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CR AND PLOTTING: OCTOBER
Thankfully, Dorchacht's Resistance had a few ideas of their own. In assisting the Mirrorbound who'd found themselves outside of the city due to faulty teleportation, the Resistance were able to make breakthroughs in their magitech, their information gathering, and removing the shackles of society from those affected by it most; while the fate of Dorchacht remains unknown until further notice, things were very much looking up last they'd left them after a particularly big movement, all working parts of a machine oiled perfectly.
Refugees ended up coming with them, and continue to sneak in via small fishing boats every couple of days for those who weren't able to board the initial run, and are now faced with new troubles: Too much freedom, too much choice, a city that seems welcoming and Coven that seems better, but they're wary for all the right reasons. The Monsters who came are less wary of those who look distinctly non-human, and what Witches joined them have a knee-jerk reaction to anything less human-- but they can be rehabilitated out of that too, given that they're willing to change.
But what of the happenings in Aefenglom?
Fright Night
Things seem to settle back into the usual routine; preparations for Samuin and the new year are well underway all throughout the city, and the citizens are glad to have that nasty Dorchacht business behind everyone. They look forward to a fresh start in Noveuer.
Octeuril has surprises left for Aefenglom, yet, however.
This month's event is Fright Night! The night before the full moons, a strange violet mist will pour from indeterminate locations, at all four corners of the city, and spread throughout the streets. It's a side-eye worthy oddity - at least until the effects become known. The mist causes a temporary physical transformation, in Monsters and Witches alike, along with changed behavior: increased aggression, animal instincts, symptoms of ferality even in those who have proper Bonds. (Just let us know if you want to cause any major damage in your rampages.) And it's all player choice!
This means you can go wild with the effects. Give your wolf Turnskin a pair of wings, give your Witch a shiny new set of horns or gills! The transformations can be as graphic or as painless as you'd like. The only limitation is that it does not grant any sort of magic ability, so Monsters cannot gain Witch powers, Witches can't gain a Merrow's siren song, etc. Anything biological, however, is fair game - including features from creatures that aren't included in the Bestiary. This means you can absolutely have a unicorn horn, or be a petalwolf furry.
These are temporary effects, and by the event's end, will fall off, shrivel up, simply disappear, however you choose to handle it. You can also play with different sets of changes through the three days; changes can last anywhere from a few hours to the entire event.
If you wish to opt out of the effects, some characters will be completely immune to the mist, or can be immune to only the transformation, or can be immune to only the behavioral changes.
Unfortunately for the citizens of Aefenglom, it affects many of them too, which means it will be difficult to keep the peace during the three days of the full moons. The Coven will be scrambling to try and do damage control, and there will be some good old fashioned chaos in the streets; they've never dealt with something like this before. It must be some sort of experimental magic - but who could be causing such an awful ruckus? This is where you Mirrorbound come in.
We're trying a new approach this month, and so: Investigation into the source of the mist will be on a sign up basis. Fill out the form below to sign up a team of 3 or more characters that would want to help the Coven figure out where this stuff is coming from and who created it. Four groups will be chosen by RNG to be given leads. Mods will give each group a brief of information and clues to thread it out. Keep in mind that we will not force anyone to share their findings ICly, but it is encouraged!
Characters that aren't chosen can still have an important role in cleanup, rescuing citizens from feral attacks, and trying to contain the damage. The refugees from Dorchacht especially will be alarmed - is this what full moons are like?! Yikes.
The event log will be posted on October 12th at 3pm EST, and will last ICly from the 12th through the 14th - the full moons, the day before, and the day after. Groups for the investigation portion will be chosen when the log goes up and given their briefs. Realtalk, this is a week after the calendar originally said the event would be going up, but we wanted to give you guys something fun and spooky, and it has to be timed with the full moons. This also gives everyone a chance to play more on the intro log!
Forms
With all that out of the way, here is your CR/Plotting form!
Player Name: Your name, handle, whatever you'd like!
Pronouns: Your preferred pronouns.
Contact: Preferred method of contact - discord, plurk, twitter, PM, ye olde MSN messenger, etc.
Timezone: Where are you in the world?
Character Name: Name & username!
Canon: Exactly as it says.
Appearance: Link an image or describe your character; if there's anything notable about them at first meeting, put it here!
Brief: A few words to sum up your character, a couple of lines to tell what they're about, whatever you'd like. If you have an info post all ready to go, feel free to link it in addition to your summary!
Choice: Witch or Monster; and for the latter, which one?
Event Plans: Anything specific to this month's event!
General Plans: Any other plans you have for the month! Don't forget to check out the Quest Board, too.
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Character Names: Edelgard, Caspar, Corrin
What part of the city would your characters likely start looking in? The Aristocratic district to start, moving outward in a circle from there to the city edge.
Investigation Notes
The Coven thanks the group for their help. The objective is to find out who did this and why, hopefully bring them in, and destroy the source of the mist if possible. Starting in the Aristocratic District stacks the deck against them, at first. The humans aren’t taking the transformations well at all, and have taken to the streets in panic, fear, or unbridled rage. The trio of Mirrorbound aren’t well-received here, and asking around doesn’t glean much useful information. The wealthy elite are openly distrustful, and happy to lay blame for the changes on them. The mist is thicker here, though - within a radius of about six blocks, or the equivalent of, since the houses are so large and ornate here.
Narrowing their search to this area will reward their efforts with the sight of an orphan Turnskin child with comically large fox ears and a spanking-new pair of tiny, leathery wings sprouted out of her back, rattling the handle of the front door of a huge, fancy home. The windows are all dark, and some are even boarded up on the top floor - no one’s evidently home. Disconcertingly, the smell of old blood is strong on the porch, bloody handprints smeared across the door as if it were slammed shut in a hurry as someone left. If confronted, the orphan jumps, startled, and yells that she didn’t do nuffin’! It was like this when I got here! She’s overly defensive if they try to reprimand her for attempted theft, but if they let it go, she’ll be a little more helpful, repeating that it was like this when she got here, and she didn’t hurt anybody (there isn’t any blood on her clothes, backing up her story). She hasn’t seen anyone go in or out of this big ol’ house. Do you think they’d miss some silverware? Or some candlesticks?
The front door is locked with a little spell, but is easily broken with a traditional lockpicking, or entry can be gained by just busting in a window. The house is empty, and looks as if no one’s been home for a day or two. On the walls are various photos of two humans in fine clothing - a fair-haired boy and girl, so alike that they must be twins. Mist pours down the spiral staircases from the attic, which is a horrible mess. A large cast-iron cauldron is filled with a bubbling, thick violet liquid, the source of the mist. It can be destroyed by extreme temperature - super-heating it, or freezing it. A few scraps of notes include an ingredient list of Witch’s blood and various Monster parts, to create an unstable alchemical compound that breaks down easily. Witch’s blood being a main ingredient explains the smears that cover the attic and lead down the stairs. The body is shoved to the corner carelessly, slumped and pale, long gone cold. It’s the sister from the photos.
By asking around (not an easy task) or tracking with enhanced senses, eventually they can find the brother, wandering the streets, dead-eyed and still covered in his sister’s blood. He’s easy to catch, but hard to interrogate. He’s almost in a fugue state from the shock of losing his twin. Magic can draw out the truth from him back at the Coven, or he can be slowly, carefully encouraged to speak with a little kindness and sympathy. They met a foreign witch, a few weeks ago, you see, him and Lily. She said that in her city, Monsters don’t go feral, because a fog covers up the moons. His sister was all on board with helping her try the same thing here, but he wasn’t so sure. And then… then the foreign witch killed her, said they’d never find enough Witch blood at the markets. He tried to stop her, but she brewed her potion, and got away, and Lily-... He can’t go back to that house, he just can’t.
The group can choose to take him back to the Coven for further interrogation, or decide he’s suffered enough and let him go. If they do take him back, they can recommend leniency, if they’re so inclined, or even extra punishment. Happy hunting!
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Get some rest!
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The cauldron they left intact and reported it to the Coven as Caspar and Edelgard are monsters and Corrin is too inexperienced a witch. Also they would have wanted the Coven to get a look at what sort of compound they were dealing with since it was way over their head.
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