The Shadows (
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thecityof2014-05-18 06:11 pm
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Special Plot: 13th Witching Hour
Hello beautiful people. On the 25th there is going to be a big unveiling of places and NPCs. This even that you will be reading about below has many options and varieties in which you can have your character experience or they can choose to not experience it at all.
Please read at your leisure and use the "plot with me" thread to plot with other players or ask a mod something under the "ask a mod" thread. Hope you enjoy!
+ + + + + + + + + + + + +
MAY PEACE BE UPON YOU。
Day o12 comes to an end to unfold the 13th Witching hour (May 25th). The night starts out as normal as it ever would: the bell rings out in a slow pace as if time itself is dying down right to a crawl. At the end of it's mark for midnight, however, no sirens can be heard.
The bell continues to ring until it becomes clear that it's a toll for something. Considering the nature of this place, that something is likely death. The sound of chanting rises up again as the night proceeds. It's pleasant in a macabre sort of way and there is a sent of myrrh that carries through the fog. If your character is sensitive or psychic they may be able to gather the sense that indeed someone has died.
The house is silent, so feel free to explore without any fear. The swamp does not bubble or boil, so feel free to roam as nothing comes out of it and after you. The fog does not speak to you in any way; it does not tell you anything at all. There is no moon, no moon at all, there is only darkness. Your character may experience a sensation of peace and relief. How strongly or if at all is up to you.
THE CHAPEL。
Soon the chanting can be heard from a specific direction that will lead people behind the mansion and toward the graves. If your character decide to go around back they will see the steeple of a chapel along the way. It's peak is not topped with a recognizable cross but it is clear that this is from whence the death toll sounds.
As they come closer to the chapel they will witness three statues standing around a large black iron bowl. All of these statues are naked and depict both male and female body parts. Each one has an animal head instead of a human head. They are made of black stone.
The first statue whose back is toward the chapel has a lion's head. Their right hand points two fingers in toward their heart and their left hand is left open. Within this hand lays a dagger.
The second statue to the left has a sheep's head. Their right arm lays at their side and bends at a 90 degree angle outward. The wrist bends downward toward the bowl, two fingers to point. It's left hand is also bent at the elbow but with a steeper angle. The hand cups but nothing is within it.
The third statue to the right of the first has a horses' head. It's body is bent back in a slight arch and arms open it's chest invitingly as if it welcomes a presence within it.
There is nothing in the bowl.
As your character moves past this monument, they will see that the chapel standing is all in black. Black stone, black marble, cast iron and so forth. It's design is very beautiful nonetheless. Clearly this building was built with great care.
INTRODUCING THE CLERGY。
There are cloaked figures (wraiths) which seem to flicker like black flames standing upon the stairs: six in total, two on either side. They seem to wear hoods but as your character comes close to them it is clear that they are a mass of shadows taking a specific shape. They have no eyes, no face, no nothing but the shape of a cloaked figure. No matter how antagonizing you are to them they will not respond to you in any way.
Each one has a different property which will affect your character in different degrees if your character tries to touch them or hassle them in any physical manner:
Your character feels no compulsion to enter the Chapel, feel free to turn away. However, passing these figures and stepping foot into the chapel can affect your character in many ways depending on your current alignment:
A NIGHT OF RITUAL。
Inside there are rows of black pews to either side of the aisle. The stained glass windows depicts naked men and women with animal heads. They tell a story of sacrifice and ritual. Looking at them gives you this strange feeling as if the deeds shown were done in good faith, done in desire, done in belief, not fear, not horror, not woe. They show no signs of distress or resistance but who would ever want to die like this or be a part of something so macabre? Why would they?
Looking upward, the ceiling has a large multi-pointed star enclosed in a circle with writing in the same unknown language that can be found in the library. Various ancient symbols mark each point of the star and within the star at specific locations. This engraving glows with an eerie red that seems to hover inches off the actual ceiling itself. The only other splash of color is the carpet leading up toward the altar which is a deep blood. There lays flickers of candle light that illuminates the inside but the candles themselves cannot be seen.
A heavy sensation of black magic fills the air. If your character is aware of this kind of magic they will be able to identify it instantly. It's old and it's powerful. Other characters may simply feel that there is something dark or evil depending on their perspective and alignment. Some may find themselves intrigued by this sensation.
OUR FATHER。
There behind the altar stands a skeletal figure dressed in black robe. He swings a thurible over the body of a dead man. This is from whence the smell of incense comes. To either side of him is a wraith and they three together seem to compile the chanting voice that fills the city.
As your character continues down the aisle they will begin to feel gravity pushing against and down on them. Your character may experience a feeling of heavy wind across their bodies or a burning sensation on their skin as they continue to advance. At no time is it too late to turn back.
Character's can get close to the ceremony but they cannot get to the altar as the weight becomes unbearable before they are able to reach it and they will be forced to their knees. However, from the closest a character can bear to stand they can witness this man and the workings of the ritual. His limp body begins to rise. Depending on your character's vantage point they may be able to see that it looks as if their ribcage has been opened and something removed. The heart, perhaps?
Chanting continues until flames lick out from under him and ashes fall. A sudden wind picks it up and it begins to form another hooded shadow like those upon the stairs and the two by this altar. Once the shadow comes into full form everything becomes black, candles unlit. This darkness is so thick that your character cannot even see their hand in front of their face if they put it there. The ability to turn around is still an option but with nothing but blackness it may be difficult now.
Finally the chanting has come to an end and there is a small sound of a delicate thud before fire rises up consuming the altar bed. The fire does not spread but remains still and it illuminates the face of that skeletal figure who does not make any attempt to speak or move. However, your character may experience a strange sensation as if this being knows them somehow. If your character is at all religious this feeling may be stronger.
Your character may approach him, if they like, as the gravitational feeling of magic has lifted and the fire is not hot. However touching him or rushing up to him will result in a blast of wind knocking your character back and all the way out of the chapel.
Please read at your leisure and use the "plot with me" thread to plot with other players or ask a mod something under the "ask a mod" thread. Hope you enjoy!
+ + + + + + + + + + + + +
MAY PEACE BE UPON YOU。
Day o12 comes to an end to unfold the 13th Witching hour (May 25th). The night starts out as normal as it ever would: the bell rings out in a slow pace as if time itself is dying down right to a crawl. At the end of it's mark for midnight, however, no sirens can be heard.
The bell continues to ring until it becomes clear that it's a toll for something. Considering the nature of this place, that something is likely death. The sound of chanting rises up again as the night proceeds. It's pleasant in a macabre sort of way and there is a sent of myrrh that carries through the fog. If your character is sensitive or psychic they may be able to gather the sense that indeed someone has died.
The house is silent, so feel free to explore without any fear. The swamp does not bubble or boil, so feel free to roam as nothing comes out of it and after you. The fog does not speak to you in any way; it does not tell you anything at all. There is no moon, no moon at all, there is only darkness. Your character may experience a sensation of peace and relief. How strongly or if at all is up to you.
THE CHAPEL。
Soon the chanting can be heard from a specific direction that will lead people behind the mansion and toward the graves. If your character decide to go around back they will see the steeple of a chapel along the way. It's peak is not topped with a recognizable cross but it is clear that this is from whence the death toll sounds.
As they come closer to the chapel they will witness three statues standing around a large black iron bowl. All of these statues are naked and depict both male and female body parts. Each one has an animal head instead of a human head. They are made of black stone.
The first statue whose back is toward the chapel has a lion's head. Their right hand points two fingers in toward their heart and their left hand is left open. Within this hand lays a dagger.
The second statue to the left has a sheep's head. Their right arm lays at their side and bends at a 90 degree angle outward. The wrist bends downward toward the bowl, two fingers to point. It's left hand is also bent at the elbow but with a steeper angle. The hand cups but nothing is within it.
The third statue to the right of the first has a horses' head. It's body is bent back in a slight arch and arms open it's chest invitingly as if it welcomes a presence within it.
There is nothing in the bowl.
As your character moves past this monument, they will see that the chapel standing is all in black. Black stone, black marble, cast iron and so forth. It's design is very beautiful nonetheless. Clearly this building was built with great care.
INTRODUCING THE CLERGY。
There are cloaked figures (wraiths) which seem to flicker like black flames standing upon the stairs: six in total, two on either side. They seem to wear hoods but as your character comes close to them it is clear that they are a mass of shadows taking a specific shape. They have no eyes, no face, no nothing but the shape of a cloaked figure. No matter how antagonizing you are to them they will not respond to you in any way.
Each one has a different property which will affect your character in different degrees if your character tries to touch them or hassle them in any physical manner:
1. Earth
If you come in contact with the EARTH wraith you will experience a sense of surety and reason. Logic and level-mindedness will overcome you and you may become skeptical of all that you see if you were not already. This sensation may linger on in various lengths up to the mid of day.
2. Water
If you come in contact with the WATER wraith you will experience a heightened sensation of emotion and emotional maturity. These emotions can be negative or positive but will come with a profound understanding of the emotional roots and causes. This sensation may linger on in various lengths up to the mid of day.
3. Aether
If you come in contact with the AETHER wraith you will experience something out of body, feeling like you are between life and death. You may experience minor psychic abilities that will grant you insight to various higher powers. Please ask a MOD if you wish for this. This sensation may linger on in various lengths up to the mid of day.
4. Silver
If you come in contact with the SILVER wraith you will experience a sensation of deep philosophical contemplation and heavy artistic creativity. This sensation may linger on in various lengths up to the mid of day.
5. Sulfur
If you come in contact with the SULFUR wraith you will experience a sense of enlightenment. This can come with new aspiration, drive, or desire. You will feel enriched and motivated. This sensation may linger on in various lengths up to the mid of day.
6. Mercury
If you come in contact with the MERCURY wraith you will feel a sense of resolution and peace drawn upon all the things in which your mind rebels against. E.G. Anything you harbor hidden or non hidden guilt toward will feel resolved. This sensation may linger on in various lengths up to the mid of day.
Your character feels no compulsion to enter the Chapel, feel free to turn away. However, passing these figures and stepping foot into the chapel can affect your character in many ways depending on your current alignment:
Good
May feel nervous, nauseated, or angry as they enter the chapel.
Neutral
May feel morose, apathetic, or uncertain (or may go either way) as they enter the chapel.
Evil
May feel elated, uplifted, or self-assured as they enter the chapel.
A NIGHT OF RITUAL。
Inside there are rows of black pews to either side of the aisle. The stained glass windows depicts naked men and women with animal heads. They tell a story of sacrifice and ritual. Looking at them gives you this strange feeling as if the deeds shown were done in good faith, done in desire, done in belief, not fear, not horror, not woe. They show no signs of distress or resistance but who would ever want to die like this or be a part of something so macabre? Why would they?
Looking upward, the ceiling has a large multi-pointed star enclosed in a circle with writing in the same unknown language that can be found in the library. Various ancient symbols mark each point of the star and within the star at specific locations. This engraving glows with an eerie red that seems to hover inches off the actual ceiling itself. The only other splash of color is the carpet leading up toward the altar which is a deep blood. There lays flickers of candle light that illuminates the inside but the candles themselves cannot be seen.
A heavy sensation of black magic fills the air. If your character is aware of this kind of magic they will be able to identify it instantly. It's old and it's powerful. Other characters may simply feel that there is something dark or evil depending on their perspective and alignment. Some may find themselves intrigued by this sensation.
OUR FATHER。
There behind the altar stands a skeletal figure dressed in black robe. He swings a thurible over the body of a dead man. This is from whence the smell of incense comes. To either side of him is a wraith and they three together seem to compile the chanting voice that fills the city.
As your character continues down the aisle they will begin to feel gravity pushing against and down on them. Your character may experience a feeling of heavy wind across their bodies or a burning sensation on their skin as they continue to advance. At no time is it too late to turn back.
Character's can get close to the ceremony but they cannot get to the altar as the weight becomes unbearable before they are able to reach it and they will be forced to their knees. However, from the closest a character can bear to stand they can witness this man and the workings of the ritual. His limp body begins to rise. Depending on your character's vantage point they may be able to see that it looks as if their ribcage has been opened and something removed. The heart, perhaps?
Chanting continues until flames lick out from under him and ashes fall. A sudden wind picks it up and it begins to form another hooded shadow like those upon the stairs and the two by this altar. Once the shadow comes into full form everything becomes black, candles unlit. This darkness is so thick that your character cannot even see their hand in front of their face if they put it there. The ability to turn around is still an option but with nothing but blackness it may be difficult now.
Finally the chanting has come to an end and there is a small sound of a delicate thud before fire rises up consuming the altar bed. The fire does not spread but remains still and it illuminates the face of that skeletal figure who does not make any attempt to speak or move. However, your character may experience a strange sensation as if this being knows them somehow. If your character is at all religious this feeling may be stronger.
Your character may approach him, if they like, as the gravitational feeling of magic has lifted and the fire is not hot. However touching him or rushing up to him will result in a blast of wind knocking your character back and all the way out of the chapel.