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Anurr’s emboldened followers begin to congregate more openly, as ruling warlord Unhalad’s forces within Sa-Haret begin to thaw literally and morale-wise.
The port remains closed until 31 May, after which it re-opens with difficulty for limited periods.
The supply shortages caused by the lack of seaborne imports leave some of Sa-Hareth's population more prone to impatience and violence, questioning Unhalad’s ability to provide. Perhaps some of the surplus farmhouse produce could assist?
Careful how you interact in Sa-Hareth at this time! Tensions are running high, and even a casual, ill-considered comment could get unfortunate characters briefly imprisoned by Unahalad’s forces under suspicion of fraternising with Anurr.
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A group of young men from Sa-Hareth sets out in the wilderness to meet with their counterparts from the forest people. They all pledge to prove their worth before Anurr over the next few days.
Characters are welcome to join, but should prepare to pretend deep interest in Anurr’s cause. Those who have previously imbibed the fabled brew that shares Anurr’s strength will be willingly embraced by the group.
Once deep in the woods, characters can encounter traces and even members of the secretive, if not entirely unapproachable forest people — which number both regular humans and those who have been incompletely touched by the same unyielding cold presence as Anurr’s undead.
The forest people will look scantly dressed for the weather, speaking among themselves in a clever, bird-like dialect that the quartz pieces struggle to translate. Very few will take questions.
By midday, the convoy will be brought before an ancient, eerie and resistant tree that emanates a cold aura. Necromancers and magically sensitive characters may sense death and birth both attached to it.
The tree is scarred with marks of chaffing from where the forest people proudly proclaim previous challengers were bound to its bark to withstand the same trials as did Anurr. Stepping closely to the tree will reveal glass and silvered mirror shards at its thickened roots, sufficiently dirtied to suggest they were deposited some time ago. The tree bark also shows nail and teeth marks.
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Characters will be invited to take some of the trials inspired by Anurr’s feats. Participation is optional but rewarded. The various tasks on offer:
riddle-me-this (SIGN-UPs): deep in the forest lies a small pond, barely the length and width of ten paces. To the burn of a day-long incense stick, an ancient koi carp will peer its head out every two hours and ask those who have gathered for one riddle from each member or from groups. If they can present a riddle the carp hasn’t heard, it will give characters the answer to one burning question, about the past, present or future — or they can take another turn, two hours later! This trial proves the wit of Anurr.
trial by magical wombat (MORE SIGN-UPs): in one of the tundra meadows, the forest dwellers will summon forth an oversized arctic, peaceful wombat to test challengers for tactical brilliance akin to that of Anurr. To win the trial and be granted one minor wish, characters have thirty minutes to protect an apple in their keep and seize a bell the wombat wears as its collar. It is recommended to work in pairs, but careful! If the wombat steps on your shadow, it will paralyze you in place and approach to claim its apple prize.
a night alone (SIGN-UPs, WITH FEELING): characters may agree to be chained in pairs (with other characters or NPCs) for one night, testing themselves for Anurr’s fortitude. This will be a particularly gruesome experience, subjecting characters to the intense cold, wind voices that madden and question them, along with visits from Anurr’s dead, who might taunt or mark them. By sunrise, if they are particularly suffering, they might hear a lone, bell-like voice asking, What would you give to be avenged?
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These events are set to cover the period of 30 May - 10 June, though feel free to pick and choose whether your character will get involved with any of the trials, study the woods and forest people, help out Sa-Hareth locals or, well. Nap.
Plot out character involvement to your hearts' content below, but make your own posts/logs, please!
General questions not linked to the trials here!
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"Lily,
When you broke your sister's toys, could you mend them back without stitch or seam?"
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Finally, hesitantly she sat on the ground about a foot and a half away from the carp's pool, peering at it thoughtfully. "Are they broken, or are they missing a piece somehow?"
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"Lily,
If the toy is broken, stitches must be made, and the toy is sewn. If parts are missing, they must be replaced, and the toy is mended. Wounding cannot be reversed."
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"Thank you very much for answering my questions. Can nothing be done, even, to help their souls find rest?"
She paused again considering. "Can I do anything for you?" It seemed like the reasonably polite thing to ask. The carp was probably being riddled endlessly and all.
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"Lily,
Out of dread or despair or vengeance, they took upon and within themselves that which should not have been invited. These men cannot be put to rest. Only culled."
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"Lily,
My waters are cold. Will you ease your hand in and pick out the ice, and make them warm for me?"
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"Let me warm up my own hand first, alright?" Giving the fish a nod she switched the quartz to a different wrist before pulling her wand from her pocket. She held the opposite bare-wristed hand out at arm's length and took aim. A rush of hot air streamed from the tip of her wand, warming her hand as a top-of-the-line hairdryer might. After about half a minute she dispelled the charm and pocketed her wand, giving her fingers an experimental wiggle before looking down at the fish again.
"I hope this is alright," she began gently, leaning over to do as the carp asked and carefully pick the ice off of the surface of the water. "There's a fair bit of ice, I wanted to have some warmth left for your water." Carefully, but with all the daring, nerve, and chivalry that was a common conversational topic of magical hats back in her own world Lily held her breath and let her hand slip beneath the surface of the water.
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"Lily,
The ice has lessened, and my waters are warmed. As I am happy, so too I shall make you happy. Take one of my scales."
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"As long as it won't hurt you," she slowly stretched her hand towards the carp. Having no prior experience with taking a scale from a fish, magic or benign Lily continued to move carefully, brushing her fingers over the side of the carp's body hoping to gently loosen one. "Thank you for your kindness, I won't forget it. I'll come back and warm your waters for you again, alright?"
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"Lily,
Come and warm my waters two more days, and for each turn, you may have a scale. When you face challenge or burden or hardship, set my scale in warmed water, and I shall help you, as you have helped me."
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And she absolutely returns for the next two days, bringing finely shredded turnip on at least one occasion on the off-chance this is the sort of snack carp might be keen on.