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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2024-08-15 09:43 am

EVENT #20: ADVENT - IC EVENT LOG

Event #20 - Advent
The Badlands has remained contested territory between Thorne and the Free Cities for many years. During a mediation two years ago, a resolution was attempted but fell apart. The Badlands is valued for being the direct route toward the Singularity...meaning it was only a matter of time before conflict broke out over it.

Early in AUGUST, Thorne and the Free Cities begin to march on the Badlands. The clash is bloody and violent, taking place exclusively on the ground. Although the Free Cities military has its share of firearms, such things are still rare and expensive. Most of the fighting, as expected, makes use of horses, swords, arrows, and - of course - magic.

The territories won't call upon Summoned like yourselves. You are meant for something more important. If you insist on joining the fight, they may approve depending on who you are and what you plan to do. Soon, however, a powerful force emerges, one far bigger than just another clash of swords.
This event draws on a previous event involving the Heralds of War. Knowledge of this past event is not necessary, but you may review the information for added context if you wish!

The consequences of Solvunn's choice in Event #18 occur at the end of the event. The result of this act will be further detailed in the Wrap-Up.
Overture
The return of the Heralds might stir familiarity within some of you. You may recall how they whispered in your ears, planted visions of death, or corrupted the Horizon. This time, although their coming spreads across the land, you as the Summoned are remarkably resistant to the Gods' influences. Newer arrivals might be more susceptible, but those of you who have been here for months or years won't find yourselves afflicted much, if at all...until you start to make your choices.

As the Summoned, certain actions may open you up to vulnerabilities. Everything you do carries a weight. If you experienced the emergent reality, you'll likely have learned that lesson. You're not fully one of the Gods yet, but your connection to the Singularity means the magic that flows through you contains both a great capacity to help others and a cost that comes with it which you must consider.
A Taste of Blood
It begins sometime in mid-August, around the 16th onward. Not everyone will experience it at the same time. You might even believe you're spared until days afterward when you're visited by an unusually vivid dream.

The dream starts the same for everyone: you are going somewhere, anywhere, walking to your bedroom, or enjoying a stroll on the beach. You might be driving down a familiar neighborhood. Wherever you're headed, you find that the world around you shifts. Thin red veins spiderweb across nearby surfaces. As you press on, they become engorged with blood until they form a fleshy tunnel. A light at the end beckons you. You can turn around if you want, but aren't you curious?

If you proceed, you eventually come upon a beating human heart with your Arcana painted in gold. A swarm of large mosquitos quickly encase the heart, sucking it dry. As their abdomens become fat with blood, more and more join the swarm until it becomes a whirlwind of insects that gradually take on a large humanoid shape: bright red with blood with horns bent upwards like a lopsided crescent moon.

This is Zorne of Last Blood, the eldest of the Heralds of War.

The veins are pulled in by the insects, connecting one to the next and holding them in place like latticework of sinew. No longer obscured, the world that surrounds you is bleak and gray. A large sword materializes in Zorne's hand. Holding it aloft, he measures your resolve.
If you have spilled blood, the blade begins to drip with it. The steel beneath glows hot, then begins to harden.
If you have not spilled blood, the blade turns brittle, eventually falling to dust.
Zorne accepts you regardless. He sits down on his simple stone throne, laying the sword against the armrest. His eyes are thinly veiled sockets in a skull made of insects, downcast towards where you stand below his form. A thin layer of red skin stretches across his mouth with every word he speaks.
"The path...has been chosen. The snake has found its tail. Each new age rises from the ashes of its grave. It is...as it always has been."
Zorne holds the sword up again. Behind his throne, you glimpse the rays of a rising sun.
"A sword hardens in the fire. In the darkened hearts of mortals. Destruction heralds purification from madness.

All things end before they begin. Mortals, Gods, the smallest insect. And when it ends...we will be there. I will be there. And you...little godling...must find your place in that end."
The sun reaches its apex. It is blazing and fierce, as though it might soon swallow you in its fury - and then it does.

Do you feel at peace from its cleansing fire? Strengthened by it? Or is it purely unimaginable pain and fear that consumes you?
Zorne's sword measures the blood on your character's hands as perceived by them. A character who took only one important life to save the world may see as much blood on that sword as another who killed many to do the same.
Making Your Choices
Whether you believe Zorne or not, you must still do something, even if that something is nothing. As things unfold before your very eyes, you can decide whether you will aid the Heralds for what you may believe is the greater good, help the individuals you can't deny, or decline any involvement at all.
General Effects
Each territory will have a set of circumstances brought forth by a combination of human actions and the Heralds. Those who experienced the afflictions in the past may recognize that the Heralds never implanted or controled your thoughts. Instead, they showed you visions, whispered in your ear, or coaxed you to indulge the darker impulses that live inside you.

The same effect will take hold of the regular citizens now, whose dispositions play a large role in what the Heralds can influence and how much. This is made most obvious by the fact that children are the least impacted. The younger and the fewer their worries, the less vulnerable they are. Of those who are afflicted, the effect might manifest in ways that are more fitting of a child: dreams of a beloved pet dying, bullying a sibling, or giving in to the desire to steal a toy. Adults who are naturally and genuinely carefree may also fail to be affected by Koth's despair or Adlewyrd's poisonous thoughts.
Vulnerabilities
Your status as the Summoned affords you some protection. The longer you've been in Abraxas, the less open you will be to influence. However, depending on what you do, this might change.
◎ If you choose to counter a Herald's influences, you may inadvertently absorb the affliction's effects or experience a "bleedover" from the person you're helping. The more you do this, the more severe the impact will become. You might also be concerned by the new ability you're exhibiting when countering an affliction. Though the ability is small, you feel its power coursing through you. When you try to call on it outside of aiding others, however, nothing comes. It seems this ability only manifests when interacting with an afflicted individual.

◎ If you choose to enhance a Herald's influences, you may inadvertently absorb their abilities as yours and thus, in turn, spread them toward individuals who are nearby. This could occur deliberately or accidentally, depending on how much you desire to act as an extension of the Herald in your chosen territory.

◎ If you choose to ignore a Herald's influences, you'll receive no effects either way...but you might find it difficult to disregard what's going on around you.
For an OOC explanation of the mechanics regarding being a countering, enhancing, or neutral force, please review the Deciding Your Actions section on the OOC Plotting Post.
Patchwork Horizon
Luckily, the Horizon isn't intent on trapping any of you this time. Its instabilities instead manifest in your own domains. It might revert back to a previous state or older elements might resurface that you thought you got rid of. Or, it may take on transformations from a future version - the domain that you had as a God in the emergent reality. The more you've made yourself vulnerable, the more unstable your experience in the Horizon will become.

Further, these instabilities aren't limited to your domains. Effects from other domains might overwrite yours, or perhaps pieces of your domain are showing up in another's.
◎ For some, it might just be a minor inconvenience. Perhaps your flowers have transplanted onto somebody else's yard across the Horizon or your pet keeps teleporting around to everyone's domains except yours.

◎ For others, the effect might be more troubling. You could find private letters surfacing in a stranger's desk or you might open your closet to find another's buried skeletons.

Anything that ends up in someone else's domain will be missing in yours. Rather than a duplication, the effect is more like a jigsaw or a patchwork quilt. You can put it right, of course, with some concentration - but it's best done with a partner, especially someone who knows your domain well enough to help you reform it.

Setting a domain right will also repair any vulnerabilities its owner might've exposed themselves to, so it's a good idea to try and assist each other. Of course, if your concentration's off, attempts to fix a domain might actually make things worse, so be careful!

Arrival
The sections below will contain more specific prompts to help players jumpstart threads, but you may use the broad descriptions of each Herald's impact here to inspire your own ideas and scenarios.
The First Shadow
The arrival of the Heralds of War is subtle. For many citizens, they might not realize that there is a force exerted throughout the world. Indeed, how much of what happens can be attributed to the Heralds, and how much is simply human nature? That's a question even the Heralds can't and won't answer. They are only here to carry out the same task they have done since the dawn of time, each time a war brews.
Koth, the Kingdome of Thorne
Koth of Festering Lands brings with her death and rot. This affects vegetation, wildlife, livestock, the already dead...and the soul itself. She does not bring literal death to living people - she only brings it to the things around them and within them.
Missing Warship
In Borrel, a naval warship on its way home to resupply goes missing. Led by an experienced captain and with no fighting taking place at sea (surely, even the Free Cities can't sail that quickly toward the western coast), the mysterious disappearance has many concerned. Unfortunately, some mages who attempt a common tracking spell report visions of bloated corpses sunk to the bottom while others dream of drowning, an effect so real they must be shaken awake. Many mages refuse to try the spell again, leaving it in your hands instead.

Each tracking spell can only vaguely locate an individual or a part of the ship, so multiple attempts are necessary. If you're not skilled in magic, you can take a more active role and board a rescue ship off the coast of Borrel. This ship will venture out based on the coordinates according to the spell...but take care: the sailors with you are prone to similar visions of drowning when they look into the blackened depths below. Others claim they see the faces of the dead in the ocean's surface. All of this leads to high tensions amongst the men and women on board.

It'll be possible to rescue a few sailors, but others may be lost entirely. The ship itself appears to have broken into pieces. Survivors report a grotesque undead leviathan that cannot be harmed or killed, though it's difficult to tell if this is true or another hallucination.

Dukewood Lumber Mills
Previously a site of a dangerous rift, the lumber mill in the woods by Nott has since returned to normal. Unfortunately, that ends quickly when the trees begin to rot. Workers report a horrible smell that comes from the trees themselves, and that the normally clear sap has turned into a putrid black-blood substance.

To make matters worse, the rotting stores of food and now the dying trees are putting the workers and locals around Nott under great stress. Thoughts of despair are amplified by both the situation and Koth, leading to higher rates of drinking, which in turn has increased the amount of accidents at the mill, including mismanaged safety protocols and mishandled equipment.

Lumber is of great value during wartime, especially for the construction of naval ships, outposts, and weapons, so Castle Thorne is determined to help restore the trees, as well as calm the workers. You can help with everything from checking equipment to ensure they're safe, searching for any missing mill workers, providing first aid where necessary, or confronting beasts that might've been disturbed by all the commotion.
If you happen to fall under Koth's sway, you might also see the dead when looking into the waters as you rescue the other sailors. The bodies might reflect something you fear or they may be a reminder of a death that's already passed. You could also sink into despair or experience haunting dreams as you try to help another recover from their hopelessness.
Adlewyrd, the Free Cities
Adlewyrd of Poisoned Tongues brings with them words that poison the heart and mind. This affects thoughts and emotions, a slow and subtle influence that spreads.
Untold Secrets
In Libertas, where underground networks thrive, sudden slips of the tongue, rising tempers, and impulsive actions have caused the black market to collapse into disarray. Between power struggles, accusations of betrayals, and missing transactions, the violence has spilled into the open.

Preoccupied with the battle, the number of guards and soldiers keeping order is reduced. Venturing into Libertas can be dangerous and those who live there, including artists and orphans, are struggling to go about their day-to-day without disruption. You can help calm tempers or break up fights...or maybe, if you're a bit more vulnerable to the influences yourself, you might become drawn into the chaos yourself.

Because of the limited number of hands, the Summoned are allowed to make an arrest, but you must bring the culprit to a guard outpost for formal processing. Taking matters into your own hands too severely can lead to scrutiny. Given the circumstances, however, a bit of non-fatal violence will be overlooked, especially if it takes place in the darker corners of Libertas.

You don't have to enforce the law, though. In Libertas, this enforcement is rather loose, anyway. Instead, you can mediate as a neutral party, take advantage to make a deal of your own, or simply offer your services to fill in any gaps that might've occurred in these networks. This could involve more illicit activities like transporting underground goods or something more above-board like searching for a missing person. Just be sure you don't draw too much attention if you're acting outside the law.

The Red Path
Previously a site of a dangerous rift, the scenic Red Path leading between Cadens and Libertas has since been restored. Unfortunately, that ends quickly when conflicting reports cause an accident involving merchant wagons carrying silk, spices, and wine. Some claim the merchants are spies while others insist they were bandits in disguise.

Regardless, the accident leads to several fatalities and disturbs a monster nest: that of the dangerous Copper Spine Wyvern. It also draws swarms of hungry Kaskadura, the latter of which are lured by the corpses. While not normally aggressive towards the healthy and living, the Kaskadura seem to be in a frenzy and will bite just about anyone they see - and there's a lot of them, gathering over the area like a black cloud.

To make matters worse, a clerical error has slowed down the cleanup and identification process. If you're not inclined to fight monsters or locate missing bodies, you can help at Portam Hall to manually match names to surviving family members, as well as locate said family members to deliver the somber news. As for Portam Hall, the main hub of government activity might not be under threat from beasts, but isn't calm, either. Gossip, secrets, and missing paperwork plague the various departments and offices.
If you happen to fall under Adlewyrd's sway, you might read too deeply into an innocent comment or mishear a remark that raises your ire, leading you to snap wrongly at a friend or attack an innocent. You might also give into lurking temptations that surface as you try to help others overcome their dark desires.
Sannleikr, the Solvunn Commune
Sannleikr of Many Faces brings with him deception of the soul. This affects faces and minds, causing appearances to become distorted, untrustworthy, or altogether unrecognizable.
Lost Herders
In the Secondary Settlement, a woman named Eydis has lost her prized herding dogs and her flock of sheep. They left one morning as usual to herd the sheep out to graze and never returned. She worries that rumors of livestock sprouting teeth are true and will harm her dogs. She isn't the only one, either. Several other sheep and goat herders have claimed their dogs and flocks have gone missing, too.

The dogs themselves have scattered across Solvunn. There are roughly a dozen dogs and several flocks that failed to return home. Should you run into any livestock, it would appear the rumors are indeed true: the normally fluffy sheep have grown wicked claws or horns while the goats bear their sharp fangs. Despite their fearsome appearance, however, they are not aggressive except when frightened. Keep them calm when herding them lest you provoke them to bite or claw.

As for the dogs, some might be wounded while others will growl at you. They don't recognize familiar toys or faces and will attempt to run away or behave apprehensively. You can use any abilities or techniques you have on hand to try and bring them home. After all, the Solvunn woods are dangerous, and there are many creatures within those dense trees that will strike.

Living Statues
Previously a site of a dangerous rift, the Feintak Ritual Site, located just outside the Primary Settlement, has since returned to normal. Unfortunately, that ends quickly when confused citizens of the Commune begin to wander toward the area at night in search of their "missing" loved ones.

Unable to recognize familiar faces, some begin to see those faces imposed upon the statues at the site instead. You can find children playing with their "mother" or an elderly widow spending time with a "relative." While this would be disturbing enough on its own, the sacred area contains an ancient magic that, should any missteps occur, could be released into the world and spell disaster.

The Council has asked the Summoned to help bring home the lost folk of the Feintak site. They must be guided gently, as any negative energy could be absorbed by the dark power that lives in the earth and the statues. Victims of the affliction might become frightened of you or fail to recognize you even if you've been neighbors for months or years, making your task more difficult.
If you happen to fall under Sannleikr's sway, you might also begin to see faces in the statues at Feintak and forget the real figures around you. The faces might be friendly or they could be adversarial - an enemy or a source of shame. You may also see a twisted reflection of yourself in the mirror, representing something you've been trying to hide from.
The Final Coming
Zorne first spoke to you in your dreams, but his presence is noticeably absent for the first few days. Then, one week later, after one of the most fierce and bloody battles in the Badlands in recent history, a red sun rises over Abraxas. The morning's dawn is cast in a red glow across the territories.

If you met Zorne in your dream, you may recognize this very sun. You remember feeling its heat over your skin and the emotions it stirred in you, whichever they might've been.

By noon, the blood-red hue will fade...but Zorne's coming has only begun.
The Last Affliction
Unrestricted, Zorne's influence travels across the land and joins forces with his siblings.

The Badlands
Forces from the Free Cities introduce a new prototype to the war: a semi-automonous suit of armor armed with a piece of technology derived from something that came through the rifts: a unique firearm that launches explosive discs imbued with New Magic.

The weapon's destructive capabilities wreck havoc on both people and the environment...inadvertently setting loose yet another creature of the rift - the swamp-like creature that researchers had been studying in the Badlands before the war broke out. Its giant mouth is lined with numerous teeth. Its breath can paralyze, blind, poison, and weaken anyone caught in it.

The morbol will move toward the borders of each territory throughout the event, so the Summoned in all locations can encounter it when arriving at the front lines to deliver medicine, supplies, or news. Zorne's influence appears to prevent it from dying. When killed, it respawns in another location - sometimes miles away.

Forging the Soul
Zorne's influence can affect those who are already under the effect of one of the other three Heralds. A shopkeeper angry about a misspoken rumor might begin to have disturbing and violent dreams of confronting the offending gossiper. A soldier who sees his death at the hands of another may start to feel the urge to kill first before his turn comes.

Aggressive wildlife will begin to invade city borders. While most are stopped or killed before they enter a major city, one or two predators might slip through. Trade routes are disrupted. Nearly all caravans are halted except the most critical transports. Hunters and farmers begin to report disturbing sights of deer scavenging on corpses or butterflies biting as mosquitos do.

You, too, may experience similar dreams or desires if you've allowed yourself to become too vulnerable or exposed to the Heralds. The more you entertain such thoughts or let your guard down, the harder they become to ignore. As you move through your days, surrounded by turmoil and conflict, you may have to ask yourself if you're as above it all as you first thought.

And what about your friends? Your neighbors? After all, you might associate frequently with the other Summoned, but you've made connections with the native population, too. Perhaps the kindly innkeeper is now treating you with a suspicion she didn't used to exhibit. Maybe you hear that the baker across the street, who once offered you free sweet rolls, has been gravely injured by his own son.

As Zorne said, this is about forging peace through madness - or so the Heralds believe. Maybe, in the pandemonium and bloodshed around you, you begin to understand something important about yourself, your friends, or the world.
Beyond the Heralds
It's tough to deny that even without the Heralds, this conflict would be ongoing regardless. Neither Thorne nor the Free Cities has demonstrated any desire for peace. Solvunn seems to be considering their role, as well. Despite the war, life must continue for Abraxans: parents have mouths to feed, farmers have fields to sow, and professors continue to lecture and hold classes while they're able.

As the Summoned, you can engage in any of these elements. You can agree to take notes for a fellow student who's suffered an unfortunate attack after being mistaken for someone else. You could babysit for households who need an extra hand while their partner has been sent to fight. You can pack medicine, offer healing abilities, or bring supplies to units stationed by the Badlands.

You can also take on acts of diplomacy. This is not restricted to communicating with the leaders of your territory. Both Nocwich and the Nether have a relationship with the Summoned, which is something you can utilize. You might have to begin by sending a letter instead of meeting them directly, but if you're determined to find a peaceful solution, it's worth trying.
Individualized actions are entirely possible! We will discuss it on a case-by-case basis. You can SUBMIT YOUR REQUEST by replying to the comment with the form.

Please have a concrete goal in mind and try to keep your requests concise. We will do our best to accommodate everyone, but we may have to ask that you hold the request for after the event or ask you to revise it, depending on what you've submitted.

Departure
When the Heralds withdraw, it's quiet and as difficult to notice as their arrival. Did they vanish near the end of one of the battles? Did they leave days ago, the seeds they sowed flourishing without further intervention?

For the Summoned, it may be a bit easier to tell. Steadily, as the month comes to a close, the Horizon begins to stabilize once more. If you have been countering the Heralds, you find your ability no longer triggers, even if there remain those around you who behave as though they are still being influenced. You suppose it's fair to remember that the Heralds don't need to exert their powers for people to behave as they do.

The battle in the Badlands continues to wage...but on AUGUST 30, Thorne's troops receive abrupt orders to return home. It appears that, while the kingdom's forces were occupied on land, her naval warships were dealt a serious blow, handing a sudden victory to the Free Cities - but not by who you might predict.
The Hands of Solvunn
Solvunn has often refused to pledge for one side or another. The Council maintains that they are devoted to protecting their commune and their way of life, nothing more. They certainly have no army or weapons to speak of. Their disinterest in the Badlands conflict is expected, and neither Thorne nor the Free Cities consider it unusual that Solvunn has remained isolated.

What you might've wondered, however, is this: why have the Heralds visited Solvunn twice now when they spare genuinely neutral lands like Nocwich and the Nether?
A Guiding Light
After Thorne's retreat, news begins to travel. It moves through Solvunn and Thorne first, eventually reaching the Free Cities. Multiple stories surface about the sea in Borrel, not about the storm wall or Koth, but something else - a mysterious lighthouse and a thick fog that's obscured the waters for days.

Survivors of one destroyed warship, The Queen's Secret, return telling tale of a light that beckoned them during a heavy storm. But the lighthouse keepers in the western sea swear they saw no ships come their way. The ship itself seems to have crashed into a massive sea stack that should've been easily avoidable. What lighthouse could have drawn them near?

Over the next few days, this happens again and again. Sailors looking out from shore confirm that they can indeed see the flickering beam of a lighthouse. It stands proudly in a spot where no lighthouse was ever built.

Then, on the final day, the lighthouse moves.
Blessings Granted
Citizens gather seaside despite sailors and guards ashore attempting to send them home. They watch as a naval officer and his men are sent to investigate. As the lighthouse grows brighter, its hypnotic pulse begins to pull others forward. Fishermen and noblemen set sail on their own civilian ships. Sailors of the Royal Navy break rank and order, as if under a powerful compulsion, and set forth in Thorne's prized warships. One by one, ships big and small pull out of the harbor in the dead of night.

Witnesses report strange limbs emerging from the base of the lighthouse. The limbs do not strike or attack. Rather, they open up like a waiting embrace. They gently accept each vessel that sails towards the light. Then they enfold the ship and pull it down into the depths. To onlookers, it's a silent but horrifying affair. Each ship disappears until only bits of wreckage are washed ashore the following morning.

A surprising number survive by abandoning ship, though some captains choose to go down with their vessel. Having made a crippling dent in Thorne's Royal Navy, the lighthouse vanishes. Back on shore in the Tertiary Settlement, the storm wall finally vanishes.

The incident above will lead a few changes in Solvunn and to the borders of the Badlands. We'll detail those changes in the Wrap-Up!


cryptsleeper: <user name="malagraphic"> (thinkin for a sec here)

Part delivery

[personal profile] cryptsleeper 2024-08-18 10:16 pm (UTC)(link)
[Alucard's business in Libertas was strictly meant to be looking at paperwork because of Red Path business. It evolving into doing an extra errand is not wholly surprising, nor is the final destination a shock. Truth be told, it would be infinitely stranger if an extremely large, weirdly sized box that Alucard has been carrying across his shoulders like some kind of milkmaid wasn't destined for the workshop

The means of carrying the damn thing precludes knocking or ringing the bell like a normal person. Instead, the door gets a few good kicks, along with an announcement:]


Supplies from Libertas!
judgmentbolts: (22)

[personal profile] judgmentbolts 2024-08-20 03:55 pm (UTC)(link)
Alright alright, keep your boots on... [ Cid jogs over and pulls his welding mask up as he answers the door. He's covered in soot and grease, sweat staining his shirt — he can't help being a little envious of their courier, fresh as a daisy, carrying a piece of equipment that would strain any normal man as if it's no more than an awkwardly sized box of pocket lint. It seems Viktor was right to recommend contacting him, and with the way Jaskier had seemed fond of him as well, there was no reason not to ask. ]

You're Alucard, I take it? Mind setting it on the workbench there? Gently, mind. [ He steps aside, holding the door for Alucard to get in.

The workshop is plenty big on its own, but an undertaking of this size means that it looks a bit chaotic at the moment. Much of the larger equipment has been pushed off to the side, and two sets of metal bars lean against the wall, while another is partly constructed, laid out between several workbenches for support.

Cid wipes some of the crap off his hands and holds one out to Alucard once he's dropped off his burden. ]
Cid, as you might have guessed. Thanks again for handling this. Did you run into any trouble along the way?
Edited 2024-08-20 15:56 (UTC)
cryptsleeper: <user name="malagraphic"> (ilu u idiot)

[personal profile] cryptsleeper 2024-08-20 10:28 pm (UTC)(link)
[Alucard nods affirmative in being asked who he is, but he doesn't give a louder response until he's inside the workshop and has his hands free. Getting from point A to point B means he turns 90 degrees and enters the workshop by walking sideways, well aware that the door isn't going to let him pass otherwise. He's done the crabwalk several times over, down various narrow streets. None of this is strange to him.

Once inside, he scans the best spot on the work bench, opting for the least crowded area that can reasonably accommodate what he's been hauling about. The box goes down with a very gentle thud, and once it's settled, the dhampir takes a scant moment to stretch his arms out. Overpowered or not, the way he had to carry the package means strange cramps in his muscles. At least for a hot second. His natural healing abilities are wonderful in these moments.

Alucard takes the offered hand, fully ready to respond to questions about why his skin seems way too cold for a desert.]


I assumed. And no, I did not. Libertas is more home than Cadens is, and it allows for easier passage. The biggest fuss was going through the portal, and that was more due to width of that thing than customs or taxes. [There's a gentle shrug, coupled with a glance around the workshop itself.]

Is this a sign of success or needing to rebuild at the moment?
judgmentbolts: (23)

[personal profile] judgmentbolts 2024-08-22 02:28 pm (UTC)(link)
[ Alucard is cool as a river stone despite the heat, but Dan Heng and Astarion are much the same. The former is hardly fond of the desert's brutally hot summers, and the latter is — well, undead. Cid raises an eyebrow, but his grip is firm and friendly as ever. He has enough tact not to ask about it immediately, but it's certainly something he's noted for later.

He claps Alucard on the shoulder before he lets go. ]
My offer for payment stands, if you have want of it. At least let me owe you a favor, eh?

[ Cid walks over to the box so that he can open it up and inspect the contents. He looks up to flash Alucard a wry smile. ] Both? We've just about got it handled, but I'm a bit concerned about the shape of the pressure plate... Morbols like to dig into the ground when they're in the midst of trying to kill you, and that can cause all sorts of trouble. I'm hoping the parts you've brought for me will sort that out.

[ He leans his forearms against the top of the box and inclines his head at Alucard. ] Think I can convince you to hang around for a spell, while you're here? I could use a strapping young lad to do some heavy lifting, but I'll settle for drinks if you're rightly sick of that by now. Seems like everyone who isn't Summoned has been on edge as of late.

[ Frankly, he'd just be glad for the company. ]
cryptsleeper: <user name="malagraphic"> (I'll consider it)

[personal profile] cryptsleeper 2024-08-22 11:12 pm (UTC)(link)
[While Alucard remains totally unmoveable when a heavy hand claps against his shoulder, a slightly wrinkled nose suggests that he's no fan of the gesture. It implies a level of familiarity that is simply not present, although the dhampir suspects the whole thing is meant to be read as friendly.

He takes a few steps back, drinking in the whole of the lab. It's strange to see more than just Viktor having real authority in the space, although that's a thought best never uttered out loud. He and Viktor are in a strange spot lately, and...well, never mind the rest.

Alucard lets the remark about payment go. It'll devolve into an I insist/no it's fine war that he isn't especially interested in right now.]


I was unaware of the digging-into-the-ground part, that's good to know. I wonder if adding some basic command spell sort of magic onto the metal to protect against malfunction might be worth doing though, just as a fail safe. [He pauses, looking at the parts and then tilting his head.] It'd require a bit of engraving work, but not too much. And it could wait until the trap is assembled, applied to the obvious external part.

[He's aware that this is all bullshitting and that such a fail safe probably already exists, especially if Viktor's involved. The thought is idle, truly.

The small nose wrinkle from before transforms into a slightly more sour face at strapping young lad. Alucard has taken offense to questions of his age before (although in retrospect, yes Alucard is like a baby in comparison to Astarion's 200 years), but it's the language choice that bothers him.

At least his tone is polite when he says:]
Never call me that again, please. That said, if you need more material moved around or an extra pair of hands as they relate to assembly, I can assist.
judgmentbolts: (09)

'never call me that again' really sent me. i'm so sorry alucard doesn't deserve this suffering

[personal profile] judgmentbolts 2024-08-27 06:29 pm (UTC)(link)
[ Nearly everyone who spends any time at the workshop seems to share the same distaste when it comes to physical contact. He tries to remember as much, at least after the first time, but he's an old dog and he isn't always good with new tricks. ]

Call you..? Ah. [ Cid sighs. ] Right, don't tell me, you're not as young as you look.

[ It's just like Jaskier all over again. He leans his hip against a workbench for the moment, rubbing at his chin. ] So, you don't age, you're stronger than a man twice your size, you've got a good grasp of magic, and you haven't got a care in the world when it comes to this heat. Is that all you've got? Am I missing anything? No sense in asking you to fetch a ladder or a blowtorch if you can fly or shoot lasers out of your eyes or what have you.

[ Cid makes a vague gesture at the room. The teasing is meant to be friendly, but he can only hope Alucard takes it as such. ] As for your engravings... I'd be glad to take any additional fail safes on offer, though you might consult with Viktor on the finer details of the way your magics might interact. I prefer to rely on the mechanical myself. Magic's not so freely given where I'm from.
cryptsleeper: (Increase bad thoughts)

yes, yes al does.

[personal profile] cryptsleeper 2024-08-27 10:47 pm (UTC)(link)
[Alucard doesn't bristle at being guessed and taken apart, but it does make him feel uncomfortable. It's the casual-attempt-at-friendly tone of it, he realize as Cid keeps speaking. He'll explore why it has him bothered later. Horizon Alucard can sit with that information and parse it.

For now, he'll offer a bone dry response of facts to hopefully get this to stop:]


My father was a vampire, my mother was not. The technical name for what I am is a dhampir. I believe that should cut through quite a few thoughts.

[Cid has also absolutely not worked his way up to friendly teasing yet. That's friendship level 5, not meeting you for the first time for the dhampir.]

Mm, I forgot to consider that Viktor probably has everything accounted for already, and probably better than I could as well. Tell me, is there anything else essential to know about this creature?
judgmentbolts: (37)

[personal profile] judgmentbolts 2024-09-02 03:28 pm (UTC)(link)
[ Cid raises his eyebrows in a way that clearly says he's got more questions now, actually. Still, it does explain why Alucard wouldn't be too keen on discussing his particular abilities. If his world is the same as Astarion's, or anything like it for that matter, then being the child of a vampire must be a trying thing indeed.

He shrugs after a moment, willing to let the question drop. Alucard has been nothing but helpful thus far, and Cid has no desire to make him regret that.

He sets his welding mask aside and gets to work removing packing materials and the odd extra component, organizing them quickly for disposal or later use. ]


Viktor's been indispensable as usual, aye. Added a very helpful sketch of how I might test the whole contraption by getting inside of it and staying there. [ Cid huffs, though he's more amused than annoyed. ]

Morbols typically prefer a humid swamp or a bog where they can sit under the surface of the water. When anything big enough to eat gets close, they'll ambush it with that foul breath and beat it unconscious before they swallow it whole — if it's lucky. [ He gestures for Alucard to come over. They might as well get to work if they're going to chat. ] The acid in their bile is weak, so the aluminum coating on the bars should suffice to prevent them from being damaged. People will just have to keep well back, even after it's trapped. [ By design. Cid doesn't want it captured only to be poked and prodded. ]

Morbols are adaptable, but I doubt this one is glad to find itself roaming the badlands... Here, help me get this over to the base, would you? [ He taps the largest mechanism inside of the box. ] Thinking of coming out to play bait while you're at it, or just curious?
cryptsleeper: <user name="malagraphic"> (THEY!!!)

[personal profile] cryptsleeper 2024-09-02 04:52 pm (UTC)(link)
[The raised eyebrows are met with narrowed ones, underscoring exactly how much Alucard is willing to share or discuss his nature with strangers. Home is not so much complicated as something he's set aside now, and the dhampir is happy in that choice.]

Yes, that sounds like Viktor. [There's a touch of warmth there, at least. For all that Alucard and Viktor have been at a weird place in their friendship lately, he's never stopped respecting the genuine skill he has.

Morbols though. That's an easier topic at hand, as well as picking up the indicated mechanism. Alucard moves it towards the base as if he's carrying a bag of flower, listening carefully to the creature's habits.]


That's all good to know, especially regarding the bile. [So a potential problem, but not an awful one.] Having it be out of it's element is doubtlessly useful as well, although I can't say I am inclined to meet the thing head on at the moment. I'm more concerned that it has lingered here.
judgmentbolts: (32)

[personal profile] judgmentbolts 2024-09-05 03:02 pm (UTC)(link)
[ Despite Viktor's insistence that he can be difficult, or that his work is more important than aught else, most of the people Cid has spoken to seem to have some amount of fondness for him. Cid can hardly blame them, himself. ]

Watch your step. Just slide it in here. [ He crouches near the center of the base where a bar protrudes vertically, waiting for the piece to be dropped into place. Cid is already pulling a few tools from his belt to finish fastening the whole thing together. ]

It's troubling, aye. [ He shakes his head. ] Wasn't here during the portal situation myself, only heard about it second hand.

[ He hasn't yet said as much to anyone, and if he has his way it will stay that way, but for Cid... this feels as if it's Clive's unfinished business. The least he can do is see to it that it's wrapped now that he's gone.

Still, Alucard brings up a concerning point. ]


D'you think there are other guests who might have manged to outstay their welcome?
Edited 2024-09-05 15:09 (UTC)
cryptsleeper: <user name="malagraphic"> (Hotter and drunker mess)

[personal profile] cryptsleeper 2024-09-06 01:07 am (UTC)(link)
[Alucard is indeed cautious as he moves the piece into place, pausing to ensure that everything is correctly aligned before he slots it in. The new position holds, and Alucard leans ton the material to make damn sure everything is good.

No wobbles. No shakes. Nothing.

That'll do.]


If there are other creatures who were not returned, then they have hidden themselves remarkably well. More likely, I suspect the ecosystem of a foreign world where they were the only one of their kind caused their death.

[His tone is dry and observational. What he has said is a sad fact and nothing more.]

What else do you need moved?
judgmentbolts: (03)

[personal profile] judgmentbolts 2024-09-09 07:59 pm (UTC)(link)
[ Cid nods once Alucard has tested it, settling on his knees to make some last adjustments to ensure that the whole thing works as it should. ]

Doesn't seem to be working out too badly for our lot... But I suppose the Summoned are more adaptable than most. [ Just an idle comment really, although Cid does wonder if Alucard is the only one of his kind. All he knows of vampires and their ilk comes from this place, and he can only guess. Another question to file away for something that isn't their first meeting. ]

Bars — they should slot into place around the sides. I want to test the trigger before I'm done today. [ The brevity of his tone is entirely economical — too focused on his work to add the usual dressings of politeness, and perhaps a touch too accustomed to ordering people around. Still, it only takes him a moment to look up again. ] Jaskier mentioned that you had a hand in building the memorial in Libertas. I suppose you've taken a real liking to this place? Been here long?
Edited 2024-09-09 20:01 (UTC)
cryptsleeper: <user name="malagraphic"> (thinkin for a sec here)

[personal profile] cryptsleeper 2024-09-09 11:43 pm (UTC)(link)
[Bars. Alucard can do that, and after he glances around for a beat, he sees the bars in question. Easy enough to walk over towards them and heft one up. It is only a matter of being told where they need to do.

Ever keen to avoid giving too many personal details to total strangers, Alucard manages an all too surface level response:]


Long enough, and I like to have several projects at hand. How many of these bars are there?
judgmentbolts: (17)

[personal profile] judgmentbolts 2024-09-14 02:59 pm (UTC)(link)
Alright alright, don't tell me your entire life's story. [ Gods, he's worse than Viktor. Granted, Viktor is far less polite when he feels like Cid is prying into his business. Cid sighs audibly. ]

Eight to a side, thirty-two total. The order shouldn't matter; they're all meant to fit the same — tell me if they don't.

[ He stands and dusts off his knees, moving over to help with the bars. ] Is there anything you do like talking about, or do you usually just float in and fix everyone's problems before disappearing again?
cryptsleeper: <user name="malagraphic"> (thinkin for a sec here)

[personal profile] cryptsleeper 2024-09-14 03:05 pm (UTC)(link)
Well, let us hope there's no manufacturing flaws. Not that I expect there to be.

[He trusts Viktor, at least. Alucard puts the first bar into place, then moves to go and grab the second. His tone is entirely sincere with his response:]

Floating in, fixing problems, and disappearing does sound about right. [It is also a good joke, so he lets out a soft huff that on anyone else would be a laugh. Alucard's tone returns to the more serious right after.]

You'll find that much of the company Viktor keeps is inclined towards privacy, and can mistake friendly for being too curious when trust hasn't been earned.
judgmentbolts: (13)

[personal profile] judgmentbolts 2024-09-14 03:48 pm (UTC)(link)
Neither do I, but I'm only human. [ Cid winks at him before hefting one of the bars. It's not nearly as light for him, but it's not difficult to find the center of gravity and settle it against his body.

Despite his words, the bars should all be perfect. He takes his work as seriously as Viktor does; it's a part of the reason they fight as much as they do. And much like Viktor, Cid doesn't like to believe that what he's done is beyond reproach, or that it isn't possible that something's been overlooked.

There's a touch of strain in his voice as he speaks: ]
I find that the company Viktor keeps are all a bit too much like him — willing to give everything of themselves for nothing in return.

If you had any inclination towards it, I'm sure you could snap me in half without ruffling your hair, or at the very lest tell me to fuck off and be on your way... and here you are worried that I'm going to find out — what? That you like helping people for the sake of it, even when you think they're a bit too nosy? Dark secret indeed. I'll alert the city guard with all haste.
cryptsleeper: <user name="malagraphic"> (Dad mode)

genuinely sorry he's Like This

[personal profile] cryptsleeper 2024-09-14 04:45 pm (UTC)(link)
[The second bar is in place, but that's about as far as Alucard goes once Cid makes his second remark. Alucard thought his own remark regarding privacy and earned trust was clear enough, and frankly, he's not here to deal with what aggravates him.

His mouth forms a very thin smile that is the opposite of friendly, although no fangs are bared.]


What is received in turn is that individual's call, and we all have our limits. [Alucard's includes...whatever the hell this is. Joking about one's preference for privacy due to past actions which are actually quite serious and damning counts, apparently. Not that Cid needs to know what those things are and has pretty much ensured will not be told any time soon.]

I trust that you can see to the rest of this yourself then. I have other things to attend to. Good day.

[Alucard doesn't miss a beat as he begins to go towards the door.]
judgmentbolts: (32)

it's ENTIRELY deserved - have him leave if you don't think he'll stay, i'll bug you in the future!

[personal profile] judgmentbolts 2024-09-18 10:20 pm (UTC)(link)
[ Cid sets his own bar down, only then realizing he's gone too far, pushed on something delicate when he should have retreated, as is his bloody way. The easy amusement falls out of his expression, but Alucard has already turned to leave. ]

I wasn't trying to— [ Cid swears under his breath. Though he doesn't follow, he calls after Alucard. If he doesn't stop, Cid's voice simply trails off so that he's talking to himself. ] I apologize for any offense— it wasn't my intention, for whatever that's worth. I was... trying to be friendly. [ Cid puts a hand on his hip with a brief sigh that might be a humorless laugh. He gestures toward the door. ] And I've managed to cock it up now... so godspeed and all the best, I suppose.

[ He can practically hear Otto's dry disbelief at the very idea that he's capable of apology... for all the good it does. He turns back to his work, speaking entirely to himself when he adds: ] Granted, you aren't wrong about me, one monster to another.