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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2023-08-19 10:14 am

EVENT #14: ANOMALIES - IC EVENT LOG

Event #14 - Anomalies

Over the last several weeks of summer, leading up to AUGUST 20, the appearance of rifts, and the subsequent creatures, has become a disturbingly common appearance. The average citizen has taken the changes in stride. Some have even integrated these creatures into communities as pets or beasts of burden. Nonetheless, these unprecedented appearances have resulted in rumors. Is the cause the Summoned? Have they carried a dark curse back from the Feywilds? Are the Old Gods offended?

A Coordination Post will be available for communications between mods and players. Report notable actions and events, or track Developments. Though we encourage you to take advantage, using the Coordination Post isn't required to participate in the event.
Anomalous Threats
Dubbed Anomalies throughout Abraxas, suspicion and curiosity turn to terror when much greater threats - called Anomalous Beasts - begin to fall through large rifts. Where did these creatures come from? Why have they arrived? And is this only the beginning of something far worse?
Arrival of the Beasts
The Anomalous Beasts tumble through open rifts that appear in set locations throughout Abraxas. You won't know where those rifts are at first, but it steadily becomes obvious as reports from locals come in. The beasts won't stay put, either. At random intervals, the rifts will suck the Anomalous Beast back through it and spit it out at another location somewhere in Abraxas. It might be in another city or in another faction altogether. It appears these beasts are not limited by borders.

Fortunately, each rift area only holds one Anomalous Beast at a time - so you won't have to face multiple threats at once.
Tracking the Beasts
Soon, you discover that the rifts are in stable locations. The beasts can go into one rift and out the other, but the area where the rifts appear doesn't change. You can use this to your advantage. Officials will set up portals to identified rift locations, allowing you to focus on an individual area - even if you can't predict which Anomalous Beast arrives from the other end.

Many of these locations are important to the locals. While confronting the threat, you'll want to minimize damage and casualties.

If you're tempted to try and go through a rift, you'll get a nasty shock that sends you flying back. Of course, if you happen to witness a native Abraxan attempt the same - whether out of fear or by accident - you might not want to try yourself: upon contact with the rift, any native Abraxans will be vaporized in front of your eyes. You should probably stick to travel via portals.
Arcanum Effects
Each Anomalous Beast bears a glowing Arcana sign on its flank. Be careful if you match its Arcana - you may begin to take on the beasts' animalistic traits, absorbing its aggression, hunger, or fear. These sensations can overwhelm you, causing you to mimic its behavior. Is your will strong enough to resist? Or will you succumb completely, becoming one with the beast?

You can get help from another Summoned of a different Arcanum. They'll feel compelled to make physical contact, absorbing some of the effects into themselves and lessening its severity by sharing it with you. This effect will remain while you're near the Anomalous Beast - as long as it's alive - but with effort and help, you can mitigate it and overcome the powerful sensations.
Types of Beasts
The types of Anomalous Beasts arriving might be familiar to you. Maybe you heard stories from another Summoned. Maybe you remember seeing it from your home world.

If you know what it is or its weaknesses, you can share this information using the Network or by word of mouth to help others defeat it. As for the beasts you believe have no way of being defeated? That may be true to your world. But you're in a different world now with strange powers, abilities you've never heard of, and spells you might've never seen before. These factors can change much. No matter the beast, there will be a way to defeat it.

To review what characters will be facing and each beast's Arcana sign, see the List of Anomalous Beasts on the OOC Plotting Post.
Faction Assistance
While the factions have asked for your help given the overwhelming number of threats that arrived at once, the factions can hold their own in many battles. They'll be able to assist you, and familiar officials may even arrive on the battlefield. General NPC actions are outlined below. You can assume they'll come to your aid based on those descriptions as needed.

Portals to each rift location will also be established within the first 24 hours. While the portals won't take you directly into the fray, they'll be near enough that you'll have the chance to arrive on time to mitigate damage or confront the threat.

You can request more significant aid or resources from an NPC using the Coordination Post.

There is no influence requirement to make a request, but influence and your character's relationship with faction NPCs will be taken into account to determine the outcome.
Thorne
In Thorne, assistance will come from the following:
Jolene Sybell. Jolene will arrive at the front lines as needed. She has offensive spells but specializes in healing and medical magic. If you're wounded, she can mend you quickly or stabilize any grievous wounds so someone can take you to the infirmary.

Soldiers & mages. Thorne's soldiers are concentrated in Borrel, while Castle Thorne has skilled mages. They'll be able to offer shields, offensive magic, and wards to help in any battle.
The Free Cities
In the Free Cities, assistance will come from the following:
Marlo Reiner. The Prime Minister is as much a soldier as she's a politician. A former military captain, she'll direct the soldiers under her command on the front lines. She can provide cover in a fight or strategic advice. Her weapon of choice is a sword and a sidearm.

The army. The Free Cities has the largest army in Abraxas. They'll be out in full force, providing combat assistance, protecting citizens, and offering medical aid. Any soldier will readily give you a hand on the field. If you aren't sure where you're needed, they'll direct you.
Solvunn
In Solvunn, assistance will come from the following:
Isar Hart. Deeply devoted to the commune, the newest Council member will arrive with his ever-present companion Skaldi. A fierce and protective herding dog, she will fend off any threat. He's also followed by a few sheep that cast an unusual shadow. When attacking, they grow powerful ram horns and sharp teeth. Their muzzles elongate, resembling a wolf in sheep's clothing. Word is, Isar has a pact with Spyndlveiss, Guardian of the Flock.

Elders and the Gods. Solvunn may not have a strong army or powerful mages, but they do have the Gods on their side. Elders will lead offerings and sacrifices - and the Gods will answer. While facing a threat, you might find something invisible blocks a blow or a wound suddenly appears on the beast. Though no physical presence arrives, you nonetheless feel the helping hand of something.
Ending the Threat
Resolving the threat involves not only defeating the Anomalous Beasts but also closing the open rifts. Fortunately, accomplishing the former will contribute to the latter.
Defeating the Beasts
Taking on the Anomalous Beasts is no easy task. You'll be faced with several obstacles while you fight them that might prevent you from defeating the beast: the rifts might suck the creature away before you can finish the job, you might be overwhelmed by your mind merging with the beast's, or you simply lose the fight.

In the end, one team will successfully defeat the beast. If you're one of the victorious, how you approach and finish the job is up to you. Take advantage of your surroundings, seek help and knowledge from other characters, and make creative use of your environment and skills.

And remember - defeating it doesn't mean killing it. The beast only needs to be subdued as a threat, whether through death or capture. Of course, once subdued, what happens to it may be out of your hands...but there's a chance that not all of them will be put down.

Requests for a victory roll will be accepted until AUGUST 23 at 11:59 ET. Only characters who win the roll can kill or defeat the Anomalous Beast. Please see the OOC Plotting Post for more information.
Closing the Rifts
With each Anomalous Beast dispatched, you'll notice that the rifts in the world start to shrink. The effect is subtle at first, but with every victory, it's undeniable that the key to closing the rifts is to bring down the Anomalous Beasts climbing through them.

Not every beast must be killed, but the majority of them should be for the rifts to close completely. By the end of the event, all of the rifts will have closed.

Across the Rifts
Each rift opens in a particular area. Each Anomalous Beast will have a "first sighting" at a specific location. Reports will surface as rumors, victim statements, and witnesses. Regardless of how the information comes to you, it likely catches your attention. Perhaps you hear a description that sounds chillingly similar to a monster you've encountered in your past. Maybe you're worried that the area has innocents who need to be protected. Or, maybe you're merely excited about a potential new species.

The beasts will move from rift to rift - not by choice. You might catch the one you're chasing when you arrive, or you might find yourself facing something unexpected. Your task isn't just to kill the beasts - the areas will need protecting, too. You'll have to work with others to do so. You could, for example, decide to have someone distract the beast while you evacuate an area.


[ Click the image for a larger version. ]

Each location is assigned a number that corresponds to an area labeled on the map above. Characters will have access only to their faction's territory on the rift map.
Kingdom of Thorne
◎ Castle Thorne (1) | IMAGE
Security in Castle Thorne has always been paramount. The thought that something could get within the castle walls is unheard of. Fortified by the kingdom's military and strongest mages, and boasting the host of the majority of Thorne's Summoned, it should be ready for any threat. That is, until something monstrous appears right outside the city's borders. Locals claim it slinks by on large tentacles with a single massive eye and a sense of foreboding.
◎ Frostwurm Tunnel (2) | IMAGE
Located northeast of Hayle, the snow-covered peaks are the perfect habitat for the Giant Frostwurms that provide valuable healing crystals. They burrow deep into the rock, creating a labyrinth of large tunnels. While the last time the Summoned were in those tunnels was not by choice, this time, you're asked to help protect the Frostwurms from what witnesses are claiming is a dragon or a very large wyvern. Except...dragons haven't been seen in Abraxas for many decades.

Due to the crystal's hallucinatory properties, the Summoned will be provided protective shield to prevent them from breathing in the air. The shield is invisible, causing the air around them to shimmer slightly. Be careful not to damage it in any ensuing fights.
◎ Whitehill Village (3) | IMAGE
A quaint village, Whitehill is an insular community established for many generations. Well-read despite their economic class, residents of Whitehill pride themselves on their magical knowledge used to help cultivate the Snow Petal, a rare flower that blooms only in their valley. Highly sought after for potions and elixirs, a small garden patch has already been destroyed by what appears to be a corrosive substance left behind by a large black wolf or wildcat. Residents fear this strange blight could devastate the elusive Snow Petal.
◎ Dukewood Lumber Mills (4) | IMAGE
Deep in the forests east of Nott sits Thorne's most profitable lumber mill. The sparkle of magically powered saws keeps the mill running at all hours. Although the land is owned by an aristocratic family, its residents are working-class. They earn a meager living for their families and fear not only for their livelihoods but their lives. Whispers of a shadowy figure with sharp claws spread through the workers, who remain on guard as they try not to let superstition get the better of them. Unfortunately, a few may be too far gone. They're even beginning to insist that the figure is...wearing a hat?
◎ Southern Farmlands (5) | IMAGE
The rolling hills east of Borrel are some of the most fertile land in Thorne. With harvest season drawing near, fields of green turn to amber for the most plentiful of crops: wheat. However, an unexplained fire in one of the fields has raised the alarm. Talk has arisen of a strange silvery creature wearing a crown. Witnesses claim it sits on wagons and anything that looks remotely chair-like. Or perhaps...throne-like? What could it be? Does it have anything to do with the fire?
◎ Southern Mountains (6) | IMAGE
This winding path between the peaks is an important trade route that cuts towards Borrel for those unable to cross the waters. While dangerous, many seasoned merchants will take this path to save precious time. Lately, though, the dangers seem to be much greater. Injured men stumbling out of the mountains claim their friends were torn apart by a multi-limbed insect the size of a full-grown gryphon. One describes black horns, while another insists it had hands grown over its torso. Whatever it is, it's hungry.
◎ Fishing Docks (7) | IMAGE
Home to dozens of fishing boats and trawlers, the docks and its nearby fish market are the lifeblood of Nott. These fishermen are skilled at traversing the lake - so it's unusual that one of them has gone missing. Whispers say the man was dragged under the waters by lurking black tentacles. Many are afraid to venture out again, claiming that something in the lake is watching them.
The Free Cities
◎ Fomalhaut (1) | IMAGE
Though the port city is a fixture in the Free Cities, no one is granted permission to approach the heavily guarded barricade that leads into Fomalhaut. A large sign reads NO TRESPASSING! Official Travel Only Beyond This Point! Another reads Deadly Force Authorized. A third states simply DISEASE. Fortified walls and barriers protect the valuable machinery powering the shields that enforce the quarantine. Lately, tensions have heightened due to heavy bipedal tracks and reports of a moving metal statue. A breach in the shield could devastate not just the Free Cities but all of Abraxas.
◎ Northeastern Mountains (2) | IMAGE
These sharp peaks span past most of the Free Cities' territory. The smaller mountains near Aquila are popular for mountaineers, geologists, and engineers looking to test their newest inventions at higher altitudes. Finding abandoned equipment is not uncommon. Recently, many travelers have fled the mountains, escaping an invisible entity that haunts the area. One scientist who returned injured insists that he doesn't believe in spirits but says that "an unseen force" caused him to slip and fall.
◎ Andromeda Bay (3) | IMAGE
A popular destination for rest, the waters of Andromeda Bay are a welcome reprieve during the hot summer months. Except, the crystalline blue waters have grown tainted with a pungent stench. People are fleeing the shores, warning each other that the a tentacled swamp-fish with a gaping maw has overtaken the bay. Locals fear this disruption to tourism will impact their livelihoods. Meanwhile, biologists are concerned the foul waters will disturb the delicate ecosystem.
◎ Cadens Barracks (4) | IMAGE
The barracks are familiar to most of the Free Cities Summoned. Now, the usually bustling and tightly run military hub is in a state of high alarm. Few soldiers are out in the open. Barracks and rooms feature hastily boarded windows and doors. Here and there are splashes of blood. Any soldiers out and about have their weapons at the ready. Injuries appear to be bites and vicious claw marks. There are ominous whispers of, We can't even see them.
◎ The Badlands (5) | IMAGE
With frequent dust storms, difficult rocky terrain, and extreme heat, the Badlands are the last place you want to be. Most know better than to venture towards its heart. Bandits occupy only the more habitable edges around the area. The few souls who brave the landscape are hardened survivalists or soldiers on patrol. You should take their grim reports of a new fearsome creature seriously. They say it bursts out of the ground and spits deadly acid - melting one individual to the bone. Though the Badlands houses some of Abraxas's most dangerous beasts, this one appears to be new...and it might be coming closer to the city.
◎ Farhill Mining Camp (6) | IMAGE
The Farhill Mining Camp is the largest mine in operation. Rows of cheap housing are pressed together with little care, sitting dangerously close to the mines and the fumes that come with them. Jagged hills of varying height and stability make traversing the mining area tricky. Citizens of all ages work the mines daily, with children able to quickly squeeze through small crevices. The ground often shakes with the rumbling of machinery, but recently something else burrowed beneath has been sending quakes throughout the mine. Unusual dragonfly-like insects, glowing green, have also swarmed the area. With operations refusing to cease, a collapse could be disastrous for everyone involved.
◎ The Red Path (7) | IMAGE
Named for its iconic red sand on the surrounding hills, the Red Path leads to and from Libertas. Known for being relatively safe, merchants, travelers, and hiking enthusiasts frequent the Red Path for its beautiful scenery. When reports of frequent animal attacks begin to surface, word spreads quickly. Merchants now take the road warily, and many refuse to hike it. Surviving witnesses say the creature's enormous white bulk stands out starkly against the red landscape. Most injuries consist of burns, and scorch marks mar the area.
Solvunn Commune
◎ Tertiary Settlement (1) | IMAGE
The Tertiary Settlement is a rough place to make a living, but skilled fishermen have learned to thrive. Rundown wooden houses dot the shoreline as boats row out in the hopes that this day's catch will be the one to feed several mouths at once. Lately, the fishermen claim that an unusual leviathan has been spotted in the waters, something massive and grey. Unlike most leviathans, its teeth are blunt, and it doesn't seem to dive deep under the sea.
◎ Shrine of The Maw (2) | IMAGE
This wooden path lined with dark runes leads to a foreboding tree on a hill. This tree sprouts no leaves and sheds no bark. At the base of its trunk are lit candles. Old and new wax alike stains the tree's roots. This tree is the central shrine to Dyvoraetiir, Herald of the Maw. Dyvoraetiir consumes hopes and dreams, sending those who offend into despair. Intriguingly, the reptilian rock-like creature spotted here is not the threat it should be. Instead, witnesses say it's sluggish and disoriented...and other beasts who arrive through the rift will exhibit similar symptoms. Commune elders fear this is a sign of an angry god. They're desperate to protect the area from further disruption.
◎ The Offering Grove (3) | IMAGE
East of the Secondary Settlement is a popular ritual site. A winding spiral leads to the grove's center, where a large offering bowl sits. Offering bowls are common in Solvunn, but the Offering Grove hosts the largest bowl. Made from sanctified metals, it never rusts or erodes. Many travel to this site to make crucial requests or as a show of penance. Because rituals may take several days or longer, many are reluctant to undo their work and refuse to leave the site, despite the glowing pink light that shines from the shadows.
◎ Mountain Ritual Site (4) | IMAGE
Halfway up the cliffs is a small rounded platform. Crafted to divine truth and one's true path, this is where many seek their answers. The mountain air is said to provide a person with clarity and even visions. Elders have grown concerned by returning visitors who say they've glimpsed the face of a new God, a hulking figure with a decorative mask of hanging tassels.
◎ Forest Shrines (5) | IMAGE
Several shrines make their homes in the Solvunn forest, dedicated to Gods you might've encountered or heard of. The most popular shrine caters to all Gods of the land. Sacrificial bones rest beneath the arched altar, bones that locals whisper are moving. Elders fear not only upsetting the Gods but damaging precious and ancient shrines that served the commune for centuries.
◎ Feintak Ritual Site (6) | IMAGE
If you were here last June, you might've taken a journey to the hills just outside the Primary Settlement into a small wooded area that hosts a plethora of unsettling statues. Called "Feikinstaftaka" in the old tongue, locals refer to it as "Feintak" to avoid invoking the power of its true name. Used to remove high-level curses, performed only under the guidance of the Solvunn Council, this sacred area keeps a tight lid on dark magic - magic that could spell disaster should it be unleashed. Unfortunately, that might've already happened: a walking figure shrouded in shadows has been spotted in the area, and no one knows what it means.
◎ Abandoned Settlement (7) | IMAGE
A popular trading route skirts the edge of this swamp. Well-worn and overgrown, the few homes still standing are in disrepair. Despite its foreboding appearance, the swamp hosts small creatures said to be servants of all nature gods. Playful and harmless, they emerge to seek treats from visitors. They might be recognizable to a group of Summoned who undertook a delivery quest several months ago. Locals say the spriggans won't come out anymore, as if they're hiding. A small pile of crushed pebbles suggest a few have met an unfortunate end. Witnesses report stomping and a disturbing growl from deep within the swamp.

The Horizon
The world outside is not the only realm in chaos. Anyone who enters the Horizon, whether to retreat, recoup or connect with allies, will find unwanted visitors. Anomalous Beasts will appear here as they do across Abraxas. Their presence might damage your domains or cause unwanted environmental changes that you must contend with.
Unwanted Visitors
The Horizon is an unfamiliar landscape to the Anomalous Beasts. Unlike the Summoned, the beasts won't have the sentience to understand it. Their entrance is involuntary. They won't know how to leave on their own and will wander through the domains as if those spaces are real, reacting how they normally would to any sudden appearances or threats.

Of course, as the Summoned, you have full control of the Horizon. As you observe the Anomalous Beasts that appear, reports from outside begin to make one detail clear: when an Anomalous Beast is active in the Horizon, they're asleep in the real world - and will stay asleep unless they "die" in the Horizon or are disturbed outside. Maybe you could use this to your advantage?

You can use the Horizon however you wish, but some possibilities are:
◎ Coordinating with teams outside the Horizon to keep the Anomalous Beasts occupied and asleep in time for an ambush.

◎ Killing the Anomalous Beast in the Horizon will force it to wake abruptly. If done correctly, this will be advantageous, but if done incorrectly, it might cause more chaos.

◎ Studying the strengths and weaknesses of the Anomalous Beasts in a contained environment before approaching it in the real world
The Domains
The arrival of the Anomalous Beasts will impact your domains as they travel from place to place. Important fixtures or buildings might be broken or torn. Created animals or pets might be crushed or injured. Ominous wisps of malice linger like a foul friend amidst the wreckage.

Direct damage is not the only possibility. The Horizon is constructed from memories and influenced by emotions. As a result, the presence of the Anomalous Beasts can cause unwanted shifts and changes to your carefully constructed space. You may find a once peaceful area of your domain has grown twisted and dark from a hellish Anomalous Beast. Maybe a beast associated with fire has manifested pools of magma.

As is the case under all circumstances, any involuntary effects on your domain will cause a sense of unease, and you'll feel compelled to fix it. If you have a weaker connection to the Horizon - either because you don't go in often or don't create much inside it - you'll find these changes harder to mitigate.

On the other hand, if you have a stronger connection to the Horizon, you'll have an easier time retaking control of your domain and reversing the damage.

This aspect is optional. Impacts on your character's domain, if any, are entirely up to players. Characters can also help each other rebuild their domains.



northerndragon: and now my watch begins (night gathers)

[personal profile] northerndragon 2023-10-20 02:50 am (UTC)(link)
[Jon gives Kell a bit of a strange look -- the cart, on his own? -- then a sharp nod. The noise they can both hear, and the restlessness and fear it inspires, makes him think they might have mere moments before the crowd dissolves into chaos.]

If they don't unharness the horses, I will. The fewer of them are here when that thing turns up, the better.

[And he moves to do so -- if his words won't work, his hands will, and maybe the horses' owner could use that help. The gods know that panicked horses are a danger in themselves. He raises his voice again as he goes.]

Anyone who doesn't need to be here should leave the town, or go to the castle proper.

[OOC: real talk: I'm so sorry, this is ancient! I had a lot of overwhelming IRL things happen in a row in September and it's taken me a little bit to get back around to everything that was going on beforehand. It looked like you have also had a tough time on and off. All that said, it's totally cool if you don't want to continue here, but if you're up for it, I am too and should be able to tag back relatively quickly for a while so we can get this wrapped up! If not, we can work out a handwave.]
Edited 2023-10-20 02:51 (UTC)
blackeyedprince: (doubt)

equally ancient reply here it goes

[personal profile] blackeyedprince 2023-11-08 08:30 am (UTC)(link)
[It's not even in the words that make the people listen and obey. They're so accustomed that certain tone, cadence, are associated with authority that they obey out of habit. The words themselves matter but their decision has been made even before Jon has stopped speaking. This is just how power works. Kell had experienced this many times. That no matter what he said, it was who he was that made people react to him this way or the other. And who he was, was obvious to everyone at a single glance back home.

What's important to him now, is that however Jon managed to enforce his will on the crowd, it works. It looks like a ripple of calm smoothing out a turbulent sea. In the moment of silence that rings after Jon's last words, the threat of panic in the crowd vanishes. People disperse, leaving only a few obstinate stragglers, a group of teenage boys that are willing to risk Jon's ire for the spectacle.

It's to them Kell turns first.]


You too. Get out.

[The boys run.

Now, that the press of the crown is no longer there, the driver's finally manage to unharness the horses. The animals sound a lot calmer now. Kell blinks. He can hear them. He can everything. Except the metal scraping. He turns to Jon.]


I didn't like this metallic sound from the beginning, but I like that it's gone even less.
northerndragon: (Default)

[personal profile] northerndragon 2023-12-01 09:44 am (UTC)(link)
[Thank the gods that they are almost all gone, that the horses can be loosed, that the people who live here -- and don't know much more of fighting than that light spell that they like to teach people up at the castle proper -- can all find shelter. Jon does not exactly relax as they disperse, but he does seem satisfied. One thing off his mind, and Kell's.

But when Kell speaks, he listens intently, then answers with a slow nod.]


Aye. You think it's waiting?

[His hand goes to the pommel of the sword strapped to his waist. Not for the first time today, he's wished he had Longclaw.]

I'm used to hunting, fighting men -- living men, dead men. I fought a kraken today. But I fight with this. If we need something ranged, all I have is fire.
blackeyedprince: (unsure)

[personal profile] blackeyedprince 2023-12-19 06:27 pm (UTC)(link)
A kraken? What's that?

[Not for the first time Kell wishes he had any weapon at all. His magic is an excellent weapon, a surgical instrument if he needs it to be. Yet it all works a lot better ... when he doesn't have to worry about collateral damage.]

Oh, I've got range. Ice, rock, water, take your pick. I just do a lot better when I can see the target.

[Kell looks around trying to pinpoint what could have caused the sudden silence. What changed, and what stayed the same. The cart and the horses are here. Oh, maybe it's not the horses and not the people. Maybe it's what is on the cart?]

I think so. I mean, I am no hunter [He hates admitting he's not good at something. Hates admitting not knowing even more. ] but it feels weird. [Like a cat preparing to pounce.]
northerndragon: (uhoh)

[personal profile] northerndragon 2023-12-31 07:15 am (UTC)(link)
Kraken? Great water beast, lots of arms.

[He looks around too, just as Kell does. There's a feeling in the air that he remembers well -- the time before battle, the time when an attack may come, but it's hard to say when. It had been in the air at Castle Black the night he fought the Free Folk, and it had filled a field between him and Ramsay Bolton, and most like now -- which is troubling -- it had been in the air as they loaded the boats at Hardhome, and as the screams rose and then fell silent.

Slowly, he draws the sword, and at the scrape of it, something on the cart begins to move.]
blackeyedprince: (stop trying to hit me and hit me)

[personal profile] blackeyedprince 2024-01-08 11:33 pm (UTC)(link)
Oh, that sounds like a tough beast to beat...

[Kell doesn't get to finish his thought, as a few things happen in quick succession. The sound of blade being drawn stirs something on the cart. It's the movement that first draws his attention, and only when the gigantic shape becomes fully visible he realizes what is that he's looking at. A giant eye on a set of tentacle-like arms, one currently slowly crushing the heavy wooden cart underneath as it slinks down the stone wall with surprising agility for a thing this massive. The eye fixed on Jon, or maybe his sword.

Kell takes a step back. He can't see the men and their horse, hoping only they got away safely. He casts a quick glance at Jon, not wanting to lose sight of the beasts, but needing to at least confirm he's seeing the same thing. Jon said he fought a water beast with many arms. Could it be the same one? Did it follow here all the way here? Maybe it wasn't bound to water?]


Is this your kraken?!
northerndragon: (dragonstone - shock and awe)

[personal profile] northerndragon 2024-01-20 01:45 am (UTC)(link)
We didn't. We fought, and it disappeared. Better for the fishermen than nothing, but I would have liked to see it dead.

[As the creature reveals itself, Jon takes a deep breath, readies the sword.]

No.

[Short, and grim, and he moves forward and takes a swing at the strange beast -- like a kraken and a great spider all at once, with an eye for a body. But it moves out of his way -- then sweeps a tentacle in his direction.

He dodges, rolls, but it is a near thing.]
blackeyedprince: (fight me)

[personal profile] blackeyedprince 2024-01-23 08:56 am (UTC)(link)
[Kell is not prepared. He cannot possibly be prepared for thick arm coming down. He sees stone wall crack as it sweeps at Jon and, thank the Saints, misses both him and Kell, hitting the wall behind them instead.

That's enough to shake Kell awake. He reaches behind the beast for the broken parts of the cart, the rubble of smashed pavement, and sends them as one mass of wood and stone forward on a gust of wind.

It only manages to distract the beast for a short moment. Make it swirl around to face the new source of attack, but turns right back to its previous target when it finds no one there. Kell drops the wind, switching to fusing stone and soil to raise a wall of earth on its way, but the beast tears through it as if it was paper. It's his turn to get out of its way.]


What is this thing?!

[What he really wants to ask is: how do we kill it?]
northerndragon: hit the decks (dragonstone - hit the decks)

[personal profile] northerndragon 2024-01-31 08:28 am (UTC)(link)
[Thank the gods that his time in Thorne has made Jon more accustomed to magic, or the way Kell flings the cart and makes a wall rise from nothing would unsettle him enough to be a danger to him. It doesn't, though: he's able to stay out of the way, or let Kell avoid him, in any case, and is not too surprised and impressed by it all to let him forget to keep his eye on the enemy.

It is impressive, though.]


I don't know. I never saw anything --

[He is only just able to avoid the tentacle that tries to sweep under him. It's been months since he really had to fight anything, and now he wonders if he will be too slow. Not so far, but as he brings his sword in an arc against the tentacle, the creature moves smoothly away.]

Can we trap it?
blackeyedprince: (stop trying to hit me and hit me)

[personal profile] blackeyedprince 2024-02-15 10:59 am (UTC)(link)
[Thank the Saints that Kell had a chance to spent enough time in Thorne with people coming from worlds where magic is not as ubiquitous as it is his own, so he's more mindful of how he uses it and when.

In stressful situations though, like fighting a monster, he still defaults to it. Even if he had a sword - which he doesn't - he'd still choose magic over any weapon.]


We might ... try?

[As attuned to it as he is, magic still requires intense focus from him. Hence, the break in his sentence when suddenly a tentacle comes his way seemingly out nowhere and he has no time to deflect it. The only thing he can do is get out of the way. Which does make him lose control over the mass of earth he was trying to weave around the creature. A thicker one this time. It collapses sending rubble in all directions that all but buries the road under what is, for all purpose other than it's origin, a mudslide.]

It would be [Kell reaches for the mud wave pulling it back before it traps the terrified horse and its too owners. Who should have run away by this point! It makes no sense they didn't!] a whole lot easier [He dodges a hail of small stones he lost control off in the process. Not all of them though.] if the damned thing stayed [Pebble after pebble.] in [They hit all around him.] one [Some he doesn't manage to crush into dust in time.] place!

[Finally, Kell regains his grip around the earth he has risen, all of its parts. He pulls the water out, turning the remains in dust, sending the water, now fully frozen, as rain of ice shards at the creature.

If it gives them anything, it's a short moment of respite while the creature coils on itself, pulling its limbs back to protect its giant eye.

Huh? So that's its weak point? Interesting.]


I can built a trap, but I need time. I can't if it slithers away every time I try before I can even finish!

[If only there was a way to lure it into already made one...]
northerndragon: (you made something impossible happen)

[personal profile] northerndragon 2024-02-29 08:15 am (UTC)(link)
[He isn't still -- dodging as need be, trying to find a way to avoid injury, avoid the mud wave, avoid the creature, avoid the terrified horses. What Kell does with the ice rain is impressive, but Jon doesn't stop to watch -- he only pauses when he sees how the thing pulls in to protect its eye.]

Stands to reason. I can feed it flame, but only a little, and not when it covers itself like that.

We could try to drive it in some direction. That might give you time for your trap.
blackeyedprince: (fight me)

[personal profile] blackeyedprince 2024-03-07 06:36 pm (UTC)(link)
That might our best shot.

[Kell looks around. There's convenient open empty space down the very road where the cart got stuck. He could set up something there.]

If I know where it's going I can put a trap on its way instead of trying to surround it with it.

[They better thing fast. The monster just uncoiled its limbs, shakes the dirt away, and already started looking for its targets.]

northerndragon: (ghost)

[personal profile] northerndragon 2024-03-31 06:28 am (UTC)(link)
[Jon sees Kell looking in that direction, jerks his head that way too, then nods firmly.]

I'll be smaller, but faster.

[A moment later, he has sheathed his sword, and there's a black wolf where he had been standing. It circles Kell once and then bounds off in the direction of their opponent. It runs around the big eye, barely avoiding a thrashing tentacle, then bounds off in the direction they'd agreed on.

Strange to be like this. He can smell things he could not before -- the fear of the cart horses, the fear of the men. Something he can't place that might be the creature he's now trying to draw along. Dirt, probably the soil Kell had moved. He runs as fast as his four legs will carry him. He is bait, now. Enough of his wits stay about him for him to say a little prayer in his mind, that Kell's trap will work.]