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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.
hunting grounds
After a forest guardian reprimanded Wilhelm for carrying an open flame, he'd doused his magic, plunging himself and his hunting partner in total darkness. Well, "hunting partner" is only half accurate, as it implies that he was doing more than providing light and hauling around a spear just because it seemed the simplest weapon to figure out in a pinch. Aloy was doing the actual hunting.
Then suddenly she wasn't there. All their traipsing through the darkness and densely tangled trees had somehow led them along different paths.
And then he wasn't alone. Turns out, the flame he'd struck up again, because in that paralyzing moment he could think of nothing else to do, drew the ire of something other than the wardens. Something snarling and red-eyed, something slinking through the underbrush.
Which brings us to the present: Wilhelm is running for his fucking life. Flinging himself around trees, trying to put something solid between him and the creature he's pissed off. Shouting — Hey! Over here! — to try to ensnare someone's, anyone's, attention. At no point does he consider actually putting to use the weapon he's carrying. Well, had been carrying. He must have dropped it somewhere in his panicked flight.
Wherever Lucifer is lurking, Wilhelm doesn't notice him. He, however, will be easy to spot, being the one crashing through the woods and cupped in the flickering light of the fire streaking out from his palm. This makes Lucifer the sole witness to what happens next.
Wilhelm trips over an arched tree root. He goes down, and the flame goes skittering across leaves and moss. The gealaci kucing sees its opportunity to pounce.]
no subject
Not to mention still thoroughly pissed at whatever fake-angel game Dean was rolling with.
What an insult.
Still, no matter how necessary it was to get out, he wouldn't take the trip in a full flight. Too risky, and he'd already dumped more than was wise of his energy into that fight. More than ever he's recognized the need to conserve.
Except--
He draws up to a complete stop in his lumbering gait, frowning.
Prayers on occasion from Summoned accustomed to that sort of act have hummed in his general direction--the sourceless kind. Back home he put a wall up to them, even the ones pushed to him specifically weren't worth his time. The call to Lucifer, Devil, Satan. Useless, always.
This is still a prayer without an intended target. Just mad, desperation. Lucifer's familiar with those too, but the voice--it's the voice that catches his attention.
Goddammit.
And then he hears the crashing through the woods and he whips around, sees the flash of fire, there, gone, then skipped and burning through leaves.
Goddammit.
He's out of strength and he's out of time--that's what he'll tell himself at a later date--but the short flights haven't failed him yet. Gone is he in a second, at Wilhelm's back the next, drawing him almost in a headlock and dragging him backwards.
His wings unfurling around the kid are visible through shadow as holy light pools over the woods. He winces as the gealaci kucing, expecting to sink teeth into a meal, instead sink teeth into his makeshift shield, and then let out a wretched snarl from the abrupt blinding light-on-darkness.
It cuts its losses from its destroyed vision and leaps back with a whip of its glowing tail and goes for the trees.
Lucifer pulls away, pushing Wilhelm from him, his flaring red eyes reflecting the burning flame of Wilhelm's lost spell, angry.]
What are you doing out here?
no subject
He's in a heap, scrambling to get away on uncooperative legs, which manifests as a stumbling sort of crawl that can't manage to get up off the ground — and at the same time starting to curl in on himself with the lizard-brain instinct to protect all the soft, squishy parts. His heartbeat is rattling his bones. His thoughts crash into a jumbled prayer that isn't made up of specific words so much as the visceral feeling of please God, don't let me die. Then—
Arms are locking around Wilhelm, dragging him backwards. A flash of light, the impression of wings seared in shadow. The whatever-the-hell-it-is is snapping its jaws around a solid nothingness, snarling, shrinking back into the shadows of the trees.
Before he can fully grasp that he's not about to fucking die, before he can wonder who his savior is, the hands that yanked him back are shoving him forward. Shaken to the point that his muscles are a vague mush, Wilhelm stumbles and crumples to his hands and knees. Flipping himself over, he finds himself staring up at Lucifer — his eyes furious like glowing coals and his body framed by hazy smudges of light rendered visible only by the total darkness of the forest. (Well, near total darkness, in which the flame sputtering in the dead leaves and twigs leaves only the smallest dent.) Even aside from the fact that he's out of breath, Wilhelm is speechless.]
I was— We got split up... I didn't mean to...
[Abandoning all attempts at providing a coherent answer, he gulps in air. He rubs at his chest as if to remind his heart and lungs how to function properly. Studies Lucifer in leftover shock. Takes a stab at turning his confusion into a question.]
How...?
no subject
(And part of that isn't for secrecy. Part of that is knowing just how small he is compared to his full essence and thinking how others may react. That the so-called devil is so weak and what's up with that?)
He moves with an irregular gait, loping around brush and scuffing a foot over flames and snuffing them out.
The words "I'm the goddamn devil" are right there. Right on his lips, the anger just frayed in him for reasons he ignores, almost losing what little veil he has with the kid.
What does escape him isn't much better, easy to put the puzzle pieces together, but Wilhelm's always so blindly given him the benefit of the doubt that it's getting to be laughable.]
I'm an archangel!
[Another careless motion over the ground. One foot in front of the other, almost circling Wilhelm now. A predator pace but not hunting. Not the kid.
The red sheen to his eyes has lessened, but not extinguished, his power's slipped back under the surface but his anger, well, that's a weapon in itself.]
no subject
The words he barks shed only a narrow shaft of light on everything. If anything, Wilhelm's confusion roars louder, gapes wider. An archangel. A fucking angel. It doesn't suit him. That's his immediate thought. Somewhere in the back of his mind, perched there like something about to fall off a cliff, teeters the realization that Satan was supposed to be a fallen angel, according to the Bible. Satan. Lucifer. The devil.
But the devil can't be an actual living and breathing, walking and talking person in the world. He was only a metaphor for evil, right? Wilhelm's got faith, but he's got reason enough too.
And Lucifer has looked out for him this whole time. He didn't have to; he chose to do it.
Finally, all that comes out is:]
You saved me.
[He says it like he's still sorting out what just happened. The words take the shape of thank you and the tone of holy shit. Pushing his hands through his hair, he clutches at his head as if to hold it on straight.]
Fuck, I could've...
no subject
He whirls and points a shaking finger towards Wilhelm.] This isn't some foxhunting game! There's werewolves and vampires that hunt here, what did you think you were going to do, even with a partner?
[The hand draws back, smooths over his mouth, then drops to his side with enough force to show that his anger is still vibrating through him physically, not just in words. But his last shout is enough on its own.] You stupid child!
no subject
It hits him that Lucifer wouldn't be this furious if he didn't care what happens to him. Underneath all those rough edges, there's something resembling a heart beating. Wilhelm is on the verge of being moved by it — until he throws out those last words like shrapnel. Then his own anger rises up defensively around him. Pushing up onto his feet, he pulls his knuckles into fists hanging at his sides.]
Yeah, I fucked up! [Because that's what he does, apparently.] I'm sorry, okay?
[But it's not much of an apology, wielded like a weapon.]
no subject
In a way this is a shock for both of them.
There's a thread of accuracy to Wilhelm thinking he cares. It's there, twisted-up barbed wire. There is a handful of people that he would defend because they're like valuables to him. Each a tool for a different job, boxed away and necessary. Sure, you can buy a new hammer, but the one you're used to having is the preferred one, and maybe you don't have time to get a new one.
And anyway, Lucifer's heart doesn't even belong to him; it's a part of his vessel, his existence stitched up all inside, wriggled around the stolen body. A sardine can of grace and light and being that he's trapped in.
But there is a very thin weave under all of it that is genuine care--and that's what Lucifer is ignoring, that's why Lucifer is so angry.]
We're leaving these woods. You are going to follow me out and not say a word and I'm going to try and [he abruptly pulls out a crossbow bolt out from where it was dug into his side and tosses it on the ground] not get shot again and try to keep you from getting killed.
no subject
The man's — no, angel's — orders leave no room for argument. They both need to get out of here. So Wilhelm does as he's told, moving closer to Lucifer with arms crossed, eyes low, and mouth shut. Well, aside from muttering:]
You don't have to talk to me like I'm a dumb fucking kid.
[Maybe he should show more gratitude to the one who just saved his life. Maybe he should show more respect to an apparent celestial being — cynical and sarcastic, but an angel nevertheless, with the wings to prove it. But Wilhelm has always chafed at being treated as too young, too naive, too delicate. It was Lucifer himself who had told him to never apologize.]
no subject
Never again. Never again is Lucifer going to think molding a teenager is worth his energy. He can't even just... just give up now! Throw in the towel! He should've just let the kid get murdered by a weird glowing feline! But here he is, in a trap of his own making.
He's just going to have to find a way to live with it.
And he'd love to continue just in silence but he just knows Wilhelm is going to crunch all through the brush if he doesn't say anything.
His voice is only quiet to avoid drawing attention now that they've started to leave the scene of the attack. It's still a sharpened tone.] Heel to toe. Find your footing with your heel, roll to the toe. Quiet. Don't rush lifting your foot to take the next step.
[And maybe, maybe they can get out of this with something of their sanity left in tact.]
no subject
He almost asks Lucifer why he can't just fly them out of the woods, but as soon as the question hits him he recognizes it's a stupid one. It must be because he's injured. Sucking his lips in between his teeth, he tries to follow Lucifer's instructions. Heel to toe — the simple pattern gives his brain something to latch onto that isn't the danger lurking all around them or the explosive scene they've left.
After a stretch of quiet, he finally asks in a low voice:]
Were you hit by accident? [The crossbow bolt. It wasn't any glowing cat, or whatever the hell else is out here, that hurt Lucifer.] Or...were you attacked?
no subject
He answers with what is the absolute truth. It's not his fault that Wilhelm will assume wrong about it.] I was attacked. By Summoned from Cadens. [Dean, at least. He isn't sure about the other two. Or the feral woodling.] For being what I am. [Grade A asshole and devil extraordinaire.]
no subject
[It's a quiet thing. The quiet of a layer of naivety shedding — he's assumed that the Summoned, all being subject to the same circumstances, have more to unite them than divide them. He only knows a handful of people from the other factions, but they've been kind to him. They all just...happened to be yanked here by different, squabbling governments.
For being what I am is ambiguous in a way that Wilhelm isn't sure how to unravel. An angel? From Thorne? His name? But he's very sure he doesn't want to ask, deterred by the tension still crackling around Lucifer. This leaves him groping through the dark in silence for another length. Heel, toe, every muscle coiled like a spring ready to snap.]
Will you be okay?
no subject
It's something neither of them can afford.] I'll be fine. [Eventually.] I told you to stay quiet.
no subject
But all he can do is obey Lucifer's instructions. Clamp his mouth shut. Heel, toe, heel, toe.]
no subject
It is not a quick walk. Lucifer stops them every so often, the woods alive around them. He steers them away from the distant thunder of uprooted trees, bioluminescent mushrooms, the sound of crying. He won't even care about the normal animals lurking about the woods. He got what he needed for coin to pay off a loan and have a bit left over long before a Winchester ruined his day.
He won't allow himself to be tempted by anything else.
When they're free from the woods, Lucifer keeps walking without looking back.] There. Now do me a favor and try to stay out of trouble.