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Entry tags:
- !event,
- abby littman; the lovers,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- anakin skywalker; judgement,
- caitlyn kiramman; strength,
- claire fraser; the empress,
- claude von riegan; the wheel of fortune,
- dante; the devil,
- diana prince; the empress,
- eddie munson; the devil,
- elrond; temperance,
- galadriel; the hierophant,
- geralt of rivia; the hanged man,
- henry creel; the hierophant,
- hilda goneril; the lovers,
- himeka sui; the fool,
- istredd; the high priestess,
- jayce talis; the magician,
- jesper fahey; the wheel of fortune,
- jo harvelle; strength,
- jonathan crane; the magician,
- julie lawry; the wheel of fortune,
- kyle; the hanged man,
- lenore; the lovers,
- lestat de lioncourt; judgement,
- lord john grey; justice,
- louis de pointe du lac; the lovers,
- lucifer; the devil,
- michael; the emperor,
- nanaue; the fool,
- norman jayden; the hermit,
- obi-wan kenobi; death,
- reno; the chariot,
- sabine; the empress,
- sephiroth; the tower,
- steve rogers; the hierophant,
- thancred waters; strength,
- viktor; death
MINI-EVENT: CODA - IC EVENT LOG
Mini-Event - Coda
Mid-April, you receive two formal invitations. They arrive separately in two distinct envelopes and do not appear to be precisely related.
◎ The first is from Solvunn, signed and sealed by the Solvunn Council. It informs the reader that on April 18th, Josselyn Creed's fate will be publicly carried out according to Solvunn's traditions with the Old Gods. The location is in neutral territory, a safe distance from the Singularity's crater. The Council expresses deep regret for the actions of one of their own and invites you to attend as an observer if you wish to find closure. Portals are provided. The proceedings will be in the morning.
◎ The second is from your respective faction. The letter is less solemn and invites you to attend a weekend gala on April 21st - 23rd. It acknowledges that recent times have been difficult and that faction officials and locals wish to repay the Summoned for their contributions. Portals to each location are provided.
Divine Judgment
In the weeks leading up to Josselyn Creed's execution, many of you were allowed to question Josselyn. Now that you've received the answers you're seeking - as much as you were able to - officials have granted you the chance to gain some closure and witness her execution.
The factions will warn the Summoned that Solvunn does not take angering the Gods lightly. Her death will not be quick and will likely be sacrificial. They advise anyone who may not have the stomach for it to remain home and enjoy the festivities at the end of the week.
The factions will warn the Summoned that Solvunn does not take angering the Gods lightly. Her death will not be quick and will likely be sacrificial. They advise anyone who may not have the stomach for it to remain home and enjoy the festivities at the end of the week.
Attending her execution is optional and open to all. New arrivals are welcome to watch...though they may not want to. All characters may skip this portion of the event.
Participants of Event #12 are still welcome to speak to Josselyn. This section will close on April 30th.
Participants of Event #12 are still welcome to speak to Josselyn. This section will close on April 30th.
Last Rites
CW: Disturbing imagery, animal death, ritualistic sacrifice, body horror.
So that all can attend, Solvunn will perform Josselyn's last rites in neutral territory. Anyone who attended the Peace Summit last year will recognize the area, though the colorful tents are gone. In their place are some plain stone benches and a temporary altar. Thick mists roll into the valley, bringing a chill to the air. As you arrive, you see Solvunn mages instructing volunteers to right certain stones as the last touches are added. Present to represent the other two factions are Jolene Sybell of Thorne and Reva Hym of the Free Cities.
The stones are arranged in spiraling circles, with twelve arches that span them. Carved into the ground beneath the arches are each of the Major Arcana. Find your matching Arcana and leave an offering if you want. You're told the gesture will appease the gods and ensure the "cleansing" is successful.
The Moon, Josselyn Creed's Arcana, has been carved into the center stone. If you share her Arcana or are The Emperor or Justice, Solvunn mages will approach and ask you to write your name in charcoal into the stone. If you bear any of the other signs, you can also do so, but you won't be asked directly.
Preparation
Soon, a hush falls over the crowd as Isar Hart comes forward with a black sheep in tow. Several Solvunn Elders flank the sheep as it's placed before the altar. They paint large winding lines and runes on its wool and face. Winifred Bordeaux turns to the crowd. She states that the wrongs born of the commune are always made right by Solvunn's hands and seeks forgiveness. The gods may cast judgment as they see fit.
Mages begin a haunting chant in an ancient tongue. With a large bone knife, Winifred kneels next to the sheep and slices its throat. As warm blood flows over the ground, it fills each etched Arcana sigil. The sigils glow a faint red upon contact, and the grass around them withers and blackens. Once fully drained, the Elders carefully skin the sheep. Its organs are placed in jars as it is hollowed out. With the skin removed, the Elders lay it on the altar and declare that those who stray from the gods must be brought back into the fold.
One of the stones vibrates, releasing Josselyn Creed into the hands of waiting Elders. As she's dragged to the altar's center, she decries Solvunn for being blind, accusing them of turning away from the truth. The old ways have long stopped serving them, she declares. The Old Gods are no longer listening.
Mages begin a haunting chant in an ancient tongue. With a large bone knife, Winifred kneels next to the sheep and slices its throat. As warm blood flows over the ground, it fills each etched Arcana sigil. The sigils glow a faint red upon contact, and the grass around them withers and blackens. Once fully drained, the Elders carefully skin the sheep. Its organs are placed in jars as it is hollowed out. With the skin removed, the Elders lay it on the altar and declare that those who stray from the gods must be brought back into the fold.
One of the stones vibrates, releasing Josselyn Creed into the hands of waiting Elders. As she's dragged to the altar's center, she decries Solvunn for being blind, accusing them of turning away from the truth. The old ways have long stopped serving them, she declares. The Old Gods are no longer listening.
Penance
Holding her in place, Rowan March places the skin of the black sheep upon her. The wool stretches outward to envelop her limbs, covering every part of her in the pelt and muffling her shouts. As each bone bends and snaps loudly in the silence to take the form of a sheep, her body collapses with anguished cries. Finally, a mass of quivering wool and human sinew is left, the sheep's face ajar on her broken skull.
The chanting reaches a crescendo, then stops abruptly. The mist thickens, swirling towards the altar. Your surroundings darken. From the gloom comes a massive bird-like silhouette. Its enormous wings shadow the sky, blocking out the sun. Though the figure's form is obscured, the dozens of vultures that descend are visible - and so is the feast that ensues.
Through the fog and shadow, you glimpse blood and flesh tearing. Slowly, the mist begins to clear as each bird takes its fill. The silhouette above withdraws. What remains before you is a pile of bones picked clean...and the recognizable head of Josselyn Creed beneath the sheep's mask, the only part of her uneaten.
The chanting reaches a crescendo, then stops abruptly. The mist thickens, swirling towards the altar. Your surroundings darken. From the gloom comes a massive bird-like silhouette. Its enormous wings shadow the sky, blocking out the sun. Though the figure's form is obscured, the dozens of vultures that descend are visible - and so is the feast that ensues.
Through the fog and shadow, you glimpse blood and flesh tearing. Slowly, the mist begins to clear as each bird takes its fill. The silhouette above withdraws. What remains before you is a pile of bones picked clean...and the recognizable head of Josselyn Creed beneath the sheep's mask, the only part of her uneaten.
Immolation
The Council allows all in attendance to confirm Josselyn's identity and her fate, ensuring that the factions and the Summoned are satisfied with the outcome. A ritual fire lights up on the altar. Her head is placed in first by one of the Elders.
The rest of her bones are in the sheepskin. No blood or flesh remains. The pelt is startlingly clean for such a gory display. You're invited to paint your Arcana on a bone and place the bone into the fire as a gesture to the gods that you've accepted the punishment they chose for her.
The atmosphere is solemn. Winifred offers her thanks on behalf of the Council for allowing Solvunn to make amends for Josseyn's misdeeds. They deeply regret this was necessary but promise they'll take steps to ensure it never happens again.
A few remain to watch her bones finish burning. You may join them if you like or return home at once. A harsh silence fills the ceremonial grounds as you step through the portal.
The rest of her bones are in the sheepskin. No blood or flesh remains. The pelt is startlingly clean for such a gory display. You're invited to paint your Arcana on a bone and place the bone into the fire as a gesture to the gods that you've accepted the punishment they chose for her.
The atmosphere is solemn. Winifred offers her thanks on behalf of the Council for allowing Solvunn to make amends for Josseyn's misdeeds. They deeply regret this was necessary but promise they'll take steps to ensure it never happens again.
A few remain to watch her bones finish burning. You may join them if you like or return home at once. A harsh silence fills the ceremonial grounds as you step through the portal.
Weekend Gala
Several days after the execution, the cities prepare for the feast and gala. On the day of, portals will open up in the main hub of each city: Castle Thorne in Thorne, the Primary Settlement in Solvunn, and Cadens in the Free Cities.
You're welcome to arrive on the first day or skip the speeches and arrive on the second day for the main dinner and event. Everyone will be sent home on the third day (April 23rd), though the factions would be happy if you'd like to volunteer to clean up and take down decorations before you go. Not to worry if you'd rather go home - they have plenty of staff and locals for the job.
Each city will provide a place for you to stay for the weekend. They'll choose their best inns for you, except Solvunn. Solvunn will offer a comfortable communal tent for all attendees to share.
You're welcome to arrive on the first day or skip the speeches and arrive on the second day for the main dinner and event. Everyone will be sent home on the third day (April 23rd), though the factions would be happy if you'd like to volunteer to clean up and take down decorations before you go. Not to worry if you'd rather go home - they have plenty of staff and locals for the job.
Each city will provide a place for you to stay for the weekend. They'll choose their best inns for you, except Solvunn. Solvunn will offer a comfortable communal tent for all attendees to share.
Thorne (Hayle)
The first evening, the King and Queen will gather guests into a grand hall at Hayle University. The King formally welcomes and expresses Thorne's gratitude for everyone's safe return. He heralds the Summoned and those involved in the terrible incident for their fortitude and bravery. The Queen follows afterward, adding that she is glad justice has been served and that they can be assured Josselyn Creed can never harm anyone again. She acknowledges the formation of the Summoned Conclave and promises Thorne will always serve those who are steadfast in their loyalty.
In a rare moment, Ambrose Rhett and the Duchess, Anastasia Rhett, can be spotted standing side by side in the background. Jolene Sybell is also present. Ambrose, however, will not be seen past the welcoming speech, returning to the Castle after.
In a rare moment, Ambrose Rhett and the Duchess, Anastasia Rhett, can be spotted standing side by side in the background. Jolene Sybell is also present. Ambrose, however, will not be seen past the welcoming speech, returning to the Castle after.
Gifts
As a resident of Thorne, you'll receive a gift bag containing:
◎ A sweet dream potion that grants the user happy dreams and a good night's sleep. A basic spell, these potions were made by schoolchildren in Hayle as a thank-you gift for the Summoned. The custom label on each bottle has your name handwritten and decorated by the kids. If you're known around the Castle, it might contain a drawing that represents your reputation - for example, a flower if you have a green thumb. They've been told a bit about the Summoned by officials and their teachers.
◎ A jade turtle that, when placed in a bowl or pool of water, is enchanted to swim around. A novel decorative piece that calls back to the giant sea turtle which came to aid you and your friends on Thorne's shores.
◎ A soothing galaxy orb that displays the starry night sky within. When placed in front of some light, it'll cast a pretty sparkle over your surroundings.
Surroundings
Located far north, Hayle is most famous for its beautiful crystalline architecture. The weather is warmer now that spring has arrived, but relatively cool with temperatures dipping at night. Vast mountains are in the distance for a breathtaking view.
Hayle bustles with vibrant energy and a diverse population. Where Castle Thorne closely follows the formal traditions of the nobility and traditional Academic Magic, Hayle is trendier with innovative spellwork, the newest designs in fashion, and a vast library of knowledge.
Hayle bustles with vibrant energy and a diverse population. Where Castle Thorne closely follows the formal traditions of the nobility and traditional Academic Magic, Hayle is trendier with innovative spellwork, the newest designs in fashion, and a vast library of knowledge.
◎ Arcana Deck Exhibit
Expensive custom-crafted Arcana decks are under glass cases like fine jewels. One notable attraction is an exhibit displaying one-of-a-kind decks designed by famous artists or enchanted by renowned mages in Thorne's history. Some boast intricately painted designs and real gold, while others use precious gems embedded in the cards themselves. One preserved deck is carved entirely on pinewood.
◎ Boutiques
Boutiques sell tailored clothes and fine jewelry that include Arcana-inspired accessories. Luxury magical tools are also available such as gold scales for weighing potion ingredients. Some bookshops specialize in signed or antique copies. The contents are nothing special, but editions are considered collectibles. Though most aren't for sale except to the wealthiest individuals, you're free to look.
◎ Makeover & Performers
Street performers occupy every corner around Hayle: stories told through illusions, musician-less instruments, and juggling acts that incorporate impressive balls of colorful light. You can get your portrait drawn by an enchanted paintbrush or volunteer for one of the illusionists to give you a temporary "makeover." The makeover will grant you one or more features of your choosing that will last 24 hours: a new hair or eye color (including unnatural shades!), translucent illusory wings (they won't get in the way), or decorative nails.
Personal shopping and styling assistance is also offered by Lenore and Natasha Romanoff.
Banquet
The banquet takes place on the second evening, held in Hayle University's finest ballroom. Decorations are delicate and elegant. The chandelier above drips with crystals and gold.
Although you'll have an assigned seat to start with, there's no need to stay where you are. Guests are encouraged to mingle and wander around. Make friends, meet new people, and introduce yourselves!
Although you'll have an assigned seat to start with, there's no need to stay where you are. Guests are encouraged to mingle and wander around. Make friends, meet new people, and introduce yourselves!
◎ Food & Drink
A formal multi-course dinner will be served throughout the night. The wine flows freely and food is abundant. Thorne is known for its exquisite cuisine, and Hayle is no different. With the harsh winter over and farmlands slowly recovering from the attack last summer, the nation is no longer struggling as much with supplies. Dishes include stuffed duck, delicate fish, rare nutty cheeses, soup, and plenty of cakes and biscuits.
◎ Entertainment
Formal entertainment involves music, dancing, and magic shows. You're welcome to take the stage yourself, of course! If you're not good at what you do, the citizens won't boo you off the stage, but you'll feel an awkward atmosphere begin to build, and word might spread about your act. The nobility in Thorne has exacting standards and a penchant for gossip.
Musical performances include original compositions on the violin and piano by Lestat de Lioncourt and elvish songs by Elrond, while Lord John Grey will recite some poetry and music. Magical displays include illusory lights featuring the Arcana signs by Istredd, flashy divination magicks channeled through a tarot deck by Urianger, and a light-based display of intricate mandalas Stephen Strange - whose third eye may be glimpsed beneath his hood when he casts his Eldritch magic.
◎ Night's End
The banquet runs late into the night, though you can leave any time. A carriage will be waiting to take you back to your inn. You can stay for one last social breakfast in the morning before returning to Castle Thorne through the portal.
Free Cities (Libertas)
The first evening, the Prime Minister will gather guests by the mosaic sculpture in the Willow Memorial Park. Prime Minister Marlo expresses her gratitude for everyone's safe return and apologizes for the atrocities that occurred under her watch. The bravery and fortitude of those involved will be remembered. Fortunately, justice has found those responsible, and the city can begin to march forward. She acknowledges the formation of the Summoned Conclave, promising that her government will make sure nothing like this ever happens again to its people. The Summoned are, of course, people of the Free Cities regardless of where they came from.
Quilleth Kaur takes the stand afterward, addressing the tragedy that struck Libertas not long ago and personally thanking the Summoned for their help in rescuing survivors and rebuilding the city. This includes the construction of the park itself, led by two of the Free Cities' longest Summoned residents. She bids everyone to enjoy the festivities. They deserve to relax and feast after a harrowing experience.
Quilleth Kaur takes the stand afterward, addressing the tragedy that struck Libertas not long ago and personally thanking the Summoned for their help in rescuing survivors and rebuilding the city. This includes the construction of the park itself, led by two of the Free Cities' longest Summoned residents. She bids everyone to enjoy the festivities. They deserve to relax and feast after a harrowing experience.
Gifts
As a resident of the Free Cities, you'll receive a gift basket containing:
◎ Tickets to a special comeback show by one of Libertas' most famous acrobatic troupes - their first since the city's destruction. The envelope includes a letter which addresses you by name and thanks you for your help. If you've made an impression on the citizens of Libertas, the letter will mention noteworthy things you've contributed, such as volunteer efforts or donations. The tickets grant you the best seats in the house and a free drink during intermission. Performances are held throughout April and May, so you'll have plenty of time to attend.
◎ A kazoo, best used to annoy your friends or heckle anyone you find disagreeable, though beware that the people of Libertas won't hesitate to brawl on the street over insults.
◎ Luxurious bath crystal balls that fizzle and give the water a beautiful shimmer. Infused with medicinal properties, they'll alleviate aching muscles and lingering pains.
Surroundings
Located far south, Libertas is most famous for its subversive attitude and colorful architecture. With winter on the way out, the weather is warm but not scorching hot as it can be in the summer. Rare spring rains have caused flowers to bloom and sprout around the desert.
Libertas is diverse and lax in social norms. Where Cadens boasts the best research and technology, Libertas' focus is on advancements in free thought, art, and knowledge. Following the art walk not long ago and the long-term portal to Libertas, some of these attitudes have filtered into Cadens.
Libertas is diverse and lax in social norms. Where Cadens boasts the best research and technology, Libertas' focus is on advancements in free thought, art, and knowledge. Following the art walk not long ago and the long-term portal to Libertas, some of these attitudes have filtered into Cadens.
◎ Artist Alleys
The collapse of the city's buildings has caused street art to greatly flourish. Winding alleyways between homes and shops contain paintings, written poetry on the walls, and musical performances. Sculptor Axn Kade, famous for his pieces made of reclaimed metal and his activism for mining safety, has added a new sculpture to the city's streets. The plaque contains a dedication to the Summoned who helped clean up the mining equipment a few months ago, having used the scrap metal gathered during that process.
◎ Gambling Halls & Brews
Rejecting government oversight, Libertas is home to several gambling halls of all types. If you have the money, you're sure to find a spot to suit you. Beware of loan sharks and play at your own risk. Taverns around Libertas are rowdy. They often have an open floor for art performances, poetry readings, and philosophical debates. Always open to new ideas, many places in Libertas host tastings for brews created using innovative flavors and techniques.
◎ Market Square
Though not as large as Aquila's market, the Libertas market square is still a sprawling maze. Anyone with something to sell will have squeezed a table or a stall into the area. Enterprising merchants will give you a demonstration of some of their products, most powered by New Magic: a comb that changes your hair color upon use, eye drops that give your irises an enchanting colorful glow, and disposable crystal accessories that take on the illusion of precious jewels for a short period - invented to undermine the value of gems. Any changes to your appearance are temporary, lasting 24 hours.
Before the feast, simple dance lessons are available from Caitlyn Kiramman.
Garden Feast
The feast takes place on the second evening, held at the Willow Memorial Park. Glowing orbs of light have been hung from the willow trees while vases made by a local potter feature flowers from the park's wildflower meadows. More details about the park are available under Locales for Libertas.
Provided by Viktor (and Jayce Talis), the center of the garden contains a revolving armillary sphere modeled after the astronomy of Abraxas, casting an atmospheric starry light over the area.
To start with, you'll pull your table number from a hat to receive your "assigned" seat, but there's no need to stay there all night. Guests are encouraged to mingle and wander around. Make friends, meet new people, and introduce yourselves!
Provided by Viktor (and Jayce Talis), the center of the garden contains a revolving armillary sphere modeled after the astronomy of Abraxas, casting an atmospheric starry light over the area.
To start with, you'll pull your table number from a hat to receive your "assigned" seat, but there's no need to stay there all night. Guests are encouraged to mingle and wander around. Make friends, meet new people, and introduce yourselves!
◎ Food & Drink
An eclectic array of dishes line a large table at the park's center. Help yourself to what you like in any order. No one will bother you if you start with dessert! Wine, ales, and hard liquors are as plentiful as the food. Dishes include grilled fish and pork, dips and spreads, puddings, sweetbread, cakes, and seasonal fruits common to the desert climate, such as figs and oranges.
◎ Entertainment
Formal entertainment involves music, dancing, and poetry. Artists have been invited to unveil new pieces or showcase old favorites. You're welcome to take the stage yourself, of course! Performers won't be judged on talent so much as passion. As long as you're creative and genuinely enjoy your craft, you'll have the support of the locals.
Jaskier will put on a lute performance, including a ballad of Spyndlveiss containing themes related to the recent disappearances. Diana Prince will recite a short portion of The Iliad, in both Ancient Greek and common. A "blade dancing" display using a painted stave by Obi-wan Kenobi will take place, as well. Finally, Hilda Goneril will draw and paint quick "fashion sketches" to commemorate everyone's style - available to both small groups and individuals.
◎ Night's End
The feast runs late into the night, though you can leave any time. A wagon is available to bring you back to your inn, but most locals prefer to walk, creating a drunken parade of people through the streets while singing cheerfully. You can stay for one last social breakfast in the morning before returning to Cadens through the portal.
Solvunn (Primary Settlement)
The first evening, the two remaining members of the Council, along with Isar Hart, address the gathered, apologizing for the sheep who strayed from their flock. They're especially disappointed with the heretical actions of a trusted community member, whose name they will no longer acknowledge. The gods have cast their judgment, and now the community can come together to heal. The Council promises the newly formed Summoned Conclave that they are vital members of the commune and that Solvunn is here to aid them in whatever they need.
Isar Hart reiterates that his position on the Council is temporary until the seat can be filled, though the Council does not give a date for when this might occur.
Isar Hart reiterates that his position on the Council is temporary until the seat can be filled, though the Council does not give a date for when this might occur.
Gifts
As a member of the Solvunn Commune, you'll receive a gift bag containing:
◎ A clay mug, handmade by children in the settlements. Each mug is customized for the individual based on what the children have managed to learn about you, painted with what they believe to be your favorite colors, flowers, patterns, or animals. How accurate the kids are about you varies depending on your interactions with them, but they've tried their best. The bottom of the mug is signed by the child who made it for you. If you run into them afterward, they might ask if you like your mug.
◎ Thick and comfortable knitted socks made from the wool of Isar Hart's sheep farm.
◎ A few sachets of herbal teas to help you get a good night's rest and restore your energy. A small thank-you note accompanies the teas, signed by Lorelai and Esmond, who are grateful for the chance to return home.
Surroundings
The southernmost of the settlements, the Secondary Settlement boasts vast sprawling farmlands and a beautiful shoreline overlooking the ocean. Skies are sunny and clear throughout the gathering. Wildflowers bloom across the flat plains, orchards are starting to bear fruit, and fish are plentiful once more.
The Secondary Settlement is sparsely populated but maintains a tight-knit community. Where the Primary Settlement is a hub for schooling, craftspeople, and artisans, the Secondary Settlement is focused on agriculture and livestock: sheep, goats, horses, and fields of crops fill the area. Many families take pride in supplying the commune with produce and materials like wool, eggs, milk, and grains.
The Secondary Settlement is sparsely populated but maintains a tight-knit community. Where the Primary Settlement is a hub for schooling, craftspeople, and artisans, the Secondary Settlement is focused on agriculture and livestock: sheep, goats, horses, and fields of crops fill the area. Many families take pride in supplying the commune with produce and materials like wool, eggs, milk, and grains.
◎ Farms & Livestock
Farms are open with fences solely to keep out any predators or pests. You're free to visit the fields and orchards. Pick apricots and cherries, pet the sheep, play with the baby goats, and gather eggs for the evening's potluck. Isar Hart will be pleased to show you his prized black sheep, whose majestic horns are greatly admired. Smaller gardens filled with flowers and herbs are also available to explore. If you'd like to put together bouquets for the evening or make flower wreaths to decorate, you can help yourself. Finally, you can fish to your heart's content in the nearby pond. Bring your catch to dinner!
◎ Shrines
After recent events, shrines around the Secondary Settlement are full of offerings to appease the gods and seek guidance. These offerings consist of animal bones, harvested fruit, and wine. You can add to the shrines if you like or simply visit them. Many shrines hum with magical energy and all previous signs of corruption over the past few weeks have faded. You can ask for blessings of health, luck, or abundance for yourself or others.
◎ Neighborly Help
Although Solvunn doesn't place much emphasis on extravagance, the evening's affair is an important one. They'd like to look their best. Members of the commune are all around the settlement to give you a hand to get ready. You can have someone style or braid your hair with ribbons, color it with natural dyes, or lend you some clothes and accessories if you don't have any. You can help them in return, as well. They're also happy to trade items with you.
Louis de Pointe du Lac will temporarily alter your clothes or appearance for the night using illusory magic.
Potluck
The potluck takes place on the second evening, held outdoors in one of the Secondary Settlement's spring meadows. Decorations are rustic and simple, consisting of fresh flowers and candles.
Mud-clay sculptures and masks are available from Nanaue, though they are not very sturdy. Nero will hand out colorful brochures.
There are no assigned seats. Tables and chairs are placed tightly together, along with natural seating created by tree stumps and boulders. You're encouraged to mingle and wander around. Though a sober hush lies over the gathering, the atmosphere is hopeful. The people of Solvunn look forward to better days.
Mud-clay sculptures and masks are available from Nanaue, though they are not very sturdy. Nero will hand out colorful brochures.
There are no assigned seats. Tables and chairs are placed tightly together, along with natural seating created by tree stumps and boulders. You're encouraged to mingle and wander around. Though a sober hush lies over the gathering, the atmosphere is hopeful. The people of Solvunn look forward to better days.
◎ Food & Drink
Solvunn's potluck feast consists of dishes and drinks brought by everyone in the commune, including members of the Council. There are hearty stews and soups, freshly baked bread, butter churned that very morning, and a variety of Solvunn's famous goat cheeses. You're invited to contribute anything you like! Simply add your dish or dessert to the table. The centerpiece of the potluck is a pig roast. Mead and ale flow freely.
Wanda Maximoff will bring sečenica, propeć (both cheese and egg savory baked goods), and traditional fruit pies of plums, cherries, sugar, almonds, and vanilla sugar. Claire Fraser will provide a unique loose-leaf herbal tea blend.
◎ Entertainment
The people of Solvunn will sing, dance, and make music together. On occasion, there are pauses for someone to take the spotlight, but overall no one's center stage for long. Instruments are passed around, and guests are encouraged to join in. Due to recent events, many songs are subdued, speaking of honoring the gods. Later in the night, stories are exchanged around the campfires. One particular folktale is told by Rowan March about Spyndlveiss, a figure who captures wayward sheep on their way between the settlements. From these lost sheep, he makes sheepskin suits for hungry wolves to wear.
Eddie Munson will hold a lively musical performance.
◎ Night's End
The potluck runs late into the night, though you can leave any time. Large tents are nearby for you to rest and spend the night. In the morning, you can join in on the communal breakfast before returning through the portal to the Primary Settlement.
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"I agree with you." There is a slight bitterness to her tone as she says it; if Josselyn Creed had to die, it shouldn't have been at the hands of a god. "It was a spectacle, one I do not think many from outside this world were prepared to see." She pauses briefly, and then her brows draw together with concern. She knows what happened at the execution was not a surprise to her, but--
"Are you alright?"
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"It's not the execution that troubles me, however gruesome it was," he says after a moment. "But I found myself wondering — what I could have done to stop what led to it. Why I didn't see it coming."
Arrogant thoughts of a man who's tried to humble himself. He knows he is just one person, and one person can't hold back the tide, and yet.
"I've held myself apart since arriving here months ago," he continues. "I live by my creed, I try to do what I can for the people even if they are not my people, but I've lived as though this is all temporary. And now I can't help but think I've done some damage by not investing myself in the life I live now, however long it lasts."
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Diana is a little surprised that his words mirror thoughts she'd had herself when the group of Summoned had disappeared. What kind of hero, of protector, was she to have let such a thing happen? It was the same feeling she'd had when she had first heard of The Great War; how could she, how could her people, have not known? If they had left the island sooner, ventured out on their own instead of waiting for a call that only came by chance--
She pushes the thoughts away, knowing the sort of spiral they will lead to. The War had taught her that much.
Each word he speaks makes her chest ache, and Diana rises from where she sits on her bed to move towards him, no longer able to idle while he starts to fall into the unbreakable coil of thinking she knows well. She lifts one arm, hand moving to settle on his shoulder.
"I have had this argument with myself half a dozen times over," she admits. "I kept thinking that I should have been prepared, that I should have been able to find them on my own. But there is no way any of us could have foreseen this." She says it with conviction, though recently found. "No matter how you have treated your time here, I know you have made a difference in the lives of the people in these cities. And however you choose to move forward, I know you still will."
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She speaks and she makes him feel seen. Most days, that absolutely would bother him. But right now he finds himself surprisingly grateful.
"You speak as though faith is an easy thing." He knows it isn't, though, and that's part of the point of it. He lifts his hand to rest on hers, holding it lightly in place on his shoulder and brushing his thumb lightly against her wrist. "I'm not sure I believe it. But I will do more than stand back from now on. And your words make it easier to believe that." A small smile graces his lips. "Thank you for that."
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She's a little surprised that he returns her touch, though her expression and chest warm at the gesture. Altaïr is a guarded man, the sort of person she wasn't used to dealing with on Themyscira, but the kind she is slowly learning to understand. She squeezes his shoulder gently, but makes no move to drop her hand.
It takes her a moment longer to speak, her focus briefly zeroed in on the shift of his thumb.
"I will be there to lend a hand if you ever need it." There's a slight tease in her voice, but she also very much means it. Choosing to do more is difficult. "All you have to do is ask."
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It still wouldn't be easy for him to actually do, he knows that much, but it's no longer impossible. And it warms something in him to know there are others willing to extend a hand in aid.
"I will remember that, my friend," he says, and knows that he will. "Thank you."
Without really thinking about it, he lifts his other hand to her face, fingers brushing against Diana's cheek.
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She still thanks the gods for Antiope's harsh training. Without it, she'd have died the moment Ares decided to face her.
Her heart soars when he calls her friend; she has a feeling he has not said it often in his life. Diana would that everyone called her friend, though she knows that such a hope is childish. Still, it means more coming from Altaïr, she thinks.
His hand, calloused as hers are from the grip of a weapon, moves to her cheek, and she does not stop him. Truth be told, she's curious about him making the gesture, how it can be so casual and yet intimate at the same time, and she turns her face just so into his touch. Her own hand shifts from his shoulder, mirroring the touch on his face. "You are welcome." A response, and an invitation, if he'll have it.
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Altaïr is no longer sure of any of that. The one thing he knows is that this is not a dream and actions taken in this land matter. It's easier to believe this looking into Diana's eyes, and far preferable to looking at the damage done by Josselyn Creed's people.
But he's not thinking about that now. He understands the meaning of her gentle shift against his hand without putting it into words. For a moment, he hesitates; then he pushes himself to his feet, neither moving his own hand nor pulling away from Diana's, and presses his mouth against hers.
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Altaïr stands and kisses her, and she realizes how much she has craved a touch outside the battlefield or a simple, friendly gesture. So the kiss is welcome, and she feels starved for it. Diana meets his kiss, hand moving from his face to the back of his head without a second thought. She shifts forward, pressing into him, not wanting to leave any room to question whether or not she is ready to reciprocate his intent.
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But he is not thinking about Adha now.
Altaïr is good at keeping his distance from others. Overcoming such a gap is harder. This isn't the type of connection he'd imagined, but it's easier with her. Diana is beautiful, and brave, and easy to like, and in this moment he wants her more than he could put into words if he tried. Which he has no intention of doing. He wraps his arms around her as she pushes against him and lets one kiss melt into another as the world outside their embrace seems to fall away.
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But he holds her through it, and she's able to ground herself on that alone.
The hand not cradling his head begins to wander, up across his shoulder and then down his back, eventually coming to the hem of his tunic and seeking the warm skin beneath. She draws her thumb across the line of his hip, fingers splayed over his lower back as if to anchor herself further.
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Just this once, he's not bothered by it at all. Something about the feel of her thumb on his hip, though, distracts him from what they're doing. Altaïr doesn't so much stop as he pauses, his breath warm against hers as he looks at her beneath low lids. His interest has hardly been unclear, but there's a mix of intensity and vulnerability in his eyes; whatever she wants to do, however she wants to touch him, she has his permission.
The moment seems to stretch out before time snaps together again, and he trails his lips over her cheek and down her neck toward her bare shoulder like he wants to taste all of her, like he wants to lose himself with her.
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Right now, she doesn't care. His skin is warm and his lips are sweet, and that is all that matters.
He pauses, and Diana is only half a beat behind him. She wonders, briefly, if he means to stop--but instead he looks at her in a way that makes her heart pound in her chest and her stomach flip. Altaïr is brimming with intent, and between one blink and the next, that intent, that permission, is mirrored on her face. There is no doubt in her mind or her heart.
As he kisses her, she keeps one hand beneath his shirt, the other moving behind her to deftly tug at the tie cinching her dress at the waist. The gown itself is little more than one long bolt of cloth cleverly folded and draped, and without the tie, that becomes very apparent. Diana has always been a woman who believed in the power of actions, and she believes this one is quite strong.
Just mind the blade strapped to her leg.
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The meaning of her movement becomes clearer a second later when he feels the fabric of her gown begin to loosen. He's no more skilled with thread than is necessary to stitch his own wounds but he's certain that the seamstresses of this world must be absolute masters, to craft something so lovely to look at yet so easy to remove. He'll thank them if he ever gets the chance and give them no more thought until then.
Lifting his mouth from her skin, he moves to assist her. With two eager pairs of deft hands, it only takes seconds before he's left feeling entirely, entirely overdressed compared to her.
Altaïr pulls back just far enough to see her better, appreciation and a growing hunger clear in his eyes. They're joined by amusement that sparkles there when he spots the blade.
"I see you came prepared," he says, and is tempted to reach for her again — but she isn't the only one here armed. He'd taken his jacket off upon returning to the room earlier, so he can turn his attention to the bracer still attached to his left arm and, more importantly, its efficient removal. He's brought his hidden blade into many places, but he has no plans to wear it to bed, even if the idea of Diana still wearing her weapon there is a little more appealing than he should admit.
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The corners of her lips tilt upwards at the comment, and one hand slides down her thigh to run her fingers over the hilt of the blade. "I always am." Since the day she had enough money to buy her own weapons, she's always had a blade on her, no matter where she'd gone. It was part habit, part uncertainty about this place.
All things considered, she's glad that she hadn't broken the habit today. The heat in his eyes is mirrored in her own.
She watches him remove his bracer with interest, head tilted slightly. She's seen it before, of course, but that doesn't make her notice it less. "I'm not the only one," she muses, smile growing a bit. And, since he's started to disarm, she bends slightly to begin slowly unstrapping the sheath from her leg.
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Once it's safely disposed of, he begins undoing the buttons of his shirt, keeping his gaze locked on Diana as he does. The shirt does get flung somewhere he doesn't care about, revealing surprisingly few scars underneath for the life he's led.
One hand goes to undo his trousers then, but his patience seems to run out here. A beautiful woman taking off her dress before him is very attractive; a beautiful, dangerous woman taking off her dagger sheath before him is incredibly attractive. He reaches for Diana with his free hand, moving to kiss her again with even more intent and heat this time.
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But her own blade ends up safely on the bedside table as he reaches for her again, his kiss searing her lips. Their bare skin meets, and she sighs into his mouth, hands freely roaming along his shoulders, his sides, down his back. She feels the bumps of those few scars, the ridges of his muscled body, and heat flares low in her belly.
Diana steps back towards the bed, tugging him with her, trying not to let their bodies get too far from one another; now that she's felt the warmth of him, she isn't so willing to lose it.
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He manages eventually; the waistband goes slack around his hips and he shoves them down, kicks them away. Altaïr is the tidy sort but not now. He's fully exposed now, more than he has been in a long time, but he doesn't feel vulnerable, not with her. When they reach the edge of the bed he pulls her closer and pushes them both down, twisting a little to take the impact with a gentle thump.
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The fall had made her pull away from his lips for a few moments, but as soon as they're stable once more, her mouth finds his neck, his collar, painting a trail of kisses and nips. One hand keeps exploring the muscles of his arms and sides while the other slips under his head, fingers curling around his skill and into his short hair.
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The feel of her mouth on him is like fire, a brand against his skin, and he lets out a noise of pleasure that's low but louder than any sound he'd let himself make were he in more control of himself. He hasn't lost it — yet — but he can feel his grip slipping in the best way.
Diana is welcome to feel whatever she likes and explore his body at her leisure, but it's only fair that it should go back ways. His hands run down her back, skimming along her smooth skin and flattening to a firmer touch as they reach the small of her back and then her ass. He squeezes lightly, pulling her against him so she can feel very well the effect she has on him.
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Lust thickens her thoughts and stays her tongue for just a moment, a heady feeling that's difficult to pull away from. But she manages long enough to lift her head and press her mouth to his, her kiss searing and searching, fingers tightening against the back of his skull just so. She kisses across his jaw, nips at his earlobe, and murmurs his name low in his ear as she rolls her hips again.
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The same of his name on her lips summons all his attention even as it lights a low, intense flame within him. He turns his head, presses his mouth to hers once more and tilts his hips, sliding inside her easily and without another word.
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Now they're here, and she thinks she'll lose her mind if she doesn't move, doesn't chase this feeling. So she sits up, even if pulling away from him even that much is harder than it should be. The angle changes, and another almost choked sound falls from her lips, her head falling back as she plants her hands on his chest. It takes no further encouragement for her to rock her hips against him.
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He hadn't expected to do anything more than share quarters with her tonight, hadn't expected them to find solace in one another or anything that's followed, but it only seems natural and easy to lose himself with her now.
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This encounter had been unexpected for Diana too, but every word and action tonight seems to have fallen into place to bring them here. This is a moment of humanity, something sorely needed after the day's events.
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