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!

gunsmithed: (10)

[personal profile] gunsmithed 2020-03-01 02:55 am (UTC)(link)
If the Cwyld-infected start showing signs of siege tactics, I think we've got a much larger problem on our hands.

[ It's a bit sardonic, but Percy doesn't entirely disagree. He knows all too well how badly an escape route might be needed, should the unimaginable happen. ]

I suppose the people could find a way to magic their way out, if needed. [ Though it does sound just a bit doubtful, coming from him. ]
whomthebelltolls: (Sleeps like the dead)

[personal profile] whomthebelltolls 2020-03-02 08:54 pm (UTC)(link)
True enough. I worry more about something happening where the infection spreads to the doorstep, and then everyone is trapped within. The teleporter is a good start, but... [Well. It's not perfect. Especially considering how strangely the Cwyld interacts with magic sometimes.]

Or perhaps those Monsters we saw deciding they don't like their presence anymore. Cwyld may not know siege tactics... but Monsters are intelligent, for the most part. What's to say we didn't just move an outpost into their territory?
gunsmithed: (05)

[personal profile] gunsmithed 2020-03-05 03:48 am (UTC)(link)
What would be your preference, then?

[ It's an idle sort of question, more curious than anything. From what little he's gleaned, Maria's home seems to be quite a bit different from his own, and he wonders what her version of protection would look like.

Still, he can't argue the point. ]


One would hope they scouted it for a while before hand. [ It's dry enough to make it clear he's not entirely convinced, however. ] Or maybe they'd appreciate the shelter.
whomthebelltolls: (Hat)

[personal profile] whomthebelltolls 2020-03-07 12:05 am (UTC)(link)
Something closer to a water source. The fact the river is far away is another problem; it wouldn't take long to kill them by cutting off access. [She looks up at the cliffs. ] A cliff along one side wouldn't be too terrible - it is more defensible - but somewhere easy to slip out the back, or down the river.

I have a feeling some of these corpses would not do so well swimming.
gunsmithed: (04)

[personal profile] gunsmithed 2020-03-08 11:37 pm (UTC)(link)
Another exit would be good. But magic does remove some of the issues with all of it.

[ Strong magic, anyway. Percy may not be the most adept -- or interested -- but he's spent enough time with casters to know just what they're capable of. ]

Really it makes you wonder why they don't use magic for all of it sometimes.
whomthebelltolls: (Hat)

[personal profile] whomthebelltolls 2020-03-10 03:34 am (UTC)(link)
I think it's because magic has its own limitations... and not everyone studies it. [She frowns thoughtfully as she steps forward.] I think... in this place, once you start studying it, it amplifies. And then you can't really stop. That's the impression I get from the basic information they gave us, so far back when we all first arrived, at least.
gunsmithed: (03)

[personal profile] gunsmithed 2020-03-12 01:44 am (UTC)(link)
[ It's as good a theory as any, and Percy nods once. Though one side of his mouth tips up into a slightly wry smile. ]

It does seem to latch on to you, doesn't it. I wonder if that's something to do with the infection. Or connected, at least.
whomthebelltolls: (Sleeps like the dead)

[personal profile] whomthebelltolls 2020-03-13 09:58 pm (UTC)(link)
And with its amplification comes the inherent dangers. I wonder if someone who comes through as a Mirrorbound Witch, but never practices any magic, will still need to find a Bond so soon after their start here? After all, they've never tapped into that potential. [Great, now she wants to study it. This is why Maria shouldn't be allowed to think too much.]

From what I hear... magic is connected to the Cwyld, in myth. In Dorchacht, they say the Cwyld was punishment to the Fae for teaching humans magic.
gunsmithed: (11)

[personal profile] gunsmithed 2020-03-14 10:34 pm (UTC)(link)
Dorchacht says a lot of things.

[ It's not entirely fair, the damages to that city were done by a few specific people. But Percy can't quite stop the dry comment. As for the rest, Percy lets out a breath and then lifts his shoulders into a very slight shrug. ]

I can't say I could speak too much to how any magic works. I try not to use much of it.
whomthebelltolls: (Sleeps like the dead)

[personal profile] whomthebelltolls 2020-03-15 12:59 am (UTC)(link)
Yes, well, Aefenglom says the blight was a way of aiding the humans against the Fae. So I'm sure there's a connection there, as well. [Either way, she has decided that the moons are at fault for all of it and need to be stabbed.]

I use it, but I won't allow it to become a crutch for me. You never know when it might end up taken from you. If nothing else, that little... event proved how quickly it can be stripped from you.
gunsmithed: (05)

[personal profile] gunsmithed 2020-03-15 10:09 pm (UTC)(link)
[ He makes a sound that's almost a laugh in return. Everyone has their mythologies, of course. There are reasons Percy's never put much of his faith in the gods, faith is too malleable. Maybe that's why he doesn't much like magic, either. ]

What do you use it for? Generally speaking.
whomthebelltolls: (Sleeps like the dead)

[personal profile] whomthebelltolls 2020-03-16 02:53 am (UTC)(link)
Enhancements to my attacks, and movement. Fire used to be a staple on the Hunt, for the Beasts were both afraid of the flame, and burned well beneath it, so it's been my preferred element - and with a bit of blood, it can be quite effective against the Cwyld, the Shades, and anything else standing in my way. I used to have an ability my mentor taught me back at home... we called it "Quickening". It was a way to move from one place to the next to avoid the swift attacks of the Beasts in such a way as that you almost became completely invisible. I use teleportation here to a similar - in fact, better, effect. But I still remember how to simply be quick on my feet to dodge. [They've been friends long enough, she can start to show her hand a bit about how she fights, of course.]
gunsmithed: (06)

[personal profile] gunsmithed 2020-03-16 11:49 pm (UTC)(link)
[ Enhancements, mainly, rather than outright spells. It's something Percy can appreciate, and he nods once as he listens. Being able to move faster is something he should likely look into himself, if he can ever manage to get the magic working reliably again. ]

I...used to have a pistol that was enchanted. [ She's offered something, it only seems fair to return the favor. ] It could add fire or ice to the shots. I suppose I was considering if something like that would be useful here.

[ The sigh he gives is just a touch mournful. He still misses that gun, regardless of everything that went along with it. ]

It would take considerable time. And money.
whomthebelltolls: (Sleeps like the dead)

[personal profile] whomthebelltolls 2020-03-18 08:48 pm (UTC)(link)
I don't see why not. The real question would be if it would be better, faster, and more cost-effective to enchant the gun itself, or the bullets? The Evelyn - [She motions to the gun at her side, still there, loaded and ready for anything that comes their way.] - the bullets mix with blood, and what is Witch Blood but a powerful additive that can boost the power of shots, or, I suspect, hold some kind of a magical "charge" within it until the bullet impacts.

It may be a little costly, but I don't see why it should be impossible.
gunsmithed: (Default)

[personal profile] gunsmithed 2020-03-19 01:42 am (UTC)(link)
The gun.

[ He doesn't hesitate to answer, mind already churning with things he'd made a point not to think about anymore. But this is a different place, isn't it. ]

That way all the bullets are the same. Easier to conserve ammunition.

[ His eyes flick briefly to Evelyn, though, at the reminder. He'll have to remember to make more bullets for her as well. ]
whomthebelltolls: (Sleeps like the dead)

[personal profile] whomthebelltolls 2020-03-20 10:09 pm (UTC)(link)
Potential for less variety, unless you really inundate it with spells, though, but it is more reliable that way, as well. [Flexibility is one of the Hunter's greatest tools, but... well, that's not for everyone. And she hasn't even really been practicing that much. Her element of choice is fire, and that is what she sticks to the vast majority of the time, even if she knows other elements.]

I don't see why such a thing would not be quite useful in a place like this. There's plenty of things to test it out on, once you leave the Bright Wall.
gunsmithed: (07)

[personal profile] gunsmithed 2020-03-21 01:17 am (UTC)(link)
Quite.

[ He doesn't quite sigh, even as he agrees. It would be very useful. It's just everything else he has to get around first. He glances a look towards Maria, then mentally shrugs. She's seen him in worse conditions, he's sure. ]

I've just been struggling with the magic a bit. But there are other options.
whomthebelltolls: (Flower Gazing)

[personal profile] whomthebelltolls 2020-03-24 05:37 am (UTC)(link)
There are other options, but... what are you struggling with? If it is simple evocation, I've become quite handy at it. Otherwise, I'm always a voracious study at the Coven library if you'd need the company.

[Casually offering to help him out there, without totally realizing what the problem is. Not usually her concern, either, but...]
gunsmithed: (11)

[personal profile] gunsmithed 2020-03-26 02:10 am (UTC)(link)
[ That gets a bit of a stronger exhale. It's not that he doesn't appreciate the offer, but. Percy's eyes slide over towards her again as he tries to work out the words he wants. ]

It's not the study that's the problem, so much as the execution. [ It's likely about as delicate as he can put it. ] I find it doesn't quite work the way I want, these days.
whomthebelltolls: (Have you profited at all?)

[personal profile] whomthebelltolls 2020-03-28 09:53 pm (UTC)(link)
Did something happen? [Well, now she's curious. And maybe it's prying a little, but she does it anyway. At least he's someone she's a lot more comfortable with than some others - to the point she'd even consider helping out, oddly as it seems.] You were not captured and experimented on, were you? [She didn't get the chance to see all the victims of the Snatched plot, because she was a little hyperfocused on her Bonded, but...]
gunsmithed: (14)

[personal profile] gunsmithed 2020-03-31 11:16 pm (UTC)(link)
Ah no. Nothing like that.

[ He grimaces a little, and finds himself staring straight ahead. Apparently he's going to admit to this. He's certainly not going to lie about it. ]

Apparently the lack of a bond has some effect on magic. That's all.
whomthebelltolls: (Sleeps like the dead)

[personal profile] whomthebelltolls 2020-04-02 10:20 pm (UTC)(link)
[A pause. Ohhhh...] Ah, I see. And... the headaches and hallucinations? [She was... extremely stubborn about it, herself, but then she started falling in love with someone, who was, luckily, a Monster.

Also she's suddenly not sure if she wants to be standing so close to him. But she won't voice that aloud - or make motions on it.
]
gunsmithed: (11)

[personal profile] gunsmithed 2020-04-03 10:28 pm (UTC)(link)
Manageable.

[ Whether that's because none of it is very bad or because Percy is too stubborn to let it bother him is up for debate. His eyes flick briefly towards her and then straight ahead again. ]

I'm fine. It's just the magic. And I've never needed that much.
whomthebelltolls: (Sleeps like the dead)

[personal profile] whomthebelltolls 2020-04-04 10:49 pm (UTC)(link)
Hm. And here I got annoyed with it too quickly. [That is absolutely her excuse, and she is sticking to it. Absolutely nothing to do with feelings and monsters here, no sir.]

But, I am not here to question your methods, so long as you are utilizing your alternatives. [Technically, her threat to the Monsters has to extend to the Witches, too, if she wants to be fair and consistent, but the Witches going overboard tends to just end rapidly.]
gunsmithed: (14)

[personal profile] gunsmithed 2020-04-08 01:59 am (UTC)(link)
[ One side of Percy's mouth tips up just a little. He's done worse, to prove a point. Even if it's just to prove it to himself.

And really, his 'alternatives' have just been to ignore the entire thing, but somehow that seems like the wrong thing to say. He shrugs instead. ]


If I have to come up with something else, I will.

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