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- ! event log,
- ace attorney: ryunosuke naruhodo,
- adventure time: finn mertens,
- fear street: ziggy berman,
- grishaverse: the darkling,
- gundam seed/destiny: yzak jule,
- pacific rim: newton geiszler,
- red vs blue: felix,
- star wars: cassian andor,
- the old guard: andromache,
- wheel of time: rand al'thor,
- yakuza: zhao tianyou
MISSION: THE DIE IS CAST, PART 2
● ● ● M I S S I O N 1 1 . 2

Dawn breaks over the court in grey skies, clouds drooping sadly over the horizon, as Finn (and whoever he has managed to get to train with him that day) arrives at the Knights’ Guild… and meets the beaming face of Jun Shortaxe. It is clear that the depressing weather is not dampening his spirits.

His voice booms brightly over the Guild’s courtyard, but he seems to think better of the volume as his next words are quieter, only for the Orbers to hear.

And indeed, when the next day comes with the sun finally peeking out behind the veil of clouds, it is not only Jun waiting for the Orbers but also Alena Ironspear, decked in full armour, and the Great Mulgrowe, hooded and deep in conversation with a bird.
When it seems that all Orbers are present, Jun urges his horse forward and raises his hand in greeting.

Next to him, Alena nods.

The Great Mulgrowe nods below his hood, eyes slowly opening. He pulls back the fabric to reveal the scaled countenance of a dragonborn druid.

MULGROWE
When next Jun speaks, it is with a gravitas that he seemed to lack before.



Hopefully you were ready to leave at once, as the former members of the Songbird Brigade don’t wait for long — it is within the next few moments that the group is split up into three, with each party heading off to their separate directions.

After some quick decisions on who to go with, and some even quicker good-byes, the groups are all ready to go — and so, with Jun, Alena, and the Great Mulgrowe wishing each other good luck, they each take their newly-formed party and get ready to travel: Jun by the roads, the Great Mulgrowe out in the wilderness, and Alena with the aid of Rahiel’s temples and teleportation.
1.0 Those following Jun Shortaxe will find that the roads that lead from Alydhion to South Naelor are well maintained, so whether you are on horseback or have chosen to put your feet to good use by walking, there won’t be too many rocks in your shoe by the end of the day. As you travel, you may hear Jun humming to himself, in a tone that’s actually not bad:
Follow the road
Rich or poor,
Your troubles unload
The path will take you
Stronger it will make you
The adventure that awaits!
So close the door,
Follow the road
Rich or poor,
Sing with me this ode
To whatever the fates
have in store for you!
The tone of the travelling song is catchy, and perhaps you'll want to join in (and learn another song that the illustrious commander of the Ximilia has composed).
As the road is long and darkness falls quickly in the evening, you are required to make camp — so find a good spot on the side of the road, set up your campfire, and spread your bedding around… or, if you’re not a fan of staying under the open sky and watching the stars, you can always try and find a thicket of trees to stay under, or a cave where you’ll be safe from any sudden downpours.
2.0 The journey through the Forests of Gha’har throws you into the middle of wilderness, away from the comfort of roads: instead, the Great Mulgrowe will lead his group through thick bushes, over fallen tree trunks, and under the canopies of the tall, old trees of the forest whose presence seems almost oppressive. There are moments when you may look around and feel as if everyone around you has disappeared; moments when the trees rustle above you with a quiet, menacing sound… only for it to be broken by the trill of a bird, or perhaps a druid friend among your party, settling the trees once more.
Eventually, you will hear it: the unmistakable sound of water. From behind the trees, you see the river gleaming in the sunlight like a silver snake, twisting this way and that as it flows towards Naelori Lake. This means that you have finally made it out of the Forests, and traveling by the riverside is a nice change in scenery… at least until you’re required to cross the river in order to make it to South Naelor. Well — better be ready to get your feet wet, or figure out an alternate way of crossing the river with dry shoes!
3.0 Whereas Jun and the Great Mulgrowe lead their respective groups immediately towards South Naelor, Alena takes hers back to Harsby; the reason for that becomes apparent when right outside the borough, a beautiful temple surrounded by flowering vines comes into view. It is the temple of Rahiel, and Alena explains to the group that she is only able to teleport so many people from one temple to another — and the one closest to the ruins of South Naelor lies at the mouth the Gulf of Ifyln.
It is almost as soon as everyone has stepped inside the temple, its walls decorated with paintings of the Seven Sisters, that Alena claps her hands together and a golden light envelopes you… and the next moment, you smell the sea air, and feel the cool breeze blowing your hair. When you open your eyes, feeling a little disoriented, you see the steep cliffs that line the coast from the open temple.
The cliffs don’t persist for long, though, and Alena quickly leads the group to the shore, where a small ship awaits them: just large enough to fit all of them below deck, you best hope you’ve got those among you who know how to raise the sails and steer the ship through the tides… and lower the anchor when it’s time to stop for the night. At least you’ll have a cosy rest in the ship’s cabins, or on the deck watching the stars.
However, don’t get too attached to your little ship: soon enough the river becomes too shallow, requiring you to make the rest of the way on foot.

However, the journey to S. Naelor isn’t without its challenges. The skies above might seem to darken one day, the heavy clouds splitting at their seams to let out a torrential downpour. You and your group might also stumble into the wrong place at the wrong time, not uncommon for many parties that travel through (and across) the boroughs. Whether by foot or on horseback, it would be wise to keep your senses alert and your weapon close. A battle of some nature is never too far away.
4.0 Past the crest of gently rolling hills you might hear the sudden rapid stomping of hooves against dirt as a party of bandit orcs on horseback appear, their shrill cries meant to scare and alarm you. Seek a place for cover or meet them with full force, weapons at the ready — if you’re traveling with Jun Shortaxe, he won’t be far behind, expression steeled into one of strength and determination. Within the thick, lush foliage of the Forests of Gha’har, if you’re traveling with the Great Mulgrowe, you may encounter winged bat-like creatures in the trees that squawk and cry as they fly out to attack you. Mind their sharp claws and sharper teeth — and anyone with the ability to communicate with creatures might want to utilize their skills to placate the flurry. Finally, steering the small ship on the river past Rahiel’s temple may seem quiet at first, but past the temple’s walls and emerging from the Gulf of Ifyln, winged kelpies appear to have caught wind of your group’s presence. Alena Ironspear will fearlessly lead the charge but she’ll need your help to keep the winged kelpies at bay and continue your journey northwards to Fort Gorlouch.
5.0 Along the way, whether through grassy plains and grey skies, the darkness of trees and thick foliage, or the sandy coast and the salty ocean waters, some of your party will experience some obstacles and immunities specific to their chosen race and form. Unnatural phenomena and sudden spots of darkness and flame appear to pop up like a presence following close behind.
If you suddenly become shrouded in a strange, thick fog, you’ll hear haunting voices and see visions of malevolent creatures all around you. You might try and swing your weapon forward as the voices command you to defeat every last creature trying to crowd in on you — but only your human party members will see what you can’t and will need to snap you out of the presence currently trying to control your mind, persuading you to attack your own friends and fellow crew.
While there is no shortage of dangers to be found no matter what path you travel, it might seem that there is something intentionally challenging your journey through South Naelor. While it is easy enough to take up your weapon against a stray bandit or wild creature (to some degree, anyway), it is much harder to cast off an avalanche of boulders from the nearby cliff edges, or to catch a fallen tree trunk that aims to block you and your path. Call on the orc-kind in your party to help, as their superior strength will allow them to swat boulders away like flies, or catch heavy tree trunks in mid-fall.
Some of you might find when you try to start a campfire, either during the day or the evening, for warmth or for cooking, that the flames might appear to grow hotter and larger than usual. Keep the fire going for too long and you’ll be (un)pleasantly surprised by the sudden voracious appetite the flame has for the measly kindle you have collected. It spreads and seems to grow into a predatory form that can only be challenged by those with an immunity to fire. Your tiefling companions will be able to tame and put out the fire before it does any more damage than singe your bedroll and turn your dinner to charcoal.
In the evening when the last of the daylight has disappeared past the horizon, the darkness may feel thicker, even blacker. For most of you it will seem difficult, almost impossible to see; you won’t even be able to see your hands before you. Only the dwarves in your group, possessing dark vision, will be able to decipher your surroundings and guide you to a safe place to wait out the darkness before it passes. (And thankfully, like a passing shadow, it won’t last for too long.)
Even your Brigade leaders appear to be having difficulty at moments. It will be more important than ever to chip in when you can and keep your fellow team members afloat as you trek through this perilous part of the journey towards the fortress. But one thing is clear at least: you’re getting closer.
6.0 It isn’t difficult to guess that the path to South Naelor is one less traveled — the dirt road is crude and beaten down by wagon wheels, hoof-prints, and feet but there isn’t much else around for miles. Aside from the random attacks from bandits and hungry creatures, and the strange happenings, there are also the natural elements to contend with.
Windstorms, rainstorms, and the changes in temperature (generally warmer in the day, cooler during evenings) are common in this part of the land being situated between the ocean waters and too far away from the shelter of Ffuren and the Jolnora Peaks. The plains experience heavy monsoons of rain at times, and with trees so far and few between it can get cold in the nights. The tides can rise, taking in a large part of the beach by the coastline, making it too easy to be swept into the water if one is not careful enough. Rain isn’t uncommon in the Forests of Gha’har either, and may require brief moments of shelter under the large leaves of the trees to escape getting soaked. The best thing to do during these moments is to find a cave or shelter of some sort and wait it out, catch up on some sleep, or once again go over your plans for when you arrive at Fort Gorlouch.

They say that it’s more about the journey than the destination, but sometimes it really is a relief to arrive where you want to be. The gates to South Naelor appear on the horizon in the form of long stone ramparts and large towers. Only ... these gates appear to be in serious need of repair, the walls partially broken, chunks of stone missing, and wooden posts hacked in half, leaving crude sharpened points directed at the sky. S. Naelor appears to be a court that had once seen better and brighter days, and it isn't hard to think that the court of Alydhion itself might one day see a future like this one. It is unclear whether this once majestic court had always been in decline or if this is a more recent event. Whatever the case may be, there’s only one way to find out … it’s time to ride forward.
7.0 The travels might begin to feel like they’re taking a toll on you but you and your party finally arrive — and in mostly good spirits, too. South Naelor as it stands feels nothing like the court of Alydhion, which seems so vibrant and alive by comparison. If anything, it is a court now mostly in ruin, an artifact in the history of this world. Over the centuries, nature has reclaimed some of the built structures, and rivers have carved wide canals through the land, connecting to the Gulf of Ifyln. Without needing to be told by your former Songbird Brigade leader, you might already begin to feel the prickle of goosebumps along your skin, or the hair rise at the back of your neck. It’s that sensation of expecting something dangerous that will keep you alert as the three groups converge just before Fort Gorlouch. The Great Mulgrowe bows his head in Alena and Jun’s direction, and Jun nods, opening his mouth as though to address the crew at large.
But just before he can speak, deep and guttural growls fill the quiet air from somewhere within the old fortress walls followed by the sudden blinking of bright light as though there are doors opening and closing to let these unwanted guests through. Claws frantically click and scratch against stone as the lanky greyish-white furred creatures, long-limbed and snarling with venomous teeth, rush out to meet the teams.
Alena’s eyes widen as she swears under her breath.

One of the patchy-furred beasts rises on its hind legs atop one of the half-battered ramparts and howls into the sky, commanding all of its brethren. One does not need to be a druid to understand their message: they mean to attack, and they mean to kill you.

MULGROWE
Next to the Great Mulgrowe, Jun squares his shoulders, a determined look in his eyes.

As if in response to these words, without hesitation, Alena seems to compose herself as though falling back into the old habits of their former party. She turns towards the Orbers, gripping her sword tightly in her hand.

The moment Jun hangs back to stand his ground, the Dremnin start to crowd forward, followed by all other manner of beast: some recognizable, and others that are unfamiliar, like a new kind of beast this world hasn’t seen. You’ll have to fight your way through some of these beasts to keep moving forward in search of the heirloom as Jun takes care of the brunt of it from behind.
F Y I
• If you have questions about any of the prompts or the mission in general, please direct them HERE.
• A voting post regarding the conclusion will go up on February 10.
• And finally, your soundtrack for this log: ♪ ♪ ♪
no subject
He stares for a moment, transfixed, but just a moment. The puzzle pieces click into place quickly and Finn isn't in any mood to waste the distraction Rand clearly spent nearly the last of his energy granting them.
Rounding Rand, he grabs him under the arms and starts to drag. He was heavy, but Finn lived a life carrying swords nearly the same size as him. Together, they move quickly, towards the nearby outcropping of trees. Thankfully they were near the edge of the field -- an archer's range -- and the forest provided natural cover from the dremnin. By the time the spell itself faded and the electricity cleared from the beasts vision, Finn and Rand could only be tracked by a depression in the grass.
There was no shortage of targets and the two of them were proving to be more irritating than they were worth. At least, that's what Finn was counting on as he finally slows to a stop, gasping for breath as he knelt down beside Rand. His eyes shine with worry -- their retreat hadn't exactly been smooth, nor bump-free.]
Rand! [He repeats, shouting as much as he was whispering.] No more magic, dude, you gotta save your strength. Did they bite you?
[Finn's voice cracks as he asks, laced with the youthful fear he felt gripping his heart. He'd heard what The Great Mulgrowe said, same as everyone.]
no subject
watching finn's wide, worried eyes, hearing the fear crack fractures in his voice, rand feels his own nerves settle. and maybe not for nothing: no matter how much it had hurt to be dragged to relative safety, he is further from danger now. his sword may be lost somewhere in the battlefield, but thanks to itachi's foresight it's not one he feels too bad losing; and his bow and quiver are still strapped to his back and in usable shape, if he doesn't miss his mark. it could be worse. it could be much worse. ]
No. [ he doesn't dare risk shaking his head, white-knuckled grip he has on his composure, pain setting fine trembles to his limbs and sweat beading on his skin. ] No, I'm alright.
[ he has the grace to grimace almost as soon as he says it, the most ridiculous lie he's ever told. it's easy to imagine nynaeve slapping the back of his head for the audacity of calling himself alright at a time like this. ]
They didn't bite me, [ he tries again, very carefully keeping his eyes on finn's face. if he lets them stray and take in the shape of his injury, well...best not let that happen. his hand raises to finn's shoulder, and it's not even an effort to smile. ] You're not hurt, are you?
no subject
He wasn't alright. Finn lets Rand take his shoulder, adrenaline still rocketing through him like electricity. It centralizes at the touch, too many thoughts racing through Finn's mind as he stares back at his friend.]
Yeah, I'm fine. [He sniffs, voice thick with some unnamed emotion. There was dremnin blood smeared across his face, but otherwise Finn was being honest. Physically, it was clear that none of his visible wounds were new.] Who cares about that when your leg's backwards? We need to get you somewhere safe.
no subject
[ is said fiercely. at least finn hadn't been hurt for his sake. that would've been so hard to bear, worse than the leg. he can't help a hard swallow at the assessment, hand unconsciously tightening at finn's shoulder, but he busies himself with looking up, looking around them.
the calculation is swift. what's safe, here? they hadn't had time to set up any defenses, any kind of base, before being attacked. the battle rages as intensely as ever, all in the service of getting someone inside to find the orb. they can't spare the manpower to do anything else right now. backtracking further into the woods or on the roads would use up precious time, and still prove no guarantee to being out of range of dremnin...or any of the dangers they faced coming here. a fine thing it'd be to survive these monsters only to have his throat slit by a bandit. ]
No.
[ there's such a simple clarity to the answer. his eyes return to finn, and he raises his other hand to the free shoulder. it's easy to imagine how little finn is going to like this. ]
No, you have to keep going. If you can get inside, do it, and find the bloody orb so we can all go back together.
no subject
Losing the battle with his composure, Finn shoves Rand's hand off him in a sudden flare of frustration.]
Maybe I care, too! Maybe you matter to me, dude! [He hisses it out, retaining enough sense to keep quiet even during this outburst.] I won't just leave you here!
no subject
but right now, they haven't time, and he hasn't patience. pain erodes at his restraint, stokes his temper even as he has to drop his hands to the ground to steady himself. his gaze also turns downwards as he does so, before returning to the anger writ across finn's face and matching it in kind. ]
Do you think you'd be doing me a favor? Is that it? Do you suppose that's the most important thing you can do right now?
[ he knows what he's asking for is hard. it wasn't so long ago that he saw the dark one's army march on fal dara, the city where he'd thought to safely leave his friends. he'd wanted to turn back so badly, but it wouldn't have helped them. even now, he can only hope they survived the battle. ]
Look around us! [ he flings an arm wide, gesturing to the clamor around them. there are no few people he cares about here, and he knows it's the same for finn. ] If nobody gets inside, then all of this will be for nothing! Everything we've done here will be for nothing! Is that what you want?
no subject
Okay. [He heaves a breath, almost petulant in his grudging agreement.] Okay.
[Finn studies him long and hard, scanning his gaze from the pain in Rand's expression to the grim state of his leg. The realization evolves again; Rand was right, yes, but not about everything.]
I'm still not gonna leave you here alone to be monster chow, though. [He glances around the clearing, as if seeking out landmarks to identify their location. Closing his eyes, Finn links through to one person in particular with an urgent request for help. Whatever happened next, Finn knew Rand would be safe with him. That's how Finn always felt alongside him, anyway.] I've got someone coming to help you. He's a doctor. You're gonna be okay.
[It's less a reassurance than it is an order.]
no subject
the truth is, the agony radiating from his leg isn't the only thing whetting his anger. it isn't even the adrenaline, the fear, that slams his heart against his ribs. his own uselessness right now rubs his nerves raw. no more magic, finn had said, as if these feeble spells and cantrips are worth taking seriously. the glow of the Power has never felt so mocking, so far away. some part of him reaches out for it even now, even (especially) after months unable to reach it.
the truth is, he hasn't felt safe in a long time. the only difference between the outskirts of a battlefield and his room on the ximilia, is that here the nearest monster is the dremnin, and there it's him.
the spark of anger burns out almost as fast as it came on, with finn's agreement. while finn makes the call (and that is, he can admit, sensible), rand leans back against the tree trunk behind him, losing the battle of holding himself upright by only his own strength. he is starting to fray, though he'll be damned if he admits it. ]
I know, [ he says, not without humor, to the very-demanding-reassurance. ] I wouldn't dare be anything else, after all the trouble you've gone to.
no subject
Yeah, well. [He nudges him gently on the shoulder.] I'll take this trouble all day long if it means we all get outta this, homie.
[The sounds of battle were further away now, the closest pack of dremnin finally moving off from their hiding place to find easier prey. Finn risks looking up out from behind the rocky outcropping he'd dragged Rand into, keeping an eye out for help. Or harm.
Truth was a funny thing. To Finn, the trees around them were an almost amber cast. To Rand, they were a bright emerald green. To Finn, Rand was a friend -- someone to help, trust, and be there for whether he wanted him to be or not. To Rand, the best help he could give anyone was keeping them at arms' length.
The tense seconds stretched out into minutes, Finn keeping his arm poised against his sword at any sound of movement. Occasionally, dremnin pass by in pursuit of an unseen target, but those moments are few and far between. The fighting seems to have moved on fully now, clearing the path through for--
Finn suddenly stands, relief covering his face at the familiar tiefling's swift approach. He resists the urge to shout, waving his arm instead to make their location clear.
Excitedly and with great relief, he whispers down to Rand:] Doctor incoming, dude.