15 December 2014 @ 08:50 pm
Who: EVERYONE who isn't a killjoy, and quite possibly some characters who are.
What: A very, very open mingle for snowfights and snowfight-related shenanigans, as laid out here!
When: D555 afternoon, in the middle of the winter celebrations
Where: EVERYWHERE. Or at least everywhere where there's still snow, which is most everywhere.
Rating: PG-13

And that shout goes, 'Alright! Ready, set -' )
 
 
15 December 2014 @ 02:39 pm
Who: Everyone!
What: The event mingle for the And A Happy New Year event.
When: Days 555-557
Where: Anywhere in town!
Rating: PG-13 tops! If it gets worse, move to a private log please.

DAY 555 (Dec 14-15)
As the last of the black ice is cleared from the city - and the last of its natives wake from their gray slumber - a cautious winter celebration begins. The city itself opens its doors wide to the allied forces still camped outside it and the natives invite the Travelers to observe the beginning of Winter and the approach of the end of the Asgardian year with them.

The day begins with what seems like a typical party in the streets. There is food, music, and an attitude of general warmth and hope from the Natives that hasn't been quite so present in a long time. It will be interrupted in the early afternoon by a snowball fight that starts in one sector of the city and quickly snowballs out of control. For a few hours, the city itself will become a veritable warzone, with most of the city's native children and adults alike getting in on the fight! Watch your back and take no prisoners. (NOTE: Please check THIS LINK for player plot information about the snowball fight!)


DAY 556 (Dec 16-17)
Day 556 sees a brief return to old - and maybe familiar - tricks. The festivities continue on outside, but some Travelers throughout the course of the day may find themselves influenced by magical impulse… all in the name of good holiday fun, of course.

The effects of these miniature curses will last anywhere between ten minutes and an hour and happen spontaneously, and most of them are echoes of similar curses that have been laid upon the city before. Travelers may find themselves:
  • Unable to lie or actively compelled to blurt truths, consequences be damned
  • Only able to communicate in poetry or song
  • Given a nagging urge to (sincerely!) compliment anyone they come across
  • Compelled to just hold hands with whoever they're near
  • Caught under sprigs of magic mistletoe that seem to appear at arbitrary times at equally arbitrary places (though they can either be kissed or just wait a few minutes for it to disappear again)

Your character can be affected by as many and as often as you'd like, but none of them are mandatory. To reward the Travelers for putting up with that silliness one final time, they will find in their rooms that night a basket of chocolate, a horrendously ugly Christmas sweater, and one item from home. The item can be anything that fits within the game's technological and magical rules! If you'd like your character to receive something, please just drop a comment HERE to get it approved.

DAY 557 (Dec 18-19)
Day 557 marks the final day of celebration. That evening, twinkling, magical fairy lights will cover the edges of buildings and the branches of trees all over the city. There are light displays of amazing proportion all over the city, and the Welcome Halls are done up in entirely their signature color. the Travelers will be invited into the castle again for a ball much like the one last year. Thor will announce the end of curfew and tell everyone to party hard, because the hunt for both Surt and a way to heal the World Tree will begin after this.

The party will last until midnight, when everyone will be shuffled out into the courtyard for a brilliant fireworks display. It represents both the victory over Thiazi and the hope that the celebration of this coming new year will not be the last.


[ This is the mingle log for the And A Happy New Year event. Please include your location and the IC day in your top-level comment or your subject line when starting a thread! ]
 
 
28 November 2014 @ 07:40 pm
Who: Everyone!
What: The event mingle for the Friends, Indeed event.
When: Day 546 & 547
Where: Anywhere in town!
Rating: PG-13 tops! If it gets worse, move to a private log please.

DAY 546 (Nov 26-27)
A message will arrive at the gates that more reinforcements from other cities are on the way. The death of the Frost Giants' queen has not gone unnoticed by the rest of the world -- not in small because it also means that the prophecy following Ragnarok can no longer happen as foretold. Unable to sit back and rely on fate now, groups of varying sizes from all over begin to arrive. First come scholars and medics from Vanaheim, followed by a ragtag but enthusiastic militia from Salt Side and other nearby villages, followed still by a military force of gruff and grumpy dwarves from Svartalfheim bringing with them a vast and diverse array of weapons to share.

They set up their semi-permanent camps outside the gates of the city - though many of them can be frequently found inside of the city too, and for the most part these new allies seem ready to learn about and contribute to whatever resources Asgard and its Travelers have already. Everyone in the camp seems to be prepared to stay there until the war for Yggdrasil is over, and especially so now: it's anyone's guess how Surt will react with Thiazi now permanently out of play.


DAY 547 (Nov 28-29)
On the morning of Day 547, every character with a bracelet will receive an invite from Freyr to come the courtyard of the castle at nightfall. The ice will be completely cleared from it, and a few magically tended bonfires will provide a gentle, radiating heat that keeps most of the area comfortably warm. As some of the castle's maids pass out snacks and hot cocoa in warm mugs, he will give a short speech to and then makes a small request of those who arrive.


[ This is the mingle log for the Friends, Indeed event. Please include your location and the IC day in your top-level comment or your subject line when starting a thread! ]
 
 
15 November 2014 @ 06:02 am
Who: Everyone going to Thrymheim following Thor's announcement.
What: Bringing the battle to a much weakened Thiazi's front door.
When: Days 540-543 (November 14-21)
Where: To and from Thrymheim.
Rating: PG-13. Anything higher than that should be taken to a private log, please.

Day 540/Nov 14-15 )

Day 541/Nov 16-17 )

Day 542/Nov 18-19 )

Day 543/Nov 20-21 )

[ OOC NOTES: This is the mingle log for the With a Whimper event! Thor and Thiazi will be available for interaction in specifically marked threads, but if you want them somewhere else, let me know and I will do my best! Please put [OPEN/CLOSED] along with the time/location of your character in the title of your comment. Let us know if you have any questions! The ASGARD portion of this event log can be found HERE. ]
 
 
09 November 2014 @ 12:16 am
Who: Military Members, and anyone who'd like to get some training in
What: Open training log for the month 
When: The whole month~
Where: The Citadel
Rating: PG13 - scripted violence

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory, I love only that which they defend )
 
 
07 November 2014 @ 01:33 am
Who: Maglor, Leonardo da Vinci, and OPEN
What: Two musical friends get together to share their talent with the people of Asgard, write a few songs… maybe even a song or two about those in the audience.
When: D536
Where: Gefion Park
Rating: PG13 - beware possible limericks

Read more... )
 
 
04 November 2014 @ 12:47 am
Who: Hibiki and ~*YOU*~
What: Hibiki's getting a canon update! Unfortunately, it's one of those fancy waking dream types. Some healing may be needed.
When: Day 534
Where: Sigyn district.
Rating: PG for injuries probably!

Though the curse has ended, a young girl can be found frozen on the streets... )
 
 
21 October 2014 @ 07:26 pm
Who: EVERYONE
What: the Fear Itself mingle log
When: Day 528-531 ( Oct. 21-28 )
Where: all across the city!
Rating: PG-13. Anything higher than that should be taken to a private log, please!

Day 528 ( Oct. 21/22 )
Not wasting a moment, Odin, Hel, and Heimdall will set out for Ginnungagap once again before dawn and the other gods will stand vigil at the city gates. The natives will filter into the streets, curious for all that news of Tyr's very existence is eye-opening for them and reverent for the prospect of a new deity among them. They will pass around candles to any that want one to hold lit for their patrons until the sunlight is high enough to blow the flames out, and then they will mill around seeking comfort in anyone around them, whether to give it or receive it in this strange time between hope and grieving.

By noon, a great rumbling will crackle across the sky like the beginnings of thunder, despite the thinly clouded skies. The air will grow heavy and acrid, almost choking to breathe, as a pressure builds across the city and across the land. Just as it begins to reach painful levels, the rumbling will finally crack as one stroke of lightning spiderwebs to fill the entire sky, backlit by the distant sound of a woman shrieking in pain or anger or agony. The scream dies down just as the light fades and the sky shifts back into blue, the clouds scattered and the pressure lifted. Either the storm has past, or it has just begun; there's no telling for now.

A few hours after that, a strong wave will wash over the city, rustling plants and loose materials, and the Travellers will feel their hearts pounding once too hard, near painfully as though they've just received a severe fright. It's similar to what happened when Freyr was resurrected, but stronger and twisted into something uncomfortable, almost nauseating. The feeling will pass in the next heartbeat and just before sundown, the three gods will return from their voyage to Ginnungagap; this time, bandages will be wrapped around Odin's head and covering his left eye, and his right middle finger will be missing to the knuckle, same as his left index when they returned from resurrecting Freyr. They will make way directly to the castle and the other gods will filter in behind them, so be sure to grab them quickly if you have any desire to speak to them before the coming storm.

By dusk, the Travellers will begin to feel a creeping sense of paranoia, as though there's someone watching them from nearby and flickering out of sight just before they can turn around to catch them in the act. Over the course of the evening, the paranoia will bud into a headache and an itch at the back of their minds, like a thought they can't shake but can't reach either. By twilight, they will start to hear indistinct whispers not unlike the start of the Dream a Little Dream event, but the name of this game is hallucinations.

This first night will begin with auditory hallucinations: as the Travellers attempt to prepare for sleep ( or after long enough of not sleeping ), the whispering a will morph into crisp, clear voices that might sound as though they're speaking over your shoulder or from behind the couch or maybe it's simply inside your head. The voices can be male or female, familiar or stranger, one or a dozen, it doesn't really matter. What matters is what they say. For this stage of the curse, you will hear these voices speaking your character's fear(s) aloud, almost taunting or goading in the clear spelling of them. The auditory hallucinations will not cease at any point throughout the night and may continue on throughout the rest of the event as you please!

Day 529 ( Oct. 23/24 )
Morning brings no relief from the strange sounds, and as the Travellers go about their day, the curse will evolve into visual hallucinations. They will imagine seeing the very thing(s) they fear happening right before their eyes, despite the fact that no such thing is happening at all. It will be like a waking dream, wherein they are conscious and aware but perceiving a different reality built around their innermost fears coming into fruition. Other characters and NPCs can be involved in these hallucinations, but they will not actually be happening; physical contact or very strong words might be able to snap someone out of their visions, or they might further fuel it. Feel free to play around with this. These hallucinations can happen as frequently / last for as long or as short / cycle between fears as you'd like, and can continue to happen until the end of the event.

The general paranoia and unease will continue to grow and the day will pass under constant headaches, like an unceasing pressure inside their heads that follows them around and flares up during any hallucinations. They will begin to feel uncomfortable in their own skin, almost dysphoric with the vague impression that something is wrong and that they themselves might just be the very thing that doesn't fit. Paired with the hallucinations of their fears coming to life, tensions will be running high and even the natives will be affected, keeping to themselves until whatever this is might pass.

Day 530 ( Oct. 25/26 )
By this day, the curse will advance to physical hallucinations. What this means is that your character's fear(s) will begin to manifest in real time, no longer a trick of the imagination but a tangible embodiment of their deep rooted fears. They will be able to interact with their imagined reality, and the hallucinations will interact right back; those witnessing your character's hallucinating will only see the character talking to air, but coming in physical contact with them will absorb them into the hallucination as well. This can be a means of breaking through the episode, or further fueling the delusion.

At this stage, the hallucinations will take on a strength of their own, and they will play to your character's fear(s) to try and draw them deeper into the delusion. They will try to convince you that this is reality, that there is no escape, and that you will end your days shrouded in this fear. These hallucinations can kill your character! They are physical, which means that even if other people can't see them, your character will very much feel the weight of them if they attack or draw you into them.

Day 531 ( Oct. 27/28 )
For the last day of this event, the curse will all come together to result in catatonic hallucinations. This stage is simple: your character will be awake but inert, incapable of moving or seeing past their delusions. They will be forced to watch their fears overwhelm them without any means of snapping out of it by themselves. If your character succumbs to this level of the curse, the only way to break the hallucination will be for someone else to talk them out of it. Again, more on this in the plot notes, as this curse is fairly complicated!

While the majority of the city is either comatose or fighting off ghosts, another wave of energy will pass through the city exactly as it had at the start of the event just before sundown. Plantlife will violently begin blooming, leaves and petals bursting into the wind and carrying across the entire city - and immediately afterwards, they will wither within seconds, shrivelling up and dying on the spot. Vines will rapidly start encroaching across the sides of buildings and across yards, thick tendrils attempting to overtake any available soil and the area around it. Rain will pick up as the city starts to feel lost beneath the general theme of decay, and as the sun is setting, a new face will be seen walking through the Gate of Fire.

Vines will sprout from his footsteps as he sweeps slowly into the city as though in a daze, the storm following him and increasing in strength the further he comes into the city. Travellers can attempt to approach him, but he will be wholly non-responsive, and the pressure in their heads from the curse's headaches will increase the closer they get to him until it becomes debilitating within arm's length.

His path will head in the direction of the castle, but before he makes even halfway there, Loki will be seen running through the streets ( followed closely behind by Thor and Heimdall ) directly towards the new arrival. He will not stop for anything, and anyone in the vicinity at the time can see him use the full force of his running start to punch this frightful stranger in the face. The blow will send him flying a few fair feet, where he will lay prone and unconscious; at this point, the curse will stop, and the three gods will drag the body into the castle without a word. Explanations will have to wait For now, there's some cleaning up to do.


[ OOC NOTES: This is the mingle log for the Fear Itself event! NPCs will be available for interaction on the first day in the log header below. Please put [OPEN/CLOSED] along with the time/location of your character in the title of your comment. Let us know if you have any questions! ]
 
 
14 October 2014 @ 06:57 pm
Who: Assorted teenagers and acquaintances of teenagers, as well as everyone who passes by and wants to join in - no invitation necessary! With one exception.
What: Rationing getting lifted + Yosuke, unlike Hermione, not knowing the meaning of the word "quiet" = heck yes, celebration time. In the rain. And in a slightly awkward location considering the SOS last night, but shh, these things always work out.
When: D524, mid afternoon through to the evening
Where: A large-ish pavilion near the lake in Gefion Park and the surrounding area
Rating: G; subject to editing, but think of the children!

alternatively: it's the end of the worlds as we know them, and we feel fine )

[ooc: Pick a time or don't, tag in, mingle, whatever really! \o\]
 
 
07 October 2014 @ 05:05 pm
Who: EVERYONE going to Utgard to gather supplies or get curse-drunk
What: the All In This Together mingle log
When: Days 521-522 ( Oct. 7-10 )
Where: Asgard, Utgard, and the road between
Rating: PG-13. Anything higher than that should be taken to a private log, please!

Day 521 ( Oct. 7/8 )
Early in the morning, a large caravan will be preparing to make way to Utgard for the biggest supply haul Asgard's seen in many many years. The city has been hurting under the shortages and there's a lot to make up for, so the natives will happily and gratefully enlist the assistance of any of the Travellers willing to go with them. The Supplies Coordinators in particular will be organising the wagons by demand, assigning each one with a specific task to make sure that everything they need is purchased. This will take a few hours of coordination and accepting assignments, so work together to form groups and hop onboard for a two-day trip to Utgard.

It's a half-day ride, and the going will be somewhat rough. The ice demolition only cleared enough of the blockade to allow travel; they couldn't get rid of the ice in its entirety, so the caravan will be moving through a long hallway of rough, jagged black ice. It will chill the air, unsettle the horses as well as the natives themselves, and in the eerie silence, the Travellers might be able to hear more indistinct whispering that seems to surround them as they move onward. Touching the ice is still dangerous, so be careful and hold tight until you reach the other side.

Before you can even get started on their mission for supplies, however, the caravan will arrive to find Utgard alive with explosive celebration. The Utgard natives are ceaselessly grateful for the clearing of the ice, and will greet the caravan with bright lights, banners, streamers, confetti, and countless other decorations littering the streets with joviality. As the Travellers step out of their wagons, the natives will be handing them handmade trinkets of gratitude - necklaces, bracelets, masks, even silly hats or capes. These items can be themed in any way you want them to be, or you can have an amalgamated costume of a dozen different things, as the natives won't be any means of conservative in the gifts they shower upon the Travellers.

Among those gifts are booths of free food and drink lining the streets. Be cautious of one in particular, though: the natives seem to favour a certain drink that comes in an endless variety of colours and moves in glowing swirls within their glasses like living galaxies in motion. These drinks will taste different for everyone, calling to mind their favourite flavours that might change from sip to sip, but the effects will be the same. About a half hour after the first drink, people will begin to feel light and bubbly, like the beginnings of being drunk even though the drink itself isn't actually alcoholic in nature, but it will quickly devolve into tactile inclinations ( wanting to touch everything and everyone ) as well as a little bit of character impressions. The partiers will find themselves entranced by bits and pieces of their costumes and start emulating them, acting out the part of whichever character ( or characters! ) they're dressed as.

The curse will wear off as soon as the affected goes to sleep, but the celebration of the Travellers and the reuniting of Asgard and Utgard will go into the early hours of the morning. Everyone will be given a room to stay in in one of Utgard's finer hotels if they manage to make it up to their room!

Day 522 ( Oct. 9/10 )
The next day, businesses will be opening up as the streets are being cleaned of the previous day's festivities. Operating will be sluggish, however, as even the natives are recovering from the evening. Loud noises and the bright sun will be horribly offensive and sales might even be eased along by any offers of helping ease the aches and pains of the nightlong celebration. It'll be slow going gathering all of the necessary supplies, but once it's all packed into the caravan, the Asgard natives will insist upon leaving as soon as possible. Not that they didn't enjoy the festivities, but - well. All good things in moderation, and they still have a long ride back through the black ice channel. Take plenty of water with you!


[ OOC NOTES: This is the mingle log for the All In This Together event! Please put [OPEN/CLOSED] along with the time and location in the title of your comment. Let us know if you have any questions! ]
 
 
23 September 2014 @ 04:36 pm
Who: EVERYONE going on the Mimisbrunnr trip
What: the Dude, Where's my Soul? mingle log
When: Days 514-516 ( Sept. 23-28 )
Where: Salt Side and Deep City
Rating: PG-13. Anything higher than that should be taken to a private log, please!

Day 514 ( Sept. 23/24 )
An NPC post will go up explaining the new information the gods have collected and the purpose of this mission. Any willing Travellers will be invited to go on this excursion to Deep City; as it's an allied territory, they will be able to take the train and reach the oceanside kingdom by early evening.

However, upon arrival to the native village of Salt Side, it will be immediately apparent that things on the coast are not as peaceful and calm as they once were. With the collapse of Yggdrasil, the entire worldscape has been changing, and the ocean has not been immune. From the looks of it, Salt Side was recently hit with a tsunami and the native humans and elves are only halfway through rebuilding their once boisterous community. The nearby water is still restless and overactive, lapping aggressively at the coast though it isn't threatening to overflow at the moment.

When the Lady of the Sea comes to receive the Travellers, she will be generally standoffish and cold. The mermaids believed their kingdom to be free of Ragnarok's graces, deep below the ocean surface as they are, but time has proven otherwise and they aren't pleased about it. She will warn them that the ocean is not pleased and that they must wait until morning to make their venture into Mimisbrunnr, unless they'd like to try their luck with the ocean's newfound darkness.

They'll be given food and shelter in one of the native buildings for the night, where the natives will be weary and some may even be frightened; when asked, they'll say that it isn't safe and it's best the Travellers be on with their business quickly. Curiouser and curiouser ...

Day 515 ( Sept. 25/26 )
With the sun high in the sky and bidding safer tidings, Ran will give each of the Travellers a hemp necklace that will allow them to breathe, speak, and move freely in the water. She will remind them again to tread carefully, lest they provoke the depths of the water; what exactly this means isn't clear yet, but the mermaids will not be pleasant or friendly as they guide the Travellers to the bottom of Mimisbrunnr and the entrance to the sacred cave. The impression is clear: the sooner they leave, the better.

Detailed information of what they'll see can be found here, only the serenity of the ocean floor will be lost to eerie silence and a near tangible tension. The Sea Serpent is nowhere to be seen - for now. Once inside the caves, the Travellers will feel a gradually building pressure and a distant ringing in their ears, not strong enough to be painful but distinct enough to make itself known. The air will be cold and still, and though they will be able to breathe freely, it may leave some with a vague aching - sadness, maybe, or pain.

When they reach their destination, the voice that graces them within their chests and their minds is lyrical, but no longer warm and gentle. It is cold and tired, and speaks without words:
Ask.
The Travellers will be able to ask a single question, either individually or as a group, and they will receive a single answer before the pressure will increase to near-painful and they will feel an urgent ushering to leave.

Past the cavern's entrance, the Travellers will immediately see that the ocean has violently burst into life. It has grown darker significantly, and the water stirs in small pockets of whirlpools and currents threatening to pull any that come too close into the whirlpool of Mimisbrunnr. The mermaids will be frantic, some abandoning their mission to assist the Travellers while the rest desperately work to drag them back to the surface. Those that lose their grip on the mermaids or get caught in a current will drown within seconds, so hold tight and pray for deliverance.

Closer to the surface, it will be easier to see what's causing the ocean's disturbance: the massive Sea Serpent is agitated and crashing through the waters almost haphazardly, whipping things about with its enormous tail and charging forward blindly. Anyone too close to it may be clipped and dragged back to the ocean floor with no hopes of reaching the surface. On the coast, the Travellers will find the natives and the mermaids in a panic as the waves begin to climb over Salt Side once more.

As per the player poll, the Travellers will overall pool their efforts into attempting to save the Sea Serpent from its bid for destruction. For this part of the battle, it will mostly entail trying to get everyone out of the water safely, staying on the defensive against the raging water and the haphazard lashing out of the Serpent's body, and getting all of the Travellers and natives alike to bunker down for the night. As the option was offered and quite a few were onboard for it, it might also be prudent for a few of the Travellers to attempt contacting their gods for backup! For now, though, it's best to shield yourself against the tides before attempting to wade in unprepared.

Day 516 ( Sept. 27/28 )
The Serpent's raging continues through the night, leaving the shore a mess by the time the sun rises - but reinforcements will arrive in the form of a band of human and elven natives lead by the god Jormungand. The Travellers will have to work together with each other and their allies to accomplish a single goal: chase the Sea Serpent onto the land.

They'll each be given new hemp necklaces to allow them to work underwater again, and they will have to band tightly together to keep from being swept away by the currents and the Serpent's thrashing. Those remaining on land can grab the Serpent's attention by attacking directly and pulling back to designated vantage points, where the natives will have as much rope and netting laid out to attempt a sort of capture. Jormungand will join in the fighting, donning the form of his own slightly smaller serpent, but he will need the Travellers to work with him to see this task into completion!

It'll take the better half of the day, but eventually, they will succeed in dragging the Serpent onto shore and securing it down. It will continue to thrash and struggle, but it will come accompanied with a miserable keening that couldn't be heard over the thundering of the waves during the battle. Closer inspection will show a cascade of open wounds along the Serpent's sides, burns and gashes and rocks embedded in its flesh; the changing of the ocean's surface affected all its inhabitants, not just the mermaids, and the Sea Serpent's agitation comes as a direct result of distress and pain both.

The Travellers will have to work together with the elves to heal the creature of its wounds, and throughout the process, its struggling will die down into grateful compliance. The mermaids will remind them all that the Serpent is not meant to live on land and that they must work quickly to return it to its home, so anyone not assisting in the healing process can still help out by dousing the Serpent's body in seawater to keep it cool and wet. It'll be a huge project, so work together and work fast!

By the time the sun has set, the Serpent will be nearly entirely healed, and it will take one great sweep out from under the nets ( almost as though it could have done so the entire time … ) before crashing back into the ocean and disappearing into its depths. The ocean surface will be still and tranquil for the first time in many days, and the natives will be profoundly grateful. Even the mermaids will be inspired, taking the scant few minutes they can don their human forms to thank the Travellers with elaborate jewelry made of decorative shells and precious gems, all strung together with the same hemp that allowed them free movement beneath the water. These gifts won't work in the same manner, but they will protect them from being soaked in rain or flooding, making them a useful piece of armour to have on hand during times of need.

Ran will give the Travellers her final thanks and tell Jormungand to inform the King of the Mermaids' full alliance with Asgard; as they have shown mercy and respect for the ocean and her children, when the time comes, they will gladly fight beside the gods and their Travellers.


[ OOC NOTES: This is the mingle log for the Dude, Where's My Soul? event. To plot out interactation with any of the NPCS ( Ran, Jormungand, or the voice in Mimisbrunnr ), feel free to snag the NPC handler or one of the mods and we'll get you connected. Please put [OPEN/CLOSED] along with the time and location in the title of your comment. Let us know if you have any questions! ]
 
 
11 September 2014 @ 10:16 am
Who: EVERYONE
What: the Little Pig, Little Pig mingle log
When: Days 508-509 ( Sept. 11-14 )
Where: all across the city!
Rating: PG-13. Anything higher than that should be taken to a private log, please!

Day 508 ( Sept. 11/12 )
Towards sundown, a sudden windstorm will pick up within the city walls, not strong enough to lift large objects but enough to send open doors rattling and possibly blow over any unsecured carts. Two dead animals will fall from seemingly nowhere into the Sigyn district: dragons, from the looks of it, but the colour bleeds from them like ink alongside real blood. They were Drawn to Life to seek out the real dragons in Yggdrasil, and seconds after their abrupt appearance, a red one will come crashing into the city walls - literally.

Debris will tumble into the city as its massive claws dig into the stonework and it will bark out its anger, saying "The audacity of such pathetic creatures, to involve my kin in your petty affairs. Perhaps it is high time you submit to your fate". The words can be heard clearly regardless of where you might be in the city, and after it has spoken, it will immediately begin attacking. Breathing fire into the city, beating its wings to send strong gusts of wind through the streets, and outright making grabs at people and animals as it flies over the city, this dragon is not pleased and aims to do some damage.

Fortunately, the attack won't last much longer than a couple of hours, as a second blue dragon appears barrelling into the first one. This new dragon can be heard telling the first to cool its jets to no avail; they'll continue to grapple with each other over the city, leaving Asgard to deal with the odd gust of wind or burst of fire as collateral damage.

As per the player poll, the Travellers will largely be attempting to help the second dragon wrangle the first. Though the House Powers will not work directly on the dragons ( one couldn't, say, Charm the dragon or use Fire Magic to manipulate the dragon's flames ), working together to combine the various Powers, runic arrays, and potions will assist in at least pushing back against the dragon until it's backed into a corner. Please continue to use this post to plot with each other on how to approach this!

There was also a decent amount of votes towards simply bunkering down during the struggle, so the Emergency Response Team, the Military, Medics, and any other available hands should try working together to help get the natives and any Travellers not involving themselves in the fighting to safety. There will be fires to extinguish, layers of debris to avoid and move through, and most importantly, Longtoothed Reinhares to carry to safety!

Both efforts will be largely a success, with the unruly dragon being caught and the damage to the city kept at a relative minimum. Near to the end of the struggle, a third and final bronze dragon will arrive to give one booming roar that echoes across the city and rattles windows in their frames; in the dragon tongue, it is simply 'Enough'. From there, all three dragons will take residence in Gefion Park and tell the Travellers to return to them tomorrow morning.

Day 509 ( Sept. 13/14 )
The summit with the dragons will be largely peaceful, as the Travellers elected for the least offensive measures possible. The red dragon will be tame under the scorn of its kin, embarrassed for being caught by mortals and humbled by the presence of an elder. The bronze dragon will lead the discussion by commending the Travellers' efforts and inviting them to speak their bid for alliance in the war; their messages were received, but they still need convinced. This will basically function as a Q&A with the dragons, so there will be a top-level thread for interactions with each of them as the Travellers try to sway them to their side.

[ OOC NOTES: This is the event conclusion and mingle log for the Little Pig, Little Pig event! We will be attempting to NPC the dragons for you, but please do pay in mind that our time is limited and we may keep threads short just to make sure everyone that wants one gets a chance to interact with the dragons. Thank you for your understanding and cooperation in advance! Please put [OPEN/CLOSED] along with the time and location in the title of your comment. Let us know if you have any questions! ]
 
 
20 August 2014 @ 10:26 am
Who: EVERYONE still in Asgard
What: the Sound the Alarms mingle log
When: Day 499 ( Aug. 20/21 )
Where: all across the city!
Rating: PG-13. Anything higher than that should be taken to a private log, please!

Day 499 ( Aug. 20/21 )
Under Freya and the Emergency Response Team's guidance, the gods will be hosting a pre-announced emergency drill today. The Travellers will receive a heads-up via a short ping on their bracelets to be prepared for it at any given moment, and that chosen moment will come just after noon with the SOS alarm sounding off throughout the city. The City Patrol should assist in guiding everyone to their respective safe houses while the Medics grab their gear and check over every citizen to take the designated "Injured" to stations that should be set up and prepared for use in the safe zones. The Engineers will be told to employ any new defences and/or lock-down mechanisms they've devised to help keep the enemy at bay.

The drill will conclude after two hours, once everything has been relatively sorted and documented. This event won't end there, though!

Intrigued by the sudden blaring of alarms, a horde of strange looking animals will slowly trickle into the city through the Gate of Fire. They're a new species that have grown from the wreckage of the flood and, being that they are still in the infancy of their evolution, they will be docile and overall friendly upon finding the residents of Asgard as the source of the alarm. This means that they'll be very easy to shoo out of buildings when they curiously walk through open doors, and they'll take to following anyone they find particularly interesting, which means they can be made very easily into pets. They're here to stay, at least for now, so make nice with your new friends!


[ OOC NOTES: This is the mingle log for the Sound the Alarms event! The IC poll to name the new animals is here. Please put [OPEN/CLOSED] along with the time and location in the title of your comment. Let us know if you have any questions! ]
 
 
Who: Maglor, OTA
What: training, sparring, the usual~
When: This month!
Where: the Citadel
Rating: G for now~

As he is every morning, Maglor is up at the citadel - he has his own classes to teach, but more than that, he is retraining himself as well, working on trying to get as close to his elven speed as he can, relearning old skills half forgotten in the wear of wandering though two relatively peaceful Ages of the world. Care to join him?



[ ooc: consider this a catchall post for anyone who wants to do Military shenannigans this month, or you can use this to ping Mags if you need him for anything ]
 
 
14 August 2014 @ 11:24 am
Who: EVERYONE
What: the mingle log for To Defeat The Huns
When: Day 496 ( Aug. 14/15 )
Where: all across the city!
Rating: PG-13. Anything higher than that should be taken to a private log, please!

Day 496 ( Aug. 14/15 )
When the Travellers wake up, they will find a message sent to every bracelet in the city, posted on the door of every building, and framed on the wall in popular areas such as the Welcome Hall kitchens, all of the main buildings on the locations page, and anywhere else people are likely to travel. The message reads the same everywhere you might find it:
ATTENTION

By order of the King and effective immediately, all persons within Asgard will be subject to the following decrees:
  1. Mandatory curfew will be in place every day from the hours of 10PM to 6AM. All persons must be secured within their designated place of residence during these hours.
  2. Only authorised persons will be permitted exit through operational city gates. Requests for authorisation must be submitted to the King at a minimum of seven days prior to any planned objectives beyond the wall.
  3. Food, water, and other essential supplies will be placed under official rationing. All persons will be entitled to receive a rations kit once daily at designated depots.
  4. All persons intending to carry weaponry must register their names at designated depots. This is by name only; this list will be kept secure with city officials.
  5. Report all suspicious behaviour to city officials. In the event of an emergency, use the SOS function of your bracelet to alert the authorities and find shelter to await further instruction.
Failure to comply by these decrees will result in immediate imprisonment and conviction depending on severity of the offence. Inquiries and concerns may be forwarded to the castle for consideration.

Your patrons thank you for your compliance.
After the announcement goes out, there will be booths set up at major locations as well as the castle for weapons registration. The Welcome Committee will be given a pamphlet to give out to newbies and asked to explain the laws to new arrivals and any confused citizens, as well as being tasked with weapons registration upon arrival. The Supplies Coordinators will be enlisted in helping with rationing and the City Patrol will be entrusted to upholding these new laws. Everyone else, hop to those registration desks, because we know you're weapon hoarding paranoid lunatics!


[ OOC NOTES: This is the mingle log for To Defeat the Huns! The NPC post for IC questions is over here. Please put [OPEN/CLOSED] in the title of your comment, along with the time and location of your character. Let us know if you have any questions! ]
 
 
10 June 2014 @ 02:49 pm
Who: EVERYONE
What: the Good God, Y'all mingle log.
When: Days 461-462 ( June 9-12 )
Where: the castle courtyard
Rating: PG-13. Anything higher than that should be taken to a private log, please!

Day 461 ( June 9/10 )
When the Travellers wake up, they will find a message sent to every bracelet in the city:
As per the agreement between the gods and their Travellers, all persons within Asgard are humbly requested at the castle courtyard for enlistment in the Holy City's war efforts. Every individual is invited to find their resolve and seek out their purpose; this is the final stand in Ragnarok, and your help is needed now more than ever.

Enlistment is mandatory! Please see your local officials for more information.
A friendly if not a touch formal invitation to what will essentially be Asgard's job fair! A mandatory job fair. This is why we can't have nice things.

The castle courtyard and the streets leading into it will be crowded with bustling natives and several booths, not uncommon in appearance to the many festivals they've had over the last two years. This time, however, there is no music or celebration to be had. Everyone is hard at work organising their efforts for the war and doing their level best to assist in the transition.

Day 462 ( June 11/12 )
The fair will continue for two days, to give everyone time to get down there and make their decisions. Anyone that hasn't signed up by the end of this day will be visited at home by a city rep and a few guards that will politely ask them to register for a group and weaponry if they plan to carry it. Refusal will land them in jail for the day, where they will still be politely asked to please, seriously, just pick something. Anything. Uncle Odin wants you.

At the end of the fair, there will be food and drinks to thank the Travellers for their support and cooperation. Throughout the entirety of the event and for the rest of their stay, the natives will be more reverent and grateful than ever than the Travellers have chosen to stay and fight at their side. They will do anything they can to help them win this war; this evening will be one of camaraderie and appreciation for the past, present, and future sacrifices to save the World Tree.


[ OOC NOTES: This is the mingle log for the Good God, Y'all event. Remember that all characters must be signed up for at least one group by June 12. Information on the currently established groups can be found here; sign-ups are in the comments section on the same post. Please put [OPEN/CLOSED] along with the time/location in the title of your comment. Let us know if you have any questions! ]
 
 
25 May 2014 @ 09:10 pm
Both halves of the plot event will be joining in this week, so we're going to slap both summaries in here. Pay close attention to the dates and the summaries of what new effects are popping up!

Week Five: Days 453-456 / May 24-31
Day 453 ( May 24/25 ):
    IN GINNUNGAGAP:
    When they finally breach the surface of Ginnungagap back into those open plains, the Travellers may very well find themselves faced with a higher number of Fire Giants. Movement in the kingdom has not gone unnoticed, and in this time of war, any opportunity to strike is a good one. Once again, the Travellers may have to sneak and fight their way out of Ginnungagap and back into Asgard. At the very least, the fresh air outside of the canyon will lessen the pull of the compulsion, though it will linger as a buried thought in the back of their minds and may worsen again if they retreat from the Giants into Ginnungagap's relative safety.

    IN ASGARD:
    The nightmares will begin to worsen: stretching over longer periods of time, becoming harder to wake from, the pain and fear lingering into the waking hours. They will become more vivid as well, bringing to mind images of natural disasters, war, anything destructive ravaging a land that may or may not resemble your own home world. Whether or not it is exactly your canon universe or a vague world that closely resembles it is up to you; they cannot, however, dream of other canon universes being destroyed. These dreams will be easier to remember, though whatever it is in faint memory or stark detail is up to you.

Day 455 ( May 28/29 ):
    Finally returned to the city, the Travellers will find the state of affairs in chaos. Travellers are missing, others are forgetting each other and themselves, and most of all - those that ventured with them into Ginnungagap only to find their deaths will be wandering the streets as spirits, some of which will not be so pleased to see them. These effects may begin to take place in the returning explorers as well, which you can read up about here.

    Over time, as they are cut off from the realm of the living yet unable to pass into the realm of the dead, the ghosts inhabiting the streets of Asgard may grow restless and agitated. They can gradually start to feel the effects of being displaced from their body and disconnect from their physical existence. The intrusive thoughts of 'why can't they hear me' or 'why won't anyone help me' may start to drive them towards anger or resentment for their current situation. Their energies will be fading and fraying the longer they're caught in this netherworld, pushing them into the makings of a malevolent spirit. However you'd like this to manifest is entirely up to you! But over time, being trapped in the veil may very well drive your character to madness.

Day 456 ( May 30/31 ):
    The very last day of this event, these things will reach an overlapping chaos until its conclusion at the strike of midnight. Regardless of whether your character is alive or dead, awake or asleep, in the city or still missing, all Travellers and natives will share one collective dream. Those that were present for the Bad Moon Rising event may recognise it somewhat; they will find themselves in a wide open space, walking on cold, flat dirt with the faint outline of a grand tree in the distance surrounded by flickering lights.

    As they move in any given direction, the ground will begin to crack and split, smoke rising from the surface and the smell of burning wood entering their lungs. The tree will gradually come closer into view, a towering mass of limbs and leaves that stretches across the entirety of your sight as you approach it - but the burning of the ground worsens with each step, and those flickering lights beside the tree are open flames that lick and lash at the tree. The leaves will begin to catch and the flame will spread. The smoke will thicken to near-choking, and just as the heat rises to a near painful point, a familiar voice to some will boom throughout the clearing with a single message:
    "It won't stop. This is the end."
    As the flame swells to engulf the tree and your character both, everyone will simultaneously wake from the dream.

    After this point, everyone will be returned to normal. All memories will be restored, all lost Travellers will return to the city, and the deceased will be resurrected through the castle as per usual.


PREVIOUS MINGLE LOGS:
MAIN PLOT: Weeks One & Two || Weeks Three & Four
OPT-OUT PLOT: Weeks One & Two || Weeks Three & Four


[ OOC NOTES: This is the final mingle log for both of May's events! Please put [OPEN/CLOSED] along with the time and location in the title of your comment. Let us know if you have any questions! ]
 
 
The volunteers from the LOCUSTS! event last month found in Odin's office endless research into Ginnungagap and a handwritten note from the King prior to his collapse. All arrows are pointing in the direction of the sacred canyon, and so it is that the Travellers will be initiating their own investigation into whatever Odin believes may be down there. It will be done without the eyes of the gods, however, so the trip will be a dangerous one without a map to lead the way and there may be many unforeseen obstacles along the way.

Week Three: Days 446-449 / May 11-17
    Day 446 ( May 10/11 )
    Treading slowly and carefully, those that have not fallen to a Giant's blade or the canyon's stones will find themselves hiking through rough formations and scaling across rock walls and the cracks between them. Sunlight is sparse inside the canyon, making travel difficult at some points during the day and near impossible at night even with the liberal use of flashlights and torches. Moving through here will take some measure of skill, flexibility, strength, and above all else, teamwork. It will be far too easy to get lost down here, and in a land that no others are willing to brave, there is little hope for ever being found.

    As they move deeper into the canyon, the compulsion to be there will grow stronger. It might feel like it's easier to breathe or they're under less pressure the further in they go as something inside them tells them they're supposed to be here. This compulsion may drive characters to stray from the pack or otherwise take a leap of faith into whatever crevasse seems to ring most true to home. This is, obviously, not the best of ideas! So please do keep an eye on each other, lest anyone find peace with the bottom of the canyon.

    Day 448 ( May 14/15 )


    With perseverance and a decent amount of luck, the remaining Travellers will eventually find themselves stumbling into Laufey's fallen kingdom. It will be in the same exact state of ruin as before, as it always will be. Sunlight floods the area through cracks artfully utilised to illuminate what remains of the once great civilisation. Nearly all buildings lay in varying states of destruction, as though a large bomb went off at the centre and blew outwards. Every surface is overgrown by moss, weeds, and chaotic tangles of vines. Waterfalls that were contained and utilised in artful structures and fountains have worn down the walls of the cavern and flow freely throughout the ruins, leaving the earth a sodden constant. The kingdom has fallen into complete disrepair in the eighteen-thousand years it's been deserted.

    Most notable, however, and what the Travellers rather came to inspect, is the distinct lack of life anywhere throughout the cavern. In all of Odin's research, the conclusion that he came to was the name of his fallen brother that was killed in this very cavern. The space where Freyr gave his life has since thrived with plant and animal life as his energy was revived within Yggdrasil, and yet this land is devoid of both. Not only does it not grow on its own in this land, but that which does come near refuses to enter this space. It is as though the cavern actively repulses the flow of life.

    The land is essentially dead, which makes no sense for the deathbed of an immortal being.

    The Travellers will remain here for a few days, testing out theories and exploring every inch they can reach in search of the meaning to Odin's note. Any that are familiar with runic magic may want to attempt to trace the laylines of magic that are, by nature, in the earth; at the end of all things, the Travellers will ultimately find that there is no magic in Laufey's kingdom. The bracelets' magic will go abruptly dead when they cross into Laufey's kingdom, much less a cell phone going through a tunnel: Travelers will not have access to the network here. What this means and how it happened is unclear, but if Odin's research holds any weight, it must have something to do with the former god. For now, at least, it may be prudent to return with these new findings.


    Week Four: Days 450-452 / May 18-23
      Day 450 ( May 18/19 )
      Leaving the canyon will be harder than entering, both for the now upward-climb and for the increasing strength of the compulsion to remain here. This close to the source, the Travellers will have to fight against the tugging sensation that tells them they belong in the depths of the canyon. Moving away from it will put a strain on their bodies, almost as though they are swimming for the surface of a pool when something has tied one of their ankles to the bottom. They will need to move carefully and work together to make sure the remaining Travellers make it out of this canyon alive.


THE LOG FOR WEEKS 1&2 IS LOCATED HERE.


[ OOC NOTES: This is the mingle log for WEEKS THREE AND FOUR of the Something Significant plot event! Remember that your only characters who signed up for this opt-out event by the deadline will be able to participate. Please put your character's location in the title, as well as either OPEN or CLOSED and the DATE. For more details, please head on over to the full rundown HERE. If you have any questions, please let us know, and have fun! The Weeks 3 and 4 event log for the SOMETHING OMINOUS opt-out plot log can be found HERE.

SPECIAL NOTE: As of the power expansion plot, bracelets will work outside of the city along with god powers. Characters WILL be able to communicate with those inside of the city of Asgard, WITH THE FOLLOWING EXCEPTION: The bracelets' magic will go abruptly dead when they cross into Laufey's kingdom, much less a cell phone going through a tunnel. Travelers will not have access to the network here. ]
 
 
The volunteers from the LOCUSTS! event last month found in Odin's office endless research into Ginnungagap and a handwritten note from the King prior to his collapse. All arrows are pointing in the direction of the sacred canyon, and so it is that the Travellers will be initiating their own investigation into whatever Odin believes may be down there. It will be done without the eyes of the gods, however, so the trip will be a dangerous one without a map to lead the way and there may be many unforeseen obstacles along the way.

Week One: Day 441 / May 1-3
    Day 441 ( April 30/May 1 )
    As per the whispers on the street, the Travellers that've decided to go on this trip will meet up in the earliest hours of Day 441 at the Gate of Fire. Pack and prepare for a long haul, as this one will be a difficult journey. Any of those that went on the Down This Road opt-out event may want to offer up their memories as a vague guide into the canyon, but either way - without the guidance of the gods, making it to Ginnungagap safely will be nigh impossible.

    After the Travellers sneak their way out of Asgard, they will make way towards the canyon to the east. Travel will be slow and difficult, particularly in moving through the forests that have been ravaged by the recent flooding. When they make camp for the evening, they will suffer the same strange sensations as those in Asgard just before 11PM: they will simultaneously feel a flicker in their bodies, like a missed heartbeat or a cut-off breath. Those in Freyr house that were present for the god's death and those that were present for the Friendly Fire event will recognise the sensation; it will happen twice more before one final blip. In that moment, everyone will essentially have a minor blackout: their vision will fade, their bodies will freeze, and there will be an internal sensation of dropping.

    After this, the Travellers outside of the city will feel something of a drag towards Ginnungagap. It will feel like an outside force beckoning them inward, to someplace they belong. The compulsion will be relatively easy to overcome, but it will linger all throughout their journey through the depths of Yggdrasil.

Week Two: Days 443-445 / May 4-9
    Day 443 ( May 4/5 )
    Approaching the border between Asgard and Ginnungagap will bring the Travellers closer to the Fire Giants' kingdom of Muspellheim. From this distance, they will just barely be able to make out the great volcano, still lit at its peak, and a heavy black cloud that lingers over most of the kingdom. In this area, it may behoove them to keep an eye out for Giant patrols and pockets of defects from Surt's ranks, all seeking safe ground somewhere in the relatively neutral territory of Ginnungagap. They will be volatile and attack upon sight, but no groups will be any larger than five, maybe six at most.

    As they sneak and fight their way across the plains, they will find that Ginnungagap is sparsely littered with old trees and short, soft grass on the outskirts of the canyon, streams flowing from varying mountain peaks into the vast space below; deeper within, it is sheer rock and sharp edges that are harsh and unyielding. If one were to look at it from above, they might think someone stabbed a knife into solid stone and carved out a jagged wound, and so it is moving through the canyon itself, where one false step can lead to certain and painful death.




[ OOC NOTES: This is the mingle log for WEEKS ONE AND TWO of the Something Significant plot event! Remember that your only characters who signed up for this opt-out event by the deadline will be able to participate. Please put your character's location in the title, as well as either OPEN or CLOSED and the DATE. For more details, please head on over to the full rundown HERE. If you have any questions, please let us know, and have fun! The event log for the SOMETHING OMINOUS opt-out plot log can be found HERE.

SPECIAL NOTE: As of the power expansion plot, bracelets will work outside of the city along with god powers. Characters WILL be able to communicate with those inside of the city of Asgard, as long as the party has his or her bracelet on him. ]
 
 
21 April 2014 @ 05:26 pm
Who: EVERYONE
What: the Almost Useful mingle log
When: Day 437 ( Apr. 22/23 )
Where: all across the city
Rating: PG-13. Anything higher than that should be taken to a private log, please!

Day 437 ( Apr. 22/23 )
After giving some consideration to the nature of their bonds with their patron deities, Sam Winchester posts to the network supposing a theory: if the gods can feed magic into the Travellers to give them their House Powers, perhaps, then, the Travellers can feed magic back into the gods. They have been under great duress both with Odin's collapse and the most recent disasters in the kingdom, even the smallest bit of a boost may make a difference.

Using the same runes from Draco's magic expansion plot, Travellers will be advised to draw the personalised god runes for their patron deity somewhere on their bodies in runic ink, anywhere it might not be disrupted or broken. For the duration of this day, every time the Travellers use any form of magic - be it House Powers or other runic magic - the god rune will glow faintly in the colour of their patron. The energy they pour into their magic will travel along the bond to their god and give them something of an energy shot, just the slightest lift in their strength and energy.

However, performing this transfer comes at a cost. The more magic performed, the more the Travellers will be drained of their own energy in a nearly euphoric way. The exhaustion will come in a vague sense of warmth and affection ( as it is, after all, the spirit of the Mother that gives the gods their magic ), as the need for a nice cup of their favourite cocoa, or perhaps a comfortable nap in the sunlight, or maybe even a profession of love.

Yes, we're giving you an aphrodesiac curse. As the Travellers grow more and more tired, they will grow more and more inclined to cuddle up with someone or something they care about and sleep off the exhaustion. This is generally harmless and will not be an extreme; it will not create feelings of love where there are none and it will not encourage them to do the nasty or anything like that. It's more simplistic than that, a base sort of love that comes in simple touches or a spoken word of love.

Anyone participating in this event is more than welcome to vary up the way this manifests in their characters, but by the end of the day, all Travellers using the transfer will be taking a collective nap for a few hours. When they wake, the euphoric effects will be gone and the god runes will no longer be active. Fingers crossed no one came across them cuddling with their best friend!


[ OOC NOTES: This is the mingle log for the Almost Useful special event! Remember that your character can only use the rune for their patron god. Please put [OPEN/CLOSED] along with the time/location of your character in the title of your comment. Let us know if you have any questions! ]