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.]
furtitude: (077)

Re: Interstellar Overdrive

[personal profile] furtitude 2021-11-12 05:23 am (UTC)(link)
He thinks hard and peeks around a stall to look down one of the paths to try to find a familiar landmark. He sees the jousting field.

Then he points to where the sun set in relation to it.

"It set that way."

He points at it with his left arm straightened, and holds out his right arm at a right angle, also straight.

"Okay, so that's north."

He'll turn out to be right. He's got good a good memory.
rambles_on: (why not)

Re: Interstellar Overdrive

[personal profile] rambles_on 2021-11-12 08:43 am (UTC)(link)
Dean slips his watch back on. That was easy.

"Awesome, little dude," he puts out his hand for a fist bump.

"Let's Arnold Schwarzenegger this bitch," he says as he begins to move in the direction of North.

Should he say 'bitch' in front of this probably-child? It's hard to tell his age, what with the fur and the inhuman appearance.

Dad would probably have already pulled a weapon on this kid, but Dean... can't. He has his boot knife, still, but he ain't gonna threaten a kid, especially since he's done nothing to show that he's dangerous to anyone, so far.

If the situation changes, it changes, but for now Dean's got bigger things to worry about.
furtitude: (005)

Re: Interstellar Overdrive

[personal profile] furtitude 2021-11-15 02:50 am (UTC)(link)
Little Cato responds to the fist bump in kind, with a tiny, slightly shy shadow of a smile. He'd be more enthused if it wasn't such a bad situation, though.

There isn't even a hint of malice. He acts exactly like a slightly scared lost child, grateful for an adult's protection.

He gets moving as instructed. Though he's a little confused. "Arnold What's'a'what?"
rambles_on: (are you serious)

Re: Interstellar Overdrive

[personal profile] rambles_on 2021-11-15 02:56 am (UTC)(link)
"Arnold Schwarzenegger. Running Man?"

When Dean is meant with the same confused expression he sighs.

"Let's just start running and get outta here."

Has no one here seen any movies, ever? Yet again, Dean's first-rate sense of humor goes unappreciated.
furtitude: (008)

Re: Interstellar Overdrive

[personal profile] furtitude 2021-11-15 04:55 am (UTC)(link)
Little Cato runs along with him and lightly grabs his sleeve, in case he gets blinded or disoriented again.

"If that's Earth stuff, I only know a little bit because my dad is human. I'm not from Earth so I only know about things he tells me about. Like Loggins and the song he did about loose feet."

He really likes the loose feet song.
rambles_on: (are you serious)

Re: Interstellar Overdrive

[personal profile] rambles_on 2021-11-15 08:55 pm (UTC)(link)
Dean doesn't know what's worse, the creatures they're running from or the fact that this kid's favorite song is Footloose.

"Kenny Loggins? Man, we've got to get you some of the good stuff. I'm talking Zeppelin, Metallica, Def Leopard. Stuff that's worth listening to."

Fucking Kenny Loggins.

Okay, Danger Zone is pretty good, but that's about it.

"Wait, you're Dad's human? How does-"

They must be close to more of those things because he's cut off by being another memory that doesn't belong to him.
furtitude: (088)

cw: physical and verbal child abuse

[personal profile] furtitude 2021-11-16 12:06 am (UTC)(link)
Little Cato collapses to his knees, still clutching Dean's sleeve. In the memory he's being marched along by uniformed guards, his arms in heavy metal cuffs. He is very young, younger than he is now. 11-years-old, but smaller than a human 11-year-old. The cuffs look huge on him but are tightened enough his tiny paws can't slip out.

They're marching him through a place that is all rust and bolted metal.

He'd trying to hide that he's afraid. He half expects them to line him up against a wall and shoot him.

They finally reach a cell with forcefield walls. There's next to nothing inside: an uncomfortable bed in the middle of the room that looks hard as a rock, a bathroom setup that has no walls for privacy. For all intents and purposes he's being treated like an adult criminal.

They open a hole in the forcefield and uncuff the cuffs. He immediately lets out a loud yowl and springs at the nearest guard, trying to claw his eyes out with his claws. When the guard tries to pull him off, he bites his exposed hand hard enough to draw blood.

"Get him off! Get the little leech off!" the guard cries out.

One of the other guards manages to pull him off the other guard and strikes him hard enough it knocks him right off his feet. He falls inside the forcefield and the guard says, "Serves you right."

The guard hits some buttons and the hole in the forcefield disappears.

Little Cato pushes himself off the floor and goes to pound on the forcefield.

"My father is -"

"Your father is a traitor that should've chosen our glorious leader over a pathetic whelp like you."

"He's going to kill you," Little Cato says, blood dripping down his chin from both biting the guard and a split lip from being hit. "He's going to come save me and he'll kill anyone that gets in his way."

"He'll never find you," says the guard. "So get used to your swanky new accommodations."

He and the other guards laugh cruelly as they leave and Little Cato retreats to where the bed overhangs its base and shadows the floor. Tucked away under it, he wipes away the blood on his face with the back of his paw, draws up his legs, tail curling around them, and wraps his arms around his knees.

And then there is more. There is more of what he's tried to leave behind. There is a montage of similar moments, with him getting older throughout them. Making it obvious that they imprisoned him for years.

A few reiterations of sentiments like "My father is going to kill you -" or spirited attempts at attacking his jailors.

And then, always, blows no child should ever have to take, whether it's him getting thrown into a wall and nursing a hurt arm afterward, him getting backhanded, or having his tray of food smashed over his head, leaving him on the floor in a mess of broken glass and ceramic and nearly-inedible purple goop.

In the real world, he struggles to get back to his feet, and mutters to the monsters or whoever is doing this, "That's old news. You'll have to do better than that to keep me down."

It isn't like it didn't hurt at the time, but there was such a clear delineation between right and wrong, such clear evil on the part of the people that hurt him, that he's at least never come close to internalizing blame. They were evil. He was innocent. There is no ambiguity. And there is already a steadfast belief in his own strength, in the fact he's a survivor.

Because it's true. He is.

So the hurt isn't as strong as the hate. He still hates the Lord Commander with every fiber of his being.
Edited 2021-11-16 00:08 (UTC)
rambles_on: (cries in tears)

Re: Interstellar Overdrive

[personal profile] rambles_on 2021-11-16 12:39 am (UTC)(link)
(cw: child abuse, graphic description of physical abuse, self victim-blaming)

Dean's gotten his ass handed to him more than a few times but this--

This is just fucking horrifying. It makes him want to puke, watching this kid get treated like less than dirt.

Dean hasn't slept in over a week when Dad gets back to the motel. He was gone for three weeks, this time. Certainly not the worst, but he didn't check in very often and that always makes Dean more anxious.

Dean's been simultaneously hoping for and dreading Dad coming back because he's at his wits end.

Sammy's missing.

Sam's missing and Dean has done nothing but search for him since he woke up to see an empty bed and Sam's bags gone. Most of the cash they had left was gone too, even the shit Dean squirreled away for emergencies that only Sam and him knew about.

Dean should've called Dad the moment he figured out that Sam took off, he knows that, but a part of him was hoping he would find his brother before Dad got back. That maybe Sammy would get whatever this is out of his system and come back himself. But no such luck.

Dean barely even remembers the conversation that took place when Dad pulled up. It's all a blur. All he remembers is the flat tone of Dad's voice and the relief that Dad was here. Dad was going to fix it. Dean didn't have to do this on his own anymore.

He isn't surprised when the punch hits. He had been expecting it, to be honest. It isn't the first time Dad's hit him, not by far. It isn't even the first time that he's pulled out the belt, but it's definitely the worst. He's never seen Dad like this before. Dad gets loud when he's angry. He shouts and yells and stomps around, and Dean sends Sammy out of the room with five bucks they can't afford and tells him to get something from the gas station. This-- this is a silent fury.

Dean almost wants to protest when Dad told him to take off his shirt and put his arms up against the wall. They don't have time for this, Sammy's gone and Dean doesn't know if he's safe (or if he's alive, a voice in his head says).

But he doesn't. He doesn't because this is different from those other times-- this isn't about fucking up a hunt, or shirking his training, or giving Sam too much freedom; this is about Sam's safety. This is about how Dean has one job above everything else, and that's keeping Sam safe.

And Dean has completely failed. He feels so fucking useless, he wants to puke.

When the leather hits his back, Dean feels like he can finally breathe again. Fuck does it hurt, but Dean doesn't let himself make a sound. He just cries silently from the pain and the relief. It grounds him, in a way. He felt so unmoored and panicked before that this has planted him firmly back in his body.

He's earned this, he thinks. He deserves this, and once it's over Dad is gonna find Sam and it'll all be okay.

Dean barely manages to stay aware of his surroundings as he falls in and out of the memory. Dean hasn't let himself think of Flagstaff for years, and for good reason. It's the biggest testament to his uselessness he has.

He sees an approaching tall, unnatural-looking figure before he gets dragged under again.
furtitude: (049)

Re: Interstellar Overdrive

[personal profile] furtitude 2021-11-16 02:36 am (UTC)(link)
He doesn't understand it because it seems like the guy was his dad not some evil enemy like Lord Commander. How could a dad do that to their kid? Even his dad - even Avocato never hurt him that way, despite all the wrong he'd done.

So when Dean falls, Little Cato reaches for him almost instinctually, the way kids sometimes do when they're absolutely overcome with empathy and sadness for someone else. A paw goes to each shoulder and he looks at him, realizing he's really seeing someone. A stranger maybe, but the hurt is familiar - and different. Worse, by virtue of being from someone he should've been able to trust.

He sees it, sees the pain.

He turns to look at the approaching monster, realizes that with Dean down and currently getting slammed with bad memories he might not be able to defend himself, and goes to get between the monster and him.

He draws his swords.

"I know you think you can take me down with memories of the Lord Commander, but you're wrong. I survived him. And not just the one time, I survive him every day. And I'll survive you, too."

Somehow, instinctually, he knows what to do. And in the moment, he has hope he can beat this monster, has hope the power will work, has hope he has the strength to overcome the nightmares crowding in.

He crosses his swords in an X and they suddenly flare with blinding light, a light that feels somehow holy. Dean will find it somehow doesn't blind him. The Nightrender screeches in agony and recoils, running away, the nightmare effect breaking off as it runs. Even when he drops them to his sides, the swords still glow with a dimmer light, ready to be activated again.
rambles_on: (BABY)

Re: Interstellar Overdrive

[personal profile] rambles_on 2021-11-16 02:54 am (UTC)(link)
There's a flash of light that breaks the hold the memories have on Dean.

He's immobilized for a moment as he's still reeling from the sudden onslaught of long-repressed emotions.

In one night he's been stripped bare for multiple strangers to see. He isn't sure of how to deal with feeling this exposed. He isn't sure how to deal with anything that's happened, or that he's remembered happening.

"Thanks, kid," he chokes out. "You did good." Dean may be at the end of his rope, emotionally, but he wants to make sure Cato knows how much he's done and how well he's done it.

Dean clumsily pushes himself to his feet. That last memory is the one that finally pushed him from running on adrenaline to completely exhausted.

But they have to keep moving. He has a feeling that Cato wouldn't leave him behind even if Dean asked.

"C'mon, we gotta keep moving."

One foot in front of the other. Dean has plenty of practice pushing past his absolute limits like this. It isn't easy, but he can do it. He just needs to keep moving.
Edited 2021-11-16 02:55 (UTC)