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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"Hrff.... that's ok with me, I guess... because it really is going to take us too long to get there this way..."
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"That's fine by me," she says. "So, what do you say?" She's looking at the rest of the group, now.
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"Fine," she huffs. "I'm willing to try it, under those conditions."
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"If she tries anything..."
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Can they please just start on this path?
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"Better let Summer know," he offers, by way of explanation, before he rattles off the information briefly and succinctly -- that Nightshade has joined them as a guide, Ignatius staying with them as they look for the Ringmaster -- and directs it to one of the Summer generals.
That done, he settles back and listens to whatever deal Ignatius and Nightshade end up striking.
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He can't wait to be done with all of this and maybe go to fucking therapy or something.
"If we're taking a shortcut, that makes this the last stop," Sans says, glancing at Lambert as he finishes up, and at the rest of the group. "What's the plan if we can't get through to her?"
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"I hereby swear to you, Lord Ignatius of Conflagration, that the path I suggest is safe to the best of my knowledge and is not intended to inflict harm upon you," Nightshade says, saying 'Conflagration' with just a little bit of venom.
Ignatius narrows his eyes.
"I accept your vow. Now, we should go, and quickly. We won't stay out of the fray for long."
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"I'm pretty certain that 'getting through to her' is our only option we have, aside from dying," she says grimly.
i don't know if this is a shitpost either, but to break that mood
Appeals to friendship, with pressure from song and creation, worked out there. Surely it will again.
"But... maybe Ignatius could eat her this time, if it's too slow-going..?"
He doesn't know if the fire-and-ice fae is wild enough to have picked up that particular ability, Ignatius nevered offered it with the Mother of Invention... But saving her in return would be the time, if any.
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"Okay. It's all or nothing, then. I get it," he says. "Hey, we've got plenty of experience with this kind of thing by now. We're practically experts."
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"Wonderful," Nightshade says, snapping her fingers. "We can carry on."
All at once, the ground will collapse beneath the various carnival members - they could theoretically try to dodge this, but it isn't actually to their benefit. The holes popping up lead straight to an underground tunnel, just as promised.
The ground shakes not long after they enter. Thankfully, it seems sturdy enough to stand the pressure of fae rumbling overhead. The tunnel ahead is alight with faintly glowing walls, covered in fine, shimmering crystals, like morning frost.
"It's amazing what you can accomplish by being simply overlooked," Nightshade says, immediately beginning to lead the way down the tunnel. It's big enough that it shouldn't be too much trouble for the larger people in the party, but it isn't exactly roomy either.
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Great.
Moving on then- he gives a look around the tunnel, but quickly stands and gives a nod to those around him- he's alright...and getting back to what he's hoping will work. There hasn't been any confirmation that he's successfully connected yet, obviously-
But that doesn't make the effort hopeless.
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"Christ. No broken bones or anything anywhere, right?" he asks of the rest of the team.
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There's a shrill hollar, dirt gently clouding into the air as Syrlya flickers back into view on the ground of the tunnel.
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Reaction already delayed, the gem squawks as the earth swallows them up, naturally assuming that this is not a part of the plan, and that some kind of vicious subterranean fae must be trying to trap them. She puffs out her fur and digs her claws into the witcher's shoulder, and frantically casts out with her metallokinesis for something to hold on to, anything to arrest their descent with. Fortunately, she is already perched on a significant source of metal...
So, this is how-- despite it not being a very long or particularly perilous fall-- Peridot and Lambert both wind up stopping very suddenly and late into the descent in mid-air, and remain hovering a few inches above the tunnel floor, suspended by a combination of Peridot's powers and Lambert's metal skeleton.
Still spooked, Peridot casts a round eyed stare around at their companions, trying to figure out what just happened.
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He sputters, spitting dirt as he pushes himself up and starts wiping his face. "You could have warned us..."
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And there's pretty crystals up ahead! He can't say it makes it feel any less anxious, though. Both about the tunnel and what's on the other side of it. He pats Lion's shoulder, encouraging him to start heading along after Nightshade.
"Almost there," he breathes. "She... She didn't hurt us before. She could have, and she didn't."
This has gotta work.
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Ignatius follows after her, looking defensive and skeptical. Provided everyone follows as indicated, the rumbling of nearby conflict will not penetrate the subterranean path - though Sans and Lambert will feel the influence of Hunt members slip near its boundaries, only to peel away again.
The air is crisp, increasingly cold as they follow the path. Childermass will recognize it as definitely 'wintry.' Yet, it feels like they are getting close, all the same.
As they travel, Gongenzaka will finally feel the brush of the same consciousness from before - the red winged one from the dream. The one that must be the Ringmaster. There is a vague sense of wariness there, and then some confusion. Yet, there is something blocking Gon from joining her more definitively.
Her presence is definitely ahead.
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Over the connection he does his best to convey familiarity and peacefulness- he is a friend. They know him, in fact- they are one to whom no harm is wished. Only safety, protection, and freedom.
He pushes, trying to better connect. Please- even if they cannot remember everything- they met once in a dream just recently!
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Along the way, he’ll let the rest know when he senses the Hunt’s presence close, although every time they pull away again... it’s odd, to say the least. After that’s happened enough times, he’ll finally comment on it—
“Looks like they really can’t pick up on us,” he comments, wary. He’s still tense, trying not to focus too much on what they’re doing and their purpose in case it draws the Hunt’s attention. When Gongenzaka pipes up, though, it becomes impossible not to hone in on what he says.
“Doesn’t seem right how?” he presses. “Do you mean like a trap?”
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There isn't much room to fuss, though, as they carry on after the fall. He does find himself slowing down some when he catches that cold, crisp feeling in the air, like a cold morning, the smell of snow.
"Does anyone else feel that? It's getting colder."
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