Vanyel's Map: Blackavar Island
Characters: Vanyel and any others who signed up here! Feel free to use the CR meme to plot.
Summary: During the late-summer fair, Vanyel acquired a means to create a map, which in turned showed the existence of an island that no one has seen, despite flyovers and long-distance scanning. He has now organized a party to explore it. This log is for casual interaction, camping, and hiking, as well as mod-run plot factors that may affect the "war."
Date(s): October 5-8
Warnings/Notes: Potential minor injury, booby traps, etc.
All aboard Tony Stark's jet, except for those of us who have flight capability and prefer to go it alone. The airship still looks battered and lacks a weapons array, but can carry eight passengers easy, and most daemons besides. It's a smooth flight over the water, that you may wish to spend chatting with your fellow passengers. Reassuringly, the sensor feed seems to match the map that Vanyel generated exactly, including the shape of the coastline, the location of the city, and the distance to the wall of light opposite the land the interdimensional membrane. All that's missing is the island.
However, as the ship approaches the expected location of the island, the light and water begin to distort, flickering and shredding like a mirage. The next moment, the island emerges, swirling with strange mist. Just like the map shows, it isn't big— a couple miles in each direction at most, but it's steeply mountainous and heavily forested.
There's a variety of weird shit to look at. The Island Effect is exaggeratedly strong here, primarily regarding the fauna.
The bald, pointed-eared fairies that are merely finger-height on the mainland are as tall as adult humans here, and you might see them peeking through the trees then darting away, unwilling to communicate. In the meantime, the green-backed bison are pygmy, coming in at hip-height, and rambling around beyond the treeline. Likewise, the massive sea dragons are down-scaled to the size of dolphins. Still aggravatingly aggressive, though.
Fortunately, Tony parked further up the beach.
It's warm. Far more humid here than on the mainland, thanks to the churning mist, the flora more jungle-like than deciduous sort back East. The trees press in close, and the incline is steep, promising a challenging hike, albeit one filled with interesting and picturesque natural discoveries. Plenty to bitch about, as you have a look around.

Fortunately, there doens't... seem to be anything particularly creepy to worry about as you break camp for the night, at least in terms of nocturnal predators and the like. The fire will keep away animals who are otherwise attracted to the scent of s'mores.
As the search progresses, four stone ruins are scattered throughout the forest. The architectural style bears unmistakable resemblence to the temple at the back of the city, although these are smaller, masked by rotting, toppled trees and half-submerged into dirt. Most of these are marked on Vanyel's map, with a symbol:
✞
But while you're poking around empty arches and derelict rooms, watch for booby traps here or there. Arrows, pits, nets. All of them brittle and rotted now, more liable to drop you on your head than break anything you can't spare— but traps nonetheless. You may have to help disentangle your fellow man from some of that.
For some reason, the only door that looks proper sealed looks almost identical to the one that led to the Memory Share chamber. However, instead of the same jet-black stone that characterizes much of the Temple, this one is a warm shade of brown, coarse, and the elaborately graven surface has held up well to the test of time that defeated most of the traps elsewhere.
No handles, no locks. But when you speak, the carvings begin to glisten oddly.

Summary: During the late-summer fair, Vanyel acquired a means to create a map, which in turned showed the existence of an island that no one has seen, despite flyovers and long-distance scanning. He has now organized a party to explore it. This log is for casual interaction, camping, and hiking, as well as mod-run plot factors that may affect the "war."
Date(s): October 5-8
Warnings/Notes: Potential minor injury, booby traps, etc.
BLACKAVAR ISLAND
Dead winds' and spent waves' riot
OUTBOUND FLIGHT
However, as the ship approaches the expected location of the island, the light and water begin to distort, flickering and shredding like a mirage. The next moment, the island emerges, swirling with strange mist. Just like the map shows, it isn't big— a couple miles in each direction at most, but it's steeply mountainous and heavily forested.
TAKE A HIKE

The bald, pointed-eared fairies that are merely finger-height on the mainland are as tall as adult humans here, and you might see them peeking through the trees then darting away, unwilling to communicate. In the meantime, the green-backed bison are pygmy, coming in at hip-height, and rambling around beyond the treeline. Likewise, the massive sea dragons are down-scaled to the size of dolphins. Still aggravatingly aggressive, though.
Fortunately, Tony parked further up the beach.
It's warm. Far more humid here than on the mainland, thanks to the churning mist, the flora more jungle-like than deciduous sort back East. The trees press in close, and the incline is steep, promising a challenging hike, albeit one filled with interesting and picturesque natural discoveries. Plenty to bitch about, as you have a look around.


Fortunately, there doens't... seem to be anything particularly creepy to worry about as you break camp for the night, at least in terms of nocturnal predators and the like. The fire will keep away animals who are otherwise attracted to the scent of s'mores.
INDIANA JONES AND THE MYSTERIOUS RUINS

But while you're poking around empty arches and derelict rooms, watch for booby traps here or there. Arrows, pits, nets. All of them brittle and rotted now, more liable to drop you on your head than break anything you can't spare— but traps nonetheless. You may have to help disentangle your fellow man from some of that.
At The Stone Door
For some reason, the only door that looks proper sealed looks almost identical to the one that led to the Memory Share chamber. However, instead of the same jet-black stone that characterizes much of the Temple, this one is a warm shade of brown, coarse, and the elaborately graven surface has held up well to the test of time that defeated most of the traps elsewhere.
No handles, no locks. But when you speak, the carvings begin to glisten oddly.

no subject
Come on. It can't be any worse than...that.
[wishful thinking, probably]
no subject
He takes notice of the new person (?) that is behind the chamber's doors as well as the object glinting against the light. Someone that had been waiting for them? Were they the ones responsible for all the tricks and traps?
"Greetings," he starts, just in case. "I presume that you might have some explanations for us." Ever the diplomat, even now.
no subject
not quite.
And as they get nearer, the figure resolves into an old man. "Indeed. Congratulations," he says. "You have completed the empathy game. A high achievement. That is your prize, much good as it'll do to you."
no subject
Still, she can't help being a bit snippy]
If this is how you help people, I'd hate to see how you hurt them.
[but she's also looking curiously at the bit of glass, barbecue she's a scientist even when she's really, really angry]
no subject
"I suppose that makes this," a glance to Amanda and the levitating object, "the prize to be won?"
no subject
The bit of glass does not attack or try to harm them either. It merely continues to float, suspended in the air, the vertical beam of light.
"But you're right about one thing. It is your prize. Take it, if you wish."