faileas: (Default)
aefenglom log posting account ([personal profile] faileas) wrote in [community profile] middaeg2020-02-16 11:38 am

Event Log: February, Outpost Problems

Event Log: February, Outpost Problems

I. Adventuring We Will Go (Tomorrow)

    The word gets around pretty quick. Anybody who plans to journey with the group of Wilders venturing out to set up a new outpost is invited to attend a traditional gathering they have before an expedition: the packing party. On the evening of the 15th, the Wilders' HQ is bustling with activity. The whole group is present making the final preparations, sorting gear, and checking the carts for maintenance. The atmosphere is easy and upbeat, very casual, with Wilders laughing and telling jokes and stories as they work. One has to have a little fun before it's time to be serious, after all!

    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

    It becomes clear that, while the journey starts off easy, it won't remain that way. The group leaves out at dawn and passes first through stretches of land considered 'safe' - safe enough to be generally habitable, and the first couple of hours see the occasional farm on the way. There are few to no signs of Cwyld this close to the city, but then they start to slip into the region considered 'in progress'. These are the lands the Wilders have been focusing on, and so while there are the occasional patches of infected plants, they're easily dealt with by small, controlled burns.

    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.

      a. The Flora
        The oldest of the trees present are fully dead, thick trunks turned black and shiny, letting in light from above where their leafless branches reach out to the trees around them. The brush is thick and thorny; even small pricks and cuts in the skin are liable to be infected, a black ring forming around the wound, darkening the veins branching out from it, and need immediate treatment to keep it from spreading. It's hard to avoid other than by simply wearing thick clothing and hoping for the best. Nestled in the roots of the trees are pitcher-like plants filled with a sticky sap; the Wilders are excited to see these, and despite the dangers, comb through them to see if any remain uninfected. The sap in infected plants is black and tarry, while in uninfected plants it runs clear. This sticky liquid is excellent for smearing over wounds to seal them and draw out minor infection, and they'd be delighted to take some whole plants back for cultivation.

        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
        The party spends a couple of days in the Silent Forest out of necessity. Initially, it seems as if there is no animal life left on this desolate patch of land. No birds chirping, no mammals scurrying about, not even an insect to buzz around the explorers' heads. It becomes quite clear that the Cwyld has consumed nearly everything, and the life left is hardly life at all.

        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
        It's too thick an area to clear simply by burning. They'd set the whole dry patch of forest alight and kill who knows what along with the Cwyld. Some smaller areas can be taken care of with fire and careful supervision, but the rest of it... The lead Wilder on this expedition, a prematurely-greying Witch named Rilla Sparks, puts forth a suggestion. She admits, it's one based heavily on theory and speculation, along with the findings of certain prominent researchers in the city. If they can find the leyline, she thinks the Witches in their party can flood it with enough positive, nurturing magic to 'flush' the Cwyld out of the vicinity, so to speak. Or, she hopes, enough to make it passable in the future. It's experimental, but isn't that what this trip is about? Discovering new things?

        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

    In the next couple of days, as the journey commences, the obvious signs of infection lessen in the landscape. The trees thin out again as they head further north. With the Wilde just barely dipping toes into autumn, and no thick canopy of foliage to block out the sun, it's a hot, uncomfortable walk. Those on cart-steering duty are considered lucky, getting to sit for a few hours, but it doesn't last - the duty is rotated between volunteers. Enjoy it while you've got it.

    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. In The Daytime
        The ruins are depressing, but safe, in the daylight. It isn't hard to put together what happened here - a Cwyld outbreak must have come on them quickly, and judging from the hasty, half-burned homes, it was poorly contained. Some homes still contain skeletons in rotted scraps of clothing, some bones charred and others picked clean by animals. Many of their possessions still remain, except there are no books left anywhere in the town, even on shelves where books obviously were before. The patterns in the dust indicate that the books, all that survived the fires initially, were removed much more recently, within the last year or two perhaps. Otherwise, much is untouched. There are still dishes and flatware on broken tables, rotted blankets on beds, children's toys scattered over floors, axes hung on walls.

        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
        After nightfall, the dead town comes alive again, in a morbid sense. The party will soon find that the sunset brings the emergence of specters of the town's deceased residents - ghastly semi-transparent echoes of humans and Monsters, men, women, and children, in the state they were in at their deaths. Some are badly burnt, others were obviously infected, on their way to becoming Cwyldtid. Now, they go about their former lives every night, filling the ruined town with a sense of dread and foreboding that is impossible for the living to ignore.

        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 sparse forest thins even more to the north. The terrain grows more uneven, rockier and hilly, with drier soil and hardy, sun-bleached grass instead of moss and leaf litter. Several natural rock formations can be spotted in the distance, growing larger as the group gets nearer. The trees here are few and far between, shorter and sturdier, casting only small circles of shade on the baked landscape. Wildflowers dot the grass in every color of the rainbow in the areas that remain uninfected. A low degree of Cwyld infection can be found here, turning the grasses overgrown, dry and brittle, and the sparse trees gnarled and blackened. This is to be expected, though. You can't venture this far out and expect anywhere to be completely untouched.

    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?

Please note that only a very small number of the items missing will be found on this trip! If you don't want something of your character's gone for an indeterminate amount of time, don't have it stolen. It's just possible they might turn up at a later date, however...


    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!

frostmoon: (eight)

1

[personal profile] frostmoon 2020-02-20 06:38 pm (UTC)(link)
Pragmatic, aren't you.

[ A soft sigh, a voice calm and cold as ice, a fellow witch with his arms folded underneath a white cloak. His clothing has acquired blemishes from the traveling, but most of it is still clean, a testament to his meticulousness.

He doesn't sound disapproving, though. Just observant. ]
whomthebelltolls: (Sleeps like the dead)

[personal profile] whomthebelltolls 2020-02-21 01:20 am (UTC)(link)
[Okay first of all, who wears white to an expedition to the wilderness. Second of all, though something about the observation does prickle at the back of her neck a little, she brushes it off. She knows "cold, icy, disattached" personality types, she isn't going to be offended by it.]

I prefer not to be caught unprepared in a place like this. [She looks around.] I've done enough exploring of the Wilde to know that conserving your energy is probably for the best. [Which means the Wilders should also know this, but perhaps they think the safety in number rules will make up for it.]
frostmoon: (four)

[personal profile] frostmoon 2020-02-22 04:31 am (UTC)(link)
[ It's symbolic, more than anything. He knows it attracts attention, and better him than someone less accustomed to fighting. ]

I did not say it was unwise.

[ He doesn't say it out loud, but the absence of any monster traits might suggest him to be a witch. Like Maria, he's not helping with the ley lines either. ]
whomthebelltolls: (Have you profited at all?)

[personal profile] whomthebelltolls 2020-02-24 02:03 am (UTC)(link)
[She gets splattered in way too much blood to pull off white, but that's just her fighting style. Which has already been modified enough by magic, here, but still runs toward the rather visceral.]

Yes, well, what I think is unwise is trying to conscript all of us to cleaning out that leyline. [Judges gonna judge. Besides, she'd really rather not have her wellbeing hinge on the protection of Monsters, bu that's something she doesn't really say out loud.] If the magic backlashes somehow it could kill half our expedition, too.
frostmoon: (eight)

[personal profile] frostmoon 2020-02-24 03:36 am (UTC)(link)
They did not ask for any to remain. Perhaps they have too much faith in themselves.

[ He refers to the native Witches, of course. He's not one easy to trust strangers, and would rather make his own judgment. For now, he's unwilling to risk it - Asura would, but that is why Raemiel has to remain. ]
whomthebelltolls: (Sleeps like the dead)

[personal profile] whomthebelltolls 2020-02-25 07:22 pm (UTC)(link)
Perhaps. They've lived with the Cwyld their whole lives - they should know what it entails, and how dangerous it can be. Yet, they still do things like this.

[Judging just a little harder. Trying to flush out the leyline is a... respectable enough gesture, she supposes. Possibly useful. But making everyone do it is foolhardy. Then again...]

Perhaps they're just too complacent with it. It's easy to become complacent when a danger doesn't kill you for long enough.
frostmoon: (ten)

[personal profile] frostmoon 2020-02-26 03:40 pm (UTC)(link)
Like poison that erodes one's mind.

[ He is reminded not for the first time of the magic of Arcadia, and its effects on mortal men. Raemiel closes his eyes, having voiced all of his comments about the flushing attempt. ]

Who are you?
Edited 2020-02-26 15:41 (UTC)
whomthebelltolls: (Flower Gazing)

[personal profile] whomthebelltolls 2020-02-29 07:08 am (UTC)(link)
Just as deadly in battle, as well. [She agrees. Complacency could mean death, when death was always baying at your doorstep like a hungry hound.

She doesn't even raise an eyebrow at the question, no matter how much it sounds like he's questioning her presence with that phrasing.
] Maria.

[As always, that's all she has, so that's all she gives. Everything else but that given name is irrelevant in this place.

She does not ask about him in kind, though she does keep her head turned politely toward him in case he takes initiative.
]
frostmoon: (eight)

[personal profile] frostmoon 2020-03-01 12:42 am (UTC)(link)
I am Raemiel.

[ A one-word name. The same type of introduction as he would give, then. ]

You are a warrior?
whomthebelltolls: (Ready for battle)

[personal profile] whomthebelltolls 2020-03-02 08:52 pm (UTC)(link)
A hunter. [A slight correction. Though, she doesn't look like the typical huntsman, considering she's using a sword, and the gun is not a hunting rifle by any stretch of the imagination. Clearly, she doesn't hunt a very typical kind of prey.] Used to fighting, either way. And I've been here long enough to know how foolish it is to exhaust yourself this far out.
frostmoon: Someday I will have cool keywords but that day is not today. (Default)

[personal profile] frostmoon 2020-03-04 01:57 pm (UTC)(link)
A hunter of what?

[ Beasts, spirits, of humans? His interest is piqued, if only very slightly. Hunters exist in many types and specialties, so he's not surprised. ]
whomthebelltolls: (Flower Gazing)

[personal profile] whomthebelltolls 2020-03-04 05:39 pm (UTC)(link)
Beasts. [Which is still a broad enough term to not really be much of an answer. Nor, again, is it well befitting of her equipment load, especially not since she clearly has a gun.] Hunters must hunt Beasts in Yharnam. It has carried over, here.
frostmoon: (four)

[personal profile] frostmoon 2020-03-05 11:13 am (UTC)(link)
Beasts...

[ He echoes that word, quietly. Beasts of all manner stalk Arcadia, just as how they probably stalk Yharnam. ]

The Cwyld is a Beast too, then.
whomthebelltolls: (Sleeps like the dead)

[personal profile] whomthebelltolls 2020-03-07 12:39 am (UTC)(link)
Mmm, it's more like what causes Beasthood, if I compare it to what I know from home.

[Admittedly, people who fell to it didn't tend to turn into walking corpses, but... well, they were dead either way. All a Beast knew was hunger and blood and violence, and they all needed to be put down.] But, it's an illness that must be... taken care of, all the same. An infection that must be cleaned and dressed so the world can heal.
frostmoon: Someday I will have cool keywords but that day is not today. (Default)

[personal profile] frostmoon 2020-03-09 06:47 am (UTC)(link)
Beasthood has a cause.

[ Being a Beast is a state instead of a species, it seems. He's intrigued in some ways; there are still many mysteries about the plague in this world. ]

Can you tell me more?
whomthebelltolls: (Hat)

[personal profile] whomthebelltolls 2020-03-10 03:47 am (UTC)(link)
In my home it does. Here, it seems to be a luck of the draw and the influence of the moons.

[She's still totally ready to fight those moons though.]

About what, Beasthood, or the Cwyld? I'm sure there are books which can explain this world's blight better than I, unfortunately. Even still, there's much still to learn - we barely know anything of it.
frostmoon: (eight)

[personal profile] frostmoon 2020-03-10 02:28 pm (UTC)(link)
Beasthood.

[ He can learn about the Cwyld from others, but it would be difficult to learn about Beasthood from others. He doesn't offer an explanation as to why he's interested, to see if it's guarded information. ]
whomthebelltolls: (Savior)

[personal profile] whomthebelltolls 2020-03-13 09:25 pm (UTC)(link)
The short answer is that its cause is humanity's own animal nature. It is simply helped along by a certain medium that was discovered in my world. [The long answer goes into all of the what that was, but...] Luckily, it seems such a thing doesn't exist here. Beasthood has no cure where I am from, and it is not something you simply recover from, either.