faileas: (Default)
aefenglom log posting account ([personal profile] faileas) wrote in [community profile] middaeg2020-01-14 12:47 pm

☆ Event Log: Snatched, Part One

Event Log: January, Snatched - Part One

I. The Fires (14th)

    Though it began this month with petty vandalism, before long, things escalate. On the evening of the 14th, when many are settling down for the night, fires blaze to life simultaneously all over the city, though they seem to cluster in places that Mirrorbound and refugees frequent. Homes, businesses, market stalls, the Barracks, the Residential Districts, they could pop up anywhere, but the worst of them seem to hit different locations within the Haven. The refugees stand to lose a lot in the fires, everything they've built up since arriving here at the end of September, and Mirrorbound stand to suffer damage to the homes or businesses they've built in Aefenglom. No doubt everyone is quick to catch on, but with so many locations burning at once, help is thin on the ground.

    As soon as they're alerted, the Coven sends out a call to all Witches, Merrow, water-based Dragons, anyone who can manipulate water or ice to help put out the fires across town before they can spread. With the city plan so tight and buildings so close together, it's a real worry. They'll accept all hands, even those with no particular water-based talents - anybody can carry buckets, after all. Bucket brigades made up of mostly Monsters form from the River Temese out to pass water to where it's needed most. Others with fire magic or resistances are asked to search the buildings still on fire for anyone still trapped inside. On the streets, more set up stations to treat burns and smoke inhalation, and to check people over for worse injuries.

    It takes a couple of hours to put out the last of the flames, but thanks to quick action, no lives are confirmed lost. The City Guard is present at the sites of the fires in the hours afterward, questioning witnesses and determining the sources with both magical and Monster-ability-based methods, but as the chaos calms down, it quickly becomes clear that 1. this is a case of purposeful arson, and 2. not all witnesses are present.

    Maybe it's your friend, or family member, or just an acquaintance you know you saw go into their house at the end of the day, but they're conspicuously absent from the crowds gathered on the streets. Those who are Bonded to a missing person feel it first, though - a horrible sensation like a pillow over the face or a tightening in the chest, smothering their Bond to barely anything, except the very rare flicker of something, a tiny spark lost to the darkness as soon as it's felt. The sudden absence of them is like a case of phantom limb, something that should be there suddenly isn't, but yet it isn't quite an annullment or breaking of the Bond. It's still there, just muted and tamped down. It feels a little different for everyone, maybe painful or maybe just uncomfortable, or maybe, in the cases of new or less-close Bonds, it simply feels as if it never existed.

    Regardless, those Bonded can't be found through Bonds. It's like those loved ones have vanished, without a trace.

    The City Guard and Coven representatives alike will seek to make a comprehensive list of all who have gone missing, but Mirrorbound cooperation will be needed for that; they would know better than anyone, because the missing ones are all Mirrorbound or refugees.

II. The Lost Souls (14th - 20th)

CW: Torture, captivity, restraints.

    You were spirited away in the middle of the night.

    Maybe you were out, or maybe you were safe in your own home, but either way, someone managed to get the drop on you. Upon waking, everything is fuzzy, until clarity returns suddenly and violently. It's possible to remember a struggle, an enchanted darkness that might have enveloped you, maybe even a glimpse of the face of the human or Witch who grabbed you, but now you're stuck in a small, stone cell, the only entrance covered in shiny new bars thick enough to hold back a rampaging Dragon. The hall beyond is also stone and dimly lit by sparse magitech lights and the soft, runic glow of spells drawn on the walls and floors. There are more cells like yours, filled with more Monsters and Witches like you. What's worse, maybe you're alone, or maybe another poor soul is trapped with you - the space isn't exactly large enough for two, but the comfort might be nice.

    Witches will find their magic restrained, tamped down with a spell similar to the Coven's punishment for lawbreaking. Monsters' restraints are more traditional - muzzles, chains, manacles, and particular weaknesses that differ from Monster type to Monster type, such as silver or iron, water, or the lack of water. Even if, by some small mercy, a person finds themselves with their hands free, all of the captives' Watches have been taken, along with most other belongings on them.

    The uncertainty of your new location doesn't last for long. It's only a matter of time before people pass through the cellblock in pairs or trios, talking to each other and ignoring the captives behind bars, checking up on the spells that line the room. Those with keen memories will realize - these are not the same people who took them in the first place. All are human, and they all share a familial resemblance - black hair, violet eyes, pointed noses, and unpleasant sneers. Over time, with observation (and what else are you going to do, while you wait for the worst?), maybe frequenters of the Coven will pick out a familiar face, a haughty, unpopular Witch named Constance Rathmore who refuses to associate with Mirrorbound in classes, or those familiar with the law might pick out a mid-ranked member of the City Guard named Godfrey Rathmore, who perhaps looks the other way when refugees are harassed.

    As the hours tick by, it becomes obvious that there are maybe 22 of the Rathmore family, the only ones with access to this corridor. Other voices, maybe familiar from the kidnapping, can be heard outside the main doors at times, but they never enter, and seem none the wiser as to what is actually happening.

      a. The Torments
        And what is happening? Something sinister. It's usually a different set of family members, a pair of cousins, the daughter or the son, occasionally even the matriarch and her son and daughter-in-law (who may be recognized as long-time members of Parliament). Their methods and motivations may be a bit different, but they share one thing - innate cruelty, and a hatred for those they see as a plague on Aefenglom, those harbingers of unwanted change.

        Sometimes they inflict pain on captives right there through the bars of the cells, with nasty spells or physical instruments, but more often, they choose a victim or two to remove from their cell, still in restraints, to take down the hall, through the heavy door at the opposite end from the entrance. The wide room at the end is a place of horrors: instruments of torture lining tables, heavy restraints, and glass jars to receive any bits or blood they might separate from the original owners, to sell on the black market. The runes on the walls and floor in this room are different as well - this is advanced, forbidden magic, practiced by the daughter Constance on brand new test subjects.

        When the family members have grown bored or tired themselves out, they return their current playthings to a cell - not always the same cell with the same cellmate, not always with the same restraints, but every time they ensure that it will be difficult to escape or fight back.


      b. The Whispers
        While the Rathmores do not often speak directly to captives, they speak to each other quite a bit, as do the others who occasionally pass outside the heavy door at the entrance and simply seem to serve as watchmen outside the corridor. It's easy to get snippets of conversation between the horrors. What else are you going to do, besides wait, and listen, and plot your escape?

        "Shame about Uncle Rodolphus. Scarred by the mist, his Black Market business raided."
        "None of it would have happened if they hadn't provoked Dorchacht. It was Drummond's Witch in our city who unleashed that awful gas, as retribution for what they did over there..."

        "...-Destabilizing a whole city like that, and there are only a hundred of them give or take. Imagine what they'll do to Aefenglom if we don't stop it."
        "They'll all want to leave after this, surely. We'll go for another batch in a couple of weeks, once Godfrey convinces the Guard to stop looking."
        "Good. Maybe Dorchacht will take them. Them and their brutal revolutionaries..."

        "...-Father thinks we can control them if he manages to get in touch with his contact in Dorchacht. They had that spell, you know? Like the collars, but better. Maybe then we can sell them off, make some money back to cover our losses..."

        "...-All this pushing for equality. The whole economy will collapse. Everyone has their place in a functioning society, right, sister?"...

        "...-heard from Mr. Rathmore himself they're doing magic in there. A spell to send the Mirrorbound home, and the refugees along with them."
        "Then why did we have to grab them like that? You'd think they'd want to leave."
        "The Coven wants them here, obviously. It's a power-play, there's no way they'd allow Mr. Rathmore to do this..."

        "...-I don't know about this, the Rathmores always seemed a little extreme-..."

As a reminder: while this prompt contains a general content warning for torture, please make sure to leave decently specific content warnings in your headers for anything that may be uncomfortable for other players to stumble across. The level of torture experienced by each character is up to the individual players - please respect each other's limits!
III. The Ones Left Behind (14th - 20th)

Meanwhile, out in the city, the atmosphere is a new kind of tense. The papers pick up the story pretty quickly, so before long, it seems that everyone knows about it. In the days since the fires, repairs seem to be on the backburner; the remaining refugees especially worry for their missing friends and loved ones, and the missing Mirrorbound. The graffiti stops entirely, as do nasty comments in the streets. The upper-class, when they come into contact with the remaining Mirrorbound, cannot meet their eyes, or even react with genuine sympathy, a rare few even saying in hushed murmurs that they hope they find their people. Vandalizing their property is one thing, it seems, but people simply vanishing, Bonds being smothered... that's another. Even if they don't worry for the Mirrorbound, they worry for their own safety in Aefenglom now. On the other hand, residents of the Western Residential District, primarily Monsters but including a fair few humans as well, stop by the Haven more often, bringing food and kind words, and asking after the disappearances with real concern.

The City Guard is an increased presence on the streets, trying to track down witnesses who may have information, but without warrants, their hands are tied in a lot of cases. Some Mirrorbound are asked quietly by the Lead Investigator if they wouldn't mind looking into some of the sources of the fires, and trying to track down anyone who might have seen something - they can operate a little more loosely, not being bound by the same bureaucracy as the Guard. They're promised Guard and Coven cooperation and support in this.

The demand for artists increases in the days after the abduction. Many of the refugees especially will seek out anyone who can draw to help them create fliers about the missing people to post around town, to raise awareness. Maybe they want to make posters of another refugee, or maybe they want posters made of particular Mirrorbound faces who helped them in the past. They're distressed, but they're pulling together as a community - and it's clear they consider all the Mirrorbound a part of it, judging from how they'll try to pull anyone in to their efforts to put the 'missing' posters up around the city.

The Coven, too, is in a flurry of worry, second only to the refugees, who are missing some of their own as well. Many of the regular classes are disrupted and become impromptu Divining sessions, circles of Witches holding hands and chanting in rooms filled with incense smoke, making concentrated efforts to determine the location of their missing fellows. After all, many Mirrorbound are their classmates, and they want to see them returned safely. Anyone passing through the Coven may get pulled into one of these sessions - Witches to lend their magic to the circle, Monsters who know any of the missing to act as foci. Unfortunately, nothing concrete turns up in the fleeting visions they do get, and the backlash is immense, resulting in splitting migraines. It's magical interference for sure. Luckily, Miss Aerianna, the middle-aged Arachne caretaker to the Dreamers (who, she'll say, are currently unreachable - they're trying to suss out the missing Mirrorbound as well), is well-versed with Divination headaches, and is around distributing her supposed cure-all, which smells like swamp-water and tastes twice as bad. At least it works on the headaches.

While the part of the city who wanted to see the Mirrorbound gone have quieted down some, the part of the city that welcomes them has grown louder, providing what support they can to try to find those lost souls who have vanished.


The investigation briefs will be posted under location-specific headers down below! Feel free to thread underneath them with others investigating the same area, or collaborate with other teams to share information. We decided to go ahead and allow for everyone who signed up to investigate whichever area they're interested in rather than splitting characters into mod-decided teams, but we encourage working together!


    Welcome to Part One of January's event, Snatched! The sign-ups thread is here - it's not too late to get involved. Only the kidnapped characters who will escape on the evening of the 20th is closed out to new sign-ups. Headers for the investigations are here. Part Two of this event will be posted on the 21st and will include the escape, rescue and bringing the perpetrators to justice.

    And a note for all! If your character does anything significant during Part 1 or Part 2, we want to hear about it on the city tracker! Make sure your submissions are in by Feb. 3rd, because a special aftermath post will go up on the 4th.

quickwhip: quickwhip. (Default)

[personal profile] quickwhip 2020-01-17 07:09 am (UTC)(link)
[ From his spot where he remains restrained, he can more or less see everything that they're touching and smiling over, getting ready to use on him, on her, both of them maybe if they feel like it. He doesn't care if they want to keep poking and stabbing and tossing holy water on him. But to drag her into this... to make him have to see and hear everything that they do to her... fucking sick bastards and he swears he'll crack their skulls the second he can get himself out of these restraints.

When the device is brought into his line of sight, Trevor glances over to Iramaat and can not only see but practically feel the anger that bubbles within her and it only makes him feel a bit more worried at what's about to go down here.

So, he tugs at his own restraints again. Muscles taut, veins bulging, using whatever strength he can pull out of himself... and it's for nothing. Fucking hell. ]


You head what she said, assholes. Don't fucking touch her.
wylderrant: (4)

[personal profile] wylderrant 2020-01-17 06:19 pm (UTC)(link)
[ Iramaat has never really known pain and suffering beyond that that you pick up along the way during an adventure. She's always skated free, deflected consequences. This is the first time someone has threatened her with bodily harm and pain and had the menas to follow up. She grimaces up at their captors, eyes darting to Trevor again and then back.

She should be the heroine. The one who saves people. Not helpless like this.
]

Put a blade in my hands and we'll see who laughs-

[ They tignore Trevor - or at least don't address him. They jeer at him instead, threaten to pour more holy water over him. And then they stretch out a hooved foot and Iramaat starts to thrash and kick and strain against her bonds.

She's not getting anywhere, but maybe it helps a little.
]
quickwhip: quickwhip. (Default)

[personal profile] quickwhip 2020-01-21 07:22 am (UTC)(link)
[ When the holy water is flung at him once more, he turns his head away and grimaces as he tries to ignore the slight burn that screams across his skin. If he were a full-blooded(??) vampire, this would be absolute HELL for him right now. But as it stands, he can tolerate it. Of course, if he was tied and dunked in a bath of holy water and kept there... yeah, he'd rather not find out how long he could withstand that. Rather, he glares at the assholes doing this to them, arms tugging against the restraints once more. ]

I said I get it. I need to bathe more.

[ At that, he spits at them. Some of it holy water that had gotten into his mouth and some of it... not. ]

Not like you assholes have any baths here to begin with.
wylderrant: (8)

[personal profile] wylderrant 2020-01-21 05:43 pm (UTC)(link)
[ They finally get the "boot" on her foot and start to tighten it. The color starts to drain out of Iramaat's face, despite her grim silence. It's obvious that she's in pain and that it's only getting worse the tighter they turn the vise. Something in her leg is going to give. ]

Honestly, I think you're right.

[ There's strain in her voice, even as she tries to hide it. ]

The stench is worse than anything else they're doing-

[ Of course, bravado only gets you so far. ]
quickwhip: quickwhip. (Default)

[personal profile] quickwhip 2020-01-22 08:27 pm (UTC)(link)
[ It certainly does since Trevor sure as hell gets smacked across the face with a... smacking tool thing. He doesn't really know what that is, to be honest. But it smarts across his cheek and has him narrow his eyes as he tilts his head back from the smack. ]

Shouldn't there be a safe word or something with all this?

[ Going to give up the sass even though he just got struck across the face? Not Trevor Belmont. ]

Not everyone is into this sort of shit, you know.

[ And that's just going to get him another smack. ]
wylderrant: (3)

[personal profile] wylderrant 2020-01-22 09:49 pm (UTC)(link)
[ Iramaat manages a short, sharp bark of laughter, even as her face goes paler and paler. She enjoys Trevor's bravado and it helps. At least until her leg finally gives way and the bone breaks and she screams. She can't keep that in - it's too much - and she feels a brief flicker of shame.

This isn't who she is.

She's left panting, the pain still lancing up her leg.
]

You're all bastards, you know that?
quickwhip: quickwhip. (Default)

[personal profile] quickwhip 2020-01-28 04:41 am (UTC)(link)
[ Well, at least someone other than himself does.

But the sound of bone breaking causes him to flinch and even internally cringe as he looks away as a means to try and... center himself or some bullshit. Honestly, getting shit done to him doesn't bother him as much as having to see it be done to someone else. Especially like this. Especially when he can't even do anything to help. ]


Oh, they know it. Not to mention a bunch of fucking cowards, too.

[ And at that, he spits at them. Even if it earns him a hard sock to the face for it. ]
wylderrant: (3)

cw: vomit

[personal profile] wylderrant 2020-01-28 09:09 pm (UTC)(link)
[ Iramaat is trying to breathe. She's never been in pain like this before. She's never been hurt like this before. She's pretty sure she hates it. She sucks in another breath and then turns her head as much as she can to vomit. She hasn't had much to eat since she got here, so it's mostly bile, but it's still awful. She retches a few times more, wrists drawing her restraints as taut as she can.

She's never done that either and she thinks it's pretty terrible. Her face is pale and drawn and her whole body seems to be trembling.
]

I'm going to make sure you all pay for this-