Lost Carnival Mods (
ringleaders) wrote in
lostcarnival2019-01-16 02:56 pm
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⇨ THE WYLDLANDS
Who: Everyone pursuing the Huntsman.
When: Day 134 - Day 140
Where: The Wyldlands
What: Working as scouts from the Summer armies, the carnival makes a dangerous trek into the Wyldlands to find the Huntsman, defeat him, and save the Ringmaster from the Hunt. The day descriptions below are an outline, and details may change based on actions earlier in the week. Overall, though, it will keep the same general locations. You can make up encounters with Wylderkin at any time.
Warnings: Probably violence and gross Huntsman stuff.
When: Day 134 - Day 140
Where: The Wyldlands
What: Working as scouts from the Summer armies, the carnival makes a dangerous trek into the Wyldlands to find the Huntsman, defeat him, and save the Ringmaster from the Hunt. The day descriptions below are an outline, and details may change based on actions earlier in the week. Overall, though, it will keep the same general locations. You can make up encounters with Wylderkin at any time.
Warnings: Probably violence and gross Huntsman stuff.
HUNTING THE HUNTER↴![]() Upon first arriving in the Wyldlands, the carnival will find themselves in a scene much like the picture above - strange mountain ranges rise up around them, while thick forest cling to the land between. Every so often, giant silhouettes of Wyld Fae will fly overhead. Thankfully, the Summer Fae have picked an area with plenty of cover to hide in to begin their infiltration, and as the carnival is arriving via teleporation, there will be squadrons of Summerland and Summer Court Fae spreading out and concealing themselves within the trees. They will be following the carnival's trail as they move deeper into the Wyldlands, looking for their guidance to avoid the maw of the Hunt. The carnival Supervisors will be given several golden scrolls that unfurl into small light elementals. These will transmit information between the Summer armies and the carnival at speeds similar to sending a text message. They takes various forms, but most of them are abstract motes of light with wings and tails. When delivering messages, they take the form and voice of whoever gave the message, like a custom hologram that disappears immediately after finishing. After the carnival has been debriefed one more time, they will be sent off ahead to begin their scouting duties. Through a mixture of augury and expertise, the Summer Fae have narrowed down an area the Huntsman should be, as well as designated a general route that will mostly have ground cover. Who knows if it will stay that way, though, with how quickly the Wyldlands change. Much like in the Summer Court, time here is subjective - all sense of time varies between individuals, and the only solid way of knowing when a day is over is to have the light from the sky disappear. All time pieces will perform erratically while here. The carnival will still need to eat and rest, as well, which means that they will have to figure out the best times to set up camp. They have sufficient rations, at least. ► DAY 134: The carnival heads deeper into the forest on the first day of their scouting mission, told to head for a giant tree that they can see on the horizon. Apparently, this tree is a landmark that will remain consistent for the time being. Someone will have to check above the canopy every so often to keep everyone on target, which risks gaining the attention of flying Wyld Fae. There are plenty of Wylderkin around (lesser Wyld Fae that behave more like standard fantasy animals) but overall the journey through this section will not be hugely perilous, as long as they remain cautious and hidden. There will be a Megathread on this day, dealing with some optional and only mildly important Summer Court NPC interactions. ► DAY 135: Early during the next day of travelling, the forest will begin to fill with more and more magical fungi until giant shrooms have almost completely replaced the trees. At first they will seem innocuous, but as their presence becomes more inescapable, it will gradually become apparent than many of the mushrooms are poisonous to the touch - and eating them will be far worse! Those with empathetic connections to plants may be able to determine which are poisonous and which aren't, while some fungi may even have beneficial effects, if they get lucky enough to find and identify them. Generally speaking, though, there are few non-plant creatures around here, due to the fact that everything is toxic, including the swampy water that covers large sections of the ground. There will be no mod directed interactions during this period, besides handling general investigations. ► DAY 136: During the middle of this day, the carnival will finally reach the giant tree. On one hand, the plant-life has become relatively safe again. On the other, the giant tree is the lair of several neutral Wyld Fae who probably won't like the carnival's presence. On the other other hand, maybe those Wyld Fae might be willing to help or offer them directions? It's up to the group to decide if they want to attempt diplomacy, or to stealth past the tree and find their own way. There will be a Megathread on this day, based on however the team decides to handle it. ► DAY 137: Past the area surrounding the big tree, the lush foliage of the forest will begin degrading until nothing is left but dark naked trunks filled with glowing pods of various sizes. It's here that those with a connection to the Hunt will start to get a sense of the Huntsman's presence, and will be drawn in a vague direction. Unfortunately, this will also be their first major brush with the Hunt itself. Hunt patrols skirmish with neutral Wyld Fae in this forest, and the collateral damage of their warfare can be seen all over. The carnival will want to either map out a path through the trees that the fighting can be avoided for the sake of the Summer troops, or give them enough data to be able to handle the threat. How this portion goes will partly depend on the outcome of the previous day's Megathread. ► DAY 138: The forest will open up into the beginnings of a mountain range, with flowing water, luminescent plant life, and the occasional cluster of crystals sprouting from the earth. There are large parties of Hunt controlled Wyld Fae patrolling this area, and so making it through will require careful navigation. As the path becomes more and more mountainous, it will be possible to find routes that mostly avoid the patrols - this information will need to be communicated back to the Summer troops. There will be a Megathread here dealing with a Hunt patrol encounter. ► DAY 139: The mountains will continue to steepen, and the crystal formations will grow more huge and consistent. The air is always cloudy, and the air condition is bad, making it harder to breathe. Weather will become more and more unfavorable the higher into the mountains the carnival gets, with cold winds and lightning that frequently strikes the crystals and causes them to send out bursts of destructive energy. Paths will occasionally crumble. There is still a heavy Hunt presence, here, though they keep to safer trails - the best way to avoid them may indeed be taking the most dangerous routes. It's probably better than being mauled to death by beasts, though. Some distant mountain tops look like the might be volcanoes. There is almost no plant-life here, besides the most stubborn of brambles. By this point, the pull of the Huntsman has grown much stronger. ► DAY 140: The sky clears enough to show a deep red skyline. Barren cliffs are punctuated with rivers of lava, and paradoxically vibrant trees and foliage in erratic spurts. The those in the carnival with a connection to the Hunt will find themselves drawn to a valley in the center of the rocks, absolutely filled with Wyld Fae and other slaves gathered from around the multiverse. This will be the final encounter, and the carnival may have to trust in their Wyld Fae disguises to make it through. There will be multiple Megathreads here, detailing the encounter with the Huntsman and bringing this log to an end. |
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"These are Wyld Fae. There's no organized structure like there is with the Courts. If you want to be on top, defeat the person already on top. And considering that's what we plan on doing, we might as well give them some proof that we can do so. Besides, Steven's right. She was scared of the Miracles, not any threats."
After all, she looked at Steven and Syrlya as well as him. Whether that's a good thing or not, Strange isn't so sure.
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He cringes. This was not a good start. "Maybe we should have started slower."
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"Well, if she doesn't want to be alone, she might be bringing back friends. I don't think we're beating them in a drinking contest, so you'd better get thinking, if it comes to that."
With their luck, they just provoked them into a direct fight. He looks around the group.
"Can any of you tell us anything else about this tree? How many fae are in it?" More than a few people here have magic-seeing or soul-sensing or whatever-else abilities; while they might not have been as much use at range, maybe now that they're right next to it it'll be a different story. Sadly, Lambert's got jack shit in that department.
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"Keep in mind however...I cannot guarantee none will somehow cloak themselves..."
Which is not a comforting bit of knowledge combined with the darkening sky.
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He's not sure how well it would work but hey, no harm in trying. Still, Strange flicks on his third eye as the flames on his burn marks set themselves alight. He continues to look at the tree and starts to examine it's magic...though he does look up at the darkening sky, to see if he can examine any magic inherent in whatever the heck that is as well.
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He doesn't really think a normal storm is just conveniently flying over them at this time.
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"There's magic all over the place here. I can't guess at the number, but there must be a ton of fae in there." There's a pause, as she seems to be studying something in particular. "There's some kind of powerful electric magic that stands out from the rest. Stay on guard."
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There is a look up to the sky, and then another back to the others. "In addition to our defenses...We should perhaps...attempt to minimize conductivity."
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"Everybody get under a shield," he warns, the whole process instinctive for a defensive type like himself.
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The dragon hovers up a decent distance above both Yuya and Steven's shields, crystals shining bright- poised to be a reflective tank at whatever sort of attack comes their way. Possibly leaving less for the two shields to block.
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The Thunder Bird has revealed itself - but it does not yet strike.
Instead, it's giant avian eyes observe the group from above, peering through their shields. It holds its position as the tree's guardian, the power of the storm at its wingtips.
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While everyone else throws up their defenses, Peridot cups her hands to her mouth and proceeds to shout up at the bird, speaking slowly:
"Greetings giant bird! We are peaceful! We mean you and your fellows no harm! We just want to talk!"
Hey, someone's gotta break the silence somehow.
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"BY ANY CHANCE, DO YOU HATE THE HUNTSMAN?"
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It also feels ridiculous to follow suit and shout through his hands but he sure doesn't have voice projection magic over here.
"If you wish for us to go, we shall! But we must pass by your tree and did not want to intrude upon your territory unwittingly! Our fight is with the Huntsman, not you or those who dwell within these branches!"
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"WHAT WOULD YOU HAVE US DO?" it asks, raising its wings. "DO YOU THINK WE HAVE NOT FOUGHT?"
Its voice echoes through the forest.
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"Give us directions, maybe? The Wyldlands aren't exactly easy to navigate."
Though that's more an aside than a serious suggestion, at least it's sort of a realistic request.
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He looks back at Lambert's muttering, then turns to the thunder bird again. "Directions on getting there would be great, too!"
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"WHERE THE HUNTSMAN GOES, DESTRUCTION WILL FOLLOW," it says. "HE HAS TORN THE ELEMENTS ASUNDER AND CORRUPTED THE MEANING OF LIFE AND DEATH."
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Still, whatever power he has now, he'd been beaten once. And if all the Wyld Fae were fine with rolling over and accepting the rule of something like the Huntsman, they wouldn't be standing here yelling at a bunch of them up in a tree not running around at the Huntsman's whim, so there's got to be something here to work with.
"Well, he obviously hasn't corrupted them," he offers unhelpfully. "Maybe that's as much as they can do right now."
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