Entry tags:
- * intro,
- death note: l lawliet,
- dmc: nero,
- dragon age: dorian pavus,
- fe: soren,
- ffvii: reno,
- ffx: rikku,
- lwa: croix meridies,
- one piece: vinsmoke sanji,
- original: ferran gallagher,
- original: jacob "styx" graves,
- shadow hearts: alice elliot,
- undertale: mettaton,
- voltron: allura,
- voltron: takashi shirogane
Intro Log: October 2020
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
"My goodness. In the middle of the month! We weren't expecting you, we weren't!" The woman smiles broadly, with her Bonded glancing over the newly arrived and those who may have followed them in to volunteer explanations and assistance to the newest addition of their Mirrorbound bunch. "Let's get through the introductions, shall we? This here's Mhairi Ainsley, ambassador to the Parliament, and of course, my Bonded. And I'm Nerissa Bell, Head Witch of the Coven -- but you can just call me Miss Nessie, you can," she adds with a wink. "I know you must all be tired and confused after all that. We're here to help get you settled, dearest. Let me just..." 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 -- namely, if they have magic potential or not -- 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 Coven and/or Mirrobound escorts as guides -- you'll be given a peculiar-looking device. It's a very special watch, the native Witches explain, compliments of Parliament. These watches are passed around to all the new arrivals, who are given a quick rundown on their functions and encouraged 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, free of cost. 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 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. Much of the housing already has furnishing as well: standard items such as kitchenware, couches, beds, etc. were left behind by the relocated owners for those moving in. Though some are fairly newly-unoccupied, the dust on the floors of other houses suggests they were left long 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 them for -- so long as the legality isn't questionable, at least on the surface. To help with filling up the larger houses -- and even some of the smaller ones, or the shared rooms in the barracks -- the Coven put together a little roommate finding service, on a smaller scale from the grand opening of the Haven a while back. 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 simply reads the information you've offered up yourself -- or that someone might have written up for you, should that be their idea of fun. |
Welcome to the intro log! While mingling on the log itself is highly encouraged, feel free to make your own logs if you prefer! 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 throughout the month 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 October's Quest Pickup thread on the Quest Board. Finally, if your character is getting into any Shenanigans or if you have any other questions, just let the mods know here!
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[it feels kind of funny in a cool way to be called an exorcist, and Styx can't help the rather goofy smile on his face as he waves at the elderly woman. as if they aren't standing a window's width apart already.]
Uh, you seen him go through at all? He kinda, um, popped off real sudden without saying nothing...
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While Alice suspects there's something amiss with the whole "haunting," Styx has the right idea with asking the woman questions. It's possible that she knows or saw something.]
Or perhaps Mrs. Greenestone has spoken to you about the situation? You're a close enough neighbor to be sneaking around her bushes, after all.
[That last sentence maaaaaaay be a bit barbed. Even if she sounds as sweet as ever.
For her part, the woman huffs a bit.]
"I don't know anything about what's happening with Edith's dead husband. How dare you two accuse me of conjuring an illusion to get back at her for all her pranks over the years. The nerve."
[Um... Alice doesn't recall making any such accusation. She looks over at Styx, her expression clearly asking him if she's just missed something.]
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the drummer knows something must be funky as hell if even he's thinking something is up with this lady.]
Is that, uh... [confrontation, though...he's very bad at this still. he trails off before gathering his courage and trying again.] That something that happened before?
[maybe this whole apartment complex is actually cursed. he no longer really knows what's happening here.]
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A part of Alice appreciates his hesitance to call her out directly. It's a kind way of handling things, regardless of his reasons. He's giving her an out.
As someone experienced with this sort of thing (and the necessity of getting paid to do it), however, Alice chooses to be more direct.]
I'm afraid that's exactly what we're accusing you of, ma'am. You're a very bad liar, and I think your prank of Mrs. Greenestone has gone far enough.
[She pauses, giving the woman time to respond. In response, Alice and Styx are treated to a face journey: first shock (likely at herself), then indignance, then a small noise as she starts to defend herself, and finally a sigh. The witch is caught, and she knows it.]
"I didn't mean anything by it, really. I thought it would be funny, and it was at first...
"What do you plan to do with me?"
[In response, Alice taps her chin lightly.]
Let me confer with my associate.
[At that, she crouches below the window and pulls Styx down with her.]
Well? What do you think we should do?
no subject
the world of ghost hunting is a very complex one, clearly.]
Um... [he hems and haws, placing his hands atop his massive knees while contemplating this very weighty judgement.] 's not like she really hurt anybody too bad, right? Though it probably made Mrs. Greenestone kinda sad to see her husband again.
[right? before it got bad enough to call someone in, it must have punched a little bit to see the face of a loved one drifting through the house as if they'd never left. he frowns slightly.]
Maybe she should take her out for a couple weekends. Um, you know, do some nice stuff to make up for it.
no subject
Luckily, it seems that Styx is well-equipped for the 'it's usually just people being people' part of ghost hunting life. Alice lights up at his suggestion.]
That's a wonderful idea! It's a way to make Mrs. Greenestone feel better without straining her relationship with her neighbor, since it does seem like no harm was meant. And if she decides to confess, that'll be between the two of them instead of us.
[Decision made, she stands up and addresses the witchy neighbor.]
We promise we won't tell, if you promise to do something nice for Mrs. Greenestone in return. Take her out places she likes, things like that.
no subject
U-uh, yeah! 's a promise, cross our hearts...but you gotta buy her lunch when you guys go out, ok?
[eating is very important to the healing process, alright.]
no subject
Yes, I think it's best that you treat her.
[Best exorcism buddies!
The witch, for her part, is visibly relieved that the two of them aren't being punitive about the whole thing.]
"I'll be sure to do just that. Thank you both!"
[And with that, she crawls out from the bushes, brushes herself off, gives the pair a wave, and scurries back into her own home.
Alice gives Styx a wide smile.]
I'd say that's a successful exorcism, wouldn't you?
no subject
[but she was gone before Styx's words could reach her. he frowns slightly before Alice's question catches his attention and he turns to her with the same faint concern.]
I mean...uh, I guess? Ghost's gone, right? Even if it wasn't, like...a ghost-ghost. You think it still counts?
[more importantly-]
You think she'll be ok? Her hair had a bunch of twigs 'nd stuff stuck to it.
no subject
[Sorry to disappoint you, Styx.]
I think she'll be okay. We just spooked her, is all.
no subject
[his friend at home saw and talked to ghosts all the time, but as far as he knew Ymir had never conducted an exorcism - or at least not one that he'd ever talked about. myabe this was why?
...still, it's kind of a bummer. Styx perks up in record time, however, happy to have actually contributed to something that could be termed a success.]
Hey, uh, you wanna get some ice cream or something now? My treat! You know, to celebrate 'nd stuff.
no subject
[Yes, she's inviting you to go into business with her!]
And ice cream sounds lovely, thank you. Please, lead the way.
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Me!? You really mean it?
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[Goodness, Styx, think better of yourself!]
We can go over the details over dessert. What do you say?
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[he did a good job? him? ...haha. Styx's face flushes a pleasant shade of pink as he considers how sincere she'd sounded in her assessment. he feels both very shy and very proud at the same time.]
I mean...yeah! Hell yeah! If you really mean it, that'd be totally killer!
are you good with wrapping it here?
Yes, I really mean it. It will be... ah, killer.
[She's gathered from context that "killer" is a good thing, but it sounds silly coming from her.]
I look forward to it.