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Entry tags:
- !event,
- aerith gainsborough; the sun,
- aloy; the hermit,
- altaïr ibn-la'ahad; the magician,
- alucard; the hierophant,
- anakin skywalker; judgement,
- cal kestis; the hanged man,
- carl grimes; the empress,
- cassandra de rolo; strength,
- cirilla of cintra; the devil,
- clarke griffin; strength,
- claude von riegan; the wheel of fortune,
- dante; the devil,
- dean winchester; the lovers,
- diana prince; the empress,
- eddie munson; the devil,
- elidibus; the high priestess,
- emet-selch; the emperor,
- frank castle; the hermit,
- garrus vakarian; justice,
- geralt of rivia; the hanged man,
- gideon nav; strength,
- himeka sui; the fool,
- hythlodaeus; the empress,
- inej ghafa; the hierophant,
- istredd; the high priestess,
- jack skellington; the fool,
- jack townsend; the moon,
- jaskier; the sun,
- jayce talis; the magician,
- jesper fahey; the wheel of fortune,
- jo harvelle; strength,
- jon snow; the emperor,
- jordan hennessy; the moon,
- julie lawry; the wheel of fortune,
- kaz brekker; the chariot,
- kell maresh; the magician,
- kyle; the hanged man,
- kylo ren; the tower,
- leonard mccoy; the lovers,
- lucifer; the devil,
- michael; the emperor,
- nadine cross; the world,
- nero (dmc); the chariot,
- peter parker (mcu); strength,
- petra macneary; strength,
- prince wilhelm; the tower,
- rey; the star,
- rhy maresh; the lovers,
- ronan lynch; the moon,
- sam wilson; justice,
- sasarai; judgement,
- sephiroth; the tower,
- stephen strange; death,
- steve harrington; the lovers,
- steve rogers; the hierophant,
- sylvain gautier; the sun,
- sypha belnades; the tower,
- thancred waters; strength,
- thor odinson; the fool,
- urianger augurelt; death,
- viktor; death,
- wanda maximoff; the hanged man,
- yennefer of vengerberg; the chariot
EVENT #9: NOCWICH - IC POST
Event #9 - Nocwich
go to the OOC event info and plotting post or the the IC wrap-up post
Throughout August, each faction is in a constant bustle. Between upping their borders' defenses and the arrival of Nocwich's emissaries, there's been no shortage of activity.
On AUGUST 15, a few days before the portals open, the Summoned will receive invitations delivered to their doors. Inside the wax-sealed envelope, they will find:
On AUGUST 15, a few days before the portals open, the Summoned will receive invitations delivered to their doors. Inside the wax-sealed envelope, they will find:
◎ A handwritten letter addressed to them by name. The letter formally welcomes each person to the grand opening of Oleuni Square, the first neutral territory formed in Nocwich between Ikorr and Luna. If you happened to donate your blood last month, a small thank you will be included, as well.
◎ A unique enchanted pendant that will allow the wearer to enter the portal. You must have this pendant to come and go from Nocwich.
◎ A card bearing their Arcanum. On the back is a painted pink crystal with the letter E. Exchange this with Lady Elin to have your fortune told. Those newly Summoned in August will have an additional handwritten note that says, Your time has not yet come. Answers may arrive upon the next full moon.
◎ Two invitation cards: one to LUNAR POND and one to the NIGHTBLOOM. Use this to enter the ceremony you choose on the night of the full moon.
Arriving at the Portals
When AUGUST 20 approaches, there will be carriages or mages with teleportation spells ready to take everyone to the portal location depending on the faction.
In the FREE CITIES, the trip will take 1 hour each way by carriage. As a result, it's suggested you make plans to stay a few days at one of Nocwich's fine inns unless you want to make the trip daily. Of course, if you don't plan on returning to Nocwich more than once or twice, the trip may not be too troublesome.
In THORNE, portals will be available just outside the castle in a more secluded area around the back.
In SOLVUNN, a short walk will take you to a shrine in the woods where a portal has been activated nearby. If you're coming from the Tertiary or Secondary Settlement, you may need to make a slightly longer trip to get there.
In the FREE CITIES, the trip will take 1 hour each way by carriage. As a result, it's suggested you make plans to stay a few days at one of Nocwich's fine inns unless you want to make the trip daily. Of course, if you don't plan on returning to Nocwich more than once or twice, the trip may not be too troublesome.
In THORNE, portals will be available just outside the castle in a more secluded area around the back.
In SOLVUNN, a short walk will take you to a shrine in the woods where a portal has been activated nearby. If you're coming from the Tertiary or Secondary Settlement, you may need to make a slightly longer trip to get there.
Oleuni Square
Newly formed as a pact between Ikorr and Luna, Oleuni Square was designed as a welcoming neutral space for anyone to visit.
While the werewolves and vampires do not intermingle much throughout the week, this is nonetheless the first time they've ever shared a space. A bit of tension can be felt here and there, but for the most part, those who are part of this event have agreed to put aside their differences to put forth their best selves for the Summoned.
Both the vampires and werewolves are curious about the Summoning process. They'll ask the Summoned about it if the topic arises, though they won't be pushy. It seems they just want to know: is it really possible to bring forth someone from another world? Someone of the faction's choosing?
While the werewolves and vampires do not intermingle much throughout the week, this is nonetheless the first time they've ever shared a space. A bit of tension can be felt here and there, but for the most part, those who are part of this event have agreed to put aside their differences to put forth their best selves for the Summoned.
Both the vampires and werewolves are curious about the Summoning process. They'll ask the Summoned about it if the topic arises, though they won't be pushy. It seems they just want to know: is it really possible to bring forth someone from another world? Someone of the faction's choosing?
About the Vampires
Unlike what some legends and myths state, the vampires of Ikorr are a species unto themselves. A vampire cannot turn or change a human into one of its own. Physically, all vampires possess visible fangs. Their eyes can change color depending on their age into a glowing orange, red, green, or blue and their pupils may even vanish entirely. They are extraordinarily long-lived provided they remain out of the sun. Entering the sun ages them rapidly and brief exposure can take decades or even centuries off of their lives.
They are fairly secretive, fearing the destruction of their kind. Much of their written knowledge is guarded in heavily secured libraries and vaults. It is not currently known if they can procreate. It is entirely possible that the vampires in Ikorr are those who have been there from the very beginning and that there have been no new vampires for an extremely long time. Rumor has it that a vampire child is considered a rare miracle and is greatly celebrated when one arrives. Regardless, there appear to be no vampire children present anywhere in Nocwich, at least not where the Summoned can see.
Vampires require blood to survive and claim they no longer feed on unwilling humans. This would appear to be true, as very few humans enter Nocwich as it is. Further, the vampires seem to have found a way to closely replicate the taste of human blood using animal blood and a combination of enchantments and herbs. It isn't perfect, and those with a special sense of smell or who are familiar with real human blood will recognize the subtle difference. According to the vampires, they don't experience unusual blood cravings. It's simply a necessary part of their diet. Nonetheless, there are rumors that sometimes those who are seen entering Ikorr do not leave, though these seem to be tall tales more than anything. That said, Nocwich is a city like any other and has a variety of predators and criminals in its midst. Danger can befall anyone.
They are fairly secretive, fearing the destruction of their kind. Much of their written knowledge is guarded in heavily secured libraries and vaults. It is not currently known if they can procreate. It is entirely possible that the vampires in Ikorr are those who have been there from the very beginning and that there have been no new vampires for an extremely long time. Rumor has it that a vampire child is considered a rare miracle and is greatly celebrated when one arrives. Regardless, there appear to be no vampire children present anywhere in Nocwich, at least not where the Summoned can see.
Vampires require blood to survive and claim they no longer feed on unwilling humans. This would appear to be true, as very few humans enter Nocwich as it is. Further, the vampires seem to have found a way to closely replicate the taste of human blood using animal blood and a combination of enchantments and herbs. It isn't perfect, and those with a special sense of smell or who are familiar with real human blood will recognize the subtle difference. According to the vampires, they don't experience unusual blood cravings. It's simply a necessary part of their diet. Nonetheless, there are rumors that sometimes those who are seen entering Ikorr do not leave, though these seem to be tall tales more than anything. That said, Nocwich is a city like any other and has a variety of predators and criminals in its midst. Danger can befall anyone.
About the Werewolves
Similar to the vampires, the werewolves of Luna are also a species unto themselves. They do not pass on a curse nor were they ever cursed or once human. The full moon enhances their transformation process, but many werewolves have learned to control their shifting ability and can choose to change at will regardless of the lunar cycle. While they don't explicitly need to live in darkness, many are now used to this lifestyle and prefer it. Being in daylight can dull or trouble their senses. It also carries the risk of damaging their pelts, something they guard carefully as it's their only means of shifting into their wolf form.
Those who reside in Solvunn might notice familiar motifs in runes, clothing, tools, and even architecture. This is because some of the original settlers of Solvunn were once werewolves from Nocwich. Over time, the werewolf aspect of their lineage has largely faded, but some traditions remain including their preference for oral history and storytelling, as well as their more rustic lifestyle. Once in a while, some werewolves might travel to Solvunn to attend a special solstice celebration. They won't announce themselves as werewolves and blend in well, so they're easy to miss. They'll often take livestock with them when they leave.
Unlike the vampires, the occasional werewolf child can be seen, though not as many as one might expect. The werewolves are tightlipped about it for the most part, but some do speak of the moonlit years, a time when their numbers were thriving. It's unclear what's happened if anything, but the werewolves as a whole are extraordinarily protective of their young ones.
Those who reside in Solvunn might notice familiar motifs in runes, clothing, tools, and even architecture. This is because some of the original settlers of Solvunn were once werewolves from Nocwich. Over time, the werewolf aspect of their lineage has largely faded, but some traditions remain including their preference for oral history and storytelling, as well as their more rustic lifestyle. Once in a while, some werewolves might travel to Solvunn to attend a special solstice celebration. They won't announce themselves as werewolves and blend in well, so they're easy to miss. They'll often take livestock with them when they leave.
Unlike the vampires, the occasional werewolf child can be seen, though not as many as one might expect. The werewolves are tightlipped about it for the most part, but some do speak of the moonlit years, a time when their numbers were thriving. It's unclear what's happened if anything, but the werewolves as a whole are extraordinarily protective of their young ones.
The Marketplace
Making up the majority of the Square, the Marketplace consists of a series of outdoor stalls and a few actual shops. Whatever you can think of can be found here, from jewelry to clothing to food and wine. There are fancier eateries where one can order a meal and cheap street vendors. Much of what's available is of fairly high quality. Nocwich has put their best forward and only those who would make a good impression have been allowed to set up in the Square.
The list below is not all-encompassing, but it'll give you a sense of what you'll find.
The list below is not all-encompassing, but it'll give you a sense of what you'll find.
Sights & Sounds
◎ THE MAIN STAGE. An outdoor stage will feature a variety of musical performances, dances, and plays. There is no need to buy tickets or reserve a seat. Simply come and go as you please, though it's of course polite not to leave in the middle of a performance. Refreshments can be purchased at nearby stalls.
◎ GAMBLING DEN. While there are a few under-the-table wagers being made all over, the main gambling den is run by the vampires. Complimentary tokens will cover the first few rounds. You'll need to purchase more if you want to keep playing seriously. Nocwich is no different than any place, though, and chances are you'll find that the house always wins in the end. Still, if you know when to stop you might find yourself with a little extra spending money!
◎ SHOPS & STALLS. In addition to the wares brought over last month, visitors will find an even greater selection of wine, meat, jewelry, herbs and flowers unique to the land, and special elixirs that offer different effects from cures to recreation. Some of the ingredients in these items may contain werewolf hair, vampire blood, or other unknowns. There doesn't appear to be much by way of regulations in Nocwich, so take extra care. Nothing will cause major harm, but you might end up with a more potent piece of candy than you were expecting...especially if it looks green and faintly glowing.
◎ HOT SPRINGS. Hot springs are used among the werewolves to ease their aching muscles before and after a transformation. A hot spring is available near the edge of the water for anyone to visit at any time. A few torches have been lit for the sake of their visitors. Do note, however, that the werewolves have little modesty and expect the same of those who join them. If you insist on keeping a few scraps of clothing, you'll be looked at strangely.
◎ SPAS. Near the hot springs, spa treatments will be available. Hot stones, massages, and aromatic herbs are all options for you to try. There will also be wine and herbal teas served while you're relaxing. You may experience this alone or you can go in pairs.
◎ TATTOOS. Due to their quick-healing nature, tattoos are popular among both the werewolves and the vampires. A couple of tattoo shops are available, where anyone can get a tattoo of any kind. For an extra fee, the ink can be imbued with the sap of a special flower that gives the design a faint glow under the moonlight.
◎ YARN & WOVEN ITEMS. Werewolves shed a great amount. A few enterprising individuals have spun the fur into yarn to make knitted shawls, gloves, blankets, and socks. The resulting wool is surprisingly soft and keeps the wearer warm without overheating them. It's also highly absorbent and quick to dry, making it an ideal washcloth.
Lady Elin's Divinations
To the east of the square sits Lady Elin's fortune-telling tent. It's modest and plain, without any of the flashy trimmings the other seers have. The only thing advertising her business is a single wooden sign. She possesses no equipment beyond a single crystal embedded into a round disc and a few candles. Those who are sensitive to magic will be able to sense the hum of power from her. Whoever she is, she appears to be the real deal - or at least has a significant amount of magic compared to others of her kind.
Curiously, any of the Summoned who pass her by will receive a look, almost as though she recognizes you or senses something familiar in you. As the Summoned, you are the only ones whom Lady Elin will actively encourage to get a reading. She may even insist on it if you hesitate. She does not seem interested in performing readings for anyone else. Her presence is calming and she's soft-spoken, if serious. While she will not explicitly say such, it's as if she has something she wants to tell each of the Summoned - something she can only reveal through a reading.
Curiously, any of the Summoned who pass her by will receive a look, almost as though she recognizes you or senses something familiar in you. As the Summoned, you are the only ones whom Lady Elin will actively encourage to get a reading. She may even insist on it if you hesitate. She does not seem interested in performing readings for anyone else. Her presence is calming and she's soft-spoken, if serious. While she will not explicitly say such, it's as if she has something she wants to tell each of the Summoned - something she can only reveal through a reading.
To get a reading, all anyone has to do is hand her the tarot card received in the envelope.
Comment here to receive a personalized reading. Should they have any further questions, Lady Elin will tell them their time is up and the crystal has no more answers to offer.
Be sure to request a reading before AUGUST 25th at 11:59 PM ET! This is to help us make sure all the readings are given and wrapped on time.
Comment here to receive a personalized reading. Should they have any further questions, Lady Elin will tell them their time is up and the crystal has no more answers to offer.
Be sure to request a reading before AUGUST 25th at 11:59 PM ET! This is to help us make sure all the readings are given and wrapped on time.
Hunting Woods
The Hunting Woods are dark and haunting. Anyone is welcome, but the guardians of the woods make it clear that you enter at your own risk. Other predators hunt alongside you and may see you as competition or even prey. Any form of lighting is not allowed as it chases away the wildlife.
As most of the Summoned are expected not to be carrying large hunting weapons with them, the guardians will lend fine-crafted weapons for those who wish to hunt. These weapons are of the same quality their hunters use. You can choose between a crossbow, a bow and arrow, or a spear.
Have trouble in the dark? There are options for those who can't see without firelight: merchants sell eye drops that will enhance the user's sight in the dark for a few hours. There are also goggle-like glasses that serve the same purpose for anyone who doesn't trust putting things in their eyes, though these run the risk of breaking in a fight. Whatever you decide, just take care in these woods. They are not for the unskilled nor the amateur hunter.
Much of the flora and fauna in the Hunting Woods have adapted to the dark. Ferns grow low to the ground, flowers bloom under the moonlight, and there is a large variety of mushrooms. Some are edible, but many are not - so don't eat what you shouldn't. For an idea of what creatures you can find in these woods, check the Nocwich section of the Bestiary. (Thank you everyone for your contributions!)
As most of the Summoned are expected not to be carrying large hunting weapons with them, the guardians will lend fine-crafted weapons for those who wish to hunt. These weapons are of the same quality their hunters use. You can choose between a crossbow, a bow and arrow, or a spear.
Have trouble in the dark? There are options for those who can't see without firelight: merchants sell eye drops that will enhance the user's sight in the dark for a few hours. There are also goggle-like glasses that serve the same purpose for anyone who doesn't trust putting things in their eyes, though these run the risk of breaking in a fight. Whatever you decide, just take care in these woods. They are not for the unskilled nor the amateur hunter.
Much of the flora and fauna in the Hunting Woods have adapted to the dark. Ferns grow low to the ground, flowers bloom under the moonlight, and there is a large variety of mushrooms. Some are edible, but many are not - so don't eat what you shouldn't. For an idea of what creatures you can find in these woods, check the Nocwich section of the Bestiary. (Thank you everyone for your contributions!)
Night of the Moon
On AUGUST 26, the moon will shine bright and round in the sky. During this time, the Summoned will be invited to one of two ceremonies: Lunar Pond and the Nightbloom Ballroom.
Lunar Pond promises a beautiful and elegant moonlit night with the werewolves of Luna and offers participants the chance to earn a blessing that will strengthen their hearts. The Nightbloom, meanwhile, promises an evening of luxury with the vampires of Ikorr and the chance to witness what the vampires call the Blooming. It is said all those who are fortunate enough to see this event will find their path lit more brightly than others.
To attend one or the other, simply gather in the middle of the Square when the time comes and step through the appropriate portal. The Square will be closed while the ceremonies are happening. If you do not wish you attend, you must return home. It is not possible to remain in the Square or in Nocwich. Otherwise, choose the portal to Ikorr or Luna and enjoy your time! Carriages will be waiting after the portals to take guests the rest of the way to their destination.
Lunar Pond promises a beautiful and elegant moonlit night with the werewolves of Luna and offers participants the chance to earn a blessing that will strengthen their hearts. The Nightbloom, meanwhile, promises an evening of luxury with the vampires of Ikorr and the chance to witness what the vampires call the Blooming. It is said all those who are fortunate enough to see this event will find their path lit more brightly than others.
To attend one or the other, simply gather in the middle of the Square when the time comes and step through the appropriate portal. The Square will be closed while the ceremonies are happening. If you do not wish you attend, you must return home. It is not possible to remain in the Square or in Nocwich. Otherwise, choose the portal to Ikorr or Luna and enjoy your time! Carriages will be waiting after the portals to take guests the rest of the way to their destination.
At Lunar Pond
Hidden within some dense forests, Lunar Pond is more than just a pond. The vast wooded area is lit with delicate flowers and fireflies that pulse gently with life. Due to the thickness of the trees, the moonlight reflects the brightest off of the pond, giving it an ethereal glow. Additional glowing flowers have been placed around the forest to make a path for the visiting Summoned, like blooming lanterns. Carved wooden benches and tables have been placed around the area for seating, as well as natural tree stumps, boulders, and logs.
A large space for dancing has been cleared out, and music will be going all night. The werewolves favor folk sounds and wood instruments not unlike what's common to Solvunn. There's nothing formal about the dancing, as the point is to enjoy yourself. Set partners are rare. Most of the locals will dance in large groups or switch partners regularly within the space of a single song, making the experience a bit chaotic to watch. As the night wears on, it's not unusual for the dancing grounds to get a little rowdy - though in a friendly, celebratory way.
REFRESHMENTS
In the middle of the clearing is a large buffet table. Refreshments include a variety of raw meat and fish delicacies similar to tartare, ceviche, and carpaccio. The hosts will assure anyone who seems nervous that these are entirely safe for human consumption.
For those not convinced, there's also a variety of roasted poultry, steaks, delicately steamed and smoked fish, barbecued eels, and pies. Dishes of root vegetables and mushrooms such as tarts, soups, and stews are also available, along with a fine selection of mead and wine. Sharing a meal is important to the werewolves, and the amount of food and drink available demonstrates this. This doesn't mean the food lacks care, though. Presentation is equally important, and each plate or bowl is displayed with the appropriate garnish and decorations.
MOON LANTERNS
Upon entry, each person will be given a small lightweight lantern made of unusual reflective material and a piece of parchment. Write down the name of someone important to you - someone present in your life right now in this world - and place it inside the lantern. There are also paints and ink available if you wish to decorate the outside of the lantern. It isn't required, but personalizing your lantern in some way is encouraged.
Once completed, the lanterns will be set aside within a carefully watched tent for the decorations to dry. It would appear the werewolves take guarding the lanterns seriously, and no one will be allowed to enter the tent.
BLIND TASTING
Ever adventurous, the werewolves have set up a blind tasting tent. All the food and drink here are unlabeled and enchanted with a spell that makes it difficult to see what it is.
Enjoy dining alone? Too bad, because this requires a partner. If you don't want to choose a partner, the werewolves will choose for you. You'll be asked to choose your partner's meal based on what you can vaguely discern from the blurry and obscured view of the available dishes and drink, and they'll do the same for you. You might get something you enjoy, it might be horrific. The adventure is the point so these dishes won't be mundane, and are likely to contain something a bit strange, whether that's extreme spice, an unusual animal part, or an untested vegetable. While the cooks are attempting to make an edible yet experimental dish, their idea of edible might not be the same as yours...so although nothing will be dangerous or make you ill, the taste can be another matter.
Of course, you can give up and tap out at any time. Those who commit to clearing their plate, however, will be rewarded with bragging rights and an embellished drinking horn.
THE TRANSFORMATION
Partway into the night, attending guests will be invited to the clearing before the pond and given the lantern you made earlier. Here, a small group of werewolves will take their place in the center. Each werewolf is covered only in their pelt, a thick coat of fur that wraps around their body. As the moon shines upon them, the pelt begins to stretch and mold over their bodies like a second skin that melds into their form. Their limbs elongate, bones snapping and skin splitting. Within just a few short minutes, several large wolves now stand before the audience.
Take your lantern and follow the transformed wolves to the edge of the pond. Here, you can set the lantern on the water. As it floats, the full moon will light it up. If you pay attention, you might feel a warmth inside you - and the person whose name you wrote might feel the same, too, even if they're not with you at the ceremony. The werewolves refer to this as the moon's blessing, a promise of protection for the days to come.
A large space for dancing has been cleared out, and music will be going all night. The werewolves favor folk sounds and wood instruments not unlike what's common to Solvunn. There's nothing formal about the dancing, as the point is to enjoy yourself. Set partners are rare. Most of the locals will dance in large groups or switch partners regularly within the space of a single song, making the experience a bit chaotic to watch. As the night wears on, it's not unusual for the dancing grounds to get a little rowdy - though in a friendly, celebratory way.
REFRESHMENTS
In the middle of the clearing is a large buffet table. Refreshments include a variety of raw meat and fish delicacies similar to tartare, ceviche, and carpaccio. The hosts will assure anyone who seems nervous that these are entirely safe for human consumption.
For those not convinced, there's also a variety of roasted poultry, steaks, delicately steamed and smoked fish, barbecued eels, and pies. Dishes of root vegetables and mushrooms such as tarts, soups, and stews are also available, along with a fine selection of mead and wine. Sharing a meal is important to the werewolves, and the amount of food and drink available demonstrates this. This doesn't mean the food lacks care, though. Presentation is equally important, and each plate or bowl is displayed with the appropriate garnish and decorations.
MOON LANTERNS
Upon entry, each person will be given a small lightweight lantern made of unusual reflective material and a piece of parchment. Write down the name of someone important to you - someone present in your life right now in this world - and place it inside the lantern. There are also paints and ink available if you wish to decorate the outside of the lantern. It isn't required, but personalizing your lantern in some way is encouraged.
Once completed, the lanterns will be set aside within a carefully watched tent for the decorations to dry. It would appear the werewolves take guarding the lanterns seriously, and no one will be allowed to enter the tent.
BLIND TASTING
Ever adventurous, the werewolves have set up a blind tasting tent. All the food and drink here are unlabeled and enchanted with a spell that makes it difficult to see what it is.
Enjoy dining alone? Too bad, because this requires a partner. If you don't want to choose a partner, the werewolves will choose for you. You'll be asked to choose your partner's meal based on what you can vaguely discern from the blurry and obscured view of the available dishes and drink, and they'll do the same for you. You might get something you enjoy, it might be horrific. The adventure is the point so these dishes won't be mundane, and are likely to contain something a bit strange, whether that's extreme spice, an unusual animal part, or an untested vegetable. While the cooks are attempting to make an edible yet experimental dish, their idea of edible might not be the same as yours...so although nothing will be dangerous or make you ill, the taste can be another matter.
Of course, you can give up and tap out at any time. Those who commit to clearing their plate, however, will be rewarded with bragging rights and an embellished drinking horn.
THE TRANSFORMATION
Partway into the night, attending guests will be invited to the clearing before the pond and given the lantern you made earlier. Here, a small group of werewolves will take their place in the center. Each werewolf is covered only in their pelt, a thick coat of fur that wraps around their body. As the moon shines upon them, the pelt begins to stretch and mold over their bodies like a second skin that melds into their form. Their limbs elongate, bones snapping and skin splitting. Within just a few short minutes, several large wolves now stand before the audience.
Take your lantern and follow the transformed wolves to the edge of the pond. Here, you can set the lantern on the water. As it floats, the full moon will light it up. If you pay attention, you might feel a warmth inside you - and the person whose name you wrote might feel the same, too, even if they're not with you at the ceremony. The werewolves refer to this as the moon's blessing, a promise of protection for the days to come.
At the Nightbloom
Rising through the fog in Ikorr, the Nightbloom is a grand castle that boasts an exquisite grand ballroom within its vast walls. Dancing is a given - and although elegant, it is certainly not stiff. The dance floor quickly becomes a whirlwind of swirling fabric from the vampires' natural grace and speed. Plenty of plush couches have been set aside for attendees to rest their feet, have a drink, and chat.
On either side, two curved staircases lead to the upper floor where guests can explore a collection of prized sculptures, paintings, and other art pieces. Some of the art is broken or worn, some are in pristine condition, and others still may even register as quite ugly depending on your taste. Nonetheless, every piece holds a lot of history and the vampires consider every artwork an important part of their past. None of the art is labeled, and most of the locals are reluctant to share too much about their history. Most questions will be answered with a coy, Art is how you see it.
REFRESHMENTS
Favoring elaborate flower arrangements, the long dining tables are neatly set with candles and refreshments. As the vampires largely subsist on blood, eating for them is less about sustenance and more about the experience. There's no shortage of food, but each item is delicate, meant to be eaten in one bite. The variety is unmatched. Some of the ingredients have been imported from elsewhere in Abraxas: fruits and herbs that couldn't possibly grow without sunlight.
More important than the food, though, are the drinks. The blood-infused wines and cocktails are the most popular of among the vampires, though there are non-blood varieties for those who wish to stick with something more familiar. You can serve yourself or ask one of the attendants to make you a drink of your choosing. Mead and ales are also available, but in smaller quantities and with less variety.
THE FLOWER
In the center of a guarded room sits a large flowering plant. From the plant are smaller blossoms, all of which are budded and not yet in full bloom. At a glance, despite its size and ethereal blue hue, it seems unimpressive with its petals tightly closed. Nonetheless, an aura of magic hums from it, a gentle sensation.
As a Summoned, you'll be invited upon entry to take one of the smaller blossoms and to keep it with them. Approaching the flower, you'll find yourself drawn to one bloom in particular, for reasons that can't be explained. That will be the blossom to take. Slip it into your pocket or wear it in your hair. It doesn't appear to matter what you do with it, the flower can't be crushed and it won't wilt...though its petals remain tightly closed for now.
DANCING LESSONS
Find yourself a partner and step into one of the side rooms if you want to have a lesson in a unique form of ballroom dancing. That is to say, you will be floating a few short feet off the ground once inside the enchanted room, giving the entire experience a weightless feel. The instructor is an encouraging and soft-spoken gentleman who will guide each person through each step no matter their skill level. He's exceptionally patient, willing to work with the most difficult of students, and overall enjoys his craft thoroughly.
Feel free to change partners between lessons if you wish, and take on whichever role you like - or try both leader and follower. Be careful: if you're too stiff or lose your footing, you run the risk of sinking through the enchantment and hitting the floor. It won't be far enough to injure and the floors have been cushioned, but your ego might be bruised.
Those who succeed in completing at least one full dance without tumbling to the ground will receive a jeweled music box.
THE BLOOMING
Partway through the night, all attending guests will be invited to the room where the flower sits. Those who took a bloom will be asked to bring it out and hold it. Slowly, the frosted glass ceiling above begins to fade, growing clear and allowing the moonlight to stream through directly onto the flower. As it does, the bud begins to open, revealing glowing orange petals that fill the room with a soft light.
You'll find at the same time, the blossom in your hand begins to unfurl and bloom, too. Its glow is smaller but no less bright, and a rush of warmth will fill you. The Blooming lasts only a few brief minutes. Then the large flower will close again - but not the blossoms. While their glow will fade, their petals remain open and vibrant. Be sure to keep this flower safe.
On either side, two curved staircases lead to the upper floor where guests can explore a collection of prized sculptures, paintings, and other art pieces. Some of the art is broken or worn, some are in pristine condition, and others still may even register as quite ugly depending on your taste. Nonetheless, every piece holds a lot of history and the vampires consider every artwork an important part of their past. None of the art is labeled, and most of the locals are reluctant to share too much about their history. Most questions will be answered with a coy, Art is how you see it.
REFRESHMENTS
Favoring elaborate flower arrangements, the long dining tables are neatly set with candles and refreshments. As the vampires largely subsist on blood, eating for them is less about sustenance and more about the experience. There's no shortage of food, but each item is delicate, meant to be eaten in one bite. The variety is unmatched. Some of the ingredients have been imported from elsewhere in Abraxas: fruits and herbs that couldn't possibly grow without sunlight.
More important than the food, though, are the drinks. The blood-infused wines and cocktails are the most popular of among the vampires, though there are non-blood varieties for those who wish to stick with something more familiar. You can serve yourself or ask one of the attendants to make you a drink of your choosing. Mead and ales are also available, but in smaller quantities and with less variety.
THE FLOWER
In the center of a guarded room sits a large flowering plant. From the plant are smaller blossoms, all of which are budded and not yet in full bloom. At a glance, despite its size and ethereal blue hue, it seems unimpressive with its petals tightly closed. Nonetheless, an aura of magic hums from it, a gentle sensation.
As a Summoned, you'll be invited upon entry to take one of the smaller blossoms and to keep it with them. Approaching the flower, you'll find yourself drawn to one bloom in particular, for reasons that can't be explained. That will be the blossom to take. Slip it into your pocket or wear it in your hair. It doesn't appear to matter what you do with it, the flower can't be crushed and it won't wilt...though its petals remain tightly closed for now.
DANCING LESSONS
Find yourself a partner and step into one of the side rooms if you want to have a lesson in a unique form of ballroom dancing. That is to say, you will be floating a few short feet off the ground once inside the enchanted room, giving the entire experience a weightless feel. The instructor is an encouraging and soft-spoken gentleman who will guide each person through each step no matter their skill level. He's exceptionally patient, willing to work with the most difficult of students, and overall enjoys his craft thoroughly.
Feel free to change partners between lessons if you wish, and take on whichever role you like - or try both leader and follower. Be careful: if you're too stiff or lose your footing, you run the risk of sinking through the enchantment and hitting the floor. It won't be far enough to injure and the floors have been cushioned, but your ego might be bruised.
Those who succeed in completing at least one full dance without tumbling to the ground will receive a jeweled music box.
THE BLOOMING
Partway through the night, all attending guests will be invited to the room where the flower sits. Those who took a bloom will be asked to bring it out and hold it. Slowly, the frosted glass ceiling above begins to fade, growing clear and allowing the moonlight to stream through directly onto the flower. As it does, the bud begins to open, revealing glowing orange petals that fill the room with a soft light.
You'll find at the same time, the blossom in your hand begins to unfurl and bloom, too. Its glow is smaller but no less bright, and a rush of warmth will fill you. The Blooming lasts only a few brief minutes. Then the large flower will close again - but not the blossoms. While their glow will fade, their petals remain open and vibrant. Be sure to keep this flower safe.
FOREWARNING
Nothing ever stays quiet for long. Near the end of the full moon ceremonies, officials from each faction will reach out to their Summoned who are in Nocwich.
In NOCWICH at the ceremonies only, two couriers will make a delivery shortly after the main event finishes (either the wolf transformations in Luna or the Blooming in Ikorr). They will discreetly slip it to your character, and will not linger to answer any questions. Once all deliveries are made, the couriers will seemingly melt into the crowd and vanish.
Those who are not attending the ceremonies will not receive the package. Unfortunately, there is no time to search for those who are not in Nocwich, so faction leaders have concentrated their efforts on the ceremonies where the majority of the Summoned are expected to be.
In NOCWICH at the ceremonies only, two couriers will make a delivery shortly after the main event finishes (either the wolf transformations in Luna or the Blooming in Ikorr). They will discreetly slip it to your character, and will not linger to answer any questions. Once all deliveries are made, the couriers will seemingly melt into the crowd and vanish.
Those who are not attending the ceremonies will not receive the package. Unfortunately, there is no time to search for those who are not in Nocwich, so faction leaders have concentrated their efforts on the ceremonies where the majority of the Summoned are expected to be.
The Assignment
If you're chosen as a delegate, the below won't apply to you. Your scenario will be outlined under The Delegates.
Each person will receive a package containing a small note and a particular item. Along with detailed instructions on how to carry out your assigned task, the note will inform you of the following things:
◎ A potential threat to faction officials in Nocwich has been found. This threat may include one of the Summoned delegates of the same faction. The nature of this threat is unknown, so preventive measures for defense are being taken. This task is not meant to cause harm to another directly, only to protect.Once the note has been read, the ink upon it will dissolve, leaving behind an unremarkable piece of blank parchment.
◎ As the threat is believed to be coming from a rival faction, discretion is of utmost importance. It is strongly recommended that the Summoned do not discuss it with anyone outside of their own faction, or with anyone in Nocwich.
◎ Faction leaders will take care of the Nocwich leadership. The Summoned are asked not to spread panic and to keep this information to themselves, as the factions firmly believe that this threat is only to anyone of great importance belonging to one of the three factions. They are quite sure that the citizens of Nocwich and regular visitors are completely safe, citing that their information source is highly credible.
◎ The Summoned will be informed that assisting is their choice, as the faction leaders understand this carries a risk not everyone wants to accept. Those who don't wish to be involved are asked to place the item they are given in the envelope and return it afterwards to their faction.
As if that weren't enough, you'll also only have one hour to do what you need to, as well as perform any sabotage or assistance, since the full moon ceremonies will soon draw to a close. Once the ceremonies end, you'll be herded into the returning carriages and nothing more can be done. Act quickly, especially since completing the task requires at least 15 minutes of preparation first. And remember: choosing not to act is still a choice, and it'll influence what happens next. To truly abstain, you'll need to not be involved in the ceremony at all.
Work together if you must, share resources or spells and skills - time is of the essence.
Thorne
The Summoned from Thorne will receive a tarot card that is blank at first. The image must be fully revealed by heating the card's surface, then waiting 15 minutes for the design to appear and the ink to dry. The card needs to be placed facedown somewhere (ideally hidden, such as under a book or a seat cushion), so it's critical that the full 15 minutes pass or the image will smear. There must be no rips, burns, or other blemishes anywhere on the card. It is up to you to find the appropriate heat source to do so, discreetly.
To interfere, you can deface the card before making the placement. Defacing the card involves drawing on it, smearing the image, or otherwise ruining it in some manner while ensuring the card itself remains intact. Those who are familiar with Abraxan magic will understand that defacing a tarot card can nullify or subvert a spell or enchantment.
To interfere, you can deface the card before making the placement. Defacing the card involves drawing on it, smearing the image, or otherwise ruining it in some manner while ensuring the card itself remains intact. Those who are familiar with Abraxan magic will understand that defacing a tarot card can nullify or subvert a spell or enchantment.
Free Cities
The Summoned from the Free Cities will receive a tiny bug designed to resemble an insect common to Nocwich. The device will arrive with its wings open, revealing the cogs inside. These cogs need to be wound with a small tool (a pin or a needle) five times, no more no less. It will take 15 minutes for the device to finish preparing, at which point the wings will snap shut and you may cast it into the air with a gentle toss. Casting it before the wings close will cause the device to shut off too soon and plummet before it can be of any use. It is up to you to find the appropriate tool to do so, discreetly.
To interfere, you can ensure the device fails to work by winding it the incorrect number of times, removing one of the cogs, cutting one of the wires, getting it wet, or otherwise jamming the bug in some way while ensuring its physical body remains largely intact.
To interfere, you can ensure the device fails to work by winding it the incorrect number of times, removing one of the cogs, cutting one of the wires, getting it wet, or otherwise jamming the bug in some way while ensuring its physical body remains largely intact.
Solvunn
The Summoned from Solvunn will receive a delicate seed the size of a walnut. This seed is dry and must be soaked in clean water for at least 15 minutes until a small sprout forms on the seed, then planted in some earth. This can be anywhere, such as in a potted plant or under a tree outside. The seed must be fully covered and it must show signs of a tiny green sprout before it's planted. It is up to you to collect the appropriate water source, discreetly.
To interfere, you can ensure the seed will not properly grow by cracking the seed, charring it, soaking it in a liquid other than water, removing the sprout, or otherwise ruining the seed somehow without destroying it altogether.
To interfere, you can ensure the seed will not properly grow by cracking the seed, charring it, soaking it in a liquid other than water, removing the sprout, or otherwise ruining the seed somehow without destroying it altogether.
Players will have until August 26 at 11:59 PM ET to let us the final outcome of their character's assignment, as this will affect how the event wraps up.
You do not need to finish any threads by then. Only two things are required for submission:
1. You must have a thread started of your character attending one of the ceremonies
2. You must decide what your character's final outcome status will be and mark it down for us
How your character reaches their final outcome is up to you and you can play out as much or as little interference, conflict, or drama for flavor as you like leading up to it. Once your outcome is submitted and the deadline has passed, please do not change it ICly or OOCly.
If your character is ICly attending the ceremony but you do not submit their assignment outcome by the deadline, it will default to decline.
Once you are ready, fill out and submit the form here.
You do not need to finish any threads by then. Only two things are required for submission:
1. You must have a thread started of your character attending one of the ceremonies
2. You must decide what your character's final outcome status will be and mark it down for us
How your character reaches their final outcome is up to you and you can play out as much or as little interference, conflict, or drama for flavor as you like leading up to it. Once your outcome is submitted and the deadline has passed, please do not change it ICly or OOCly.
If your character is ICly attending the ceremony but you do not submit their assignment outcome by the deadline, it will default to decline.
Once you are ready, fill out and submit the form here.
The Delegates
If you were chosen as a delegate, you'll have already left for your meeting before the courier arrives at the ceremony. As a result, you won't receive the same package and your path will be a bit different.
To get to the meeting spot, a large and official-looking building, you'll be taken through a portal into an unknown city square rather than traveling directly to the meeting. If asked, you'll be told this is for security reasons. A carriage will await all three delegates at the square, which will then take them to another set of portals - where they'll finally reach their respective destinations of either Ikorr or Luna.
To get to the meeting spot, a large and official-looking building, you'll be taken through a portal into an unknown city square rather than traveling directly to the meeting. If asked, you'll be told this is for security reasons. A carriage will await all three delegates at the square, which will then take them to another set of portals - where they'll finally reach their respective destinations of either Ikorr or Luna.
A separate IC log has been provided for delegates. Please go there for further details and to meet with your chosen representative.
The Outcome
As the carriages return to Oleuni Square, all seems well. The market is beginning to open back up as citizens return from the ceremony, merchants are setting up their wares, and there's no visible danger in sight. Intriguingly, Lady Elin is nowhere to be found, her things packed and the sign no longer on the table. It appears she does not plan on returning, or perhaps knows what lies ahead before anyone else.
Sure enough, the rumors start to surface: a fire, smoke coming out of one of the buildings in Ikorr. Or is it Luna? Both? Maybe it isn't a fire. Maybe someone was stabbed, actually. Or there was an accident involving a carriage. With how rumors work, it's impossible to tell what's true or not...but something is afoot.
Before anyone can investigate too closely, word comes that for security reasons, the event is shutting down a few hours early. Visitors are asked to conclude their business as quick as possible and then return home through the portals.
Sure enough, the rumors start to surface: a fire, smoke coming out of one of the buildings in Ikorr. Or is it Luna? Both? Maybe it isn't a fire. Maybe someone was stabbed, actually. Or there was an accident involving a carriage. With how rumors work, it's impossible to tell what's true or not...but something is afoot.
Before anyone can investigate too closely, word comes that for security reasons, the event is shutting down a few hours early. Visitors are asked to conclude their business as quick as possible and then return home through the portals.
You'll find out exactly what happened during the event wrap-up on AUGUST 31! The outcome and which factions are involved will depend on the choices characters make.
trash pile losers 🗑️🔥
hard to even remember what words spoken triggered the violence or even who swung the first hit. all frank knows is that the frustration has once again let loose, especially when matt manages to dodge a swinging kick and lands a punch right against frank's already permanently broken nose.
he groans from the blow, stumbling back, digging his boot to the ground. a swift lift of his hand to his face reveals the blood there, staining his fingers. gritting his teeth, he lets out a deep roar before he starts charging forward, fast and strong, until his body collides with matt's, knocking the other man's body back until they're both left falling off the edge of the rooftop and down, down, down —
until they land with a crash into a pile of old garbage.
frank's body lands on top, though it does little to soften the blow of the landing, strong aches all over his already bruised body. it takes him a moment, groaning there on top of matt's
corpsebody, before he finally shifts his own to roll off and away, shakily bringing his feet to solid ground, standing up to try to regain his balance. ]no subject
he continues to struggle for a few more seconds before he finally manages to get air. his body aches but that at least tells him his lungs are fine and frank just managed to knock the wind right out of him.
he groans, not moving, letting the bits of trash and debris hold him up. he can feel blood on his cheeks, his chin, maybe on his leg too but it doesn't feel like he has any injuries that he should get up and find a doctor for.
thank god. he coughs a few times and then opens his eyes. he can't see anything, of course, but he knows that the roof was a good fall for the both of them. nearby, he can hear frank moving around so at least he's not dead.
small favors. )
You dead?
( he knows he's not. )
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with how heavy his own breathing is, panting hard enough that he almost wheezes, along with matt's not far from him, it's clear enough that they're at least both still conscious. ]
Yeah.
[ he mutters sarcastically, fighting a wince from how much it hurts to even make a sound. ]
Nothing takes you out, huh? Fucking roach.
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( sometimes by frank himself. a roach wasn't too bad at all.
matt tries to roll but finds that he can't, too many aches and pains zinging through him. he lays back down and groans, wondering how he was going to get up and go back to the room like this. maybe he could just sleep here.
probably not. he doesn't think wanda would just close her eyes and go to sleep if he wasn't there. )
Did you really just throw me off a roof?
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Deserved it.
[ leaning his head back, he decides to go ahead and close his eyes for a minute. licking his lips, he can taste it smear with blood. he can imagine it probably smeared over half of his face. ]
Don't wanna mind your own goddamn business? Then you get thrown off a roof.
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he rubs at his side, grunting a bit while he lays there. )
You said it yourself, Frank, you can do whatever you want to do but I'm just gonna come back again.
( he was a cockroach, it's true. )
You're going to start a war between this regions if you're not careful They invite us to some new place and you immediately start this kind of thing. Good job, real smart.
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[ no, he can't get rid of matt murdock. maybe he could if he just think what he did best and put him down for good. but that's not how frank works. he doesn't kill indiscriminately, no matter how much murdock wants to believe he's a mindless killer. matt isn't a target to sniff out completely. he's just annoying as hell. ]
You don't like what I do, but the only way to stop me is by killing me. But that ain't in your code. So you're stuck with me, no matter how much you hate me, asshole.
[ he sighs, body remaining still, managing to find an angle where the ache in his ribs isn't as dire. ]
Told you before. Don't give a shit about their war. We're supposed to be on the same side anyway, so who really gives a fuck if I beat your ass?
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( he knows that the military in cadens is preparing themselves and would know that even if he hadn't spoken to steve rogers about it. but that doesn't mean they need to push that boiling pot over too soon.
he groans a bit and then shakes his head. )
You don't give a shit about their war, sure, but you're willing to pull innocent people into it when you mess with the wrong person? Or you kill someone important and the other places decide to take action?
( this place is too political. he misses hell's kitchen. )
Tell me, what's this solve anyway? What's it do?
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[ he's a heap of aching pain and the last thing he wants to do is engage in another inevitable existential debate with him. this is no doubt how their fight started in the first place which never seems to end well, and yet they can't seem to help themselves from falling into the same cycle anyway.
if he had the energy, he'd be rolling his eyes right now. ]
You tell yourself the same thing, counselor? I saw you. Throwing on those pajamas again. Doing your little routine nighttime crusade here in this place. Didn't seem to bother you then — getting involved. But that's how this always goes with you, doesn't it? When you decide it's worth dabbling and sticking your nose in. When you decide it's the right balance on the moral high ground.
[ he turns his head, spitting a wad of blood to the dirt from his mouth. ]
All that preaching about God, but it's little Altar Boy who decides what's best. Cause the moment anyone else decides to act, that's when you say it's wrong.
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( matt rolls onto his side, still moving too much but he wants to be able to get up soon. he doesn't want to just lay there like frank's completely beaten him down. )
There's a difference between teaching someone a lesson and just murdering them because they stole bread and bumped into someone.
( he's exaggerating. that's not what frank does but whatever, he's trying to make a point. )
I've done what I've done for years and I've never had an issue.
( haaaaaaaaaaaaaa. )
mom's here
and that's hard to miss, seeing a group of werewolves and vampires move about in clusters with standard weapons at hand.
the guards in question round the corner towards the filthy alleyway both frank and matt have landed themselves on, already barking directives.]
You two. State your factions.
[this could get messy, but for the fact that before they actually reach either man or say anything else, their weapons fall, clattering to the ground. they raise a few inches from the ground, scarlet magic wrapping around them.
—wanda stands by the mouth of the alley, distinct opalescent light framing her figure; an arm raised, fingers twitching in response to the puppeteering. she narrows her eyes when she sees the situation unfolding, and tilts her head.
lowering her hand, the guards lower themselves too and ease from her hold, falling into a trance as their eyes glow red. quietly, they pick up their weapons and file out of the alley as wanda walks between them and further in.]
...
[she doesn't know if she wants to look at matt or at frank. this feels really ridiculous.]
Do I even want to ask?
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but before frank can say a word, he hears the approach of the guards, falling silent as they call out to them. he doesn't move, studying their approach to see how they react, to consider how he might move. just because he's down on the floor doesn't mean he won't be read to fight anyone, if he has to. whether matt likes it or not.
but before he can make a plan of action, he sees that flare of red, something he's familiarized himself enough with recently to know the source.
this, though, feels a little new, the way she seems to hypnotize the guards, persuades them without words to simply turn around and go. he still can't stand the idea of magic, but he's sure as hell glad he's on her good side. ]
Nah. [ he mutters, groaning from his spot on the ground before he finally starts to pick himself up onto his feet slowly, clutching at his ribs. ] Just got sidetracked swatting a fly, that's all.
[ not that he's aware wanda knows said fly. ]
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but matt doesn't need to see wanda's magic in effect to know that she's there. he knows her footsteps now, knows her heartbeat and he can tell that she's not very happy when she comes to a stop in between the two of them.
he hadn't...wanted to really broach this with her but it was impossible now, wasn't it? he finally moves to start getting up, groaning quietly as he does. )
Didn't do a very good job of that, did you?
( frank doesn't know that wanda knows matt and matt doesn't know that wanda knows frank. that was probably about to change. )
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she isn't sure who to go to, first.]
They were going to kick you both out of Nocwich for this. [a hard exhale—] They have dungeons here in Abraxas, you know that?
[frank is injured— his ribs, by the looks of it, not to mention his bloody nose and face. matt was likely also injured, groaning as he gets up from the pile of trash. she shouldn't make this easy for them, but she doesn't need the both of them walking around like they just came out of a very obvious fight, not when other guards might show up.]
Don't move, either of you.
[there's annoyance in her voice, pulling back the shawl from her arms, using her telekinesis to help matt stand upright, all the while heading over to frank to stare at him hard, first of all, and then—]
I can fix your ribs.
[he won't get to say no, as wanda places her hand flat over his side, letting her magic work at stitching together what was ruptured inside.]
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[ it might be a threat if it didn't sound so exhausted and almost just innate, at the point where he's stopped being interested in picking a fight for now, even if the snappy retorts are just impulsive. he's more focused on getting himself upright, hissing a little through his teeth at the pain.
when wanda tells them to stop, he actually does, more to see what her intentions are, watching as she aids matt in getting onto his feet.
as she gets in closer to him, hand at his abdomen, he just sighs. ]
Don't gotta do tha— ah, fuck. [ it catches him off guard, the way she works her magic on him, shifts things on the inside. too late to actually argue, he supposes. ] Been in a cage before. Think I can handle it. The counselor here might be a different story.
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( doesn't matter if he hasn't spent time in a cage or not. he can deal with this place and whatever it throws at them. this place was nothing like hell's kitchen and he'd been protecting that city for years now.
once matt's on his feet, he leans back against the wall and rubs at his shoulder and then his hip, shaking his leg out to try and ease the aches and pains. )
Glad you're so concerned about me, though. I'm touched.
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she stays by frank's side for a moment longer, and decides to, abruptly, just snap her fingers—he'll feel an immediately snap on his nose as it realigns itself, no warning whatsoever.
a damp towel will fall atop his head after she's walking over to the other dumbass.]
Clean up. They'll be looking for anyone bloody and bruised to take them in. And, Matt—you can't handle anything. You both have limits.
[honestly, look at yourself, struggling to stay standing and needing the wall for help. wanda approaches him and debates pulling off his scarf, but there's no point to it. instead, she presses her hand to his chest, sensing for any injury, and to help steady him.
his hip, then, gets a very similar magical treatment as frank's ribs, since that's what's going to help him stand up better.]
You both just casually fell into a trash pile?
[stinks]
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but one thing strikes him — she refers to matt by name, a subtle detail that catches his attention as he finally snags the towel and brings it down to uncover his eyes, steering his gaze over to where wanda wanders over to murdock, tending to his chest.
her question gets ignored to toss out one of his own as he idly begins wiping his bloody face with the towel. ]
What, so you two know each other?
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( it was a little more than that but wanda had wanted to keep things between them for awhile and matt respected that. he wasn't really aware that more people were starting to clue in to something more than friendly going on. )
And no, we didn't just...fall into the trash pile.
( who would just choose a gross trash pile to fall into? matt takes a few deep breaths once her magic takes effect and he )
We had a disagreement and we solved it.
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it takes wanda a moment more to finish stitching away the remnants of matt's hip injury, turning away and backing off carefully so she doesn't step on some rotten apples just rolling off from the pile.]
Solved it because you couldn't fight anymore.
[she glances back at frank for a moment and —
he had called matt 'counselor', like an attorney, right? it's as if she suddenly remembers.]
Wait, you're the Frank Castle? [she never made the connection until now. she looks back between the two,] Why are you even fighting?
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but the towel rolling against his face slows to a stop as wanda suddenly brings up his last name, something he's never told her. not that he cares to hide it, but the fact that she says it now means it wouldn't have mattered even if he did.
he fights the urge to scoff. ]
Told you about me, huh?
[ and in matt's words, who knows how the hell he described him. ]
Well, if he talked to you about it, then you probably know that Counselor Murdock here — [ with a little vocal punch to the name. ] — doesn't like me too much. Makes it a full-time gig to work like a nagging wife.
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( and it wasn't even all that bad, frank, honestly. maybe he doesn't agree with the way frank goes about things but he can see why he would do it with a past like his, with all the things that he's been through.
he sighs and gives wanda the smallest smile for helping him with his hip. there's still a low ache there but it'll go away with rest. )
Besides, it goes both ways. It's not like you like me very much even when I was defending you.
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We're from the same world — all three of us. He told me about your case because it was pretty big, but I wasn't really aware of it.
[hopefully that can put some things into perspective. it's also a little wild to think that frank here has also been brought in—another piece of the puzzle that doesn't quite fit, like matt. everyone else here, from her world, is (or was) an avenger.
she sighs, scratching at the side of the head.]
Listen. [stop bickering] I don't care that you can't stand each other, stop getting into stupid fights here. I don't want either of you to get kicked out before the portals close at the end of the week.
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Jesus.
[ he mutters, peering down at the towel to see where it's all been stained red from the blood he's wiped, spinning it to get a cleaner side, rubbing it over his nose. ]
I can play nice, Wanda. Just as long as Murdock stays out of my business, I'll stay out of his. Easy as that.
[ except he knows it's matt that can't help himself. it's matt who feels the need to get involved and have a say in the the things that frank does just because he doesn't like it. ]
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( which was going to solve nothing, it seemed. matt sighs, rubbing at his face and pulling the scarf off since they both know who he is and he doesn't need to hide his identity for them.
he blinks a few times and then glances in wanda's direction. )
I won't bother him again.
( in nocwich, that is. )
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