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!

petcromancer: (puppy)

[personal profile] petcromancer 2020-02-22 04:02 am (UTC)(link)
[That wins the witch a hint of a smile.]

Yes, I keep all sorts of pets, but I do have a special love of dogs. We don't deserve them, but they remain by our sides anyways.

[He has met more dark magic users than he realizes. It is funny, how the hands of fate guide them together.]

I know I can't control them, but...that hasn't made a difference in the past. This fear isn't mine.

[It is foreign, a parasite in his brain, and he hates the loss of control over his own mind. He can't explain it any better than that. He gives his head a shake.]

You never said your name.

[It's not the most subtle way of changing the conversation, but Hector isn't fully recovered and that's what ends up coming out of his mouth.]
weirdnecro: (As he pulled up his trews)

[personal profile] weirdnecro 2020-02-22 08:25 am (UTC)(link)
We're lucky to have them. Really, we are. It's amazing the things they can do for us, and what little they asked for return. Love, warmth, food. It's lovely, isn't it?

[It's as if there's some sort of strange string of fate that brings them together, whether they know it or not. Though hearing that it wasn't his...]

Maybe it isn't, but it's a part of you now.

Ah-oh. I forgot my manners, didn't I? Forgive me. I'm known as Sokie Undertown. As you already know, I'm a witch. Is there anything you want to know about me? I'm not very interesting, but maybe we'll find some common interests.
petcromancer: (smile)

[personal profile] petcromancer 2020-02-22 03:37 pm (UTC)(link)
[Hector nods. This woman understands. Hector draws his conclusions about people based on how they treat dogs.]

They are better company than most people.

[He looks down at his ill-fitting boots. He knows, intellectually, that he must adapt to these changes, but that doesn't mean he has to accept it with grace.]

It's awful. [He grumbles. But hey, whining is better than having a panic attack, right? Progress.

He glances over Sokie. A witch is inherently interesting, in his opinion.]


What changed for you when you came here?
weirdnecro: (Here’s your gown)

[personal profile] weirdnecro 2020-02-23 12:52 am (UTC)(link)
[Dogs are good. She didn't have one as a pet since it wasn't easy to travel with them in these modern times.]

They listen better then most people.

[She keeps her eyes up and around, keeping track of everything.]

It, as the modern teens put it, sucks.

[That's a good question. She blew out a breath.]

Security. Not to brag, but I used to be powerful. I chose to live a humble life, but it was my life, with the adventures and excitements that I chose. I didn't have to slow down for politics and the day to day if I didn't want to. I didn't have to depend on others for the simple sake of sanity.

Now I do. I have become...insignificant to myself.

[And angry. So angry under it all, but she usually hides it well.]
petcromancer: (Default)

[personal profile] petcromancer 2020-02-23 09:13 pm (UTC)(link)
'Depend on others'...you mean bonds, correct?

[That is another source of anxiety for Hector, that he may eventually be forced to bind himself to another person. He is a hermit at heart.]

Have you done it? Bonded to someone? [Hector has met some people who he knows have a bond, but he hasn't had a chance to really talk to anyone about it yet.]

Perhaps you can regain what you had before-- power enough to free yourself from the petty struggles of the world around you.

[She is a witch, after all. She might require a bonded, but the rest- relative independence and freedom from politics- might not be beyond her grasps.]
weirdnecro: (Here’s your gown)

[personal profile] weirdnecro 2020-02-23 10:23 pm (UTC)(link)
On bonds and for greater magic works.

But yes, I've bonded to someone. Two people, technically. We were friends before we bonded, which helps. Though....no.

[She sighed, and made a cutting motion with her hand.]

A sweet thought, but no. At least this way I'm better off mentally. If I'm too far away, then I forget how to work with people.
petcromancer: (thinking)

[personal profile] petcromancer 2020-02-24 12:27 am (UTC)(link)
[Hector falls silent. Is it really so bad, being apart from people? Isolation is better than being subject to the whims of society. There's freedom in solitude.]

Bonds are supposed to help stabilize monsters. At least, that's what I've heard. Is it true?

[Hector heard the orientation speech, immediately discounted it as a load of horse shit, and is only now starting to circle back around to it.]
weirdnecro: (Heave-ho he said)

[personal profile] weirdnecro 2020-02-25 07:39 am (UTC)(link)
It's true. I've seen the difference in monsters and witches.

[Wow, she needs to calm down. There is a freedom in independence. But...best to focus on the conversation.]

You can see the way it livens monsters up. Their moods change. It's as if...ah, as if they've had their first cup of tea. Or coffee, if you're familiar with it. If only more potent.
petcromancer: (recollection)

[personal profile] petcromancer 2020-02-26 12:17 am (UTC)(link)
[He sighs. The fear from earlier is forgotten, but it's been replaced with resignation.]

So the only way to feel normal again is to rely on someone else.

[He may not know coffee, but he understands the gist of what the witch is saying. It doesn't make him hate it any less.]

weirdnecro: (Heave-ho he said)

[personal profile] weirdnecro 2020-02-26 01:04 am (UTC)(link)
[Yeah she wishes it wasn't so.]

More or less. Some things are going to keep a hold on you but...it will gentle.

At least this way misery has some company.

[She blew out a gentle breath.]

I'm guessing you still don't want to do it anyway, even if it's wise.
petcromancer: (collapsed)

[personal profile] petcromancer 2020-02-26 02:04 am (UTC)(link)
[Hector nods.]

I'm used to working by myself...by preference and by necessity.

[Hector has no one he can claim as family and no friends except for the ones he, quite literally, makes. He had thought Dracula might be a friend and mentor, but grief had destroyed him.

...even if he assents to a bond, there is no guarantee that anyone will have Hector. That possibility is heavy as a brick in the pit of his stomach.]
weirdnecro: (Lanterns down)

[personal profile] weirdnecro 2020-02-27 06:25 am (UTC)(link)
I understand that. Far too well but...still.

[She blew out a breath, glancing his way. She knew something about isolation, and having good reasons for it.]

...and it's easier not to get rejected if you reject them first.
petcromancer: (bitch please)

[personal profile] petcromancer 2020-02-27 06:58 pm (UTC)(link)
[Hector bristles at the implication. Don’t call him out like this, Sokie!]

I’m not afraid. [This is a lie, he is very afraid.] My work has always come first, and I could not afford any distractions.
weirdnecro: (Heave-ho he said)

[personal profile] weirdnecro 2020-02-28 10:10 am (UTC)(link)
[She can't help it! Well she can but. She's trying to help, a bit.]

Oh, that sounds familiar. People are scary and all. I'd ask who hurt you, but you'd go off in a huff.

And that wouldn't help you settle for sleep.
petcromancer: (Shiver)

[personal profile] petcromancer 2020-03-01 03:15 am (UTC)(link)
You don't know me.

[It does seem like she's got a decent idea about him, though. Hector doesn't like it. He's not going to go off in a huff, though, if only so he doesn't prove her right.]

Look, I appreciate what you're doing, but I'm fine now. You don't have to babysit me.
weirdnecro: (Default)

[personal profile] weirdnecro 2020-03-01 03:34 am (UTC)(link)
Oh, very good. Try to get me to leave instead.

[She flashes a grin at him.]

Why don't you ask questions about me instead? Then you'll know what you'll need to use to make me leave.
petcromancer: (bitch please)

[personal profile] petcromancer 2020-03-01 04:14 am (UTC)(link)
[Hector raises an eyebrow at her. Oh, she wants to play it like that.]

What, you mean like, 'have you got a savior complex'? Spent so long running away, now you have to make up for it by getting overly involved?

[He's just making a guess based on what he's observed so far. It's not kind to someone who has gone out of her way to try to help him, but the way she's making casual assumptions about him has his hackles raised.]
weirdnecro: (He said Now hush love)

[personal profile] weirdnecro 2020-03-01 04:24 am (UTC)(link)
[She has to laugh. Oh, he had bite to him.

She liked that.]


You either really don't want me around, or you've never learned to pull the punches. Ah, it burns.

But yes. Like that. You're very good.
petcromancer: (oh shit)

[personal profile] petcromancer 2020-03-01 05:50 am (UTC)(link)
[Hector has the distinct impression of a cat toying with a mouse.]

I've lived with vampires for the past year. Among their kind, you punch back quick and hard if you fancy your neck.

[Any whiff of weakness was potentially fatal around Dracula's generals.]
weirdnecro: (And pray we get there soon)

[personal profile] weirdnecro 2020-03-01 06:16 am (UTC)(link)
[She does that. Toy with people, that is.]

Or if you don't want a hand shoved into your chest.

[She smiled slightly. A real one, not sardonic this time.]

Can't say I've lived with vampires before now. Normally it was a kill or risk enthrallment.
petcromancer: (bitch please)

[personal profile] petcromancer 2020-03-01 09:40 pm (UTC)(link)
[He raises an eyebrow at Sokie.]

Who was doing the enthralling?

[Sokie, or her sparring partners? She seems to have a pretty good idea about what it's like interacting with dangerous predators.]
weirdnecro: (Heave-ho he said)

[personal profile] weirdnecro 2020-03-02 08:53 am (UTC)(link)
If you're including me in the equation, I only tried a quarter of the time. And sometimes, only because I was being drunk and stupid.

[She was drunk, young and only...a few centuries old...]

Such is the life of being a magic academic. Everything thinks they can steal things from you just because you love knowledge.
petcromancer: (sunlight)

[personal profile] petcromancer 2020-03-02 05:34 pm (UTC)(link)
[That gets a quiet snort from Hector.]

Yes, magical study is fraught with a surprising amount of peril. Self-defense is a necessity.

[He can’t help but wonder if Sokie was ever the instigator, though it’s probably not wise to ask while they are walking alone together in the wilderness where a man asking annoying questions wouldn’t be missed.]

Does that hold true here as well?
weirdnecro: (Heave-ho he said)

[personal profile] weirdnecro 2020-03-03 12:00 pm (UTC)(link)
Sometimes vigorous self defense. It's a very good way to motivate yourself for exercise.

[Yeah Sokie might have to do something just because if he asked that.]

Thankfully no. Knowledge is best bantered with kindness.

The shades are of course wanting to kill us, but it isn't personal.
petcromancer: (thinking)

[personal profile] petcromancer 2020-03-04 12:20 am (UTC)(link)
[Best defense is a strong offense?]

Is that what you're doing now?

[Hector can't imagine he has anything of interest to offer this witch, new as he is to this world.]

What about those people, the ones who lit the fires?

[It happened before Hector's arrival, but the city still bears the scars, and Hector's heard whispers about what happened. They had to have some sort of end they were hoping to achieve.]

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