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.

callmeven: (203)

[personal profile] callmeven 2020-01-21 07:48 am (UTC)(link)
[blood and flesh fill his mouth and the taste of it ignites something inside him. it's a taste he won't forget easily for a long time after this, not when every burning instinct was screaming at him to bite harder. he was so hungry, having been just as starved as waver had been before being thrown into the arena.

ventus doesn't get much of a chance to consider his choice when waver tries to throw him off. ven manages to keep his bite grip on his arm for a short while until the force of the other finally gets him to let go. his face hits the bloodied dirt, body trembling as he tries to gulp down shaky breaths.]
tryhard: (yelly dog)

[personal profile] tryhard 2020-01-21 08:22 am (UTC)(link)
[ As the two Turnskins pull apart, those teeth tear through his arm, rending flesh with another scream from Waver and a spurt of bright red blood that spatters Ven as they stagger away from each other.

Their captors surrounding the cage shout and jeer, some complaining that the fight is starting to get boring already, that they're too evenly matched.

As Waver tries to retreat into the opposite side of the cage on instinct to tend his wound, his hand clamped tight over the gush of blood, one of the Rathmores reaches through the bars with a long, metal stick. Aimed at Ventus.

She tries to jab it into his side, the end crackling with electricity the moment it touches skin. ]


Get up, you stupid animal! Don't laze around in the dirt!
callmeven: (193)

[personal profile] callmeven 2020-01-21 08:31 am (UTC)(link)
[everything smells and tastes like blood. it soaks his hair and what clothes he has left on and leaves his fur a darker color than it had been naturally. he's never experienced so much blood in his life and now it's all he knows.

he hardly has a moment to breathe when something sharp hits his side and a jolt of electricity wracks his body. his scream catches in his seizing throat, nearly choking on it. ven scrambles in the dirt to move away from the metal rod, his priorities having gone from stay away from the other turnskin now to stay away from the rod.

he ends up on the other side of the cage, bumping back into waver gracelessly as his focus was entirely on watching the rathmore with the weapon following him around the arena.]


Please... please, no more-
tryhard: (ew human interaction that's gross)

[personal profile] tryhard 2020-01-21 08:40 am (UTC)(link)
[ The cage isn't very big. Ven closes the distance between them again in a few moments, startling Waver when he practically crashes into him, pushing Waver's back against the side of the cage before he can grab the other Turnskin boy.

He snarls, claws digging into Ven's shoulder, but then something sharp stabs into his back too. No jolt, not this time, but it jabs under his shoulder-blade and makes Waver jump forward, most of his weight lurching onto Ven and knocking them both back over into the center of the arena. ]


Tear him apart! [ someone shouts, though it's unclear to whom they're talking.

Someone else yells something about not killing valuable merchandise, the latter voice devolving into an argument with the first.

In the meantime, the frenzied Turnskins can claw at each other in the bloody dirt. Waver tries to pin Ven with his hands on his shoulders, snarling and snapping, His head dips forward, teeth at his throat, unless he can move fast enough. ]
callmeven: (184)

[personal profile] callmeven 2020-01-21 09:00 am (UTC)(link)
[ventus yelps when waver latches onto him again. being in such a claustrophobic space, surrounded by screaming figures and the weighty scent of iron ventus can't focus on anything beyond pure survival instinct.

he's thrown back again by waver, fatigue seeping into his limbs as the adrenaline starts to wear thin. the clawed hand digging into his bleeding shoulder has him screaming, voice breaking. freeing one of his hands he tries to strike out at waver's face as the other descended upon his throat, twisting his body to try and craw out from under waver's weight.

was he really going to die in here? even if he wanted to kill this other person as his instincts were screaming at him to do, he was so tired. blood loss was taking its toll and the chaotic world around him was growing dimmer by the minute.]
tryhard: (l'oreal expands to include the worthless)

[personal profile] tryhard 2020-01-31 09:01 am (UTC)(link)
[ The blow lands, striking Waver hard across the cheek and catching him with a claw. It stings, but the cut is thankfully shallow -- lucky, in such a soft and vulnerable place. It bleeds immediately, though, and a lot. Red streaks down his face, his chin, dripping down his throat and onto the dirt and onto Ventus beneath him as the other Turnskin tries to scramble away.

Waver snarls again, open-mouthed and showing all his teeth.

There's a strange, light-headed feeling. Blood loss, maybe, with his arm bleeding heavily where Ventus tore a chunk out of it. Or maybe something... else. What the hell had they stabbed him with earlier?

He can't focus. He can't think, not real or coherent thoughts, nothing beyond the simple instincts that drive his need to feed, to fight, to-- fuck. The raw intensity of feral need taking over tugs at every animal desire inside him going into overdrive, a frenzied desperation to do anything, everything to get free, to feel better and stronger and in control inside this cage.

He leaps on Ventus again, bearing his slight weight down atop the other Turnskin. It probably wouldn't have done much, if they weren't so physically close-- and as exhausted as Waver might physically be, the drugs and adrenaline give him strength he shouldn't have been able to hold onto. ]