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!

fiddlestick: (elliot247)

[personal profile] fiddlestick 2020-02-23 02:20 pm (UTC)(link)
Aha, yeah I'm pretty sure it's impossible to study things in the Wilde and not have to learn things about the Cwyld too. But it's not like more knowledge is a bad thing, even if it's not as relevant to your original goal.

[Knowledge is power!!!]

Oh, like that one that can be used for healing items? It did seem really useful if we could grow it back in Aefenglom.
kuroi_taiyo: (12)

[personal profile] kuroi_taiyo 2020-02-23 08:28 pm (UTC)(link)
Yeah, it's just one of those things you inevitably learn more about.

[ Especially when it suddenly latches onto you and spreads in a way that you've never heard about. There's no choice at that point. ]

The pitcher plants? I don't see why they couldn't be grown back in the city. You'd just have to make sure they weren't infected to begin with.

[ Though... It is easy for a faun to say that there shouldn't be any problem. ]
fiddlestick: (elliot249)

[personal profile] fiddlestick 2020-02-24 08:44 pm (UTC)(link)
Yeah, those things!

[He forgot the name ok. He knows a little about gardening from his sister and Fie, but his skill level was still amateur level.]

You sound pretty confident. Do you garden a lot?
kuroi_taiyo: (67)

[personal profile] kuroi_taiyo 2020-02-24 09:00 pm (UTC)(link)
[ He's going off of the appearance of them. They hold things like a pitcher, so... It's just lucky that those things are actually called that. ]

Never gardened in my life. Just... Faun, I guess.

[ He can't explain it past that, so... Sometimes you just have instinctual confidence. ]
fiddlestick: (elliot250)

[personal profile] fiddlestick 2020-02-24 11:15 pm (UTC)(link)
Oh...so it's one of those instinct things huh?

Well, good luck! If you need any tips, Fie does a lot of gardening. She could help.
kuroi_taiyo: (49)

[personal profile] kuroi_taiyo 2020-02-25 12:26 am (UTC)(link)
If anything, the plant magic helps.

[ Maybe that's where it also comes from... ]

Fie takes a lot more energy than I've got to deal with. Same with the others. So were you, but at least that was part of your job.
fiddlestick: (elliot247)

[personal profile] fiddlestick 2020-02-25 12:38 am (UTC)(link)
Haha, Fie's not so bad, honest. She just likes to tease people sometimes. But she's actually pretty low maintenance.

[Just bring snacks and let her nap when she wants it. Easy peasy]
kuroi_taiyo: (48)

[personal profile] kuroi_taiyo 2020-02-25 12:52 am (UTC)(link)
[ He's doomed. He never has snacks. It's why he's bordering underweight, aside from just having that kind of metabolism. ]

Yeah, well I've only seen her around Shaggy, so they're both exhausting.

[ Damn right he nicknamed Shinjiro as 'Shaggy.' It's fitting. ]
fiddlestick: (bye felicia)

[personal profile] fiddlestick 2020-02-25 01:46 pm (UTC)(link)
Shaggy....?

[Yeah, he can figure out who that is.]

S-Something tells me you find lots of people exhausting .... but oh well, she's there if you get stuck.

[He's not going to keep stanning for Fie. If she wants to talk to this guy more, she will. No matter how he complains. ]
kuroi_taiyo: (48)

[personal profile] kuroi_taiyo 2020-02-26 03:14 am (UTC)(link)
Sure, these days I do. Isn't that normal when you've been in pain for months?

[ Chronic pain from transformations, then the Rathmores and the following recovery... But really, it's a ruined patience from having been so on the line of being feral. He's markedly better on the expedition, with the temporary Bond with Iskander, but Elliot's also seen Judar with the least amount of tolerance for people when his hands weren't working in the hospital. ]

If anything gets me stuck, I always try to deal with it myself first.
fiddlestick: (elliot246)

[personal profile] fiddlestick 2020-02-26 05:44 am (UTC)(link)
I...guess, although I do wonder if that's really all it is...

[You don't exactly seem like a social ball of sunshine even when you aren't in pain. But he'll leave it at that]

Okay, just don't wait too long that it kills your plants if that doesn't work. It'd be hard to make a return trip out here for more.
kuroi_taiyo: (112)

[personal profile] kuroi_taiyo 2020-02-26 06:41 am (UTC)(link)
No reason for it to be anything else.

[ Yeah, it's still hard to imagine, even now. Amusingly enough, he was a social drinker before the whole faun thing. Besides, you've only known him with his worst. He was pleasant and social enough when he first arrived. ]

Mm. Luckily the plants aren't really my big priority here. Plus, it'd be hard to maintain with things like this going on to my hands. So anything getting back's really a bonus.

[ It's a pretty big limit on where he can use his magic, as the antlers were still gone as well, and the hooves had protective shoes after the damage from there. That and he's just wiped out in energy right now. ]

Some observation before we move on, and checking back later, should be enough.
fiddlestick: (elliot249)

[personal profile] fiddlestick 2020-02-28 02:36 pm (UTC)(link)
[He'll believe it when he sees it!

But right now, he's hitting that doubt button. Sheesh. Asking someone else for gardening tips isn't that big a deal.]


Haha, I don't know. It might be a good way to do some physical therapy for your hands. Though we can talk about that another time.

[Speaking of hands]

Should be about time to remove the enchantments. Lift your hands again?
kuroi_taiyo: (158)

[personal profile] kuroi_taiyo 2020-02-28 07:17 pm (UTC)(link)
[ Does he really need more things for this physical therapy? You already turned his guitar into one of those things, and the crutches were another for strength and everything. He's too tired and stabilized (from the temporary bond) to be particularly stubborn or nasty. ]

Ah, yeah.

[ He will, and because the infection never went deep, it responded pretty well. It's easier to see that the initial infection point was right on the faun's hands. While it's possible that something was lingering behind, it wouldn't be hard to finish and clear up. (Especially when they got to that moss later on.) ]

Am I clear to go pass out now?
fiddlestick: (elliot245)

[personal profile] fiddlestick 2020-02-28 10:11 pm (UTC)(link)
[This player whose broken multiple bones can attest that: yes. Physical therapy involves doing all the things. From basic stretches to walking to relearning how hold a video game controller. Sorry Judar, deal with it.

Elliot will work on removing the enchantments carefully. Seeing there's a few stops left, he'll apply more of the salve on, to help clear out those areas. It'll take a bit of time for it to fully heal, but it won't get worse.

When he's done, he'll pull away]


Haha, yep! You can go rest now. Thanks for your patience.
Edited 2020-02-28 22:14 (UTC)
kuroi_taiyo: (44)

[personal profile] kuroi_taiyo 2020-02-28 10:50 pm (UTC)(link)
[ Oh, this player is also familiar with the fun toils of relearning to do all the things. Judar, on the other hand, is most new patients doing this for the first (or third) time. Mr 'just let it be done.' But hey, at least now he's just at the salve and things. ]

Mm. Great... Thanks Ell.

[ Now he just has to get up and go to where everyone else is passed out after the leyline flushing. He... Just has to get up. ]

... They could've at least brought the crutches when dragging me over.

[ s i g h. Tired patient. ]
fiddlestick: (elliot247)

[personal profile] fiddlestick 2020-02-29 03:15 am (UTC)(link)
[The poor guy. It's okay, someday it'll be done. Someday.

He won't really react to the nickname. But he does feel a little bad when the guy mentions the crutches]


Oh, I can go get them. Where'd you leave them?
kuroi_taiyo: (135)

[personal profile] kuroi_taiyo 2020-02-29 03:31 am (UTC)(link)
[ At least he'll be running around in less than a month. What he can do with his hands... Well, Elliot probably doesn't want to know about that progress. ]

They're... Over by the leyline? They should be. I was kind of hauled up and over here right after we were getting our senses back together and someone noticed the bruising.

[ Well, when the bruising isn't a bruise. Same thing, right? ]
fiddlestick: (elliot204)

[personal profile] fiddlestick 2020-02-29 03:38 am (UTC)(link)
[Kinky.]

By the leyline...okay, I'll be right back.

[He turns and heads off into the direction of the leyline! He'll be gone for a few minutes as he goes to collect the crutches, assuming they are where he said they'll be]
kuroi_taiyo: (29)

[personal profile] kuroi_taiyo 2020-02-29 03:44 am (UTC)(link)
[ Quite. Instead he'll show writing progress, when he's off doing things that involve writing. ]

Mhm... I'm not going anywhere.

[ And it should hopefully still be where he said it was! Unless someone moved it elsewhere in thinking they were helping. Now the question becomes; is Elliot lucky enough for Judar to still be awake when he gets back? If he has literally any speck of luck, the answer would be yes. ]
fiddlestick: (elliot248)

[personal profile] fiddlestick 2020-02-29 05:22 pm (UTC)(link)
[It doesn't take Elliot too long to find the leyline, and a few questions lead him to the crutches that'd been left on the ground. He picks them up, and checks to make sure no infection had spread to them. Thankfully, they look clean.

After that, it's a short walk back. He has a little luck, so Judar hasn't drifted off yet. He holds his crutches out to him]


Here you go.
kuroi_taiyo: (158)

[personal profile] kuroi_taiyo 2020-02-29 05:37 pm (UTC)(link)
[ Yeah, it's a good thing he was yanked away before he tried using the crutches or anything. Though despite how well it was spreading on Judar's skin, it wasn't very strong or developed. He was really receptive to the stuff, to where even a crutch might've been more resistant.

Luckily it's just the heavy yawning phase as Judar takes the pair back. ]


Thanks. I'll get out of your hair, then. Anything I should be careful of with this stuff?

[ As he hoists himself up, at least there's enough sign that he's just fatigued, and that the healing with his legs and hands were going pretty well. ]
fiddlestick: (elliot246)

[personal profile] fiddlestick 2020-02-29 10:21 pm (UTC)(link)
[Elliot will stand by, looking to see if he needs any help, but he looks like he's alright]

Just wash any excess salve off with water when you wake up. Oh, and...don't eat it.

[It feels dumb to have to remind people of this but. well. There is precedence that people will stick anything in their mouth here]

That should be it.
kuroi_taiyo: (50)

[personal profile] kuroi_taiyo 2020-03-01 05:20 am (UTC)(link)
I'm not Eren...

[ Mr Can't Stop Putting His Tongue On Everything.But look, his legs are strong enough now for him to not have to lean on both crutches to make a gesture to indicate that he understood. ]

In that case, see ya.
usurpers: ᵀᴵᵀᴬᴺᴵᶻᴱ (pic#13079644)

[personal profile] usurpers 2020-03-01 09:58 am (UTC)(link)
[ HE HEARD THAT ]

(no subject)

[personal profile] fiddlestick - 2020-03-02 04:09 (UTC) - Expand