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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.]
Re: II (cw: dissociation)
The silver fur is a pretty easy giveaway for who's talking. Ace seems to have been doing well for himself-- he's left a line of knocked over Nightrenders in his wake.
She catches movement in the corner of her eye, so she whips around to look. Three of the creatures have approaching a couple of kids. The kids, one older and one younger, are huddled together underneath an overturned booth. The older one is holding the younger one against their chest and curling around them. The Nightrenders have them completely cornered.
Elle turns to Ace. "Distract the creatures, I'll get the kids," and dashes away.
Re: II (cw: dissociation)
Ace contemplates how to 'distract' a creature that wants to eat his brain or soul without imperiling either of those things and comes up empty.
He is fond of his brain now that he has it again and his soul... he isn't even sure that belongs to him.
Oh well.
Exposing his brain as bait would be inconvenient so he goes for option two.
Offering gnosis to spirits is something he is used to doing pretty regularly. This is creepier but not fundamentally different. Focusing on the space above his palm he concentrates a portion of his spiritual energy. He isn't in the umbra so he is surprised when a small white light appears.
The nearby Nightrenders all immediately snap around and lock on to him.
"I think that worked a little too well" he shouts so Elle can hear him wherever she is slinking then he pulls his gnosis back into himself.
"Thats enough of a free preview. You'll have to catch me if you want the buffet!"
Ace wheels his arms around comically to make sure the Nightrenders are tracking him and bolts in the opposite direction of the cowering children.
Re: II (cw: dissociation)
"Shhhh, it's okay". Elle tries to be calming and reassuring, but considering she's a giant monster with supernatural Rage coming out of her pores, there's only so much she can do.
"I'm going to get you two out of here, okay? I'm going to get you away from the creatures and into the woods. Then I need you to run North, that's where everyone is going. You'll be safe if you go North."
She really hopes she isn't lying to them.
She looks around, sees Ace luring the Nightrenders away with-- Gnosis? To her surprise it seems to be working.
"I can carry you to the forest, but I need you to trust me. I swear to you on my life that I want to help."
The older one looks at her, terrified, and curls tighter around the younger one. She thinks they might be siblings.
"I think it worked a little too well!" she hears Ace tell her. She doesn't respond, she'll help him once the kids have gotten safe.
"Is that your little brother?"
They nod. Elle can smell smoke and feel the heat from fire and hear screaming, but she doesn't react to any of it. She doesn't let any of the urgency she feels seep into her voice.
"I have a brother too," she tell them softly. "He and I have always looked out for each other. I promise I won't take your brother away. I just want to help you both get safe."
After a moment of hesitation, the older kid nods. Elle sweeps them up into her arms and makes a run for the edge of what was once the faire grounds.
Re: II
Now that they are properly motivated the Nightrenders move much faster than he has seen them do so far... of course. Also he seems to have drawn more than the handful that had been bearing down on the hiding children.
He needs to lose them before he can circle back around and help. Honestly, at this point he'll be lucky not to end up as dinner. Still, he has at least one more trick up his sleeve.
Ace hunches and is now running on all fours. He doesn't want to lose them completely in the brush so he doesn't shift all the way to lupus but stays in his dire-wolf form. He crashes through some trees, slashing at them with his claws as he runs and then goes straight through an empty market stall trying to leave as many obstructions in his path as he can.
For good measure and because he is a dramatic asshole Ace punctuates his destructive flight with a bone-chilling Howl. Most who hear it will feel only fear and longing for the warmth and safety of thick walls and a roaring fire. Anyone who understands the Garou high tongue or is familiar with their Howls, however, will hear basically, "Oh my God this is stupid, what that fuck am I doing, this is so fucking dangerous what the FUCK!"
Re: II
Then she hears Ace's howl, which communicates an emotion that she has learned to recognize all too well.
After a last glance to make sure the kids were out of sight, she runs toward the source of the sound.
She sees Ace leaving destruction and debris in his wake, and the Nightrenders trying to navigate through it all.
She takes a moment to figure out how she can be most helpful. It seems that the current problem is that there are a whole group of Nightrenders focused solely on ripping Ace to shreds, so she should probably get some of their attentions.
With a yowl, she barrels at full speed into the group of monsters, knocking some over like bowling pins.
It's almost funny until images fill her vision.
Elle is inside the Umbra looking a space that, in the realm, is just a highway divider with some grass and trees to make it look nice.
In the Umbra, the space seems to be overlapping on itself, forming a large inter-dimensional pocket of Wyld. It feels like being near a Caern.
As she approaches the bubble an artificial sense of peace and calm washes over her, urging her to enter and never leave.
She stumbles backwards to get away from the sensation. Fear runs through her in response to the magical compulsion. Whatever these things are, she wants to get far, far away as quickly as possible.
Re: II
Then her memories wash over him. He manages to resist becoming fully immersed in them. The thought of her being devoured while trying to save him fills him with rage which he channels to push the visions back. If she is overwhelmed and unable to flee it will only take a few seconds before the Nightrenders she knocked down are up and on her. Unfortunately, there are still a few on him that he will have to deal with to reach her. He isn't sure she has that time.
Time for some more stupid heroics.
He snaps his gaze back to the front, surveying the forest ahead for a tree that will serve his purpose. This time his luck holds. There is an adolescent birch ahead that should do just the trick. The next time his hind paws hit the ground he leaps, shifting midair back to his war-form. He catches the trunk to arrest his momentum and plants his feet against the bole of the tree as it bends slightly against his weight. As it snaps back he leaps again, sailing over the heads of the two closest Nightrenders.
He lands and sprints off, not looking behind him. If the Nightrenders are close enough to grab him there isn't much he can do about it. He has to reach Elle. He can already see several of the creatures she bowled over have reached their feet.
Ace runs full-out, dropping into hispo again and churning the earth as he uses his claws to gain purchase. Judging the distances he should just make it.
It is at that moment that Elle reaches the end of her memory and that sense of peace and calm radiates from her. It enters Ace and spreads through him like heroin from a needle. Elle's fear doesn't even begin to cut through the sense of warm certainty that suffuses Ace's mind, body and soul. It feels like home and he knows with absolute certainty that all of this, everything, will work out just fine...
Re: II
Then Ace pulls a stupidly flashy move and Elle remembers that yeah, he's a Silver Fang Ahroun. It works, though, and that's really all that matters at the moment.
His posture totally changes once he reaches her, which is a bit concerning, but she's honestly too busy trying to rip one of these guys' arm off with her teeth to pay much attention.
Fuck that tastes absolutely awful. The taste and stench of death begins to overwhelm her. These thing are the worst.
Elle can hear a couple of them that have managed to stand back up approaching her from behind.
She decides: fuck it, this thing's arm is clearly not coming off, but she does have a pretty good grip. She'll just swing it around and use it to fuck up its friends. How's that for resourcefulness, asshole?
She's getting really fucking annoyed with how resistant these stupid things are to literally any type of damage that she can do.
Re: II
"Nice move!"
Ace draws on the Rage that has always been a part of him. Whatever aspect of Gaia brought him here, he would do his part to save her and eventually she would be saved. These abominations dare to stand in the way of that and he is there to deliver her righteous fury.
These creatures are resilient but there are few foes of Gaia that can completely resist the claws and fangs of her chosen warriors.
The display of ferocity, grace and death that follows is awesome to behold. Ace was built for exactly this and he has spent his life and at least one afterlife in diligent practice. Unfettered by any doubt, given the freedom to strike with complete confidence he is a fearsome foe.
Almost faster than the eye can see he tears huge gashes and splinters bones. Precise strikes to load-bearing joints and huge maiming slashes to hands and mouths seem designed to disable and failing that demoralize the two closest Nightrenders.
It seems indeed that the beings cannot be killed, but neither do they seem excited to test that theory before the renewed vigor of their opponent and his harrowing strikes.
The Nightrenders are hunters and they have a predator's instincts. There is easier prey than this. The two Ace has wounded and the other standing between him and Elle turn and flee.