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EVENT ✨ Stationary
QUICK NAV: LOGS ⚔️️ NETWORK ⚔️️ MEMES ⚔️️ OOC ⚔️️ NAVIGATION This is the event log! Ask questions in response to this comment HERE. Click here to view top-level comments only. Suggestions for how your characters will attempt to persuade the Fisher King to cooperate go here. |
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CONTENT WARNINGS:
- 1st Prompt: --
- 2nd Prompt: Insects/mosquitos.
- 3rd Prompt: Potential for adulterous behavior in one curse option only (flort curse)
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With everything prepared, a party is organized at the Malous's village. Any who come to make the journey to Bermuda Station are provided with a small tincture of super strength. It will only last for a couple of hours, so it's best to be mindful of the time while searching for the Fisher King. You can drink it early, but there is a bit of travel before reaching the entrance. And.. be mindful of what you touch. Super strength via potion has no off button, so there's a very good chance that you're going to shove a pal through a wall or break a delicate object if you aren't exceedingly careful. (Note: Characters who canonically have super strength will have a better shot at controlling this through experience, but may still struggle with getting the exact level right at the player's discretion.) |
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Characters who show up to the Malous's village are also given a small ring with a fragment of hourglass coins embedded into them. This will protect them from being affected by time and space fragments that may appear within the station. You must be in contact with the ring to receive its protection, which is specified as instructions when given-- wear it and keep it on you, as if you lose it, you'll need someone else to make contact with you to get out. It's hard for them to explain exactly what that means without you seeing it, so that's most of what you're given. Once everyone is ready, a handful of the Malous lead everyone out on the marsh rafts piloted by giant sea horses that pop up periodically to squirt water at anyone who talks shit about them. Characters are warned not to touch them despite that they are very friendly, but are not given details as to what will happen if they do. It is spring time and these sea horses secret hormones that tends to mess with everyone a little bit differently. Male sea horses release pheromones that tend to make people hyper emotional at whatever it is they are feeling and make it impossible contain. Fear, love, anger, sadness, confusion, horniness-- it'll go from a 1 to a 10 within a matter of minutes after contact. What? It's a great way to get in with the lady sea horses.. which incidentally have hormones that are designed to get the males ready to hold their babies, but in other creatures tend to induce a sex swap that lasts about 3 days-- so you'll probably be stuck that way even when you get back for a little bit if you touch the lady sea horses. Player's choice which you touch. (OOC Note: Please bear in mind that disrespectful misrepresentation of gender will not be tolerated if you choose to do the sex swap prompts. Otherwise, please have fun. Only play what you are comfortable with, as always.) ![]() | ||
As long as you follow instructions though, it's a quiet trip, if a little long and tiresome. Just out of the Unnamed Marshes, almost to the edge, there is what appears to be a sand bank with a single sign with a picture of a train and a large glass entrance that looks almost like a subway station-- well, behind the giant side of the sleeping Falak, anyway. Now is the time to take those super strength potions and push what's probably a small fraction of the world-eating serpent aside to get down into the station. The Bermuda Station is an underground railway station that can be used to go to and from other worlders beneath the oceans, without disrupting the worlds' ways of life. It uses magic to counteract any underwater pressure, so when people wash up on the shore in another world, they don't get the benz or any
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other kind of ocean-inspired ailments (besides maybe dehydration if they don't get to the shore fast enough). The station itself is entirely see-through, so you can see Avalon's lake and creatures swimming around it. The station itself has a ticket booth, but as it's not operational during the time freeze, there's no one working there. You're welcome to explore anywhere you'd like... there's even a convenience store, so you can pick up a snack while you're down there if you've got any penchant for lock-picking to get in. Following the railway down, there's about a mile before you get to the end of the Avalon side of the rail. There is a train sparking out of existence about halfway through its length at the end of the tunnel... but getting there will be a challenge on its own. All around you spark pieces of life from other worlds- frozen like photographs of memories from different worlds, and they seem to change to reflect whoever is closest to them at the moment, but immediately freeze again after a second. Make sure you have your fragment of hourglass coin on you, or you too will find yourself frozen in time the second one of your own pops up and the only way to be unfrozen is if someone else with their piece still with them is in contact with you. Within the station also reside timosquitos, which are large insects with a long, needle-like mouth that feed on leaked time magic within the station. They've since taken over with no one around to shoo them off, and are happy to fly around attacking anyone who dares to threaten their new territory. Bug spray isn't very effective, so you better be ready for some magical combat. Don't get pricked either, as they have a fear venom contained within those tiny teeth that make you hallucinate even friends as terrifying entities. At the end of the train lies the Fisher King, having touched the frozen time to still himself once more, but in doing so having doomed the Unnamed Marsh. The real trick now is figuring out how to get him free from his frozen time and back to the fairy queen willingly as he did put himself here on purpose. Submit your ideas here on how to proceed. The event post will still go up on the 17th, but an additional follow-up will be posted after May 21st with whose idea goes through and what happens with the Fisher King depending on player-submitted ideas and thoughts on both; 1. How to free the Fisher King from the time freeze, which he will willingly try to induce whether he's held or not or 2. What your character may try to say to convince him to cooperate or 3. If your character has some other means of getting him to Elphame against his will. |

Didn't head out to the Bermuda Station? Don't worry, plenty of people did! With King Arthur encouraging everyone to help, it's left Camelot a little vulnerable and that oh-so-helpful criminal element that auctioned off the hourglass coins? Well, they're here to get some G and are terrorizing the citizens of Camelot with dark magic. They're reasonable people, they only want half of what you've got-- so they're holding people at curse-point and making them show their bank numbers, then having them transfer half of that to them... or suffer one of the following curses:
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