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theunrivaled2017-07-31 07:05 pm
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Open Log - Welcome to the Main Camp
Moments ago, there was an earthquake. You might not have felt it, but it definitely happened. The collapsed tents and spooked horses serve as evidence that something unsettling shook the main camp not that long ago. The soldiers and citizens don't seem terribly frightened, as if they've gotten used to the ground trembling by now, but more than one stops to look toward the tall spires of rock separating the comfortable and well-ordered areas of the camp from a deserted battlefield. It's as if they wonder to themselves whether something deep in the pit on the other side might have caused it...again...
And then they realize that something else has happened.
You are here – or near here.
Prompt 1:
Immediately after the latest quake, people simply appear in and around the main camp. The residents don't actually see it happen, but they turn around to find a person where there wasn't one a moment ago. You might be that person! You might wake up inside a canvas tent, perhaps even lucky enough to be resting comfortably on an unoccupied cot. You might wake up on the open ground outside with an awful lot of gawkers standing around you. Or, you might wake up about ten meters down the road from the gates of the camp, in clear sight of the guards and the tents just beyond them. This is definitely the time and place to start grabbing strangers and asking them where you are, why you're there, and what the hell is going on.
Prompt 2:
Maybe it's not so right-away, but you've woken up all the same and had a look around. Maybe some of the soldiers have done their best to answer your burning questions. At least one thing is clear: the natives all dress in simple robes and tunics, the soldiers in similar plate or mail armor, making anyone in other garb stick out like a sore thumb. The women who run the Teahouse have noticed this first, and are doing a fine job offering the utmost in hospitality to the strangers in the off chance that they're allied with one of the lords of the land. They'll make sure you have a place to sleep, a good meal, and the best tea the Han Dynasty can provide. It may be a bit rustic for some, but it's comfortable and pleasant. Can it be worth settling down here for a while? Or is this place missing something crucial – like the ability to use your magic?
Prompt 3:
There's a lot to explore in and around the Main Camp. The various tents set up on different levels overlooking the middle area are open to be claimed, and some of them look a lot more fancy than others. As long as there's no famous lord laying his head there, why shouldn't you? The central ground of the camp contains the Merchant's stall, the Teahouse, and the Armory, as well as the stocks for the misbehaving. The bathing area is downstream from everything else, where the river passes under the rocks and empties out onto the plain beyond. There's a few areas of interest outside the camp perimeter, too, and none of the guards are stopping you from going out there. The main road looks well-traveled and vanishes eastward into the distance across rolling plains. On the west side there are high cliffs of cooled lava separating the camp from the former battleground where the Hydra was destroyed. It's rocky and perilous ground, but the adventurous can climb down winding, crumbling paths into a deep crevasse. There doesn't appear to be anything down here, but those of a magical or mystical inclination will sense the lingering aftereffects of great power.
If one were to travel a short distance northward, they'll find the Wuzhang Plains standing quiet and empty, the fortifications left in whatever half-damaged state they were in from the last battle waged here. There is also a temple along the southern ridge, looking decidedly like it doesn't belong there with more traces of mystical energy at its center. Here, the wayward traveler will be beset by small units of spindly, gray-skinned soldiers bearing spears and swords, no more than half a dozen at a time.
Prompt 4: Wildcard
Whatever floats your boat or isn't covered above! Refer to the Arrival page for details of what is and isn't to be found in the Main Camp.
In time, the Merchant makes an announcement. Not long after the Great Cataclysm, some of the mystic soldiers now guarding the main camp arrived with mirrors they claim to have enchanted so that the scattered warlords can speak to each other from a distance. He is under obligation to give one to anyone who asks, and suggests that they may try it out whenever they have the courage to do so.
And then they realize that something else has happened.
You are here – or near here.
Prompt 1:
Immediately after the latest quake, people simply appear in and around the main camp. The residents don't actually see it happen, but they turn around to find a person where there wasn't one a moment ago. You might be that person! You might wake up inside a canvas tent, perhaps even lucky enough to be resting comfortably on an unoccupied cot. You might wake up on the open ground outside with an awful lot of gawkers standing around you. Or, you might wake up about ten meters down the road from the gates of the camp, in clear sight of the guards and the tents just beyond them. This is definitely the time and place to start grabbing strangers and asking them where you are, why you're there, and what the hell is going on.
Prompt 2:
Maybe it's not so right-away, but you've woken up all the same and had a look around. Maybe some of the soldiers have done their best to answer your burning questions. At least one thing is clear: the natives all dress in simple robes and tunics, the soldiers in similar plate or mail armor, making anyone in other garb stick out like a sore thumb. The women who run the Teahouse have noticed this first, and are doing a fine job offering the utmost in hospitality to the strangers in the off chance that they're allied with one of the lords of the land. They'll make sure you have a place to sleep, a good meal, and the best tea the Han Dynasty can provide. It may be a bit rustic for some, but it's comfortable and pleasant. Can it be worth settling down here for a while? Or is this place missing something crucial – like the ability to use your magic?
Prompt 3:
There's a lot to explore in and around the Main Camp. The various tents set up on different levels overlooking the middle area are open to be claimed, and some of them look a lot more fancy than others. As long as there's no famous lord laying his head there, why shouldn't you? The central ground of the camp contains the Merchant's stall, the Teahouse, and the Armory, as well as the stocks for the misbehaving. The bathing area is downstream from everything else, where the river passes under the rocks and empties out onto the plain beyond. There's a few areas of interest outside the camp perimeter, too, and none of the guards are stopping you from going out there. The main road looks well-traveled and vanishes eastward into the distance across rolling plains. On the west side there are high cliffs of cooled lava separating the camp from the former battleground where the Hydra was destroyed. It's rocky and perilous ground, but the adventurous can climb down winding, crumbling paths into a deep crevasse. There doesn't appear to be anything down here, but those of a magical or mystical inclination will sense the lingering aftereffects of great power.
If one were to travel a short distance northward, they'll find the Wuzhang Plains standing quiet and empty, the fortifications left in whatever half-damaged state they were in from the last battle waged here. There is also a temple along the southern ridge, looking decidedly like it doesn't belong there with more traces of mystical energy at its center. Here, the wayward traveler will be beset by small units of spindly, gray-skinned soldiers bearing spears and swords, no more than half a dozen at a time.
Prompt 4: Wildcard
Whatever floats your boat or isn't covered above! Refer to the Arrival page for details of what is and isn't to be found in the Main Camp.
In time, the Merchant makes an announcement. Not long after the Great Cataclysm, some of the mystic soldiers now guarding the main camp arrived with mirrors they claim to have enchanted so that the scattered warlords can speak to each other from a distance. He is under obligation to give one to anyone who asks, and suggests that they may try it out whenever they have the courage to do so.
2
Well, it was just a kid, at least to him, so might as well help him out. He stopped one of the workers there and requested some tea for the desperate lad, and once it was prepared he took the mug and sat on the opposite side of the table as the human, and push the mug across.]
You know, the way you bark orders it sounds like you're a natural leader. I don't think I've ever heard a more urgent cry for tea in my life.
[His tone is playful, and he offers the young man a smile.]
no subject
Yes, well. Obviously. It's a shame, really, that it doesn't take more people only three words to figure that out.
[He's rambling, and scowls down at the mug of tea because of it, before tentatively reaching out to grasp it.]
...Thanks. I'm a little— [And then siiiighs.] I was expecting to be somewhere else.
no subject
[He withhold a chuckle from the boy's show of arrogance. It was cute really. And sad.
It was one thing to bring him here, but not this one. He was too young to this.
The last bit gets a laugh out of him though, not because of the situation as much as the gross understatement of it. Like he was walking down the street and wound up in a war camp in the middle of nowhere.]
You and me both, da'len, and considering some of the odd turns my life has taken me, that is saying something.
no subject
Elven?
[Draco peers at him. He doesn't LOOK like a house-elf.
...Just kidding, Draco has met other types of elves. Or, well. He's met people with pointy ears, anyway, and maybe now he's assuming they were all elves.
Not that he says as much, just makes a "huh, well okay then" sort of expression and sips at his tea as he listens to the other man continue speaking.]
Perhaps I should clarify. This isn't the first time I've been oh-so-mysteriously transported across bloody dimensions. I've not been home for two years, but I thought all that was over. I was supposed to be sent back.
[Then he scowls, hands tightening around his drink.]
At least in the last place I still had my magic.
no subject
[Two years is a long time for one his age to be away from home, and who knew what he had faced in such time. He may have fallen into the Fade twice, and then got thrown into an incredibly depressing alternate future, but those incidents had not lasted so much as a day combined.
Well, human or no, he could offer some help to the young man. It was at least nice see another magic user. He hadn't pegged him as such without a proper staff in sight.]
You're a mage a well then? Well, I'm afraid I cannot send you home, but for what it's worth, once you're outside the camp's borders you'll be throwing around magic like it was never gone.
no subject
Really?? You're not taking the piss, we can actually use magic here?
[THANK MERLIN.
But wait, hang on. Draco eyes him suddenly.]
You said as well. You're a mage? That's actually a bit of an outdated term where I'm from -- technically I'm a wizard.
no subject
If I was, why else would I bother hauling around my staff still?
[He gestured to what looked like a large sword hilt with no blade that he had slung over his shoulder. Not long enough to be what one would imagine when thinking of a staff, but he didn't seem aware of that.]
Is that what they're calling it now? Well, you'll have to forgive me, I did grow up in a forest. It can be hard to keep up with such things. [Or they were from remarkably different places, but where was the fun in jumping to that right off? Would be more fun just to talk magic in his opinion. It was nice to have someone talk magic to, even if it was probably different in some way.] Or is that a specific teaching, like being a mortalitasi or knight-enchanter?