Entry tags:
- attack on titan: mikasa ackerman,
- bloodborne: lady maria,
- castlevania: hector,
- fgo: cu chulainn,
- fgo: ozymandias,
- fgo: scathach,
- fgo: wolfgang amadeus mozart,
- fz: arturia pendragon,
- fz: diarmuid ua duibhne,
- fz: iskandar,
- fz: waver velvet,
- hunter x hunter: killua zoldyck,
- idolish7: momo,
- mdzs: jiang cheng,
- monster duchess: leslie,
- original: saori nakagawa,
- star wars: merrin,
- the witcher: geralt of rivia
DARKNESS AND FROST log
A message is sent on the network on the 20th, informing the Mirrorbounds about the developments regarding a quest posted earlier in the month on the board.
Word comes from the Wilders’ headquarters in Dorchacht that there haven’t been that many sightings of the Nuckelavee for a long time. Most assumed that whatever the Mirrorbounds did must have driven the ghastly creatures away for good. Clearly, not a single person missed them. It is a nasty surprise to learn that not only did they not disappear completely, but now, angrier than ever, they pose a threat to Aefenglom as well.
THE NORTHERN OUTPOST ( 21st - 26th )
The Northern Outpost has seen steady development since its establishment, but nothing on a scale that could make it possible to survive an attack of demonic beasts. So it becomes a whirlwind of activity. There are ditches to dig, magical wards and barriers to set up, weapons and armour need inspection and some alchemical supplies are easier found in the surrounding forest rather than back in Aefenglom, but no one should go procuring them alone. But there are more mundane tasks too! With the sudden increase in population, the self-appointed kitchen staff of the Northern Outpost is barely managing to keep all the mouths fed and all the dishes washed (and pesky rodents kept away). All help will be enthusiastically welcomed no matter the level of culinary aptitude. There’s enough work for everyone.
Not far from the Outpost itself, a new structure rises from the ground quickly, incorporating a nearby shallow cave. That’s the Enclosure, the place where researchers who intend to study the Nuckelavee plan to lure one of the creatures. The construction has barely started, and there is much to do before it can hold its captive inside. Engineers, Arachne, Witches adept in Enchantment and Abjuration - all are welcome to lend their hands (as many as they can spare) in this scientific endeavor. It could be a once-in-a-lifetime chance to further or even create a completely new field of study!
Mirrorbounds are encouraged to return and rest within the city, but should you decide to stay for the night, the moods are rather sour and tense. Still, people do try to enjoy the evening break, at least those who get it - night guards work in shifts. Someone makes a bonfire and encourages sharing stories as the night passes to lift morale. A chilling Nuckelavee scream might stop the relaxing and put everyone on edge. But it seems the creatures are refusing to come out just yet.
THE SLUMS 21st - 26th
Sprawling from the Other Side of the Bright Wall, the Outer City grows outward with no particular organisation or order, with buildings’ integrity decreasing the closer they are to the edge of the Wilde. While some of the inhabitants greet the aid provided with gratitude, there are many who treat it with distrust and their own fate at the mercy of yet another incomprehensible danger with blood-chilling apathy. Much work has been done by numerous Mirrorbound to help those living in the Slums but the memory of all those lost to the frost when the city shut its gates and left them to die casts a long shadow on all attempts to defend against this new threat.
Deprived of the comforts of magitech ubiquitous for the citizens of the city proper, the inhabitants of the Slums find their own creative ways to provide life’s necessities to each other. Carrying water has always been a task for younger ones in the families. A worrying number of those that go fetch water from a far away stream do not come home on time. They could have gotten distracted chasing a stray dog, roped in some mischief by other kids, or genuinely lost. With the new threat lurking in the darkness, people get increasingly nervous. What would look like harmless disobedience in quieter times now turns into an emergency. Investigate where the missing children have gone, find them and bring them home if you can.
Not all are happy for the help. There’s a certain figure frequently spoken about and often seen at the scenes of the especially vicious attacks: a man with unkempt hair and ragged clothing prophesying that those very horrors are no accident. That the beasts are a punishment for a terrible offence: accepting the foreign devils - those who came through the Mirrors - into the city. As time passes and the attacks continue, it starts to become obvious those who were in contact with the Mirrorbound are more likely to become targets of the hellish creatures, which lends credence to the madman’s words. Some denizens of the slums are just scared, but some become suspicious of the very presence of any Mirrorbounds in the area. Even those that come to help. Calm downthe fearful, convince the sceptics or find the sower of this panic and make him stop spreading his incendiary message.
Some people have locked themselves in their homes and refuse to go out. You could try to reason with them or simply bring supplies at the door. Or try to convince them to help with building a protective wall around the Slums, sturdy enough to stay. Some of the people who open their doors might show low-level signs of Cwyld infection. They wonder if you’re still willing to help them knowing that?
When the darkness of night emboldens the Nuckelavee to venture further into the Slums proper, a group of Mirrorbounds take to patrolling the streets. But they could use more help. Protect those unfortunate enough to walk the streets at that time, chase away or kill the creatures that dared to come closer, and fight to protect the poor souls they chose to hunt.
NIGHT OF THE HUNT (night between 26th-27th)
Are you prepared for the fight of your life? You better be!
A heavy blizzard rages on the night of the 26th, giving a strange glow to the camp in the darkness as the light is dithered among falling snowflakes. Visibility is low, but some believe that nature itself can be used to help the hunters and defenders. To those who wish to take on this responsibility, several enchanted wands are given, with quick instructions how to use them to direct the winds of the blizzard for a short time. They can be used either to protect the warriors or against the creatures. The wands have only a few charges and will break upon using them up.
Every Mirrorbound and Wilder either present from the start or joining the group through the portal connecting with Aefenglom will be given a quick rundown of the camp, where the protection wards lie, what powers the barriers, and where weapons can be found. There are two sets of barriers around the camp -- the outer one that has multiple holes for the creatures to pour into, and the inner barrier that has to be held at all cost, as it protects people within. The plan is to lure the Nuckelavee for a frontal attack, let them pass through the outer barrier, let the inner barrier stop them, and then— close the barrier behind them, effectively shutting them in a walled ring.
Then they can be exterminated safely. Stun them, kill them, use spells or pointy sticks or guns — and maybe just maybe you can capture one alive. Fortunately, they don’t seem to have any kind of natural resistance towards mundane or magical weapons. They are just tough to kill and incredibly vicious, but limiting their movement should do the trick.
The barriers and wards only last full-strength as long as they are powered so Witches not focused on fighting are encouraged to do a recharging run along the campsite. Anyone needing a breather from the fray or whose focus is better spent on support can also bring ammo, or more weapons to counter the broken (or stolen) ones. Dragging out wounded fighters into the safety of the camp and healing them is also an important task, as neither Mirrorbounds nor Wilders lack in people who would fight to their last breath.
That’s the plan. How does it go in reality, though?
The Nuckelavee attack starts with chilling shrieks all around the Outpost before they emerge from the darkness. Those who have not yet met any of them will have a chance to witness that their aggression and looks are as terrifying as the stories said. They resemble a horse fused with a rider, with sharp teeth and without skin, raw body exposed. The creatures are not infected but are vicious, hardy, and strong, and they hunger for human and Monster flesh alike. Some might pick up weapons thrown at them; others will circle and try to isolate their chosen targets. Should they be angered, while in a furious rage they gain both speed and strength, but they lose focus and lack strategic thinking. So enraging them can break the formation, but it also makes them far more dangerous up close. They are susceptible to both magical and physical attacks alike, and beheading (of either the flayed-open horse head or the screaming man's head) will put them down permanently.
Be mindful of your comrades! It’s easy to lose each other in the blizzard. Nuckelavee don’t bleed red (they don’t bleed much at all), so any red trails on the snow belong to an ally. Don’t let the beasts drag wounded away. Get them to the healers who wait within the camp enclosed with the inner barrier.
During the fight, several crystal devices that strengthen the outer barrier start malfunctioning. That means the outer barrier cannot be closed shut, meaning a change of plans is in order. Several brave volunteers are needed from among Wilders and Mirrorbounds to leave the safety of the inner barrier and take the battle directly to the creatures, while locating and exchanging the malfunctioning crystals. This is an incredibly dangerous job, and everyone willing to undertake it is encouraged not to do so alone. Once the trap is sprung and the outer barrier shut, it would also lock those volunteers out of the safety of the camp -- unless they’re willing to try a teleport spell or wait for someone inside to handle the teleporting for them. The help will come, but until it does, they are on their own and straggling Nuckelavee that did not fall into the trap might still pose a danger to them...
The fight drags for what feels like hours, and the air grows colder and colder. Meanwhile, some of the trapped Nuckelavee figure out that they might get into the camp if they find holes within the barrier -- and one makes its way inside. Through the heavy snow, it might not be obvious at first, but something is happening within the camp… The Nuckelavee that furiously breach the barrier wreak havoc behind the safe line, attacking anyone it sees until it’s killed or subdued.
Eventually, after what feels like an eternity, all of the creatures fall and the dead remain under the snow. Well… most of them. There were attempts to capture one of them alive, and while keeping them alive turns out to be even harder than just catching them (not only Nuckelavee perished that night… some might still want revenge for that, some want to end the threat once and for all), one of them remains. The battle has been won.
THE AFTERMATH (27th and later)
As day breaks over the horizon, the true damage can be seen. One Nuckelavee is thrashing, captured in the closed enclave. It howls and shrieks and won’t be reasoned with. It hates everything and everyone, and seems to be incapable of speech. Wilders have decided they will keep it alive for a week, and not a day longer (that is till 3rd September OOCly). Nuckelavee have proven to be cunning creatures, and the risk of it escaping is just too great.
Aside from that issue, there is still clean-up to be done, and mourning for those who have fallen in battle. The Wilders agree to give the Nuckelavee corpses to those interested in acquiring them for study/experimentation, but otherwise they plan on burning everything that’s left.
The following two evenings, there’s a victory celebration at The Sordid Shield. Everyone still able to stand is welcome, -- and drinks are free! Unfortunately, not everyone is happily drinking; there are those who lost comrades and are mourning the fallen. Others came out alive but require medical attention that on-field healers cannot give. The general mood could be described as grimly triumphant. The unexpected threat has been taken care of, but not without a cost.
OOC NOTES
For those interested in studying the remains or the live Nuckelavee please refer to this space for questions/plans. The results of the research will be distributed at the beginning of September.
For plotting among yourselves, please use this post. General questions about this log can be directed here.
no subject
Then try not to let the creature cross your path.
[Although Iskandar is a warrior, so maybe he'll be alright even if there are no special weaknesses to exploit.]
no subject
That might prove difficult. Especially, as I do not plan to sit and watch as they wreck the place and attack people.
[And then there's the other thing.]
They might not want to leave me alone either. I had slain one of theirs back in Dorchacht. Not alone, of course. That wouldn't be possible even for me. I just didn't think the rest of the herd would come all the way here seeking vengeance.
[Ooops...
How did they track him, managed to traverse unharmed the Cwyld-infested forests, is another subject altogether. If they really tracked him or Cu specifically.]
no subject
[It's the first time Hector is hearing this. He narrows his eyes at Iskandar.]
'They might not want to leave me alone' my ass! Are you telling me you are the source of the grudge that brought them here?
[It seems obvious enough to him. He's seen demons with very little reason harbor tremendous grudges. They tended not to stop until they were avenged or dead.]
You have to stay inside the walls. It's the only place you might possibly be safe from them.
no subject
[Iskandar shrugs. He might not have fought demons but he did fight people. They can hold a grudge too.]
It would be months now, half a year even. I can't tell for certain. I was near Dorchacht tracking missing Wilders with CĂş Chulainn. We've found them ambushed by those creatures, slain one while fleeing from the others and got back to the city with three of the missing. Has not heard a word about those beasts again until they show up here.
[While Iskandar does not seem to be especially moved by the obvious threat to his life, he goes instantly red at Hector's suggestion he stays indoors.]
This is pure nonsense! I am doing no such thing! What kind of coward do you take me for?!
no subject
[He doesn't sound sorry, he sounds pissed. Of all the warriors in the city, the two that the nuckelavee are in a frenzy to kill are the last people who should go out against them. They'll drive the creatures into a rage, and they will be that much harder to kill.
But Hector isn't going to explain all that, because if Iskandar can't figure that out on his own, he's not going to be swayed by Hector's protests. Iskandar is going to get his giant ass killed and Hector will have to find another patron for his studies.]
no subject
Don't be ridiculous! It might be a surprise for you but I actually do! I will face them if they find me but I don't plan to seek them out. I'm not a fool!
[To effectively deal with this threat requires an organised effort. Even angry as he is, Iskandar recognizes that. They barely made it out alive back in Dorchacht. Not exactly an experience he wants to repeat.]
But don't expect me to hide in a hole like some terrified child. I battled them once, I can do this again.
no subject
Fine. Do as you will. You've got my medicine. Try not to die before you've put it to good use.
no subject
Do not be angry with me for who I am, Hector.
[Once he calmed down himself, he recognizes that worry does come from genuine care. Whatever Hector says, however he says it, he is not trying to insult him.]
I might be far from my land and my people but I am still their king. And a king who hides when others are risking their lives is no king at all.
[He'd lose face. That's not that far from losing a life.]
I cannot do that. But I am grateful for your help and for your concern. You are a good man.
no subject
I suppose it's your nature. I can't fault you for being beholden to it.
[So Hector will stay within the walls, and Iskandar will go out among the people. There's a certain logic to that, if he ignores the absolute stupidity (which, to be fair, Hector is wont to do).]
Be well, Iskandar.
The End. Thank you for awesome thread :)
So do you, Hector. Until we meet again.
[With a small nod, he leaves, walking briskly before vanishing between haphazardly constructed buildings that mark the start of the Outer City.]