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!

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[ If a merrow hadn't taken his, he'd be using it for enchantments and setting up for utility spells. Things that he had planned before that theft. ]
You could even get a bracelet or ear cuff ready for enchantments. The prices are probably easier for new mirrorbound to afford, compared to the bigger gear.
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You know a lot about this... What do you use them for?
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[ Well, that's certainly a fair enough point. Especially with her gesturing at his hooves- Not that he really likes people looking at those, with the protective and corrective 'shoes,' and how his joints are still a little inflamed and swollen as it heals. ]
I know about it because I help out with the designs. Originally I was going to use some of the things I showed up here with for more comfort purposes. Personal temperature and magic to make my hair feel lighter and keep it off the ground. I'll get that eventually- a lot of my money went towards an enchanted guitar that wouldn't break and had it's own amplification so it'd be heard over crowds easily. That and I keep having to get most of my wardrobe replaced.
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I've already been told about that part. The person I spoke to said it's possible for me to shrink or grow wings. It really feels like a waste... I can sew, but there's a point were that doesn't help. [Though that'd be easier than if she got larger.] All of those other things sound useful too.
...If they really work.
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[ Those signs sound familiar. Not just because of who he's met, but his own experience from a long-ago dream at this point. Also, leave his crutches alone. That's for something completely different, and it's an improvement since the Rathmore trial. ]
Well, knowing you're fae means that you can wear silver, and if you choose something like a necklace, it doesn't have to be on a chain meant to deal with huge transformation differences.
[ While rings and bracelets might have to wait until her final size, necklaces and cuffs were possible. You didn't have to change cuffs or earrings because the shape of your ears changed. ]
I mean, they do work, but sometimes it takes a bit of adjusting and refueling. Painted and more permanent tattoos are easier to change as time goes by, but enchanting's a whole field of magic that's practiced.
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Silver would be expensive. But a pendant on string. Would that work as one?
[That'd be more within budget. Granted she was still being hypothetical. ]
It seems that way. Every time I think I understand, I learn something new.
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[ Leather strips work as a good in-between as well, for style and durability. ]
I'd recommend the pendant being some kind of solid material. Sometimes they add stones to them, but a small silver disc shouldn't be that expensive.
[ Sure, iron would be the cheapest of the usual options, but that's a far more problematic metal. Really... This person would probably do better as a fae. She didn't have the most puca-like personality to suit that kind of change. ]
Sometimes it's easier to ask people that're practicing in those fields, but if you end up wanting to know something in particular, the coven's got plenty of materials on the subject.
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[An enchanted weapon would help with shades. But that was well out of budget. A small disk, that she might be able to afford. But even if it is, would it be able to do the same?]
So you spend a lot of time there? You seem to know a lot about...magic.
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[ They're pretty understanding, having been new Mirrorbound themselves. ]
It'd make sense that I know a lot, right? Like I said, I help with the designs.
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Designing something is different to knowing how it works.
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[ Make your own terms, see what comes up. Maybe they'll have you make a supply run or something. He couldn't say, so it was worth talking to them. ]
I mean, with this, you'd have to have some understanding to know what can be played with. They're not all simply designs with spells. Sometimes the design has to have part of the spell in it, like with runes.
[ You're not getting him to admit his magic history just yet. It's a sad thing to go through when he can't utilize those skills for himself. ]
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'Like with runes'... That means very little to someone who doesn't know what those are.
[Her knowledge of magic was nil. She thought she'd picked enough up to get by but evidently she was wrong. Once this expedition was over she was hitting the books. ]
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[ That's the short and simple explanation that he can give. It's something that definitely requires book research to understand better.
Runes aren't that commonly used. Not gone, but not as popular as you'd think for how effective they are. ]
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Any recommendations on how to learn? Or is it just go to the Coven, like so many things here?
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[She's going to get back to packing. Just staring as that rolled up tent which should have been bigger than the bag goes in with no issue.]
...I wish I had one of these when I was younger.
[Maybe then, blades and gas wouldn't have been an issue. ]
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[ Well, whenever you decide to find someone and ask to work and learn under them. Maybe not physically- Though that's because she seems like someone who'd do better on top. ]
It's a tricky kind of magic, unless you've got some special materials, if I remember right. Did your place have the magic for these?
[ He's guessing 'no' by those stares. Either that, or it was too expensive to get, maybe? ]
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It had none at all. If it did, I never saw it.
[That was a blunt answer. But it was the truth. She was learning from zero.]
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That sucks. You'll find magic makes a lot of things pretty easy and convenient.
[ Even monster transformations, if you count Bonding magic. ]
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[Do everything the hard way. Then she wouldn't get tripped up by anything.
She didn't think she was unfortunate there. It didn't make the world any less. Simple could be good. ]
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Depends. Some things you should get used to. The fact that random things can just be charmed in a way to affect you and everyone else, people using it to make their wares. Get used to the practical effects it's got on the world. Like the watches.
[ Judar, you're literally the worst at keeping track and using the watch. ]
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So this isn't just technology then?
[Why must you shatter her dreams of keeping things simple.]
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It's still some, but yeah. It's probably about as much magic as it was technology.
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That explains the lack of cable. I saw something called a phone before, but they had to be connected together.
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[ You could go anywhere with them. Convenient if there was someone you wanted to keep in touch with, or setting up missions. ]
They do make things interesting. Plus people put a lot of weird shit to be seen on it, so you've got that entertainment too.
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ready to end here?
Yup! Ended