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.)
spaghettimonster: (SPIKES -THEN- FIRE OR...)

[personal profile] spaghettimonster 2019-06-10 07:12 pm (UTC)(link)
It seems like the condition of the trees corresponds to how ominous the woods feel, with the trees going autumnal/wintery and sap-covered as the ominous feelings building. Do the trees transition into the lush (scraped and trimmed) woods just as abruptly, or is there more gradual a transition before they find the lush area around the cave?
horkbajir: (Default)

Re: OOC QUESTIONS

[personal profile] horkbajir 2019-06-10 07:45 pm (UTC)(link)
So divination was used to detect the cave and assume it's clean, right? How's Cwyld-detecting work? Visually looking for the signs, or is there some kind of scan for it? Are the pools infected?

Has anything been coming in or going out of the cave? What's been maintaining the trees outside of it - blades? something indirect?
topslug: (♫ now i'm through with you)

[personal profile] topslug 2019-06-10 08:09 pm (UTC)(link)
1. Given the number of things in the caverns that seem to be particularly bad for Witches, are there any noticeable negative effects from using magic in the area? Does it come easily or harder; does it seem to attract the Shades or monsters more quickly?

2. If a witch or monster should attempt to discern the state of the leylines inside the cave through divination magic -- particularly in the lower tunnels -- what might they be able to pick up?
scaling: (i drank the game milk.)

[personal profile] scaling 2019-06-10 08:30 pm (UTC)(link)
Would there be any negative reactions from the Witches if one were to test out the grappling hook on, say, the trees in the area before heading into the cave?
cult: (pic#)

[personal profile] cult 2019-06-10 08:46 pm (UTC)(link)
are we allowed to take the corpses home if we make it out
lonewanderer: (Default)

[personal profile] lonewanderer 2019-06-10 09:21 pm (UTC)(link)
so uh. what happens if you drink the water?
boneofsword: (plotting takes time)

[personal profile] boneofsword 2019-06-10 09:54 pm (UTC)(link)
1. How tough are the Shades, and what are their weak points? What if one of the Shades Witches explodes nearby other Shades, will it destroy them too?
(I'm thinking mainly of how effective will be long range weapons)

2. Will the runes around the pools be readable on the photo taken with a watch?

3. Is it possible to take a sample of the water back to the city? What results will magical and non-magical tests have?

[personal profile] honoraboveall 2019-06-11 01:14 am (UTC)(link)
About this friendly underwater lake! If Symon would swim and explore it, could he find anything before he started getting sick?

And, related...drying the water from your skin helps cure the sick, what would happen to Symon's gills? Since he can't dry them out, and they'd be inside him and all that.

[personal profile] honoraboveall 2019-06-11 02:24 am (UTC)(link)
Also, related question, would the pedant he got from Lady Denholm protect him from the lake water at all? And if so could he explore more and see more within the lake?
littlemperor: (12 my dancing's shining)

[personal profile] littlemperor 2019-06-11 03:18 am (UTC)(link)
if someone is, say, a little infected, how does the water effect them? the general air? their magic here? assuming from another answer that it's just the same as anyone else for the magic inquiry, but wanted to make sure!!

also, what percent of infection do you think a witch supernova'ing counts as if it gets on you (minimal and maximum)
starseedling: (made for me)

Steven Universe | OTA

[personal profile] starseedling 2019-06-11 03:33 am (UTC)(link)
★THE CAVE
At first, things are calm. They've all been told that this should be a relatively safe trip, and so Steven isn't that worried about it when he enters. He exchanges his flip flops (which earns him some unbelieving looks from those more pragmatic about spelunking) for boots and heads into the cave with Lion at his side.

The similarities strike him immediately. This is that cave! The one from the dreams! He's absolutely thrilled - they've been talking all month about trying to find the place where the fae dream happened, but here they are, stumbling into a perfect copy of the mystery cave only a few weeks after dreaming about it!

"It's the cave from the dream!" Steven will proclaim, loudly and to everyone who will hear it. "Do you guys remember that place? There were the same enchantments and everything!"

★THE WATER
Steven doesn't go into the water personally, mostly because he doesn't think getting wet will help him with spelunking any, as deeply appealing as it appears. He's gazing longingly as other people do it, though - which means he's in the perfect position to notice the grey spots forming on exposed skin, whether or not you do first.

"Wait... there's something on your skin! Is that from the water?" he points out, coming to the edge of the pool. He's concerned, but not yet panicked. It could be something totally innocuous... right?

★THE UPPER TUNNELS (HEAVY SPIDER CONTENT)
After things have settled down in the opening of the cave, Steven will tentatively begin to wander towards the tunnels leading down from the upper chamber. He figures that he understands the cave's tricks now - the water is actually bad. He never really touched it at length in the dream, so maybe that was always true. It's not that shocking, he guesses, and drying off seems to fix it alright.

It had been easy to get down to the lake before, though, so he doesn't imagine it will be a problem here. He starts travelling down the tunnel, activating his light scroll as Lion follows behind him at a leisurely pace. At first, it seems like more of the same stuff he witnessed in the dream, so none of it seems that alarming. Old stuff from people who lived here, probably a long time ago. What he isn't aware of, is the new things that are living here now.

For a giant spider, it sure manages to slip in close. When he first sees it appear out of one of the darkened rooms, it startles him so bad that he stumbles, dropping the light scroll. The spider lunges at him, and he cries out, scrambling back into action and slipping down the tunnel, leaving the scroll behind. He sees the webs ahead of him, but he's pretty sure he's ducking through them - it's the funnel web at the end that catches him off guard.

He slips on the moistened ground and plummets right into it, the webbing sticking to his body and clothes. Behind him, he can hear Lion roar, rattling the stone of the tunnel - and then the sound of fangs snapping. Suddenly, the light from the scroll goes out. Steven is trying to get up, but he can't unstick himself from the webbing - his lack of strength becomes obvious to him all over again.

It's then, making helpless whines of effort, that he heard something getting close in the dark. It's a spider - either the same one from before, or another from deeper in the tunnel, he doesn't know. He lays flat, his heart pounding, thinking over and over: please don't see me, please don't see me.

And, somehow, even as it leans over him, its mandibles shifting - it doesn't.
scaling: (Default)

[personal profile] scaling 2019-06-11 04:42 am (UTC)(link)
Spelunking, more like treelunking hahaha I'll see myself out... thanks for the answer!! He will be glad not to lose grappling hook privileges.
scaling: (it's baseball time,boyos.)

akira kurusu | persona 5

[personal profile] scaling 2019-06-11 04:45 am (UTC)(link)
i. the way there (OPEN)

[ You can't give a former thief something like a enchanted grappling hook and expect that he won't test it out immediately—especially one whose hunger for thrill only seems to be strengthening with each passing week. So after the supplies are passed out and explanations given, Akira can't help stepping away from his teammates to fling the hook up into the boughs of one of the lush trees flanking the mouth of the cave.

So whether you're in the camp preparing or heading into the caverns proper, you might spot one boy with partially formed bunny ears climbing his way up a tree, calling the hook back with a tug (hopefully no one is standing too close!), or being scolded by one of the Witches heading the expedition for irresponsible use of equipment. ]


ii. the lower tunnels (CLOSED TO [personal profile] grakraka & [personal profile] interlucere)

[ It's one part excitement to explore the tunnels ahead and two parts dumb luck that keep them from dipping into the shimmering pools of water on their first foray into the caverns. They're plenty inviting, especially the expansive lake that hides behind the drop, but the openings along the cave wall that lead a steady decline farther underground are their goal.

Taking point is natural for Akira. That's how they've always progressed through missions back home, with his quicky and steady footsteps cutting an infiltration route, so he falls right into the role as they head down the largest tunnel they see.

Before long, though, those footsteps aren't so steady—even with the traction of the provided boots, hitting an icy puddle causes him to skid slightly. He catches himself at the other end of it, stabilizing and calling back to Lux and Akechi that he's fine.

When he turns back to the tunnel in front of him, the soft glow of the spell scroll's orb catches on the ground up ahead. It glimmers more that the rock they've been walking on until now, iced over and cloudy. Not that big of a surprise, considering how cold it's becoming the farther they progress. Akira's suddenly grateful for the layer of fur protecting his ears from the chill that's biting at his cheeks and nose. ]


Watch out, it's about to get slippery. [ As if it didn't just for him.

Either way, he's careful heading onto the ice that stretches as far ahead as the spell allows him to see. Who knows how thick it is. ]


iii. wildcard

( feel free to run into akira either in the camp or within the caverns from the first prompt! always open to plotting something specific and writing personal starters, so get at me if you're wanting that. )
grakraka: (de minimis)

[personal profile] grakraka 2019-06-11 05:06 am (UTC)(link)
[Out of all the hobbies he could have picked up, rock-climbing turned out to be a useful one, or at least one that comes in handy now. The cave has a certain beautiful quality to it and he finds himself enjoying it more than he expected. He really only volunteered to come because it would be something to do that wouldn't bore him.

The chill grows in the air and he forces his mind to stay focused on anything but the cold. The ice, though, is unavoidable now. He sighs and begins to walk, careful as he looks over the ice.]


Remember to keep your center of balance directly above your feet and lean slightly forward. That is how penguins rarely slip, the design of their feet aside. [He laughs softly.] Well, and the waddling. You're free to waddle as well. It does work very well for them.
interlucere: (pic#13186481)

[personal profile] interlucere 2019-06-11 05:24 am (UTC)(link)
[ For someone who spent most of her teenage years living in the mountains, somehow spelunking wasn't on her list of necessary life skills. Weird. What are they teaching noble children nowadays? Sewing? Proper etiquette? Where is she going to use that? Not in a dank, cold cave, that's where! So to say Lux is the least prepared for this situation isn't an unfair assessment, even if she does manage to somehow keep up—carefully. Very, very carefully.

Taking up the flank of the group, her focus is on maintaining the ring of light around them from the scroll in her gloved hand. Lux could use her own magic, but without knowing how mana flows this far underground, she doesn't want to risk using up what could be very finite resources. This could be a very long trip. ]


You'll show us how it's done, right Akechi? You're our resident penguin expert, after all.

[ She's helping!

Also, what's a penguin? She legitimately has no idea. ]
scaling: (and everybody salutes that dick.)

[personal profile] scaling 2019-06-11 05:43 am (UTC)(link)
[ Well, if the scenery ever grows boring—which it hasn't so far, cave walls shimmering with frost in the light, the occasional jut of rock casting long shadows down the path—he can always count on Akechi's random trivia to keep the trek interesting.

Having Lux here means that he doesn't even have to formulate a comeback. Her suggestion has Akira huffing out a laugh, breath fogging the air in front of him. ]


Yeah, I think we need a demonstration.

[ He isn't looking back, though, too focused on treading cautiously over the slick sheet underfoot. The tunnel continues its path down, but the water that's flooded in and frozen keeps their ground fairly level for now. And... hey, Akechi's suggestion about adjusting his center of balance does help with the footing. ]

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