moustre: (Default)
moustre ([personal profile] moustre) wrote in [community profile] middaeg2019-06-10 02:10 pm

quest log | following rumors

Who: Those signed up for the the High-Risk Quest "Following Rumors".
When: 06/10 to 06/13
Where: A cave deep within the Wilde.
What: From the quest information itself: "A few of our divination experts have spoken of a cave untouched by the corruption in their scrying, which is right exciting! We'll be sending in our Witches as well, but I'd like to offer this opportunity to those who've come in through The Looking-Glass House, too. It should be safe enough for just about anyone to visit, so find a friend or two and come on! Stuff like this is a rare find, dearests - it might give us a good hint about how to combat our corruption problem, too."
Warnings: In various prompts: spiders and other insects, corpses, risk of injury or death, magical corruption, physical sickness, hallucinogenics, and other imagery that may be disturbing. Each prompt header will be labeled with the appropriate warnings, so make sure you choose what you're comfortable dealing with, either ICly or OOCly! Additionally, sign ups aren't closed - if, after reading through the log, you'd like to sign up, you can still do so and play on here at your leisure.



The Way There

    Most journeys into the Wilde don't actually go too far; those that do travel outside of the city end up somewhere in the land between, with its smaller patches of growth that feel as if they should be part of a forest, or at the very edge of the massive forest that seems to be ever expanding. Even now, new sprouts push through the dirt, some even as tall as a man despite being obviously new - they're still green and flexible, without any noticeable bark. The quests the Wilders take - and have put out at the Coven, as far as last month went - go a little deeper, to where the trees become far more autumnal, colored in golds and browns and oranges.

    The cave spoken of is deeper still.

    As the group marches in pairs, the trees turn from vibrant summer green and lushly decorated in flowers and fruits to the tell-tale colors of fall and winter, their bark gradually becoming more and more marred by an inky blackness that's sticky to the touch - sap, bleeding from the cracks between the bark. What animal life had been at the edge of the forest fades into a hollow quiet, the air becoming more oppressive - not unlike a certain shared dream experienced not too long ago. The silence is unnerving even to those with iron-clad hearts, giving off the feeling that something is about to happen -

    and then suddenly, the feeling disappears, even as the quiet remains.

    The area around the cave is lush with foliage; the trees look healthier than their counterparts outside of it, their bark free of any leakage and their branches hardly out of control. Closer inspection shows this is due to scraping and trimming, and after some discussion, the Wilders and Witches set up camp outside of the cave and gather together the group. Everyone is given the same basic necessities and instructions on how to use them, in a bag containing:
      • A grappling hook enchanted to return to them with a tug
      • Around twenty-feet of rope
      • Three spell scrolls (a light spell, which will conjure a small ball of light that shows about a radius of twenty feet around the caster and lasts as long as the scroll remains in one piece; a minor healing spell with three charges; and a single-use flare spell that can be used as a distraction or to call for help, should the need arise)
      • A tinder kit
      • One day of rations
      • A ring that glows when danger is nearby; it's enchanted to fit on anyone's finger, regardless of size

    For characters unsuited footwear-wise to spelunking, they'll also receive a pair of sturdy boots.

    The mission is simple: explore the cave and report back with their findings. It isn't just those who signed up going in; other Witches are suiting up to head in as well, talking in low voices about the probability of something like this even existing, especially with how deep they are in the Wilde. It isn't as if they're anywhere close to the center, but it's still in Wilder territory - they're far enough out that a few of them are nervous about encountering one of the bigger variety of Shades. Despite the reassurances that this cave is clean, and the fresh feeling it gives off, the murmurs continue until the mission officially begins.


Smugha Cave

    The cave itself feels refreshing compared to the oppressive air felt on the way here, not unlike an oasis in a desert. Cool in temperature and a little damp, it's mostly dark aside from the sunlight coming in the front and the bio-luminescent cave flora that climb the walls - though those are still too dim to really see by. Heading further in reveals sharp cliffs with stair-like structures carved into them, inviting an easy way down into the depths, and landing at the bottom of these is a wide, dark room, even colder than the last.

    It's time to start exploring.

    I. The Water (cw: magical corruption, physical sickness)

      For a cave located in the middle of the continent and in the depths of the ever-reaching forest, there certainly is a lot of water. Damp to the point that it might be considered humid if the cave was any warmer, puddles form beneath long stalactites, and shallow pools of water pour into each other from landing to landing; they populate the floor too, making walking a little treacherous. A few of them glow and glimmer with a faint, pale blue light from the magic runes found around them - these ones, at least, can be read. They're not so different from the script used in Aefenglom itself, though the way they've been carved into the stone makes them a little sharper in shape - for those in study at the Coven, or in spells in general, it's evidently a cooling spell. That isn't so hard to figure out though, as the pools of water surrounded by them have a pleasingly cold temperature, while those without them are near scalding. A few of the latter have runes around them, but they're not glowing like the rest - feeding a little magic into them changes this immediately, and steam rises in a sudden blast as the water cools rapidly. The opposite can be done for the colder pools too - taking their magic somehow or ruining the runes will make them bubble and boil as they surge in temperature. It'd be best to mind oneself around these, as unlike in a dream, any injury sustained in the waking world is a little more permanent and painful.

      Three pools in particular have to them a translucent green shimmer, made a little more blue-green by the cooling spell carved and activated around them; they're deep enough to wade into, or even just sit by and rest one's feet in - both of which feel like very attractive ideas to anyone who looks at them a moment too long. The water is pleasantly cool, and those who take a quick rest in them will feel more refreshed than they have in years. Their worries will fade, the anxieties they've held in the back of their mind seeming to slide off into the water, but in place of it something new occurs: within fifteen minutes of resting in the pool, they'll begin to feel sick, and grey spots begin to appear on any wet skin. Longer than that, and those residing in the water will find their spots turning black instead, and a lot harder, too. This affects Witches quicker than it does Monsters, curiously enough - for Monsters, it takes almost double the time. Getting out and getting dry will temper the effects back down, though the feeling of being not quite refreshed lingers.

      That isn't all the water the cave has to offer - the large cavern has a sudden, massive drop in the form of a sinkhole on about halfway across the room; it leads to a similarly massive underground lake. Traveling around the rim of the sinkhole shows there's multiple waterfalls pouring into it soundlessly, pooled together from the pools of water running into one another. Thankfully, there's another way down other than just diving headfirst into the darkness - twin tunnels on each side of of the sinkhole, not quite natural in nature, lead down to the lake in a gently winding slope.

      Starting shallow before getting much deeper in the middle, the lake also has an inviting feeling to it, stronger in its suggestion to simply take a load off, to let anxieties and worries simply soak and sink away in its pleasantly tempered waters - but it also has a stronger reaction in those who enter its depths. Within five minutes, those within it begin to feel sick, the grey spots showing up on their wet skin, and the rate of their blackening and hardening is quicker as well. This, once more, affects Witches quicker - and, just like before, getting dry will make alleviate the sickness and the spotting both, with the discomfort lingering long after.

      In both the upper and lower caverns, there are tunnels leading to other parts of the cave - they might just be worth checking out...
    II. The Upper Tunnels (cw: risk of injury, spiders and other insects, hallucinogenics)

      The tunnels leading from the upper cavern stay relatively horizontal, with small hills and valleys among their turns and a lower ceiling that might have people higher than five-and-a-half-feet ducking a little; they're more like a labyrinth than anything else, with empty metal sconces beginning to appear further within them. Sharp, thick nails have been hammered into the stone as well, with leather pouches rotted and torn hanging from them - whatever were in these hasn't remained, either due to wildlife or decay. Small rooms and caverns shooting off from the tunnels hold much of the same, albeit with a few other items: jackets and other clothing, Coven robes, specially-tailored Monster wear, instruments with snapped strings or clogged holes, candles burnt to the wick. One room in particular holds a few bookshelves, though the wood is also in poor condition due to the dampness of the cave, and the books suffer for this as well. What ones can be made out seem to be standard fare: the type of books one might expect to find in the fiction section, ranging from romance to horror to fantasy, and a few Coven textbooks on spellwork, specifically basic transfiguration. Not all of this is so old, however - some of it seems newer the closer explorers get to the "end" of the tunnels, either landing them in a room or at an ordinary dead-end.

      Unfortunately, the tunnels aren't as safe as they seem: giant spiders make their homes among the caverns and tunnels, made obvious by the webbing that appears before their funnel-like traps. They range from the size of large dogs to horses, but all of them have the same venomous bite that causes hallucinations, deliriousness, and fatigue. Among giant mushrooms whose spores paralyze those who breathe them in live similarly large millipedes, incredibly long and vicious; they attack in pairs, but thankfully just have very, very painful bites. Last but not least are bats - regular sized, plentiful as they might be in any cave, and just as annoying, too.
    III. The Lower Tunnels (cw: risk of injury or death, imagery that may be disturbing, corpses, physical sickness)

      Meanwhile, the tunnels leading from the lower cavern have higher ceilings and are mostly flooded (about waist-high) due to the nearby lake; water permeates through the rock in rivulets, darker than the lake above, and give a similar effect to the water in the lake itself. Thankfully, they're also mostly iced over - walking on them takes practice and a careful eye, considering the ice is thin in places. The air becomes more frigid as the tunnel dips down, with smaller caverns sharing the same fate: covered in ice and icicles, their entrances sometimes a little too squished to get through without breaking the ice or being particularly small in stature. Those traveling might notice a trend if they look a little too closely at the clearer parts of the ice as well: scratch marks gouging into it, as if something'd been trying desperately to get out. The longest tunnel opens up into a frozen room, as tall as the lower cavern itself, sconces lit with pale blue fire - magic, and obviously so. The walls glitter beautifully with the light, but looking down into the depths below, past the sheet of ice that allows travel, reveals something horrifying: dozens of thin husks and corpses of animals and adventurers both, held in place by the ice as it stretches down like spikes into the water. Witches, Monsters, Shades, other creatures - not a single one spared, with a mix of infected and non-infected among them.

      These tunnels aren't exactly safe either: ice-breathing salamanders the size of elephants can be found resting in some of the caverns - though they might be hard to see, given their pale white and blue scales. While not infected (curious), they're incredibly aggressive and attack those who wake them or get too close. Their bites can inflict frostbite the same as their breath can, so caution is advised in dealing with these. When killed they remain intact, their blood creating an extra layer of ice on whatever it touches due to its chilly temperature, not unlike liquid nitrogen.

      Unfortunately, they're not the only things those adventuring in the depths have to worry about. To be precise, Shades of Monsters and Witches also roam some of the tunnels shooting off from the larger, main one; the latter pulses brightly with white veins of magic on their blackened skin. Both types of Shades are sluggish, likely due to the cold and the lack-of pure magic, but are experts on dealing with walking on ice. The Witches in particular are ticking time-bombs, every spell they cast - primarily of snaring-type spells, desiring the magic and flesh of whom they capture - risking an explosion, but when they do supernova... It's fairly localized to somewhere between five to seven feet of the Shade in question. Those within that radius, however, will feel physically sick and find their skin or fur-scale-feathers-so-on turning into sharp, black shards of ice and infection due to the corrupted magic exploding from the Shade.

      Either way, once killed the Shades fall apart and turn into thin, brittle corpses of what they used to be; they're old enough that when touched, they simply crumble as if made of ash.
    IV. Outside The Cave (cw: nothing)

      For those seeking a little relaxation or recovery can make their way back outside - or be helped that way, given their flares. There, Witches can take care of them, food can be shared, and in general, people can take a breather. As the first day closes, and the cave proves itself to be bigger than expected, Witches will also offer to teleport people back to the city should they wish to go - staying would be nice, but they aren't going to force anyone to stay who doesn't want to. They'll also be collecting information from those who've ventured inside, encouraging each person to share with each other their findings as well.

      (Note: Essentially, this is more of an open/breather prompt, considering the heavier nature of some of the prompts above; any injuries or infection sustained can be healed here, extra supplies can be gotten, as well as anything that might need specialized storage - such as bottles, cages for small animals, and so on. Characters can be teleported back to Aefenglom in small batches occurring every hour should they choose, but they cannot be teleported back; it's a one-way trip. Otherwise, at the end of the three day stay, the same trek will be made back to the city, and the quest will be considered "completed"... Until further notice. Any questions can be asked here.)
boneofsword: (steel and silver)

[locked to Caster]

[personal profile] boneofsword 2019-06-26 06:51 pm (UTC)(link)
[Archer dodges to the side into a roll, barely missing the ice-cold gust of breath coming from the salamander. He can feel the pinpricks of numbness all along his hand and fingers; it's been barely a hair's width from his skin, but the suddenness of the reaction is worrisome. Archer grits his teeth as he reloads the crossbow, noting the slight stiffness in his left hand. Damn it, he's not going to be a liability. Quick aim, then two bolts cut air; one hits the mark going deep into salamander's eye, while the other merely glances its scales.

All of it he sees from the corner of his eye, already on the move. Confound it, his hand is worse than he thought.]


Hurry up! [he barks at Caster, his irritation flaring. So far Archer's been successful in reigning his temper in, blaming the caves and all the dangers around. It's been getting harder to keep it from seeping through the bond.]
futhark: (devilish)

[personal profile] futhark 2019-06-28 07:13 pm (UTC)(link)
ooc: I'm so laaaaateeeeeee, vacations murdered me

[ Go to the Wilds they said, meet new interesting people they said, kill local flora and fauna— so dungeon-grinding. basically. Thank god, they provided very comfortable sturdy boots, because the ice would have been a problem.

He's the opposite, countering Archer's irritation with a wildly joyous bloodlust. Without much consideration of their surroundings, he draws an arch of flame between his palms and sends it towards the beast. Not enough to kill it, especially since it's a fast and vicious lizard, but the damage is done.

For some reason... maybe it's the stability coming with (temporary!) Bond, maybe something is in the cave, but accessing and shaping the magic has never before been easier. If not for the fact that ice can't burn, he feels like he could burn everything down in this cave. ]


Patience, patience, my friend—! [ Let him have some fun, Archer... But hey, he's not selfish, as the salamander moves back to assess the fight again, Caster moves back to Archer. When he puts his hand on the other man shoulder it radiates warmth - a bit burning kind of warmth even ] Think you can cook something like that when we're done with it?

[ It's not infected, so it's essentially just a large (dangerous) lizard. ]
boneofsword: (be careful what you wish for)

[personal profile] boneofsword 2019-06-28 08:11 pm (UTC)(link)
((it's okay, I hope you've had fun!))

[The Bond means that he can feel the joy and thrill of hunt. It's different, but not exactly bad. Who knows, maybe it's infectuous, for Archer's iritation lessens. Perhaps it's the burning warmth that makes him grimace from the intensity but makes him feel much better. Now he can move his hand freely, or almost freely - the hint of ice still lingers.]


You want to eat it whole? [such question requires a very dry response, as he reloads the crossbow and leaps back. There's an odd sensation of warmth hat he doesn't want to think about; Caster bought them some time and made sure he's fit to fight, that's all. Archer makes sure to keep on the opposite and distract the lizard, so Caster can have fun.]

futhark: (30)

[personal profile] futhark 2019-06-29 02:14 pm (UTC)(link)
ooc: you know I did ❤

[ The sad part when you're not able to carry all the game's meat... it happens, it happens, that's what field dressing is for. ]

We can take just the best cuts! [ He's joking... maybe. It's hard to tell.

Caster uses the short break to Enchant his staff with flames. It's not as easy as it should be, it actually requires a two-step process because first, he has to make it not susceptible to fire damage, pour a vial of flammable oil onto the weapon and then enchant it with flame. The staff is wooden after-all. Perhaps with better skills, he would be able to enchant it without fire eating it away, but that will come with more practice.

And yes, somehow he thinks going at elephant-sized lizard with a flaming stick is a Good Idea. ]
boneofsword: (hidden weapon)

[personal profile] boneofsword 2019-06-29 03:21 pm (UTC)(link)
[Archer sees nothing wrong here. Well, they both share the same alignment - Heroic Stupidity.]

Hn. Unfortunately I have no idea what are the best cuts here. Lizards weren't on my menu.

[Even during his life Archer had enough common sense to not eat everything that moves but ain't human.

Now that Caster is facing the lizard with a flaming lizard-size toothpick Archer focuses on providing support (and testing how fast is the crossbow.) It's a shame he didn't think of looking for enchanted bolts, fiery ones would be useful.

When he notices that lizard focuses on Caster a bit too much, he fires several bolts from the side and runs close enough to distract it.]
futhark: (hood; playful)

1/2

[personal profile] futhark 2019-06-30 10:18 am (UTC)(link)
[ You will cook and eat anything that lives in the sea, but you draw a line on lizards?!? What a strange hill to die on, Archer. ]

Leave that to me! You just find a way to make it delicious!

[ But yeah, naming that staff a toothpick isn't wrong. Caster and his tendency to jump in fron of THE BIGGER THE BETTER enemy isn't the smartest choice... especially without his spear, without the perks of being a demi-god/and/or/Servant. And he still he knows his limits better than a Lancer

Supposedly ]
futhark: (shock)

2/2

[personal profile] futhark 2019-06-30 10:31 am (UTC)(link)
[ Even with the enchantments, even with the ease of drawing upon the magic.... it's still equivalent of level 10 party entering into level 23 dungeon. The experience, wits and muscle memory can and do help, but there is still a difference in power.

The Salamander renews its attack, it's faster, more agile than expected and definitely pissed off. Caster dodges the sudden maw opening and closing right before him, yes, but that means nothing when creature prepares to set another freezing breath right at him.

Should have, maybe, enchanted an ice resistance on himself, what a novel thought! That metaphorical "Oh shit—! The risk I took was calculated but man, am I bad at math" kind of feeling, definitely gets through the temporary Bond.

Caster focuses on the flame flickering on his staff before him, channels the magic around and forces into it to make it grow larger— ]


Ansuz!

[ Using the staff and its fire both as a focus and source of the flame he manages to send a counter of inferno right into the open maw of the beast. No rune writing, that's not working here, but the word is just another way to focus the energy into a certain effect.

It works in that— he doesn't get turned into an icicle (Castecicle?), and maybe he had inflicted some kind of burns on the roof of Salamander's mouth (that must hurt), but you know what beasts might do when subjected to pain that is not lethal or hinders the movement?

Yeah, they get even more pissed off.

No frostbite, but no way to escape a sudden hit by the clawed... hand? paw? What is the correct word used here for front limbs of murderous lizards? ]
boneofsword: (what the flying broom)

1/2

[personal profile] boneofsword 2019-06-30 05:28 pm (UTC)(link)
[Archer isn't fast enough.

He can see it happening as he dashes forward to reach Caster - torrent of blazing fire that nullifies the ice breath, and the counterattack with sharp claws. He can feel and almost taste the blood in the air, red drops on the ice, and red quickly seeping into Caster's cloak. Sudden panic grips his throat; he's lost too much already, was unable to save so many, always had been to late--]
boneofsword: (fire is my blood)

2/3

[personal profile] boneofsword 2019-06-30 06:45 pm (UTC)(link)
[It's no longer than a heartbeat yet it makes through the bond, the pain and bitterness, guilt and regret. Then--

It's gone, vanished in an instant. What takes its place is ice-cold and still as the eye of the storm. Archer grips still burning staff and shoves it as deep as he can into the wide maw. He's standing between the salamander and Caster's still body, shielding the mage. It takes no longer than a draw of breath, two wrapped bolts put to the flames catch fire instantly. Archer draws the crossbow and sends both deep inside the maw, ignoring the flames licking his skin. If he's lucky it's going to pierce the skull and damage brain. Salamanders have regenerative ability, but it's not possible to use it immediately. Solid yank dislodges Caster's staff. Archer throws it to the side as his focus shifts to his companion.]
boneofsword: (killing my past 2)

3/3

[personal profile] boneofsword 2019-06-30 06:58 pm (UTC)(link)
[Caster is still breathing. Sudden relief almost makes Archer lightheaded but he steels himself. Quick glance over his shoulder ensures him that salamander is still writhing. Time to get out of there.]

Caster?

[He's not sure of the extent of the mage's injuries. Definitely a bigger part of his back, perhaps even shoulder. That's why he doesn't try to touch the bloodied mess of hair and fabric but Caster's hand.]
futhark: (wounded)

cw: injury and violence - guess it should have been for a while oops

[personal profile] futhark 2019-07-01 09:21 pm (UTC)(link)
[ It hurts—

—but it had hurt worse. Of course, it doesn't make the experience any less intense, especially when this kind of visceral pain is only for those who are still alive. A good reminder that yes, they are flesh and bone. And thankfully none of that "bone" is broken, but it surely felt like the claws scraped every rib, one after another.

Caster gasps, and his hand claws into Archer's, enough strength in the grip to cause pain. He's not yet entirely out of it, just blinded by pain. ]


..'m not dead. [ Maybe he'd even thumbs up if he could. Right now he got to communicate that part. ] Kill it first—

[ Make sure it's dead, before you tend to the wounded. Or grab them and run away.

He had felt the disturbance over their temporary Bond, he felt a surge of strong emotions but now it's all is silent... ]
boneofsword: (facing my foolish past)

[personal profile] boneofsword 2019-07-02 12:23 am (UTC)(link)
[Caster plz. It's not the hill to die on. On the other hand Archer is hardly different even if he actually has few more brain cells than his younger self. He ignores the pain and squeezes lightly the hand gripping his.]

Use healing spells on yourself first if you know any. I'll take care of it.

[The lizard is still moving. Archer grabs his crossbow planning to send a few more bolts into its brain, but it's easier said than done. Even worse is blood; some of it splatters onto his shoe freezing it to the ground and forcing him to use sword to free himself. He barely manages to fire one bolt and narrowly miss another splatter of blood, most likely sending the sudden adrenaline spike over the bond.]
Edited 2019-07-03 20:12 (UTC)
futhark: (hood; still fighting)

[personal profile] futhark 2019-07-03 08:26 pm (UTC)(link)
[ That is such a cruel joke callback because he could very well die here! It is serious. Also, you were worried, Caster might remember that later.

He scoffs for now, and collects himself from the ground enough to move away and not be a hindrance— he's not aware if their temporary Bond carries pain, hopefully not. And that was somehow supposed to, what make them stronger?

Use healing spells, easier said than done, for he doesn't know any. Healing... wasn't yet something he looked into. But sometimes enchantment can work well enough. Drawing on the magic is easier, so he quietly chants a spell to strenghten his endurance, to lower his pain. As it starts to work he straightens up again. Mind cleared to assess the battlefield again—

They're on the winning side. The beast has numbered hours to live, but they obviously need it dead now. He's with that adrenaline spike, dancing to the tune as he joins Archer. He might seem fully healed in how he moves, but it's a lie. His body is still torn, he's just not in pain so it is not as easily apparent.

He puts his hand on Archer's crossbow. ]


I can give you one powerful shot— don't waste it.
boneofsword: (fire is my blood)

[personal profile] boneofsword 2019-07-03 09:32 pm (UTC)(link)
[Archer is still worried, since the bond carries a bit of pain. It's an echo and not the feeling itself, but it still gives him a hint to the mage's condition. Thus his surprise when that feel vanishes and Caster joins him echoes through their bond. Healing spell won't have immediate results. But killing the beast comes first.]

I won't. [he promises.] Caster, withdraw.

[It's not phrased as an order as it's not one. Archer's fine with rushing onto the battlefield, but having his companion wounded activates all the protective instincts. They're not Servants anymore.

Archer grips the crossbow as he rushes forward. There's only one chance and he uses it, then immediately leaps back as he realizes the outcome. Damn! Archer desperately reaches Caster and pulls his hood down, trying to shield him using his own body.

Salamander's blood freezes anything it touches.]
futhark: (hood; startled)

[personal profile] futhark 2019-07-06 09:13 pm (UTC)(link)
[ The fire spell attached to the bolt should cauterize the wound it causes!... should, but since it's an explosion spell it literally blows the Salamander head. Most of the gibs comes with a semi-cooked consistency (is someone still hungry?), but some blood splashes are going to happen.

See, he was withdrawing, but now Archer has to play the hero— how DARE? ]


Idiot! [ /hiss/ that's his job ]
boneofsword: (not amused)

[personal profile] boneofsword 2019-07-06 10:02 pm (UTC)(link)
[Well, he needs to remember that Caster is a show-off. Archer knows how how fond he was of Ansuz rune.]

Its blood freezes anything it touches. [with his back injured Caster is at risk here. Archer has intact armor (and thinks it's fine to get injured shielding someone else.)]
futhark: (hood; annoyed)

[personal profile] futhark 2019-07-07 08:41 pm (UTC)(link)
[ Oh wonderful ]

Did you get hit? [ Caster's growls as he hits Archer in the shoulder. ] That was stupid!

[ That was stupid in the exact way he would do the thing, so there is that. Shouldn't Archer be the pragmatic one here? As much as he hates it, Caster is already out of commission, therefore the active fighter should be kept safe if they are to get out of here alive. ]

Don't take risks protecting me!! [ It makes him feel like a burden, might be a part in his annoyance. ]
boneofsword: (not amused)

[personal profile] boneofsword 2019-07-07 11:38 pm (UTC)(link)
[It's no surprise, they are too alike to not do the same. Archer accepts the hit.]

I didn't, and I'm fine. [nevermind that their definition of being fine needs a solid reworking, but he has no freezing spots. Unfortunately the moment he realized Caster could be splattered with blood and panicked could be felt through the bond, the worry he'd be too late to save someone yet again.]
futhark: (determined)

[personal profile] futhark 2019-07-09 09:55 pm (UTC)(link)
[ Caster murmurs something that does sound like a curse and probably some name calling, he knows what he felt on the Bond. He knows what he had seen with Archer trying to be a shield. It's infuriating. That great hero Cú Chulainn reduced to the barely useful mage, that has to be protected—?

It's a scratch on his pride, and he will live, but it does cement that nothing is what once was. ]


That means we can move forward. [ He says, keeping his head up, even if his lost focus means the spell is wavering. Yeah, about that— ] We need to regroup with others.

[ And as much as he hates to say it... ]

I don't think I'll be of any use from now on. [ He can recognize when his injuries make him a dead-weight, ok? As much as he hates it. ]
boneofsword: (walk with me)

[personal profile] boneofsword 2019-07-10 12:44 pm (UTC)(link)
[Even with temporary bond Archer can feel the strong emotions. He goes to retrieve his satchel and rummages through the contents.]

I'm almost out of bolts, and I think there's not much left. [because he left some in the camp on the surface, carrying smaller amounts and returning for supplies. He hands Caster a small bottle.] Here, it's a healing potion.

[Now with adrenaline fading that irrational annoyance vanishes, leaving him unsettled. It's something to cconsider later, though.]

Can you walk the whole way back?
futhark: (hood; talking)

[personal profile] futhark 2019-07-13 10:25 am (UTC)(link)
[ It will be a challenge. The Enchantment wavering, pain returning in waves. Caster is considering letting the spell go entirely, but he's sure he must have aggravated the wound more by this latest stunt. Which means, it will be even harder to keep focus when the pain hits.

He grabs the potions and downs it one go, feeling the spell take hold. It will certainly help and stabilize his injury. He whispers a short "thanks" as he gives back the emptied bottle. The pulsing on his back, blood pooling down under his clothes. —yet he can't tell the extent of the wound with his pain sense turned off. And that could as easily turn fatal. ]


No idea. [ He admits it, almost flippantly ] Can you help me stop the bleeding?

[ Wrap something tight around it, clothes or whatever. This and the healing potion should do the trick. ]
Edited 2019-07-13 10:27 (UTC)
boneofsword: (another burden to carry)

[personal profile] boneofsword 2019-07-14 02:50 pm (UTC)(link)
[Archer hides the bottle and pulls out some bandages and another carefully wrapped glass container.]

Keep still. [he murmurs as he circles Caster and starts gently peeling away strands of hair sticky with blood and ripped cloth. Archer winces as he examines the damage.]

You need to have one of the healers take a look, some are deep. [a warning as he cleans and bandages Caster's back, adding a few drops of the mixture on each strip of fabric. According to the witch he got it from it helps to stop the bleeding and sterilizes the wounds. He works fast, having apparent practice in treating injuries, his touch gentle. A bit of worry flickers now and then through the bond.]
futhark: (hood; smoking)

[personal profile] futhark 2019-07-14 11:16 pm (UTC)(link)
[ A hiss follows, and a muffled curse, but in general? Caster is good in containing his reaction to pain. And some of it gets through the spell— a good sign the enchantment is failing. ]

Yeah— Once I get back to the surface. [ Trust him, seeing a healer is definitely on the list of his priorities. He raises his arms to make the bandaging process easier. But he is grateful for the help and it's a thing that seeps on their temporary Bond from his side.

What a strange feeling, physically knowing when someone else is worried about you. These contracts are scary, scary things. ]
Thanks... We got it good, eh?
boneofsword: (point blank)

[personal profile] boneofsword 2019-07-14 11:40 pm (UTC)(link)
[It's odd to feel at all, and the intensity can be frightening. Archer finishes bandaging Caster's back and packs his satchel. He picks up Caster's staff, hands it back to him, and then gets his crossbow.]

Things got a bit out of hand. [he admits, and then crouches in front of Caster.] Get on my back, I'll carry you.
futhark: (9)

[personal profile] futhark 2019-07-15 10:04 pm (UTC)(link)
[ Annoyed hiss. Metaphorical hiss tho. ]

But it's dead. [ With the power of teamwork. And bad decisions. Grumpily he climbs onto Archer's back, a string ow, damn, shit along the way, because the spell is definitely wearing off. So he'd rather get secured enough that when it disappears, the death grip that will follow will keep him secured to Archer's back.

How very romantic, and ironic, and everything. They'd murder each other in a Grail War without as much as a blink. Snark and sass spicying the exchange of blows just like bickering. Fight a man often enough, hundred of times and he's almost like a friend long not seen. What? He did kill his friend on the battlefield when the time came, the comparison is apt.

This is all so very stupid ]
That's when you should suggest celebrating the victory! Geez, Archer, live a little.

[ Says your new potato bag ]

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