Sand. It roared and stung all bare skin and flash, unnaturally sharp. The second sensation was the wind, enough to blind all other senses: sight, hearing, even the voice itself until everything was lost in a maelstrom of murky pale yellows, greys, whites.
For the Hunters, this was enough to render them nearly invalid the second they stepped through the portal. It was enough for them to stumble around confused as they tried to gain any steady footing, as the ground purposely flattened under them and then caved downwards, thwarting all plans beyond confusion, beyond the stinging pain as the sand moved unrelenting.
For the Lost Clans this was almost second nature. Especially those of Famine would find themselves almost at peace. They were not for lack of a better term, swimming in their element but instead familiar with the dangers of the environment. The deserts of Famine were always relentless, it was wise to seek cues, from the way the wind moved in bursts, from the footholds in the sand to always find their way home.
And speaking of Home-
- For those who were slightly grey they could feel it. Something else lingered just at the precipice between hallucination and imagination, something as if slumbering right beneath their feet, waiting to be called so they could go Home together. It was barely below the level of a whisper, easily drowned out with the torrential environment and yet-
- Without warning everything stopped. The wind simply dropped, the ground steadied itself, just slightly as the sun began to burn, unrestrained. There in the desert were several shapes, odd and very human-like, white and black, speckled in an almost circular shape around each other.
Horsemen. Hunters.
At first neither parties moved. There was simply a moment where too much had assaulted the senses all at once that it left the brain very little imagination to speculate on what to do next. And if that was not already uncomfortable enough, there stood between them all, in the absolute center, a very large triangular monument. It wasn't exactly a pyramid, instead entirely a flat triangle, raised twenty feet with it's highest point up in the air, casting a long shadow to one side. Around it in perfect circles, looped twice, three times if not half-covered by the sand were odd marble pedestals etched with glowing dark red runes, twelve to be exact, perfectly spaced out between each other.
For a moment, in almost sheer disbelief at the defiance in physics, the triangle seemed to move exactly one notch to one side, from one rune to the second-
- Until it became evident that what moved was not the object itself but it's shadow, as the item stayed stationary in one place. The shadow cast itself on a rune shaped like a sickle, and then stopped.
And then everything seemed to explode at once amongst all arrivals. Sam tapped her headset. "Spread out! Don't let them corner you together. Those big ones are dangerous, who the ******** told us it was safe here?" The Death Hunter gave Mark a look, the actual Death assistant just as shell-shocked themselves.
"I don't know I um- uh, requesting back-up," Mark began to madly type onto his tablet laoptop, "I'm getting a signal loaded, god, I need time." The last part practically came out in a whine as he set down several wires haphazardly, right next to the monument.
"Fine!" Sam snapped back, "You heard the useless guy. At this point we still outnumber them but don't get too overconfident, the vicious ones you're looking at are Heirs, I'm sure you recognize them. They're probably back to resurrect their dead queen or something, whatever it is you can bet this-" She pointed to the triangle - "Is bad news. It's sending some strange signal too, I'll work on getting it disabled, you guys work on the ponies."
At the same time several of the horsemen could feel something shifting underneath them. The world seemed to flicker grey for a second. A first nothing and then a surge of anger. "ThEY aRe TaKinG oUR HOME." It felt irrational at first, and then a little sad. It sounded like Medea a little bit, and then of their lost clans and kin, and then even of the horsemen clans leaders, the ones who had watched over the old islands, guarded them for centuries and ultimately reminded them of their true Homes.
As if in response to this strange whisper, large red spikes, bone-like rose from all corners around them, effectively trapping them inside the monument with the Hunters. It felt like an arena. It felt like a slaughterhouse. Thin glowing red lines snaked across the ground, forming patterns and patterns of runes along the sand. Even the sun itself seemed to mellow out, turning a deep orange.
The path had been set and the outcome inevitable.
OOC
ALL PLAYERS:
- This event is a normal FREE FOR ALL PVP with a special event trigger. This is how it works:
- ALL PHRASES IN BOLD RED are SPECIAL EVENT TRIGGERS. A Gm posting SPECIAL EVENT TRIGGERS means you can investigate or interact with any of their posted triggers simply by posting an rped special event trigger of your own.
- Special Event Triggers are considered CAUSES. They must be posted in bold red. You are allowed to have ONE per RP post you make, a max of four per round (this is round 2, until the next gm post, where I will react to SOME special event triggers). Consider them like the "investigation" posts you do in those search and find orps. You can only make a Special Event Trigger if it directly affects one person or more (please quote them). They MUST be battle related or in REACTION to a GM SPECIAL EVENT POST ONLY. Be SPECIFIC when describing it, as by creating a SPECIAL EVENT TRIGGER you are basically allowing a GM to intervene and POTENTIALLY create an EFFECT from your trigger post. For example:
- Sue defended Bob and Mary and threw her shoe at Steve. After the end of the round a GM may decide that Sue gets a bonus boost for defending two people next round and that her shoe falls into a sinkhole which actually reveals a pot of gold.
- Bob got angry and struck Jim with his sword along the side. At the end of the GM round the GM may decide that Jim is now slightly disabled and cannot attack for one turn.
- Mary look at look at the large red, bone-like spikes. At the end of the round, the GM may decide to reveal a little more of the nature of the spikes are to Mary.
So on forth.
Regardless of whether or not you want to do a special event trigger, if someone is making a special event trigger at you and quotes you in battle, please still respond to them normally. If someone is not making a special event trigger but still battling you, still respond to them okay. Posting something in bold red just means you're flagging me and saying "Hi Zoo notice this phrase my character did! I hope something fun happens with this!". You can respond with ANOTHER special event trigger ie: Mary countered the sword blow with a blow of her own by X and Y, OR simply just counter without a special event trigger ie: Mary got hurt and ran away. Think of this as still first and foremost a battle PRP, where you are basically highlighting your very notable points of actions (if you wish)! The only thing you are doing when posting a special event trigger is notifying a GM that you are okay to additional special events happening because of your trigger.
** IN THIS EVENT , INTERACTION IS KEY. By Interacting with other players as well as the GM given posts and creating SPECIAL EVENT TRIGGERS of your own, you will be changing the outcome of this battle to however you so manipulate. These things will directly affect your characters and those around you. **
ALL HORSEMEN
ALL HORSEMEN:
- Regular battle rules apply
- All players may attack three turns this round. Make sure you wait at least 6 hours or until your target has replied before making another turn. A turn "attack" also includes defending and healing. Reaction posts are unlimited. You may only do a max of 4 Special Effect Triggers one round, consider everything else as normal.
- Distortion is in full effect here
- Due to this being their natural environment and also due to the shift in Fear:
- All Heirs have their Hp maxed at 150 (except Asia who is at 100).
- All other Horsemen have their HP maxed at 100. They do 2d10-6 damage.
- If a horsemen DISSIPATES they are GONE. This only happens if they go below -10 HP or lower or fail a gmed part of the event/ are gmed dissipating. If this happens, they cannot reappear until a GM has granted them approval again by directly mentioning what happens to those who dissipate. Make sure to keep track of everyone who is attacking and defending or healing you by quoting them and noting who quoted you!
ALL HUNTERS
ALL HUNTERS:
- Regular battle rules apply
- All players may attack three turns this round. Make sure you wait at least 6 hours or until your target has replied before making another turn. A turn "attack" also includes defending and healing. Reaction posts are unlimited. You may only do a max of 4 Special Effect Triggers one round, consider everything else as normal.
- Runic weapons are usable
- Due to this being their natural environment and also due to the shift in Fear:
- Hunters CANNOT pendant back. If a Hunter is injured they need to be either HEALED or DEFENDED by the usual means (runic bandages that hunters have earned, their own Fear charges, defense rolls, etc). Make sure to keep track of everyone who is attacking and defending or healing you by quoting them and noting who quoted you!