wildestmods (
wildestmods) wrote in
wildestlogs2021-10-31 08:54 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
INTO THE WOODS ※ GAME EVENT

INTO THE WOODS

The faerie faire goes on into the evening, the faire filled with the sounds of revelry. For those who've spent the day there, the cool evening air is welcome respite from the bright sun that's shined all day. Those who still have some faerie gold might even want to invest in a cloak if they haven't gotten one yet, because it may get chillier as night falls.
As evening descends and various floating flowers start to glow to provide light, the spring faeries start to bring out night-time merchandise and amusements, like brightly-colored phosphorescent flower jewelry. Fireflies are charmed to blink in different colors and magical fireworks paint the sky in vibrant light. They're quieter than normal fireworks, but there are still satisfying snaps and hisses.
It seems like it'll be a pleasant night at the fair and those only just arriving in the evening will find a charming scene opening up before them.
But one thing that isn't noticed as evening begins to fall is the way the winter faeries suddenly slink away into the rising dark. Or at least it isn't noticed until it's too late. Some of the summer faeries start to react to it with alarm.
"Where did they go? The winter faeries are supposed to provide security, they signed an agreement. Go tell Ponto and get some faeries with warding magic to shore up the wards." Faeries start flying with purpose to speak to others that need to be put on security. "We can handle it ourselves but we need to get enough people out to the borders."
"Should we disperse the faire?"
"No, there's no sign of any threats and if we re-ward it, they'll be safer here than people scattering in the woods at night. Even if we had the bad luck to be attacked before the wards are re-done we can defend them with our magic - and we're contracted to."
Unfortunately that bad luck hits too soon. While the faeries scramble to re-do the defense wards, an unearthly fog rolls in. Terrible screeches start to rend the air, sounding similar to the screams of foxes. Warning bells ring from warning wards placed in certain areas of the woods.
"Nightrenders!" someone calls out and people in the crowd start screaming, gathering their loved ones closer. Horrifying beings start to pour into the faire and the hand stamps of all the people who bought tickets ahead of time start to glow. Faeries rally around those people, casting powerful defensive spells. Due to the panic, several stalls start to go up in flames due to knocked over cooking fires. Fortunately the stalls are small enough for people to escape them easily and spread far enough apart that they can be avoided, but smoke joins the fog in the air.
If a faerie sees one of the squad of otherworlders, and their lack of glowing hand stamp they're quick to offer a warning. "You have to run! The people who bought tickets ahead of time entered into a magical agreement of protection. The warding takes time to charge. We can do nothing for you, without slow-charge wards we're not powerful enough to protect you. The Nightrenders will devour your brain, or your soul."
Apparently that little disclaimer about not being fully protected that some of them read while coming in (for those that had arrived earlier in the day) was more important than it seemed.
The faeries always point the same way, still trying to help the people without tickets. "To the north! There's a place in a canyon with a large, glowing crystal. It looks like an abandoned market and dwellings. You'll be safe there, the magic of the Heartstone will protect you."
USEFUL LINKS
NIGHTRENDERS

The beings known as Nightrenders start amassing on the faire. Their movements are quick but clumsy, as if every one of their movements is made up of a hundred janky, smaller fits and starts, like they're made of clockwork. The faerie magic summer faeries use seems to do no more than stagger them back or temporarily knock them over, but at least makes it clear to the squad that they at least can be knocked over and slowed down. At the very least it seems to take them some time to get off the ground and back to their feet.
Attacks
They attack anyone they see in different ways. Some they wound with massive claws. Or they squeeze someone's torso and nearly suffocate them to give them a chance at possibly chomping into the heads of their victims to get at the brains. Most dangerously of all, they breathe in with a loud sucking noise, clawed hands guiding the magic that lets them drawn out someone's soul to devour it. It looks like a small delicate thing, sometimes in the form of a glittering star or a flower, as its drawn out of the victim's mouth.
This process can fortunately be interrupted if the Nightrender is attacked. As long as the soul hasn't been sucked into their mouths, it goes back into the victim.
Cursed Aura
But the whole thing is complicated by the magical aura caused by the Nightrenders. When they draw close, everyone around them is choked with fear, grief, and dread. Some succumb to visions of their worse memories playing out in their heads over and over. Some might be able to still stagger away in this state, trying to see through the visions, especially if someone helps them along, but others will find it nearly impossible to do anything other than curl on the ground. It is unknown why some don't have the flashbacks or can power through them more than others, though it's thought that those that repress their bad memories or negative emotions struggle more.
Anyone that helps someone who's having visions may get a glimpse of their memories - and empathically feel a flash of the pain, fear, rage, or grief they felt during the memory. If two people try to help each other move forward when both are having visions, they may transmit glimpses back and forth.
Weaknesses
The Nightrenders cannot be destroyed, only knocked down, or slowed down. However, those with "holy" weapons, spells, or powers, or those who have weapons, spells, or powers that can hurt "ethereal" beings or evil spirits will find they can cause them enough pain that sometimes they run away. Spells and abilities that create magical manifestations of good will and happiness, as well as spells of light, or purification can also harm them and drive them away.
THE SISTERS

The Nightrenders don't speak, but some have the misfortune of hearing two voices echo out of the fog. The come in stereo, only just slightly out of sync.
"Chosen Ones, you must be so confused. You've become lost in the forest, and the Dark Lord's nightmares already pursue you. Fortunately for you, our mistress desires your company. You'll adore obeying her will. Don't run, embrace a better destiny."
Two woman in white masks and straw hats, with cloaks made from the feathers of ravens, come out of the fog, body language almost identical. No eyes can be seen through the eyeholes of their masks, just darkness.
They start attacking, and when they beset their victims they stop speaking, refusing to talk or answer questions, instead filling the air with wild, mocking laughter. One wields twin katanas, the other a kusarigama with a painful claw at the end of the chain that closes down when it hits something.
Nets
While they're extremely willing to injure the squad they seem to be trying to capture them instead of killing (albeit capturing them after they're maimed), occasionally tossing out nets of glowing silver of moonlight. Being caught in the nets renders someone paralyzed and weak, a deep cold settling into the marrow of their bones. Some may even hear the shrieks of dying loved ones, whether they've actually died in reality or not. The Sisters apparently have the strength to carry even the largest of the squad in the air and will attempt to fly away when someone is ensnared.
The nets are difficult to destroy, but can be with great force of some kind. It has to be aimed at the part closest to the Sisters' hands, because the force required to break the nets would also injure those trapped inside them. The cold and paralysis fades when the victims are free, but some of the rescued may feel weak and need help staying on their feet. Unfortunately, even when they're broken, the nets of moonlight seem to be something they can recreate within several minutes.
Smoke Monsters
For some, they don't attack directly. Instead, one of the sisters pulls out a pipe and smoke monsters pour out of it. They try to drag their victims closer to the sisters so they can be caught in their nets. Fortunately, they can be destroyed with enough force.
While the Sisters seem impossible to injure, they can at least be caused pain with extreme enough attacks, something that makes them teleport away before risking any further injury.
PROMPTS

a) RENT
Uh oh, a Nightrender has you. Either it's squeezing you so hard you're suffocating and about to chomp into some juicy brains, or it's in the process of sucking your soul out through your mouth. In either case, you're likely broadcasting visions of your worst memories in small flashes to whoever is near. You're in desperate need of rescue and the summer faeries can't help - their magic is all but useless on the Nightrenders if it didn't have time to build by a covenant. Only others that fell into the Wilderlands like you did can save you.
(Feel free to provide multiple memory options ala a memshare, but keep in mind they'd only be flashes instead of a full memory!)
Uh oh, a Nightrender has you. Either it's squeezing you so hard you're suffocating and about to chomp into some juicy brains, or it's in the process of sucking your soul out through your mouth. In either case, you're likely broadcasting visions of your worst memories in small flashes to whoever is near. You're in desperate need of rescue and the summer faeries can't help - their magic is all but useless on the Nightrenders if it didn't have time to build by a covenant. Only others that fell into the Wilderlands like you did can save you.
(Feel free to provide multiple memory options ala a memshare, but keep in mind they'd only be flashes instead of a full memory!)
b) NABBED
The Sisters have got you, their smoke monsters are trying to drag you away, or you're still trying to fight them to avoid being caught. It'll be a lot easier if you have help - otherwise you're outnumbered and possibly outclassed. The only way to stop them is fight back hard enough that they feel you're not worth the effort and teleport off.
The Sisters have got you, their smoke monsters are trying to drag you away, or you're still trying to fight them to avoid being caught. It'll be a lot easier if you have help - otherwise you're outnumbered and possibly outclassed. The only way to stop them is fight back hard enough that they feel you're not worth the effort and teleport off.
c) RESCUE
Perhaps you're not affected by the Nightrenders or are just good at powering through the haze of painful magic they're inflicting on the area. Either way, you're out to help the people around you. Perhaps you run into another member of the otherworlder squad that needs saving - or maybe they join you to protect a third otherworlder, or a denizen of the Wilderlands that also forewent a ticket and is therefore at risk. Unlike many of the people from other universes, many of the denizens of the Wilderlands are powerless and thought they were in for a day and night of safe fun.
There are also other hazards to rescue people from. Maybe a small child has been separated from their parents and is disoriented by smoke, in need of rescued from some flaming tents. Or maybe an elderly person has fallen and is at risk of being trampled. There are lots of reasons people might need help, due to fires, panicked horses, collapsing tents, and panicking crowds.
Perhaps you're not affected by the Nightrenders or are just good at powering through the haze of painful magic they're inflicting on the area. Either way, you're out to help the people around you. Perhaps you run into another member of the otherworlder squad that needs saving - or maybe they join you to protect a third otherworlder, or a denizen of the Wilderlands that also forewent a ticket and is therefore at risk. Unlike many of the people from other universes, many of the denizens of the Wilderlands are powerless and thought they were in for a day and night of safe fun.
There are also other hazards to rescue people from. Maybe a small child has been separated from their parents and is disoriented by smoke, in need of rescued from some flaming tents. Or maybe an elderly person has fallen and is at risk of being trampled. There are lots of reasons people might need help, due to fires, panicked horses, collapsing tents, and panicking crowds.
d) RUN
It's time to run! Perhaps, after some screaming and confusion - and teleportation - you finally grab a buddy and bolt through the woods. You better run fast because the Nightrenders and the Sisters may give up chase at some point but it may take time and moving through difficult terrain in the fog to lose them. Perhaps you and a partner have to help a third, injured otherworlder because they're having trouble walking.
Better head north like the faeries said. The faeries were right that this Heartstone to the north may be your only hope - and you'll have to reach it despite the fading evening light, skies overcast with dark clouds, and fog.
It may be easier navigating in the dark with a partner or two.
It's time to run! Perhaps, after some screaming and confusion - and teleportation - you finally grab a buddy and bolt through the woods. You better run fast because the Nightrenders and the Sisters may give up chase at some point but it may take time and moving through difficult terrain in the fog to lose them. Perhaps you and a partner have to help a third, injured otherworlder because they're having trouble walking.
Better head north like the faeries said. The faeries were right that this Heartstone to the north may be your only hope - and you'll have to reach it despite the fading evening light, skies overcast with dark clouds, and fog.
It may be easier navigating in the dark with a partner or two.
e) WILDCARD
Maybe you decide to do none of the above. Go nuts!
Maybe you decide to do none of the above. Go nuts!
❧ Quest magic: Players can handwave that the quest bond magic is tugging the group northward to the safe place, with the mysterious Heartstone. They can also use the quest magic as an excuse for many different threads. As the group tries to run, their scattering movements will affect the magic and cause people to teleport at random, allowing for many different encounters with many other characters. This can explain why two characters that might otherwise stay together through the whole thing might get separated.
❧ Network: The network can now be used. Mirrors can and do float if someone is trying to talk through one and running, and can follow someone as they move, allowing people to communicate on the go or during action. Feel free to start using the network in parallel with the log events.
❧ NPCing: The mods won't be npcing but players are free to npc the actions of bystanders, the Nightrenders, and the Sisters. The Sisters won't speak, just continue laughing, and players can npc their specific attacks, capture attempts, and teleportation. Please just don't have them talk or godmode them dying - they're currently a little too sturdy for that. If you have a question about whether/how something will affect them feel free to ask the mods in the first comment below.
❧ Environment: Feel free to manipulate the environment. There are things left over from the faire people can work with like bow and arrow sets from the competition, horses (which can be temporarily stolen, though we'd like to limit any that are permanently stolen to the (1) horse another player already requested), and even explosive faerie fireworks (they're quieter than the normal thing but still create a big bang). Abandoned stalls also have weapons and supplies to grab as people run for it. If they didn't think to steal or buy useful things during the day, please limit this to only grabbing one or two items as they run, like a cloak or sword. They won't have time to loot for more.
❧ Experimentation: We'd like to encourage people to experiment! Obviously ask other players if they're down first, but it could be fun to do something other than 2 person threads, like maybe 2 PCs banding to rescuing a 3rd. Players are also encouraged to set limitations if they think it'd be more interesting, like locking their final escape prompt from the faire grounds to a single thread partner and playing out the drama of a full escape.
[OOC: Plot is visible so people can see and start plotting together but not open until Nov. 1. The mods will enable comments then.]
Raistlin Majere
Raistlin emerges from the trance Need’s put him into a vision of hell. Fire, fog, and a cold spreading dark that has him clutching his staff in one hand and Need’s hilt in another. Faire-goers are running, screaming, trampling each other and knocking over tables. A summer fairy pulls at his sleeve.
“Run! We can’t protect you!”
And then the first nightrender appears. It moves like something from a nightmare, stuttering forward at strange angles, and with it comes a wave of horror that nearly drives Raistlin to his knees. He’s a child again, ten years old, face ground in the dirt. Where’s your magic now, Majere! they chant. Show us a magic trick, wizard!. His lungs fill with dirt, he can’t breathe, they won’t let him up -
Open to All
Raistlin can barely breathe. He has his kerchief over his mouth and nose, medicinal herbs grasped tight within them, but the smoke of the fires is boiling in his lungs and the terrible darkness of the creatures’ fearful aura is snatching the air from chest. Even the screams have faded to a kind of dull background roar.
That’s when the sisters find him. He knows at a glance that he can’t outrun them. Without his brother, he’s unlikely to succeed in fighting them. And yet, he finds himself raising his hand to cast, searching for the strange new channels of power this place had carved inside him -
And then the one with the chain moves faster than his eye can see, and cracks him over the head.
He comes around as he’s being dragged across the ground, bound hand and foot in smoke, and understands that his life is over. No one here knows him. No one here has any reason to help him. He sees someone watching him from cover, and meets their eyes with a tired resignation of a dying animal.
no subject
There are... smoke monsters, bro. He doesn't know what they are, and there are scary masked women and creepy... Kevin doesn't have the spare brainpower to drag up adjectives for the nightrenders.
Should he run? He should run. He should definitely, definitely run.
That's when he sees the guy from earlier. The one with the weird eyes, who told that story about dragons? He's getting dragged away.
Kevin is a skatepunk, full of risky impulses. Kevin has made it through his first decade as a vampire, meaning his self preservation instincts do at least exist.
It means he hesitates, but only a little.
"Let him go!"
The pale fire of the klaive flashes through the smoke as Kevin rushes into it, whirling Foehammer in an undisciplined but fast arc. He can't tell if there's damage done, but at least the creatures are distracted by the need to separate around the blade hacking through them.
Scooby's with him, bouncing and darting at shadows, staying just out of reach.
no subject
"Sederai donitan," he whispers. See me as I wish to be seen. And tries to hold in his mind the clearest image he can of the white masks, the black feather robes...
When he looks at his hands, they're delicate, graceful, and white as a corpse.
"Begone!" he snaps at the smoke monster, his voice coming out high and echoed. It's not a very good imitation; he hasn't heard them speak except at the beginning. But it seems to confuse the monster, one part of it flowing away from the young hero and attending to Raistlin.
"This one is no prey of ours," he insists. "I command you to depart."
no subject
Still on some kind of guard, Kevin suppresses the urge to shudder and scoots in a Raistlinward direction. Scooby comes to heel.
"Yeah dude I um, like, am totally joining up, it's fine," says Kevin to the monster. "Super fuckin' psyched about being like, coworkers or something now. I'm sold, man."
no subject
Then a laugh trills in the distance. The smoke monster turns, flowing eagerly towards the sound. Two figures float out of the mist, black and white and carefree as dandelion seeds. They see Raistlin and Kevin across the field and cocks their heads, confused.
Raistlin drops the illusion.
"Run!"
no subject
Kevin takes off, but he holds back. He could be gone, if he wanted, but he's got an ally here and he's not gonna leave red robes guy behind.
So he's still there when the twin with the kusarigama sends the claw whizzing toward them as they move. Kevin parries with the klaive.
"Fuck!"
The claw grips the blade, and Kevin wrenches at it with a screech of metal.
no subject
She doesn't even flinch. Only bats it aside with one hand, as if it were a particularly irritating fly. It evaporates in embarrassment.
" - blast and damnation - keep running!"
no subject
For a moment, this seems less like the fair Raistlin had actually been present in an hour ago and more like that long-gone compound, and there is the sense that people he cares about - that Need cares about? - are lying dead, just out of sight. Need disentangles hurriedly with a :That place is long gone and not here and it's not relevant right now. You're alive, and male, and a Red Robe mage. One of us was addressed as Sister and it's not you, boy.: She's been doing the best she can to make this less of an identity nightmare. This a lot of why memories are best shared with someone who's either asleep or sitting in a quiet room. In either case, they can come out of it slowly and reassert their own perspectives on their own time.
Raistlin has about twenty seconds as Need splits her attention and builds a mental map. :Some of the defenders abandoned their posts and let an attack catch everyone vulnerable,: she says dispassionately, and without that memory between them he would never know that this intimation of betrayal has her holding back a snarl. Reaching through the gales of emotion whipping past, she catches just the edge of a spitting, bestial hatred and yanks away from it like pulling a hand away from fire, catches glances of it through three pairs of borrowed eyes. :Oh, what - the hell - are those? Walking dyrstaffs?:
It had reacted to her touch, however fleeting that had been, and its effect roils outwards as it comes towards her. She feels it first - a fractured mirror of several bad memories at once, several pictures of shame and agony. Women and girls and others she hadn't been able to save, for one reason or another, but whose pain and hopelessness she had shared in. If she'd had teeth, she would have gritted them. How dare this thing... how dare...
:Child,: she says to Raistlin, very deliberately. :We need to move, and if you can't, I'll move for you.:
no subject
:Yes. he thinks to her, through gritted teeth. :I can move.:
And he stands, despite the wailing terror that wants to turn his legs to jelly. The Staff of Magius bears his weight, as it always has. The smoke from the fire tickles his lungs, and he barely suppresses a cough.
no subject
:I'd ask but there's not much time. Hold out for a moment,: she says, and starts to build the parts of a spell in Raistlin's flesh and bone. And lungs, very definitely lungs. It takes her longer than the shield had, multiple seconds. This is a spell that she can and does literally cast in her sleep but she's normally working with someone more robust, whose body she knows better, and who doesn't have that there-and-gone trace of oily something making it more complicated. Not to mention bad memories!
In between a flash of frantic drowning with stones tied to her feet the surface far above and the dull despair of the healer says one more will kill me but I think he switches out the herbs and I've missed my monthlies, there's a moment more specific to Need. A conversation with a priestess looking into a bronze mirror, allowing Need to see her face - seamed, and she wears high regalia, but she seems so young, everyone is so young now. What was your name before the Twins gave you 'Need'? And... nothing comes. Nothing comes at all. It's not possible to remember every detail of several hundred years of existence - and she's made herself into something that could last until the End of All Things.
She's made her peace with that, but how horrible it had been in the moment surprises her. No matter, though, she's done well enough that it won't break the boy, even though she's had to resort to scaffolding in places. Need pours her power out as strength.
no subject
What Raistlin feels is a rush of energy that catches him like a kick in the chest. Except it doesn't hurt; the opposite, in fact. For the first time since his Test, his lungs are clear. No fever burns through him. Despair and horror still beat at him, but the sheer relief of the strength flowing through him overwhelm them. The shock of it makes him forget to mindspeak.
"Are you doing this?"
no subject
Raistlin speaks out loud and it would be easy, it would be so easy to catch the vibrations of his throat and push him aside and respond in kind. Nope. It's not happening. She doesn't allow herself that kind of thing without the time to sit down and establish boundaries per session, even when she has the kind of long-term bearer who wouldn't mind, it's just too much temptation. She has Mindspeech and that's just going to have to be good enough.
:I need you to be able to move,: she says and there are undertones to it of I should have asked first and this only lasts as long as I maintain it and a simmering general background rage and fear and eagerness, and of course MINE and not mine do not forget not mine, all bound together into a steady voice.
:Whatever this thing is, if either of us can kill it it's me. It's noticed me.: Not a lot can kill her, the intimation is, but she doesn't want to find out of this can manage. :Run, or let me take over. It would only be for a few seconds and I will let go. I promise on the memory of my apprentice Vena.: She will, too. She always has before.
no subject
But it's so easy to move. He feels as if he could do this forever. And then the thought creeps up like bile: this is what it feels like for Caramon, always. Caramon, the strong twin, the one born with all the good looks, while Raistlin got twice the brain. If Caramon had never been born, could he have ended up with Caramon's strength?
( - "It wasn't your fault, Raist," Caramon had told him, afterwards. "It was those mages, they tricked you - " the great oaf, refusing to believe even his own eyes - )
Raistlin stumbles a bit.
:I think I am able to move myself, for the moment. How did you do this?: he thinks to Need, still running.
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
no subject
Stop. Think about the objective. The objective is the only thing that matters.
She doesn't have to beat the smoke-thing. She just has to get the guy with the weird hair out. Force it to drop him, then grab him and run. They can figure out together how to free him from the bonds once they're clear.
Kerrigan's eyes narrow while she stares at something past Raistlin, and she chews her lip in concentration. Might as well lean into being humanity's most powerful psychic, right?
A tug...and then another...and there's a crash as a half-collapsed stall becomes a fully collapsed one. Its cheerful red and white striped awning comes flying and flapping as Kerrigan's telekinesis pulls it free of its moorings. Seemingly of its own volition, it wraps tightly around the smoke monster hauling Raistlin off to his unspecified doom, and she yanks, trying to force it off whatever passes for its feet.
At the same time, she's out of cover and sprinting. Even without her psionic enhancements, Kerrigan's fast.
"You okay? Come on." The latter is an expression of intent rather than a command, because as she says it, Kerrigan's got a handful of his robes and is pulling him into a firefighter's carry across her shoulders, a position he has to share with her rifle. Really, this isn't going to be comfortable for anyone involved.
OOC: Telepathy permissions!
no subject
"North!" he gasps out. "The faeries said to run north!"
And as soon as he's relatively safe again, he's going to have to live with the knowledge that he said it. The smoke monster might have been a better deal.
His thoughts are all over the place - terror, confusion, thwarted fury - but somewhere at the center of it all is a still point. He's out of his depth, profoundly so, but he's still watching and analyzing everything, especially the things he doesn't understand.
Which is why he notices the strands of smoke curling across the grass behind them.
"Quickly, it's reforming!"
no subject
Kerrigan's not interested in a deep dive on Raistlin's thoughts at the moment (or possibly ever), and since his surface emotions map nicely to what she'd expect of someone on the verge of an uncertain but certainly unpleasant fate, she pays them no further heed.
Strong and stubborn though she is, carrying roughly her own body weight draped awkwardly across her shoulders in the form of a grumpy wizard does take a few kph off Kerrigan's top sprinting speed, especially in poor conditions like a forest at dusk.
"Can you free yourself?" she asks, not yet showing any breathlessness from her few seconds of exertion. "Grab a knife if you need to."
Even with bound hands, Raistlin might be able to take her up on the offer. There are quite a few knives of various types in sheaths scattered across attachment points on her armor. The uncharitable might even regard the number of blades she's carrying as excessive.
no subject
"I may - "
He's surprisingly flexible, for all he's got absolutely no muscle tone and weight about a hundred pounds soaking weight. With some effort, he's able to reach down and pull it partway out of its sheathe, then press the bonds against the blade. For whatever reason, they'd bound in him ordinary rope, albeit of finer quality than any he'd ever seen.
"Yes. Give me a moment." The bonds around his wrists fall away, and he grabs the knife properly. "My hands are free."
no subject
"Great." As far as Kerrigan's concerned, his arms aren't the important limbs right now, but it still counts as progress. "Can you get your legs without me stopping? I'd rather not go hand-to-hand with that thing." Positions reversed (assuming for the sake of argument that Raistlin would even be capable of standing up with her on his back) she'd be able to do it, but most people aren't as flexible or determined as she is.
no subject
Raistlin blesses Horkin and his wretched stick and the hours of bruises as he raises his eyes to the creature pursuing them and focuses his will. His mind quiets, despite the discomfort, the jouncing, and the strange view. One hand clutches her armor; the other raises up, ready to cast.
"If I can distract it for a moment, can you get us to safety?"
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
Open to All
Raistlin gets a brief glance out of the corner of his eye, "Hey - think you can get up? You're not gonna let these things be the end of you, right?"
He squares himself between Raistlin and the two sisters, undaunted by them and the smoke monsters around them. His bares his teeth in return. The brand on his neck was bleeding like an open wound.
Re: Open to All
Even though he's right. Raistlin plants his staff in the ground and pulls himself to his feet, raising a hand just as the sisters swing their blades.
"Keralda ast! Esherat!"
They slow in midair, arrested by a barrier of magic. But not stopped. They keep coming, slowly, inexporably, the sister's bright voices laughing in glee. Raistlin breaks into a cold sweat, gasping. Their power bears down on him like a thousand years of stone, as inevitable as mountains.
"Quickly! It won't hold much longer - "
The magic, sputtering, dies.
no subject
By the time the slab slashes across them, the two sisters appear to vanish in a cloud of crow feathers, laughing all the while. His blade hits nothing, showered in the smokescreen of feathers.
What?!
He twists the Dragonslayer to use its broad side as a shield, blocking the incoming kusarigama blade launched at full speed. The twin katanas narrowly graze his jagged gorget from the darkness, creating a shower of bright sparks illuminating the second sister. Their swords clash briefly, a vicious storm of blades, before the sister rushes past him into the smoke.
He hears the rattling of the kusarigama behind him, and turns to see the first sister circling to Raistlin’s side. Framed by the flames, animated by the bloodrush of the battle, the swordsman looked nearly as monstrous as they did. A guttural snarl escapes him as he moves to intercept the attack, slamming that claw into the ground with a blow from his iron fist.
As much as he can dance around the mage, he wasn’t getting anywhere in landing hits. That wild eye of his darts back to meet Raistlin’s.
“We’re too exposed - let’s go.”
no subject
It is gone, and with it is his reason for living. The swordman is shouting something. Raistlin doesn't hear it. He stares at the sisters as they rush towards him, laughter singing in the dark. It doesn't matter. He has no magic. What's the point in even raising his staff in futile defense?
no subject
He doesn't have time to try and snap him out of it - wasn't this guy supposed to be some kind of hot shot mage? Guts hears the laughter all around them, and scoops Raistlin up into the crook of his arm with his metal hand. It's not particularly dignified being hauled over his shoulder like he was taking the man hostage, but he had other worries.
Guts charges ahead into the darkness, away from the laughter, leaping forward and running as fast as his legs can take him. The Dragonslayer rings as the chain weapon rattles against it's broad side, nearly hitting his head and splitting it open. He was hauling them into the woods come hell or high water.
no subject
His magic is gone but the spells are not - think! If the magic were truly gone, the spells would be as well! But there they are, every syllable clear in his mind, a glittering more precious than jewels. Present, but dormant.
But if that were the case he should be unconscious and the spells should be spent, not - just there, waiting to be empowered. That was always the case - the power ran out with his strength. The mage channels and commands the magic; the magic itself is inexhaustible. It's only the mage who falters.
Unless this was part of - the way his magic had been changed by this place. Some new limitation.
Well, whatever it is, he hopes Guts has a plan, because for now, Raistlin's useless.
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)