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Meepfur
Captain

PostPosted: Fri Jul 13, 2018 3:00 pm


Meepfur
Now that Death has been freed and the Gates broken, Mkodi has arrived to confront him, and everyone else has been ejected from the Haven, no exceptions.  The gods will be stuck down on earth for the duration of the battle that is now ongoing.  None, aside from his allies (Justice, Thieves, and Rebirth), or someone informed by one now that the plan has been executed, would know exactly what happened or why. Due to the action needing to take place offscreen (certain things needed to happen just so, the trickiness of actually RPing Mkodi, etc.), there's no large godly ORP in which to participate, but everyone is welcome to have their own RPs for their gods to discuss/argue/fight over the happenings.

Now, as for the repercussions for the mortal plane!  The two major deities of SoA are duking it out up in the heavens, and throwing a lot of power at each other.  Collateral damage is not only possible, but likely: with all the raw power being thrown around, some pretty crazy stuff can happen down on earth - prolonged darkness, natural disasters, weirdly supernatural phenomena (ghostly lights, bizarre noises, unintelligible disembodied voices, etc.), spontaneous geographical changes (splits in the earth, etc.), possibly chunks of the gates and Haven falling down, so on and so forth.  If you own a pride, it is your choice whether or not anything will happen to your pride's lands.  It's entirely up to you what, if anything, happens within them.  However, everyone will at the very least see some pretty crazy lights and things up in the sky, and may experience some freak storms.  It should be pretty clear to everyone that something is happening up there.

If and when there are any physical changes in SoA's 'rogue' lands, they will be noted here, but small-scale things such as odd weather, inexplicable darkness, ghost lights, tremors, and so on can be assumed as you like.

If you have a deceased character, yes, this means their soul is currently loose, but it is not playable.  They don't have any real will or consciousness in their current state, and cannot interact or be interacted with as any kind of ghost or poltergeist, nor can they be felt in dreams, visions, tingles, or in any other way, shape, or form.  They can only be actively discerned by Death or Souls at this point in time.  There will be no possessions or hauntings, although a location or two may pop up that just gives people "the creeps."  Again, this will be noted.


Meepfur
• Death was NOT created by Mkodi, but much like her, has simply always Been.  They are equal (if opposing) in power and standing.
• In the early days of Creation, they coexisted in a balanced alliance.
• After she had finished creating, Haven and Heaven and gods last, she (possibly with help from some of her most loyal/similarly-aligned creations), she tricked and betrayed Death, and took something from him that gave her power over him, and set him to guard the Gates of Heaven.  Didn't like having an equal, didn't trust him, couldn't kill him, so she bound him.
• Occasionally and with assistance, since he could not leave his post, Death would defy her by returning a soul to earth to be reborn, but those small acts of defiance are no longer enough.  He is done playing guard dog.
• With help, Death has stolen back what was his, and with it regained his power.  He's had an eternity to plan this, and now that he's free, he intends to make Mkodi regret imprisoning him by bringing down Heaven letting all the souls loose.
• This all kicks off a battle between Death and Mkodi, at which point anyone in the Haven would find themselves forced out, and it would remain inaccessible until the fight is over.  With all the raw power being thrown around, some pretty crazy stuff can happen down on the mortal place - prolonged darkness, natural disasters, weirdly supernatural phenomena, spontaneous geographical changes (splits in the earth, etc.), possibly chunks of the gates and Haven falling down, so on and so forth.  This is random, collateral damage, so if anyone wants to be a scrooge about drama, their lands can get away with freak storms and seeing trippy stuff in the sky.
• Ultimately, Mkodi is chased off, and no one knows where she went or when or if she'll come back.
• Rather than leaving *all those souls* lost and drifting around, Death maybe renovates Heaven into more of a Greek-style Underworld/afterlife?  And then has to go about collecting and sorting everyone he let loose to where they deserve to be, whether that's in the 'good' section or the 'bad' one (or the 'meh' one), or back into a body.  By this point some of the loose ones have already maybe found new bodies to be born into, and he'll also probably never get ahold of every last soul he let loose...so we can maybe introduce a creepy cursed/haunted area or something.
PostPosted: Sat Jul 14, 2018 7:47 am


Lake of Sighs


One of the many tremors across the lands has split a previously peaceful region of unclaimed land about a day's walk from the --- border, opening up a crater into which water has begun to rush up from below.  It...might be water?  Then again, it has a rusty-black color and an acrid odor, so...maybe not?  It would take a very desperate or foolish soul to drink or swim in it and find out the hard way.

The sides of the crater are steep and crumbling, and getting down them (or back up again!) would be a tricky task for an adventurer to accomplish without falling in.  As to why they might want to, well, there are some very interesting noises coming from the water, remiscent of voices and yet not, and darting lights and shadows just below the surface...

Interaction with or around the Lake of Sighs is optional, but if you choose to RP in its vicinity, each character must roll a 1d12.

Quote:
1-3. You not only hear something, you see something, and an unusually strong curiosity pulls you to the edge...and the earth gives way beneath you, and you fall!  You tumble down into the dark, acrid liquid. (Roll a 1d4!)
  1. Something grabs ahold of you and pulls you down!  Down, down into the dark.  Just when you're about to black out, it releases you and you struggle back to the surface, and are eventually able to climb out of the crater.  You swallowed a lot of water, though, and will be deathly ill and fevered for at least three days, and spend a further three weeks clawing your way back to health.  As if that weren't bad enough, you develop temporary skin issues, and some of your fur falls out!
  2. Whoa, that was close!  You manage to stop yourself just before you fall all the way in, and only your back feet touch the water - but they were scraped up by the rocky slide down, and the liquid burns on your broken skin!  You'll have tender feet for a week, and could develop an infection if you're not careful.
  3. Head-over-heels you go, somersaulting right into the water!  You splutter your way back to the side and climb out, but you did swallow some water.  You'll have a fever and chills for two days, but be back to normal in a week.  Aside from your itchy, irritated skin and subsequent fur loss.
  4. Phew!  You cling to the loose, sliding sides for dear life, and nothing but the very tip of your tail touches the water!  You uh...didn't need that, did you?  Good, because you'll lose some of the hair on it.


4-6. You could swear you heard someone you once knew whisper in your ear, but you can't make out what they're saying!  That's...not creepy at all.

7-9. What is that?  A huge, dark shadow moves under the water, rippling the surface.  You peer down over the edge and slip!  Oh no! (Roll a 1d4!)
  1. You skid down, getting a grip just as you splash down into the water.  Whew, close one!  But as you take a moment to catch your breath, something bites down on whatever part of you is in the water!  It quickly lets go  giving you time to get to safety, but it's a deep, jagged bite, and a nasty infection will set in within the day.  If you're not careful - or are just unlucky - you could lose the limb.
  2. Whoa!  Desperate for something to hold onto, you grab whoever you're with.  You both start to tumble down the steep sides toward the ominous lake below.  Players' choice if the characters only get a partial dip (in which case they will experience skin issues and fur loss, or pain and infection if they have broken skin) or swallow any liquid (a small amount will lead to fever and chills for a day plus a further week's recovery, whereas a larger amounts mean worse initial sickness and longer recovery time: each day of bad illness needs a week of recovery), or just get scraped up by the rocks and each other on the way down. If you're alone, or all your companions have rolled a fall (if they rolled and didn't fall, though, they're going down now!), treat this as a 3.
  3. You fall headlong into the water...and, speaking of heads, you hit yours on the way down!  Dazed, you struggle to to stay above the water, and gulp some down on your way back to the edge.  You will be deathly ill and fevered for at least a day, and spend a further two weeks getting back to full strength.  You also develop temporary skin issues, and some of your fur falls out!
  4. You catch yourself just in time and scramble back from the edge.  Ha!  No one saw that, right?  You were just messing around, that's all!

    10-12. Yeah, no.  Just no.  This place gives you the creeps, and you are staying well away from the edge.  Surely you'll be safe back here!

Meepfur
Captain


Meepfur
Captain

PostPosted: Thu Jul 26, 2018 10:23 am


The Maw


Roughly a day and a half's walk from the edge of the Aegnor'hini border, in unclaimed lands, has long lain a small opening to a cave, far too small for all but the smallest of creatures to slip through, if they could find the entrance at all under the brush growing over top of it. Recently, however, the earth has collapsed, widening the entrance enough that even a rhino could fit into the mouth...if they fancy a trip down into darkness. The cave starts to grow steadily narrower about twenty feet in, and soon enough a large lion would find themselves having to squeeze.

That's also when it gets very, very dark, as you're deprived of any ambient light: even felines will find themselves blinded by the depth of the shadow, and will have to find their way using their other senses, very likely getting bruised and scraped in the process. After an indeterminately long stretch of time, you find yourself in a cavern illuminated by low, unnatural light.

RP in The Maw is optional, but if you choose to play here, each character must roll a 1d12.

Quote:
1-3. A sound from deeper back in the cavern, where the light fades away again, catches your attention... (Roll a 1d4!)
  1. You decide to investigate the sound, but the next thing you know, you're back at the entrance to the cave! ...two weeks later, and with no knowledge or memory of what went on in that time. And you're starving.
  2. In too much of a hurry, you blunder head-first into a low-hanging stalactite, earning yourself a deep gash and a major headache, and are too disoriented to continue or retreat for some time. You must spend at least one post recovering, before you can leave the cave or roll another 1d12 and try again.
  3. Yowch! You step on something sharp that punctures deep into your pawpad, perhaps even through it! Continuing on with such an injury would be extremely unwise, but after two rest posts, you may roll another 1d12 to try again...but will later find yourself the victim of a serious, life-threatening infection.
  4. You do your best to follow the sound, but eventually reach a space that's a bit too tight and get stuck!
    You do manage to wriggle your way free (or are helped by a friend to do so), but you're rather scraped up for your trouble. Whatever produced the sound, you're unable to follow it. You may either leave the cave, or roll another 1d12 to continue exploring.


4-6. Something unseen brushes against you, leaving you chilled to the bone and struck by fear, rational or no. Maybe...maybe this wasn't such a good idea? If you choose to ignore better judgement, you may roll another 1d12; otherwise, get out of here fast!

7-9. Several feet ahead of you, a small orb of colorless glow drifts out from behind a thick stalagmite, but oddly, it doesn't seem to be the source of the light in the cavern. (Roll a 1d4!)
  1. Entranced, you move toward the will-o-wisp until you're almost close enough to touch it, but before you can, it zips straight through you! You spasm and black out, and don't wake for half a day, no matter what is done to you in the meantime. When you wake, you know only the vague terror of a freshly-forgotten nightmare, and can't leave fast enough.
  2. The wisp starts to float away from you, and before it can get away, you pounce! The light winks out as an excruciating, burning pain shoots into your paws, up your legs and through your whole body. You're temporarily incapacitated, and after two rest posts, may either leave or roll another 1d12.
  3. You reach the wisp, bit are reluctant to touch it. As you stare at it, enthralled, you are consumed by the memory of the most frightening moment or nightmare of your life - not just the sights, but the feelings, like it's happening all over again. When you recover, you race from the cave, but in your hurry sustain a moderate-to-severe injury.
  4. You are so compelled by the sight of the whisp that you follow it without regard to your surroundings, and when it floats through a cavern wall, you run right into said wall.
    Ouch! After one rest post, you may either leave or roll another 1d12.


10-12. It's still awfully dark in here, phantom light or no! You investigate the area to the best of your ability, finding a few offshoots that lead deeper into renewed shadow...but if you go down any, you'll surely find yourself lost. You can turn back now if you choose, but if you try to explore, you do get lost, for anywhere from a few hours to a few days, before you find your way out again. You find nothing notable in that time.
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Meep's Black Hole

 
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