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asgardfinis2020-03-09 05:18 am
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EVENT: A CRY FOR HELP (part 1)

Hey, Asgardians! Welcome to the first of March's three event info-posts, walking us through the set-up for the event, the journey to the event location for those who choose to come along, and an important choice to be made. All three sections of the event will be held in one log, which will be updated with new information as each top-level is released.
Pay careful attention to the ( ! ) IMPORTANT NOTES at the bottom, as they impart especially important information about the ramifications of your characters' decisions + the content warnings surrounding those decisions!
MARCH 10TH - 11TH: PRE-DEPARTURE.
On March 10th, a routine patrol for sentinels Malcolm Bright and Lord John Grey became anything but. Three young half-orcs (an early-20s woman on a horse-beast + a teenaged girl and boy on an overlarge saddled pangolin) charged out of the forest in search of 'those who walk with the gods'. They seek help in rescuing some of their people from a cave filled with 'blighted aether', the likes of which is too strong for any but (perhaps, they hope) the god-touched Wanderers.
The visitors are taken to the gods, who funnel them into Tyr's temple for a pair of ambassadors (Mary Crawley and Jim Kirk) to hospitably probe for answers and information. Among the information revealed is the names of these guests - Gozra, Sil, and Otto - and a bit more about the culture from which they come. Most everyone in their village has magic once they come of age, you see, albeit in exceptionally limited quantities - including Gozra and Sil, though they declined a demonstration. The cave filled with 'blighted aether' has been the source of that magic since its discovery when Gozra was young and before the other two were born, serving as the destination for a lesser pilgrimage and coming-of-age ritual for each of their people, from which they emerge with an aether-born gift of their own. Two of those currently stuck in the cave are the latest deemed ready to receive their gifts. Another was the guide who escorted them to the cave. The remaining two got dragged into the mess when they went looking for the other three. Now they, too are trapped - and the Elders have declared all five a loss. But though the blighted aether kills them slowly, they aren't beyond rescue's reach. That's what brought this trio here, to beseech the Gods and those whom they've touched.
On the 11th, after hearing the tale, the gods make a brief address (found at the start of the event log) requesting that anyone willing to help these young visitors with their plight should prepare themselves now for travel and meet on the palace grounds the next morning (the 12th) at 9 AM, ready to depart.
Though no gods will accompany the Wanderers on this journey, any Wanderer spotted in some stage of preparation by their patron god and/or the god to which they're employed is given a thinner runed cuff to fit neatly above the immovable one they already wear, allowing them to contact the god in question over an incredible distance, but only once. (Feel free to handwave your character receiving one, and to decide for yourself which god they received it from!) They're told to contact them if help is needed, and the gods will rush to the Wanderers' aid.
MARCH 12TH - 13TH: DEPARTURE + JOURNEY.
On the morning of the 12th, all Wanderers willing to try to help depart via the woods along Odin's district, led by the half-orcs and their mounts.
The primary hurdle lies in the forest itself - these visitors managed to find Asgard, but for some inexplicable reason, the will of the forest seems set on preventing the visitors (or perhaps the Wanderers they lead) from departing the way they've come. The group finds that what seems like a sure path leads them in a loop, or they've somehow ended up heading west when they intended to head due north. This seems to frustrate the half-orcs, whose companions' lives may depend on the speed with which they return... But the more frustrated they get, the more the forest seems to thwart them. Any scouts or others with experience navigating this forest who'd like to try to help guide the group are welcome to do so - and in turn, the calm efforts of those scouts/navigators seem to soothe the forest's discontent.
Once they've passed beyond the forest, the landscape shifts to a swathe of rolling, grassy plains. Beyond the plains, just barely before the horizon, the plains seem to shift abruptly to something more akin to red-tinged mountains. Upon seeing this, though, the half-orcs slow to a stop, expressions ranging from grim to dismayed. They announce to the Wanderers that the estimate - 'not more than a day' - was by mount, not on foot. They set up a makeshift camp at the edge of the woods for the half-orcs and the Wanderers to get some rest. No danger lies on these plains at this time of year, they assure the Wanderers, and they'll be sitting watch shifts just in case.
Bright and early on the 13th, they set off across the plains toward the distant cliffs. It at first seems like the grassy hills are endless, like each blurs into the next and the mountains are no closer now than they were a couple of hours ago... But then, all at once, the travelers crest a particularly bulbous hill and find that you're quite a bit closer than you seemed.
The travelers enter this third, more drastic landscape via a mountain pass, with a river winding right up the center. The cliffs around them are vibrant red-orange, a bit sharper and more jagged than traditional mountains, though nearly as tall. The path carries you upward, occasionally steep but typically gradual enough not to cause strain. Before long, the group encounters trees again - sparsely littering the pass at first, but soon enough the pass widens into a sort of valley and the sparse trees thicken to a veritable forest. "We're almost there," Otto calls back to the group, voice laced with poorly-concealed unease.
MARCH 13TH - 14TH: THE CAVE.
Just before dark on the 13th, they arrive. The cave is tucked into the valley wall, a tall and narrow mouth that one might easily miss if they didn't know where to find it. Nonetheless, Gorza's horse-beast balks as soon as they've come into sight of it, and the pangolin only ambles a few steps closer before pointedly sinking down onto its stomach for its occupants to dismount. They do, the three of them continuing to lead on foot until they're not five yards from the mouth of the cave. The elder two stop there, but Otto rushes straight up to the mouth of the cave, peering urgently inside with his lip clamped hard between his teeth.
Gorza tells the Wanderers that their people are trapped deeper in the cave. That the blighted aether stops at the mouth of the cave, beyond which the three of them - those without God-born magic - don't dare to go.
This is one of two key decision-based moments in this event. What do the Wanderers do from here? Do they enter the cave, or attempt to troubleshoot from the outside?
Feel free to utilize this post to plot your character's course of action, and particularly, whether or not your character enters the cave. It's moderately important to decide whether or not they enter the cave by the second infopost on the 14th, though that's just for spoilers' sake and we won't be policing it. We will be keeping an eye on the plotting here to help decide how certain things go down, though it's not 100% crucial until the second infopost.
( ! ) If your character enters the cave at any point during this event, they will receive a minor blood magic spell upon the event's completion! However, entering the cave also ends in 100% chance of either death (not counted toward their three-death limit) or lingering physiological consequences that gods are unable to remove.
( ! ) Consider this also a content warning - 100% of those who enter the cave do experience physiological consequences for the remainder of the event!
EVENT (PART 1) SUMMARY.
- 10th: Visitors arrive, their plight reaches the gods.
- 11th: The gods rally anyone willing to help, giving them the rest of the day + night to prepare.
- 12th - 13th: The Wanderers, led by the visitors, depart & make the two-day journey to the cave.
- 13th - 14th: At the cave, Wanderers decide how they plan to face the issue, potentially venturing inside the cave.
- The EVENT LOG will go live on the 10th.
- INFOPOST #2, revealing further insight on the cave's magic + what happens to those who venture inside, will go up on the 14th.
As always, feel free to ask questions in the top-level below!
MOD QUESTIONS
IC TROUBLESHOOTING
no subject
magicenergy-using underground dwellers, Ye Zun is use to caves and weirdmagicenergy problems. So for the energy/magic, what would it feel like to someone use to feeling magic - ie hot, cold, slimey, whispery, skin-crawly, warm hug? Also would the lighting in the cave be tinged by the power or would it have the standard 'faintly glowing moss/stones/unknown source' lighting that happens in D&D caves?no subject
The magic in this cave thrums through you and around you like an impossibly slow heartbeat - not unlike the sensation experienced by individuals encountering the anomaly in the test drive, described there as: "As if the spot in which you stand thrums with a deep and powerful life force. It's as if you've climbed a mountain, only to discover that mountain is the jagged back of a vast and ancient creature - but instead of a mountain, it's the entirety of the world on which you stand." Some feel it more distinctly than others - individuals like Ye Zun, who are particularly sensitive, can almost certainly identify the ebb and flow to it and identify it as something at least partially organic rather than simply ambient magic (as one would expect from, for example, a lingering spell cast by a Wanderer).
That being said, the rhythm is not uniform. It seems as though it should be, but it stutters, crackles. (I use vivid, sharp terms, but all of these things so far are dull and gradual - a stutter to us is an instant, but a stutter to this life force lasts seconds.) This gets worse if you venture more than a few yards into the caves - no longer can you just feel the thrum within you, but the crackle too, like static in your very veins.
Lighting in the cave is mostly provided by the mouth of the cave, which reflects a good distance inside. A flickering light can be seen filtering up from deeper in the cave, but you can't quite make out the source from the entry cavern.
Possibly most importantly, Ye Zun finds that once he enters, he's unable to step back out into the light of day. An unseen barrier seems to stop him. More on this in Infopost #2! I just wanted to include that here so that you didn't accidentally write a 'Ye Zun checks out the cave and comes back out with his results' thread without this knowledge.
no subject
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It looks largely natural, but with signs of activity. The walls and whatnot have been carved with a row of basic runes (not the same as the bracelet's runes, but perhaps a different branch on the same language tree), and along the floor there's a smoother sort of path where many individuals have passed through from the cave's mouth down to the deeper recesses of the cave. The rest of the floor and walls are a little rougher, unbothered by the hands or feet of man.
The first ~10 feet into the cave seemed to have plant life until recently (judged by the moisture still in them), a couple of ferns near the mouth and then a bit more moss, but both have browned and seem dead by now. No animals/bugs are in the cave at current, though a couple of corners have a bit of debris that could feasibly have been small-to-medium creature nesting material at one point or another.
The most interesting thing he might notice is the influx of loose stone near the tunnel to go deeper into the cave. The mouth of this tunnel looks differently-textured - when combined with the debris, it almost looks as if (long ago) the tunnel was forged when something burst out into this chamber from within the area beyond.
no subject
After hearing the trapped people's tale, he is going to poke around the part that is 'tainted' by their words. He won't touch it at all first, but he is going to study the blood pool. Does it look like normal blood - ie from a regular animal type? Does it smell right? Is it painted on or looks like it was splashed from an outside force or the kind of blood splatter that comes from someone actually slitting another's throat? Also is there signs of a body being moved like getting dragged away?
no subject
To clarify, they think the whole cave is tainted/blighted (they tend to use the latter word but the former is used a couple of times) - they do identify the blood spot as unusual and concerning, but it doesn't necessarily feel to them or to the Wanderers like that blood pool is radiating any kind of blight in particular.
The blood looks and smells like normal blood. Based on quantity and patterning, it looks as though the bleeding individual was injured vitally right there on the scene and either died there or lost enough blood to kill a small-to-medium-sized human being. There's a slight smear back toward the entrance of the cave, potentially the aftermath of a body being lifted out of the blood in that direction, but no further blood or evidence thereof can be found within the cave.
EDITS to say: The half-orcs aren't shocked by the presence of blood in general. They typically expect to see droplets in that same area when they come in, long since dried, because that's a part of the rite to receive their blessing. The part that shocked them was the quantity of it.
Ariadne | Original
Would love to use this as an opportunity for her to discover that her powers allow her to sprout wings. She hasn't figured that part out yet. :)
She will prrrrrobably volunteer to go into the cave, but that will depend on the people around her, of course. So hoping to get some plotting in.
jim kirk ▹ star trek aos
Once at the cave, he will try to reason with anyone who's eager to go in, and suggest they calmly study their options and figure out more information about what they might find in the cave before going in. While I would like him to go in, I don't really want him to die again, so if another group goes in he'll stay behind and wait. If the fate of those who went in is unknown then he might go in after them to try to rescue them, since that would be the IC thing for him to do.
no subject
Or he could take one of Wrathion's cloaks that are on offer below! There are ~options~. Either way, prepare for John to be a heroic idiot, Jim. (Again...)
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Terezi Pyrope - Homestuck
Her part in this journey will be to Help navigate the forest, and she'll be using her Third Tier ability to help with the guidance. It's not as perfect as, say, Know the Path, but True Smelling should give them some help in finding the route that they need to take.
Whether she goes into the cave or not, I haven't 100% decided. A Death that doesn't count against the 3 death limit is an opportunity to give her a bit of a kick in the rear so she doesn't get too cocky, so I'm considering this. (The blood spell's kind of a minor amusing and added bonus)
takame kesi / ffxiv (oc)
Given the fact that Takame here is a scout and has already picked up on some strange happenings, he'll definitely be willing to be one of said scouts who goes along with the NPC group to try and map out the way through the forest. He's naturally calm and collected so that'll help to ease some tension too.
In terms of the cave whether or not he goes in very much depends on the what the majority of folks on the expedition decide to do. If someone else is going that he's already spoken with or just generally has a very authoritative personality, he's more likely to veer towards their opinion.
...... I mean I SURE WANT HIM TO GO IN CAUSE I'M BAD but you know. He is follower. He's not super magically inclined but he knows enough about blighted aether of his world that he'll be very aware of the danger of pressing on.
Wrathion | World of Warcraft
He doesn't mind the travelling so much, although he's mostly curious about his surroundings and collecting items and taking notes along the way.
However if you think he's walking into a dangerous cave? No thanks, Wrathion is an MMO NPC!
Instead its time for a LEGENDARY CLOAK QUEST ~~!
Once Wrathion understands that the problem is the cave has dangerous magic of some sort, he won't run inside -- he'll start analysing and trying to work out how to counteract it! He was, basically, doing something similar RIGHT before he ended up here. It's arts and crafts time, but MAGICAL arts and crafts!
So, if you'd like to tag-along and offer help with his collecting items and testing you can do this!
Wrathion will, within the timespan of this event, be using his god job working for Odin to craft something REAL FANCY! Will it work? Who knows! But if you are thinking of going into the cave, and want to test things out, he will probably manage to make like two test items to help you! The first will, obviously, not fully work. The second might be better, if we're lucky.....
Please sign the waiver first! Terms and conditions apply! He needs an obscure number of items first which you must collect it before you can accept his quest reward! Additionally, bear in mind that if you help him testing something to nullify things going into the cave, you don't come away with any blood magic. You're being nullified! That's how it works! No rewards, other than his fancy cloak! You can keep that. Will it ever be useful again? Who knows! But for this
patchparticular quest it might!jet star | the true lives of the fabulous killjoys
he can also help navigate the forest since scout and shit yo!
other than that hes got some god powers that might protect some people tho so theres that??
Lord John Grey | Outlander
This means that he will also most definitely be entering the cave, because he is one of those heroic soldier types who doesn't know when to quit if someone else is in danger.
If you'd like to talk to him about anything he learned, the thread is still ongoing, but he'll be ready and willing to share anything he can! Also he is a Sentinel and a career soldier, so if you need protection, he's your guy.
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tl;dr I was hoping to be able to get further with the sentinels thread first before I did much threading involving it but then the thread stalled and I had starred this in my inbox intending to get back to it but then Everything Happened and now here we are.
I know it's so late and after the fact and you can totally say no to a thread at this point, but I didn't want to continue to leave you hanging. If not a thread involving this plot, I'd definitely be interested in some sort of Sentinels related thread with them together in the future!
Again I'm so sorry that this is so after the fact. I had hoped the thread itself would go faster or maybe be timed differently, and therefore ended up sitting on this for far too long, that's my bad.
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On the way there he'll try keep up morale, though he isn't the best at tracking or such so will leave that to the others in leading the way. He is good at that optimism/reassurance/chipper positive thing with his trademark smile and all. Even if that might be slightly more forced than usual. He still wants to help.