Entry tags:
- * event,
- a3!: juza hyodo,
- attack on titan: mikasa ackerman,
- bloodborne: eileen the crow,
- castlevania: hector,
- death note: l lawliet,
- fe: felix hugo fraldarius,
- fe: henry,
- fe: soren,
- fextraccc: gilgamesh,
- ffvii: aerith gainsborough,
- ffvii: cloud strife,
- ffvii: sephiroth,
- fz: arturia pendragon,
- fz: iskandar,
- fz: waver velvet,
- granblue fantasy: sandalphon,
- kh: riku,
- kh: sora,
- loz botw: zelda,
- loz oot: zelda,
- mdzs: lan xichen,
- naruto: sasuke uchiha,
- original: asura,
- original: sokie undertown,
- oxenfree: jonas,
- ssss: emil vasterstrom,
- teen wolf: stiles stillinski,
- trails: fie claussell,
- undertale: alphys,
- voltron: lance
Event Log: February, Outpost Problems
I. Adventuring We Will Go (Tomorrow)
A lot needs done, and more hands are always welcome. Camping gear and provisions need to be checked, inventoried, and dispersed into enchanted rucksacks that can hold twice as much as you might think they could - there will be enough rucksacks for each explorer in the party. Everyone is expected to carry their own. Shrunken-down construction materials for the new outpost need to be loaded into the three self-propelled carts the party will travel with (if only they were self-steering as well!). The carts themselves haven't been necessary for an expedition in a while; they could probably use some fixing up, greasing the axles and making sure the enchantments are fully charged with magic. And, too, this is a chance for the group to mingle and get to know each other. You have to be able to trust your fellows out there in the Wilde, after all. So there's a table with food bought off a few street carts: fried hand pies in meat (no one's sure what kind of meat, but hey!), veggie, and fruit varities; a pot of simmering jellied eel to be scooped into cups and eaten with spoons; fried squabs on sticks dripping grease. Beer is plentiful, as are bottles of a non-alcoholic ginger beer. Everyone is encouraged to eat, pack, and get to know each other. Especially because, the lead Wilders on this expedition will say, it's recommended that everyone going out there have a Bonded - whether it be their own normal Bonds if they're also going, or temporary Bonds with their fellow party members. The table also bears a few dozen of the temporary Bonding potions, and it's highly encouraged, though not required, that more experienced explorers temporarily Bond with those who are much newer to Aefenglom. It's nature's buddy system, you know. Whatever you're going to do, do it before the morning - the group leaves at first dawn, and will not wait for anyone too hungover to be on time. While having a Bond isn't required for the trip, the Wilders will strongly encourage it for anyone who isn't Bonded or whose Bond partners aren't going. The three-Bond safety limit does still apply to temporary Bonds, though! If you'd like to tag around for potential temp Bonds, head over to this thread right here! |
II. The Silent Forest
As the day drags on and the hike continues, though, the landscape changes. The trees grow thicker and the underbrush more dense. The machetes have to come out at points to clear the path for the carts; whoever is currently on cart-steering duty, please don't damage them! The atmosphere, too, changes around this time; the laughter dies down, expressions become more serious, Wilders are noticeably more alert to the possible presence of Shades or hostile creatures. By evening, the forest is thick and dark, the trees around them ancient and twisting. No one has ventured out to this area in quite a while, the more experienced Wilders will say, and that becomes very obvious. The once-beautiful forest is heavily infected by the Cwyld, and the small cabin that served as a Wilder outpost is overgrown, still bearing the 5-year-old corpse of a dead Wilder. Adventurers are advised to take caution when touching anything - wear gloves and heavy boots and watch your step out here, folks. The way still needs to be cleared.
As well, a certain breed of tree seems to have escaped infection entirely; these tall, woody trees have shiny green leaves, a contrast to the rest of the forest, and bear small green fruits that smell (and taste, should you eat one) deliciously sweet. All is not always as it seems out here in the Wilde, though - be careful which fruit you choose to imbibe. These trees are not immune to the Cwyld, they only hide their infection well. It can only be determined which trees are infected by cutting into them and inspecting the sap (difficult, because the sap of all the trees is highly toxic, and even inhaling near it will have nasty side-effects of vertigo, vomiting, and even temporary blindness). If it runs black at all, the tree is infected, and the fruit, sweet as it might taste, is deadly poisonous. Trees that are only mildly infected are a Russian roulette: you have an 80-20 chance of getting a toxic fruit or a good one. Most of the Wilders don't feel it's worth the risk. b. The Fauna
Shades are not uncommon. When camp is made for the night, capable fighters will have to rotate guard duty and patrols around the campsite, to fight off the shadows of what used to live here as they sense life and magic to consume. Dessicated, white-eyed bucks with cracking antlers, bloated and mutated birds screeching angrily, even, perhaps, the Shade of a bear, huge, enraged, and difficult to take down. But that second night, those who are alert may get the tingling sense that they're being watched. They are, in fact, by a band of nomadic Monsters, primarily Harpies and Arachne passing through. They don't approach the camp, and they won't speak to any of the Wilder group, merely watching them with something like curiosity before they flee into the forest again. It's hard to get close to them before they disappear, more at home in this dead forest than you will ever be, but close observation shows that all are scarred in some way; missing parts of limbs, eyes, or bearing even worse marks on their bodies. c. The Solution
If enough of the party is game, the first step is finding the leyline in the area. This can be sniffed out by Witches and Monsters both, as they're drawn to sources of magic, even tainted magic; and, too, if anyone takes a look from the air, the leyline becomes obvious, as it cuts a much darker, more heavily infected line across the forest floor, like a blackened vein. Once it's found, it's up to the Witches in the group. Gathering over the blackened ground, anyone who wants to participate in the ritual should join in pairs or groups, down on their knees to be closer to the earth, and should 'push' their magical energy into the leyline through their hands pressed to the dirt. Each push results in a pulse of light beneath the blackness of the ground, weak at first, but stronger the more magic is expended. It will take several hours, which means the occupied (and then spent) Witches will require the protection of their Monster fellows, and interacting this closely with a tainted leyline will have side effects. A low degree of Cwyld infection is possible in the hands, but not guaranteed. Intense fatigue and dizziness is certain, along with pain when casting spells, and terrible nightmares for as long as the symptoms last - anywhere from 2 to 6 days, depending on how much magic the individual Witch expelled and how much rest they get after. It will take some time to see if their labors bear fruit. They'll check on the area again on the way back; they can't stay in one place for too long. |
III. Ruins of a Past Life
At one point, with the sun high in the sky, they stop to refill canteens and jugs with fresh water and to take a bit of a swim. Here, the water cascades into a wide lake below, which eventually feeds back into the main river that cuts through Aefenglom farther south. At the top of the waterfall, it's much easier to see something in the distance, that isn't specifically on the route but is a small enough detour (only a mile or two off) that the guides permit it. It's the ruins of a former settlement, clusters of shells of burned out houses and buildings, a dried up well, and the crumbling remnants of a wall - reminiscent of the Bright Wall, but much, much smaller, only about eight or nine feet high at its tallest point. There is no magic left in it, though, nor any people in the ruined town. There haven't been for years and years, judging from the mossy overgrowth and state of disrepair. Some signs of the former inhabitants can still be found in the houses; the Wilders agree to make camp here for a night, to give everyone some time to explore.
A sort of thick, somewhat mucous-y grayish-green moss grows in flat sheets over most of the ruins. It isn't infected by the Cwyld; in fact, the areas where it grows seem to be free from it. Coincidence? Not? The Wilders have never seen anything quite like it, and are interested in taking samples back to study. (And for those of you who can't help but put things in your mouths: yes, the moss is edible. It tastes a little... earthy, but gives a pleasant caffeine-like buzz and burst of energy. Good for Witches still feeling the effects of the leyline flushing.) Outside the remnants of the wall, there are years-overgrown gardens, and perfectly good potatoes, asparagus, and raspberries can be found still growing, hardy and perennial even without human hands to tend to them. These people lived a more simple life than those in relatively-modern Aefenglom, as there isn't any magitech to be found, but somehow, they made themselves a home out here in the middle of nowhere. b. Ghosts of a Forgotten Settlement
The ghosts cannot be touched or physically interacted with, and many of them simply ignore the Wilders and Mirrorbound completely. Spectral children play in the streets, adults tidy shops that are no longer there, or head out to the field to farm. They do so with expressions full of sadness, and desperation, as if trapped in this cycle of un-life. Others not only notice the group, but try to turn on them, enraged at the sight of intruders, though their shouts and screams are silent. They can't do any damage, but if they pass through you, you'll feel a bone-deep chill, despite the late-summer heat hanging in the air, and the specters' 'touch' will fill anyone with an aching, heavy despair, or rage - echoes of the emotions the ghosts experienced before their deaths. |
IV. The Northern Outpost
The spot Rilla Sparks chooses for the new outpost is cradled between two large spires of stone, with a cliff-face at the back of it - protected on three sides to defend from animals and Shades, with a relatively clean stream within an hour's walking distance. Construction has to commence immediately. Once they land, it's a flurry of activity, as there is much work to be done. The building supplies are returned to their original sizes and it's all hands on deck to put together the low wooden building. With everyone working as quickly as they can, it should take about three days to get set up enough to consider the outpost open. Also on the to-do list: setting up the teleporter waypoint given to the Wilders by the Coven, to shorten the trip from Aefenglom to this far-flung outpost. It's smaller than the one in Dorchacht, only able to transport three people at a time, but the technology is the same. They'll need as many magitech-capable hands as they can get to calibrate it to the local energies and get it up and running. While all this is going on, exploration of the local area is high on the list as well, to ferret out any potential dangers that may be inherent to setting up here, or potential boons that can be taken back to Aefenglom, and to start work on their maps. There's a job for everyone, and while they're happy to let people do what they're good at, or rotate between different tasks, anybody slacking off will get the stink-eye - you came to work, right? This is no vacation! After the first day, though, things start... getting a little weird. Items start disappearing at random times, just out of nowhere, no rhyme or reason to the things taken. Hammers, half-drawn maps, scraps of wood, your half-eaten lunch if you look away from it for long enough. Personal items may go missing as well, if left unattended, so keep your precious things and weapons close. You may hear muffled voices - laughter, indiscernible chatter - around the times when stuff goes missing; it could be the voice of a stranger, or maybe it's the voice of someone you know, someone you've been traveling with for the last several days. But why would they want to steal your pen, or your handful of nails, or your drink cup? Weirder still, holes in the dirt start turning up in the night. Maybe six feet deep, dug at an angle like the beginning of a tunnel, and cutting off abruptly. Digging further down in these holes doesn't turn much up at first, but checking enough of them will turn up only a handful of the smaller missing items with teeth marks in them. Inconsequential, uninteresting, inedible things, or straight up trash in some cases. With enough persistence and maybe a good old fashioned stake-out, the culprits turn up: a pack of sand-colored, hyena-like animals that perfectly mimic human and Monster voices that they hear (often repeating words out of context, like much dumber parrots - they don't know what they're saying, only what the words sound like), and scavenge for whatever they can get their paws on. The hyenas are aggressive when confronted, and pack-oriented, but can be won over eventually by feeding them, or talking at them: different hyenas like different sounds and different words, so it might take some trial and error. Several bear low-level infections that can still be cured. Maybe eventually they can be trained. But then, where is everything else they stole? |
Welcome to February's event log, Outpost Problems! The expedition will last about an IC week for everyone who completes the trip; characters can return to Aefenglom with a pair of Wilder scouts at any stop along the way, though. As always, please direct your event-specific questions here! You can tag around for temporary Bonds in this thread, and if your character would eat the fruit in the Silent Forest, please post here for your dice roll (we did say it's a Russian roulette). Enjoy the trip outside the Bright Wall, everyone!

no subject
Sort of. [the look in his eyes doesn't really match the curve of his mouth. wei wuxian looks down at the tasseled flute for a long moment before continuing.] When I played, it was usually for the dead. This used to be my spiritual tool. I learned how to make them listen to me.
[and obey him. wei wuxian looks up again, suddenly curious to see the reaction of someone not from his own world.]
What do you think about such tricks?
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I used a spark. A light to guide the spirit and an infusion of power to shape and bind it.
[He eyes the instrument. That's a method he's never heard of before.]
Did they willingly listen to you, when you played for them?
no subject
Where did you learn how to do that?
[that's a different way of doing it for him too, but wei wuxian gets the credit (and the blame) for being the first in his world to do such taboo things to begin with. he considers that question for a moment, lips pursed as he nods.]
The corpses just moved as I willed them to. And I think the resentful spirits were actually glad to be harnassed.
[since it was for fighting, revenge, things that they longed to do instead of being repressed.]
Are there a lot of people who follow your practice?
no subject
I had been taught some alchemical principles as a child, but my talent ran to necromancy. I only found a mentor for that later in life. I was self-taught until then.
[That is glossing over a lot. Far better to find out more about this other necromancer that to keep dredging up his own past.]
So do you control them, or just give them suggestions? Do they retain their own wills?
[There are so many variations of undead, and Hector knows some of the common struggles of corralling them to a common purpose.]
If by follow you mean 'with torches and pitchforks', then yes.
no subject
[unless one counts the spirits and resentful energy and other things that surrounded him in the burial mounds for those three dark, long months. wei wuxian doesn't. he'd rather not think about it at all.]
Control. Where I'm from, people normally call upon their own energy for fighting and protection. It's a little bit like being a witch, I guess. [not that he knows how that feels for sure, being a monster.] But there's other energy out there that can be used too. Most people just believe that it's taboo to do so.
[something that it sounds like the other man can relate to. people were only just beginning to turn against him, fear him, blame him. he has no idea just how bad it will get once he becomes the yiling patriarch. but it's enough for him to offer a sympathetic smile.]
People seem more open-minded here, except now it's gone.
no subject
[From what little he knows of the only other necromancer he's met, that seems to be the nature of the business.]
So is the 'witch' way accepted but the other powers are forbidden?
[Hector frowns. It's so human, always finding minute distinctions with which to congregate and to outcast anyone who differs.]
Here is much more accepting, but even where witches and monsters can live freely, our former trade is looked down upon.
[He has been warned by one who has been here longer than him not to speak about necromancy openly. There are some lines even the natives of this world won't cross.]
no subject
[the accepted way, that is. relying on a sword instead of a flute. dealing with things a certain way and in a certain order. following the rules without question. these are the things you did if you wanted to be respected in the cultivation world.
even if necessity is eventually what made him what he was, wei wuxian always had a different way of thinking.]
Here too? [his eyes grow a little wider. he hadn't heard.] Who told you that?
no subject
He nods at the other man.] Yes. I heard it from Everett, a faun who has been here for months. He runs the tea shop. He said I should be cautious about speaking about my work, for it would not be well-received by the locals.
I do not think you would be burned at the stake here for it [Which is a thing that happens in Hector's home world], but it is frowned upon. I get the feeling doors might close to you if you were to practice openly.
no subject
[maybe it's just him. but in wei wuxian's short time here already, he's seen a number of different kinds of magic and different monsters. there's more individuality than the world he's from, where everyone is divided up by bloodline and into a handful of sects. why is this one thing still taboo everywhere when so much else is already allowed? what happened here to make it so?
and maybe the best question of all, why is he even worried about it?]
It's not like I could. Not anymore.
[he smiles a little, reaching up to the top of his robes. he pulls ones side down just enough to reveal the white puca fur underneath.
and while he's at it, he might as well introduce himself.]
I'm Wei Wuxian.
no subject
[Hector hasn't had a chance to dig into the history of this world to find out why. It could be there is no reason, other than humanity's instinctive fear of death.
Hector sighs, but as the other man shows off his fir, he taps his horn-nubs in solidarity.]
It's the same for me. I'm Hector.
[No family name, no title.]
no subject
I wasn't sure.
[after meeting louis, he's learned to assume nothing. wei wuxian hesitates at what he's about to say next, because it seems like it could be asking for trouble, but...
like that's ever stopped him from anything.]
I wouldn't mind finding out more about its place here. There has to be ways it could be useful.
[he just takes a look around them.]
no subject
Exactly. There are so many applications that people gloss over or ignore. Think about all the good that can be done. Healing necrotic flesh. Recycling bodies to use for tasks that are too dangerous for the living. Necromancy isn't evil. It is a tool. Any morality you wish to ascribe to it is determined by the wielder, not by the art itself.
[Oh, but the other people from his version of Wallachia would be horrified if they heard him talking like this. So it's a good thing they aren't here.]
no subject
if anything, this place needs cultivation like his. like hector's.
he wonders what lan zhan would say if he could hear the two of them talking. but he's been strangely more lenient since they came here. wei wuxian even dares to think that he might be able to get him to listen.]
So what do we do next?
no subject
Hector looks around at the wandering ghosts and lets out a breath.]
I don't know. Do you mean about these spirits, or in general?
[Hector has never been good about knowing what to do. He's no leader.]
no subject
[he stops abruptly. would he dare ask the witch to dabble in it?
he sighs too.]
I guess I'd just like to find out more about it's history here.
[which sounds a lot like research, he hates research.]
no subject
I wouldn't ask anyone who might not be on our side for now. Not until we have more facts to make a stronger case.
[That is the real reason necromancers operate in the shadows, isn't it? It's not by choice; it is necessity, to keep themselves safe from the disapproving world. ]
I've checked the coven libraries, but I wasn't able to find anything in the sections that were open to me. If there is information, it is hidden or protected. I'll keep looking, but I don't know what luck I'll have.
[He shakes his head, watching another ghost as it drifts aimlessly through the ruins, powerless to compel it to move on.]
no subject
but it's true that he resorted to his tricks out of necessity. to avenge. to protect himself.]
It's okay. I don't plan on giving up, do you?
[he smirks a bit. once wei wuxian thinks he's right, he follows that path to the very end.]
no subject
No, I don't either. Even if I can't do it anymore, I want to know. There must be someone who could exorcise these spirits.
no subject
[as much as it disappoints wei wuxian on a personal level, it seems beyond monsters.]
Do you have a bond with one yet?
no subject
No, I haven't bonded with anyone yet. It's...a big step. I'm used to working alone.
no subject
I can talk to Lan Zhan. He understands things a little better now.
[now that they're on the same path.]
no subject
So long as you can trust his discretion. We’ll help no one if we get ourselves arrested.