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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
Never had to use it before now.
[The weirdest part, or maybe it’s not so weird, is that she didn’t even have to think about it. It just kind of happened.
This time, however, it doesn’t work as well. As the energy bounces off something else nearby, and not the monster that’s charging at them.]
Shit.
no subject
[ with a glance to make sure she has, joe slashes his sword through the air and the accompanying cacophonous shriek of ear splitting noise hits the monsters dead on, disorienting them to the point that joe can dart in with his sword and pick them off one by one. he feels a little bad by the blank stares and confused loll of their heads, but not enough to keep from putting them down. they are not monsters meant to be in this world, brought here by the orb. there is no place for these invasive species.
he does leave one for daisy because he is a nice guy like that. it is totally that he is just a decent fella and not that the monster scratches down his entire arm making joe drop his sword.
just kidding, save him please. ]
no subject
It takes her a second to remember that he doesn’t have his healing powers here before she’s jumping in. Using the same spell as the last time to send the creature flying back, knocking into some of the ruins on its way down. Her attention immediately turns to Joe, eyes wide in surprise.]
Are you okay?!
no subject
[ he whistles and after a moment his beautiful, wonderful, perfect horse thunders over, slowing to a stop next to them. she noses at joe's turban and he pets between her ears with his good arm. ]
There's a first aid kit in the saddle bag. [ this is actually the second injury he has acquired, but the other was much less, hm. what is the technical term for it? owie. regardless, he is going to let daisy take care of him all over again, just like when he injured his hand, this time however they have access to magic. maybe. he's given away a lot of the healing juice pouches so it may be a lot of empty bottles. ] There should be some potions in there still. At least neosporin.
no subject
…What the hell?
She stares at the horse for a second, wondering how the hell he just called it over like that before making her way over to the saddle bag.]
Uh, it’s not going to kick me, is it?
[Daisy doesn’t have much experience around horses, okay? She’ll risk getting kicked though if it means getting the first aid kit out. Setting the sword down for now, Daisy rifles through the bag and finds it pretty easily.]
I’m not sure neosporin is going to help much.
[She drops the empty bottles to the ground carelessly as she tries to find something helpful, and finally comes across one bottle that hasn’t been used yet.]
What is this?
[Hopefully he at least knows, because potions are new to her.]
no subject
the horse's original name, for the record, is susan, but joe has nicknamed her guinevere and here they are, just a trio of pals. joe, daisy, and ol' guinevere. ]
Healing maybe? Or juice. Maybe invisibility. Probably juice. We'll find out, huh?
[ he grabs it from daisy's hand, flicks the cork out and knocks it back, spluttering at the taste. ]
Healing. [ gross! it tastes gross! like fungus and feet.
the claw marks on his arm begin to knit together but it isn't a very strong potion so it stalls out quickly as it loses power. it's enough that he isn't actively bleeding anymore. ] That's better.
no subject
Uh—
Where did you get that?
no subject
Traded some of my knives for a half dozen bottles from an elf lady. [ she had explained which potion was which but joe has since forgotten, obviously, the dipshit. ]
no subject
You okay?
[It’s a twofold question, is he physically okay and is he okay to get back up and continue fighting?]