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avalonmods ([personal profile] avalonmods) wrote in [community profile] isleofavalon2021-02-18 12:12 am

EVENT ✨ Be Careful What You Wish For


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This is the event log for IC comments only! Ask OOC questions HERE or use the FAQ for general questions. Click here to view top-level comments only.


It's a lovely winter's day. The rain is a light sprinkle, periodically the sun peeks out and forms a rainbow across the sky, and it's not even too cold to go out. The perfect kind of day. "Nothing could possibly go wrong!" is what someone said right before things started to go awry. All throughout the town, strange happenings began to occur... people began to experience odd effects, and though it was clearly magic, most of Camelot City's residents didn't seem to have an immediate understanding of what had happened. In fact, much of it seemed somewhat.. random.

Characters will optionally be able to experience the following during this event (player's choice; characters may experience more than one):
    • Constantly bombarded with random flashes of what your friends are doing or are going to be doing later at inconvenient times during the day.
    • Uncontrollable super strength. Like go to open a door and it comes off the hinges or push someone and they fly through the wall level.
    • Being able to sense and feel the air around them. All of it, at all times.
    • Physically not being able to walk into any building without an invitation from the owner, including your own.
    • A part of your body grows in size.
    • Unable to be touched by anything, to the point that objects will move away from you as you try to pick them up.
    • Start seeing people you know from back home, but only you can see them.
    • Your technology falls in love with you and tries to keep you from looking at other pieces of technology.
    • You gain a canon magic! The only problem is, it was never yours to begin with. You gain someone else's magic/powers for the duration of the event.
    • You turn into whatever your zodiac sign is whenever someone touches you.
    • Emotions cause an immediate physical response regardless of strength; so if someone is even slightly sad, they'll start bawling. If anyone is happy, they're ecstatic and beaming.
    • Objects turn into your favorite thing when touched.
As you can guess, chaos is ensuing because of these strange effects, and counter-curses don't seem to be doing anything about it. Unaffected people are being offered the chance to quarantine behind the castle walls in the castle's guest rooms-- a huge upgrade from the inns in just about every way (it's royal opulence, after all, enjoy the stay and the amenities!) or being told to find another location to spend their time other than the close-quarters of the city, in case it is some kind of magical disease that's spreading. The town criers (read: social media news outlets) who are sharing this information will also be gathering volunteers may be conscripted by King Arthur on a trip to the edge of the Forest of the Fisherking to seek the help of a magical archivist that might be able to help them identify the cause of this clusterfork.


To get to the Forest of the Fisherking, the safest path is the pass between the Land of Rot and the water. It's a dangerous journey. The Land of Rot itself has the stench of death about it, and in the distance, anyone traveling with the party will once in a while be able to see a lone member of the undead traversing what appears to be barren, dying lands-- be they a walking skeleton or a rotting corpse of a zombie. The skies above are filled with vulture-like creatures that pick the flesh off of those who wander in and don't wander back out. Anyone who tries to go toward it will be warned that it's a bad idea or stopped by someone else nearby, as though one alone may look like a single creature, they can call a horde at a moment's notice. The camp could be overrun within moments and none of them are equipped to fight the undead right now.

The pass itself doesn't appear to have many creatures to fight along the way- most don't want to be near the Land of Rot longer than they have to, and it's dead silent at night, except for the periodic shrill scream from the Land of Rot in the distance. In fact, if you wake up past midnight at the camp, you'll find that even the camp itself seems to have all of the sound sucked out of it. When you try to speak, no sound comes out. There is a reason that this little stretch of land between the lake and the rot is called The Silent Shore by the water creatures and fae who live just offshore... though since they aren't the ones making the maps, it's not common knowledge in Camelot City. There's no way for anyone to have known ahead of time that everyone in the camp would be silenced.

It's also why orc bandits attack the camp in the dead of night, as they know that no one will be able to let out a scream. Try to get to your friend's tents and alert others as soon as possible, get help, and stop the bandits from stealing all of your possessions or hurting someone... you know, without a peep. Good luck.


Once the arduous journey through the Silent Shore is finished, the party arrives at the Forest of the Fisherking. It's quiet, but not in the same way the shore was silent. In fact, it's a rather serene location. The sunlight peeks through the leaves of the canopy, and small bugs and butterflies and pixies and other strange things dance through the air like they're under an enchantment of their own. Eventually, the party finds the home of the magical archivist. On the surface, it looks like almost an abandoned steam-powered traincar. There are gadgets and gears and clocks in the first room, little experiments here and there, and at the end of the car is an elevator. The elevator only fits two at a time, so you'll need to take turns going down. And down, down, down it goes. The elevator itself is a little rickety, so it may stop and stutter and you may be trapped in an elevator for any amount of time, alone in a small box with another person. When you get to the bottom floor, a pocket-sized steampunk-dressed gnome will appear on the elevator railing in a poof of smoke.

"In order to pass my door, you must answer my questions three."

The first question will always be your character's name. The second question will always be what your character seeks. The third question can be anything the player wants no matter how serious or ridiculous you'd like, but both characters will have to answer all three honestly, or the elevator will go back up to the top. Should they answer truthfully, the gnome will disappear in a puff of smoke and the elevator doors will open to reveal a dusty, underground library, filled to the brim with books and references.

The archivist appears, pulling up a helmet of variable magnifying devices from over his head, and tells everyone to look around, but they're not allowed to take anything. Anything truly dangerous is locked up, but characters may be able to find information on magical creatures, tips and tricks for different types of magic, or different accounts of Arthurian legend, and more. King Arthur himself goes to speak with the man after this, so they can talk about what exactly is happening in Camelot City.

When Arthur returns, he tells everyone the following information: Apparently, those fireflies people were wishing on at the bonfire normally gather their ability to grant wishes from the stars, which are currently frozen in time. As such, the power they drew upon to grant wishes went absolutely haywire and granted messed up versions of wishes for all kinds of people, including the people who didn't make them. They are wishes and not curses, which is why no one's counter-curses worked. Fortunately, the fix is rather simple, and upon returning home, anyone who stays out of the sunlight for at least 24 hours straight will return to normal. As the sun is the only functioning star and it's supporting the use of the fragmented star power the fireflies use, the magic of the wish will dissipate. As this is an unprecedented situation, no one knew this would happen. He asks that those here on this journey take to spreading word and ensuring it be done.


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