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.)
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 ]
boneofsword: (killing my past 2)

[personal profile] boneofsword 2019-07-16 07:05 pm (UTC)(link)
[First things come first, making sure his potato bag is secure. Archer steadies him with hands under his backside so Caster won't have to strain muscles. He can live through hissing and calling names and snark.]

Once we're out of the tunnels. I'm starting to miss the sky.

[It's just another difference - when Archer makes sure there's no additional threat present Caster wants to celebrate. Dead ancient warrior and all that.

He straightens and takes few steps forward to rebalance. Something isn't right, though; for a while he felt a kind of prickling on his back, the sensation getting stronger between his shoulderblades. Now his back itches and burns.]
futhark: (determined)

[personal profile] futhark 2019-07-21 01:01 pm (UTC)(link)
[ The empathetic bond makes it all kind of weird? Because he gets feedback from that, like a ghost prickle and he can only assume it's related ]

Archer, don't be stupid, I can walk. [ It will be slower, but he can ] I know you're hiding an injury on your back.

[ Like goddamnit, don't be all I WILL CARRY YOU when something is wrong with your back too ]
boneofsword: (something not forgotten)

[personal profile] boneofsword 2019-07-21 02:19 pm (UTC)(link)
[Sometimes he does forget that bond shares the feelings he tries to set aside. Caster can read him surprisingly well, and is getting better at noticing what he hides.]

I'm not injured. It's- [he sighs, feeling the urge to pinch the bridge of his nose. His hands are full, tho. Archer is walking a bit slower than usual as he makes sure of his footing on the ice.]

I'm not sure what's going on. [it's hard to talk. Archer's been relying on himself for so long, never cared about his own well-being. He's not sure how to start.] My back itches, that's all.
Edited (wrong icon) 2019-07-21 14:38 (UTC)
futhark: made by <user name="nogoodansuz"> (contemplating life choices)

[personal profile] futhark 2019-07-25 04:35 pm (UTC)(link)
[ It's uncomfortable to sit in someone's head so close, but right now it's useful, it keeps them alive. Caster can't differentiate if the prickle is a sign of something truly serious or just a mirror of minor annoyance that Archer feels.

He can do another thing though. His hands are busy, holding to his new method of transportation, and technically the Enchantment spell doesn't need to be written— channeling magic through a rune is something Caster simply finds the easiest and quickest. He'll figure more efficient methods eventually...

Archer might a strange nuzzle on the nape of his neck (he's not drawing the rune with his nose, not at all, get out) and breath of warm air as Caster activates the spell. It's the same he used on himself moments before. It doesn't heal, it just makes you not feel the pain. ]


How about now? [ Any better? ]
boneofsword: (be careful what you wish for)

[personal profile] boneofsword 2019-07-25 08:56 pm (UTC)(link)
[It's— surprising, to say the least. Such careful, almost shy touch followed by a warm breath and tingle of magic. Archer almost opens mouth to say there's no need to waste mana—

but isn't it Caster's choice how he uses it. There's an odd feeling when Archer thinks that he's important enough to warrant spells. He's more than grateful.]


Thank you. I appreciate it. [his back doesn't bother him anymore. With the minor annoyance gone Archer knows he can get to the surface faster.] Hang on.
futhark: (hm)

[personal profile] futhark 2019-07-28 10:02 am (UTC)(link)
[ Stop clinging to the old Servant way. "Wasting" mana is exactly what is in Witches good interest. Any excuse to cast a spell is a good one! Caster notes the gratitude, the one in the words but also the one along the temporary link.

He mouths some answer but its barely audible. Soon they reach the surface and the camp ]
boneofsword: (walk with me)

[personal profile] boneofsword 2019-07-31 07:49 pm (UTC)(link)
[Archer finds a healer first, and while he seems a bit hesitant to leave Caster alone in their care, he's also aware that his skills aren't needed here. So he does withdraw, and opts to help with cooking, as well as finding someone to dump the ice salamander carcass on. Surely Witches in the Coven, as well as Wilders, will be happy to learn more about the fascinating creatures living in the depths of the cave. Archer's pretty sure no one else (aside other of the mirror people) will be insane enough to hunt another one.

Much later he's nearby one of the campfires, nursing herbal tea and enjoying a calm moment. Archer seems to be lost in thoughts, but stirs when approached.]


How's your back?
futhark: (51)

[personal profile] futhark 2019-08-04 01:22 pm (UTC)(link)
Taken care of. [ That to speak the top of his robe is open, and bandages very visible. ] Someone wanted a report on our meeting in the cave and I gave it. Looks like there are more things to explore there.

[ He wonders if they can return in fact. ]

How's yours?
boneofsword: (another burden to carry)

[personal profile] boneofsword 2019-08-04 04:04 pm (UTC)(link)
[There is relief again flickering on their bond, a bit weaker than when Archer noticed him approach. In fact his feelings are once again getting stronger, sometimes even bleeding through the Bond. Though the tea helps, as it's a soothing one.]

It doesn't bother me much, thanks to you. [a soft sigh, then Archer sets his mug down and starts removing his overcoat.] You want to check my back, right?

[While he's not the most comfortable with the idea he's not going to fight it, understanding the concern. It still feels like such sentiments are wasted on him, that he doesn't deserve such care- but he knows he has to avoid becoming a liability.]
futhark: (resting face)

[personal profile] futhark 2019-08-04 08:47 pm (UTC)(link)
No, I'm just asking so you get to strip and then be confused when I refuse to check it. [ Caster crosses arms on his chest and gives Archer a very blank stare— that he can't keep up for long because he snorts a laugh soon after. ]

Come over here.

[ How they say, stupid questions stupid answers. He wouldn't ask if he didn't mean to check it. And it's very obvious that something is going on there. Carefully he trails the darkened patches... what from far away might look like a terrible bruise is in fact a large area of red shimmery scales. They're not evenly spread, still growing, that would explain the itch.

Is this side-effect of the cave or had it been going for a longer time? ]


I see what it is now.
boneofsword: (is all I know)

[personal profile] boneofsword 2019-08-04 10:01 pm (UTC)(link)
[Archer offers no hesitation as he turns around. Still, he does stiffen slightly under the touch.

Scales on his back resemble snake skin, and are surprisingly smooth to the touch. There are a few uneven patches, biggest one between shoulderblades.]


What is it? [there's a light tremor in his voice, betraying Archer's anxiety. He can guess it's the first change; Monsters are at risk in the Wilde, as they said. To have the changes manifest now, a reminder how stripped he is of humanity-

Archer forces himself to calm down and keep his breath even.]
futhark: (hood; attentive)

[personal profile] futhark 2019-08-07 10:38 pm (UTC)(link)
[ There's no point in hiding it or withdrawing the information. If he was in Archer's place he'd rather get the truth too. ]

Scales. In all shades of red and orange. [ At least they're keeping to your colour scheme, buddy ] Kind of like what I saw you have in the Dream.

[ Just then they were on his face and looked so shimmery and pretty one could think Archer suddenly developed an interest in make-up ]