faileas: (Default)
aefenglom log posting account ([personal profile] faileas) wrote in [community profile] middaeg2019-08-09 06:32 pm

quest log | wilder training

Who: Those who signed up for the High-Risk Quest "Wilder Training"
When: 08/09 to 08/12
Where: A camp on the south-western edge of the Wilde.
What: From the quest information itself: "Outside of the recruitment, the Wilders are also offering training for anyone who'd like it regardless of bonds and experience. They'll be taken into a safe, slightly infected area in order to hone skills of magic (both Witch and Monster based), how to handle different weapons available, have lectures on things to look for in the field, and finally a test to see what they've learned. No notes allowed."
Warnings: None in the log post itself; if anything comes up, let us know, and we'll make sure to add it here.

The Way There

    The training camp party gathers just outside of the city's walls before the sun begins to rise; once heads are counted and everyone is accounted for, Yvette Tressa - the same Witch who led the expedition into Smugha Cave - will start the march through Dead Man's Land, following the river. It isn't quite dark at this period of dawn, the bare landscape painted a washed-out blue by what small light there is, and as the sun settles into the early morning sky they reach their first destination - the edge of the Wilde. Rowboats large enough to fit five or six people (or a few significantly larger people) bob gently up and down where they're tied, the runes marking around the area marking it as protected by a barrier; keen eyes will notice these are the same as what the Wilders and the Coven have been setting up around Smugha Cave.

    The party is herded into the boats and sent up the river into the Wilde, the boats gently rowing themselves against the current. The trees of the Wilde have slowly, almost imperceptibly, been shifting to a new color as summer turns into fall outside of it: browner and fully dead, with fewer leaves hanging from their branches, as if winter has finally come. The air is also significantly cooler the deeper they row into up the river, the breeze a sharp string of cold when it blows, and several Wilders shiver despite their being used to it. The journey is a quiet one, the river ducking out of the Wilde when the sun is at its highest point - the area is changed from the familiar fields around Aefenglom around this small bend, with dozens of flowers waving their faint scent in the still chilly breeze. No two flowers look the same, but the boat ride doesn't stop there: it continues back into the Wilde, leaving the sweet smell behind them.

    The sun is still visible where they dock, noting it as a little later in the afternoon; further ahead, the river splits two ways, and it's to the left side the party will be guided. As they come upon the split's left side, the trees begin to thin in a way similar to the area around Smugha Cave, their branches cleaned up and the start of infection scraped from their sides - and then abrupt barrenness as it becomes clear just what the trees now suddenly missing have been used for: A fortified camp, well-protected by its high, sturdy wooden walls, the tops of them sharpened to a point. As the party draws closer, runes of protection are easy to notice, carved line after line in the thick, wood logs.



Training Camp: Sauf

    Located on the edge of the Wilde (the red dot; the navy dot is Smugha Cave, for a point of reference), Sauf is a fairly large camp equipped with all of the basic necessities. Used year-round for various training exercises, Sauf is home to around twenty "permanent" residents - that is, those who have volunteered to stay the year - and otherwise hosts trainees, instructors, researchers, and so on. Look-outs are positioned all around the camp's edge, manned by at least one pair of Wilders, and a large communal fire pit sits in the middle of the camp. The main entrance is on the south side, with smaller ones located on the other three sides.

    The north side of the camp is where characters will find their living quarters for their weekend stay: large, sturdy tents designed to hold several dozen people comfortably. Given the Wilde's chill, these are kept toasty and warm through the use of small piles of heat stones similar to the larger ones found in the city during the snow last month. Also on the north side is the mess hall, where characters can get some grub or hang out and mingle with their fellow trainees, mirrorbound and native alike.

    The east and west sides of the camp are where the training takes place. Each side has a different function, however: the east side is for more individual-based training, with dummies and moving targets, both magically-repairing, and instructors, while the west side is for arena-based training - that is, fighting one another. Any type of match-up is considered fair and reasonable, and fights go on intermittently over the days, as does betting.

    Finally, the south side of the camp is home to the meeting hall, a large stone building; while not currently in use, it remains an important fixture nonetheless. The healer's wards are also located here as two tarped areas that hug both walls, which provides medical help for those coming in or who have been injured during training, and protection for those venturing out.

    I. A Primer On Witches

      In addition to weapons training - which, specific to Witches, comes in the form of long-reach weaponry such as lances, quarterstaffs, or halberds - they offer instruction in spells that come in handy while needing to defend oneself and others in the Wilde.
        Abjuration 1: Barriers, shields, alarms.
        Abjuration 2: Healing (both lower level and advanced courses), dispels.
        Alchemy 1: Potion-brewing for healing draughts, magic draughts, potions that can cure basic ailments (poison, paralysis, sleep).
        Alchemy 2: Arrays to create on-the-go bombs (palm-sized) of the offensive and smoke varieties, weapons of various types, all from materials able to be found around and on oneself.
        Conjuration 1: Temporary camps (tents and campfires), various magical weapons, food and water (not very filling nor hydrating, essentially as a just-in-case thing).
        Conjuration 2: Living creatures such as animals and insects, a variety from the harmless/watcher-type to more offensively-based ones.
        Divination 1: Scrying on the fly using pocket mirrors, running water as a medium, speaking with animals (sometimes not extremely helpful given their lower intelligence).
        Divination 2: Finding magic via a scavenger hunt, how to enter a dream-like trance to access the subconscious and interpretation of signs found there.
        Enchantment 1: Charm spells that work against either humanoids, Monsters, or animals, which make the target more friendly or a straight-up ally; some target will know they've been charmed.
        Enchantment 2: Strengthening spells such as for physical, mental, or magical power, as well as elemental imbuing for weapons and other objects.
        Evocation 1: Single-target elemental spells and how to control them, particularly fire and ice for the latter, with elements also including earth/stone, water, lightning, and wind.
        Evocation 2: Multiple-target elemental spells with the same instruction and types as above, as well as multiple-target healing spells.
        Illusion 1: Visual illusions (people, animals, items), larger illusions (areas, buildings, bigger varities of aforementioned types).
        Illusion 2: Audio illusions, how to tie them together with visual illusions.
        Transmutation 1: Transforming oneself or one's items and back again, as well as mending minor objects.
        Transmutation 2: Transforming other people or other people's items and back again, as well as how to do it sneakily.
    II. A Primer On Monsters

      In addition to weapons training - which, specific to Monsters, comes in the form of short-reach weaponry such as swords and axes - they offer instruction in the special traits and perks each Monster has, particularly ones that come in handy when defending oneself or others in the Wilde.
        Arachne: Speed/jumps and web-spinning, either as traps or in use as rope, whip, etc.
        Chimera: Fighting blind and/or deaf to avoid charms, illusions, and curses.
        Dragon: Breath abilities, both how to use them and the finer points of control.
        Fae: Creating illusions and seeing through them, with a heavy focus on landscape and areas rather than creatures or objects.
        Faun: Plant growth, with a focus on naturally revitalizing plants and ones with more offensive uses, such as bomb-nuts and carnivorous flowers.
        Harpy: Singing lessons, as well as flying lessons with the use of wind magic should one have it.
        Merrow: Water magic, with an experimental focus on purifying it for drinking or bathing purposes.
        Naga: Speaking to water and empathizing with it, as well as instruction on the proper and ethical usage of hypnosis.
        Puca: Impersonation practice, with shapeshifting into someone they know or see and mimicking their voice and way of speaking.
        Turnskin: Sense training, particularly smell and hearing, with the use of blindfolds.
        Vampire: Casting thralls, and proper measures to take against the sun.
    III. Partnering Up

      Skills and spells are both useful while out in the Wilde, but one's biggest asset is their partner - or partners, plural. The Wilders will pick at random two or three people to partner up and do a variety of things in order to build trust and clear communication, such as your ordinary trust-falls or a game of telephone, as well as things that might be a little more on the side of seeing just how far they can go: clothes-switching (you don't know a man - or Monster - until you've walked a mile in their shoes), taking care of an inanimate object together, and being connected to one another for several hours, courtesy of some enchanted pair bracelets that won't allow their wearers to move more than a foot from the other half of their pair.

      Outside of that, they'll be offering up the opportunity for those without Bonds to try temporarily Bonding to whoever their eyes land on first (with a quick, non-ceremonial shot of silver liquid), as well as fighting together against other pairs or tamed beasts (with or without the Bond) in the arenas.
    IV. A Little Exploration

      On the final day of the weekend training excursion, everyone is once again gathered - this time for the test promised to them. It isn't a pen and paper test, however, but one to test how well they've retained the training offered to them. In the early morning, the group will set out north-west of the camp; the path begins well-trod, but overgrowth soon begins to get underfoot. Patches of frost begin to show up as well - perhaps it's the Wilde's odd season at work.

      Or perhaps it's something else.

      Entire trees are encased in ice, their branches looking like arms reaching out or twisted around themselves; the bark resembles faces, with hair curled to their chins, and while some may have the sinking feeling that appearances might not just be appearances, the humanoids frozen mid-stepping from similarly frosted trees may all but confirm it.

      Dryads, frozen in time, the Cwyld dark and trapped beneath the ice - or maybe those are remnants of the fire that was an attempt at culling the infection before it could begin. Some of them are cracked and broken, their limbs lost, while others are perfectly preserved.

      There won't be too much time to stop and stare, however; this is a test, and the enemies of the day become apparent:

        Ice wolves. With a chilly bite and a tendency to work in pairs and groups, it's worth doing just the same to take them down. Their paws are black and crusted with mud and Cwyld infection, their eyes bright and unseeing - and though they may be blind, the rest of their senses have become even stronger in response.
        Snow elementals. Large and actually made of a mix of ice and snow, their patches of Cwyld streak across their white bodies - it makes them easy to see in all the white, but gives them some resistance to the traditional use of fire to melt them. They primarily rely on ice spikes and other related magics, ut will throw a heavy punch if gotten too close to.
        Withered ents. Ordinarily peaceful, these normally massive moving trees are as tall as a one-story house due to hunching over from the cold and ice that covers them. Similar to the wolves, their large, gnarled hands are covered in the black of the Cwyld, but only one eye is the blind white that marks infection - the other is hollow and sunken in. Roots and heavy earth shakes are their primary skills, being otherwise slow to move, and they avoid fighting where there are dryads.
      (Note: Welcome to our quest log! Sign-ups are still on, so if you've read the log and decided you want in, you can still go do so. Any questions can be asked here.)
fieryimpulse: Hollowart (PB Oops)

[personal profile] fieryimpulse 2019-08-17 07:19 am (UTC)(link)
Most people don't even know what one is. [So, it couldn't be that.] And we can't take other people with us.

Anyway, that wasn't really where things were going. He tried forcing me to marry him. So I kicked over a lantern and set his retainers on fire. Then staked him, which apparently broke the curse on the plane so day could come back.

That was kind of my first real...adventure? I guess? Unless scaring rats out of a monastery basement counts.
whomthebelltolls: (Hat)

[personal profile] whomthebelltolls 2019-08-17 07:17 pm (UTC)(link)
[Well, she did ask about vampires. And Maria didn't really have an answer to that.]

... I see. That sounds like an effective method for dealing with things, and you got out with your life, and you brought light back. I would call that a success. [She wouldn't count the rats thing - though she has seen the rats that live in Yharnam that fed upon the blood-infused people. The crows, too.]

My early days of adventuring were in dank, rotten old catacombs beneath the city I moved to. You could find all manner of interesting creatures there, from Beasts like in Yharnam, to the Watchers from the old civilizations; hulking, rotting creatures that lived eternally because of their pacts with the Great Ones. At least until we got to them.

I can still remember the first time I fought an undead giant, though, with its swinging chains and blades. If you ruptured the bloated, festering meat sacs on its legs, it would stumble and fall, and then you could prise into its skull to rip out the flesh within, if you were quick.
Edited 2019-08-17 19:17 (UTC)
fieryimpulse: Hollowart (PB Grin)

[personal profile] fieryimpulse 2019-08-18 10:03 pm (UTC)(link)
Undead giants are the worst.

[She doesn't sound at all grossed out by that, even a little bit. A good chunk of that is words she doesn't know but that's fine. Undead giants are really easy to fixate on.]

I don't like anything dead, but when it gets big like that like a flesh golem? Or started big like a giant? It's just nasty.

But when you make it combust... [she definitely makes an exploding motion with her hands.] ...all the gas inside makes it bigger. Very satisfying.
whomthebelltolls: (Hat)

[personal profile] whomthebelltolls 2019-08-20 12:40 am (UTC)(link)
Mm, yes, but it was the Beasts that were most vulnerable to fire. Some even feared it - perhaps rightly so, all that long fur caught ablaze so easily. [She makes a motion with her free hand.] A bit of waving your torch around, and they'd back away. [She lets her hand drop to the side. Was it true that they'd actually burned Old Yharnam to the ground because of it? She wasn't sure. What was dream and reality, truth, and not, was difficult to discern within the Nightmare.]
fieryimpulse: Hollowart (PB Hehe)

[personal profile] fieryimpulse 2019-08-20 06:02 am (UTC)(link)
A little fire goes a long way, with primitive beings and animals, so I can see it.

[Fire solves nearly all problems. Elder Dragons maybe not, but she's never had a problem with anything else.]

Are there lots of the undead where you're from?
whomthebelltolls: (Flower Gazing)

[personal profile] whomthebelltolls 2019-08-21 03:46 am (UTC)(link)
Not necessarily. Most were relegated to the old catacombs - the tomb of the gods beneath Yharnam itself. You didn't see them much on the surface, like they had no intention of leaving. [Or they couldn't for some reason. Well, 'some reason' - most of them were the old Pthumerians, and likely bound in service to the Great Ones.] The Beasts were above and below, though.
fieryimpulse: (Thoughtful)

[personal profile] fieryimpulse 2019-08-21 04:59 am (UTC)(link)
So...no walking dead on the surface. Lucky.

[They're freaky and gross.]

Though wait, tomb of the gods?
whomthebelltolls: (Flower Gazing)

[personal profile] whomthebelltolls 2019-08-22 01:00 am (UTC)(link)
Yes, the tomb of the gods - the catacombs beneath the city. The precursor civilization was in that place... and some of the Great Ones, as well; though only one remained, as I understand it. It also happened to be where the most immortal guardians, and undead creatures were. As well as some of the Beasts from... ah, Loran, was the name of the city that seems to have once had a plague of Beasthood, same as Yharnam.
fieryimpulse: (Neutral)

[personal profile] fieryimpulse 2019-08-22 06:18 am (UTC)(link)
Beasts means something special where you're from, doesn't it?

[Obviously.

But enlighten her.]
Edited 2019-08-22 06:18 (UTC)
whomthebelltolls: (Have you profited at all?)

[personal profile] whomthebelltolls 2019-08-23 03:28 pm (UTC)(link)
Well, they're not normal animals, if that's what you're thinking. Though perhaps, I could say, they are normal animals - bloodthirsty, flesh-hungry animals, that are born from the true nature of man, an animal himself. And perhaps things which came before man, as well, if the Pthumerians were any indication. [She knows what made the Beasts the Beasts. Heck, she knows the catalyst for it. And yet...]
fieryimpulse: (Distant)

[personal profile] fieryimpulse 2019-08-24 04:33 am (UTC)(link)
So, monsters. But more than here, something more like a force of nature?

[Seems like that's what she means, anyway.]
whomthebelltolls: (Sleeps like the dead)

[personal profile] whomthebelltolls 2019-08-25 03:26 am (UTC)(link)
Less than here. Driven by nothing but instinct and hunger and an insatiable thirst for blood and violence. Even if some of them could still retain their ability to speak, they still wanted nothing more than to devour the flesh of others. [The lengths people would go to...]
fieryimpulse: Hollowart (PB Hehe)

[personal profile] fieryimpulse 2019-08-25 08:53 pm (UTC)(link)
So mindless. Sounds...fun.

[By Fun she means not at all.]
whomthebelltolls: (Sleeps like the dead)

[personal profile] whomthebelltolls 2019-08-26 05:42 pm (UTC)(link)
It was... interesting. To see what happened; to see what the effects were. To dream of what could be, if only humans could handle the infusion.
fieryimpulse: (Default)

[personal profile] fieryimpulse 2019-08-27 12:31 am (UTC)(link)
The purpose of which was to...?

[Please elaborate!]