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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"We need to keep moving. If you don't know how to fight, stick by someone who does!"
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Both him and Lambert will get the sense that the Hunt is looking for weak points in the Wyld Fae's defenses. That, and the way that reinforcements from the Hunts side are going to be coming from the mountains - the place they are heading towards.
"If we break from the pack they're just gunna try to pick off the stragglers," he says, pushing back some more wylderkin with a blast of kinetic magic. "The stragglers being us."
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They're both right. They can't afford to sit here in a losing battle of attrition, but if they distance themselves from the fae working with them they're almost certain to be overwhelmed by the ones that catch on.
"So we move undetected or we need our allies to push us through. Enough of us can teleport others, we just need to know where to go."
Something precise that they can all focus on. That's a complete guess when they don't know the territory.
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"Then we need a way to scout ahead," he says, sounding somewhat strangled. "If we can't break through, Syr has the only feasible idea!"
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On the bright side, it causes some of the wylderkin to turn around in alarm, like beasts reacting to an earthquake or oncoming natural disaster. On the down side... well. There could be a disaster on its way.
There is very little time to react - less than a minute, overall, before things get worse.
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Whoever he is close to is going to get a hand extended to them, and then a yank up onto his back. He'll use airsteps to keep himself and his passenger out of danger.
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Not for the first time, and probably not for the last, she finds herself regretting getting Lapis sent home.
She dragons up and snatches up into her claws whichever flightless carnie happens to be closest.
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"No," she rasps, unconsciously backing up. Herbert might want to find a better ride.
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While others in the carnival divert their attention to picking up their more luckless companions, Lambert's not going to bolt immediately, turning to Strange. This isn't, after all, their first sally at facing a whole lot of water.
"Can you raise some ground?" Depending on his answer, he's either grabbing the magician to teleport away, or standing with him while he works his magic on the landscape.
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He prods her in the middle of her humanoid torso's back as emphasis.
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"The hell is that!?" she hisses at the offending deluge as she stabilizes herself and Yuya.
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"I don't know!" He straightens himself, looking down for someone else he knows has no ability to get in the air on his own. "Gongenzaka!"
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Boy this is going to suck.
Well, not if Zangetsu has anything to say about it anyway.no subject
He teleports, steadying himself on the ground before leaving the exit to the portal and teleporting right back where he was to place the entrance.
"Come here! There is a portal to drier ground!"
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Well, since no one was around to grab...Zangetsu hears Yuya call to Gongenzaka, and sees the water rush over him, quickly coming up to his hips.
"I'm comin'!"
He cloaks himself in black and red flame, streaking like a comet down to Gongenzaka. He strikes him square in the chest and vanishes within.
'Nnnnrgh... just lemme have control this time, we don't have time fer ya to practice!' He gently shoves Gon's consciousness into the backseat of his own body.
Gon's body shudders oddly, his skin paling and his eyes turning dark with yellow irises.
Steering Gongenzaka's ungainly form is a bit like driving a large boat, but Zanzaka manages to get airborne with a few strong leaps.
"Phew..."
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He can sense her fear immediately - more than what would be there from the threat of water alone. He only hesitates for a moment before leaping towards her and spreading his wings.
"Hang on," he gasps, getting beneath Jasper's horse body and grabbing hold with his arms. "We're going up!"
He pushes off the ground with all the force he can muster, launching the three of them into the air as he struggles beneath her probably kicking horse legs. His floating powers and strength enable him to lift her, but there's not so much room for carefully planning the trajectory. Also, he's never deadlifted a horse before.
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He cuts off when Steven lunges suddenly at them and hoists Jasper up into the air. It's not particularly controlled: Herbert ends up falling forward again and flinging his wings out instinctively to balance himself.
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"What--" she barks in baffled, panicked indignation. "Steven--? Graaagghh!" This latter is the sound she makes as he launches them upwards, because she's just that kind of person.
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This is... absolutely not an improvement. Ginko swears under his breath and takes a step back, taking a quick look around for a possible way out. At least a lot of people seem to be getting out alright. "Might-- need some help here!"
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It takes him a few seconds to cast the spell, but it does. A large portion of ground shoots up in a pillar from underneath Strange's feet, boosting him, Lambert, and any other flightless carnival members near the two up from the ground, away from the water.
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But then the water is coming and that's not good. Not good at all.
"Clear Wing!" Yugo shouts as he calls upon his dragon again to become large and help. And the dragon effortlessly scoops their partner up and swivels their head for anyone else that needs help.
Priority goes toward the largest folks though, so while Yugo scrambles up to sit on the dragon's back, Clear Wing reaches over to scoop up Yusei- holding the man around his tauric middle like a football.
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When the urgency of the situation hits him, he freezes like a deer in headlights, suddenly very aware that his current body type is absolutely horrible for swimming but hardly heavy enough to remain anchored when the flood makes it to them. He doesn't have to worry about it for long, however, for he soon has the strong claws of Yuugo's dragon gripping his gut. He's frankly a little impressed Clear Wing can hoist his weight like this, but he's not going to complain.
"Can you keep this up for long enough?" he calls up to both the dragon and their rider. Clear Wing is probably good, but he doesn't want to be only a burden to the two if he can help it.
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Just in case they lose anyone... "We just need to get to dry ground! Over there!"
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Papyrus gets his most immediate attention, but once the bro is safe, Sans will be diving back in.
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