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May Event Log B: Return to Einjar
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| ๐ Mod Note | |||||||||||||
| Return to Einjar's resolution is dependent on the choices the involved players make and will affect the resolution of Song of Suffering. It is not too late to sign up There will be a comment below for plot-specific questions and exploration we encourage everyone to use to help drive the resolutions/plot of the event. After you have read through this post please respond to This Poll as soon as you feel comfortable making the choices in it. Please respond even if your character is not participating in either event as the choice made effects the game world/all players. | |||||||||||||
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| ๐ Trouble in Preciposte April 26th | |||||||||||||
| The first stop on the excursion is Preciposte. Arrival to the Northern Outpost is greeted by near silence. Only a handful of people remain in the deserted outpost and all of them are waiting for the excursion team within the town's tavern. Stew and Hot Mead are available to anyone who needs or wants it and the outpost's designated healer has one of the larger rooms set up with beds for rest and recovery if anyone is injured during the side mission. The mountain goat satyr and her assistants, a very short kobold and a cheerful blue orc, are around to offer their help where needed but they won't leave the tavern. Once everyone is off the airships and crammed into the building, Ser Medraut has a few of his men hand out supplies and split the group into teams with different dedicated tasks. He explains the dangers of the mountain cliffs and the creatures that live at this altitude, including the cliff hawks that do not often differentiate between an easy animal meal or a person. He says that reports from Preciposte citizens that have been relocated to Krimnos claim a large flying beast with scales has been picking people off, and that at dusk its roars and screeches can be heard throughout the outpost. As he finishes and the teams are formed up the kobold in the tavern gets up on the bar to speak to the group. He explains that the little outpost might not look like much but for a lot of folks it's home and they'll do what they can to help the team while they search for the cause of the attacks. Whatever is hunting the mountains is big enough to take on the cliff hawks and it has already carried off a few of the Krimnos mountain horses (Clydesdales). The excursion company is split up into three teams with the Defensive team being made up of people on both teams to allow them to rotate.
Rescue team's job is a grim one. Recover the bodies and any evidence of lives lost from the ravines and paths. Collect any obvious personal belongings and remains and send them back to Preciposte for the loved ones of those lost or for proper burials. The same risks exist for both Search and Rescue team, but Rescue team's instructions are to get to cover and hide immediately if the threat is spotted. A portion of the team is dedicated to stealth and illusion to help the team get through their tasks without having to directly confront the creature causing the disappearances. A tracker is on the team to help locate signs of life in the mountains and avoid following beast tracks rather than people ones. The Defense team is made up of members of both teams and their job is to protect the ships and Preciposte from cliff hawk/creature attacks or thieves. A company of around 12 knights goes with Search team, 3 with Rescue team, and the other 15 knights and Ser Medraut remain in Preciposte to help with Defense team. ![]() All three teams can encounter the creature, though only search team should directly try to contain or kill it. Being bitten by the creature or looking into its gaze will cause the characters to begin slowly turning to stone from their extremities or the point of the bite. The injury starts with a slow, creeping discoloration of the skin to gray and a stiffness of the limbs. It progresses to a hardening of digits and then lower extremities followed by upper extremities and eventually the entire body will turn to stone. The whole process takes about 1-2 weeks depending on the size and health of the individual. The creature is small, only around nine feet tall with an eighteen foot wingspan. It breathes fire and unusual metal fixtures on its chest, wings, legs, and tail appear to be armor and spikes made of a golden alloy of some kind. It is highly aggressive but will attempt to flee back to the caves if wounded. When the creature is killed, or contained in the airship hold if captured, the excursion company boards the airships once more, sends word to Krimnos of their progress, and continues on to Einjar. | |||||||||||||
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| ๐ Eroding Memories April 28th | |||||||||||||
| The flight from Preciposte to Einjar is tense. The ship crews have to call out to one another as the airships drift through dense, freezing cloud cover. Silence hangs heavy over the whole excursion team other than the echoed call outs for jutting rocks or turns. Progress is a slow drift in the blinding white and gray, and freezing condensation clings and freezes to the ships and everything on board. The air clears as they approach Einjar without hindrance, and the ships grind to a rest on stone dwarf reliefs carved out of the cliff edges.
Before the excursion company, in the clearing air, is an unsettling sight. The doors to Einjar lay in crumbled ruins at their base, blocking up the rivers that flowed down Einjar's steep staircases. An overflow tunnel beneath the great landing pours forth torrents of clear water and at the base of the waterfall the lake that rests in the valley before Einjar and the river that flows from it are now visible below the clouds. The lake is a deep blackish-red, and the river sluggishly flowing from it runs red like blood. Ser Medraut calls his knights and volunteers together, the company of knights and a few hands worth of volunteers is small, but the vast landing and doors of Einjar make the team feel impossibly small. Scorch marks in arcing lightning bolt patterns and hardened ice cover the open entrance and crumbled doors to Einjar, the 3 foot deep stone doors have been smashed like clay and lie in a rubble heap blocking the lower half of the entrance in. Ser Medraut gathers Alucard, Trevor, Lauralae and two of his knights and asks them to go over the rubble and quietly, carefully, check ahead into the entrance. They will be the first group back inside of Einjar. He sends Daenerys, Sansa, Poe and Robb to seek out the kobolds the last excursion team met in the hopes of getting information from them. Medraut says Daenerys should be able to lead the group back to the kobold's home a little ways back along the mountain. Nike, Jon, Kylo, and Sypha are tasked with guard duty while the rest of the knights work to clear the rubble, and will quickly have their work cut out for them, as large dire wolves begin to appear on the cliffs to the left and right of the landing, their lips curled back in threatening snarls. | |||||||||||||
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| ๐ The Enemy Within April 28th-May ?? | |||||||||||||
| Once the team enters Einjar they find the city bathed in an eerie reddish-purple light. The dome above the city's mountain spring fed lake is cracked and stained red, a slow and steady drip sounding from the back of the city. Many of the buildings inside Einjar have been damaged, some cracked and others now housing crumbling holes where something caved part of them in. The waterfalls barely trickle down into the river, the water pinkish-red. The river, partially drained, is at half its level leaving the heads and helms of stone kobolds and dwarves visible in the canals. Deep claw marks scour the stone floors and some of the buildings and bridges are coated in a thick, beautiful white-blue ice. Each time a drop falls from the dome and hits the lake a ripple of ringing sound echoes through the city, sending a shiver of Paranoia Reflection through anyone who hears it. Touching the water or disturbing it in any way causes the Song of Suffering to ring out, while direct contact and prolonged contact cause the excursion team members who touch or drink the water to be overtaken by Fury or Desperation.
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| ๐ Einjar's End | |||||||||||||
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As the last member of the team enters Einjar a thunderous roar sounds from outside the city, and the screech of a dragon sounds, deafeningly loud through the cavern. A blast of blue and white light blinds anyone who looks back at the entrance, the sound of crystals shattering and bumping against one another accompanying it. With the muffled sound of wing beats the excursion team looks up to see the entrance barricaded by a thick wall of blue-white ice at least ten feet thick. The team is temporarily trapped within Einjar and the heavy beat of wings and further screeches and shattering sounds can just barely be heard outside the thick stone and ice walls. With the effects of Paranoia gradually increasing, affecting more and more of the excursion team more strongly with the passage of time and the trapped waters of the Einjar river gradually rising the clock is ticking. Behind the team comes the sound of cracking stone and shifting earth. From out of the broken ravine a creature crawls, leather skin pulled tight over dense bones, ancient armor hanging loosely off its thin form. It slams its axe into the stone and pulls itself up out of the ravine, glowing blue eyes fixating on the nearest knight. It pulls itself up and charges with its axe raised, taking four arrows to the head and chest without slowing before bursting into flames with a horrifying shriek. Behind the draug the familiar tall form of Monty stands, his hands glowing with yellowish-orange light. "Come on, quickly." Monty forms a ball of light in his hand, throwing it down into the ravine to the shrieks of the draugs below and waves his other hand with urgency, breaking into a sprint for one of the towers that had previously appeared to be made of solid stone in an earlier visit. He leads the excursion team along and over the river, the sounds of the emerging draugs echoing behind them until they reach the building. Monty shoves his shoulder into a large circular stone slab covered in runes at the entrance, encouraging others to help him push it. It takes the force of four of them to roll it over in time and they just barely make it, the stone slab dropping down slightly and sliding forward with a thin flash of light until it forms what looks like a solid wall between them and the draugs. A pack of frightened young kobolds are huddled in the back of the main tower room and a large table rests at its center, a single dwarf sitting at its head. Closer inspection reveals the dwarf to be entirely made of stone, a grim expression on her face, her eyes locked on the now solid former doorway and her hand clasped tight around something. Monty pulls off his hood and warily greets the knights before going to check on his siblings, looking them over for injuries and asking them questions with reassuring head pats or back rubs as he goes. A series of five doors cover one circular back wall of the cavern room and stacks of papers and books cover the table, covering dwarf history, dragons, draugs, curses, the long night, and various other events. Ser Medraut sets the volunteers to work on the documents and the kobolds to try and find some answers about what is going on. The knights and their leader climb up the tower to the upper levels, watching the draugs through the barely visible arrow slits, keeping an eye out for trouble, ready for another fight. Ser Medraut descends to give the team the good and the bad news not long after. They can't count how many draugs are out there, but the draugs don't seem to know where they are. The bad news? The river is starting to flood the city, and the ringing sound from everything the water hits is gradually growing louder. | |||||||||||||
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| ๐ Escape From Einjar | |||||||||||||
| After the fifth of May the dragon's roars can no longer be heard outside the city. The water's levels have risen, covering the ground in four inches of red water. The draug's numbers have been considerably cut down, and the creatures themselves seem to mill about, sloshing through water and adding to the constant ringing echoing throughout the cavern. Their weapons drag in the water and the blue glow to their eyes has lessened. They appear to have grown sluggish, but their speed will return if they realize there are still living among them. With the dragon gone, at least one way out is available to the excursion team: Through the ice wall at the city's entrance. Once out of Einjar the team will discover the wreckage of two smoldering airships, covered in ashes and ice and shattered against the stones far below the cliff. The ship whose hold contained the creature from Preciposte remains intact, listing slightly where it is anchored to the cliff. The knights immediately go to check on the ship and grow concerned when there is no sign of the creature that was captured in the ship's hold. They begin to open up the side of the vessel to search for damage and fire blasts outward from the hold, catching several of the knights in its path. The basilisk emerges from the hold, its scales shimmering back into their normal coloration. Its tail slams into part of the team, trying to sweep them off the cliff, and it makes a horrible crowing hiss as it charges out of the ship. Free of the ship the feathers around its head extend out like a mane and shake threateningly. After that display it ignores the team, running straight for Einjar's entrance and launches an attack on the stone statues that stand guard outside the city. Any dragonets present when the basilisk crows will become temporarily paralysed by fear. | |||||||||||||
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no subject
[ And if they were under attack by those creatures, she might not even be able to do it. Fire magic, yes, but not the flame which made her Unburnt.
His answer for how to get her to the wall is rather vague and not exactly reassuring in the slightest. Rooftop to rooftop. He's surely seen how tall some of those roofs are? ]
You're not some sort of eagle shiftling, are you?
[ There's no hesitance to her when he mentions them leaving alive. Either they did this and he dropped her to die, or the blood lake and creatures would get them.
Not much of a choice at all. ]
We'll want to go to the top of this tower, then?
no subject
Their path is decided then. Alucard's eyes search for the right door that will lead them to the top of the tower. He thinks he sees it in a corner, and he starts moving accordingly.]
If I were, I would not be able to bear you easily.
[Alucard knows the arrangement is going to be awkward. That is the least of all problems right now.]
I will remain all that I have ever been throughout this. But I advise we both find a way to muffle our ears from that wretched ringing.
no subject
Even if we destroy the wall, there's still finding a way to get the rest in here to the entryway.
[ She follows him, catching Jon's eye and inclining her head. It's not enough of a warning, her gesture (and Alucard's even vaguer statement about remaining who he is), but it's reason enough for him to follow if he wishes. ]
Wax? I don't see very much that might stay in place.
no subject
[Alucard's already spoken to Trevor about ways to get out. He gestures to the goliath, aware that this too is a risk. One of the risks that means that Trevor might have to look after Alucard's corpse again, and the guilt of failing will probably be worse this time around.
He doesn't like it. But it's this or dying in some other horrible, creative way. This is at least an attempt at control.]
Fabric may have to be enough for now.
[There's a heavy sigh as Alucard reaches into the inner pocket of his coat. He rifles through few things in there and--ah. He pulls out a few strips of linen, and offers some over. The rest is silence, going up the tower and waiting for the right place of departure. Further up, up, and...roof access only, it seems as Alucard opens the only hatch available for escape. There is cold wind above, and he hisses in distaste for it.
Under most circumstances, he'd hold the hatch open and offer his hand down for Dany to take the rest of the way. He does no such thing there. The hatch remains open, and when she reaches the roof itself, Alucard's honest-to-gods floating a few inches above the roof, his eyes not their usual blue but an intense gold. Dhampir gold, because to float is to tap into the inheritance of his father's blood.]
While we travel overhead, it may be possible to get a full headcount of the draugs as well, if you feel up to the task.
no subject
It doesn't take her much longer to follow Alucard from there. He won't be waiting long before she's climbing through the hatch and pulling herself up onto the roof. Of course, when she glances up, making to secure the pieces of fabric in her ears, she doesn't... expect to see him floating.
Or suddenly boast of golden eyes.
That has her staring, jaw not quite tightening, but her throat working as she tries to find her voice. This is what he meant, earlier ]
I can try. Can't imagine I'll be doing much else overhead.
[ She recovers easily enough, taking a few steps closer, tilting her head back to meet his gaze. ]
How does this work?
no subject
Just as piggyback rides in childhood did. I'll be moving from rooftop to rooftop rather than floating over directly in order to save and conserve energy for the return trip.
[The explanation is concise and to the point. This gets done now or not at all.]
If you'd rather not, I understand.
no subject
But this tower isn't safe, is it? Not for much longer, if the waters continue to rise and the creatures discover a way to break past the door. Then, there would be little to save any of them. Balerion doesn't have her vial, doesn't have the guarantee of safety. Reason enough to continue. ]
I'm used to climbing horses, but for both our dignities, it may help if you lean over for me to climb on.
no subject
At this point, I've already thrown away my dignity a few times over.
[He just tried to drink his boyfriend's blood, so you know, no dignity at all.
All the same, Alucard does as asked, and he makes an effort to move all of his hair off his back and arrange it over his shoulder instead.]
no subject
It's not exactly graceful--he's taller, she's shorter, and he is not, in fact, a horse. But after a moment of struggles, she does manage to situate herself, arms looped around his shoulders so as not to inadvertently choke him. ]
I'm ready.
[ ...she thinks. ]
no subject
[And that is simply it. There is no prelude, no warning, there is only Alucard stepping off of the roof and the lack of a drop. Only air, only the dead things underneath paying them no mind at all, only the ringing of bells.
Moving from roof to roof means that there are times where he is moving them both along on foot, careful to take advantage of flatter roof tops when they present themselves. It is easier, it conserves energy, and it allows for precious moments to catch one's breath before moving onto the next part of the journey.
Alucard has not taxied another like this in some time, but once he falls into the rhythm of it, it feels like far older adventures. Before he met Sypha and Trevor (and perhaps after this, they will part for good.) When there were treasures, traps, and the sheer thrill of adventure.
This is none of those things. This is survival.
That is the thought that dominates his mind as they land in front of the wall of ice. He ducks, allowing for the easiest possible dismount, and once that is done, Alucard straightens up and casts his eyes around.
His shadow flickers. Is longer than it ought to be.]
What do you need to ignite this magic?
ringing of bells takes on a WHOLE NEW MEANING LMAO FUCK
[ Once he lands before the ice wall, she staggers a step closer, a little disoriented from the trip. Pressing her gloved hands against the solid sheet, she knows straight away it's thick. Thick enough that it's impossible to see through to the other side. Regardless, she manipulates the air to see how far the vibrations can reach, and if they can reach the other end. It won't be the tiny tremors she'd used to break a rotten chest open, and she doesn't have the strength or stamina with air magic as she does with fire. ]
It won't be the wild flame. I don't think we need that. [ She spares him a look. Considers his shadow for a second. ] If those creatures come closer, tell me. I don't know what waits for us outside.
[ But they know what's in here. What will come for them.
After that, she looks to the wall again, tugging off her gloves and shoving them into her top. The ice is cold against her palms for those first few seconds, and then it doesn't matter a few seconds after that. Fire licks to life, flickering out from beneath her palms and dancing up the wall in a vertical line. Another, horizontal from where she touches. More and more of those lines shoot out, until it looks like there's a gate of flames before them.
The process itself takes time--mostly to maintain the concentration and force to break a new layer of ice. Water and smaller squares of ice tumble to the ground, puddling around their feet. When enough of it melts away, she steps forward. Over and over. Pressing forward, pressing more magic. ]
Almost, Alucard--
[ She's soaked, and she doesn't know if it's from melting the ice or from the effort this takes. And soon? It doesn't matter, because there's one more push of fire and the last piece of the wall is shattering in a mix of water, slush, and ice in front of her. ]
Lord but I didn't even realize.
[That demands he be a merchant for time. Buying it when he can, should any of the horrible not-dead attack the slightly more living not-dead that are the Awakened. Alucard can stand with his back to the intensity of the flame, his now back-to-normal eyes keen and seeking out the approach of draugs.
But they do not come.
The entrance, perhaps, is not the point. That is not where the living are, so why would they benefit from drawing closer? They wouldn't, not in any way that matters. So Alucard sneaks a glance over his shoulder, his back now almost red hot from the strength of the flame.
There's no time for the reflection of sentiment on the topic of fire magic. (Alucard knows that right now, sentiment is fraught anyway. Where he stands with Trevor and Sypha is a mystery at the moment, after the madness of the ringing.) There is only the word almost and then the wall shattering entirely.
Shattering outward, thank goodness, because to be caught in the avalanche of slush is a poor fate indeed. It is in that moment that the dhampir's shadow grows far too long, and he makes it clear that there's only one next step:]
I'm scouting ahead.
[Somehow, impossibly, he is gone.
And then is further ahead, in the spot where his shadow was only moments before.]