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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!


theidlemaiden: (pic#16094986)

[personal profile] theidlemaiden 2024-08-24 06:11 am (UTC)(link)
[ It takes all her power not to snort when she sees the miniscule twitch of his lips as he struggles to hold back the laugh that she knows they're both desperately trying to hold back. Everything about it has to do with not wanting to set the bandit off and less to do with any concern that she may have for this man's ego. Unfortunately for him, he'd run into the two people that probably enjoyed knocking people's egos down a couple of pegs and would consider it a hobby.

Her vague mention of cloth being utilized could have gone in any direction, but thankfully it's in one of the directions that she had hoped Claude would take it. Her arm had snaked around his waist, an attempt to look like she was in desperate need of support while she stood there and sniffled when in reality, she was giving him a squeeze of approval. ]


𝘛𝘰𝘰 𝘣𝘢𝘥 𝘩𝘦'𝘴 𝘳𝘪𝘨𝘩𝘵 𝘩𝘦𝘳𝘦 - 𝘐 𝘤𝘰𝘶𝘭𝘥 𝘬𝘪𝘴𝘴 𝘺𝘰𝘶.

[ Outwardly she perks up looking up at him doe-eyed from under her lashes before skipping back towards the bandit. ]

That'd be good. And fair. Don't you think that's fair, sir?

[ There's another brief pause before they nod, motioning for them to keep explaining. She doesn't know how exactly she's going to explain this properly and with a straight face no less. The game had been really nothing more than a bout of stupidity between her and Claude during some free time that they'd had (read: neither of them wanting to do any kind of homework whatsoever) when they'd been students at the Academy. Naturally they roped in the rest of the Deer. Even Lorenz who had staunchly refused at first, eventually caved refusing to be bested at a silly game. ]

We have some folded up newspapers in there that we could use them to sort of feel around for each other. Almost like hide and seek but we stay around this area.
godshattering: (pic#16265573)

[personal profile] godshattering 2024-08-26 03:25 pm (UTC)(link)
Promise I'll get one later, then?

[ It's absolutely something important to focus on in the midst of everything else as the hazy outline of this particular plan for now begins to take a little more shape. Claude plays his part by continuing to look appropriate levels of whatever emotion's called for: a little pleading, a little convincing, and with plenty of nods to support what Hilda says.

The bandit looks more confused than before possibly due to considering how exactly it is he ended up here dealing with All Of This, but that just means Claude doesn't let up for any chance for reconsidering. The more they can keep the advantage, the better. ]


And the critical part is that we're blindfolded since that's where it being a game of chance comes in! [ It's maybe hitting the bandit now that this isn't going to be easy at all, and Claude puts on his most disarming while still vaguely alarmed smile. Can't look like he's as eager for this as he actually is, after all. ] Anyway, there'll be a countdown before we each swing. If you make contact with someone else you get a point and if you miss, no points. But if you get hit with someone else's newspaper then you lose a point. It probably goes without saying since I know you've figured this out already, but you want to make sure you have the most points at the end of the rounds.

[ How many rounds? is the immediate question following that - as if the rest really made any sense and causes Claude to swallow a laugh. He's glad for a chance to shift to looking thoughtful since it means less of a struggle in keeping a straight face since he's not so sure he could manage that. ]

Good question. How many are we feeling?
theidlemaiden: (pic#16106062)

[personal profile] theidlemaiden 2024-08-26 10:07 pm (UTC)(link)
That depends if you can win the game. Winner treats the other one to dinner and a number of smooches?

[ The real, practical prize should be convincing the bandit to play in the first place, having none of their supplies stolen and then actually getting to where they needed to go without any bloodshed. Then again, the last time they had played this game Hilda had lost. And if the opportunity presented itself to redeem herself came up? Well, she's not about to turn that down.

She nearly elbows Claude in the side the minute she feels the hint of a laugh tug at their connection. Sylvain was probably wondering what the hell was going on but she had to focus on making sure that their cover wasn't blown before then. Tearfully she quickly jumps in. ]


What about the best out of five?

[ They had wasted more than enough time with the bandit's doodling around. And frankly, she didn't really enjoy the prospect of navigating these paths at night where there would probably be other more concerning creatures that might emerge. Just because she and Claude could probably handle themselves, didn't mean that she wanted to put them in a situation where they'd have to do just that. ]

We can each start with five points since it's five rounds.

[ Miraculously, the bandit nods. Brandishing his knife towards them again briefly before quickly climbing into the wagon so he can locate the newspapers and the strips of cloth. When he returns he hands each of them one. She wastes no time tying it around her eyes and rolling up her newspaper trying not to come across as too eager. ]
godshattering: (pic#15570278)

[personal profile] godshattering 2024-08-27 10:28 pm (UTC)(link)
[ Hold that thought on a prize - it's important, but can also be negotiated after the fact. Maybe with a little more difficulty given that they'll have the high stakes of winning in there since he's not even going to entertain the thought of them losing, which surely means only good things can happen now.

Especially when they get the all important supplies to make this happen after the points and rounds are agreed upon, and Claude's willing to take the slight risk of flashing Hilda a grin before her blindfold goes on and before he goes right back to faking seriousness. Given that he's pretty certain they're going to win here, then that's all the more reason to put in a little added risk.

The bandit doesn't notice since he's also busy securing his blindfold - with the knife still in one hand, Claude notes with a grimace, but fortunately nothing dangerous happens. All that's left is to tie his own into place while resisting any number of jokes about blindfolds (something he'd say is Sylvain's influence, of course) and rolling up his newspaper.

And taking a test swing to make sure it has as much heft as the thin paper can manage; on second thought, he unrolls it and rolls it up again but tighter this time. ]


Now, everyone clear on the rules? If so, we'll start on the count of three.

[ A count he'll begin, but not without one more clarification for Hilda before they reach the all important number to get started. ]

Go to the left first.
theidlemaiden: (pic#16006948)

[personal profile] theidlemaiden 2024-08-27 11:54 pm (UTC)(link)
[ Is it really a smart idea to be completely without a weapon while their would be thief still has a knife in his hands? No. Not at all. And while Hilda is technically the more risk-averse out of the two, when they're together in the middle of a game and there's a reward they both want, risks might as well be non-existent.

What if someone else happens across them? Someone who is probably far more versed in highway banditry and handier with a knife? Then they'd really have a problem. But as it stands, there's a game to win and nothing else really matters.

With the newspaper rolled and ready to go (she still recalls how to properly roll it for maximum hitting potential), she lets out a noise of affirmation that she has to temper so it doesn't sound too bright. The bandit gives a grunt and they're off to the races.

Well. Sort of. In all of her enthusiasm (and Claude's because what happens next is obviously his fault) she had forgotten to ask for clarification on whose left. Claude's newspaper connects with her arm causing her to let out an indignant noise. ]


Ow - Claude!

[ The bandit lets out a snort of laughter - meaning he had missed being smacked at all. ]

𝘞𝘩𝘺 𝘥𝘪𝘥𝘯'𝘵 𝘺𝘰𝘶 𝘴𝘱𝘦𝘤𝘪𝘧𝘺 𝘺𝘰𝘶𝘳 𝘭𝘦𝘧𝘵?
godshattering: (pic#15439515)

[personal profile] godshattering 2024-08-29 11:27 pm (UTC)(link)
[ It seemed simple enough: move to one side, take a swing, and hit the bandit first. Both of them hit at the same time to gain points and shift things in a way that'd be difficult for their opponent to come back from considering this isn't a three way 'battle' but decided a two way one.

Unfortunately, being used to playing this game with two people means he's forgotten a little detail. Hilda, too, as it turns out, since while he feels rather smug when his newspaper connects with something - that only last for a second longer when she exclaims rather than the bandit. Damn it. ]


Why didn't you ask?! [ Teamwork. He's trying not to laugh though while mumbling an apology aloud that'll match the next part of his thought, unlike the feigned anxious sigh as he turns his newspaper in his hands like there's something to be nervous about instead of a new plan. ] I forgot there were three of us for a minute because I'm so used to it being just us! Alright - this time to your left.

[ He'll have to trust the specification helps as he takes a second to recalibrate where everyone is around him. Emboldened by his supposed rank of first place and unaware of his fate, this time the bandit gives them the countdown and Claude readies his swing. Feeling rather confident himself means he's also about to swing harder than he had last time.

He'd be lying if he said he wasn't rather satisfied when this time his swing connects with someone who's definitely not Hilda. Success! ]
theidlemaiden: (pic#16180910)

[personal profile] theidlemaiden 2024-08-30 06:00 am (UTC)(link)
[ For some reason the sun-drenched Academy days when they had played this was far easier and that had been without any kind of telepathic messaging. They had been going off sheer instinct and luck. If she believed in any sort of fate or something akin to karma, she might wonder if the Singularity or the gods here were frowning on them for toying with the bandit like this. But having spent some time - real or fake - as a god herself, she can't imagine that anyone would fault them for this.

Whereas cheating on the other hand... ]


𝘖𝘩 𝘥𝘰𝘯'𝘵 𝘺𝘰𝘶 𝘥𝘢𝘳𝘦 𝘣𝘭𝘢𝘮𝘦 𝘵𝘩𝘢𝘵 𝘰𝘯𝘦 𝘰𝘯 𝘮𝘦, 𝘊𝘭𝘢𝘶𝘥𝘦!

[ They're both trying not to laugh though and Hilda's lips twitch in a way that would absolutely give them away were it not for the fact that they were all blindfolded.

Now that they're on the same page the bandit really is in for a world of trouble. Much in the same way Claude swings back, so does Hilda. Her newspaper connects with a loud smack! right after Claude's connects on the bandit's arms. The sound of swearing fills the air and she lets out a sound of fake sympathy that teeters just on the edge of not being believable. ]


Oops sorry! Did I swing too hard?
godshattering: (pic#15439508)

[personal profile] godshattering 2024-09-03 02:22 am (UTC)(link)
I can't blame it on Lorenz because he's not here!

[ Though on second thought, he's tempted to blame it on Lorenz somehow anyway. Maybe as inspiration for that extra hard swing he'd taken by supposed accident like a callback to some noble lecture during this very game where there were no place for it.

Even if that's not it and he's going with that purely to entertain both of them, the sound of Hilda's swing connecting is all the more gratifying. Despite the blindfolds Claude's careful to put on a feigned expression of vague distress - just in case. ]


Oh no, is that two points gone already? [ It's a good thing he's mastered faking an emotion since that concern actually sounds genuine instead of overwhelmingly sarcastic due to being influenced by far too much mirth. He's certain Hilda will be able to pick up on it, but as long as their opponent doesn't then he's going to have some fun with continuing this feigned worry. ] We've never had luck like that before. But don't worry, that's why it's a best of a few rounds.

[ Claude absolutely doesn't intend to leave room for any 'luck' that's not on their side. With the direction chosen for this round and communicated to Hilda, nothing to do but ready another swing.

From beside him he feels someone step forward, and dexterity and reflexes come in to save him by taking his own giant step backwards out of range and doing so lightly enough it can't be overheard in the city's constant noise around them. He'd made sure to leave that loophole for their benefit, after all. ]
theidlemaiden: (pic#16106062)

[personal profile] theidlemaiden 2024-09-07 06:09 am (UTC)(link)
𝘚𝘰 𝘣𝘭𝘢𝘮𝘪𝘯𝘨 𝘮𝘦 𝘪𝘴 𝘵𝘩𝘦 𝘯𝘦𝘹𝘵 𝘰𝘣𝘷𝘪𝘰𝘶𝘴 𝘤𝘩𝘰𝘪𝘤𝘦? 𝘠𝘰𝘶 𝘬𝘯𝘰𝘸 𝘵𝘩𝘦𝘳𝘦'𝘴 𝘰𝘵𝘩𝘦𝘳 𝘚𝘶𝘮𝘮𝘰𝘯𝘦𝘥 𝘸𝘦 𝘤𝘰𝘶𝘭𝘥 𝘣𝘭𝘢𝘮𝘦 𝘪𝘵 𝘰𝘯 𝘪𝘯𝘴𝘵𝘦𝘢𝘥. 𝘐𝘵'𝘴 𝘭𝘪𝘬𝘦 𝘺𝘰𝘶'𝘳𝘦 𝘵𝘳𝘺𝘪𝘯𝘨 𝘵𝘰 𝘭𝘰𝘴𝘦 𝘺𝘰𝘶𝘳 𝘤𝘶𝘥𝘥𝘭𝘪𝘯𝘨 𝘱𝘳𝘪𝘷𝘪𝘭𝘦𝘨𝘦𝘴 𝘧𝘰𝘳 𝘵𝘩𝘦 𝘯𝘦𝘹𝘵 𝘮𝘰𝘯𝘵𝘩!

[ It's been a while since they've held extensive conversations like this while also having to act like everything is just fine. Thankfully it's like a comfy shirt that she can easily slip into. It doesn't take long to adapt and there's a certain thrill in knowing that no one else would be any wiser to it. Especially their new friend here cursing up a storm about his rotten luck.

And because they're slipping into old, troublemaker habits, she manages to completely stifle the snort that would have threatened to make itself known at what she knows to be incredibly fake concern. Quickly she adds on apologetically - ]
 

Oh, sorry! I didn't meant to hit that hard. I didn't actually think I would hit anyone.

[ Hilda hears the sweet sweet sound of someone missing their swing and chances another one, trying her best to connect in a way that will both seem like an accident while fully doling out what she thinks is appropriate punishment for trying to rob them. Unsurprisingly, this one connects too - right atop the thief's head.

OW! Stop hitting so hard - what do you have in that newspaper? Rocks?

A tittering apology comes rushing from her lips that has barely concealed laughter underneath it. ]


I'm not usually very good at this game. I have no idea what's going on. We can consider this a warm-up round if you want.
godshattering: (pic#15570279)

[personal profile] godshattering 2024-09-16 05:11 pm (UTC)(link)
[ He's got a witty comeback to that, surely, but it's lost when there's the sound of yet another swing connecting and Hilda's faux apology after. An apology he's well familiar with and which has him turning the inhale that'd be laughter into coughing. Because he clearly just really needs to clear his throat right now and it's nothing else - though maybe he could use another cover in case their opponent's grumbling wasn't enough. ]

Wow, we've kicked up a lot of dust with this. [ Nailed it. ] But I dunno, Hilda, he's putting out so much effort! I'd hate to see it all go to waste when we're this far into things. There's still a chance.

[ With an aside, of course since he's leaving nothing to chance: ] We're still both only down one point, right? I'll let him hit me on the next swing so long as you hit him back. Maybe we can annoy him into giving up. I'll go back the other direction.

[ A good goal as long as their opponent doesn't try to go bother someone else after this since that'd defeat part of the purpose for this. And if the two of them have any experience in something, it's absolutely lightly or greatly annoying someone into doing exactly what they want to do. Claude has faith they can manage it here, too.

Which is why he shifts back to the opposite side again, assuming the thief will do the same in hopes of connecting with one of them when they start the next countdown. It's a bit of strategy and one which Claude believes in enough to take his own swing with no hesitation. ]
theidlemaiden: (pic#16006945)

[personal profile] theidlemaiden 2024-09-19 06:53 pm (UTC)(link)
[ They definitely haven't kicked up a lot of dust or any dust probably if the lack of a tickled nose is any indication. But their newly minted friend doesn't seem any wiser to the fact that Claude is lying so blatantly through his teeth. He's too busy trying to figure out how exactly he's lost so many points in so few rounds.

It's clear that his priorities have changed to the point where this has become more about his ego than the prospect of making off with much needed goods. ]


I think we can annoy him into giving up this profession for a little while.

[ Nothing says giving up a life of crime like embarrassing someone, right?

And while she has complete confidence in Claude's plan it goes a little bit awry. One of them does avoid getting hit by him - but it's not Claude. The thief, seemingly getting the hang of this game a little better out of sheer determination not to be humiliated picks up on Hilda's footfall and turns around, smacking her hard in the arm. The surprise of being hit has her missing him by mere inches.

She lets out of a cry that's more of annoyance than pain. ]


Ow! That was way too hard.
godshattering: (pic#15570272)

[personal profile] godshattering 2024-09-22 02:38 pm (UTC)(link)
You know, that's an even better point. I'd hate it even more if there were no lessons learned, wouldn't you?

[ After all, this whole thing began simply because they'd mistakenly been taken as easy marks. It wouldn't do to still leave that impression and make it so someone else might be targeted after this.

Beneath the blindfold a frown creases his brow to match the turning down of his mouth's corners in his own annoyance that 1) Hilda was hit and more importantly, 2) that it was no gentle swing which had been apparent from the sound of it connecting even before her exclamation.

Well. Two (or three) can play that game. After taking a moment to locate where Hilda is from sensing her nearby, Claude takes another step to the side. This one gets a swing with full confidence - and full force. No more of the testing hits just in case he'd miscalculated and Hilda was on the other end of any of them; this one strikes with a satisfying shocked exhale from the bandit. ]


There, I think that about makes it even. Though not for you, since, let's see... you're down to only one point left, aren't you?

[ This might be the point where the thief puts together that none of this was ever left up to chance. Might. ]
theidlemaiden: (pic#16094985)

[personal profile] theidlemaiden 2024-09-24 07:01 am (UTC)(link)
Oh, absolutely.

[ There's a certainty to her message as if this entire scenario had been planned by them and not something completely random, ridiculous scenario that would happen to them.

She's still smarting over the hit, the stinging in her arm teetering her towards the edge of annoyance and anger. Thankfully Claude's quick thinking turns both of those into a smugness that can't be seen thanks to their blindfolds.

The thief doesn't seem to think that it's very funny though because it's his turn to whine now apparently. How do I know you two aren't cheating somehow? Hilda immediately lets out another well timed scoff, mingled with that tearful hurt from before. ]


I don't know what gave you that impression. I think I'm going to bruise because of how hard you hit me.
godshattering: (pic#15475312)

[personal profile] godshattering 2024-09-30 08:56 pm (UTC)(link)
Why would we ever cheat?

[ If he'd really wanted to make it that way, that question might've sounded halfway innocent. The gods know he and Hilda have manipulated their way out of enough situations together for it to be a well practiced skill even if Claude hadn't already honed his ability to fake any emotion on demand long ago. Alas: even his endless patience is slowly wearing down so there's a bit more malice in those words than intended.

Hilda's tears are perfect in combination for the exact suspicious vibes which gives the bandit another pause. There's a huff that's not from Hilda - the perfect sign that this is all working together just as intended. Just not what the thief intended, which is even better.

Before Claude can continue his barely started thought, the thief's frustration reaches a peak. Why don't we do one last round for everything? Really, it's all he can do to not chuckle at that while taking some supposed time to contemplate. ]


Actually, that's a pretty good idea. Might as well give it all you've got while you're at it.

[ He's fully intending on speeding through that countdown, but more than that: ] He should be to your right if you want to pay him back for that swing.
theidlemaiden: (pic#16094991)

[personal profile] theidlemaiden 2024-10-03 08:12 pm (UTC)(link)
[ While they would never call it cheating (because that would be incredibly un-noble of them despite the fact that plenty of nobles lie and cheat all the time) they have in fact cheated many times. Manipulated, nudged, evened the odds - all of those were vastly preferable to it being called cheating.

In this particular instance however, she doesn't feel like they have to beat around the bush or put on airs. They're cheating. And the thief deserves it. ]


𝘖𝘧 𝘤𝘰𝘶𝘳𝘴𝘦 𝘐 𝘸𝘢𝘯𝘵 𝘵𝘰 𝘱𝘢𝘺 𝘩𝘪𝘮 𝘣𝘢𝘤𝘬 𝘧𝘰𝘳 𝘵𝘩𝘢𝘵 𝘴𝘸𝘪𝘯𝘨. 𝘐 𝘢𝘤𝘵𝘶𝘢𝘭𝘭𝘺 𝘵𝘩𝘪𝘯𝘬 𝘐'𝘮 𝘨𝘰𝘪𝘯𝘨 𝘵𝘰 𝘣𝘳𝘶𝘪𝘴𝘦!

[ She's ready the moment Claude begins counting down and the moment he hits one, she's swung back with all of her full force (Crest strength included) and smacking the thief hard across the back of the head. He stumbles, completely whiffing his swing at Claude but Hilda still has it in her to sound completely and very innocently surprised. ]

Oh! Did we win?
godshattering: (pic#15894891)

[personal profile] godshattering 2024-10-08 01:15 am (UTC)(link)
[ The sound of Hilda's swing hitting is gratifying after that last strike. The feeling of his own hit landing when Claude had halfway intended for it to be a distraction more than anything - that just makes it even better. He's not even a little sorry about gloating. ]

I think so, considering our friend here now has negative points. And since we went for everything all in on this one...

[ Well. He probably doesn't have to finish that thought.

But: Claude does yank off his blindfold even before he's done talking since he's not risking this bandit getting any other ideas. Turns out that was the right choice since he barely gets it off before there's a rather suspicious looking thief tossing his on the ground with a glare like maybe he's finally connected the dots, and that's paired with him taking a deliberate step forward with no pretense of a smile now. ]


Fair's fair since that was your own choice, so I think we'll be taking all of our supplies with us and seeing you off to where you won't be bothering anyone else either.
theidlemaiden: (pic#16106056)

[personal profile] theidlemaiden 2024-10-13 03:03 am (UTC)(link)
[ For her part she wastes no time removing her blindfold either. As soon as she does, she's quick to re-fluff her bangs with that same mask of wide-eyed innocence on her face. The thief didn't have any proof though it was beginning to dawn on him that he had probably been played in some way. If he knew what was good for him though, he wouldn't make a fuss and quietly be on his way - preferably with his tail between his legs.

As he opens his mouth to say something, Hilda pipes up. ]
 

You wouldn't want to be a sore loser now, would you? Not that we know any other bandits personally but gossip does tend to move rather quickly in Cadens. [ Her closed lip smile is sickly sweet as she reaches out to give him a sympathetic (read: patronizing) tap on the shoulder. ] I think that this would be reputation ruining. And honestly, I don't want that for you. It's hard enough making a living as it is. Working is so hard. 

[ The thief's resolve seems to waver again for the umpteenth time and it's that moment that Hilda chooses to thread her hand through Claude's. ] 

Have a safe trip back to wherever your home is! 
godshattering: (pic#15529797)

[personal profile] godshattering 2024-10-15 06:20 pm (UTC)(link)
[ The moment where it finally all sinks in just how much he got played and starts visibility fuming is a satisfying one - so much so, in fact, that when Hilda's hand finds his it's the only thing which could break the smirk on Claude's face. And that solely because he's busy lifting their linked hands to place a kiss on the back of hers without breaking eye contact either, just to add in that there's no mistaking exactly what's taken place. Whatever sense can be made of it certainly won't be a story repeated by anyone but the two of them. One of the bonuses which come with a victory, right?

Claude's certainly counting it as one when the thief loudly mutters something about won't be the end of this as he stomps off. It's only because he's already turning to Hilda with a grin that he avoids shouting out his own supposed well wishes for that after making sure the thief disappears into the crowd. ]


I think we can count that as a success for Sylvain's patrol after our hard work here. Though... it wouldn't hurt to tell everyone a description just in case he gets any more ideas about trying to rob someone.

[ There's also another problem: their own supplies which are scattered around and partially in the street, and there's still actually delivering them yet as he brings their linked hands forward to drape his arm around Hilda's shoulders. ]

Huh. Maybe we should have made packing everything back up a condition of losing.
theidlemaiden: (pic#16006945)

[personal profile] theidlemaiden 2024-10-18 03:12 am (UTC)(link)
I've already forgotten what he looks like though.

[ The mild whine is said dismissively, not at Claudel, but aimed purely at the man that had tried to rob them and would probably try to rob someone else again in the future. While she hopes that won't be the case, she isn't certain how optimistic she should be after hearing him mutter to himself as he stalked off. Between the two of them though they'll remember his appearance - but she won't be the one writing it down that's for sure.

The warmth of Claude at her side is one that she instinctively leans into, her head coming to rest lightly on his shoulder to survey the mess that the thief had made. This time the groan that she makes is absolutely real and world weary. Like packing and cleaning up their supplies was the worst thing in the world to happen to her despite having narrowly escaped being robbed in broad daylight at knife point. ]


But it took so long to pack in the first place! [ In reality she had done very little packing the first time around. She gazes up towards him, her lower lip jutting out into a pout as her eyes give him the easily recognizable puppy dog eyes. ] Can you do it? You let him hit me so hard that I think I really hurt something.
godshattering: (pic#15439508)

[personal profile] godshattering 2024-10-19 08:07 pm (UTC)(link)
[ As she tucks herself into his side Claude resettles his arm to keep her even closer yet while they survey the scene before them. The supplies can wait a minute or even longer since there's another distraction yet.

It's familiar pleading Hilda turns on him. A routine he's seen so many times before he's lost hope of ever counting how many there've been as the full force of her pleading gets turned on him to solve the packing issue. All that's missing are a bit of tears, Claude thinks fondly, since it's not like he's immune to this either even if it's evenly split on going with it or winding her up more to undo the effect.

It's why it takes him no longer than a blink of an eye to decide what it'll be this time as he looks back at her with far too much affection. ]


Of course... [ gets murmured as he leans down to kiss just her pouting bottom lip. It'd sound like acceptance if Claude left it there - if he didn't also have something important to add even as he lingers for a second like in one of their more romantic moments like he's not about to upend this tiny one seconds later with - ] ... I'd believe that if I hadn't watched you take even harder hits and walk it off.

[ He'd stayed close for a reason, and this is it: to flash her a grin which says he knows exactly what danger he's risking before it's followed with another quick it's and spinning out of their shared grasp. Claude's under no illusions he's not risking getting sassed back - or more - as he bends down to pick up a crate. ]

C'mon, it'll take no time at all with the two of us!