few of us have met, and discussed the next course of action. You will, of course, not be forced to join either group. But if you do wish to investigate this sudden danger, and find a way to save Joikull, we suggest you pick a path.
We leave at dawn.
IN THE CITY INVESTIGATION➜ The city is in disarray — the denizens are at unease, but are willing to cooperate in spite of their reluctance. They’re quick to discuss matters of privacy, and it’s been decided that an investigation into each and every house must be conducted. Some families are more amiable than others, and will cook a meal or allow Circle members to stay the night afterwards. Others...may be eager to get you out of their hair. The city is melting, and the citizens are becoming increasingly stressed. Tensions are rising, and people are becoming more reserved by the minute.
➜ The biggest worry is the missing natives. Some of the citizens have started to panic because of it - what has happened to their family members? Their friends? Where could they even go? Whether or not you believe the fate of the these people at the hands of a slowly rising temperature, they made need some help calming down. Panic, in mass numbers no matter who the masses are, is dangerous - and will show themselves in many ways. You will be tasked with protection, with stopping those who plan to take advantage of it, and do what you can to keep the city running.
➜ Another task at hand is patrolling the streets. Keeping an eye on the city - night and day. With the craziness of the magic, no one quite feels safe, and they may ask a bit more of you than you are willing to give. Sleep will be shortened, and your shifts will be long. But you said you were willing to help, didn't you? They need help.
➜ The labyrinth is akin to a maze: there doors upon doors, and stairs upon stairs, both of which can lead to dead ends or...other strange little places. Some pathways may lead you into different pocket realms entirely (a beach episode, for example), while others are of a more abstract nature, serving as portals into old memories of yours. It will do everything in its power to draw your attention away from the matter at hand: the source of this magic.
Ultimately, you will find yourselves at the same doorway you have descended into only days prior to this investigation. The Circle has made the decision to wait for their allies.
OUT OF THE CITY INVESTIGATIONThe journey is rigorous, and will not leave you unscathed. Joikull is as cold as can be, but the trek ahead poses more issues than expected. Suit up, pack appropriately, and slip your boots on — it’s time.
➜ On the first day, the path is rather straightforward, but Circle members will find that acclimating to the near-constant blizzard is a challenge. A life threatening challenge. It only takes a few hours for the group as a whole to make camp out of sheer exhaustion. With the aid of magic, warm food and rest are within reach, but the weather won’t make easy to sustain either of those things. Lo and behold, the tents will have be carried away by the wind or shred to pieces, leaving you to fend for yourselves. The journey continues. Grab onto a hand, or make sure you have a partner of any sort, as you’ll likely find yourself lost if you don’t.
➜ ...Should you get lost, you’ll find that while many animals have underwent hibernation, others are on the prowl. Be careful around the snow owls that will lead you to yours death, and the territorial wolves that will attack if you show up unprompted.
➜ The fourth and fifth days are the most difficult of them all. Your amenities are now frozen over, and fire is needed to keep them intact. Others have spoilt entirely, and the wind is as harsh as can be. Fortunately, there is a light at the end of the tunnel...quite literally.
➜ The temperature spike is notable. The ground underneath you is chipping away, and it’s becoming increasingly difficult to see. However, the Circle members will find themselves practically thawing, as will Joikull’s citizens. The intensity of the magic everyone has been gifted will reach an all time high, now capable of impacting areas at large — collateral damage is now a possibility. The natives stay back, unable to endure the effects of the “glow”, and leave the rest to you. It’s reminiscent of a large orb — akin to the sun or a glowing planet, and the closer you get, the more overwhelming it is. A massive. all consuming orb of light.
➜ ...It seems to be responding to magic. Elemental magic will cause the “glow” to spit out effects that correspond to whatever element that user is wielding (inflicting burns on someone who might be using fire magic, as an example), but the “glow” seems to lose a bit of its energy as well. It appears to be weakest to dark magic. Other forms of magic, such as those on the more psychological spectrum, will hinder the “glow” as well, but may overstimulate the user by extension. Either way, keep at it — attacking the “glow” will weaken its power, but it’ll be at the expense of the Circle.
MOD NOTES.Remember, you can always ask more questions if needed on the earlier OOC post, linked up top! Enjoy the end of Acatalepsy 1.0, and stay tuned for a lot of big announcements in the future!
Stay warm, Circle members. :) |
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[Blake's teeth chattered. She hoped they were nearing place to get out of the windchill soon.]
Black tea. The chai variants are nice.
[She could almost hear Yang's puns about black and Blake. That's right. She couldn't freeze here. She had other team mates to reach.]