Entry tags:
- *event,
- aldnoah.zero: asseylum vers allusia,
- aldnoah.zero: slaine troyard,
- blood bank: reign fear,
- blood bank: shell overlord,
- blood+: diva,
- blue exorcist: mephisto pheles,
- bungou stray dogs: atsushi nakajima,
- bungou stray dogs: chuuya nakahara,
- bungou stray dogs: osamu dazai,
- camp half-blood: percy jackson,
- dceu: clark kent,
- dragon age: anders,
- dragon age: justice,
- ffxiv: alisaie leveilleur,
- ffxv: prompto argentum,
- fire emblem: frederick,
- fullmetal alchemist: olivier armstrong,
- granblue fantasy: cain,
- guilty gear: venom,
- gundam: mikazuki augus,
- gundam: setsuna f. seiei,
- it: richie tozier,
- jjba: rohan kishibe,
- kingdom hearts: terra,
- little witch academia: atsuko kagari (ak,
- loz: urbosa,
- mcu: peter quill,
- outlander: claire fraser,
- overwatch: jack morrison (soldier 76),
- penumbra podcast: peter nureyev,
- star trek: james t. kirk,
- stargate: john sheppard,
- teahouse: linneus,
- tenchi muyo!: ryoko hakubi,
- torchwood: ianto jones
❪ event ❫ khalo? can you hear me?
OLYMPIAN PRESERVATION ![]() The city of Olympia is preparing the send-off of its most prized artifact: the heart of the ancient dragon, Ysverai. In doing this, they've transformed the palace court into an exhibition detailing the centuries-old war between Wyver and Olympia. Sculptures of Nithor the Exalted and his men and women in clean, white marble, while their armors are polished in perfect gold. Among Nithor are the sculptures of stallions in all shapes and sizes that also aided in the great war. Further in the exhibition, one may also find other artifacts of much older weaponry, rusted by its time in the earth, and items found from a time when humans feared the dragons. The Royal Guard has increased its numbers in wake of such a public event, particularly because the heart will be in display also. The heart is not what one might expect it to be: about the size of an average human, the heart's core is surrounded in stone, a red glow emitting from its still beating core. If that were not unsettling enough, one might also find that lingering around this particular exhibit will have undue affects on one's inhibitions. You'll notice your heart has fallen into sync with the organ, and your more selfish desires will come forth. Things that have long been buried will rise up and place you in a state of unease, encouraging paranoia about your companions intentions. Allow it to fester, and one will carry this feeling with them long after you've left the scene. It's probably a good thing this is leaving Olympia — perhaps it's a source of so much conflict you've endured. It's easy to become mesmerized by all the historical artifacts that are present in Olympia's exhibition. Some even seem mystical or, like Ysverai’s heart, to hold unspeakable powers. Others are just a little eerie. Either way, Olympia prides itself in its generosity and their grand displays, and so refugees are urged to learn more about their artifacts by spending the night in Palace Court. Though, someone should probably mention that there are rumors of strange, almost occult things happening around these relics at night. People speak of armored soldiers casting shadows that have the ability to walk on their own, or gemstones that catch the moonlight in a certain way and show you visions. But those are just silly ghost stories, right? TALL TALES OF KHALO VILLAGE
Because of Khalo's proximity to Wyver, it's no surprise that they would catch wind of the peace talks between Wyver and Olympia. In response, for the first time in centuries, Khalo Village has willingly granted passage to outsiders — but visitors will immediately find out that one cannot just simply walk into the village. Visitors will need to inhale the smoke of a fyrra herb in order to enter the premises without falling into slumber.
Khalo is notably different than what refugees are used to. Visitors, specifically refugees, will find that they are exceedingly accommodating. The Khali are very intrigued by the outsiders, thus they're treated with much respect and given instant access to some of the best lounges and fyrra the village has to offer. In exchange, the village is interested in hearing about your journey thus far. Whether it be through a conversation with another individual or the Khali themselves, they'll very likely to have been eavesdropping and recording the tales of their exploits. Why, exactly? ![]() Perhaps it will not be immediately clear, but if you happened upon a venasou, a tamed Khali creature, it may have guided you to their Enchanted Library. Upon entering the library, visitors will notice that it is quite the happening place — but not because it's occupied by the Khali, but because there seems to be an assembly of magical quills seemingly writing on their own. The quills are mostly undisturbed by the intrusion and will not stop writing even if parchment is taken from it; it will simply produce another piece of paper and continue its tales. If you happen to read the parchment, you may notice that there is a daunting similarity between your story and the ones being written here. Tales of Thesa birthing new races and sending them from the sky, for example, are very popular in Khalo Village. They mark July 15th as the day in which the Moon Goddess, Thesa, created more people in her image and brought them to El Nysa as saviors. The coincidences don't end there: specifics about your home world might be found in the writings if you search deeply enough — but it's not without its exaggerations. These stories are given all sorts of poetic and literary forms, from short stories to limericks, biographies to something similar to haiku. If asked, the Khali will inform visitors that the enchanted library has access to vague parts of your memories, and thus it is duty-bound to record. The Khali have not seen stories as strange as the ones being made by refugees, which is largely why they are interested in them. NOTE: This is entirely optional! You may make up your own "stories" While tales of the Thesa's descendants are still being written, visitors of the Enchanted Library might find intrigue in the more complete works — It seems to end there. Refugees are naturally allowed to question the natives. However, keep in mind that many of their replies will seem more like speculation than fact. But maybe that can be fun too? If you have no interest in the library and the tales they've woven, feel free to explore any of the other areas of interest. Khalo Village is thrilled to be open for you all. THOSE THAT SEEK PEACE, AND THOSE THAT SEEK -- ![]() The morning of the 20th is marked by fairly dismal weather. The sky is overcast and a downpour seems imminent. Regardless of the poor forecast, those who signed up to assist in this mission will be required to come early in order to receive their briefing.
Due to the rain, members of Group A will have to immediately stop by the checkpoint at the East Watchtower. Additionally, the Royal Guard and Knightryders are well-prepared with extra cloaks for those who may require it. They also will provide basic refreshments such as water and bread. People are encouraged to take what they need prior to their departure on this mission. The checkpoints are a bit far between, after all. Members of the envoy will also be encouraged to utilize this time to become familiar with one another. Maybe some introductions are in order? You never know who will end up having your back... For both groups, the paths will be relatively straightforward with evenly spaced checkpoints along the way. The only issue seems to be the downpour, really. The rain is unforgiving and the roads easily become unstable and increasingly difficult for the carriage to be drawn through. Hence, there may be more than one occasion where you will be expected to lend a hand in prying out its wheels from a particularly pesky (and muddy) pothole. Or perhaps you will be called upon by a fellow guard to assist in getting a particularly stubborn creature out of the path ahead of you. Seems like it may be a longer journey than you expected. Dirtier, too. While weathering the conditions may have been a bit tiring, this journey isn't too bad, right? Well, maybe not. NOTE: Those RNG'd to thread out the capture and questioning of the bandits will have starters below. For everyone else that signed up, you will still have the opportunity to capture the assailants even though they were not selected to thread the interrogation; you are free to make up your NPCs with the same basic guideline: they will not reveal their motive or their organization. You may turn them in to authorities (Wyver or Olympia or otherwise) or find creative ways to get rid of them. FINAL OOC NOTE
To reiterate: you may use this log as a general mingle for everything from the May Outline, including all Khalo Village activities. In other words, your top-levels don't necessarily have to be related to the prompts written here.
An AC-eligible thread in which your character participates in anything mentioned in the May Outline and/or Khalo Village location page may be submitted for 2 REP POINT FOR EITHER OLYMPIA OR WYVER. SUBMIT THE THREAD FOR OLYMPIA OR WYVER HERE OR HERE RESPECTIVELY BY June 10th 11:59 PM EST. For those who participated in this month's plot-related portion, to receive IC recognition for it, a summary of the thread must be submitted HERE by June 8th 11:59 PM EST. Please direct all queries to the question thread below. Thank you, and have fun!
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They've got to get through this first, Ianto thinks to himself, as he waits for John to get the bandit close enough to him so that he might be able to shock them somewhere.
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"Ianto--"
Because there's another bandit moving in, and Ianto is too busy watching John strangle this guy to notice.
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The sound of his name catches him off-guard and it startles him enough to look around, just in time to duck out of the way of -- a stick? a club? -- something heavy swinging in his direction. And by duck, it's really more of a trip, but it gets the job done because he's at least not where the man had been aiming for his head anymore, now that he's on the ground. It doesn't solve the problem that they're still upright and he's not though. "Shit, shit," Ianto murmurs to himself and does the only thing he can think of to protect himself from the log the other man has coming for him by rolling underneath the carriage.
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He narrows his eyes, glances around quickly then drops the bandit as he finally goes limp.
"Ianto! You have a weapon, use it!"
Come on, come on you can do it. Something moves close and John turns, gritting his teeth as a blade sinks into his arm. That's fine, though, another free weapon if he can get it. He tries to shake the bandit off, attention split now between what's he's doing and Ianto hiding under the carriage.
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The club swings in a wide arc underneath the carriage after him and Ianto swears as it connects with his shin, but it's enough to bring the man in range. Reaching out he thrusts the stun gun against his bicep and pulls the trigger -- twice for good measure since the man is so damned large, breathing a sigh of relief as he collapses in front of him. Effectively trapping him in place. Swearing under his breath, Ianto does his best to start shoving.
"Of all the--"
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"Ianto?"
He's still under the carriage, as far as John can tell. Is he hurt? The bandit regroups and lurches at John again, and he counters one handed with the dagger -- grits his teeth as he tries to shut out the pain and keep moving.
"If you're not dead this would be a great time to help."
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John is facing off against another bandit and from the look on his face, this time it's a struggle. Ianto doesn't even think or bother to rise from where he is on the ground, figuring it would only catch the attacker's attention. Doing the best that he can from the position he's in, he lunges forward on hands and knees and sticks the base of his stun gun against the bandit's thigh before pulling the trigger. The movement leaves him wide open from all other angles and he hasn't thought to look and see if any other bandits are after him. All in all, it's a pretty risky and possibly stupid move. But at least he's helped John, as he asked?
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"Thanks. You're doing great," he manages, and moves closer to the carriage so he can press his back against it for security and begin pulling rolls of bandage out of his vest. "Don't suppose that thing has any other settings?"
Other than stun, which seems to be what Ianto is using. How long does the stun last? He begins roughly spinning bandage around his arm over his jacket, eyes flicking around the area to make sure nobody is sneaking up on them while he tries to stem the bleeding.
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"There's the option to set it to stun or kill, though I've never tried using that function," he admits. Satisfied that they're not about to be set upon just for conversing he turns his head to glance aside at the other man, eyebrows furrowing at the appearance of the bandage roll. They don't have time for him to do much fussing now but he still can't help but ask, "Are you alright?" Obviously not if he's bleeding but you know. If he's feeling faint, if there is more to that injury than meets the eye, now's the time to say.
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He finishes off the quick, rough wrap and begins to tie the bandage in a knot -- holds one end between his teeth and yanks it tight.
"Right."
Come on John, get going. Do something. He rolls his shoulders and gives his hand a test flex, judging how much he needs to compensate. It wasn't as deep as it could have been. He can handle it.
Then something moves in his peripheral vision and John is grabbing for the hand Ianto still has the stun gun in, whipping it up and around to whatever is closing in on them.
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He's just about to open his mouth to fuss a little further when John is suddenly grabbing at his hand and twirling him towards -- another bandit coming their way. Ianto startles slightly but he doesn't need to think twice as he pulls the trigger just in time to send another shock through the bandit in question.
He stands very still, breathing hard as he watches the figure slump to their feet before he turns wide blue eyes to glance at John. The other man's fingers still clasped around his wrist.
"Thanks," he says, a little dazedly.
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He lets go of the man's wrist, lifts his hand instead to squeeze Ianto's shoulder reassuringly while he scans the area.
"These guys were ready for us," he murmurs, because they were. The whole thing reads carefully planned, rehearsed. Dropping the hand he takes a step more in front of Ianto again, watches the bandits move in patterns of advancement and retreat. "They don't even care what happens to us. They're just here to keep us busy."
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John is right, of course. The bandits are organized, and the point to their tactics doesn't seem to be swarming the carriage as he had assumed it would be, but rather to target the party themselves. And they just keep coming.
"They're after the Heart," Ianto says, and turns to look over his shoulder with a sinking feeling at the inside of the carriage beyond. "They have to be. The rest of it is just smoke and mirrors."
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John watches two of them signalling to each other and feels his gut twist uneasily. The bandits aren't even trying to kill them, and that's good, but John doesn't feel like they're in control of the fight either. They're being toyed with. He doesn't like being toyed with.
A bandit moves up beside him and he grabs their arm to stop the blade, rolls his eyes as another moves in and swings them to crash into each other. This getting tiresome, and John is running out of patience and sympathy. Ianto might prefer to stun them but if the ones they've stunned start getting up then this will never end. He drives his blade into the neck of the one now in front of him and twists, kicks him back to dislodge it. He doesn't even watching the bandit begin to stumble before engaging the next one. His arm still hurts. He feels angry about it.
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Watching John drive the blade of his knife into the neck of a man and move so casually on to the next -- the expression on his face -- that throws him too. He doesn't belong here. What was he thinking, volunteering for a mission like this. He watches as the injured bandit falls, fingers tight around his weapon, before shakily guarding himself against the next attack. His attention on the scene before him such that he doesn't notice the hand closing around his ankle. Startled, Ianto trips over with a muffled cry of shock.
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"Ianto."
He skids himself over along the ground as Ianto's dragged backwards, kicks out at the bandits head and yanks Ianto forward toward himself at the same time. This is what he was afraid of, all the ones they stunned waking up. It's more likely the longer this goes on. He grabs the gun from Ianto's hand, twists and slams it toward the bit of the bandit's arm he can see.
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Reaching for the big bandit's giant club, he hits the man over the head for good measure, before looking to John. "This isn't working!" If that one woke up, it's only a matter time before the rest might too.
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Which -- takes time, and possibly more rope and tape than they have. His eyes flit around uneasily, then he rests a hand on Ianto's arm and squeezes gently.
"One piece, okay?"
Please, keep an eye on what's going on. He's not sure how many more jolts of fear he can manage in a short space of time. He's got too much death on his conscience already to lose another person. Isn't that why he came here, anyway? So they could keep an eye on each other? So he could make sure Ianto didn't wind up dead?
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"Yeah," he says a little breathlessly, before swallowing and trying again. "Yeah, alright. One piece. We." He glances aside at the nearest unconscious bandit and then whales the club at their head too for good measure. "We're going to need another tactic, then," he agrees, as he moves to push himself up to stand again and reaches out a hand towards John. He's injured, after all. He can stand to let Ianto help him up this once.