Re/Aligned Mods (
re_alignedmods) wrote in
re_alignment_ooc2012-10-21 02:51 pm
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EVENT: THE CALL [alt title; CALL ME MAYBE...]
Hello, R/A. Remember that 'small-scale haunting' we mentioned briefly, back when we announced the Missing Pages event?
We have more information on it for you.
You've heard them speak about it - your peers, your friends, and the Firstforged themselves. They speak of the Calling, that which lures the unwary to the Badlands, and that which only your Glyph guards against. To lose a Glyph and the ensuing connection with a Firstforged is to lose any protection you had against that dark place, and to never be seen again as anything other than a monster.
Only some of you have actually heard the Calling.
But now all of you will.
From Oct 28th-31st, we will run a prelude event to the Glyphless that we are referring to as 'The Call'. Not the sort you can simply hang up on, no...this will begin with a slow whisper in your mind, a voice just shy of being intelligible. It will grow and grow to peak on the 31st...and at the end of the event, go silent.
While your characters are safe from its ultimate effect by virtue of their Glyphs (one may note them glowing a bit brighter during the event, in fact, as if fighting against the Call in their own way), they still will feel part of them. In the beginning, the Calling will only have so much effect...but the sound of it alone may be enough to unnerve, especially if they've heard it before (those who've gone to the Badlands, whether through exploration or unwilling answer to the Calling).
As the days pass, that slow build-up will have more and more influence, affecting their mood and bringing to the forefront certain dark emotions - anxiety, fear, anger, hatred. Perhaps a mixture of them all, or even more along those lines. Your characters may also find their eyes turning away from Haven, perhaps their footsteps taking them a few steps away without them really realizing it...such zoning out is common, especially as it gets louder and louder.
On the final two days, the Firstforged themselves will be patrolling the area between the Haven and the Badlands, working together to intercept any Refugees who find themselves straying too far. Please do contact the individual FF players if you'd like to play out these interceptions; an open log is being considered, and will be posted if there's enough interest.
Otherwise, all characters will be stopped and snapped out of it (so to speak) before actually reaching the Badlands. However, they may find one of the monsters who have strayed, emboldened by the Calling - the Firstforged seek to stop those as well, though they may appreciate any help.
As to what it sounds like?...it has been described as white noise. A sound beyond sound, deep and thrumming yet empty and hollow. A siren's song of despair and yet promising so much more...
We have more information on it for you.
You've heard them speak about it - your peers, your friends, and the Firstforged themselves. They speak of the Calling, that which lures the unwary to the Badlands, and that which only your Glyph guards against. To lose a Glyph and the ensuing connection with a Firstforged is to lose any protection you had against that dark place, and to never be seen again as anything other than a monster.
Only some of you have actually heard the Calling.
But now all of you will.
From Oct 28th-31st, we will run a prelude event to the Glyphless that we are referring to as 'The Call'. Not the sort you can simply hang up on, no...this will begin with a slow whisper in your mind, a voice just shy of being intelligible. It will grow and grow to peak on the 31st...and at the end of the event, go silent.
While your characters are safe from its ultimate effect by virtue of their Glyphs (one may note them glowing a bit brighter during the event, in fact, as if fighting against the Call in their own way), they still will feel part of them. In the beginning, the Calling will only have so much effect...but the sound of it alone may be enough to unnerve, especially if they've heard it before (those who've gone to the Badlands, whether through exploration or unwilling answer to the Calling).
As the days pass, that slow build-up will have more and more influence, affecting their mood and bringing to the forefront certain dark emotions - anxiety, fear, anger, hatred. Perhaps a mixture of them all, or even more along those lines. Your characters may also find their eyes turning away from Haven, perhaps their footsteps taking them a few steps away without them really realizing it...such zoning out is common, especially as it gets louder and louder.
On the final two days, the Firstforged themselves will be patrolling the area between the Haven and the Badlands, working together to intercept any Refugees who find themselves straying too far. Please do contact the individual FF players if you'd like to play out these interceptions; an open log is being considered, and will be posted if there's enough interest.
Otherwise, all characters will be stopped and snapped out of it (so to speak) before actually reaching the Badlands. However, they may find one of the monsters who have strayed, emboldened by the Calling - the Firstforged seek to stop those as well, though they may appreciate any help.
As to what it sounds like?...it has been described as white noise. A sound beyond sound, deep and thrumming yet empty and hollow. A siren's song of despair and yet promising so much more...
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Vector you are always welcome to slap Drift around.
you probably want to, admit itno subject
no subject
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