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snowblindmods) wrote in
snowblindooc2016-11-19 03:47 am
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Event: Lavender's Blue; Part Two
It happens in the evening of day 180, just after the doors lock shut for the night. The whole world seems to turn to water, the very air rippling and wobbling. You're overcome with dizziness. You don't quite pass out. Then the whole world seems to fall still. You're compelled to try the doors--they unlock. You're not cold. There's snow outside, but the flakes are stuck in mid-air, and you're not at all cold. It's impossible to tell if you're seeing things or not, but travel is quick this way. Impossibly quick, really: you can travel the length of the whole town available to you easily. Unfortunately, you can't seem to travel into undiscovered territory, nor can you open any doors to buildings that aren't already open. Indeed, once you open the door to the house you were staying in, it's stuck open. To those with glowing eyes, there is a sense of unease and vague, prickling fear, but other than that nothing else changes. Those with the eyes of the prophet, however, are filled with a greater sense of purpose: they must kill those with glowing eyes. They have transgressed, they have sinned, and to save the town they must be eliminated. For the duration of the event, those with prophet eyes will try to hunt and kill those with glowing eyes. The favored methods are crucifixion and/or disembowelment, but anything is fine in a pinch. Those with glowing eyes don't feel this hostility at all, and must run and hide or fight back until morning. While they can't close any doors to actual buildings, they can go into buildings and hide in things like closets, cupboards, and similar. Those with prophet eyes who have an attachment to someone with glowing eyes will be conflicted in regards to them: at first, this will manifest as simply trying to avoid them in favor of going after less controversial prey, but as the night goes on, the compulsion gets worse, and so people may find themselves fighting worse and worse urges to kill their friends--and maybe failing to fight that urge. A log for this event has been provided here. Those who are killed, no matter which side, black out. This does not count as a death and you will not be moved from your previous location; instead, they will be comatose until late morning. For those who survive, as soon as lockdown is set to end, the whole world swirls again, they feel a sharp pinch on one of their limbs, and they find themselves back in the buildings they were in before the evening began, doors closed. They can leave in the early morning--though if they have unconscious companions, they may want to wait for them to wake up. If you want, you can choose to have your character keep their glowing or prophet eyes through to the next event, which is connected to this one. You will be subject to a few strange effects in between the two events, some physical and some mental. This is completely optional! Please let us know here if you're having your character keep theirs! |
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2) Yes. Characters will feel extremely uneasy and feel the desire to leave, but they can resist it for short periods of time. Nothing happens--it's as if the whole area is stuck the way it is just after lockdown.
3) The shadows are out but frozen in place. Characters can't interact with them.