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June Event: Carnival of Tsakál & The Deeper
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🜙 Mod Note | |
The Deeper's resolution was dependent on player choices made on the June Plot Rundown. Characters are not required to agree with or go along with the decisions made during this plotline and may make their own actions and decisions to do as they please with the plot that is posted. While the ultimate resolution for this plot has already been chosen, that resolution does not dictate how characters must act during the course of the event. | |
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🜙 Endless Rain June 1st-30th | |
June and July are monsoon season in Idan. The rains fall frequent and heavy across the land for these two months, bringing much-needed water to the crops, rivers, and lakes of Idan to help creatures and plants alike survive the dry summer months ahead. Every hundred or so years monsoon season takes an intense turn, bringing more dangers than the usual risks of flash floods and mudslides. During the hundred year monsoon, Idan falls victim to a persistent storm cell over the Glass Sea. As smaller storms break off from the oceanic superstorm they are pulled westward across Idan. This 50-60 day monsoon drastically raises water levels, erodes roadways, drowns fields, and forces the rivers to overflow their riverbeds and flood the plains, valleys, and other flatlands. As June progresses it begins to become clear that Idan is in for the long rains. The rain shows no sign of stopping other than over small, isolated pockets of land, and the storms that come with the rains fill day and night with the distant rumblings or loud, window-rattling cracks of thunder. As the rains continue and the water levels rise buildings and farmlands will be destroyed, lives will be lost, and an effort to save the crops and farm animals will have to be launched to avoid a potential famine. Creatures from the flooding wildlands will begin to seek higher, safer ground and become more violent as their food sources and territories are lost and they are forced into closer quarters and higher competition for survival and food. The flooding brings other risks, as well, most markedly the spread of disease and rot. Illness spreads with the damp conditions and flooding, most notably swamp sickness, mold and mildew-based illnesses, and any illnesses spread by muck and polluted waters. The sick are often quarantined and sent off to the temples for treatment, and anyone showing signs of pale or clammy skin, dizziness, wet cough, rashes, or nosebleeds may be kidnapped 'for their own good' and locked up in a temple to be seen to by dhampirs, chimeras, shiftlings, or other outcast medics and healers that have been cordoned off from main society. | |
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🜙 Carnival of Tsakál June 8th-June 30th | |
The Carnival of Tsakál is canceled due to greater concerns, but that doesn't stop the red-backed jackal from celebrating her own month in the spotlight. As more and more lives and homes are lost to the monsoon Tsakál attempts to bring a little light to the cloud-covered gloom hanging over Idan and provide its people with some much-needed hope. People all across Idan will catch glimpses of the jackal herself in one of her less splendid forms, running across the flooding waters or watching over the struggles of the living from higher ground. Wherever Tsakál goes light breaks through the clouds and once dead creatures are re-created into new and living creatures. Her first creation is made to help people. She creates a pod of exotic river dolphins from a pack of drowned wolves and sets them to the task of rescuing other drowning creatures and people caught in rushing currents, carefully guiding them back to shore. Tsakál continues patching and recreating unfortunate victims of the monsoon season into a diverse pool of never before seen creatures. Lily frogs create stepping platforms bridging across flooded rivers. Water Horses swim toward the lakes, letting the drowning cling to their bodies to keep their heads above the water. As monsoon season continues the jackal gets carried away and her creations drift away from helpful salvation and towards crafting unusual hybrids. She makes bogcats and serpines in the swamps to give back to nature, and then a few litters of strange, young pups in the Free City, Didymos, and Krimnos to bring some light back to the suffering people in the cities. | |
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🜙 A Deeper Problem June 7th-June 9th | |
The return of the inquiry ship Perspective to Didymos brings with it the knowledge that the merfolk attack was not meant as a violent act but as a warning to the people of Didymos to try and keep them from leaving Fisher's Bay. A meeting with the merfolk near Logistykon's Reef led to the discovery that Logistykon's skeleton apparently rests on top of a sea creature of some kind that the merfolk call the deeper. The deeper has been trapped beneath the skeleton for years past its usual awakening and return to the deep sea which had led the merfolk to believe it had died. Apparently, recent events have weakened or removed the power within Logistykon's sunken skeleton that kept the deeper trapped and now the creature is trying to forcefully break free from the weight of Logistykon's bones. The merfolk are worried that the enraged creature will attack both Didymos and their own city when it emerges due to its anger, and say that the creature believes that it was purposefully trapped. While the archmages, scholars, and fishermen of the court insist that Logistykon's reef needs to be protected and strengthed, and that preserving the reef and its ecosystem is more vital to the city than the release of a potentially violent and possibly cataclysmic creature so close to their shores, the knights and a percentage of citizens of Didymos strongly disagree, fearing the wrath of both the creature and the merfolk if they do not assist in freeing the creature and dealing with it as soon as possible. Those with connections to the merfolk and the king and queen of Didymos manage to sway this decision by offering a solution that might be the best possible solution to satisfy both sides. Suggestions are made to free the creature without destroying the reef and try and communicate with it through or alongside the merfolk to soothe its rage. Plans are made to evacuate the city, starting with the docks and Ocean Quarter, and those plans are put into motion immediately. Queen Adira sets up lodging both in camps outside the North of the city, and temporary housing at the Academy and at the Roost. She recruits anyone willing to help keep people moving, hand out supplies, and watch over the crowded temporary living spaces or abandoned homes to protect from conflict, looting, and other acts of violence, aggression, or dishonesty. Meanwhile King Ardis assembles three ships into a small fleet, filling out the ranks with a collection of merfolk ambassadors, mages, healers, beast tamers, hunters, knights, and skilled fighters in the hopes of covering his bases. As is typical of the wayward king, he chooses to captain one of the ships himself and stocks the ships up, intending to keep them out at sea until the problem is dealt with, one way or another. The Sunset Gate's entrance is covered with a large drop net, and both the net and gate are covered with warding enchantments and manned by two ships solely there with the purpose of being a delaying defensive front to buy the city time in the event of an attack from the Deeper following its freedom. The ships lay anchor around the reef and work begins alongside the merfolk as mages and wild magic specialists work together to dig a trench into the sea floor, using the merfolk's aid to keep the waters clear and estimate the size and depth needed to give the Deeper passage. The larger the channel in the sea floor becomes, the more anxious the crew of the ships visibly become. Over the course of the two days worth of efforts, the skies above the reef grow black, flashing with yellow, white, and blue lightning. Even the merfolk can be seen occasionally turning their gaze upward with uneasy glances. | |
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🜙 Rage in the Waters June 9th-June 12th | |
The ships are backed off from the reef as the merfolk add their magic to give the final clearance to the creature beneath the reef, and the waters turn dark and murky as dirt and sand are thrown and mixed about, large waves rocking the ships to the furthest their anchors will allow them to drift back away from the reef. As the massive waves begin to slow and shrink in size, all eyes are fixed on the dark, clouded water. Rain and hail begin pounding the decks of the ships, cutting small holes in the sails that are hastily pulled back up and secured. Blinding flashes of lightning split the sky and the boom of thunder shakes the deck beneath the feet of those watching and waiting. Just when it seems as if the Deeper must have taken off in some unknown direction, a massive beast breaches the surface of the water with a horrible roar. Its body is covered in jagged electrical burn scars and its eyes are white and blinded. It towers above the ships, its blind gaze turning left and right, and with another roar the wind kicks up, tossing the ships about on the rough seas, pulling them dangerously taught on their anchor chains until wood begins to creak and groan. The crew scramble to their positions, searching for safe purchases or diving below deck as waves crash and roll over the deck. The Deeper slams back down into the turbid depths, out of sight, and the merfolk begin appearing near the edges of the ships, rushing to the aid of those washed overboard in the aftermath. The knights begin arming up, intent on fighting the beast and killing it if possible. Confusion abounds as not one, but three separate creatures, each far too large and horrifyingly reminiscent of dragons that have adapted to the sea, begin emerging from the waters, each attacking a separate ship. None of the creatures ever strike the ships directly, slamming into the water nearby to create waves, but lightning strikes the ships each time one of the creatures nearly impacts the vessels. The knights and mages focus their efforts, trying desperately to fight off or kill the creatures and attempting to constrict or restrain them but no weapons or magic seem to do the trick. The fight to slow the Deeper creatures down and keep them from turning toward the bay spans three days, and by the end of those three days the merfolk and the weary mages are running low on energy. The beasts, too, seem to be slightly tempered and restrained. Their thrashing shows minimal effort and they barely crest the surface, physically subdued but still lashing out through the storm above, blocking all efforts to retreat towards the shore. In the momentary calm the awakened, one after another, find themselves swept off the ships by a seemingly sentient wave of water that goes directly for them. They find themselves submerged and in the arms of one of the merfolk. Air bubbles appear around their heads and the merfolk attempt to get their message across. They must not fight the deeper. Its anger only grows as they fight it, and in its anger it is indestructible. Returning them to the ships, the awakened will have to figure out how they were singled out later, for now they have been set to a task: Drop the sails, lift the anchors, and lead the attacking creatures out further to sea at the risk of all lives on board, on the word of a race they have barely come to know. It's a large task to be handed, and one that needs to be handled quickly and decisively before the ships burn or sink and the city of Didymos falls prey to the Deeper's unquelled rage. | |
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🜙 Deity of the Depths June 13th-June 16th | |
Heavily damaged and taking on water the three ships of King Ardis' fleet manage to slowly kite the now slower creatures out to the deep, dark waters of the Glass Sea. They sail far enough out that Idan, and even the Wavecrest Isles are out of sight. There they view clear signs that the attacking creatures have been substantially weakened, lagging and slowing down heavily, their spines and heads only just cresting the surface. The exhausted and bitter crews are even more inclined to put the creatures down. Their ships are sinking from damages sustained in the voyage, and with the shore nowhere in sight it seems unlikely even the merfolk could save all of them on such rough, open waters. The storm vortex of the monsoon swirls above their ships. They sit almost motionless on the calm waters of the eye of the storm, nervously watching the dark sea around them. The merfolk and a few members of the awakened crew approach the largest of the three creatures, attempting to calm it with a melody higher in pitch than a whale's song but hauntingly similar. As communication efforts continue, first one, then another, and then the last of the three creatures disappears. Each appears to melt into the water itself. The sea beneath the ships glows with blue light, and what looks like underwater lightning starts flashing beneath them, lighting up a massive dark silhouette in the deep waters. Its rage spent and its pain subsided, both the Deeper and the cause for its apparent inability to free itself are revealed. The massive manta ray floats near the surface, the lightning scars across its body glowing with blue light, magic trailing visibly off of it as it slowly, and gracefully, circles and passes beneath the ships. Each of the ships in engulfed in blue light and though initially this causes panic it quickly becomes clear the magic is not being used with an intent to cause harm. Broken planking, torn sails and snapped masts are pieced back together with magic, and a healing rain falls on the crew of the three ships as they are repaired. The deeper is glimpsed one last time, fins cresting the surface, before it and the glow that covers it and the ships disappear down into the depths. A parting gift of a westward wind and the company of a merfolk escort is all they are left with on their return trip to the shores of Idan. On the way back, Tási, ambassador between the merfolk and the landfolk, extends a promise telepathically to the awakened. They are now allies of the merfolk, and someday soon, they will be permitted to visit Lau Mei, the hidden city of the merfolk. Back in Didymos, the crews of the three ships are given a hero's welcome and showered in praise, despite the monsoon still buffeting the city in rain. For their efforts, they are rewarded with free food and drinks, opulent temporary housing provided by the Queen, and an open invitation to a special profession within Didymos. Some may find that not all rewards are as obvious as others. |
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He hopes. Gods, Strange hopes that he can meet that dragon. He doesn't want to get his hopes up, but at the same time he wants to get his hopes up and wants to find a way he can make this possible.
Strange is about to say something else when Alistair jumps at Alucard and Alucard quickly steps out of the way. Fortunately for Alucard, Strange's experience with dhampirs boil down to chatting with one dhampir who doesn't know much about dhampirs. He doesn't put together the connection, but he does realize that something ain't right.
"It can't hurt," Strange shrugs. "Alistair likes people."
Alistair, who is currently sprawled out on the ground, ass over head, having wiped out when Alucard magic-stepped away from his attempted tackle.
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It's a fair question to ask, but in it there's an undercurrent of genuine concern. Getting close to leaders means that there is the potential for the true nature of one of the awakened to be noticed, and that? That worries the dhampir far more than anything else. He, Trevor, and Sypha have taken to the castle and to holding themselves apart from the world for the most part, with no desire to approach such people. It is a thing born of having given their lives to the world and for others, yes, but perhaps there is a subconscious worry about safety in there too.
Alucard sighs. No name commentary, just the sight of a very weary man walking over to a sprawled out dragon and very carefully squatting down. When his hand pats the top of Alister's head (once, twice, three times), his face makes it clear that this is the equivalent of petting sandpaper or something else abrasive to him.
"There. Now cease."
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There's a defensiveness in Strange's tone: he knows that it's dangerous making himself more public, opening himself up so that someone else could possibly spot all the holes in his story, all the odd things that inevitably happen to him because he's awakened. But it's a risk he's willing totake.
As Alucard pets him, Alistair lets out a happy trilling noise. He's still looking up at Alucard a bit expectantly, like he's waiting for the dhampir to do something, but he's remarkably less whiny. Strange can't help but smile as Alistair makes some noises. He's looking down at the dragon like a parent would look at a child, with an expression of unashamed love and admiration on his face.
"Besides, the more influence I gain, the better I can protect Alistair until he's fully grown. It's best if I do it in the more dragon friendly kingdom."
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"While I hope you find something there, I also hope that should discoveries about your nature be made, it will be..." what's the correct word? "Limited."
With Alistair proven satisfied for the time being, Alucard withdraws his hand entirely and stands up, hoping that that will be all. He has no surprise in him that Strange is taking this protect-the-dragon role seriously, only concerns about where the future lies for them both. Hell, for all these new dragons.
"Mm. And where do you plan to live with a fully grown dragon?"
The tone is ambiguous in sincerity.
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Because Strange honestly doesn't know what to do. His main option is 'go live out in the countryside, hidden away in a forest or something' but he likes being in Didymos. He likes being near the city. He'll figure something out. He's got to.
Alistair is at least smart enough to realize there will be no more pets. He lets out an annoyed huff before he starts waddling back towards Strange.
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Which is the nicest way Alucard has of expressing absolute doubt. One doesn't simply find the ideal house for raising a dragon in a day, or even a week. It's a struggle to remember not his dragon, not his problem mostly because dragons impact the whole world, not just themselves and the person raising them.
There's absolutely a look of relief as Alistair proves himself to be a smart enough dragon that there's no more affection coming from the dhampir. There's no good way of expressing nothing personal to a baby, so Alucard leaves that part well alone.
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"There's at least seven dragonets out there. You're going to have to get over this phobia sooner or later."
Alistair lingers in Strange's arms for a moment before scurrying up to perch on Strange's shoulder. He's a little too big for that, both in weight and physical size, but the dragon either doesn't realize or doesn't care.
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"A deep dislike and distrust is not a phobia," he corrects, watching Alistair get comfortable on Strange's shoulder. "It's an instinct based on experience, and you'll note that all I do is make a point of giving the things space."
Speaking of space, he pauses, watching the not quite tiny thing perch.
"He'll break your shoulder in a month or so like that."
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Strange says this like it's the most obvious thing ever. Of course he'll train Alistair to not sit on his shoulder, this should be apparent. Though, instinct based on experience...that's interesting. He can't help but ask,
"You said experience. Did you have any contact with the dragons before you died? Or were you just talking about the experience of the madness?"
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There's a stillness that goes over Alucard at Strange's question. He did open himself up for it, didn't he? And it's wrong, perhaps, to use Trevor's situation as justification instead of the terrible, complicate thing that happened in the mountains of Krimnos, but it's easier for anyone to understand.
"It is very hard to hold any kind thoughts towards those that put death warrants on love one's heads."
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He's continuing to scratch Alistair as he talks. When Strange does talk, he keeps his voice level as possible.
"Considering the pit, what happened in Einjar, and that red water spreading to the cities, I'd suggest focusing your ire on something else entirely. Our current death warrants aren't due to the dragons."
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Dragons could 200% want to get in on the death thing! It wouldn't shock him! And in truth, it's the unknown nature of how the dice shall fall with regards to the dragons that make him worried. Everything else? Everything else he knows for a fact and can account for.
"What are you doing in these woods besides chasing after dragons?"
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Alistair makes a happy chirp when Strange speaks his name. Strange gives the tiny dragon a little endearing smile before he continues to talk.
"I think he's tracking something. What it is, I'm not sure, but he seems very intent on going somewhere."
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"I'll..actually, no, none of us had heard about the sea monster, the castle is a few days out from Krimnos proper. But tracking is..."
Alucard trails off, then tilts his head.
"Is it towards one of the skeletons?"
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"You know, you may be right." And, still holding Alistair, Strange takes a few steps towards the direction that Alistair is looking in. "I think it is the skeleton. Though if you want to know about the sea monster, I can fill you in."
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Alucard trails off, the point having already been made. His arms are now folded over his chest, and part of him wonders how much it'll be worth it in the end to have come down from the mountains. But Trevor insisted, and he and Sypha wouldn't leave their boyfriend alone to deal with whatever happens.
"Please and by all means, I'd like to know what came to pass."
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Which means that he's doomed an argument to happen but shut up internal voice.
"The merfolk told us of this large beast called the Deeper. It hibernates and wakes up every hundred years or so. Unfortunately, Logistykon's corpse landed on top of the Deeper while it was hibernating. The skeleton trapped it, the Deeper woke up, and understandably it wasn't too happy. The merfolk called upon various citizens of Didymos to help figure out how to deal with the creature."
And then Strange pauses for a moment, assuming Alucard has a question or two.
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Food could have made it's way into the prison through the gaps in the skeleton, that was easy enough, but enough food for a sea monster? That's still remarkable in it's own way. There's another thoughtful hum from Alucard.
"I'm curious about the state of the skeleton, but tell me the rest of what came to pass first. I'll save questions until you've concluded."
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Which come to think of it, the buried in the ground idea would explain how the Deeper got out in the end. But that's the end of the story and he needs to work it's way there first.
"King Ardis, some mages, some knights, and some awakened went out on boats towards the skeleton. The plan was to use wild magic to create a trench underneath the skeleton, freeing the Deeper without damaging the skeleton too much. However, the creature managed to change the weather as well as summon three other sea monsters to attack the boat."
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"I presume that the Deeper felt threatened then?" It brings the lack of any knowledge about the Deeper into deeper question though, and Alucard clicks his tongue at that little reminder.
"It's still strange that this great beast has been known to merfolk, but none of us on the land."
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Strange doesn't say anything about the fact that it's odd that they had never heard of the beast before, because Alucard's right: it is odd. He can buy someone like himself not knowing about it, because even before he died Strange didn't really care about the merfolk, but sailors and scholars should have known about it. Right?
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Well, save one, but he can wait a few minutes yet.
"I expect the Deeper is now simply off to better waters?"
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Strange can't help but shake his head as he continues to talk. There's a hint of awe in his voice. This whole experience was something he never thought he'd live through. And all the magic used? That certainly was something.
"The Deeper's magic was something else. The healing rain repaired our ships! Have you ever seen elemental magic that could do something like that?"
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"More akin to the kind of thing recorded in legend rather than contemporary works - contemporary to now or one hundred years ago. The Deeper may be a thing that lives in oceans, but survives from deep in time as well."
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"I wish I could speak to the thing," Strange admits. "The merfolk could, so I know it's capable of doing so. Just think of all the stories the Deeper could tell you!"
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