lunae calamitas mods (
promittere) wrote in
lunaecalamitas2024-05-04 01:06 pm
look at me, i'm the wound you tried to hide
ANDANTE ALLA WANING CRESCENT
Another day dawns for the Sage's wizards. It's been a month, now, since arriving in this world and being given a task nobody seems to fully understand—though after the jobs the Southern and Central wizards have taken on, it seems like it might just be possible after all.
And it seems like there's another task for the wizards, from the Eastern nation. However, unlike the other requests the Sage has been fielding, this task is far too big for five wizards alone. This is a task everyone will need to help tackle, whether they like it or not. Those that aren't particularly altruistic will still be whisked together by Tatara and Lazuli both, and they may still find the journey...illuminating. Answers to what happened to the original wizards may be just within reach.
Traveling via the elevator at the manor is familiar to some of you, at least, Lazuli setting a mana stone into the control not a surprise in a the slightest. The fact all of you can, somehow, fit in the elevator comfortably may be a surprise, but it's best not to dwell on it too much. You'll be staying at the City of Rain, Lazuli tells you with the air of someone reading you a court sentence, but you've been tasked with clearing up the site of some sort of disaster. He doesn't have much information beyond that—a fact that seems to greatly annoy him—and he warns you not to break any of the City of Rain's laws well before you're out of the elevator.
Which that shouldn't be too difficult, right? Right...?
Perhaps not, as the rules of the city are extreme. There are certain areas which forbid socialization and talking entirely, some areas where only talking to strangers is forbidden, only a handful of businesses allow chatter of any sort, and the list goes on. The most pressing law of all, though, is very simple: no use of any sort of magic within city limits. Do your best to follow the rules because breaking them will result in an arrest, and do you really want Lazuli and Tatara bailing you out? With the rules laid out and lodging sorted, Lazuli ushers you to the site you're tasked with dealing with. You will have downtime to explore the city, though, as it's expected to take several days to clear things up.
The site is a terrible, terrible mess. In what must have once been a peaceful patch of wilderness, there now sits a terrible gouge in the earth, several meters deep and twice as wide across, hollowed by what must have been a powerful force. The dirt is gray and sandy, dead in the manner the Southern wizards will recognize. Plants on the edges of the crater are dry and withered and splintered and broken. Permeating the air is a lingering dread, one both Southern and Central wizards will immediately recognize...
But it is clear now, now that your magic is considerably stronger, that the spirits are agitated by the disturbance in the fabric of magic. Dark clouds hang low over the site, and low thunder rumbles in the constant threat of a storm that will never come. The spirits' agitation, coupled with the dread hanging in the air, will feel uncomfortable, and perhaps leave the more sensitive of the bunch feeling on edge. This is not something that can will resolve on its own, so your most important task is to calm the spirits. That means doing the things they like: playing music, dancing, praying, telling stories, wearing fanciful and whimsical clothes to soothe their temperaments.
Your second most important task is to clear out monsters. The unusual energy in the air is attractive to beasts magical in nature—they slink out of their hiding places in the deep wilderness to the area, and their presence is threatening the humans who regularly use the nearby routes for trade and to commute. Kill them, take their mana stones for yourself. Win-win.
The third task is general clean-up. Remove the dead plants from the earth, remove the broken trees and any natural debris that might prove to be a hindrance. Characters are more than welcome to search inside the crater for any hint or clue as to what might have caused this strange explosion, but they'll find the site picked clean, earth having fallen into cavities where there might have been larger objects present at one point...like someone was here to clear out any evidence.
And it seems like there's another task for the wizards, from the Eastern nation. However, unlike the other requests the Sage has been fielding, this task is far too big for five wizards alone. This is a task everyone will need to help tackle, whether they like it or not. Those that aren't particularly altruistic will still be whisked together by Tatara and Lazuli both, and they may still find the journey...illuminating. Answers to what happened to the original wizards may be just within reach.
Traveling via the elevator at the manor is familiar to some of you, at least, Lazuli setting a mana stone into the control not a surprise in a the slightest. The fact all of you can, somehow, fit in the elevator comfortably may be a surprise, but it's best not to dwell on it too much. You'll be staying at the City of Rain, Lazuli tells you with the air of someone reading you a court sentence, but you've been tasked with clearing up the site of some sort of disaster. He doesn't have much information beyond that—a fact that seems to greatly annoy him—and he warns you not to break any of the City of Rain's laws well before you're out of the elevator.
Which that shouldn't be too difficult, right? Right...?
Perhaps not, as the rules of the city are extreme. There are certain areas which forbid socialization and talking entirely, some areas where only talking to strangers is forbidden, only a handful of businesses allow chatter of any sort, and the list goes on. The most pressing law of all, though, is very simple: no use of any sort of magic within city limits. Do your best to follow the rules because breaking them will result in an arrest, and do you really want Lazuli and Tatara bailing you out? With the rules laid out and lodging sorted, Lazuli ushers you to the site you're tasked with dealing with. You will have downtime to explore the city, though, as it's expected to take several days to clear things up.
The site is a terrible, terrible mess. In what must have once been a peaceful patch of wilderness, there now sits a terrible gouge in the earth, several meters deep and twice as wide across, hollowed by what must have been a powerful force. The dirt is gray and sandy, dead in the manner the Southern wizards will recognize. Plants on the edges of the crater are dry and withered and splintered and broken. Permeating the air is a lingering dread, one both Southern and Central wizards will immediately recognize...
But it is clear now, now that your magic is considerably stronger, that the spirits are agitated by the disturbance in the fabric of magic. Dark clouds hang low over the site, and low thunder rumbles in the constant threat of a storm that will never come. The spirits' agitation, coupled with the dread hanging in the air, will feel uncomfortable, and perhaps leave the more sensitive of the bunch feeling on edge. This is not something that can will resolve on its own, so your most important task is to calm the spirits. That means doing the things they like: playing music, dancing, praying, telling stories, wearing fanciful and whimsical clothes to soothe their temperaments.
Your second most important task is to clear out monsters. The unusual energy in the air is attractive to beasts magical in nature—they slink out of their hiding places in the deep wilderness to the area, and their presence is threatening the humans who regularly use the nearby routes for trade and to commute. Kill them, take their mana stones for yourself. Win-win.
The third task is general clean-up. Remove the dead plants from the earth, remove the broken trees and any natural debris that might prove to be a hindrance. Characters are more than welcome to search inside the crater for any hint or clue as to what might have caused this strange explosion, but they'll find the site picked clean, earth having fallen into cavities where there might have been larger objects present at one point...like someone was here to clear out any evidence.
JOB BOARD
Reinforcement. Peace in Granvelle Castle has been restored. A liveliness and energy has returned to the castle and the surrounding parts of the city that hasn't been seen in nearly a month. Thank your Central friends for their hard work!
Their issues aren't quite resolved, however. The castle is asking for help in creating and then reinforcing a magical barrier around the castle. The barrier is a bit bigger than what one wizard alone is capable of at this point, so band together to create and reinforce what parts you can. Perhaps it's not a bad idea to use your own hair or blood as a conduit.
The type of barrier is specific, however—they want one that masks magical signatures. If you step inside, you'll feel a faint, but powerful presence within... What are they guarding?
Their issues aren't quite resolved, however. The castle is asking for help in creating and then reinforcing a magical barrier around the castle. The barrier is a bit bigger than what one wizard alone is capable of at this point, so band together to create and reinforce what parts you can. Perhaps it's not a bad idea to use your own hair or blood as a conduit.
The type of barrier is specific, however—they want one that masks magical signatures. If you step inside, you'll feel a faint, but powerful presence within... What are they guarding?
Recycling. The Eastern country is known for its expertise in all things mechanical, particularly when it comes to clockwork. While not as bombastic or flashy as Western technology, the use of magic and mana stones being deeply frowned upon and rejected, Eastern artisans can create truly fantastical things just with gears and cogs and a bit of know-how... But, of course, sometimes it's better to scrap something and create something new than let the old items waste away, so some Eastern craftsman have asked for help gathering clockwork automatons and other creations in order to melt it all back down. Some of them seem a bit nervous and harried, but it's an easy enough job to scrap automatons and cart junk around.
Monster hunting. The few settlements in the North have been sending in frantic request after frantic request. There has been a disturbing increase in monster activity in the North, and the native Northern wizards are as unreliable as ever. They need your help in thinning the numbers, and that's all they really ask for—you can keep all the mana stones you earn.
For those of you who haven't been to the North yet, the weather is harsh, no matter the season. Protection on oneself to survive the negative degrees is crucial; make sure your magic is up to snuff enough to keep yourself at least room temperature. And using your magic to battle on top of that? This isn't going to be an easy job, not at your level. Be cautious, and good luck.
For those of you who haven't been to the North yet, the weather is harsh, no matter the season. Protection on oneself to survive the negative degrees is crucial; make sure your magic is up to snuff enough to keep yourself at least room temperature. And using your magic to battle on top of that? This isn't going to be an easy job, not at your level. Be cautious, and good luck.
Mana areas & amulets. You've been here for a month now, and living in an unfamiliar place, alongside unfamiliar people, using unfamiliar magic must be wearing you down. Isn't it? In that case, it's time for the last piece of your wizardhood puzzle: your mana area.
Mana areas are spots where wizards feel most at peace with themselves, most whole, and a place where they can refill on the emotional load they've been chipping away at for their magic. It can be a specific location, or a conditional circumstance. Find more detail on the magic page. Your task—given to you by your sage and your mentor—is to traverse the continent, find your mana area, and recharge your batteries, so to speak. While there, make an amulet to take back with you, like a portable battery.
Mana areas are spots where wizards feel most at peace with themselves, most whole, and a place where they can refill on the emotional load they've been chipping away at for their magic. It can be a specific location, or a conditional circumstance. Find more detail on the magic page. Your task—given to you by your sage and your mentor—is to traverse the continent, find your mana area, and recharge your batteries, so to speak. While there, make an amulet to take back with you, like a portable battery.
WANDERER TASKS
Listen to the spirits.
You've been here long enough that it's time to see if you can actually communicate with the spirits who've laid claim on you and have been empowering your spells. Try your listen and see if you can hear what they have to say to you.
OOC Note: For those attempting this task, ping one of the mods and roll a dice! Based on the dice roll, your character will get a little tidbit from the spirits... Or they might not hear anything yet, but they can always dedicate themselves to their studies and try again after leveling up!
You've been here long enough that it's time to see if you can actually communicate with the spirits who've laid claim on you and have been empowering your spells. Try your listen and see if you can hear what they have to say to you.
TATARA ACTIVITIES
Don't make promises.
If you've made a promise, don't break it.
If you break a promise, you'll lose your magic. And I don't know if I can help you anymore or send you home if that happens. I'm sorry this is so late. But please...be careful.
If you've made a promise, don't break it.
If you break a promise, you'll lose your magic. And I don't know if I can help you anymore or send you home if that happens. I'm sorry this is so late. But please...be careful.
OOC NOTES
๐ Welcome to your third event! Everyone's lasted a month, congratulations! Keep working on your magic, keep forging those bonds.
๐ As your characters settle into the world, they might find themselves irresistibly drawn to crowds, to music, to dancing. It's hard to resist the allure of a gathering, and it's hard to keep yourself from swaying to music when it fills your ears, no matter what sort of person you used to be. You're changing...
๐ As we enter the second month, we are announcing a deadline for finding your pairs. This will be Friday, June 14 at 11:59 PM EDT. Remember, you may submit a guess at any time, and there is no penalty for getting a guess wrong, so long as you have a thread to back up your guess and consent from your partner. The pair page is here.
๐ Your OOC plotting post is here! Remember to keep all wider plotting on this post, as not everyone checks plurk or discord frequently.
๐ Next up for missions is East. Let's hope they don't have to talk to anyone for this one.

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...... )
... Give it back.
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What?
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puts his hand out... )
... Hand.
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[But ok. Return of hand.]
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He closes his eyes, seeming calmer despite how he feels the ripples of hot and cold through his body; the torrents, the oily blots in his vision, even as his eyes close - vague visions of the moon... )
... You are. Kids die really easy.
( Not that he views Ahito as a kid (normally), but he's vaguely communicating an idea he's missing words for at present. )
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I'm not dying.
[Firmly, and with certainty.]
See? I'm right here.
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... Even if I drink your blood?
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I'm not going anywhere.
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But he wants to hear it, and feel sure of it - if only for a passing moment. Trust in something, just for a little while.
Mika doesn't say anything, but gradually he turns his face into Ahito's wrist, lips brushing light along the trailing veins and arteries. Somewhere mixed into this fever is sentiment - hunger - affection - fear - and the inviting sound of Ahito's pulse.
He glances at Ahito vaguely from the corner of his eye, but he isn't fully focused on him. It's more about the effort than the result. )
... Can I...?
( He's definitely out of it if he's asking for blood first, even if Ahito more or less offered earlier. )
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His heartrate is... just a little quicker, again. Bracing himself for pain, he nods.]
Go ahead.
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His lips do part, eventually. The fangs apparent, sharp - tease along the skin, as if testing how fragile it really is. (So fragile, compared to him. So, so fragile.) Can he really drink? Ah, but he wants to; he can; Ahito wants him to, too. (How easily the hunger, the blood, convinces him - this is why he has to be so constantly vigilant, else...)
The teasing leaves the skin red and tender and raw, but, strangely, it hasn't hurt; it feels a little nice, and that is a warning for Ahito for when the fangs sink in, and the way flush satisfaction floods him in its wake. It doesn't hurt - it feels nice - almost sweet, and addictive, and Mika is so wanting. As the blood spills from the wound, his tongue runs up along the curve of the wrist, so attentive to keep from wasting where he can, despite his bleary mind. And he holds Ahito's hand tight, drinking deep - deeper - and deeper, still, with no sign of stopping. )
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Ah. So this, he thinks, is how vampires catch their prey. It really is tempting to just let him feed freely, drown to death in that pleasant sensation until your breath is taken away for good...
His free hand moves to idly pet Mika's hair as he drinks, fingers in deeply enough to hopefully get a grip and tug to signal stop, when the time comes.]
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Just kidding, he's always going to get carried away. It's a vampire's nature.
It feels really good for him, too. It's a taste of life - something that feels a little more familiar now than it did before - so rich, so sweet; sweeter than a human's blood, the tinge of this world's magic compounding with his own, what he was touched with before, making Ahito's taste richer still.
And he really likes Ahito petting his hair, unfortunately. He's all instinct right now, so he doesn't think much about it, besides that it feels nice. His eyes fall closed as he digs his fangs a little deeper, tears the wound a little wider - sucking at the blood tenderly, as he turns his head very slightly into Ahito's hand. Maybe some part of him does wish drinking were a mutually affectionate experience, instead of just intimacy solely as a guise for predation. )
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Mika... you need to stop drinking before I'm gone.
[Don't make him leave before he's ready to go.]
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( Ahito gets that same, affectionate pleading everyone else gets, mouthing the wound gently, even fondly, as he runs his tongue up the curve of his bleeding wrist. He doesn't want to stop; and if Ahito begins to grow colder, degree by bitter degree, then all he has to do is tease the wound again, warm him back up...
But unlike the others, Mika does like Ahito a lot. And so he does hear him; he hears him, and the words take time to sink through the hazy surface of his mind and settle cold and hard in the pit of his stomach, coiling unpleasant there. And he realizes, belatedly, that Ahito's trying to pull him loose.
Liking someone only makes him more persistent in drinking. So he doesn't have his moment of triumph - of control - where he pulls free, apologetic but capable; but he can manage to release the force of his bite in that flicker of stressful understanding - that Ahito might die - his fangs withdrawing from the wound, but his mouth not yet pulled away, still not yet let go, like there's chance he might take another bite.
Because moment he stopped drinking, he wished he could have more. He's awful.
He mutters against the wound, his skin: )
... Sorry. Sorry...
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S'alright. I offered. And I can heal it.
It's okay. I'm still here
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... It was hard to stop.
( And maybe it comes down to this - that Mika is so stuck on these what ifs he can't focus on the present where none of those things didn't happen. What if he hadn't stopped? What if Ahito's lost too much blood. What if... )
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[No what-ifs. He had to stop, and he did.
He's going to bring drag his hand back so he can start casting more healing spells on himself.]