ʜᴏɴɪʀ ❧ god of travel and whimsy (
asgardsflight) wrote2020-02-17 04:44 pm
HONIR'S SCOUTS
❧ HONIR'S SCOUTS
Scouting the woods outside of Asgard and eventually what lies beyond is the primary directive of a scout - this world holds both wonders and dangers in equal measures, and Asgard needs to hear of both. As such, a scout needs to be able to move quickly and effectively through unknown and often dangerous terrain, and to do so with enough mental acuity to report all findings (including the general lay of the land) back to Honir so Honir can pass that information along to Mimir's skalds or Heimdall's sentinels as appropriate.
In long-term expeditions outside of Asgard, such as the Wight War, scouts will often be asked to break away from the group to monitor the road both ahead and behind, and will work in conjunction with Heimdall's sentinels to ensure that when camp is made for the night, it's done in a safe environment with no unforeseen dangers.
As Asgard grows and begins to turn eyes toward settling outposts, scouts will be responsible for locating the right place to place one and for monitoring the surrounding area while the outpost is built.
❖ how scouting works:
❖ relevant links:
Scouting the woods outside of Asgard and eventually what lies beyond is the primary directive of a scout - this world holds both wonders and dangers in equal measures, and Asgard needs to hear of both. As such, a scout needs to be able to move quickly and effectively through unknown and often dangerous terrain, and to do so with enough mental acuity to report all findings (including the general lay of the land) back to Honir so Honir can pass that information along to Mimir's skalds or Heimdall's sentinels as appropriate.In long-term expeditions outside of Asgard, such as the Wight War, scouts will often be asked to break away from the group to monitor the road both ahead and behind, and will work in conjunction with Heimdall's sentinels to ensure that when camp is made for the night, it's done in a safe environment with no unforeseen dangers.
As Asgard grows and begins to turn eyes toward settling outposts, scouts will be responsible for locating the right place to place one and for monitoring the surrounding area while the outpost is built.
❖ how scouting works:
- Each month, head over to the Participation Sound-off in which to let us/Honir know if your character is scouting this month + describe where/how much they're doing so. Big and small discoveries will be distributed throughout the scouts each month, ranging from new plants to pockets of wild magic to dangerous beasts and more. Some discoveries are location-sensitive, so opting to be more specific ("scouting the forest west of Asgard") is often more lucrative than sweeping the month with a broad brush ("scouting the forest in general, trying to look everywhere").
The Scout Needed top-level also exists for Honir to occasionally suggest things that might need scouted or looked into. Any scouts can do so, should they choose! Just reply to the relevant request to make sure it's known that they're doing so.
It's also important to keep in mind that scouting is the gateway for a lot of plot or world elements to enter Asgard. As such, a lot of the discoveries made are actually more suited to be addressed by another god's vocation - the skalds, maybe, or the sentinels if there's some form of danger. Part of a scout's responsibility is to make sure to file a discovery report with those other vocations in order to ensure the info gets to the right place! This is done by locating the Tip Line top-level within the god job entry on that god's journal and dropping a comment there summarizing the discovery. This info can then be picked up by individuals in that vocation, as if you've provided them a quest.
❖ relevant links:
- Scout Needed
- Honir's Scouting Support
- Participation Sound-off
- God Jobs infopage (consult for links to Tip Lines)

TIP LINE for honir's scouts
SCOUT NEEDED
HONIR'S SCOUTING SUPPORT
SOUND OFF
investigate the anomalies!
Honir wants a scout/multiple scouts willing to:
no subject
Takame here would to take this up, particularly seeking out other anomalies that might not be known yet and might be potentially dangerous. Just cause he can't see it doesn't mean he can't sense it.
no subject
no subject
And she'll certainly keep her eyes peeled for the weirdness. She has limited knowledge of magic itself, but she has good eyes and ears (and a pretty decent sense of smell, too).
no subject
After a bit of searching, Takame feels what can only be described as a soft magical crackle prickling at his skin, like if carbonation were soft like fleece. There's no attracting force this time, nothing abjectly leading Takame in the correct direction, but he can play 'hot and cold' to figure out in which direction the soft-static gets stronger.
If he does so, he'll come across a small oblong clearing in the woods outside of Sigyn's district, no more than a few yards in diameter, in which plants seem to be rapidly growing from seed to death in a matter of ten or fifteen seconds - then reversing, coming back from death and shrinking back down to a seed. This stands true for both the flowers littering the clearing and the ferns/undergrowth around the clearing's edges, but doesn't quite reach the trees themselves.
no subject
As for the subsequent search, he'll come across what is almost certainly an anomaly. In the woods outside of Heimdall's district, he'll encounter what seems like a corridor in the trees, a 'path' some ten or fifteen yards long in which no trees grow. It begins nowhere and leads nowhere. Standing within that corridor, he can hear no sound - not even his own footsteps, breathing, or speech. Instead, things that might otherwise make sound (speaking, for example) wash over his skin with a magical tingle (with a sensation like if TV static were made from fleece). It's as if all sound waves emitted or created in this particular area converts entirely to pure, raw magic the instant they leave to source.
no subject
Not far from the initial anomaly, a bit closer in toward Asgard proper, she'll come across a pond that shoves you back with unseen if you try to breach the water's surface. Is it an anomaly? Well, it's certainly anomalous, so there's that.
no subject
Does the sensation change or shift depending on where on the path he's standing - i.e., does it fade out when you get close to the end of the path, or is it an abrupt shut-off?
Also, forgive me for the questions, but would there be any long-term effects in standing in the path for a long period of time?
no subject
Also would being close up next to this anomaly have any particular effect on him? Is it in this small area only or would there be something nearby/in the same district where he can catch wind of something similar/connected?
no subject
It does seem to be this particular area only (at least for now!).
no subject
There are no drastic long-term effects - he'll leave feeling a bit more tired (but nowhere near exhausted), especially if he made much noise while inside the anomaly. Additionally he may struggle with how loud everything seems once he emerges, but no more than if he were in a wholly non-magical soundproofed room for too long.
(Thanks for your patience, also!)
no subject
no subject
heimdall too, probably since he's also a sentinel but that's probs for the other page....
no subject
Also, Honir definitely tells Airy she's done a wonderful job in taping off the area. He doesn't even have to see it, he just knows. :')
no subject
no subject
Mimir's ears should be burning...
no subject
no subject
If you'd like to get him involved, feel free to toss this up on the Skalds tip line!
APRIL: GROUP INVESTIGATION (PAIRED WITH HEIMDALL'S SENTINELS)