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Event Log: July, A Song of the Sea
I. Now You Sea Me
In the distance you can see the whirlpool, frothing water sucking in everything that gets too close, including low-swooping birds and ships that try to skirt it. The Cwyld is here, and it feels as if it is here to stay. Maybe you’re trying to puzzle out where you find yourself with another Mirrorbound or maybe you’re alone, but suddenly you’re interrupted, a presence inserting itself between you, ancient but somehow friendly. You get the sense this person doesn’t want to harm you. He(?) (you think he’s a he, and he won’t put up a fuss either way, despite his androgyny) is tall, thin, and sun-tanned, with tousled blue hair and blue scales crawling up his exposed arms and legs, his torn shirt and shorts doing little to conceal them. His cerulean locks can’t conceal the tall, straight horns on his head either. His eyes are yellow and slitted like a reptile’s, and most will recognize immediately that this stranger is very draconic in nature. “Terrible, isn’t it?” The stranger says, his tone somehow mournful but casual at the same time. His clawed hand gestures to the whirlpool in the distance. “This is how the Cwyld spreads to other places, like Diasteros, through the sea. It sucks in life and it spits out Shades meant to spread the infection. I’ve been traveling for a long, long time, and it took me a while to find it. I think the Cwyldheart is down there, at the eye of the whirlpool below.” His words ring true, especially when he adds, “I think you woke it up! You’ve noticed the fish turning up in Aefenglom fishermen’s nets, right? All blackened and nasty and inedible? No, no, that’s not a bad thing, no one is accusing you-” His long, blue-scaled tail swishes across the frothing waves around your feet. “You’ll do something about it, though, right? After all, you’re a hero, right?” Yellow eyes fix on you expectantly, and you know then it’s going to be up to you and your fellow Mirrorbound. Maybe you feel the sense of challenge when he adds, “You’ll prove your courage, right? I knew you would! Well met!” Characters can interact in the dream with each other, and with Aindrias. Any questions your character would have for the water dragon, you can place in this thread and receive an OOC summary of his answer. |
II. Taskmasters
So, will you prove your courage and fulfill the tasks given to you?
Witches can learn at the Coven how to enchant bottles to suck this stolen magic from the eels, and contain it within the glass, like literal lightning in a bottle. They can also learn to cast water-breathing enchantments, or transmute gills onto themselves and their fellows, so that they can go after the eels. Monsters can better withstand the shocks from the eels, and can’t be drained of their magic, but Witches are welcome to try as well. Just be careful! The eels are notoriously slippery and difficult to catch, slithering right through most fishing nets, since they’re able to compress and lengthen their bodies at will. The best way to catch them is to sneak up on a nest in the more still waters, bravely charge, and hope you can grab one or two with your hands or a fine-mesh butterfly net. Gather the eels’ stolen magic in the bottles. The more you can get, the better, the Water Dragon has assured everyone. b. Gifts from the Sea, Foricbly Obtained
Teeth from huge, dangerous man-eating sharks, requiring you to straight up punch them in the noses in order to stun them and pull some of their chompers. Barnacles from the underbellies of whales that won’t hesitate to smack you away with their tails, or suck you into the belly of the beast like you’re nothing more than krill. Seaweed from fields of it infested with poisonous, spiky urchins that can turn invisible until they spear your flesh. Suction cups from the tentacles of strangling octopi. Many of these ingredients are interchangeable, they just have to be things from the sea, things you have to work to obtain. The more effort it takes to get something, the more potent a magical item it will prove to be, though large amounts of things that take less effort will work too, such as painstakingly gathered mussels from the coves or pearls from harmless oysters. c. Land and Sea
The last ingredient necessary for whatever Aindrias is helping the Mirrorbound create is... the Cwyld-eating moss from the Underground. He’s unsure if this will really work, but he thinks it will help, and his sister Creia trusts it, right? So, gather samples of the moss from the Underground, and seal it in opaque blackened glass containers to protect it from the light. You’ll need a lot, so it’s a good thing you all helped them so recently -- they never would have allowed you to take this much of the gray-green, swaying stuff before you eliminated the Cwyldheart deep in the earth. |
III. Dive Into the Unknown
Once there, he explains that the items you poured your blood, sweat and tears into obtaining can be combined with a touch of his own power into a magical bomb, one that he thinks will be capable of taking out the Cwyldheart below. Unfortunately, he cannot travel down into the depths alongside the Mirrorbound, so instead, he'll ask for volunteers, pouring sparks of his magic into bright little orbs like rainbow droplets of dew catching the sunlight and handing them out to those who answer yes to his question: "Will you dive beneath the waves and confront the Cwyldheart?" There’s just one catch. To get to the Cwyldheart, you have to be brave -- and fling yourself into the center of the whirlpool, to be sucked in like everything it has consumed, and he can’t guarantee you’ll make it out alive. Those courageous enough, heroic enough, gather your strength and your companions, cast your enchantments that will let you breathe underwater (Diasteran Witches are on hand to assist with this, offering magic charms to Monsters to maintain the spells deep under the sea, and can teach these spells to Mirrorbound Witches’ phylaxes, who will maintain the magic similarly), and… Dive into the unknown. To sign up your character for diving into the whirlpool, just leave a comment in this thread to make it easier to plot among yourselves and so mods can track who's taking the plunge! Those brave individuals may find themselves at a special advantage in finding and facing the final Cwyldheart next month... |
IV. The Cwyldheart Below
Time and space feel slow and wrong, and it's impossible to tell whether you've been falling (or swimming downward?) for minutes or hours. Finally, through the impenetrable murkiness, shapes begin to loom up, strange and twisted. They look like mangled, reaching fingers at first, like the ocean floor putting forth dark tendrils to entangle you intruders, but once you get nearer and your eyes adjust to the cloudy gloom, you'll see the shapes are inert. It's the long-dead skeleton of a coral forest. And beyond it, in the distance, you can see the darkness pulsing like a beating heart -- the Cwyldheart, to be precise. Luckily, it seems any underwater-breathing enchantments hold, and gravity is strangely affected down here. It's possible to walk along the ocean floor or slowly swim (though running presents more difficulty through the resistance of the thick dark water). Watch out for the dangers hidden amidst the creepy coral outcrops as you make your way toward the Heart -- Shades of merrows, Undines, and all manner of twisted sea creatures patrol through the infected kelp and coral branches. They tend to gather in huge groups of mixed varieties, presenting an impressive obstacle once they notice the intrusion. If you're careful, quiet, and don't draw their attention with any sort of light or noise, you might just make it through without an encounter. If they do notice their territory is compromised, it's going to be difficult to flee. Stand (or swim) and fight, if you must… but it's not going to be easy, or quick.
Now, the real work begins. Work together to combine the ingredients each of you brought along according to Aindrias's instructions, and most importantly, the orbs full of his magic. Each person carries a vital piece, but one alone can't do it: each piece must be placed inside the ribcage dome as close as possible to the Cwyldheart. Push through the choking weight of the murky water as close as you can; risking infection is inevitable, but some things are more important… right? According to the Water Dragon, once all the pieces of his magic are in place, he will know and activate the explosion -- and though some may have been skeptical, he holds true to his word. A many-sided voice rings out from the circle of magical orbs, warbling with distortion and distance. "Bravely done, my warriors," he commends, his laughter haunting in the dark but full of genuine joy. "Now... run!" b. Flee, Mateys
Strong swimmers, grab your companions and go, fast as you can. Teleportation underwater has never been advisable, but maybe some particularly confident or panicky Witches want to try it. Whether you decide to stick together or flee in separate directions, you'll only have a few moments to make your choice before the force of the explosion shoves through the water, out and up. The ocean surges. The Cwyldheart bursts, the bits and pieces leftover of its ugly mass swallowed by the bright magic and burnt up in an instant into nothing. With tremendous force, the swirling whirlpool collapses into itself -- and then rushes up, seawater shooting up into a geyser that sprays high in the air. Those who couldn't get away from its circumference in time suddenly find themselves expelled from the sea in a quick and convenient(?) fashion, if likely a rather painful and unpleasant one. They'll also find themselves falling once again -- this time through the sky. c. Back on Dry Land
Knowing many of you brave warriors are injured and uncomfortable, the Dragon praises your efforts enthusiastically and does his charges the great favor of swiftly flying them all the way back to Aefenglom's shores -- where the stunned citizens watch and listen as Aindrias announces for all to hear, "Your Mirror folk are braver than I thought! They dove into the eye of the whirlpool and destroyed the Cwyldheart that plagued the ocean, spreading infection to other continents, and lately, making your fish inedible. A deed for the history books, I'd say!" Anyone who was able to flee before the explosion or make it back onto the ship will have far less trouble sailing back (though of course, it will take longer than flying) and are greeted with an absolutely delighted welcome by the local seafarers, who've already started seeing an improvement in their fishing haul. The ports are bustling again, and overjoyed Diasterans are just beginning to talk about returning to their home islands, armed with knowledge of the Cwyld and remedies for it taught to them by the Coven. Thanks to the Mirrorbound's efforts, with the destruction of the sea-faring Cwyldheart, the infection can be dealt with on other continents, on islands like theirs, and it won't come back with the tide. |
Welcome to July's event, A Song of the Sea! This event marks the beginning of Aefenglom's endgame plot. For more information on that, please check out the OOC mod post detailing the rest of the game's run over here.
If you have questions specific to this event, please leave them in this thread here. For those signing their characters up to face the Sea Cwyldheart, please be aware that the mods may ask you to link your finished or ongoing threads before your character receives the boon for their participation (PMs will go out at the beginning of next month).
For plotting on the OOC comm, we've put up a little summary and post for you over here. And finally, as always, you are welcome to play in this log or set up your own logs in the comm as you prefer. Have fun!
If you have questions specific to this event, please leave them in this thread here. For those signing their characters up to face the Sea Cwyldheart, please be aware that the mods may ask you to link your finished or ongoing threads before your character receives the boon for their participation (PMs will go out at the beginning of next month).
For plotting on the OOC comm, we've put up a little summary and post for you over here. And finally, as always, you are welcome to play in this log or set up your own logs in the comm as you prefer. Have fun!