Summer's First Snowfall
Juril comes in as hot as Iuneril did - muggy, humid, tense. The city buzzes softly with rumors of accidents and incidents, the faint pink skies lasting far too long and starting far too early only bolstering these. I burnt my buns last month, it goes. I never burn my buns.
The flowers haven't been growing as well as usual, it goes. It must be because we had red skies during Litha.
Such superstitions might be laughable - but in a world of magic, maybe they hold a little more truth than one might want to acknowledge. Still, for as many rumors as there are, there are just as many people who refuse to let the omen get them down. They might be a little more cautious, but they're hardly stopping what they're doing: sailors in the harbors carry good luck charms as they work, households hang sprigs of chamomile above their doors, Witches pound out extras of finding, luck, and safety magics in enchantment and potion form... Aefenglom is a superstitious city, but it's also a hardy one.
It's the superstitious nature that leads some intrepid young Witches to think everyone needs a little distraction from thinking about the color of the sky, however, and as the sun crests over the bay, white flakes begin to fall. The air grows colder, and throughout the day, the snowfall grows heavier and heavier until it blankets the city - or a few key parts of it. The snow shows no sign of stopping either; while it lightens up periodically, it still flurries on.
That might not be entirely intended - and the snowstorm that hits near the end of the month definitely isn't. Enjoy a peaceful snocation while you can, Aefenglom.
As noted on the calendar, this phenomenon will last all of the month! Feel free to set your threads and logs at any point during the month of July; all activities listed in the prompts below will also be going on throughout it. |
I. THE COVEN
For the first week of snow, the Cove calls off classes. It's not exactly a secret that the Head of the Coven proper has a fondness for the cold, so it doesn't come as a surprise to the students she'd put a temporary hold on instruction-based learning so she they could all enjoy it properly. There are just as many Witches deciding to study on their own as there are enjoying the respite from their professors, however - every opportunity to practice is a good opportunity.
For the rest of the month, it's back to business - but students still find time to have a little fun with the cold weather both during and after their classes, and their professors don't discourage it too much.
a. Winter's Touch It should come as no surprise at all that when Witches get involved with snowball fights, they use their talents to their advantage to send multiple chilly missiles at one another. They float, they fly, and some of them even latch onto the closest heat signature they can find - whether or not that was the intended target. Keep your wits about you, return fire, or cajole others into joining in! There's no such thing as "allies" when it comes to the Coven's brand of snowfights.
b. Enchant Snowcreature Snowmen aren't the only things that get created during the winter; animals of all shapes and sizes do too, and it's not uncommon to see the snow version of animals both of the regular variety (birds, deer, squirrels, cats, foxes, and so on) and rare (the fairytale depiction of dragons, unicorns, sphinxes, and pixies, to name just a few) roaming around along with a Frosty or two. There's even a sled ride hosted by a pair of snow pegasi for those interested in getting off the ground.
c. Ice Spires Instead of building forts and castles like regular people, Witches at the Coven use a mixture of transfiguration and conjuration magics to simply draw them from the surrounding snow and ice themselves, Elsa-style. Their creations range from the beautiful and intricate, to the hardy and hard-to-navigate - for safety reasons, naturally - and some even draw up elaborate staircases to the skies to expand on their creations. Make your own or simply explore the creations with a friend - but be careful, as at least one Witch has the had the inspiration to magic up some sprigs of mistletoe to hang in their snow fort.
d. Winter's Respite Not everyone is happy with the snow, however; in particular, those tending the gardens of the Coven are quite frustrated - plants, even magical ones, are quite delicate and sensitive to the cold!! As a result, there are warmer spots even around the Coven's courtyard; the snow is melted, and the Witches there are doing their best to save the chilled plants. This is also where one can take a break from all the cold and get some hot coffee that'll keep you warm for hours after finishing it and clothes enchanted to adjust their temperature depending on the temperature - for those who don't want to ruin their sporty short-sleeves style for heavy winter clothes. These enchantments only last a few hours, however.
For the interested: yes, the Witches are more than willing to teach those who'd like to learn how to do this - though their version of teaching seems to be more "watch and learn" than actual instruction. |
II. THE RESIDENTIAL DISTRICTS
Encompassing the Residential District proper on both sides of the River Temese, the Aristocratic District, and the Haven, the housing districts are similarly covered in snow - the Aristocratic District has gotten the worst of it in particular, being in the perfect place to center the massive weather spell the Witches responsible have set off. While the streets are quickly being cleared to make foot and hoof traffic a little easier, there's still a lot of snow and ice to take part in, and just as many people willing to have a good time in it. Children in particular are having the time of their lives in all the districts, and the sudden cold weather seems to draw people together -
perhaps a little too literally, with long scarves grabbing the nearest person to make a pair, mittens that won't let you stop holding hands until you've gotten somewhere warm, and wooly hats that suggest in quiet whispers to you that you should definitely go give that person you just locked eyes with a hug, they look so lonely... Whether they actually do or not.
Someone might've had a little fun with their sewing.
a. EASTERN RESIDENTIAL In addition to the usual snow fun (with a significantly less magical spin on it than the Coven - magic is still present, but not to the same wild extent), there are hearty soups, hot chocolate, and fires to warm oneself around. Take a seat and relax a little; almost everything is free, though those wishing to purchase some (secretly enchanted) clothes to stay warm in a more permanent fashion than what's offered at the Coven.
b. WESTERN RESIDENTIAL Compared to the other housing districts, the snow in on the western side of the Residential District is much less - and that's due to the presence of heated stones. Alone or grouped together, those more cold-blooded in nature gather to rest and keep themselves awake while the chilly weather marches on. Nagas, Chimeras, and even the exceptionally rare Dragon or Fae can be seen here, with Vampires lurking around in similar spots with umbrellas and tarps up to shade them further from the darkened snowy sky. Spicy foods are popularly handed out around these areas, while in general everyone seems in favor of cuddling up a little.
c. ARISTOCRATIC DISTRICT While there are still rumors of pickpockets and petty thievery about (and the suspicious looks that come with such words from locals in the area), it hasn't dampened the spirit of those who really, really enjoy snow one bit. There's less activity than in either Residential District (and a lot more complaining about the weather), but what activity there is makes up for it: igloo-making, ice skating on makeshift rinks in the middle of intersections, sledding on the massive piles of snow, and taking a jingle bell-filled ride in a horse-drawn sleigh through the stunning Aristocratic District. The latter is especially good for those traveling to and from The Haven and don't want to get their feet too cold (or who can't handle the cold temperatures at all).
d. THE HAVEN While most of The Haven has been relatively untouched, minus anything anyone living within it might have done - that's you, mirrorbounds - the barracks have been extra dressed up with lanterns and blankets to help keep out the cold a little better, and keep the warmth in. Some kinder Witches have also conjured up a few extra water fixtures, but not for skating on: hot springs populate the larger areas that aren't already taken up by houses, and for those not willing or unable to get in the water, there are sauna options as well in the same areas. Don't get too steamy, though - people getting a little too heated in these areas will automatically have cool water poured on them by some magical means in an effort to get them cooled off. It's a spell designed to keep people from overheating, but it isn't very picky with what it considers "too hot".
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III. THE HARBOR DISTRICT
Like the southern half of the city, the Harbor District is relatively untouched - relatively. It's an area much more based around industry and work than anything else, and interrupting it isn't looked on very favorable. With that said, though, the harbor is fairly large, and Witches finding a place to practice their own ice magic (inspired, evidently, by the going-ons at the Coven) have managed to bring of the winter cheer to the otherwise dreary district.
The orphans, a mix of humans and Monsters, are more than delighted by this turn of events, and they're a common sight playing in the snow summoned around their orphanages when they're not working in the many factories of the Harbor District. What's notable about them is that they don't use any magic at all when dealing with the snow - they've never had any learning in actually utilizing it for themselves, only in feeding it through the magitech used in their workplaces. Any and all shows of the stuff for purely fun reasons, therefore, bring forth grins and awe, regardless of the kind shown. Provided it isn't used to hurt anyone, of course.
a. ICE FISHING The areas of the bay that are iced over - either gotten by permission or by careful people watching to see how much use the area actually gets - are home to a surprisingly popular activity: ice fishing. Fishing rods, spears, ice chisels, and boots made for stepping on the ice are easy to obtain from those who've set up shop in the area, and many people have already taken to the frozen ground to try their luck at catching something further out than the piers. There are places to cook and eat what's freshly caught as well, but mind your step; the places where holes were are less thick, even as Witches routinely make certain to refreeze them every hour or so to encourage fresh activity in the area.
b. ICE SKATING The other not-as-surprising popular activity for such large swaths of frozen water is, of course, ice skating - and of course, unlike other areas which assume you already have the gear to do so, people have specifically (and quite quickly) set up stalls to sell their skates and sleds for prime ice fun. A little early for their winter line-up, but they're making do. Decorated with small bouncing lights hung on strings, not to mention the tents set up with blankets and pillows, the Harbor District's ice skating area is meant for those who'd like to take to the ice during both the day and night - and the latter is particularly enchanting in its beauty, the soft lighting allowing the frost to glitter in multi-color glory.
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Oh, I bet— [ Especially since haste was first Enchantment spell he decided to master. It's easy to fire off, reliable but at the same, doesn't use up that much of magical energy. Perfect Disengage C, but if they're at the death-threats he could get more of that ]
What if you won't be able to run at all? [ That might be an almost inaudible whisper as he lowers his voice... but the word that channels the magic yet again into something else is loud and confident ] Sioc!
[ The slushy snow around them, melted by the initial heat wave, erupts around Berserker and freezes it solid. Caster doesn't care about how accurate he is - he's putting too much energy into it, the mana erratic and resource to be wasted, so why restrict oneself? That's not a perfect icicle, like one he could do with the runes, but close enough.
Still, he ain't (that) stupid and knows that the playtime is over. Time to Disengage C ]
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Now he's just mad. With a roar, he throws his spear after Caster. Its aim isn't true, fortunately for him, embedding itself in a nearby tree. The thick trunk cracks and splinters as Berserker runs after his weapon. ]
This isn't over!
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When the red spear embeds in the tree nearby there is the only thing he could do— his hands are on the handle and he tears it out of the tree trunk. A short moment of reverence washing over him as he gets to hold Gáe Bolg once again (reasons why Caster class sucks: no spear). But the spear is changed, altered just like his darker side. It is made for Berserk, and the difference in balance and size is imminent ]
Tsk. [ With a whisper he enchants his hand with strength. All of the magical energy that he can is poured directly into his arm, spreading onto the shoulder as he makes the throw just mere seconds before Berserker can reach him ]
Catch— [ He's not aiming at Berserker, in fact, he's aiming in a wide arch left from him. The target being a wall of an abandoned magazine on the shore. If he was a Servant he could throw it much, much further, but all these nerfs force to adopt a different strategy. ]
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You...
[ The building never stood a chance, the force of the magic poured into the weapon completely destroying the wall. ]
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M-maybe?? (Probably not)
Well at least the spear is no longer part of the equation, otherwise, someone would be very dead. Not that prospects are looking any better but it's not like Caster really cares. The cold proved effective so he even as he's totally thrown off balance by the hit (and probably falling on the ground) he invokes the frost once more. ]
Agh- Sioc! [ This time, no limits, not trying to be careful, or precise or whatever. He got a lot of magic to spare he can blast it around. ]
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You can't run away from this one...
1/?
and the situation becomes crystal clear.]
2/2
He grabs Berserker by the scruff of neck and pulls him up to deattach him from Caster.]
WHAT ARE YOU DOING!
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Let me go...Don't interfere with this.
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Their meeting within a Dream should have been a warning, not a prophecy... but surrendering? That's not his song. Especially not to himself. Berserker won't see him break and give-up (tho he might see him die, which is an entirely different thing and if that's so, so be it).
He ignores the pain, looking for a next spell that he could fire and get some freedom to fight back— but then Berserker is torn away from him. More scratches, more scars to mar the skin — another reminder they're just mortals here.
With his shoulder free from the grip of talons he focuses his grip on Berserker's thigh, trying to get him off himself ]
Not your fight ,Archer! [ Though the sudden cavalry attack is certainly helpful, Berserker is clearly an opponent he has to defeat himself. But it's followed by a warning ] Watch out!
[ If Berserker's rage is redirected onto the new opponent it's the stupid bowman that is going to be in trouble.
Hopefully they won't make it to the newspapers or smth]no subject
Drop it, you fools! [he snarls as he tries to put Berserker in the chokehold and drag him away. He's aware of the longer reach ] You're getting no food for at least a week!
[Best way to punish the dogs, apparently, is making them eat only dry food.
Sorry not sorry.]no subject
You should listen to Caster and pick your battles better!
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He arrives just in time to see Berserker's familiar, dark shape wrestling with Archer and, beyond them, Caster picking himself up off the ice. Something big just went down, didn't it?
Damn it.]
Enough-! That's enough!
[His voice rings out across the snow, too clear and strong to be carried away by the winds. Though he has absolutely no expectation that his plea will stop either of them- or even Caster- but, as he struggles across the snow towards them, it's all he can do. Just a little closer and he might be able to use a spell or-]
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Archer, why are you so stupid? And yeah, sure, that threat is surely going to work! Very funny!! What, is he worried? No, he's not worried! —he's just angry that this idiot jumped in here because— yeah, okay, he gets it. He'd probably jump in to help as well. There's some complicated feeling here right now that he has no time to unpack, because Berserker is going berserk— the fight is not over yet,
But then Diarmuid joins a fray ]
Careful, Lancer! [ Caster yells a warning. Berserker even not as a Servant is an incredibly powerful opponent. The transformation this world forced on him only giving him an advantage over them. Though maybe he could use the distraction... He makes a step closer and puts his hand over Berserker's eyes ]
Dul a chodladh [ Charm spells are part of Enchantment school, one would say the most important one. Caster didn't practice them very much. But he did use a simple "lullaby" or "go to sleep" command spell a few times. With... varying degrees... of success... He's got no idea how well it works, it might not work at all, maybe it buys them a few seconds. It's a gamble basically, but way too many people are getting involved in what should be their fight. ]
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Stay back, Lancer! [ It's not an order, but it's firm. He fully expects Diarmuid to ignore him. His concern is that he'll injure the witch himself. ] This isn't your fight.
[ He struggles harder against Archer's grip, though Caster's attempt to subdue him makes him pause for a moment. He jerks his head the moment his eyes are covered, the loss of sight a further irritating. The spell backfires and, instead of soothing him or making him take a nap, it just sharpens his fury. A pure rage already searing hot flares stronger than ever, like throwing gasoline on a fire. He snaps at Caster's hand, trying to dig his teeth into his hand and arm, anything he can get a hold of. ]
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His fingers dig deep into Berserker's jaw in attempt to pry it open. Archer hisses with fury and bites hard into the only part of his enemy available to him now - his ear. Surprise, with all the subtler changes his teeth are sharper now.]
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It was bad before but things just jumped a few levels on the calamity scale. In between the unexpected surge of protectiveness towards Berserker and the sheer visual confusion of what it is he's actually looking at, he's almost frozen to the spot. Almost. The snow suddenly feels firmer beneath his feet.
Magic sings in his veins. As soon as he spots Berserker's hold on Caster weaken and Archer relent even a little, he casts out a hand in a spell.]
Tar anseo!
[If he's done it right, Berserker will find himself being jerked sharply backwards by an unseen force where Diarmuid is waiting to seize hold of him. That's a big "if".]
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Before he can retaliate against Archer, he's jerked away by something he can't see. He collides against Diarmuid with a dull thud, breathing ragged and heavy. ]
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Either way, it nearly cost him his hand. It's what made him bite the inside of his cheek until he felt blood on his tongue. Warrior's pride stifling the scream as he focused on moving with trashing Berserker to not tear the flesh further (and possibly lose finger or three).
The relentlessness of Archer's attack surprised him, he was the one more focused and collected of the two. While he knows all too well how it is to succumb to the blinding rage (there is a reason he can be summoned as Berserker...) of all people, Archer was the last one he would expect to do that.
Fortunately, Diarmuid's spell is the one that works and Caster finally is let free. He hisses through his teeth, but it's not over yet over. It's never truly over with Berserker, and now there are two more people involved. ]
Thanks— [ He's grateful, really ] I owe both of you
[ He starts walking towards them, making a hold around the wrist of his injured hand to minimize the bleeding ]
Careful! Just because he's down, doesn't mean it's over! [ Berserker is relentless in his pursuit, and now they all made themselves his enemies. But once the battle is over it is over. Like if there are no enemies in sight... ]
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Caster, how's your hand?
[While he keeps an eye on Berserker Archer is a bit perplexed by Lancer's choice of spell. Something like that won't stop the fight. What's next?]
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Berserker... stay here. Just stay with me for a moment.
[Don't start this up again.
Is he even listening? Given the state he's been worked into, Diarmuid would be impressed if he is but he tries regardless, accompanying his words by brushing a strand of hair from his face. Blood smears across his cheek. If he wanted he could easily pull away but forcefully restraining him is a last result.
... wait, why is he wet? How much of this fight has he already missed?!]
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Limits were for other people, not for him. Push yourself further until you break, then push again. It's an obsession of a mad beast, a refusal to give up and a refusal of limitations. He couldn't let himself lose here. Bitterly cold and somewhat wounded, his struggle with Caster and Archer left him exhausted. It didn't matter; he still wants to fight. Don't stop until your enemy is defeated, don't give up until you're dead. It's hard to fight when you can barely stand, though. Berserker tries to straighten up, but ends up on one knee. He tries to pull away but it's a half-hearted effort.
The Madness Enhancement's pull isn't as strong here. It's still a part of him, it always will be, but he's no longer a Servant. The urge to fight tugs at him, but Diarmuid's words reach him. He shies away just slightly at the touch, but the fight in him slowly fades. Now he's just in pain, exhausted, and freezing. A shivering mess. ]
I need to keep fighting... [ He tries to push himself up and away from Diarmuid, but it's weak. ] Don't stop me.
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Really, it was a success for just lasting this long as it did. What comes next? Who knows. Perfecting avoiding each other to not let it happen again, until another fight breaks.
"How's your hand?" a question that draws him out of the haze thoughts brought and back here. To the cold, and pain, and this stupid, stupid face staring at him with such worry. Face that just a moment ago was twisted in the same animalistic fury like Berserkers—
The hell this place is doing to them all? ]
I-ah, got all my fingers still attached. [ He answers in a daze, his eyes darting away from Archer. It's also an awful bloody mess and it hurts, did his darker's self teeth got even sharper? He can even move his little and ring fingers without a problem, see? That's fine. Stitches, healing, and it will be okay. ] Healer can wait.
[ Or should it really? He's losing blood, not at dangerous levels, but the quicker the wounds get tended the better. Getting the hell out of here should be their first priority.
But there is this sinking feeling... Diarmuid isn't going to leave, isn't he?
There are two idiots who almost killed each other, and two people looking after them. Two pairs, but one of them is actually, truly Bonded. That's how it looks like doesn't it? It's just a suspicion, no— it feels more like a natural conclusion to how concerned and tender Diarmuid is about his darker self ]
Lancer? You got him... right?
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You have to get to the Coven's infirmary now. [Archer wraps his coat around Caster. It's light but dry and enhanted with a warmth spell. He tugs Caster closer, wrapping his arms around the witch. With how wet both of the doges are it's the priority to get them somewhere dry and warm. He's worried about the witch - his witch - and it looks like Lancer is just as worried about Berserker. Honestly he's getting a bit jealous when he sees how the two interact.]
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Archer's right. It's too cold to wait. [And then, in answer to his question-] I've got him.
[Does he? At this rate, he's going to just as much harm to himself as he is Archer or Caster. It's almost a relief when Berserker crumples again, too weak and cold to prolong the fight any longer even as the compulsion burns as strongly as ever. There's little he can do for the urge but the cold can be alleviated. A simple spell- he's cursing himself for not spending more time on evocation- creates a ball of fire, too small to do much more than thaw some of the frost but better than nothing.]
You don't. [His voice drops, firm and meant just for the two of them. It's as close to an order as he's ever issued to him.] Cú, stop.
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