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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2024-04-17 10:07 am
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EVENT #18: EMERGENCE - IC EVENT LOG

Event #18 - Emergence
Whether voluntary or by force, you find yourself transported to the Singularity's crater. There probably aren't many resistors - officials have taken great pains to convince you to come voluntarily, reserving force as a last resort - but it's clear that everyone is required for this to work. It takes multiple mages to stabilize the portal, but you make it there in one piece. If you cooperate, you'll be asked to walk towards the ancient relic. If you resisted, you might be forced to do so while restrained. Regardless, a heavy fog soon descends around the area, obscuring you and your vision.

If you have thoughts of turning back, it's too late: for some of you, the second you step across the threshold, a force pulls at your chest and absorbs your psyche at once. For others, a mystical call beckons you to walk a little further before the same effect takes hold. And for a rare few, the call brings you to the Singularity itself, where you're compelled to touch it - and are subsequently swallowed up like the others.

The Horizon doesn't greet you like you might expect. Instead, something far stranger awaits.

Please communicate with your fellow players as needed! We also recommend discussing with us if you plan on a major environmental upheaval. As a rule of thumb, you should avoid changes to the landscape that will significantly alter the established map.

We've also posted comment sections for WORLDBUILDING and HANDWAVED submissions. Instructions can be found at the respective links.

Year 20,879
When you open your eyes, it feels like you've only blinked. If your body has transformed or you're someplace that shouldn't exist, it doesn't strike you as odd. You were always here. Everything around you was always here, and your physical alterations and new abilities - while perhaps not originally there - have been a part of you for a long, long time.

The world of Abraxas isn't completely foreign. Familiar territories remain, as well as the familiar faces of those with long lifespans. But a lot has changed in 800 years, too, especially where the Gods are concerned. Alongside the Old Gods of the Ancient Pantheon and the Cardinal Gods of the New Order, a third class of deities formed from you and your fellow Summoned: the Ecesis Gods of the Iterum Pantheon.
Politics, People, & Gods
Abraxas's political landscape remains complex, with continued tensions over land, worship, resources, and power. Nonetheless, since the Free Cities is no longer intent on destroying the Singularity, conflict over the ancient relic has lessened. All territories agree that the Godlands - and the Singularity - belong to the Gods themselves.
Beliefs and Gods
The active presence of the Summoned confirms the existence of the Gods. As a result, most Abraxans turn to the Summoned and other Gods for aid or protection. Extreme reverence exists in certain areas, especially on the Isle of the Lost and in parts of Solvunn. In other places, though, the Gods are merely acknowledged as a facet of life - a force that helps or hinders depending on temperament and should be respected, much like the sea. The Gods play a crucial role, sure, but so do the rain and stars. This is particularly true in the Feywilds, the Nether, and the Free Cities.

Small pockets of non-believers actively denounce the Gods. They claim the Summoned should be wiped from the world and the Singularity destroyed to prevent future invasions. Labeled dangerous heretics by Thorne and Solvunn, and "regressives" by the Free Cities - whose scientists and philosophers liken such thinking to be as foolish as declaring the sun unworthy or the earth to be flat - these people are shunned from society. In Solvunn, the consequences are more severe: heretics are exiled to the Barren, where they are subsumed by the desert, the Maw, or whichever Gods may punish them.

At the other end, some sects revere the Godlands so much that they believe feeding themselves to the relic will enhance Abraxas' good fortune for generations to come. Such cults are quite rare, but there are reports of mortals throwing themselves into the Singularity's crater and disintegrating as a gesture of their devotion to the divine.
International Relations
Due to the combined change in their priorities, Thorne and the Free Cities are less at odds. The Free Cities believes in protecting the Singularity; Thorne no longer seeks to control it. Nonetheless, mistrust flares on occasion.

While things are peaceful during these three months and have been for a few decades, Abraxas hasn't found a cure for war in the Gods. Conflict has broken out in the past and will again. Eyes are on the Nether as it grows in power, and who knows how long Thorne will be content with its losses? Will they convince the Velan Republic to reunite and turn against the Free Cities? For now, though, the territories have found their stride and appear more interested in progress than fighting.
Magic & The Singularity
Magic is relatively unchanged and is a vital part of Abraxan life. The small kingdom of Thorne continues to practice Academic Magic. Meanwhile, Wild Magic plays the same important role in the Velan Republic (formally Nott). Meanwhile, the Free Cities has developed New Magic further. The goal of decoupling magic from technology is less of a focus. Instead, researchers are eager to find new ways to fuse magic and innovation, including aspects of the Gods. Portable shrines, for example, are popular with traveling merchants.

High Magic no longer exists as a specific school of magic now that offerings, pacts, and requests to the Gods are a part of everyday life across Abraxas. Solvunn has returned to its roots, using the ancient Academic Magic practiced by the Lunae for standard tasks while turning to the Gods for greater blessings.

The Singularity has been relatively stable for the past two or three centuries. While occasional disturbances rumble, for the most part, the presence of the Summoned has strengthened it, alleviating its displeasure and ensuring that Abraxas - and possibly the universe itself - continues to exist. Indeed, academic writings from Thorne and the Free Cities across time suggest that the Singularity's devouring of the world has considerably slowed. It is now as much of a threat as the eventual collapse of the sun, something that is bound to occur but not for eons.

Of course, this could quickly change if the Summoned or any other Gods provoke the Singularity by rejecting its connection or denying its magic...so all should take care not to upset the nature of things.
Old World, New World
The map of Abraxas has undergone some notable shifts, although many names and places are the same.

Setting descriptions are HERE for your reference.

Mechapolis, the Witchwood, and the Barren/the Maw contain prompts related to the event itself. Information about those areas can be found under "Exploring the Land" in the section The World as the Divine (Month 1-2).


Month 1-2: Submersion
What do you last remember? Well, that depends. You might recall most things perfectly clearly. You might have new memories that don't feel new at all. Or, you might only remember the most recent year or two. Regardless, there is something missing: an important face, a handful of key events...maybe you don't remember having ever lived anywhere except Abraxas. You might find this unsettling, or you might accept it as just the way things are.

You've transcended those old memories, anyhow. You feel a little distant from the person you were centuries ago, and you most likely look different, too. Perhaps you've sprouted giant wings, become a formless void, or you're now a shapeshifter with no permanent appearance. You've gained a substantial amount of power and influence, the type that people of this world attribute to the Gods.

The first half is a more sandbox-like environment designed for scenarios that emphasize CR and personal character moments. Active conflict between the emergent reality and the world will not arise until the second half.

The World as the Divine
The mortals have bestowed you with a title and possibly a new alias. Do you know your mortal name anymore? Some of you might've taken on a new identity, or you might have held very tightly onto who you were. Regardless, your abilities have grown. Your new powers and appearance are as unique as your dominion, influenced by your interests, subconscious desires, or personal relationships.

While in your full God form, you'll move through the world unperceived. Only when you're sought by a mortal - followers, believers, cultists - can you consciously make your complete divine presence known. To be seen freely by all, you'll have to take on a less overwhelming shape to the mortal gaze. Those who have met the Old Gods or Cardinal Gods in the past finally understand why they seldom reveal their true selves, often arriving in hazy visions or speaking through animals.
Exploring the Land
The Witchwood
As the Summoned continued to ascend, their power began to coalesce, creating a new ecosystem never seen before. The dense woods, originally a temperate climate, warmed and grew into a thriving jungle. The air is humid and heavy with magic, the sky locked into an eternal sunset. Reds and oranges filter through the thick canopy. Birdcall and animal cries echo throughout the jungle. Trees and rocks seemingly move at night, meaning the Witchwood is impossible to map. Foolhardy souls who venture too deep are rarely seen again - unless divine intervention prevents a tragic fate from befalling them. Perhaps one of those intervening Gods is you?

The most dangerous beasts in the Witchwood are the demigod spawns. Creatures born from the Summoned, demigods are powerful enough to affect the world around them should they ever leave the magic-encased forest. See Impact & Consequences for more details on the demigods and how, as the Summoned, you can help maintain Abraxas' ecosystem.
Mechapolis
Heartwood Syndrome persisted in Fomalhaut long after the quarantined population died out. The port city stood as a monument to loss for nearly a century until about 200 years in when the Summoned gained notable influence as Gods. This resulted in a slow but steady acceptance of the Singularity's power as a positive force for potential advancement. New Magic boomed, leading to increased sophistication in technology and the refinement of automatons.

Originally designed to clear and guard Fomalhaut, they were eventually used to rebuild it. Fomalhaut became known as the City of Machines and was renamed Mechapolis. Although humans are barred from entering for safety, the automatons gather soil and air samples for study and perform fishing duties. The clockworks require routine maintenance and must return to a hub city or outpost for recalibration. Clockwork birds are used to communicate with Mechapolis. They can broadcast through the Free Cities's primitive "radio" towers.

You can enhance clockwork performance, boosting the towers or providing additional energy to the automatons. Scientists often have "rituals" when performing maintenance or experiments to earn the Gods' favor, hoping this will prevent their inventions from breaking down.
The Barren/The Badlands
Once contested territory between Thorne and the Free Cities, the Badlands was split into two by a large ravine shortly after Thorne retreated to Hayle. With neither side able to breach the gap, Solvunn naturally laid claim to the western half while the Free Cities retained its eastern half. On the eastern side, the chasm swallowed several well-known bandit camps and the presence of a new entity further drove them away. Bandits now occupy the mountains northeast of Aquila. Due to the entity's threat, the Free Cities increased its military presence in the Badlands to keep careless or foolish travelers from straying too far.

Meanwhile, Solvunn has named its portion of the wasteland the Barren and sought the Gods' assistance to form an enchanted forest. Those who enter are lost forever. Meant for more than just protection, the forest and the Barren serve as a place of exile. Heretics are taken into the woods and left to wander towards the Barren's harsh desert. There, they will face the elements, be devoured by the waiting Maw...or encounter a God.

As a God, you can lead the exiles to their salvation or doom, but choose carefully: the Maw is hungry and must be fed. These exiles want you dead. They don't care for you, and should their lack of faith spread, they might revive attempts to destroy the Singularity - and with it, your home. Is it so wrong to leave them to their fate? On the other hand, saving them might convert them by demonstrating your kindness.
The Maw
The Maw lurks beneath the chasm dividing the Badlands. Named for its gaping jaws, the Maw waits at the widest part of a jagged canyon, mouth open and salivating in the desert heat. Rows and rows of teeth as tall as a man spiral downward into a bloodshot throat. When sated, it retreats deep into the gully, barely visible aside from the shine of a tooth. When hungry, it draws closer to the surface. Hot and heavy winds often carry the putrid scent of its half-digested meals.

Solvunn is not the only territory that uses the Maw. The Free Cities will occasionally march criminals and bandits in that direction, as well, tossing them into the gaping mouth, although this method of execution is much rarer. Desperate exiles from Solvunn will try to cross the chasm despite the danger. None ever make it - at least, not without divine intervention.
Horizon, "Death," and Dormancy
Your domain in the Horizon is no longer constrained by size. How it's changed depends on you. The more detached from your mortality, the more likely it'll have surrealist elements: bizarre statues, physics-defying architecture, odd visual or psychological effects. The Horizon feels like home to all Gods, although you ought to take care not to heed its call beyond reason. Shutting yourself off from the physical world can result in unintended consequences...but completely refusing to enter the Horizon will do the same.

Additionally, Gods are beyond true death, but that doesn't mean you can act with impunity. Engaging in an exhaustive battle with other Gods can weaken you into dormancy. In this state, you will enter an ethereal void inside the Singularity. As you heal, you'll slowly be able to return to your Horizon domain and then the physical world once more. Depending on the extent of the damage, this process could take anywhere from months to decades. For instance, losing your head could take a few months, total dismemberment might take a year, and being vaporized into atoms can take a few decades.

Mortals cannot achieve this level of damage, even if they seemingly "succeed" in striking true. Only a God can weaken another God into dormancy. If a mortal removes your head, you can merely pick it up and put it back on.

Impact & Consequences
In the early years of your ascension, you might've wondered why the existing Gods seemingly intervened so little. Why did they not demonstrate their powers more blatantly over the thousands of years? Is it apathy? A desire to watch rather than act? As you come into your abilities, you realize that the Singularity and the universe are significantly more delicate than you thought. You begin to understand why the Gods have behaved the way they do.

Of course, whether you care to keep the world (and yourself) in balance is another story, but to be sure, some of the other Gods and the Summoned do - and you may have to defend your choices.

The equilibrium mechanic is described in OOC terms HERE. The Singularity and a character's ascension will not inherently sway them one way or the other. Any temptations will result from individual personality and development.

Instability Effects
To maintain the universe's equilibrium, you need to be cautious of when and how you interfere when using your status to alter the state of the world. Conversely, you'll also need to take care not to withdraw entirely. Several Gods have undergone periods of instability, though others haven't. Which category you fall under is up to you. It depends on who you are, your experiences, and your desires.
◎ Should you refuse to ACKNOWLEDGE your Godhood or enter the Horizon, you'll find yourself losing time. You may forget how you got from one place to another, or names you knew yesterday slip your mind. Lapses in memory or time can be temporary or permanent, but one thing they are is certainly confusing. With magic building inside you and nowhere for it to go, your power will begin to spill over, causing the Singularity to exhibit bursts of power that spawn demigods in the Witchwood.

◎ Should you give into the temptation to OVERINDULGE your Godhood or retreat to the Horizon for excessive periods, you'll lose more of yourself and your history. You may make decisions that feel unlike you, forget larger chunks of old memories, or struggle to distinguish what's real. Unrestrained use of magic will cause you to absorb yet more power, causing the Singularity to lose power in brief spurts, which can spawn demigods in the Witchwood.
These effects can be halted or even reversed in some cases. You might need someone's help to bring you back or convince you there's another way, or maybe you're the one seeking others out to assist. What you do soon understand is that your ability to manage your powers and stabilize your connection to the Horizon directly affects the Singularity and Abraxas...something that may have been true the moment you were summoned.
Demigod Spawns
Under the red haze of the Witchwood, monstrous creatures known as demigods or spawns emerge from crimson waterfalls and claw their out through the mossy soil. Born out of instabilities caused by careless actions from all Gods, they're usually contained to the Witchwood. For the most part, the older Gods - and the Summoned, if they choose - keep the demigods from leaving. However, now and again, one or two might escape, damaging towns, destroying villages, or causing ecological destruction in ways that are similar to natural disasters.

Demigods are not sentient. How they look can vary, but their appearances are often corrupted and disturbing: twisted animals, amorphous blobs, or alien-like parasites. They may resemble a monster you recognize from home.

Defeating one is possible but a challenge even for the Gods. Most crucially, you cannot kill your own spawn. Another God must deliver the killing blow, so working together is imperative. Should too many demigod spawns be allowed to invade the Witchwood, they will overwhelm and disrupt the Singularity further. Culling them is the only way to maintain stability.

You can submit demigod spawns you create to the WORLDBUILDING section if you want. Similar to using character powers, just keep the scale of destruction at a reasonable level.

Hearing Echoes
Echoes are a form of prayer that resonates through your connection with the Singularity. Solvunn has dedicated a monument to where the "First Echo" was heard, though the accuracy of this is debatable. Like the Network, you can hear an Echo regardless of where you are and can shut them out with concentration. However, your ties to Godhood may compel you to listen every so often. Mortals can entreat you through more formal methods (rituals, offerings, seasonal ceremonies) or in a moment of duress or desperation. They may seek you specifically or call to any God who will listen.

You can answer or ignore these cries for help as you like, but your choices carry consequences. Answer too many too eagerly, and your increased interference in mortal lives can upset the world's equilibrium - and the Singularity. Ignore your impact on the world, and your refusal to accept your ascension will equally destabilize the land as prayers go unheard.

Interacting with Other Gods
The Old Gods and the Cardinal Gods are an equal part of this world. For the most part, you coexist peacefully, though personal pacts and tensions can play a role. Each of you is aware of the impact of your actions on the Singularity: extreme displays of power are reserved for substantial transgressions, considering the price it carries.

Further, the older Gods have also walked the earth for centuries before you came. To them, you're still young, and rising against one of them won't end well for you. Nonetheless, many older Gods are more interested in giving advice or guiding you, ensuring the health of the Singularity and the universe so as not to doom all of you - Gods and mortals alike - to the void.

You can REQUEST AN INTERACTION with a God. Interactions will be brief but informative.

You will not be able to request a specific God. For logistical reasons, we have curated the list of Gods available ahead of time. However, we'll do our best to pick one from the pool that suits the purpose of your request.


Month 3: Awakening
Over the past 2 months, you've existed in the emergent reality without question. As you enter the third month, however, everything you've known over the past many centuries begins to shift. You might decide to investigate further, wondering if there's more out there that you aren't seeing. Alternatively, you might choose to ignore it, believing that your awakening is damaging the world and your life.
Catalysts
A catalyst can occur at any time through any circumstance. Do you see a familiar face you've forgotten in the eyes of a stranger? Do you recall a moment in your past while watching the mortals? Has a friend approached you specifically to try and remind you of the things you've forgotten?

With each memory returned you'll gain another piece of yourself. Depending on how much you've lost and how hard you'll cling to this reality, the effect may be clarifying or it might cause you distress and confusion. You might begin to encounter temporal cracks: buildings or areas that normally don't exist will flicker in and out of existence, or your reflection will briefly show an image of you from before your transformations took hold.

If you allow yourself to doubt your abilities or divinity, you might have trouble controlling your powers. If you've made alterations to your Horizon domain, it might start to revert to its original design.

These cracks are difficult to ignore, but if you bury your head, you can make them disappear - briefly, at least.
Shattered Skies
The effects go beyond the individual. As more of you and your fellow Gods reawaken, the sky also begins to form cracks that spread like broken glass. Through the fractures, you glimpse flashes of lightning and a swirling fog. The fissures only grow larger.

Soon, you realize you can see the Singularity itself, reflected upside-down in the crater. Disconcerting though it is, it may serve as proof that something is very wrong. Of course, you can also refuse to acknowledge this disturbance, closing your eyes to the crumbling sky. Doing so will let you remain unaware to the very end, but your friends who are seeking the truth might find your denial distressing.

The sky won't hold, though. Eventually, it does shatter completely - and you awaken abruptly, your body and others scattered several feet away from the Singularity's crater as if you were physically thrown out. The fog begins to dissipate. The lightning has stopped, the unrelenting storms fading across Abraxas. Whatever you went through, it seems to have done exactly what the territories hoped: stabilize the Singularity.

Characters will be returned home afterward. They will be thanked for their assistance regardless of if they cooperated.

Resistors will not face any consequences, as long as they don't cause excessive trouble upon their return. Officials will issue an apology for the heavy-handed action, stating that they saw no other way to keep the world safe. With the portals and weather returning to normal, it does seem to have worked...even if characters may not find the method agreeable.



aquaveiled: battle (himeka-253)

OTA ❥ witchwood

[personal profile] aquaveiled 2024-04-18 05:16 am (UTC)(link)
[ An adventurer's heart rarely calms, especially when given godlike abilities. Himeka Azem is an embodiment of this, always wandering from place to place in search of people and new experiences. While many of her travels are pleasant and often focused around mortals, she does take her time to venture out further away where greater dangers may lay...

Azem stands next to you at the edge of the jungle with her crooked wooden staff, feeling the humid air drift out from between the tall trees before them. She turns to her companion with a wry smile. ]


Another pruning is in order, I think. Is it one of yours, this time?

[ Culling these creations is simply the way of things--they can become too powerful and too dangerous. Though Azem feels she's caused enough destruction in her lifetime--both intentionally and unintentionally--there's something about this that feels too easy. Something locked away...she doesn't like dwelling much on such things.


Or perhaps, you have also followed a mortal inside. Being a traveler herself, Azem is ever fond and quite protective of those who venture out into the great beyond to see what there is to be seen. Realistically there is little reason to go through the Witchwood even though it takes up quite a bit of real estate between the tall mountains and the largest inland sea.

To go from the Lunae Settlement to the Castle Hayle? Mayhaps, but perilous would be the kindest way to put it.

She has to give it to their adventurous spirit. If only she hadn't lost track of the person. ]


They couldn't have gotten far, could they?

[ She asks her fellow deity as she bites her lower lip. ]

And this close to nightfall...they won't have a clue where they've been come sunrise.
Edited 2024-04-19 00:26 (UTC)
flagrates: (clive-10910)

bbq time

[personal profile] flagrates 2024-04-24 07:12 am (UTC)(link)
It is.

[ And he looks unhappier for it. They'd been springing up since his scourge, setting little fires to the area, though thankfully nothing that had flared up into something worse. Still, they need to go. ]

Thank you, for your assistance.

[ It can be... intimidating, when Mythos smiles, because it's more a baring of teeth than anything else. But his eyes are kind, at least? He reaches for the long blade ringed in flame and phoenix feathers at his back. ] Shall we?
aquaveiled: (himeka-457)

i'll give you...SPECIAL SAUCE

[personal profile] aquaveiled 2024-04-26 05:11 am (UTC)(link)
[ It could be, yes, to those who aren't used to this form. Mortals may shake in their boots and rightfully clear his path, but Azem feels she's gotten adept enough at reading his expressions whether Mythos bears his fangs or not.

She shakes her head. ]


No thanks are needed. You would do the same for me, wouldn't you?

[ She offers a reassuring smile as she takes the first step into the heat of the jungle. ]

What do you think is the best way to find it?
flagrates: (clive-16077)

is it honey bourbon cuz that's the best

[personal profile] flagrates 2024-04-28 03:40 pm (UTC)(link)
Of course.

[ There's no question of it. Azem has been a fine comrade, and he finds he enjoys her company — and her food. ]

Truthfully? Look for the scorch marks.

[ He's joking! Kind of. ]
aquaveiled: (himeka-431)

for clive? absolutely

[personal profile] aquaveiled 2024-04-30 12:06 am (UTC)(link)
[ He's most certainly joking! He does have an understated sense of humor. And she does almost laugh until she notices the charred side of a large tree.

She pauses, placing a hand against the surface and rubs her thumb and forefinger along it. ]


Hm...this isn't fresh. Your friend must have been here sometime yesterday, at least.
flagrates: (clive-11479)

[personal profile] flagrates 2024-05-07 05:08 am (UTC)(link)
We're that far behind?

[ Damn. He raises his snout to the air, sniffing. His sense of smell isn't as keen as Torgal's (who's at home on babysitting duty with Yinyue), but there is the faintest hint of smoke... ]

They're still in the wood, at least.
aquaveiled: (himeka-584)

[personal profile] aquaveiled 2024-05-11 05:24 am (UTC)(link)
It seems so...

[ Azem is a decent tracker, but she doesn't consider herself the greatest expert. Following the magical signatures of creatures has always been easier (unless one counts fish).

She watches Mythos smell the air with interest, believing more in his innate abilities than her own best estimates. ]


Can you tell which direction?
flagrates: (clive-11951)

[personal profile] flagrates 2024-05-16 01:04 pm (UTC)(link)
[ His hum is a low rumble, his ears twitching a little as he considers. ]

Smoke. And it seems like the wind is coming from the east. So if I had to guess, I'd say that way.
aquaveiled: (himeka-598)

[personal profile] aquaveiled 2024-05-17 06:30 pm (UTC)(link)
[ Azem nods, tightening the hold she has on her cane. His guess is the best they have and she doesn't mind doing a little extra traveling if need be, even if she realizes that time is of the essence. Demigods who dare to leave the wood are always a threat to the mortals who wander too close by. ]

East is is, then.

[ Journeys are easier as gods, even though Azem prefers to take the more manual approach. As they work their way east, she takes time to admire the landscape and note if there are any more clues to their quarry.

Then, she notices it as well-- ]


Smoke--this smells fresh, as if something is still burning.
flagrates: (clive-13466)

[personal profile] flagrates 2024-06-03 03:10 pm (UTC)(link)
Shit.

[ He'd had hope they wouldn't be burning. Futile, he knows, but all the same, he'd rather not burn down the forest. Nevermind that it's not him directly — it's his Demigods, and for Mythos that might as well be the same thing. ]

We need to hurry.

[ He picks up the pace, blade coming to his hand with no more than a thought, unheeding of the brush under his feet and any noise he's making. He's not in the mood for a sneak attack, anyway — he's angry at himself for letting it get this far, and he's going to take it out on the Demigods. ]
aquaveiled: battle (himeka-265)

[personal profile] aquaveiled 2024-06-12 02:46 am (UTC)(link)
[ Azem nods in agreement, hopping into a sprint behind him. She is fast, but he is notably faster, mayhaps encouraged by the sense of duty or just natural ability. Mythos always came with a faint hint of smoke, but it's markedly different than what is appearing in the forest.

She reaches out to the canopy above, calling forth several vines for her to grip and swing forward--it may be flashy, but it's effective.

It becomes clear when they find the beast with much of the vegetation around it burning if not already cinders. Azem lands at the edge of the clearing and grips her cane tightly. ]


It feels polite to allow you the first punch, Mythos.
flagrates: (clive-10888)

[personal profile] flagrates 2024-06-14 01:04 pm (UTC)(link)
Punching wasn't quite what I had in mind, [ he murmurs, drawing his sword and advancing forward. The creature has it's back to them, and it reaches back to scratch at it's rear end, as though bored. Mythos doesn't have ears, but if he did, they'd be laid flat against his head, an angry cat trying not to hiss at the rodent in its territory.

His tail does twitch a little, though. ]


And it'll be little more than a distraction, I'm afraid.

[ But it's all Azem needs, really. Mythos crouches on his haunches and then leaps forward with a roar, the demigod turning and staring dumbly for the briefest of moments before, swinging wide with it's arm, sending Mythos sliding across the forest floor on his feet. He throws one hand down to cause drag in the slide, but he's taken out at least two trees and cracked a third as he thuds against it. ] Fuck!
aquaveiled: battle (himeka-250)

[personal profile] aquaveiled 2024-06-24 12:51 am (UTC)(link)
[ Cruel irony that those who spawned these demigods can't be the ones to finish them off, but Azem will do her best to do so in Mythos' honor.

Despite the demigod's initial appearance, its reflexes seem to be on point. But Mythos' initial attack, even though it didn't land, offers enough time for Azem to cast a boulder of ice above it and slams it down onto the fiery beast. The flames hiss and steam, cold battling against heat. ]


Once more!

[ Hopefully it slows it down enough for Mythos to get in to land his next attempt. She begins casting again in the meantime, drawing up vines from the forest floor to enclose their arena and try and slow the creature from any attempts at escape. ]
lightkeeping: (pic#15944723)

edge of the jungle

[personal profile] lightkeeping 2024-04-28 02:27 pm (UTC)(link)
[One thing Aloy has not forgotten, even after all these years, is her skill as a huntress. It's part of her duty, yes, to keep things safe for humans and the gears of the world turning, but it's also something that she enjoys, and is very, very good at. Having a partner is nice, too, especially when one often can't tell what they're getting into, with these woods.]

I hope not.

[She tries to be careful about keeping herself in check, and the last thing she wants is for one of the monsters here to be her fault. All the more reason to thin the herd every so often. Aloy regards Himeka with a nod, signaling that she's prepared for whatever they might find.]

Ready?
aquaveiled: (himeka-492)

[personal profile] aquaveiled 2024-04-30 07:41 pm (UTC)(link)
[ It's a duty they need to attend to from time to time, but it does always hold a bit more weight when it's your own mess to clean up. Azem is lucky that she hasn't felt a ping recently of any of her more recent creations, so she imagines that they shouldn't run into one...at least purposefully.

She nods. ]


Let's go.

[ The difference between the more temperate landscape of what was once Thorne to the heat of the jungle is stark. It's an immediate pressure, both of the air and of the heavy canopy. But despite it, she's smiling a little fondly as they step inside, looking up at the trees. ]

Sometimes it's strange to know that this is a recent creation. This forest feels so old.
lightkeeping: (pic#15944711)

[personal profile] lightkeeping 2024-05-06 10:32 pm (UTC)(link)
[Aloy does her best not to make these things--not after everything that happened with Ciri. She knows, however, that sometimes it can't be helped, and it's their responsibility to deal with it. Cleaning up the mess is part of the job, especially when she doesn't quite believe the Witchwoods won't try to grow, if they let it.]

All the more reason to keep an eye on it.

[She can envision a scenario where the demigods escape this place, and the work she will have to do to clean up that particular mess is something she doesn't want to entertain.

Aloy moves swiftly through the underbrush as she always has, casting sporadic glances at Himeka to make sure they're on the same trail.
]

What do you know about this one?
aquaveiled: (himeka-437)

[personal profile] aquaveiled 2024-05-11 05:18 am (UTC)(link)
[ She doesn't want to admit that one of hers has escaped before. It had been taken care of, of course, thanks to the quick actions of her companions, but Azem would definitely prefer not to repeat that experience with one of her creations or with any. Even the most placid of demigods are extremely dangerous when they want to be. Or even when they don't try to be.

Azem's movements aren't as fluid as Aloy, but she is far from a clumsy traveler. No matter the terrain or her lack of shoes, she refuses to be slowed, her skirts never getting caught on the underbrush. The perks of being divine. ]


I haven't seen it for myself, but I've heard it's screams and seen it's tracks. It's large--it leaves deep impressions in the ground and it's been drawing much too close to the border of late. It's call, though...it's eerie. Almost like that of a dying mortal. I fear that it may use that sound to draw others of tender hearts and good intentions to its aid.
lightkeeping: (pic#15944694)

[personal profile] lightkeeping 2024-05-20 07:22 pm (UTC)(link)
Big, huh?

[That's fairly exciting. Despite how powerful they've become, Aloy still enjoys a challenge. Maybe something left over from a former life, or years of taking down monsters three times her size.

She nods at the rest of Himeka's assessment. Something that's better taken care of sooner rather than later.
]

Better not waste any time, then.
aquaveiled: (himeka-515)

[personal profile] aquaveiled 2024-05-26 01:11 am (UTC)(link)
[ That's one of the many reasons that Aloy is the right ally for this sort of self-imposed mission, rarely deterred by even the most formidable of the spans pitted against them. ]

Let's pick up the pace.

[ Breaking into a sprint isn't as easy in the underbrush, but she can hold her own well enough. It's when the eerie sound of a beastly howl mixed with a woman's scream rings through the trees that Azem pauses, looking towards her companion. ]

...That's it. It sounds close.