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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!


sophos: (pic#4931142)

[personal profile] sophos 2024-09-03 08:11 pm (UTC)(link)
[ annabeth notices wilhelm rushing closer to help, and the wolves glance at him shortly after. she knows he's not helpless, but it's still something instinctive in her to want to keep the attention on herself, so she yells again in hopes of keeping them focused on her. ]

[ she might not be expecting his apparent fire magic, but neither are the wolf monsters, so she doesn't bother leaving herself room to think it over. it's a distraction she can take advantage of. it's with some regret that she darts in swift and low to slash her sword at one of the creature's legs - the elevated aggression doesn't seem like it's their fault, but she doesn't want them to hurt the villagers either. if they can just convince them it's not worth the effort, maybe the wolves will just leave?? ]

[ she can dream. ]
ordinar: (♛ 025)

[personal profile] ordinar 2024-09-04 01:50 am (UTC)(link)
[A year ago, when those rifts split open and spilled monsters everywhere, Wilhelm took care to stay clear of the fighting. Circled suddenly by a trio of red-eyed dogs, he'd run. He'd placed all his confidence in the protective charm Lucifer had given him, and none in his own magic. Now, his magic is stronger; he's stronger.

But he does hope that they don't actually have to fight a pack of wolves. He hopes he and Annabeth can scare them off with just the threat of fire and sword.

For a second, it seems like it might work. The madrleags recoil at the baleful glow of the fire Wilhelm waves in his hand. Annabeth's blade connects, and one of the creatures lets out a sharp whimper. A few scatter back — but then one lunges for Annabeth, and the rest follow its lead.

Running on instinct more than strategy, Wilhelm hurls his ball of flame directly at the attacking madrleags.]
Edited 2024-09-04 01:51 (UTC)
sophos: (pic#4539986)

[personal profile] sophos 2024-09-08 09:47 pm (UTC)(link)
[ annabeth reacts to the wolves launching themselves at her by launching herself in the other direction. she's always been fast, so she's not terribly concerned about dodging them - until she factors in the fireball headed at the creatures. ]

[ swearing in greek under her breath, she ducks into a roll as one of the wolves leaps out of the way and nips at her heels. the magic scatters the others, with two of them full on fleeing into the woods. she spins back to her feet and swings the sword at the nearest wolf, who backs away but still stares at her, lowly growling. ]

[ she postures at it, almost like her body puts forth a "come at me bro" stance, as they sort of stare at each other for a few moments in a standoff. a second wolf slinks in to flank but she doesn't outwardly react. mostly she spares a second to take in the rest of the scene, to locate wilhelm, to pinpoint the rest of them. ]


If you can aim it properly, try to land another fireball behind me.
ordinar: (♛ 022)

[personal profile] ordinar 2024-09-15 01:21 am (UTC)(link)
[Finding nothing to seize but a trodden spit of grass, his fireball soon extinguishes itself on the hardpacked dirt. As it sputters out, Wilhelm readies another flame in his hand. Annabeth maintains an iron calm even as the remaining wolves close in on her, but his heart is hammering in his ears. His nerves are jumping, a buzz under his skin. He reminds himself that Annabeth is the daughter of a war goddess. She knows battle, and she knows strategy.]

Got it...!

[Wilhelm pours more power into his flame, stoking it to a roar in the space of a measured breath in and out. He winds his arm back and lets it fly. Crackling, the fire arcs through the air.

And then it fizzles to the strength of a candle before dying on a breeze.

Shit, shit shit. Frantically, he tries to spark another flame in his palm. But suddenly, it's like he's been transported backward two years. Nothing happens.]
sophos: (pic#7001818)

[personal profile] sophos 2024-09-17 03:19 am (UTC)(link)
[ well. ]

[ there goes that plan. ]

[ but it's fine, annabeth is used to switching gears on the fly. she can't use fire to make herself look extra intimidating? fine! she can still be intimidating! she swings the sword again in a wide arc, stretching her arm as far as it'll go and making all of it look much bigger than it actually is. it gets one of the wolf monsters prancing back another few feet. ]

[ then she just screams at it, loudly, but it's enough of a surprise that the second-in-command wolf scatters, leaving her with just the one. ]

[ sometimes... strategy is silly. but she feels a lot better about rushing in towards the leader of the pack now that he's alone. ]
ordinar: (♛ 021)

[personal profile] ordinar 2024-09-21 08:20 pm (UTC)(link)
[He forgets to pay attention to the wolves as he keeps trying to call on his fire. In the last year, the process of it has become second nature to him, like the intentional breathing he latches onto when panicked. It has become a part of him. To find it suddenly gone is a strange feeling.]

Come on. [Muttering to himself, the words themselves like hot sparks, he shakes his hands out and tries again.] Come on. You've got to be fucking kidding me...!

[Pulling in a slow breath, he thinks back to what it was like when he first learned to call his fire. Before he made it his own. He retreads the long pathway he used to take toward it, into the anger wadded deep inside himself like tinder. Slowly, he feels the heat building under his palms, until finally it ignites. He wastes no time in lobbing it at a scrubby bush behind Annabeth.

This time, it doesn't die midair. The fireball hits its mark, and the bush crackles with a baleful glow.]
sophos: (pic#4324827)

[personal profile] sophos 2024-09-22 07:03 am (UTC)(link)
[ she becomes aware of both the wolves and wilhelm at once as the latter begins attempting the magic a second time, hoping he succeeds but not banking on it. she swings her sword again in attempted posturing, and the wolf creature feints a lunge on her. it's a bit of a stalemate she's starting to think is going to end bloody. ]

[ then her gaze flickers to the fire as it springs to life once more, this time sailing over in an arc that doesn't fade out, and when she realizes it's going to work this time, she grins. ]

[ the fire erupts behind her just as flashily as she hoped, and annabeth puffs herself up even more, throwing her arms up like she's the one wielding the flames, then slashes her sword again with another yell. ]

[ the wolf scrambles back from her in the first real sign of fear, lingering at the edge of the clearing. ]


Back off already, shit for brains! [ it probably can't understand her, but she can be loud. too bad the swearing doesn't come out in ancient greek, like it normally would. ]
ordinar: (♛ 036)

[personal profile] ordinar 2024-09-28 07:58 pm (UTC)(link)
[Wilhelm plays along with Annabeth's posturing, pumping the flames higher as she raises her arms. He cuts a nervous glance to the last madrleag of the pack, which now stands at the edge of clearing with its leaves spiked like hackles and its tail swishing low. He prays to nothing in particular that it will follow the rest of its pack — and that his fire will hold out until it does.

He doesn't know what happened, but right now, he can't afford to sink into self-doubt. Pulling in a deep breath, he reaches for his fire. Its heat, which he feels like a pulse under his skin even when he's not next to it, reassures him. That was just a fluke before. The flames belong to him.

As Annabeth slashes her blade and hurls swears, Wilhelm culls flames from the bush and stretches them out in waves toward the wolf. It growls and snaps its jaws, but then it turns tail and flees back into the forest. His breath lets out in a rush as relief sags his shoulders.]


Fuck, I thought you were going to have to actually fight those things.
sophos: (pic#5250003)

[personal profile] sophos 2024-10-08 12:27 am (UTC)(link)
[ the fire is hot at her back, but she is seemingly unbothered by it as the flash of it all seems to do it's job, and the madrleags all flee. once she's sure the coast is clear, she hops a few feet away from the flames. the sword in her hand disappears from sight, the danger no longer present. ]

[ she huffs a little, brushing back some of the lose curls that fell into her face. ]


I could have. [ really, they seemed almost easy in comparison to other beasts she's come up against. she frowns though. ] But they weren't acting normal. I didn't want to kill them if I didn't have to.

[ if the heralds were riling up animals too, annabeth wants no part in that bloodshed either. she's already going through it. ]

The fire really did the trick.
ordinar: (♛ 091)

[personal profile] ordinar 2024-10-13 05:05 pm (UTC)(link)
[Even though the animals have fled, a cloud of worry still lingers. Because Annabeth is right, they weren't acting normal. He's only ever caught glimpses of the elusive leafy wolves; he's never seen them leave the shelter of the forest to directly approach a crowd. They must be under the same strange influence as the people of Thorne.]

And swinging that sword around. [A smile flickers on his face.] I was starting to get a little scared too.

[Now that his fire has served its purpose, he shrinks it down to embers with a gesture of his hand, then snuffs it out by closing his fingers.]
sophos: (pic#17139026)

[personal profile] sophos 2024-10-14 11:16 pm (UTC)(link)
[ there are way too many worrying things about these war gods and the effects they're having on the world, least of all the way it keeps making her personally feel, given her previous experience with war gods is her literal mother. ]

[ a little dryly: ]
Thanks, it's new.

[ and she gets the sense it's only going to appear to her when she's in danger. ]

Sometimes you can win a fight without actually fighting, when it's called for. Did you learn how to use that fire here? In Abraxas?
ordinar: (♛ 088)

[personal profile] ordinar 2024-10-16 06:55 pm (UTC)(link)
[Wilhelm may not come from any divine parents, but his time in this world has already taught him that gods are usually more trouble than they're worth. That probably includes the Summoned themselves during that prolonged hallucination in which they ascended to the level of deities.]

Yeah. A little present from the Singularity.

[He chuckles, remembering something.]

This is actually the second time I've had to use it to chase off wild animals.
sophos: (pic#17222176)

[personal profile] sophos 2024-10-18 04:54 am (UTC)(link)
[ she thinks about her own newfound abilities, things she definitely couldn't do before. annabeth long ago accepted her lack of tangible magic, and she's not sure how she feels about learning it here. not that it's stopped her either. ]

Like my sword, then. A gift. [ she pauses. ] Dare I ask what the first time was?
ordinar: (♛ 050)

[personal profile] ordinar 2024-10-20 10:53 pm (UTC)(link)
I was helping to transport— [He stumbles a bit over the gap left by words he doesn't want to say, dead bodies.] —some cargo through the woods in Nocwich, and a whole herd of giant boars charged the cart.

[As he relays the dramatic details from the battle that ensued, with Lucifer, Kell, and himself pitted against a dozen feral hogs, he motions for Annabeth to join him in patrolling the perimeter of the clearing. They can make sure that no more wild animals try to storm the mill workers.]