advivo: (pic#13554913)
[personal profile] advivo
Who: dante & various others.
What: local demon hunter suffering from lack of work, aka random happenings.
When: various times throughout the month.
Where: all over the gosh darn place.
Rating: none yet.

welcome to the dark side, now we're across the fun line )
sassery: (our enemies shall fall)
[personal profile] sassery
Who: Nero ([personal profile] sassery) and Vergil ([personal profile] cecidit)
What: Time for the boy to tell his father how he came across Yamato, Vergil's beloved sword
When: Beginning of December
Where: Vergil's place in Odin
Rating: Not too bad, mentions of death in here at some point tho. Possibly murderous intent too.

from father to son, father to son )
advivo: (041)
[personal profile] advivo
Who: Dante & You.
What: One (1) idiot comes back from being dead, lets important people know he's alive, then proceeds to try and get blind drunk. (Open & Closed prompts!)
When: October 23 onwards!
Where: ALL OVER THE PLACE MAN.
Rating: PG-13 to M; mentions of death, trauma, night terrors, and drinking one's self stupid.

( because i have a lot of plans prompts will be dropped into the comments! if you would like something specific with dante as he shuffles his way back to this mortal coil, please hit me up on discord or plurk and we can sort something out! :D )
asgardmods: (FAITH ❧ listless king)
[personal profile] asgardmods
Who: ANYONE leaving Asgard to face the Army of the Dead
What: the Winter is Coming event log
When: October 18 - 21 (& 23)
Where: beyond Asgard's territory
Rating: PG-13 for violence and gore; please take anything above this to a private log, and remember to use content warnings as needed!

october 18: departure.
october 18
Those willing to join Asgard in their quest to stop the Army of the Dead will be leaving at the crack of dawn alongside a huge caravan of wagons lead by every available eight-legged horse in the city. Characters are welcome to ride in one of the wagons on the way out, although they are intended to carry refugees and the injured on the way back. There will also be horses made available for single or double riders to travel alongside the caravan, generally to serve as watch guards and survey the surrounding area for danger as they travel. Everyone else will be asked to travel by foot, and the caravan will travel slowly beside them.

When everyone is prepared to leave, Honir and Sigyn will open a straight path through the forest, granting the caravan easy access to the outside world. Those that look down the path without joining the caravan in travelling down it will only see a distantly bright light at the other side of the clearing, with no other discernible details from within the kingdom. Those travelling with the caravan will have a vague, creeping feeling of being watched by something within the trees as they pass, despite the mostly common knowledge that there are no living creatures in the forest.

As soon as the caravan breaks free from the treeline, that distant light becomes a glaring brightness that stings at unprotected eyes. It was dawn when they left Asgard, the sun barely rising and the air comfortably cool - but out here, the sun is blazing in the sky and an intense heat crawls across exposed skin. It's almost immediately unbearable until Honir's voice advises everyone to "take a deep breath;" the inhale burns and almost tastes acidic, but the exhale is slow and steady and calming.

After that, while still bright and hot, it becomes much more tolerable to pass through this starkly different environment from the familiar calm of Asgard. The ground is hard packed with random splashes of greenery attempting to push through cracks in the surface. Colors are inordinately vibrant, like the entire world has been overexposed and deeply saturated beyond what anyone might consider "normal." There are still trees around, oddly placed and scarce, whose leaves are changing colors and falling to be picked up in winds that howl and shriek as they pass through.

This isn't quite the picturesque autumn reaching Asgard right now, if it can even really be called an autumn at all - and this is all that can be seen for almost an entire day of wearisome travel, until they finally come upon a small grouping of roughshod houses in what could barely be considered a township by nightfall. A few dozen humans seem to live here and many come out to greet these new arrivals with a mixture of curiosity and wariness. While no danger seems immediately present here, they've been on edge in recent days with passing news of trouble not far away. The caravan stops here for the night, both to rest before continuing their journey and to discuss the possibility of these villagers returning to Asgard with the offer of protection.

october 19: preparation.
october 19
Travel picks up at dawn again with not a moment to waste, especially given confirmation that something must be nearby. Grass becomes patchy in odd sections along the harsh earth, growing defiantly wherever it can at varying lengths and some with blooming weeds or bushes. It's almost like the ground is… confused, growing inconsistently and failing as often as not. The weather stays the same: bright, hot, and stinging slightly despite whatever clouds or shrieking winds might pass over them.

They reach the next settlement by midday, not much more developed than the last one but overcrowded by far. As they stop to speak to them, the Wanderers will learn that many of them have fled here from neighboring areas without actually having seen anything for themselves, but they are afraid and unsure of where to turn next. The ones that have seen something for themselves are frantic and fearful as one might expect after barely escaping what they are certain is an all-devouring doom.

Tyr stops here to provide some emotional relief and a sense of safety with any Asgardians and Wanderers willing to stay and reassure these terrified humans of what it means to be under Asgard's protection. Secondary precautions are set up to protect this area (henceforth referred to as Settlement One) while the rest of the caravan continues onward.

When they come upon the next grouping of buildings - what might've been the start of a township given enough time, and what we'll call Settlement Two - the sun is already setting, and the only humans that remain are those too injured to travel and those too stubborn to leave them behind. The gods decide that this is where they'll make their stand against the coming Army of the Undead. The natives begin unloading the dragonglass from the wagons, and the Wanderers can help them build barricades or start digging hasty trenches in a perimeter around the area.

Honir insists on continuing on despite vocal protests and takes a small number of riders out into the night with him. Mimir and Heimdall walk the grounds to make sure everyone is as prepared as they possibly can be, and everyone buckles down for the evening with thoughts of war not far ahead.

october 20: bloodshed.
october 20
Morning never comes for those expecting it as the sky remains darkened and a storm approaches quickly. (cw: violence, gore) Within minutes, a sudden winter (cw: violence, gore; stop at 1:30 to avoid a jumpscare) overtakes the surrounding area with sheets of snow and blistering cold. As visibility drops to nil and everyone struggles to prepare themselves for what they know is coming for better or for worse, Heimdall's voice calls out clear and firm despite the raging of the winds around you. "Hold the line," he roars, "For Asgard!"



From this point on, the battle is on! Scaled to player response and requests, there are 1000 undead wights attacking from the shrieking darkness of the storm. Many of them seem well into rotting, while others seem disturbingly fresh. On Asgard's side, there roughly 40 Wanderers, 130 human natives, Mimir, and Heimdall. Odds may look bleak, but you are geared for this fight with everything you possibly could be. The rest is up to you!

As Wanderers die in this battle, they fall to the ground lifeless and their bracelets dim a little bit. Several humans fall alongside them and the wights show no sign of slowing. 12 White Walkers watch from the far side of the battle, seemingly searching for something. And as Asgard's forces are beginning to be overwhelmed through sheer number alone, the Night King appears and decisively turns the battle in their favor by raising the dead (cw: gore, child (un)death) once more. All Wanderers and human natives that have died up to this point return as a wight and begin attacking on the side of the dead.



The White Walkers use the following chaos to pursue their true targets: the Game of Thrones cast. Realizing this and their dwindling numbers, Mimir sends every living mortal back to Settlement One with instructions to prepare whatever they can to stop the Night King while he and Heimdall hold the Army of the Dead at bay. You have roughly 8 hours to prepare, whether that's coordinating traps and defences, tending to injuries, or calming yourself enough to survive another round of combat.

Mimir and Heimdall return ahead of the coming army with just enough time to warn them and prepare before the horde floods into them once more. Their numbers seem to have greatly dwindled, however, and only 8 White Walkers remain. It gives Asgard's forces leverage but it is still a battle hard fought (cw: gore, violence). Wanderers that die in this battle, whether alive or undead, disappear by fading away as they fall; the human natives simply fall. Honir and Helga return from their scouting mission with the grim news that the Army of the Dead has scorched through Yggdrasil for miles and possibly months.

Through the combined efforts of the Wanderers against the remaining White Walkers and a long string of distractions, sacrifices, and one lucky strike with a fallen comrade's blade, the Night King is finally slain by Daenerys Targaryen and all remaining undead fall to the ground. Some disperse into golden motes of light in a fashion some might recognize while other bodies simply remain there, lifeless at long last. The battle is finally won, but not without great losses. The gods afford a few hours of rest and recovery as the unnatural winter fades away before putting the caravan back on the path to Asgard - to safety.

october 21-23: return.
october 21
The ride back to Asgard is perhaps jarring for some. Where the night had been long and dark (and certainly full of terrors), the sky is near-painfully bright and colorful. The sun blisters in sharp contrast to stinging cold and only the living remain, injured and weary though they may be. It's startlingly ordinary in comparison to the nightmare you've all lived through, and it leaves a heavy tension hanging in the air for the entire trip.

As they reach the first grouping of houses and continue on towards the kingdom, a total of roughly 230 surviving humans journey with them. They are profoundly grateful for their lives but quiet in their appreciation and their awe. What happened here and those that stood nobly against it will be remembered in the histories of Asgard, draped against a dark background.

The city is prepared for the caravan's return, a solemn celebration spreading throughout the populace even as they leap right into the task of caring for those that need it. There are tearful reunions for those relieved to see a loved one survive and desperate cries for those that did not. The injured are carted away while others still are treated right there in the streets, so dire are their wounds. And the rest passes in a blur as people find their districts and hopefully a new sense of normalcy.

It isn't until October 23 that the Wanderers that died in the battle reawaken in the castle to a concerned but relieved Frigg. From that point onward, something is just a little off for them, but they are otherwise healed and whole again. It breathes an ounce of hope and joy into a grieving kingdom, as the natives regard them with awe and reverence, celebrating again the might of Asgard and the wonder of the Wanderers.

[OOC NOTES: This is the mingle log for the Winter is Coming event! Going up a few days late because I am busier than anyone's bee, thank you so much for your patience. Given all of the plotting and discussion, we upped the stakes for this one a little bit to give you one epic fight to win. This means there are more White Walkers to kill and more wights to join them! Please note the updates to the event description, including that the lore around PC death was adjusted a little bit and that only characters that die at Settlement Two are turned into wights. In the end, Asgard lost over half of those that initially left the city but returned with another 170 survivors, which nearly doubles the city's population overall. Remember that characters that die in this event only receive one death consequence, regardless of how many times they are actually killed. Please let us know if you have any questions about how any of this works. Enjoy!!]
cecidit: god help me (the cain instinct)
[personal profile] cecidit
Who: Dante ([personal profile] advivo) and Vergil ([personal profile] cecidit)
What: Nero told them they weren't allowed to fight anymore. So obviously that means they gotta do it when the kid isn't around and is sleeping, like a normal person.
When: After this.
Where: Somewhere out closer to the farm fields, where it's much emptier.
Rating: T for violence!

god I sure hope you are dead )
sassery: (i'll succeed as you breathe)
[personal profile] sassery
Who: Nero and whoever else!
What: Skadi's event, Vergil and Nero "bonding" by sparring and then getting lost for three days in a forest, and fixing the van
When: The event through the month of September probably
Where: In the forest outside Asgard and also in Asgard
Rating: Violence at most and some swearing and a lot of sass? Something like that.

This is where a Florida Man title goes tbqh )
asgardmods: (FAITH ❧ listless king)
[personal profile] asgardmods
Who: EVERYONE
What: the August intro log and first god house competition, More Than Meets the Eye
When: August 8
Where: Gladsheim Palace for breakfast, around Asgard for the game/curse
Rating: PG-13; please take anything higher than this to a private log!

morning: a warm invitation
Everyone wakes up to a friendly invitation to breakfast at the castle with the gods. For most of you, this comes as a message on your bracelet, reading:
Join us at the castle today to welcome some new Wanderers into our midst. Breakfast will be served and a lively game will be available to all of our guests, both new and old.
New Wanderers are curious on their own, and this is the first there's ever been mention of a game. Perhaps it's enough for you to make the trek to the castle, to see what all the fuss is about, or maybe even to see if there's someone you know. Perhaps you want to learn more about the game, or maybe you just want the food.

For our new guests, this comes as a bit more of a surprise. Wherever you were before in your world, without even realizing it, you wake up in a strange new place. No time or space inbetween, just an awareness of There and then Here. A matronly figure tries to explain your circumstances with a sympathetic smile, but ultimately invites you meet them all for yourselves: the Gods of Asgard, and the Wanderers that arrived before you.



The sight that greets you on the castle grounds is a rather festive one, regardless of where you're coming from. Colorful streamers and flags are draped above large tables with room for several guests. Natives bustle about, cheerfully offering food and drinks to anyone that wants some. Everyone is welcomed to mingle and greet the new Wanderers on this bright summer morning.

the game: a friendly competition
Among the brightly decorated tables are ones highlighted in a specific color for a specific god house, and most of the gods themselves can be found sitting behind it with a few of their district's natives. They are here to welcome the new Wanderers into Asgard - but they're also here to explain the rules of today's game. There are coins hidden throughout the city and disguised as mundane items, and the god house that returns the most of their coins will win an upgrade to their god housing! No hints will be given, but the natives are excited to help facilitate the activity and happily invite you to wander through their districts to find what you can.

But you don't have to know about the rules to be playing the game! The coins are already hidden throughout the city, and no one knows what they are until they've been picked up. Whether you're banding together with friends to find as many coins as you can or blindly stumbling over an unpleasant surprise, the game and the curse are in full swing!

evening: a fair prize
At sundown, all of the coins in the city disappear at once, whether they're in your pocket or still disguised as a bowl. Points will be tallied and a winner will be announced (OOCly, on August 17) - but Asgardians are keen to celebrate regardless of who wins a rather inconsequential game. The same colorful display of tables and chairs is still spread across the castle grounds, although now they twinkle with fairy lights haphazardly blinking throughout the air. Snacks and drinks are made available, as well as more dinner-shaped meals for those that request it. Mostly the natives simply want to bask in the strangeness of these Wanderers from other worlds for a moment longer - but they're also eagerly listening to any stories from the day's mischievous game. Relax, enjoy yourself, or again, just stock up on some freely served food. Whatever suits your needs today. Welcome to Asgard, dear Wanderers.


[ OOC NOTE: This is the intro log for August, as well as our first god house competition/curse: More Than Meets the Eye. You are free to play with the curse prompts and searching the city in any way you want! If you would like to submit a map to earn points for your god house, please check out the rules to learn what to do. We will accept maps until August 17, at which point a winner will be announced and members of that god house will be allowed to vote for an upgrade to their god housing. As always, please let us know if you have any questions or need any help on the mod contact page. Enjoy, friends! ]
asgardmods: (Default)
[personal profile] asgardmods
[ to make the tags visible because DW smh ]
asgardmods: (Default)
[personal profile] asgardmods
Who: EVERYONE
What: The June Intro Log: the Wonder of the Wanderers
When: June 8/9; remember that there are no IC dates or calendars
Where: Gladsheim Palace, the castle at the center of Asgard.
Rating: G - PG-13; please take anything else to a private log!

morning: welcome to asgard
Characters wake up in the welcome room as described on the premise page, perhaps feeling a bit under the weather. But as they exit the castle with Frigg and Sigyn, they'll find themselves under a bright morning sun with clear skies - and dozens of people frantically flitting from one thing to another. Natives will be bustling around, quickly trying to set up seating or preparing clothes, whatever these new guests might need upon arrival. The Gods of Asgard will be among them, some helping set up while others still remain in place for questions, as they are sure there will be many.

It's a little bit chaotic, but such is life in Yggdrasil. Ask your questions and find your feet, but move quickly; you have to select a god house by the end of the day. No characters can move forward in the game without being placed in a god house.




afternoon/evening: the lantern festival
Throughout the day, natives will be handing out paper lanterns in various shapes and sizes. Your character can feel free to grab one (or two or three, they're not counting) to decorate or write on. When the sun sets, all the lanterns begin to glow and rise into the air, suspending just above everyone's heads in a river of golden light. Natives will be setting up blankets and cushions for people to lounge beneath the lanterns, and there will be various fruits and light ales available for food and drink. Gentle music seems to strum in the background all night, despite no visible source for the music.

midnight: the silent disco
At midnight, the lanterns all start strobing with bright colors and hypnotic patterns. Confetti bursts into the air randomly, sending colorful bits of paper raining down onto the crowd below. It may be very startling at first: there's seemingly no music to accompany the festivity, but all a character has to do is focus on the idea of hearing music for it to begin playing in their ears. The volume at which they hear the music can be controlled at will, making this a party of general comfort. The natives and even some of the gods will be caught up in dancing and general revelry until the early hours of the morning.

When the sun rises, the lanterns and confetti all simultaneously seem to dissipate into golden motes of dust that linger in lazy tufts and streams before eventually disappearing in the morning light. Good morning, Asgard. Welcome home. ♥


[ OOC: This is the intro log for the month of June! All characters will wake up in the castle and be asked to pick a god house; you can take your time figuring out this decision out-of-character, but everyone must be in a god house by the end of the IC day. All of our event logs will have a top level for the NPCs to make themselves available to you, but some of the NPC team is out of town right now, so they'll tag you back as soon as possible. We're stumbling through our first app round here, so please let us know if there's anything we can help with over on the mod contact page! ]

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