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Event Log: October, The Price of Revolution p2
Imperfect Solutions
Purified, the crystals turn clear and iridescent, exuding power, and each one is imbued with instruction by Miss Nessie and her inner circle. From there, they're taken to Dorchacht along with volunteers - Monster and Witch alike - who wish to help with the waking process. It's simple from there: each small crystal is laid over the heart of a sleeping citizen, and within the span of half an hour, they wake, confused and disoriented. They need filling in on what happened, and the comfort of friendly faces, because they will be angry about what happened, or scared, and may accidentally lash out before they come around fully. With the Three woken as well, and a little problem like Morgana lingering like a storm cloud, the talks begin on how to proceed, but it becomes apparent that they cannot agree on what to do. Aefenglom's Coven under Miss Nessie want to strip her of her magic and imprison her indefinitely in order to draw information from her, while Dorchacht's Coven, furious about how they were attacked, simply want her head. Finally it comes down to who will have the strength and numbers to reach her and take her down. Whichever Coven arrives first, with Mirrorbound assistance, will be the ones to decide. Neither are terribly happy with the disagreement, and Mirrorbound may see relations between ally Covens a bit tense in the coming weeks. Both parties will set out on the 11th, after regaining their strength, and set a course through Dorchacht's largely-unexplored Wilde. |
I. The Trees Have Eyes
Of course, some of the dangers are unnatural as well. In the dark, tendrils of fog curling over the thick carpet of dead leaves and brush, the birch trees stretch toward the sky like pale, jagged fingers all around you, all their trunks littered with strangely shaped knots in the bark. You might feel as though the eye-like knots on the trees are following you, blinking and shifting, tracking your movements; many of them are, and it isn't hard to figure out who is keeping eyes on you as you get closer to her stronghold. If you want to maintain some element of surprise, the trees must be blinded. These eyes can be damaged physically or blanketed with spells. They weep blood down the white bark when cut into, which may be unnerving, but it's better to continue on without surveillance if you can. She knows you're coming, regardless, but she may not know what you're capable of. |
II. A Maze of Thorns
Off in the distance, far uphill, a grand, dark manor comes into view, looming oppressive over the land much like its owner. It's out of place in this swath of Wilde, unmistakable - it could not have truly been raised without notice, and so is most likely an elaborate illusion. This can be confirmed by your Fae brethren, or Witches who specialize in illusion magic: they see twisted trees with screaming maws set into their trunks and bleeding eyes, huge stones engraved with runes of power and covered in blackened, Cwyld-infested lichen, and the thick webs of massive spiders draping the branches like tatters of silk. Dorchacht's Witches confirm the particular stench of Morgana's magic, an elegant black mist that may smell a little like sweet rot to those who are sensitive to such things. You know she's there. But you have to get there first. A true, labyrinthine maze of thorny brambles stretches out between the illusory manor and you, filled with magical obstacles meant to slow progress and confound. Puzzles, minor curses and enchantments, and enchanted barriers requiring the blood of particular types of Monsters combined with a Witch's magic litter the way, ensuring you will need to work together - and work against the blanket curse that covers these grounds.
Without a Bond, the sluggish feeling will persist, and it cannot be shaken off by even the strongest of wills. Maybe you can keep going, but your progress will be slow, and you'll find yourself weakened, your magic fizzling or your rational mind slipping away in fits and starts. Each step forward will be a torment until it grows physically painful, your lungs too heavy to expand and contract. Dorchacht's Coven believe Bonds are important, however, and most carry temporary Bonding potions with them in their emergency supplies. You'd best hope someone is willing to Bond with you, even for a little while, because it's the only way forward. b. False Moons
Emotions go off the rails. Your fear, your hatred, your anger or your sense of righteous justice - they become gripping, impossible to ignore under the soft red light of Morgana's false moons. It's easy to see it in the Witches and Monsters from Dorchacht and Aefenglom both, who often start to bicker with each other and turn on one another. Can you keep the peace, or do you join in, turning on your companions in your red haze? Or maybe your better nature wins out - but even that can be used against you. Your love, your protectiveness, your loyalty, those too are enhanced to extremes with the intent to debilitate. The fake moons are easier to stave off with a Bond to turn to, someone to support and stabilize, to help you see through the curse that blankets the maze, but everyone will feel it stronger and stronger as they grow closer to their goal. |
III. Black Magic Woman
Her voice rings out loud even though she doesn't seem to yell or project at all. "Mirrorbound, always poking your noses into the business of those who live here. Always so certain that you are right and just. What gives you strangers to this continent the right to decide what the way of our world should be?" Her piece is said. She's not much of a talker, but her eyes tell tales of contempt and disgust for the mixed Covens, the Mirrorbound working together, Witches and Monsters standing as equals. That contempt practically flows off her like water, tendrils of black that seep into the ground until it rumbles beneath your feet.
And worse, their stony, lumbering limbs that hit and kick are not the only weapons in their arsenal. Each clay man has an element, denoted by the glow of their "eyes": fire, ice, earth, water, lightning, some can even pull on two or more of these elements at once to make them difficult to take down. Somehow, these clay men have a way of using your own natural elemental weaknesses, whatever they may be, against you. A two-pronged approach is probably best: one person to counter the elemental attacks while the other attacks the weak points. The clay men will defend Morgana to the end, spreading out to push you farther from her, but you and yours have plenty of tricks up your sleeves, right? b. Sowing Division
In the midst of the battle, with Mirrorbound and natives working together, a path is cleared for The Dragon, representative of Dorchacht's Coven. They get to Morgana before anyone else can, and she closes them off within a dark mist barrier to keep others from interfering. It enrages Morgana like nothing else, that her runes carved into the Dragon's body have healed, that her magic has no sway on their mind any longer. These two have a long and personal history, and the conflict between them ends here in blood. Morgana's throat sprays the dead ground as The Dragon's claws draw across it. They take her head off her shoulders, retribution for untold years of slavery and abuse at her hands, and in that moment, Morgana Drummond's magic dies with her. The illusions fade, her remaining clay men crumble, and the sweet-rot tang of her magic dies down, leaving only the silence and scents of a dead patch of Wilde. After a long moment, a riotous cheer goes up from the Dorchacht Coven members, while Aefenglom's look at each other with unease. Over the next several hours, the Three keep custody of Morgana's remains, burning them on a pyre. Interestingly, whatever they add to the flames makes them burn black - burning away her very magic, they explain, to lessen the chance of her remaining followers using any part of her remains for wicked work. Her ashes are bundled up into a box engraved with seals and will be taken back with the Three to be monitored for a week to ensure nothing happens, and then they will be disposed of. It's obvious from all the precautions taken that she will not return, but Aefenglom's Coven remains solemn and concerned; everything she knew is lost to them all. |
Welcome to October's event, The Price of Revolution Part 2! Morgana's final fate was determined by a 31 to 17 vote to end her permanently. While this does mean she will not be returning (no twist endings here) and relations between Mirrorbound and Dorchacht's Coven remain strong, it also means any knowledge she may have had is totally lost. As always, if you have any questions, please direct them here!
