𝐖𝐀𝐍𝐃𝐀 ⬡ 𝐌𝐀𝐗𝐈𝐌𝐎𝐅𝐅 (
carmesi) wrote in
abraxaslogs2023-01-10 08:57 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
· OPEN ·
WHO: Anyone and everyone in Solvunn!
WHAT: Mingle for the Summoned disguised as Winter Survival Camp™
WHEN: Two days, some time in January after the beached great yawning shark situation has been resolved.
WHERE: Within the boundaries of the Primary Settlement, at the edge of a small forest near a small body of water.

WHAT: Mingle for the Summoned disguised as Winter Survival Camp™
WHEN: Two days, some time in January after the beached great yawning shark situation has been resolved.
WHERE: Within the boundaries of the Primary Settlement, at the edge of a small forest near a small body of water.



The invitation for camp is made after the beached giant of the sea has been put back into its rightful place in the ocean. It's an idea that had been ricocheting in the minds of those who live in Gardsbruk farm, and after sharing the idea with Aloy, together they've managed to design something that will (hopefully) not raise too many questions. Aloy has scouted a suitable camping area—safe, near water, with lots of space—and has cleared out debris or any obstructions that will make it difficult for people to pitch their own tents.
The Summoned are, of course, all very explicitly invited to join, and they are to disguise this congregation of too many like minds with extending the invitation to children, teenagers, and young adults in the Primary Settlement.
The individuals of the Primary Settlement are, after all, familiar with the majority—if not all—of the Solvunn Summoned. Though cautious as the natives of the commune may be, there is familiarity in the work some of the summoned ones have done to integrate, help, teach, and entertain the younger inhabitants.
And so, for two days, they will continue to integrate, teach, and entertain those who decide to join.
The Summoned are, of course, all very explicitly invited to join, and they are to disguise this congregation of too many like minds with extending the invitation to children, teenagers, and young adults in the Primary Settlement.
The individuals of the Primary Settlement are, after all, familiar with the majority—if not all—of the Solvunn Summoned. Though cautious as the natives of the commune may be, there is familiarity in the work some of the summoned ones have done to integrate, help, teach, and entertain the younger inhabitants.
And so, for two days, they will continue to integrate, teach, and entertain those who decide to join.



A. WINTER CAMP FUN

B. CAMPFIRE CHILL

C. THE SUMMONED
( OOC This will take place in one starter thread HERE. It's preferable that it can take place in an e-cats format (quick, short and snappy tags to move the story along), with no order as to who intervenes in the conversation at any given time. As different characters have different information to provide, feel free to start a thread within the starter pertaining with whatever information shared/discussion your character wants to share. Feel free to jump in and branch off, too! It's going to be a little chaotic, but we can suspend disbelief for the sake of info-sharing.
Feel free to assume that your character has heard all the information being shared in the different branching off conversations! No need to respond to claim that they have. If you want to hit a serious or emotional beat, do feel free to write as much as you want; that's fine, too! But be aware that the purpose of the conversation is for it to move along quickly. Feel free to write your own, separate post-conversation threads if you'd like. )
Delightfully, Solvunn doesn't suffer from having incredibly cold winters, but it is still chilly and wet enough to make camping a test of wills. However, they're lucky to have Aloy working behind the scenes to get something going.
She will be assigning chores to Summoned and Solvunn natives alike: getting water, gathering firewood, organizing supplies, pitching up tents. Additionally, since this could be new to many, she will be offering instruction in all these things, including how to build a fire, preparing wood for lean-to construction, basic traps for small game like rabbits and fish. If anyone happens to be particularly intrepid (and is not squeamish about it), she can teach them how to prep and cook said small game. Older kids and teens are asked to mind the younger children, and there is always adult supervision around the corner.
Also, maybe check first with someone before eating those mushrooms, and don't go anywhere alone. Use the buddy rule.
It's not all chores at camp, though. Some activities are available to pass the time, from the usual team-building ones to survival to improving a fighting skill. An archery range has been set up, a tightrope for a test of skill and balance, and a drum circle for a moment of singing fun and rhythm blazing are among the activities. Additionally, scavenger hunts in the near vicinity of the forest are set up, with the opportunity to run around and solve puzzles. For those who prefer quieter activities, there is always the small lake to swim into (it's cold! but nothing like a shock to the system—), collecting pebbles from the shore, or simple bird watching.
Of course, every Summoned is welcome to bring their own idea of a fun time to the camp, and whatever spin of an activity they may want to share with the others.



B. CAMPFIRE CHILL
After a long day of running around, jumping into the freezing lake, quiet meditation to garner favor with the gods, and getting energy depleted with the other activities that took place during the day, there is nothing better to end the day with than to have a big, roaring campfire to huddle around while holding onto a delicious, steaming bowl of creamy soup. All ingredients have been locally sourced (with goat cheese and bread available as sides), and now is the time for everyone to wind down. The younger children sleep first, but for those who are older, there is always a drink or two to pass around, stories to tell, and perhaps one of the Summoned will delight the group of Solvunn natives (and other Summoned) with a story of their big feats of heroism (or otherwise) back in their world.
Musical instruments will be made available, should anyone want to break into song. Games like charades will be an interesting concept to introduce the Solvunn natives to. Stargazing is another activity to indulge in should one walk a little ways away from the bonfire to look up at the night sky.
The fire blazes with life with every log of wood thrown into it, and marshmallows roast at the end of branches (some may burn), and the night really winds down the energy of the group, with people going into their respective tents, wanting to build the energy for the last day of camp, full of activities.



C. THE SUMMONED
Obviously, the Summoned are not expected to be, nor stay, during the entirety of the camp. Some can arrive on the last day of, ditch when it's time to set up or put everything away, or simply walk off if they feel bored.
They will, however, be expected to be there for the very first night.
As darkness covers their surroundings, illuminated solely by the light of campfire and torches, and once all Summoned who have decided to attend are in the clearing they had used for the bonfire, Wanda will step up and unfurl her Chaos Magic. With it, she will create a small hex, covering the perimeter of the camp, from the tents to the clearing the Summoned sit at. From the outside, nothing will look amiss: everyone sleeps, the bonfire dwindles as times passes, and from the inside, the Summoned can move about without having to worry that their movements or words will be noted outside of the Hex—an illusion with six walls and a roof, which, from the outside, gives the impression that things are still and without movement, just another night out in the forest.
No one can leave nor enter it, however, without her first bringing the Hex down. Those who are intuitive with magic will take note of the complexity of the spell, but nothing about it will neither change nor modify physical and mental traits of those within it. Its purpose is to solely give them a space to speak while the natives of Solvunn sleep, and remain asleep.
Wanda will have reached to a select few during the camp—those she's aware of magical prowess and mind control abilities—to aid her during the night to make sure the Solvunn natives remain asleep throughout their discussion, and to keep curious ones trying to get into the camp to turn around and return home without getting too close to the Hex.
Here, they can speak freely.
Before the end of the night, and when they have finished talking, she will wait for everyone to return to their tents and bring the hex down with little fanfare. Mind control or other magical trappings are no longer necessary at this point.
( OOC This will take place in one starter thread HERE. It's preferable that it can take place in an e-cats format (quick, short and snappy tags to move the story along), with no order as to who intervenes in the conversation at any given time. As different characters have different information to provide, feel free to start a thread within the starter pertaining with whatever information shared/discussion your character wants to share. Feel free to jump in and branch off, too! It's going to be a little chaotic, but we can suspend disbelief for the sake of info-sharing.
Feel free to assume that your character has heard all the information being shared in the different branching off conversations! No need to respond to claim that they have. If you want to hit a serious or emotional beat, do feel free to write as much as you want; that's fine, too! But be aware that the purpose of the conversation is for it to move along quickly. Feel free to write your own, separate post-conversation threads if you'd like. )
no subject
[ He flops back down on the ground with his arms splayed out, just enjoying the feel of grass. ]
In my version, I was twelve when the world pretty much ended and the dead came back to life. A lot of people around here call them 'zombies'.
no subject
[She's not sure what makes Earth so cosmically popular, but it's probably not her place to question. The existence of alternate universes and parallel versions of Earth is already a lot to take in, even with everything she's done and seen.
The mention of an Earth that ended, however, is something she can relate to, even if the cause is unfamiliar (and frankly, a little far-fetched).]
Haven't heard of that. [Maybe in a piece of data, somewhere, but nothing that was ever real.] What caused it?
no subject
Carl hums absently at the question. ]
I dunno, there were a lot of theories.. but it turns out we were all infected. So it was in the air or the water I guess?
no subject
[She’s read about it, of course—epidemics in human history, entire populations wiped out by disease. Nothing, however, that caused people to rise from the dead. Air or water, however, makes sense. That’s as good a vector as anything. Aloy sounds sympathetic.]
I guess there isn’t much of anyone left to find out, huh?
[Pessimistic of her, perhaps, but she’s no stranger to that kind of decimation. That kind of knowledge, lost.]
no subject
[ Carl shrugs. ] I guess I can't really blame him for the way he survived. But I also don't know of anybody else who was looking, doctors are pretty rare.
no subject
[Even beyond the tribal people that inhabit her world and explain its various phenomena with religion and superstition, the Old Ones had their fair share of Guys Who Were Complete Bullshit. Maybe apocalypses across various Earths and universes follow similar patterns no matter what.]
Do you miss it?
[Sure, he might be glad to be away from a place like that, but sometimes there’s no real substitute for home.]
no subject
I miss my family. I miss the people and the potential of what we could have turned the world into. What I don't miss is having to fight for everything we found. I definitely don't miss being hungry or tired.. I don't miss losing people- or wondering who we were going to lose next.
no subject
[It's only recently that Aloy started letting people in, and just when it seemed like she had a cohort of people she could fully and completely trust, it was all torn away from her. She gets it, really. The potential. The people she used to count on.]
Do you like it here?
no subject
I do. I mean, even if I didn't, this place is my home now. But, I'm used to making the most of what I've got. [ A beat. ] I really do like it here. It took a while to really understand, but the people are good and all the Summoned I've met are some of the best people I've ever met.
What about you?
no subject
This conversation is trending a bit more towards the sentimental than she might like, but it feels only fair.]
I have…things, back home, that I need to take care of. And the people I care about are there.
[So she needs to get back, if she can.]
no subject
[ He means it, too. He can understand how people might feel slighted being pulled to this place against their will. Especially if they have things they were doing back home and people to get back to. Carl also gets not wanting to talk about home. That's fine, too. It doesn't mean anything that someone might not want to disclose it. ]
You have people here, too, if you need them.
no subject
[Perhaps a declaration of intent, though she's not quite sure how to leave the Commune so unprotected, given both the political situation and the more supernatural disturbances. She doesn't trust the elders, that's for sure, and needs to find some kind of neutral party, one not so invested in ripping people away from their worlds for their own purposes.
She gets what Carl is trying to say, though. It's a nice sentiment, even if she can't really believe it yet.]
I know. Thanks.
no subject
[ Carl sits up, getting to his feet. ]
I've invaded your space enough for one night, I'll get out of your hair. Thanks, Aloy. For all of this.