Event #2: The Long Night
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Nervous, frightened whispers spread across Idan. By word of mouth and courier, warnings that the Long Night has nearly arrived are sent out. Anasta's Shadow, the planet whose orbit lies between this one and its sun, will share a path with this planet for one week before they go their separate ways once more. During that time the far larger planet obscures the light and warmth the sun provides this world. This is nothing new to you. It has happened every year at this time since your birth and although the cold is treacherous and the dark inconvenient, in your time those were likely the only major threats you faced during the Long Night. The great dragon bonfires had always been kept lit by the trio of dragon guardians, their light and warmth keeping away the deadly freeze and the other horrors rumored to come with the darkness.
Perhaps you remember the tales from your childhood, stories meant to scare children away from venturing too far on their own in the treacherous heart of winter. The long, cold week of darkness was likely filled with stories of people whisked away in the black cold, either never to be seen again or to be found mangled and frozen with looks of terror and agony forever etched on their lifeless faces. With the dragons ever present in your lifetime, you had never experienced the true horrors of the Long Night for yourself, even if you had witnessed a taste out in the world beyond the safety of the kingdom cities and villages. The true terror of the Long Night had not been experienced in full since the formation of the Elf-Dragon Alliance, many generations before your birth. The massive bonfires kept ever burning by the guardian dragons kept the towns and cities across all three kingdoms protected from the sheer dark and the deadly deep freeze of the week-long total eclipse. Now that the dragons are gone there is simply not enough magic to create the powerful, lasting bonfires that once sheltered the three kingdoms and kept out the dark and the worst of the cold. From the warmth and safety of a hearth, it is easy to dismiss the frightened whispers of Idan's current population as superstition, at least until the sun 'sets' on the night of the 27th, swallowed behind the looming shadow of the larger planet. As night approaches on the 27th, the world goes red. Only slivers of sunlight escape around the far edge of Anasta's Shadow, bathing the world in an eerie crimson until the planet's massive shape in the sky blocks out the sun entirely, plunging Idan into near complete shadow. With the light consumed, the shrieks and howls begin. Starting up like the roar of an angry wind, they grow louder and more twisted the closer they come. Within hours the howls and shrieks are mixed with a sound like metal grinding across glass. Windows are covered in sheets of cracked and spidered ice. Chimneys without lit fires begin to fill with screeching, clawing noises and an unsettling and unfamiliar clicking noise that rises and falls like an unknown language. The sounds outside begin to shift and change, as more human shrieks join the unsettlingly monstrous ones, and the crying sob of a young child, hiccuping in fear, breaks up the brief moments of silence. It's just beyond the door, or just out of sight beside the window, then silence, and the howling and scraping start anew. Now and then an eerie red glow shines through ever more solid ice caking the windows, and they briefly steam up as something living exhales a heated breath against the pane. Citizens within earshot or courier distance warn those who seek answers to stay away and avoid seeking out the source of the sounds. They caution that the answers are not worth the risks and warn that anyone outside cannot be saved. If they're out there, they're already dead. If you insist on going, they'll tell you not to leave the safety of hearth and fire without a torch in hand or your chances of surviving will drop from slim to none. Pay heed to the cautions of those more experienced than you in this new horror or you will not survive the long, harsh night and the ever more unsettling noises it brings. | |
π Weather | |
The cold fluctuates between -18 to -32C (0 to -25F) during the Long Night. At these temperatures, the risk of frostbite and hypothermia are greatly increased and without proper precautions, a person could experience frostbite in 10-30 minutes when exposed to the elements. In addition to this, wind, sleet, and snow periodically drop the temperatures further. The weather may be the least of your worries, however, as the cold is far from the most dangerous threat the Long Night brings with it. | |
π Creatures | |
![]() Tundra Manticore: They share little in common with their lower mountain counterparts beyond their violent disposition. Their bodies glow from within due to the venom stored in their abdomen. They can secrete this deadly venom from their mouths or their barbed tails. The venom is said to burn like liquid fire and causes severe burns on contact. They live only in the coldest parts of Idan due to the significant heat generated by their venom that would cook them from the inside out in warmer climates. They consume ice and snow to maintain an internal temperature balance and if that balance is thrown off the combustible venom within them causes them to burst into flames. As a result, they are terrified of fire. They are silent stalkers and lone hunters. Greater Bearbat: Greater Bearbats are sound-based hunters that descend from their mountain homes, attracted by the shrieks of the shade imps. They are indiscriminate hunters, content to eat wayward travelers or other monsters without concern for what prey they catch in their long claws. They run on four limbs while hunting and will rarely take to the skies unless in pursuit of flying prey. Sound and heat deter them and light will blind them. Shade Imps: Seekers and servants of the Darkener, these monstrous shade imps can take a multitude of forms (Crawlers, Scouts, & Hounds) and shift between them at will. They are completely blind and travel as silent as the shadows they melt in and out of. They hunt through scent, sound, and taste, searching for traces of blood and fear on the air. When they aren't hunting, they communicate with other imps via ear-piercing shrieks or gut-churning howls, going silent only when they locate their prey. Their silence is more dangerous than the sounds they make. They recoil from fire but grow increasingly more determined the longer they are kept at bay, eventually overcoming their fear and attacking the source of the fire to attempt to extinguish it at the cost of their own lives. When fire touches them they go up in a puff of black smoke and a scream. Darkling: No one knows what darklings look like. They are the lost spirits of elementals consumed and controlled by the Darkener. They have no physical form and can control and manipulate shadows and sound. They mimic sounds to trick people into opening their homes or venturing out of safety and can perfectly replicate any sound they have heard, even capturing the voices of people speaking on the other side of walls. Their goal is to lure or force people out into the darkness where the Darkener can find them. They can be disrupted with light. Bayobat: Swarms of flying bat-like insects summoned by the Darkener. They have sharp, metal proboscises they use to pierce victims before consuming their blood. They are blind and seek out warm-blooded bodies to launch themselves at. Their screeches are metallic and mixed with insectoid clicking. Their bodies are sharp and metallic but their mouths are vulnerable. Their tails are lined with tiny, sharp spikes similar to barbed wire. They fear fire. The Darkener: An ancient being that is thought to come from the Outer Realm. The Darkener consumes flames with a touch, transforming them into shadow flames that burn black, giving off no heat or warmth. It possesses long-forgotten magic. Few have seen more than a glimpse. It causes temporary blindness in all who witness it, their eyes turning black with trapped shadows. Its image lingers in the mind, causing hallucinations. Those who witness it are often driven mad, growing increasingly certain the Darkener is watching them from the corner of their vision. It can be struck but doing so only causes darkness to erupt from the wound, consuming the Darkener and everything around it. There is only one Darkener. |
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Jonathan Strange | in Didymos atm
The night was cold, fires, and Strange found himself standing next to a common area, not looking at the fire but instead, looking out the window at the thick coat of ice. There's something excited and antsy in his posture as he looks and listens. It's dangerous, don't go outside, you don't want to face what's out there. Ridiculous. Strange wasn't the sort to back down from a challenge before, it's not going to happen now.
And so, he approaches Shura. If he's going to do this, he at least wants a partner. These sort of things are always better in pairs, after all, and if something were to happen (though he doubts anything would) at least there would be someone to report back to the guard.
"You know," Strange starts, in an airy and conversational tone that doesn't hide his excitement at all, "I keep hearing something out there that sounds like a child. Shall we see what it is?"
mopey brooding, post jan. 3
For at least four or so days, Jonathan Strange was missing. It's only in the evening of the 3rd when he reappears, sneaking into The Tree Inn, barely speaking to anyone as he pulls up a chair and sits directly in front of the fire. He looks a little more gaunt and solemn than before, but certainly alive.
And he doesn't know what to think about all this. One thing is certain: someone or something out there does not want him dead. He mulls over his actions, lost in thought, as he scratches the head of his animas, wrapped up in a blanket. It's only when someone approaches, casting a shadow over him, that Strange blinks, turning to look at them.
"Hmm? Oh, I'm sorry, am I in your way?" He's not moving. "Well, don't mind me, there's plenty of space for everyone."
testing the new toy, also post jan 3
Though he spends most of his time near the fire, occasionally Strange gets up, either due to hunger, lack of space, want of sleep, or the simple desire to stretch his legs. It's at one of these points that he wanders around, keeping an eye out until he spots someone he recognizes or someone else with an animal close by them. They're either a magician with a familiar or a revived corpse like him, and either would work.
"Pardon me," he says, with a little nod. There's a glimmer of excitement in his eyes and he looks more like his old self than ever. "I realize this is unorthodox, but may I borrow you for a moment? There's something I want to test."
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Strange is entirely too excited to go out, and Shura does not look impressed with his proposal. Was the kid real or just his imagination? If it was real... Well, the guards would take care of it. Probably.
"Go out? It's too cold to go out for a walk." Her stockings may be thick, but that doesn't mean going out in this weather is going to be fun. "C'mon, sit down and we'll play cards." The rest of the room's occupants don't seem to appreciate Strange's excited energy, so better to redirect him than to just let him keep staring out of the window.
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"Come outside with meβjust for a little bit! Ten minutes tops while I see if there is anybody out there or not. And then I'll sit down and play cards with you."
There's something pleading in his voice, like he's trying to convince Shura to join him. He's going to do this by himself if she doesn't come. But Strange is someone who adores company and will gladly take it in any way, shape or form.
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Shura cannot be convinced to leave the safety of the inn. But if Strange leaves on his own, it's going to be hard to shake the urge to chase after him and try to haul him back to the inn.
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"I'll be back in ten minutes," Strange says, as he goes to the coatrack. He picks up a heavy winter coat and hat and starts doing up the buttons: he's definitely going outside. "And when I return? We'll play chess."
What an intensely boring game.
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"Don't be impatient. C'mon, let's go sit down." Shura lowers her voice to a whisper, motioning to the others taking refuge in the inn. "Those guys are takin' the whole thing seriously, they might not let you back in. Just let the guards do their jobs."
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He gives Shura a wide, slightly manic grin, before pushing open the door and heading out into the night. The guards can still do their jobs if he left. He said ten minutes and he's going to hold himself to that. His hare leaps out after him, sinking slightly in the snow, before Strange bends down, drapes her over his shoulder, and attempts to close the door with his other hand.
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But Shura has a bad feeling, and as crazy as Strange might be, she can't just let him go out on his own. She casts a quick glance behind her, tells the woman she'd be right back. Shishi looks up from his spot by the fire. Grudgingly, he'll get up from his happy place on seeing Shura reaching for one of the scarves on the coatrack. He isn't meant for the cold, but Shura isn't going to waste time trying to convince him to stay back.
"You're mad," is all she can say when she catches up to Strange. Ten minutes tops. She'll haul him back by force if she must after that.
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"People have said that before. Now come on. Let's go see what's out there."
And, slightly awkwardly, he pushes out towards the snow, shuffling out slightly. It's only a moment or two before Strange pauses, distracted by something. There's the sound of something in the distance, something that sounds like it might be a child crying. Almost instantly, Strange changes direction and starts to push through the snow, towards that sound.
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Brooding, welcome back from the dead buddy
All he can see as he moves past whoever he just bumped into is a pair of feet at the moment.
"No matter," is all he says, shifting around and adjusting his path accordingly. The focus is the flame, not whoever's decided to make life more complicated.
Alucard crouches down, taking one of the iron pokers that dangles on a little stand besides the flame, and begins to move the dying embers around to make way for new logs. He's careful as he does so (long hair and fire do not make for good friends).
"That is the path everyone has been taking to replenish the fire though. Moving over just a hair would make it easier for whoever does this job next."
thnx my dude, dying sucks
"Do they not have legs? They can walk around me," he simply responds, as he turns to look at the fire again. "Besides, I suppose I'll have to go to sleep at some point."
Or will he? Strange knows barely anything with regards to this necromancy. Perhaps he won't ever have to sleep again, he melodramatically thinks.
and yet you've gone and done it a second time
Funny how universal some thoughts can be. Alucard sighs as he registers who it is he's speaking to, and he debates what fight is actually worth picking at the moment. It's meditation long enough as he feeds the first log into the fire. Pauses to let the inital crackle and hiss of the wood take place, and then adds the next.
"Someone else will register the same issue," is the response, very weary and making it clear that this? This wasn't a fight he was going to go for. "Or move your chair regardless. Brace yourself either way."
The owner, hopefully.
https://www.youtube.com/watch?v=CduA0TULnow
"Then I shall deal with them when the moment comes." Though hmm. Alucard is here. He doesn't like the man, but he's at least competent enough to answer Strange's questions. "Though since you're hanging around, you might as well be of some use to me. All this darkness has thrown off my internal clock. How many days has the Long Night actually been so far?"
the lead track for a game-specific Strange playlist
The response is said plainly, with no flourish, and Alucard adds the very last log to the fire. A few moments of poking the logs, and the fire roars to life again. The shadows cast at the back of the room are much longer, and the paleness of Alucard's skin is highlighted for all that effort.
It is also about the time that his ridiculous animus decides to walk herself over, all 70 odd pounds of white wolf fluff and mild curiosity about what's keeping her dhampir from sitting his ass back down and letting her shed all over him for the Nth time of the week.
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And then a bigass wolf walks over. Strange can't help but give the thing a confused little frown. The hare in his lap also looks up at the wolf with a 'what the heck' sort of expression, but remains where she's seated.
"Is that yours?" Strange asks, with a slightly disbelieving tone in his voice.
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It is very good indeed that the matter is almost over. A week and a day indoors is no way to live, even if Alucard remembers how his own family spent these Long Nights. They lived outside of the city itself, and his father's propensity for remoteness did lend itself for more of the horrors of the Long Night than many. Endless firewood, endless magic, and the quiet overstated confidence that this would be survived.
They read a lot, in truth. Alucard was a good son in that regard, he always brought home an alarming amount of books as winter set in. It made the Long Night go that much faster.
Ellis, for her part, doesn't seem enthused by either Strange's question or her human's response. Both are afforded whatever the wolf version of a stink eye is. Alucard catches that, and there's a weary sigh.
"Don't be rude."
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"Did you tame her or did she arrive in...other ways?" A nice way of saying 'is she a creepy soul animal.'
Bell, the hare, pops up from her blanket a little, long ears falling out of the blanket burrito to reveal to Ellis and Alucard that yep, there's a rabbit in Strange's lap. She doesn't seem scared of the wolf, but is looking at it with a quizzical expression. For his part, Strange gives Bell some ear scratches.
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{ testing }
The distraction that Strange brings from her self-torment at being unable to help is more than welcome, and she turns towards him, blinking rapidly to dispel her quiet contemplation.
"That sounds ominous, but I will so you don't drag some other poor soul into your foolishness." It's said as nothing more than a tease with the knowledge that only one who knew him in a closed setting could know.
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"Rest assured, this foolishness is much less dangerous or embarrassing than my normal sort of foolishness."
He gestures for her to follow him as he starts to walk towards an adjacent room, even more empty than this one thanks to the lack of a fire. But at least here, there's nobody to look at Christine or embarrass her if they see her talking to (seemingly) nothing.
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The temperature of the room isn't a great shock, seeing how she was sitting in the draft anyway, and she looks around, assuming he wants to tell her of some theories or an experiment he plans to do that he doesn't want overhead.
"All right," she says once they're behind closed doors. "What's this all about?"
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"As odd as this sounds, a raven gave me this present. Once I loop it around my neck, I believe it conceals the wearer from sight, touch, sound, and so on. However, I haven't had the opportunity to test it and see if it works on other people or just how thorough the enchantment really is."
Wandering around unseen is one thing, but the only being Strange used for feedback was his animas. And, pointing out the obvious, rabbits can't talk. "Shall we test to see what this can do?"
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"Remarkable! Yesβ Wait, no. Just a moment." She reaches into her satchel to retrieve a small, crudely bound journal and a piece of charcoal for writing.
"If we're going to test this properly, we need to write down everything we test and how successful it might be. Now, what did you say? Concealed from sight, touch, sound? I assume smell also, though I cannot call myself a bloodhound."
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"Sight, touch, sound...I've no idea about smell or other things such as scrying or location spells as obviously, I can't do those on myself." Though hey, wait a moment. Strange perks up a little as he looks over at Christine. "But you could wear the scarf and I could try and find you with scrying!"
Hot damn, it sure is useful having another person to help test something.
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But she's poised and ready. Her falcon has perched on the back of a chair to keep Christine's arms free for writing, and she takes some preliminary notes about what they'll be testing.
"I'm ready whenever you are." Looking up from her journal, she awaits the putting on of the scarf.
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There's an obviously joking tone in Strange's voice. He doubts that would happen, he's just giving Christine a bit of grief to give her grief. As he finishes unwrapping the scarf, Strange wraps it around his neck. It's when he wraps the end around his shoulder again, making a complete loop with the scarf, that he vanishes from sight.
Bell the hare is instantly a little agitated, looking and sniffing around the area in a very intent manner.
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