Finale
QUICK NAV: LOGS ⚔️️ NETWORK ⚔️️ MEMES ⚔️️ OOC ⚔️️ NAVIGATION This is the event log post! Ask questions in response to this comment HERE and plot on the same post after reading the full post. Click here to view top-level comments only. |
![]() |
PROMPT BRIEFS
- To the End of the World: Everyone heads to the End of the World and gets juiced up on magic to protect them from space.
- A Horse, Of Course: Mayonnaise helps save the universe by powering Astral Horses to help Otherworlders reach the Calamity via Time Glitch Jumps through Space.
- Leaps and Lights: The horses have survival instincts so they won't take people all the way. Time for platforming with magical slipperiness and magic light.
- Excaliburn: Excalibur is calling you to touch it. Touch option results in your soul getting sucked out into a puzzle room, no touch results in final boss fighting Excalibur's cursed and fractured soul.
- Home: It's time to say goodbyes, time to unfreeze, and you to go home. Or don't. Your choice.
As the start of October approaches, a quiet calm takes over the land. Nerves and anxiety wrack just about everyone, as this expedition spells the last chance for not just Avalon, but everything and everyone. Everyone is urged to go participate, as they will need everyone's accumulated magic to overcome the Calamity and pull Excalibur from the heart of the world's end. Everyone is urged to step into the waters of the Lake of Avalon at some point during the day to get to the mission take-off point. Doing so will teleport anyone to the End of the World using the Lady of the Lake's magic she usually reserves for bringing in new heroes-- it's a lot to move everyone all on the same day, so she'll be taking a long rest after everyone is transported. If you've arrived early, you have time to explore the End of the World. (See locations page for more info if you’re interested.) |
| |
Once enough people have arrived to perform the ritual, Merlin and Queen Elphame will lead the group to a large cauldron, at least 6-feet tall and 6-feet in diameter. The liquid within glows as if the potion were made of the fire of the phoenix itself. Merlin explains that he and Queen Elphame had worked together to create a massive potion out of the Lapis Exillis and the Ring of Dispell. Because it will be disseminated among so many people, it will grant complete immortality (the heart) and immunity to time magic (the ring) for only three hours, enough time for them to travel outside of Avalon's barrier without being immediately stuck in the time freeze or suffocating from lack of oxygen or gravity. "Space travel is such a bitch." -Merlin, Fall 2022.
The potion itself is incredibly strong, and it's recommended that each person find a partner. By holding that person's hand and only one hand reaching into the cauldron, the magic will spread between the two of them rapidly. While this will cause a rapid share of emotions, feelings, and thoughts between the two people as they are connected through the force of life itself now, it is better than the alternative side-effects as the bond will protect both individuals from experiencing an uncontrolled response. Reaching into the cauldron on your own will give you a longer lasting effect (6 hours), but will cause you to absorb emotions, feelings, and thoughts from anyone and everything you so much as brush against the entire time you're under the effect of the potion. It could be overwhelming and potentially make it difficult to concentrate or even function, depending on the severity of the sudden magical empathic state. Reaching in with more than two people, on the other hand, will cause the same bond but will make the potion effective for a shorter period of time-- don't get stuck suffocating in the vacuum of space in an hour because you wanted a three-way emotional bond!
A HORSE, OF COURSE
As for transport, that explains why Archimedes has been grumping about at the end of the world. Once everyone's well-juiced up, he blows through a special horn that summons ghostly-looking horses and feeds each of them a piece of what seems to be the Serpent's Egg, hard boiled and scrambled up into the most magical egg salad ever known to anykind. (What? It makes it spread easier and astral horses love mayonnaise.) This allows these astral horses, or spirit horses, to obtain the knowledge to see and leap from tiny faults to tiny faults in the time freeze for rapid transportation. Think of it like hitting the boost pads on Mario Kart, but at lightspeed. Their nature as horses from the spiritual plane allows them to operate outside of gravity, so if ridden by our Otherworlder heroes, will be able to take them to the Heart of Caliburn's Collision in around 30 minutes. Those who get motion sick should probably find a healer to travel with.
It should be noted that there aren’t enough horses for everyone, so it’s two people to a horse– partner up, and make sure to hold onto each other tight. The horses are definitely not tamed, and you don’t want to get thrown off in space. While the horses will wait if they lose a passenger, it is up to your partner to “swim” through space to try to pull you back so you don’t get lost. LEAPS AND LIGHTS Once you're close enough to the Black Hole, you'll see one planet already having fallen to its gravity field, crumbling pieces of rock and fire leading up to the calamity for thousands of kilometers. Water is being pulled up from another nearby planet in a titanic spire, frozen in time. The astral horses won't enter the heart of the black hole, but instead land on a large piece of fractured stone just before the light disappears. This is where everyone is let off and must go by foot into the heart of the Calamity. With time frozen at least, your movements won't be subject to the intense pull of the black hole because of residual energy from the astral horses. However, you'll have to deal with the strange sensation of "time slippage." Not to be confused with time slips, time slippage refers to the phenomenon of gravity being held in place by a time freeze in which surfaces become repellent and sticky at the same time when a time frozen and a time immune person meet. (tl;dr: it's magic side-effects.) So while you don't float off into space unless you lose contact with something to hold onto, you may find that as you hop from debris to debris, the surface feels a little bit like it's covered in an invisible sheet of ice. You'll want to work together to cross from debris to debris to get to the heart of the black hole so no one goes tumbling off into space.
To make things further challenging, black holes absorb light so you'll need to have your own source of it. Various kinds of magic can help with this task, with light magic being the most obvious. Elemental magic can make fire, alchemy can create chemical reactions that result in a source of light, an animal mage can turn into a bioluminescent creature, and so on. Even the right familiar can help you out with this. Get creative, any way you can think of to make light will work alongside the lights of others. If you can't figure it out, maybe try partnering with someone who can.
EXCALIBURN Everything seems to be going as planned for anyone who didn't fall off and get lost in space. That is until Excalibur is visible in the glimmer of your light, a strange energy emanating from it despite the time freeze. You'll feel a strange compulsion to touch it, and one of two things will happen based on your character's choice and ability to control themselves against a very strong compulsion: 1. Touch it. The energy is the soul of Excalibur, fragmented by the Hadron collider and corrupted by the Fisher King's corpse's curse. Its very essence is magically strong enough to flicker in and out of the time freeze, and because of its fragmented state, it seeks to be whole. To this end, the curse has caused it to pull the soul out of anyone who touches it into the sword, hiding the bodies surrounding it with illusion magic to lure more people in to try over and over again.
Souls in here are stuck together in what seems to be the original hall of King Arthur in its hay day-- Excalibur's memory. Excalibur is personified, sitting on the throne as a zombie-esque Arthur. It won't speak, it won't move unless interfered with (in which case it will subdue your character before returning to its spot). The only people in this room are those whose souls have been sucked in, and there doesn't appear to be a way out-- the windows and doors are sealed, and what's more? Magic doesn't appear to be working.
You can interact with anything in the hall you want, but you can't leave. Maybe spend some time solving the stone plate puzzle embedded in the floor. You might want to work together with others to solve the room, honestly. Open hidden compartments, find keys to open boxes, find buttons under the throne chair that lead to a new clue, align pieces of stained glass with each other to make the light shining through the window the color a clue you found gave you-- all kinds of things will be possible to complete this puzzle, as though there are only 50 pieces, all but the central piece is hidden. This puzzle may be the only way out of the room, after all.
2. Don't touch it. Resist the compulsion without doubt and the illusion hiding the bodies of those who did fall for it will break, revealing them to you. Now would be a good time to break out some totems and transport their bodies back to Avalon for safekeeping so they don't accidentally slip off into the black hole, don't you think? Rescue as many of your friends as you can, and you'll notice as you start taking them away, the energy from the sword turns into a giant beast formed of angry energy. It starts with forming two eyes and a wicked smile before moving to swallow any of those who didn't fall for its tricks.
Not a fighter? Don't worry, the spirit of Excalibur isn't interested in a non-consensual fight. One touch from it will instantly teleport your character back to the Isle of Avalon if it senses your character doesn't want to try-- away from it and away from the fight. If your character has any will to fight it, whether they have talent or not, it will engage in an epic battle.
Excalibur's Corrupt Soul has the following moves beyond physical attempts to squish or eat your character:
HOME | ||
| Once everyone has worked together and the last sword has dissipated, a huge crack will form in the original Excalibur sword and the energy will start to dissipate, the souls of those trapped floating off like little fae to return to their bodies, wherever they have gone. This is where the puzzle of those who were trapped comes in, as the souls would have wandered around space aimlessly unless the puzzle was solved to give them Excalibur's knowledge of where their bodies are... or death mages capture the souls to bring them back to the bodies they belong to, but remember, the immortality spell only lasts for so long and though Excalibur is no longer powering the creation of that multiverse-reaching black hole, this battle did take place in space. Either way, at this point, it's time to race home on those astral horses before your ability to survive in space runs out. Once the spell runs out, Morganna will assume any who didn't make it in time dead and finally break the time freeze | |
magic. Characters will be able to watch the Calamity disappear in a matter of seconds, a sonic boom echoing across the land and seemingly causing Avalon to experience all four seasons at once: rain, snow, the heat of summer, fog, and of course glorious rainbows scattered all throughout the land. It is at this point that everyone is invited to a final goodbye in Camelot and instructions for their familiar to break their bond and return them home should they wish to go.
This will give you ample time to say goodbye to friends or complete any unfinished business before going, or maintaining the bond for those who wish to stay in Avalon with their current Avalonian magic forever… or it can result in some sudden goodbyes if your familiar is an asshole, but as the Fairy Queen said (I’ll paraphrase): any who wish to return to Avalon will find a pathway open to them when they need it. | ||




Page 1 of 3