(no subject)
Mar. 9th, 2020 04:20 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Who: Lan Wangji and Everyone and Anyone
What: Lan Wangji is has the flu and is pretending he does not have the flu as he's never actually been sick before due to being a super boss wizard back home. He is not amused.
When: Timed for March 8th
Where: around Asgard
Warnings: Ridiculous behavior from a grown man.
( Read more... )
What: Lan Wangji is has the flu and is pretending he does not have the flu as he's never actually been sick before due to being a super boss wizard back home. He is not amused.
When: Timed for March 8th
Where: around Asgard
Warnings: Ridiculous behavior from a grown man.
( Read more... )
EVENT LOG: THE DEVIL IS IN THE DETAILS
Jan. 17th, 2020 06:53 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Who: ANYONE leaving Asgard to fight the demons at the Qliphoth
What: the Devil Is in the Details event
When: January 14 - 22
Where: three days north of Asgard's kingdom
Warnings: blood, gore, death, ridiculous gross stuff
( you've got red on you )
What: the Devil Is in the Details event
When: January 14 - 22
Where: three days north of Asgard's kingdom
Warnings: blood, gore, death, ridiculous gross stuff
( you've got red on you )
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Who: Lan Wangji and Anyone/Everyone
What: Lan Wangji has discovered sledding. He is baffled. Come try and convince him to try it or avoid it, etc. He has a white and a black bunny hopping along with him.
When: From Jan 8 to whenever
Where: A hill I made up right outside of town.
Rating: PG for Sledding? Maybe PG-13 if Wei Ying comes along.
( Read more... )
What: Lan Wangji has discovered sledding. He is baffled. Come try and convince him to try it or avoid it, etc. He has a white and a black bunny hopping along with him.
When: From Jan 8 to whenever
Where: A hill I made up right outside of town.
Rating: PG for Sledding? Maybe PG-13 if Wei Ying comes along.
( Read more... )
(no subject)
Dec. 28th, 2019 04:51 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Who: Wei Wuxian and friendly faces
What: a confused lovesick moron
When: just after Christmas
Where: a moping location of your char's convenience
Warnings: n/a, will update if necessary
( one pot of sadness, cooked )
What: a confused lovesick moron
When: just after Christmas
Where: a moping location of your char's convenience
Warnings: n/a, will update if necessary
( one pot of sadness, cooked )
T'is the season | Open
Dec. 20th, 2019 09:59 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Who: Anyone! Feel free to tag Peter or mingle around with each other.
What:It's A Magical Time of the Year, aka, Christmas Eve dinner.
When:December 24th.
Where:The Guardians' ship the Benatar (open), and Sigyn's garden (closed).
Warnings:Tacky Christmas sweaters.
EXTRA: Peter got some presents for certain people so here's a full list. If he can't give them in person, the chars will find the presents on their doorstep.

( Vol 1. | Closed to Gamora | Sigyn's Garden, early afternoon )
( Vol 2. | Open to all | The Benatar, afternoon - night )
What:It's A Magical Time of the Year, aka, Christmas Eve dinner.
When:December 24th.
Where:The Guardians' ship the Benatar (open), and Sigyn's garden (closed).
Warnings:Tacky Christmas sweaters.
EXTRA: Peter got some presents for certain people so here's a full list. If he can't give them in person, the chars will find the presents on their doorstep.

( Vol 1. | Closed to Gamora | Sigyn's Garden, early afternoon )
( Vol 2. | Open to all | The Benatar, afternoon - night )
INTRO LOG: AS COLD AS ICE
Dec. 8th, 2019 09:48 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Who: EVERYONE
What: our December intro log and the As Cold As Ice event
When: December 8-13
Where: Gladsheim Palace, the castle of the gods (and potentially elsewhere)
Warnings: cw: minor mentions of animal death and blood
( why can't we have nice things )

navigation.
What: our December intro log and the As Cold As Ice event
When: December 8-13
Where: Gladsheim Palace, the castle of the gods (and potentially elsewhere)
Warnings: cw: minor mentions of animal death and blood
( why can't we have nice things )
[ OOC NOTES: This is the December intro log for the As Cold As Ice event! Your characters will be trapped in the castle for the whole week, although there are options for being outside in the storm described on the event post as well. Please remember to submit gift requests on this thread by December 31 and quest maps on this thread by December 10. Please let us know if you have any questions, and enjoy! ]

navigation.
EVENT LOG: SHOULD YOU CHOOSE TO ACCEPT IT
Nov. 22nd, 2019 11:45 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Who: EVERYONE
What: the Should You Choose to Accept It event log
When: November 22
Where: EVERYWHERE
Warnings: N/A

The rain doesn't let up over the rest of the month, but something new seems to crawl out of the downpour all the same. As your character goes about their day, they might find a variety of small animals huddling in dry spaces or darting into buildings seeking heat. Cats, dogs, rabbits, mice and other such critters start appearing on November 22 and spreading throughout the city in various ways. You might find them running from one place to another, barking or nipping at someone's feet, or otherwise doing what animals might do when caught in heavy rain.
Beyond simply appearing, however, some of the animals seem to want something from you. Maybe they follow you around until you pay attention to them, or maybe they just lounge in one space waiting for someone to approach. Maybe you find them in a precarious situation or have to rescue them from somewhere. Regardless of how you stumble upon them, without speaking or otherwise telling you what they need, you suddenly realize you have a choice to make as you interact with them.
Will you accept their quest?
[ OOC NOTE: This is the event log for the Should You Choose to Accept It event! Little animals are popping up all over the city and getting caught in the rain. Will you help them? Or will you do something else for them? There's a "quest board" of guest NPCs requesting ridiculous cute things you can use as the prompts for this event, but you can feel free to come up with your own odd tasks as well. Enjoy, and please let us know if you have any questions! ]
What: the Should You Choose to Accept It event log
When: November 22
Where: EVERYWHERE
Warnings: N/A

The rain doesn't let up over the rest of the month, but something new seems to crawl out of the downpour all the same. As your character goes about their day, they might find a variety of small animals huddling in dry spaces or darting into buildings seeking heat. Cats, dogs, rabbits, mice and other such critters start appearing on November 22 and spreading throughout the city in various ways. You might find them running from one place to another, barking or nipping at someone's feet, or otherwise doing what animals might do when caught in heavy rain.
Beyond simply appearing, however, some of the animals seem to want something from you. Maybe they follow you around until you pay attention to them, or maybe they just lounge in one space waiting for someone to approach. Maybe you find them in a precarious situation or have to rescue them from somewhere. Regardless of how you stumble upon them, without speaking or otherwise telling you what they need, you suddenly realize you have a choice to make as you interact with them.
[ OOC NOTE: This is the event log for the Should You Choose to Accept It event! Little animals are popping up all over the city and getting caught in the rain. Will you help them? Or will you do something else for them? There's a "quest board" of guest NPCs requesting ridiculous cute things you can use as the prompts for this event, but you can feel free to come up with your own odd tasks as well. Enjoy, and please let us know if you have any questions! ]
EVENT LOG: HÆIÐRS-MINNI
Nov. 17th, 2019 11:11 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Who: EVERYONE
What: the Hæiðrs-Minni event log
When: November 16
Where: EVERYWHERE
Rating: PG-13; please take anything higher than this to a private log!
morning: the funeral 
The morning sun is lost behind clouds that pour in an endless rain, casting the city into a dark and gloomy shadow. The streets of Asgard are almost entirely empty, although hardly a soul can be found indoors either. Everyone is gathered instead at the riverbank on the castle grounds, where a series of boats are tethered along the short and gently tugging with the current. The native Asgardians place gifts, food, and personal belongings into the boats in memory of their lost loved ones.
Whether you've lost someone, were lost yourself, or carry some other loss within you, the natives invite you to place your own offerings in the boats to send off your sorrows together.
Several hours into the morning, once everyone has had their chance to fill the boats, Heimdall gives a short speech honoring those that fell in the recent battle as the boats are let loose down the river. Honir fires an arrow towards the last one to float away, and Odin lights it on fire as it soars overhead, the single arrow splitting into a wave of shooting stars that strike each boat dead center. The boats alight all at once, and even with the rain pouring overhead, they continue to burn as they float gently out of sight, carrying everyone's grief away with them.
all day: the dedication 
Throughout the rest of the day, many of Asgard's residents seem to buzz around Firar Samka, the cultural museum in Mimir's district. A new wing has been added to document Asgard's recent triumphs, but most especially to honor the unexpected stalwart allies of the kingdom: you, the Wanderers from other worlds. This display was added to memorialize the lengths you've gone to in the name of protecting and preserving life within the realm, the core purpose of Asgard in its entirety. You are heroes among gods and this exhibit seeks to portray that for all to see.
As you wander through the display, you might see childish drawings of familiar people fighting a massive dragon, or a large painted mural of solemn faces standing off against an army of ghoulish figures. Skadi can be found beside these, sometimes twisting them into eerie motion or placing a new piece somewhere along the halls.
Elsewhere, you can find Njord alone or accompanied by some human skalds as they sing or read poetry or even sometimes reenact part of the battles against the Red Death and the Army of the Dead. Your characters can watch or join, and they might even hear their own names mentioned among the reverence and song. This is the story of Asgard and the Wanderers conquering death, and you're right at the center of it.
evening: the feast 
To end the day on a high note, everyone is invited to Nādhirhöll in Tyr's district, where the entire banquet hall has been decked out in so many colors and leaves and lights that it might feel like walking into an overgrown forest tightly held in the grips of a sparkling autumn. With the growing success of the distilleries in Njord's district, vodka and ales are passed around freely alongside the mountains of food available on tables in every room. People dance and sing and lounge around the leaves with laughter and a joyful appreciation of life in the air.
If your character joins the party, they might notice themselves feeling more warm and relaxed over the course of the evening. They might have the unusual inclination to be more physically affectionate with people and vocally declare their appreciation to them. Deep in this glittering "forest," it is easy to feel lost in the warmth and comfort of good company and relative safety.
This party continues into the morning of the next day, something that many may not realize as deeply wrapped in an artificial forest as they may be. The effects of the curse fade as everyone stumbles their way out of Nādhirhöll, leaving a heavy blanket of strangely warm exhaustion behind. It's been a long and potentially emotional day, but the city seems to be brought together under a shared relief and a new tomorrow.
[ OOC NOTES: This is the event log for Hæiðrs-Minni! There are various goings-on throughout the day to acknowledge past strife and be grateful for a projected future. If you have any questions or need any help, please let us know on the mod contact page! ]
What: the Hæiðrs-Minni event log
When: November 16
Where: EVERYWHERE
Rating: PG-13; please take anything higher than this to a private log!

The morning sun is lost behind clouds that pour in an endless rain, casting the city into a dark and gloomy shadow. The streets of Asgard are almost entirely empty, although hardly a soul can be found indoors either. Everyone is gathered instead at the riverbank on the castle grounds, where a series of boats are tethered along the short and gently tugging with the current. The native Asgardians place gifts, food, and personal belongings into the boats in memory of their lost loved ones.
Whether you've lost someone, were lost yourself, or carry some other loss within you, the natives invite you to place your own offerings in the boats to send off your sorrows together.
Several hours into the morning, once everyone has had their chance to fill the boats, Heimdall gives a short speech honoring those that fell in the recent battle as the boats are let loose down the river. Honir fires an arrow towards the last one to float away, and Odin lights it on fire as it soars overhead, the single arrow splitting into a wave of shooting stars that strike each boat dead center. The boats alight all at once, and even with the rain pouring overhead, they continue to burn as they float gently out of sight, carrying everyone's grief away with them.

Throughout the rest of the day, many of Asgard's residents seem to buzz around Firar Samka, the cultural museum in Mimir's district. A new wing has been added to document Asgard's recent triumphs, but most especially to honor the unexpected stalwart allies of the kingdom: you, the Wanderers from other worlds. This display was added to memorialize the lengths you've gone to in the name of protecting and preserving life within the realm, the core purpose of Asgard in its entirety. You are heroes among gods and this exhibit seeks to portray that for all to see.
As you wander through the display, you might see childish drawings of familiar people fighting a massive dragon, or a large painted mural of solemn faces standing off against an army of ghoulish figures. Skadi can be found beside these, sometimes twisting them into eerie motion or placing a new piece somewhere along the halls.
Elsewhere, you can find Njord alone or accompanied by some human skalds as they sing or read poetry or even sometimes reenact part of the battles against the Red Death and the Army of the Dead. Your characters can watch or join, and they might even hear their own names mentioned among the reverence and song. This is the story of Asgard and the Wanderers conquering death, and you're right at the center of it.

To end the day on a high note, everyone is invited to Nādhirhöll in Tyr's district, where the entire banquet hall has been decked out in so many colors and leaves and lights that it might feel like walking into an overgrown forest tightly held in the grips of a sparkling autumn. With the growing success of the distilleries in Njord's district, vodka and ales are passed around freely alongside the mountains of food available on tables in every room. People dance and sing and lounge around the leaves with laughter and a joyful appreciation of life in the air.
If your character joins the party, they might notice themselves feeling more warm and relaxed over the course of the evening. They might have the unusual inclination to be more physically affectionate with people and vocally declare their appreciation to them. Deep in this glittering "forest," it is easy to feel lost in the warmth and comfort of good company and relative safety.
This party continues into the morning of the next day, something that many may not realize as deeply wrapped in an artificial forest as they may be. The effects of the curse fade as everyone stumbles their way out of Nādhirhöll, leaving a heavy blanket of strangely warm exhaustion behind. It's been a long and potentially emotional day, but the city seems to be brought together under a shared relief and a new tomorrow.
[ OOC NOTES: This is the event log for Hæiðrs-Minni! There are various goings-on throughout the day to acknowledge past strife and be grateful for a projected future. If you have any questions or need any help, please let us know on the mod contact page! ]
NEW LOCATION: ÁRÆÐI COLISEUM
Nov. 12th, 2019 10:55 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Who: ANYONE
What: the grand opening of the Áræði Coliseum
When: early November (pssh dates)
Where: Tyr's district
Rating: PG-13; please take anything higher than this to a private log!

Tyr volunteered himself to the task of creating a training facility for the Wanderers to explore the powers bestowed upon them by the gods. For the God of Courage and Diplomacy, however, there is far more to such a concept than the simple notion of magic. Today, he unveils the newest attraction in his district: the Áræði Coliseum, where mortals can come to test their mettle in a wide variety of fields.
In Leikrúnhöll, you can find a large facility of smooth, clean surfaces and user-friendly controls to be able to build the right environment to practice your magic safely in. Indestructible targets, magic- or sound-proof rooms, or any other equipment you might need is available by request.
In the Karasuno Courts, you'll find every field or court necessary to play many of Earth's most popular sports, including but by no means limited to football, soccer, basketball, volleyball, swimming, tennis, and whatever else you can think of! The necessary equipment is available and a healthy number of Asgardian natives are plenty interested in learning the rules.
But because that's not enough, not by a long shot, the rest of the Áræði Coliseum is filled with a vast assortment of bizarre challenges and gravity defying sports. There's even these strange, empty holes that many people seem to cautiously avoid for fear of whatever they may do. Whatever fun, weird, and potentially dangerous challenge you can think of can likely be found in the coliseum in some fashion. American Ninja Warrior courses? You betcha. Go wild with this one.
Tyr built this place to be fun yet challenging, strenuous but exciting, and most importantly: the more people there together, the better it is. Invite your friends to a race through an inflatable obstacle course or team up to show them who's really the best at badminton. Enjoy yourselves!
[ OOC NOTE: This is the grand opening of the Áræði Coliseum, a new location in Tyr's district that will be available for use from this point forward! We have a bunch of other new locations being added all the time, so please do let us know if you have any questions or ideas!
And as a side note, we have an IC Q&A about the god powers happening here and an OOC Q&A about the god powers happening here if you need any help or have any question! ]
What: the grand opening of the Áræði Coliseum
When: early November (pssh dates)
Where: Tyr's district
Rating: PG-13; please take anything higher than this to a private log!

Tyr volunteered himself to the task of creating a training facility for the Wanderers to explore the powers bestowed upon them by the gods. For the God of Courage and Diplomacy, however, there is far more to such a concept than the simple notion of magic. Today, he unveils the newest attraction in his district: the Áræði Coliseum, where mortals can come to test their mettle in a wide variety of fields.
In Leikrúnhöll, you can find a large facility of smooth, clean surfaces and user-friendly controls to be able to build the right environment to practice your magic safely in. Indestructible targets, magic- or sound-proof rooms, or any other equipment you might need is available by request.
In the Karasuno Courts, you'll find every field or court necessary to play many of Earth's most popular sports, including but by no means limited to football, soccer, basketball, volleyball, swimming, tennis, and whatever else you can think of! The necessary equipment is available and a healthy number of Asgardian natives are plenty interested in learning the rules.
But because that's not enough, not by a long shot, the rest of the Áræði Coliseum is filled with a vast assortment of bizarre challenges and gravity defying sports. There's even these strange, empty holes that many people seem to cautiously avoid for fear of whatever they may do. Whatever fun, weird, and potentially dangerous challenge you can think of can likely be found in the coliseum in some fashion. American Ninja Warrior courses? You betcha. Go wild with this one.
Tyr built this place to be fun yet challenging, strenuous but exciting, and most importantly: the more people there together, the better it is. Invite your friends to a race through an inflatable obstacle course or team up to show them who's really the best at badminton. Enjoy yourselves!
[ OOC NOTE: This is the grand opening of the Áræði Coliseum, a new location in Tyr's district that will be available for use from this point forward! We have a bunch of other new locations being added all the time, so please do let us know if you have any questions or ideas!
And as a side note, we have an IC Q&A about the god powers happening here and an OOC Q&A about the god powers happening here if you need any help or have any question! ]
[ Post Zombie event - Open post]
Nov. 1st, 2019 11:55 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Who: Peter & anyone
What: Making a pyre to mourn and honor those who died during the battle against the White Walkers and wights.
When: Afternoon/night.
Where: Skadi's park (Sorry, Skadi)
Rating: Pg..?How do American rating works Possible mentions of zombies/death/murder/unpleasant zombies things.
( Oh, misty eye of the mountain below, keep careful watch of my brothers' souls )
What: Making a pyre to mourn and honor those who died during the battle against the White Walkers and wights.
When: Afternoon/night.
Where: Skadi's park (Sorry, Skadi)
Rating: Pg..?
( Oh, misty eye of the mountain below, keep careful watch of my brothers' souls )
(Open) Someone Help This Man
Oct. 26th, 2019 12:24 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Who: Lan Wangji and Anyone/Everyone
What: In the aftermath of the fight, Lan Wangji is starting work on the rice paddy he's gotten permission to build. Also he has zero experience with farming or manual labor and hates being dirty. Please come stare, help, mock, whatever....
When: From the 26th to whenever
Where: Piece of land along the river in Odin District.
Rating: PG for...farming and hilarity.
( Read more... )
What: In the aftermath of the fight, Lan Wangji is starting work on the rice paddy he's gotten permission to build. Also he has zero experience with farming or manual labor and hates being dirty. Please come stare, help, mock, whatever....
When: From the 26th to whenever
Where: Piece of land along the river in Odin District.
Rating: PG for...farming and hilarity.
( Read more... )
EVENT LOG: WINTER IS COMING
Oct. 20th, 2019 06:37 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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 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 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 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 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!!]
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.
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.
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.

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.
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!!]
Closed - Lan Wangji and Wei Wuxian
Oct. 13th, 2019 06:47 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Who: Lan Wangji and Wei Wuxian
What: Lan Wangji brings treats from home...
When: The night of the war announcement
Where: a random rooftop
Rating: PG-13 for boozing
( Read more... )
What: Lan Wangji brings treats from home...
When: The night of the war announcement
Where: a random rooftop
Rating: PG-13 for boozing
( Read more... )
EVENT LOG: DON'T SAY IT, DON'T SAY IT
Oct. 8th, 2019 12:22 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Who: EVERYONE
What: October's intro log and event, Don't Say It, Don't Say It
When: October 8
Where: EVERYWHERE
Rating: PG-13; please take anything higher than this to a private log!
Before the sun is even properly rising, Asgard is a city in motion. The news spreads slowly but those that hear it act quickly, and by the time most people are beginning to wake up, the other half of the city is already running around from one task to the next. It seems like everyone is doing their best to make themselves useful in whatever way they can, from the youngest to the oldest in the city.
Asgard is going to war. And the entire city, even those not joining the fighting, is seems to be going with it with it.

( there goes our nice quiet neighborhood )
[ OOC NOTES: This is the October intro log and event log for Don't Say It, Don't Say It! Please remember to continue plotting with each other on the event post, as we will be using your comments to scale a measure of success in terms of how many human natives you manage to save from the Army of the Dead. There are still some volunteer positions open as well: Honir's Expedition is still looking for more members, groups are still forming to take down the White Walkers, and we will be rolling for who kills the Night King on October 18. Let us know if you have any questions, and enjoy! ]
What: October's intro log and event, Don't Say It, Don't Say It
When: October 8
Where: EVERYWHERE
Rating: PG-13; please take anything higher than this to a private log!
Before the sun is even properly rising, Asgard is a city in motion. The news spreads slowly but those that hear it act quickly, and by the time most people are beginning to wake up, the other half of the city is already running around from one task to the next. It seems like everyone is doing their best to make themselves useful in whatever way they can, from the youngest to the oldest in the city.
Asgard is going to war. And the entire city, even those not joining the fighting, is seems to be going with it with it.

( there goes our nice quiet neighborhood )
[ OOC NOTES: This is the October intro log and event log for Don't Say It, Don't Say It! Please remember to continue plotting with each other on the event post, as we will be using your comments to scale a measure of success in terms of how many human natives you manage to save from the Army of the Dead. There are still some volunteer positions open as well: Honir's Expedition is still looking for more members, groups are still forming to take down the White Walkers, and we will be rolling for who kills the Night King on October 18. Let us know if you have any questions, and enjoy! ]