wildestmods: (kodama)
wildestmods ([personal profile] wildestmods) wrote in [community profile] wildestlogs2021-10-31 08:54 pm

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

Setting Background/FAQ | Major NPCs


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!)

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.

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.


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.


e) WILDCARD
Maybe you decide to do none of the above. Go nuts!


OOC DETAILS

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.]
myagents: (done with your shit)

[personal profile] myagents 2021-11-07 11:15 pm (UTC)(link)
All Price can respond with is an ambiguous grunt.

It is almost funny how foreign he is to his own emotions, especially given his profession. In one way or another, life has taught him that emotions are something that other people have and that he has to study and navigate so that he can speak their language and understand what they want him to do, since before that he was only capable of understanding what they threaten him with when he doesn't do it.

No matter how much he studied, how talented he is at understanding people, he cannot study and comprehend himself in the same regard because he is not one of them, 'people' has never included him. For what concerns him, he can experience five emotions, maybe, if you count hunger. And yes, he was surprised when he was young and they told him hunger wasn't an emotion. No amount of reading, of scientific evidence has ever been able to resolve that discrepancy.

Doesn't help that he lied his way through acquiring a license. They said he wasn't suitable for the job, but he is. He can dig a hole inside others just fine, regardless of what he is himself.

"You need help." he says not with compassion, but with disgust.
hallelujahjunction: (Basic - Blue)

[personal profile] hallelujahjunction 2021-11-07 11:30 pm (UTC)(link)
“You ain’t the first person that’s said that,” Dan says with a laugh, taking another drink less because of the conversation and more because of the exhaustion and the way his body aches.

Price thinks he can hurt Dan, but Dan thinks of himself as so battered by the life he’s had that almost everywhere on his heart is callused and strong. It’s hard to wound him. Someone would need much more ammunition than Price has.
myagents: (alert)

[personal profile] myagents 2021-11-07 11:36 pm (UTC)(link)
"You really don't give up, do you?"

He scoffs, but does so lovingly. He doesn't want him to give up, no matter how hard it is to accept his kindness.
hallelujahjunction: (Happy - Soft Smile)

[personal profile] hallelujahjunction 2021-11-08 12:00 am (UTC)(link)
“I really don’t. Folks say that about me a lot, too.”

He gives Price a light smile.
myagents: (coy)

[personal profile] myagents 2021-11-08 10:12 am (UTC)(link)
Price emits a deep sigh, turns around and hugs Dan without saying anything, clinging to his arm.

If Dan is stupid enough to still put up with him, good. It's the consequences that Price is afraid of. At this age it's hard to find the energy to handle another plan backfiring. Not that this could be called a plan, mind you.
hallelujahjunction: (Basic - Hm)

[personal profile] hallelujahjunction 2021-11-08 05:42 pm (UTC)(link)
Dan rubs Price’s back. He can still hear the sounds of the fight, the occasional shout or scream. He can only hope that he’s doing the best thing by staying here, giving emotional support to someone who might need it or someone who might be asking for it just to see if Dan will provide, or maybe someone who is doing both at once.
myagents: (sad)

[personal profile] myagents 2021-11-08 06:01 pm (UTC)(link)
"I care about you too."

Maybe it's obvious, but it takes so much effort to say something like this when it isn't a blatant lie. Well, to be fair, it's not like he lies when he says he cares about his agents, but it's at least meant to be, on some level.

"You are aware of it, right?"
hallelujahjunction: (Sad - Solemn)

[personal profile] hallelujahjunction 2021-11-08 06:08 pm (UTC)(link)
“Yeah. I am. And I care about you.”

He’s probably the only one here who cares about Price, and the only one here Price cares about. That’s a precarious position. It means withdrawing love becomes not just another betrayal, but a unique one, evidence that even the most sincere affection was a lie all along.

So Dan has no intention of withdrawing love.
myagents: (alert)

CW: self harm mention (not literal, but y'know, Church RvB stuff)

[personal profile] myagents 2021-11-08 06:32 pm (UTC)(link)
He's tempted to argue once again that Dan shouldn't care about him, but gives him a sad smile instead.

He still cares about his agents. In fact, that might be exactly the problem. Texas and Connecticut in particular, who are here right now, played a role too big to be ignored, a betrayal too big. Connecticut betrayed Project Freelancer and was the first actively taking steps to bring it down.

As for Texas...How do you even explain Agent Texas? She's what made Project Freelancer the best thing that ever happened to him, with the AI fragments discovery, with the occasion to channel his most destructive energies into something so great that if the Director didn't lose focus would be justified...On the other hand, she is exactly why the Director lost focus. He was too busy pursuing her, fixing her to get her right.

All the fragments were nothing but an attempt to find a solution for it, with a side of self harm, and the more those attempts failed the more the cycle would be fueled to go on and on. It stopped being about the war a long time before the project collapsed. Price could just obey orders, not minding them but secretely hoping that the reason behind it would revert to this grand goal that they had, that they were in some form worthy of.

Helping the Director self harm meant finally convincing him to let him in, Price is still completely sure of it. He just needed more time, more time to do everything perfectly as usual and have the Director finally listen to him and just do what he was meant to do. Winning the war and avenging Allison would have made him so happy, too. Price likes to think that if that happened, they would have been friends, even if the man somehow found a way to heal...Not that he was ever going to heal either way, it was something that could absolutely be relied on. Just like it can be relied on now, when it comes to Dan.
Edited 2021-11-08 18:34 (UTC)
hallelujahjunction: (Basic - Breaking It Down)

[personal profile] hallelujahjunction 2021-11-08 07:16 pm (UTC)(link)
After a while of just holding the embrace, Dan disengages to reach into the jacket wrapped around their shoulders and fish out his pack of cigarettes and lighter. He can't see into Price's mind, but he can feel the tension still there. He wonders what the redheaded woman did to him. He wonders whether the nightrenders exhumed any of Price's worst memories the way they exhumed Dan's.

"Do you mind if I smoke?"
myagents: (concerned)

[personal profile] myagents 2021-11-08 07:23 pm (UTC)(link)
"I don't mind." Price smiles at him "Go ahead."

First the drinking and now the smoking. Price himself may have not been subjected to that torture by the nightrenders, but...It's clear at this point that Dan saw something. Perhaps it's best not to discuss it, but...It happened. It's obvious. He caresses Dan's shoulder lightly, hoping to give him some encouragement.
hallelujahjunction: (Happy - Lean)

[personal profile] hallelujahjunction 2021-11-08 07:57 pm (UTC)(link)
"Thanks." Dan takes another swig from his flask and tucks it into his jeans pocket, then lights up. He grins. "Ain't nothing more satisfying than a cigarette after an adventure."

As if this is about celebration.
myagents: (Default)

[personal profile] myagents 2021-11-08 08:10 pm (UTC)(link)
"An adventure." he repeats "It's a good way to see it..."
hallelujahjunction: (Basic - Listening with Commentary)

[personal profile] hallelujahjunction 2021-11-08 08:15 pm (UTC)(link)
"As opposed to what? Because I can't see this as nothing but an adventure, compared to the Rig."
myagents: (deep thought)

[personal profile] myagents 2021-11-08 08:19 pm (UTC)(link)
"I'm not sure, it feels all quite directionless." he shrugs "Although I suppose that is what makes it an adventure."
hallelujahjunction: (Happy - Recline)

[personal profile] hallelujahjunction 2021-11-08 09:12 pm (UTC)(link)
"Where you see directionless, I see freedom." Dan takes a moment, here with his cigarette, his alcohol, and companionship, to enjoy the dark beauty of the woods in front of them, try to ignore the sounds of the fight. He supposes that's an inherent difference between him and any of these people who came up in the military or other structures. "I see us determining our own way."
myagents: (coy)

[personal profile] myagents 2021-11-08 09:19 pm (UTC)(link)
"Mh." he slightly widens his smile like one would open a broken umbrella, clumsily "And what is it that you would like to do here in this place?"
hallelujahjunction: (Basic - Breaking It Down)

[personal profile] hallelujahjunction 2021-11-08 09:26 pm (UTC)(link)
"Do some good. See some interesting things. Meet new folks." The same kind of restless roving and wandering Dan did for so long before being taken to the Rig.

Do a little good before he dies. Make the sacrifice his sister made, his daughter made, when they died for him, worthwhile.
myagents: (Default)

[personal profile] myagents 2021-11-08 09:29 pm (UTC)(link)
"Well, you could do that on the Rig too." he shrugs "There has to be something else."
hallelujahjunction: (Basic - Listening with Commentary)

[personal profile] hallelujahjunction 2021-11-08 10:23 pm (UTC)(link)
"Sure, but on the Rig we had to be certain places at certain times, eat what they fed us, wake up when they wanted us, know that running would get us zapped. You really don't think this is more open?"
myagents: (Default)

[personal profile] myagents 2021-11-08 10:37 pm (UTC)(link)
"Well..." he pauses for a moment to think about it "I suppose you are right. I must not be used to being able to go out much."

A quiet, bitter chuckle follows.
hallelujahjunction: (Basic - Flask)

[personal profile] hallelujahjunction 2021-11-08 10:45 pm (UTC)(link)
Dan knows giving Price any personal information at all is a risk, but Price has seen memories of Dan dismantling a landmine as a child, and there are some things Dan can share that are less close to the bone.

"When I was growing up, we'd live months at a time in a bunker underground. When we finally came out, there'd usually be a few days, maybe a week, I don't know, where we'd just be trying to figure out how to exist in the world again. Every time I ever got out of jail felt like that too."
myagents: (clever)

[personal profile] myagents 2021-11-08 10:49 pm (UTC)(link)
"Is that why you feel the need to be free to this extent nowadays?"

He asks as if it's a bad thing. Needing a prison is perhaps even worse, no matter how much 'structure' to justify it with.

Well, if this is the case for Dan, no wonder he seeks death, he doesn't feel free anywhere, or at least not from his own mind.
hallelujahjunction: (Happy - Laugh)

[personal profile] hallelujahjunction 2021-11-08 10:51 pm (UTC)(link)
"No." Dan laughs. "I just real hate being told what to do."

He would go back to that bunker, that warm, safe place with all his loved ones intact and happy, any day. But he never can.
myagents: (sad)

[personal profile] myagents 2021-11-08 11:01 pm (UTC)(link)
"You get used to it."

He smiles softly. There are many implications in this response, all possibly terrible, but he has learned not to dislike rules. Everything being regimented, one way or another, has become home. It's why he misses Project Freelancer, after all. Well, one of the many reasons.

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