Entry tags:
- * intro,
- attack on titan: jean kirstein,
- attack on titan: levi,
- attack on titan: mikasa ackerman,
- code geass: lelouch vi britannia,
- critical role: vex'ahlia,
- death note: near,
- dmc: nero,
- eyeshield 21: youichi hiruma,
- fe: byleth eisner,
- fe: leanne,
- ffvii: reno,
- ffvii: rude,
- ffvii: zack fair,
- ffxiii: lightning farron,
- ffxiii: oerba yun fang,
- ffxv: noctis lucis caelum,
- good omens: anthony crowley,
- good omens: aziraphale,
- granblue fantasy: rosetta,
- gundam 00: tieria erde,
- howl's moving castle: howl,
- hunter x hunter: gon freecss,
- hunter x hunter: killua zoldyck,
- kamen rider: wataru kurenai,
- kh: sora,
- lwa: ursula callistis,
- mdzs: jiang cheng,
- mdzs: jiang yanli,
- mdzs: jin ling,
- mdzs: lan xichen,
- monster duchess: leslie,
- naruto: itachi uchiha,
- nier replicant: kaine,
- one piece: nami,
- original: bishop,
- original: jacob "styx" graves,
- original: sylvia kawano,
- p3p: minako arisato,
- rwby: oscar pine,
- ssss: onni hotakainen,
- ssss: reynir arnason,
- teen wolf: stiles stillinski,
- the witcher: geralt of rivia,
- the witcher: jaskier,
- the witcher: yennefer of vengerberg,
- tokyo ghoul: seidou takizawa,
- trails: fie claussell,
- transformers: soundwave,
- undertale: mettaton,
- voltron: lance
Intro Log: July
I. ARRIVAL
A moment later, you feel a tug, and you find yourself stumbling into a dark, musty room. Behind you, a mirror stands ornately decorated with reminders of home wrought in brass and wood: the faces of people you know, and symbols important to you; all things that send a pang through your chest with the desire to return to them. Touching the mirror's surface does nothing but leave the stain of your fingerprints. When you turn to survey the room, you find there are hundreds of other mirrors. None of them are as decorated as yours - they're plain and dusty, speckled with age. Then you realize a second thing: You're not alone. Distantly, the ringing bell of a clocktower can be heard. But no matter its distance, the time is clear to make out: it chimes three times, stark, resonating like a pulse of something in this mirrored hall that you and many others have found yourselves in. For those familiar with magic, they might feel the power of the witching hour upon them, though it will feel different from what they're used to - in fact, everything does. You're certainly not the only ones here, however. On the first floor, with the doors wide open behind them in the foyer, is a small group headed by two individuals. As people begin to arrive, to come from the higher floor, they're waiting - and they're waiting for you, and your questions. Explore the rest of the mirrored halls you've now found yourselves in, or proceed to the foyer? Leaving the Looking-Glass House makes it obvious that the clock striking three was for 3 AM - the night sky is faintly cloudy, but the stars are dim in the face of two moons, even so close to the new moon as it is. The Looking-Glass House is rather nondescript two-story cottage made of grey brick, sitting at the edge of The Coven's courtyard; stones which glow as you step on them mark the path to and from the two buildings. While fairly small and plain on the outside, the inside has been enchanted to be the size of a large library, with hundreds upon hundreds of mirrors hanging, standing, and resting inside its walls. Some are broken, some are cracked, and some seem completely uninjured - but all of them are just as plain as the cottage itself, showing age in the silver beneath their glass and in the greening of their metals... Well, all except a character's personal mirror; to characters, one mirror - the one they came through - will be decorated lavishly with metal-and-wood-wrought reminders of home, and the surface will be as clear as a brand-new mirror. |
II. THE WELCOME PARTY
"I think this is the most of you there's ever been at once! And all of you properly bound this time, it seems." The woman sets her hands on her hips, with her Bonded casting a glance at those looking confused - newly arrived - and those who may have followed them in to talk to the newest addition of their Mirrorbound bunch. "About time for introductions though- this here's Mhairi Ainsley, ambassador to the Parliament and my Bonded, and I'm Nerissa Bell, Head Witch of the Coven - but you can just call me Miss Nessie, you can," she adds, winking. "The lot of you must be as tired and confused as the last batch - hullo to those who've joined us, too! - so just a moment, dearests, I'll set all you right up—" With nothing more than a wave of her hand, rows of seats are summoned; despite their wooden nature, they're all sturdy and comfortable, filling the foyer and spreading out a ways into the lawn behind them, making room for all of the new arrivals as well as the previous batch. After all, they'll find this just as interesting. The Witches and Monsters that accompanied Nessie and Mhairi move to make room, and some disperse into the building itself to see if there's anyone who needs tending to. Mhairi steps forward as the chairs materialize. "Please, those who are able, join us for a moment. There are many questions that I'm sure you have - we will do our utmost best to answer them, and you may take any that we can't as a promise to find some sort of solution or answer." NOTE: If you wish to handwave interaction with Nessie and Mhairi, please comment here. All responses will be summarized answers rather than an IC thread. For those that'd like a more player-based interaction, Aefenglom has its own Welcome Wagon! These are players who've volunteered for the role, and those that didn't sign up may assist as well if they'd feel their character would -- have fun, and make friends. Additionally, those with notable injuries or sickness will be attended to ASAP by Coven-based witches, and should anyone be curious about what they are - if they have magic potential, or if they swing a different way - then this can be done during this and the general hour or so the new arrivals are within the Coven's grounds. There are ongoing classes on magic, monsters, and Bonding as well, though they take place more during the day than at night - feel free to have your characters attend them at any time! |
III. THE HAVEN
As you're leaving with a few Bonded for guides, peculiar-looking devices - watches, the native Witches explain, compliments of Parliament - are passed around to all the new arrivals; they're given a quick rundown on their functions and bid to test them out when they can. They can even do it as they make their way out of the Coven's courtyard and to the Haven. Formerly part of the Aristocratic District, The Haven is just as well-kept and brightly-lit as the district it hails from. The houses err on the tall and ornamental-side, large enough to fit several families (or, according to the upper class, their one family, several dozen servants, and guests), especially closest to the Aristocratic District. They become a little more modest and smaller as one gets away from the realm of high society and nearer to the Residential District proper. Newcomers are shuffled here and invited to find somewhere to live - the Coven is currently handling expenses for the houses themselves in a program implemented by the Parliament, though if your character wishes to have anything extra - like maids, chefs, and so on - they'll have to pay for them themselves with their own earned money. Much of the landscape and fixtures are the same as in the Aristocratic Districts, though it lacks formal emergency services due to its roots as part of a district that already did. Much of the housing already has furnishing due to the speed at which homeowners were relocated; they were given enough time to collect their valuables, but standard furniture such as kitchenware, couches, beds, etc. were left behind for those moving in. Other houses appear the same, but the dust on the floors suggest these houses were left before the new arrivals even showed up - a reminder that the Cwyld can strike just about anyone, regardless of standing. Another portion of this district has been opened up to the new arrivals: the barracks, the row of buildings pressed against the very edge of the Bright Wall. As the city's military force no longer has the same presence it previously did, the barracks have gone into disuse, and a cleanup effort has been in place since before the new arrivals came through the Looking-Glass House. For those who desire something a little less opulent, the barracks might just be the answer. The barracks can also be used for business, for a welcome center, a communal space, for anything that the residents of the Haven see fit to use it for - so long as the legality isn't questionable, on the surface. To help with filling up the larger houses - and even some of the smaller ones, and the shared rooms in the barracks - the Witches put together a little roommate finding service, on a smaller scale from the grand opening of the Haven. For those who aren't entirely sure who they want to shack up with, they have a small survey for them to fill out and post on the board they've magicked up in the center of The Haven. The board also very helpfully reads aloud each form for everyone to hear in a cheerful, monotone voice. It isn't able to be shut up, nor is it easy to ignore, being imbued with a kind of amplification magic. It reads simply the information you've offered up yourself, or that someone might have written up for you, should that be their idea of fun. |
IV. THE CIRQUE MYSTIQUE (3rd-5th)It drifts into the Bright Bay early in the morning of the 2nd - a painted ship, garishly bright, with billowing night-sky sails that sends the Harbor District, and then most of the rest of the city, into a flurry of interested activity, putting the rumor mill into overdrive. Onlookers can witness a mess of equally ostentatious people - Witches dressed in brightly colored clothing, Monsters with fantastical coloring and embellishments the likes of which are rarely seen on Geardagas - deboarding with supplies. (Just a few curiously are what seem to be fox-like Monsters with multiple tails and mischievous expressions - they're also the least likely to want to bother talking.) Parliament offers the use of a little-visited park, temporarily enchanted to be somehow bigger than it should be, and the new people work quite quickly, setting up decorated pavilions and stands in a style quite different from Aefenglom's usual, utilizing many paper decorations and fluttering fabrics. Those who try to talk to the workers are often rebuffed - they're quite busy, don't you see? Despite being foreign, they speak in the common tongue of Geardagas with different degrees of fluency and accents. Many will pretend they don't speak the common tongue at all if they don't want to talk, however. They finish within the day. Enchanted fliers go out overnight proclaiming "The Cirque Mystique is Open!" Explained to be a traveling circus from a land far away (the name of said land not offered to "preserve the mystique") they proclaim to offer a unique experience to the people of Aefenglom.
Other stands run enchanted carnival games: ring-toss (where you always seem to miss), guess the number of candies in the jar (you're always wrong), a wheel of prizes (that always seems to land on the duds), bobbing for fruits (this one seems fine, but the prize for winning is the fruit that's already been in your mouth), and a game to knock over milk bottles (which seem firmly planted). Well, you know what they say about carnival games, right? It's fun to try, at least! Or maybe you quietly break their enchantments in order to win the toys and cheap jewelry they offer as prizes. Those running the games will grumble and grouse, but you'll get your due. The main draw, however, is the performances. Smaller ones happen periodically all day, in small staging areas around the newly set-up fairgrounds: knife-throwers, fire-eaters, tight-rope walkers, magicians, acrobats and contortionists displaying feats of strength and flexibility, jovial Monsters with painted faces telling jokes. The Cirque Mystique has it all. The most elaborate, put-together performances happen after the sun sets, though, an astonishing display with all of the above and music, woven through with storytelling and fireworks, and even more flashy magic. It's hard not to feel awed by it all at the end...
All around the city, natives and Mirrorbound alike might find themselves feeling... good. Uninhibited. Brain-to-mouth filters fail and loosen lips, or they may find their fingers stickier, feeling inclined to simply take whatever items or foods please them at the time. It doesn't necessarily cause violent thoughts, but if a person is so inclined already, it isn't out of the realm of possibility. The backfired spell simply makes one seek whatever delights they might desire, even if they haven't admitted those desires to themselves. It's quite possible to resist the spell still, and many do, just not enough - no doubt there will be some joyous chaos to contend with as excitement and revelry spread through the streets. Luckily it wears off by sunrise, or before in some cases, probably leaving many embarrassed about their uninhibited behavior. After the night of the eclipse, the Cirque packs up with practiced efficiency, and by the afternoon on the 6th, their ship has departed, heading on to their next location, leaving most of Parliament quite irritated at having to clean up after the mishap. A traveling circus like this, sailors from the Harbor District explain, never stays long. They stay as long as the cash flows and then they head on to the next city or the next continent. The rogues conveniently timed their departure to miss any potential fines from Parliament. |
Welcome to the intro log! While mingling on the log itself is highly encouraged, feel free to make your own logs; take the prompts offered and go wild, go crazy, go stupid, have fun. The network system is free to use once characters have their watches as well; information on that can be found at the bottom of the Setting page, while any extra questions about it can be found in the FAQ index. Quests can be picked up now as well! While new characters will have to get settled in, you can go ahead and put your name on some by replying to the July's Quest Pickup thread on the Quest Board. Finally, if your character is getting into any Shenanigans, let the mods know and if you have any questions about the log, ask them here!
network / un: Meteor
Hi. I'm someone who doesn't have a bond yet!
How do u know if we're compatible? Is there some kind of test, or is it just about how well we get along?
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Are you a monster?
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Commitment toward working together.... it sounds good! That's what I want too. But did you hear we'll share our emotions? Or does that just not bother you since you get to do magic?
[Someone who is determined no matter what the feedback is would be ideal for him.... probably.]
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Do you?
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Still, I figured people would try to find a match that's kinda similar to them... you must be used to dealing with all kinds of people huh
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We're still talking about bonds here!
Unless... r u just gonna punish me if I'm getting in the way??? lol
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......
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I just got chills. Do you mean it!?
Although, I'd try not to anyway, so I guess it's fair ^^;;; Wow tho.
Ur a badass hehe.
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What do you say? Should we meet and determine if we will be able to work well together?
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I'll be the one with the whip.
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I think I might know who you are now lololol
Now is ok! I'll go find you ^^