machinamentum: (( ☠ ) » with a poison arrow)
[personal profile] machinamentum
Who: Gaige & YOU
What: Gaige is still pissed as hell about Rhys, and isn't taking it super great.
When: Over the christmas cheer.
Where: Honir quarters, and just out on random streets.
Warnings: Gaige, as ever, is a shitty teenager from a murder planet and doesn't know what to do with herself so she's taking it out on snowmen she builds.

happy mercenary day )
asgardsheart: (Default)
[personal profile] asgardsheart
Who: anyone!
What: xmas curses 4 everyone
When: December 25th - December 31st
Where: Outside all Godhause temples.
Warnings: Please tag any appropriate threads!
Notes: Please see this post for more details!

( To say that the snowstorm dampened Sigyn's spirits would be an understatement, negative emotion compounded by her impatience and impulse in reacting to it. What's done is done, however, and she hasn't ever made sitting in thoughts of the past a habit. The present and future hold much more importance, which begs the question: what can she do to make today as good a day as it can be? What adventure can she set forth for others in order to truly amplify her spirits and rejuvenate her confidence in who she is -- more aptly, who she would like to be?

The idea that springs forth requires quite a bit of magic and some quick decision-making, but once she completes one project, the next seem to roll out much more easily. She'd discovered something interesting about some Wanderers: this holiday tradition they have of decorating and merriment. She's not solidly aware of the details, which make explain the wild magic that seeps accidentally into each thing she creates.

What are they exactly? Large trees -- some more...well, trees, than others; attached are baubles and gifts that she thinks fall in line with the spirit of what this day is supposed to be (as far as she knows). )


curse descriptions.

ODIN
( Outside Raven's Garðr now stands a 20 foot tall lemon tree. The scent of it is very pungent, magically so, but perhaps that's to be expected from the sheer volume of lemons hanging from its boughs. While some are real lemons, others are clear and shining, made of a yellow quartz that only makes the limbs bend lower. Interspersed are Wanderer ornaments, that when picked will contain yellow marigolds. )

CURSE: Interacting with this tree will immediately leave an unbearable taste of lemon in your mouth. Not just the flavor, but the sour feeling as well. No matter what you eat or how many times you scrape at your tongue, the sour feeling of the fruit refuses to leave.


NJORD
( Instead of being a traditional tree, the offering left outside of Finnalaun is basically nothing more than a 4 foot wide log sticking out of the ground and extending upwards of 40 feet into the sky. With no branches, the adornments are inserted into hollowed out holes in the side of the "tree," covered with sliding slats that can move up to reveal what's inside. In those without Wanderer ornaments, filled with blue hydrangeas upon being plucked, exist blue orbs that feel solid to the touch but that have no obvious permanence. When their doors are opened, the orbs are quick to try and float away into the air, so they must be caught quickly! )

CURSE: Anything you say is rhythmic, perhaps even in a melody or rhythm that you aren’t familiar with. The more you talk, the more theatrical and loud your conversations become.


SKADI
( Steina Lysa's Wanderer ornaments will be filled with large canna lily's, with other decorative baubles adoring the tree. These are spiked, but hollow and contain a wispy coloured smoke that changes based on the person whose possession it's currently in; on the tree, they remain a dazzling orange until removed. Perhaps the most remarkable thing about this holiday setup, though, is Skadi's tree type. Instead of being something natural, it's been pulled directly from a child's drawing; a physical manifestation of juvenile art in 3D, large black lines included. )

CURSE: Your whole body changes shade based on your current emotion; you’re basically a human mood ring. This curse lasts one day.


SIGYN
( Sigyn has saved the more traditional looking tree for herself, and thus Teitr Morginn gets a large fir, typical and basically bland in every way -- except. Instead of traditional ornaments (though her Wanderer ornaments are still there, containing large sprigs of holly when taken), this fir tree is covered in orbs of corn. They can be cooked and eaten, but otherwise are eternal and impossible to damage. As an aside, there's also the smell of fresh baked cake emanating from the tree, mysteriously. )

CURSE: Every half hour you're awake, you randomly blurt out one random fact about yourself or a true feeling that you hold.


TYR
( Fagna Heima receives a smaller version of an angel oak tree. Wanderer ornaments (filled with poinsettias) hang from wreathes places around thinner branches. These wreathes are made from shocking red flames, though they contain no heat. They can be removed from the tree if you're patient enough to walk them forward to the ends of the winding branches they hang from. )

CURSE: Your throat immediately feels hoarse, and you lose the ability to speak. Communication is still possible via the network, but any attempt to talk physically damages your throat (may require healing if many attempts are made).


HEIMDALL
( A large mushroom-like tree stands outside of Hlíf Drengr, and it spins quickly despite its roots being housed comfortably in the ground. Hanging from the clustered branches are various long objects, or collections of long objects: paper clip chains, popcorn strings, jump ropes, belts so long they'd basically be impossible to be worn. The important magical item is a strand of holiday lights made from an unbelievably strong vine, blinking lights made with an incredibly glistening rock material. They blink and change colour periodically, from soft pastels to more vibrant holiday colours. All swinging tendrils operate as if they have a mind of their own, though they don't act maliciously. Attached to the end of some swinging strands are the Wanderer ornaments, containing ranunculus when removed. )

CURSE: Once you're out of reach of the tree, all objects touched by your hands for one day immediately fall to ash OR explode into flower petals (of your choice). Humans, plants and magical objects are exempt.


MIMIR
( Taka Ráðs' tree, at a distance, appears to be a typical cherry blossom tree. Upon further inspection, one will notice that instead of flower petals, the blossoms on this tree are made up of hundreds of small spheres, floating around the tree without any sort of attachment. Occasionally, the small spheres detach and burst upon coming into contact with the ground, or perhaps even you!, leaving a cloud of pink haze and strong cherry scent. Tied to smaller branches are small purses, made with shimmering fabric. Inside are small chocolates, though whether or not they taste good is a roulette game. Some may be sweet, with a few that are indescribably decadent. Others may taste like something much more unsavory -- from sweaty socks, to dumpster sludge. Wanderer ornaments on this tree are filled with clematis flowers when retrieved. )

CURSE: You forget everything about one other Wanderer (OOC choice) for one day (feel free to pick an acquaintance CR to escape something too traumatic or just play something awkward).


HONIR
( The tree outside of Flakkaheim is a medium-sized wisteria, though the tendrils strobe and blink, especially in the light of the setting sun when the whole tree is illuminated in a purple glow. The ambient lighting is accompanied by melodic tinkling and clinking, made possible by the ornate pens attached to the ends of the wisteria strands, gradating to a crystal clear, icicle point. They offer a much clunkier noise when they bang against the Wanderer ornaments, which bloom into a china aster when plucked. )

CURSE: Your touch leaves a glowing imprint, and can include objects, the ground, even people. Clothes/shoes do not mitigate this. Lasts for one day.


FRIGG
( In Frigg, Báðum Hǫndum has received a large tree that would otherwise look like any other that could be found in Asgard. The distinctive feature of this tree is that the outer branches are wrapped in a protective, thick shroud of spider silk, though the originating bugs are mysteriously missing. The silk is very fibrous, not easily broken though simple to move. Once you breach the wrapping, you'll find an ecosystem of movement flitting about. Small green butterflies blend in with the bright leaves, moving and flying about in between the Wanderer ornaments, which will bloom with white lotus flowers once retrieved. When touched, the butterflies freeze and fall, transforming into bejewelled pins. )

CURSE: Your hands shrink to a fourth of their typical size. Otherwise, they’re fully functional.
asgardmods: (FAITH ❧ listless king)
[personal profile] asgardmods
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 )
[ 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.
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!!]
asgardmods: (FAITH ❧ listless king)
[personal profile] asgardmods
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! ]
asgardmods: (FAITH ❧ listless king)
[personal profile] asgardmods
Who: EVERYONE
What: the Oh, the Cows in the Meadow event
When: September 10 - 15
Where: all over Asgard!
Rating: PG-13; please take anything higher than that to a private log!



this is why we can't have nice things )

[ OOC NOTE: This is the mingle log for the Oh, the Cows in the Meadow event! Chickens, cows, and pigs will be available from this point onward in the game for their various animal products, although the natives could certainly use some help figuring out how to go about that business. As stated, there will be a network post to discuss whether or not the gods should allow the natives to continue their delightful animal sacrifices on September 14. We will be reading the comments on that post to determine how the event concludes. If you want your character to have input on this matter, please make sure to respond to the post! We will give it the good ol' mod bump when the time comes, so keep an eye out on plurk or discord. As always, let us know if you have any questions! ]


navigation.
unprays: (vqxZ)
[personal profile] unprays
Who: sansa stark and you
What: self-defense learning and animal things
When: during skadi's event and after
Where: heimdall district + around
Rating: general?? usual got warnings apply ig

i assume the worst )

( ooc note: i had to take an emergency hiatus for life reasons, hence why i've been gone for the past two-ish weeks, but now i'm back! sorry everyone who i left hanging in the intro log, i am more than happy to either continue those threads, handwave what happened in them, or just start anew here. c: )
channellings: (☂ helpful)
[personal profile] channellings
Who: klaus hargreeves ([personal profile] channellings), lalli hotakainen ([personal profile] skittering), emil västerström ([personal profile] enflame)
What: WE'RE GOING ON AN ADVENTURE (aka: forest scouting trip)
When: backdated to day sixty-seven on asgard (august 15th)
Where: on the city outskirts and in the forest, closer to the denser flora populations
Rating: pg for brief mentions of drugs and klaus's mouth? will update as necessary

from decimated dreams )
asgardsartist: (001.)
[personal profile] asgardsartist
Who: anyone!
What: skadi's curse is turning folks into a variety of creatures. mayhem likely ensues
When: 17th - 20th
Where: anywhere, but extra in skadi's district
Notes: see THIS INFO-POST for deets. also, my deepest apologies for the lateness of this log - something moderately urgent came up and ate my log-writing time.

log within )
scowlish: (sisu)
[personal profile] scowlish
Who: Onni; semi-open (to anyone who might lurk in Heimdall specifically)
What: Catch-all for Onni working on the SSSS cast house, and generally defragging from the coin event.
When: August.
Where: The SSSS cast house, Heimdallhaus, wherever else!
Rating: Probably G? PG maybe for possibly discussion of canon-typical grossness.

before i cram it down my throat )
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: (FAITH ❧ listless king)
[personal profile] asgardmods
Who: Our NEW CHARACTERS and ANYONE that wants to come up to the castle for lunch
What: the Third Time's a Charm mini-event to introduce our new characters
When: evening of July 5 (optional), afternoon of July 6
Where: in the stables or the library with the wrench at night, Gladsheim Palace in the morning
Rating: PG-13ish for gore, please take anything above that to a private log!

late night horror
content warning: gore, death

Late into the night, far after the sun has set and many have gone home for the night, anyone staying late in Skjóta Oddr in Honir's district or Fregnahöll in Odin's district will be met with a very strange, rather disturbing sight. Within a matter of seconds, a complete stranger (or someone terribly, horribly familiar) appears out of thin air, Honir appears less than a hearbeat later, and after a series of violent mess, bright light, and dawning horror, every drop of the interaction disappears from sight. You are left there standing alone - or perhaps in the company of other equally confused and vaguely mortified witnesses.




afternoon delight
The next morning is bright and sunny, with a few wispy clouds playfully dotting the sky. It's comfortably warm and the natives are in good spirits, excitedly talking about some "new Wanderers" and eagerly inviting everyone to join the gods for lunch up at Gladsheim Palace. The main courtyard has a number of tables with white clothes and comfortable chairs seated in a circle around them, seemingly unassigned and free to claim at will. Natives bustle around offering tea, sandwiches, and sweets to anyone that would like some.

The gods are seated at their own tables, some looking a little more weary than others, but they are all otherwise pleasant and welcoming enough. This is just a casual lunch to welcome new Wanderers. That's all. But if anyone has any... questions, or concerns, the gods are available. Do enjoy the cakes.


[ OOC NOTE: this is our mini-intro log for July! You can find the details of the Third Time's a Charm event here, but anyone is free to come to the castle for lunch whether they witnessed the new Wanderers' arrival, want to greet their new compatriots, or just want some free food. Let us know if you have any questions! ]
asgardmods: (Default)
[personal profile] asgardmods
[ to make the tags visible because DW smh ]
skittering: (kiiluvat silmät.)
[personal profile] skittering
Who: everyone who wants to climb down a hole
What: climb down the hole the dragon came out from! get in trouble! be happy and/or miserable for reasons outside of your control! (see this plotting post for an actual helpful answer)
When: day 15 (june 23rd) through whenever they come back out
Where: a rather sizable hole and the wiggity cave it leads to
Rating: any number of ratings tbh, please warn for troubling content in your subject lines!

this is a catch-all post for all things pertaining to locating the hole, combating the jungle to reach the hole, climbing down the hole, exploring the cave, hallucinating within the cave, rescuing others from the cave, and bringing the gods to the cave, as well as postulating about the hole, considering the hole over tea, or dying on the way to or through the hole and/or cave.
asgardmods: (KIER ❧ distant vision)
[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 overflow intro log for the month of June! Feel free to use this post to your heart's content to avoid that captcha, and please let us know if there's anything we can help with over on the mod contact page! ]
asgardmods: (Default)
[personal profile] asgardmods
Who: EVERYONE
What: the second part of A Dangerous Deluge-ion
When: June 22
Where: both inside Asgard, and in the wilderness surrounding the city
Rating: G - PG-13, please take anything else to a private log!

come fight me bro )
[ OOC NOTE: Okay, friends! Here is our last part of the A Dangerous Deluge-ion event! This one was written around what kind of discussion happened on the event post, and there are a few things of note:
  • Many of you contributed medical aid and supply efforts, which means you successfully managed to get most everyone to safety, or were able to treat enough wounds to prevent significant loss of life.
  • A handful of you contributed some tactical advice, which enabled you to get some key shots in on a few of the dragon's weak spots. However, only a couple of you discussed how to damage the wings, and no one mentioned keeping it grounded, which allowed the dragon to reach the city very briefly.
  • Most of you contributed combat efforts, which resulted in a sizable amount of damage in the initial fray that prevented it from flying straight into the city to obliterate it. Between Hiccup's insight, those of you that provided some on-the-ground battle tactics, and the sheer number of you that jumped into the fight, you were successful in ultimately bringing the Red Death to its demise.
  • I rolled a RNG to see which district in the city was affected by the fire breath, and it landed on Njord. Many of his natives' houses have been destroyed, along with Skipta Mál, the only restaurant in Asgard that happened to be storing all of the alcohol that existed within the city. :')
This was a tough fight! The Red Death is no empty threat, and its immense size/defensive capabilities meant this was going to be difficult to defeat without any damage/casualties, especially given that you are all canon power nerfed and starting at first level. You did some awesome plotting on the post though, and it was really fun getting to see what kind of ideas everyone brought to the table!

I tried to keep NPC involvement to a minimum so that the success/failure of this event leaned more heavily on PC contributions, but please let me know if you think they should be more actively involved or if they could take a further step backwards. It's hard to balance the power dynamic of this when there are a lot of things the gods are capable of - and a lot of things they might have been capable of before building Asgard, but can no longer do - that the PCs just can't really keep up with. But this game is about you, not us, so my goal is to write more of your story than And Then the Gods Save the Day. This was our very first plot event, so your feedback will help me determine how to run events like these in the future! Please don't hesitate to hit me up with your thoughts, either on the mod contact page or on discord!

As for the Mystery Hole, there will be a separate log for the excursion through the ruined landscape of Asgard's territory to reach it on another day. For now, it's inaccessible due to the wild tenacity of the flora, which has swelled with the amount of life magic that was dispersed in this fight. Y'all are gonna get to fight some weird jungle shit to get down there, it'll be fun.

Thank you so much, everyone! Welcome to Asgard, I hope you enjoyed immediately destroying it thx Hiccup. ]
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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