Entry tags:
- * event,
- bloodborne: eileen the crow,
- castlevania: hector,
- fe: azura,
- fe: byleth eisner,
- fe: edelgard von hresvelg,
- fe: felix hugo fraldarius,
- fe: henry,
- fe: hubert von vestra,
- ffvii: rude,
- ffvii: zack fair,
- fgo: scathach,
- fgo: wolfgang amadeus mozart,
- good omens: aziraphale,
- howl's moving castle: howl,
- kh: sora,
- lwa: ursula callistis,
- mdzs: lan xichen,
- original: bishop,
- original: jacob "styx" graves,
- p5: goro akechi,
- the witcher: geralt of rivia,
- undertale: mettaton
Event Log: September, The Price of Revolution p1
I. The Freedom Festivities
Much of Dorchacht has been rebuilt and repurposed by necessity since the uprising last year, and many new small businesses and restaurants are being featured at the festival - their goods or their foods on display in markets of street-side stalls or on the feast tables. Local handmade wares and crafts are out for sale for modest prices, and every sale helps out both the small business, many of which are started by former slaves, and helps the local economy, which is better these days but still recovering. The festivities go for six days, almost a full week, with feasting and bonfires every evening, and tours and tales of the city by day, as they display the changes for the better they have all made. And then, on the final evening, all are invited to watch a grand fireworks show that will be put on in the skies over Dorchacht, presided over by the Circle of Three themselves. Mirrorbound are welcomed warmly, whether they were present last year or not, and treated much like family - get ready to be pulled into activities and plied with food left and right.
More organized, family-friendly reenactment performances are also common, with several of the orphanage groups putting on small plays about the uprising, or moral plays about kindness and togetherness between Witches and Monsters. This includes a prominent set of performances by the Mirrored Hearts Home for Children - maybe you're helping out with their sets or costumes, or maybe you assisted with their scripts and songs. Those Mirrorbound volunteers will want to see the kids do well, right? They'll be heartbroken if you don't show. Of course, kids aren't the only ones doing reenactments. The newly formed Dorchacht Historical Society, dedicated to protecting Dorchacht's history going forward, puts on several - and may drag in passers-by to play different roles! Only the luckiest are begged to play the role of The Dragon, who valiantly rose up against their cruel former master, Morgana, and helped lead Dorchacht to where they are today. b. Forget-Me-Not
To decorate these plaques, and homes and businesses as well, there are tables set up in the yard of the New Coven, heavy with a rainbow of small magical flowers called Forget-Me-Nots, and the supplies to make remembrance wreaths. In this new tradition, the flowers are chosen with a dead, missing, or simply absent loved one in mind, and woven together with glass beads, small wooden charms, and a spell written on a slip of paper. The enchanted fragrance of the Forget-Me-Nots allows whoever smells them to witness short, happy memories of the person the wreath was made for - whether they knew that person or not. The memories come from the wreath-maker, and are only short flashes (less than a minute long) or mere impressions, but all are pleasant or warming. With the spell woven in, they'll last for an entire year without wilting or losing their effects, a souvenir from the festival to take home. Mirrorbound are encouraged to join in, and make wreaths of their own, whether or not they lost someone in Dorchacht's uprising. It can be for someone who has disappeared from Geardagas, someone who died long ago, someone living they miss from home, anyone who is not currently with them. |
II. The Uninvited Guests
The Three are there - the Witches Bryn and Hilda, and the Monster known as The Dragon, Starlight, or formerly Fafnir - with Nessie and Mhairi as guests of honor, and Hilda is the one to set off the first enchanted fireworks, after a brief speech thanking everyone for coming out to celebrate a year of freedom and independence with them. It's with bursts of colorful light in the night sky behind her that she seems to appear from nowhere: tall, dark and imposing, a sharp-eyed Witch that exudes power. Morgana Drummond is not alone, either, flanked by a dozen rough-worn Witches and a host of others. The chaos that ensues is immediate and violent. "All of this for me?" Drummond sneers. Attacks bounce off her, no matter how powerful - even Nessie's considerable spells. Witches will be able to sense the strong barrier spell close-fit around her body, and the others around her will not let Monsters get close. It's The Dragon who speaks, voice rough from disuse but loud enough: "How dare you return here-" "I built this city in all the ways that matter. I was never going to let you have it. You burned away my Dorchacht, so now I will make sure there is nothing left of yours but ashes."
Nothing happens for just a moment - and then all the people of Dorchacht collapse in waves. Next to a stunned Nessie and furious Mhairi, Bryn, Hilda, and the Dragon fall into a heap as well, the final three bodies to hit the ground. Mirrorbound and citizens of Aefenglom do not fall prey to the sleeping spell despite being in its area of effect. It happens in the span of just a few minutes, and then Morgana is gone in the blink of an eye, leaving her people to sow terror on the sleeping city. b. Battle on the Streets
In the slums of Dorchacht, the people who were convinced of Morgana's return, those who want to return to the days of slavery and terror, break free from the now-sleeping guards and failing wards that kept them contained and join the fighting, manic in their glee. The spell that put the rest of Dorchacht to sleep seems to slip right off them, perhaps sensing their loyalty to terrible causes. It is chaos, as the insurgents set fires and attack at will with magic, claws, weapons, anything they have. Mirrorbound will soon realize that they and the visitors from Aefenglom are not the only targets. The sleeping people of Dorchacht are ripe for the killing, unable to react or defend themselves. The fighting will continue into the night until the invaders are all dead or captured. |
III. The Aftermath
An entire city deep in the throes of an enchanted sleep is a worst-case scenario that none of them could have predicted, even those who had a hunch Morgana didn't die out in the unexplored Wilde. Miss Nessie and Mhairi will remain on the scene helping to direct the aid efforts in the aftermath of the battle. Fires must be put out, corpses must be rounded up to be buried or burned, captured attackers must be secured and questioned, sleeping citizens must be whisked from the streets to safety and shelter, and buildings ensured to be safe in the meantime. Aefenglom's Coven are called in to assist, anyone who is available, and Mirrorbound help is more than welcomed. They will need everyone they can get to make sure not all is lost in this tragic attack. Nessie herself will ensure the Three are taken to safety in Aefenglom until the people of Dorchacht can be woken. Action needs to be taken quickly. Morgana needs to be found as soon as possible, and capable hands will be needed to search the Wilde far outside Dorchacht, the most likely place for her to go. More urgently, however, are the sleeping citizens. Nessie announces late the next evening, the normally-bubbly woman gone solemn and serious: "I believe I've found a counter-ritual for the spell that nasty woman used, I have. I will need your help, though, Mirrorbound. Volunteers only, of course, of course, as it's likely to be quite dangerous, though the Dreamers and I will take every precaution we can. Discuss among yourselves, decide if you're willing. Those who are, meet at the Coven at midnight on the 27th. It's not right to just leave them all like that, not right at all..." |
Welcome to September's event log, Part 1 of The Price of Revolution! This event will continue in the TDM posted on the 21st, with a foray into purposeful dreamwalking. It will be a hybrid test drive and event that current characters will be allowed to top level on as well. Quests into the Wilde to search for Morgana will currently bear no fruit beyond small clues, but Part 2 in early October will deal with her whereabouts and her final fate. As always, direct your questions about the event HERE! And finally, for those who are wondering what's up with Dorchacht, we have a Setting update for you.
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wow i sure did not get a notif for this
I said on your knees and hands above your head!
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[ It wasn't her sphinx to command, sure, but she spoke with authority, regardless. She had no intention of killing this man, or allowing anyone else to do so if she could help it. She intended to stick to her principals here, regardless of what anyone, including protective divine beasts, might think. ]
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[Expressionless as all of Ramesses' sphinxes are, it's probably difficult to read the beast's mood based upon its stare alone. But the way its wings flare and claws dig into the ground beneath its feet. It's obviously displeased to be brought to a stop as it's now torn between Ramesses' past directives and Chariot's in the immediate.]
[What happens next is quick.]
[The necromancer takes his opening, hobbling the few steps forward and driving a dagger between the ribs of the divine beast in front of him. The sphinx's roar is warbled with pain, jerking away from the necromancer. It strikes out blindly with its claws in retaliation as it hops further away. Unfortunately for the necromancer, the injury to his leg makes him far less nimble. As he attempts to maneuver around the sphinx to make his escape the sphinx's claws catch him and send him flying back into the dead end. The necromancer hits the wall hard and slumps weightlessly to the ground and he does not move anymore. Fortunately for him, his robes managed to take most of the damage from the sphinx's claws. His skin doesn't look nearly so terrible and close to rotting off as the Witch who still lay in the street does.]
[The sphinx continues with its racket and tries its best to remove the dagger that's still embedded in its side. It should be somewhat trivial to a creature this size and imbued with this much magic, but there's clearly something more to this dagger as the fur around the wound seems to be increasingly paling and the sphinx's movements seem almost as though it were intoxicated with the way it keeps bumping into the walls and stumbling.]
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Chariot flew from her mount, ignoring the sharp, sudden pain in her leg as she hit the floor running, letting her cane clatter once more to the side. She rushed to the sphinx, throwing up a healing spell, pulling the curse dagger away at the same time. ]
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[Behind Chariot and the other sphinx is the sound of returning footfalls.]
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Are you hurt?
[He asks despite looking Chariot over. He knows better than to think simply because there's no physical sign of injury that she is necessarily entirely well. His sphinx, in this moment, is a secondary concern.]
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[ He hadn't asked about the divine beast. She knew he hadn't. But she was ignoring her own pain, the stinging in her leg, the ache in her hip. She knew it wouldn't exactly help to do so, but Ramesses had to have seen her answer coming, at least a little. It was always someone, anyone, above her in terms of priority, especially in a moment like that. ]
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[Although he still has a deep reserve of mana to pull from, Ramesses cannot offer her direct help in treating the wound and removing the hex. He's not particularly well-trained enough in the healing arts to be of any real assistance. Without a Bond between them, there are no easy means of transferring Ramesses' mana to where it needs to be. For a moment, Ramesses thinks it may be best to put the beast down and alleviate it from its misery. While he knows the sphinx would accept such a fate, he doesn't think that Chariot would. Whatever she's feeling right now would only intensify. So what other options are there...?]
[Healing magic can be aided through blood as a focus and Witch's blood is naturally laden with mana... Crude as the method may be and as much as it would probably earn some disapproving looks from some of the Witches among Aefenglom's Coven despite the low quantity, it seems to be the only option to removing the hex. Ramesses draws a dagger from his side, and draws a line in the palm of his hand.]
Take what you need.
[Ramesses brings his now bleeding hand near to where she is working her spell.]
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[The sickly pallor of the sphinx's wound disappears as the hex is lifted, though the weakness in the beast's muscles will need a few moments more before it's entirely lifted. But in the meantime, it extends a wing and draws Chariot into a semblance of an embrace. Ramesses pats its shoulder with his clean hand.]
It's alright.
[He's not saying that for the sphinx's benefit.]
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Well. That was bearable, but the realization of her own physical ache was not. Chariot let out a sharp gasp and grown as her body reminded her, quite forcefully, that she was still injured, herself, collapsing against the beast and wincing. ]
Damnit... I suppose this is my punishment for all this...
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[That does not mean, however, that Ramesses is not immediately filled with concern the moment she starts her slight downward trajectory. He barely even hears her talk of punishment.]
What happened? Did you injure your leg?
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[ There was only so much magic she could do to keep the injury from being a factor, after all. And what's more, nothing she could really do about the pain, either, once the adrenaline had worn off. Between the sphinx and Ramesses, she at least wasn't hitting the ground again. But as for her ability to keep fighting... ]
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[He places his hand on her thigh, sending warmth into her to spread from her hip down to her toes to dull the pain. It's not enough to make her fighting fit once more or completely eliminate it, but any agitation the ride back might cause won't be felt immediately at the very least. As he does so, he reaches toward the sphinx's neck, stroking its mane.]
Stay with her. [Ramesses looks to Chariot's sphinx as well, who steps a little closer.] Deliver her to safety as my stallions once delivered me in Kadesh.
[His words are not a gentle request or suggestions. There is an implied whatever it takes to his words as they are commands spoken by a man who once led armies. Both sphinxes appear understanding of this, Ramesses' sphinx especially, as they both bow their heads. Ramesses looks back to Chariot, his hand leaving her thigh for her hand.]