abraxasmods: (Default)
ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxaslogs2022-08-15 09:18 am
Entry tags:

EVENT #9: NOCWICH - IC POST

Event #9 - Nocwich

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:
◎ 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.
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?
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.
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.
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.
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.

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.
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!)
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.

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.
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.
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.
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.

◎ 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.
Once the note has been read, the ink upon it will dissolve, leaving behind an unremarkable piece of blank parchment.

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.
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.
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.

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.

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.

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.

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.
hairington: (Z3jAFvE)

[personal profile] hairington 2022-09-20 01:42 pm (UTC)(link)
[ yeah, they are, and as much as steve wants to keep on keeping on like it's not a big deal, that realization sneaks up on him every now and then. that they're hostages, that they don't really have a choice, that for all they know, they could just be some caged animal waiting until the people in control are tired of them.

steve doesn't want to spend a lot of time thinking about that sort of thing, but there's always going to be a part of him that is. at least until he knows that the kids aren't here too, that robin and nancy aren't being kept somewhere else.

but right now it's him and eddie, and steve can work with that, even if it means he may or may not have drunkenly signed himself up for d&d. whatever- he can deal with that when it comes up again. steve rolls his eyes at the pure excitement that rolls off eddie, taking another long drink from his cup. ]


Me? [ he swallows back the sip, holds back a burp before he shakes his head. ] I don't think I'd be any good at the magic stuff, and I don't know, how different can swords and baseball bats be, anyway? And then at least I've got some practice there.
satanicpanics: (pic#15737632)

[personal profile] satanicpanics 2022-09-22 01:54 am (UTC)(link)
[ I don’t think I’d be any good at the magic stuff Eddie can’t help but laugh. Something about it just sounds so absurd, automatically thinking you’ll be bad at something that you didn’t have an opportunity to do back home. Of course, there is that mysterious “girl with superpowers” everyone kept referring to, but she seems like the exception rather than the rule. Eddie is still a bit in the dark on that. ]

Yeah, alright, dude. You’re gonna end up a master sorcerer or something, you just watch.

[ Maybe Eddie has more faith in Steve than Steve has in himself, or maybe they’re both just kind of buzzed. Maybe it’s a little of both. ]

Steve. Baseball bats and swords? Totally different weapons.

[ He has never looked more serious in his entire life. ]
hairington: (314)

[personal profile] hairington 2022-09-22 05:34 pm (UTC)(link)
[ eddie laughs and steve makes a face at him, something akin to yeah, go ahead and laugh, but there - again - isn't any real edge to it. all of this is pretty absurd, all things considered, but also like. when isn't it?

steve could try and explain more about el if eddie asked, but he would probably be incredibly disappointed to learn that uh. steve doesn't really....know much more. dustin would, but steve's brain kind of turned off for a bit there, and by a bit he really means almost any time dustin went into ranting mode. ]


No way- you need to be, like, smart to learn magic, right? [ he vaguely remembers dustin talking about wizards and being smart. vaguely. still, steve shakes his head, fully disagreeing, and only really stopping with the shake of his head when eddie says steve. ]

What? No. [ and now it's steve's turn to also look serious, setting his cup down and placing one palm atop the other, like he's holding an imaginary baseball bat. ] They're totally similar. You've gotta use two hands, and it's all about making contact. Dude, I've killed things with my bat back home, I know how they work.
satanicpanics: (pic#15855539)

[personal profile] satanicpanics 2022-09-24 05:53 am (UTC)(link)
Magic isn’t like—math and science and shit. It’s all about what’s in here.

[ He taps his fist to his chest, expression totally serious. Does he know this for sure? Absolutely not. How could he? But he reads so much fantasy and plays so much D&D, he can’t imagine that there’s not at least some truth to the things he’s learned there. If he's wrong, then he's going to be very disappointed. He's never been the greatest student either. ]

Alright, so think of it this way. Anyone can learn to play guitar. Literally anyone with two hands and a six string. But you’ve got your Kirk Hammett’s, and you’ve got your James Hetfield’s. Now, they’re both good players, but Kirk? Sure, he can play a good solo, but all of them sound the same. Like, they get the job done, but they’re not all that inspired, you know? But James--now he’s giving it his all. Dude is a plays with his whole heart right out there for everyone to see, and that’s what makes him the better player.

[ Did he really did just use Metallica to explain why intelligence shouldn’t matter when it comes to learning magic? He absolutely did. Maybe it wasn’t the best or clearest comparison in the world, but he put his whole heart into it and that should be respected. ]

Okay, first of all, one is for slicing and the other is for striking. Second of all...

[ He raises his eyebrows. He knows that Steve has been through the whole Upside Down thing more than once, but the details have vague up until now. ]

What were you killing with a baseball bat?
hairington: (122)

[personal profile] hairington 2022-09-26 08:36 am (UTC)(link)
[ the worst part of all of this is that eddie is just convincing enough that steve actually, almost, buys into it. eddie says what's in here and steve feels himself frown a little, not quite believing him, but then he just keeps talking. and talking. about...guitar players? steve doesn't know either of the people that eddie uses as examples (and that much is pretty obvious by steve's expression alone) and while part of him thinks he could follow the point, steve gets caught up in the details of it. ]

Are you comparing playing the guitar to using magic? [ there's a beat, and then steve leans back just a hair, because wait, actually, hold on- ] So you think that anyone can do it, but some people are just better at it than others. That is what you're saying, right?

[ because steve could probably make that work. he's not good at a lot of stuff, but he's good at some things and pretty okay at a lot of others, and that can maybe be enough.

wow - good talk, Eddie, steve actually kind of got there in the end. sort of. but now they're talking about things steve actually knows, so. ]
Nah, man. You strike with a sword too. I've seen it. [ he has not, not really, but don't take this away from him, eddie. don't do it.

the question has steve pausing, though, initially confused that eddie has to ask at all. but then he blinks, and he remembers - eddie's still pretty new at all of this. or, not this, necessarily, but the stuff back home. the upside down. and that's kind of hard to remember, for whatever reason. that they haven't been doing this all together for years now. that up until, what, just a couple of months ago? eddie munson had lived his life pretty...well, against all odds, normal. ]


Venca's little like, pet things. [ he's just drunk enough not to feel weird about it, putting down his cup and trying to gesture as much as he can to give eddie visuals. but steve is also, you know, drunk - so it's hit or miss. ] They're like- okay, so there are the demogorgons- Henderson and his friends named it that. They're huge, like, bigger than a person-sized, and Nancy and Jonathan and I killed one at Jonathan's like, three years ago? My junior year, so your...I don't know. First senior year? They don't even have faces which... [ steve shakes his head, like he's trying to get rid of a memory. ] And then you have the demodogs- kinda the same thing but younger. And they run around on all fours. Henderson actually raised one as a pet for a bit there which got us all into some shit, but it kind of worked out in the end? I guess. We ended up torching the rest of them because going at them one at a time doesn't really work when there's a whole pack... And. Yeah. Then... [ how does one even explain the giant meat suit spider thing that destroyed the mall. steve instead decides to not go into that. ] Those I guess are the ones where I had the bat. The others were more the girl with superpowers.
satanicpanics: (pic#15980048)

[personal profile] satanicpanics 2022-09-29 03:12 am (UTC)(link)
That is exactly what I’m saying.

[ There are so many other things he could have used as an example, but of course he was going to opt for something he’s actually well versed in. It seems to have helped to prove his point, at least. ]

Alright, dude. Alright. You win. You can strike with a sword, fine.

[ Eddie obviously does not totally agree with what he’s saying, but he can tell Steve isn’t going to give this up, so he’s going to be the mature one by dropping it.

But then Steve starts listing monsters off , and it’s way more than Eddie expected. He obviously knows about Vecna, and he more than obviously knows about the bats, but the fact that there’s more, and that it’s all been lurking beneath Hawkins for who knows how long—it doesn’t shock him anymore, but it shakes him. Their shitty little town really must be cursed.
]

Uh huh.

[ All he can do is stare, his eyes wide as he reaches for his cup. He drains it again and shakes his head. There’s truly not enough ale in the world for this, and how Steve holds it together as well as he does, Eddie really doesn’t know. ]

Holy shit, dude. Just…holy shit.

[ That’s really all he can stay about that. ]

Yeah, alright. I think you can handle a sword. Goddamn.
hairington: (238)

[personal profile] hairington 2022-10-04 05:07 pm (UTC)(link)
[ steve makes a face like he's actually thinking it over - cause alright, maybe eddie has a point with the whole magic thing. after a second, steve nods. because yeah, okay, he's officially accepted that metaphor. nice going, Eddie, you've got his sign-off.

and steve feels a little proud that eddie agrees with him. because whether or not he's right, he feels right, and this should be his thing, you know? that should be something he's good at. so he'll take that and hold onto it for now. he's even prepared to keep arguing it when he notices the expression flit across eddie's face. and it kind of drags steve back into the moment - of how insane it sounds when he says it, of what it actually sounds like to someone who isn't there. the animation in steve's explanation kind of immediately fades, his shoulders dropping a bit.

because he forgets - he doesn't mean to, but he does. that eddie is new to this. that eddie just learned about it all. and now-

steve's eyes go to his drink, just for a second, before he downs his own, too. refills both of their glasses with the last of the pitcher because what else can he do with his hands? ]


It's messed up, right? [ he swirls the last of his ale around, then shrugs, suddenly feeling...he doesn't know. weird about it? self-conscious? this is dumb. ] I don't think they have any of that here, though. Or- if they did, you'd think they'd talk about it. I'm sure they have monsters somewhere, but they're more out in the woods kind you go hunting for.
satanicpanics: (pic#15855539)

[personal profile] satanicpanics 2022-10-05 11:51 pm (UTC)(link)
Yeah, you couldn’t pay me to go out there.

[ He shudders at the thought and immediately starts in on his refill. He’s heard rumors about the things that lurk in the woods, and it’s definitely nothing he wants to meet. Whatever happened back in the Upside Down, whatever stupid act he felt was going to turn him into a hero, it’s done nothing to make him an overall braver person.

But is messed up. It’s seriously messed up that most of them have just been living their lives, unaware of the hell dimension just on the other side. How many higher-ups know about it and are just letting it all happen?

But Eddie can see the way Steve’s shoulders slump, and he wonders if they should put the conversation on the back burner like they always do. They don’t really talk about the Upside Down, and that’s largely because Eddie shuts the conversation down with a joke. Is that the right thing to do here? He doesn’t know, so he drums his fingers on the table, searching for something to say to ease things up again.
]

But, uh, the fact that you did all that--what? Two, three times? Pretty cool, dude. Metal, even. Probably saved all our asses even if we didn’t know it.
hairington: (252)

[personal profile] hairington 2022-10-20 08:19 am (UTC)(link)
Dude, there are people who are going out there for fun.

[ steve shrugs, and is pretty okay to just sort of keep that conversation going. he knew kids who went hunting for fun back in hawkins, where their dads or uncles or whoever would take them out to cabins, and they’d go walking through the trees.

it never sounded all that great to steve - and it wasn’t like his dad was ever going to be into that. but it’s not weird, even if he’s pretty sure whatever it is they’re hunting out in these woods are uh. a little more than deer.

either way, steve’s ready for the conversation to shift, but then eddie does kind of keep talking, and steve doesn’t know what to do with that. because yeah, he guesses he was a part of the saving the world stuff, but he’s pretty sure that was a lot more nancy and el and dustin than him. so he just ends up shrugging again. ]


Didn’t really have a choice, not when Henderson and his friends were going to end up doing it by themselves, anyway. [ is he supposed to say thanks? he feels like he should, even if he also feels like that might be. super lame. so instead steve gestures around them. ]

And now we get to do it again.

[ we ]