asgardmods: (Default)
[personal profile] asgardmods
Who: ANYONE leaving Asgard to fight the demons at the Qliphoth
What: the Devil Is in the Details event
When: January 14 - 22
Where: three days north of Asgard's kingdom
Warnings: blood, gore, death, ridiculous gross stuff

you've got red on you )
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[personal profile] asgardmods
Who: ANYONE leaving Asgard to build an outpost
What: the (Un)Safety Measures event
When: January 14 - 22
Where: three days north of Asgard's kingdom
Warnings: claustrophobia

first impressions are important )
[ OOC NOTES: This is the event log for the (Un)Safety Measures event! Your characters are in the process of building an outpost to serve as safe housing for ventures beyond the kingdom when a clan of rock gnomes begins "stealing" characters underground for observation. Because the majority of you elected to proceed with caution instead of aggression, you were able to entreat with the gnomes to understand their presence and motivations, and enough of you actively sought to make peace with them that they have become tentative allies to Asgard for the time being. If you want to discuss interactions or ask questions about the gnomes, you can do so in this thread below. If you have any other questions or concerns, please feel free to hit us up on the mod contact page! Enjoy! ]
asgardsheart: (Default)
[personal profile] asgardsheart
Who: anyone!
What: xmas curses 4 everyone
When: December 25th - December 31st
Where: Outside all Godhause temples.
Warnings: Please tag any appropriate threads!
Notes: Please see this post for more details!

( To say that the snowstorm dampened Sigyn's spirits would be an understatement, negative emotion compounded by her impatience and impulse in reacting to it. What's done is done, however, and she hasn't ever made sitting in thoughts of the past a habit. The present and future hold much more importance, which begs the question: what can she do to make today as good a day as it can be? What adventure can she set forth for others in order to truly amplify her spirits and rejuvenate her confidence in who she is -- more aptly, who she would like to be?

The idea that springs forth requires quite a bit of magic and some quick decision-making, but once she completes one project, the next seem to roll out much more easily. She'd discovered something interesting about some Wanderers: this holiday tradition they have of decorating and merriment. She's not solidly aware of the details, which make explain the wild magic that seeps accidentally into each thing she creates.

What are they exactly? Large trees -- some more...well, trees, than others; attached are baubles and gifts that she thinks fall in line with the spirit of what this day is supposed to be (as far as she knows). )


curse descriptions.

ODIN
( Outside Raven's Garðr now stands a 20 foot tall lemon tree. The scent of it is very pungent, magically so, but perhaps that's to be expected from the sheer volume of lemons hanging from its boughs. While some are real lemons, others are clear and shining, made of a yellow quartz that only makes the limbs bend lower. Interspersed are Wanderer ornaments, that when picked will contain yellow marigolds. )

CURSE: Interacting with this tree will immediately leave an unbearable taste of lemon in your mouth. Not just the flavor, but the sour feeling as well. No matter what you eat or how many times you scrape at your tongue, the sour feeling of the fruit refuses to leave.


NJORD
( Instead of being a traditional tree, the offering left outside of Finnalaun is basically nothing more than a 4 foot wide log sticking out of the ground and extending upwards of 40 feet into the sky. With no branches, the adornments are inserted into hollowed out holes in the side of the "tree," covered with sliding slats that can move up to reveal what's inside. In those without Wanderer ornaments, filled with blue hydrangeas upon being plucked, exist blue orbs that feel solid to the touch but that have no obvious permanence. When their doors are opened, the orbs are quick to try and float away into the air, so they must be caught quickly! )

CURSE: Anything you say is rhythmic, perhaps even in a melody or rhythm that you aren’t familiar with. The more you talk, the more theatrical and loud your conversations become.


SKADI
( Steina Lysa's Wanderer ornaments will be filled with large canna lily's, with other decorative baubles adoring the tree. These are spiked, but hollow and contain a wispy coloured smoke that changes based on the person whose possession it's currently in; on the tree, they remain a dazzling orange until removed. Perhaps the most remarkable thing about this holiday setup, though, is Skadi's tree type. Instead of being something natural, it's been pulled directly from a child's drawing; a physical manifestation of juvenile art in 3D, large black lines included. )

CURSE: Your whole body changes shade based on your current emotion; you’re basically a human mood ring. This curse lasts one day.


SIGYN
( Sigyn has saved the more traditional looking tree for herself, and thus Teitr Morginn gets a large fir, typical and basically bland in every way -- except. Instead of traditional ornaments (though her Wanderer ornaments are still there, containing large sprigs of holly when taken), this fir tree is covered in orbs of corn. They can be cooked and eaten, but otherwise are eternal and impossible to damage. As an aside, there's also the smell of fresh baked cake emanating from the tree, mysteriously. )

CURSE: Every half hour you're awake, you randomly blurt out one random fact about yourself or a true feeling that you hold.


TYR
( Fagna Heima receives a smaller version of an angel oak tree. Wanderer ornaments (filled with poinsettias) hang from wreathes places around thinner branches. These wreathes are made from shocking red flames, though they contain no heat. They can be removed from the tree if you're patient enough to walk them forward to the ends of the winding branches they hang from. )

CURSE: Your throat immediately feels hoarse, and you lose the ability to speak. Communication is still possible via the network, but any attempt to talk physically damages your throat (may require healing if many attempts are made).


HEIMDALL
( A large mushroom-like tree stands outside of Hlíf Drengr, and it spins quickly despite its roots being housed comfortably in the ground. Hanging from the clustered branches are various long objects, or collections of long objects: paper clip chains, popcorn strings, jump ropes, belts so long they'd basically be impossible to be worn. The important magical item is a strand of holiday lights made from an unbelievably strong vine, blinking lights made with an incredibly glistening rock material. They blink and change colour periodically, from soft pastels to more vibrant holiday colours. All swinging tendrils operate as if they have a mind of their own, though they don't act maliciously. Attached to the end of some swinging strands are the Wanderer ornaments, containing ranunculus when removed. )

CURSE: Once you're out of reach of the tree, all objects touched by your hands for one day immediately fall to ash OR explode into flower petals (of your choice). Humans, plants and magical objects are exempt.


MIMIR
( Taka Ráðs' tree, at a distance, appears to be a typical cherry blossom tree. Upon further inspection, one will notice that instead of flower petals, the blossoms on this tree are made up of hundreds of small spheres, floating around the tree without any sort of attachment. Occasionally, the small spheres detach and burst upon coming into contact with the ground, or perhaps even you!, leaving a cloud of pink haze and strong cherry scent. Tied to smaller branches are small purses, made with shimmering fabric. Inside are small chocolates, though whether or not they taste good is a roulette game. Some may be sweet, with a few that are indescribably decadent. Others may taste like something much more unsavory -- from sweaty socks, to dumpster sludge. Wanderer ornaments on this tree are filled with clematis flowers when retrieved. )

CURSE: You forget everything about one other Wanderer (OOC choice) for one day (feel free to pick an acquaintance CR to escape something too traumatic or just play something awkward).


HONIR
( The tree outside of Flakkaheim is a medium-sized wisteria, though the tendrils strobe and blink, especially in the light of the setting sun when the whole tree is illuminated in a purple glow. The ambient lighting is accompanied by melodic tinkling and clinking, made possible by the ornate pens attached to the ends of the wisteria strands, gradating to a crystal clear, icicle point. They offer a much clunkier noise when they bang against the Wanderer ornaments, which bloom into a china aster when plucked. )

CURSE: Your touch leaves a glowing imprint, and can include objects, the ground, even people. Clothes/shoes do not mitigate this. Lasts for one day.


FRIGG
( In Frigg, Báðum Hǫndum has received a large tree that would otherwise look like any other that could be found in Asgard. The distinctive feature of this tree is that the outer branches are wrapped in a protective, thick shroud of spider silk, though the originating bugs are mysteriously missing. The silk is very fibrous, not easily broken though simple to move. Once you breach the wrapping, you'll find an ecosystem of movement flitting about. Small green butterflies blend in with the bright leaves, moving and flying about in between the Wanderer ornaments, which will bloom with white lotus flowers once retrieved. When touched, the butterflies freeze and fall, transforming into bejewelled pins. )

CURSE: Your hands shrink to a fourth of their typical size. Otherwise, they’re fully functional.
asgardmods: (FAITH ❧ listless king)
[personal profile] asgardmods
Who: EVERYONE
What: our December intro log and the As Cold As Ice event
When: December 8-13
Where: Gladsheim Palace, the castle of the gods (and potentially elsewhere)
Warnings: cw: minor mentions of animal death and blood

why can't we have nice things )
[ OOC NOTES: This is the December intro log for the As Cold As Ice event! Your characters will be trapped in the castle for the whole week, although there are options for being outside in the storm described on the event post as well. Please remember to submit gift requests on this thread by December 31 and quest maps on this thread by December 10. Please let us know if you have any questions, and enjoy! ]


navigation.
asgardmods: (FAITH ❧ listless king)
[personal profile] asgardmods
Who: EVERYONE
What: the Should You Choose to Accept It event log
When: November 22
Where: EVERYWHERE
Warnings: N/A



The rain doesn't let up over the rest of the month, but something new seems to crawl out of the downpour all the same. As your character goes about their day, they might find a variety of small animals huddling in dry spaces or darting into buildings seeking heat. Cats, dogs, rabbits, mice and other such critters start appearing on November 22 and spreading throughout the city in various ways. You might find them running from one place to another, barking or nipping at someone's feet, or otherwise doing what animals might do when caught in heavy rain.

Beyond simply appearing, however, some of the animals seem to want something from you. Maybe they follow you around until you pay attention to them, or maybe they just lounge in one space waiting for someone to approach. Maybe you find them in a precarious situation or have to rescue them from somewhere. Regardless of how you stumble upon them, without speaking or otherwise telling you what they need, you suddenly realize you have a choice to make as you interact with them.

Will you accept their quest?


[ OOC NOTE: This is the event log for the Should You Choose to Accept It event! Little animals are popping up all over the city and getting caught in the rain. Will you help them? Or will you do something else for them? There's a "quest board" of guest NPCs requesting ridiculous cute things you can use as the prompts for this event, but you can feel free to come up with your own odd tasks as well. Enjoy, and please let us know if you have any questions! ]
asgardmods: (FAITH ❧ listless king)
[personal profile] asgardmods
Who: EVERYONE
What: the Hæiðrs-Minni event log
When: November 16
Where: EVERYWHERE
Rating: PG-13; please take anything higher than this to a private log!

morning: the funeral


The morning sun is lost behind clouds that pour in an endless rain, casting the city into a dark and gloomy shadow. The streets of Asgard are almost entirely empty, although hardly a soul can be found indoors either. Everyone is gathered instead at the riverbank on the castle grounds, where a series of boats are tethered along the short and gently tugging with the current. The native Asgardians place gifts, food, and personal belongings into the boats in memory of their lost loved ones.

Whether you've lost someone, were lost yourself, or carry some other loss within you, the natives invite you to place your own offerings in the boats to send off your sorrows together.

Several hours into the morning, once everyone has had their chance to fill the boats, Heimdall gives a short speech honoring those that fell in the recent battle as the boats are let loose down the river. Honir fires an arrow towards the last one to float away, and Odin lights it on fire as it soars overhead, the single arrow splitting into a wave of shooting stars that strike each boat dead center. The boats alight all at once, and even with the rain pouring overhead, they continue to burn as they float gently out of sight, carrying everyone's grief away with them.

all day: the dedication


Throughout the rest of the day, many of Asgard's residents seem to buzz around Firar Samka, the cultural museum in Mimir's district. A new wing has been added to document Asgard's recent triumphs, but most especially to honor the unexpected stalwart allies of the kingdom: you, the Wanderers from other worlds. This display was added to memorialize the lengths you've gone to in the name of protecting and preserving life within the realm, the core purpose of Asgard in its entirety. You are heroes among gods and this exhibit seeks to portray that for all to see.

As you wander through the display, you might see childish drawings of familiar people fighting a massive dragon, or a large painted mural of solemn faces standing off against an army of ghoulish figures. Skadi can be found beside these, sometimes twisting them into eerie motion or placing a new piece somewhere along the halls.

Elsewhere, you can find Njord alone or accompanied by some human skalds as they sing or read poetry or even sometimes reenact part of the battles against the Red Death and the Army of the Dead. Your characters can watch or join, and they might even hear their own names mentioned among the reverence and song. This is the story of Asgard and the Wanderers conquering death, and you're right at the center of it.

evening: the feast


To end the day on a high note, everyone is invited to Nādhirhöll in Tyr's district, where the entire banquet hall has been decked out in so many colors and leaves and lights that it might feel like walking into an overgrown forest tightly held in the grips of a sparkling autumn. With the growing success of the distilleries in Njord's district, vodka and ales are passed around freely alongside the mountains of food available on tables in every room. People dance and sing and lounge around the leaves with laughter and a joyful appreciation of life in the air.

If your character joins the party, they might notice themselves feeling more warm and relaxed over the course of the evening. They might have the unusual inclination to be more physically affectionate with people and vocally declare their appreciation to them. Deep in this glittering "forest," it is easy to feel lost in the warmth and comfort of good company and relative safety.

This party continues into the morning of the next day, something that many may not realize as deeply wrapped in an artificial forest as they may be. The effects of the curse fade as everyone stumbles their way out of Nādhirhöll, leaving a heavy blanket of strangely warm exhaustion behind. It's been a long and potentially emotional day, but the city seems to be brought together under a shared relief and a new tomorrow.


[ OOC NOTES: This is the event log for Hæiðrs-Minni! There are various goings-on throughout the day to acknowledge past strife and be grateful for a projected future. If you have any questions or need any help, please let us know on the mod contact page! ]
asgardmods: (FAITH ❧ listless king)
[personal profile] asgardmods
Who: EVERYONE remaining in Asgard
What: the Idle Hands & Restless Hearts opt-out event
When: October 19-21
Where: EVERYWHERE
Rating: PG-13; please take anything above this to a private log!

stop getting your feelings all over the place )
[OOC NOTES: This is the event log for the Idle Hands & Restless Hearts opt-out event! Apologies again for lateness and thank you so much for your patience. There are a lot of activities happening in the background of this spectral invasion, so please feel free to have your characters helping with any of the relief/defense/housewarming efforts that are going on throughout the course of this event. New bedrooms need to be set up for new Asgardians, medical tents and spare beds need to be prepped for a mass influx of injured people, and there is still no IC guarantee that the army of the dead won't reach the city so people might want to be prepared to defend the city as a last resort. Please let us know if you have any questions, and enjoy!]
asgardmods: (FAITH ❧ listless king)
[personal profile] asgardmods
Who: ANYONE leaving Asgard to face the Army of the Dead
What: the Winter is Coming event log
When: October 18 - 21 (& 23)
Where: beyond Asgard's territory
Rating: PG-13 for violence and gore; please take anything above this to a private log, and remember to use content warnings as needed!

october 18: departure.
october 18
Those willing to join Asgard in their quest to stop the Army of the Dead will be leaving at the crack of dawn alongside a huge caravan of wagons lead by every available eight-legged horse in the city. Characters are welcome to ride in one of the wagons on the way out, although they are intended to carry refugees and the injured on the way back. There will also be horses made available for single or double riders to travel alongside the caravan, generally to serve as watch guards and survey the surrounding area for danger as they travel. Everyone else will be asked to travel by foot, and the caravan will travel slowly beside them.

When everyone is prepared to leave, Honir and Sigyn will open a straight path through the forest, granting the caravan easy access to the outside world. Those that look down the path without joining the caravan in travelling down it will only see a distantly bright light at the other side of the clearing, with no other discernible details from within the kingdom. Those travelling with the caravan will have a vague, creeping feeling of being watched by something within the trees as they pass, despite the mostly common knowledge that there are no living creatures in the forest.

As soon as the caravan breaks free from the treeline, that distant light becomes a glaring brightness that stings at unprotected eyes. It was dawn when they left Asgard, the sun barely rising and the air comfortably cool - but out here, the sun is blazing in the sky and an intense heat crawls across exposed skin. It's almost immediately unbearable until Honir's voice advises everyone to "take a deep breath;" the inhale burns and almost tastes acidic, but the exhale is slow and steady and calming.

After that, while still bright and hot, it becomes much more tolerable to pass through this starkly different environment from the familiar calm of Asgard. The ground is hard packed with random splashes of greenery attempting to push through cracks in the surface. Colors are inordinately vibrant, like the entire world has been overexposed and deeply saturated beyond what anyone might consider "normal." There are still trees around, oddly placed and scarce, whose leaves are changing colors and falling to be picked up in winds that howl and shriek as they pass through.

This isn't quite the picturesque autumn reaching Asgard right now, if it can even really be called an autumn at all - and this is all that can be seen for almost an entire day of wearisome travel, until they finally come upon a small grouping of roughshod houses in what could barely be considered a township by nightfall. A few dozen humans seem to live here and many come out to greet these new arrivals with a mixture of curiosity and wariness. While no danger seems immediately present here, they've been on edge in recent days with passing news of trouble not far away. The caravan stops here for the night, both to rest before continuing their journey and to discuss the possibility of these villagers returning to Asgard with the offer of protection.

october 19: preparation.
october 19
Travel picks up at dawn again with not a moment to waste, especially given confirmation that something must be nearby. Grass becomes patchy in odd sections along the harsh earth, growing defiantly wherever it can at varying lengths and some with blooming weeds or bushes. It's almost like the ground is… confused, growing inconsistently and failing as often as not. The weather stays the same: bright, hot, and stinging slightly despite whatever clouds or shrieking winds might pass over them.

They reach the next settlement by midday, not much more developed than the last one but overcrowded by far. As they stop to speak to them, the Wanderers will learn that many of them have fled here from neighboring areas without actually having seen anything for themselves, but they are afraid and unsure of where to turn next. The ones that have seen something for themselves are frantic and fearful as one might expect after barely escaping what they are certain is an all-devouring doom.

Tyr stops here to provide some emotional relief and a sense of safety with any Asgardians and Wanderers willing to stay and reassure these terrified humans of what it means to be under Asgard's protection. Secondary precautions are set up to protect this area (henceforth referred to as Settlement One) while the rest of the caravan continues onward.

When they come upon the next grouping of buildings - what might've been the start of a township given enough time, and what we'll call Settlement Two - the sun is already setting, and the only humans that remain are those too injured to travel and those too stubborn to leave them behind. The gods decide that this is where they'll make their stand against the coming Army of the Undead. The natives begin unloading the dragonglass from the wagons, and the Wanderers can help them build barricades or start digging hasty trenches in a perimeter around the area.

Honir insists on continuing on despite vocal protests and takes a small number of riders out into the night with him. Mimir and Heimdall walk the grounds to make sure everyone is as prepared as they possibly can be, and everyone buckles down for the evening with thoughts of war not far ahead.

october 20: bloodshed.
october 20
Morning never comes for those expecting it as the sky remains darkened and a storm approaches quickly. (cw: violence, gore) Within minutes, a sudden winter (cw: violence, gore; stop at 1:30 to avoid a jumpscare) overtakes the surrounding area with sheets of snow and blistering cold. As visibility drops to nil and everyone struggles to prepare themselves for what they know is coming for better or for worse, Heimdall's voice calls out clear and firm despite the raging of the winds around you. "Hold the line," he roars, "For Asgard!"



From this point on, the battle is on! Scaled to player response and requests, there are 1000 undead wights attacking from the shrieking darkness of the storm. Many of them seem well into rotting, while others seem disturbingly fresh. On Asgard's side, there roughly 40 Wanderers, 130 human natives, Mimir, and Heimdall. Odds may look bleak, but you are geared for this fight with everything you possibly could be. The rest is up to you!

As Wanderers die in this battle, they fall to the ground lifeless and their bracelets dim a little bit. Several humans fall alongside them and the wights show no sign of slowing. 12 White Walkers watch from the far side of the battle, seemingly searching for something. And as Asgard's forces are beginning to be overwhelmed through sheer number alone, the Night King appears and decisively turns the battle in their favor by raising the dead (cw: gore, child (un)death) once more. All Wanderers and human natives that have died up to this point return as a wight and begin attacking on the side of the dead.



The White Walkers use the following chaos to pursue their true targets: the Game of Thrones cast. Realizing this and their dwindling numbers, Mimir sends every living mortal back to Settlement One with instructions to prepare whatever they can to stop the Night King while he and Heimdall hold the Army of the Dead at bay. You have roughly 8 hours to prepare, whether that's coordinating traps and defences, tending to injuries, or calming yourself enough to survive another round of combat.

Mimir and Heimdall return ahead of the coming army with just enough time to warn them and prepare before the horde floods into them once more. Their numbers seem to have greatly dwindled, however, and only 8 White Walkers remain. It gives Asgard's forces leverage but it is still a battle hard fought (cw: gore, violence). Wanderers that die in this battle, whether alive or undead, disappear by fading away as they fall; the human natives simply fall. Honir and Helga return from their scouting mission with the grim news that the Army of the Dead has scorched through Yggdrasil for miles and possibly months.

Through the combined efforts of the Wanderers against the remaining White Walkers and a long string of distractions, sacrifices, and one lucky strike with a fallen comrade's blade, the Night King is finally slain by Daenerys Targaryen and all remaining undead fall to the ground. Some disperse into golden motes of light in a fashion some might recognize while other bodies simply remain there, lifeless at long last. The battle is finally won, but not without great losses. The gods afford a few hours of rest and recovery as the unnatural winter fades away before putting the caravan back on the path to Asgard - to safety.

october 21-23: return.
october 21
The ride back to Asgard is perhaps jarring for some. Where the night had been long and dark (and certainly full of terrors), the sky is near-painfully bright and colorful. The sun blisters in sharp contrast to stinging cold and only the living remain, injured and weary though they may be. It's startlingly ordinary in comparison to the nightmare you've all lived through, and it leaves a heavy tension hanging in the air for the entire trip.

As they reach the first grouping of houses and continue on towards the kingdom, a total of roughly 230 surviving humans journey with them. They are profoundly grateful for their lives but quiet in their appreciation and their awe. What happened here and those that stood nobly against it will be remembered in the histories of Asgard, draped against a dark background.

The city is prepared for the caravan's return, a solemn celebration spreading throughout the populace even as they leap right into the task of caring for those that need it. There are tearful reunions for those relieved to see a loved one survive and desperate cries for those that did not. The injured are carted away while others still are treated right there in the streets, so dire are their wounds. And the rest passes in a blur as people find their districts and hopefully a new sense of normalcy.

It isn't until October 23 that the Wanderers that died in the battle reawaken in the castle to a concerned but relieved Frigg. From that point onward, something is just a little off for them, but they are otherwise healed and whole again. It breathes an ounce of hope and joy into a grieving kingdom, as the natives regard them with awe and reverence, celebrating again the might of Asgard and the wonder of the Wanderers.

[OOC NOTES: This is the mingle log for the Winter is Coming event! Going up a few days late because I am busier than anyone's bee, thank you so much for your patience. Given all of the plotting and discussion, we upped the stakes for this one a little bit to give you one epic fight to win. This means there are more White Walkers to kill and more wights to join them! Please note the updates to the event description, including that the lore around PC death was adjusted a little bit and that only characters that die at Settlement Two are turned into wights. In the end, Asgard lost over half of those that initially left the city but returned with another 170 survivors, which nearly doubles the city's population overall. Remember that characters that die in this event only receive one death consequence, regardless of how many times they are actually killed. Please let us know if you have any questions about how any of this works. Enjoy!!]
asgardmods: (FAITH ❧ listless king)
[personal profile] asgardmods
Who: EVERYONE
What: October's intro log and event, Don't Say It, Don't Say It
When: October 8
Where: EVERYWHERE
Rating: PG-13; please take anything higher than this to a private log!

Before the sun is even properly rising, Asgard is a city in motion. The news spreads slowly but those that hear it act quickly, and by the time most people are beginning to wake up, the other half of the city is already running around from one task to the next. It seems like everyone is doing their best to make themselves useful in whatever way they can, from the youngest to the oldest in the city.

Asgard is going to war. And the entire city, even those not joining the fighting, is seems to be going with it with it.



there goes our nice quiet neighborhood )

[ OOC NOTES: This is the October intro log and event log for Don't Say It, Don't Say It! Please remember to continue plotting with each other on the event post, as we will be using your comments to scale a measure of success in terms of how many human natives you manage to save from the Army of the Dead. There are still some volunteer positions open as well: Honir's Expedition is still looking for more members, groups are still forming to take down the White Walkers, and we will be rolling for who kills the Night King on October 18. Let us know if you have any questions, and enjoy! ]
asgardmods: (FAITH ❧ listless king)
[personal profile] asgardmods
Who: EVERYONE
What: the Oh, the Cows in the Meadow event
When: September 10 - 15
Where: all over Asgard!
Rating: PG-13; please take anything higher than that to a private log!



this is why we can't have nice things )

[ OOC NOTE: This is the mingle log for the Oh, the Cows in the Meadow event! Chickens, cows, and pigs will be available from this point onward in the game for their various animal products, although the natives could certainly use some help figuring out how to go about that business. As stated, there will be a network post to discuss whether or not the gods should allow the natives to continue their delightful animal sacrifices on September 14. We will be reading the comments on that post to determine how the event concludes. If you want your character to have input on this matter, please make sure to respond to the post! We will give it the good ol' mod bump when the time comes, so keep an eye out on plurk or discord. As always, let us know if you have any questions! ]


navigation.
asgardmods: (FAITH ❧ listless king)
[personal profile] asgardmods
Who: EVERYONE
What: the August intro log and first god house competition, More Than Meets the Eye
When: August 8
Where: Gladsheim Palace for breakfast, around Asgard for the game/curse
Rating: PG-13; please take anything higher than this to a private log!

morning: a warm invitation
Everyone wakes up to a friendly invitation to breakfast at the castle with the gods. For most of you, this comes as a message on your bracelet, reading:
Join us at the castle today to welcome some new Wanderers into our midst. Breakfast will be served and a lively game will be available to all of our guests, both new and old.
New Wanderers are curious on their own, and this is the first there's ever been mention of a game. Perhaps it's enough for you to make the trek to the castle, to see what all the fuss is about, or maybe even to see if there's someone you know. Perhaps you want to learn more about the game, or maybe you just want the food.

For our new guests, this comes as a bit more of a surprise. Wherever you were before in your world, without even realizing it, you wake up in a strange new place. No time or space inbetween, just an awareness of There and then Here. A matronly figure tries to explain your circumstances with a sympathetic smile, but ultimately invites you meet them all for yourselves: the Gods of Asgard, and the Wanderers that arrived before you.



The sight that greets you on the castle grounds is a rather festive one, regardless of where you're coming from. Colorful streamers and flags are draped above large tables with room for several guests. Natives bustle about, cheerfully offering food and drinks to anyone that wants some. Everyone is welcomed to mingle and greet the new Wanderers on this bright summer morning.

the game: a friendly competition
Among the brightly decorated tables are ones highlighted in a specific color for a specific god house, and most of the gods themselves can be found sitting behind it with a few of their district's natives. They are here to welcome the new Wanderers into Asgard - but they're also here to explain the rules of today's game. There are coins hidden throughout the city and disguised as mundane items, and the god house that returns the most of their coins will win an upgrade to their god housing! No hints will be given, but the natives are excited to help facilitate the activity and happily invite you to wander through their districts to find what you can.

But you don't have to know about the rules to be playing the game! The coins are already hidden throughout the city, and no one knows what they are until they've been picked up. Whether you're banding together with friends to find as many coins as you can or blindly stumbling over an unpleasant surprise, the game and the curse are in full swing!

evening: a fair prize
At sundown, all of the coins in the city disappear at once, whether they're in your pocket or still disguised as a bowl. Points will be tallied and a winner will be announced (OOCly, on August 17) - but Asgardians are keen to celebrate regardless of who wins a rather inconsequential game. The same colorful display of tables and chairs is still spread across the castle grounds, although now they twinkle with fairy lights haphazardly blinking throughout the air. Snacks and drinks are made available, as well as more dinner-shaped meals for those that request it. Mostly the natives simply want to bask in the strangeness of these Wanderers from other worlds for a moment longer - but they're also eagerly listening to any stories from the day's mischievous game. Relax, enjoy yourself, or again, just stock up on some freely served food. Whatever suits your needs today. Welcome to Asgard, dear Wanderers.


[ OOC NOTE: This is the intro log for August, as well as our first god house competition/curse: More Than Meets the Eye. You are free to play with the curse prompts and searching the city in any way you want! If you would like to submit a map to earn points for your god house, please check out the rules to learn what to do. We will accept maps until August 17, at which point a winner will be announced and members of that god house will be allowed to vote for an upgrade to their god housing. As always, please let us know if you have any questions or need any help on the mod contact page. Enjoy, friends! ]
yggdrasilsearth: (Default)
[personal profile] yggdrasilsearth
Who: ANYONE that wants to interact with Laufey, Queen of the Earth Giants, in person
What: Laufey is visiting Asgard for one day, as part of the From the Ground Up plot
When: July 17
Where: throughout Asgard
Rating: PG, probs

early morning: unshaken but stirred
[ Those awake in the early hours between midnight and sunrise will hear the rhythmic stomping of stone, one sickening crunch after another. Anyone paying attention to the timing of them might begin to wonder if they aren't footsteps - and to make such a sound, those feet must be large. But looking outside reveals no behemoth charging towards the kingdom. Only darkness and silence between each one as it comes closer. And closer. And closer.

And then it stops. Silence takes over the night once more. And nothing in the city indicates that anything was disturbed at all. Perhaps it's your imagination. Perhaps this is all just a dream.

Or, for those that couldn't sleep on such a thing - perhaps if you take to the streets and move quickly enough, you might catch a glimpse of a dark figure walking through with seemingly no urgency. Her feet are bare but rather ordinary in size and shape otherwise. The ground does not rumble beneath her, and there seems to be nothing else of note other than perhaps the curious glance she gives every inch of the city as it passes. She doesn't stop or slow her pace for anything, remaining steady on a straight course towards the castle - but she drags her fingertips along a wall or dips a toe into a bed of soil along the way. Perhaps this is entirely unrelated to what you heard. Perhaps it really was nothing after all.

Approach her if you must, but do so quickly. Despite her interest in the city, nothing seems to keep her from her goal. Once she's reached the castle, she's gone. ]

CLOSED to the gods + peter quill and finn: a busy morning
[ Tyr came to her asking for help sealing a colossal hole in the earth that broke through to something quite dangerous for their new Wanderers - and now she's here at the castle helping with some absurd communication thing they requested as well. It leaves a subtle shade of humor glinting in her eyes as she regards the gods now, her kin that seem to have found a species to spoil. ]

Well now, darlings. You have me, for the time being. Tell me how I can help.

[ There's a tone of amusement to it, like this is some adorable pet project that she's agreed to contribute to. But it cannot exist as they want it to without her, and there's a certain amount of authority that comes with such a thing. Doing this is her choice. Since we immortals seem to be in a benevolent mood, this era. ]

throughout the day: what's this, what's this?
[ Where she hadn't much time to explore the city properly on her way in, now that the network has been successfully established and Asgard's residents are bustling around under the bright sun, Laufey wanders through the streets of every district with a stoic curiosity guiding her path. She is not particularly moved by any one feat of architecture or greenery, but she brushes her fingers along everything she can reach all the same.

Perhaps she reaches out to tap a single finger against something you're working on. Or maybe she's staring directly at you, unblinking and unmoving, measuring you up to some unknown scale. Or perhaps she simply passes you by completely as she walks, still barefoot and unhurried, feeling the sun on her skin and the earth beneath her feet - basking in this time like a cat with no particular attachments to anything but its own being. ]

late, late at night: goodnight, moon
[ Yet again, those awake in the early hours of the morning might catch her wandering through the streets - this time, on her way out towards a seemingly random edge of the city. This time, if someone is observing or following her, she continues her walking but snaps her attention directly to them, unblinking eyes trained solidly on them no matter where they might be lurking from. There's no heat to them, and a quietly amused smile curls at the edge of her lips as she regards you silently. ]

Better to rest your weary hearts, dear. There are things in this realm that are not so kind to those that encroach upon their territory.

[ She says the last word with some weight behind it, a warning that might apply to far more than just space. After that, she continues walking, but not without throwing a sidelong glance that suggests she might not be adverse to you joining her, at least for the time being. When she reaches the edge of the city, however, she gives anyone still trailing her a sly wink before vanishing completely into the woods. No matter how hard one looks, they will not find her there in the wilderness surrounding Asgard.

But if they stay awake for another hour or so, they will hear the same tremendous and powerful footsteps walking away from the kingdom. ]


[ OOC: This is the optional log for interacting with Laufey, Queen of the Earth Giants, during the From the Ground Up event! She is only in Asgard for the one day, but she is not adverse to having a conversation with any of you Wanderers. You can find the accompanying network post here. Let us know if you have any questions! ]

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